Record Sheets: Imperial Guard

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Transcript of Record Sheets: Imperial Guard

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NOTICE:

The following record sheets try to follow the Battletech construction rules as closely as possible while still maintaining the feel of the units from Warhammer 40K, However, they are by no means legal units. The BV2 system was followed as closely as possible, so the given numbers should be accurate. However, as many construction rules had to be bent or broken, these units are to be used only if all parties agree. Furthermore, as these units tend to rely on gear and features from all published (CGL) Battletech core books as well as custom feats, they are not suggested to be used by those who are unfamiliar with Battletech gameplay. If you have access to them, Epic 40K miniatures are the same scale as Battletech miniatures (6mm), and can make for a pleasant addition to the game table.

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Sample Scenarios: FIREBASE RAID Turbulence in the Immaterium released a regiment of Imperial Guard in uncharted territory. Finding a suitable world for human life in the system they emerged into, they discover that it is already populated by a small colony. Upon further examination, they find the world is little more than a collection of dirt farmers, but the tools and vehicles used are not sanctioned, nor do they swear fealty to the Emperor. Invasion is the only option. Their first target is a small military outpost located in a desert on the main continent. Attacker consists of an Imperial Guard RegimentAttacker consists of an Imperial Guard RegimentAttacker consists of an Imperial Guard RegimentAttacker consists of an Imperial Guard Regiment 2X Lasgun Guardsman Squad [Gunnery 4; Antimech 5] 2X Melta-gun Stormtrooper Squad [Gunnery 3; Antimech 5] 4X Chimera Bulldozer Variant [Gunnery 4; Driving 5] Defender consists of a periphery outpost detailDefender consists of a periphery outpost detailDefender consists of a periphery outpost detailDefender consists of a periphery outpost detail 3X Scorpion Light Tank [Gunnery 4; Driving 5] 2X Motorized Flamer Platoon [Gunnery 4; Antimech 5] 1X Foot LRM Platoon [Gunnery 4; Antimech 5] Map Setup:Map Setup:Map Setup:Map Setup: Place Desert Hills map to the North, City Ruins map to the south, edge to edge, facing as shown. On the City Ruins map, place one Level 1, Light (15 CF) building hex anywhere on each of the three large paved areas, but only one per paved area. Starting Locations:Starting Locations:Starting Locations:Starting Locations: The defender must first place all his units on the board on any paved hex. The Attacker enters the board no more than three hexes from the North-most edge on the Desert Hills map, furthest away from the City Ruins map. The Attacker may opt to start the mission with infantry loaded inside of his vehicles. Objectives:Objectives:Objectives:Objectives: Defender: Eliminate All Opponents, Defend the buildings Attacker: Eliminate All Opponents, Destroy all buildings Results:Results:Results:Results: Attacker Decisive Victory: All defending units and buildings destroyed, with no attacking units lost. Attacker Victory: All defending units and buildings destroyed Attacker Marginal Victory: All buildings and 50% of the defenders units destroyed Draw: All buildings destroyed Defender Marginal Victory: At least one building remains when all of attackers’ forces are destroyed. Defender Victory: All three buildings remain when all of attackers’ forces are destroyed. Defender Decisive Victory: All three buildings remain when all of attackers’ forces are destroyed, and no defending units were lost.

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COUNTERSTRIKE An unknown force appeared at the Nadir point of the system roughly a week ago. Their first course of action on-world was to raze a militia outpost located in the badlands. In response, a detachment has been released to take back the facility and deny the newly arrived force a staging area. Attacker consists of aAttacker consists of aAttacker consists of aAttacker consists of a Periphery Response Periphery Response Periphery Response Periphery Response DetachmentDetachmentDetachmentDetachment FS9-H Firestarter 2X Mechanized Flamer Hover Platoon 2X Mechanized Machine Gun Tracked Platoon

Defender consists of Fortified Imperial GuardDefender consists of Fortified Imperial GuardDefender consists of Fortified Imperial GuardDefender consists of Fortified Imperial Guard 3X Lascannon Heavy Weapons Squad 3X Heavy Bolter Heavy Weapons Squad 3X Armoured Sentinel with Lascannon

All units for both sides are Gunnery 4; Piloting/Driving/Antimech 5; Map SeMap SeMap SeMap Setup:tup:tup:tup: Place Desert Hills map to the North, City Ruins map to the south, edge to edge, facing as shown. On the City Ruins map, place one Level 1, Light (15 CF) building hex anywhere on each of the three large paved areas, but only one per paved area. StarStarStarStarting Locations:ting Locations:ting Locations:ting Locations: The defender must first place all his units on the board on any paved hex. The Attacker enters the board no more than three hexes from the North-most edge on the Desert Hills map, furthest away from the City Ruins map. Objectives:Objectives:Objectives:Objectives: Defender: Eliminate All Opponents, Defend the buildings Attacker: Eliminate All Opponents, Destroy all buildings Results:Results:Results:Results: Attacker Decisive Victory: All defending units and buildings destroyed, with no attacking units lost. Attacker Victory: All defending units and buildings destroyed Attacker Marginal Victory: All buildings and 50% of the defenders units destroyed Draw: All buildings destroyed Defender Marginal Victory: At least one building remains when all of attackers’ forces are destroyed. Defender Victory: All three buildings remain when all of attackers’ forces are destroyed. Defender Decisive Victory: All three buildings remain when all of attackers’ forces are destroyed, and no defending units were lost.

