Editing
Warhammer 40,000/10th 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!
===Characters=== {| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center;" |+ style="width:100%;" | Table of Who Can Lead What ! scope=col | Leader Name ! scope=col | Leader Buff for Led Unit ! scope=col | Attilan Rough Riders ! scope=col | Cadian Shock Troops ! scope=col | Catachan Jungle Fighters ! scope=col | Death Korps of Krieg ! scope=col | Infantry Squad ! scope=col | Kasrkin ! scope=col | Tempestus Scions ! scope=col | Munitorum Servitors |- ! scope=row | Cadian Castellan | Ranged weapons gain '''Sustained Hits 1''' and the unit can shoot after Falling Back. | {{No}} || {{Yes}} || {{No}} || {{No}} || {{Yes}} || {{Yes}} || {{No}} || {{No}} |- ! scope=row | Cadian Command Squad | Can ignore any modifiers to characteristics, rolls, or tests, except for saving throws. | {{No}} || {{Yes}} || {{No}} || {{No}} || {{No}} || {{No}} || {{No}} || {{No}} |- ! scope=row | Commissar | While the unit also contains another {{W40Kkeyword|officer}}, re-roll Battle-Shock tests. | {{No}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{No}} |- ! scope=row | Militarum Tempestus Command Squad | Ranged weapons gain '''Sustained Hits 1'''; ''does not'' require the unit to be led. | {{No}} || {{No}} || {{No}} || {{No}} || {{No}} || {{No}} || {{Yes}} || {{No}} |- ! scope=row | Platoon Command Squad | None. | {{No}} || {{No}} || {{Yes}} || {{Yes}} || {{Yes}} || {{No}} || {{No}} || {{No}} |- ! scope=row | Primaris Psyker | 4+++ against Psychic Attacks and during opponent's shooting can roll for Perils or a 4++. | {{No}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{No}} |- ! scope=row | Regimental Enginseer | None, except Servitors get +1 to WS/BS. | {{No}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{No}} || {{Yes}} |- ! scope=row | Regimental Preacher | Melee weapons gain '''Sustained Hits 1'''. | {{No}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{No}} |- ! scope=row | [[Creed|Ursula Creed]] | Can be affected by 2 orders at once. | {{No}} || {{Yes}} || {{No}} || {{No}} || {{Yes}} || {{Yes}} || {{No}} || {{No}} |- ! scope=row | [[Gunnery Sergeant "Stonetooth" Harker|Sergeant Harker]] | -1 to be hit against attacks from more than 12" away. | {{No}} || {{No}} || {{Yes}} || {{No}} || {{No}} || {{No}} || {{No}} || {{No}} |- ! scope=row | [[Arcadian Leontus|Lord Solar Leontus]] | None. | {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} || {{No }} || {{No}} |- ! scope=row | [[Colonel "Iron Hand" Straken|"Iron Hand" Straken]] | Melee weapons gain '''Lethal Hits'''. | {{No}} || {{No}} || {{Yes}} || {{No}} || {{No}} || {{No}} || {{No}} || {{No}} |} *'''Primaris Psyker:''' While the shared 4+++ against psychic weapons is constant, the shared 4++ against shooting is something that can backfire if you roll a 1 on a d6, somewhat emulating the old psychic tests down to that 1 dealing d3 MWs, [[Games Workshop|which is kind of a slap in the face since non-''[Hazardous]'' Psychic Tests were supposed to have been removed]]. The only other power they pack is Psychic Maelstrom, a pretty potent bombardment weapon with '''Blast''' and '''Devastating Wounds''', though using the Focused profile adds ''[Hazardous]'' for a few extra attacks. **As a reminder, the invuln only triggers during the shooting phase. As such, do ''not'' let them stand near the front where they can get run through like the mere humans they are. *'''Regimental Enginseer:''' *'''Regimental Preacher:''' ====Officers==== *'''Cadian Castellan:''' A lone Cadian Officer if you're for averse to taking a full command squad for some reason. Aside from the stuff given to the CS, they can also grab a bolter because you want them to actually contribute to the shooting. Not only can they stick onto a pack of Cadians or Kasrkin, but you can also get one to a basic basic squad of guardsmen and all of them get ''[Sustained Hits 1]''. *'''Commissar:''' Lets you BLAM a model in battle-shocked units within 