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Thread: Imperial Guard: New Units and Extra Options

  1. #1
    Chapter Master Gen.Steiner's Avatar
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    Imperial Guard: New Units and Extra Options

    I have been a Guard player since 2nd Edition, and whilst I enjoy using the latest 'dex, I feel that it could use some improvements and alterations. So I present a selection of new units and options (and, later, new rules) together with some removed - yes, removed - units and characters. Please comment and critique!

    Removed Units:

    Manticore, Medusa, Colossus, Deathstrike
    Mogul Kamir

    These vehicles do not fit in a tactical, company-scale wargames enviroment like 40K: such war machines are either strategic (Deathstrike), situational to positional seige warfare (Medusa, Colossus) or limited in application (Manticore). In the case of Mogul Kamir; he's simply awful as a character and as a concept.

    New Equipment:

    Light Multilaser: Developed from the heavier weapons systems deployed on Sentinels and Chimeras, the Light Multilaser (or LML) is a man-portable squad support weapon that some Regiments - particularly those hailing from Hive Worlds - have ready access to.

    Range S AP Type
    24" 5 6 Assault 3


    Marksman's Rifle: The marksman's rifle, otherwise known as a long-las, is a Hellgun designed for precision long-range sniping, issued to a Regiment's best shots. It has a heavier barrel and a higher-charged powerpack with the drawback that a full powerpack can be used up in just one shot, at the highest setting.

    Range S AP Type
    36" X 3 Heavy 1, Pinning - Always wounds on a 4+


    Targeter: Issued to spotters in sniper teams, these items - from magnoculars to telescopes via thermal optic units - enable the spotter to pass on accurate targeting and shot fall information to their partner, the Marksman.

    While the Spotter is alive, the Marksman's BS is improved by 1 from 4 to 5.

    New Units:

    HQ: Rough Rider Command Group: 60pts

    Troop Type WS BS S T W I A Ld Sv
    Commander 4 4 3 3 3 3 9 5+
    Rough Rider 3 4 3 3 1 3 1 8 5+


    Rough Rider Command Groups allow Rough Rider Squads to be taken as Troops Choices, with 1-3 Squads taking up a single slot in the FOC.

    Composition:
    1 Commander
    4 Rough Riders

    Unit Type:
    Cavalry

    Wargear:
    Flak Armour
    Hunting Lance
    Laspistol
    Frag and krak grenades
    The Commander has a Refractor Field

    Special Rules:
    Senior Officer (Company Commander only)

    OPTIONS:
    The Commander may exchange his laspistol and/or Hunting Lance for:
    - Bolt Pistol: 2pts
    - Power weapon: 10pts
    - Plasma pistol: 10pts
    - Power fist: 15pts
    One Rough Rider may be upgraded to carry:
    - Medi-Pack: 30pts
    One other Rough Rider may be upgraded to carry:
    - Company Standard: 15pts
    One other Rough Rider may be upgraded to carry:
    - Vox-caster: 5pts
    Any remaining Rough Riders that have not been upgraded with one of the above options may replace their Hunting Lances with:
    - Flamer or grenade launcher: 5pts
    - Meltagun: 10pts
    - Plasmagun: 15pts
    The entire squad may have any of the following:
    - Carapace armour: 20pts
    - Melta bombs: 20pts

    --------------------------------

    NEW OPTION: Commissar Lord: May ride a horse for +10 points, becoming Unit Type: Cavalry in the process

    ---------------------------------

    Elites: 0-3 Marksman Teams

    Marksman Team: 50pts each
    Each Marksman Team consists of a Marksman with Marksman's Rifle and a Spotter with Lasgun and Targeter.
    Up to three Marksman Teams may be chosen as one Elites choice, but each deploys seperately and they are all seperate units.

    Troop Type WS BS S T W I A Ld Sv
    Marksman 3 4/5 3 3 1 3 1 8 5+
    Spotter 3 3 3 3 1 3 1 7 5+


    Composition:
    1 Marksman
    1 Spotter

    Unit Type:
    Infantry

    Wargear:
    Camo Cloaks
    Lasgun (Marksman has Marksman's Rifle)
    Laspistol
    Defensive Grenades
    Flak Armour
    The Spotter has a Targeter

    Special Rules:
    Sniper! - The Marksman is a crack shot, able to pick out targets in the swirling mass of smoke and fire that is the battlefield of the 41st Millenium. As such, a Marksman may choose his target and allocate hits to enemy models of his choice, subject to all rules surrounding LOS and target acquisition.

    NEW OPTIONS:

    Storm Trooper Squad:
    The Storm Trooper Sergeant may also exchange his hot-shot laspistol and/or hot-shot lasgun for:
    - Stormbolter: 10pts
    Up to two Storm Troopers able to take Special Weapons may also take:
    - Stormbolter: 10pts
    - Light Multilaser: 12pts

    ----------------

    Troops:

    NEW OPTIONS:

    Platoon Command Squads, Infantry Squads, Special Weapon Squads, Heavy Weapon Squads and Veteran Squads may be mounted in Chimeras or Rhinos as Dedicated Transports. See pg 99 C:IG and below.
    NB: If a Platoon Command Squad is mounted in a Chimera or Rhino, EVERY SQUAD IN THAT PLATOON must be mounted in a Chimera or Rhino.

    Platoon Commanders may exchange their laspistol for:
    - Lasgun: free

    Infantry Squad Sergeants may exchange their pistol and/or close combat weapon for:
    - Lasgun: free
    - Boltgun: 2pts
    - Shotgun: free

    Veteran Squad Sergeants may exchange their pistol and/or close combat weapon for:
    - Lasgun: free
    - Shotgun:free
    - Boltgun: 2pts
    - Storm Bolter: 10pts

    Platoon Command Squads, Infantry Squads, Special Weapons Squads and Veteran Squads:
    Models able to carry Special Weapons may also choose:
    - Boltgun: 2pts
    - Storm Bolter: 10pts
    - Light Multilaser: 12pts

    Platoon Command Squads, Infantry Squads, Heavy Weapons Squads and Veteran Squads:
    Heavy Weapons Teams may also choose:
    - Heavy Stubber: 5pts

    Infantry Squads:
    If no Heavy Weapon is chosen, a second Guardsman may exchange his lasgun for a Special Weapon in accordance with the expanded list above.

    Conscripts:
    For every 10 Conscripts in the unit, two may exchange their lasguns for a:
    - Flamer or grenade launcher: 10pts

    Penal Legion Squad:
    The Penal Custodian may exchange his pistol and/or close combat weapon for:
    - Shotgun: free
    - Bolt pistol: 2pts
    - Boltgun: 2pts
    - Power weapon: 10pts
    - Plasma pistol: 10pts
    - Power fist: 15pts
    The Penal Custodian may be given:
    - Carapace Armour: 5pts
    - Refractor Field: 10pts
    Up to two Penal Legionnaires may exchange their lasguns for:
    - Boltgun: 2pts
    - Flamer, grenade launcher or sniper rifle: 5pts
    - Meltagun: 10pts
    One Penal Legionnaire may be upgraded to carry a:
    - Demolition Charge: 20pts
    Two Penal Legionnaires may be replaced for a Heavy Weapons Team with:
    - Heavy Stubber: 5pts
    - Heavy Bolter: 10pts
    - Rocket Launcher: 15pts

    ---------------------------------------

    NEW Dedicated Transport Vehicle:

    RH1N0 Armoured Personnel Carrier: 40pts

    Vehicle BS F S R
    RH1N0 3 10 10 10


    Composition:
    1 Rhino

    Unit Type:
    Vehicle (Tank)

    Wargear:
    Pintle-Mounted Storm Bolter
    Searchlight
    Smoke Launchers

    Special Rules:
    Reliable (may self-repair on the roll of a 6, as C:SM version)

    Transport Capacity:
    10 models

    Options:
    Replace pintle-mounted storm bolter with:
    - Pintle-mounted heavy stubber: free
    Take any of the following:
    - Pintle-mounted storm bolter or heavy stubber: 10pts
    - Hunter-killer missile: 10pts
    - Dozer blade: 10pts
    - Extra armour: 15pts
    - Camo netting: 20pts

    The RH1N0 is the workhorse of the Imperium, and is commonly seen in Arbites and PDF units. Many Imperial Guard Regiments also have access to the 'Rhino', and in these forces it is a transport option for: Company Command Squads, Platoon Command Squads, Infantry Squads, Heavy Weapons Squads, Special Weapons Squads and Veteran Squads.

