![]() CODEX Imperial Guard UPDATE
This update is designed to incorporate all of the new rules and units to the 2nd edition
Imperial Guard army list. In effect these rules are simply bolted on to the existing
list.
Barrage
The Imperial Guard can only use the barrage if they are deploying first, if they deploy second then it
represents a rapid assault by the army with no time for a concentrated barrage. Note that this rule has
players divided and is still in testing, some think the barrage as standard is too powerful and some see it
as necessary, if you have any comments please voice them on OGChat. Reserves operate as normal.
Needle Sniper Rifles
Add Needle Sniper Rifles to the Basic/Special Weapons entry of the wargear list at a cost of 10 points
per weapon.
New Characters
Tech-Priest Engineer
.. 30 points
These engineers work alongside small sections supporting mechanized units. They enable the Imperial Guard
machine to keep moving. Counts as a Hero Choice
Troop type
M
WS
BS
S
T
W
I
A
LD
Tech-Priest
4
4
4
3
3
1
4
1
8
Servitor
4
3
3
3
4
1
4
1
7
Weapons
Power Axe, Laspistol
Armour
Power Armour (3+ save)
Wargear Cards
3
Wargear
May take weapons from the assault, basic and grenade lists.
Squad
May be accompanied by up to 5 servitors at a cost of +7 points each. These may be
individually equipped with basic weapons. They all form a standard unit.
Special rules
Repair
Priest
.. 16 points
Priests often accompany Imperial Guard brigades and pay the role of attending to the troops morale on section
level. This also crates a bond that can drive troops to fanatical feats in the heat of battle. Priests are added to a
command squad and must remain with the squad for the entire game. Does not count as a Hero choice
Troop type
M
WS
BS
S
T
W
I
A
LD
Priest
4
4
4
3
3
1
4
1
8
Weapons
Laspistol
Armour
None
Wargear
May take weapons from the assault and grenade lists.
Special rules
At the start of the battle roll a D6 and consult the following table:
D6
1
No effect
2
Units within 6 of the priest are immune to fear and terror
3
Units within 6 become subject to frenzy
4
Units within 6 add +1 to their LD value, even on top of a characters LD, but cannot make a total more than 10
5
Units within 6 hate the enemy
6
Models within 6 have a 4+ unmodified save against psychic attacks
![]() New Squads
Concsripts
64 points per squad
In times of total war were heavy casualties are being sustained by the frontline guardsmen, conscripts can be
drafted to rapidly fill the ranks. Barely trained and poorly equipped, the appearance of such troops on a battlefield
represents a losing war, they often resent their role and can be counter-productive to an armies strategies,
therefore they are deployed under the watchful eye of a Commissar and drives these men forward through sheer
terror, making a hail of bullets seem like a much more welcoming fate.
If your army includes a Commissar then you may take two units of conscripts as an additional choice. Note that
you must have an additional commissar if you wish to take conscripts in a second battalion.
M
WS
BS
S
T
W
I
A
LD
Save
Conscript
4
2
2
3
3
1
3
1
6
-
Conscript Sgt
4
3
3
3
3
1
3
1
6
6+/5+
SQUAD
Consists of one guardsmen sergeant (demoralised from his difficult role) and nine conscripts
WEAPONS
All models in the unit are armed with lasguns. The sergeant has frag grenades.
ARMOUR
Only the sergeant wears flak armour, there is little equipping for the rest.
SPECIAL
Fear of God: A conscript unit may only use the commissars leadership, even the guardsmen
regular drafted in a sergeant resents his demotion and cannot use any other characters leadership. The commissar
has replaced the training of these men with one of utter terror instead, they have little knowledge of the battle
around them, only the commissars screaming orders. Without the Commissars presence the unit is likely to hide in
position or even flee the battle. If an unmodified double 6 is rolled on a break test when using the commissars
leadership then the unit ahs executed the commissar and will immediately flee the battlefield. Remove the
necessary commissar and the rest of the unit, they are effectively destroyed.
