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EPIC UK presents
Codex: Codex: Codex: Codex: Imperial GuardImperial GuardImperial GuardImperial Guard
An unofficial codex for use with Games Workshop's Epic Armageddon rule set
Version: 301209
2
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 war-game, 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.
3
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
4
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.
5
Steel Legion Imperial Guard Units
Type Speed Armour Close Combat Firefight
Infantry 15cm 5+ 4+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Lasgun (15cms) Small Arms
Autocannon 45cm AP5+/AT6+
Power weapons (base contact) Assault weapons
IMPERIAL GUARD SUPREME COMMANDER
-
-
Notes: Supreme Commander
Macro-weapon, Extra Attack (+1)
Type Speed Armour Close Combat Firefight
Infantry 15cm 6+ 5+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Lasgun (15cms) Small Arms
Autocannon 45cm AP5+/AT6+
Chainswords (base contact) Assault weapons
IMPERIAL GUARD COMMANDER
-
-
Notes: Commander
-
Type Speed Armour Close Combat Firefight
Character n/a n/a n/a n/a ADD IMAGE HERE
Weapon Range Firepower Notes
Power weapons (base contact) Assault weapons
IMPERIAL GUARD COMMISSAR
Macro-weapon, Extra Attack (+1)
Notes: Character, Leader, Fearless, Inspiring
Type Speed Armour Close Combat Firefight
Infantry 15cm none 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Lasgun (15cms) Small Arms
Autocannon 45cm AP5+/AT6+
IMPERIAL GUARD INFANTRY
-
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.
Type Speed Armour Close Combat Firefight
Infantry 15cm none 6+ 4+ ADD IMAGE HERE
Weapon Range Firepower Notes
2x Autocannon 45cm AP5+ / AT6+ _
IMPERIAL GUARD SUPPORT SQUAD
6
Type Speed Armour Close Combat Firefight
Infantry 15cm 5+ 5+ 4+ ADD IMAGE HERE
Weapon Range Firepower Notes
Hellguns (15cm) Small Arms _
Plasma guns 15cm AP5+/AT5+ _
IMPERIAL GUARD STORM TROOPERS
Notes: Scouts
Type Speed Armour Close Combat Firefight
Infantry 15cm 3+ 4+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Ripper Guns (15cms) Small Arms
(base contact) Assault w eapons
IMPERIAL GUARD OGRYNS
-
Macro w eapon, Extra Attack (+1)Ogryn Combat
Weapons
Notes:
Type Speed Armour Close Combat Firefight
Infantry 15cm none 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Sniper Rifles 30cm AP5+ Sniper
Notes: Scouts
IMPERIAL GUARD SNIPERS
Type Speed Armour Close Combat Firefight
Infantry 20cm 6+ 4+ 6+ ADD IMAGE HERE
Weapon Range Firepower Notes
Laspistol (15cms) Small Arms -
Power lance (base contact) Assault w eapons
Chainsw ords (base contact) Assault w eapons -
IMPERIAL GUARD ROUGH RIDERS
Notes: Mounted, Scouts, Infiltrators
First Strike, Extra Attack +1
IMPERIAL GUARD VALKYRIE (Armageddon Pattern)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 35cm 5+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Multilaser 30cm AP5+/AT6+ -
2 x Heavy Bolters 30cm AP5+ -
2 x Rocket Pods 30cm 1BP Disrupt, One-Shot
Notes: Skimmer, Scout, Transport (may carry two Stormtrooper units)
7
IMPERIAL GUARD VULTURE (Armageddon Pattern)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 35cm 5+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Heavy Bolter 30cm AP5+ _
Twin Autocannon 45cm AP4+/AT5+ _
2 x Hellstrike 120cm AT2+ One-Shot
Notes: Skimmer, Scout.
