Epic-UK Imperial Guard Codex
Short Description
Epic UK codex...
Description
EPIC UK presents
Codex: Imperial Guard
An unofficial codex for use with Games Workshop's Epic Armageddon rule set Version: 301209
1
Information More information about the Imperial Guard For more information into the background of the Imperial Guard, please purchase the Warhammer 40,000 Imperial Guard Codex © from Games Workshop. Alternatively you can visit Games Workshops website for more information.
Thank you A big thank you has to go to the EPIC UK committee; without their enthusiasm, for a game that they love, this army book wouldn’t be a reality. The wish and will to improve a fantastic tournament wargame, within the UK, has been their only payment. A big thank you also has to go to Games Workshop; without their imagination, creativeness and support this game would not be around today. A special thank you has to go to Jervis Johnson and all the Fanatic team, both past and present. Also a big thank you has to go to all the independent EPIC developers, especially the army developers on the Tactical Command internet forum. Without their ideas some of the developments within the book wouldn’t have been a reality.
Pictures All miniatures photographed within this book are © Games workshop 2003. All rights reserved. Used without permission – models painted by David Bartley, Kevin Bott, Steve Gullick, Tim Hunt, Alan Morey, Paul Sutton and David Thomas.
Text All text (including stories) is an unofficial production created by EPIC UK derived, without permission, upon the Warhammer intellectual property owned by Games Workshop Ltd.
Disclaimer This book is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
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Contents
Information................................................................................................................................ 2 Steel Legion Imperial Guard ...................................................................................................... 4 Special Rules .......................................................................................................................... 4 Steel Legion Imperial Guard Units ......................................................................................... 5 Imperial Allies ...................................................................................................................... 10 Titan Legion Support ........................................................................................................... 10 Imperial Navy Support ......................................................................................................... 12 Steel Legion Army List ......................................................................................................... 13 Baran Siegemasters ................................................................................................................. 15 Special Rules ........................................................................................................................ 15 Baran Siegemaster Units ..................................................................................................... 16 Baran Siegemaster Army List............................................................................................... 18 Ulani Tank Regiment ............................................................................................................... 20 Special Rules ........................................................................................................................ 20 Ulani Tank Regiment Units .................................................................................................. 21 Ulani Tank Regiment Army List ........................................................................................... 23 Vanaheim Air Cavalry .............................................................................................................. 25 Special Rules ........................................................................................................................ 25 Vanaheim Air Cavalry Units ................................................................................................. 26 Imperial Navy Units ............................................................................................................. 28 Vanaheim Air Cavalry army list............................................................................................ 29 EPIC UK Imperial Guard - What, How and Why ...................................................................... 30
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Steel Legion Imperial Guard Special Rules Imperial Guard Commissars – A Steel Legion Imperial Guard army may include 2D6 Commissar Characters. The Commissars do not cost any points. If the dice roll exceeds the number of Commissar Units that a player has available then any excess is lost. Roll to see how many Commissar Units a player may add to their army at the start of the battle before either side sets up. If the army includes a Supreme Commander then the first Commissar must be attached to the Supreme Commander’s formation. Any further Commissars may be attached to any other formations. You may not include more than one Commissar per formation. If you have more Commissars than formations any excess are lost. Commissars may not be attached to Titan or Imperial Navy units.
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Steel Legion Imperial Guard Units IMPERIAL GUARD SUPREME COMMANDER Type Infantry
Speed 15cm
Armour 5+
Close Combat 4+
Weapon Lasgun Autocannon Power weapons
Range (15cms) 45cm (base contact)
Firepower Small Arms AP5+/AT6+ Assault weapons
Notes
Firefight 5+
ADD IMAGE HERE
Macro-weapon, Extra Attack (+1)
Notes: Supreme Commander
IMPERIAL GUARD COMMANDER Type Infantry
Speed 15cm
Armour 6+
Close Combat 5+
Weapon Lasgun Autocannon Chainswords
Range (15cms) 45cm (base contact)
Firepower Small Arms AP5+/AT6+ Assault weapons
Notes
Firefight 5+
ADD IMAGE HERE
Firefight n/a
ADD IMAGE HERE
-
Notes: Commander
IMPERIAL GUARD COMMISSAR Type Character
Speed n/a
Armour n/a
Weapon Power weapons
Range (base contact)
Firepower Assault weapons
Close Combat n/a
Notes Macro-weapon, Extra Attack (+1)
Notes: Character, Leader, Fearless, Inspiring
IMPERIAL GUARD INFANTRY Type Infantry
Speed 15cm
Armour none
Close Combat 6+
Weapon Lasgun Autocannon
Range (15cms) 45cm
Firepower Small Arms AP5+/AT6+
Notes
Firefight 5+
ADD IMAGE HERE
See below
Notes: Only one unit in every two has an autocannon. Count up the number of infantry units in the formation that can fire at the target formation and divide by two (rounding up) to find the number of autocannon shots you may take.
IMPERIAL GUARD SUPPORT SQUAD Type Infantry
Speed 15cm
Arm our none
Close Com bat 6+
Weapon 2x Autocannon
Range 45cm
Firepow er AP5+ / AT6+
Notes _
5
Firefight 4+
ADD IMAGE HERE
IMPERIAL GUARD STORM TROOPERS Type Infantry
Speed 15cm
Armour 5+
Close Combat 5+
Weapon Hellguns Plasma guns
Range (15cm) 15cm
Firepower Small Arms AP5+/AT5+
Notes _ _
Firefight 4+
ADD IMAGE HERE
Firefight 5+
ADD IMAGE HERE
Notes: Scouts
IMPERIAL GUARD OGRYNS Type Infantry Weapon Ripper Guns Ogryn Combat Weapons Notes:
Speed 15cm
Arm our 3+
Close Com bat 4+
Range (15cms) (base contact)
Firepow er Small Arms Assault w eapons
Notes Macro w eapon, Extra Attack (+1)
IMPERIAL GUARD SNIPERS Type Infantry
Speed 15cm
Arm our none
Close Com bat 6+
Weapon Sniper Rifles
Range 30cm
Firepow er AP5+
Notes Sniper
Firefight 5+
ADD IMAGE HERE
Firefight 6+
ADD IMAGE HERE
Notes: Scouts
IMPERIAL GUARD ROUGH RIDERS Type Infantry
Speed 20cm
Arm our 6+
Weapon Laspistol Power lance Chainsw ords
Range (15cms) (base contact) (base contact)
Firepow er Small Arms Assault w eapons Assault w eapons
Close Com bat 4+
Notes First Strike, Extra Attack +1 -
Notes: Mounted, Scouts, Infiltrators
IMPERIAL GUARD VALKYRIE (Armageddon Pattern) Type Armoured Vehicle
Speed 35cm
Arm our 5+
Close Com bat 6+
Weapon Multilaser 2 x Heavy Bolters 2 x Rocket Pods
Range 30cm 30cm 30cm
Firepow er AP5+/AT6+ AP5+ 1BP
Notes Disrupt, One-Shot
Notes: Skimmer, Scout, Transport (may carry two Stormtrooper units)
6
Firefight 5+
ADD IMAGE HERE
IMPERIAL GUARD VULTURE (Armageddon Pattern) Type Armoured Vehicle
Speed 35cm
Armour 5+
Close Combat 6+
Weapon Heavy Bolter Twin Autocannon 2 x Hellstrike
Range 30cm 45cm 120cm
Firepower AP5+ AP4+/AT5+ AT2+
Notes _ _ One-Shot
Firefight 5+
ADD IMAGE HERE
Notes: Skimmer, Scout.
