Editing
Warhammer 40,000/9th Edition Tactics/Imperial Guard
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information