    --------------

    Fast Attack:

    NEW OPTIONS:

    Any Sentinel/Armoured Sentinel may replace its multi-laser with one of the following weapons:
    - Heavy bolter: 5pts
    - Multi-melta: 10pts

    NEW UNIT:

    Jump Pack Storm Squad: 100pts

    Troop Type WS BS S T W I A Ld Sv
    Vet. Sgt. 3 4 3 3 1 3 2 8 5+
    Jump Trooper 3 4 3 3 1 3 1 7 5+


    Composition:
    1 Veteran Sergeant
    9 Jump Troopers

    Unit Type:
    Jump Infantry

    Wargear:
    Flak armour
    Two laspistols (Commissar has Bolt Pistols)
    Frag grenades
    Krak grenades

    Options:
    The Veteran Sergeant/Commissar may exchange one or both pistols for:
    - Bolt pistol: 2pts
    - Plasma pistol: 10pts
    - Power sword: 10pts
    - Power fist: 15pts
    The Veteran Sergeant may take:
    - Melta bombs: 5pts
    The Squad may be joined by a Commissar: 40pts
    Up to two Jump Troopers may exchange one laspistol for:
    - Flamer: 5pts
    - Melta: 10pts
    - Plasmagun: 15pts
    The entire squad may take:
    - Melta bombs: 20pts

    ------------------------

    More to come - what do you lot think?

  2. #2
    Chairman of the Bored Jo-Jo's Avatar
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    Re: Imperial Guard: New Units and Extra Options

    My replies are in RED!

    Quote Originally Posted by Gen.Steiner View Post
    I have been a Guard player since 2nd Edition, and whilst I enjoy using the latest 'dex, I feel that it could use some improvements and alterations. So I present a selection of new units and options (and, later, new rules) together with some removed - yes, removed - units and characters. Please comment and critique!

    Removed Units:

    Manticore, Medusa, Colossus, Deathstrike
    Mogul Kamir

    These vehicles do not fit in a tactical, company-scale wargames enviroment like 40K: such war machines are either strategic (Deathstrike), situational to positional seige warfare (Medusa, Colossus) or limited in application (Manticore). In the case of Mogul Kamir; he's simply awful as a character and as a concept.

    While the heavy artillery don't fit into the small scale engagements normally played in 40k, I do believe they need a place in the codex (ok maybe not the Deathstrike...). Mogul Kanir has got to go thought...

    New Equipment:

    Light Multilaser: Developed from the heavier weapons systems deployed on Sentinels and Chimeras, the Light Multilaser (or LML) is a man-portable squad support weapon that some Regiments - particularly those hailing from Hive Worlds - have ready access to.

    Range S AP Type
    24" 5 6 Assault 3


    So, like a Diet Heavy Bolter? I think it should be either a lower fire rate or a heavy weapon.

    Marksman's Rifle: The marksman's rifle, otherwise known as a long-las, is a Hellgun designed for precision long-range sniping, issued to a Regiment's best shots. It has a heavier barrel and a higher-charged powerpack with the drawback that a full powerpack can be used up in just one shot, at the highest setting.

    Range S AP Type
    36" X 3 Heavy 1, Pinning - Always wounds on a 4+


    Why not make it have the sniper type? It'll always wound on 4+ anyway, and it is a sniper after all...

    Targeter: Issued to spotters in sniper teams, these items - from magnoculars to telescopes via thermal optic units - enable the spotter to pass on accurate targeting and shot fall information to their partner, the Marksman.

    While the Spotter is alive, the Marksman's BS is improved by 1 from 4 to 5.

    I'll get to my thoughts on this when we come to the units.

    New Units:

    HQ: Rough Rider Command Group: 60pts

    Troop Type WS BS S T W I A Ld Sv
    Commander 4 4 3 3 3 3 9 5+
    Rough Rider 3 4 3 3 1 3 1 8 5+


    Rough Rider Command Groups allow Rough Rider Squads to be taken as Troops Choices, with 1-3 Squads taking up a single slot in the FOC.

    Composition:
    1 Commander
    4 Rough Riders

    Unit Type:
    Cavalry

    Wargear:
    Flak Armour
    Hunting Lance
    Laspistol
    Frag and krak grenades
    The Commander has a Refractor Field

    Special Rules:
    Senior Officer (Company Commander only)

    OPTIONS:
    The Commander may exchange his laspistol and/or Hunting Lance for:
    - Bolt Pistol: 2pts
    - Power weapon: 10pts
    - Plasma pistol: 10pts
    - Power fist: 15pts
    One Rough Rider may be upgraded to carry:
    - Medi-Pack: 30pts
    One other Rough Rider may be upgraded to carry:
    - Company Standard: 15pts
    One other Rough Rider may be upgraded to carry:
    - Vox-caster: 5pts
    Any remaining Rough Riders that have not been upgraded with one of the above options may replace their Hunting Lances with:
    - Flamer or grenade launcher: 5pts
    - Meltagun: 10pts
    - Plasmagun: 15pts
    The entire squad may have any of the following:
    - Carapace armour: 20pts
    - Melta bombs: 20pts

    Was always missing commanders on horses! Maybe make them make Rough Riders counts as troops?

    --------------------------------

    NEW OPTION: Commissar Lord: May ride a horse for +10 points, becoming Unit Type: Cavalry in the process

    Same as above.

    ---------------------------------

    Elites: 0-3 Marksman Teams

    Marksman Team: 50pts each
    Each Marksman Team consists of a Marksman with Marksman's Rifle and a Spotter with Lasgun and Targeter.
    Up to three Marksman Teams may be chosen as one Elites choice, but each deploys seperately and they are all seperate units.

    Troop Type WS BS S T W I A Ld Sv
    Marksman 3 4/5 3 3 1 3 1 8 5+
    Spotter 3 3 3 3 1 3 1 7 5+


    Composition:
    1 Marksman
    1 Spotter

    Unit Type:
    Infantry

    Wargear:
    Camo Cloaks
    Lasgun (Marksman has Marksman's Rifle)
    Laspistol
    Defensive Grenades
    Flak Armour
    The Spotter has a Targeter

    Special Rules:
    Sniper! - The Marksman is a crack shot, able to pick out targets in the swirling mass of smoke and fire that is the battlefield of the 41st Millenium. As such, a Marksman may choose his target and allocate hits to enemy models of his choice, subject to all rules surrounding LOS and target acquisition.

    I like the idea. However if the spotter dies, then I think its very likely that his friend will to! Therefore I say lower the points, and make the marksman only BS 3, making him BS 4 most of the time, or give the spotter another bonus (Makes the marksman ignore cover maybe?)

    NEW OPTIONS:

    Storm Trooper Squad:
    The Storm Trooper Sergeant may also exchange his hot-shot laspistol and/or hot-shot lasgun for:
    - Stormbolter: 10pts
    Up to two Storm Troopers able to take Special Weapons may also take:
    - Stormbolter: 10pts
    - Light Multilaser: 12pts

    Maybe also add "All Storm Troopers may replace their Hot-Shot Lasguns with Bolters for free"

    ----------------

    Troops:

    NEW OPTIONS:

    Platoon Command Squads, Infantry Squads, Special Weapon Squads, Heavy Weapon Squads and Veteran Squads may be mounted in Chimeras or Rhinos as Dedicated Transports. See pg 99 C:IG and below.
    NB: If a Platoon Command Squad is mounted in a Chimera or Rhino, EVERY SQUAD IN THAT PLATOON must be mounted in a Chimera or Rhino.

