IMPERIAL GUARD: Difference between revisions

 
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''In this dark and terrible age, the Imperium of Mankind is beset upon all sides by threats beyond counting. It is the duty of the Imperial Guard to hold back this endless tide of foes. No matter how many lives victory may cost, an Imperial Guard army will eventually grind their foe to a bloody pulp. This book recounts the history of the Imperial Guard, from their brutal inception amid the blood and horror of the Horus Heresy, through ten thousand years of selfless sacrifice and constant warfare. Take command of this mighty multitude, and you fight in defence of the Imperium itself – but remember, victory in the Emperor’s name justifies any sacrifice, for a dutiful death is its own reward...''
''In this dark and terrible age, the Imperium of Mankind is beset upon all sides by threats beyond counting. It is the duty of the Imperial Guard to hold back this endless tide of foes. No matter how many lives victory may cost, an Imperial Guard army will eventually grind their foe to a bloody pulp. This book recounts the history of the Imperial Guard, from their brutal inception amid the blood and horror of the Horus Heresy, through ten thousand years of selfless sacrifice and constant warfare. Take command of this mighty multitude, and you fight in defence of the Imperium itself – but remember, victory in the Emperor’s name justifies any sacrifice, for a dutiful death is its own reward...''
* [[IMPERIAL GUARD WARGEAR]]
* [[IMPERIAL GUARD DATASHEETS]]
* [[IMPERIAL GUARD UNIVERSAL SPECIAL RULES]]
[[File:IGart.png|thumb|The Imperial Guard are humanities brave and valorous defenders, a bulwark against the foes in the 41st Milennium.]]
[[File:IGart.png|thumb|The Imperial Guard are humanities brave and valorous defenders, a bulwark against the foes in the 41st Milennium.]]


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== List of Individual Imperial Guard Regiments in Eternum ==
== List of Individual Imperial Guard Regiments in Eternum ==
[[812th Tetuanis Greyhounds]]


* [[812th Tetuanis Greyhounds]]


= IMPERIAL GUARD SPECIAL RULES =
== Faction Rules ==


=== Grinding Advance ===
=== Grinding Advance ===
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An officer can attempt to issue an order provided he is not locked in combat, embarked in a vehicle or building, falling back, or has gone to ground. Issuing an order does not prevent the officer’s unit from acting (shooting, Running etc.) later in that phase.
An officer can attempt to issue an order provided he is not locked in combat, embarked in a vehicle or building, falling back, or has gone to ground. Issuing an order does not prevent the officer’s unit from acting (shooting, Running etc.) later in that phase.
 
{| class="wikitable"
'''Issuing an Order'''
|+
 
!
To issue an order, declare the order your officer is attempting to issue and select a single friendly non-vehicle unit from Codex: Astra Militarum that is within 12" of the officer – this can be the officer’s own unit if you wish. We call this unit the ‘ordered unit’. The ordered unit must then take a Leadership test to see if the order has been understood and acted upon. If the test is passed, the order takes effect as specified in its description.
|}
{| class="wikitable"
|+
!
===== '''Issuing an Order''' =====
To issue an order, declare the order your officer is attempting to issue and select a single friendly non-vehicle unit that is within 12" of the officer – this can be the officer’s own unit if you wish. We call this unit the ‘ordered unit’. The ordered unit must then take a Leadership test to see if the order has been understood and acted upon. If the test is passed, the order takes effect as specified in its description.


If the test is failed, the order does not take effect.
If the test is failed, the order does not take effect.
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'''Incompetent Command'''
'''Incompetent Command'''


If a double 6 is rolled for the ordered unit’s Leadership test, the order does not take effect, and no further orders can be issued, by any officer, for the remainder of this turn.
* If a double 6 is rolled for the ordered unit’s Leadership test, the order does not take effect, and no further orders can be issued, by any officer, for the remainder of this turn.


'''Inspired Tactics'''
'''Inspired Tactics'''


If a double 1 is rolled for the ordered unit’s Leadership test, once the order has been resolved all further orders issued, by any officer, are automatically successful for the remainder of this turn.
* If a double 1 is rolled for the ordered unit’s Leadership test, once the order has been resolved all further orders issued, by any officer, are automatically successful for the remainder of this turn.
|}


=== Astra Militarum Orders ===
=== Astra Militarum Orders ===
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|Enemy war machines and alien monstrosities are equally high priority targets for the commanders of the Imperial Guard.
|Enemy war machines and alien monstrosities are equally high priority targets for the commanders of the Imperial Guard.
|}
|}
‘Bring it Down!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Tank Hunters and Monster Hunter keywords.
 
* ‘Bring it Down!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Tank Hunters and Monster Hunter keywords.


