ASTRA MILITARUM CODEX 7TH EDITION PDF
Codex - Astra Militarum - Cadia Supplement - Free download as PDF File Warhammer [Codex] 7th Ed - Chaos Daemons - Daemonic Incursion Edition. Warhammer - Codex - Astra Militarum - Cadia nissart.info Codex 7th Eldar Craftworlds WarHammer 40K [codex] 7th ed - Eldar nissart.info WARHAMMER 40, CODEX: ASTRA MILITARUM Official Update for 7th Edition, Version Codex - Astra Militarum - Cadia Supplement - Free download as PDF File .pdf) or read online for Warhammer [Codex] 7th Ed - Chaos.
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Later their name was changed to "Imperial Guard" and then as of 7th edition "Astra Militarum". The Imperial Guard make up the backbone of the Imperium's armed forces.
The Imperial Guard was initially bound by a series of rules, published in the Warhammer 40, Compendium, relating to its command structure. Squads of units formed platoons under a command squad. Units that were separated from the command squad were more limited in action.
The initial Imperial Guard army could include, besides the basic squads, Rough Riders a form of Cavalry , penal units , human bombs , abhumans and robots.
Several vehicles were available, including; motorcycles with an optional side-car, Jet cycles a form of jet propelled motorbike , grav attack vehicles armoured fighting vehicles utilising anti gravity for propulsion ,Sentinels a two-legged walker, similar to an AT-ST ,.
This was the first time that the army itself had specific army rules collected in their own sourcebook. In line with this, Codex: Imperial Guard was released in ,  followed by Codex: Catachans in The mini-dex itself provided even more specific rules for fielding one of the more popular Imperial Guard sub-armies, the Catachan Jungle Fighters, for which plastic models were available. This campaign sourcebook contained various rules, including a specific army list for another one of the Imperial Guard's notable sub-armies, the Cadian Shock Troops.
Warhammer 40,/7th Edition Tactics/Imperial Guard
However, after the Horus Heresy, the Imperial Army was split into the Imperial Guard and Navy to prevent either force from either having the ability to their gain quick access to transportation or field occupational troops quickly if any of their divisional units turned traitor. Overview[ edit ] Please note that this text was written during the 7th edition of the game and is therefore out of date, as an 8th edition codex has now been released Individual guardsmen are weak and have low point-costs of 5, for comparison A Space Marine costs 14, thus Imperial Guard armies are usually rather large a full guard platoon can boast up to models, not counting independent characters, per troops choice.
When adding dedicated transports, this number rises to the total point cost of such a listing could be up to a 1, points and hundreds of dollars. In addition, they have access to various vehicles, such as the Leman Russ main battle tank, Basilisk mobile artillery, Chimera armored troop transport and the Sentinel walker.
Because they require so many units, an Imperial Guard army can be expensive and time-consuming to assemble and paint. In regards to their weak infantry, when they don't vastly outnumber the enemy, the guardsmen rely on their unique tanks and fire support.
In a later Codex, the Imperial Guard "doctrines" were removed, replaced by the "orders" system. Units designated by the "order" must be in a specific distance radius from either a Platoon Officer or a HQ Officer.
Codex - Astra Militarum - Cadia Supplement
Benefits are given if both the officer's unit and the squad receiving the order have vox-casters - in-universe term for radio. In addition to baseline humans, the Imperial Guard also contains several types of abhumans — humans evolved from radically different planetary environment over tens of thousands of years that differ markedly from the norm.
One of the more distinctive aspects of the Imperial Guard army is its Commissars. They are represented as akin to the ruthless, political commissars of the former Soviet Union.
The Imperial Commissar, as described by many Warhammer novelists, is given complete jurisdiction to judge the actions of any trooper or officer and to act accordingly.
This includes up to summary execution of units who display disobedience or cowardice in gameplay, this is an often useful function that boosts the morale of wavering units and prevents possessed psykers from harming their comrades This is useful for the Imperium who must keep an ever-watchful eye in case their subjects turn to chaos. Understandably, they are much hated by the guardsmen they serve with.
Many novels hint that a good portion of the Commissars slain in battle are "accidentally" hit by friendly fire; the 4th-Edition Codex for the notoriously anti-authoritarian Catachan regiments of the Imperial Guard includes the "Oops, Sorry Sir" rule that gives Commissar models included in a Catachan army a 1-in-6 chance of having been killed - or more appropriately, fragged - before the game begins.
There are also hints that most if not all Commissars primarily inspire troops by heroic or suicidal example, hoping to emulate figures like the "heroic" Commissar Ciaphas Cain or Commissar-Colonel Ibram Guant.
Another unique aspect of the Imperial Guard is that the models for the regiments of different worlds are physically distinct, rather than the same models with different paint schemes like the other armies save the Space Marines where the Blood Angels, Dark Angels, Space Wolves, and Grey Knights Chapters all have models specific to them which other Chapters may not field and as such are considered separate armies. For example, the models for the Cadian Shock Troops resemble the soldiers of the Mobile Infantry as seen in the movie Starship Troopers and the Catachan Jungle Fighters appear in the stripped down uniforms as worn by American soldiers in the Vietnam War and as seen in movies such as Rambo - a look befitting the inhabitants of a jungle world where everything is trying to kill them.
As a single platoon contains several squads, and each squad has options for taking special and heavy weapons, a single troops choice can take a staggering amount of said weapons: a fully loaded platoon may take up to 11 special weapons and 20 heavy weapons in a single troops choice, while most other armies can only take one of each. This, combined with the heavy firepower of Guard vehicles, produces an army that is primarily geared toward firepower.
To offset this and create a proper balance to the game, the designers made the average Imperial Guardsman both physically weaker and less skilled with their weapons. This means that should an enemy withstand the blistering hail of weapons fire and close the distance to assault the Guardsman in melee, the Guardsmen will more than likely be torn apart.
Some of the major strengths of the Imperial Guard army are their vehicles.The Colonel has a nice little rule - when firing from the Chimera, his 2 plasma pistols count as Twin-Linked. The Imperial Guard are constantly at war, freeing worlds from Chaotic or alien influence, or defending them from the same, or most often putting down rebellions or other human based enemies of the Imperium. Each regiment also has its own entourage, consisting of support staff, camp followers , suppliers, tech-priests , doctors, religious leaders, and the like.
Also, it's a 5 point upgrade. Autoinclude on Hellhounds specifically if you opt for Heavy Flamer and other Hellhound variants.
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