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Imperial Guard Combat Engineer Squads


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Hello,

 

This is sort of a fluffy squad type, but I think it would be cool. The idea is essentially a very technical squad.

 

Starting out, the base model is the combat engineer

S:3 T:3 WS: 4+ BS:3+ A:1 Sv:5+ cost: 5 pts

 

A squad of combat engineers is 5-10 models, with one sergeant, and at least two models with lasguns per 5 models. Up to three models out of five can become specialists. A specialist can carry one of the following special weapons:

 

-Flamer

-Heavy Flamer

-Meltagun

 

A specialist could also keep a lasgun and take a melabomb, or take a Laspistol and Chainsword and bring entrenching tools for 20 points.

 

Combat Engineers can reroll the number of shots made with flamers or heavy flamers when attacking units in cover

 

Entrenching tools: when a unit which has a model with entrenching tools enters area terrain such as ruins or craters, it confers an additional +1 to the save bonus granted by that terrain to all units within it for as long as the model with the entrenching tools remains in the terrain. This effect can stack between multiple units who have a model with entrenching tools to a maximum of an additional +2 to the save.

 

A combat engineer squad can also take carapace armor for 3 points per model, increasing their save to 4+

 

Any and all thoughts on this would be appreciated!

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Why would they be bs 3+? It seems that they wouldnt have much of a reason to be better shots than their regular friends (with all the engineering training required).

My thinking was that since Combat Engineers are basically filling the role of a better special weapons squad, they should have better something, be it shooting or melee. I figured shooting made the most sense.

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Hmmm, I think this is stepping on the toes of special weapon squads a little too much. That said, I like the idea of a squad's worth of "meltabombers", since Sappers/Combat Engineers are commonly called upon for demolitions and breaching fortifications. They will also build field defences for their forces to use.

 

I'd drop the flamers and meltaguns, but keep the lasguns and entrenching tools, and give everyone meltabombs. A couple special rules: one allowing them to use multiple meltabombs on a target, and the one allowing them to bolster defences (but only +1 to the saves, no stacking). I'd keep the standard Guardsman stat line.

 

Anyway, those are just some quick thoughts on the idea.

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Sappers/Combat Engineers are commonly called upon for demolitions and breaching fortifications. They will also build field defences for their forces to use.

I agree.

I'd drop the flamers and meltaguns, but keep the lasguns and entrenching tools, and give everyone meltabombs.

I disagree, due to the likelihood they'll face enemies at close quarters, where these weapons are most effective- trenches, urban terrain (cities and their buildings), and the like. Maybe force them to replace heavy flamers and meltaguns with hand flamers and inferno pistols- pistol variants of flamers and melta weapons- due to difficulty using the full-sized weapons in close quarters?

A couple special rules: one allowing them to use multiple meltabombs on a target, and the one allowing them to bolster defences (but only +1 to the saves, no stacking).

I agree.

I'd keep the standard Guardsman stat line.

I don't mind giving them Tempestus Scions stats. To avoid conflict, how about making the "combat engineer" an upgrade for a Tempestus Scions Squad? The latter does expect to find itself in close quarters combat, considering its main weapons (hotshot lasguns) sacrifice range for armor-piercing capabilities.
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Entrenching Tools should have a statline. S+1, AP-, Concussive or switch S and AP.

One in five can take meltabombs. You can form a two-model team that can take some sort of melee drill/short-range high intensity laser to bore through targets.

 

Or you could have them be a less than special special weapon squad that can heal vehicles.

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