IMPERIAL GUARD CHIMERA (Armageddon Pattern) Type Armoured Vehicle
Speed 30cm
Armour 5+
Close Combat 6+
Weapon Multilaser Heavy Bolter
Range 30cm 30cm
Firepower AP5+/AT6+ AP5+
Notes _ _
Firefight 5+
ADD IMAGE HERE
Notes: Transport (may carry one Ogryn unit OR any two of the following units: Imperial Guard units: Supreme Commander, Commander, Infantry, Stormtroopers, Fire Support, Snipers).
IMPERIAL GUARD HELLHOUND (Gryphonne IV Pattern) Type Armoured Vehicle
Speed 30cm
Armour 4+
Close Combat 6+
Weapon Inferno Cannon Heavy Bolter
Range 30cm 30cm
Firepower AP3+ AP5+
Notes Ignore cover _
Firefight 3+
ADD IMAGE HERE
IMPERIAL GUARD SENTINEL (Voss Prime Pattern) Type Light Vehicle
Speed 20cm
Arm our 6+
Close Com bat 6+
Weapon Multilaser
Range 30cm
Firepow er AP5+/AT6+
Notes _
Firefight 5+
ADD IMAGE HERE
Notes: Walker, Scout
IMPERIAL GUARD LEMAN RUSS BATTLE TANK (Mars Pattern) Type Armoured Vehicle
Speed 20cm
Arm our 4+
Close Com bat 6+
Weapon Battle Cannon Lascannon 2 x Heavy Bolter
Range 75cm 45cm 30cm
Firepow er AP4+/AT4+ AT5+ AP5+
Notes _ _ _
Notes: Reinforced Armour
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Firefight 4+
ADD IMAGE HERE
IMPERIAL GUARD LEMAN RUSS DEMOLISHER TANK (Ryza Pattern) Type Armoured Vehicle
Speed 20cm
Arm our 4+
Close Com bat 6+
Weapon Demolisher Cannon Lascannon 2 x Plasma Cannon
Range 30cm 45cm 30cm
Firepow er AP3+/AT4+ AT5+ AP4+/AT4+
Notes Ignore Cover _ Slow Firing
Firefight 3+
ADD IMAGE HERE
Notes: Reinforced Armour
IMPERIAL GUARD LEMAN RUSS VANQUISHER TANK (Stygies Pattern) Type Armoured Vehicle
Speed 20cm
Arm our 4+
Close Com bat 6+
Weapon Vanquisher Lascannon 2 x Heavy Bolter
Range 75cm 45cm 30cm
Firepow er AP4+/AT2+ AT5+ AP5+
Notes _ _ _
Firefight 4+
ADD IMAGE HERE
Firefight 5+
ADD IMAGE HERE
Notes: Reinforced Armour
IMPERIAL GUARD GRIFFON (Stygies VIII Pattern) Type Armoured Vehicle
Speed 30cm
Armour 6+
Close Combat 6+
Weapon Heavy Mortar Heavy Bolter
Range 30cm 30cm
Firepower 1BP AP5+
Notes Indirect Fire _
IMPERIAL GUARD BASILISK (Armageddon Pattern) Type Armoured Vehicle
Speed 20cm
Armour 5+
Close Combat 6+
Weapon Earthshaker Heavy Bolter
Range 120cm 30cm
Firepower AP4+/AT4+ or 1BP AP5+
Notes Indirect Fire _
Firefight 5+
Notes: May either shoot normally or fire a barrage. May only use indirect fire ability when firing barrages.
IMPERIAL GUARD BOMBARD (Triplex Phall Pattern) Type Armoured Vehicle
Speed 20cm
Arm our 6+
Weapon
Range
Firepow er
Siege Mortar
45cm
2BP
Heavy Bolter
30cm
AP5+
Close Com bat 6+
Firefight 5+
Notes Ignore Cover, Slow Firing, Indirect Fire _
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ADD IMAGE HERE
IMPERIAL GUARD MANTICORE (Triplex Phall Pattern) Type Armoured Vehicle
Speed 20cm
Arm our 6+
Weapon Rocket Launcher Heavy Bolter
Range 150cm 30cm
Firepow er 2BP AP5+
Close Com bat 6+
Firefight 5+
ADD IMAGE HERE
Notes Disrupt, Indirect Fire, Slow Firing _
IMPERIAL GUARD DEATHSTRIKE (Triplex Phall Pattern) Type Armoured Vehicle
Speed 20cm
Armour 6+
Weapon
Range
Firepower
Deathstrike Missile
Unlimited
MW2+
Heavy Bolter
30cm
AP5+
Close Combat 6+
Firefight 5+
ADD IMAGE HERE
Notes One-Shot, Titan Killer (D6), Indirect Fire _
IMPERIAL GUARD HYDRA (Metalicus Pattern) Type Armoured Vehicle
Speed 30cm
Arm our 6+
Close Com bat 6+
Weapon 2x Twin Hydra Autocannon Heavy Bolter
Range
Firepow er
Notes
45cm
AP4+/AT5+/AA5+
_
30cm
AP5+
_
Firefight 5+
ADD IMAGE HERE
IMPERIAL GUARD BANEBLADE (Stygies VI Pattern) Type War Engine
Speed 15cm
Arm our 4+
Weapon Bane Battle Cannon Autocannon Demolisher Cannon 3 x Heavy Bolter 2 x Lascannon
Range 75cm 45cm 30cm 30cm 45cm
Firepow er AP3+/AT4+ AP5+/AT6+ AP3+/AT4+ AP5+ AT5+
Close Com bat 6+
Firefight 4+
ADD IMAGE HERE
Notes _ _ Ignore Cover, Fixed Forward Arc _ _
Damage Capacity 3. Critical Hit Effect. The Baneblade's magazine explodes. The Baneblade is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6. Notes: Reinforced Armour
IMPERIAL GUARD SHADOWSWORD (Stygies VI Pattern) Type War Engine
Speed 15cm
Armour 4+
Weapon Volcano Cannon 2 x Heavy Bolter
Range 90cm 30cm
Firepower MW2+ AP5+
Close Combat 6+
Firefight 5+
ADD IMAGE HERE
Notes Titan Killer (D3), Fixed Forward Arc _
Damage Capacity 3. Critical Hit Effect. The volcano cannon's energy coils explode. The Shadowsword is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6. Notes: Reinforced Armour
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Imperial Allies Titan Legion Support Void Shields – Imperial titans are protected by void shield generators. The number of void shields each titan has is noted on the titan’s datasheet. Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the titan. Void shields that have been knocked down can be repaired. Each titan can repair one downed void shield in the end phase of each turn. In addition, if a titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g. if you rolled a 2 you could repair 2 shields, remove 2 blast makers, or repair 1 shield and remove 1 Blast marker).
