Ah, spending some time AWOL is great. I’ve finished Jedi Knight Academy for a third time, finished some articles for my web site (I'll post them soon and notify you all.) and started out with three new stories. (One about Imperial Guard, one about Armsmen of the Imperial Navy and a Star Wars – Warhammer 40.000 cross over.) In other news Dorkboy has started the prototyping of the Space Marine sprites. I’m not showing off anything until I am certain that they are good looking enough.
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All right, another request! What kind of music would YOU(!) like to hear during 40k? Anything is possible. Some say Rammstein (Feuerfrei!) is really great while fragging some Xeno’s while others like to hear some random band scream (Vietnow! From Rage to the Machine for example – pure crap IMHO) through the speakers. I myself prefer some light classical music such as Mozart or the Waltz of the Damned when duelling an enemy, but prefer the heavy sound of Korn (Lets get this party started!) or The Imperial March (Rage Mix from Star Wars Force Commander) when directing a tank through a mob of mutants or ‘skins. So, let me hear some stuff, it may be useful for me later on.
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-MOLE-, my stat line has changed a wee bit since the last time that I posted it. Since the release of the new Imperial Guard Codex my tabletop mini has been fleshed out a bit o fall in with my army.
Lieutenant Brookman
WS BS S T W I A Ld Sv
3 3 3 3 1 3 2 9 4+
WARGEAR.
Lieutenant Brookman is equipped with a bolt pistol, close combat weapon (chainsword), trademark item (Officers cap of authority, TM items allow to re-roll failed morale tests) and carapace armour.
SPECIAL RULES.
IRON DISCIPLINE.
Any unit using the leadership characteristics of an Officer (Colonel, Captain or Lieutenant) with the Iron Discipline ability for a morale or pinning test ignores the -1 modifier for being under half strength and may regroup even if below half strength. Officers may be given this ability for +5 points each.
SHARPSHOOTERS.
Any infantry model with a BS of 3 may make a single re-roll a shooting to hit roll of 1. (The only exceptions are sniper rifles where the slightest breeze can ruin the shot and plasma weapons, which few men survive long enough to master.) This ability costs +10 points for a single squad of any type.
DIE-HARDS.
The regiment is so firmly indoctrinated into the Imperial faith and its own martial traditions that they will stand against overwhelming odds. Any Imperial Guard Infantry unit or Rough Riders squadron may be given this ability at the cost of +5 points. Die-hard squads do not count negative Morale modifiers for being outnumbered in close combat.
ADVISOR.
If a commissar accompanies a Cadian Officer, then the Officers Ld is raised by +1. (The officer is scared to death of the commissar that he gives a 110%!)
Personal Staff.
Commissar with carapace, bolt pistol and power weapon. Comm-link operator with lasgun (Comm-link keeps link with other squads for morale support using the Lieutenants Ld), medic with lasgun and targeter, (Units with a medic may re-roll first failed saving roll, but second roll counts), Corporal Bogers armed with a plasma pistol, carapace armour and a close combat weapon, Salena armed with a stub revolver (counts as a bolt pistol) and a close combat weapon. Every staff member is outfitted with frag grenades and has the SHARPSHOOTERS ability. (The medic, corporal Bogers and Salena have received the Veteran upgrade for +6 points each. They will get +1 A and +1 in Ld. Above that, they can select up to fifty(50) points of Wargear from the Imperial Guard Armoury, though they may not select ‘Officer Only’ gear.)
I've included my command platoon squad and the rules that should belong there. Here's a realistic Imperial Guard character. About the special abilities I have a very important note! This character I describe here is a legal table top mini. A Imperial Guard army may have up to five (5) special doctrines, equipment or troop type upgrades!
This army has the following Doctrines.
Iron Discipline – Described above
Sharpshooters – Described above
Die-hards – Described above
Storm Trooper Squads – Allows me to field three Storm Trooper Squads as Elites choices
Special Weapons squads – Allows me to attach two of these squads to my HQ. These can carry assault weapons (Meltagun, grenade launcher and flamer), explosives (frag grenades, krak grenades and meltabombs) or specialist weapons (sniper rifles o a demolition charge – the most powerful assault weapon in the Imperial arsenal!)
Right, I hope that this should clarify some of the character design issues around here. Another good example is that of BoltgunClock, whose character has a great set of rules and Wargear, making him realistic and challenging in table top terms.
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Where did I get my Cadians? The question is do you have the money to purchase it all? This may sound mean, but it’s the truth. I’ve saved up my cash for two months to buy the Cadian Army Deal and voila! An instant small detachment at the ready. I’ve added three boxes of plastic Cadians, a Chimera and two Leman Russ tanks (one vanilla and one Exterminator) for the extra punch. If you don’t have access to a Games Workshop store in your direct area, you could try mail order, or perhaps you’d have to travel to a Games Workshop store in a radius of 50-75 Kilometres (I’m a European, so stick those miles and yards up your asses!).
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Right, that’s all folks, maybe I’ll be back in two or three days, it all depends on the job, the games and the weather.