IMPERIAL GUARD CHIMERA (Armageddon Pattern)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 5+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Multilaser 30cm AP5+/AT6+ _
Heavy Bolter 30cm AP5+ _
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 Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 4+ 6+ 3+ ADD IMAGE HERE
Weapon Range Firepower Notes
Inferno Cannon 30cm AP3+ Ignore cover
Heavy Bolter 30cm AP5+ _
IMPERIAL GUARD SENTINEL (Voss Prime Pattern)
Type Speed Armour Close Combat Firefight
Light Vehicle 20cm 6+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Multilaser 30cm AP5+/AT6+ _
Notes: Walker, Scout
IMPERIAL GUARD LEMAN RUSS BATTLE TANK (Mars Pattern)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 20cm 4+ 6+ 4+ ADD IMAGE HERE
Weapon Range Firepower Notes
Battle Cannon 75cm AP4+/AT4+ _
Lascannon 45cm AT5+ _
2 x Heavy Bolter 30cm AP5+ _
Notes: Reinforced Armour
8
Type Speed Armour Close Combat Firefight
Armoured Vehicle 20cm 4+ 6+ 3+ ADD IMAGE HERE
Weapon Range Firepower Notes
Demolisher Cannon 30cm AP3+/AT4+ Ignore Cover
Lascannon 45cm AT5+ _
2 x Plasma Cannon 30cm AP4+/AT4+ Slow Firing
Notes: Reinforced Armour
IMPERIAL GUARD LEMAN RUSS DEMOLISHER TANK (Ryza Pattern)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 20cm 4+ 6+ 4+ ADD IMAGE HERE
Weapon Range Firepower Notes
Vanquisher 75cm AP4+/AT2+ _
Lascannon 45cm AT5+ _
2 x Heavy Bolter 30cm AP5+ _
Notes: Reinforced Armour
IMPERIAL GUARD LEMAN RUSS VANQUISHER TANK (Stygies Pattern)
IMPERIAL GUARD GRIFFON (Stygies VIII Pattern)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 6+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Heavy Mortar 30cm 1BP Indirect Fire
Heavy Bolter 30cm AP5+ _
IMPERIAL GUARD BASILISK (Armageddon Pattern)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 20cm 5+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Earthshaker 120cm AP4+/AT4+ or 1BP Indirect Fire
Heavy Bolter 30cm AP5+ _
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 Speed Armour Close Combat Firefight
Armoured Vehicle 20cm 6+ 6+ 5+
Weapon Range Firepower Notes
Siege Mortar 45cm 2BP
Heavy Bolter 30cm AP5+ _
Ignore Cover, Slow Firing, Indirect
Fire
9
IMPERIAL GUARD MANTICORE (Triplex Phall Pattern)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 20cm 6+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Rocket Launcher 150cm 2BP
Heavy Bolter 30cm AP5+ _
Disrupt, Indirect Fire, Slow Firing
IMPERIAL GUARD DEATHSTRIKE (Triplex Phall Pattern)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 20cm 6+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Deathstrike Missile Unlimited MW2+
Heavy Bolter 30cm AP5+ _
One-Shot, Titan Killer (D6), Indirect
Fire
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 6+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
2x Twin Hydra
Autocannon45cm AP4+/AT5+/AA5+ _
Heavy Bolter 30cm AP5+ _
IMPERIAL GUARD HYDRA (Metalicus Pattern)
IMPERIAL GUARD BANEBLADE (Stygies VI Pattern)
Type Speed Armour Close Combat Firefight
War Engine 15cm 4+ 6+ 4+ ADD IMAGE HERE
Weapon Range Firepower Notes
Bane Battle Cannon 75cm AP3+/AT4+ _
Autocannon 45cm AP5+/AT6+ _
Demolisher Cannon 30cm AP3+/AT4+
3 x Heavy Bolter 30cm AP5+ _
2 x Lascannon 45cm AT5+ _
Notes: Reinforced Armour
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.
Ignore Cover, Fixed Forward Arc
IMPERIAL GUARD SHADOWSWORD (Stygies VI Pattern)
Type Speed Armour Close Combat Firefight
War Engine 15cm 4+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Volcano Cannon 90cm MW2+ Titan Killer (D3), Fixed Forward Arc
2 x Heavy Bolter 30cm AP5+ _
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
10
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).
