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    Imperial Guard Rumour roundup

    MasterChief
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    Post  MasterChief Sat Mar 14, 2009 5:58 am

    This is where we will be posting updates concerning the new Imperial Guard release. Add to this rumour stock as you see fit. This topic will be sticky'd until after the May release.
    MasterChief
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    Imperial Guard Rumour roundup Empty New stats Rumours

    Post  MasterChief Sat Mar 14, 2009 6:15 am

    A personal rumours I heard from my gaming club is that all standard Guardsmen will be equiped with free grenades and a laspistol as a sidearm. Also, the current name of the gun, "Hellgun" for the stormtroopers will be changed to "Hot-las" and will have an AP of 3.


    The following is from Warseer.

    Special Characters

    Creed and Kell take the place of Officer and Standard Bearer (probably) in a Command Squad. Can issue up to 4 Orders per turn, including a unique order that bestows Fearless and Furious Charge on a unit. He allows one unit to gain Scout (in a similar fashion to Sicarius' special rule).
    Usarker Creed 4 4 3 3 3 3 3 10 4+
    Jarran Kell 4 4 3 3 2 4 2 8 4+

    Commissar Yarrick 5 5 3 4 3 3 3 10 4+
    Sly Marbo 5 5 3 3 2 5 4 7 5+
    Colonel Straken 5 4 6 4 3 3 3 9 3+
    Nork Dedog 4 3 5 5 3 3 4 8 4+
    Captain Al’rahem 4 4 3 3 2 3 2 9 5+
    Captain Chenkov 4 4 3 3 2 3 2 9 4+
    Moghol Kamir 4 3 3 3 2 3 3 8 5+
    Lukas Bastonne 4 4 3 3 1 3 2 10 4+
    Artillery Sergeant Harker 4 4 4 3 1 3 2 8 5+

    HQ

    Company Commander
    Can reportedly be upgraded for x-amount to get Storm Troopers as Troops
    Company Commander 4 4 3 3 3 3 3 9 5+

    Primaris Psyker
    Powers:
    'Lightning Arc' - S6 Assault 2D6
    'Nightshroud' - Enemy has to pass a Ld test to shoot at his unit.
    Primaris Psyker 4 4 3 3 2 3 3 9 5+

    Commissar Lord
    Newer rumours say he is described as having lots of inspirational powers (possibly fearless) and will supposedly allow more freedom in selecting Commissars for other squads.
    Commissar Lord 5 5 3 3 3 3 3 10 5+

    Inquisitor and Retinue
    Very early rumours pointed to an entry for IG as an HQ choice, which would supposedly appear much like the elites from the current Daemon Hunters/Witch Hunters books. This has since been completely blown out of the water. THEY ARE NOT IN THE CODEX.

    Regimental Advisors
    Officer of the Fleet
    Forces opponent to subtract -1 from all reserve rolls
    Officer of the Fleet 3 4 3 3 1 3 1 7 5+

    Astropath
    Add +1 to reserves rolls. I think it says they can do something with orders too, although the pic is unclear.
    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
    Master of Ordnance 3 4 3 3 1 3 1 7 5+

    Other Advisors
    Commissars
    Bestow Stubborn on the Command or Infantry squad they are attached to and still execute leaders who fail to pass Ld tests. Once a Commissar Lord is taken they have more freedom and there can be more of them. They are also supposedly cheaper (almost half their current price). Some text seen near a pic of Commissars at Open Day appears to say Commissars will have an affect on Orders, possibly making it easier to use them.
    Commissar 4 4 3 3 1 3 2 9 5+

    Ministorum Priest
    Special Rules not known
    Ministorum Priest 3 3 3 3 1 3 2 7 5+

    Sanctioned Psyker
    Sanctioned Psykers are rumoured to appear in squads, but it is unclear if they will no longer be available as advisors.
    Sanctioned Psyker 2 3 2 3 1 3 1 9 5+

    There are apparently a few other things that you can give the Command Squad to affect the army. No further details are available as yet.

    Elites

    Psyker Battle Squad
    1 Overseer, and between 4-9 Psykers (number not certain). Two powers rumoured so far. 'Soulstorm' (no details yet) and a leadership-draining ability. All powers are linked to squad size (eg 9 psykers = drain 9 leadership)
    Overseer (Mentor) 3 3 3 3 1 3 2 9 5+
    Sanctioned Psyker 2 3 2 3 1 3 1 9 5+

    Stormtroopers
    The assumption has been made based on the WIP Stormtrooper mini that Stormtroopers will be able to take shotguns this has since been refuted, with the new rumour being they are for WH Arbites-style Stormtroopers.

