| Junior Member
Join Date: Jun 2008 Age: 28
Posts: 13
Thanks: 0
Thanked 0 Times in 0 Posts
Rep Power: 18 | New Imperial Guard Codex
I got bored waiting for the new Guard codex to come out, so I wrote this one. I included all the rules changes I believe should happen in the next Guard Codex, other rules which I'm not so sure about, and other rules which I don't think should actually happen, but were just too awesome to leave out. I'd sure like to hear what everyone thinks. I copied this from my word document, we'll see how it looks when it is posted: Goals of the new Imperial Guard codex:- Increase Numbers: To a Guard player, the only thing that matters is wave upon wave of troops and/or vehicles. Therefore, platoons ought to be used instead of squads, and vehicle squadrons instead of vehicles. This also has the benefit of allowing a Guard player to field 2,000 points on the battlefield. (I use my entire force organization chart by 1,750 pts).
- Simplify and limit Advisors and command squads: this ensures more guardsmen on the battlefield rather than cramming all one’s points into only a few powerhouse guardsmen (I’ve seen a 10 man guardsman squad cost 500pts due to heavily equipped advisors).
- Simplify doctrines: I have taken the 35 possible Imperial Guard doctrines and added 9 new ones. Then with a few simple changes, I eliminated every doctrine without eliminating any the options Guard players had with them.
- Simplified Vehicles: In the previous codex, there were 6 types of Vehicles with 6 different stat lines to memorize. I included 13 types of vehicles but simplified them in such a way that the player need only remember 4 vehicle stat-lines.
- Simplify Troops: in the previous codex, there were 18 different troop-type stat-lines listed. I have increased the variety of available troop-types but simplified them in such a way that the player need only remember 6 troop-type stat-lines.
- Simplify Guard weapons: not only does this help distinguish the Imperial Guard from other Imperial armies (particularly Space Marines), it greatly simplified the Imperial Guard codex. There were 25 weapon stat-lines to memorize in the last codex. I simplified this to 15. Although eliminating these weapons simplified and clarified the Guard’s rules, the primary purpose of doing this was to improve the “theme” of the Guard.
***Any suggested point-values are for reference only, and would be subject to balancing upon play-testing. Army Construction Changes: Platoons: All Guard Infantry are now purchased in platoons. Each platoon counts as a single unit for army selection, deployment and reserves purposes. However, each squad may deploy or arrive in a different location and acts independently of the others. Each platoon is made up of 1 to 3 squads of ten troopers. In addition to this, the platoon comes with one Officer. In addition to this, the Officer may have 1 Advisor attached to him. Each Officer is limited to one Advisor so that every squad can fit into a one chimera transport (10 troopers + attached Officer and Advisor = 12 Guardsmen). Officers: *Colonel: 50pts; may select 100 pts of wargear from the Officer Armory (see armory section for details); Colonels are designed to be more expensive because they offer the Guard 10LD without resorting to the danger of Commissars, while at the same time conserving wargear points by not resorting to a Medallion. Furthermore, their wargear limit is unrestricted, giving them access to every option from the Armory. *Captain: 30pts; may select 60 pts of wargear. *Lieutenant: 15pts; may select 30 pts of wargear. This wargear limit is designed to be high enough to allow him enough wargear selections to compliment his platoon, but limiting enough to force the player pick and choose. Company Commanders (HQ selections) must be Colonels or Captains. Platoon Commanders (all others) must be Captains or Lieutenants. A Guardsman is only as strong as his battle brothers around him; therefore, no Guardsman can count as an independent character. This means every Officer must always be attached to a squad. If the Officer’s entire squad was whipped out, he is subject to man alone tests. Platoon Command: this special rule replaces the old Leader special rule. First, it allows a Platoon Commander to leave the squad he is attached to if he is within 2” coherency of the new squad by the end of the movement phase. Platoon Commanders can only join squads from his platoon. Secondly, as along as the Officer is present, then when squads from the same platoon are moved within 2” coherency of each other, the squads count as a single unit. During any movement phase the squads may separate back into their original squads simply by moving out of 2” coherency. This special rule will open up many new tactics for Guard players. First, it will allow the Guard to rely on overwhelming numbers by creating units up to 32 Guardsmen strong. Second, it will still allow them the freedom to capture multiple objectives by separating into independent squads. Third, this rule is unique to the Guard and so it will help to distinguish them from other armies. Fourth, it is easier to use than the Leader special rule. Fifth, it makes more sense than the Leader special rule (after all, if a Guardsman can yell orders up to 12”, then not other leaders from other armies?). Squads: The following changes were made to represent the prolific use of these things in real-life military organizations: *One trooper in each squad can be upgraded to a Corporal (+5pts); besides the increased leadership, the Corporal is equipped with a lasgun, laspistol, and a close-combat weapon. *One trooper in each squad can be upgraded to a medic (+5pts). *One trooper in each squad can be upgraded to a vox-caster (+5pts). *One trooper in each squad can be upgraded with a special weapon selection from the Squad Armory (see armory section for details). *Two troopers can form a team to operate a heavy weapon selected from the Squad Armory. Upgraded troopers must be different troopers: you cannot have a vox-casting medic corporal with a plasma gun. Vehicle Squadron: All Guard vehicles are now purchased in squadrons. Each squadron counts as 1 slot on the force organization chart. A squadron is made up of 1 to 3 vehicles. These vehicles must adhere to all vehicles squadron rules. Although this would allow 9 tanks in a Guard army, there is a good reason to allow this: vehicle squadrons are subject to harsh penalties: · The entire squadron must shoot at the same target (this seriously limits their firepower and prevents the squadron from destroying more than one enemy unit per round). · The player must abandon vehicles which cannot maintain coherency (ouch!). · All three tanks in a squadron can be destroyed in one round by one enemy Heavy Weapon’s squad (because shots are distributed among the entire squadron). Considering these penalties, an army consisting of 9 tanks would have serious limitations to overcome. This would allow