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Massive New Warhammer 40k Imperial Guard Codex Rumors!

imperial-guard-rumors-roadmapThis might be the biggest set of new Imperial Guard Codex rumors we have seen yet, and cover Orders, Doctrines, removed units, and way more!

Obviously, these are rumors, which means take them with as much salt as you need. They line up pretty well with what we’ve seen so far, but that doesn’t mean they will be 100% right. So, don’t get too hyped or sad based on these if your favorite thing is gone or added.

Let’s check out the new rumors!

Massive New Warhammer 40k Imperial Guard Codex Rumors!

Castellan Cadian 2These come from Reddit and cover a ton, so buckle up!

Sources:

3-4 different people/groups have come to me with info.
I have cross-referenced as best as I can, and I am sharing the stuff that comes from at least 2 sources
I have seen a few pictures (but tbh not many) but can’t share – requested by sources

Some pictures would be nice, but again, more references are always a good thing when looking at rumors. Now, let’s look at the rest.

Regimental Doctrines

cadian army box set imperial guard heavy weapon teams

  • Mech infantry – may disembark after moving.
  • Parade Drill – already given in a Warhammer Community article
  • Armoured superiority- Sentinels count as 3 models for objectives. Other tanks 5. Super heavies count as 10
  • Blitz Division- costs halve PL when working what goes in reserve. Can deploy on turn 2 with the “turn 3” rules for setup
  • Bombadiers – if a Vox or sentinel can see an enemy unit and is within 12 from an artillery piece add +1 to hit
  • Heirloom weapons +4 inch range
  • Brutal Strength – moving and shooting heavy weapons no -1 hit. First turn in combat and +1 str for infantry
  • Grim Demeanor – do negative rolls for combat attrition
  • Guerilla fighters – ranged attacks more than 18 inches away give infantry and sentinels softcover
  • Elite shock troops – reroll one hit roll per unit
  • Industry efficiency – treat Ap1 as AP0
  • Swift as the wind – infantry gain +1 inch movement. All others gain +2. Also, add +1 to charge rolls
  • Trophy hunter – attacks against monsters and vehicles get +1 str
  • Recon operators – Cavalry and sentinel units get a pre-game move that must end further than 9 inches away from the enemy.
  • That’s it for doctrines. HOWEVER, you must give up “Hammer of the Emperor” which is massive! Edit 13/10/2022 02:19: I have been told from another source that you dont need to give up HoE, take the whole HoE situation with a bucket of salt until more info comes out. Ok so the Hammer of the Emperor stayed the same and adds 6″ if a leadership test is passed based as long as it is within 6″ of an officer or… 12″ with a vox

There are some interesting ones here, with options for more defensive, better offense, making your guys harder to hit, and even some for combat. However, giving up the Hammer of the Emperor (if true) is quite big, so be careful what you pick!

It is nice, though to see a wide range of choices, most times, it will boil down to the three or four most effective.

New Imperial Guard Regimental Orders Rumors

cadian army box set imperial guard heavy weapon teams

  • In your command phase officers can issue orders 6 inches for regiment and perfectos orders. 12 inches for mechanized orders. If an officer disembarks from a transport it can issue an order as it was in the command phase.
  • FRFSRF – Heavy 3
  • Take Aim +1 to hit +1 AP
  • Fix Bayonets +1 to hit on Melee +1 AP
  • Take cover – Get light cover if already in light gain dense.
  • Move Move Move! +2 movement if you chose to advance auto 6 (no roll )
  • Suppression fire – target infantry unit only. Can only target 1 unit. If 5 or more hits are scored enemy unit subtracts 1 from hit rolls until your next shooting phase.
  • Tank Orders
  • Pound them to dust – when using blast weapons double the number of models on the enemy unit.
  • Full Throttle – add 2inch movement. Count as stationary if advanced.
  • Gunners kill on sight – reroll 1’s To hit.
  • Blitz them!! – add +1 to charge rolls. If a charge is made roll a die a 4+ inflicts D3 mortal wounds. (Dozer blades add +1 to “hit roll”)
  • Shock and awe – Gain objective secured
  • Pinning fire – target infantry unit only. If 5 or more hits are made unit subtracts 2 from movement
  • Other Orders (possibly prefectus/commissar orders)
  • Forwards, for the Emperor! – When shooting, the unit counts as having Remained Stationary if it made a Normal Move or Advanced
  • Duty and Honour! – The unit can perform actions even if it Fell Back or Advanced, and shooting does not cause actions to fail.
  • Get Back in the Fight! – The unit can shoot or charge (but not both) in the same turn it Fell Back
  • At All Costs! – Unit gains Objective Secured (its models each count as 1 extra model if it already has this ability),
  • Show Them Steel, Show Them Contempt – Add 1 to the unit’s Leadership, and its models can ignore mortal wounds on a 5+
  • Remain Vigilant – units cannot be set up within 12*, and the unit can Hold Steady if charged (and its overwatch hits on a 5+)

We already also saw that Castellans can issue two orders a turn, so it looks like with all the orders available, your troops will stay quite strong. There are some classics here, but some pretty good additions to the list as well! Plus, giving different types of officers different orders is pretty flavorful.

