38
1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version: 160118

EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

  • Upload
    lebao

  • View
    264

  • Download
    3

Embed Size (px)

Citation preview

Page 1: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

1

EPIC UK PRESENTS

CODEX: IMPERIAL GUARD

An unofficial codex for use with Games Workshop’s

Epic Armageddon rule set

Version: 160118

Page 2: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

1

INFORMATION

MORE INFORMATION ABOUT THE IMPERIAL GUARD

For more information about the background of the Imperial Guard, please purchase the Warhammer 40,000 Imperial Guard Codex © from Games Workshop. Alternatively you can visit Games Workshop’s 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 wargame, 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 this book would not be a reality.

PICTURES

All miniatures photographed within this book are © Games workshop 2003. All rights reserved. Used without permission – models painted by Matt Arnold, Kevin Bott, Greg Chambers, Steve Gullick, Tim Hunt, Simon Jenkins, Alan Morey, Matthew Otter, Mark Preston, Ben Skinner, Chris Steel, Paul Sutton, David Thomas,

Nat Thompson and Paul "TuffSkull" T.

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, 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 Talisman 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.

Page 3: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

2

CONTENTS

Page 1. Information

Page 2. Contents

Page 3. Steel Legion Special Rules

Page 4-8. Steel Legion Units

Page 9. Imperial Allies – Titan Legion Support

Page 10. Imperial Allies – Imperial Navy Support

Page 11. Steel Legion Army List

Page 12. Baran Siegemasters

Page 13. Baran Siegemasters Special Rules

Page 14-15. Baran Siegemasters Units

Page 16. Baran Siegemasters Army List

Page 17. Ulani Tank Regiment

Page 18. Ulani Tank Regiment Special Rules

Page 19-20. Ulani Tank Regiment Units

Page 21. Ulani Tank Regiment Army List

Page 22. Vanaheim Air Cavalry

Page 23. Vanaheim Air Cavalry Special Rules

Page 24-25. Vanaheim Air Cavalry Units

Page 26. Imperial Allies – Imperial Navy Support

Page 27. Vanaheim Ari Cavalry Army List

Page 28. Death Korps of Krieg

Page 29. Death Korps of Krieg Special Rules

Page 30-31. Death Korps of Krieg Units

Page 32. Death Korps of Krieg Army List

Page 33-37. EPIC UK Imperial Guard: What, How and Why

Page 4: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

3

STEEL LEGION IMPERIAL GUARD SPECIAL RULES

COMMISSARS An Imperial Guard army may include up to one Commissar Character for each full five hundred points. The Commissar characters are a free upgrade; however they must be appropriately modelled to be included in the army. 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.

Page 5: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

4

IMPERIAL GUARD SUPREME COMMANDER

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 5+ 4+ 5+

Weapon Range Fire Power Notes

Lasguns (15cm) Small Arms -

Autocannon 45cm AP5+/AT6+ -

Power Weapon (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Notes: Supreme Commander.

IMPERIAL GUARD COMMANDER

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 6+ 5+ 5+

Weapon Range Fire Power Notes

Lasguns (15cm) Small Arms -

Autocannon 45cm AP5+/AT6+ -

Chainswords (base contact) Assault Weapons -

Notes: Commander.

IMPERIAL GUARD COMMISSAR

Type Speed Armour Close Combat Fire Fight

Character n/a n/a n/a n/a

Weapon Range Fire Power Notes

Power Weapon (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Notes: Character, Fearless, Inspiring, Leader.

IMPERIAL GUARD INFANTRY

Type Speed Armour Close Combat Fire Fight

Infantry 15cm - 6+ 5+

Weapon Range Fire Power Notes

Lasguns (15cm) Small Arms -

Autocannon 45cm AP5+/AT6+ See below

Notes: Only one unit in every two has an autocannon. Count up the number of Imperial Guard Infantry units in the formation that can fire at the target and divide by two (rounding up) to find the number of autocannon shots you may make.

IMPERIAL GUARD FIRE SUPPORT

Type Speed Armour Close Combat Fire Fight

Infantry 15cm - 6+ 4+

Weapon Range Fire Power Notes

2 × Autocannons 45cm AP5+/AT6+ -

Notes:

STEEL LEGION IMPERIAL GUARD UNITS

Page 6: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

5

IMPERIAL GUARD OGRYNS

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 3+ 4+ 5+

Weapon Range Fire Power Notes

Ripper guns (15cm) Small Arms -

Ogryn Combat Weapons (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Notes:

IMPERIAL GUARD VULTURE (Armageddon Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 35cm 5+ 6+ 5+

Weapon Range Fire Power Notes

Heavy Bolter 30cm AP5+ -

Twin Autocannons 45cm AP4+/AT5+ -

2 × Hellstrike Missiles 120cm AT2+ One-Shot

Notes: Scout, Skimmer.

