Imperial Guard Codex
Release date is 2 May 2009.
The new codex will be 104 pages long.
Pre-orders have already gone up on GW and other sites.
GW stores are now getting preview copies of the Codex.
Rumoured to include at least 2 waves of releases. It is unclear when the second wave will appear.
Rules
Army-wide Special Rules
Orders
Orders can be issued to any disembarked non-vehicle squad.
Company Commander can issue up to two Orders within 12″.
Platoon Commander can issue one Order within 6″.
Orders may not be issued whilst embarked unless vehicle has “Mobile Command Vehicle”.
Vox casters allow a re-roll of the Ld test
Orders given at start of the shooting phase. Company Commander places Orders first, then Platoon Commanders. Orders resolved immediately and count as the Squad’s shooting. Receiving unit must pass LD test with the following affects:
Double 1 – They follow the Order and can be given another
Pass – They follow the Order
Fail – They fail the Order, but can act as normal after other orders are resolved
Double 6 – They do nothing and no further Orders may be issued that Turn
Platoon Commander Orders:
“First rank fire, second rank” – + 1 shot for Lasguns only (so 3 at 12″, 2 at 13-24)
“Incoming!” – Go To Ground with +1 cover save, i.e. +2 total and the unit can’t shoot for that turn.
“Move, move, move!” – Roll 3D6 and take highest when Running.
Company Commander Orders (all of the Platoon Commander ones plus):
“Bring it down” – Twin Links all weapons shooting at tanks, MCs including units or squadrons of them.
“Target on my command” – Forces enemy unit targeted by the ordered squad to re-roll successful cover saves
“Get back in the fight!” – Allows a squad to instantly rally or get up from “Down!” This allows them to shoot & assault in that round as well.
Miscellaneous
Only Company and Platoon Command Squads and Veterans have access to heavy flamers.
Special Characters
Creed (90pts) replaces Company Commander. TL Hotshot Laspistol. 24″ command radius for Orders. Can issue 4 per turn, including unique Order “For the Honour of Cadia!” giving 1 unit Fearless and Furious Charge. He gives 1 unit or vehicle (not squadron) Scout.
Usarker Creed 4 4 3 3 3 3 3 10 4+
Jarran Kell (70pts) Replaces Vet in Company Command Squad. Laspistol & Power Fist. Must have Creed to take him. “Listen Up Maggots!” Use the issuing Officers Ld for Order tests. If 2 Company Command Squads taken, may be deployed separately from Creed, but gets “look out sir Argh!” rule if in same squad.
Jarran Kell 4 4 3 3 2 4 2 8 4+
Captain Chenkov (70pts). Replaces Platoon Commander. 12” Order range. Can upgrade his Platoon’s Conscript squad (75pts) allowing Special Order “Send in the next wave!” removing squad immediately and letting it enter from table edge at full strength next Turn. “Onwards you dogs!” Units in 12″ get Stubborn.
Captain Chenkov 4 4 3 3 2 3 2 9 4+
Commissar Yarrick (185pts). HQ Independent Character. Bale Eye is Hotshot Laspistol. Iron Will grants Eternal Warrior and 3+ ‘get up’ save for last wound. Force Field makes enemy re-roll successful wounds. Units in 12″ are Stubborn. He and squad re-roll to hit on charge. May take Chimera.
Commissar Yarrick 5 5 3 4 3 3 3 10 4+
Catachan Devil Gunnery Sergeant “Stonetooth” Harker. Veterans Upgrade. Armed with “Payback” Heavy Bolter. FNP, Relentless, Catachan Devils (him and squad Infiltrate, Stealth and Move Through Cover). His may not take Granadiers.
Gunnery Sergeant Harker 4 4 4 3 1 3 2 8 5+
Lukas Bastonne (Cadian Noble). (?) Pistol &CCW. Veterans Upgrade. Allows squad to always try to rally regardless of casualties etc. After all orders issued he may issue his own order like a Platoon Commander.
Lukas Bastonne 4 4 3 3 1 3 2 10 4+
Iron Hand Straken (90pts). Replaces Company Commander. Shotgun, Plasma Pistol & Refractor field. Bionics allow him to strike like a MC in CC. FNP. He and Squad are Fearless. He and Units within 12” get Furious Charge and Counter Attack.
Colonel Straken 5 4 6 4 3 3 3 9 3+
Guardsman ‘Sly’ Marbo. Elites Independent Character. Demo Charge, Sniper Pistol, Poison (2+) CCW. Hit & Run. ALWAYS in reserve and when deployed, may be put within 1″ of ANY model. Can then shoot and run away.