WARLORD CLASS BATTLE TITAN Type
Speed
Arm our
Close Com bat
Firefight
War Engine
15cm
4+
2+
3+
Weapon
Range
Firepow er
Notes
2x Turbo-Laser Destructors
60cm
4x AP5+/AT3+
Fixed Forward Arc
Gatling Blaster
60cm
4xAP4+/AT4+
Volocano Cannon
90cm
MW2+
Forw ard Arc Titan Killer (D3), Forw ard Arc
Damage Capacity 8, 6 Void Shields. Critical Hit Effect. The Warlord's Plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Warlord will be hit on a 4+. Notes: Fearless, Reinforced Armour, Thick Rear Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the titans knees and up to 2cm wide.
REAVER CLASS BATTLE TITAN Type
Speed
Arm our
Close Com bat
Firefight
War Engine
20cm
4+
3+
3+
Weapon
Range
Firepow er
Notes
2x Turbo-Laser Destructors
60cm
4x AP5+/AT3+
Forward Arc
Rocket Launcher
60cm
3BP
Fixed Forw ard Arc
Damage Capacity 6, 4 Void Shields. Critical Hit Effect. The Reavers Plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Reaver will be hit on a 5+. Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the titans knees and up to 2cm wide.
10
WARHOUND CLASS SCOUT TITAN Type
Speed
Arm our
Close Com bat
Firefight
War Engine
30cm
5+
4+
4+
Weapon
Range
Firepow er
Notes
Vulcan Mega-Bolter
45cm
4xAP3+/AT5+
Forward Arc
Plasma Blastgun
45cm
2x MW2+
Slow Firing, Forw ard Arc
Damage Capacity 3, 2 Void Shields. Critical Hit Effect. The Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it can't move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally). Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the titans knees and up to 2cm wide. The Plasma Blastgun may either fire one shot and still have one shot 'in reserve' for next turn, or fire two shots and not shoot next turn at all.
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Imperial Navy Support IMPERAIL NAVY THUNDERBOLT FIGHTER Type
Speed
Arm our
Close Com bat
Firefight
Aircraft
Fighter-Bomber
6+
n/a
n/a
Weapon
Range
Firepow er
Notes
Storm Bolters
15cm
AP4+/AA5+
Fixed Forward Arc
Multilaser
30cm
Underwing Rockets
30cm
AP5+/AT6+/AA5+ Fixed Forward Arc AT4+
Fixed Forward Arc
IMPERIAL NAVY MARAUDER BOMBER Type
Speed
Arm our
Close Com bat
Firefight
Aircraft
Bomber
4+
n/a
n/a
Notes
Weapon
Range
Firepow er
2x Twin Heavy Bolters
15cm
AA5+
_
Twin Lascannon
45cm
AT4+/AA4+
Fixed Forw ard Arc
Bomb racks
15cm
2BP
Fixed Forw ard Arc
ADD IMAGE HERE
IMPERIAL NAVY LUNAR CLASS CRUISER Type
Speed
Arm our
Close Com bat
Firefight
Spacecraft
n/a
n/a
n/a
n/a
Weapon
Range
Firepow er
Notes
Orbital Bombardment
n/a
3BP
Macro-weapon
Pin-point attack
n/a
MW2+
ADD IMAGE HERE
Titan Killer (D3)
IMPERIAL NAVY EMPEROR CLASS BATTLESHIP Type
Speed
Arm our
Close Com bat
Firefight
Spacecraft
n/a
n/a
n/a
n/a
Weapon
Range
Firepow er
Notes
Orbital Bombardment
n/a
8BP
Macro-weapon
ADD IMAGE HERE
Notes: Slow and steady - may not be used on turns one and two of a battle unless the scenario specifically states otherwise.
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Steel Legion Army List Steel Legion armies have a strategy rating of 2. All Imperial Guard and Imperial Navy aircraft formations have an initiative rating of 2+. Titan Legion formations have an initiative rating of 1+. STEEL LEGION COMPANIES FORMATION 0-1 Regimental HQ Steel Legion Infantry Company Steel Legion Mechanised Infantry Company Steel Legion Tank Company Steel Legion Super-heavy Tank Company Steel Legion Artillery Company
UNITS POINTS COST One Supreme Command unit, twelve Imperial Guard Infantry units, and 500 points seven Chimera transport vehicles (one for Commander) Imperial Guard Command unit plus twelve Imperial Guard Infantry units 250 points Imperial Guard Command unit, twelve Imperial Guard Infantry units, and seven Chimera transport vehicles (one for Commander) Ten Leman Russ battle tanks. One Leman Russ battle tank may be upgraded to a Leman Russ Vanquisher tank at no additional cost Three Baneblades or Shadowswords, or any combination of the two
400 points
Nine Artillery units chosen from the following list: Basilisk, Manticore
650 points
650 points 500 points
STEEL LEGION SUPPORT FORMATION (Two may be taken per Steel Legion Company)
FORMATION Rough Rider Platoon Storm Trooper Platoon Steel Legion Artillery Battery Sentinel Squadron 0-1 Deathstrike Missile Battery Super-heavy Tank Platoon 0-1 Orbital Support Flak Battery Vulture Squadron
UNITS Six Rough Riders Eight Storm Trooper units (may have four Valkyrie transport vehicles) Three units of the same type chosen from the following list: Basilisk, Bombard, Manticore Four Sentinels Two Deathstrike Missile Launchers
POINTS COST 150 points 200 points (+150 points) 250 points 100 points 200 points
One Baneblade or Shadowsword
200 points
One Imperial Navy Lunar class cruiser OR one Emperor class Battleship Three Hydras Four Vultures
150 points 300 points 150 points 300 points
STEEL LEGION COMPANY UPGRADES (Three may be taken per Steel Legion Company)
UPGRADE Fire Support Platoon Infantry Platoon Tank Squadron Hellhound Squadron Griffon Battery Snipers Ogryns Flak
UNITS Four Fire Support Six Infantry units Three Leman Russ battle tanks or three Leman Russ Demolisher Three Hellhounds Three Griffons Two Snipers Two Ogryns One Hydra
COST 100 points 100 points 200 points 150 points 100 points 50 points 50 points 50 points
These units may have Chimera transport vehicles. Each Chimera costs 25 points. You must take the minimum number of Chimera to transport the whole formation if any are taken.