    I like the idea of forcing a platoon to be total mech, or not mech at all. I don't like the idea of the Guard using Rhinos.

    Platoon Commanders may exchange their laspistol for:
    - Lasgun: free

    Infantry Squad Sergeants may exchange their pistol and/or close combat weapon for:
    - Lasgun: free
    - Boltgun: 2pts
    - Shotgun: free

    Veteran Squad Sergeants may exchange their pistol and/or close combat weapon for:
    - Lasgun: free
    - Shotgun:free
    - Boltgun: 2pts
    - Storm Bolter: 10pts

    I don't know why they took the ability to arm sergeants with Lasguns away. Have it back I say! However makes sure its "replace their pistol" Otherwise you'll have a pistol and a lasgun on them.

    Platoon Command Squads, Infantry Squads, Special Weapons Squads and Veteran Squads:
    Models able to carry Special Weapons may also choose:
    - Boltgun: 2pts
    - Storm Bolter: 10pts
    - Light Multilaser: 12pts

    Looks good. Bolters are special weapons for Guard and I see no reason why it shouldn't be an option.

    Platoon Command Squads, Infantry Squads, Heavy Weapons Squads and Veteran Squads:
    Heavy Weapons Teams may also choose:
    - Heavy Stubber: 5pts

    Again an option that might rarely be used, but should exists anyway!

    Infantry Squads:
    If no Heavy Weapon is chosen, a second Guardsman may exchange his lasgun for a Special Weapon in accordance with the expanded list above.

    An obvious addition in some sense (I never take heavy weapons on infantry squads). However I see this been exploited somewhat.

    Conscripts:
    For every 10 Conscripts in the unit, two may exchange their lasguns for a:
    - Flamer or grenade launcher: 10pts

    Again, your just returning a previous option (which is a good thing)

    Penal Legion Squad:
    The Penal Custodian may exchange his pistol and/or close combat weapon for:
    - Shotgun: free
    - Bolt pistol: 2pts
    - Boltgun: 2pts
    - Power weapon: 10pts
    - Plasma pistol: 10pts
    - Power fist: 15pts
    The Penal Custodian may be given:
    - Carapace Armour: 5pts
    - Refractor Field: 10pts
    Up to two Penal Legionnaires may exchange their lasguns for:
    - Boltgun: 2pts
    - Flamer, grenade launcher or sniper rifle: 5pts
    - Meltagun: 10pts
    One Penal Legionnaire may be upgraded to carry a:
    - Demolition Charge: 20pts
    Two Penal Legionnaires may be replaced for a Heavy Weapons Team with:
    - Heavy Stubber: 5pts
    - Heavy Bolter: 10pts
    - Rocket Launcher: 15pts

    While I like the idea of giving Penal Legionaries more options, and as much as I miss the varied squad (mmm Schaffer), I believe them having no options is a good thing, making the desperadoes rule simple and useful.

    ---------------------------------------

    NEW Dedicated Transport Vehicle:

    RH1N0 Armoured Personnel Carrier: 40pts

    Vehicle BS F S R
    RH1N0 3 10 10 10


    Composition:
    1 Rhino

    Unit Type:
    Vehicle (Tank)

    Wargear:
    Pintle-Mounted Storm Bolter
    Searchlight
    Smoke Launchers

    Special Rules:
    Reliable (may self-repair on the roll of a 6, as C:SM version)

    Transport Capacity:
    10 models

    Options:
    Replace pintle-mounted storm bolter with:
    - Pintle-mounted heavy stubber: free
    Take any of the following:
    - Pintle-mounted storm bolter or heavy stubber: 10pts
    - Hunter-killer missile: 10pts
    - Dozer blade: 10pts
    - Extra armour: 15pts
    - Camo netting: 20pts

    The RH1N0 is the workhorse of the Imperium, and is commonly seen in Arbites and PDF units. Many Imperial Guard Regiments also have access to the 'Rhino', and in these forces it is a transport option for: Company Command Squads, Platoon Command Squads, Infantry Squads, Heavy Weapons Squads, Special Weapons Squads and Veteran Squads.

    Just... no. While fluff wise it fits, the distinctive shapes and design of Marine vehicles and Guard vehicles must be kept and the sight of the Rhino amongst Leman Russes and Guardsmen just doesn't do it for me unless their is some power armour close by...

    --------------

    Fast Attack:

    NEW OPTIONS:

    Any Sentinel/Armoured Sentinel may replace its multi-laser with one of the following weapons:
    - Heavy bolter: 5pts
    - Multi-melta: 10pts

    I don't see why this wasn't a option in the first place!

    NEW UNIT:

    Jump Pack Storm Squad: 100pts

    Troop Type WS BS S T W I A Ld Sv
    Vet. Sgt. 3 4 3 3 1 3 2 8 5+
    Jump Trooper 3 4 3 3 1 3 1 7 5+


    Composition:
    1 Veteran Sergeant
    9 Jump Troopers

    Unit Type:
    Jump Infantry

    Wargear:
    Flak armour
    Two laspistols (Commissar has Bolt Pistols)
    Frag grenades
    Krak grenades

    Options:
    The Veteran Sergeant/Commissar may exchange one or both pistols for:
    - Bolt pistol: 2pts
    - Plasma pistol: 10pts
    - Power sword: 10pts
    - Power fist: 15pts
    The Veteran Sergeant may take:
    - Melta bombs: 5pts
    The Squad may be joined by a Commissar: 40pts
    Up to two Jump Troopers may exchange one laspistol for:
    - Flamer: 5pts
    - Melta: 10pts
    - Plasmagun: 15pts
    The entire squad may take:
    - Melta bombs: 20pts

    The "infantry with vehicles" style of the Guard is its place in 40k. I don't like the idea of elite jump intfantry beyond what we already have (Storm Troopers)

    ------------------------

    More to come - what do you lot think?
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  3. #3

    Re: Imperial Guard: New Units and Extra Options

    The Medusa is a direct fire weapon only so needs to be kept. The Basilisk with it's 36" minimum range should be an off board option. Yes, it can fire direct fire but then you might as well use the Medusa.
    With an armoured crew compartment.
    To master any skill you must accept doing it poorly at first.

  4. #4
    Chapter Master Gen.Steiner's Avatar
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    Re: Imperial Guard: New Units and Extra Options

    Thank you for the feedback!

    Right, a few errata and responses:

    1) RR Command Squads do make RR Squads a Troops Choice: "Rough Rider Command Groups allow Rough Rider Squads to be taken as Troops Choices, with 1-3 Squads taking up a single slot in the FOC." Just above 'Composition'.

    2) I think allowing the Spotter to let the Marksman Ignore Cover while alive makes sense. I also think that while it is likely that both will die at the same time, it is possible that the squad will only fail one cover save or what have you. This means you can keep the Marksman or the Spotter... and either way your sniper suddenly got less powerful (BS4, no longer Ignores Cover).

    3) Stormtroopers with Bolters for free - makes sense, good idea.

    4) I knew the RHINO would be controversial; I have always felt that if the PDF and Arbites (and Sororitas) could have the "workhorse of the Imperium" - and some farms have them as well, don't forget, it is a converted tractor after all - the Guard should too. There is a picture of Yarrick riding in one during the 2nd War for Armageddon, and other sources showing Guard units with Rhinos... so it stays. Don't forget that Squats have them as well; so for those players who use C:IG as a 'counts-as' Squat army, it'll realy help.

