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Thread: Imperial Guard: New Units and Extra Options

  1. #41

    Re: Imperial Guard: New Units and Extra Options

    Minor comments- Rhinos are not proper choices for basic guard units. Arbites, yes. Inquisitor and retinue, yes, but keep them limited to those units and not general issue.

    Other unit addition ideas:

    Support Weapon Battery (Elite)
    More valuable weapons crewed by veterans.
    WS3 BS4 1-3 guns
    Heavy mortar 60" S4 AP5 Large Blast or S6 AP4 Small Blast Barrage 1
    Thudd Gun 60" S4 AP6 Small Blast Barrage 4
    Rapier Laser Destroyer 48" S9 AP2 Heavy 4

    Salamander Command Vehicle
    Dedicate Transport option for Company and Platoon Command Squads
    BS3 FA11 SA11 RA10 Open Topped Fast Capacity 6 models
    Dedicated Vox Array- Counts as having a Vox array and adds 6" to the range of orders made by officers aboard.
    Enhanced Datalink- may add or subtract 1 from a single reserve roll you make each turn.

    Vulture- add to Heavy Support Slot, same as FW rules.
    Vendetta- Missiles are default option, +20 points to upgrade to Las Cannons on the wings.

    Keep the Manticore if only for the fact the model exists, and not to invalidate the model.
    Last edited by MajorWesJanson; 14-03-2012 at 19:57.
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  2. #42
    Chapter Master atlantis's Avatar
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    Re: Imperial Guard: New Units and Extra Options

    peronaly i think the smiper is a bit over-bareing with the pick the model thing. only ones that can do that are special charaters (vindicare assassain & telion) so there respective codex's only have 1 thing that can pick. this gives a max of 9 that can do that. 1 way may be is if they roll a 6 on the to hit, then you could pick the model from the target unit (provideing said model is in sight)
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  3. #43
    Chapter Master Chem-Dog's Avatar
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    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by Gen.Steiner View Post
    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'll get to the armour in a sec...
    2 handed PW? Not really fitting with the idea of Oggies swinging huge chunks of sharpened metal or bits of street furniture about.

    Make the Zweihander a free trade in for the ripper (primitive Oggies, not unprecedented) and possibly give it rending. I know I'd love my Ogryn not to bounce off of any Marine unit they encounter, so it's a thinker, do you drop what's almost a Heavy bolter per Ogryn for a little more Combat punch?

    As much as I'd like an Ogryn with an Evicerator (I even tried to cram one into my Necromunda campaign ) I'm not sure anyone would like it....
    On to the issue of Carapace armour...

    Quote Originally Posted by Gen.Steiner View Post
    The more I think about it the more I think the naysayers are right.
    If it counts for owt, I'm a yae-sayer. Oggies need to have some level of survivability at the lower end of shooting spectrum, 5+ saves are ignored by just about every gun in the game. It might be that the munitorium clerics don't necessarily believe that the expenses are justified but I can imagine any line-officer worth his salt knowing the value of these units and doing his best to ensure they're protected. I Imagine your average Guardsman would become quite fond of the Ogryn assigned to his detachment after seeing them absorb the fire that would have otherwise shredded him and then go on to club the enemy to death with their own limbs.


    Hm. The S4 AP3 hellgun's 18" range is what makes it less versatile than the S4 AP5 bolter. I think I will make the option a free exchange though, rather than costing +2pts per bolter. Basically you're gaining 6" of range for a worse AP.
    And not getting hot....


    Quote Originally Posted by MajorWesJanson View Post
    Vendetta- Missiles are default option, +20 points to upgrade to Las Cannons on the wings.
    And drop the troop capacity to 6 (or 0).

    Things I'll throw in:-
    Chimerax, Chimedon and Chimerro.
    Basically turret swaps for Chimeras, keep them a little exclusive by dropping the troops capacity down to six (to make space for the additional Ammo and systems needed for the improved guns).
    Chimerax. Basically a twin linked Exterminator turret.
    Chimedon. Remember the Leman Russ Conquerer? That mini Battlecannon as the main gun.
    Chimerro. Originally a Chimera with an unlimited supply of HK missiles, to make it a more distinct choice I'd say drop the Multilaser altogether and give it a Twin-linked Missile Launcher (in my head it's got four Sentinel Missiles launchers strapped together).

    Heavy Stubber. As a Special Weapon choice, not as a new heavy weapon.

    Frag defenders! (another oldschool favourite) Exchange Smoke Launchers for a free Frag hit against any model at the start of the Combat Phase.

    Honorifica Imperialis.