IMPERIAL NAVY AIRCRAFT FORMATION COST Two Thunderbolt Fighters 150 points Two Marauder Bombers 250points
TITAN LEGION BATTLEGROUPS FORMATION One Warlord Class Titan Formation One Reaver Class Titan Formation Two Warhound Class Scout Titans One Warhound Class Scout Titan
COST 850 points 650 points 500 points 275 points
Using the army List • •
Each Imperial Guard upgrade can be taken once per Imperial Guard Company A maximum of up to a third of the points available to the army maybe spent on Imperial Navy and Titan formations.
13
Baran Siegemasters
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Baran Siegemasters Special Rules Imperial Guard Commissars – See page 4 Fortified Positions – Baran Siegemasters are allowed to purchase one set of fortified positions for its troops to occupy for each Regimental HQ or Infantry Company included in the army. Fortified positions must be set up after objectives, but before spacecraft and garrisons are deployed. They may be set up anywhere a vehicle may deploy in the Siegemasters half of the table. You may split up a set of fortified positions as desired, as long as the rules for formation coherence are adhered to. For example, you could split up trenches into several lines, as long as there are 5cm ‘links’ between the different parts of the position. Fortified positions count as having a move of zero, and may ‘garrison’ (e.g., they can be set up in positions that garrison units can be set up in). It goes without saying that they may not be transported, and any players that were considering transporting them onto the table should be deeply ashamed of themselves! Once set up fortified positions may be used by any unit, not just the units they were purchased for. They may be captured and used by enemy units too. Regimental HQ - When playing Grand Tournament games, a Baran Siegemaster army must include a Regimental HQ. The enemy count as having achieved the ‘Break Their Spirit’ victory condition by destroying this formation or by destroying the most expensive formation in the army (see 6.1.7 in the Epic:Armageddon rulebook).
15
Baran Siegemaster Units SIEGE INFANTRY Type
Speed
Arm our
Close Com bat
Firefight
Infantry
15cm
None
6+
5+
Weapon
Range
Firepow er
Notes
Heavy Stubber
30cm
AP6+
-
IMPERIAL GUARD SAPPERS Type
Speed
Arm our
Close Com bat
Firefight
Infantry
15cm
6+
5+
5+
Weapon
Range
Firepow er
Heavy Flamer
15cm
AP4+ and Small Arms
ADD IMAGE HERE
Notes Ignore cover
Meltabombs (base contact) Assault Weapon extra attack (+1), Macro Weapon Notes: The Heavy flamer can shoot and be used to confer the Ignore Cover abliity to the units firefight ability.
RAPIER LASER DESTROYER (KRIEG PATTERN) Type
Speed
Arm our
Close Com bat
Firefight
Infantry
10cm
None
-
5+
Weapon
Range
Firepow er
Notes
Rapier Laser Destroyer
45cm
AP6+/AT4+
_
ADD IMAGE HERE
THUDD GUN (KRIEG PATTERN) Type
Speed
Arm our
Close Com bat
Firefight
Infantry
10cm
None
-
5+
Weapon
Range
Firepow er
Notes
Thudd Gun
45cm
AP4+/AT6+
Indirect Fire
ADD IMAGE HERE
Notes: Thudd Guns are allowed to use the Indirect Fire rules normally only allowed to units that can fire barrages (see Epic Armageddon Rulebook section 1.9.8). All of the rules for Indirect Fire apply in full.
GOTTERDAMMERUNG HOWITZER (KRIEG PATTERN) Type
Speed
Arm our
Close Com bat
Firefight
Light Vehicle
0cm
None
-
6+
Weapon
Range
Firepow er
Notes
Howitzer
90cm
1BP
Indirect Fire
16
ADD IMAGE HERE
BLITZEN AA GUN (KRIEG PATTERN) Type
Speed
Arm our
Close Com bat
Firefight
Light Vehicle
0cm
None
-
6+
Weapon
Range
Firepow er
Notes
Blitzen Cannon
60cm
AP6+/AT5+/AA5+
-
ADD IMAGE HERE
BRUENNHILDE Type
Speed
Arm our
Close Com bat
Firefight
Light Vehicle
15cm
6+
-
6+
Weapon
Range
Firepow er
Notes
Heavy Stubber
30cm
AP6+
-
ADD IMAGE HERE
Notes: Transport (may transport one of the following units: Blitzen AA Gun, Gotterdammerung Howitzer, Thudd Gun or Rapier).
SIEGFRIED LIGHT TANK (KREIG PATTERN) Type
Speed
Arm our
Close Com bat
Firefight
Armoured Vehicle
30cm
5+
6+
5+
Weapon
Range
Firepow er
Notes
Multi-laser
30cm
AP5+/AT6+
-
Notes: Scout
RAGNAROK HEAVY TANK (KREIG PATTERN) Type
Speed
Arm our
Close Com bat
Firefight
Armoured Vehicle
15cm
4+
6+
4+
Weapon
Range
Firepow er
Notes
Ragnarok Battlecannon
60cm
AP4+/AT4+
-
2 x Heavy Stubber
30cm
AP6+
-
ADD IMAGE HERE
Notes: Reinforced Arm our, Walker (represents ability to move over difficult terrain).
FORTIFIED POSITIONS Terrain
Infantry
Vehicle
War Engine
Trench
4+ Cover Save
Dangerous
No Effect
Gun Emplacement
4+ Cover Save
5+ Cover Save
No Effect
Bunker
3+ Cover Save
Dangerous
Impassable
Razor Wire
Dangerous
No Effect
No Effect
ADD IMAGE HERE
Notes: Bunkers are Fortifications (see the EPIC Armageddon Rulebook 1.8.4). Gun emplacements provide vehicles with a Cover Save that works in the same manner as an infantry Cover Save (see the EPIC Armageddon Rulebook 1.8.3). Each gun emplacement can hold one unit, and each bunker can hold three units. Trenches can hold one infantry unit per 40mm of length.