IMPERIAL GUARD ROUGH RIDERS

Type Speed Armour Close Combat Fire Fight

Infantry 20cm 6+ 4+ 6+

Weapon Range Fire Power Notes

Laspistols (15cm) Small Arms -

Power Lances (base contact) Assault Weapons First Strike, Extra Attack (+1)

Chainswords (base contact) Assault Weapons -

Notes: Infiltrators, Mounted, Scout.

IMPERIAL GUARD SNIPERS

Type Speed Armour Close Combat Fire Fight

Infantry 15cm - 6+ 5+

Weapon Range Fire Power Notes

Sniper Rifles 30cm AP5+ Sniper

Notes: Scout.

IMPERIAL GUARD STORM TROOPERS

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 5+ 5+ 4+

Weapon Range Fire Power Notes

Hellguns (15cm) Small Arms -

Plasma guns 15cm AP5+/AT5+ -

Notes: Scout.

IMPERIAL GUARD VALKYRIE (Armageddon Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 35cm 5+ 6+ 5+

Weapon Range Fire Power Notes

Multi Laser 30cm AP5+/AT6+ -

2 × Heavy Bolter 30cm AP5+ -

2 × Rocket Pods 30cm 1BP Disrupt, One-Shot

Notes: Scout, Skimmer, Transport (may carry up to two of the following: Storm Troopers, Vanaheim Supreme Commander, Vanaheim Commander, Vanaheim Infantry, Vanaheim Fire Support, Mortar Support units or one Light Sentinel or Support Sentinel).

Page 7: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

IMPERIAL GUARD LEMAN RUSS VANQUISHER TANK (Stygies Pattern)

Type Speed

Armoured Vehicle 20cm

Weapon Range

Vanquisher 75cm

Lascannon 45cm

2 × Heavy Bolter 30cm

Notes: Reinforced Armour.

IMPERIAL GUARD CHIMERA (Armageddon Pattern)

Type Speed

Armoured Vehicle 30cm

Weapon Range

Multi Laser 30cm

Heavy Bolter 30cm

Notes: Transport (may carry one Ogryn unit or up to two of the following: Supreme Commander, Commander, Infantry, Storm Troopers, Fire Support, Sniper units)

IMPERIAL GUARD HELLHOUND (Gryphonne

Type Speed

Armoured Vehicle 30cm

Weapon Range

Inferno Cannon 30cm

Heavy Bolter 30cm

Notes:

IMPERIAL GUARD LEMAN RUSS BATTLE TANK (Mars Pattern)

Type Speed

Armoured Vehicle 20cm

Weapon Range

Battle Cannon 75cm

Lascannon 45cm

2 × Heavy Bolters 30cm

Notes: Reinforced Armour.

IMPERIAL GUARD LEMAN RUSS DEMOLISHER TANK (Ryza Pattern)

Type Speed

Armoured Vehicle 20cm

Weapon Range

Demolisher Cannon 30cm

Lascannon 45cm

2 × Plasma Cannon 30cm

Notes: Reinforced Armour.

IMPERIAL GUARD SENTINEL (Voss Prime Pattern)

Type Speed

Light Vehicle 20cm

Weapon Range

Multi Laser 30cm

Notes: Scout, Walker.

6

IMPERIAL GUARD LEMAN RUSS VANQUISHER TANK (Stygies Pattern)

Armour Close Combat Fire Fight

4+ 6+ 4+

Fire Power Notes

AP4+/AT2+ -

AT5+ -

AP5+ -

IMPERIAL GUARD CHIMERA (Armageddon Pattern)

Armour Close Combat Fire Fight

5+ 6+ 5+

Fire Power Notes

AP5+/AT6+ -

AP5+ -

up to two of the following: Supreme Commander, Commander, Infantry, Storm Troopers, Fire Support, Sniper units)

IMPERIAL GUARD HELLHOUND (Gryphonne IV Pattern)

Armour Close Combat Fire Fight

4+ 6+ 3+

Fire Power Notes

AP3+ Ignore Cover

AP5+ -

IMPERIAL GUARD LEMAN RUSS BATTLE TANK (Mars Pattern)

