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				<title>11th Codex: Imperial Guard. Datasheet rework and Weapon updates</title>
				<description><![CDATA[ •	<b><span style="font-size: 24px; line-height: normal;">DATASHEETS </b>- only adding point cuts/increases when I see it necessary to point out<br /> <br /> <br /> o	<b>Characters</b>: some characters will have the option to act as Leaders or Support. Our character selection is the most complex in all <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and only Faction that army rule entirely depends on charactes. Othewise, its broken.<br /> <br /> •	NEW CHARACTER: <b>Tank Commander</b> (leader)<br /> 	Can join Rogal Dorn, Leman Russ, Baneblade. Meaning, it keeps the ability of unit joined.<br /> •	Replaces RDTC and LRTC datasheets. It is NOT a vehicle, it's a leader you attach to tank.<br /> •	It does not add any wounds to the vehicle it joins.<br /> 	Can issue 2 Squadron Orders OR 1 Titanic Order. Vox Net (12” range) Can issue orders up to 12"<br /> 	NEW Ability: at the start of the command phase, select one of these 3 options:<br /> •	You may re-roll 1D6 roll dice to determine the number of attacks<br /> •	Your weapons have the [Assault] keyword<br /> •	Once per battle round, a Tank Commander can use "Smoke" OR "Crushing Impact" stratagem for 0CP, even if it's been used this battle round.<br /> •	Note: the 3 are situationally useful, i think you'll want to use all depending on circumstances.<br /> <br /> •	NEW CHARACTER: <b>Recon Commander</b> (leader)<br /> 	Can join Hellhound, Sentinel, Hippogryph, Chimera or Valkyrie<br /> •	It does not add any wounds to the vehicle it joins. It's not a vehicle, its just a leader attached.<br /> 	Can issue 2 Squadron Orders. Vox Net (12” range)<br /> 	NEW Ability: at the start of your shooting phase, you can select one visible target within 18". Increase detection range by 3” and ALL [Astra Militarum] models have [Sustained hits 1] against that target.<br /> <br /> •	<b>Commissar Sebastian Yarrick</b> (leader)<br /> 	Counterstrategist. Range back to enemy within 9" of this UNIT, not model.<br /> 	Moderate points reduction.<br /> <br /> •	<b>Lord Solar</b> (leader)<br /> 	Unchanged.<br /> <br /> •	<b>Marshall Dreir</b> (leader)<br /> 	"Leading the charge". Add text: Additionally, when issuing orders to [Mounted] units, range increased to 12".<br /> 	"Saber of Sacrifice": Damage increased to D2. Anti-infantry down to 5+.<br /> 	Laspistol renamed to "Relic Laspistol". Attacks increased to 2A, Damage increased to D2.<br /> •	I dont even play krieg, but this guy is beyond awful. Improving his niche as mounted leader is the way to go I feel, not making him another Lord Solar.<br /> <br /> •	<b>Cadian Castellan</b> (leader)<br /> 	Unchanged<br /> <br /> •	<b>Ursula Creed</b> (leader)<br /> 	Unchanged<br /> <br /> •	<b>Hell's Last</b> (support)<br /> 	No longer Legends<br /> 	Counts as Command Squad (no more than 1 per unit).<br /> <br /> •	<b>Cadian Command Squad </b>(support)<br /> 	Cadia Stands: In the opponent's phase, when this unit contains an [OFFICER], just after an enemy unit has selected its targets, if this is wihin range of an objective you control, you may change one order affecting this unit to "Take Cover!".<br /> <br /> •	<b>Krieg Command Squad</b> (support)<br /> 	Unchanged?: <br /> 	i have not yet played this. I know they need big changes. One could be a full rework, make it 5 unit and create new "Lord Commissar" datasheet. Or add a new ability. Shoot or fight on death on a 4+ for the unit would be fitting. But want to hear<br /> <br /> •	<b>Commissar</b> (leader)<br /> 	Can now issue "Move, move, move" order.<br /> <br /> •	<b>Ogryn Bodyguard</b> (bodyguard OR support), renamed to "Ogryn Bone'ead"<br /> 	"Bodyguard" can always join an "Officer" keyword<br /> 	Alternatively, can now join ogryn/bullgryn squads as support. If it does, unit gains the [Regiment keyword]<br /> •	3 ogryn+bodyguard in Chimera/Valkyrie becomes viable. Welcome home, Darktide<br /> •	More viable ways to effectively play Ogryns outside exclusive detachment.<br /> <br /> •	<b>Primaris Psyker</b> (support)<br /> 	Points down to 40<br /> 	New weapon option alternative: Inferno Force Staff (a flamer 12" weapon basically), with hazardous alternate<br /> <br /> •	<b>Tech-Priest</b> (support)<br /> 	Enginseer: alternatively, if this model has joined a unit, adds 1 attack to [Rapid Fire] weapons of said unit.<br /> <br /> •	<b>Ministorum Priest</b> (support)<br /> 	<i>War Hymns</i>: in the command phase, choose one of these 3 options (just a general view, not balanced yet)<br /> •	[Sustained hits 1] in melee for his unit.<br /> •	+1 to <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> and Invulnerable of 6+ for his unit.<br /> •	This model gains [Cleave 1] and re-roll one hit and one wound roll in melee.<br /> 	Zealot (instead of Holy Piety): once per battle, improve Attacks and Strength by 3 (like Sisters variant).