    5) The Penal Legion doesn't have to take any further weapons options - but it would be nice if you could buy a box of Last Chancers and be able to use it as, well, a Penal Unit rather than a bunch of Hardened Veterans!

    6) The Jump Pack Storm Squad is there because the Guard used to have them (particularly in Epic). Further, the idea of a bunch of lunatics with small fusion propulsion packs strapped to them leaping to within pistol range and blasting away... love it! Don't forget they're most definitely not a close combat unit; they're there to zoom in, unload with both pistols (speaking of which they need a rule allowing them to shoot with both pistols at once), and zoom away again. An interesting alternative to Rough Riders.

    6) Hrmp. The Medusa might as well stay, then, as my justification for retaining the Basilisk was its role as a direct-fire tank destroyer/bunker buster. Similar to the SU-152.

    STUFF TO COME:

    Rough Rider alien riding beasts!
    Beastmen!
    Inquisitors!
    Arbites!
    Munitorum Transports!
    Foot Scouts!

  5. #5

    Re: Imperial Guard: New Units and Extra Options

    I like what you are doing, thought about "missing" options myself when the codex came out.

    Marksman teams sound cool, and adding more weapon options to the list is also nice.

    However, I share some of issues Jo-Jo mentioned:

    Adding another special Weapon instead of a HWT could indeed be a bit much; especially for those cc-oriented/mobile blobsquads who don't have much use for a HW anyways. On the other hand, one still has to pay for the weapon. Just wanted to mention it; in a typical 30-guardsmen squad, you could have 6 special Weapons. Just seems a bit excessive. One thing that should maybe playtested...

    Also, the LML. I don't know, it has a lot of firepower. Unfortunately, I don't have the codex at hand, but the Ogryn guns have a similar statline, haven't they? Take a SWS, give them 3 of those and stick them in a Chimera, and you have quite a punch in a mobile package. An expensive one, true. I'm not that good at theoryhammer, so I have trouble judging weapons without ever having used them...

    Rhinos, I don't care. Probably wouldn't use them anyways. Same for mounted commanders, don't like horses but a nice idea for those who do.

    The Jump Squad, not exactly unique SoB have them and BA as well, IIRC. Guess they would fill the role of a mobile AT-Squad, which the guard lacks a bit atm. Might be a bit much though, with all the anti-vehicle firepower the guard already has at its disposal.

    You just want to add new options and don't change the existing entries (points/stats)?

    looking forward to the RR beasts, could be a nice addition for one of my own units. Also the Beastmen and Arbites; would give me an excuse to give my guardsmen CCW, which I always wanted to do

    Had an idea for CC-oriented Platoons, but I'm not sure you want them cluttering your thread.

  6. #6
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    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by Gen.Steiner View Post
    Thank you for the feedback!

    Right, a few errata and responses:


    4) I knew the RHINO would be controversial; I have always felt that if the PDF and Arbites (and Sororitas) could have the "workhorse of the Imperium" - and some farms have them as well, don't forget, it is a converted tractor after all - the Guard should too. There is a picture of Yarrick riding in one during the 2nd War for Armageddon, and other sources showing Guard units with Rhinos... so it stays. Don't forget that Squats have them as well; so for those players who use C:IG as a 'counts-as' Squat army, it'll realy help.

    6) The Jump Pack Storm Squad is there because the Guard used to have them (particularly in Epic). Further, the idea of a bunch of lunatics with small fusion propulsion packs strapped to them leaping to within pistol range and blasting away... love it! Don't forget they're most definitely not a close combat unit; they're there to zoom in, unload with both pistols (speaking of which they need a rule allowing them to shoot with both pistols at once), and zoom away again. An interesting alternative to Rough Riders.

    STUFF TO COME:

    Rough Rider alien riding beasts!
    Beastmen!
    Inquisitors!
    Arbites!
    Munitorum Transports!
    Foot Scouts!
    Ahoy General!
    I have not played for a long time, but I have always kept hold of my Guard for sentimental reasons. I like almost everything you've added. It seems a lot like the Imperial guard army list from codex imperialis.

    As for the Rhino, guard should absolutely have access to it. I still harbour a desire to rebuild my guard force with rhinos instead of chimeras.

    I like the jump storm squad, but I would give them lasguns, with the option to swap them for two laspistols or a shotgun for free. They also really need a rule to make a pair of pistols count as twin linked. As for the "rush in, fire, then leg it" idea, why not give them jet packs instead of jump packs. Then they can always move 6" in the assault phase iirc. Why not let them have a demo charge as well? And, perhaps some frenzon?

    Keep up the good fight ,General.

  7. #7
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    Re: Imperial Guard: New Units and Extra Options

    I like what I see so far. A few entrees were just glossed over, as they're units I don't use (roughriders, conscripts). Personally, I wouldn't use the rhino, but don't mind it as an option.

    With the special weapons, I see where people are coming from with their concerns, but special weapons are generally short range, and I consider that something of it's own checks and balances. There is the idea of putting a mark up on the point cost for the second special weapon.

    LML...Maybe I'm not remembering right, but I thought multi lasers were ap-...I think as you have currently they're too much.

    Things I'd personally like to see, heavy flamers in infantry squads, the bringing back of the deep striking army, and command squads having two heavy weapons again. If memory serves in second edition you could have two heavy weapons on your command squads, and split them off...which wasn't always the best idea...
    Nightmare Craft: Chaos Daemons (5/4/13)

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    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by Bilmengar View Post
    Adding another special Weapon instead of a HWT could indeed be a bit much; especially for those cc-oriented/mobile blobsquads who don't have much use for a HW anyways. On the other hand, one still has to pay for the weapon. Just wanted to mention it; in a typical 30-guardsmen squad, you could have 6 special Weapons. Just seems a bit excessive. One thing that should maybe playtested...
    What's more potent - three Heavy Bolters firing out to 36" with 9 shots from a 30 man blob squad, or a squad with six (say) grenade launcher? It just gives people the option of more mobile infantry squads that don't lose a huge amount of firepower. It's also not new; in 4th Edition Swamp Fighters could take a Grenade Launcher in place of their heavy weapon, and Light Infantry could swap their Heavy Weapon for a sniper rifle.

    Quote Originally Posted by Bilmengar View Post
    Also, the LML. I don't know, it has a lot of firepower. Unfortunately, I don't have the codex at hand, but the Ogryn guns have a similar statline, haven't they? Take a SWS, give them 3 of those and stick them in a Chimera, and you have quite a punch in a mobile package. An expensive one, true. I'm not that good at theoryhammer, so I have trouble judging weapons without ever having used them...
    Well... let's do some math-hammer:

    Three LML can put out 9 shots a turn. Firing at MEQ squad in the open, assuming lasguns are ineffective as usual .

    BS3: 4.5 hits
    S5 v T4 (wounding on a 3): 2.97 wounds
    3+ save: 1.96 pass - 1.01 failed.

    So after 9 shots, on average, one Space Marine will die. Return fire:

    Squad of 9 (ML, Flamer, Sgt with BP):
    6 Bolters at BS4: 3.96 hits
    S4 v T3 (wounding on 3s): 2.61 wounds
    No save: 2.6 dead

    That's before firing frag or krak into the squad, too. So over two turns of long-range firing, the Space Marines will lose two men and wipe out the SWS. It's a bit situational and unlikely to occur in reality, but the point stands: Assault 3 S5 sounds good but it is crippled by the high AP. And, in fact, as Frausty notes, it should be AP- rather than AP6, making it even worse!

    Quote Originally Posted by Bilmengar View Post
    The Jump Squad, not exactly unique SoB have them and BA as well, IIRC. Guess they would fill the role of a mobile AT-Squad, which the guard lacks a bit atm. Might be a bit much though, with all the anti-vehicle firepower the guard already has at its disposal.
    They might not be unique, but they are what the Guard used to have; so I am merely returning an old option to the 'dex. I am taken with Necanthrope's idea of giving them shotguns as defaults instead.