Armour Close Combat Fire Fight

4+ 6+ 4+

Fire Power Notes

AP4+/AT4+ -

AT5+ -

AP5+ -

IMPERIAL GUARD LEMAN RUSS DEMOLISHER TANK (Ryza Pattern)

Armour Close Combat Fire Fight

4+ 6+ 3+

Fire Power Notes

AP3+/AT4+ Ignore Cover

AT5+ -

AP4+/AT4+ Slow Firing

IMPERIAL GUARD SENTINEL (Voss Prime Pattern)

Armour Close Combat Fire Fight

6+ 6+ 5+

Fire Power Notes

AP5+/AT6+ -

IMPERIAL GUARD LEMAN RUSS VANQUISHER TANK (Stygies Pattern)

up to two of the following: Supreme Commander, Commander, Infantry, Storm Troopers, Fire Support, Sniper units).

Page 8: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

IMPERIAL GUARD GRIFFON (Stygies VIII Pattern)

Type Speed

Armoured Vehicle 30cm

Weapon Range

Heavy Mortar 30cm

Heavy Bolter 30cm

Notes:

IMPERIAL GUARD MANTICORE (Triplex Phall Pattern)

Type Speed

Armoured Vehicle 20cm

Weapon Range

Rocket Launcher 150cm

Heavy Bolter 30cm

Notes:

IMPERIAL GUARD BOMBARD (Triplex Phall Pattern)

Type Speed

Armoured Vehicle 20cm

Weapon Range

Siege Mortar 45cm

Heavy Bolter 30cm

Notes:

IMPERIAL GUARD HYDRA (Metalicus Pattern)

Type Speed

Armoured Vehicle 30cm

Weapon Range

2 × Twin Hydra Autocannons 45cm

Heavy Bolter 30cm

Notes:

IMPERIAL GUARD BASILISK (Armageddon Pattern)

Type Speed

Armoured Vehicle 20cm

Weapon Range

Earthshaker 120cm

Heavy Bolter 30cm

Notes: May either shoot normally or fire a barrage. May only use the indirect fire ability when firing a barrage.

IMPERIAL GUARD DEATHSTRIKE (Triplex Phall Pattern)

Type Speed

Armoured Vehicle 20cm

Weapon Range

Deathstrike Missile Unlimited

Heavy Bolter 30cm

Notes:

7

IMPERIAL GUARD GRIFFON (Stygies VIII Pattern)

Armour Close Combat Fire Fight

6+ 6+ 5+

Fire Power Notes

1BP Indirect Fire

AP5+ -

IMPERIAL GUARD MANTICORE (Triplex Phall Pattern)

Armour Close Combat Fire Fight

6+ 6+ 5+

Fire Power Notes

2BP Disrupt, Indirect Fire, Slow Firing

AP5+ -

IMPERIAL GUARD BOMBARD (Triplex Phall Pattern)

Armour Close Combat Fire Fight

6+ 6+ 5+

Fire Power Notes

2BP Ignore Cover, Indirect Fire, Slow Firing

AP5+ -

IMPERIAL GUARD HYDRA (Metalicus Pattern)

Armour Close Combat Fire Fight

6+ 6+ 5+

Fire Power Notes

AP4+/AT5+/AA5+ -

AP5+ -

IMPERIAL GUARD BASILISK (Armageddon Pattern)

Armour Close Combat Fire Fight

5+ 6+ 5+

Fire Power Notes

AP4+/AT4+ or 1BP Indirect Fire

AP5+ -

May either shoot normally or fire a barrage. May only use the indirect fire ability when firing a barrage.

IMPERIAL GUARD DEATHSTRIKE (Triplex Phall Pattern)

Armour Close Combat Fire Fight

6+ 6+ 5+

Fire Power Notes

MW2+ Indirect Fire, One-Shot, Titan Killer (D6)

AP5+ -

Page 9: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

8

IMPERIAL GUARD BANEBLADE (Mars Pattern)

Type Speed Armour Close Combat Fire Fight

War Engine 15cm 4+ 6+ 4+

Weapon Range Fire Power Notes

Bane Battle Cannon 75cm AP3+/AT3+ -

Autocannon 45cm AP5+/AT6+ -

Demolisher Cannon 30cm AP3+/AT4+ Ignore Cover, Fixed Forward Arc

Twin Heavy Bolters 30cm AP4+ Fixed Forward Arc

2 × Twin Heavy Bolters 30cm AP4+ -

2 × Lascannon 45cm AT5+ -

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.