    You can supposedly have a Storm Trooper Squad/Platoon as a Troops choice (not clear if this means both or one of), but this is reliant on an upgrade to the Officer leading the army. They may also get to pick from a list of mission 'operations', such as outflank, deepstrike etc. They may be able to infiltrate if not transported.
    Stormtrooper Sergeant 3 4 3 3 1 3 2 8 4+
    Stormtrooper 3 4 3 3 1 3 1 7 4+
    Hellgun 18 3 3 Rapid Fire
    Hellpistol 6 3 3 Pistol

    Techpriest Enginseer
    Special Rules not known
    Techpriest 3 3 3 3 1 3 1 8 3+
    Servitor 3 3 3 3 1 3 1 8 4+

    Ogryns
    Rumoured to have Furious Charge
    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
    10 points each. They supposedly have Stealth and Infiltrate. Something else has been rumoured about them having 'snacks'. No news yet on what affect this may have.
    Ratling 2 4 2 2 1 4 1 6 5+
    Sniper Rifle 36 X 6 Heavy 1, Sniper

    Sniper Squads
    Can supposedly infiltrate, get stealth, range finders and all models in the squad have sniper rifles and BS 4. A new rumour says they will also get camo cloaks. They do not appear as a separate entry in the leaked summary. If they do appear, it would probably be as an upgrade to Veteran Squads, as they are the only Guardsmen with BS4 in the summary.

    Veteran Squads
    Have been rumoured to become upgrades to platoons rather than Elites choices and may work like Ork Ard Boyz in that you may upgrade one unit in the whole army. Although a newer rumour says they probably won’t be upgrades for platoons.
    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+

    Troops

    Imperial Guard Platoons
    Platoons will supposedly be structured as follows:
    1 command squad
    Plus up to 5 of the following taking into account specific limitations -
    2 - 5 infantry squads
    0 - 5 heavy weapons squads (this is suspected to be a typo)
    0 - 2 special weapons squads
    0 - 1 conscript squad
    The entire platoon with all these squads will only take one Troops selection in the FOC.
    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+

    A newer rumour suggests there is a possiblility the minimum Platoon size is acutally 1 Squad and Command Squads are not compulsory, which could allow for Armoured Fist Squads to be recreated.

    It seems Platoon Command Squads are now able to take Standards.

    Platoons are rumoured to be able to attach sentinels, chimeras, and hellhounds as support vehicles, but not demolishers as previously thought. Support Vehicles would still take up a FOC spot, but become part of the platoon and so would benefit from “Platoon Drill” and other Platoon-wide rules.

    Platoons will supposedly benefit from a special rule called "Platoon Drill" which grants the ability to ignore any other squad within the Platoon for the purposes of determining the enemy's cover save. What this means is that the Guard squads will get a cover save when being shot at through a squad in the same Platoon, but their enemy will not get one when the squad shoots back. This will supposedly only work if the Vox network is still intact.

    Platoons are rumoured to be able to merge into one big unit (sort of the opposite of Space Marine combat squads). The IG player chooses at the beginning of the game to deploy either as a singe unit or as separate squads. If deployed as a unit, they will probably have to stay within coherency, but will count as 1 Kill Point. If deployed separately they yield individual KPs.

    There has been much talk about a point decrease to 4points per Guardsman. This has also been rumoured to be 50 point Infantry squads (10 men with Sgt, Heavy Bolter & Flamer). Another rumour says the basic squad load-out will be 10 Lasguns or 9 Lasguns and a Laspistol for 40 points.

    Heavy weapons teams will be a single 2W entity, like a Space Marine Attack Bike.

    Conscripts
    Special Rules not known. Originally rumoured to include a Commissar and several Heavy Bolters which would mow down fleeing Conscripts. This rumour is pretty much dead at the moment.
    Conscript 2 2 3 3 1 3 1 5 5+

    Penal Battalion
    50 pts. 1 Penal Guardand 9 Penal Legionnaires. Equipped with a Lasgun and close combat weapon. Scouts, Stubborn, "Desperate". No news on what the last Special Rule may entail.
    Penal Guard 3 3 3 3 1 3 2 8 5+
    Penal Legionnaire 3 3 3 3 1 3 2 8 5+

    Transports

    Chimera
    55 pts. Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter - free; hull Heavy Bolter to Heavy Flamer - free; Storm Bolter or Heavy Stubber +10pts, Hunter-Killer Missile +10pts, Dozer Blade +10 pts, Extra Armour +15pts, Camo Netting +20pts.
    Chimera 3 12 10 10

    Valkyrie
    Fast Skimmer. Apparantly 90pts. Troops may disembark at any point in its movement, but more than 12" and they take a dangerous terrain check. Was rumoured to allow embarked troops to deploy after deep striking. Another rumour says they will be able to DS more accurately like Drop Pods. It was originally rumoured to only be a transport for Stormtroopers, but more recently it has been said it will be available to all units that have access to Chimeras. This may be tied to a Special Character.
    Valkyrie 3 12 12 10
    Hellfury Missile 72 4 5 Heavy 1, Large Blast, One use Only

