Imperial Guard High Commanders
Numbers/Squad: The headquarters group consists of a the High Commander and a personal staff of 4-11 aides chosen from the list above. Weapons: The High Commander carries a laspistol and a close combat weapon. Guardsmen and Veterans are armed with either a laspistol and close combat weapon or a lasgun. Grenadiers are armed with a hellgun as well as frag and krak grenades. Orderlies are armed with a laspistol and a close combat weapon. Servitor bodyguards are armed with a power fist and a close combat weapon. Independent Character: The High Commander is an independent character. However, he must remain within unit coherency of his headquarters group at all times and will not leave it. If the headquarters group is wiped out, the High Commander will act as an independent character thereafter. Options: The High Commander has access to the Imperial Guard armory and may take officer only items. Guardsmen can be equipped with frag grenades at +1 point per model and/or krak grenades at +2 points per model. Up to four (4) guardsmen may replace their lasguns with a special weapon from the following list: Meltagun…………+10 points One guardsman not carrying a special weapon may carry a master vox caster for +20 points. Character: Veterans have access to the Imperial Guard armory but may not take officer only items. Up to two veterans may select one of the following upgrades: Standard Bearer (+5 points): The standard bearer carries the High Commander’s personal banner, which has the same game effects as a company banner. (If no other model is carrying the regimental banner, the High Command banner-bearer can carry it instead for +25 points) Medic (+5 points): The veteran is equipped with a medi-pack. Transport: The headquarters group may, if it numbers less than 12 models, be mounted in a Chimera transport vehicle for +70 points. Special RulesLeadership: Any Imperial Guard unit within 12” of the High Commander may use his leadership score when taking a morale or leadership test as long as the High Commander isn’t in close combat, falling back or pinned. Rites of Command: Any Imperial Guard unit within 12” of the High Commander may use his leadership score when making a target priority roll as long as the High Commander isn’t in close combat, falling back or pinned. Chain of Command: A High Command Headquarters group may never be taken as a compulsory HQ choice. Advisors: A High Command headquarters group may be joined by Advisors Doctrines: A High Command headquarters group may take Doctrines OrderliesHigh ranking Imperial Guard Officers are often accompanied by aides, adjutants, and orderlies of all types from scribes to lexmechanics to all manner of tactical and technical advisors. The headquarters group may contain up to three (3) of each of the following of orderlies. Adjutant Staff Officer (8 Points)
The cumulative effect of the staff officers’ presence is represented as follows: If the headquarters group contains a single staff officer then every squad in the army that is equipped with a vox caster is also effectively equipped with a scanner as well at no additional points cost. In addition, if there are two staff officers in the headquarters group, then the result of any Barrage Scatter die may be re-rolled once per turn. The result of the second roll must be applied. In addition to the above, if there are three staff officers in the headquarters group, any failed Reserves roll may be re-rolled one per turn. The result of the second roll must be applied. Batman (6 Points)
If the High Commander suffers a wound, he may allocate it to a Batman. This allocation must be done before any saving throw is attempted. Casualties to the headquarters group may be allocated among batmen first – as per normal casualty rules. Master Astropath (10 Points)
Master Astropaths act as though they were equipped with psychic hoods. Declare that you will use the ability after an opponent has made a successful Psychic Test but before s/he has used the power. Each player rolls a D6 and adds the model’s Leadership value to the result. If the Master Astropath’s total is higher, the psychic power is nullified and doesn’t take effect. If the Psyker’s total is higher, the psychic power takes effect as normal. The ability may be used each time an enemy model uses a psychic power. If another model in the Master Astropath’s army (such as allies) has a psychic hood then either that model or the Master Astropath, but not both, may use the ability on the same use of a psychic power. The Master Astropath counts as a psyker. Pastor (10 points)
Many high ranking officers employ a personal clergyman who acts as a spiritual advisor. If accompanied by a pastor the high command group is Stubborn – see the Warhammer 40,000 universal rules for more details. Sage/Lexmechanic/Mentat (10 Points)
If accompanied by a sage the High Commander benefits from a +1 BS. If there is more than one sage in the headquarters group, the High Commander or a member of his group may re-roll a failed to hit roll during the shooting phase, although they must accept the second result. Scribe Historian (10 Points)
The presence of a Scribe Historian emboldens the men of any unit they accompany who know that even if they die, their actions will be recorded for all eternity. When accompanied by a Scribe Historian, the headquarters group benefits from the Counterattack universal special rule. If there is more than one scribe historian in the group then all subordinate units within 12” of a Scribe Historian benefit from the Counterattack special rule as well. - Andy Hoare (Originally published in White Dwarf #306, p.74-76) |
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