Epic-UK Imperial Guard Codex
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Transcript of 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
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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
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Notes: Commander
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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
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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
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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