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==Wargear== ===Melee Weapons=== As a rule of thumb, all of the following are available as options to Sergeants and Characters. The Guard do have a few other melee weapons (Ogryn and Rough Rider units mostly), but they'll be detailed in their unit entries later on. *'''Chainsword:''' SU, AP0, D1, +1A. Some credit must be given to the old standby. In addition to being free, it gives an extra attack with it. Infantry Squad Sergeants should give all of the other options here a complete miss, unless they have several buffs (Priests, Fix Bayonets order, Brutal Strength Doctrine, etc). *'''Power Sword:''' S+1, AP-3, D1. +5pts for Sergeants, free for Officers. Even with 9th edition's +1S, it's not enough for your S3 models - and the S4 models prefer the fist. You should generally avoid this on Characters unless you plan on taking one of the numerous relic swords the Guard get. *'''Power Fist:''' Sx2, AP-3, D2, -1 to hit. +5pts and available to Officers and Tempestus Scion Sergeants only. Worthwhile on a melee-built Officer, but not as great on your WS4+ Scion Sergeant. **Brutal Strength Commanders are the most obvious choice for a power fist, and they become S7 (because the regimental trait is +1S rather than setting S to 4, the fist doubles before the trait adds) with Brute Strength. *'''Power Maul (Legends):''' S+3, AP-1, D1. +5pts for any model that can take a melee weapon above. The new 9th edition S bonus is effectively Sx2 for you, making this a budget powerfist. Best against other T3 targets. *'''Power Axe (Legends):''' S+2, AP-2, D1. +4pts for any model that can take a melee weapon above. Your best bet against Marines, since every bearer goes up to at least S5. ===Ranged Weapons=== Weapons unique to a specific unit will appear in that unit's entry, as a general rule. This list is for weapons that repeat across multiple units. ====Basic==== *'''Lasgun:''' 24", Rapid Fire 1, S3, AP0, D1. Your trusty flashlight hasn't changed. The sheer number of these you can field and combined with FRFSRF will make even Terminators shit their ceramite-plated pants. *'''Boltgun:''' 24", Rapid Fire 1, S4, AP0, D1. No longer available to EVERY Sergeant and Officer. Only Cadian Castellans, Platoon Commanders, Infantry Squad Sergeants, and Krieg Sergeants (and it replaces both weapons on them). However, it does allow them to actually contribute to a firefight instead of merely looking cool. You can somewhat kitbash these by clipping off the lasgun magazine and barrel and replacing with a boltgun magazine and flash hider. *'''Hot-Shot Lasgun:''' 24", Rapid Fire 1, S3, AP-2, D1. Available to Scions and Kasrkin. It got a range buff, so now it can be rapid-fired after deep striking! Having massed mid-AP weapons would usually be a reasonable counter to MEQs, but you still wound on a 5+; that's where the Born Soldiers default trait can save your ass. ====Pistols==== *'''Laspistol:''' 12", Pistol 1, S3, AP0, D1. A lasgun that's a pistol. More of a placeholder than anything else, but it's free. Just about anything in your army that can take something better should, but some things are stuck with one (Primaris Psyker, Master of Ordnance/Fleet, Enginseer, and Catachan Sergeants). **It has one (and only one) niche advantage over the Bolt/Plasma, and that's the fact Cadian Shock Troops get 2 hits on UMHR6s with the laspistol. Of course, you're always going to be taking the autogun anyway. *'''Bolt Pistol:''' 12", Pistol 1, S4, AP0, D1. Anyone who can't take a boltgun can take this instead of a laspistol, and you're lobotomised if you ever decide on the laspistol. The only advantage the bolt pistol has over the boltgun is that it can be fired in close combat, if you expect your squishy meatbag Guardsman to be fighting there for some reason. Worse than the boltgun, better than the laspistol. *'''Hot-Shot Laspistol:''' 12", Pistol 1, S3, AP-2, D1. Buffed laspistol only Kasrkin and Scion sergeants get. Now can actually be shot instead of never being used in favour of a Krak grenade. The plasma pistol is still superior to it, though. *'''Plasma Pistol:''' 12", Pistol 1, S7, AP-3, D1, may gain +1S and +1D but hit rolls of