The new codex for the Imperial Guard has been released and it's time to finally get a chance to see what's inside!


Now for anyone who reads my overviews/reviews of 40k books, things are going to be just a touch different on this one. There is a lot of stuff to cover and when it comes to what lore has or hasn't changed I could probably devoted a lot of time to and that's probably not what you're here for. So for this one we're shifting gears and looking at just the wargear, rules and unit entries.

Now, while this is to give you an overview of the codex as a whole and let you feel out the codex so you know if it's something you'll want to buy or not, I will be covering points costs as compared to their previous incarnations. For new units I'll be basing the infantry costs off the cost of the 5th Edition Infantry Squad and the vehicles will be compared to the 5th edition Chimera, just to give you an idea of how everything fits together.

That said, enough of my prattle and on with this thing. As usual I'll be interjecting my opinions through out, but I'll keep them in italics to make it easier to keep them separate from everything else.

UPDATE: I apologize for some errors that were initially in this when it went up. I've since correct them and with luck there aren't anymore left.

Army Rules

Heavy Weapons Teams

This gives us a rule that explains the Heavy Weapons Teams, and Veteran Weapons Teams. Basically they're a single model with the Bulky special rule who can only fire one weapon in the shooting phase and only gains a single attack for charging and only counts as a single model for Morale checks.

Warlord Traits

Just a small reminder, Warlord traits are rolled for before deploying your units.
  1. Grand Strategist: Nominate D3 units in your primary detachment. These units gain the Outflank special rule. Not bad, especially if you have some units that would make for great Outflankers like the Bane Wolf.
  2. Old Grudges: During Deployment, before deploying Infiltrators and before Scouts redeploy, choose one Warhammer 40,000 codex. The Warlord and his unit have the Preferred Enemy special rule against all enemy units chosen from the codex. A bit limited as it only affects one unit, but on the other hand it's not a bad bonus either.
  3. Draconian Disciplinarian: Friendly units from Codex: Astra Militarum within 12"of the Warlord do not take Morale tests for suffering 25% or more casualties. Really need to hold an objective? This trait has you covered.
  4. Implacable Determination: The Warlord and his unit have the Relentless special rule. I can see a fair amount of use coming out of this. I mean who doesn't like the ability to reposition the unit and still shoot heavy weapons like you didn't move?
  5. Bellowing Voice: Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command special rule, he can issue orders to friendly units from Codex: Astra Militarum that are within 18" of him. Probably one of the best Warlord traits you can get, especially if you want to run a Lord Commisar in the Army as your Warlord.
  6. Master of Command: Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command special rule, he can issue on additional order each turn. And this is the other best Warlord trait you can roll. Especially with the changes to the orders system.

Voice of Command

Orders have changed a bit in some places and a lot in others. Before we take a look at the nine available orders in the book lets run down how Voice of Command works:
  • Models with the rule are known as Officers.
  • Officers can issue one order each turn.
  • Orders are issued at the start of your Shooting phase.
  • If you have more than one Officer, or if you have an Officer that can issue more than one order a turn, issue and reserve each order one at a time.
  • Officers can attempt to issue orders as long as they're not locked in combat, embarked in a vehicle or building, falling back or have gone to ground. Issuing an order does not prevent the Officer's unit from acting (shooting, Running, ect.) later in the phase.
  • Orders can be issued to a single friendly non-vehicle unit from Codex: Astra Militarum within 12" of the Officer, to include the Officer's own unit. The target unit is referred to as the "ordered unit".
  • The Ordered Unit must then take a Leadership test to see if the order is understood and acted on. If passed the order takes effect as per its description.
  • If failed the order does not take effect.
  • Unless the order causes the ordered unit to make a shooting attack, or Run, receiving it does not prevent the Ordered Unit from acting later in that phase, whether the order was successful or not.
  • Orders cannot be issued to embarked units, or units that previously received an order that phase (whether or not the order was successful). Unless otherwise stated orders cannot be issued to units that are locked in combat, falling back or have gone to ground.
  • 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. This is a big change and potentially a lot more powerful than a single free additional order.
  • 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 the turn. No change here from 5th edition actually.
I know it's a lot there, but hopefully I've broken down the key parts of the rule for you clearly enough to make it easy to understand. So what are the orders?
  • Take Aim: Ordered unit makes a shooting attack with the Precision Shot special rule.
  • Smite at Will: Ordered unit makes a shooting attack with the Split Fire special rule.
  • First Rank, Fire! Second Rank, Fire!: Ordered unit makes a shooting attack. All lasguns or hot-shot lasguns fire one additional shot.
  • Forwards, for the Emperor!: Ordered unit makes a shooting attack, and once resolved the unit must Run.
  • Move! Move! Move!: Ordered unit must Run. When determining how far the unit Runs roll three dice and use the highest result.
  • Suppressive Fire: Ordered unit makes a shooting attack with the Pinning special rule.
  • Bring it Down!: Can only be issued by models with the Senior Officer special rule. Ordered unit must make a shooting attack with the Tank Hunters and Monster Hunter special rule.
  • Fire on my Target!: Can only be issued by models with the Senior Officer special rule. Ordered unit must make a shooting attack with the Ignores Cover special rule. Because the game doesn't have enough "Ignores Cover" already, right? And yes, this is buffed over the "re-roll successful cover saves" of the old one.
  • Get Back in the Fight!: Can only be issued by models with the Senior Officer special rule. Can only be issued to units that are falling back or have Gone to Ground. If falling back the ordered unit immediately regroups but does not make a 3" move, and instead may act as normal. If the Ordered Unit has Gone to Ground the effects of Going to Ground are cancelled instead and the unit make act as normal.