tread-heads the freedom they desire, without upsetting their noobie opponents. Simplified troop types: WS BS S T W I A LD Symbol Colonel* 3 4 3 3 1 3 2 10 Captain* 3 4 3 3 1 3 2 9 Lieutenant* 3 4 3 3 1 3 2 8 Corporal 3 3 3 3 1 3 1 7 Trooper 3 3 3 3 1 3 1 6 Conscript 2 2 3 3 1 3 1 5 *These guardsmen have access to the Officer’s Armory. Explanation of changes to stats: Guard players have enough to worry about when dealing with shooting, and tracking vehicle damages. Tracking wounds is just an added headache. After all, Guardsmen are only Guardsmen, and a Guardsman is only a wound. Therefore, it is only reasonable that no Guardsman should have more than one. Furthermore, the idea that a normal human can take two or even three wounds while a SPACE MARINE can only take ONE…is….well, more than a little ridiculous. Lastly, since Officers are no longer independent characters, they won’t need the additional wounds to stay alive in close combat. Beyond this major change, other stats were made more uniform for simplicity’s sake and ease of memorization. A Guardsman is made strong only by the battle brothers around him; therefore, the close combat abilities of all the Guardsmen have been equalized and reduced to represent this. Furthermore, the Officers close-combat abilities have been reduced to concentrate on squad-level tactics rather than powerful individuals. This frees the Officers to accomplish their primary mission: leading their squads. This is demonstrated by the fact that the only real difference between the human troop-types is their leadership values; humans are only human, after all. Just like in the current military, the squad leaders (Corporals) are given a rifle, pistol, and hand weapon; this weapon selection distinguishes them from the average trooper by allowing them an extra shot in the assault and an extra attack in close combat. Also, the Corporal is distinguished by reducing average trooper’s leadership by one. This reduction will not affect a squad’s leadership unless as Corporal is not purchased or if he is removed early. This change demonstrates the leadership value of non-commissioned Officers in the military, and may cause the player to reconsider removing his Corporal as a casualty and take out his heavy or special weapon trooper instead. HQ:- Infantry Officer: this Officer must purchase a squad of ten troopers (+50pts). These troopers may be upgraded like any other squad. In addition, one trooper may be upgraded with the Company Standard. The squad may be equipped with a transport.
- Company Command: When the Company Commander and his squad is moved within 2” coherency of a Platoon Commander and his squad(s), all the Guardsmen for one massive unit. A Company Commander may only attach his squad to one platoon at a time.
- Tank Officer: this Officer must purchase a battle tank. The tank can be equipped with the Company Standard and a vox-caster.
- Sentinel Officer: this selection is for every Guard player who falsely believes a Guardsman ought to be able to hold his own in close-combat. This Officer must purchase a sentinel. This sentinel can be equipped with the company standard and a vox-caster. The Sentinel uses the WS, BS, and Attack values of the Officer. A Sentinel Officer may purchase a sentinel squadron as his retinue.
- LongRange Surveyor: 25pts; (may not be taken as the primary HQ choice). This device is set up before a battle; it utilizes the vox-caster network to transmit data of approaching enemy forces. If enemy infiltrators set-up within 18” of any unit with a vox-caster or vehicle, that unit may a free shot at the infiltrators can may cause them fall back.
Advisors:- Commissars: 20pts; the commissar uses the stats and wargear limit as a Colonel (he is only human) and may be equipped from the Officer’s Armory. Otherwise, same as codex.
- Sergeants: 10pts; the Sergeant simply acts as an Officer’s right-hand man. He has the same stats and wargear limit as a Lieutenant. A Sergeant is noted by three stripes rather than a Corporal’s two stripes.
- Priests: 10pts; priests are Corporals, so they do not have access to the any armory; however, their specific profiles would include the same specialty equipment offered in the current Guard codex.
- Combat-priest: combat-priests are the same as Priests in the current codex, though for less points due to reduced stats. To simplify the Priests’ special rules: priests give their squad the furious charge special rule.
- Tech-priest Enginseers: tech-priests work differently than other Advisors. Rather than being attached to an Officer, they are attached to a vehicle squadron and are purchased from the Vehicle’s Armory. Like all Advisors, the tech-priest (and servitor retinue) must maintain coherency with its vehicle squadron and may purchase a transport to assist in this task (vehicle squadrons = 4” coherency). Up to four technical servitors (10pts each) may be taken and all have the same stats and equipment as a Trooper. Each technical servitor is augmented with a servo-arm which is used to help the tech-priest make repairs. Any technical servitor may become a gun servitor by exchanging its servo-arm for a heavy weapon mount. The heavy weapon mount allows a gun servitor to purchase either a special or heavy weapon from the Squad Armory; furthermore, it makes any special weapon count as twin-linked, and any heavy weapon counts as assault rather than heavy (this was designed to allow the tech-priest to get into base contact with damaged vehicles during the movement phase without hindering the gun servitors from shooting). In addition, the servitors have the bionics upgrade (6+ invulnerable). The entire retinue of servitors may be further augmented with plasma cutters (count as power weapons, 2pts per servitor), chainsaw blades (count as Chain Weapon: +1 Strength, 2pts per servitor), or refractor fields (5+ invulnerable, 1pts per servitor). Note: chainsaw blades and plasma cutters are both close combat weapons. That means if the plasma cutter is used, the servitor’s attacks ignore armor saves, but does not benefit from the +1 Strength of the chainsaw blades (although the blades would give a +1 attack for an additional hand weapon);
- Blessing of the Machine-God: if the tech-priest is not locked in combat and if the tech-priest ends his movement phase in contact with a damaged vehicle, then rather than shooting, the tech-priest may attempt to repair the vehicle: a weapon destroyed or immobilized damage result is fixed on a roll of 6+. The tech-priest gets a +1 to the roll for each technical servitor assisting him (not shooting). Furthermore, instead of repairing a vehicle, the tech-priest can attempt to repair any servitors damaged (wounded) during the last turn. When a servitor is damaged, place it on its side. Roll a d6 for each wounded servitor. When a servitor is repaired, it stands back up. If not, remove the model. Wounds from weapons which instantly kill or which allow no armor saves cannot be repaired.
