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1 EPIC UK presents Codex: Codex: Codex: Codex: Imperial Guard Imperial Guard Imperial Guard Imperial Guard An unofficial codex for use with Games Workshop's Epic Armageddon rule set Version: 301209

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Page 1: Epic-UK Imperial Guard codex Imperial Guard codex.pdf · 1 EPIC UK presents Codex: Codex: Imperial Guard Imperial Guard An unofficial codex for use with Games Workshop's Epic Armageddon

1

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

Page 2: Epic-UK Imperial Guard codex Imperial Guard codex.pdf · 1 EPIC UK presents Codex: Codex: Imperial Guard Imperial Guard An unofficial codex for use with Games Workshop's Epic Armageddon

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.

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Contents

Information ................................................................................................................................ 2

Steel Legion Imperial Guard ...................................................................................................... 4

Special Rules .......................................................................................................................... 4

Steel Legion Imperial Guard Units ......................................................................................... 5

Imperial Allies ...................................................................................................................... 10

Titan Legion Support ........................................................................................................... 10

Imperial Navy Support ......................................................................................................... 12

Steel Legion Army List ......................................................................................................... 13

Baran Siegemasters ................................................................................................................. 15

Special Rules ........................................................................................................................ 15

Baran Siegemaster Units ..................................................................................................... 16

Baran Siegemaster Army List ............................................................................................... 18

Ulani Tank Regiment ............................................................................................................... 20

Special Rules ........................................................................................................................ 20

Ulani Tank Regiment Units .................................................................................................. 21

Ulani Tank Regiment Army List ........................................................................................... 23

Vanaheim Air Cavalry .............................................................................................................. 25

Special Rules ........................................................................................................................ 25

Vanaheim Air Cavalry Units ................................................................................................. 26

Imperial Navy Units ............................................................................................................. 28

Vanaheim Air Cavalry army list............................................................................................ 29

EPIC UK Imperial Guard - What, How and Why ...................................................................... 30

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Steel Legion Imperial Guard

Special Rules

Imperial Guard Commissars – A Steel Legion Imperial Guard

army may include 2D6 Commissar Characters. The Commissars do not cost any points. If the dice roll exceeds the number of

Commissar Units that a player has available then any excess is lost. Roll to see how many Commissar Units a player may add to their

army at the start of the battle before either side sets up. If the army includes a Supreme Commander then the first Commissar

must be attached to the Supreme Commander’s formation. Any further Commissars may be attached to any other formations. You

may not include more than one Commissar per formation. If you

have more Commissars than formations any excess are lost. Commissars may not be attached to Titan or Imperial Navy units.

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Steel Legion Imperial Guard Units

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, 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)

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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 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

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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+ 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

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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 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.

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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 reserve' 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 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.

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Steel Legion Army List

Steel Legion armies have a strategy rating of 2. All Imperial Guard and Imperial

Navy aircraft formations have an initiative rating of 2+. Titan Legion formations

have an initiative rating of 1+.

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

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Baran Siegemasters Baran Siegemasters Baran Siegemasters Baran Siegemasters

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Baran Siegemasters

Special Rules

Imperial Guard Commissars – See page 4

Fortified Positions – Baran Siegemasters are allowed to purchase

one set of fortified positions for its troops to occupy for each Regimental HQ or Infantry Company included in the army.

Fortified positions must be set up after objectives, but before

spacecraft and garrisons are deployed. They may be set up anywhere a vehicle may deploy in the Siegemasters half of the

table. You may split up a set of fortified positions as desired, as

long as the rules for formation coherence are adhered to. For example, you could split up trenches into several lines, as long as

there are 5cm ‘links’ between the different parts of the position. Fortified positions count as having a move of zero, and may

‘garrison’ (e.g., they can be set up in positions that garrison units can be set up in). It goes without saying that they may not be

transported, and any players that were considering transporting them onto the table should be deeply ashamed of themselves!

Once set up fortified positions may be used by any unit, not just the

units they were purchased for. They may be captured and used by enemy units too.

Regimental HQ - When playing Grand Tournament games, a Baran

Siegemaster army must include a Regimental HQ. The enemy count

as having achieved the ‘Break Their Spirit’ victory condition by destroying this formation or by destroying the most expensive

formation in the army (see 6.1.7 in the Epic:Armageddon rulebook).

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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

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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 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.