unmodified 1 kill the bearer. An actual officer's weapon, it's a toss-up between this or the boltgun for most models, but you can usually find a better use for 5 points. ====Grenades==== *'''Frag Grenade:''' 6", Grenade 1d6, S3, AP0, D1, blast. Damn near every Infantry model in the Guard carries them. ** Your Sergeant will never do worse with a frag while in range when compared to his laspistol, and with the change to FRFSRF, any time that you are in range to throw a frag, it's a good choice. *'''Krak Grenade:''' 6", Grenade 1, S6, AP-1, D1d3. A rarity in the Guard, available only to Scions, FW Kriegers, Kasrkin, Iron Hand Straken, and (weirdly) Priests. ====Special==== All non-legendary squads get these for free, so your choices usually boil down to plasma or melta. *'''Flamer:''' 12", Assault d6, S4, AP0, D1, automatically hits. This is your default special weapon for a squad that you plan to have in Rapid Fire range (and thus within 12"), so your squads that are intended to be claiming objectives and/or getting in the enemies face and disrupting their plans. ** Squads with flamers will need high mobility via doctrines, orders, or dedicated transports to be effective, but if you can keep them in the right range a flamer Guardsman is over four times as effective as a lasgun Guardsman at clearing other GEQs. *'''Grenade Launcher:''' 24", Assault d6, S3, AP0, D1, Blast or 24", Assault 1, S6, AP-1, Dd3. In contrast to the flamer, this is your default special weapon for a squad that you plan to have ''outside'' Rapid Fire range (so from 12" to 24"). AKA it's for your squads that'll be hunkering down on your own objectives or following up the flamer squads to hold objectives you've taken from your opponent. For this role, the grenade launcher is better than the flamer, a Grenade Guardsman may 'only' be around 1.5-2 times as effective as a Lasgun Guardsman but the important part is he can fire his weapon at the squad's preferred engagement range. ** While the grenade launcher also has the Krak profile it's...meh, to say the least. Unless your meta has a glut of light vehicles, you'll be taking grenade launchers for GEQ sweeping and the Krak profile will be a fun "bonus". *'''Meltagun:''' 12", Assault 1, S8, AP-4, Dd6, gains +2D if the target is within half range. It's good against ''anything'' with lots of wounds and as such is your replacement for the flamer on a rapid fire squad you want to be able to also hunt your opponents [[Iron Hands|tanks]], [[Adeptus Mechanicus|big robots]], [[Tyranids|monsters]], or [[Ultramarines|mary]] [[Cato Sicarius|sues]]. ** Same logic goes as above for the flamer as to the squad's role, though if a meltagun is in a squad the other Guardsmen quickly transform from backup firepower as with the flamer to having the job of chaff clearing and bullet catching. *'''Plasma Gun:''' 24", Rapid Fire 1, S7, AP-3, D1, may gain +1S and +1D but hit rolls of unmodified 1 kill the bearer. The alternative weapon option to the grenade launcher squad and, like the meltagun, it allows the squad to kill MEQs and up. Also like the meltagun, a squad with a plasma gun will be putting the lasgun Guardsmen on support duty. **Given that you have a ''huge'' variety of ways to re-roll 1's, this is a worthwhile option. *'''Sniper Rifle:''' 36", Heavy 1, S4, AP-1, D1, Ignores Look Out Sir, and wound rolls of UM6 inflict a mortal wound in addition to any other damage. This is your Ratling's default weapon. ** Has some merit taken en-mass in your Infantry Squads against Character-heavy armies, but Ratling's are cheap, hard to shift if they're cover camping, and it doesn't eat up a plasma gun/grenade launcher slot. *'''Hot-Shot Volley Gun:''' 30", Rapid Fire 2, S4, AP-2, D1. Tempestus Scions, Kasrkin, and Taurox get this. The changes to this gun are great, because rapid fire means you're no longer taking movement penalties, and with 15" of range to proc double-tapping, you can hang a bit further back. ** Unfortunately, though the gun was improved, the Scions who carry it have been gutted, and with the changes to special weapons, the glory days of four volley guns deep striking with AP-3 and shredding GEQs are over. ** On the Taurox, the two volley