<br /> <br /> <br /> o	<b>[size=20]Infantry</span> </b>(troops)<br /> <br /> •	<b>Cadian Shock Troops, Death Korps of Krieg and Catachan Jungle Fighters</b><br /> 	You can attach a leader and a support character to these units, OR up two support units instead<br /> •	This "bug fix" will allow to combine the Command Squads with regular leaders which would be impossible with new rules otherwise. I find it mandatory a fix like this for the guard, but there's other ways to implement it, glad to hear opinions on the matter.<br /> <br /> •	<b>Tempestus Aquilons</b><br /> 	Precision Drop changed to 6" from the enemy horizontally OR 3" vertically<br /> •	Meaning they can steal objectives if the upper floor is empty.<br /> 	Option to be fielded in unit of 5 model. Loses the Sentry<br /> <br /> •	<b>Kasrkin, Krieg Combat Engineers and Tempestus Scions</b><br /> 	Unchanged<br /> <br /> •	<b>Ogryns and Bullgryns</b><br /> 	ADD: When using [Firing Deck] Rule, count these models as 3 instead of 1.<br /> •	A nerf, but I think its necessary and makes sense. Still useful in centaur or Baneblades, but not in a Chimera shooting from a tiny hatch.<br /> <br /> •	<b>Ratlings</b><br /> 	Movement down to 5". No idea why they move as fast as a human in 10th. They move 1" less in all other games like Killteam, Necromunda or older editions (3th to 7th).<br /> 	NEW ADDITIONAL ABILITY (on top of what they have): this unit has -3" detection range.<br /> <br /> <br /> o	<b><span style="font-size: 20px; line-height: normal;">Artillery</span> </b>(infantry and vehicles)<br /> <br /> •	IMPORTANT NOTE: giving most artillery [Heavy] back. With new rules, they must remain stationary to use [Indirect fire] rule, so wont help mobility with new [Heavy] changes unless using direct fire. But this will help propelled artillery not rely on orders as much. On-foot artillery will still want orders to hit on 4+.<br /> <br /> •	<b>Basilisk</b><br /> 	Earth Shaker Cannon gains [Heavy] back. [Blast 2]<br /> 	Points should be fine this way? Would need testing<br /> <br /> •	<b>Wyvern</b><br /> 	Quad Mortar gains [Heavy] back. Strength up to 6. Loses [Twin-Linked]. [Blast 1]<br /> •	NOW <span class="glossaryitem" onmouseover='gp(484);'>IT</span> HAS 2 Quad Mortars, not 1.<br /> •	This should make it a consistent light infantry killer. With two more 1D6+blast attacks and enough strength to wound on 2+ to weak infantry, it should be a menace against humanoids, and still theaten orks blobs, but very ineffective against medium/heavy infantry or anything better.<br /> 	Moderate-High Price decrease. This should be our cheap mobile artillery, yet it costs an arm and a leg.<br /> <br /> •	<b>Manticore</b><br /> 	Storm Eagle Rockets<br /> •	1D6+1 [Blast 1] and [Heavy]. [Anti-infantry 4+] and [Devastating wounds]<br /> •	One use. This model is equipped with 4 "Storm Eagle Rockets"<br /> •	Ability: substract 1 from OC (to a minimum of 0). Can only shoot 1 "Storm Eagle Rockets" per round.<br /> •	This may be controversial, but I dont want Manticore to be much cheaper. I want it to be a total menace and our premium anti-elite artillery. The OC0 and nerfed anti-infanty with <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> would help be a nightmare against its target of choice, but unreliable against hordes and tanks.<br /> <br /> •	<b>Field Ordenance Battery</b><br /> 	Malleus Rockets. Add [Indirect Fire]<br /> 	Heavy Lascannon<br /> 	Moderate price decrease<br /> <br /> •	<b>Artillery Team</b> (krieg)<br /> 	Heavy Mortar: [Blast 2]<br /> 	Heavy quad launcher: [Blast 1] and [Sustained hits 1].<br /> 	Multiple rocket launcher: [Blast 1]<br /> 	Siege cannon: [Blast 2]<br /> •	I feel these changes will make the wepons more balanced between each other<br /> 	Moderate? price decrease<br /> <br /> •	<b>Cadian Heavy Weapon Team</b><br /> 	Covering fire change to: you can target this unit with Fire Overwatch for free, even if this stratagem has been used this turn. If this unit is with 6" of one or more Platoon units, Snaping shoots are made in an unmodified roll of 5+ instead.<br /> <br /> •	<b>Krieg Heavy Weapon Team</b><br /> 	Krieg Heavy Flamer now 1D6+3 attacks. Damage reduced down to 1.<br /> <br /> <br /> o	<b><span style="font-size: 20px; line-height: normal;">Vehicles</span> </b>(tanks)<br /> <br /> •	<b>Hellhound</b><br /> 	Melta cannon range increased by 6". Attacks incresed to 1D3+1.<br /> 	Chem cannon attacks increased to 1D3+3A. More reliable for killing marines.<br /> 	Inferno cannon strength increased to S8.<br /> 	Ability now only stips cover with cannon.<br /> 	Slight price incease.<br /> <br /> •	<b>Hydra</b><br /> 	Ability (reroll to hits) now only works for Hydra autocannons.<br /> 	Slight Price decrease<br /> <br /> •	<b>Leman Russ Battle Tank</b><br /> 	Battle-Cannon gains [Heavy] keyword. [Blast 2]<br /> 	Important it remains single datasheet, so you can still have 3 as opposed to other variants<br /> <br /> •	<b>NEW UNIT: Leman Russ Strike Tank</b><br /> 	Executioner, Vanquisher, Exterminator [Blast 1]<br /> •	Point differences, one single datasheet<br /> 	NEW abilities and changes<br /> •	<i>EXTERMINATOR</i>: Each time this model makes a ranged attack (excluding monsters/vehicles), improve the Armor Penetration characteristic of that attack by 1.<br /> •	Its a big nerf but I think army-wide buffs should be reduced for ALL factions. It'd make the Exterminator more elite-infantry dedicated tank, as it should. Ideally, similar ability in other factions datasheets would get a similar treatment, like sister's Castigator.