Other Army Rules

While we're covering army rules lets get some of the rules for the units out of the way too:
  • Senior Officer: May issue two orders a turn. 
  • Leman Russ Commander: Tank Commander starts the game in a Leman Russ tank, leading a Leman Russ squadron. The Leman Russ may be any type and can have any of the upgrades usually available to that type of tank. The Tank Commander's tank is a character, and has a Ballistic Skill of 4. If the tank is Wrecked! or suffers an Explodes! result, the Tank Commander is killed. The Tank Commander and his Leman Russ Squadron count as an HQ choice for the entire battle. The Tank Commander's Leman Russ cannot leave the unit or join another unit, even if the rest of his Squadron is destroyed.
  • Tank Orders: At the start of the shooting phase the Tank Commander may roll 2D6. If the total is 9 or less choose one of the following Tank Orders to take effect:
    • Full Throttle: Tank Commander's unit moves Flat Out, moving 6+D6" even though they are Heavy.
    • Gunners, Kill on Sight!: Tank Commander's unit makes a shooting attack in which the Tank Commander must shoot at a different unit before the unit fires. The unit then fires at a different target, which can not be a unit forced to disembark by the Tank Commander's shooting attack.
    • Strike and Shroud!: The Tanks Commander's unit must make a shooting attack. After this shooting attack has been resolved, all vehicles in the unit that have not already done so must use their smoke launchers.
  • Aura of Discipline (Lord Commissar Only): All friendly units from Codex: Astra Militarum within 6" of the Lord Commissar use his Leadership for any Fear, Morale or Pinning tests.
  • Chain of Command (Lord Commissar Only): The Lord Commissar may only be the Warlord if there are no models with the Senior Officer special rule in the Primary Detachment.
  • Summary Execution: If the Commissar's unit fails a Fear, Morale, or Pinning check (after any re-rolls it's allowed) the owning player may opt to have his Commissar summarily execute one of the Astra Militarum models in the unit. Roll a D6, on a 3+ you choose the model, on a 1-2 your opponent does. The Commissar may not be a target. The executed model is removed with no saves of any kind of allowed. Provided a model was executed, the unit is then treated as having passed the test. I expect an eventual FAQ on this but with how it's worded it looks like you can Feel no Pain against being Summarily Executed. I assume this is not intended, or that if it is and you pass the unit doesn't count as having passed the check.
  • Lasgun Arrays: 2 Arrays per Chimera. Each array is made of 3 Lasguns which use the Chimera's BS to fire, regardless of how far the Chimera has moved and each array may fire at separate targets from the vehicle's other weapons (though all lasguns in the same array must shoot at the same target). If the Chimera has suffered a Crew Shaken or Crew Stunned result the arrays may only make Snap Shots.
  • Mobile Command Vehicle: And officer Embarked within a Chimera may still issue orders to Squads. Measure from any part of the hull.
  • All-terrain APC: The vehicle re-rolls failed Dangerous Terrain tests.
  • Shoot Sharp and Scarper: Ratlings may make a shooting attack and then Run in the same Shooting Phase.
  • Grav-chute Insertion: Unchanged.