12", and since it'd be a shameful display for the Lord Solar's bodyguards to show cowardice, if attached with another Officer, he lets the unit reroll their own battle-shock tests. While he can issue orders on his own, he only knows two orders: For Honour and Fix Bayonets - Very much an edge use when you can just let the officer handle orders. *'''Tank Commander:''' Rides a Leman Russ of any kind and the only way you can issue orders to any {{W40kKeyword|Squadron}} within 12". They can also shoot once again after dying on a 2+. *'''Death Korps Marshal<sup>IA</sup>:''' The Krieger Castellan, as it were, equipped with a power weapon and pistol. Not only does he give your squad of Kriegers or standard troops a 5+ FNP but also a single sue of the Insane Bravery stratagem for free. *'''Death Rider Squadron Commander<sup>IA</sup>:''' The only generic {{W40kKeyword|mounted}} hero, stuck with an S4 AP-1 hunting lance with ''[Lance]'' ad ''[Devastating Wounds]'' on the charge and some supporting attacks from the steed of equal power. The only reason you'd want to take this is because you want to give a squad of Death Riders the ''Infiltrators'' ability. =====Command Squads===== These are essentially characters that come with pre-attached bodyguards, but because the entire unit simply has a datasheet, the entire unit acts as the Leader to a Bodyguard unit. *'''Cadian Command Squad:''' Command Squad for Cadian Shock Troops. The officer Lets Shock Troops ignore any and all modifiers to their stats except for their saves. *'''Platoon Command Squad:''' Shockingly able to attach to regular platoons (though Cadians seem too stubborn to let non-Cadian command squads join) so you can make a giant bubblewrap of warm bodies, especially when joined by another character. As expected, this squad can carry an alarming variety of guns, so many that you need a separate armoury card just to see all the stats - this is a necessity if you're planning on taking a heavy weapons team. They also have a 6" bubble that lets them issue orders to battle-shocked units so they can still be of use in sacrificing themselves to the enemy. **Master Vox lets the squad double the range of their orders, which is very handy if you're keeping them away from the front lines. The medi-pack gives a basic 6+++ and the Regimental Standard allows for the squad to improve their OC by 1. [[RAW]] this boost is shared by attached units, so have fun with your [[Cheese|25 guardsmen with a total OC of 90 (2 for the Command squad, 4 for the Infantry Squad) and 6+++]]. *'''Militarum Tempestus Command Squad:''' Tempestus Scion Command Squad. The Prime Not only gives ''[Sustained Hits 1]'', but also their Command Rod lets the unit be affected by two orders (assuming you have another officer in range). If he is your warlord, Tempestus Scions gain the {{W40kKeyword|battleline}} keyword. This is currently the only way to run an Elysian Drop Troops themed army in 10th. **This is the only {{W40Kkeyword|regiment}} command squad, meaning it doesn't need to join another unit to receive orders, including its own. ======Command Squad Attachments====== These units have no common keyword/rule name, but ''do'' have the same rule (under different names on each) forcing them to join command squads. *'''Ogryn Bodyguard:''' An ever-loyal slab of meat, granting the {{W40kKeyword|Officer}} models he joins (he can join any {{W40Kkeyword|command squad}}) a 4+++ (to make up for his Toughness not protecting them), while he himself benefits from a 6+++. However, if that officer is ever hurt, the big guy gets +1 to hit and wound in melee. In terms of loadouts, several combos are just dumb: the Gauntlet is worse than the Ripper against nearly all possible targets because the Ripper is an 18" Heavy Bolter, ''and'' the Gauntlet plus a shield means you have [[derp|no melee weapon at all]]. The slabshield is worse protection than the brute shield against nearly everything that could possibly come in, and pairing the maul with the