==== ‘Fire on my Target!’ ====
==== ‘Fire on my Target!’ ====
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|Assisted by targeting matrices or just a good pair of magnoculars, the officer gives his men the coordinates for a pinpoint fusillade.
|Assisted by targeting matrices or just a good pair of magnoculars, the officer gives his men the coordinates for a pinpoint fusillade.
|}
|}
‘Fire on my Target!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Ignores Cover keyword.
 
* ‘Fire on my Target!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Ignores Cover keyword.


==== ‘First Rank, Fire! Second Rank, Fire!’ ====
==== ‘First Rank, Fire! Second Rank, Fire!’ ====
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|The Guardsmen pour a fusillade of lasgun fire into the enemy to the tempo of the officer’s bellowed commands.
|The Guardsmen pour a fusillade of lasgun fire into the enemy to the tempo of the officer’s bellowed commands.
|}
|}
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.
 
* All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.


==== ‘Forwards, for the Emperor!’ ====
==== ‘Forwards, for the Emperor!’ ====
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|The officer commands his men to grit their teeth, open fire and advance towards the enemy’s lines.
|The officer commands his men to grit their teeth, open fire and advance towards the enemy’s lines.
|}
|}
The ordered unit can shoot this phase even if it Advanced in its Movement phase.
 
* The ordered unit can shoot this phase even if it Advanced in its Movement phase.


==== ‘Get Back in the Fight!’ ====
==== ‘Get Back in the Fight!’ ====
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|More afraid of death by summary execution than of the foe, the fleeing squad steels themselves for more.
|More afraid of death by summary execution than of the foe, the fleeing squad steels themselves for more.
|}
|}
‘Get Back in the Fight!’ can only be issued by a model with the Senior Officer special rule. Unlike other orders, ‘Get Back in the Fight!’ can only be issued to a unit that is Battleshocked or that has gone to ground. The ordered unit immediately regroups if Battleshocked, but it does not make a 3" move. If the unit has gone to ground, the effects of going to ground are immediately cancelled instead. In either case, the ordered unit can act (shoot, run, charge etc.) normally for the remainder of the turn.
 
* ‘Get Back in the Fight!’ can only be issued by a model with the Senior Officer special rule. Unlike other orders, ‘Get Back in the Fight!’ can only be issued to a unit that is Battleshocked or that has gone to ground. The ordered unit immediately regroups if Battleshocked, but it does not make a 3" move. If the unit has gone to ground, the effects of going to ground are immediately cancelled instead. In either case, the ordered unit can act (shoot, run, charge etc.) normally for the remainder of the turn.


==== ‘Move! Move! Move!’ ====
==== ‘Move! Move! Move!’ ====
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|The officer exhorts his troops to sprint towards their objective, be it a point of strategic importance or shelter from incoming enemy fire. Heads down and lasguns held close, the squad dash across the battlefield with all possible haste.
|The officer exhorts his troops to sprint towards their objective, be it a point of strategic importance or shelter from incoming enemy fire. Heads down and lasguns held close, the squad dash across the battlefield with all possible haste.
|}
|}
Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase and must Advance as part of this move. When determining how far the unit Advanced, roll three dice and use the highest result.
 
* Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase and must Advance as part of this move. When determining how far the unit Advanced, roll three dice and use the highest result.


==== ‘Smite at Will!’ ====
==== ‘Smite at Will!’ ====
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|The officer gives his men free rein to fire their weapons when and where their shots will be most effective.
|The officer gives his men free rein to fire their weapons when and where their shots will be most effective.
|}
|}
The ordered unit must make a shooting attack. When resolving this shooting attack, the ordered unit has the Split Fire keyword.
 
* The ordered unit receives the Split Fire keyword for the subsequent shooting phase.


==== ‘Suppressive Fire!’ ====
==== ‘Suppressive Fire!’ ====
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|The officer exhorts his troops to rain fire upon the foe, forcing the enemy to keep their heads down lest they lose them altogether.
|The officer exhorts his troops to rain fire upon the foe, forcing the enemy to keep their heads down lest they lose them altogether.
|}
|}
The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Pinning keyword.
 
* The ordered unit has the Pinning keyword on their ranged weapons in the subsequent shooting phase.


==== ‘Take Aim!’ ====
==== ‘Take Aim!’ ====
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|Aiming carefully, the officer bids his men steady themselves and recall page one hundred and nine of the Imperial Infantryman’s Uplifting Primer – the Litany of Accuracy.
|Aiming carefully, the officer bids his men steady themselves and recall page one hundred and nine of the Imperial Infantryman’s Uplifting Primer – the Litany of Accuracy.
|}
|}
The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Precision Shot keyword.
 
