IMPERIAL GUARD WARGEAR: Difference between revisions

Created page with "This section of Codex: Astra Militarum lists wargear (including Melee Weapons, Ranged Weapons, Armour, Special Issue Wargear, Psychic Choir Powers, Heirlooms of Conquest, Astra Militarum Vehicle Equipment and Lords of War Equipment) used by Astra Militarum, along with the rules for using them in your games of Warhammer 40,000. ---- == Melee Weapons == Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook: • '''C'''lose Combat Weapon..."
 
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This section of Codex: Astra Militarum lists wargear (including Melee Weapons, Ranged Weapons, Armour, Special Issue Wargear, Psychic Choir Powers, Heirlooms of Conquest, Astra Militarum Vehicle Equipment and Lords of War Equipment) used by Astra Militarum, along with the rules for using them in your games of Warhammer 40,000.
This section of Codex: Astra Militarum lists wargear (including Melee Weapons, Ranged Weapons, Armour, Special Issue Wargear, Psychic Choir Powers, Heirlooms of Conquest, Astra Militarum Vehicle Equipment and Lords of War Equipment) used by Astra Militarum, along with the rules for using them in your games of Warhammer 40,000.
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== Wargear List ==
These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the army list that follows may include wargear options from one or more of these lists - in each instance, the army list entry will tell you (in bold) exactly which of these lists you may use.
=== Melee Weapons ===
A model can replace his close combat weapon with one of the following:
{| class="wikitable"
|Power weapon
|'''15''' pts
|}
{| class="wikitable"
|Power fist
|'''25''' pts
|}
=== Ranged Weapons ===
A model can replace his laspistol with one of the following:
{| class="wikitable"
|Bolt pistol
|'''1''' pt
|}
{| class="wikitable"
|Boltgun
|'''1''' pt
|}
{| class="wikitable"
|Plasma pistol
|'''15''' pts
|}
=== Special Weapons ===
{| class="wikitable"
|Sniper rifle<sup>'''1'''</sup>
|'''2''' pts
|}
{| class="wikitable"
|Flamer
|'''5''' pts
|}
{| class="wikitable"
|Grenade launcher
|'''5''' pts
|}
{| class="wikitable"
|Hot-shot volley gun<sup>'''2'''</sup>
|'''10''' pts
|}
{| class="wikitable"
|Meltagun
|'''10''' pts
|}
{| class="wikitable"
|Plasma gun
|'''15''' pts
|}
{| class="wikitable"
|Demolition charge<sup>'''3'''</sup>
|'''20''' pts
|}
<sup>'''1'''</sup> Cannot be taken by Rough Riders, Militarum Tempestus Scions or Militarum Tempestus Command Squad.
<sup>'''2'''</sup> Militarum Tempestus Scions and Militarum Tempestus Command Squad only.
<sup>'''3'''</sup> Special Weapons Squad only.
=== Heavy Weapons ===
{| class="wikitable"
|Mortar
|'''5''' pts
|}
{| class="wikitable"
|Autocannon or heavy bolter
|'''10''' pts
|}
{| class="wikitable"
|Missile launcher (with frag and krak missiles)
|'''15''' pts
|}
{| class="wikitable"
|May also take flakk missiles
|'''10''' pts
|}
{| class="wikitable"
|Lascannon
|'''20''' pts
|}
=== Special Issue Wargear ===
{| class="wikitable"
|Krak grenades
|'''2''' pts
|}
{| class="wikitable"
|Carapace armour
|'''5''' pts
|}
{| class="wikitable"
|Melta bombs
|'''5''' pts
|}
{| class="wikitable"
|Camo gear
|'''10''' pts
|}
=== Heirlooms of Conquest ===
Only one of each heirloom may be taken per army.
{| class="wikitable"
|The Emperor’s Benediction<sup>'''1'''</sup>
|'''5''' pts
|}
{| class="wikitable"
|The Laurels of Command<sup>'''2'''</sup>
|'''25''' pts
|}
{| class="wikitable"
|The Tactical Auto-Reliquary of Tyberius<sup>'''2'''</sup>
|'''25''' pts
|}
{| class="wikitable"
|The Blade of Conquest<sup>'''3'''</sup>
|'''25''' pts
|}
{| class="wikitable"
|The Deathmask of Ollanius
|'''30''' pts
|}
{| class="wikitable"
|Kurov’s Aquila<sup>'''2'''</sup>
|'''60''' pts
|}
<sup>'''1'''</sup> Lord Commissar only. Replaces bolt pistol.
<sup>'''2'''</sup> Company Commander only.
<sup>'''3'''</sup> Replaces the character’s close combat weapon.
=== Astra Militarum Vehicle Equipment ===
A model can take up to one of each of the following:
{| class="wikitable"
|Searchlight
|'''1''' pt
|}
{| class="wikitable"
|Relic plating
|'''3''' pts
|}
{| class="wikitable"
|Dozer blade<sup>'''1'''</sup>
|'''5''' pts
|}
{| class="wikitable"
|Heavy stubber or storm bolter<sup>'''1'''</sup>
|'''5''' pts
|}
{| class="wikitable"
|Recovery gear
|'''5''' pts
|}
{| class="wikitable"
|Smoke launchers
|'''5''' pts
|}
{| class="wikitable"
|Extra armour
|'''10''' pts
|}
{| class="wikitable"
|Fire barrels<sup>'''1'''</sup>
|'''10''' pts
|}
{| class="wikitable"
|Hunter-killer missile
|'''5''' pts
|}
{| class="wikitable"
|Camo netting
|'''15''' pts
|}
{| class="wikitable"
|Enclosed crew compartment<sup>'''2'''</sup>
|'''15''' pts
|}
{| class="wikitable"
|Augur array
|'''25''' pts
|}
<sup>'''1'''</sup> May not be taken by Armoured Sentinels or Scout Sentinels.
<sup>'''2'''</sup> Open-topped Tanks only.