Type Speed Armour Close Combat Firefight
War Engine 15cm 4+ 2+ 3+
Weapon Range Firepower Notes
2x Turbo-Laser Destructors 60cm 4x AP5+/AT3+ Fixed Forward Arc
Gatling Blaster 60cm 4xAP4+/AT4+ Forw ard Arc
Volocano Cannon 90cm MW2+ Titan Killer (D3), Forw ard Arc
WARLORD CLASS BATTLE TITAN
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.
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+.
Type Speed Armour Close Combat Firefight
War Engine 20cm 4+ 3+ 3+
Weapon Range Firepower Notes
2x Turbo-Laser Destructors 60cm 4x AP5+/AT3+ Forward Arc
Rocket Launcher 60cm 3BP Fixed Forw ard Arc
REAVER CLASS BATTLE TITAN
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.
11
Type Speed Armour Close Combat Firefight
War Engine 30cm 5+ 4+ 4+
Weapon Range Firepower Notes
Vulcan Mega-Bolter 45cm 4xAP3+/AT5+ Forward Arc
Plasma Blastgun 45cm 2x MW2+ Slow Firing, Forw ard Arc
WARHOUND CLASS SCOUT TITAN
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.
12
Imperial Navy Support
Type Speed Armour Close Combat Firefight
Aircraft Fighter-Bomber 6+ n/a n/a
Weapon Range Firepower Notes
Storm Bolters 15cm AP4+/AA5+ Fixed Forward Arc
Multilaser 30cm AP5+/AT6+/AA5+ Fixed Forward Arc
Underwing Rockets 30cm AT4+ Fixed Forward Arc
IMPERAIL NAVY THUNDERBOLT FIGHTER
Type Speed Armour Close Combat Firefight
Aircraft Bomber 4+ n/a n/a ADD IMAGE HERE
Weapon Range Firepower Notes
2x Twin Heavy Bolters 15cm AA5+ _
Twin Lascannon 45cm AT4+/AA4+ Fixed Forw ard Arc
Bomb racks 15cm 2BP Fixed Forw ard Arc
IMPERIAL NAVY MARAUDER BOMBER
Type Speed Armour Close Combat Firefight
Spacecraft n/a n/a n/a n/a ADD IMAGE HERE
Weapon Range Firepower Notes
Orbital Bombardment n/a 3BP Macro-weapon
Pin-point attack n/a MW2+ Titan Killer (D3)
IMPERIAL NAVY LUNAR CLASS CRUISER
IMPERIAL NAVY EMPEROR CLASS BATTLESHIP
Type Speed Armour Close Combat Firefight
Spacecraft n/a n/a n/a n/a ADD IMAGE HERE
Weapon Range Firepower Notes
Orbital Bombardment n/a 8BP Macro-weapon
Notes: Slow and steady - may not be used on turns one and two of a battle unless the scenario specifically states otherwise.
13
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+.
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.
FORMATION POINTS COST
0-1 Regimental HQ 500 points
Steel Legion Infantry
Company
250 points
Steel Legion Mechanised
Infantry Company
400 points
Steel Legion Tank
Company
650 points
Steel Legion Super-heavy
Tank Company
500 points
Steel Legion Artillery
Company
650 points
FORMATION POINTS COST
Rough Rider Platoon 150 points
Storm Trooper Platoon 200 points
(+150 points)
Steel Legion Artillery
Battery
250 points
Sentinel Squadron 100 points
0-1 Deathstrike Missile
Battery
200 points
Super-heavy Tank
Platoon
200 points
0-1 Orbital Support 150 points300 points
Flak Battery 150 points
Vulture Squadron 300 points
UPGRADE UNITS COST
Fire Support Platoon 100 points
Infantry Platoon 100 points
Tank Squadron 200 points
Hellhound Squadron 150 points
Griffon Battery 100 points
Snipers 50 points
Ogryns 50 points
Flak 50 points
FORMATION COST FORMATION COST
Two Thunderbolt Fighters 150 points One Warlord Class Titan Formation 850 points
Two Marauder Bombers 250points One Reaver Class Titan Formation 650 points
Two Warhound Class Scout Titans 500 points
One Warhound Class Scout Titan 275 points
(Three may be taken per Steel Legion Company)
One Baneblade or Shadowsword
(Two may be taken per Steel Legion Company)
(may have four Valkyrie transport vehicles)
One Imperial Navy Lunar class cruiser
Eight Storm Trooper units
Three units of the same type chosen from the following list: Basilisk,
Bombard, Manticore
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.