<br /> •	<i>VANQUISHER</i>: In the shooting phase, you may re-roll one hit, one wound and one damage roll.<br /> •	Point increase. Very reliable Heavy Tank Killer, no longer a cheap sponsor platform.<br /> <br /> •	<b>NEW UNIT: Leman Russ Assault Tank</b><br /> 	Demolisher [Blast 2], Punisher [Devastating wounds], Erradicator [Blast 2]<br /> •	Point differences, one single datasheet<br /> 	NEW abililities and changes<br /> •	[Close Quarters] keyword for <i>Demolisher </i>(shorter, more in-line with new rules, effectively the same)<br /> •	<i>"Breaching Shells"</i>: Opponent units cannot benefit from Hidden against this model (Erradicator)<br /> •	<i>"Pinned Downed"</i>: After scoring a hit with [Punisher Cannon], if the target was [Infantry], until your next shooting phase the opponent's unit is uneligible to make [Advance] move<br /> <br /> •	<b>Rogal Dorn Tank</b><br /> 	Oppressor cannon [Blast 2]<br /> 	Twin-battle cannon [Blast 2]. Attacks increased to 1D6+6.<br /> 	Gatling Cannon. Add [Sustained hits 1]<br /> 	Slight price increase at most since you cannot have 6 anymore (only 3, no RDTC).<br /> <br /> <br /> o	<b><span style="font-size: 20px; line-height: normal;">Vehicles</span></b> (transports)<br /> <br /> •	<b>Chimera</b>:<br /> 	Multi-laser attacks increased to 6A<br /> 	Ability now increases range orders up to 12"<br /> 	Toughness inceased to 10.<br /> •	Remember ogryns wont use rapid fire from within now. Still, maybe slight price increase to 90?<br /> <br /> •	<b>Centaur</b>:<br /> 	Ability increases OC for each 2 models rather than 3<br /> 	Price drop down to 65<br /> •	More in line with the Ork Trukk price (also firing deck 12), only slightly cheaper since it cannot transport troops as expensive as them.<br /> <br /> •	<b>Taurox</b>:<br /> 	Unchanged.<br /> <br /> •	<b>Taurox Prime</b>:<br /> 	Unchanged.<br /> <br /> •	<b>Valkyrie</b>:<br /> 	No <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> still about [Hover] rules, uncertain how will work exactly. And whether it'd benefit from Plunging Fire (+1BS) or not in [Hover].<br /> 	HEAVY price decrease. From 190 to 140 at least, possibly 130.<br /> 	Multiple rocket pods [Blast 2]. Multi-laser attacks increased to 6A<br /> •	Better at anti-infantry role,more balanced alternatives. Lascannon/Hellstikes were far superior.<br /> <br /> <br /> o	<b><span style="font-size: 20px; line-height: normal;">Others</span> </b>(others)<br /> <br /> •	<b>Sentinel </b>(Scout & Armored):<br /> 	Unchanged.<br /> <br /> •	<b>Attilan and Death Riders</b>:<br /> 	Unchanged.<br /> <br /> •	<b>Hippogriff</b><br /> 	Vigilator cannon [Blast 1]. Increased to 1D6+1 attacks.<br /> 	Chiron Gatling Cannon. Add [Sustained hits 1]<br /> •	This should make the weapons more balanced each other without need of points for each.<br /> <br /> •	<b>Deathstrike</b>:<br /> 	No idea what to do to this to remove meme status but not make it oppressive besides add D2 to profile.<br />  <br /> <br /> o	<b><span style="font-size: 24px; line-height: normal;">Weapons </span></b>(general changes to common weapons):<br /> <br /> •	Plasma Rifle (overcharged): LOSES [Rapid Fire] keyword. (this change should be done across all factions)<br /> •	Plasma Pistol/Rifle (regular): strength down to 5 (this change should be done across all factions)<br /> •	Boltgun/Boltpistol: AP1 (this change should be done to most, but not all, boltgun variants)<br /> •	Shotguns: added [Close Quarters] and [Rapid Fire 1]. <br /> 	More combat oriented, deadly within 6".<br /> •	Flamer/Heavy Flamer: attacks increased to 1D6+1A.<br /> •	Missile Launcher (krak): strength increased to S10.<br /> •	Missile Launcher (frag): attacks increased to 1D6+1. Blast 1<br /> •	Grenade Launcher (krak): unchanged.<br /> •	Grenade Launcher (frag): attacks increased to 1D3+1. Blast 1<br /> •	Multilser: attacks increased to 6A<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 10 Jun 2026 10:23:57]]> GMT</pubDate>
				<author><![CDATA[ Guillérmidas]]></author>
			</item>
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				<title>11th Codex: Imperial Guard. Datasheet rework and Weapon updates</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ba15e911781b8c07a0a1b50bb0d4e12a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819114/11826536.page"><b>Guillérmidas wrote:</b></a><br/>•	<b>[size=24]DATASHEETS </b>- only adding point cuts/increases when I see it necessary to point out<br /> <br /> <br /> o	<b>Characters</b>: some characters will have the option to act as Leaders or Support. Our character selection is the most complex in all <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and only Faction that army rule entirely depends on charactes. Othewise, its broken.<br /> <br /> •	NEW CHARACTER: <b>Tank Commander</b> (leader)<br /> 	Can join Rogal Dorn, Leman Russ, Baneblade. Meaning, it keeps the ability of unit joined.<br /> •	Replaces RDTC and LRTC datasheets. It is NOT a vehicle, it's a leader you attach to tank.<br /> •	It does not add any wounds to the vehicle it joins.