== Melee Weapons ==
== Melee Weapons ==
Line 144: Line 334:
|10
|10
|1
|1
|Ordnance 1, Apocalyptic Blast, Barrage, Ignores Cover, One use only
|Heavy 1, Apocalyptic Blast, Barrage, Ignores Cover, One use only
|}
|}
----
----
Line 158: Line 348:
|10
|10
|2
|2
|Ordnance 1, Large Blast
|Heavy 1, Large Blast
|}
|}
----
----
Line 192: Line 382:
|9
|9
|3
|3
|Ordnance 1, Barrage, Large Blast
|Heavy 1, Barrage, Large Blast
|}
|}
----
----
Line 198: Line 388:
=== Eradicator Nova Cannon ===
=== Eradicator Nova Cannon ===
{| class="wikitable"
{| class="wikitable"
|Firing shells that contain a sub-atomic core, the eradicator nova cannon is especially useful during sieges and urban warfare. Though it lacks the punch of more conventional ordnance, the shockwave produced by its shells’ detonation is impossible to hide from, pulping even the most dug in enemy infantry.
|Firing shells that contain a sub-atomic core, the eradicator nova cannon is especially useful during sieges and urban warfare. Though it lacks the punch of more conventional Heavy, the shockwave produced by its shells’ detonation is impossible to hide from, pulping even the most dug in enemy infantry.
|}
|}
{| class="wikitable"
{| class="wikitable"
Line 226: Line 416:
|7
|7
|2
|2
|Heavy 3, Blast, Gets Hot
|Heavy 2, Blast, Gets Hot, Emergency Plasma Vents
|}
|}
----
----
Line 319: Line 509:
|8
|8
|3
|3
|Ordnance 1, One use only
|Heavy 1, One use only
|}
|}
----
----
Line 456: Line 646:
|10
|10
|4
|4
|Ordnance D3, Barrage, Large Blast
|Heavy D3, Barrage, Large Blast
|}
|}
----
----
Line 609: Line 799:
|Flying proudly above the Imperial Guard lines, these standards serve as vital rallying points in the chaos of battle.
|Flying proudly above the Imperial Guard lines, these standards serve as vital rallying points in the chaos of battle.
|}
|}
A unit that contains a model with a platoon standard counts as scoring an additional Wound for the purposes of calculating assault results.
A unit that contains a model with a platoon standard counts as scoring an additional Wound for the purposes of calculating assault results. In addition, once per turn when a unit is target of an order by a Platoon Commander whose squad contains a Platoon Standard, that unit may reroll the Leadership test to see if the order passed.
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Line 623: Line 813:
|Memorials to the regiment’s fallen and honour-totems to those who still fight, regimental standards are potent symbols of Imperial pride; any Guardsmen that fight in the shadow of such a banner are inspired to acts of selfless valour.
|Memorials to the regiment’s fallen and honour-totems to those who still fight, regimental standards are potent symbols of Imperial pride; any Guardsmen that fight in the shadow of such a banner are inspired to acts of selfless valour.
|}
|}
A regimental standard follows the same rules as a platoon standard. In addition, any friendly units from Codex: Astra Militarum within 12" of a model with a regimental standard re-roll failed Morale, Fear and Pinning tests.
A regimental standard follows the same rules as a platoon standard. In addition, any friendly units from Codex: Astra Militarum within 12" of a model with a regimental standard may re-roll failed Leadership tests.
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Line 644: Line 834:
|Snare mines consist of Munitorum issue proximity detonators or snare-wire, hooked up to whatever explosives can be scraped together.
|Snare mines consist of Munitorum issue proximity detonators or snare-wire, hooked up to whatever explosives can be scraped together.
|}
|}
Enemy units that charge a unit with snare mines count as having made a disordered charge.
Enemy units that charge a unit with snare mines count subtract 2 from any charge rolls.
----
----