- Warp-priests: Commonly called psykers, these are the same psykers found in the current codex, although they ended up receiving a small stats boost in order to align them with all the other priests (this was done for simplicity’s sake). The psyker has the power to nullify psychic powers used against his attached squad with a successful psychic test. They may purchase additional powers (listed below) for +10 pts each. Every power listed requires a successful psychic test to use. To augment the psyker’s low leadership (which results in a high psychic failure rate) the Psyker could also be upgraded with a psy-enhancer (re-roll failed psychic tests) for +15pts. Possible psychic powers could include:
- Lightning arc: Range 24” S3, AP- Heavy6 or Assault3; this was specifically designed to allow these rolls to be added to the lasgun rolls (just to make rolling easier).
- Psychic lash: psyker counts as if equipped with two power-fists
- Machine curse: Range 12” S8, AP1, melta
The previous powers cause the psyker to substitute as a special/heavy weapon (although he uses LD to hit rather than BS). But rather than acting like a weapon, it may be better to gain squad-augmenting powers, such as:- Telepathic Order: Any squad may use their Officer’s Leadership no matter the range (remember, a psyker can only use a power once per turn, and even then, only with low chance of success).
- Empower: may use during the shooting or assault phase: squad counts as rending
- Hallucinations: used during an enemy shooting or assault phase. Enemies may accidentally target the hallucinations. This is represented by giving the squad +1 to their armor save.
Transports:- Chimera Transport: 50 pts + weapons (instead of 70 pts). This points-value change is based on the 35 pt chaos rhino (which although it has worse front armor, it has better side armor and it is armed, and it has better BS, and it has more firing points, and it has a fix-itself special rule vs. the chimera’s useless swim rule). To keep the Chimera’s points cost low (so as to include more wounds in the army…I mean, er…more Guardsmen), the Chimera could be equipped with heavy stubbers rather than its more expensive options.
- Salamander Transport: 50pts + weapons; A Salamander Transport is an open-topped Chimera. This Vehicle would allow a lot of new tactics for Guard players because the Guard currently has a very difficult time guaranteeing an assault. An open-topped Chimera (the Salamander) would act as such a guarantee. The Salamander was selected rather than a Truck/Jeep option because of the Imperial Guard’s close association with Chimeras, while Trucks or other light vehicles (like Jeeps) are more closely associated with Orks. Furthermore, it prevented the complications involved in adding an entire new stat-line to the vehicles listing.
- Valkyrie Transport: The Valkyrie is a transport option only for Storm Troopers or Drop Platoons.
Troops:- Infantry Platoon: 50 pts per squad; Infantry platoons are subject to all the rules for a platoon: 1 force organizational slot; 1 Officer (Lieutenant or Captain), 1 to 3 squads of 10 troopers who can be upgraded with weapons, equipment and rank. The entire platoon may be mobile, at which case every squad must ride in a transport.
- Conscript Platoon: 50pts per squad; Conscript platoons operate exactly like infantry platoons, but with the following exceptions:
- Each squad includes 20 conscripts rather than 10 troopers.
- Conscripts lack discipline; therefore, they always test at their base leadership value (LD5) despite the best efforts of their Officers, squad leaders and commanders via vox-caster.
- Grenadier Platoon: 65 pts per squad; the idea behind Grenadiers was to allow the Guard player all the options they previously had with doctrines, but still allow doctrines to be eliminated from the new Guard codex. Not only this, but it gives a reason to have such a wide selection of Guard models to choose from (eliminating doctrines makes a Catachan model absolutely no different from a Cadian model, but by including Grenadiers as a troop selection, the Guard player now has some very good reasons to use the different models). Grenadiers operate identical to infantry platoons except they have received advanced training or equipment. A Grenadier platoon may select one piece of special equipment or training from the following lists. The entire Grenadier platoon may purchase additional training or equipment at +15pts per squad for each additional selection.
Special Equipment: Special Training: (suggested models) He’s a monster! Iron Discipline (Cadian) Cameleoline Light Infantry (Catachan) Entrenching tools Drop Troops (Elysian) Chem-inhalers Bitter Enemies (Steel Legion) Cyber-enhancements Tech Infantry (Skitarii) Ordnance For the Emperor (Tallarn) Warrior Weapons Reinforced Platoons (Valhallen) Targeters Close-Order Drill (Mordian) Carapiece Armor Hardened Fighters (Vostroyan) Some of these options had to be drastically modified so they would be equivalent to +15pts per squad. *Bitter Enemies: This replaces the Xeno-fighter doctrine. Any enemy army may be chosen as the hated foe. The Squad receives Preferred Enemy and Furious Charge special rules when facing their bitter enemy. *Close-Order Drill: While in close order, if an enemy unit charges the front 90o arc of the close-order formation, the squad may immediately make a round of shooting attacks at the charging unit. The charging unit suffers no moral effects from the shooting attacks and continues the assault as normal. If more than one enemy unit assaults, the squad must pick which to shoot. The close-order squad may not fire at enemies charging their flank or rear. *Chem-inhalers: Either ‘slaught or Kalma can be pumped through the inhalers. The first gives the squad the feel-no-pain special rule; the second gives the stubborn special rule. The chemical must be chosen before the battle and cannot be changed during battle. (Stubborn was selected instead of the Fearless special rule because Fearless would have made Iron Discipline useless.) *Cyber-enhancements: (this replaces the Gland Warriors doctrine). Altered by the bio-genetors of the Adeptus Mechanicus, these troopers have been implanted with a wide range of artificially enhanced organs and limbs, including glands which secrete potent chemicals that enhance endurance and quicken reflexes. The squad receives the fleet and acute senses special rules as well as 4 initiative. *Drop Troops: a squad with this doctrine receives the deep strike special rule. In addition to this, rather than deep striking, this unit may ride in a Valkyrie Transport. If a heavy weapon is not selected, a second special weapon may be