Hello all,
Unabashedly inspired by Gen.Steiner's excellent thread on the topic, I found myself putting together a set of houserule codex additions for the Imperial Guard. While similar in some ways, I tried to take a different tack by drawing inspiration from Forge World army lists, the 3.5 codex, and a few common sense additions or nerfs. I tried not to change the overall workings of the codex too much. Most of these additions are (intentionally) over-pointed changes for those who really want a way to represent their army's organization on the tabletop.
I'm currently putting together a full PDF of changes, mostly for my gaming group but for anyone who is interested as well. For this thread, I'll skip the mundane stuff (heavy stubbers; lasguns and shotguns on sergeants), as well as things I modified from Gen.Steiner (cavalry command squads and recon snipers) so as not to repeat or step on anyone's toes. The focus is on the big new units and upgrades. Any comments and input at all would be much appreciated, especially as to whether I missed any hidden overpowered combos or underpointed anything. I'm always willing to nerf for the sake of accuracy.
New Veteran Doctrines
These upgrades may be taken for any unit that includes Veterans, including Company Command Squads.
Hardened Fighters ... 10 points
Some veteran Guardsmen have, through long experience, constant drill, or a violent background, become particularly adept at hand-to-hand combat.
Squads with the Hardened Fighters upgrade increase their WS to 4.
Die Hards ... 20 points
Whether through faith, combat drugs, or sheer bloody-mindedness, these veteran Guardsmen will stand against any odds.
Units with the Die Hards upgrade do not count negative modifiers when testing Morale after an assault. They always use their standard Leadership value.
New Regimental Advisor
Sanctioned Psyker ... 30 points
Some psykers are strong-willed enough to stand apart from a battle choir, but not yet skilled enough to achieve the rank of Primaris. These somber and solitary individuals are able to use their psychic powers to advise and protect the senior officers of their regiment.
WS 2 BS 3 S 2 T 3 W 1 I 3 A 1 Ld 9 Sv 5+
Wargear: Flak armour, Laspistol, Close-combat weapon, Frag grenades
Special Rules: Psyker, It’s For Your Own Good
Psychic Powers: A Sanctioned Psyker has one of the following powers: Psychic Ward, Psychic Lash.
- Psychic Ward
Sanctioned psykers are particularly useful in countering the heretical abilities of aliens and traitor scum.
This power may be used in the enemy’s Shooting phase, after an enemy model within 24” of the Sanctioned Psyker passes a Psychic test. If there are several Sanctioned Psykers in range, you must choose only one to attempt to nullify the psychic power. If successful, the enemy’s psychic power is nullified on a 4+.- Psychic Lash
The psyker focuses his powers on nearby enemies, mentally ripping open arteries and puncturing organs.
This power is a psychic shooting attack with the following profile:
Range 12” S 4 AP 4 Assault D6
New Units
Heavy Weapons Platoon
A regiment’s heavy weapons company usually splits its platoons up to other companies as support units. On occasions when these platoons fight as a coherent unit, its fire will be directed by the ranking heavy weapons officer.
A Heavy Weapons Platoon is a Heavy Support choice for Codex: Imperial Guard.
Composition: 1 Heavy Weapon Platoon Command Squad, 1-4 Heavy Weapon Squads. Each Heavy Weapons Platoon counts as a single Heavy Support choice on the force organization chart when deploying, and is rolled for collectively when rolling for reserves. Unit prices and options are identical to those listed in the Infantry Platoon entry, with the following exception.
A Heavy Weapon Platoon Commander replaces the Junior Officer special rule with the following special rule:
Heavy Weapons Officer
The Heavy Weapons Platoon Commander can issue one order each turn. He has a command radius of 6”. Heavy Weapons Platoon Commanders can use the Fire on my Target!, Incoming!, and Move! Move! Move! orders.
Remove Conscript Squad and Penal Legionnaires. Replace with the following unit:
Conscript Platoon … 60 points
It is a grim fact that life in the Imperium is cheap. Whether untrained Whiteshield recruits, reluctant civil militia levies, savage but poorly equipped feral world warriors, or condemned penal legionnaires, these unfortunates are often organized into large squads and ordered forward into the crucible of battle. Those few that survive may one day be lucky enough to call themselves “Guardsmen.”
A Conscript Platoon is a Troops choice for Codex: Imperial Guard.