Four Sentinels
Two Deathstrike Missile Launchers
Nine Artillery units chosen from the following list: Basilisk, Manticore
STEEL LEGION SUPPORT FORMATION
UNITS
Six Rough Riders
Three Hydras
Four Vultures
OR one Emperor class Battleship
One Supreme Command unit, twelve Imperial Guard Infantry units, and
seven Chimera transport vehicles (one for Commander)
Imperial Guard Command unit plus twelve Imperial Guard Infantry units
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
IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS
One Hydra
Two Ogryns
Three Leman Russ battle tanks or three Leman Russ Demolisher
Three Hellhounds
Three Griffons
Two Snipers
STEEL LEGION COMPANIES
STEEL LEGION COMPANY UPGRADES
Four Fire Support
Six Infantry units
UNITS
14
Baran Siegemasters Baran Siegemasters Baran Siegemasters Baran Siegemasters
15
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).
16
Baran Siegemaster Units
Type Speed Armour Close Combat Firefight
Infantry 15cm None 6+ 5+
Weapon Range Firepower Notes
Heavy Stubber 30cm AP6+ -
SIEGE INFANTRY
Type Speed Armour Close Combat Firefight
Infantry 15cm 6+ 5+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Heavy Flamer 15cm 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.
IMPERIAL GUARD SAPPERS
AP4+ and
Small Arms
RAPIER LASER DESTROYER (KRIEG PATTERN)
Type Speed Armour Close Combat Firefight
Infantry 10cm None - 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Rapier Laser Destroyer 45cm AP6+/AT4+ _
Type Speed Armour Close Combat Firefight
Infantry 10cm None - 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Thudd Gun 45cm AP4+/AT6+ Indirect Fire
THUDD GUN (KRIEG PATTERN)
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 Armour Close Combat Firefight
Light Vehicle 0cm None - 6+ ADD IMAGE HERE
Weapon Range Firepower Notes
Howitzer 90cm 1BP Indirect Fire
17
BLITZEN AA GUN (KRIEG PATTERN)
Type Speed Armour Close Combat Firefight
Light Vehicle 0cm None - 6+ ADD IMAGE HERE
Weapon Range Firepower Notes
Blitzen Cannon 60cm AP6+/AT5+/AA5+ -
BRUENNHILDE
Type Speed Armour Close Combat Firefight
Light Vehicle 15cm 6+ - 6+ ADD IMAGE HERE
Weapon Range Firepower Notes
Heavy Stubber 30cm AP6+ -
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 Armour Close Combat Firefight
Armoured Vehicle 30cm 5+ 6+ 5+
Weapon Range Firepower Notes
Multi-laser 30cm AP5+/AT6+ -
Notes: Scout
RAGNAROK HEAVY TANK (KREIG PATTERN)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 15cm 4+ 6+ 4+ ADD IMAGE HERE
Weapon Range Firepower Notes
Ragnarok Battlecannon 60cm AP4+/AT4+ -
2 x Heavy Stubber 30cm AP6+ -
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 ADD IMAGE HERE
Gun Emplacement 4+ Cover Save 5+ Cover Save No Effect
Bunker 3+ Cover Save Dangerous Impassable
Razor Wire Dangerous No Effect No Effect
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.
18
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+.
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.