Wargear

I won't be covering anything the army already has here, just the new stuff, and any changes from the previous codex. So if it isn't here, it didn't change from the last book.

Ranged:

  • Deathstrike Missile: 12"-Unlimited, S10, AP1, Ordnance 1, Apocalyptic Blast (10"), Barrage, Ignores Cover, One Use Only Despite how nasty the Apocalyptic Blast sounds, really it's just the weapon being changed from it's old 8"-12" blast range to a more standardized template instead.
  • Executioner Plasma Cannon: 36", S8, AP2, Heavy 3, Blast, Gets Hot And welcome to the shelf Leman Russ Executioner. Repentia, Berzerkers and Banshees will keep you company and you'll keep them warm.
  • Grenadier Gauntlet: 12", S4, AP6, Assault 1, Blast
  • Hot-shot Volley Gun: 24", S4, AP3, Salvo 2/4
  • Stormshard Mortar: 48", S4, AP6, Heavy 2, Barrage, Blast, Ignores Cover, Shred The Whirlwind WISHES it was this useful.
  • Taurox Battle Cannon: 48", S7, AP4, Heavy 1, Blast
  • Taurox Gatling Gun: 24", S4, AP-, Heavy 10
  • Taurox Missile Launcher: Frag: 48", S4, AP6, Heavy 2, Blast; Krak 48", S8, AP3, Heavy 2

Melee:

  • Hunting Lance: S+2, AP3, Melee, Specialist Weapon, One Use Only, +2 Initiative (for the first round of combat). Just a small note: this only works if you charge, and only the first round of combat after you charge.
  • Servo-arm: Just like the Marine one.

Special Issue Wargear:

  • Brute Shield: 5++ Invul save, re-roll failed To Wounds rolls when resolving Hammer of Wrath hits.
  • Slabshield: Model gains +1 to armour save if in base contact with 1 or more models with Slabshields from the same unit. Futhermore if a target (friend or foe) is partially obscured from the firer's view by at least 1 model with a Slabshield it recieves +1 to its cover save.
  • Snare Mines: Enemy units that charge a unit with snare mines count as having made a disordered charge.

Vehicle Equipment:

  • Augur Array: No scatter Deep strike within 6". Not limited effecting only units from Codex: Astra Militarum either.
  • Camo Netting: +1 to your cover save, even in the open (to give you a 6+). Does not have a restriction about moving anymore.
  • Fire Barrels: First time an enemy unit attempts to charge a vehicle that unit suffers D6, S4, AP5 hits allocated randomly.
  • Recovery Gear: Vehicle can become mobile after being immobilized just like a Rhino. Does not restore Hull Points.
  • Relic Plating: Vehicle has the Adamantium Will special rule.

" Heirlooms of Conquest" (aka Artefacts):

  • The Tactical Auto-Reliquary of Tyberius: When rolling Leadership tests for orders issued by an officer with the Tactical Auto-Reliquary any successful test that results in a double will count as Inspired Tactics. However if a double 1 is rolled while using it the device is "accidently" shut out of the vox network and may not be used for the rest of the game. Nice balance between useful but not too overpowering since it has a failure state. Costs as much as a Space Marine powerfist though.
  • The Laurels of Command: Friendly units from Codex: Astra Militarum who are required to take a Morale check and are within 6" may choose if they pass or fail. However, if the model with the Laurels is removed all friendly units from Codex: Astra Militarum must immediately make a Pinning check. Another interesting option with a nice bit of flavor in the rules. Same price as the Auto-Reliquary. Company Commanders only.
  • Kurov's Aquila: The officer, and all friendly units from Codex: Astra Militarum within 6" have the Preferred Enemy special rule. Additionally the bearer may re-roll a single failed Leadership test per turn. You may need to nick Coteaz's Cyber Eagle for this one as the wargear is a two headed "machine bird". Not a bad piece of kit, especially for a gunline army. Just costs as much as two Thunder Hammers to compensate. Company Commanders only.
  • The Blade of Conquest: +1S, AP3, Melee, Mastercrafted Just in case you wanted to give one of your squishy Guard Officers a melee weapon they gave you one. Costs as much as the Laurels. Replaces the model's Close Combat Weapon.
  • The Emperor's Benediction: 12", S5, AP4, Pistol, Precision Shot, Master-crafted This one I'd likely take because it costs as much as a Melta Bomb and is frankly not bad for a bolt pistol. Lord Commissars only.
  • The Deathmask of Ollanius: 4++ Invulnerable Save, It Will Not Die and Fear That's right, not only did GW recognize some old lore about the Guardsman who stood up to Horus and was martyred, but they gave him a pretty nice piece of gear too. And it only costs as much as a Thunderhammer! Too bad it has to be worn by a T3 model, eh?

