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New Imperial Guard 10th Edition 40k Rules: Datasheets & Index Cards

new-imperial-guardHere are a ton of new 10th Edition Warhammer 40k Imperial Guard rules, including Orders, Weapons, and index cards datasheets!

With army-wide rules, more datasheets, weapon profiles, and new stratagems, the picture of how the Imperial Guard will work in 10th Edition 40k is starting to come into focus.

Latest Updates & New Rules Articles For Warhammer 40k 10th Edition

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Click the links below for the latest 10th Edition Warhammer 40k index card datasheet rules!

Free-Space-Marines-PDF-Datasheet-Index-Cards-40k-Rules-for-10th-Edition!

New Imperial Guard Orders, Baneblade, & Shock Troops 40k Rules

These new Astra Militarum Warahmmer 40k 10th Edition Imperial Guard rules come from Warhammer Community.

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The Voice of Command army rule gives these battle-tested tacticians access to six specialised Orders, allowing you to micromanage each of your units for the situation at hand.

With Command Squads and Castellans urging on your infantry assets, Tank Commanders directing your armoured squadrons, and the Lord Solar bellowing inspiration at just about everybody, there’s an Order for every occasion – and an ear for every Order. Just be careful not to target squads on the brink of collapse – if they fall into Battle-shock, your Order will have been wasted.

We are guessing the characters will also buff the unit they are with, and then you’ll also be able to issue orders, so make sure to take those characters. There are some old classics here, and they can really buff up your units.

New 10th Edition Warhammer 40k Imperial Guard Datasheets For Astra Militarum

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Keen-eyed commanders will notice that the Cadian Shock Troops can now form squads of 10 or 20 models – and they’re not alone. Catachan Jungle Fighters, Death Korps of Krieg, and classic Infantry Squads can all double-up their numbers, meaning each of your Orders can affect up to twice as many troopers as before.

You can take 20-person squads now to make those huge units! Next, Vox-Caster can get you back CP pretty quickly if you have a character in range (4+), and they can keep objectives even after moving off of them.  Nothing too crazy about the weapons, but Grenade Launchers go up in strength for the Krak rounds.

Remember, for every ten models, you get two special weapons, so if you do go with an entire block of 20, you can get four special weapons!

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On the opposite end of the scale is the legendary Baneblade, a titanic war machine that revels in its upgraded durability. This massive tank can share some of its improved resilience with its smaller comrades courtesy of the Rolling Fortress ability, which turns it into a mobile piece of cover.

The Baneblade has 24 wounds, gives your units cover, and doesn’t degrade until eight wounds, which means before taking 16 wounds, there are no minuses. It does have 4+ BS for every weapon, but with tank commanders, you hope you can give it some orders (and improve BS).

The Baneblade Cannon gets 3D6 attacks at decent Damage, Strength, and AP, so in theory, it should be able to blast things off the table. This might also be the first time we’ve seen the “regular” Lascannon, and it only gets one shot, but it does deal a ton of damage.

New Weapon Rules

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The rhythm of an Imperial assault is the constant dull thud of battle cannons firing up and down the line, as Leman Russ Battle Tanks lob shells into enemy positions. These hefty guns have always been a great all-round weapon for tackling light and heavy targets alike, and they earn a welcome boost to their Strength.

This obviously isn’t as strong as the Baneblade, but it still gets a lot of attacks, has high strength, and deals 3 Damage. However, it only has -1 AP, so not too great for taking out tanks and seems better suited for tough infantry.

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Yet even this battle cannon looks like little more than a peashooter next to the true king of battlefield firepower – the volcano cannon. The Shadowsword super-heavy tank is essentially a delivery system for this behemoth, and its raw power is exactly what you’d need in a dedicated Titan-killer.

If you need to kill tanks or Knights, this may become the go-to weapon! With an insane Strength of 24, -5AP, and 12 Damage! On average, you should get three shots, hit with two, and wound with probably two; if something doesn’t have an invulnerable save, you can plan on doing about 24 Damage… pretty insane.

New Imperial Guard Stratagems

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As numerous as your massed conscripts are, there often comes a time when the noble sacrifices pile a little too high, and more able bodies are needed for the Emperor’s service. Fortunately, commanders of a Combined Regiment Detachment can call upon fresh Reinforcements! when things get a bit dicey. What sorts of units have the REGIMENT keyword, you ask? Your core infantry squads, of course, but also the big guns of Heavy Weapons Squads and Field Ordnance Batteries, elites like Tempestus Scions, and even fast-moving Rough Riders and Sentinel teams! Your reserves are truly as limitless as your devotion.

While this isn’t too crazy for infantry (unless they are 20-strong), you can get back Rough Riders, Sentinels, and Field Ordnance Batteries, which seems pretty insane.

For two CP, you can bring back a ton of points onto the table. Also, it says you use this on the unit, so we assume the Vox-Caster works, meaning you could also get back a CP, which could make it only cost 1 CP to bring a unit back!

Check out the latest Warhammer 40k rumors for the rest of the 9th and even 10th Edition, new releases, 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 Latest Warhammer Rules & Model Rumors

    What do you think about the new Warhammer 40k 10th Edition Imperial Guard er Astra Militarum faction rules now? 

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    About the Author: Travis Pasch