Post by Kaikelx on Jul 26, 2009 15:14:06 GMT -5
Well, Reds and I have decided, rather than do a complete codex revamp, (As is being done to the Sisters of Battle) to rather add in Mods, with a few new units to round out the codex.
EDIT: Rule lawyers needed, as these may need clarification. Also, feel free to suggest anything now, as long as it is something remotely serious. "Serious" is a loose term, as long as it isn't something like Killer Teletubies, and Jay Jay the Jetplane squadrons, it'll probably be copy and pasted right in (for organization's sake).
Italics mark fluff entries
So without further ado:
-HQ-
No mods.
-Elite-[/u]
No mods.
-Troops-
-Infantry Squad
As in Codex: Imperial Guard, except:
The sergeant of the squad may substitute his CCW and Las pistol for a lasgun at no additional cost.
Many a sergeant prefers to use the Lasgun instead of a sword and Las pistol. The reason for this preference should be obvious.
-Special Weapons Squad
As in Codex: Imperial Guard, except:
Any member of the squad may exchange his lasgun for a shotgun at no additional points cost.
-Conscripts
As in Codex: Imperial Guard, except:
May take a Crew Served Heavy Stubber for +10 points. (see equipment mods)
-Medics 0-2 (Mycroft)
Platoons may now be attached with 0-2 medics
Wargear: Lasgun, medipack.
Special Rules:
Independent Character
Medics are a crucial part of the Imperial Guard, as they allow Guardsmen to continue fighting in the Emperor's name. Without medics braving the fire of the enemy, many guardsmen would have their service cut short.
-Sniper teams 0-2
Platoons may now be attached with 0-2 Sniper teams.
-Sniper Team (ElegaicRequiem)
A sniper team consists of one sniper and one spotter. These would be on two bases. Every pair must stay in base contact.
Wargear: Sniper has: 'Retribution' pattern long-las. The spotter has a lasgun. Both sniper and spotter have: Ghillie Suit, las pistol. (see Equipment Mods)
Sniper may replace 'Retribution' pattern long-las with a lascannon. A lascannon used in this method MUST be modeled to at least have a scope and some netting on it. (Will figure pts cost later.)
One shot can make all the difference on the battlefield. For those who do not have access to a legendary Vindicare Assassins, Sniper teams are the next best thing. Some sniper teams opt instead to use full-blown lascannons instead. Such teams are often remarked to be compensating for something.
Special Rules/ equipment:
Infiltrate: See W40K core rule book.
Spotter: Sniper teams ignore the night-fighting special rules, as long as the spotter is alive.
'Retribution' pattern long-las: Master-crafted sniper rifle. R48" S4 AP5 Heavy 1, (rending, pinning from the sniper rules)
Ghillie Suit: Any unit wishing to shoot at the sniper squad must do so while abiding by the night fighting rules.
Forward operatives: Sniper teams may never receive orders, as they must maintain the utmost stealth.
Take him out!: Sniper teams may actively target Independent Characters, as long as the Independent Character isn't in close combat. (Need help with this one especially, don't want to take too much away from the Vindicare Assassin)
Fast Attack[/b]
-Sentinal:
As in Codex: Imperial Guard. Additionally;
Both Scout and Armored Sentinals may instead choose a Heavy Bolter as a primary weapon for +5 points.
An Armored Sentinal may instead choose a Multi-Melta as a primary weapon for +15 points.
-Rough Riders:
As in Codex: Imperial Guard, except:
The player may choose when to use the units Hunting Lances.
Rough Riders may come with either a Las Pistol and CCW OR a Lasgun. The unit does not have to take the same weapons.
If a Rough Rider fires its lasgun, it may not use the Hunting Lance in assault (as it takes time to ready the lance)
If a Rough Rider unit does not have to use all of it's Hunting Lances. Instead, mark the models that have used the Hunting Lance. Unmarked models may still use their Hunting Lance.
Despite what many guardsmen might think, Rough Riders do posses enough intelligence to figure out when to use their Hunting Lances. Many Rough Riders are also trained to shoot their lasguns while mounted, resembling the gun cavalry of Ancient Terra.
Heavy Support[/b]
-Leman Russ Punisher:
As in Codex: Imperial Guard, except:
The Punisher Gatling Cannon is also twin-linked, and rending. It is twin-linked to represent the sheer amount of firepower that it throws at the enemy, and rending as spitting out bullets faster than an assault cannon is bound to tear pretty much anything apart given enough bullets.