    One other thing I'd do is drop penal squads. If you're not gonna have Shaefer's insane little army the proper form is a mass wave of meatshields, the IG don't use single squads as distractions they use whole companies.
    So, first you detach Conscripts from the Platoon mechanism so you can, if you so wish, fill out your troops section with conscripts.
    THEN make them 2 points per model. Finally add things like "Penal troops" or "Mutants" (like Beastmen, for example) as modifiers for the basic unit costed per-model. Muties might be +1S or FNP, Penal Legionaries would be Stubborn (with help from their Collars) or even Fearless.
    The precise nature and the cost of such add-ons is neither here or there at the moment, it's just a rough idea, if you like the sound of it I'll neaten it up, if not... I'll shed a tear and soldier on. But yeah, it's the chance to hurl a hundred or so disposable criminals/deformed creatures/dumb civilians at the enemy


    Think that's it for the moment....I'm going to go back to fantasizing about charging the Great and the powerful of 40K with a squad of Ogryn armed with giant double-handed Chainsaws
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  4. #44

    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by Chem-Dog View Post
    Make the Zweihander a free trade in for the ripper (primitive Oggies, not unprecedented) and possibly give it rending. I know I'd love my Ogryn not to bounce off of any Marine unit they encounter, so it's a thinker, do you drop what's almost a Heavy bolter per Ogryn for a little more Combat punch?
    It has precedent as an idea, too. The Tyrant's Legion list from IA9 included a unit of pirate scum who could include "brutes"- effectively Ogryn statlines with Rending CC attacks.

    And drop the troop capacity to 6 (or 0).
    So Vendetta for 130, comes with 2 deathstrike missiles, a TL lascannon and a capacity of 6, upgrade to TL lascannons for +20? Seems fair to me. I personally never liked the idea of the Vendetta. Troop carriers should be carrying troops; Vultures should be doing the heavy lifting for anti-tank duty. Not that I don't kind of rely on the one Vendetta in my army, but...

    Things I'll throw in:-
    Chimerax, Chimedon and Chimerro.
    Basically turret swaps for Chimeras, keep them a little exclusive by dropping the troops capacity down to six (to make space for the additional Ammo and systems needed for the improved guns).
    Chimerax. Basically a twin linked Exterminator turret.
    Chimedon. Remember the Leman Russ Conquerer? That mini Battlecannon as the main gun.
    Chimerro. Originally a Chimera with an unlimited supply of HK missiles, to make it a more distinct choice I'd say drop the Multilaser altogether and give it a Twin-linked Missile Launcher (in my head it's got four Sentinel Missiles launchers strapped together).
    I feel like this all is just complication for the sake of complication. We already have Salamanders, Chimeras, and Leman Russes; we don't need weird hybrids to fill in the spaces.

    Heavy Stubber. As a Special Weapon choice, not as a new heavy weapon.
    Frag defenders! (another oldschool favourite) Exchange Smoke Launchers for a free Frag hit against any model at the start of the Combat Phase.
    Very yes on the first, although I'm worried about the spam potential. The second seems more like a Tau tactic to me. And what exactly is a "frag hit?"

    One other thing I'd do is drop penal squads. If you're not gonna have Shaefer's insane little army the proper form is a mass wave of meatshields, the IG don't use single squads as distractions they use whole companies.
    So, first you detach Conscripts from the Platoon mechanism so you can, if you so wish, fill out your troops section with conscripts.
    THEN make them 2 points per model. Finally add things like "Penal troops" or "Mutants" (like Beastmen, for example) as modifiers for the basic unit costed per-model. Muties might be +1S or FNP, Penal Legionaries would be Stubborn (with help from their Collars) or even Fearless.
    The precise nature and the cost of such add-ons is neither here or there at the moment, it's just a rough idea, if you like the sound of it I'll neaten it up, if not... I'll shed a tear and soldier on. But yeah, it's the chance to hurl a hundred or so disposable criminals/deformed creatures/dumb civilians at the enemy
    Very cool idea! Personally I think we should retain the capability of the insane, individualist unit- again, the Scum rules from IA9 provide a nice template for an individualist strike force. But the idea of a generic "meatshields" entry with various upgrade flavors, separate from the Platoon structure, would help bring Conscripts back as a viable unit choice.
    Last edited by Formerly Wu; 15-03-2012 at 00:36.

  5. #45

    Re: Imperial Guard: New Units and Extra Options

    I liked your Conscripts idea so much I threw together a quick mockup. It's a kind of mashup of the current Conscript rules, the Legion Auxilia squad from IA9, and the Bloodgor Beastman Attack Squad from the Siege of Vraks Servants of Slaughter list.

    New Unit: Conscripts

    Conscripts are a Troops choice for Codex: Imperial Guard.
    Cost: 60 points

    Conscript WS: 2 BS: 2 S: 3 T: 3 W: 1 I: 3 A: 1 LD: 5 Sv: 5+
    Overseer WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 2 LD: 7 Sv: 5+
    Mutant WS: 3 BS: 2 S: 3 T: 4 W: 1 I: 3 A: 1 LD: 6 Sv: 6+
    Penal Legionnaire WS: 3 BS: 3 S:3 T: 3 W: 1 I: 3 A: 1 LD: 8 Sv: 5+

    Unit Composition: 19 Conscripts, 1 Overseer
    Unit Type: Infantry
    Wargear: Lasgun, flak armour, close combat weapon. Overseer has a laspistol.
    Special Rules: Harsh Discipline: As long as the Overseer is alive, the squad may attempt to rally even if below half strength.
    If upgraded to Mutants, the squad gains Furious Charge. If upgraded to Penal Legionnaires, the squad gains Stubborn and Scouts.

