Epic-UK Imperial Guard Codex

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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

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    Contents

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    Steel Legion Imperial Guard

    Special Rules

    Imperial Guard Commissars A Steel Legion Imperial Guardarmy may include 2D6 Commissar Characters. The Commissars donot cost any points. If the dice roll exceeds the number ofCommissar Units that a player has available then any excess is lost.Roll to see how many Commissar Units a player may add to theirarmy at the start of the battle before either side sets up. If thearmy includes a Supreme Commander then the first Commissarmust be attached to the Supreme Commanders formation. Anyfurther Commissars may be attached to any other formations. Youmay 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

    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

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    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, Infil trators

    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)

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    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 FirefightArmoured 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

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    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+ or1BP 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

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    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

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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 titans 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 bedamaged normally and you may make saving throws against any hits that arescored. Hits from close combat ignore void shields but units using their firefightvalues 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 repairone 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 Turb o-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 rol l 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 FirefightWar Engine 20cm 4+ 3+ 3+

    Weapon Range Firepower Notes

    2x Turbo-Laser Destructors 60cm 4x AP5+/AT3+ Forward Arc

    Rocket Launcher 60cm 3BP Fixed Forward 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.

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    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 res erve' for next turn, or fire two shots and not

    shoot next turn at all.

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    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 Forward Arc

    Bomb racks 15cm 2BP Fixed Forward 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.

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    Baran SiegemastersBaran SiegemastersBaran SiegemastersBaran Siegemasters

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    Baran Siegemasters

    Special Rules

    Imperial Guard Commissars See page 4

    Fortified Positions Baran Siegemasters are allowed to purchaseone set of fortified positions for its troops to occupy for eachRegimental HQ or Infantry Company included in the army.

    Fortified positions must be set up after objectives, but beforespacecraft and garrisons are deployed. They may be set upanywhere a vehicle may deploy in the Siegemasters half of thetable. You may split up a set of fortified positions as desired, aslong as the rules for formation coherence are adhered to. For

    example, you could split up trenches into several lines, as long asthere are 5cm links between the different parts of the position.Fortified positions count as having a move of zero, and maygarrison (e.g., they can be set up in positions that garrison unitscan be set up in). It goes without saying that they may not betransported, and any players that were considering transportingthem onto the table should be deeply ashamed of themselves!

    Once set up fortified positions may be used by any unit, not just theunits they were purchased for. They may be captured and used by

    enemy units too.

    Regimental HQ- When playing Grand Tournament games, a BaranSiegemaster army must include a Regimental HQ. The enemy countas having achieved the Break Their Spirit victory condition bydestroying this formation or by destroying the most expensiveformation in the army (see 6.1.7 in the Epic:Armageddon rulebook).

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    Baran Siegemaster Units

    Type Speed Armour Close Combat FirefightInfantry 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

    Mel tabombs (base contac t) Assaul t Weapon ex tra 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+ andSmall 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

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    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 Forti fications (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 c an hold three units. Trenches can hold one infantry unit per 40mm of length.

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    Ulani Tank RegimentUlani Tank RegimentUlani Tank RegimentUlani Tank Regiment

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    Ulani Tank Regiment

    Special Rules

    Imperial Guard Commissars See page 4.

    Tank ridersSome infantry are trained to ride into battle in Chimeras, othersin 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 havespend years perfecting (and suffering horrendous casualties) mounting up and

    riding on the back of tanks. To represent this heroic feat; if tank riders arepurchased as an upgrade for a company, then these brave men may ride intobattle on the back of a Leman Russ tank. This effectively makes a Leman Russtransport (1); They cannot be shot at until they dismount and they are alwaysallowed to provide firefight support in engagements (even if two enemy standsare in contact with the tank they are riding on; the tank riders provide firefightsupport 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 (itsdangerous 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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    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

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    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 maybespent 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 pointsTank 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 infantryThree 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

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    Vanaheim Air Cavalry

    Special Rules

    Imperial Guard Commissars See page 4.

    CAP Garrison Rather than placing one ground garrison onoverwatch a Vanaheim army may place one fighter formation onCAP. The player may still place as many ground garrisons as theirarmy allows, but only one may start the game on overwatch. Thefighters follow the setup rules for CAP, but are done during thegarrisoning phase of the pre-game setup.

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    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 Assaul t 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 Firepower 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 Firepower Notes

    Mortars 30cm 1 BP Indirect

    Notes:

    Vanaheim Mortar

    Type Speed Armour Close Combat Firefight

    Light Vehicle 20cm 6+ 6+ 5+

    Weapon Range Firepower 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, Transpor t (may carry tw o Vanahiem Supreme Commander, Vanaheim Commander, Vanaheim trooper unit)

    3 x Twin Linked

    Lascannons

    Vanaheim Vendetta

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    Vanaheim Air Cavalry army list

    Vanaheim armies have a strategy rating of 2. All Vanaheim and Imperial Navyaircraft 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 maybespent on Imperial Navy formations.