Sly Marbo 5 5 3 3 2 5 4 7 5+
Mogul Kamir (40pts) Replaces Rough Riders Sgt. Mechanical horse (D3+1A on charge) and gives them Rage.
Moghol Kamir 4 3 3 3 2 3 3 8 5+
Captain Al’rahem (70pts). Replaces Platoon Commander. 12” Order range. Unique order allows a unit to consolidate D6” after shooting (possibly just Lasguns). All units in Platoon (including Chimeras) MUST Outflank. Claw of the Desert Tiger = Instant Death PW.
Captain Al’rahem 4 4 3 3 2 3 2 9 5+
Nork Dedog (110pts). FNP. “Look out sir Argh!” rule. If he dies in assault, inflicts D6 S6 hits on enemy. If Nork Taken, Command Squad cannot have Bodyguards. “Loyal to the end” – Nork never target for summary execution. If his Commander is executed then Nork retaliates. Remove the Commissar.
Nork Dedog 4 3 5 5 3 3 4 8 4+
Knight Commander Pask of Cadia (50pts). Leman Russ Squadron upgrade. BS 4 to one weapon (possibly more if Tank stationary). +1 AP vs vehicles & reroll to wound vs MCs. Cannot disembark if the Tank is destroyed.
HQ
Primaris Psyker: 70pts
Force Weapon
‘Lightning Arc’ – S6 AP5 Assault 2D6
‘Nightshroud’ – Enemy has to pass Ld test to shoot at his unit.
Primaris Psyker 4 4 3 3 2 3 3 9 5+
Commissar Lord: 70 pts
Refractor Field. Options for Carapace Armour, Plasma Pistol, Power Fist.
“Aura of Discipline” – Any unit in 6″ may use his Ld for Morale, Pinning and Ld tests for Orders. Has Summary Execution. Not executed by Commissars.
Commissar Lord 5 5 3 3 3 3 3 10 5+
Company Command Squad: 50pts
1 Company Commander. Laspistol, CCW, Frag, and Refractor Field (5+ inv). Upgrade to Bolt Pistol, Boltgun, Plasma Pistol, PWeapon, PFist. May take Melta Bombs. No longer IC.
4 Vets. Lasguns and Frags. Upgrade 1 to Medic, 1 may take Regimental Standard, 1 may take Vox. 1 may take Heavy Flamer. Replace 2 with Vet HW Team with Mortar, Heavy Bolter, Autocannon, Missile Launcher, or Lascannon. 4 without an upgrade can take Flamer, Grenade Launcher, Sniper Rifle, Meltagun, or Plasmagun. May all take Kraks, Carapace, Camo Cloaks (applies to Officer and advisors too). Can’t have Commissar. May take Chimera.
Medic: Feel No Pain
Regimental Standard: Re-roll Morale & Pinning tests within 12”
Company Commander 4 4 3 3 3 3 3 9 5+
Regimental Advisors: 30pts. 0-1 of each advisor (0-2 Bodyguards) per Company Command Squad
Officer of the Fleet
Forces opponent to subtract -1 from all reserve rolls and re-roll outflank dice
Officer of the Fleet 3 4 3 3 1 3 1 7 5+
Astropath
Confer +1 to reserve rolls while still alive. Outflanking units may re-roll which board edge they enter from.
Astropath 3 4 3 3 1 3 1 7 5+
Master of Ordnance
Can call in a S9 AP3 Ordnance shot with unlimited range if he doesn’t move that turn. Shot scatters 2d6 on a “hit” & 3d6 on a arrow, deduct BS if within LoS.
Master of Ordnance 3 4 3 3 1 3 1 7 5+
Bodyguard
Can allocate an unsaved wound from Officer to them.
Bodyguard 4 4 3 3 1 3 2 7 5+
Other Advisors
Commissars: 35pts
Squad upgrades. Bestow Stubborn on attached unit. Summary Execution. Weapon options are the same as the Officer or Sgt in the attached squad.
Commissar 4 4 3 3 1 3 2 9 5+
Ministorum Priest: 45 pts
0-5, don’t take up FOC. Rosarius, Las Pistol & CCW. Swap Las Pistol for Shotgun. Take Eviscerator. Re-rolls to hit for attached unit, except Ogryns & Ratlings.
Ministorum Priest 3 3 3 3 1 3 2 7 5+
Elites
Psyker Battle Squad
1 Overseer, and 4 Psykers 60pts. + up to 5 more Psykers. Laspistol & CCW.
“Soulstorm” – 1 model fires a Range 36, S=number of psykers in the unit, AP d6, Heavy 5″ blast.