Army List

It took quite a bit to get this far, even with all the stuff we haven't covered! Well there isn't much to go.

Okay, I lied, the is still a lot to go, but not many sections left to cover. So let's get to it. I won't be commenting about every entry, just the ones that I have something to say about. That said, comments will still be in italics.

HQ

Commisar Yarrick:

  •  -45 Points
  • Wargear: Carapace Armour, Bolt Pistol, Storm Bolter, Close Combat Weapon, Power Klaw, Frag Grenades, Krak Grenades
  • Heirlooms of Conquest: Bale Eye (Basically a Hot-shot laspistol), Power Field (4++ Invulnerable Save)
  • Warlord Trait: Draconian Disciplinarian
  • Special Rules: Aura of Discipline, Chain of Command, Eternal Warrior, Independent Character, Preferred Enemy (Orks), Senior Officer, Summary Execution, Voice of Command
  • Iron Will: If Yarrick loses his last Wound, place him on his side instead of removing him. At the start of your next turn roll a D6. On a 3+ he regains a single wound, place Yarrick as close as possible to his previous position whilst remaining more than 1" away from enemy models or impassible terrain. On a 1 or a 2, Yarrick is removed as a casualty.
Not only did Yarrick get cheaper, gain the ability to give orders, but he also can shrug off wounds like a boss. I think this old man is looking pretty beastly honestly.

Company Command Squad:

  • +10 Points
  • Wargear:
    • Company Commander: Flak Armour, Laspistol, Close Combat Weapon, Frag Grenades, Refractor Field
    • Veteran: Flak Armour, Lasgun, Frag Grenades
    • Veteran Weapons Team: Flak Armour, lasgun, frag grenades
    • Astropath, Master of Ordnance, Officer of the Fleet: Flak Armour, close combat weapon, Frag Grenade
  • Special Rules:
    • Company Commander: Voice of Command, Senior Officer
    • Veteran Weapons Team: Heavy Weapons Team
    • Astropath: Mastery Level 1 (Telepathy only)
    • Master of Ordnance: Artillery Bombardment: Shooting attack with Infinite Range, S9, AP3, Ordance 1, Barrage, Large Blast, scatters 2D6" in the direction of the arrow on a "Hit", if an Arrow is rolled scatters and additional D6". If the Master of Ordnance has Line of Sight to the target reduce the scatter by his Ballistic Skill.
    • Officer of the Fleet: Navy Orders: Officer of the Fleet makes a Leadership test at the beginning of the turn, before any Reserve rolls are made. If successful one of the two Navy Orders take effect. If you have more than one Officer of the Fleet all modifiers are cumulative.
      • Coordinated Reserves: +1 to Reserve Rolls
      • Intercept Reserves: Opponent suffers a -1 to all Reserve Rolls on their next turn, but always passes on a 6

Lord Castellan Creed:

  • -10 points
  • Replaces the Company Commander
  • Wargear: Carapace Armour, Two Hot-Shot Laspistols, Frag Grenades, Refractor Field
  • Special Rules: Voice of Command
  • Supreme Commander: Can issue up to 3 orders a turn, to include those that can only be issued by models with the Senior Officer special rule. Failed Orders issued by Creed must be re-rolled.
  • Tactical Genius: If Creed is the Warlord he gets 2 Warlord traits instead of one. They can be from the same table, or from two different tables.