    [QUOTE=Bilmengar;6118775]You just want to add new options and don't change the existing entries (points/stats)?

    I will be getting to tweaks later on I think; particularly stuff like the Hellgun (S4 instead of S3) and Ogryns.

    Quote Originally Posted by Bilmengar View Post
    Had an idea for CC-oriented Platoons, but I'm not sure you want them cluttering your thread.
    Chuck it in! Worst case scenario I'll steal the idea wholesale.

    Quote Originally Posted by Necanthrope View Post
    I like the jump storm squad, but I would give them lasguns, with the option to swap them for two laspistols or a shotgun for free. They also really need a rule to make a pair of pistols count as twin linked. As for the "rush in, fire, then leg it" idea, why not give them jet packs instead of jump packs. Then they can always move 6" in the assault phase iirc. Why not let them have a demo charge as well? And, perhaps some frenzon?
    I think your idea of giving them twin-linked pistols works well, as does the concept of shotguns. I'm not keen on Jet Packs as that strikes me as much more refined xeno-tech rather than the cruder units used by the IoM.

    Frenzon! Thanks to you you will see this in a new type of Penal Legion unit.

    Quote Originally Posted by FraustyTheSnowman View Post
    With the special weapons, I see where people are coming from with their concerns, but special weapons are generally short range, and I consider that something of it's own checks and balances. There is the idea of putting a mark up on the point cost for the second special weapon.
    Losing the long-range and punch of the heavy weapon is something I consider a major balancing factor anyway; I don't really see the need to charge more for already expensive weapons. Consider that a Heavy Bolter or Autocannon is 10pts and an LML is 12, or a Plasma Gun is 15.

    Quote Originally Posted by FraustyTheSnowman View Post
    LML...Maybe I'm not remembering right, but I thought multi lasers were ap-...I think as you have currently they're too much.
    Yes, they are. I gave them AP6 because I lowered the Strength to 5. If I give them AP- I will up the Strength again to 6. Making them literally a short-ranged and smaller variant. I'd probably also make them Assault 2 in that case.

    Quote Originally Posted by FraustyTheSnowman View Post
    Things I'd personally like to see, heavy flamers in infantry squads, the bringing back of the deep striking army, and command squads having two heavy weapons again. If memory serves in second edition you could have two heavy weapons on your command squads, and split them off...which wasn't always the best idea...
    Heavy flamers in Infantry Squads! I knew there was something I was missing. Also an option to put one in a Special Weapon Squad.

    Codex: Imperial Guard 2nd Edition did allow that, but I think it's daft. So you won't see it in this set anyway.

    I will post the next batch of rules and addons later today. Keep your eyes peeled!

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    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by Gen.Steiner View Post
    Frenzon! Thanks to you you will see this in a new type of Penal Legion unit.
    Why not something like the old human bombs? A small squad of suitably penitent heretics, hyped up on frenzon and directed into the heart of the enemy forces. You could make them move faster from the frenzon, and give them a rule that prevents your opponent scoring any points for killing them.

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    Re: Imperial Guard: New Units and Extra Options

    Removed Units:

    Manticore, Colossus, Deathstrike, Mogul Kamir

    These vehicles do not fit in a tactical, company-scale wargames enviroment like 40K: such war machines are either strategic (Deathstrike), situational to positional seige warfare (Colossus) or limited in application (Manticore). In the case of Mogul Kamir; he's simply awful as a character and as a concept.

    New Equipment:

    Light Multilaser: Developed from the heavier weapons systems deployed on Sentinels and Chimeras, the Light Multilaser (or LML) is a man-portable squad support weapon that some Regiments - particularly those hailing from Hive Worlds - have ready access to.

    Weapon Range S AP Type
    Light Multilaser 24” 6 - Assault 2


    Marksman's Rifle: The marksman's rifle, otherwise known as a long-las, is a Hellgun designed for precision long-range sniping, issued to a Regiment's best shots. It has a heavier barrel and a higher-charged powerpack with the drawback that a full powerpack can be used up in just one shot, at the highest setting.

    Weapon Range S AP Type
    Marksman’s Rifle 36” X 3 Heavy 1, Pinning, Always wounds on a 4+


    Targeter: Issued to spotters in sniper teams, these items - from magnoculars to telescopes via thermal optic units - enable the spotter to pass on accurate targeting and shot fall information to their partner, the Marksman.

    While the Spotter is alive, the Marksman's BS is improved by 1 from 4 to 5.

    Explosive Collars: If a Penal Legion Scum unit becomes Pinned, or is Falling Back, a model with an Explosive Collar may be removed so long as the Commissariat Provost is still alive. This immediately Unpins the unit or Rallies the unit (even if it is under half strength).

    Riot Shield: The armoured shields issued to the Adeptus Arbites are not only useful in civil order situations – their ceramite and plasteel construction is a potent defence in combat too. Any model carrying a Riot Shield gains a 4+ invulnerable save in close combat only.

    Sacred Icon: Beastmen units, ashamed of their hideous visages, often carry beautifully wrought (or crudely fashioned) images of the God-Emperor and various of His Saints to both inspire them to greater acts of self-sacrifice, and to demonstrate their loyalty. Any Beastman unit with a Sacred Icon adds 1 to their combat resolution score.

    Human Bomb: Many sinners' crimes against the Lex Imperialis and the Lex Militum are so severe that only death may redeem them. These Penal Legionnaires are fitted with explosive vests and backpacks, and directed into bunkers or enemy concentrations to serve the God-Emperor with their deaths.

    A Human Bomb may detach from his Squad at the beginning of any one of the Imperial Guard player's Movement Phases. He MUST then move towards the CLOSEST enemy unit. During the Shooting Phase, he may Run if this will get him closer to the enemy. At the end of the Shooting Phase, his explosive vest will detonate with the following effect: S10 AP2 Ordnance Blast. The template MUST be centred on the Human Bomb.

    New Orders:

    These orders may be used by Rough Rider Senior Officers, and affect other Rough Rider Squads.

    Ride, For The Emperor! In the heat of combat, what can seem like an impossibly vast distance can, with luck and skill, be crossed in the blink of an eye, bringing the Rough Riders into combat with a foe who felt themselves safe.

    If the order is successfully issued, the ordered Rough Rider Squad immediately makes a Fleet move, rolling 2d6 and selecting the highest.

    Action Front: Tank! Rough Rider units fear enemy armoured vehicles above all else; their lack of heavy weaponry can often cause serious problems for Rough Rider formations in the open. However, they are often amply supplied with lighter anti-tank weaponry, and a canny officer will direct the fire of these weapons efficiently and effectively.

    If the order is successfully issued, choose one enemy vehicle (or squadron of vehicles) visible to the officer. The ordered Rough Rider Squad immediately shoots at the nominated target, counting their weapons as twin-linked.

    Get Back In The Fight! As per Codex: Imperial Guard

    New Units:

    HQ:

    Rough Rider Command Group: 60pts

    Troop Type WS BS S T W I A Ld Sv
    Commander 4 4 3 3 3 3 9 5+
    Rough Rider 3 4 3 3 1 3 1 8 5+


    Rough Rider Command Groups allow Rough Rider Squads to be taken as Troops Choices, with 1-3 Squads taking up a single slot in the FOC.

