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==Warlord Traits== If your Warlord is {{W40Kkeyword|Astra Militarum}}, then they may select a Warlord Trait. Your Warlord may only select a {{W40Kkeyword|<Regiment>}} Warlord Trait if they are part of that {{W40Kkeyword|<Regiment>}}; custom regiments can only take the universal traits (honestly, the best ones are universal so no worries there). Named characters that already belong to a specified {{W40Kkeyword|<Regiment>}}, like Creed, Kell, and Straken, may NOT pick from these universal traits and always have the {{W40Kkeyword|<Regiment>}} specific Warlord Trait. {{W40Kkeyword|Brood Brothers}} can never be the warlord, so don't get any ideas there. Since they lack the necessary keywords, {{W40Kkeyword|Scholastica Psykana}} (Primaris Psykers & Astropaths), {{W40Kkeyword|Forge World}} (Enginseers), {{W40Kkeyword|Adeptus Ministorum}} (Priests), {{W40Kkeyword|Militarum Auxilla}}, and {{W40Kkeyword|Aeronautica Imperialis}} (Officers of the Fleet, outside of {{W40Kkeyword|Elysia}}) {{W40Kkeyword|characters}} ''can't use these traits''. ===Universal Traits=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> As noted above, these only apply to {{W40Kkeyword|characters}} with the {{W40Kkeyword|<regiment>}} (including {{W40Kkeyword|militarum tempestus}}) or {{W40Kkeyword|officio prefectus}} keywords, '''<u>not</u>''' all {{W40Kkeyword|astra militarum characters}}. <div class="mw-collapsible-content"> #'''Grand Strategist:''' Arguably the best Warlord Trait available to us. Re-roll one failed hit, wound, or save per battle. More importantly, every time you spend a command point, get it back on a 5+. Quite powerful when you have an easy time making Brigades compared to other armies. #*As of Chapter Approved 2018, you can only recover 1CP per battle round, making this somewhat less impressive. Still, the ability to reroll a save at a critical moment can be a life-saver. #*This warlord trait is still amazing post FAQ if you're spending a lot of your command points before the battle begins which means there is no limit to how many CPs you can recover before the game. #'''Old Grudges:''' At the start of the game, choose an enemy unit. All {{W40Kkeyword|Astra Militarum}} ''units'' within 6" of your warlord re-roll failed wounds against that unit. One of the best choices for a Tank Commander thanks to a bigger aura (remember, measure from the hull!). #*Better than "Bring it Down!" and affecting multiple units, thus letting you order "Take Aim!" for dual re-rolls (static Cadians will re-roll everything!), but against a single enemy unit you have to pick up front. Powerful when nominating Magnus, an allied Knight or other superheavy, or models providing buffs. However, Guilliman and anyone smaller can hide from anything more dangerous than a Ratling, unless you nominate a key element of your enemy's strategy instead, like a deathstar squad or their transport. #'''Implacable Determination:''' When the warlord and one friendly unit within 3" of them advance, both add 6" to their move instead of rolling. #*Note the lack of keywords on this one - you can use this to accelerate any friendly. #'''Draconian Disciplinarian:''' Re-roll failed Morale checks for friendly {{W40Kkeyword|Astra Militarum Infantry}} within 6" of the Warlord. ''Definitely better than a Commissar, rerolling for free instead of at the cost of 1 execution''. #*If applied to an actual Commissar, Summary Execution takes precedence. If the Summary Execution re-roll is also failed, d3 models are slain but the test is considered passed. Now that regular Commissars may not cut it for Conscripts, this is the only area-of-effect source of morale ''immunity'' (after 3 cowards) that every regiment has access to. #'''Bellowing Voice:''' Increase all data sheet ability ranges of the Warlord by 3 inches, aka 9" orders (which ''won't'' stack with a Vox-caster) or 9" Commissar auras of Discipline and Summary Execution. ''Remember named characters and Officers of the Fleet can't get this WT in the first place''. #'''Master of Command:''' Gain the Voice of Command Rule. If you already have it or Tank Orders, issue one extra order ''instead'' (Just remember that Tank Commanders don't get the infantry orders). Probably the best trait to have as you can always use an extra order to buff your squishy guardsmen as much as possible. #*No longer an issue for Yarrick or Lord Commissars. The FAQ says {{W40Kkeyword|Commissar}}s can issue the basic orders to ''any'' {{W40Kkeyword|<regiment> infantry}} units, regardless of regiment. This is more special if you have multiple detachments, as Company Commanders may order units only from their own Regiment. So it's not only putting your orders in more baskets, but it carries fewer restrictions (although the Warlord won't have a Regiment-exclusive order). Remember, the {{W40Kkeyword|Commissar}} still won't have a {{W40Kkeyword|<regiment>}}, so they won't be able to order themselves. #*Notably more useful in more contexts than the {{W40Kkeyword|Cadian}} Warlord Trait, and should usually be preferred to it if you have the choice. </div></div> ===Tank Aces=== New for Psychic Awakening, the IG can skip taking a warlord trait and/or use a stratagem to apply a Tank Ace trait to an eligible vehicle. Different vehicles gain access to different abilities. Can not be used for vehicles in a Brood Brothers detachment, sorry GSC. These traits also cannot be given to a named character (in other words, Pask). ====Leman Russ Aces==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Can be taken on any unit with the {{W40Kkeyword|Leman Russ}} keyword. This includes Tank Commanders as well as the Forge