Colour Sergeant Kell:

  • -10 Points
  • If a Company Command Squad contains Lord Castellan Creed then Kell may replaces one Veteran in that squad. 
  • No Veteran may carry the Regimental Standard in a Company Command Squad that includes Kell. 
  • Wargear: Carapace Armour, Laspistol, Power Sword, Power fist, Frag grenades, Regimental Standard
  • Listen up Maggots!: If Kell is in the same unit as Creed, Leadership tests for orders issued by Creed can be taken on Kell's Leadership, not that of the ordered unit.
  • Look Out - Arghh!: If a wound is allocated to a character in this model's unit (other than another model with this special rule) that character automatically passes its Look Out, Sir test if it can make one. the wound is allocated to this model instead. If there is more than one model in the unit with this rule in the unit the owning player can choose which of them to re-allocate the wound to.
  • Sworn Protector: Kell must declare a Glorious Intervention whenever possible, and will automatically pass the test to take the place of a friendly character in an ongoing challenge.

Colonel 'Iron Hand' Straken:

  • +35 Points
  • Warlord Trait: Implacable Determination
  • Wargear: Flak Armour, Plasma Pistol, Shotgun, Close Combat Weapon, Frag Grenades, Refractor Field
  • Special Rules: Fearless, Monster Hunter, Senior Officer, Smash, Voice of Command
  • Cold Steel and Courage: Colonel Straken and all friendly units from Codex: Astra Militarum within 6" of him have the Counter-attack and Furious Charge special rules.
  • Gung-ho: Straken must always issue and accept challenges whenever possible.

Nork Deddog:

  • -25 Points
  • Wargear: Carapace Armour, Ripper Gun, Frag Genades
  • Special Rules: Feel no Pain, Hammer of Wrath, Look Out - Arghh!, Stubborn, Very Bulky
  • Heroic Sacrifice: If Nork loses his last Wound in close combat, he may immediately make his full complement of Attacks against the unit that killed him at the same Initiative step, even if has already made his Attacks for that Fight sub-phase. These attacks may be exchanged for a Thunderous Headbutt as described below. Nork re-rolls all failed To Hit and To Wound rolls when making the attack(s) granted by this rule. He is then removed as a casualty.
  • Loyal to the End: Works just like Kell's Sworn Protector rule, plus Commisars and Lord Commissars never shoot Nork.
  • Thunderous Headbutt: Nork may trade all of his attacks for a single close combat attack with the following profile: S+3, AP3, Melee, Concussive.
Nork is a bit of a monster to put on the table. And he's cheaper too! I see him making a number of army lists in the future.

Tank Commander:

  • -20 Pts from Infantry Squad
  • Vehicle (Tank, Heavy, Character)
  • Special Rules: Leman Russ Commander, Tank Orders

Knight Commander Pask:

  • -10 points (not counting cost of initial Tank Commander)
  • Upgrades from Tank Commander
  • One Tank Commander may be upgraded to Knight Commander Pask for an additional cost
  • Warlord Trait: Old Grudges
  • Special Rules: Leman Russ Commander, Tank Orders
  • Crack Shot: Shots made by Pask's Leman Russ may re-roll armour penetration rolls against vehicles (to include glancing or penetrating hits, but the second result must be kept), furthermore the turret-mounted weapon on Pask's vehicle gains an additional benefit based on it's type:
    • Battle Cannon, Vanquisher Battle Cannon, Demolisher Siege Cannon, Eradicator Nova Cannon: Re-roll to hit
    • Exterminator Autocannon, Punisher Gatling Gun: Rending
    • Executioner Plasma Cannon: Gains alternate firing profile: 36", S7, AP2, Heavy 1, Large Blast, Blind, Get's Hot
Pask might have a harder time squeezing into army lists due to moving into the HQ slot, but on the other hand he's not badly points costed and has some nice bonuses for his tank.