<br /> 	Can issue 2 Squadron Orders OR 1 Titanic Order. Vox Net (12” range) Can issue orders up to 12"<br /> 	NEW Ability: at the start of the command phase, select one of these 3 options:<br /> •	You may re-roll 1D6 roll dice to determine the number of attacks<br /> •	Your weapons have the [Assault] keyword<br /> •	Once per battle round, a Tank Commander can use "Smoke" OR "Crushing Impact" stratagem for 0CP, even if it's been used this battle round.<br /> •	Note: the 3 are situationally useful, i think you'll want to use all depending on circumstances.<br /> <br /> •	NEW CHARACTER: <b>Recon Commander</b> (leader)<br /> 	Can join Hellhound, Sentinel, Hippogryph, Chimera or Valkyrie<br /> •	It does not add any wounds to the vehicle it joins. It's not a vehicle, its just a leader attached.<br /> 	Can issue 2 Squadron Orders. Vox Net (12” range)<br /> 	NEW Ability: at the start of your shooting phase, you can select one visible target within 18". Increase detection range by 3” and ALL [Astra Militarum] models have [Sustained hits 1] against that target.</div></blockquote><br /> Is the idea here that these guys basically just increase the cost of the vehicle and give it additional special abilities?  Almost like an enhancement?  Essentially what the named tau and ultramarines tank commander characters were back in the day?  If so, I almost wonder if these should literally just be enhancements? <br /> <br /> Tank Commander special abilities seem fine if a bit niche.  The free stratagem options almost feel like they should be handled closer to a captain's special ability. I.e. -1 to the cost of a strat that targets their unit once per round. That way, you get to show off your "commander" chops even when you aren't in a position to ram something or don't want to be leading the column to pop smoke.  Then again, maybe it makes more sense for this ability to be a discount to *another* tank within X" so it feels more like a commander and less like an ace.<br /> <br /> The recon commander granting your whole army sustained hits against a target feels kind of spicy, but you can probably balance it with a reasonable points cost. <br /> <br /> <blockquote class="uncited"><div>•	<b>Commissar Sebastian Yarrick</b> (leader)<br /> 	Counterstrategist. Range back to enemy within 9" of this UNIT, not model.<br /> 	Moderate points reduction.</div></blockquote><br /> Makes for a potentially huge aura on the ability, but probably not broken. Why the change? <br /> <br /> <br /> •	<b>Marshall Dreir</b> (leader)<br /> 	"Leading the charge". Add text: Additionally, when issuing orders to [Mounted] units, range increased to 12".<br /> 	"Saber of Sacrifice": Damage increased to D2. Anti-infantry down to 5+.<br /> 	Laspistol renamed to "Relic Laspistol". Attacks increased to 2A, Damage increased to D2.<br /> •	I dont even play krieg, but this guy is beyond awful. Improving his niche as mounted leader is the way to go I feel, not making him another Lord Solar.</div></blockquote><br /> Changes seem reasonable.  Being stuck with D1 attacks definitely limits his utility any time you're facing a <span class="glossaryitem" onmouseover='gp(95);'>meq</span> army. Which can be *fine* but does make him sort of matchup dependent. Making him so much better against all things <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> does feel like it probably warrants a slight price increase, however, and I think he ends up feeling dangerously close to Lord Solar but with fewer command tricks.  Maybe this guy just needs a price decrease rather than an overhaul? <br /> <br /> <blockquote class="uncited"><div><br /> •	<b>Hell's Last</b> (support)<br /> 	No longer Legends<br /> 	Counts as Command Squad (no more than 1 per unit).</div></blockquote><br /> To your mind, what is the difference between Legends and not-Legends in the context of homebrew units? <br /> <br /> <blockquote class="uncited"><div>•	<b>Cadian Command Squad </b>(support)<br /> 	Cadia Stands: In the opponent's phase, when this unit contains an [OFFICER], just after an enemy unit has selected its targets, if this is wihin range of an objective you control, you may change one order affecting this unit to "Take Cover!".</div></blockquote><br /> Is the goal here just to let you stack it with cover if you're actually in cover as well as on an objective? Seems fine. <br /> <br /> <blockquote class="uncited"><div><br /> •	<b>Commissar</b> (leader)<br /> 	Can now issue "Move, move, move" order.</div></blockquote><br /> Makes sense. <br /> <br /> <blockquote class="uncited"><div>•	<b>Ogryn Bodyguard</b> (bodyguard OR support), renamed to "Ogryn Bone'ead"<br /> 	"Bodyguard" can always join an "Officer" keyword<br /> 	Alternatively, can now join ogryn/bullgryn squads as support. If it does, unit gains the [Regiment keyword]<br /> •	3 ogryn+bodyguard in Chimera/Valkyrie becomes viable. Welcome home, Darktide<br /> •	More viable ways to effectively play Ogryns outside exclusive detachment.