17
Baran Siegemaster Army List Siege Master armies have a strategy rating of 1. All Siege Master and Imperial Navy aircraft formations have an initiative rating of 2+. SIEGEMASTER COMPANIES FORMATION 1 Siege Master Regimental HQ Siege Infantry Company
UNITS One Supreme Command unit, plus nine Siege Infantry units Imperial Guard Command unit plus nine Siege Infantry units
POINTS COST 225 points 175 points
SIEGE REGIMENT SUPPORT FORMATION (Two may be taken per Siege Master Regimental HQ or Infantry Company)
FORMATION Rough Rider Platoon Siege Regiment Artillery Company
UNITS POINTS COST Six Rough Riders 150 points Nine Gotterdamerung Howitzers, plus nine gun emplacements or nine 450 points Bruennhilde transports
Siege Regiment Artillery Battery 0-1 Sapper Platoon 0-1 Deathstrike Missile Battery Super-heavy Tank Platoon Bombard Battery Siege Regiment AA Battery Light Tank Platoon Heavy Tank Platoon
Three Gotterdamerung Howitzers, plus three gun emplacements or three Bruennhilde transports Eight Sapper units. Two Deathstrike Missile Launchers
175 points
One Baneblade or Shadowsword
200 points
Three Bombards Three Blitzen AA guns, plus three gun emplacements or three Bruennhilde transports Six Siegfried light tanks Six Ragnarok heavy tanks
250 points 150 points
250 points 200 points
175 points 300 points
SIEGE REGIMENT COMPANY UPGRADES (Three may be taken per Siege Master Regimental HQ or Infantry Company)
UPGRADE Siege Infantry Platoon Rapier Platoon Hellhound Squadron Griffon Battery Snipers Thudd Gun Platoon
UNITS Six Siege Infantry units Three Rapiers Three Hellhounds Three Griffons Two Snipers Three Thudd guns
COST 75 points 75 points 150 points 100 points 50 points 75 points
SIEGE REGIMENT FORTIFIED POSITIONS
IMPERIAL NAVY AIRCRAFT
(One may be taken per Siege Regiment or HQ)
(Up to a quarter of the armies points may be spent on Aircraft)
FORMATION Up to 500mm of trenches & razorwire, plus up to 6 gun emplacements or bunkers
COST 100 points
FORMATION Two Thunderbolt Fighters Two Marauder Bombers
COST 150 points 250points
Using the army List • •
Each Siege Master upgrade can be taken once per Siege Master Company. A maximum of up to a quarter of the points available to the army maybe spent on Imperial Navy formations.
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Ulani Tank Regiment
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Ulani Tank Regiment Special Rules Imperial Guard Commissars – See page 4. Tank riders– Some infantry are trained to ride into battle in Chimeras, others in Valkeries and then a few (which other Imperial Guard infantry men call ‘nutters’) ride into battle on the back of a Leman Russ tank. These boys have spend years perfecting (and suffering horrendous casualties) mounting up and riding on the back of tanks. To represent this heroic feat; if tank riders are purchased as an upgrade for a company, then these brave men may ride into battle on the back of a Leman Russ tank. This effectively makes a Leman Russ transport (1); They cannot be shot at until they dismount and they are always allowed to provide firefight support in engagements (even if two enemy stands are in contact with the tank they are riding on; the tank riders provide firefight support from on top of the tank). If a Leman Russ tank is destroyed, with tank riders onboard, then the tank riders are killed automatically without save (it’s dangerous you know!). The following units may carry tank riders • Imperial Guard Leman Russ battle tank • Imperial Guard Leman Russ Demolisher tank • Imperial Guard Leman Russ Vanquisher tank • Imperial Guard HQ Command tank • Imperial Guard Command tank
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Ulani Tank Regiment Units Imperial Guard HQ Command Tank Type Armoured Vehicle
Speed 20cm
Armour 4+
Close Combat 6+
Weapon Vanquisher Lascannon 2x Heavy Bolter Pintle-mounted weapon
Range 75cm 45cm 30cm (15cms)
Firepower AP4+ / AT2+ AT5+ AP5+ Small Arms
Notes
Firefight 3+
_ _ _ _
Notes: Supreme commander, Reinforced armour
Imperial Guard Command Tank Type Armoured Vehicle
Speed 20cm
Armour 4+
Close Combat 6+
Weapon Vanquisher Lascannon 2x Heavy Bolter
Range
Firepower
Notes
75cm 45cm 30cm
AP4+/AT2+ AT5+ AP5+
Firefight 4+
_ _ _
Notes: Commander, Reinforced armour
Imperial Guard tank riding Infantry Type Infantry
Speed 15cm
Arm our none
Close Com bat 6+
Weapon Lasguns Heavy Stubber
Range (15cms) 30cm
Firepow er Small Arms AP6+
Notes _
Firefight 5+
Notes: Tank riders
Imperial Guard Salamander Scout Tank Type Armoured Vehicle
Speed 30cm
Armour 6+
Close Combat 6+
Weapon Autocannon Heavy Bolter
Range 45cm 30cm
Firepower AP5+/AT6+
Notes _ _
AP5+
Notes: Scout
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Firefight 5+
Imperial Guard Leman Russ Executioner Type Armoured vehicle
Speed 20cm
Armour 4+
Close Combat 6+
Weapon Plasma destroyer Lascannon
Range 60cm
Firepower MW4+
Notes Slow Firing
45cm
AT5+
_
2x Heavy Bolter
30cm
AP5+
_
Firefight 4+
Notes: Reinforced armour
Imperial Guard Leman Russ Conqueror Type Armoured vehicle
Speed 25cm
Arm our 5+
Close Com bat 6+
Weapon Conqueror Cannon Lascannon
Range 45cm
Firepow er AP5+/AT5+
Notes _
45cm
AT5+
_
Firefight 5+
Insert Image
Notes: Reinforced armour
Imperial Guard Leman Russ Tank Destroyer Type Armoured vehicle
Speed 20cm
Armour 4+
Close Combat 6+
Weapon Laser Destroyer
Range 75cm
Firepower AT2+
Notes Sniper
Firefight 6+
Notes: Reinforced armour, Scout
Imperial Guard Stormblade Type Warengine
Speed 15cm
Armour 4+
Close Combat 6+
Weapon Plasma blastgun
Range 45cm
Firepower 2x MW2+
3x Heavy bolter
30cm
AP5+
_
2x lascannon
45cm
AT5+
_
Firefight 4+
Notes Slow firing, Fixed forward arc
Damage capacity 3. Critical hit effect: The Stormblade's energy coils explode. The Stormblade is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of a 6 Notes: Reinforced armour
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Ulani Tank Regiment Army List Ulani Tank Regiment Ulani Tank Regiment armies have a strategy rating of 2. Ulani Tank Regiment formations and Imperial Navy aircraft formations have an initiative rating of 2+
Ulani Tank Regiment Companies Formation 0-1 Regimental HQ Ulani Tank Company
Units 1 HQ Command Tank and 9 Leman Russ Battle Tanks. Each Leman Russ Battle Tank can be replaced by a Leman Russ Executioner for no extra cost. Six to ten Leman Russ Battle Tanks at 65 points each. Each Leman Russ Battle Tank maybe replaced by the following for the indicated cost:
Cost 750 points Various
Executioner: Free Demolisher: 10 points each 0 -1 Command tank: 25 points
Ulani Tank Regiment Company Upgrades (Three maybe taken for each company. Each upgrade can only be selected once per company) Upgrade
Units
Cost
Tank Squadron Tank riders Hellhound squadron Griffon Battery Flak
Three Leman Russ Battle tanks, Executioners or Demolishers or any combination of the three Six Imperial Guard tank rider infantry Three Hellhounds Three Griffons One Hydra
200 points 150 points 150 points 100 points 50 points
Ulani Tank Regiment Support Formations (Two maybe taken per company) Upgrade Light Artillery Support Medium Artillery Support Recon Support 0-1 Orbital Support Super-heavy tank platoon Anti-tank Support Conqueror Support Flak Support
Units Three Griffons Three Basilisks Six Salamander Scout Tanks One Imperial Navy Lunar Class Cruiser OR one Emperor Class Battleship One Baneblade, Shadowsword or Stormblade Three Leman Russ Tank Hunters Six Leman Russ Conquerors Three Hydra's
Cost 100 points 250 points 200 points 150 points 300 points 200 points 175 points 250 points 150 points
IMPERIAL NAVY AIRCRAFT FORMATION Two Thunderbolt Fighters Two Marauder Bombers
COST 150 points 250 points
Using the army List • •
Each Ulani upgrade can be taken once per Ulani Company. A maximum of up to a third of the points available to the army maybe spent on Imperial Navy formations.
