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==== 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!
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