FORMATION POINTS COST
1 Siege Master
Regimental HQ
225 points
Siege Infantry Company 175 points
FORMATION POINTS COST
Rough Rider Platoon 150 points
Siege Regiment Artillery
Company
450 points
Siege Regiment Artillery
Battery
175 points
0-1 Sapper Platoon 250 points
0-1 Deathstrike Missile
Battery
200 points
Super-heavy Tank
Platoon
200 points
Bombard Battery 250 pointsSiege Regiment AA
Battery
150 points
Light Tank Platoon 175 points
Heavy Tank Platoon 300 points
UPGRADE UNITS COST
Siege Infantry Platoon 75 points
Rapier Platoon 75 points
Hellhound Squadron 150 points
Griffon Battery 100 points
Snipers 50 points
Thudd Gun Platoon 75 points
FORMATION COST FORMATION COST
100 points Two Thunderbolt Fighters 150 points
Two Marauder Bombers 250points
Up to 500mm of trenches
& razorwire, plus up to 6
gun emplacements or
bunkers
Three Blitzen AA guns, plus three gun emplacements or three
Bruennhilde transports
Six Siegfried light tanks
Three Griffons
Two Snipers
Three Thudd guns
SIEGEMASTER COMPANIES
SIEGE REGIMENT COMPANY UPGRADES
Six Siege Infantry units
UNITS
One Supreme Command unit, plus nine Siege Infantry units
Imperial Guard Command unit plus nine Siege Infantry units
SIEGE REGIMENT SUPPORT FORMATION
One Baneblade or Shadowsword
UNITS
Six Rough Riders
SIEGE REGIMENT FORTIFIED POSITIONS(One may be taken per Siege Regiment or HQ)
Three Rapiers
Three Hellhounds
(Up to a quarter of the armies points may be spent on Aircraft)
IMPERIAL NAVY AIRCRAFT
Three Bombards
(Three may be taken per Siege Master Regimental HQ or Infantry Company)
Six Ragnarok heavy tanks
Nine Gotterdamerung Howitzers, plus nine gun emplacements or nine
Bruennhilde transports
Three Gotterdamerung Howitzers, plus three gun emplacements or
three Bruennhilde transports
(Two may be taken per Siege Master Regimental HQ or Infantry Company)
Eight Sapper units.
Two Deathstrike Missile Launchers
19
Ulani Tank RegimentUlani Tank RegimentUlani Tank RegimentUlani Tank Regiment
20
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
21
Ulani Tank Regiment Units
Type Speed Armour Close Combat Firefight
Armoured Vehicle 20cm 4+ 6+ 3+
Weapon Range Firepower Notes
Vanquisher 75cm AP4+ / AT2+
Lascannon 45cm AT5+
2x Heavy Bolter 30cm AP5+
Pintle-mounted weapon (15cms) Small Arms
Imperial Guard HQ Command Tank
_
_
Notes: Supreme commander, Reinforced armour
_
_
Type Speed Armour Close Combat Firefight
Armoured Vehicle 20cm 4+ 6+ 4+
Weapon Range Firepower Notes
Vanquisher 75cm AP4+/AT2+
Lascannon 45cm AT5+
2x Heavy Bolter 30cm AP5+
Notes: Commander, Reinforced armour
Imperial Guard Command Tank
_
_
_
Type Speed Armour Close Combat Firefight
Infantry 15cm none 6+ 5+
Weapon Range Firepower Notes
Lasguns (15cms) Small Arms _
Heavy Stubber 30cm AP6+
Imperial Guard tank riding Infantry
Notes: Tank riders
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 6+ 6+ 5+
Weapon Range Firepower Notes
Autocannon 45cm AP5+/AT6+ _
Heavy Bolter 30cm AP5+ _
Notes: Scout
Imperial Guard Salamander Scout Tank
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Type Speed Armour Close Combat Firefight
Armoured vehicle 20cm 4+ 6+ 4+
Weapon Range Firepower Notes
Plasma destroyer 60cm MW4+ Slow Firing
Lascannon 45cm AT5+ _
2x Heavy Bolter 30cm AP5+ _
Imperial Guard Leman Russ Executioner
Notes: Reinforced armour
Type Speed Armour Close Combat Firefight
Armoured vehicle 25cm 5+ 6+ 5+ Insert Image
Weapon Range Firepower Notes
Conqueror Cannon 45cm AP5+/AT5+ _
Lascannon 45cm AT5+ _
Notes: Reinforced armour
Imperial Guard Leman Russ Conqueror
Type Speed Armour Close Combat Firefight
Armoured vehicle 20cm 4+ 6+ 6+
Weapon Range Firepower Notes
Laser Destroyer 75cm AT2+ Sniper
Imperial Guard Leman Russ Tank Destroyer
Notes: Reinforced armour, Scout
Type Speed Armour Close Combat Firefight
Warengine 15cm 4+ 6+ 4+
Weapon Range Firepower Notes
Plasma blastgun 45cm 2x MW2+
3x Heavy bolter 30cm AP5+ _
2x lascannon 45cm AT5+ _
Slow firing, Fixed forward arc
Imperial Guard Stormblade
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
23
Ulani Tank Regiment Army List
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.