Lord Commissar:

  • -5 Points
  • Wargear: Flak Armour, Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades, Refractor Field
  • Special Rules: Aura of Discipline, Chain of Command, Independent Character, Stubborn, Summary Execution

 Commissar:

  • -10 points
  • May take 1 Commissar for every Company Command Squad or Platoon Command Squad in the army. They do not take up Force Organization slot, and do not qualify as mandatory HQ selection. Before the battle, after determining Warlord Traits, each Commissar must be assigned to a different unit from the following list, which they cannot leave: Company Command Squad, Platoon Command Squad, Infantry Squad, Special Weapons Squad, Heavy Weapons Squad, Conscripts, Veterans, Ogryns, Bullgryns, Militarum Tempestus Command Squad, Militarum Tempestus Scions. Limit One Commissar per unit joined in this manner.
  • Wargear: Flak Armour, Bolt Pistol, Close combat weapon, Frag Grenades, Krak Grenades
  • Special Rules: Stubborn: Summary Execution

Ministorum Priest:

  • -20 Points
  • Each Astra Militarum Detachment may take 0-3 Ministorum Priests. They do not use a FOC slot or count as a mandatory HQ selection.  For the curious, each Priest is taken seperately, not bought as a unit.
  • Wargear: Flak Armour, Laspistol, Close combat weapon, Frag Grenades, Rosarius
  • Special Rules: Independent Character, Zealot
  • War Hymns: A Ministorum Priest can take a Leadership test at the beginning of each Fight sub-phase in which he is locked in combat. If passed choose one of the following war hymns to take effect immediately:
    • The Emperor Protects: The Priest and his unit re-roll all failed armour and invulnerable saves until the end of the the phase.
    • The Emperor's Strength: The Priest has the Smash special rule until the end of the phase.
    • The Righteousness of the Emperor: The Priest and his unit re-roll all failed rolls To Wound until the end of the phase.

Primaris Psyker:

  • -20 Points
  • Each Astra Militarum detachment may include 0-3 Primaris Psykers. They do not use a FOC slot or count as a mandatory HQ selection.
  • Wargear: Flak armour, Laspistol, Force Weapon, Frag Grenades, Refractor Field
  • Special Rules: Independent Character, Psyker Masterly Level 1 (Biomancy, Divination, Pyromancy, Telekensis)
  • It's For You're Own Good: If the Primaris Psyker suffers a Perils of the Warp while in a unit with a Commisar (of any kind) the Primaris Psyker is executed automatically.

Techpriest Engineseer:

  • -5 Points
  • Each Astra Militarum detachment may include 0-3 Engineseer. They do not use a FOC slot or count as a mandatory HQ selection.
  • Wargear: Power Armour, Laspistol, Power Axe, Servo-arm, Frag Grenades, Krak Grenades
  • Special Rules: Independent Character
  • Awaken the Machine: In each of your shooting phases, instead of firing his weapons the Enginseer may choose a single friendly Astra Militarum within 12". The vehicle gains the Power of the Machine Spirit special rule until the end of the turn.
  • Blessing of the Omnissaiah: Works just like the Space Marine version, just with no Servo-Harness.

Servitors:

  •  -10 points
  • May take a unit of Servitors for every Engineseer in the army.
  • Wargear: Servo-Arm
  • Special Rules: Mindlock (just like the Marine codex, plus orders don't affect the unit if it's Mindlocked)

Troops

Infantry Platoon

  • Points:
    • Platoon Command Squad: +0
    • Infantry Squad: +0
    • Heavy Weapons Squad: -15 (no longer comes with Mortar and must purchase Heavy Weapons for all three teams)
    • Special Weapons Squad: -5 Points
    • Conscripts: -20 Points
  • Consists of 1 Platoon Command Squad, 2-5 Infantry Squads, 0-5 Heavy Weapons Squads, 0-3 Special Weapons Squads, 0-1 Conscripts Squads. Each Platoon counts as a single Troops slot on the FOC.
  • Wargear:
    • Platoon Commander, Sergeant: Laspistol, Close Combat Weapon
    • Guardsmen, Heavy Weapon Team, Conscript: Lasgun
    • Everyone: Flak Armour, Frag Grenades
  •  Special Rules:
    • Platoon Commander: Voice of Command
    • Heavy Weapons Teams: Heavy Weapons Team
    • Infantry Squad: Combined Squad: Before rolling for Warlord Traits the Astra Militarum player must decide to form Combined Squads. If they choose to do so they may join any Infantry Squad to any other Infantry squad in the same platoon in any combination of whole units that they wish (example: 3 Infantry Squads can form 1 Squad of 30 models, or a squad of 20 models and a squad of 10 if the player wishes to Combine them this way). If the player decides to deploy the units in this matter they are treated as a single unit for the whole game.

