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=== Headquarters === ==== Codex: Imperial Guard Version One ==== *'''1 Command Platoon''': [[Meme|A Force Organisation Chart within your Force Organisation Chart!]] A Command Platoon is a mandatory choice, made up of up to seven separate squads which all count as the same Headquarters Choice, including when rolling for Reserves and deploying: one Command HQ, up to one Sentinel Squadron, and up to five Heavy Weapons Squads. *'''1 [[Imperial_Guard_Command_Squad|Command HQ]]''': A squad of five Guardsmen including an officer, who can be either a Captain or a Colonel, and one of the regular Guardsmen can be upgraded to a Veteran Sergeant, all armed with a mixture of either Lasguns or Laspistols and CCWs, plus Frag Grenades for the whole squad if they want them. **Up to four Guardsmen can also be equipped with special weapons, such as Flamers, Meltaguns, Plasma Guns, or Grenade Launchers, and if this much wasn't enough firepower for you, then two Guardsmen or can also form a Heavy Weapons Team with either a Heavy Bolter, Missile Launcher, Lascannon, Autocannon, or Mortar. **And it's not just a godly amount of [[Dakka|dakka]] this unit brings to the field either, as they also have access to a Medic and Standard Bearer, both powerful buffers, as well as a Chimera to cruise around in issuing orders and looking important. The Medic comes with a Medi-Pack (see Wargear), whilst the Standard Bearer lets any Imperial Guard squad re-roll failed Morale checks as long as they've got at least one model within 12" of the Standard, with the option to also purchase either a Regimental Standard or Holy Relic (again, see Wargear). Their Comm-Link is three times more expensive than the ones other squads can get, though in their case, it does unlock the ability to actually use them in the first place, (see Wargear, 'tis a lovely section). **'''Leadership''': Allows all Morale and Pinning tests taken by Imperial Guard units within 12" of the Command HQ to be made against the Colonel's or Captain's Leadership. *'''0-1 Sentinel Squadron''': Same as below. Taken as part of the same single Headquarters choice as the rest of the Command Platoon, but considered separate for deployment and Reserves. *'''0-2 [[Heavy_Weapons_Squad#Anti-Tank_Support_Squads|Anti-Tank Heavy Weapons Squads]]''': Six Guardsmen with Lasguns and either three Missile Launchers or Lascannons, with optional Comm-Link for one of them. Lascannons are the priciest of the weapons available to these squads. A cheap way to get a lot of anti-tank firepower on the battlefield. *'''0-2 [[Heavy_Weapons_Squad#Fire_Support_Squads|Fire Support Heavy Weapons Squads]]''': Six Guardsmen with Lasguns and either three Heavy Bolters or Autocannons, with optional Comm-Link for one of them. Heavy Bolters are the cheapest of the weapons available to these squads. A cheap way to get a lot of anti-light vehicle firepower on the battlefield. *'''0-2 [[Heavy_Weapons_Squad#Mortar_Support_Squads|Mortar Heavy Weapons Squads]]''': Six Guardsmen with Lasguns and three Mortars, with optional Comm-Link for one of them. Given their own Heavy Weapon Squad entry, despite there being other anti-infantry weapons available like the Heavy Flamer and Multi-Laser, so go with Sentinels if you want those two. A cheap way to get a lot of anti-infantry firepower on the battlefield. *'''0-5 [[Commissars]]''': Commissars don't take up Headquarters Slots, so you can take up to five of them, plus however many other Headquarters choices are allowed by the scenario. They start with a Laspistol and CCW by default, but can take almost anything from the armoury to replace them, and they can get a Horse for free if they're assigned to a Rough Rider Squad. **'''Advisors''': This Special Rule requires them to stick with your highest-ranking officers, so the first Commissar you take must join your Command Platoon Command HQ, to keep an eye on your Colonel or Captain. Each subsequent Commissar taken must join the next highest-ranking officer not already assigned one; first the Lieutenants of your Infantry Platoon Command Sections, and then the Sergeants of your other Imperial Guard squads as you see fit, excluding Hardened Veterans or vehicle squadrons. Commissars must always keep within 2" of their assigned officers or Sergeants, and remain with their units if their charges are killed. **'''Summary Execution''': And of course, who can forget their ''raison d'Γͺtre''? If a unit containing a Commissar is [[Boreale|foolish]] enough to fail a Morale check in front of them, the Commissar automatically {{BLAM|'''*BLAM!*'''}}s their assigned officer or Sergeant for his or her own good, which counts as their being dead for Victory Points purposes. The squad then falls under the Commissar's control, and must immediately make a Regroup test using the Commissar's Leadership, carrying on as normal if passed without needing to fall back, but being completed eliminated if failed, the Commissar getting {{BLAM|'''*BLAM!