40k Factions Headcanons Part 3
Mkay, moving on to part 3 of my series where I explain how I’d change the armies of 40k if I woke up one morning and had control of GW. Holy shit this is taking so much more time and effort than I thought it would. Well at least with this one I’ll be finished all the Imperial armies. So when it’s done I’ll have finished three multi-hour writing efforts out of... ten?
Also, something I left out of the start of the first post - there is no allies system in my version of Warhammer 40k. You get what’s in your codex and nothing else. The point of my redesigns is to give each faction a distinctive feel, both thematically and in terms of their playstyle. If you can just mix-and-match freely when you listbuild it makes it much harder to balance the game, because you have to playtest each unit fighting alongside every other unit in the game rather than just the ones in the same codex. If you want to run something that the codexes don’t allow (Gue’vesa Auxiliaries for example, or a strike force of Chaos Space Marines) you can just use the “count as” rule, using different models for one of the codex entries. It won’t make everyone happy. Remember, my redesign is based around getting the themes of the Guard across while ensuring they have a distinctive feel and playstyle, and that each unit is distinct enough that there’s little “overlap”.
The Imperial Guard (or the Astra Militarum if you’re a GW exec trying to maximize your intellectual property) can be both the least “40k” of all the army factions and the most “40k” of them. On the one hand, factions like the Death Corps of Krieg and units like Commissars really capture the feel of 40k and of the Imperium. On the other hand, its very easy to write the Guard as being a fundamentally good, human force triumphing over the horrors of the galaxy. This is a trap. There are no “good guys” in 40k, especially not the Imperium. The themes of the Guard are humanity and inhumanity. The Guard is about sending countless humans to fight and die in suicidal actions against the most horrific enemies in the galaxy because it protects humanity. Or because your commander is an incompetent blue blood who only received a commission because of your obnoxiously rich family and his brilliant military strategy was to bayonet charge Ork Nobs. The Guard is about executing a man because he took poor care of his lasgun, because the Guardsman is infinitely more replaceable and therefore worth substantially less than the single most-available weapon in the galaxy. It’s about ordering tens thousands of young people to charge across an open field at a Tau gunline - because the Tau will run out of ammo before you run out of conscripts.
The Guard protects humanity, but it doesn’t value humans. Crunch-wise I’d want to emphasise that, with the focus being on squads rather than individual models. Here’s a quick run down of the list I’d use to make up the Guard:
HQ
Command Squad - as is. Nothing wrong with orders, nothing wrong with an Imperial Guard Classic.
Tank Commander - for armies themed around hordes of tanks. Can issue orders to other tanks. Can also take side sponsons, unlike regular tanks.
Commissars - You can take 1-3 of these guys as one HQ choice, and assign each one to an infantry squad while you’re setting up. They allow you to sacrifice one member of that unit to re-roll a failed leadership check, but if you still fail, you remove the Commissar. I’d leave priests out, except in the Command Squad, and let these guys have the “morale buff” role instead. I originally had them in the Elites section, but it was getting pretty crowded, and a bunch of ordinary humans makes more sense for the guard than one big heroic human, so they’re replacing the Lord Commissar here.
Elites
Scions - because “storm troopers” has unfortunate connotations, and “Tempestus” sounds stupid. These guys are pretty standard, they have carapace armour and hot-shot lasguns. They have higher leadership than regular guardsmen too. Can take a rhino, a taurox or a chimera
Ogryns/Bullgryns - big guys with big guns. These guys are the biggest, meatiest guys you have. But this is the guard, and they aren’t space marines (why don’t space marines recruit these guys???), so I’d actually nerf them somewhat. They’re still str/tou 4, but they only have one wound each. They get carapace armour and either shotguns (str 4 assault 2) or power mauls and force shields (5+ invuln save). Because they’re smaller than they used to be, they can ride in Metal Bawxes now (and because they’re meant for seizing objectives, so being able to ride in a troop transport is rather important). They’re still giant brutish abhumans, but they aren’t superhuman.
Tech-Priest - Able to restore wounds to nearby tanks and provides a buff to all nearby vehicles (he helps calm the machine spirits with his chanting). This guy is the closest
Psykers - not astropaths, which are in the command squad, but some kind of “Militarum Choir”. Lay psykers discovered by the guard and herded together as a kind of psychic battery. More of them working together makes them more powerful, but they can still fail a perils of the warp check and all turn inside out together.