Notes: Reinforced Armour.

IMPERIAL GUARD SHADOWSWORD (Stygies VI Pattern)

Type Speed Armour Close Combat Fire Fight

War Engine 15cm 4+ 6+ 5+

Weapon Range Fire Power Notes

Volcano Cannon 90cm MW2+ Titan Killer (D3), Fixed Forward Arc

2 × 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.

Page 10: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

9

WARLORD CLASS BATTLE TITAN

Type Speed Armour Close Combat Fire Fight

War Engine 15cm 4+ 2+ 3+

Weapon Range Fire Power Notes

2 × Turbo Laser Destructors 60cm 4 × AP5+/AT3+ Fixed Forward Arc

Gatling Blaster 60cm 4 × AP4+/AT4+ Forward Arc

Volcano Cannon 90cm MW2+ Titan Killer (D3), Forward Arc

Damage Capacity: 8

Void Shields: 6

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 5cm of the Warlord will be hit on a D6 roll of 4+.

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.

REAVER CLASS BATTLE TITAN

Type Speed Armour Close Combat Fire Fight

War Engine 20cm 4+ 3+ 3+

Weapon Range Fire Power Notes

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

Rocket Launcher 60cm 3BP Fixed Forward Arc

Damage Capacity: 6

Void Shields: 4

Critical Hit Effect: The Reaver's 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 5cm of the Reaver will be hit on a D6 roll of 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.

WARHOUND CLASS SCOUT TITAN

Type Speed Armour Close Combat Fire Fight

War Engine 30cm 5+ 4+ 4+

Weapon Range Fire Power Notes

Vulcan Mega Bolter 45cm 4 × AP3+/AT5+ Forward Arc

Plasma Blastgun 45cm 2 × MW2+ Slow Firing, Forward Arc

Damage Capacity: 3

Void Shields: 2

Critical Hit Effect: Staggering blow, the Warhound immediately staggers a full D6cm in a random direction (move as ‘barge’ see 3.3.1, ignore ZOC, all units count as part of target formation) and takes an additional point of damage. If this move takes the Warhound into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. Any units moved over or contacted take a hit on a D6 roll of 6.

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.

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, or 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 void shields 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).

Page 11: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

10

IMPERIAL NAVY MARAUDER BOMBER

Type Speed Armour Close Combat Fire Fight

Aircraft Bomber 4+ n/a n/a

Weapon Range Fire Power Notes

2 × Twin Heavy Bolters 15cm AA5+ -

Twin Lascannon 45cm AT4+/AA4+ Fixed Forward Arc

Bomb Racks 15cm 3BP Fixed Forward Arc

Notes:

IMPERIAL NAVY THUNDERBOLT FIGHTER

Type Speed Armour Close Combat Fire Fight

Aircraft Fighter Bomber 6+ n/a n/a

Weapon Range Fire Power Notes

Storm Bolters 15cm AP4+/AA5+ Fixed Forward Arc

Multilaser 30cm AP5+/AT6+/AA5+ Fixed Forward Arc

Underwing Rockets 30cm AT4+ Fixed Forward Arc

Notes:

IMPERIAL NAVY LUNAR CLASS CRUISER

Type Speed Armour Close Combat Fire Fight

Spacecraft n/a n/a n/a n/a

Weapon Range Fire Power Notes

Orbital Bombardment n/a 3BP Macro Weapon

Pin-point attack n/a MW2+ Titan Killer (D3)

Notes:

IMPERIAL NAVY EMPEROR CLASS BATTLESHIP

Type Speed Armour Close Combat Fire Fight

Spacecraft n/a n/a n/a n/a

Weapon Range Fire Power 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.

IMPERIAL ALLIES – IMPERIAL NAVY SUPPORT

Page 12: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

11

STEEL LEGION IMPERIAL GUARD ARMY LIST

Steel Legion Imperial Guard armies have a strategy rating of 2. All Titan Legion formations have an initiative rating of 1+. All Steel Legion Imperial Guard and Imperial Navy formations have an initiative rating of 2+.

USING THE ARMY LIST

• Each allowed Steel Legion Imperial Guard upgrade can be taken once per Company.

• A maximum of up to a third of the points available to the army may be spent on Imperial Navy and Titan formations.