*'''}}ed by his own men before they scarper. This test also has to be taken if the officer or Sergeant is killed by the enemy, and if the Commissar takes over a Command HQ or Command Section, then the squad's '''Leadership''' Special Rule now applies for the Commissar instead, and he basically now has his own Platoon! ==== Deathworld Veterans (Codex: Catachans) ==== *'''1 Deathworld Veteran Command HQ''': Mostly same as above, but the squad consists of the Colonel or Captain and between two and four Deathworld Veterans, can't take a Veteran Sergeant or Standard Bearer, and can't equip a Lascannon or Autocannon but can bring a Heavy Flamer. **'''Deathworld Veterans''': These guys and gals're automatically '''Deathworld Veterans'''. *'''0-5 Commissars''': Same as above, but get an extra Special Rule. **'''Oops, Sorry Sir''': It turns out Commissars're very accident-prone. At the beginning of the game, roll 1D6 for each Commissar you've taken, and for each roll of 1, one of your Commissars has tripped and fallen... ==== Special Characters ==== *'''[[Lord Commander Solar Macharius]]''': ''"Peace? There cannot be peace in these times."'' - Himself. The highest ranking officer an Imperial Guard army can ever field on the tabletop, though since he isn't part of a squad, it's unclear how he interacts with Commissars. Only becoming an option once the 2,000 point threshold has been met, he wields a Master-Crafted Bolt Pistol and Power Weapon, and has a Crimson Cloak as his Trademark Item. **'''Commanding Presence''': Allows all Morale and Pinning tests taken by Imperial Guard units within 12" of him to be made against his Leadership of 10. **'''Ferocious Charge''': Serious unresolved anger management issues give him +3 Attacks on the charge instead of the usual +1. **'''Helm of Macharius''': A [[Hat|nice hat]] which dazzles the foe with its brilliance, giving him a 3++ Invulnerable Save. **'''Old War Wounds''': Even the [[Sister_Hospitaler|best healthcare in the Imperium]] could do nothing for a lifetime of injuries that would've felled a normal man. This means that his Weapon Skill and Attacks stats are both randomly determined before the battle begins, WS being 1D3+2, A being 1D3+1, so he can be WS5 A4 at best, or WS3 A2 at worst. **'''Master Strategist''': Macharius knows when to strike at a foe at their most vulnerable, letting an army containing him to choose whether or not they go first in missions that normally determine that randomly. *'''[[Commissar Yarrick]]''': ''"Now, dat Yarrick. I hate 'im more dan any 'umie alive... But I honour 'im da most too."'' - [[Ghazghkull Thraka]]. The Hero of Hades Hive himself can only be taken in armies of 2,000 points or more, and only with your opponent's permission. He doesn't count as one of your quota of regular Commissars, takes up a Headquarters slot instead, and doesn't have to be assigned to an officer or execute anyone. He's as tough as a Space Marine at T4, and his Storm Bolter and Laspistol are both Master-Crafted. **'''Force Field''': His unique Deflector Shield reduces the Strength of any shooting or melee attack that hits him by 1D6, cancelling it out completely if reduced to S0, but having no effect on attacks that don't use Strength to hurt. At the very least, you'll always reduce every attack by a minimum of 1, and combined with his Toughness makes him pretty resilient to small arms fire. **'''Bale Eye''': A Digital Weapon built into his Bionic Eye, giving him an additional attack in close combat that hits automatically at S4. **'''Battle Claw''': An Ork Power Klaw, counts as a Power Fist. No need to question how he got permission to use xeno-tech, he earned it. **'''Fearless''': You'd be too if you'd been at Hades. Yarrick ignores Morale and Pinning tests, and so does any unit he joins. **'''Iron Will''': Yarrick gets improved Bionics, resurrecting on a 4+ instead of a 6+. *'''[[Nork Deddog]]''': ''"I said fetch the Medi-Kit, not the carrier, Nork."'' - [[Colonel Greiss]]. The most loyal Ogryn in the galaxy can be taken as a bodyguard for the highest-ranking officer in your army, joining their Command HQ like your first Commissar would. He gets +1 WS, I, and Ld compared to a regular Ogryn, and a 4+ Armour Save from his Carapace Armour. He lends your Command HQ a serious bit of muscle in close combat, and can contribute at range too with his Ripper Gun and Frag Grenades. **'''Very Loyal''': Nork must at all times remain within 2" of the officer he has been assigned to, attending to their every need to the best of his ability. **'''Bodyguard''': As long as Nork is within 2" of the officer he has been assigned to, he may take any shooting attacks against said officer onto himself as a living shield. He may also swap places with his officer in close combat, after models have moved but before attacks have been made.
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