    May include up to 30 additional conscripts for 3 points per model.
    If your army includes Commander Chenkov, any unit of Conscripts may be given the Send in the Next Wave special rule for 75 points.
    The entire squad may become Mutants, trading their lasgun and flak armour for laspistols and sub-flak armour, for 1 point per model.
    If not upgraded to mutants, the entire squad may become Penal Legionnaires for 2 points per model.
    One Penal Legionnaire may carry a Demolition Charge for 20 points.
    For every ten models in the squad, one model may take a grenade launcher (5 pts), flamer (5 pts), or heavy stubber (10 pts).
    The Overseer may be equipped with a shotgun (free), bolt pistol (3 points) or power weapon (10 points).
    The entire squad may be equipped with frag grenades for 10 points.

    Current conscripts are made cheaper, freed from the platoon structure, given a few basic weapon options and allowed to be a bit more reliable, giving them a distinct role from the current blob squads. Mutants are effectively "choppa boyz light," having very similar statlines but without the benefit of Mob Rule or ork shooting weapons. Penal Legionnaires are left pretty much the same but gain some weapon options, although with the increased squad size I felt compelled to remove their random special abilities lest things get out of hand. (50 rending attacks or 100 lasgun shots followed by 100 Stubborn assault attacks seemed dangerous).

    Edit: I gave Penal Legionnaires the capability of demolition charges. Seemed like a fair way of representing their "human bomb" usage.
    Last edited by Formerly Wu; 15-03-2012 at 03:38.

  6. #46
    Chapter Master Chem-Dog's Avatar
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    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by Formerly Wu View Post
    It has precedent as an idea, too. The Tyrant's Legion list from IA9 included a unit of pirate scum who could include "brutes"- effectively Ogryn statlines with Rending CC attacks.
    There were the Monglor Ogryn during the 3rd War for Armageddon too. We also had a WD published Doctrine back in the day that allowed you to have Melee armed Ogryn as troops.


    So Vendetta for 130, comes with 2 deathstrike missiles, a TL lascannon and a capacity of 6, upgrade to TL lascannons for +20? Seems fair to me. I personally never liked the idea of the Vendetta. Troop carriers should be carrying troops; Vultures should be doing the heavy lifting for anti-tank duty. Not that I don't kind of rely on the one Vendetta in my army, but...
    It's a fluff issue for me, the Land-Raider's two TL Lascannons take up quite a bit of space yet fitting a Valk with three TL Lascannons makes no difference.


    I feel like this all is just complication for the sake of complication. We already have Salamanders, Chimeras, and Leman Russes; we don't need weird hybrids to fill in the spaces.
    All three variants are older than the, frankly, rubbish Salamander.
    Perhaps I'm biased as a Steel Legion player but a little variation in the Transports would be fun.
    I did think of a Tweak for the Chimedon actually, Give it a gun similar (or identical) to the Leman Russ Eradicator making it a nifty little Streetfighter command tank.


    Very yes on the first, although I'm worried about the spam potential.
    It's an inferior choice to the Meltagun or Plasmagun, you gain a little bit of reach at the expense of moving and the ability to deal with anything big. Spamming Heavy Stubbers would actually be a considerable disadvantage in most situations, even Vets with triple Heavy Stubbers would be fairly sub par.

    The second seems more like a Tau tactic to me. And what exactly is a "frag hit?"
    It's a 2nd Ed Vehicle upgrade, essentially any model that is in contact with the tank takes a S3 Ap- hit, just like it'd been hit with a frag grenade.
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  7. #47

    Re: Imperial Guard: New Units and Extra Options

    Here are a few of my thoughts I have been toying with.

    Mogul Kamir has to stay in. (This opinion may or may not be due to wanting to properly use my rr sgt conversion of a lord solar model onto the mechanical horse model.) I think drop the RR command and make Mogul Kamir a ccs upgrade. He would give horses and hunting lances to the entire sqad, including advisors. He would make RR squads troop choices, as well as he personally would have d3 attackas on the charge for his mechanical horse. In addition, every movement phase he must pass a leadership test or his unit and all RR units within 12" suffer from rage. He would also grant furious charge to his unit as well as all RR units within 12" (assuming we change hunting lances to S6 and +2I). I think this would be a fair trade-off without having to add a new unit completely. (Also of course giving RR units the vox upgrade ability.)