selected. Every squad in a Drop platoon receives the Vox-Caster upgrade at no cost. *Entrenching tools:This special equipment gives the troops the ability to “dig-in.” “Digging-in” sets up a permanent feature on the battlefield. If a squad does not move, shoot or assault, it can dig-in (it can also dig in before battle). “Digging-in” is represented by placing some sandbag models around the “dug-in” troops. It offers a +1 to the cover save of any troop behind the sandbags (3+ cover save is max). If the dug-in troops move, the fortifications are left behind, and can be used by other troops, or even enemies. The fortifications can be destroyed by any unit occupying the fortified position. *For the Emperor: (this replaces the Afriel Strain doctrine). These troopers have been hardened by a life of constant warfare, and have realized that fear is inconsequential compared to their duty to the Emperor. As a result, this squad is subject to the And they shall know no fear special rule. *Hardened Fighters: A squad with this doctrine has been given advanced hand-to-hand training and receives 4WS and +1 Attack. *He’s a Monster: the squad’s Corporal has undergone the Ogryn bioengineering project and his stats and equipment are adjusted accordingly (see: Ogryns for details). If the Officer’s Advisor is a psyker, then the Officer can also undergo the Ogryn bioengineering project for +15 pts. *Iron Discipline: LD +1 (Max: 1 ; may regroup if under half-strength; ignore penalties for being outnumbered in close combat. *Light Infantry: this has been combined with the Jungle Fighters doctrine; special rules: scout, infiltrate, move through cover; a sniper rifle (3pts) may be selected as a special weapon; a heavy flamer (15pts) or sentinel may be selected as a heavy weapon option (the sentinel must maintain 2” coherency, shoot at the same target as the squad it is attached to, and when the squad enters close combat, the sentinel counts as locked. The sentinel is otherwise an independent unit but does not take up a slot on the force organization chart). If a heavy weapon is not taken in a unit of light infantry, a second special weapon may be selected. *Ordnance: one trooper has a demolition charge strapped to his chest. In the shooting phase, he can run forward 6” and blow himself up. The charge does not scatter (but neither can it be tossed into the midst of the enemy). He must detonate the charge once he reaches base contact with the nearest enemy model. Alternatively, in close combat, rather than making a close-combat attack, the ordnance trooper may detonate the demolition charge during his initiative. *Reinforced Platoons: Each squad is reinforced with an additional 4 troopers for a total of 14 troopers per squad. *Targeters: This would replace the Sharpshooters doctrine. Any Guardsman in a squad armed with a targeter has BS4. (The purpose of changing this doctrine was to reduce the number of rolls the Guard player must make each round of shooting by eliminating his re-rolls.) *Tech Infantry: the platoon’s troopers are more machine than man; each model has bionics (6+ invulnerable). A tech-priest must be chosen as the Officer’s Advisor, and he may use Blessing of the Machine-God special rule to repair any troops damaged (wounded) during the last turn. When a trooper is damaged, place it on its side. When the tech-priest attempts to repair the damaged troopers, roll a d6 for each. On a roll of 6+, he is repaired and stands back up. If not, remove the model. Wounds from weapons which instantly kill or which allow no armor saves cannot be repaired. To assist with these repairs, any member of the squad may be further augmented with a servo-arm (+5pts) and counts as a technical servitor. Each technical servitor included in the squad increases the tech-priest’s roll by +1 (max of 2+). The squad may include one gun servitor if it does not include a special weapon trooper and another if it does not include a heavy weapon trooper. Gun servitors exchange their servo-arms for heavy weapon mounts. The heavy weapon mount allows a gun servitor to purchase either a special or heavy weapon from the Squad armory; furthermore, it makes any special weapon count as twin-linked, and any heavy weapon counts as assault rather than heavy.In addition to all this, the tech-priest can further augment his mechanical warriors: for 10pts per squad, the platoon may be equipped with refractor fields (5+ invulnerable save); for 20 pts per squad, the platoon may be equipped with Chainsaw arms (count as Chain Weapons: +1 Strength); for 20 pts per squad, the platoon may be equipped with plasma cutters (count as power weapons). *Warrior Weapons: this doctrine equips the trooper with a hellgun, laspistol, a hand weapon and frag/krac grenades. For +15pts per squad, the platoon can exchange their hand weapons for Chain Weapons, or their krac-grenades for meltabombs. Fast:- Sentinel Squadron: same as codex, except the Vehicle Armory has been modified to allow sentinels to select any upgrade. This was done for simplicity’s sake. This does mean that a sentinel may select a pintle-mounted heavy stubber from the Vehicle Armory as a second heavy weapon.
- Heavy weapon options:
- Heavy Stubber: 3pts
- Heavy Flamer: 6pts
- Auto-cannon: 10pts
- Las-cannon: 20pts
- Front-end Loader: 3pts – sentinel counts as 8 strength
- Power containment unit: this upgrade makes the sentinel’s close combat attacks count as power weapons.
- Tracks: the sentinel’s legs may be replaced with tracks. By doing this, the sentinel would lose its close combat abilities and become a light vehicle (similar to a smaller version of the ForgeWorld Centaur). As a vehicle, not only would it increase its movement capabilities (12” drive rather than 6” walk) it would be able to tank shock (poorly). This version of the sentinel would fulfill a role similar to that performed by hummers in modern militaries.
- Salamander Scout Squadron: 50pts per Salamander; this version of the Salamander has replaced its transport capacity with larger engines and more fuel capacity. As a result, this counts as a fast vehicle. This vehicle also has the scout special rule.
- Valkyrie Gunship Squadron: Unlike the Valkyrie Transport, the Valkyrie Gunship cannot carry passengers. It replaces its cargo-capacity with extra weapons. (Its name was changed from Vulture to Valkyrie for simplicity’s sake.)
- Rough Rider Platoon: 65pts per squad; purchased in 1 to 3 squads and led by an Officer. The entire platoon may be equipped with carapiece armor at +15 pts per squad. Depending on the manufacturing capabilities of their planet, Rough Riders are mounted on either animals (usually horses) or vehicles (usually bikes).