knife means you'll never use the maul. That leaves the following short list of interesting loadouts: **Ripper + Knife: Maximum murder, the best gun with the best melee. The Bodyguard won't do ''as'' good a job taking fire for the unit, but will contribute the most offensively. Ideal with Krieg (since you want Kriegers to die) and Catachan (since their unit ability will buff the Knife and their melee is so bad you're better off having the Ogryn do the work) and if you took a Primaris Psyker for an alternative source of 4++. **Ripper + Brute Shield: Maximum ranged murder paired with maximum defense, this means he won't swing ''as'' hard in melee but will usually out-shoot other mooks in the unit and is ready to roll saves to keep others alive. Ideal with Infantry Squads and Cadians, who have piss-poor defenses and want to duke it out at range, and with Militarum Tempestus, where the command squad buffs the gun. **Maul + Brute Shield: Reasonable melee murder (about twice as good as the ripper gun in melee) paired with maximum defense, this means he won't shoot ''at all'' but is ready to roll saves to keep others alive and is ready to lay into whatever charges you in melee. If you're attaching this guy to Catachans and a Preacher, you probably want this. **Unlike last edition, they do not ''have'' to take the wounds for an Officer, which means an attached Lord Solar or Ursula Creed will still need to be wary about ''[Precision]'' weapons. *'''Regimental Attachés:''' Where your Astropath, Master of the Fleet, and Master of Ordnance ended up, a separate unit that must join a {{W40kKeyword|Command Squad}} unit. The Astropath comes with a more dangerous force weapon, but remains unfitting for any place in the front; instead, use him for his 12" bubble of reinforcements denial. The Master of the Fleet can mark any enemy within 30" and give all {{W40kKeyword|Aircraft}} a +1 to hit that unit. The Master of Ordnance can mark another enemy within 30" and give any {{W40kKeyword|Artillery}} unit that attacks the enemy ''[Sustained Hits 1]''. ====Epic Heroes==== *'''[[Nork Deddog]]''' A massively upgraded Ogryn Bodyguard in exchange for no choice in his loadout: he has Sv4+ and FNP 5+++ (both improved 1 step from a normie) but no shield access; thankfully he paired his upgraded knife (his WS is improved 1 step to 2+ and his knife gained '''Devastating Wounds''') with the best option for his other arm, a Ripper Gun, ''and'' he improved his BS 1 step to 3+. He swaps out the nearly useless normie ability to get +1 to Hit and Wound while an officer is injured but not dead in the unit for significantly better automatic mortal wounds in melee when he's chosen to fight: you roll 1d6, and on 2+ he inflicts 1d3 mortals, and on a 6 he inflicts another 3 on top (3+d3 total), for a net average (with a lot of variance) of 2.17 mortals. *'''[[Sly Marbo]]:''' =====Officers===== *'''[[Creed|Ursula Creed]]:''' **{{W40Kkeyword|officer}}: 2 {{W40Kkeyword|regiment}} *'''[[Colonel-Commissar Ibram Gaunt|Gaunt's Ghosts]]:''' **{{W40Kkeyword|officer}}: 2 {{W40Kkeyword|regiment/gaunt's ghosts}} *'''[[Gunnery Sergeant "Stonetooth" Harker|Sergeant Harker]]:''' **{{W40Kkeyword|officer}}: 1 {{W40Kkeyword|catachan jungle fighters}} *'''[[Arcadian Leontus|Lord Solar Leontus]]:''' As expected of the Lord Solar, this guy has plenty of tricks as your mandatory warlord. On top of being able to issue three orders to any units regardless of keywords, he can throw three units into reserves after everyone deploys (having learned some tricks of [[Tactical genius]] from an old legend) and gives an extra CP every turn where he's alive. While he join the Rough Riders as you'd expect, he can surprisingly join any squad of infantry despite going much faster than them. *'''[[Colonel "Iron Hand" Straken|"Iron Hand" Straken]]:''' **{{W40Kkeyword|officer}}: 2 {{W40Kkeyword|regiment}}
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
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information