</div></blockquote><br /> I like it. Although it's weird to me that ogryn can ride in transports at all. I thought being claustrophobic was one of their iconic quirks? <br /> <br /> <blockquote class="uncited"><div>•	<b>Primaris Psyker</b> (support)<br /> 	Points down to 40<br /> 	New weapon option alternative: Inferno Force Staff (a flamer 12" weapon basically), with hazardous alternate</div></blockquote><br /> At a glance, 60 points for what you get seems pretty reasonable and on par with characters from my armies around that price. But you know the faction better than I do. No objection to a flamer profile as an alternative weapon. <br /> <br /> <blockquote class="uncited"><div>•	<b>Tech-Priest</b> (support)<br /> 	Enginseer: alternatively, if this model has joined a unit, adds 1 attack to [Rapid Fire] weapons of said unit.</div></blockquote><br /> Probably fine in a vacuum, but being able to double-dip with <span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span> strikes me as a red flag.  I leave it to those more familiar with the faction to say whether this has an abusable use case.<br /> <br /> <blockquote class="uncited"><div>•	<b>Ministorum Priest</b> (support)<br /> 	<i>War Hymns</i>: in the command phase, choose one of these 3 options (just a general view, not balanced yet)<br /> •	[Sustained hits 1] in melee for his unit.<br /> •	+1 to <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> and Invulnerable of 6+ for his unit.<br /> •	This model gains [Cleave 1] and re-roll one hit and one wound roll in melee.<br /> 	Zealot (instead of Holy Piety): once per battle, improve Attacks and Strength by 3 (like Sisters variant).</div></blockquote><br /> Seems *fine* but you've got multiple flavors of melee buff in there that are all ultimately trying to represent the same thing (stab better). I feel like you can probably streamline this or else make the different buffs more distinctive. <br /> <br /> <blockquote class="uncited"><div><br /> •	<b>Cadian Shock Troops, Death Korps of Krieg and Catachan Jungle Fighters</b><br /> 	You can attach a leader and a support character to these units, OR up two support units instead<br /> •	This "bug fix" will allow to combine the Command Squads with regular leaders which would be impossible with new rules otherwise. I find it mandatory a fix like this for the guard, but there's other ways to implement it, glad to hear opinions on the matter.</div></blockquote><br /> Seems reasonable.<br /> <br /> <blockquote class="uncited"><div>•	<b>Tempestus Aquilons</b><br /> 	Precision Drop changed to 6" from the enemy horizontally OR 3" vertically<br /> •	Meaning they can steal objectives if the upper floor is empty.<br /> 	Option to be fielded in unit of 5 model. Loses the Sentry</div></blockquote><br /> I'd have to check whether that creates any weird engagement range issues with the new rules, but the basic concept seems fine. Feels pretty niche and like it might be prone to confusing opponents though, so I'd be tempted to skip it for that reason alone. <br /> <br /> <blockquote class="uncited"><div><br /> •	<b>Ogryns and Bullgryns</b><br /> 	ADD: When using [Firing Deck] Rule, count these models as 3 instead of 1.<br /> •	A nerf, but I think its necessary and makes sense. Still useful in centaur or Baneblades, but not in a Chimera shooting from a tiny hatch.</div></blockquote><br /> Idk. Feels unnecessary. I have a harder time believing you can get the ogryn into the transport without freaking out in the first place than I do believing you can get them to stick their guns through some windows. <br /> <br /> <blockquote class="uncited"><div>•	<b>Ratlings</b><br /> 	Movement down to 5". No idea why they move as fast as a human in 10th. They move 1" less in all other games like Killteam, Necromunda or older editions (3th to 7th).<br /> 	NEW ADDITIONAL ABILITY (on top of what they have): this unit has -3" detection range.</div></blockquote><br /> 6" movement because they have to escape all those mean humans trying to pick on them! The detection range tweak is fluffy and fine. <br /> <br /> <br /> <blockquote class="uncited"><div>•	IMPORTANT NOTE: giving most artillery [Heavy] back. With new rules, they must remain stationary to use [Indirect fire] rule, so wont help mobility with new [Heavy] changes unless using direct fire. But this will help propelled artillery not rely on orders as much. On-foot artillery will still want orders to hit on 4+.</div></blockquote><br /> My poorly informed understanding is that people were already kind of dreading guard artillery without making it hit more often. So I'm open to this change, but it makes me wary. <br /> <br /> <blockquote class="uncited"><div>•	<b>Basilisk</b><br /> 	Earth Shaker Cannon gains [Heavy] back. [Blast 2]<br /> 	Points should be fine this way? Would need testing</div></blockquote><br /> Can't speak to whether the basilisk is considered overpriced currently.  If not, then the obvious power boost would need a points increase to match, but it doesn't seem inherently game breaking.  <br /> <br /> •	<b>Wyvern</b><br /> 	Quad Mortar gains [Heavy] back. Strength up to 6. Loses [Twin-Linked]. [Blast 1]<br /> •	NOW <span class="glossaryitem" onmouseover='gp(484);'>IT</span> HAS 2 Quad Mortars, not 1.<br /> •	This should make it a consistent light infantry killer. With two more 1D6+blast attacks and enough strength to wound on 2+ to weak infantry, it should be a menace against humanoids, and still theaten orks blobs, but very ineffective against medium/heavy infantry or anything better.