Rules Animal Bike Movement: 6” 12” Assault: 12” 6” Special Rule: Fleet Turbo-boost Dangerous terrain tests: No Yes Attacks in melee: 1(2) 1 Melee Weapons: Pistol/hand weapon Pistol (other hand steers bike) Mounted Weapons: None Twin-linked lasgun Supplementary weapon: Lasgun Lasgun Stat change: +1 Toughness? +1 Toughness Hunting lance upgrade: No? No? Upgrade: Xeno-mounts Attack bike First, it is questionable as to whether the small Guardsmen bikes would merit +1 toughness; however, for the sake of uniformity, all bikes give +1 toughness (even those Eldar tin cans…I mean, er, jet bikes). Second, the size of a horse is equal to that of a bike; and for the sake of uniformity and simplicity, a rough rider’s stat line ought to be the same (4T) no matter which type of mount he is riding (even though it would probably make more sense if an animal mount offered +1 attack instead). Concerning hunting lances: first, it is questionable as to whether holding onto a stick strapped with detonating explosives would be safe enough to actually use in combat. For this reason alone, hunting lances ought to be considered for removal from the Guard codex. Secondly, at +2 Strength, +2 Initiative, AND power weapons, a hunting lance is arguably the most powerful melee weapon in the 40k universe. Being the most powerful melee weapon, why do only horse-riding humans (of all things) use them? It is much more likely that Space Marine Assault squads would have first dibs on hunting lances; and if Space Marines can use them, why not other armies? If anyone would be dumb enough to attempt to strap high explosives onto a stick and poke something with it, it would be an Ork. So why don’t Orks have hunting lances? Third, from a rules standpoint, the hunting lance is the most difficult squad-level weapon to use in the entire 40k universe: it has different rules based on whether the Rough Rider charged or got charged, it can only be used once in battle and after this first use, like the demolition charge, the Rough Rider model is supposed to be replaced with one NOT equipped with a hunting lance. Fourth, it is not precisely clear why adding the speed of a horse improves the explosive power of the demolition-charge (apparently, hunting lances can only add +2 strength and Initiative if the horses are assaulting). Fifth, since when in the history of war has a lance on horseback prevented the Rider’s use of his other hand? Even fully armored medieval knights carried shields in their off-hands; it only stands to reason that a Rough Rider could carry something as small as a pistol. For all these reasons, the hunting lance is the most poorly designed weapon in the 40k universe and ought to be removed from the new Guard codex…sad, I know…but like the squats…they just gotta go… Attack bikers: attack bikers can select a heavy weapon from the Squad Armory. Xeno-mounts: A Rough Rider platoon may exchange their horses for a creature native to their home-world. Each squad in the platoon must ride the same type of creature. Any of the following upgrades may be selected for the creatures at +40pts per selection per squad:- Gapping Jaws: These creatures have a bite so devastating they are known to swallow a man whole. This bite is identical to a servo-arm in that it gives the Rough Rider +1 Str6 attack at Initiative 1 which ignores armor saves.
- Wings: These creatures have wings which allow them to fly. The Rough Rider squads move as jet bikes.
- Tooth and Nail: These creatures have jagged tusks, sharp claws, deadly horns and other nasty things. They have three Str3 close combat attacks at Initiative 3. These attacks are designed to be added seamlessly with the Rough Rider’s close-combat attacks.
- Gargantuan Size: These creatures are so massive that the Rough Rider counts as having 5 toughness.
- Heavily Scaled Hide: These creatures are covered in thick carapiece scales. The Rough Rider receives +1 bonus to their Armor Save.
Elite:- Hellhound Squadron: the Hellhound is a Chimera (AV: 12/10/1
upgraded with reinforced armor. Reinforced armor gives it +1 armor value all around (AV: 13/11/11). It should be an actual plastic component which could be added to the Hellhound, as this would help both players to remember the increased armor value. This armored piece is the same one used on a tank chassis to create a Heavy tank (see tanks below). The Hellhound is placed under Elites because it acts like an “elite” Chimera by filling the role of a light tank. Not only would the reinforced armor give it the option of side sponsons, but if desired, this tank could exchange its Inferno cannon for a Conqueror cannon. (muahahahaa!) - Conqueror Cannon vs. Exterminator: the Imperial Guard currently lacks a tank with a non-ordnance main weapon. Mounting a heavy weapon rather than an Ordnance Weapon would allow the Guard player the full use of his sponsons and hull-mounted weapons (when they do not move). Both the Exterminator and the Conqueror Cannon would fill this niche perfectly. However, the Conqueror Cannon not only looks better than the puny Auto-cannon, it also has a blast radius (which fits much better next to a Battle Cannon).
Alternatively, the Hellhound could replace its Inferno cannon with a las-cannon. The reinforced armor also allows las-cannons as sponson weapons. - Storm Trooper Platoon: 100 pts per squad; 1 to 3 squads can be purchased for 1 slot on the force organization chart. Each squad has 9 Corporals and the squad leader is a Sergeant. An Officer leads the platoon and an Advisor may be selected to accompany him. The platoon may infiltrate, deep strike, or purchase any transport option (including a Valkyrie). Targeters give Strom Troopers 4BS, Hell Guns are assault2, and each squad may make 3 special weapon selections (Storm troops are unique in that they are the only Guard unit which may selection more than one special weapon).
- Ogryn Platoon: Ogryns need a complete overhaul. This is because most players play Imperial Guard because Guardsmen are human. It seems to run counter to this when non-human races are included in a human army list. This is the main reason why I (and every other Guard player I know) do not use them. However, this is upsetting because the models are so amazing. Therefore, I propose changing their theme: rather than acting like dimwitted, moronic, stick-your-thumb-in-your-eye idiots, they should be regular human Guardsmen who were selected to undergo a morally-dubious genetic engineering program created the bio-genetors of the Adeptus Mechanicus. This program would be similar to that undergone by Space Marines, except Ogryn programming utilizes cheap chemicals and mechanical glands which secrete ridiculous amounts of steroids, growth hormones, testosterone, etc… These treatments are then augmented with even more questionable warp-enhancements authored by sanctioned psykers. These warp-enhancements bring about faster but unpredictable results. Those Guardsmen who survive would be called Ogryns. They would receive 4WS, 4S, 4T, 3W, and +1A on their profile. Due to their immense size, they would count heavy weapons as assault. The current Ogryn special rules would be eliminated, and Ogryns would act like any other infantry platoon (except with improved stats). As Guardsmen, not only could they select a heavy weapon, but they will have an Officer. Giving an Ogryn Officer a power-fist would seal the deal in the hearts of every Imperial Guard player (4S x2 = 8S)! Ogryn squads would be limited to four Ogryns (4 Ogryns +1 Ogryn Officer + 1 optional Ogryn Advisor = 6 Ogryns = able to ride in a Chimera). They would be equipped with a close-combat weapon and a grenade launcher. Due to their size, Ogryns use grenade launchers like pistols, giving +1 attack in close combat. Any Ogryn may exchange its grenade launcher for a heavy stubber (for free). One Ogryn per squad could be upgraded with a heavy weapon or a heavy flamer. For +20pts, the platoon may exchange their close combat weapons for Chain Weapons (+1 Strength) or Ogryn Great Weapons (+2 Strength). Great Weapons are two-handed, so the Ogryn would lose the bonus attack for two weapons in close combat.