Tank Aces

Rogal Dorn Tank

  • Name Unknown – SUPER-HEAVY model only. This model gains the OFFICER keyword and knows Mechanised Orders. In your Command phase, it can issue one Order, and the unit you select for that Order can be an ASTRA MILITARUM TITANIC unit.
  • METICULOUS CALIBRATOR – Ignores Enemy Light Cover
  • MECHANICAL PACK RAT- Transhuman on a tank
  • VETERAN COMMANDEER – Pick a bonus regimental doctrine
  • KNIGHT OF PIETY – This model has a 5++ invulnerable save. Ignore mortals on a 5+,
  • MASTER OF CAMOUFLAGE- Get light cover from ranged attacks over 12 inches away. Titanics must be 18”
  • STEEL COMMISSAR – Gains Commissar Orders, can order Ogryn.

Being able to order Titanic units is pretty crazy when you look at how effective it can be for such a big model. Then, getting something like Transhuman on a tank or a 5++ and ignoring mortals is awesome.

Psychic Powers

Imperial-guard-wal-hor

  • TERRIFYING VISIONS – Malediction: warp charge 6. select one enemy unit within 18″ Until the start of your next Command phase Subtract 2 from the Leadership + Your opponent cannot select that unit for the Insane Bravery Stratagem and no re-roll for Morale. Also, roll 2D6 and if beat the enemy Ld they fail any actions they were doing
  • GAZE OF THE EMPEROR – Witchfire: warp charge 6. select one enemy model within 12″ of and visible. Draw a straight line between any part of that model’s base and PsYKER’s base. Roll one D6 for that enemy model’s unit, and one D6 for each other unit that this line passes over: on a 1-5, the unit being rolled for suffers 1 mortal wound; on a 6, the unit being rolled for suffers D3 mortal wounds,
  • PSYCHIC BARRIER – Blessing: warp charge 6. select one friendly ASTRA MILITARUM unit within 12″ of this PSYKER. models in that unit have a 5+ invulnerable save.
  • NIGHTSHROUD – Blessing: warp charge 6. select one friendly ASTRA MILITARUM unit within 12″ of this PsYKER. That unit gains transhit
  • MENTAL SHACKLES – Malediction: warp charge 6. select one enemy unit within 18″ of this PsYKER. -2″ from the Move + -2 from Advance and charge rolls
  • PSYCHIC MAELSTROM – Witchfire: warp charge 6. roll a number of D6 equal to the result of the Psychic test. for each 5+, the closest enemy within 18″ + visible suffers 1 mortal wound (max 6).

Mental Shackles could be really annoying for your opponent and really save your army one extra turn of shooting from melee armies. Terrifying Visions is also a great disruption tool, and forcing enemies to fail actions is quite nice.

Warlord Traits

cadian army box set imperial guard command squad

  • If your warlord is not an officer it must have front-line combatant
  • FRONT-LINE COMBATANT – melee attack: exploding 6s and +1 to wound
  • MASTER TACTICIAN – 3 unit redeploy and can go in strat reserves
  • GRAND STRATEGIST – CP refund on a 5+ (per CP spent)
  • SUPERIOR TACTICAL TRAINING – Select one type of order the model doesn’t know, it now knows them. E.g. officers can do commissar orders
  • OLD GRUDGES – select enemy unit pregame. Units with 6 inches of warlord have +1 to wound against that unit
  • LEAD BY EXAMPLE – can issue Orders to its own unit, even though you cannot normally select OFFICER.

Refunding on a 5+ is pretty nice, especially since it’s per CP spent and not per stratagem. Getting an extra unknown order is also pretty strong, but if you somehow don’t have an officer in your army (GW said they have to be Warlords if on the table) then you have no choice but for Exploding 6 and +1 to wound.

Relics

cadian army box contents

  • THE EMPEROR’S BENEDICTION – range 18 Pistol 3 S4 AP1 D2 Abilities: ignore the Look Out, Sir rule. unmodified wound roll of 6 does 1 mortal wound in addition
  • TACTICAL AUTO-RELIQUARY OF TYBERIUS- issue +1 order
  • DEATH MASK OF OLLANIUS – bearer + their unit gets a 4++
  • THE BARBICANT’S KEY Grand – Dark matter crystal/veil of shadows equivalent (e.g. pick up and put down the same turn)
  • KUROV’S AQUILA – Vect equivalent (e.g., 1 enemy strat costs 1 more CP for the game)
  • GATEKEEPER 72” rang.: Blast. Turret Weapon. Heavy D3+6 str 9 ap-3 D3
  • RELIC OF LOST Cadia- Cadian only. Once per battle. (Aura): CADIAN INfANTRY in range get +1 WS and BS and attacks and Ld
  • ORDER OF THE BASTIUM STELLARIS – Transhuman for bearer and unit
  • PSY-SIGIL OF SANCTION Psyker model only knows +1 power, cast +1 power
  • ARMOUR OF GRAF TOSCHENKO bearer gets 2+ saves and +1 wound
  • LAURELS OF COMMAND Can issue one order (from a specific subset, not all orders) in the enemy’s turn. Once per game.