“Weaken Resolve” – Drops Ld of enemy in 24″=number of psykers in squad.
The Overseer or Mentor will shoot D3 of them on any Perils of the Warp result.
Overseer (Mentor) 3 3 3 3 1 3 2 9 5+
Sanctioned Psyker 2 3 2 3 1 3 1 9 5+
Stormtroopers
5-10 men, 16 pts each. Hotshot Lasgun, Hotshot Laspistol, CCW, Frag and Krak.
Deep Strike. Can take 2 special weapons. Sgt can take Power Weapon, Plasma Pistol, Melta Bombs. Can take Chimera.
‘Special Ops’ Special Rule picked before battle gives a bonus to one of the two deployment types:
Behind Enemy Lines – Scout and Infiltrate + first round of shooting causes Pinning
Recon – Scout and move through cover
Arial Assault – Re-roll to scatter dice for Deep Strike and Valkyrie disembarks
Stormtrooper Sergeant 3 4 3 3 1 3 2 8 4+
Stormtrooper 3 4 3 3 1 3 1 7 4+
Hotshot Lasgun 18 3 3 Rapid Fire
Hotshot Laspistol 6 3 3 Pistol
Techpriest Enginseer
No FOC Slot. Can have up to 5 servitors. Two can have Heavy Bolter, Multi Melta or Plasma Cannon. Servitors are “mindlocked” if Techpriest dies. Fixes on 5+ with +1 for each tech servitor. No option for Chimera.
Techpriest 3 3 3 3 1 3 1 8 3+
Servitor 3 3 3 3 1 3 1 8 4+
Ogryns
Bone’ead +2 Ogryns 130pts. Up to 4 more for +40pts each. Stubborn, Furious Charge, Bulky (2 transport spaces). May take Chimera.
Bone head 4 3 5 5 3 2 4 7 5+
Ogryn 4 3 5 5 3 2 3 6 5+
Ripper gun 12 5 – Assault 3
Ratlings
3-10 per squad. 10 points each. Stealth & Infiltrate.
Ratling 2 4 2 2 1 4 1 6 5+
Sniper Rifle 36 X 6 Heavy 1, Sniper
Troops
Imperial Guard Platoons
1 command squad and 2 infantry squads
Plus
0-3 Infantry squads
0 – 5 heavy weapons squads
0 – 2 special weapons squads
0 – 1 Conscript Platoon
Platoon Command Squad: 30pts
1 Platoon Commander
4 Guardsmen. Lasguns and Frags. Upgrade 1 to Medic, 1 may take Platoon Standard, 1 may take Vox. 1 may take Heavy Flamer. Replace 2 with HW Team with Mortar, Heavy Bolter, Autocannon, Missile Launcher, or Lascannon. Up to 4 without an upgrade can take Flamer, Grenade Launcher, Sniper Rifle, Meltagun, or Plasmagun. May all take Kraks. May take Commissar & Chimera.
Platoon Standard: +1 Combat Res in assaults.
Infantry Squad: 50 points
9 Guardsmen and a Vet Sergeant with Lasgun and Frag Grenades. Sgt has Lasgun or Las Pistol & CCW or Shotgun.
Options: Sgt may take Bolt Pistol, Plasma Pistol, Melta Bombs. Remove 2 and replace with HW Team with Mortar, Heavy Bolter, Autocannon, Missile Launcher, or Lascannon. 1 may take Grenade Launcher, Flamer, Meltagun, or Plasma Gun. 1 may take Vox. Entire Squad may take Kraks. May take Commissar & Chimera.
Any number of Infantry Squads (and ONLY Infantry Squads) in a Platoon may choose to merge into any number of larger squads.
Heavy Weapons Squads: 60pts
3 HW Teams with Mortars. Upgrade to Heavy Bolter, Autocannon, Missile Launcher, or Lascannon. May take Kraks. No Chimera. No Vox.
Special Weapons Squads: 35pts
6 Guardsmen. Can take 3 Flamer, Melta Gun, Plasma Gun, and Sniper Rifle. Any may take Demo Charge in addition to Lasgun. No Vox. No Chimera.
Conscripts: 80pts
20 Conscripts with Lasgun & CCW. May add up to 30 more. No Options.
Platoon commander 4 4 3 3 1 3 2 8 5+
Sergeant 3 3 3 3 1 3 2 8 5+
Guardsmen 3 3 3 3 1 3 1 7 5+
Heavy Weapons Team 3 3 3 3 2 3 2 7 5+
Conscript 2 2 3 3 1 3 1 5 5+
Veteran Squads: 70pts
1 Vet Sgt + 9 Vets. Lasgun (Las Pistol & CCW for Sergeant)
Replace Lasgun with Shotgun. 3 may take Grenade Launcher, Flamer, Meltagun, Plasma Gun, or Sniper Rifle (1 may be Heavy Flamer). Remove 2 and replace with a Vet HW Team with Mortar, Heavy Bolter, Autocannon, Missile Launcher, or Lascannon. Sgt may take Plasma Pistol, PW or PF. May take Chimera.