guns are RF3, giving you 6/12 shots at AP-2 ====Heavy==== *'''Autocannon:''' 48", Heavy 2, S7, AP-1, D2. A former mainstay of your Infantry Squads because it split the difference between the heavy bolter and the lascannon, but 9th edition ended that. With heavy bolters at D2, autocannons are worse against anything within 36". Its only use is against targets in the 36"-48" range and T5-7 targets. *'''Heavy Bolter:''' 36", Heavy 3, S5, AP-1, D2. It's still standard on every vehicle in your motor pool and it's better than the autocannon against almost everything due to the extra shot. ** With Armor of Contempt gone, this returns to being a solid default choice. ** Only 5pts each on a Leman Russ now, hopefully you kept the sponson bits. *'''Heavy Flamer:''' 12", Heavy d6, S5, AP-1, D1. Can be taken on most Vehicles in place of the heavy bolter, as sponson weapons for the Leman Russ, and in Platoon Command Squads. This almost strictly better than a flamer, with the only downside that it can't advance and fire. ** Not a bad choice on Leman Russes and Chimera, especially if they are expected to be close to the fight. Suicide Demolishers are still viable, and Armoured Sentinels can make for a great wall against armies that want to get close to you. *'''Lascannon:''' 48", Heavy 1, S9, AP-3, Dd6. The ever-reliable Imperial tank-buster, the improved strength over missile launcher is critical; krak missiles wound on 4's while the Lascannon wounds on 3's against T8 targets and the extra AP doesn't hurt, either. *'''Missile Launcher:''' 48", Heavy d6, S4, AP0, D1, blast, or 48", heavy 1, S8, AP-2, Dd6. Still the Jack of all trades, still the master of none. Since heavy weapons in Infantry Squads are still free, take the lascannon over this every time. *'''Mortar:''' 48", Heavy d6, S5, AP0, D1, blast and does not need line-of-sight. Not worth it, because direct-firing with a missile launcher is always better than indirect firing due to the new rules. ** The only way to make Mortars worthwhile would be the {{W40Kkeyword|EXPERT BOMBARDIERS}} Regiment trait ''and'' getting a vox-caster or Sentinel unit within 12" of the target to negate the -1 to hit penalty. And the target still claims +1 to their saving throws. So it's still trash. ===Other Wargear=== *'''Master Vox and Vox-Caster:''' Your only Infantry wargear in this section. This machine is the beating heart of the Orders system. If an Officer is in a unit with a Master Vox (meaning only the Command Squads), it can issue an order to a unit 24" away as long as it has a Vox-Caster. Both are free options to any unit that can take them. *'''Dozer Blade:''' Gives you the keyword, but more importantly lets you ignore all modifiers to movement/advance/charge, because mind magic that traps you in a temporal anomaly is meaningless against big tank. ** Unlike track guards of 8e, this doesn't avoid movement debuffs due to bracketing. Brackets change your characteristic itself. ** Doesn't do anything for the CRUSH THEM stratagem, but lets you deal D3 MWs on a 3+ with the Blitz Them Order. ** Currently free on standard Leman Russes, because proofreading. *'''Hunter-Killer Missile:''' 48", Heavy 1, S10, AP-2, Dd6, one-use. 5pts spent on most of your Vehicles for an excellent turn 1 mass targeting of a couple of heavy enemy units. ** Sentinel Squads can spam these like no-ones business; three Sentinels with lascannons/missile launchers and a hunter-killer are an effective "fuck you" and can easily escape retribution with a 1CP to move after firing. *'''Pintle Heavy Stubber:''' 36", Heavy 3, S4, AP0, D1, 5pts. With Vehicles being able to move and shoot heavy weapons without penalty, take this over the storm bolter every time. *'''Pintle Storm Bolter:''' 24", Rapid Fire 2, S4, AP0, D1. 