- Ogryn Advisor choices: there could be no Ogryn tech-priests or psykers as they are the ones who perform these experiments, and so they know better than to “volunteer”; nor could there be Ogryn Commissars (as Commissars are too valuable to risk with such dangerous experimentation). However, Ogryn sergeants and Ogryn war-priests would be available as Advisors.
- Estimated Cost: 1-3 Squads of 4 Ogryns (65pts per squad), plus a mandatory Ogryn Officer (Lieutenant +30pts or Captain +45pts), plus an optional Ogryn Advisor (+25pts) + weapon and upgrades.
- Special forces/Commando Squad: 40pts per team; the strongest and most experienced troopers are selected for specialized training. Those who live through it become Commandos. The purpose of the Commando is to allow Guard players to include a personalized unit specifically-designed to fulfill a vital niche in their army. Commandos have all weapons and training available to them, but purchasing every upgrade would make them inordinately expensive. The idea behind Commandos is to allow the Guard player to choose the one weapon and the one type of skill necessary to fulfill his particular need (such as providing covering fire with entrenched heavy guns, pinning fire from a sniper team, providing a lightning-swift strike to take a position, or simply setting up a defensive perimeter to secure an objective). Unlike all other infantry choices, this one is purchased at the squad level. The squad counts as a single unit for army selection, deployment and reserves; however, it consists of 1 to 3 four-man fire-teams which can deploy or arrive in different locations, and act independently. Each team may be equipped with a different transport. Any member of the team may be promoted to Sergeant (+5pts) and equipped from the Officer’s Armory. Each team may be equipped with a med-pack and vox-caster. Although they are only armed with lasguns, commandos may select any special equipment or special training from the Grenadiers listing (see above) at +6pts per selection per team. Like Grenadier squads, each Commando team must receive the same equipment and training. In addition to all this, each commando may be equipped with:
- A grenade launcher, plasma gun, meltagun, flamer, or sniper rifle
Any two commandos may form a heavy weapons team:- A rocket launcher, Las-cannon, heavy stubber, mortar, auto-cannon or heavy flamer.
In addition to their primary weapon, any commando may purchase one supplemental weapon from the following list:- Fire-and-forget shoulder-launched Hunterkiller missile: this is simply a krac missile with a 24” range (this choice was included only because real-life commandos carry a LAW, AT4 or similar weapon). Ideally, the shoulder-fired krac missile would be modeled so it could be easily removed from the model after it has been fired.
- Demolition charge: this can be tossed 6” during any shooting phase. When there is no enemy to be targeted, place a marker wherever the charge lands (or scatters to). These demo-charges can then be remote-detonated at the end of any enemy movement phase. This allows the squad to plant demo-charges to help defend their position prior to the arrival of an enemy (just as is done in real-life military units). When detonated, simply center the ordinance template over the marker. If the team infiltrates, the markers can be placed anywhere within 6” prior to beginning the battle as it is assumed the charges were planted the night they infiltrated into position. Ideally, the demolition charge would be modeled in such a way that it could be taken off the model and placed on the ground as the marker, and then removed once detonated.
These supplemental weapons are complicated but have been included only because of their real-life counter-parts. While commandos may seem too cheap and too powerful, they are arguably the weakest unit in this list for their points-cost. This is because they are very threatening to the enemy and so will be a primary target. Unfortunately, being a 4-man Guard team AND a primary target can only result in their immediate death. Lastly, the commandos would not have a specific blister pack. After all, commandos are so variable that they could end up looking like anything. Therefore, having specific commando models would not be feasible. However, because of their variety, not having commando models would not be a problem; the only thing they really need to distinguish themselves from other Guardsmen is a 4-man team and better paint job. Heavy:- Leman Russ Main Battle Tank squadron: Same as the codex, only with one notable exception: its main weapon can be: 1. Battle Cannon; 2. Demolisher Cannon; 3. Inferno Cannon; 4. Conqueror Cannon. Ideally, these main-weapons would be remodeled so that they are interchangeable (on both the Russ and the Chimera chassis). The tactical benefits of including this variety of options for the Guard players would drastically outweigh any inconveniences of having to subtly remodel one or two vehicle chassis.
- Leman Russ Heavy Battle Tank squadron: the Heavy Battle Tank differs from the Main Battle Tank in three notable ways:
- It has reinforced armor (this is the same plastic piece which distinguishes Hellhounds from Chimeras); thus, the Heavy tank would be distinguished from the Main tank with a +1 armor-value: 14/13/11.
- It has a larger weapon selection: it may add a Conqueror Cannon, an Inferno Cannon, or a Demolisher cannon as a hull mounted weapon; and like the Hellhound, it can add Lascannons on its sponsons due to its reinforced armor. Lastly (and most importantly), its turret may be equipped with an Earthshaker Cannon (direct fire only).
- It has heavier tank treads, which when supported by its reinforced chassis, allows it to be powered by a larger engine. This engine causes the vehicle to count as Lumbering: it may only move up to 6”, and must move straight forward (although it may pivot 90o after it moves); however, it may fire all of its weapons (including ordnance) at a single enemy unit even while moving.