Line 651: Line 841:
|A vox-caster is a reliable communications array connected to the tactical command net via light-beam transmitters.
|A vox-caster is a reliable communications array connected to the tactical command net via light-beam transmitters.
|}
|}
Failed Leadership tests for orders issued to a unit with a vox-caster can be re-rolled, provided the officer’s unit also has a vox-caster. An officer may not use a vox-caster’s ability on his own unit.
Failed Leadership tests for orders issued to a unit with a vox-caster can be re-rolled, provided the officer’s unit also has a vox-caster. An officer may not use a vox-caster’s ability on his own unit. An Officer or Senior Officer whose squad who contains a vox-caster may issue an order to any other <REGIMENT> unit with a vox-caster regardless of range.
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----


Line 681: Line 871:
• '''S'''torm Bolter
• '''S'''torm Bolter


=== Augur Array ===
=== Augur Array 25pts ===
{| class="wikitable"
{| class="wikitable"
|These ‘spyboxes’ feed intelligence back to command elements behind the lines. Strategic servitors compile and redistribute this data in order to refine the coordinates issued to support elements in the field.
|These ‘spyboxes’ feed intelligence back to command elements behind the lines. Strategic servitors compile and redistribute this data in order to refine the coordinates issued to support elements in the field.
Line 688: Line 878:
----
----


=== Camo Netting ===
=== Camo Netting 15pts ===
{| class="wikitable"
{| class="wikitable"
|Whether rare cameleoline netting or crude webbing woven with local flora, camo netting helps conceal a vehicle from prying eyes.
|Whether rare cameleoline netting or crude webbing woven with local flora, camo netting helps conceal a vehicle from prying eyes.
Line 695: Line 885:
----
----


=== Enclosed Crew Compartment ===
=== Enclosed Crew Compartment 15pts ===
{| class="wikitable"
{| class="wikitable"
|Some artillery vehicles are fitted with additional armour plating to protect the exposed crew carriage.
|Some artillery vehicles are fitted with additional armour plating to protect the exposed crew carriage.
Line 702: Line 892:
----
----