    0 1 500

    400

    125

    2 , 1 100

    2 , 1 100

    300

    100

    01 1 150

    1 300

    350

    2 150

    2 150

    2 275

    2 250

    . .

    4

    1 , 9 , 5

    2 '

    1 , 9 , 5 2

    '

    . .

    .

    . .

    2 , 1

    8 , 4

    4 2 25 4 50

    4 200

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    recognise the threat and neutralize it first. This together with the engagementrule 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 questionthat was discussed. Understanding that a fixed number of Commissars per armysize 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 anythingwhen it arrives on the table. Following the rest of the EPIC community it wasagreed 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 notseen as good as conventional artillery, however once tournaments got going itsurprised 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 fromthe original stats was deemed unnecessary.

    Titan Legions & Imperial Navy had been changed in points cost in the SpaceMarine codex and it was agreed that these changes were just as important to theGuard 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 regimentalHQ, 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 AAwere discussed and dropped with the option to increase slightly theGotterdamerung and Blitzen Battery costs being preferred.

    Sappers provide a strong counter punch for siege armies, but the splitting up ofthe 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 optionto 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 ofactivations within their lists. Testing showed that the Siegfrieds were moresuccessful in this role and were increased in cost by 25 points to reflect this.

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    added a pintle-mounted weapon to the HQ Command Tank and raised itsfirefight value to 3+.

    The Imperial Guard Commissarwas kept the same with his power weapon.This was because a commissar could be placed in an infantry unit, the tankriders,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 thearmy (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 andLunar Class Cruiser were all kept in line with the stand Steel Legion Army.

    Sentinels were removed and replaced with Salamander Scout vehicles. Theunit size was increased to match the blister packs they were sold in. Next camethe 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, evenwith the Executioners MW4+ at 60cm. We looked at a points drop for the

    Executioner, an increase of speed and removing the slow firing from thePlasma Cannon. However none of these really fitted the tank; in the end wedecided to add Heavy Bolter sponsors giving it additional firepower and anincrease 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 aworthy alternative to the normal Leman Russ Battle Tank.

    On the Forge World website the Leman Russ Conqueroris described as fasterthan a normal Leman Russ due to it being less armoured. Therefore we increasedits speed to 25cm and reduced its armour to a 5+ reinforced save.

    The Leman Russ Tank Destroyer, one of our most character full creations, wasdesigned with image of a sniper in mind. If any of you have read Gaunts Ghost:Honour Guard you would have read about the Tank Destroyer. This is a tank thatstalks its prey from a well hidden position; its a solo predator that chooses itsvictim carefully and one hit usually kills. This gave us the imagery but to translatethat onto the battlefield we decided to give its anti-tank weapon sniper (the firstanti-tank weapon in the game) and the tank the scout ability. The reason scout

    was chosen wasnt because we felt the Tank Destroyer was a forward movingbattle tank, quite the opposite in fact. The scout rule allows a formation ofDestroyers to be deployed further from each other, giving that solo predatorfeel; 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 Griffonstatistics were kept in line with the EPIC UK SteelLegion 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 weretoo static) we decided that the Ulani needed a couple of artillery formations, and

    the Griffonis 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; theGriffon formation, being only three models strong, with a 6+ save and acombined 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 tooslow to be a mainstay formation for the army. However we did decide to add the

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    Stormbladeto give this area of the army additional options. The Stormswordwas not added as its main weapon is more suitable to siege warfare

    Finally the Ulani gained the normal Imperial Navy support but lost all Titansupport; the reason behind this was because we thought the Warlordwas tooslow for the army, the Warhoundtoo 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 alighter, more mobile army in the book. Much discussion was held as to whetherthis 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 Vanaheimforces ground flak, but increase the fighter choices by including Lightnings. Initial

    testing highlighted a problem against transport flyers so the CAP Garrison rulewas introduced to give the Vanaheim troopers some cover at the start of thegame.

    Vendettas were introduced to the list to allow some variety to the companiestransport and give them some long term AT fire-power. The two varieties ofSentinels were also included to allow the list some options for ground formations.

    Giving the Sentinels the teleport ability was discussed and trialled, but ultimatelydidnt fit in with the feel of the list. Sentinels can still garrison and wouldrepresent long range scouting formations ahead of the more mobile elements inthe list.

    As air was key to the Vanaheim list the option of the Marauder destroyer wasadded. Again this gave the list access to viable AT fire-power should the playernot want to swap Valkeries for Vendettas.

    The infantry were made 'lighter' by removing their auto-cannons and giving thebasic 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 reducednumbers balances this. The support weapons were changed to missile launchersto keep with the light and mobile theme. Mortars were added to give the option ofsome 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 aspossible.

    Thank you

    The EPIC UK Team