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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

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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 riders– Some infantry are trained to ride into battle in Chimeras, others in Valkeries and then a few (which other Imperial Guard infantry men call

‘nutters’) ride into battle on the back of a Leman Russ tank. These boys have

spend years perfecting (and suffering horrendous casualties) mounting up and

riding on the back of tanks. To represent this heroic feat; if tank riders are

purchased as an upgrade for a company, then these brave men may ride into

battle on the back of a Leman Russ tank. This effectively makes a Leman Russ

transport (1); They cannot be shot at until they dismount and they are always

allowed to provide firefight support in engagements (even if two enemy stands

are in contact with the tank they are riding on; the tank riders provide firefight

support from on top of the tank). If a Leman Russ tank is destroyed, with tank

riders onboard, then the tank riders are killed automatically without save (it’s

dangerous you know!).

The following units may carry tank riders

• Imperial Guard Leman Russ battle tank

• Imperial Guard Leman Russ Demolisher tank

• Imperial Guard Leman Russ Vanquisher tank

• Imperial Guard HQ Command tank

• Imperial Guard Command tank

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Ulani Tank Regiment Units

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

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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 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

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Vanaheim Air Cavalry

Special Rules

Imperial Guard Commissars – See page 4.

CAP Garrison – Rather than placing one ground garrison on overwatch a Vanaheim army may place one fighter formation on CAP. The player may still place as many ground garrisons as their

army allows, but only one may start the game on overwatch. The

fighters follow the setup rules for CAP, but are done during the garrisoning phase of the pre-game setup.

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Vanaheim Air Cavalry Units

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.

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Ulani Tank Regiment

In the Beginning

When it was time to redesign the Imperial Guard army book it was a forgone

decision that one of the new army lists had to be an armoured army list.

Everyone loves tanks; the sight of hundreds of tanks rolling across the battlefield

is something we all wanted to see.

The first step was to decide where the army would come from. Ulani, a not well

known planet, close to Ryza was chosen because this world was renowned for

producing armour and, more particularly, plasma weapons. Unlike more well

known worlds, Ulani allowed us the freedom to design the list the way we felt it

should be but, at the same time, gave us written background to support our

ideas. It was clear that choosing a world where plasma weapons were produced,

the Leman Russ Executioner had to play a pivotal role in the armies design.

Secondly it was important to design how the army would feel on the battlefield;

we wanted to make sure the army played in a ‘blitzkrieg’ fashion, i.e. the key to

victory was mobility. For this reason not all Imperial armoured vehicles were

included within the army list as some were seen to deter players away from

‘mobility’, and towards a kind of ‘static play’.

It is possible to create an armoured army using the standard Steel Legion army

list, however, without the possibility of having a Supreme Commander in a Leman

Russ, it does make that type of army build difficult to use. This was just one key

factor of why a new army list was needed. The other factors included that the

Steel Legion army list didn’t make full advantage of the different Imperial tanks

available through Forge World and that the Steel Legion army list wasn’t flexible

enough to produce a tank regiment. With a Leman Russ company costing 650

points (700 points with a Hydra) it meant that after investing in three Leman

Russ companies a player had very little points left to purchase support

formations. For these reasons the Ulani Tank Regiment was born.

The summer of discontent

Work started very early on with this army; in fact the first draft army list was

produced in May. However in June disaster nearly struck when Forge World

announced a reduction in the amount of EPIC figures they would produce. This

added serious doubt over whether Forge World models could be added to the

army list if the figures would not be available to purchase. Firstly EPIC UK

contacted Forge World to notify them that this new army list was being produced

and that the army list would be released later in 2009. At the same time we went

through all the Forge World models we had included within the army list and

decided, if the EPIC Imperial Guard tank product line was to be dropped, we

would only include models that were easily convertible.

Luckily Forge World has kept 90% of their EPIC Imperial Guard models so very

little action was required.

The units within the Ulani Tank Regiment

The first change required was a pretty simple one, which was to put Imperial

Guard Supreme Commanders and Commanders in Leman Russ Vanquisher

tanks. Their power weapons were removed (we couldn’t really see a tank

commander hopping out of his tank and into hand-to-hand combat) and we

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added a pintle-mounted weapon to the HQ Command Tank and raised its

firefight value to 3+.

The Imperial Guard Commissar was kept the same with his power weapon.

This was because a commissar could be placed in an infantry unit, the tank

riders, a new special rule for the Ulani and it gives them the ability to transport

infantry into battle. This special rule also adds to the ‘blitzkrieg’ theme of the

army (and in a bizarre kind of way, gives the army a Russian feel).

The Hellhound, Leman Russ Battle Tank, Leman Russ Demolisher,

Basilisk, Hydra, Baneblade, Shadowsword, Emperor Class Battleship and

Lunar Class Cruiser were all kept in line with the stand Steel Legion Army.

