Before I properly dig into this post, I want to add a disclaimer. My players and I prefer to play more realistic campaigns in Only War, and thus some of the Grim-Derp tm is toned down in my games. As such, the content of this house ruling will reflect that. So, without further ado, I present two new additions to the Imperial Guard's armory.
Since the morning of September 15, 1916, when the first armored combat vehicles rolled across the massive open grave that was The Somme, tanks have dominated warfare. Even 38,000 years later, in the 41st Millenium, this is still the case. Armored fighting vehicles, from Sentinels to Baneblades, represent a significant threat to the foot soldiers of the Imperium. And what do they have to counter them? Meltaguns, while effective, have an extremely limited range; their shoulder mounted missile launchers are prohibitively heavy and struggle to damage MBTs unless shot directly at their rear armor; Las-Cannons, while very effective, weigh in at an extremely ridiculous 55kg, or approximately 110 pounds. The only one of these proven to be reliably effective against the Main Battle Tanks (or equivalent) of the enemy is the Las-Cannon, which cannot be carried around by any but the most exceptional of guardsmen. While Line Infantry, Mechanised Infantry, and other units with regular access to vehicles can mostly circumvent this downside, it means that units of Light Infantry, Drop Troopers, Reconnaissance Troopers, and other specialist infantry must rely on either the extremely short ranged meltagun or the heavy and ineffective missile launcher. My players love playing Drop Troops and Light Infantry, so we decided to remedy this.
Shortly after the introduction of the tank to the battlefield, it became apparent that killing them was of the utmost priority. While cannons and other heavier weapons (such as the Las-cannon in the 40k universe) could be employed while on the defensive, killing them while on the offensive was a little more difficult. A squad of infantry cannot carry a 57mm AT gun on their backs after all! At first, the weapons developed to take the attack to armored vehicles were simply oversized rifles, firing .50 caliber or larger rounds. Between the world wars, tanks became more armored, so the world's militaries began to look towards other options. At first, they depend on near suicidal weapons such as the Sticky Grenade or Satchel Charges, but they soon came to the conclusion that rockets where the only feasible option. Cheap and easy to produce, they could propel a charge powerful enough to ensure a kill to extreme ranges, ensuring some safety for the infantrymen using them. The Panzerfaust, the Panzerschreck, the Bazooka, the PIAT; these were all rocket based weapons that succeeded in their intended goal of killing enemy tanks. After the end of WW2, most nation's militaries continued to look to the rocket and missile for the answer to the problem of enemy armor, but one arms manufacturer in particular did not. The Carl Gustav was born.
The Carl Gustav is an 84mm recoilless rifle. Unlike a rocket launcher, a recoilles rifle fires a much larger round significantly faster with the assistance of physics. Recoilless rifles are simple tubes, into which a modified artillery shell is inserted. When fired, the round exits the front of the weapon and a massive flare of fire and exhaust gasses exits the rear of the weapon, rendering it effectively "recoil-less," hence the name. As the weapon itself is simply a steel tube with a firing mechanism, it is much lighter than a dedicated missile launcher. It can fire a variety of rounds, from HEAT to HE to Flare rounds. So, my group and I decided to bring the Carl Gustav into the future as the Man portable Anti Armor Weapon System, or MAAWS. This weapon is intended not to replace the missile launcher, but to serve as an alternative for fast moving, foot mounted forces. The launcher is significantly lighter, but the individual shells are much heavier than those of the missile launcher. So, finally, the weapon profile.
MAAWS: ( Heavy, 300m, S/-/-, *, *, Magazine 1, Rld 2 Full, *, 14kg, Rare)
Ammunition for the MAAWS:
Krak: (3d10+8 X, Pen 16, Proven(3) Concussive(2), 3.5kg, Scarce)
Frag: (2d10+5 X, Pen 3, Blast(4), 3.5kg, Average)
Airburst: (1d10+8 X, Pen 2, Blast(10), 3.5kg, Rare)
Flare: (1d5+3 I, Pen 0, Flame, 3.0kg, Rare, Illuminates 500m diameter circle centered within weapon's range for 60 seconds when fired into the air)
Now, a weapon with these advantages must have a disadvantage, right? Well it does. This weapon cannot be fired indoors, or the backblast will kill anyone in the room (and probably light the building on fire as well), and even when used outside, anyone standing in a 30 degree cone up to 50m behind the weapon will take 1d10+5 E damage with the flame quality, as well as pass a (-10)agility test or be knocked down.
This weapon allows a squad of light infantry to carry an effective, dangerous, anti-tank weapon and several rounds with out weighing down any one member too greatly. It also means that when drop troopers are inserted into enemy territory, for a measly 3.5kg of extra weight, each man can carry a round capable of killing a tank once united with the squad's heavy weapons.
I promised two weapons, and I will deliver. Similarly to when the tank was introduced, the advent of aircraft on the battlefield soon required that soldiers be able to defend themselves from the predations of attack craft and helicopters. In the universe of warhammer 40k, valkyries, ork choppas, and dark eldar pleasure(torture?) barges make the skies just as dangerous as the ground, and even more so for Imperial Guard soldiers. With things as they are, players cannot engage enemy aircraft until they are essentially right on top of them, while those selfsame aircraft can float overhead, dropping bombs, missiles, and burning promethium at their leisure. Again, my group and I looked to the solutions developed in the real world to solve our problems in the game. The 9K338 Igla/SA-24 is a man portable air defense system developed in Russia for use against airborne threats to their soldiers in the field. It, like most MANPADS, is guided by infared to its target, up to 6km away from the launcher. Here is the adapted weapon profile.
MANPADS: (Heavy, 2,000m, S/-/-, *, *, Magazine 1, Rld 2 Full, *, 19kg, Very Rare) Note that the weapon must be held on target for 1 full turn so that the missile may acquire lock and fire. This gives it a passive +20 to hit airborne targets.
Ammuntion for the MANPADS:
Missile: (3d10+8 X; Pen 8; 12 kg, Very Rare)
As you can see, the launcher and missile are both heavy objects; the launcher due to the targeting computer, and the missile due to the large amount of fuel required to get the warhead to the target.
So, there you have it. Our solution to the fact that my group was party wiped twice by a Chimera and a third time by a Leman Russ simply because the weapons they had at the time couldn't so much as scratch the paint, even from the sides. I hope that you and your players can find a place for these new weapons in your games; the MANPADS especially has many uses for wreaking havoc on Drop Infantry Regiments.