Editing
Warhammer 40,000/3rd 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!
==== Codex: Imperial Guard Version One ==== *'''Bionics''': Your own version of '''[[Necron|I'll Be Back]]'''. If [[Your_Dudes|your dude or dudette]] with Bionics are killed, place their model on its side instead of just removing it, and roll 1D6 once the next turn comes around. On a 6 the model comes back to life with a single Wound, as the killing blow instead hits the Bionics and harmlessly ricochets off, but on any other result the model is removed as normal. *'''[[Carapace_Armor|Carapace Armour]]''': 4+ Armour Save, makes you look like a Stormtrooper. The best Armour Save available to the Guard; you want Power Armoured Humans, go play [[Sisters of Battle]]. *'''[[Combi-weapon|Combi-Weapons]]''': A gun with two barrels, each capable of firing different ammunition, though one's only single shot, and you can't fire both at the same time. Comes in [[Flamer]], [[Grenade Launcher]], [[Meltagun]], and [[Plasma Gun]] variants, all with a [[Bolter]] base. *'''Comm-Link''': If you issue your Command Section with a Comm-Link, then once per turn, one other Imperial Guard squad on the board that also has a Comm-Link may use the officer's Leadership value for a single test they need to take. The Command Section itself doesn't need to be on the board though, one of the few instances of a HQ's ability being able to affect units on the board whilst they're in Reserve. *'''[[Hellgun|Hellguns]] & [[Hellgun#Hellpistol|Hellpistols]]''': Lasguns and Laspistols with AP5, makes you fight like a Stormtrooper. The pistol version'is 1 point costlier than the Laspistol, and 1 point cheaper than the Bolt Pistol, which has +1S. You get what you pay for, but if you can afford the Hellpistol, you can usually afford the Bolt Pistol instead. *'''Holy Relic''': Doesn't specify what it is, so feel free to shamelessly steal some obscure but real one you found with a quick Google search. Can be dramatically revealed at any time during a battle, but the model carrying it must not move on the same turn it's revealed. Once the shroud is off though, all Guardsmen within 2D6" get +1A for the rest of the turn. *'''Master-Crafted Weapons''': An upgrade to a weapon you already have, gives one re-roll To Hit per turn. [[Fail|Can't be applied to grenades for some reason]]. *'''Medi-Pack''': In the hands of a Medic, this baby allows you to ignore the first saving throw their unit fails each turn. Doesn't work with '''Instant Death''' attacks or attacks that don't allow any saves, and can't be used if your Medic is in base contact with an enemy model, so you can't expect them to patch you up whilst they're busy punching someone, but then would you really want their attention distracted under the circumstances? *'''Ogryn Close Combat Weapon''': [[Rape|+1S for Ogryns]]. *'''Power Weapons''': Ignore any and all Armour Saves, watch your opponent cry as their [[Terminators]] are [[Lulz|stabbed to death by Guardsmen]]. *'''Refractor Field''': 5++ Invulnerable Save. Whilst there's nothing in the book that officially says you HAVE to take it, you really do HAVE to take it. *'''Regimental Standard''': An upgraded Standard Bearer, can do everything the regular one can (see its unit entry), and in addition, for any Assault going on within 6" of the bearer, the owning side adds +1 to its Combat Resolution score. If the bearer is killed in close combat, the enemy model that killed it picks up the Regimental Standard and the ENEMY side gets the +1 bonus, and in order to get it back again you have to have one of YOUR models kill them in close combat, essentially creating a "capture the flag" minigame in the middle of your war. *'''Scanner''': An '''Infiltrator'''-detector with a range of 4D6", if a guilty party sets up within that distance, the bearer and any unit they're attached to either: A) all get a free shot each with whatever guns they're packing before the battle starts, or B) sound the alarm in a Raid scenario. *'''Targeter''': This gadget allows the model carrying it to pre-measure the distance between them and a single target unit, [[Rules_Lawyer|before they make their shooting attack]]. If you use a Targeter, then no weapons with Guess range in your army can be fired in the same turn. *'''Trademark Item''': Just like the Holy Relic above, this can be almost anything you can imagine and yet still model onto the miniature, though official suggestions include a Swagger Stick, a Smoking Cigar, a Billowing Cape, or Chestful of Medals. A character with a Trademark Item, and any squad they accompany, may re-roll all failed Morale and Pinning checks, but if the bearer's slain the unit will have to pass a Morale test of fall back.
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