Sentinels were removed and replaced with Salamander Scout vehicles. The

unit size was increased to match the blister packs they were sold in. Next came

the Executioner; this would be the additional ‘main’ battle tank of the Ulani.

However there was a problem; the Executioner Forge World produce only has a

Plasma Cannon and a Lascannon. We tried and tested the tank with only these

weapons and found the Leman Russ Battle Tank to be a better choice, even

with the Executioner’s MW4+ at 60cm. We looked at a points drop for the

Executioner, an increase of speed and removing the ‘slow firing’ from the

Plasma Cannon. However none of these really fitted the tank; in the end we

decided to add Heavy Bolter sponsors giving it additional firepower and an

increase from firefight 5+ to 4+. Even though this means players will have to

convert the Executioner, we believe it is the only way to make the tank a

worthy alternative to the normal Leman Russ Battle Tank.

On the Forge World website the Leman Russ Conqueror is described as ‘faster

than a normal Leman Russ due to it being less armoured’. Therefore we increased

its speed to 25cm and reduced its armour to a 5+ reinforced save.

The Leman Russ Tank Destroyer, one of our most character full creations, was

designed with image of a sniper in mind. If any of you have read Gaunt’s Ghost:

Honour Guard you would have read about the Tank Destroyer. This is a tank that

stalks its prey from a well hidden position; it’s a solo predator that chooses its

victim carefully and one hit usually kills. This gave us the imagery but to translate

that onto the battlefield we decided to give its anti-tank weapon sniper (the first

anti-tank weapon in the game) and the tank the scout ability. The reason scout

was chosen wasn’t because we felt the Tank Destroyer was a forward moving

battle tank, quite the opposite in fact. The scout rule allows a formation of

Destroyers to be deployed further from each other, giving that ‘solo predator

feel’; it also allowed the tank to garrison, hopefully in cover and on overwatch.

We felt this really added character to this ‘tank sniper’.

The Imperial Guard Griffon statistics were kept in line with the EPIC UK Steel

Legion army list, however within the Ulani they became a formation on their own.

There were two reasons for this; firstly with the removal of the Manticores,

Bombards and Deathstrike missile launchers (removed because they were

too static) we decided that the Ulani needed a couple of artillery formations, and

the Griffon is perfect because it has to move forward to be in range. Secondly,

with the removal of Sentinels, the Ulani needed a formation for 100 points; the

Griffon formation, being only three models strong, with a 6+ save and a

combined BP of 3; we felt they were worth 100 points per formation.

Super heavy tank companies were not added to the list as we felt they were too

slow to be a mainstay formation for the army. However we did decide to add the

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Stormblade to give this area of the army additional options. The Stormsword

was not added as its main weapon is more suitable to siege warfare

Finally the Ulani gained the normal Imperial Navy support but lost all Titan

support; the reason behind this was because we thought the Warlord was too

slow for the army, the Warhound too quick and we believed that titans diluted

the theme we were trying to create for this army.

The Vanaheim army list

When the guard book was being discussed we all agreed that we wanted a

lighter, more mobile army in the book. Much discussion was held as to whether

this should be a parachute / drop style army or an air mobile style army. A vote

was held and the air mobile style won out.

The first major issue for discussion revolved around AA in the army and if any

ground AA should be included. It was decided early on to not give the Vanaheim

forces ground flak, but increase the fighter choices by including Lightnings. Initial

testing highlighted a problem against transport flyers so the CAP Garrison rule

was introduced to give the Vanaheim troopers some cover at the start of the game.

Vendettas were introduced to the list to allow some variety to the companies

transport and give them some long term AT fire-power. The two varieties of

Sentinels were also included to allow the list some options for ground formations.

Giving the Sentinels the teleport ability was discussed and trialled, but ultimately

didn’t fit in with the feel of the list. Sentinels can still garrison and would

represent long range scouting formations ahead of the more mobile elements in

the list.

As air was key to the Vanaheim list the option of the Marauder destroyer was

added. Again this gave the list access to viable AT fire-power should the player not want to swap Valkeries for Vendettas.

The infantry were made 'lighter' by removing their auto-cannons and giving the

basic trooper unit a heavy bolter each. This results in one extra AP shot per

company over a steel legion company but the lack of infantry AT and reduced

numbers balances this. The support weapons were changed to missile launchers

to keep with the light and mobile theme. Mortars were added to give the option of

some light short range barrage.

Well I hope this answers your questions of What, How and Why. If not please

send the EPIC UK team an email and we will try to answer your query as best as

possible.

Thank you

The EPIC UK Team