5pts. Only of use against targets within 12" compared to the heavy stubber, right where tanks don't like to be. **When considering whether you should take the heavy stubber or the storm bolter, it comes down to how far you expect the enemy to be in relationship to your vehicle, specifically if you think they will or won't be within 12" of you. The heavy stubber has an extra shot over the storm bolter outside 12" as well as having a longer range. Against targets within 1", *only Heavy Weapons suffer the -1 to hit,* so the storm bolter not only shoots more, but more accurately in melee. ** The Turret Weapon rule allows the main guns to shoot out of melee, so you can stay in melee and hope your other weapons clear out the tarpit. A storm bolter is an ok way to kill an extra cultist. *'''Armoured Tracks:''' Grants the armoured keyword, and gives you a +1 save against D1. **Funnily enough, this gives you better synergy with the CRUSH THEM stratagem, [[Fail|not the Dozer Blade]]. Just because we were the second to the last codex doesn't mean GW proofread it. **Also gives you access to another -1 D strat, which lets you procc Armoured Tracks' +1 to save against autocannon/heavy bolter equivalents. ===Heirlooms of Conquest=== Relics return in the new Codex; they are all now General. Some of them can be given to a sergeant like some other Codices. There is very little unit lock for these so yeah! You can take them on any regimental character, but at the cost of fluff, boo! Keep in mind under Nephilim rules you must spend a CP to even claim your first relic (this was done principally to curb Space Marine, Tau, and Sisters of Battle armies that spammed relic and warlord trait combos), so choose wisely for competitive builds. *'''Armour of Graf Toschenko:''' Formerly a Vostroyan exclusive Relic, +1W and Sv2+. If for some reason you were really obsessed with keeping a Regimental Preacher alive, this would do it, but its legality on Tank Commanders isn't useful (they're already Sv2+ and the +1W doesn't matter much) and anything else you care enough about to invest in with this would be better off with an Ogryn Bodyguard and another relic. The best use for it is putting it on your 4++ Bodyguard when attaching it to an officer or command squad that already has another relic: Imperial Commander's Armory happens during muster, which is the same time during which you assign Bodyguards, meaning you can choose the order they happen in, allowing you to circumvent ICA's ban on getting 2 relics into 1 unit by having ICA occur first. This works with any relic, of course, but this is the only one you want on the bodyguard specifically (e.g. the Deathmask of Ollanius is better but you don't want it on the bodyguard, and the Barbicant's Key you probably want on a sergeant). *'''Clarion Proclamatus:''' Replaces the Master Vox in a {{W40Kkeyword|Command squad}}. Unlimited Order range for the Squad Officer. This is how Vox-casters should be normally. Useful, but on 9th edition boards, 24" will usually handle what you need. Unless you have a very specific plan, not really worth the CP. *'''Deathmask of Ollanius:''' Using this relic keeps the tradition of Ollanius Pius alive in story and on the tabletop, props to you for using it. Gives every model in the {{W40Kkeyword|INFANTRY}} bearer's unit a 4++. **If it's going on a Cadian Castellan with accompanying Bodyguard, this will work nicely. For Command Squads, the Nemrodesh Banner is just better. *'''The Emperor's Benediction:''' {{W40Kkeyword|Commissar}} only relic. Trades his basic bolt pistol for a "Look out, sir!" ignoring 18" 3-shot S4 AP-1 D2 bolt pistol that deals a mortal wound in addition to normal damage on unmodified 6s to wound. *'''Finial of the Nemrodesh 1st:''' Replaces the Standard in a {{W40Kkeyword|Command squad}}. 6" aura of ignore modifiers to hit and ignore rules that ignore wounds for all {{W40Kkeyword|astra militarum CORE}} units. Easily the best in the list. **Top-tier relic, honestly. Ignores one of Guard's biggest weaknesses (Hit modifiers) and strongly reduces enemy durability. Really tempts you to keep '''Born Soldiers''' to make the most of those 6s to hit. The ignore wounds applies to Feel No Pains, damage halving and reduction abilities, and wounds-per-phase capping abilities. **Because this is such an auto-include, go ham. Death Guard, Tyranids, and Chaos Daemons will hate your guts. *'''Gatekeeper:''' {{W40Kkeyword|Tank Commander}} Relic Battle Cannon, now no longer limited by the Cadian keyword. 