When firing, roll a die. On a one, the weapon jams and cannot fire until the next turn.
The Punisher is a feared addition to the Imperial Guard's armored divisions. Using the chassis of a Leman Russ, sometimes the only respite is to wait until the gun jams, or better yet, go through it's plentiful ammunition supple in mere seconds.
Punisher gunners are a very well trained and disciplined lot. They have to be in order to resist firing the cannon for more than 2 seconds at a time, along with resisting the urge to indulge in crazed laughter.
Equipment MODs
-Sniper Rifle:
Same as Codex: Imperial Guard, except:
AP 6, Wound on 4+, and it is Rending (representing headshots, punching through armor, etc)
-Voxes:
Any officer with a Vox may add an additional 6in to his order range if the unit receiving the order has a vox as well.
Example: a PCS Officer is going to issue orders to a Vet Team. The Vets DO NOT have Voxes, so the order range is still 6in.
Now, the same PCS issues orders to an Infantry Squad. Both the PCS and the Infantry Squad have voxes, so the order range becomes 12in.
Note: The voxes CANNOT reroll failed commands. If the officer is just repeating the order over the Vox network, there's no reason why he can't just shout it twice if he doesn't have a Vox and get a reroll from that.
-Crew Served Heavy Stubber:
This is a crude, and often inefficient, fast firing slug thrower found in the armories of many under-equipped PDF forces. It has the following profile:
Str 4 ap 6 Heavy 4*
*if a one is rolled to hit when using a Crew Served Heavy Stubber it jams, and may not be fired in the next turn. Resolve all other hits as normal this turn.
-'Retribution' pattern long-las: Master-crafted sniper rifle. R48" S4 AP5 Heavy 1, (rending, pinning from the sniper rules)
-Ghillie Suit: Any unit wishing to shoot at the sniper squad must do so while abiding by the night fighting rules.
Mortars: May fire smoke rounds, or normal rounds. Smoke rounds are fired just like normal rounds, and scatter as well, along with having the same template. However, any model under the template receives a 4+ cover save, unless a better save is available. A model partially under the template receives a +5 cover save, unless a better save is available. The smoke lasts until the end of the opponent's turn.
EDIT: Rule lawyers needed, as these may need clarification. Also, feel free to suggest anything now, as long as it is something remotely serious. "Serious" is a loose term, as long as it isn't something like Killer Teletubies, and Jay Jay the Jetplane squadrons, it'll probably be copy and pasted right in (for organization's sake).
Italics mark fluff entries
So without further ado:
-HQ-
No mods.
-Elite-[/u]
No mods.
-Troops-
-Infantry Squad
As in Codex: Imperial Guard, except:
The sergeant of the squad may substitute his CCW and Las pistol for a lasgun at no additional cost.
Many a sergeant prefers to use the Lasgun instead of a sword and Las pistol. The reason for this preference should be obvious.
-Special Weapons Squad
As in Codex: Imperial Guard, except:
Any member of the squad may exchange his lasgun for a shotgun at no additional points cost.
-Conscripts
As in Codex: Imperial Guard, except:
May take a Crew Served Heavy Stubber for +10 points. (see equipment mods)
-Medics 0-2 (Mycroft)
Platoons may now be attached with 0-2 medics
Cost | Weapon | Ballistic | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Saves |
30 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5 |
Wargear: Lasgun, medipack.
Special Rules:
Independent Character
Medics are a crucial part of the Imperial Guard, as they allow Guardsmen to continue fighting in the Emperor's name. Without medics braving the fire of the enemy, many guardsmen would have their service cut short.
-Sniper teams 0-2
Platoons may now be attached with 0-2 Sniper teams.
-Sniper Team (ElegaicRequiem)
A sniper team consists of one sniper and one spotter. These would be on two bases. Every pair must stay in base contact.
Cost | Weapon | Ballistic | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Saves |
18 | 4 | 5 | 3 | 3 | 1 | 3 | A | 7 | 5 |
Wargear: Sniper has: 'Retribution' pattern long-las. The spotter has a lasgun. Both sniper and spotter have: Ghillie Suit, las pistol. (see Equipment Mods)
Sniper may replace 'Retribution' pattern long-las with a lascannon. A lascannon used in this method MUST be modeled to at least have a scope and some netting on it. (Will figure pts cost later.)
