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====Baneblade Variants==== You know, you love them. [[Vance Stubbs|Take a hundred]], just don't let them go [[Blood Ravens|missing]]. Each Baneblade is movement 10-6" S/T 9 with a 2+ and a 4-6 BS. All the transport variants are 28W, while the Gun variants are 30W. They all come stock with their signature cannon (which is always its Turret Weapon, even if it's fixed), a single pair of sponsons (Las cannon + Twin Heavy Bolter/Flamer), and Adamantine tracks (S9 AP-2 D2) to make 9-3 WS 5+ attacks with. They can be ordered only by another Baneblade upgraded by tank ace, or by the Lord Solar himself. *'''Baneblade:''' The OG eleven barrels of hell. Hull twin heavy bolter, hull demolisher cannon (24", heavy d6, S10, AP-3, Dd6, blast), the once-again-co-axial autocannon (Turret Weapon), and the mighty ex-pie-plate Baneblade cannon (72", heavy 3d6, S9, AP-3, D3, Turret Weapon). The high shot count compared to many other variants gives the Baneblade a little more flexibility by being able to effectively shoot at Infantry after you inevitably destroyed all Vehicles/Monsters. *'''Banesword:''' The Quake cannon is not as swingy as before, being 96", heavy D6+6, S14, AP-4, D4. Also is the cheapest of the Baneblade variants, and at D4 can one-shot anything lighter than a Paragon Warsuit. *'''Hellhammer:''' One of the few variants to keep its special effect. It's a Baneblade but replace the Baneblade Cannon with a Heavy 3D6+6 S7 AP2 D2, ignoring the benefits of light cover. More expensive than the basic Baneblade, so really wants to be up against T3 or 6 enemies that gain additional benefits from light cover. *'''Shadowsword:''' Arguably the most famous aside from the Baneblade itself and with a +1 to hit for the cannon from the turret rule, the 'Titan-killer' mounts the incredibly powerful volcano cannon; 120", heavy d3+3, S18, AP-5, D12, turret weapon. Still capable of one-shotting Land Raiders even in an edition rife with tough Vehicles and Monsters. Great if there's a target that can actually take 12 wounds, but otherwise is wasted. *'''Stormsword:''' If the Banehammer's Tremor Cannon lobs earth-shattering [[Brummbar|HE shells]], the Stormsword cannon makes big holes in things and [[SU-152|kills everyone hiding behind it]]. It's a [[Gork|subtle]] [[Mork|difference]]. The Stormsword carries the Stormsword siege cannon which is 60" Heavy D6+6 S12 AP4 D3+3D, ignoring light cover. *'''Stormblade<sup>Forge World</sup>:''' One of the few variants without a twin heavy bolter stock, this one comes with a plain heavy bolter instead, as well as a plasma blastgun; 72", heavy 2d6, S9 AP-4 D3, blast, and like all Imperial plasma, it has the option to gain +1S and +1D, but hit rolls of unmodified 1 inflict three mortal wounds against the bearer. Supercharging is going to be overkill against most targets, though almost every army has at least one unit where supercharging would be more effective and worth the risk. **Notably has ''not'' been updated with the recent FAQs, so it remains T8 and W26 and lacks Armoured Tracks like its codex brothers. Probably stoppable for that simple reason. *'''Arkurian-Pattern Stormhammer<sup>Forge World Legends</sup>:''' Easily the strangest variant, this is the only one that can't take the standard sponsons and it hasn't got a hull-mounted heavy bolter at all. It instead has a Stormhammer cannon (60", heavy 2d3, S9, AP-3, D2d3, blast), twin battle cannon (72", heavy 2d6, S8, AP-2, dd3, blast), a lascannon, and ''seven multi-lasers''. Each multi-laser can be swapped for a heavy bolter (this is the least you should do), a heavy flamer, or a lascannon. **Between Legends, Forge World, not getting the statline upgrade with the rest of the Baneblade variants, and an early 8th edition style variable number of shots and damage, you'll never use this unless your Solar Auxilia got lost. Transport Variants can all transport 25 models (2 slots for HWTs, 3 for Ogryns), except for the Stormlord, which transports 40. The firing deck now allows only a single unit to shoot every turn, with the usual caveats that if the {{W40Kkeyword|TRANSPORT}} moves normally, advances, or falls back, the embarked units are considered to have done the same, and that they can only shoot pistols if engaged. Put some Kasrkins and Bullgryn in them, it'll be great. *'''Banehammer:''' The Banehammer used to be a support superheavy that reduced the movement of things it shot; it doesn't do that anymore, with the Tremor Cannon now being a superheavy version of the Obliterator. 36" heavy 2D6+3, S10, AP-3, 3D. Anything it hits will feel it, and as the second-cheapest variant, it's not too difficult to fit into your list. *'''Doomhammer:''' The Magma cannon is 40" Heavy D6+3 S10 AP5 D-D6+2 that becomes D6+4 within half-range. *'''Stormlord:''' Gork and Mork (or was it Mork and Gork?) cry tears of pure joy when this arrives on the field. With a troop bay that holds ''40'' models ([[Fail|but only one unit may fire out]]) and the vulcan mega bolter (60", heavy 20, S6, AP-2, D2), this monster can put out more dice than any non-titan model.
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