World Leman Russ variants (but not the Thunderer or Stygies Destroyer). <div class="mw-collapsible-content"> *'''Armoured Rush:''' May fire the turret weapon even after advancing (and at no penalty, as the weapon remains Heavy). You do sacrifice shooting twice, though, plus your sponsons' fire. **Your Punishers and Demolishers can get to the fight earlier, but keep in mind that you'll still need a screen if there's anything that might charge your tank. *''' Master Mechanic:''' -1 to the Damage characteristic of all ''ranged attacks'', to a minimum of 1. Doesn't work in melee. **Combine with Jury-rigged Repairs or being Valhallan and a Techpriest to maximize the lifespan of a Leman Russ. Do remember damage that comes from a weapon's special rules will usually not be affected by this: if a D1 ranged weapon deals an additional damage on a wound roll of 6+, this rule will never stop it from dealing 2 damage on a 6+; it modifies the attacking weapon's characteristic, ''not'' the amount of damage suffered. *'''Slow and Purposeful:''' Ranged attacks made after moving the model "less than" half its Move (AKA "half its move -0.1 mm") re-roll 1s to wound. **While this has the same impact on any gun you shoot, it won't synergize with the same ability from elsewhere, such as Pyromaniacs on a Leman Russ with Heavy Flamers, so just.... don't take both at once. *'''Steel Commander:''' If the bearer is a Tank Commander, it may issue 1 additional tank order. If you're not just cranking every Leman Russ you have into a Tank Commander, this allows them to still order themselves. ''Finally, something akin to a generic Pask.'' *'''Up-Armoured:''' 2+ armor save. Demolishers and Punishers will appreciate the 2+ save. Kinda sucks that you can't give Tank Ace traits to Pask, but this will make Tank Commanders live a good bit longer, taking some of the edge off of plasma and lascannon spam. *'''Weapon Expert''': The turret weapon's AP is improved by 1 (i.e. AP0 becomes AP-1). **This is better the worse the weapon's native AP, so Punishers like it more than Exterminators, while a Demolisher will notice the benefit least. </div></div> ====Support Aces==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> These can be given to any {{W40Kkeyword|Vehicle}} unit with the {{W40Kkeyword|Basilisk}}, {{W40Kkeyword|Hydra}}, {{W40Kkeyword|Manticore}}, {{W40Kkeyword|Wyvern}}, or {{W40Kkeyword|Deathstrike}} keywords. Besides those very units, that means it also applies to the Armageddon Pattern Basilisk, but not the Battery variants. <div class="mw-collapsible-content"> *'''Full Payload:''' Always deal maximum damage on D3/D6 damage ranged weapons. The only D6 damage weapon any of these tanks can take is a hunter-killer missile; otherwise, this is completely worthless on everything but the Basilisk and Manticore, as the Deathstrike, Wyvern, and Hydra all eschew damage rolls altogether. *'''Shatterer of Will:''' -2LD for any unit hit by this ace's ranged weapons. This stacks with other debuffs, but not with itself (so you can't hit a unit twice using the Emperor's Wrath Artillery stratagem and give them -4). Worth a look if you're already stacking these debuffs and were planning on taking artillery anyway, but you probably won't do enough damage with just the artillery to even force a leadership test in the first place (unless you're shooting a Wyvern into blobs of Cultists and Conscripts). Even then, immunity or near-immunity to morale checks is so abundant, this is probably not worth your time. *'''Well Stocked Magazines:''' Re-roll any or all of the dice for the number of shots for weapons that roll. Might be fun on a Deathstrike. Not competitive (only because the Deathstrike can't be guaranteed to shoot over the course of a game), but fun. Worthless on a Hydra, and pretty worthwhile on a Wyvern, but pretty redundant on Basilisks (especially {{W40Kkeyword|Catachan}} ones). **The effect on a Wyvern is particularly great; the average number of shots a Wyvern fires is 14 base, 15.79 for Catachan, and 17 with this. </div></div> ====Super Heavy Aces==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> These can be given to any {{W40Kkeyword|Vehicle}} unit with the {{W40Kkeyword|Titanic}} keywords. This includes Forge World Lords of War, such as the Macharius and Crassus... even the Marauder variants technically can take one, but none of the traits are any good on Marauders for reasons that are obvious once you look at them. <div class="mw-collapsible-content"> *'''Hull Down Deployment:''' Receives the benefit of cover until the first time the tank moves. Now THIS is cheese, man. Stacks with Psychic Barrier, and so long as your opponent doesn't have the ability to ignore cover, enjoy your 1+ save. *'''Inspiring Might:''' Roll 2 dice and choose the result for morale for any friendly Guard infantry within 12". While Baneblade-class vehicles don't care as much about getting into close combat as other vehicles do, you should still be protecting them from deepstriking thunder hammers and rock saws with a screen, and this will help them stick around longer, or support your infantry advance if you're making a brawler tank. *'''Steadfast Leviathan''': The user can benefit from a Regimental Doctrine even if they're in a Super-heavy Auxiliary Detachment. A small price to pay for the points savings involved. This is cheese, man. Nice way of making that Baneblade you snuck into a 750 or 1000 point list more effective without having to pay a 3 HQ tax. Note that this doesn't grant the {{W40Kkeyword|Regiment}} keyword and does not allow a unit without it to benefit (looking at you, Marauder). </div></div>
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