72" Heavy 6+1D3 S9 AP-3 D3, Blast, Turret Weapon. **It's a straight upgrade from a Battle Cannon, and should be your relic pick if you're rocking at least 1 Tank Commander. Tie between this and the Nemrodesh Banner for best relic in the Codex. *'''Kurov's Aquila:''' Once per game, when your opponent uses a stratagem (excluding the Command Re-roll stratagem), increase its cost by 1 for the rest of the battle. This is honestly REALLY punishing, especially under Warzone Nephilim's competitive CP starvation. Identify your opponent's key stratagem and make it even more of a hassle to pull off. **This of course plays into one of 9th's biggest problems where it's not enough to know your own increasingly convoluted and bloated rules, but also know your ''opponent's'' increasingly convoluted and bloated rules. *'''Laurels of Command:''' {{W40Kkeyword|officer}} only, 1/battle at the start of any of your opponent's phases, issue 1 order from this list provided you didn't already issue it this round (you don't need to know the order, the relic provides it): Fix Bayonets!; Take Cover!; At All Costs!; Show Them Steel, Show Them Contempt!; Remain Vigilant!; Shock and Awe! *'''Null Coat:''' {{W40Kkeyword|Tempestor prime}} or {{W40Kkeyword|Commissar}}, 1 Deny the witch with +1 to roll. Pass. *'''Order of the Bastium Stellaris:''' Infantry unit gains Transhuman. 1-3 fails to wound. Definitely not sponsored by Paradox Interactive. **Since it's limited to {{W40Kkeyword|INFANTRY}} only, it's a hard pass because Command Squads aren't worth keeping around with a CP. Take an Ogryn Bodyguard instead. Enemy units must compare attacks against its T5, 6 wounds, and -1 damage reduction. That's all the durability you'll ever need. *'''Psy-sigil of Sanction:''' Know and cast one extra power for a {{W40Kkeyword|psyker}}. **Hard pass, Psyker spam isn't the Guard's strong suit, especially with the removal of Wyrdvane Psyker support. *'''Refractor field Generator:''' {{W40Kkeyword|Tempestor Prime}}. 6" aura of 5++ to Scion Infantry. Was 133rd Lambdan Lions archo-tech, [[BLAM|but they were compelled]] to [[Blood Ravens|share]]. Actually good, take it if you're running all-scions. *'''Tactical Auto-Reliquary of Tiberius:''' {{W40Kkeyword|officer}} only. Issue +1 order per Command Phase. ====Sergeant==== The following can be given to a Watchmaster or Sergeant using the Battlefield Bequest strat: *'''The Barbicant's Key:''' {{W40Kkeyword|Infantry}} only; once per game, the bearer's unit gets to leave the table, immediately deep strike, and re-roll charge rolls when they do. **The biggest strength is that you can set up orders and buffs in the Command phase before repositioning. A Born Soldiers Kasrkin squad with Lord Solar's full re-rolls, FRFSRF, Overcharged Las-Cells and a pair of volley guns can, mathematically, max out mortal wounds to two separate targets. You may have to build around it, but it remains a potent threat your opponent will have trouble ignoring. *'''Claw of the Desert Tigers:''' Replace Power Sword/Sabre S+2 AP-3 D2, +2A with it. Pass on it if you can, unless you truly want a melee-build character. You can give it to a Rough Rider Sgt, if you want. *'''Emperor's Fury:''' Replaces Plasma pistol, 12" Pistol 3 S8 AP-3 D2. Was the 43rd Itoan Dragons' former relic. **If this wasn't CP starved mode, this would be great in addition to Gatekeeper or the Finial, but relics and warlord traits cost valuable CP. Pass on it if you can. *''' Legacy of Kalladius:''' Replaces Chainsword. S+1 AP-2 D2, +3A with it. **If you want a fun melee character, take an Officer with the Brutal Strength regiment trait, the Front-line Combatant trait, and this relic in place of a free chainsword. 7 Attacks at an effective S6 that get 2 additional hits for every UMHR of 6. **Building on the above, Commissars can take Chainswords now. [[Ciaphas Cain|Did someone say '''HERO OF THE IMPERIUM''']]? *'''Relic of Lost Cadia:''' {{W40Kkeyword|Cadian}} only. Once per game gain 6" aura that affects {{W40Kkeyword|Cadian}} units only, providing improving Ld, WS, A, and BS by 1, in ascending order of importance to you. Bonuses to BS and WS are not hit roll modifiers so it stacks with orders. Suddenly with the Take Aim!/Fix Bayonets! order your regular guardsmen hit on a 2+
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