* The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Precision Shot keyword.


== Regimental Doctrines ==
== Regimental Doctrines ==
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Regimental Doctrines represent the varied traditions, tactics, equipment and experience of Astra Militarum regiments. To reflect this, you can create your own Regimental Doctrine for your army. To do so, select two of the doctrines from those listed here; these two doctrines combined become your army’s Regimental Doctrine, and all Astra Militarum units in '''ASTRA''' '''MLITARUM''' Detachments in your army have that Regimental Doctrine. Write down the doctrines you selected on your army roster.
Regimental Doctrines represent the varied traditions, tactics, equipment and experience of Astra Militarum regiments. To reflect this, you can create your own Regimental Doctrine for your army. To do so, select two of the doctrines from those listed here; these two doctrines combined become your army’s Regimental Doctrine, and all Astra Militarum units in '''ASTRA''' '''MLITARUM''' Detachments in your army have that Regimental Doctrine. Write down the doctrines you selected on your army roster.


=== Mechanised Infantry ===
[[Regimental Doctrines]]
''The infantry squads of this regiment have been ceaselessly drilled in disembarkation assaults. Prepared to pile out the moment the hatches slam open - even as their transport is still moving - their footing and aim is sure enough to fire a deadly volley.''
 
* Units with this doctrine can disembark from a '''TRANSPORT''' vehicle (excluding '''FLYER''' models) after that model has made a Normal Move, but if they do so, such units cannot be selected to move again this phase (though they still count as having moved) and neither they nor that '''TRANSPORT''' model are eligible to declare a charge this turn.
 
=== Parade Drill ===
''This regiment’s unyielding soldiers fight and die facing the enemy, a virtue made famous by many of Mordian’s proud formations. Standing tall in ordered ranks, they unleash a devastating fusillade of las-fire.''
If a unit with this doctrine Remained Stationary in your Movement phase, then until the end of your next Shooting phase, change the Type characteristic of lasguns and hot-shot lasguns models in that unit are equipped with to Heavy 2.
 
=== Armoured Superiority ===
''The crews of this regiment’s war machines have been instructed in battlefield dominance and are skilled in using their iron steeds to scatter lesser enemies.''
 
* '''SENTINEL''' models with this doctrine count as 3 models each when determining control of an objective marker.
* '''TITANIC''' models with this doctrine count as 10 models each when determining control of an objective marker.
* All other '''VEHICLE''' models with this doctrine count as 5 models each when determining control of an objective marker.
 
=== Blitz Division ===
''This regiment’s vehicle crews are well-practised in blitzkrieg manoeuvres, swiftly encircling enemy positions before breaking through their flanks with a roar of engines.''
 
* When placing units with this doctrine into Strategic Reserves, halve their combined Points when determining the number units you can place into reserves.
* In the second battle round, each time you set up a '''VEHICLE''' unit (excluding '''SENTINEL''' units) with this doctrine from Strategic Reserves, it is considered to be the third battle round for the purposes of determining where that unit can be set up.
 
=== Expert Bombardiers ===
''Skilled in coordinating their targeting with forward spotter elements, this regiments artillery crews are capable of devastating precision shelling.''
 
* Each time a Wyvern, Manticore, or Basilisk model with this doctrine makes a ranged attack, if the target of that attack is within 12" of and visible to a friendly '''VOX-CASTER''' or '''SENTINEL''' unit, add 1 to that attack’s hit roll.
 
=== Heirloom Weapons ===
''This regiment has been issued with handcrafted weapons engraved with intricate ornamental detail, redolent of those borne by the Firstborn of Vostroya. These are no artisanal trinkets, however, as the corpses of their many victims attest.''
Add 4" to the Range characteristic of all ranged weapons (excluding Relics) models with this doctrine are equipped with.
 
=== Recon Operators ===
''Adept infiltrators or swift vanguard skirmishers, this regiment’s infantry range ahead of the front lines alongside swifter elements, tackling the enemy without warning and reporting observations to Imperial command.''
At the start of the first battle round, before the first turn begins, '''INFANTRY''', '''CAVALRY''' and '''SENTINEL''' units with this doctrine that start the battle wholly within your deployment zone can make a Normal Move of up to 6". They cannot end this move within 9" of the enemy deployment zone or any enemy models.
 
=== Trophy Hunters ===
''Whether through being trained in anti-armour countermeasures, equipped with upgraded wargear or hailing from worlds rich in predatory carnivores, these soldiers are especially adept at hunting down the foe’s hulking behemoths.''
You cannot select this doctrine if you have selected any other doctrine, and if you select this doctrine you cannot select a second. Each time a model with this doctrine makes an attack against a '''MONSTER''' or '''VEHICLE''' unit, add 1 to the Strength characteristic of that attack.
 