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+
Feral Warrior WS 4 BS 2 S 3 T 3 W 1 I 3 A 1 LD 7 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: Flak armour, Lasgun (Overseer has a laspistol instead), Close-combat weapon
Special Rules: Harsh Discipline, Furious Charge (Feral Warriors only), Stubborn (Penal Legionnaires only)
May include up to 30 additional Conscripts … 3 points per model
The Overseer may exchange his laspistol and/or close-combat weapon for:
- Lasgun or shotgun … free
- Bolt pistol … 3 points
- Power weapon … 10 points
For every ten models in the squad, one model may replace his lasgun with:
- Flamer or grenade launcher … 5 points
- Heavy stubber … 10 points
The entire squad may become Feral Warriors, trading their flak armour for flak vests … 1 point per model
Any Feral Warrior may exchange his lasgun for:
- Laspistol or an additional close-combat weapon … free
- Shield … 1 point per model
If not upgraded to Feral Warriors, the entire squad may instead become Penal Legionnaires … 2 points per model
- One Penal Legionnaire may carry a demolition charge … 20 points
The entire squad may be equipped with frag grenades … 10 points
If your army includes Commander Chenkov, any unit of Conscripts (but not Feral Warriors or Penal Legionnaires) may be given the Send in the Next Wave special rule … 75 points
Flak Vest
Sometimes called sub-flak armour, these stripped-down sets of flak armour provide only rudimentary protection from enemy fire.
A model with a flak vest has an armour save of 6+.
Shield
These cumbersome shields, typically constructed of hide or metal, provide little safety from the powerful firearms of the 41st millennium. However, in the chaos of melee combat, they can provide a crucial few seconds of protection.
A model with a shield has a 5+ Invulnerable save in close combat only.
Harsh Discipline
In lieu of proper training, conscripted units are at least taught to follow their superiors’ orders without question.
As long as the Overseer is alive, the squad may attempt to rally even if below half strength.
Condemned Commando Squad … 55 points
The Imperial military does not suffer deviance lightly. Sometimes, the harsh but necessary discipline of the Guard results in talented- but maverick- individuals being condemned to the Penal Legions when their skills may still be of use to the Emperor. Occasionally, these criminals are saved from an inglorious death and collected into special suicide teams. They are provided one last chance at redemption: use their unique talents to serve the Emperor, or die trying.
A Condemned Commando squad is an Elites choice for a Codex: Imperial Guard army.
Commando WS 4 BS 4 S 3 T 3 W 1 A 2 Ld 7 Sv 5+
Commando Sergeant WS 4 BS 4 S 3 T 3 W 1 A 2 Ld 7 Sv 5+
Commando Heavy Weapon Team WS 4 BS 4 S 3 T 3 W 1 A 2 Ld 7 Sv 5+
Unit Composition: 1 Commando Sergeant, 4 Commandos
Unit Type: Infantry
Wargear: Flak armour, Lasgun, Close-combat weapon, Frag grenades
Special Rules: Scouts, Specialists, Stubborn
Dedicated Transport: The squad may take a Chimera or a Valkyrie as a dedicated transport.
The squad may include an additional five Commandos … 10 points per model
Any model may exchange their lasgun and/or close-combat weapon for:
- Laspistol, shotgun, or additional close-combat weapon … free
The Commando Sergeant may exchange his lasgun and/or close-combat weapon for:
- Bolt pistol … 3 points
- Boltgun … 5 points
- Plasma pistol … 15 points
- Power weapon … 10 points
- Power fist … 15 points
The Commando Sergeant may also take:
- Melta bombs … 5 points
- Refractor field … 10 points
- Demolition charge … 20 points
Replace two Commandos with one Commando Heavy Weapon Team armed with one of the following:
- Mortar … 5 points
- Heavy bolter or autocannon … 10 points
- Missile launcher … 15 points
- Twin-linked heavy stubber … 15 points
- Lascannon … 20 points
One Commando may be a psyker, gaining the Psyker and It’s For Your Own Good special rules, and selecting either the Psychic Ward or Psychic Lash abilities from the Sanctioned Psyker regimental advisor unit entry … 30 points
Up to two Commandos may exchange their laspistol and/or close-combat weapon for:
- Bolt pistol … 3 points
- Power weapon … 10 points
Up to two Commandos who have not been upgraded with one of the options above may exchange their lasgun and/or close-combat weapon for:
- Flamer, grenade launcher, or sniper rifle … 5 points
- Meltagun … 10 points
- Heavy stubber … 10 points
Specialists
The same unique skills that condemned the commandos serve them well on their suicide missions.
Choose one of the following abilities for the Condemned Commando Squad:
Hereteks: The squad’s armour save is increased to 4+, and the entire squad is counted as being equipped with krak grenades.
Knife Fighters: The squad is counted as having an extra close combat weapon in addition to their normal wargear. In addition, their close combat attacks have the Rending special rule.
Psychopaths: The squad gains the Counter-Attack, Fleet, and Furious Charge special rules.
Stalkers: The squad gains the Acute Senses, Stealth, and Move Through Cover universal special rules.
I also threw together a quick port of Colonel Schaeffer to lead the Condemned Commandos, but haven't finalized his rules yet.
Thoughts?


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