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TO GRANDMOTHER’S HOUSE WE GO Two weeks have passed since the initial attack on the periphery world. An Imperial scout has discovered a hydroelectric plant located in the wilderness of the periphery world. Eliminating the power plant should make taking the capital considerably easier Attacker consists ofAttacker consists ofAttacker consists ofAttacker consists of a a a annnn Imperial Guard Strike Imperial Guard Strike Imperial Guard Strike Imperial Guard Strike DetachmentDetachmentDetachmentDetachment 3X Scout Sentinel with Lascannon 3X Chimera Infantry Transport 2X Lasgun Guardsman 1X Ogryn Squad

Defender consists of Defender consists of Defender consists of Defender consists of Fortified Periphery MilitiaFortified Periphery MilitiaFortified Periphery MilitiaFortified Periphery Militia 2X Savannah Master Hovercraft CLNT-2-3T Clint 2X Jump SRM Platoon

All units for both sides are Gunnery 4; Piloting/Driving/Antimech 5; Attackers may start game with infantry pre-loaded in vehicles Map Setup:Map Setup:Map Setup:Map Setup: Invert and place River Valley map to the North, River Delta #2 map to the south, short-edge to edge to edge, facing as shown. On the River Valley map, place a 100CF, 5-hex, 2-level tall, I-shaped Hardened building (Recommend the building hex found in Hexpacks Lakes and Rivers) on hexes 0512, 0513, 0612, 0712, 0713 (As shown in red). Hexes 0512, 0513, 0712, and 0713 are otherwise considered to be Clear Terrain with no features. The top of the building in 0612 is the same level as the rest of the building hexes, except that the base extends to the bottom of hex 0612, so the building may not be passed under. StartinStartinStartinStarting Locations:g Locations:g Locations:g Locations: The defender must first place all his units on the board no more than five hexes away from the hardened building. The Attacker enters the board no more than three hexes from the south-most edge on the River Delta #2 map, furthest away from the City Ruins map. Objectives:Objectives:Objectives:Objectives: Defender: Defend the Hydroelectric plant. Destroy all opponents Attacker: Destroy the Hydroelectric plant’s Hex 0612, Destroy all Defenders Results:Results:Results:Results: Attacker Decisive Victory: Hydroelectic Building in hex 0612 Destroyed, All Defenders Destroyed, No Attacking units Destroyed Attacker Victory: All Defenders and Hydroelectic Building in hex 0612 Destroyed Attacker Marginal Victory: Hydroelectic Building in hex 0612 Destroyed Defender Marginal Victory: All Attackers Destroyed. Hydroelectic Building in hex 0612 Still Standing Defender Victory: All Attackers Destroyed. All Hydroelectic building hexes undamaged Defender Decisive Victory: Hydroelectric Building Undamaged, All Attackers Destroyed, No Defending Units Destroyed.

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THISTHISTHISTHIS LOCATION RESERVED FOR A FOURTH SCENARIO INVOLVING LARGER IMPERIAL GUARD UNITS, SUCH AS LOCATION RESERVED FOR A FOURTH SCENARIO INVOLVING LARGER IMPERIAL GUARD UNITS, SUCH AS LOCATION RESERVED FOR A FOURTH SCENARIO INVOLVING LARGER IMPERIAL GUARD UNITS, SUCH AS LOCATION RESERVED FOR A FOURTH SCENARIO INVOLVING LARGER IMPERIAL GUARD UNITS, SUCH AS LEMAN RUSSES AND BANEBLADES, ONCE I HAVE THE INFORMATION REQUIRED TO MAKE THEMLEMAN RUSSES AND BANEBLADES, ONCE I HAVE THE INFORMATION REQUIRED TO MAKE THEMLEMAN RUSSES AND BANEBLADES, ONCE I HAVE THE INFORMATION REQUIRED TO MAKE THEMLEMAN RUSSES AND BANEBLADES, ONCE I HAVE THE INFORMATION REQUIRED TO MAKE THEM

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ERRATA:ERRATA:ERRATA:ERRATA: As 40K Sentinels are only 1 level tall and not environmentally sealed, SentinelAs 40K Sentinels are only 1 level tall and not environmentally sealed, SentinelAs 40K Sentinels are only 1 level tall and not environmentally sealed, SentinelAs 40K Sentinels are only 1 level tall and not environmentally sealed, Sentinels cannot move through any water s cannot move through any water s cannot move through any water s cannot move through any water hexes deeper than Depth 0. Count any Sentinels that are forced into Hexes with Depth 1 water or deeper as hexes deeper than Depth 0. Count any Sentinels that are forced into Hexes with Depth 1 water or deeper as hexes deeper than Depth 0. Count any Sentinels that are forced into Hexes with Depth 1 water or deeper as hexes deeper than Depth 0. Count any Sentinels that are forced into Hexes with Depth 1 water or deeper as Destroyed.Destroyed.Destroyed.Destroyed.