    Fast Attack

    Rough Riders
    Special Rules not known
    Rough Rider Sergeant 3 3 3 3 1 3 2 8 5+
    Rough Riders 3 3 3 3 1 3 1 7 5+

    Recon Sentinels
    Retain Scout, but only have the option to be open topped.
    Recon Sentinel 3 3 5 10 10 10 3 1

    Hellhound
    Hellhound 3 12 12 10
    Inferno Cannon Template* 6 4 Heavy 1

    Devildog
    Devildog 3 12 12 10
    Melta Cannon 24 8 1 Small blast, Melta

    Banewolf
    Banewolf 3 12 12 10
    Chemical Cannon Template 1 3 Poison (2+)

    Valkyrie Vendetta
    The “up-gunned” version of the Valkyrie. 1-3 as a single Fast Attack choice
    Vendetta 3 12 12 10
    Multiple Rocket Launcher 24 4 6 Heavy 1, Large Blast.
    Hellstrike Missile 72 8 3 Ordnance 1, One use only

    Heavy Support

    Spearhead Sentinels
    Heavy Support Sentinels will supposedly lose Scout, but will be enclosed and have options for heavy weapons such as the Plasma Cannon.
    Armoured Sentinel 3 3 5 12 10 10 3 1

    Leman Russ
    Can reportedly be bought as a squadron so you can get 3 for a single FOC. It is unclear if this is a true Vehicle Squadron, or a three-to-a-slot situation.

    Russ’ have been rumoured to cost 150 points with increased Sponson cost, so a LR will supposedly cost 180 points with 3 HB.

    They have been rumoured to come with a hull heavy bolter, smoke launchers and searchlight as standard.

    Leman Russ Battle Tank
    Leman Russ 3 14 13 10
    Battlecannon 72 8 3 Ordnance , Large Blast

    Leman Russ Exterminator
    Exterminator 3 14 13 10
    Exterminator Autocannon 48 7 4 Heavy 4, Twin Linked

    Leman Russ Vanquisher
    Vanquisher 3 14 13 10
    Vanquisher cannon 72 8 2 Heavy 1 +1D6 penetration.

    Leman Russ Eradicator
    Eradicator 3 14 13 10
    Eradicator Nova Cannon 36 6 4 Heavy 1, Large blast Ignores cover saves.

    Leman Russ Demolisher
    Demolisher 3 14 13 11
    Demolisher Cannon 24 10 2 Ordnance , Large Blast

    Leman Russ Punisher
    Punisher 3 14 13 11
    Punisher Gatling Cannon 24 5 - Heavy 20

    Leman Russ Executioner
    Executioner 3 14 13 11
    Executioner Plasma Cannon 36 7 2 Heavy 3, small blast.

    Lumbering Behemoth rule - Can choose to move 6" and fire all weapons (rumoured to include Ordinance weapons) or fire nothing and move 6" +1D6".

    Basilisk
    Open Topped. Can possibly be enclosed
    Basilisk 3 12 10 10
    Earthshaker Cannon 36-240 9 3 Ordnance , Large Blast

    Medusa
    Open Topped. Can possibly be enclosed
    Medusa 3 12 10 10
    Medusa Cannon 36 10 2 Ordnance , Large Blast.
    Medusa Bunker Buster 48 10 1 Heavy 1, Blast.

    Hydra
    Hydra 3 12 10 10
    Hydra Autocannon 72 7 4 Heavy 2
    It is assumed each Hydra will have multiple Hydra Autocannon (either 2 Twin Linked or 4)

    Colossus
    Open Topped. Can possibly be enclosed
    Colossus 3 12 10 10
    Colossus Siege mortar 24-240 6 3 Ordnance , Large Blast

    Griffon
    Open Topped. Can possibly be enclosed
    Griffon 3 12 10 10
    Griffon Mortar 12-48 6 4 Ordnance barrage, Large Blast\

    Manticore
    Manticore 3 12 10 10
    Storm Eagle Rockets 24-120 10 4 Ordnance 1D3, Barrage, Large Blast

    Deathstrike
    Deathstrike 3 12 10 10
    Deathstrike Missile 12-unlimtd 10 1 Ordnance barrage, D3+3” Blast, 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.

    -TheDude from Warseer.
    Black-Napalm
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    Enginseer
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    Post  Black-Napalm Sat Mar 14, 2009 11:28 pm

    i cant wait for the new Guard to come out
    MasterChief
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    Post  MasterChief Sun Mar 15, 2009 7:03 am

    Same. That teaser in the White Dwarf for the Valkyries is killing me. Twisted Evil
    Greywolf
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    Post  Greywolf Mon Mar 16, 2009 6:14 pm

    Have all of my Guard stuff safely stored still in thier boxes until the new dex comes out! LOL Twisted Evil

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