One shot can make all the difference on the battlefield. For those who do not have access to a legendary Vindicare Assassins, Sniper teams are the next best thing. Some sniper teams opt instead to use full-blown lascannons instead. Such teams are often remarked to be compensating for something.
Special Rules/ equipment:
Infiltrate: See W40K core rule book.
Spotter: Sniper teams ignore the night-fighting special rules, as long as the spotter is alive.
'Retribution' pattern long-las: Master-crafted sniper rifle. R48" S4 AP5 Heavy 1, (rending, pinning from the sniper rules)
Ghillie Suit: Any unit wishing to shoot at the sniper squad must do so while abiding by the night fighting rules.
Forward operatives: Sniper teams may never receive orders, as they must maintain the utmost stealth.
Take him out!: Sniper teams may actively target Independent Characters, as long as the Independent Character isn't in close combat. (Need help with this one especially, don't want to take too much away from the Vindicare Assassin)
Fast Attack[/b]
-Sentinal:
As in Codex: Imperial Guard. Additionally;
Both Scout and Armored Sentinals may instead choose a Heavy Bolter as a primary weapon for +5 points.
An Armored Sentinal may instead choose a Multi-Melta as a primary weapon for +15 points.
-Rough Riders:
As in Codex: Imperial Guard, except:
The player may choose when to use the units Hunting Lances.
Rough Riders may come with either a Las Pistol and CCW OR a Lasgun. The unit does not have to take the same weapons.
If a Rough Rider fires its lasgun, it may not use the Hunting Lance in assault (as it takes time to ready the lance)
If a Rough Rider unit does not have to use all of it's Hunting Lances. Instead, mark the models that have used the Hunting Lance. Unmarked models may still use their Hunting Lance.
Despite what many guardsmen might think, Rough Riders do posses enough intelligence to figure out when to use their Hunting Lances. Many Rough Riders are also trained to shoot their lasguns while mounted, resembling the gun cavalry of Ancient Terra.
Heavy Support[/b]
-Leman Russ Punisher:
As in Codex: Imperial Guard, except:
The Punisher Gatling Cannon is also twin-linked, and rending. It is twin-linked to represent the sheer amount of firepower that it throws at the enemy, and rending as spitting out bullets faster than an assault cannon is bound to tear pretty much anything apart given enough bullets.
When firing, roll a die. On a one, the weapon jams and cannot fire until the next turn.
The Punisher is a feared addition to the Imperial Guard's armored divisions. Using the chassis of a Leman Russ, sometimes the only respite is to wait until the gun jams, or better yet, go through it's plentiful ammunition supple in mere seconds.
Punisher gunners are a very well trained and disciplined lot. They have to be in order to resist firing the cannon for more than 2 seconds at a time, along with resisting the urge to indulge in crazed laughter.
Equipment MODs
-Sniper Rifle:
Same as Codex: Imperial Guard, except:
AP 6, Wound on 4+, and it is Rending (representing headshots, punching through armor, etc)
-Voxes:
Any officer with a Vox may add an additional 6in to his order range if the unit receiving the order has a vox as well.
Example: a PCS Officer is going to issue orders to a Vet Team. The Vets DO NOT have Voxes, so the order range is still 6in.
Now, the same PCS issues orders to an Infantry Squad. Both the PCS and the Infantry Squad have voxes, so the order range becomes 12in.
Note: The voxes CANNOT reroll failed commands. If the officer is just repeating the order over the Vox network, there's no reason why he can't just shout it twice if he doesn't have a Vox and get a reroll from that.
-Crew Served Heavy Stubber:
This is a crude, and often inefficient, fast firing slug thrower found in the armories of many under-equipped PDF forces. It has the following profile:
Str 4 ap 6 Heavy 4*
*if a one is rolled to hit when using a Crew Served Heavy Stubber it jams, and may not be fired in the next turn. Resolve all other hits as normal this turn.
-'Retribution' pattern long-las: Master-crafted sniper rifle. R48" S4 AP5 Heavy 1, (rending, pinning from the sniper rules)
-Ghillie Suit: Any unit wishing to shoot at the sniper squad must do so while abiding by the night fighting rules.
Mortars: May fire smoke rounds, or normal rounds. Smoke rounds are fired just like normal rounds, and scatter as well, along with having the same template. However, any model under the template receives a 4+ cover save, unless a better save is available. A model partially under the template receives a +5 cover save, unless a better save is available. The smoke lasts until the end of the opponent's turn.