    Some other changes I would like to see are:
    1) Upping hwsquads and swsquads up to full 10 man squads with sergeants and the ability to add a vox. (Possibly making them interchangeable with lasrifle squads to form entire platoons of them)
    2) Giving the pcsquads the ability to join the blobs
    3) Making m.priests upgrade characters just like commisars, but reserving eviscerators for pcsquads or ccsquads m.priests
    4) Make the heavy flamer a 2-man heavy weapon team for 15pts and a heavy stubber a 2-man heavy weapon team for 5pts, as well as making them available to platoon squads
    5) Give heavy bolters rending but without the extra armor pen. (I feel they need something to make them as viable a choice as autocannons)

    Here are some other completely random ideas:
    A) Ogryns: Give them feel no pain to represent how much bulk they have, and that many hits are just hitting flab and making them angrier.
    B) Ratlings: These are the dedicated sniper units you are looking for. I would give them +2 to cover saves and move through cover to represent thier ability to stay hidden and quickly dissappear after making the kill shot.
    [EDIT] I also think that giving them the ability to form 2-3 ratling combat teams would be a fun idea as well.
    C) Storm Troopers: I wouldnt mind giving them S4 hellguns/hotshots, but only on thier first shooting phase in order to represent an overcharge prepped for the openning salvo. (Alternatively, you could give them the option of overcharging and becoming S4 for one shooting phase at the cost of missing thier next shooting phase.)
    Last edited by Hawkkf; 09-04-2012 at 17:38.

  8. #48

    Re: Imperial Guard: New Units and Extra Options

    As with another person before me, I think I'll give my responses to your thoughts in red.

    Quote Originally Posted by Gen.Steiner View Post
    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.

    I think the removal of the Medusa should stay. In the Second World War, sticking to your reference of the SU-152, which was, in essence, a self-propelled gun usable in an ad-hoc anti-tank role. The Medusa, I would damn well hope, is no mere SPG, but a potent siege weapon, albeit with direct fire as its primary method of engagement. The likelihood of such a gun being fast enough to reload to compete with infantry small arms in rate of fire is absurd (1 shot/turn). The likelihood of the vehicle's capacity for movement, and the gun's own traverse speed, being anywhere close to as quick as other weapons, is equally absurd.

    However, with this in mind, I do believe Guard need a cheaper method of fielding a support gun. The mini-Russ with its S8 AP3 Small Blast is simply garbage, its not sufficient If a full-sized battle-cannon only suitable for mounting on a Leman Russ, slow and lumbering behemoth it is, I can see a similar scenario for the Tiger and the 88mm gun mounted on it. So logically, there must be someone somewhere who thinks "Why have all this damned armour restricting maneuverability, and increasing the production costs, when we can reduce the gun size, reduce the armour (and over-all efficiency by simply making it ontop of the Chimera chassis, to make maintenance easier with interchangeable core components), and change the vehicle's role to that of a support weapon, rather than a main-battle-tank." Your end result would be something comparable to the StuG, with a reasonable gun usable in AT and AP roles, with reasonable armour, but nothing matching that of a Tiger. In 40k, I would think this would be something like BS3 F13 S11 R10, with a R36" S6 AP4 Ordnance 1 Large Blast, and an AT shell with R48" S8 AP3 Ordnance 1 (no blast, solid shell for AT use). On the same note, I think a Leman Russ' Battle-Cannon should be able to fire both HE and AP shells, so as to not require a stupid role-shift for the tank in order to make it engage armour with any capability. To pay 155pts on a Vanquisher whos only function is to fire (with woefully insufficient BS3) S8 AP3 2D6 Armour-Pen.


    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


    Is it S6 AP- to mirror its bigger cousin? If so, and you're going for same stats but Assault 2, then shouldn't it be AP6? Besides minor details, I think the concept is fabulous. For a force which is largely inferior to its opposition, and I would assume prone to supply issues, to have heavy weapons which can be charged (I assume) as easily as a lasgun, is prime for the logistics department.

    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.

    Love the idea. 40k seems to misrepresent snipers and their role big time. They're always, seemingly, units of several horridly ineffective marksmen whose sole purpose is to lay down simply a different form of fire on the enemy. (Sniper = Rending + Poison (4+) + Pinning) There's nearly no tactical application for snipers beyond that they function as specialized heavy weapons, they can't even pick targets out from units/ignore cover normally. Definitely sniper teams would add to the feel of the Guard, at least, to make them conform with a realistic modern day force, more or less. Not for the thematic feel of Guard, however.

    Now, for those arguing this would be massively overpowered, I can't see the merit. If your only supporting statement is that only special characters have this rule, therefore this sniper team must be equal points cost, or at least increased points cost, I would have to say this is highly flawed. Before I go into it a little bit more, this is really just nit picking, but the Vindicare is not a special character. Game-wise he may be (Unique), but this is never the deciding factor for "Special Characters", lore-wise, he is merely a member of a collection of assassins with the same skills and armaments, of some Order or Brotherhood of sorts, I would assume. This means he is simply one of many, but still important enough to be difficult to acquire in numbers.