- Basilisk squadron: same as the codex, except it could be purchased as a squadron and indirect fire is an automatic free upgrade. Basilisk squadrons may also select any of the following upgrades:
- Forward observers: 25pts; consisting of a fire-team of 4 guardsmen (1 Corporal with a Global Vectoring System and 3 troopers armed with lasguns, with one of the troopers wearing the vox-caster). The forward observers are set up as infiltrators. They can direct the basilisks’ attacks against any target to which they can draw a line of sight (range is irrelevant to a basilisk). Furthermore, as long as the forward observers are placed in a terrain feature, and they do not move nor shoot, then they count as hidden: the enemy cannot directly shoot at them (although they can fire at them indirectly, as well as send infantry charging into their terrain to flush them out with an assault).
- Illume Shells: 5pts; during night-fighting, an illume shell can be fired into the air where it hovers via grave-chute. Place a marker anywhere within range and roll scatter dice. Any units within 12” of the illume count as visible.
When a basilisk utilizes forward observers, the squadron is placed in reserve. They may fire while in reserve by utilizing the observers to direct their attacks (always rolling 2d6 for scatter). Should the forward observer’s vox-caster be killed, the basilisks can no longer fire from reserve (although they could then make a reserves roll to arrive on the battlefield like any other unit held in reserve). - Heavy Weapon Platoon: operates identical to all other platoons (10 troopers per squad, 1 to 3 squads, plus an Officer and Advisor), except they cannot include special weapons. On the other hand, they may include 1 heavy weapon for every two troopers who are not otherwise upgraded (to Corporal, vox-caster, or medic). Thus, it would be possible to have 5 heavy weapons in an otherwise un-upgraded squad.
- Mortar squads: if a mortar squad includes a vox-caster, they may purchase a team of forward observers. The forward observers must obey all rules stated in the entry under “Basilisk squadrons” (see above). Although mortars cannot shoot from reserve, they can utilize the sight range of the observers, thus rolling only a single d6 to scatter. Mortars also receive illume shells for free; however, the visibility range of a mortar illume is only 6”.
Armories: Officer Armory: Pts: Item: free Close combat weapon 3 Power Weapon 3 Chain Weapon (ie: chainsword): +1 Strength (strength bonus applies only when using the chainsword as the primary close-combat weapon). 25 Power Fist: cost increases because Officers are not independent free Laspistol 6 Plasma Pistol: cost lowered because of 1 wound Officers free Lasgun 2 Hellgun: Assault 2 10 Master Crafted Weapon 1 Noculars: receive the acute senses special rule 3 Cybernetic Enhancements: receive 4 Initiative 1 Surveyor: If enemy infiltrators set-up within 18” of any unit with a surveyor, that unit may take a free shot at them, and the infiltrators may be forced to fall back. 5 Trademark Item 20 Global Vectoring system: this allows any unit with a vox-castor to act as a forward observer for a mortar heavy weapon squad or basilisk squadron. *Carapiece armor, Bionics, and Refractors fields were excluded from the armory because, first, Officers are no longer independent characters. This makes these things practically useless. Secondly, this simplifies things so the multiple-armor special rule won’t apply to the Guard. (I’ve seen a Command Squad with six different armor-save values…talk about being a nightmare to track each individual model’s wounds…) Officer’s Honors: The point values of the Medallions were purposely kept high in order to discourage players from equipping every Sergeant, Officer, and Advisor with all of them. 15 Medallion Crimson: +1 wound. 15 Medallion Furiosus: +1 attack 15 Medallion Regulatus: +1 leadership (max 1 . 15 Honorifica Imperialis: +1 WS, +1 BS Vehicle Armory: Pts: Main Weapon: 30 Conquer Cannon 40 Inferno Cannon 50 Battle Cannon 50 Demolisher Cannon 70 Earthshaker Cannon Pts: Items: 6 Pintle-mounted Heavy Stubber 6 Hunter Killer Missile: this ought to be remodeled so that once it is fired the missile can be removed from the model. 1 Camo-netting 10 Armored Crew Compartment 1 Searchlight 10 Track Guards: An Immobilized result is ignored on a 4+. This change was made to make track guards effective on tanks which currently do not benefit from this upgrade since a successful track-guard roll means they LOSE the ability to attack next round. 3 Smoke Launchers 10 Reactive Armor: reactive armor is explosives attached to the outside of the vehicle. When the vehicle takes incoming fire, the explosive detonate and eliminate the effects of the attack. When the first unit successfully hits the vehicle, the attack is ignored on a 2+; note that the Strength value of the attack is irrelevant: even lasguns can destroy reactive armor. The reactive armor should be modeled in such a way that it can be removed once destroyed. 10 Dozers and blades: vehicles moving no further than 6” may re-roll a failed Difficult Terrain test as well as allowing it to clear minefields. On sentinels, however, this upgrade acts as chainsaw-blades which gives the sentinel the move-through-cover special rule. The chainsaw blades can be used in close combat giving the sentinel +1 attack. 10 Extra Armor: -1 on vehicle damage chart 10 Tech-priest Enginseer: see Advisors section for details. Squad Armory: In addition to the above armories, and so as not to list each item in every troop-listing (which is redundant), there should be a universal squad armory where each squad may go to purchase its special and heavy weapons: Heavy Weapons Pts Special Weapons Pts Heavy Stubber +3 Hell Gun +1 Mortar +5 Flamer +6 Auto-cannon +10 Melta-gun +6 Rocket Launcher +15 Grenade Launcher +6 Las-cannon +20 Plasma Gun +10 Weapon Changes: Having a lasgun, hellgun, and shotgun is redundant since they are pretty much equally useless. In order to make them interesting enough to merit a distinction in the Guard codex, they should be changed in this way: Weapon S AP Range Type Lasgun 3 - 24 rapid Hellgun 3 - 24 assault2 Shotgun (IG) 3 - 12 assault2 4 - 12 assault1 Shotgun (SM) 4 5 12 assault2 5 5 12 assault1 *Hellguns: the purpose of changing the hellgun to assault2 is to give the Guard a mobile base of fire with the option of moving forward (or more likely: retreating) while firing. It is designed to acts like an Imperial Guard version of the Stormbolter. *Shotguns: these weapons have the option of firing both barrels