Troops
Guardsmen - because “conscripts” would be redundant. A squad of between 10 and 30 cheap-as-chips guardsmen, wearing flak armour (which I am VERY tempted to say only gives you a 6+ armour save) and carrying lasguns. They have leadership 6, but can use a command squad’s leadership instead if the CS is alive and on the table. For each full 10 Guardsmen you can take one special weapon (plasma gun/grenade launcher/sniper rifle) and one heavy weapon (heavy bolter/missile launcher/autocannon/lascannon). I’m leaving flamers and melta weapons off these guys, because these ones fit the Guard better (especially Gets Hot! plasma guns over melta guns). I was tempted to have the “platoon” system from yesteryear, and have them be two separate squads of guardsmen and a platoon command squad, but this is simpler. Can’t take troop transports.
Veterans - guardsmen with one extra point of BS and Leadership, in squads of 5-10. They can take camo cloaks, which gives a +1 to cover saves, and they can infiltrate if they don’t have a troop transport. For each five of them in a squad they can take two special weapons (plasma gun/grenade launcher/sniper rifles/flamers). These are the guys you take if you want a wholly mechanised force of guardsmen. I swapped the Scions and these guys around because it makes more sense for these guys to be more available than the scions, and because the scions were actually “Elite”.
Transport
Chimera - Old Reliable. A middle ground between the Rhino and the Taurox, a multi-laser and a pintle-mounted storm bolter give it some firepower while retaining a full 12-man troop compartment, although its armour is light than the rhino’s. It’s on-board generator means the turn its unit disembarks they can re-roll to-hit rolls of 1 with their lasguns/hotshot lasguns.
Rhino - big and beefy, gets you there safely although not heavily armed. The quintessential Metal Bawx.
Taurox - the Immolator of the IG. Has a top-mounted autocannon, but can only carry 6 people.
Fast Attack
Sentinels - ah, the chicken walkers. Nothing wrong with these, although I would give them Heavy Flamers and Plasma Cannons in addition to Autocannons/Heavy Bolters/etc. The they can be upgraded with extra amour, but lose the ability to scout.
Hellhounds - a squad of 1-3 scouting tanks. Same armour as a Chimera, but their troop compartments and multi lasers are replaced by a giant flame thrower/acid sprayer. Can receive orders from tank commander.
Roughriders - 5-20 hugely mustachioed men on horseback. Same as they are pretty much, good for taking objectives but piss poor at holding them (their lances count as power weapons on the turn they charge). Allow you to relive the charge of the light brigade in space.
Ratlings - they have to go somewhere, and the Elites section is full enough as is. On second thought, I’d actually drop these little guys and just say their models now “count as” veterans with sniper rifles. There’s nothing they do that the infiltrating vets with camo cloaks don’t do already. There’s no point having TWO units of infiltrating snipers, and Gaunt’s Ghost have a hit book series, so they get first dibs.
Heavy Support
Leman Russ Squadron - these guys would actually get stripped down. The emphasis in the guard is quantity over quality, so I’d still have them packing big turret guns and thick armour, but I’d lose the side sponsons (they still have the hull-mounted gun though) and any special rules they might have in order to keep them as cheap and mass-producible as possible. All the flavours of Leman Russ can be mixed and matched here. These can receive tank orders.
Artillery Squadron - wyverns, basilisks, and death strikes.Basically any tank that shoots things it can’t see from your edge of the board, so they don’t have to share a squadron with Leman Russes on the front line. Death strikes are still random, but they share squads with horde-killing wyverns and tank-busting basilisks. These can receive tank orders.
I left out Heavy Weapon Platoons, because they don’t really seem to fit in too well - if you can give every two guardsmen a plasma cannon, why not do that? It makes more sense for the heavy weapons to be mixed in with the regular troops I feel. This has lead to the unfortunate demise of the mortar squad however. RIP little dudes, your dropping mortar shells on Orks in heaven now.
Super Heavies
Baneblades - because it wouldn’t be the guard without them. Say it with me now - ELEVEN BARRELS OF HELL.
Imperial Knights - because they have to go somewhere, they’re popular enough that trying to drop them would lead to an uproar. Plus these giant warmachines actually fit in quite well with the guard.
Playstyle-wise, they’re similar to Tyranids, but the focus is on shooting rather than melee. They’re the Tau to the Tyranids’ Sisters of Battle, a horde interested in keeping its distance from the enemy and whittling them down with mass firepower rather than rushing in close.
Fluff-wise, I wouldn’t change much, besides emphasising that the guard and the imperium aren’t the good guys, and that the guard doesn’t value individual humans at all, even though its charge with protecting humanity. I’d make sure to have a lot of stories in the codex about guardsmen and -women being executed for cowardice, being sent on suicidal mass-charges, etc. Basically using North Korean/world war one military strategy, which suits the bleak tone of the 41st Millenium more than heroic world war two stuff. I’ve already said everything I really wanted to say about this at the start of this article.
So yeah. That’s how I’d redesign the imperial guard. Tune in next time to read my ramblings about how I’d change the Chaos so they aren’t just Space Marines with spiky bits.