    Composition:
    1 Commander
    4 Rough Riders

    Unit Type:
    Cavalry

    Wargear:
    Flak Armour
    Hunting Lance
    Laspistol
    Frag and krak grenades
    The Commander has a Refractor Field

    Special Rules:
    Senior Officer (Company Commander only)

    OPTIONS:
    The Commander may exchange his laspistol and/or Hunting Lance for:
    - Bolt Pistol: 2pts
    - Power weapon: 10pts
    - Plasma pistol: 10pts
    - Power fist: 15pts
    One Rough Rider may be upgraded to carry:
    - Medi-Pack: 30pts
    One other Rough Rider may be upgraded to carry:
    - Company Standard: 15pts
    One other Rough Rider may be upgraded to carry:
    - Vox-caster: 5pts
    Any remaining Rough Riders that have not been upgraded with one of the above options may replace their Hunting Lances with:
    - Flamer or grenade launcher: 5pts
    - Meltagun: 10pts
    - Plasmagun: 15pts
    The entire squad may have any of the following:
    - Carapace armour: 20pts
    - Melta bombs: 20pts


    NEW OPTION: Commissar Lord: May ride a horse for +10 points, becoming Unit Type: Cavalry in the process

    Elites:

    0-3 Marksman Teams

    Marksman Team: 50pts each
    Each Marksman Team consists of a Marksman with Marksman's Rifle and a Spotter with Lasgun and Targeter.
    Up to three Marksman Teams may be chosen as one Elites choice, but each deploys seperately and they are all seperate units.

    Troop Type WS BS S T W I A Ld Sv
    Marksman 3 4/5 3 3 1 3 1 8 5+
    Spotter 3 3 3 3 1 3 1 7 5+


    Composition:
    1 Marksman
    1 Spotter

    Unit Type:
    Infantry

    Wargear:
    Camo Cloaks
    Lasgun (Marksman has Marksman's Rifle)
    Laspistol
    Defensive Grenades
    Flak Armour
    The Spotter has a Targeter

    Special Rules:
    Sniper! The Marksman is a crack shot, able to pick out targets in the swirling mass of smoke and fire that is the battlefield of the 41st Millenium. As such, a Marksman may choose his target and allocate hits to enemy models of his choice, subject to all rules surrounding LOS and target acquisition.
    Range 500 The Spotter is constantly providing updated targeting information to the Marksman, enabling him to precisely place shots that would otherwise be nearly impossible. While the Spotter is alive, the Marksman Ignores Cover.

    NEW OPTIONS:

    Storm Trooper Squad:
    The Storm Trooper Sergeant may also exchange his hot-shot laspistol and/or hot-shot lasgun for:
    - Stormbolter: 10pts
    Up to two Storm Troopers able to take Special Weapons may also take:
    - Stormbolter: 10pts
    - Light Multilaser: 12pts
    Any or all Storm Troopers may exchange their hot-shot lasguns for:
    Bolter: 2pts
    Shotgun: free

    TROOPS:

    NEW UNITS:

    Penal Legion Scum: 90pts

    Distinct from Penal Legionnaires, who are entrusted with heavier weapons in the service of the God-Emperor, the Scum are those reprobates who are considered too vile and unworthy to do more than die in His name. Their death, though inevitable, will at least serve a purpose. Usually of distraction.

    Troop Type WS BS S T W I A Ld Sv
    Commissariat Provost 3 3 3 3 1 3 2 9 5+
    Scum 3 3 3 3 1 3 2 9 5+


    Composition
    1 Commissariat Provost
    9 Scum

    Wargear
    Flak Armour
    Explosive Collars (Provost has Control Box instead)
    Lasguns (Provost has Bolt Pistol instead)
    Close Combat Weapons
    Frag Grenades

    OPTIONS
    The Provost may exchange his close combat weapon for a Power Weapon: +10pts
    Up to two Scum may be upgraded to a Human Bomb: +20pts

    Special Rules
    Desperadoes As Codex: Imperial Guard
    Frenzon Rations The Scum are the recipients of combat drugs forcibly injected into them before battle. The effects of these drugs vary in the details, but all are designed to keep them fighting as long as possible in order to serve the Emperor in death as they could not in life. The squad has the USR Feel No Pain.

    Adeptus Arbites Enforcement Squad: 80 points

    Troop Type WS BS S T W I A Ld Sv
    Judge 4 4 3 3 1 3 2 9 4+
    Arbite 3 4 3 3 1 3 1 8 4+
    Cyberdog 4 0 4 4 1 3 2 10 4+


    Composition:
    1 Judge
    4 Arbites

    Wargear:
    Carapace Armour
    Shotgun (Judge has Boltgun instead)
    Bolt pistol
    Close Combat Weapon
    Frag Grenades

    OPTIONS:
    Add up to five more Arbites: +15pts each
    The Judge may exchange his boltgun, bolt pistol and/or close combat weapon for:
    Riot Shield: 5pts
    Plasma pistol: 10pts
    Power weapon: 10pts
    Power fist: 15pts
    Any or all Arbites may exchange their shotguns for:
    Boltguns: free
    Any or all Arbites may exchange their shotguns/boltguns or bolt pistols for:
    Riot Shields: 5pts
    One in every five Arbites may exchange their shotgun/boltgun for:
    Flamer or grenade launcher: 5pts
    Storm bolter: 10pts
    One Arbite may be replaced with a Cyberdog: +10pts

    The Squad may take a Rhino or Repressor as a Dedicated Transport.

    Beastmen: 60 points

    Troop Type WS BS S T W I A Ld Sv
    Commissar 3 4 3 3 1 3 2 9 4+
    Herd Leader 4 2 4 4 1 4 3 7 6+
    Beastman 4 2 4 4 1 4 2 6 6+


    Composition:
    1 Commissar
    1 Herd Leader
    19 Beastmen

    Wargear:
    Improvised Armour (Commissar has Carapace Armour)
    Laspistol
    Close combat weapon
    Frag grenades

    OPTIONS:
    The Commissar may exchange his laspistol and/or close combat weapon for:
    Bolt pistol: 2pts
    Plasma pistol: 10pts
    Power weapon: 10pts
    Power fist: 10pts
    The Herd Leader may exchange his laspistol and/or close combat weapon for:
    Flamer: 5pts
    Power weapon: 10pts
    One Beastman may be upgraded to carry a Sacred Icon: +15pts

    Special Rules:
    Subhuman Scum If the Commissar is dead, Imperial units may freely fire into close combats involving the Beastman Squad. Every ‘to-hit’ roll of 6 is a hit on the Beastman Squad. Templates may be placed covering any or all of the Beastman Squad without penalty.

    NEW OPTIONS:
    Platoon Command Squads, Infantry Squads, Special Weapon Squads, Heavy Weapon Squads and Veteran Squads may be mounted in Chimeras, Rhinos, or Softskin Transports as Dedicated Transports. See pg 99 C:IG and below.
    NB: If a Platoon Command Squad is mounted in a Chimera or Rhino, EVERY SQUAD IN THAT PLATOON must be mounted in a Chimera or Rhino.

    Platoon Commanders may exchange their laspistol for:
    - Lasgun: free

    Infantry Squad Sergeants may exchange their pistol and/or close combat weapon for:
    - Lasgun: free
    - Boltgun: 2pts
    - Shotgun: free

    Veteran Squad Sergeants may exchange their pistol and/or close combat weapon for:
    - Lasgun: free
    - Shotgun: free
    - Boltgun: 2pts
    - Storm Bolter: 10pts

    Platoon Command Squads, Infantry Squads, Special Weapons Squads and Veteran Squads:
    Models able to carry Special Weapons may also choose:
    - Boltgun: 2pts
    - Storm Bolter: 10pts
    - Light Multilaser: 12pts

    Platoon Command Squads, Infantry Squads, Heavy Weapons Squads and Veteran Squads:
    Heavy Weapons Teams may also choose:
    - Heavy Stubber: 5pts

    Infantry Squads:
    Instead of replacing two Guardsmen with a Heavy Weapons Team, one Guardsman may exchange his lasgun for a Heavy Flamer at +15pts
    If no Heavy Weapon is chosen, a second Guardsman may exchange his lasgun for a Special Weapon in accordance with the expanded list above.