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Vanaheim Air Cavalry
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Vanaheim Air Cavalry Special Rules Imperial Guard Commissars – See page 4. CAP Garrison – Rather than placing one ground garrison on overwatch a Vanaheim army may place one fighter formation on CAP. The player may still place as many ground garrisons as their army allows, but only one may start the game on overwatch. The fighters follow the setup rules for CAP, but are done during the garrisoning phase of the pre-game setup.
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Vanaheim Air Cavalry Units Vanaheim Supreme Commander Type Infantry
Speed 15cm
Arm our 5+
Close Com bat 4+
Weapon Heavy Bolter Power Weapons
Range 30cm Base Contact
Firepow er AP5+ Assault Wepons
Notes
Firefight 5+
Macro Weapon, Extra Attack +1
Notes: Supreme Commander.
Vanaheim Commander Type Infantry
Speed 15cm
Arm our 6+
Close Com bat 5+
Weapon Heavy Bolter Lasguns
Range 30cm 15cm
Firepow er AP5+ Small Arms
Notes
Firefight 5+
Notes: Commander.
Vanaheim Trooper Type Infantry
Speed 15cm
Arm our none
Close Com bat 6+
Weapon Heavy Bolter Lasguns
Range 30cm 15cm
Firepow er AP5+ Small Arms
Notes
Firefight 5+
Notes:
Vanaheim Fire Support Type Infantry
Speed 15cm
Arm our none
Close Com bat 6+
Weapon 2 x Missile Launchers
Range 45cm
Firepow er AP5+/AT6+
Notes
Notes:
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Firefight 4+
Vanaheim Mortar Type Infantry
Speed 15cm
Arm our none
Weapon Mortars
Range 30cm
Firepow er 1 BP
Close Com bat 6+
Firefight 6+
Notes Indirect
Notes:
Vanaheim Light Sentinel Type Light Vehicle
Speed 20cm
Arm our 6+
Close Com bat 6+
Weapon Heavy Bolter
Range 30cm
Firepow er AP5+
Notes
Firefight 5+
Notes: Scout, Walker
Vanaheim Melta Sentinel Type Light Vehicle
Speed 20cm
Weapon Multi Melta
Range 15cm
Arm our 6+
Close Com bat 6+
Firefight 5+
Firepow er Notes Macro Wepaon MW5+ and Small Arms Notes: Scout, Walker. The Multi melta can shoot and be used to confer the macro-weapon ability to the units firefight value.
Vanaheim Valkyrie Type Armoured Vehicle
Speed 35cm
Arm our 5+
Close Com bat 6+
Weapon Multilaser 2 x Heavy Bolters 2 x Rocket Pods
Range 30cm 30cm 30cm
Firepow er AP5+/AT6+ AP5+ 1BP
Notes Disrupt, One-Shot
Firefight 5+
ADD IMAGE HERE
Notes: Skimmer, Scout, Transport (may carry two Vanahiem Supreme Commander, Vanaheim Commander, Vanaheim trooper, Vanaheim fire Support, Vanaheim Mortar, Storm Trooper or one Melta Sentinel or Light Sentinel unit)
Vanaheim Vendetta Type Armoured Vehicle
Speed 35cm
Arm our 5+
Close Com bat 6+
Weapon 3 x Twin Linked Lascannons 2 x Heavy Bolters
Range 45cm
Firepow er AT4+
Notes
30cm
AP5+
Firefight 5+
Notes: Skimmer, Scout, Transport (may carry tw o Vanahiem Supreme Commander, Vanaheim Commander, Vanaheim trooper unit)
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Imperial Navy Units Lightning Strike Fighter Type Aircraft Weapon Lascannon 2 x Underwing Rockets Notes:
Speed Fighter
Arm our 6+
Range 45cm 30cm
Firepow er AT5+/AA5+ AT4+
Close Com bat n/a
Firefight n/a
Notes Fixed Forward Fixed Forward
Marauder Destroyer Type Aircraft
Speed Bomber
Arm our 4+
Close Com bat n/a
Weapon Twin Heavy Bolters Twin Assault Cannons 2 x Underwing Rockets 3 x Twin Linked Autocannons
Range 15cm 15cm
Firepow er AA5+ AA4+
Notes
30cm
AT4+
Fixed Forward
45cm
AP4+/AT5+
Fixed Forward
Rear Arc
Notes:
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Firefight n/a
Vanaheim Air Cavalry army list Vanaheim armies have a strategy rating of 2. All Vanaheim and Imperial Navy aircraft formations have an initiative rating of 2+. Vanaheim 7th Air Cavalry Vanaheim Companies DETACHMENT 0 -1 Regimental HQ Air Cavalry Company
Any number of Vanaheim Companies can be taken UNITS POINTS COST 1 Vanaheim Supreme Commander, 9 Vanaheim Troopers, 5 Valkyries - Up to 500 2 Valkyries may be exchanged for Vendetta's at no cost 1 Vanaheim Commander, 9 Vanaheim Troopers, 5 Valkyries - Up to 2 400 Valkyries may be exchanged for Vendetta's at no cost
Vanaheim Company Upgrades Up to two may be taken for each Vanaheim Company. Upgrades are not separate formations but are added to the original formation and are counted as part of it in all respects. Each upgrade can only be taken once per company. DETACHMENT Vanaheim Fire Support Platoon Mortar Platoon Trooper Platoon
UNITS 2 Fire Support Units, 1 Valkyrie 2 Mortar Units, 1 Valkyrie 2 Troopers, 1 Valkyrie
POINTS COST 125 100 100
Vanaheim Support Troops Up to two troops may be taken per company. They are independent formations. DETACHMENT UNITS Vulture Squadron 4 Vultures 4 Light Sentinels - Upgrade to Melta Sentinels - 2 for 25 points or 4 for 50 Light Sentinel Squadron points - May be transported in 4 Valkyries for 200 points 1 Lunar Cruiser OR 0-1 Orbital Support 1 Emperor Battleship Storm Troopers 8 Storm Troopers, 4 Valkyries
POINTS COST 300 100 150 300 350
Vanaheim Air Units Up to one third of the armies points may be spent on air units. They are independent formations. DETACHMENT UNITS POINTS COST Thunderbolt Flight 2 Thunderbolts 150 Lightning Flight 2 Lightning Strike Fighter 150 Marauder Destroyer Flight 2 Marauder Destroyers 275 Marauder Bomber Flight 2 Marauder Bombers 250
Using the army List • •
Each Vanaheim upgrade can be taken once per Vanaheim Company A maximum of up to a third of the points available to the army maybe spent on Imperial Navy formations.