Leman Russ Variants
There are now scores of Leman Russ variants on its basic armament. To build a Leman Russ tank from
scratch use the following guidelines:
Leman Russ base cost: 100 points
Turret options Twin Lascannons +90 points, Twin Autocannons +40 points
Sponson Options Heavy Bolters +30 points, Heavy Flamers +50 points
Hull option Heavy Bolter +15 points, Lascannon +35 points, Heavy Plasma Gun +45 points, Multi-
Melta +65 points
Allies
The Imperial Guard may hire Assassins (counting as commander choices) and Arbites units (each
squad counting as an additional unit). The points from the allies count towards the maximum support
allocation. Note that Sisters of Battle units can not be included as they can from armies of their own
(maintaining the games balance).
Using unit types
The following is a list of veteran upgrades entire armies should be equipped with if you want to theme
a particular army. Note that these are just suggestions, not rules!
Desert Fighters Guerrillas
Represents their ability to fight battles on the move in open terrain
Ice Warriors Hardened Fighters
Represents their training in bitter conditions, to use the weather as a spur
Iron Guard Grizzled
Represents their hard discipline
Jungle Fighters Stealthy
The CODEX description says it all
Shock Troops Crazed
Represents their ability to fight through bitter battles
![]() BANEBLADE
490 pts per model
This huge battle tank is deployed into huge scale conflicts and packs the weights of several main-line battle tanks
in one. A Baneblade may be taken as an additional choice but only under the consent of another player.
CREW
9 Guardsmen, 1 as driver, and the rest as gunners with an additional engineer/comms operator.
Note below that each weapons system is numbered, it requires one man to operate each
weapons systems and one to act as driver. If one crewman dies then the tank operates as
normal, but additional crew deaths will mean that weapons systems or driving capabilities will
be lost.
WEAPONS
Turret Super Battle Cannon (str. 9, and 3 blast) with co-axial auto-cannon (1) and twin
heavy bolters (2)
Sponsons Main = Twin Heavy Bolters (3&4) Upper = lascannon (5&6)
Hull Demolisher Cannon (7). Not subject to move or fire rule!
All weapons are equipped with targetters.
RAM VALUE
Strength 10, D20 damage, -6 save.
SPEEDS; SLOW
5
COMBAT
10
FAST
18
TYPE
Super Heavy tracked (This tank can carry on moving through obstacles destroyed with an armour value
of 15 or less)
HIT LOCATIONS
D6 1
Track
Front armour: 18
Side/rear: 18
2-3
Hull
Front armour: 24
Side/rear: 22
4*
Sponson
Front armour: 20
Side/rear: 20
5-6
Turret
Front armour: 26
Side/rear: 24
*
Hit sponson nearest attacker and then randomise 1-4 for main and 5-6 for upper. If one has
already been destroyed then automatically hit the other. If both are destroyed then hit the hull
from the side.
Track
D6 1
Baneblade track ruptured, may only move at half speed next turn
2-3
Track damaged, may only move at slow speed for rest of game
4-5
Track is blown off, moves out of control 2d6 next turn and then comes to a permanent halt.
6
As above but the backlash of the explosion causes an automatic hit on the hull, roll on the Hull
damage table immediately.
Hull
1
The Hull mounted demolisher cannon is destroyed
2-3
A large explosion tears though the crew compartment. Roll for each crewman, 4,5 or 6 = death
4
Demolisher Cannon explodes killing all but the crewman in the turret (only if it could fire last
turn). The tank is immobilised.
5
The tanks fuel ignites, see result 4-5 on the track damage table. In addition models within 5
of where the tank ends up take heavy flamer hits.
6
The Baneblades ammunition explodes. The tank is immobilised and models within 5 are hit
as if the tank had rammed them.
Sponson
1
The sponson mounted weapon is damaged and may only be fired if you first roll a 4+ on a D6
2-5
The sponson mounted weapon is destroyed
6
As 2-5 but also causes a secondary explosion, roll on the hull damage table
Turret
1
The battle cannon can only be used if you first roll a 4 or more.
2
The turret can no longer rotate. The turret weapons can only be fired in a straight line at targets
directly in front of it.
3
The turret gunner is killed. Turret requires an additional crewman to continue to operate.
4-6
The turrets ammo explodes destroying the baneblade. The turret flies off 2d6 in a random
direction, anything underneath takes a Str. 10 hit doing d10 dam. With a 6 save.
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