<br /> 	Moderate-High Price decrease. This should be our cheap mobile artillery, yet it costs an arm and a leg.</div></blockquote><br /> To confirm, you're doubling the number of attacks it has? Generally, it's better to have twice the shots than to be twin-linked.  So while it is more efficient into T3 and lightly-armored units than <span class="glossaryitem" onmouseover='gp(95);'>meq</span>, you're still functionally making it better against <span class="glossaryitem" onmouseover='gp(95);'>meq</span> as well as the other units.  Still, you can probably make it balanced with the right points cost, but be aware that you're basically doubling its lethality against something like a squad of guardsmen (and making it synergizes much more with any sources of rerolls and/or crit hits.)<br /> <br /> <blockquote class="uncited"><div>•	<b>Manticore</b><br /> 	Storm Eagle Rockets<br /> •	1D6+1 [Blast 1] and [Heavy]. [Anti-infantry 4+] and [Devastating wounds]<br /> •	One use. This model is equipped with 4 "Storm Eagle Rockets"<br /> •	Ability: substract 1 from OC (to a minimum of 0). Can only shoot 1 "Storm Eagle Rockets" per round.<br /> •	This may be controversial, but I dont want Manticore to be much cheaper. I want it to be a total menace and our premium anti-elite artillery. The OC0 and nerfed anti-infanty with <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> would help be a nightmare against its target of choice, but unreliable against hordes and tanks.</div></blockquote><br /> Well, you're making it slightly more reliable against tanks (<span class="glossaryitem" onmouseover='gp(29);'>dev</span> wounds) and leaving it roughly as reliable as it was against hordes (most hordes are T3 and thus wounded on 2+ anyway) while making it less likely to wound things like gravis and terminators but more likely to bypass their saves.  So I think this was mostly a horizontal move in terms of changing how effective they are against various targets.  I guess you made it a little worse against orks specifically? But better into meganobz or ork vehicles.<br /> <br /> Not sure how I feel about the minimum of OC 0 change. High concept, I kind of like the idea of suppressing enemies as part of the grapple for scoring points.  But in practice, this just lets you point to most non-battle line units in the game and say, "You aren't allowed to score objectives this turn."  And I'm not sure that's particularly interesting or good for the game. Probably feels pretty bad if you're playing an army that doesn't have particularly good OC2+ units.<br /> <br /> •	<b>Field Ordenance Battery</b><br /> 	Malleus Rockets. Add [Indirect Fire]<br /> 	Heavy Lascannon<br /> 	Moderate price decrease<br /> <br /> <blockquote class="uncited"><div><br /> •	<b>Cadian Heavy Weapon Team</b><br /> 	Covering fire change to: you can target this unit with Fire Overwatch for free, even if this stratagem has been used this turn. If this unit is with 6" of one or more Platoon units, Snaping shoots are made in an unmodified roll of 5+ instead.</div></blockquote><br /> Idk.  It doesn't particularly make sense to me that you'd need to be near a bunch of rifle dudes in order to be good at waiting for a chance to line up a relatively accurate overwatch shot. Then again, it seems a little weird that a mortar team of all things would be especially good at overwatch.  What's the logic here? <br /> <br /> <br /> (Got distracted at this point and had to stop reviewing.)]]></description>
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				<pubDate><![CDATA[Wed, 10 Jun 2026 20:28:47]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>11th Codex: Imperial Guard. Datasheet rework and Weapon updates</title>
				<description><![CDATA[ For Guard, SH1 is almost as valuable as rerolling 1s to-hit and to-wound.<br /> <br /> With Scout Sentinels giving RR1s to-hit too, a single Commander Sentinel gives a more than 50% boost to anything hitting on a 4+.]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2026 00:10:36]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>11th Codex: Imperial Guard. Datasheet rework and Weapon updates</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819114/11826716.page"><b>JNAProductions wrote:</b></a><br/>For Guard, SH1 is almost as valuable as rerolling 1s to-hit and to-wound.<br /> <br /> With Scout Sentinels giving RR1s to-hit too, a single Commander Sentinel gives a more than 50% boost to anything hitting on a 4+.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(376);'>Mmm</span>, yeah that makes sense, you're right<br /> <br /> What about only giving [Sustained Hits 1] to only [Regiment] and [Indirect Fire] units? it'd keep the role of Light Vehicle spotter for light artillery and infantry, and not abused by Rogal Dorn, Russes or Baneblades, a much weaker version.]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2026 09:52:38]]> GMT</pubDate>
				<author><![CDATA[ Guillérmidas]]></author>
