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==Supplements== ===Cadia: A Codex Astra Militarum Supplement=== [[File:Cadia Cover.jpg|300px|right|thumb|]] Taking content from 'The Red Waaagh!', 'Warzone Damocles: Mont'ka' and 'Echoes of War: Last Step Backwards', this book gives the Cadians both a Decurion and some special tools for a Cadia-themed army, which is one of the most common themed IG armies. Do note that the only named characters available for a Cadian army are Creed, Kell and Pask. ====Cadian Warlord Traits==== The detachment can use this table, or the ones in the main rulebook, OR the one in the IG codex. However, a Tank Commander can't use this table because his entry restricts him to only use the IG one (and even then, he only rolls a D3). Also, the decurion ''doesn't'' grant a reroll of WTs, so be prepared for anything. However you can still name a sergeant in your blob a warlord and have zealot +1BS, making a bombardment or giving an order. # '''Master Orator''': Warlord gains Zealot. This is why there are no options for Priests in the Battlegroup. This is the one your Lord Commissars want, but Chain of Command would mean you took no CCSs at all, and the Decurion is made for those anyway. And CCSs shouldn't be in melee anyway. Overall, actual Priests would have been better. # '''Dead-eye Shot''': Warlord gets +2 BS, his unit gets +1 BS. CCS's Veterans hitting on 2s? Yes please! Can be awesome with that 50 man squad, but Commanders aren't ICs, having a Commissar as warlord is too restrictive and making a random sgt the warlord is asking for trouble. # '''Artillery Veteran''': Warlord gets a ONE use artillery bombardment, like a Master of Ordnance. Because of the scatter you absolutely need line of sight. # '''Unflappable Stoicism''': aka Draconian Disciplinarian. Cadian units within 12" of warlord don't take morale tests for suffering 25% or more casualties. # '''Above the Thundering Gun''': Warlord can give Orders; if he could already do so, he can issue one more command each turn - ''Don't you love Creed's WT is having 2 WTs, as well as +1 order?''. # '''Staunch Traditionalist''': Cadian characters must issue and accept challenges and can re-roll failed to hit and to wound in challenges. Comboes nicely with most of your heirlooms - ''It'd see good use in a combined squad led by a LORD Commissar (who doesn't need to be the warlord here), the sgts "sacrificing" themselves for him in challenges against multiwound characters so he can battle a weakened adversary''. You still suck on melee though. ====Heirlooms of Cadia==== Not overpriced bullshit like regular heirlooms (''I'm looking at you, Kurov's Aquila'', which is worth its points only in a mechanised plasma party of veterans). In fact, the detachment can take heirlooms from both this and the regular IG table (p.166 Mont'Ka and p.87 of the supplement), which is good since some players could find some of these relics a little too CC oriented to their taste. *'''Wrath of Cadia:''' It's a super-cheap laspistol that always wounds on a 4+, while forcing armor saves taken against hits from this weapon to always fail if they roll under a 4. Wielded by a Lord Comissar, this means any non-vehicle/fortification will take a wound...20% of the time. So, not ''amazing,'' but for 5 points, it's a fun bit of fluff. A good way to represent the prodigious laspistol skills of someone like [[Ciaphas Cain|Ciaphas Cain]] or [[Commissar Lord Bernn|Commissar LORD Bernn]]. *'''Celeritas:''' Not your average MC CCW. In a challenge, character gets +4 invulnerable save, and for each successful save made by the wielder in a challenge it can make an auto hit with Rending, even if character dies from failed saves at the same time. Dirt cheap, it's an auto include. Combine this with a way of rerolling to wound and you're settled. Keep in mind that you still need a 6 to Rend, even with the autohit, so don't expect this to make your nameless Lord Commissar come out on top with Abbadon. ''Do'' expect to leave the armless freak with a few less wounds than he started. *'''Volkov's Cane:''' Here's the mean one, for 10 points. A Company Commander-exclusive AP4 CCW with Concussive...yay. But the real boon is that, when ordering a unit within 6", the Ld test will only fail on a double 6. That's akin to Ld''11'', which is ''epic''. Stick this on the Company Commander babysitting your heavy weapons to make them almost as killy as Centurion Devastators (!!). *'''Kabe's Herald:''' Give to a Tank Commander to allow any other Leman Russ squadrons within 12" to benefit from his orders as if they were part of his unit (if the TC orders "Gunners, Kill on Sight!" the affected squadrons get Split Fire). So, this 20 point relic behaves almost as well as 60 points' worth of Tank Commanders ''or more'' (mind your cohesion and BS3)...as long as the bearer doesn't get wrecked and you lose all of it. When bolstered with a few tank teams, it becomes the most unfair relic ever (Punisher overkill can quickly get you outmaneuvered, spread the firepower!), and sees even better use in the Emperor's Fist formation. Combined with "Strike and Shroud!" would triple the markerlights those Tau would need to spend, so give them Camo netting. **RAW, this Relic may be even better than it appears. See, a Tank Order is not an Order, and thus does not have the same restriction that a unit cannot receive more than one Tank Order. However, nothing prevents Kabe's Herald from affecting another Commander's squadron, for a Leman Russ Squadron is a Leman Russ Squadron. It would be a [[That Guy]] interpretation, but if Pask is dangerous, imagine Pask getting to fire twice. *'''The Iron Left:''' Cadia's version of [[Straken]]. An S+2 AP3 Power Sword bionic arm. Hits harder (but slower) than a Space Marine for the price of an actual Power Fist. Can be useful against anything slower than a marine (read: not against much things). Buy a proper powerfist instead. Hey, they can't ''all'' be great. *'''Standard of the Lost 113th:''' A buffed Regimental Standard. At the start of the movement phase, the bearer can plant the standard so that any Cadian units within 18" gain Fearless, but after planting, his unit cannot move, run, or charge for the rest of the game. This is a massive gamble, and the price tag is more than likely to turn away a few heads, especially given how many other ways Guard have to compensate for their lousy leadership, but it's also a massive area of effect. Place it on the center of the map to cover the most important third of it.
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