Formation Units Cost
0-1 Regimental HQ
750 points
Ulani Tank CompanyVarious
Executioner: Free
Demolisher: 10 points each0 -1 Command tank: 25 points
Upgrade Units Cost
Tank Squadron 200 points
Tank riders 150 points
Hellhound squadron 150 points
Griffon Battery 100 pointsFlak 50 points
Upgrade Units Cost
Light Artillery Support 100 points
Medium Artillery Support 250 points
Recon Support 200 points
0-1 Orbital Support 150 points
300 points
Super-heavy tank platoon 200 points
Anti-tank Support 175 points
Conqueror Support Six Leman Russ Conquerors 250 points
Flak Support 150 points
FORMATION COST
Two Thunderbolt Fighters 150 points
Two Marauder Bombers 250 points
Ulani Tank Regiment
Ulani Tank Regiment Company Upgrades
Six Imperial Guard tank rider infantry
Three Leman Russ Battle tanks, Executioners or Demolishers or any combination of the three
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:
Ulani Tank Regiment Companies
(Three maybe taken for each company. Each upgrade can only be selected once per company)
Three Basilisks
Six Salamander Scout Tanks
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+
One Hydra
Three Hellhounds
Three Griffons
Ulani Tank Regiment Support Formations
(Two maybe taken per company)
Three Griffons
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.
IMPERIAL NAVY AIRCRAFT
One Imperial Navy Lunar Class Cruiser
OR one Emperor Class Battleship
One Baneblade, Shadowsword or Stormblade
Three Hydra's
Three Leman Russ Tank Hunters
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Vanaheim Air CavalryVanaheim Air CavalryVanaheim Air CavalryVanaheim Air Cavalry
25
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.
26
Vanaheim Air Cavalry Units
Type Speed Armour Close Combat Firefight
Infantry 15cm 5+ 4+ 5+
Weapon Range Firepower Notes
Heavy Bolter 30cm AP5+
Power Weapons Base Contact Assault Wepons
Notes: Supreme Commander.
Vanaheim Supreme Commander
Macro Weapon, Extra Attack +1
Type Speed Armour Close Combat Firefight
Infantry 15cm 6+ 5+ 5+
Weapon Range Firepower Notes
Heavy Bolter 30cm AP5+
Lasguns 15cm Small Arms
Notes: Commander.