Veterans:

  • -10 points
  • Wargear: Flak Armour, Lasgun (Veterans/Veteran Weapons Team only), Laspistol (Veteran Sergeant only), Close Combat Weapon (Veteran Sergeant only), Frag Grenades
  • Special Rules: Heavy Weapons Team (Heavy Weapons Team only)
  • One squad of Veterans may replace its Veteran Sergeant with Sergeant Harker. If the squad contains Sergeant Harker it may not take the Grenadiers doctrine.
  • Sergeant Harker:
    • +0 points
    • Wargear: Flak Armour, Close Combat Weapon, Frag Grenades, Krak Grenades
    • Heirloom of Conquest: Payback (36", S5, AP4, Heavy 3, Rending)
    • Special Rules: Relentless

 Dedicated Transports:

Chimera:

  • +10 points
  • Wargear: Multi-laser, Heavy Bolter, Searchlight, Smoke launchers
  • Special Rules: Amphibious, Lasgun Arrays, Mobile Command Vehicle
  • Transport Capacity: 12 Models

Taurox:

  • -5 points (compared to the old Chimera)
  • Wargear: Twin-linked Autocannon
  • Special Rules: All-terrain APC
  • Transport Capacity: 10 Models

Taurox Prime:

  • +15  points (over the old Chimera)
  • Wargear: Taurox Battle Cannon, Twin-linked hot-shot volley gun
  • Special Rules: All Terrain APC
  • Transport Capacity: 10 Models

Elites

Ogryns:

  • +0 points
  • Wargear: Flak Armour, Ripper Gun, Frag Grenades
  • Special Rules: Hammer of Wrath, Stubborn, Very Bulky

Bullgryns:

  • +85 points (over the cost of an Infantry Squad)
  • Wargear: Carapace Armour, Grenadier Gauntlet, Frag Grenades, Slabshield
  • Special Rules: Hammer of Wrath, Stubborn, Very Bulky

Ratlings:

  • +0 points
  • Wargear: Flak Armour, Laspistol, Sniper Rifle
  • Special Rules: Infiltrate, Shoot Sharp and Scarper, Stealth

Wyrdvane Psykers:

  • +0 points (vs Psyker Battle Squad)
  • Wargear: Flak Armour, Laspistol, Close combat weapon
  • Special Rules: Brotherhood of Psykers (Mastery Level 1: Biomancy, Divination, Pyromancy, Telekinesis)

Militarum Tempestus Platoon:


  • Points:
    • Militarum Tempestus Command Squad: +35 (vs Infantry Squad)
    • Militarum Tempestus Scions: +20 (vs Infantry Squad)
  • Tempestor Prime: Infantry (Character), else Infantry 
  • Consists of 0-1 Militarum Command Squad, 1-3 Militarum Tempestus Scions. Each Platoon counts as a single Elites slot on the FOC.
  • Wargear:
    • Tempestor Prime, Tempestor: Hot-shot Laspistol, Close Combat Weapon
    • Tempestus Scions: Hot-shot Lasgun
    • Everyone: Carapace Armour, Frag Grenades, Krak Grenades
  •  Special Rules:
    • Militarum Tempestus Command Squad: Clarion Vox-net (friendly units from the same platoon use the Tempestor's leadership for Fear, Morale and Pinning cheks), Deep Strike, Move Through Cover, Voice of Command (Tempestor Prime only)
    • Militarum Tempestus Scions: Deep Strike, Move Through Cover

Fast Attack

Scout Sentinel Squadron:

  • +0 points
  • Wargear: Multi-laser
  • Special Rules: Move Through Cover, Scout

  Armoured Sentinel Squadron:

  • -15 points
  • Wargear: Multi-laser

 Rough Riders:

  • +0 points
  • Wargear: Flak Armour, Laspistol, Close combat weapon, Hunting Lance, Frag grenades, Krak grenades