May purchase any and all squad Doctrines for 30pts each:
Demolitions – Grants the squad Melta Bombs and 1 demo charge
Forward sentries – Camo Cloaks + Snare Mines (Defensive Grenades)
Grenadiers – Carapace Armour
Veteran Sergeant 3 4 3 3 1 3 2 8 5+
Veteran 3 4 3 3 1 3 1 7 5+
Veteran heavy weapons team 3 4 3 3 2 3 2 7 5+
Penal Legion: 80pts
1 Penal Guard and 9 Penal Legionnaires. Lasgun & CCW. Stubborn & Scouts.
“Desperados” – Roll D6 for their ‘Crime’ at start of game:
1-2: Gunslingers – Lasguns become Assault 2
3-4: Psychopaths – Furious Charge, Fleet & Counter Attack
5-6: Knife Fighters – +1CCW & Rending.
Penal Guard 3 3 3 3 1 3 2 8 5+
Penal Legionnaire 3 3 3 3 1 3 1 8 5+
Transports
Chimera: 55 pts
Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. 5 people can shoot out.
Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter (NO Autocannon); hull Heavy Bolter to Heavy Flamer; Add Storm Bolter or Heavy Stubber, Hunter-Killer Missile, Dozer Blade, Extra Armour, Camo Netting.
Chimera 3 12 10 10
Fast Attack
Rough Riders: 55pts
1 Sgt and 4 Rough Riders, + up to 5 more. Hunting Lance, Laspistol & CCW, Frag & Krak. Lance strikes as S5 I5 Power Weapon on first charge, but no 2 CCW. Can have 2 of the following as well as Lance: Flamer, Grenade Launcher, Meltagun, Plasmagun. Sgt may take Melta Bombs.
Rough Rider Sergeant 3 3 3 3 1 3 2 8 5+
Rough Riders 3 3 3 3 1 3 1 7 5+
Recon Sentinel Squadron: 35 pts
1-3 Recon Sentinels. Open Topped, Scout, Move Through Cover. Multilaser.
Replace Multilaser with Autocannon, Heavy Flamer, Missile Launcher, Lascannon. Add Searchlight, HK Missile. Entire squadron can buy Smoke Launchers and/or Camo Netting.
Recon Sentinel 3 3 5 10 10 10 3 1
Spearhead Sentinel Squadron: 55pts
1-3 Spearhead Sentinels. Lose Scout, but will be enclosed and have more options for heavy weapons such as the Plasma Cannon and possibly Multi-Melta.
Spearhead Sentinel 3 3 5 12 10 10 3 1
Fast Tanks Squadron
Squadron of 1-3 of any of the following:
Hellhound: 130 pts.
Tank, Fast.
Heavy Bolter, Inferno Cannon
Hellhound 3 12 12 10
Inferno Cannon Template* 6 4 Heavy 1
*Template can be placed up to 12” from the model
Banewolf: 130 pts
Tank, Fast.
Heavy Bolter, Chemical Cannon
Banewolf 3 12 12 10
Chemical Cannon Template 1 3 Poison (2+)
Devil Dog: 120 pts
Tank, Fast.
Heavy Bolter, Melta Cannon
Devildog 3 12 12 10
Melta Cannon 24 8 1 Small blast, Melta
Any tank may replace Heavy Bolter with: Flamer or Multi-Melta. Add Extra Armour, Searchlight, Heavy Stubber, HK Missile, Dozer Blade.
The entire squadron can buy Smoke Launchers or Camo-Netting.
Valkyrie squadron: 100pts
Squadron of 1-3 Valkyries
Skimmer, Fast, Scout, Deep Strike, Transport 12 models. May not carry Ogryns
Extra Armour, Searchlight, 2 Hellstrike Missiles, Multilaser
May exchange Multilaser for Lascannon, Hellstrike Missile for 2 Multiple Rockets Pods. May add door (sponson) Heavy Bolters.
Valkyrie 3 12 12 10
Hellstrike Missile 72 8 3 Ordnance 1, One use only
Multiple Rocket Launcher 24 4 6 Heavy 1, Large Blast.