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				<title>11th Codex: Imperial Guard. Datasheet rework and Weapon updates</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819114/11826691.page"><b>Wyldhunt wrote:</b></a><br/></div></blockquote><br /> <br /> First of all, thank you so much for taking the time to answer so well, I really appreciate it<br /> <blockquote class="uncited"><div><blockquote class="uncited"><div><br /> •	NEW CHARACTER: <b>Tank Commander</b> (leader)<br /> •	NEW CHARACTER: <b>Recon Commander</b> (leader)</div></blockquote><br /> Is the idea here that these guys basically just increase the cost of the vehicle and give it additional special abilities?  Almost like an enhancement?  Essentially what the named tau and ultramarines tank commander characters were back in the day?  If so, I almost wonder if these should literally just be enhancements? </div></blockquote><br /> Yes. Thing is, if it was just an enhancement, in order to have [Squadron] hitting on 3+, you’d need specific detachments when playing,… let’s say Recon guard or Siege. It’d make Lord Solar mandatory once again if you want to play anything that is not a Tank specific detachment, which should be avoided at all cost. But on the other hand, a different datasheet of Rogal Dorn and RDTC makes the very powerful tank a spamming unit like we’ve had, which is not ideal either. As an attachable leader, you’d keep the RD at 2 (or 3 at 2k point battles), rather than 6 like we’ve seem from time to time.<br /> </div></blockquote>Tank Commander special abilities seem fine if a bit niche.  The free stratagem options almost feel like they should be handled closer to a captain's special ability. I.e. -1 to the cost of a strat that targets their unit once per round. That way, you get to show off your "commander" chops even when you aren't in a position to ram something or don't want to be leading the column to pop smoke.  Then again, maybe it makes more sense for this ability to be a discount to *another* tank within X" so it feels more like a commander and less like an ace. </div></blockquote><br /> I see your point and I agree, <span class="glossaryitem" onmouseover='gp(707);'>CP</span> reduction to him OR nearby Squadron seems more fitting, thx. I’m not sure if it’d be too powerful? But its definitely more fitting.<br /> <br /> </div></blockquote>The recon commander granting your whole army sustained hits against a target feels kind of spicy, but you can probably balance it with a reasonable points cost. </div></blockquote><br /> You’re right. Perhaps only giving [Sustained 1] to [Regiment] and [Indirect fire]? So its not abused with big tanks like Russes, Dorns or Baneblades.<br /> <br /> <blockquote class="uncited"><div><blockquote class="uncited"><div>•	<b>Commissar Sebastian Yarrick</b> (leader)<br /> 	Counterstrategist. Range back to enemy within 9" of this UNIT, not model.<br /> 	Moderate points reduction.</div></blockquote><br /> Makes for a potentially huge aura on the ability, but probably not broken. Why the change? </div></blockquote><br /> I feel this is a mandatory range. Norrmally, Yarrick wants to be in a big 25 blob. With ability being to MODEL, anyone can easily charge from almost any point and the ability will almost never activate. Same with Deep Strike. Its almost useless as it is now. It received many nerfs before he even arrived at stores, most deserved nerfs, but the range was not one of them, its waaay too punishing unless he goes alone, which is not intended.<br /> <br /> <blockquote class="uncited"><div><blockquote class="uncited"><div>•	<b>Ogryn Bodyguard</b> (bodyguard OR support), renamed to "Ogryn Bone'ead"</div></blockquote><br /> I like it. Although it's weird to me that ogryn can ride in transports at all. I thought being claustrophobic was one of their iconic quirks? </div></blockquote><br /> Ogryns used to take a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test to go inside vehicles unless there was a commissar or Bone’ead. I wouldn’t be against them needing a leader in order to go inside any transport, its fluffy. I just don’t think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> writes rules that way anymore, but I like it even if it’s a nerf.<br /> <blockquote class="uncited"><div><blockquote class="uncited"><div>•	<b>Tech-Priest</b> (support)<br /> 	Enginseer: alternatively, if this model has joined a unit, adds 1 attack to [Rapid Fire] weapons of said unit.</div></blockquote><br /> Probably fine in a vacuum, but being able to double-dip with <span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span> strikes me as a red flag.  I leave it to those more familiar with the faction to say whether this has an abusable use case. </div></blockquote><br /> Yeah, you probably right. I just don’t know what else to give to Enginseer in order to not just simply be a repair monkey. You’d still want him in that role, but with a buff to a unit <span class="glossaryitem" onmouseover='gp(198);'>dmg</span>, it could have a potetial new role (but repairing a baneblade will be much more invaluable than 2 more plasma shots and a few lasgun ones). That said, I should had specified he should NOT be eligible to lead kasrkin/scions, the buff could be nasty in one of those units with two leader options.