    Special Weapons Squads:
    In addition to the available weapons:
    Up to one Heavy Flamer: 15pts

    Conscripts:
    For every 10 Conscripts in the unit, two may exchange their lasguns for a:
    - Flamer or grenade launcher: 10pts

    Penal Legion Squad:

    Delete ‘Desperadoes’ rule.

    The Penal Custodian may exchange his pistol and/or close combat weapon for:
    - Shotgun: free
    - Bolt pistol: 2pts
    - Boltgun: 2pts
    - Power weapon: 10pts
    - Plasma pistol: 10pts
    - Power fist: 15pts
    The Penal Custodian may be given:
    - Carapace Armour: 5pts
    - Refractor Field: 10pts
    Up to two Penal Legionnaires may exchange their lasguns for:
    - Boltgun: 2pts
    - Flamer, grenade launcher or sniper rifle: 5pts
    - Meltagun: 10pts
    One Penal Legionnaire may be upgraded to carry a:
    - Demolition Charge: 20pts
    Two Penal Legionnaires may be replaced for a Heavy Weapons Team with:
    - Heavy Stubber: 5pts
    - Heavy Bolter: 10pts
    - Rocket Launcher: 15pts

    NEW Dedicated Transport Vehicle:

    RH1N0 Armoured Personnel Carrier: 40pts

    Vehicle BS F S R
    RH1N0 3 10 10 10

    Composition:
    1 Rhino

    Unit Type:
    Vehicle (Tank)

    Wargear:
    Pintle-Mounted Storm Bolter
    Searchlight
    Smoke Launchers

    Special Rules:
    Repair (may self-repair on the roll of a 6, as C:SM version)

    Transport Capacity:
    10 models

    Options:
    Replace pintle-mounted storm bolter with:
    - Pintle-mounted heavy stubber: free
    Take any of the following:
    - Pintle-mounted storm bolter or heavy stubber: 10pts
    - Hunter-killer missile: 10pts
    - Dozer blade: 10pts
    - Extra armour: 15pts
    - Camo netting: 20pts

    The RH1N0 is the workhorse of the Imperium, and is commonly seen in Arbites and PDF units. Many Imperial Guard Regiments also have access to the 'Rhino', and in these forces it is a transport option for: Company Command Squads, Platoon Command Squads, Infantry Squads, Heavy Weapons Squads, Special Weapons Squads and Veteran Squads.

    Adeptus Munitorum Softskin Transport: 20pts

    Vehicle BS F S R
    Softskin 3 9 8 7

    Composition:
    1 Softskin Transport

    Unit Type
    Fast Vehicle

    Wargear:
    Pintle-mounted heavy stubber
    Camo netting

    Transport Capacity:
    12 models

    Softskin transports come in all shapes and sizes, from half-tracked staff cars to big 10-wheeled artillery tractors. They are a cheap and readily available form of transport for otherwise foot mobile Guard regiments, and are often provided either by the Munitorum or commandeered by Guard officers. They are incredibly susceptible to enemy fire, however, and are most commonly left in the rear staging areas before an attack. On occasion, however, Guard and PDF units have dismounted directly from them into combat.

    They are a transport option for: Company Command Squads, Platoon Command Squads, Infantry Squads, Special Weapons Squads, Heavy Weapons Squads, Ogryn Squads, Ratling Squads, Penal Legion Squads, Penal Legion Scum Squads, and Veteran Squads.


    Fast Attack:

    NEW OPTIONS:

    Any Sentinel/Armoured Sentinel may replace its multi-laser with one of the following weapons:
    - Heavy bolter: 5pts
    - Multi-melta: 10pts

    NEW UNIT:

    Jump Pack Storm Squad: 100pts

    Troop Type WS BS S T W I A Ld Sv
    Vet. Sgt. 3 4 3 3 1 3 2 8 5+
    Jump Trooper 3 4 3 3 1 3 1 7 5+

    Composition:
    1 Veteran Sergeant
    9 Jump Troopers

    Unit Type:
    Jump Infantry

    Wargear:
    Flak armour
    Shotguns (Commissar has Bolt Pistol instead)
    Close combat weapons
    Frag grenades
    Krak grenades

    Options:
    The Veteran Sergeant/Commissar may exchange their close combat weapon and/or bolt pistol for:
    - Bolt pistol: 2pts
    - Plasma pistol: 10pts
    - Power sword: 10pts
    - Power fist: 15pts
    The Veteran Sergeant may take:
    - Melta bombs: 5pts
    The Squad may be joined by a Commissar: 40pts
    Up to two Jump Troopers may exchange their shotguns for:
    - Flamer: 5pts
    - Melta: 10pts
    - Plasmagun: 15pts
    The entire squad may take:
    - Melta bombs: 20pts

    Reconnaissance Patrol Squad: 30 points

    Troop Type WS BS S T W I A Ld Sv
    Sergeant 3 4 3 3 1 3 2 8 5+
    Scout 3 4 3 3 1 3 1 7 5+

    Composition:
    1 Sergeant
    4 Scouts

    Wargear:
    Flak Armour
    Camo Cloaks
    Lasguns
    Laspistols
    Snare Mines

    OPTIONS:
    The Sergeant may exchange his lasgun and/or laspistol for:
    Boltgun: 2pts
    Sniper rifle: 5pts
    Any or all Guardsmen may exchange their lasguns for:
    Sniper rifle: 5pts
    One Guardsman may be upgraded to carry a vox: +5pts
    Two Guardsmen may be swapped for a Heavy Weapons Team with:
    Rocket Launcher: 15pts

    Special Rules:
    Scout, Infiltrate

  11. #11
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    Re: Imperial Guard: New Units and Extra Options

    Hmm, your Jump Pack Storm Squad need the option for laspistols on the troops and a special rule something like:

    Akimbo: any model with 2 of the same 'pistol' type weapons may fire counting as twin-linked. If the model has two different 'pistol' type weapons, declare which is used and fire as normal.

    A little convoluted in wording, but it lets you benefit from the dual pistols while not allowing the sergeant to fire a plasma pistol counting as twin-linked.



    Other than that, I was a little worried by S5 AP6 Assault 3 on the LML, but S6 AP- Assault 2 is much better.
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  12. #12
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    Re: Imperial Guard: New Units and Extra Options

    Right.

    A lot of this seems good if you like that sort of thing, Beastmen thrown into my Guard infantry army would be pretty spiffing.

    A couple of issues though;

    Softskin Transports: As nice as this sounds I do wonder as to the practicability of them, seeing as all will take to destroy one of these bad boys is a harsh look. They might be a bit too weak and flakey as they stand now, do you think?

    Adeptus Arbites Enforcement Squad: I personally would see them as an unwelcome addition, I've always been of the mind that GW should release a Codex: Imperial Agents and that the likes of Arbites, Inquisitors and such like should be used from such a codex, Arbites should be a useable choice, just not in this mans Codex.

    Rhino: I agree with earlier posts regarding this, for me the Rhino is typically a Space Marine vehicle with only minor usage by our other non power armoured colleagues, bearing in mind that IA2 states that the technology used in building Rhino's is so valuable that only the most loyal of Imperial institutions are allowed to use. Okay that's only fluff and it could be changed, but for me it works.

    Otherwise it's looking pretty good, I especially like the changes to Penal Legions, the rules in the current dex always seemed a little basic to me. As such I might play test the heck out of those rules.
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    Re: Imperial Guard: New Units and Extra Options

    Just noticed the Recon. Squad... I don't see the point. You're getting half a Veteran Squad w/Forward Sentries + Infiltrate but with less weapon options at 30% cost. Certainly, the lack of versatility weapons-wise makes a dent in the value of this squad (as does the fact that Sentinels, Hellhounds and Valkyries are so much better in the FA slot), so it's not like there's a great deal of imbalance*, I just don't see any need for this squad considering there's a near identical unit (also Ratlings are basically these guys--maybe if they replaced Ratlings?), and they can't even hold objectives.