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EPIC UK Imperial Guard - What, How and Why So you’ve just finished reading through the new EPIC UK Imperial Guard codex, however you have some questions; what has EPIC UK done? How have you done it and why? Well this part of the army book is here to help you out! Below you will find out what we’ve done, how and why we did it. Have a read though this and find out what was in the EPIC UK team’s head when we built each of the Imperial Guard army lists (not as scary as it sounds!). The overall picture For a while now EPIC tournament players have been asking and asking (and asking if I’m honest) for new army lists. So EPIC UK has risen to the task and created its own army books for UK EPIC tournaments. However one issue pointed out was that none of us had actually written an army book before; sure we all have tones of experience playing EPIC, however we still hadn’t produced an army book! So it was very clear from the start that we shouldn’t launch ourselves into a brand new army list straight away, for example Tyranids or Tau. We should build up our experience by starting with the army lists already approved for tournament play, and following on from the work carried out on the Space Marines and Orks this left one list from the original Games Workshop rulebook … the Imperial Guard! Imperial Guard army book is born So Imperial Guard it is then! Before this release there were only two Imperial Guard army lists out, the generic (Steel Legion) and the Siegemaster army lists. Whilst the lists allow a player to use different styles of play we felt that there were some areas which the wider Epic community had worked on for the Imperial Guard that we could embrace. Each individual army list had to have its own character, its own way of fighting, its own positives and negatives but above all it had to be balanced. Now at EPIC UK we believe that the Imperial Guard army lists were pretty much balanced before this product was released. Okay a few changes had to be made but not a lot. The Steel Legion army list The makeup of a tournament Steel Legion list has changed over the years since the original release of the army list. Initially it was quite common to see Artillery Companies taking to the field and then Mechanised Companies took centre stage followed by a mass influx of Warhound titans. Artillery batteries have been popular for most armies with Storm troopers making fleeting appearances. Several units have however become contentious and we have had a look at these. Rough Riders were of course units that needed reviewing. These horse riding scouts regularly destroyed enemies much greater in size and were also used as sacrificial formations, engaging larger formations with support nearby. The changes to the engagement rules have made this tactic a lot more risky. An opponent of the guard will sometimes not realise the potential threat that Rough Riders pose, but they will only do this once. It was agreed that most players now
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recognise the threat and neutralize it first. This together with the engagement rule change resulted in the unit being left with its original stats. Commissars, random or fixed to the size of the army? This was the main question that was discussed. Understanding that a fixed number of Commissars per army size would change the way tournaments lists would be constructed it was decided to leave Commissars as they are at the moment. Demolisher after many discussions it was decided to leave these as they were. Deathstrikes have been seen as the ultimate overwatch unit, able to hit anything when it arrives on the table. Following the rest of the EPIC community it was agreed that the no line of sight required to fire would be changed to Indirect Fire. Vultures, this unit originally slipped under a lot of peoples radar as it was not seen as good as conventional artillery, however once tournaments got going it surprised a lot of people into thinking that the range it could shoot its Hellstrike missiles was too much. We agreed, but the changes to the skimmer rules in the main book have limited the shooting opportunities of Vultures and a change from the original stats was deemed unnecessary. Titan Legions & Imperial Navy had been changed in points cost in the Space Marine codex and it was agreed that these changes were just as important to the Guard as it was to the Marines, therefore the point changes to Warhounds and Marauders were carried over. Baran Siegemaster army list The first stage was to increase the cost of the infantry companies, and regimental HQ, to reduce the overall size of the army and the total number of activations that it could have. Changes to lose the transport option of Breunnhildes for the field artillery and AA were discussed and dropped with the option to increase slightly the Gotterdamerung and Blitzen Battery costs being preferred. Sappers provide a strong counter punch for siege armies, but the splitting up of the formation has been difficult to manage during games, to simplify the use of the Sappers they have been restricted to their own formation and lost the option to be spread around to other formations. The above changes caused a shift in the composition of siege army lists resulting in Siegfrieds & Rough Riders being used by play testers to keep up the number of activations within their lists. Testing showed that the Siegfrieds were more successful in this role and were increased in cost by 25 points to reflect this.