<br /> <blockquote class="uncited"><div><blockquote class="uncited"><div>•	<b>Ministorum Priest</b> (support)</div></blockquote><br /> Seems *fine* but you've got multiple flavors of melee buff in there that are all ultimately trying to represent the same thing (stab better). I feel like you can probably streamline this or else make the different buffs more distinctive. </div></blockquote><br /> My idea of ability rework is bit based on old rules where he had hymns and alternative choices to pick. Normally, since guard barely hits in melee, you’d want the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> option, considering changes to Battleshock and how important is for Guard to keep Orders and poor <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> stats they have. As alternative to Commissar. He’d still have the alternative to hit hard, with a new extra melee to deal with hordes a bit better with [Cleave].<br /> <blockquote class="uncited"><div><blockquote class="uncited"><div><br /> •	<b>Wyvern</b><br /> 	Quad Mortar gains [Heavy] back. Strength up to 6. Loses [Twin-Linked]. [Blast 1]<br /> •	NOW <span class="glossaryitem" onmouseover='gp(484);'>IT</span> HAS 2 Quad Mortars, not 1.<br /> •	This should make it a consistent light infantry killer. With two more 1D6+blast attacks and enough strength to wound on 2+ to weak infantry, it should be a menace against humanoids, and still theaten orks blobs, but very ineffective against medium/heavy infantry or anything better.<br /> 	Moderate-High Price decrease. This should be our cheap mobile artillery, yet it costs an arm and a leg.</div></blockquote><br /> To confirm, you're doubling the number of attacks it has? Generally, it's better to have twice the shots than to be twin-linked.  So while it is more efficient into T3 and lightly-armored units than <span class="glossaryitem" onmouseover='gp(95);'>meq</span>, you're still functionally making it better against <span class="glossaryitem" onmouseover='gp(95);'>meq</span> as well as the other units.  Still, you can probably make it balanced with the right points cost, but be aware that you're basically doubling its lethality against something like a squad of guardsmen (and making it synergizes much more with any sources of rerolls and/or crit hits.) </div></blockquote><br /> With big buff changes, it’d still only kill 4.89 guardsmen/gaunts in a 10 squad, by far its preferred choice to attack. There’s a reason Wyvern has never seen played even in casual matches. I know its big buffs, but its necessary ones as well. I could see Strength not going up to 6 though, so its wounding on 3+ and orks on 4+. But the increase of attacks is kinda needed. You’d still want the wyvern mostly for the Supress ability of -1 to hit anyways.<br /> <blockquote class="uncited"><div><blockquote class="uncited"><div>•	<b>Manticore</b></div></blockquote><br /> Well, you're making it slightly more reliable against tanks (<span class="glossaryitem" onmouseover='gp(29);'>dev</span> wounds) and leaving it roughly as reliable as it was against hordes (most hordes are T3 and thus wounded on 2+ anyway) while making it less likely to wound things like gravis and terminators but more likely to bypass their saves.  So I think this was mostly a horizontal move in terms of changing how effective they are against various targets.  I guess you made it a little worse against orks specifically? But better into meganobz or ork vehicles. <br /> Not sure how I feel about the minimum of OC 0 change. High concept, I kind of like the idea of suppressing enemies as part of the grapple for scoring points.  But in practice, this just lets you point to most non-battle line units in the game and say, "You aren't allowed to score objectives this turn."  And I'm not sure that's particularly interesting or good for the game. Probably feels pretty bad if you're playing an army that doesn't have particularly good OC2+ units. </div></blockquote><br /> To be fair, this is the unit where I’m least sure about changes and suggestions I’ve made. I think I would need to test it a lot more or just leave it as “unsure what to do” like I did with Deathstrike.<br /> <blockquote class="uncited"><div><blockquote class="uncited"><div><br /> •	<b>Cadian Heavy Weapon Team</b><br /> 	Covering fire change to: you can target this unit with Fire Overwatch for free, even if this stratagem has been used this turn. If this unit is with 6" of one or more Platoon units, Snaping shoots are made in an unmodified roll of 5+ instead.</div></blockquote><br /> Idk.  It doesn't particularly make sense to me that you'd need to be near a bunch of rifle dudes in order to be good at waiting for a chance to line up a relatively accurate overwatch shot. Then again, it seems a little weird that a mortar team of all things would be especially good at overwatch.  What's the logic here? </div></blockquote><br /> The ability is already like that. Im just giving it a free Overwatch so it may see some use (as it is, its never used because,… its useless waste of Overwatch for 1CP. To compensate, I reduce the hit roll to 5+.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2026 11:16:01]]> GMT</pubDate>
				<author><![CDATA[ Guillérmidas]]></author>
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