    *though 60 points for a five-man infiltration squad with 3 snipers and a rocket launcher is pretty potent.
    Quote Originally Posted by Azazyll View Post
    I've been wanting a fighter mage for years, and what we get is a model whose tripping over his feat trying to catch an octopus.
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    Chapter Master Gen.Steiner's Avatar
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    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by MyNameDidntFit View Post
    Hmm, your Jump Pack Storm Squad need the option for laspistols on the troops and a special rule something like:

    Akimbo: any model with 2 of the same 'pistol' type weapons may fire counting as twin-linked. If the model has two different 'pistol' type weapons, declare which is used and fire as normal.

    A little convoluted in wording, but it lets you benefit from the dual pistols while not allowing the sergeant to fire a plasma pistol counting as twin-linked.
    I decided to go for shotguns instead for a couple of reasons:

    1) Dual pistols, or pistol armament, is the standard for jump assault troops. I wanted something different.
    2) 12" assault 2 is actually a better option than 12" pistol. Guardsmen aren't best at close assault, but 20 odd shots will soften the enemy up quite nicely. At least in theory.

    Quote Originally Posted by Splagbot View Post
    Right.

    A lot of this seems good if you like that sort of thing, Beastmen thrown into my Guard infantry army would be pretty spiffing.
    Why thanks!

    Quote Originally Posted by Splagbot View Post
    A couple of issues though;

    Softskin Transports: As nice as this sounds I do wonder as to the practicability of them, seeing as all will take to destroy one of these bad boys is a harsh look. They might be a bit too weak and flakey as they stand now, do you think?
    That's the point. Real trucks are just that weak; you really don't want to be in them! I have included them so that for special scenarios (ambushes) or for PDF armies you have the option of using them. I think I need to discuss my thoughts and principles behind my update/expansion to really give you lot a better understanding of what I'm trying to do.

    Quote Originally Posted by Splagbot View Post
    Adeptus Arbites Enforcement Squad: I personally would see them as an unwelcome addition, I've always been of the mind that GW should release a Codex: Imperial Agents and that the likes of Arbites, Inquisitors and such like should be used from such a codex, Arbites should be a useable choice, just not in this mans Codex.
    Ah, well, that's basically what I'm trying to turn Codex: Guard into. I want players to be able to use it to run a standard Guard army, a proper Penal Legion, a Mechanised army (and not just Mech Vet either), a PDF force, an Inqusitor's retinue, a Rogue Trader force, and so on and so forth. Which is why there are things like softskins and whatnot.

    Quote Originally Posted by Splagbot View Post
    Rhino: I agree with earlier posts regarding this, for me the Rhino is typically a Space Marine vehicle with only minor usage by our other non power armoured colleagues, bearing in mind that IA2 states that the technology used in building Rhino's is so valuable that only the most loyal of Imperial institutions are allowed to use. Okay that's only fluff and it could be changed, but for me it works.
    Eh. Each to their own. It's optional, there for those who want it and those who don't, don't have to take it.

    Quote Originally Posted by Splagbot View Post
    Otherwise it's looking pretty good, I especially like the changes to Penal Legions, the rules in the current dex always seemed a little basic to me. As such I might play test the heck out of those rules.
    Please do! Let me know how you get on, and what changes or thoughts you have from your experiences.

    Quote Originally Posted by MyNameDidntFit View Post
    Just noticed the Recon. Squad... I don't see the point ... though 60 points for a five-man infiltration squad with 3 snipers and a rocket launcher is pretty potent.
    There you go!

  15. #15
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    Re: Imperial Guard: New Units and Extra Options

    OK, a shorter update to it all this time - coo, by the time I'm done I may as well have re-written the whole 'dex.

    Updated Weapons:

    Hellguns: Now S4. No price change.
    Hellpistols: Now S4. No price change.

    New Options: Ogryn Squad:

    BONE'ead may take:
    Power fist: 20pts
    Two-handed power weapon: 15pts
    One Ogryn per Squad may exchange his Ripper Gun with:
    Two-handed power weapon: 15pts
    The whole Squad may be upgraded with:
    Carapace armour: 30pts

    Thoughts?

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    Re: Imperial Guard: New Units and Extra Options

    And, suddenly, Storm Troopers became useful!

    Power weapons are something Ogryns have been sorely missing, I think. Though you might want to make sure the Bone'ead *exchanges* his Ripper Gun

    As for Carapace... I, personally, don't like that. A 4+ just doesn't sit with how I see Ogryns--they're too big and tough to care about wearing Carapace; their T5 is their armour.
    Quote Originally Posted by Azazyll View Post
    I've been wanting a fighter mage for years, and what we get is a model whose tripping over his feat trying to catch an octopus.
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  17. #17
    Chapter Master Gen.Steiner's Avatar
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    Re: Imperial Guard: New Units and Extra Options

    Hrm, no, I think the BONE'ead would need to keep his gun; the loss of firepower and punch is too great otherwise.

    Fair point about the Carapace, I was going more along the lines of the Ogryns getting given chunks of tank plating and told "the Emperor wants you to wear these". They LOVE the Emperor, so why not? He LOVES them too! I dunno. What do others think?

  18. #18
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    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by Gen.Steiner View Post
    Hellguns: Now S4. No price change.
    Hellpistols: Now S4. No price change.

    New Options: Ogryn Squad:

    BONE'ead may take:
    Power fist: 20pts
    Two-handed power weapon: 15pts
    One Ogryn per Squad may exchange his Ripper Gun with:
    Two-handed power weapon: 15pts
    The whole Squad may be upgraded with:
    Carapace armour: 30pts

    Thoughts?
    I do wonder wether the addition of carapace armour might make them a little too powerful, it's a fine idea in principle to be sure and it could certainly be woven into the background fairly easily, I'm just not that confident that my usual opponents would agree to face me with such troops in my army.

    Quote Originally Posted by MyNameDidntFit View Post
    And, suddenly, Storm Troopers became useful!
    Agreed. Though I do still use them at the moment from a purely fluff point of view, being that no self respecting Cadian Shock Troopers army would march to war without them.
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  19. #19
    Chapter Master Gen.Steiner's Avatar
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    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by Splagbot View Post
    I do wonder wether the addition of carapace armour might make them a little too powerful, it's a fine idea in principle to be sure and it could certainly be woven into the background fairly easily, I'm just not that confident that my usual opponents would agree to face me with such troops in my army.
    A fair point. After all, bolters will only wound on a 5+ (S4 v T5). I would be obliged if you could assist me in playtesting carapace armoured Ogryns; I'd like to keep the idea but perhaps up the cost? 50 points for the unit, and maybe limit the Squad to 5 Ogryns maximum?

    Another idea I had was giving them access to a Commissar, the way they used to be. Same points cost and options as an Infantry Squad Commissar.

    Quote Originally Posted by Splagbot View Post
    Agreed. Though I do still use them at the moment from a purely fluff point of view, being that no self respecting Cadian Shock Troopers army would march to war without them.
    Strength 4 Hellguns/pistols is such a simple fix! It makes me skip with joy.

  20. #20

    Re: Imperial Guard: New Units and Extra Options

    I read all the rules and I love them. I always wanted an cavalry army! I will definitely playtest them. If you made the carapace armour a bit more expensive they should not be a problem.
    And I belive nork deddog got a 4+ save and can get feel no pain so Ogryns with a 4+ save wouldn't be too unfluffy or overpowered in my opinion. But a bit unsure about the power weapon, but they cant get an extra attack for two closecombat weapons because they are twohanded so thats an buff.

    Question about the hellguns. Are they still ap 3? Or the old school ap 5? Because nowdays they are called hotshot lasguns.

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