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===Other Wargear=== ====Infantry{{anchor|Other Infantry Wargear}}==== *Bullgryn and Ogryn Bodyguards: **'''Bullgryn Plate''': Grants the wearer a Sv characteristic of 4+. **'''Brute Shield''': Grants the wielder a 4++ invuln. **'''Slabshield''': Wielder adds 2 to Armour save rolls, giving them a 2+ save. It doesn't affect invulnerable save as of the October FAQ's. *Command Squads: **'''Medi-Pack''': At the end of the Movement phase, the wielder can select a friendly {{W40Kkeyword|Astra Militarum Infantry}} (sorry, Rough Riders, but good news, Ogryn and Ratlings!) unit within 3" and roll 1d6; on a 4+, a unit with a Wounds of 1 gets a slain model back, or for any other value, one model in the unit heals 1 wound. You can't use more than one of these on a given unit each turn, and the wording means you can't bring a Heavy Weapons Squad or Ogryn back from the dead, since you can only heal a damaged one. ***Note that units don't actually ''have'' Wounds characteristics, but that's what the rule says, and there's no FAQ entry; the typical situation where you'd need a ruling comes up with Command Squads (ironic, since they're the ones carrying these things), Infantry Squads, and Veterans squads, since those are the readily available situations where you can have a unit with both a dead 1-wound model and either a dead or an injured 2-wound model; [[skub|discuss with your opponent]], but the most ''consistent'' ruling with how medi-packs work in general is that you can target such units with a medi-pack, and choose to either bring back a dead 1-wound model, or heal an injured 2-wound model. The most consistent ruling with how multi-profile units work in general (such as mixed Toughness) is that you use the lowest profile in the unit as the unit's profile value, which would mean you can bring back dead 2-wound models to alive and full health, but ''can't'' heal them, when they're in units that also have 1 wound. **'''Platoon Standard''': Only carried by {{W40Kkeyword|Militarum Tempestus}} Command Squads, all friendly {{W40Kkeyword|Militarum Tempestus}} units within 6" of a unit with a model in it with one of these may add 1 to its Leadership when taking a Morale test. **'''Regimental Standard''': Carried by ''non''-{{W40Kkeyword|Militarum Tempestus}} Command Squads, all friendly {{W40Kkeyword|<regiment>}} units within 6" of a ''model'' with one of these ''must'' add 1 to its Leadership when taking a Morale test - note the very important nerf relative to a Platoon Standard that the aura is emitted by the model, not the unit, and the completely irrelevant nerf that it is a must effect, not a may effect. *Command and Infantry Squads, Scions, and Veterans: **'''Vox-Caster:''' This machine is the beating heart of the Orders system. It's greatly simplified from previous editions; if an Officer is within 3" of a model with a Vox, and the target squad also has a Vox (and is of the same {{W40Kkeyword|<Regiment>}}), the range of the order is ''tripled'' to 18". The important thing to note here is that it means your Officers can improvise their command structure a lot more - ''any'' Vox can send, and ''any'' Vox can receive, as long as the Officer and target squad share regiments. It is entirely legal - and fluffy - for your Platoon Commander, his assigned Vox operator having been killed, to run to a nearby squad of Tempestus Scions and commandeer their Vox Operator to continue sending orders! This also means you don't need to rely on flimsy four-man Command Squads for your Officers to send orders out; squads of Veterans with sniper rifles and heavy weapons, and even ''Militarum Tempestus Scions'' can be used as "command" squads. *Tempestor Primes: **'''Tempestor Command Rod''': Improves Voice of Command from 1x to 2x for these guys; an auto-include, since he holds it in his otherwise mostly useless Pistol hand. ====Vehicle==== All of your non-Forge World vehicles on ''treads'' (so everything except either kind of Sentinel or either kind of Tauros) that isn't a Baneblade variant (i.e. not a Lord of War) has access to this list. *'''Augur Array:''' The vehicle may re-roll one hit die per game, at a cost of 5 points; with the vast array of other possible sources of re-rolls, this upgrade should be taken with a bucket of salt. Can be used to fill out points in a list, and could prove useful. Auto take in power level games. *'''Dozer Blade:''' Adds one to melee hit rolls when charging. Not bad ''per se'', at 5 points, for that rare situation where you want to charge with a Leman Russ (finishing off MCs, for instance). Can be combined with Crush Them! if you're trying to hit something giving you a penalty to hit, and has some synergy with Straken's aura. Or if you just want your tanks to look cool. ** Actually crush them just forces a +2 to hit regardless of modifiers, probably not worth it considering how many CP you'll have. *'''Hunter-Killer Missile:''' This is a missile launcher with only the Krak profile that can only shoot once per game, at 6pts. Not bad on Pask or a Tank Commander for a little extra punch on turn 1. Sentinel squads can spam these like no-ones business, even better with the new stratagem to give a sentinel squad +2BS, load up 3 with lascannons and HK missles and DELETE a single piece of armor t1. *'''Pintle Heavy Stubber:''' 2 points for 36" Heavy 3 S4 AP0 D1 is a bit more to think about it; outside of {{W40Kkeyword|Tallarn}}. Compared to the storm bolter, it's the same cost, but for extra range and more shots from 12"+ away. Take this if your vehicle is sitting still, otherwise grab the storm bolter if you're running all over the place. *'''Pintle Storm Bolter:''' 2 points for 24" Rapid Fire 2 S4 AP0 D1. A perfectly respectable option on just about everything, and particularly useful in Overwatch. *'''Track Guards:''' Easily the most useful of all the vehicle upgrades. Makes the vehicle ignore the damage table in respect to degraded movement range. This one does actually make sense to take as it will keep your vehicles agile even when they're on their last wound. **As far as upgrades go 10 points is an investment - put it on a Hellhound and laugh as your opponent fails to escape its auto-hitting cleansing flames even when its down to 1 wound! **Also useful on Leman Russes (particularly {{W40Kkeyword|Tallarn}} who want to be moving) and short-range tanks like Demolisher and Eradicators.
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