=== Grim Demeanour ===
''This regiment’s soldiers, akin to many of those hailing from icy Valhalla, are possessed of a grim fatalism at the prospect of death, and will march unflinchingly into the most hellish of firestorms.''
 
* Add 1 to the Leadership characteristic of models in this detachment. Each time a LD test is made for a unit in this Regiment, you can ignore any and all penalties to Leadership.
 
=== Brutal Strength ===
''Ferocious warrior-soldiers exist in a number of regiments. Some hail from death worlds, such as Catachan with its deadly jungles; others may be cut-throats of a penal regiment, former hive world gangers, once-ordinary soldiers issued with psychoactive stimulants or thickly muscled survivors of a long campaign, able to effortlessly haul heavy guns into new firing positions.''
 
* '''INFANTRY''' models with this doctrine do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
* Each time an '''INFANTRY''' unit with this doctrine fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Strength characteristic of models in that unit.
 
=== Veteran Guerrillas ===
''This regiment fought for years through dense war zones harbouring foes in every shadow. Their infantry and most nimble vehicles are keen-eyed stalkers, able to spot lurking enemies amidst tangled ruins or heavy jungles.''
 
* Each time an '''INFANTRY''' or '''SENTINEL''' model with this doctrine makes an attack that targets a unit within 12", the target does not receive the benefits of cover against that attack.
 
=== Elite Sharpshooters ===
''Veterans of several war zones, these soldiers’ accuracy has been honed in the fires of conflict.''
 
* Each time a unit with this doctrine is selected to shoot, you can re-roll one hit roll when resolving that unit’s attacks.
 
=== Cult of Sacrifice ===
''Famed for their willingness to fight no matter the odds in the manner of the Death Korps of Krieg, or otherwise unafraid of death, the soldiers of this regiment are ready to sacrifice themselves on the field of battle in the Emperor’s name.''
 
* Each time a model with this doctrine makes an attack, if that model’s unit was below its Starting Strength when it was selected to shoot or fight, add 1 to that attack’s hit roll.
 
=== Industrial Efficiency ===
''Like the lauded Steel Legions of Armageddon, to this regiment the pitiless mathematics of industrialised slaughter have become a grim fact of life. Issued with additional or higher-quality armour or having scavenged extra kit, the regiment’s attrition ratio is lower than most.''
Each time an AP2 attack rolls for penetration against a vehicle with this doctrine, you can re-roll on the vehicle damage table, but must take the second result.
 
=== Swift as the Wind ===
''Like Tallarn’s infamous masters of the lightning ambush, this regiment’s highly mobile soldiers and roaring tanks strike with overwhelming force before swiftly fading into the wilderness as if they were never there at all.''
 
* Add 1" to the Move characteristic of '''INFANTRY''' models with this doctrine, and add 2" to the Move characteristic of all other models with this doctrine.
* Add 1 to charge rolls made for units with this doctrine.


== Imperial Guard Warlord Traits ==
== Imperial Guard Warlord Traits ==
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Only one of each heirloom may be taken per army.
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>
|'''50''' 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.
=== Bale Eye ===
=== Bale Eye ===
{| class="wikitable"
{| class="wikitable"
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|The Laurels of Command are a callous and controversial means to ensure obedience. Concealed within their peerless artistry is a band of empathic-impulsion circuitry which allows the wearer limited control over the minds of indoctrinated individuals via subliminal suggestion. Under their effects even cowards fight to the last, while orders are executed in perfect synchronisation. However, if the officer wearing the Laurels is slain, the echoes of his death can leave his subordinates reeling in confusion.
|The Laurels of Command are a callous and controversial means to ensure obedience. Concealed within their peerless artistry is a band of empathic-impulsion circuitry which allows the wearer limited control over the minds of indoctrinated individuals via subliminal suggestion. Under their effects even cowards fight to the last, while orders are executed in perfect synchronisation. However, if the officer wearing the Laurels is slain, the echoes of his death can leave his subordinates reeling in confusion.
|}
|}
Whenever a friendly unit from Codex: Astra Militarum within 6" of the bearer is required to take a Morale check, the bearer of the Laurels may choose whether they pass or fail. However, if the model with the Laurels is removed as a casualty, all friendly units from Codex: Astra Militarum within 6" must take an immediate Pinning test.
Whenever a friendly unit from Codex: Astra Militarum within 6" of the bearer is required to take a Morale check, the bearer of the Laurels may choose whether they pass or fail.
----
----


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|Pistol, Sniper
|Pistol, Sniper
|}
|}
[[Category:Imperial Guard Rules]]