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Ulani Tank Regiment In the Beginning When it was time to redesign the Imperial Guard army book it was a forgone decision that one of the new army lists had to be an armoured army list. Everyone loves tanks; the sight of hundreds of tanks rolling across the battlefield is something we all wanted to see. The first step was to decide where the army would come from. Ulani, a not well known planet, close to Ryza was chosen because this world was renowned for producing armour and, more particularly, plasma weapons. Unlike more well known worlds, Ulani allowed us the freedom to design the list the way we felt it should be but, at the same time, gave us written background to support our ideas. It was clear that choosing a world where plasma weapons were produced, the Leman Russ Executioner had to play a pivotal role in the armies design. Secondly it was important to design how the army would feel on the battlefield; we wanted to make sure the army played in a ‘blitzkrieg’ fashion, i.e. the key to victory was mobility. For this reason not all Imperial armoured vehicles were included within the army list as some were seen to deter players away from ‘mobility’, and towards a kind of ‘static play’. It is possible to create an armoured army using the standard Steel Legion army list, however, without the possibility of having a Supreme Commander in a Leman Russ, it does make that type of army build difficult to use. This was just one key factor of why a new army list was needed. The other factors included that the Steel Legion army list didn’t make full advantage of the different Imperial tanks available through Forge World and that the Steel Legion army list wasn’t flexible enough to produce a tank regiment. With a Leman Russ company costing 650 points (700 points with a Hydra) it meant that after investing in three Leman Russ companies a player had very little points left to purchase support formations. For these reasons the Ulani Tank Regiment was born. The summer of discontent Work started very early on with this army; in fact the first draft army list was produced in May. However in June disaster nearly struck when Forge World announced a reduction in the amount of EPIC figures they would produce. This added serious doubt over whether Forge World models could be added to the army list if the figures would not be available to purchase. Firstly EPIC UK contacted Forge World to notify them that this new army list was being produced and that the army list would be released later in 2009. At the same time we went through all the Forge World models we had included within the army list and decided, if the EPIC Imperial Guard tank product line was to be dropped, we would only include models that were easily convertible. Luckily Forge World has kept 90% of their EPIC Imperial Guard models so very little action was required. The units within the Ulani Tank Regiment The first change required was a pretty simple one, which was to put Imperial Guard Supreme Commanders and Commanders in Leman Russ Vanquisher tanks. Their power weapons were removed (we couldn’t really see a tank commander hopping out of his tank and into hand-to-hand combat) and we
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added a pintle-mounted weapon to the HQ Command Tank and raised its firefight value to 3+. The Imperial Guard Commissar was kept the same with his power weapon. This was because a commissar could be placed in an infantry unit, the tank riders, a new special rule for the Ulani and it gives them the ability to transport infantry into battle. This special rule also adds to the ‘blitzkrieg’ theme of the army (and in a bizarre kind of way, gives the army a Russian feel). The Hellhound, Leman Russ Battle Tank, Leman Russ Demolisher, Basilisk, Hydra, Baneblade, Shadowsword, Emperor Class Battleship and Lunar Class Cruiser were all kept in line with the stand Steel Legion Army. Sentinels were removed and replaced with Salamander Scout vehicles. The unit size was increased to match the blister packs they were sold in. Next came the Executioner; this would be the additional ‘main’ battle tank of the Ulani. However there was a problem; the Executioner Forge World produce only has a Plasma Cannon and a Lascannon. We tried and tested the tank with only these weapons and found the Leman Russ Battle Tank to be a better choice, even with the Executioner’s MW4+ at 60cm. We looked at a points drop for the Executioner, an increase of speed and removing the ‘slow firing’ from the Plasma Cannon. However none of these really fitted the tank; in the end we decided to add Heavy Bolter sponsors giving it additional firepower and an increase from firefight 5+ to 4+. Even though this means players will have to convert the Executioner, we believe it is the only way to make the tank a worthy alternative to the normal Leman Russ Battle Tank. On the Forge World website the Leman Russ Conqueror is described as ‘faster than a normal Leman Russ due to it being less armoured’. Therefore we increased its speed to 25cm and reduced its armour to a 5+ reinforced save. The Leman Russ Tank Destroyer, one of our most character full creations, was designed with image of a sniper in mind. If any of you have read Gaunt’s Ghost: Honour Guard you would have read about the Tank Destroyer. This is a tank that stalks its prey from a well hidden position; it’s a solo predator that chooses its victim carefully and one hit usually kills. This gave us the imagery but to translate that onto the battlefield we decided to give its anti-tank weapon sniper (the first anti-tank weapon in the game) and the tank the scout ability. The reason scout was chosen wasn’t because we felt the Tank Destroyer was a forward moving battle tank, quite the opposite in fact. The scout rule allows a formation of Destroyers to be deployed further from each other, giving that ‘solo predator feel’; it also allowed the tank to garrison, hopefully in cover and on overwatch. We felt this really added character to this ‘tank sniper’. The Imperial Guard Griffon statistics were kept in line with the EPIC UK Steel Legion army list, however within the Ulani they became a formation on their own. There were two reasons for this; firstly with the removal of the Manticores, Bombards and Deathstrike missile launchers (removed because they were too static) we decided that the Ulani needed a couple of artillery formations, and the Griffon is perfect because it has to move forward to be in range. Secondly, with the removal of Sentinels, the Ulani needed a formation for 100 points; the Griffon formation, being only three models strong, with a 6+ save and a combined BP of 3; we felt they were worth 100 points per formation. Super heavy tank companies were not added to the list as we felt they were too slow to be a mainstay formation for the army. However we did decide to add the
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Stormblade to give this area of the army additional options. The Stormsword was not added as its main weapon is more suitable to siege warfare Finally the Ulani gained the normal Imperial Navy support but lost all Titan support; the reason behind this was because we thought the Warlord was too slow for the army, the Warhound too quick and we believed that titans diluted the theme we were trying to create for this army. The Vanaheim army list When the guard book was being discussed we all agreed that we wanted a lighter, more mobile army in the book. Much discussion was held as to whether this should be a parachute / drop style army or an air mobile style army. A vote was held and the air mobile style won out. The first major issue for discussion revolved around AA in the army and if any ground AA should be included. It was decided early on to not give the Vanaheim forces ground flak, but increase the fighter choices by including Lightnings. Initial testing highlighted a problem against transport flyers so the CAP Garrison rule was introduced to give the Vanaheim troopers some cover at the start of the game. Vendettas were introduced to the list to allow some variety to the companies transport and give them some long term AT fire-power. The two varieties of Sentinels were also included to allow the list some options for ground formations. Giving the Sentinels the teleport ability was discussed and trialled, but ultimately didn’t fit in with the feel of the list. Sentinels can still garrison and would represent long range scouting formations ahead of the more mobile elements in the list. As air was key to the Vanaheim list the option of the Marauder destroyer was added. Again this gave the list access to viable AT fire-power should the player not want to swap Valkeries for Vendettas. The infantry were made 'lighter' by removing their auto-cannons and giving the basic trooper unit a heavy bolter each. This results in one extra AP shot per company over a steel legion company but the lack of infantry AT and reduced numbers balances this. The support weapons were changed to missile launchers to keep with the light and mobile theme. Mortars were added to give the option of some light short range barrage. Well I hope this answers your questions of What, How and Why. If not please send the EPIC UK team an email and we will try to answer your query as best as possible. Thank you The EPIC UK Team
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