STEEL LEGION IMPERIAL GUARD COMPANIES

FORMATION UNITS POINTS COST

0-1 Regimental HQ One Imperial Guard Supreme Commander unit, twelve Imperial Guard Infantry units and seven Imperial Guard Chimeras

500

Infantry Company One Imperial Guard Commander unit and twelve Imperial Guard Infantry units 250

Mechanised Infantry Company

One Imperial Guard Commander unit, twelve Imperial Guard Infantry units and seven Imperial Guard Chimeras

400

Tank Company Ten Imperial Guard Leman Russ Battle Tanks.

One Leman Russ Battle Tank may be replaced with a Leman Russ Vanquisher Tank

650

+0

Super Heavy Tank Company

Three Imperial Guard Super Heavy Tanks chosen from the following list: Baneblade, Shadowsword 500

Artillery Company Nine Imperial Guard Artillery units chosen from the following list: Basilisk, Manticore 600

STEEL LEGION IMPERIAL GUARD SUPPORT FORMATIONS

(Up to two for each Steel Legion Imperial Guard Company taken)

FORMATION UNITS POINTS COST

Artillery Battery Three Imperial Guard Artillery units of the same type chosen from the following list: Basilisk, Bombard, Manticore

250

0-1 Deathstrike Battery Two Imperial Guard Deathstrike Missile Launchers 200

Flak Battery Three Imperial Guard Hydras 150

Rough Rider Platoon Six Imperial Guard Rough Rider units 150

Sentinel Squadron Four Imperial Guard Sentinels 100

Storm Trooper Platoon Eight Imperial Guard Storm Trooper units

May be upgraded to have four Imperial Guard Valkyries

200

+150

Super Heavy Tank Platoon One Imperial Guard Super Heavy Tank chosen from the following list: Baneblade, Shadowsword 200

Vulture Squadron Four Imperial Guard Vultures 300

STEEL LEGION IMPERIAL GUARD COMPANY UPGRADES

(Up to three may be added to each Steel Legion Imperial Guard Company)

UPGRADE UNITS POINTS COST

Fire Support Platoon Four Imperial Guard Fire Support units or

Four Imperial Guard Fire Support units and two Imperial Guard Chimeras

100

150

Flak One Imperial Guard Hydra 50

Griffon Battery Three Imperial Guard Griffons 50

Hellhound Squadron Three Imperial Guard Hellhounds 100

Infantry Platoon Six Imperial Guard Infantry units or

Six Imperial Guard Infantry units and three Imperial Guard Chimeras

100

175

Ogryns Two Imperial Guard Ogryn units or

Two Imperial Guard Ogryn units and two Imperial Guard Chimeras

50

100

Snipers One or two Imperial Guard Sniper units or

Two Imperial Guard Sniper units and one Imperial Guard Chimera

25 each

75

Tank Squadron Three Imperial Guard Leman Russ Battle Tanks or three Imperial Guard Leman Russ Demolisher Tanks 175

IMPERIAL NAVY TITAN LEGION BATTLEGROUPS

FORMATION POINTS COST FORMATION POINTS COST

Two Thunderbolt Fighters 150 One Warlord Class Battle Titan 850

Two Marauder Bombers 250 One Reaver Class Battle Titan 650

0-1 Orbital Support: Lunar Class Cruiser or 150 Formation of two Warhound Class Scout Titans 500

Emperor Class Battleship 200 One Warhound Class Scout Titan 275

Page 13: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

12

BARAN SIEGEMASTERS

IMPERIAL GUARD

Page 14: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

13

BARAN SIEGEMASTERS IMPERIAL GUARD SPECIAL RULES

COMMISSARS See page 3. FORTIFIED POSITIONS A Siege Imperial Guard army is allowed to purchase one set of fortified positions for its troops to occupy for each Regimental HQ or Infantry Company included in the army. These fortified positions must be set up after objectives, but before spacecraft and garrisons are deployed. The fortified positions may be set up anywhere a vehicle may deploy in the Imperial Guard armies half of the table. You may split up a set of fortified positions as desired, as long as the rules for formation coherency 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. These fortified positions count as having a move of zero. Fortified positions may not be transported. Some formations in the army may come with a set of fortified positions; in this case the fortifications are set up at the same time as the formation they belong to and must be deployed within coherency. However once deployment is over these fortifications are terrain and are no longer a part of the formation. Once fortified positions are set up they may be used by any unit, not just the units they were purchased for. They may also be captured and used by enemy units. REGIMENTAL HQ A Baran Siegemasters Imperial Guard army must include a Regimental HQ. The enemy count as having achieved the ‘Break Their Spirit’ victory condition if they destroy this formation or the most expensive formation in the army (see 6.1.7 in the Epic Armageddon rulebook).

