HamWarmer 24.5 is my cobbled-together 40k homebrew. Here's the Imperial Guard faction.
Imperial Guard PDF v 0.1
After 5th edition, every official Imperial Guard rulesset included some type of Orders system, where, on a squad or army level, a player selects an Order each turn that grants units a situational bonus. This design choice was never really appealed. It adds a new subsystem (something HamWarmer 24.5 tries to avoid), it requires balancing (ditto), and there's usually one optimal choice in any given scenario.
These rules rely on simple mechanical benefits granted by the core rules. Instead of a complicated faction-only leadership system, the Imperial Guard use the standard Morale rules, modified slightly by vox casters. Vehicle facing and screening is critical.
In other 40k news, here are a few recent conversions from the Leviathan boxed set.
A neurotyrant with a helmet. Always remember to wear your helmet. |
A Screamer-Killer with a reposed neck and no eyes. All non-syapse creatures in my Tyranid swarm are eyeless. |
A winged Tyranid Prime converted to match my other winged Tyranid Warriors with their old Forgeworld wings. I swapped the order of wings and talons and replaced the feet with Genestealer claws. |
Grabby feet look great on the winged models.
ReplyDeleteHA! Haven't played Warhammer since maybe 2001 - but this is effectively the army guide I remember from when I played every weekend with my Imperial Guard back in the 90's - scratch built dreadnought army (when the Guard could field them and you built each one on a point buy) and 80 plastic guardsmen with an allied detachment of 10 space marines. Didn't win much vs. Orcs, Chaos, and Harlequins - but it was kinda fun to lose with an army like that.
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