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Lost in Space

I'm a longtime IG player and I've been trying to come up with solid balanced changes for the next IG revision. If you also have some ideas please post to this thread.


Sniper Teams
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Sniper rifles and their units have gone through a few incarnations in the guard. They are popular models because of the mystic but the units and the weapons leave something to be desired. So here's a variant using a hodge podge of rules currently in play.

0-1 Elites or  HQ add-on (doctrine restricted troops)
One slot is three sniper teams. Each team is two models. The unit arrives together, but each team deploys individually.
equipment: one sniper rifle, one lasgun
upgrades available: auspex, deathworld toxins

Special or USR rules.
infiltrate
move through cover
acute senses
go to ground: +1 to cover saves. May opt to be pinned rather than fall back due to shooting.  (re: ratlings)
sniper rifle only
rolls of 5-6 to hit are considered ap1.
(re: eldar pathfinders)
roll 3d6 for armor penetration. (re: vindicare assassin)

The rules reflect the rigorous training and specialized equipment available to elite troops. The most significant changes are in bold as these make this a deadly unit. Now terminators, TMCs, and lightly armored vehicles should fear this very fragile unit.

I suggest 80 points for the unit (3 teams). This is the same cost as a mortar squad.
upgrades are bought for the unit and each team gets one.
+6 points for auspexes
+15 points for deathworld toxins.
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Infantry support weapons
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I've wanted a "special" weapon that is better suited to the battlefield roles most guard line infantry squads are used for, namely sit and shoot. But the choices for range are either grenade launcher or plasma. So why not something already in use by the guard as a light support weapon, the heavy stubber (str 4/ ap 6/ rng 36"/ heavy 3). Putting this option into a guard infantry squad or command squad provides range and fire volume at the cost of mobility and firepower. Now a line squad can engage targets out to 36" with both their heavy bolter and heavy stubber. A command squad could now be equiped with a heavy bolter and two heavy stubbers or four heavy stubbers which is a lot of dice at those ranges for a half-pint infantry squad.

This option should cost either 6 or 8 points considering it doesn't have the stopping power of either the melta or plasma guns.
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Advisors
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The current system of assigning advisor by a prescribed formula and to a limited selection of units makes these potentially powerful models impotent. These advisors represent an imperial delegation that is not strictly part of the regiment's chain of command. Commissars and priests are there to root out heresy, weakness, and bolster the morale so they should be assigned as the situation demands. Imperial psykers however are a precious and potentially dangerous commodity and must be kept close to hq.

I would not change the rules for the commissar or the priest, simply allow them to be assigned to any unit in the imperial guard list. That includes conscript platoons, ogryns, ratlings, and rough riders (this would require purchase of a mount). I believe this would significantly increase the usefulness of these units and advisors.

A commissar could serve to increase staying power of a conscript platoon (through summary executions) as well as putting a hidden powerfist in the unit. A priest could make ogryn or rough rider units twice as effective in their impact and add the evicerator's strength to the equation.

Psykers require a serious overhaul to make them worth even their meager 12 points. The random psychic powers are often useless. They would be at their best in a support role with powers that address weaknesses in the guard's psychic defenses. The option of a psychic hood would be great even with their leadership of 8.

 Some powers that would fit what I think a psyker assigned to the guard should have are as follows:
Emperor's Solace: Allows one designated unit to ignore any modifers or special restrictions (such as those that cause automatic failure) to any morale check made that turn. So that unit would test as though they were stubborn. However unit must use its own leadership (or that of the advisor assigned to that unit).

Psychic Beacon: provides +1 to allied reserve rolls that turn. No effect if used on 1st turn. However this allows enemy psykers to re-roll to hit rolls for psychic powers targeting the unit containing the psyker during that turn.
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So any other ideas suggestions...
   
 
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