    But as for points-cost for the ability to allocate wounds on shooting attacks, might I remind you the Vindicare hits on 2s, re-rolling on 4s, and if attempting to pick out a specific model, will wound on a 2+ with the specific type of ammunition used, ignoring all armour saves. Furthermore, if required to, the Vindicare may shoot the heaviest vehicle armour values in the game full of holes with its 4D6 Armour Penetration + additional D3 from Rending per 6 rolled, as well as +1 to Vehicle damage chart with AP1. Top that off with its ability to remove a model's Invulnerable save for the rest of the game, provided it hits and wounds said model (not hard with hitting on 2s then 4s, and wounding on 2+). Now, for that absurdly good package, you pay 145pts. What do you pay for our humble human sniper team? 50pts. Two Guardsmen, with BS4 and a piece of gear giving the Marksman BS5 for the duration of his spotter's life (yes, duration, I very much expect opponents to light up a two-man sniper team for a free kill-point, or simply because its easy to get rid of them, and saves them the trouble of losing an apothecary or other such specialist squad-member). So, said team fires and hits on 3s normally, 2s with the team at full strength, wounding on 4s. Sure it can allocate its hits, but its AP3, the only thing it can 'reliably' kill is MEQs, and it can only do in 1 per turn. Can our humble Marksman engage armoured targets? Sure it can, can it effectively engage TEQs? Nope. Can it engage vehicles with high AV? Nope. Can it even engage low AV vehicles? Not really, S3 shot + D6 AP, if you're really lucky, you get the 6, roll a D3 for additional AP. Max you can do is glance AV12 and Pen AV10 or 11, assuming you roll a 6 and then a 5 or 6 for the additional D3. Can our sniper team engage characters? Why, sure. Can it ignore and remove their Invul permanently? Nope. Last, but not least, the Vindicare has two wounds on T4 with a 4+ Invul, and Stealth easily affording a 3+ Cover. Sniper team? No Invul, 5+ paper-save, on 2 T3 models with 1 wound each, the only redeeming quality is Camo-cloaks giving a 3+ Cover, which is just as easily ignored for both the Vindicare and the Sniper team if targeted by Barrage or flame templates. If you really want to stack the killing potential up, 3 Sniper teams equate to 1 Vindicare, can 3 Sniper teams kill a Vindicare? I would think so. However, the Vindicare can perform specialized tasks which the Sniper teams, if tasked to do, would **** bricks.

    To say one special rule allowing the firer to allocate wounds makes the weapon overpowered is just a hollow argument.

    Ultimately, I would say though the unit feels really "cool," its abilities really are not amazing, nor is it something I would always take instead of another 10-man squad of Guardsmen.



    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).

    Sounds suitably Guard-like. I like it!

    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.

    Interesting, I'm not quite sure as to the lore behind such shields, but I would assume large ceramite and plasteel shields would protect one against shooting attacks, no? Unless the shield itself was not all encompassing in terms of user coverage, in that case I would be inclined to say stick with the close-combat only. However, as with many things I find myself irked with, I don't think the riot shield should confer an Invul. Now, this is purely from a realism perspective, but I've never agreed on giving Invuls to anything that does not inherently avoid damage simply as it is. This would be something like a force-field, or other such strong fabricated protection that you don't have to effectively "wield" to have it protect you. To have a simple riot shield, distributed for use in suppressing civil disorder, I would say a 2+ Invul, re-rolling, sounds fine (against rioters and the likes) but in actual combat, I'm not so sure it would even afford you a 4+ Invul, as that is on par with an Iron Halo... think about that for a second...

    Anyhow, good concept though, just needs different rules, I think. Maybe makes the enemy always hit them on 5s? (Maybe thats too good, 4s seems better) as the shield gets in the way of all manner of strikes. As for shooting, +1 to Armour save? Just tossing ideas out in order to fix this seemingly broken piece of gear (imo).


    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.

    I most definitely approve. Throwing demolition charges has always been so inefficient, and taking them in Veteran squads and SWSs never provides enough bulk in order to make sure the bomb reaches its target.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

    Good idea on the Rough Riders PCS. I think an all cavalry army would be quite interesting. Not enough space to keep the entry though... 20,000 character cap :/

    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.

    Need more input I think, but I'm inclined to reduce points cost.


    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

    I think Stormbolters shouldn't be 10pts. If you're getting this points cost off of the vehicle pintle-mounted Stormbolters, I think you should think of tactical application and difference conferred by the two bolt shots per turn instead of the Hot-Shot Lasgun (which, if I'm not mistaken, you've already made S4). Imo Stormbolters should be 4 or 5 points (Warrior Acolytes, as per GK Codex, get them for 3pts, I would assume a BS4 model goes up a point or two). Light Multilaser for 12pts seems... iffy at best. For 3pts more I end up with a Plasma gun, which, sure, lacks Assault 2 and Range 36". However, its a Plasma gun, and everyone knows how much kill BS4 Plasma guns pack once they're in Rapid-Fire range. 10pts sounds a little better, maybe even 5-10pts, depending on how you view it. As, again, you're sacrificing potential MEQ killing-power for something that is not an MEQ killer, but packs high Strength. (If anything, lasguns prove, unless you get a crap load of wounds on MEQs, armour-saves beat everything) Oh and Bolters, as stated previously, should be free. If anything, I might just make it reduce the pts cost of each trooper by 4. (Just going by other pts values given for weapon options, and though I hate to use it as a reference, as I think its universally accepted as a beacon of imbalance, Codex: GK has Hot-Shot Lasguns for 5pts, on BS3 Acolytes. Take away the 5+pt gun and give it a 1pt bolter? Hardly a fair trade, considering the Hot-Shot is now S4 as well.)