Vanaheim Commander
Type Speed Armour Close Combat Firefight
Infantry 15cm none 6+ 5+
Weapon Range Firepow er Notes
Heavy Bolter 30cm AP5+
Lasguns 15cm Small Arms
Notes:
Vanaheim Trooper
Type Speed Armour Close Combat Firefight
Infantry 15cm none 6+ 4+
Weapon Range Firepower Notes
45cm AP5+/AT6+
Notes:
Vanaheim Fire Support
2 x Missile
Launchers
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Type Speed Armour Close Combat Firefight
Infantry 15cm none 6+ 6+
Weapon Range Firepow er Notes
Mortars 30cm 1 BP Indirect
Notes:
Vanaheim Mortar
Type Speed Armour Close Combat Firefight
Light Vehicle 20cm 6+ 6+ 5+
Weapon Range Firepow er Notes
Heavy Bolter 30cm AP5+
Notes: Scout, Walker
Vanaheim Light Sentinel
Type Speed Armour Close Combat Firefight
Light Vehicle 20cm 6+ 6+ 5+
Weapon Range Firepower Notes
Multi Melta 15cm Macro Wepaon
Notes: Scout, Walker. The Multi melta can shoot and be used to confer the macro-weapon ability to the units firefight value.
MW5+ and Small
Arms
Vanaheim Melta Sentinel
Type Speed Armour Close Combat Firefight
Armoured Vehicle 35cm 5+ 6+ 5+ ADD IMAGE HERE
Weapon Range Firepower Notes
Multilaser 30cm AP5+/AT6+ -
2 x Heavy Bolters 30cm AP5+ -
2 x Rocket Pods 30cm 1BP Disrupt, One-Shot
Vanaheim Valkyrie
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)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 35cm 5+ 6+ 5+
Weapon Range Firepower Notes
45cm AT4+
2 x Heavy Bolters 30cm AP5+
Notes: Skimmer, Scout, Transport (may carry tw o Vanahiem Supreme Commander, Vanaheim Commander, Vanaheim trooper unit)
3 x Twin Linked
Lascannons
Vanaheim Vendetta
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Imperial Navy Units
Type Speed Armour Close Combat Firefight
Aircraft Fighter 6+ n/a n/a
Weapon Range Firepow er Notes
Lascannon 45cm AT5+/AA5+ Fixed Forward
30cm AT4+ Fixed Forward
Notes:
Lightning Strike Fighter
2 x Underwing
Rockets
Type Speed Armour Close Combat Firefight
Aircraft Bomber 4+ n/a n/a
Weapon Range Firepower Notes
Twin Heavy Bolters 15cm AA5+
15cm AA4+ Rear Arc
30cm AT4+ Fixed Forward
45cm AP4+/AT5+ Fixed Forward
Notes:
Twin Assault
Cannons
Marauder Destroyer
3 x Twin Linked
Autocannons
2 x Underwing
Rockets
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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+.
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.
DETACHMENT UNITS POINTS COST
0 -1 Regimental HQ 500
Air Cavalry Company 400
DETACHMENT UNITS POINTS COST
Vanaheim Fire Support Platoon 125
Mortar Platoon 2 Mortar Units, 1 Valkyrie 100
Trooper Platoon 2 Troopers, 1 Valkyrie 100
DETACHMENT UNITS POINTS COST
Vulture Squadron 300
Light Sentinel Squadron 100
0-1 Orbital Support 1 Lunar Cruiser OR 150
1 Emperor Battleship 300
Storm Troopers 350
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
Vanaheim 7th Air Cavalry
Vanaheim Companies
Any number of Vanaheim Companies can be taken
Up to two troops may be taken per company. They are independent formations.
4 Vultures
1 Vanaheim Supreme Commander, 9 Vanaheim Troopers, 5 Valkyries - Up to
2 Valkyries may be exchanged for Vendetta's at no cost
1 Vanaheim Commander, 9 Vanaheim Troopers, 5 Valkyries - Up to 2
Valkyries may be exchanged for Vendetta's at no cost
Vanaheim Air Units
Up to one third of the armies points may be spent on air units. They are independent formations.
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.
Vanaheim Support Troops
2 Fire Support Units, 1 Valkyrie
8 Storm Troopers, 4 Valkyries
4 Light Sentinels - Upgrade to Melta Sentinels - 2 for 25 points or 4 for 50
points - May be transported in 4 Valkyries for 200 points
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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.
32
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
33
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