Vendetta squadron: 130pts
Squadron of 1-3 Vendettas
Skimmer, Fast, Scout, Deep Strike, Transport 12 models. May not carry Ogryns
Extra Armour, Searchlight, 3 TL Lascannons
May exchange 2 TL Lascannons for 2 Hellfury Missiles. May add door (sponson) Heavy Bolters.
Vendetta 3 12 12 10
Hellfury Missile 72 4 5 Heavy 1, Large Blast, One use Only
“Grav Chute Insertion” – Embarked Troops may DS at any point in vehicle’s movement, re-rolling scatter, but if they roll an arrow they take a Dangerous Terrain check.
Heavy Support
Leman Russ Squadron
Vehicle Squadron of 1-3 Leman Russ variants in any combination
Leman Russ Battle Tank: 150pts
Leman Russ 3 14 13 10
Battlecannon 72 8 3 Ordnance, Large Blast
Leman Russ Demolisher: 165pts
Demolisher 3 14 13 11
Demolisher Cannon 24 10 2 Ordnance, Large Blast
Leman Russ Exterminator: 150pts
Exterminator 3 14 13 10
Exterminator Autocannon 48 7 4 Heavy 4, Twin Linked
Leman Russ Vanquisher: 155pts
Vanquisher 3 14 13 10
Vanquisher cannon 72 8 2 Heavy 1 +1D6 penetration
Leman Russ Eradicator: 160pts
Eradicator 3 14 13 10
Eradicator Nova Cannon 36 6 4 Heavy 1, Large blast Ignores cover saves.
Leman Russ Punisher: 180pts
Punisher 3 14 13 11
Punisher Gatling Cannon 24 5 – Heavy 20
Leman Russ Executioner: 190pts
Executioner 3 14 13 11
Executioner Plasma Cannon 36 7 2 Heavy 3, small blast.
All variants have Smoke Launchers and Searchlight. May exchange hull Heavy Bolter for Lascannon. May take sponsons with Heavy Bolters, Multi-Meltas, or Plasma Cannons. Add Heavy Stubber or Storm Bolter, Dozer Blade, HK missile, Extra Armour. Entire squadron can take Camo Netting.
Camo Netting improves a stationary vehicle’s cover save by +1
Lumbering Behemoth – a Leman Russ that remained stationary or moved up to 6″ can fire its turret weapon in addition to any other weapons it may fire [depending on movement] – even if the turret weapon is ordnance.
Artillery Squadron
1-3 artillery tanks in a squadron in any combination.
Basilisk: 125pts
Open Topped.
Basilisk 3 12 10 10
Earthshaker Cannon 36-240 9 3 Ordnance, Barrage, Large Blast
Medusa: 135pts
Open Topped. Can take siege bombs.
Medusa 3 12 10 10
Medusa Cannon 36 10 2 Ordnance, Large Blast.
Medusa Bunker Buster 48 10 1 Heavy 1, Blast.
Hydra: 75pts
2 Twin Linked Hydra Autocannon
Camo-netting costs extra
Hydra 3 12 10 10
Hydra Autocannon 72 7 4 Heavy 2
Colossus: 140pts
Open Topped.
Colossus 3 12 10 10
Colossus Siege mortar 24-240 6 3 Ordnance, Large Blast
*Must fire indirectly*
Griffon: 75pts
Open Topped.
Griffon 3 12 10 10
Griffon Mortar 12-48 6 4 Ordnance barrage, Large Blast
All tanks have Smoke Launchers and Searchlight. May exchange hull Heavy Bolter for Lascannon. Add Heavy Stubber or Storm Bolter, Dozer Blade, HK missile, Extra Armour. Entire squadron can be enclosed and take Camo Netting.
Manticore: 160pts
Manticore 3 12 10 10
Storm Eagle Rockets 24-120 10 4 Ordnance 1D3, Barrage, Large Blast
Deathstrike: 160pts
Deathstrike 3 12 10 10
Deathstrike Missile 12-960 10 1 Ordnance barrage, D3+3” Radius Blast, Ignore Cover, one Use only
Special Rules:
- Cannot be fired on Turn 1. Each turn roll a D6, weapon can be fired on a 6. Modifiers: +1 per turn, -1 for each crew stunned or weapon destroyed results sustained. Can always be fired on the roll of a natural 6.
- Any weapon destroyed results received are ignored, the only effect they have is to delay the launch.
- Hits on vehicles in the area of the Deathstrike Missile are not calculated at half strength but at S10.
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Floyd
21 Nov 14 at 11:45 pm
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arthur
30 Nov 14 at 9:26 pm
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lyle
4 Dec 14 at 11:48 am