Codex: Imperial Guard Designers’ Notes
September 2003·pp. 12–17
THE SHORT VERSION
Pete Haines explains why the revised Imperial Guard codex aims to diversify existing armies rather than rebuild the faction. Cheaper or more flexible elite choices, revised Rough Riders and changes to weapon costs challenge the familiar static gun line. Advisors and Enginseers restore some of the Imperium’s eccentric religious and technological character without turning ordinary Guardsmen into superhuman assault troops.
The optional doctrine system approaches regimental identity from useful battlefield abilities, then asks what kind of home world might produce them. This avoids writing narrow environmental rules that rarely matter during normal play. Haines also discusses range planning and the removal of particular tanks from the core list, placing design decisions within the practical limits of a miniature range.
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Find this article in White Dwarf 285, pp. 12–17.
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