=== Fire Barrels ===
=== Fire Barrels 10pts ===
{| class="wikitable"
{| class="wikitable"
|Though discouraged by the Officio Prefectus, some crews lash short-fused barrels of promethium to their tanks’ hulls. In a pinch, these barrels can be set alight and cut loose, showering nearby enemies in blazing fuel.
|Though discouraged by the Officio Prefectus, some crews lash short-fused barrels of promethium to their tanks’ hulls. In a pinch, these barrels can be set alight and cut loose, showering nearby enemies in blazing fuel.
Line 709: Line 899:
----
----


=== Recovery Gear ===
=== Recovery Gear 5pts ===
{| class="wikitable"
{| class="wikitable"
|Many crews load their vehicles with collections of tools, tow cables and other useful kit that can make the difference between digging an immobilized vehicle out of a tight spot or having to abandon it to its fate.
|Many crews load their vehicles with collections of tools, tow cables and other useful kit that can make the difference between digging an immobilized vehicle out of a tight spot or having to abandon it to its fate.
Line 716: Line 906:
----
----


=== Relic Plating ===
=== Relic Plating 3pts ===
{| class="wikitable"
{| class="wikitable"
|Occasionally a crew will achieve an empathic relationship with the machine spirit of their battle tank. When such a crew perishes, their remains may be interred within their vehicle, spirits lingering protectively to drive away the baleful energies of the void.
|Occasionally a crew will achieve an empathic relationship with the machine spirit of their battle tank. When such a crew perishes, their remains may be interred within their vehicle, spirits lingering protectively to drive away the baleful energies of the void.
Line 738: Line 928:
|9
|9
|2
|2
|Primary weapon 1, Apocalyptic Blast
|Heavy 1, Apocalyptic Blast
|}
|}
----
----
Line 755: Line 945:
|10
|10
|2
|2
|Ordnance 1, Large Blast
|Heavy 1, Large Blast
|}
|}
----
----
Line 772: Line 962:
|10
|10
|1
|1
|Primary weapon 1, Ignores Cover, Massive Blast
|Heavy 1, Ignores Cover, Massive Blast
|}
|}
----
----
Line 789: Line 979:
|10
|10
|1
|1
|Primary weapon 1, Large Blast
|Heavy 1, Large Blast
|}
|}
----
----
Line 795: Line 985:
=== Quake Cannon ===
=== Quake Cannon ===
{| class="wikitable"
{| class="wikitable"
|Firing high yield concussion shells over vast distances, the quake cannon is a ferociously effective siege-gun. Though disadvantaged at short range by its fuselocked ordnance, the weapon’s reach and ferocious stopping power more than make up for this shortcoming.
|Firing high yield concussion shells over vast distances, the quake cannon is a ferociously effective siege-gun. Though disadvantaged at short range by its fuselocked Heavy, the weapon’s reach and ferocious stopping power more than make up for this shortcoming.
|}
|}
{| class="wikitable"
{| class="wikitable"
Line 806: Line 996:
|9
|9
|3
|3
|Primary weapon 1, Apocalyptic Blast
|Heavy 1, Apocalyptic Blast
|}
|}
----
----
Line 823: Line 1,013:
|10
|10
|1
|1
|Primary weapon 1, Apocalyptic Blast, Ignores Cover
|Heavy 1, Apocalyptic Blast, Ignores Cover
|}
|}
----
----
Line 840: Line 1,030:
|8
|8
|3
|3
|Primary weapon 1, '''Earthshock''', Massive Blast
|Heavy 1, '''Earthshock''', Massive Blast
|}
|}
'''Earthshock:''' All models under the tremor cannon’s massive blast marker that were not removed from play as a result of that shooting attack must take a Dangerous Terrain test once the hit has been resolved.
'''Earthshock:''' All models under the tremor cannon’s massive blast marker that were not removed from play as a result of that shooting attack must take a Dangerous Terrain test once the hit has been resolved.
Line 858: Line 1,048:
|D
|D
|2
|2
|Primary weapon 1, Large Blast
|Heavy 1, Large Blast
|}
|}
----
----
Line 877: Line 1,067:
|Heavy 15
|Heavy 15
|}
|}
[[Category:Imperial Guard Rules]]