    Though a word of caution, anyone questioning balance will inevitably view it from a different lens than the next. Never take what is given to you and accept it as fact, I think for table-top wargaming, the best balance is achieved through play-testing, something GK didn't seem to go through.
    Last edited by LawL LawL; 30-04-2012 at 06:50.

  9. #49

    Re: Imperial Guard: New Units and Extra Options

    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.

    ooooh, guardsmen who don't have to pay stupid amounts of points for a medi-pack? I like. Though rationally, i'd have to say you really need a large survey of opinions before being able to get remotely close to stamping this unit as gameplay balanced.

    same problem as with the rough rider entry, character cap. But the adeptus enforcement squad seems cool. I was thinking of having commissar heavy weapons squads... Manned by a quasi-kgb or even commissars. Capable of firing on fleeing friendly units to rally them xd


    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.

    i'll go into detail later, but i think such beastmen units should be more primitive.

    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

    Stormbolter should cost less, maybe 5pts, as I would assume the squad is going to utilize their lasguns and other Rapid-Fire weapons, so it really negates the Stormbolter's Assault 2 advantage over Rapid-Fire of the standard Boltgun.


    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

    don't think this'll be used much, but it would look cool to have heavy-stubber teams.


    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.

    perfectly reasonable, i see no reason not to. Additionally, with the rather uneven points costs (15pts for plasma gun on guardsmen, 15pts for plasma gun on vets... Wtf?) i don't quite see how this is imbalanced and exploitable as someone stated before.


    special weapons squads:
    In addition to the available weapons:
    Up to one heavy flamer: 15pts

    again, seems perfectly reasonable for sws. On a side note... Sure as hell not going to pay 30pts for a heavy flamer when i can get 6 normal flamers for the same price, so this is a steal i think, in some ways. Or maybe its just reasonable pricing under a distorted lens.

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

    Always wondered why this wasn't in the codex...


    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.

    Being 35pts for Marine armies and BS4, I think the Guard version should be cheaper, if at all available. Aesthetically I don't think the Rhino fits, if you have a pre-existing notion of Mech Guard appearances. But over all I can't say it actually looks bad, if you take off the lens of "I think Guard should look like X, Y, and Z"


    Adeptus munitorum softskin transport: 20pts

    vehicle bs f s r
    softskin 3 9 8 7

    I think this should be upped to 10, 10, 9. No vehicle should be so easily destroyed by Lasgun fire. With this in mind, I think it should count as Open-Topped, to represent the vulnerability of such a vehicle, even if it doesn't have Open Topped rules in regards to passenger shooting (though I wouldn't find it hard to believe they have make-shift firing ports lining the sides of these things).

    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

    In accordance with the pricing given for Chimeras exchanging Multilasers for Heavy Bolters, I think that option should be free. The Multi-melta would be better off at 15pts I'd say, else you'd have it equal points cost as a Meltagun for infantrymen.


    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

    Mmmm, I'm not a huge fan of this one. Seems kind of out of place for Guard.


    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

    Huge fan of this unit. Definitely should have existed in the Codex. Should count as Troops for all intents and purposes, but occupy no slot on the FOC (I for one, would not be willing to shell out a Fast-Attack slot for a 5-man suicide team. Should also be able to upgrade the unit with a Forward Spotter, functioning as both a Vox and either increasing the effectiveness of allied fire on a unit chosen by the Spotter (+1 BS or counts as TL would do) and within LOS of him, or the ability to call in artillery strikes. 30-35pts for this Spotter seems reasonable.
    Last edited by LawL LawL; 01-05-2012 at 05:44.

  10. #50

    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by LawL LawL
    Feral Warrior Squad – 100pts



    WS BS S T W I A Ld Sv
    Feral Warrior 4 2 3 3 1 3 1 7 *
    Chieftain 4 2 4 3 2 3 3 8 **
    Overseer 3 3 3 3 1 3 2 7 5+
    Shaman 2 2 2 3 1 2 1 8 -

    Composition: 19 Feral Warriors, 1 Overseer
    Type: Infantry (Chieftain counts as an Independent Character, though is unable to leave the unit, nor join other units, even if he is the sole-survivor of his unit)

    Wargear:
    Feral Warrior: Archaic Armour, Archaic Close Combat Weapon, Lasgun
    Chieftain: Chieftain's Armour, Archaic Close Combat Weapon, Lasgun or Laspistol
    Overseer: Flak Armour, Close Combat Weapon, Laspistol
    Shaman: Warpaint

    Special Rules:
    Feral Warrior: Warrior Pride
    Chieftain: Warrior Pride
    Overseer: Harsh Discipline
    Shaman: Psyker

    The unit may include: a Chieftain - 25pts, a Shaman - 20pts, and up to 30 additional Feral Warriors may be included for 5pts per model.