Gatekeeper is pretty sweet with a possible nine shots, strength 9, and D3! The Aquila is really awesome as you can just get Vect as a relic instead of paying the super high CP cost for it! Issuing orders in the enemy turn is also awesome, but for a once-per-game effect, we’re not sure how impactful it will be.

Other Bits

cadian army box set imperial guard heavy weapon teams

  • Core army rules. Hammer for the emperor stays “possibly new name” but adds “units in 6 inches can use officers leadership”
  • May for go hammer of the emperor and pick 2 doctrines
  • Scions are now elites but may be taken as troops if your whole detachment is scions (+2 other keywords)
  • Chain of command. You must select an officer to be your warlord if your army includes any officers. You can only have 1 commandant in each detachment If you have a “commandant” he must be your warlord. Unless your army contains Lord Solar then he must be your Warlord
  • On the scion thing above they are taken in troops instead of elites. So you can’t have them in both slots.
  • Platoons are kinda back, different from how we have seen them before (not like back in 2nd/3rd ed). Special Detachment rules (kinda like Dark Eldar) and there is a platoon keyword
  • Cadian shock troop squads can double up on SW. Sniper rifles are Tanith-specific now, or elite if in a different army…
  • Artillery “are mortal wounds machines.”
  • The new lord solar character has a movement of 12 so he is a Calvary model. (Supreme commander)
  • No conscripts 😢 (but Whiteshields have a datasheet)
  • No Veterans
  • No Commissar Yarrick
  • No special Weapon squads
  • No spam of special weapons anymore in storm trooper squads. 4 allowed in a 10-man squad max of 2 with the same weapon. 5 man squads get 2 special weapons but can only have 1 of each type max.
  • No Pask, Creed, or Kell
  • Rough Riders confirmed to be back
  • You can play Scions as its own faction but lose a lot of abilities and about 25% of the codex is unusable
  • Lord Solar is what allows you to take scions as a troop. If Creed is taken, she must be your Warlord as well.
  • Command squads are back. You attach people to them like in the old days. Officer 4 guardsmen. Then an officer of fleet/ordnance / astropath. They all have 1 wound. You can also attach Ogryn bodyguard, which has the “big rule” do if you target the unit you have to use his toughness etc. same as the one previewed in the chaos Ogryn
  • Preachers/engineers are still independent and have more wounds etc
  • Orders still spread

Wow, a lot to digest here. First, it really does look like conscripts are going away, as we’ve seen this in a bunch of rumors, but there might be something to allow you to take big units still.

They took out a lot of special characters by the looks of it, but gained a new Lord Solar character on a horse! So maybe GW wasn’t trolling us… Then, Rough Riders seem to be making a real return; command squads can have attached dudes, and no veterans, but you can take some more special weapons with Cadians. We’ll see how it plays out, but some very interesting stuff so far!

Rogal Dorn Tank:

  • This model’s twin battle cannon can be replaced with 1 oppressor cannon and 1 co-axial autocannon.
  • This model’s castigator Gatling Cannon can be replaced with 1 Pulveriser Cannon
  • This model can be equipped with one of the following: 2 meltaguns; 2 additional heavy stubbers.
  • This model can be equipped with one of the following: 2 heavy bolters; 2 multi-meltas.
  • This model can be equipped with armoured tracks.
  • Bs 4+ T9 2+ save (turret weapon rule)
  • Oppressor cannon D6+3 shots Str10 Ap -3 Damage 4 Blast 90-inch range
  • Armoured Tracks (upgrade) D1 weapons give you a +1 arm save
  • Between 250-280 points
  • 17 wounds

We’ve also been hearing rumors about this for a long time, and it’s looking pretty strong. With all kinds of weapons, a ton of wounds, and T9. However, it does seem to be BS 4, but that was expected. The oppressor cannon is pretty wild and can basically take out either a ton of infantry or tanks.

Here is what appears to be the source with an internal link to a Google Doc with all the rules

Either way, the Imperial Guard looks to be getting a slew of new models that may also satiate the discerning treadhead.  Dope new rules would be a fantastic pairing to have as well in their upcoming codex.

Check out the latest rumors about the rest of the 9th and 10th Edition Warhammer 40k rumors for new releases, including the next 40k Primarch, Space Marines, and more!

Here’s the most up-to-date list of new Games Workshop bits from preview models that we should watch out for. Click on the gallery above to see dozens of Rumor Engines with new models still to be revealed!

All the Newest GW Model & Rules Previews

What do you think about all these new Imperial Guard Codex rumors? 

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About the Author: Travis Pasch