simultaneously for added strength but at a reduced rate of fire. *Shotguns (IG): shotguns should be eliminated just to simplify things; however, if they are included in the final Guard codex, then any Grenadier Platoon could opt to replace their lasguns with shotguns. *Shotguns (SM): this is a Space Marine Scout’s version of the Imperial Guard’s shotgun. Not only is it a larger caliber, but it fires bolts rather than slugs. This weapon is designed to be an equivalent trade for the bolter while the shotgun (IG) is designed to be an equivalent trade for the lasgun. *Grenade Launcher: Frag: S3 AP - Range 24” Assault 1. This is a small change resulting from both common sense and an attempt to make the Grenade Launcher’s stats both easier to remember as well as easier to incorporate with lasgun rolls. Equipment changes to improve the Guard’s theme: Hellguns and heavy stubbers are such cool models, and they are specific to the Imperial Guard. Incorporating more of them would help distinguish the Guard from the other Imperial armies. To do this, those weapons which are used primarily by Space Marines must be removed. After all, bolters are Space Marine weapons, and I’ve never met a Space Marine player who believes a Guardsman is worthy to use one. Therefore, it would be good for the theme of the Guard to eliminate all bolters from their weapons options. Bolters and Storm Bolters would be replaced with Hellgun options. Bolt pistols would be replaced with laspistol or plasma-pistol options. The Heavy Bolter would be replaced with the Heavy Stubber. Furthermore, one only has to go as far as the new Forgeworld releases to see how much better heavy stubbers look on Guardsmen models than heavy bolters do. The benefits of heavy stubbers in the Guard army would be their cheaper cost. Saving points with a Stubber would allow more Guardsmen to be fielded in battle (which is, of course, the goal of every good infantry commander). Eliminations:- Doctrines: using doctrines in the old codex was not only complicated, it proved to be a nightmare for Guard opponents who wanted to ensure their competition were playing by the rules. Therefore, they were removed entirely and replaced with a more efficient equivalent: Grenadiers.
- Multi-laser: not only is this one of the best Guard heavy weapons, it is also the strangest. First, it can only be used by a Chimera or a Sentinel. Then, for some unknown reason, it simply cannot be used by infantry; nor can this powerful heavy weapon be placed on tanks (seriously, light vehicles only?). This doesn’t make sense. For the sake of uniformity, either this weapon should be included as a heavy weapon’s selection for all Guard units, or it should be eliminated from the Chimera and Sentinel (which would be easier and more convenient as this would effectively eliminate it completely). Another benefit of its elimination would be that this would make the Auto-cannon much more valuable. However, if the “powers that be” decide the multi-laser is simply too good to let go, then it should be changed to Str5, Heavy4, rending, thus making it like a weaker version of the Space Marine assault cannon. It would then fill a currently empty niche in the Guard army.
- Master Vox: this is simply too complicated to easily track – “Did I use this vox yet in this phase, or was it during my enemy’s phase? How about that vox? Was it this Officer or that Officer who used that vox?” The new rule is: as long as a vox is in the squad, it can be used as often as needed every turn. This change makes the master-vox entirely useless, so it was removed.
- Bolt Weapons: Bolters, Bolt Pistols, Storm Bolters, and Heavy Bolters are eliminated because they are too “Space Marine,” and therefore, not awesome enough to be used by Guardsmen.
- Improved Comms: these could be eliminated because it makes more sense for a commander to have the abilities given by this upgrade than for a random vehicle to have them. The Improved Comms special rules then can easily be merged with the HQ Officer’s vox-caster.
- Ratlings: the only reason players like them is because they are effective, not because the models are awesome (sarcasm); however, these troops are not 40k quality. You might as well give them cowboy hats, a wrench for a hand weapon and call them squats. They have to be eliminated for the same reasons the squats had to be removed. Furthermore, they were replaced with much better unit anyway: Commandos (armed with sniper rifles and cameleoline, of course…and maybe a demo-charge…or two…or four…).
- Command Squads: first of all, command squads have never been used in the history of warfare (at least not how they are used in the current Guard codex). Secondly, these are over-used power-house units of 5 Guardsmen. The idea of putting only 5 regular Guardsmen in a single unit is wrong (I know I put four in the commando teams, but those are not regular guardsmen). Third, Guardsmen should NOT be out-numbered by any enemy, but a 5-man command squad is outnumbered by practically every enemy squad in the 40k universe. Fourth, in these command squads, all the army’s points are soaked up by all the special weapons selections and nothing is left to increase the number of troopers on the battlefield. This is just wrong; the Imperial Guard should primarily be putting bodies on the battlefield, not weapons. (I know commandos also quickly use up points; however, the difference is that commandos are optional and limited while command squads were neither). Fifth, a Guard player should enjoy (just a little) seeing his Guardsmen massacred. But there is nothing enjoyable about seeing a 500pts command squad shot apart by one round of bolter fire. Sixth, Officers are designed to lead men. They are not designed to team up with specially trained troopers armed with specialty weapons, who have a special mission but must now drag some Officer around with them, when that Officer ought to be with his platoon. Yet this is precisely what the current command squads do. For all these reasons and more, the command squads in the current Imperial Guard codex run counter to everything the Guard holds dear, and must, above all things, be eliminated in the new codex.
List of Included Weapons: List of Excluded Weapons: 1. Auto-cannon 1. Boltgun 2. Flamer 2. Bolt pistol 3. Grenade Launcher 3. Heavy Bolter 4. Heavy Flamer 4. Hell pistol 5. Heavy Stubber 5. Multi-laser 6. Hellgun 6. Multi-melta 7. Lasgun 7. Plasma Cannon 8. LasPistol 8. Ripper Gun 9. Las-cannon 9. Shotgun? 10. Meltagun 10. Storm Bolter 11. Missile Launcher 12. Mortar 13. Plasma Gun 14. Plasma pistol 15. Sniper Rifle |