    All the Feral Warriors in the unit may exchange their Lasguns for Archaic Projectile Weapons and Archaic Shields
    A Chieftain may exchange his Lasgun/Laspistol for an Archaic Great Weapon (replaces all his other weapons) for 5pts, a Bolt Pistol for 1pts, or Archaic Projectile Weapons and an Archaic Shield for free
    A Shaman may take Shaman's Trinkets for 5pts, a Shaman's Staff for 5pts, he may also give the entire unit Warpaint for 1pt/model
    An Overseer may exchange his Laspistol and/or Close Combat Weapon for a Bolt Pistol for 2pts, a Plasma Pistol and/or Power Weapon for 10pts, an Overseer may also take Krak Grenades for 2pts

    Archaic Close Combat Weapon: Though coming in all shapes and sizes, and swung with varying techniques, all archaic close combat weapons are designed with offense in mind. On the turn in which the user assaults, he strikes at +1 Initiative, and may choose to re-roll "To-Hit" and "To-Wound" rolls of a 1, but to do so the user forgoes all armour-saves for that Assault Phase. In subsequent Assault Phases, armour-saves can still be exchanged for re-rolling "To-Hit" and "To-Wound" rolls of 1.

    Archaic Projectile Weapons: Varying from shaped stones and specialized throwing sticks and clubs, to primitive bows, slings, and atl-atls of sorts, these primitive weapons are not designed to defeat armour besides the most primitive of sorts. Archaic Projectile Weapons are fired with this profile:

    Range Strength AP Special Rules
    Archaic Projectile Weapon 12" 2 - Assault 2

    Archaic Great Weapon: Borne only by the mightiest of wild-folk, these large weapons range from unwieldy clubs great axes, all larger than what most men can wield. Archaic Great Weapons confer a +1 Strength bonus, which is further increased to +2 on the turn in which the model has assaulted an enemy unit.

    *Archaic Armour: Equally variable in form, archaic armour is primarily designed for close-combat, and is frequently paired with a primitive shield to increase the protection afforded by mere scraps of leather and bark. Archaic Armour affords the user a 6+ Armour save.

    *Archaic Shield: Though visually akin to the Storm Shields and Combat shields used by other forces of the Imperium, these primitive ensembles of wood, hide, bark, bone, and sometimes other, stranger materials, afford a level of protection woefully short of the devices other servants of the Imperium sport for protection. When used in conjunction with Archaic Armour, an Archaic shield affords the user a 5+ Armour-save in Close-Combat. Against Shooting attacks, the Archaic Shield will increase the user's Armour-save to 5+ against weapons normally incapable of piercing the existing Archaic Armour (weapons with no AP value or otherwise incapable of ignoring any form of armour).

    **Chieftain's Armour confers a 6+ Invul, in addition to the protection afforded by the Archaic Armour on which it is based upon.

    Shaman's Staff: Shamanistic cultures have always managed to revere a Shaman's staff as his source of power. Regardless of whether the Shaman agrees, there's little point in arguing when you're old and your mark of office happens to function quite nicely as a walking stick. A Shaman's Staff, as a close-combat weapon, functions as a Force Weapon, in all respects, except that it does not ignore armour. The Shaman may make psychic test in order to perform a shooting attack with his Staff, with the following profile:

    Range Strength AP Special Rules
    Shaman's Staff 18" D3
    (For every 10 models in the unit add +1 to the Strength value of the attack)
    D6+1
    (Roll of 6 counts
    as AP '-')
    Assault 2D6
    (For every 5 models in the unit (except the Shaman himself) with Warpaint, add +1 to the Assault value of the attack)

    Warpaint: Across countless millennia, on countless worlds inhabited by varieties of the human species, tribal cultures have almost all evolved to utilize warpaint as a source of strength, status, and pride. Models with Warpaint benefit from a 6+ Invul. If the model already has an Invul, increase it by 1.

    Shaman's Trinkets: Made from the bones of varying sources, these trinkets, though they may appear inert and worthless, are imbued with other-worldly energies capable of shielding their bearer. Shaman's Trinkets confer a 5+ Invulnerable save to the bearer.