Hellhound Squadron:

  • Points:
    • Hellhound: -5
    • Devil Dog: +15
    • Bane Wolf: +0
  • Wargear: Heavy Bolter, Inferno Cannon (Hellhound only), Melta Cannon (Devil Dog only), Chem Cannon (Bane Wolf only)

Valkyrie Squadron:

  • +25 points
  • Wargear: Multi-laser, Two Hellstrike Missiles, Extra Armour, Searchlight
  • Special Rules: Grav-chute Insertion
  • Transport Capacity: 12 models

Vendetta Squadron:

  • +40 points
  • Wargear: Three Twin-Linked Lascannons, Extra Armour, Searchlight
  • Special Rules: Grav-chute Insertion
  • Transport Capacity: 6 Models

Heavy Support

Leman Russ Squadron:

  • Points: Oh boy, some of these got a LOT cheaper.
    • Leman Russ Battle Tank: +0
    • Leman Russ Exterminator: -20
    • Leman Russ Vanquisher: -20
    • Leman Russ Eradicator: -40
    • Leman Russ Demolisher: +5
    • Leman Russ Punisher: -40
    • Leman Russ Executioner: -35
  • Wargear: Heavy Bolter, Searchlight, Smoke Launchers, Battle Cannon (Battle Tank only), Exterminator Autocannon (Exterminator only), Vanquisher Battle Cannon (Vanquisher only), Eradicator Nova Cannon (Eradicator only, Demolisher Siege Cannon (Demolisher only), Executioner Plasma Cannon (Executioner only)

Hydra Battery:

  • Points: -5 Points
  • Wargear: Heavy Bolter, Two twin-linked Hydra autocannons (yes, these still only have Skyfire, but don't forget that Skyfire works against Skimmers, something Tau and Eldar have a lot of), Searchlight, Smoke Launchers

Basilisk Battery:


  • Points: +0 Points
  • Wargear: Heavy Bolter, Searchlight, Smoke launcher, Earthshaker Cannons
Yes, the old Ordnance Battery is gone. The models still have rules through the IA: Imperial Guard book though, so this might be your best bet if you still want to use them.

Wyvern Battery:

  • Points: +10 Points (over the old Chimera)
  • Wargear: Heavy Bolter, Two Twin-linked Stormshard Mortars, Searchlight, Smoke Launchers

Manticore:

  • Points: +10 Points
  • Wargear: Heavy Bolter, Storm Eagle Rockets, Searchlight, Smoke Launchers
  • Special Rules: Limited Ammunition: Manticores only carry 4 rockets, and only 1 rocket may be fired in each shooting phase. Additionally, until they've been fired, each rocket counts as a seperate weapon when determining Weapon Destroyed results. Once the Manticore has fired of it's rockets (or they are destroyed) it may not fired anymore. 

Deathstrike:

  • Points: +0 Points
  • Wargear: Heavy Bolter, Deathstrike Missile, Searchlight, Smoke Launchers
  • Special Rules:
    • No Ordinary Weapon: A Deathstrike missile can not be destroyed, only delayed. Additionally crew shaken and crew stunned does not prevent a Deathstrike missile from launching.
    • The Hour is Nigh: Deathstrike Missile Launchers can not fire on the first turn of the game, or if it has moved earlier in the turn it wishes to fire. In the shooting phase if you wish to fire the Deathstrike Missile roll a D6 and add +1 for each full, consecutive turn the Deathstrike has not moved, and -1 for each Weapon Destroyed result. If the result is a 4 or more the missile fires. On a natural roll of a 6 the missile fires regardless of any negative modifiers.

Final Thoughts

Honestly there is a lot to take in from this but there are a couple things for certain: armies will be changing. With points drops across a large portion of the army, changes to some old classics (the Chimera only lets 2 models fire out the top now for instance) and some points bumps on others (namely the flyers) there is a lot to take in and I'm curious how it'll all play out.

I'll be digesting this book for a few days at least, that's for sure and I recommend others do the same, maybe even give it a few games before any serious rage sets in. It's definitely the same animal, but it seems to have changed its stripes enough that I'm definitely not feeling comfortable passing judgement on this codex just yet. 
 
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