    Warrior Pride: Tribal warriors are driven by example, as such, leaders of primitive fighting groups lead from the front, hoping to prove themselves in the thick of combat, thereby ensuring the loyalty and ferocity of their warriors. Models with Warrior Pride are not affected by the leadership value or leadership modifiers or effects of models without this rule. In addition, models with Warrior Pride count as being Stubborn. They are Fearless so long as a Character model with the same rule remains in their unit. When rolling to consolidate, Character models with this rule may add the number of wounds they inflicted to the total rolled for the unit, to represent his martial prowess instilling frenzy into his warriors, however when consolidating, models with Warrior Pride must move toward enemy models. Models with Warrior Pride never benefit from being positioned in cover in a purposely cowardly and protective fashion, though may benefit from cover afforded by friendly intervening models, and intervening terrain. Models with Warrior Pride may not 'Go to Ground' under any circumstances.
    I posted this in Formerly Wu's thread here: http://www.warseer.com/forums/showth...70#post6200270

    Thought I'd run it by here to see if others might comment on it. For points value, I'm still checking other units (Mainly Tyranids and Orks for melee troops comparisons) to iron things out. As for Chieftains and Shamans, I think I wouldn't part with them as unit upgrades mainly because for a "feral", "beastmen", or "savage" army, the likelihood of co-operation with and following the leadership of an Imperial officer or Commissar is slim. If you think of people, even sub-humans, with a tribal background, theres little they would find frightening of a strangely dressed man hollering at them threateningly. If anything, their Chieftain's death at the hands of this strange foreigner would be enough to have them eat the Commissar alive (much akin to Nork Deddog's special rules...).

    Ontop of this, I'm highly opposed to the idea of Beastmen and the likes simply being CC Guardsmen with WS4 BS2. I just don't see the Imperium placing value in them so much as to dish out weapons and armour to auxiliary units such as these. Either that, or maybe the gears of bureaucracy haven't completed the process of requisitioning armaments and training grounds for such a force, and so ad-hoc deployment with existing weaponry is the only option at the moment. I'm a huge fan of having units of such troops armed in a primitive fashion, with an accompanying Overseer of Imperial origins simply to guide them, not lead. I've left the Lasguns in place simply because, if worse comes to worst and you're unwilling to convert/find ways of working with primitive weaponry on models, or simply opposed to such an idea, the troops should indeed have the option for such armaments. Even if not supplied by Imperials, I'd assume the dumbest of savages would respect the killing power (hah) of Lasguns and after a few engagements attempt to find some for themselves from friendly and enemy dead.





    ***At the moment I'm out of time, I'll add to my replies to your existing troop entries and weapon options tomorrow. Until then...

    Also, sorry for 3x multi-post, but 20k character limit is, oddly limiting at the moment... sounds weird doesn't it?

  11. #51
    "Orphan" Brigade Colonel Jacka's Avatar
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    Re: Imperial Guard: New Units and Extra Options

    Quote Originally Posted by Gen.Steiner View Post
    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.
    Steiner,

    You are quite correct Squats do have Rhino's, modified of course. I always wondered why Rhino's could not be used by the IG. Good lot of house rules General.
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    Last edited by Colonel Jacka; 10-06-2012 at 23:33.
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  12. #52
    Chapter Master Gen.Steiner's Avatar
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    Re: Imperial Guard: New Units and Extra Options

    Wow! Loads of input and new ideas, this is brilliant. I'll have to sit down and read through this thread very carefully and see what's what.

  13. #53

    Re: Imperial Guard: New Units and Extra Options

    Hmm controversial idea.

    Drop the marksmen squads - IG have elite shooters in Vets and Stormtroopers anyway - and change their function.

    Marksman: Any IG command squad may purchase a marksman upgrade. This is a trooper who has been trained in superior shooting skills, or who is natural marksman. They often have improved equipment from the armouries or have found a techpriest to make a few adjustments. Found in units, marksmen provide an extra worry for attacking enemies.

    Marksmen (pts): Each IG command squad may purchase one marksman upgrade. A Guardsman (not Vet or Stormtrooper) in any unit maybe designated as that marksman. Each shooting phase, one lasgun shot from that unit that hits on a natural '6' counts as AP2, no cover saves.

    Could add on: autowounds; or wounds on 4+

    And I think IG had access to rhinos in RT. Certainly they did in my old Epic Space Marine army.
    Last edited by yabbadabba; 11-05-2013 at 12:54.
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  14. #54
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    Re: Imperial Guard: New Units and Extra Options

    My Humble adition:

    Wargear.

    --- Laser Weapons ----

    Laspistol range 12 strength 3 ap - pistol.
    Lasgun range 24 strength 3 ap - rapid fire.
    Lascarbine range 18 strenght 3 ap - assault 2.
    Laslock range 24 strenght 3 ap - heavy 1 calibrated *
    Hellgun range 18 strenght 3 ap 6 assault 2/heavy 1 calibrated *

    * calibrated. rerolls the 1s in the shooting roll and the 1s in the to wound roll.

    pistos, carbines, locks and guns are intended for infantry and veterans.
    maybe hellguns will be and option for granadier veterans.
    Last edited by Ariobarzanes; 15-05-2013 at 18:53.
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