Page 15: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

Type Speed

Infantry 15cm

Weapon Range

Heavy Flamer

and

15cm

(15cm)

Melta Bombs (base contact)

Notes:

IMPERIAL GUARD LIGHT ARTILLERY (Krieg Pattern)

Type Speed

Infantry 10cm

Weapon Range

Light Artillery Gun 45cm

Notes: Light Artillery is allowed to use the Indirect Fire rules normally only allowed to units that can firfor Indirect Fire apply in full.

Type Speed

Infantry 10cm

Weapon Range

Rapier Laser Destroyer 45cm

Notes:

Type Speed

Infantry 15cm

Weapon Range

Heavy Stubber 30cm

Notes:

IMPERIAL GUARD HOWITZER (Krieg Pattern)

Type Speed

Light Vehicle 0cm

Weapon Range

Howitzer 90cm

Notes:

IMPERIAL GUARD HEAVY AA GUN (Krieg Pattern)

Type Speed

Light Vehicle 0cm

Weapon Range

Heavy AA Gun 60cm

Notes:

BARAN SIEGEMASTERS IMPERIAL GUARD(For all other Baran Siegemasters Imperial Guard

14

IMPERIAL GUARD SAPPERS

Armour Close Combat Fire Fight

6+ 5+ 4+

Fire Power Notes

AP4+

Small Arms

Ignore Cover

Ignore Cover

Assault Weapons Macro Weapons, Extra Attack (+1)

IMPERIAL GUARD LIGHT ARTILLERY (Krieg Pattern)

Armour Close Combat Fire Fight

- - 5+

Fire Power Notes

AP4+/AT6+ Indirect Fire

is 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

IMPERIAL GUARD RAPIER (Krieg Pattern)

Armour Close Combat Fire Fight

- - 5+

Fire Power Notes

AP6+/AT4+ -

IMPERIAL GUARD SIEGE INFANTRY

Armour Close Combat Fire Fight

- 6+ 5+

Fire Power Notes

AP6+ -

IMPERIAL GUARD HOWITZER (Krieg Pattern)

Armour Close Combat Fire Fight

- - 6+

Fire Power Notes

1BP Indirect Fire

IMPERIAL GUARD HEAVY AA GUN (Krieg Pattern)

Armour Close Combat Fire Fight

- - 6+

Fire Power Notes

AP5+/AT5+/AA5+ -

BARAN SIEGEMASTERS IMPERIAL GUARD SPECIAL UNITSImperial Guard units, see pages 4 to 10)

Rulebook section 1.9.8). All of the rules

SPECIAL UNITS

Page 16: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

15

IMPERIAL GUARD TRACTOR (Krieg Pattern)

Type Speed Armour Close Combat Fire Fight

Light Vehicle 20cm (30cm) 6+ - 6+

Weapon Range Fire Power Notes

Heavy Stubber 30cm AP6+ -

Notes: Transport (may transport one of the following: Grenadier, Heavy AA Gun, Earthshaker Platform, Howitzer, Light Artillery, Medusa Platform, Rapier). Imperial Guard Tractors added to a Grenadier platoon have their speed increased to 30cm.

IMPERIAL GUARD SIEGFRIED LIGHT TANK (Krieg Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 30cm 5+ 6+ 5+

Weapon Range Fire Power Notes

Multi Laser 30cm AP5+/AT6+ -

Notes: Scout

IMPERIAL GUARD RAGNAROK HEAVY TANK (Krieg Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 15cm 4+ 6+ 4+

Weapon Range Fire Power Notes

Ragnarok Battle Cannon 60cm AP4+/AT4+ -

2 × Heavy Stubber 30cm AP6+ -

Notes: Reinforced Armour, Walker

IMPERIAL GUARD FORTIFIED POSITIONS

Terrain Infantry Vehicle War Engine

Trench 4+ Cover Save Dangerous No Effect

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.

Page 17: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

16

BARAN SIEGEMASTERS IMPERIAL GUARD ARMY LIST

Baran Siegemasters Imperial Guard armies have a strategy rating of 1. All Baran Siegemasters Imperial Guard and Imperial Navy formations have an initiative rating of 2+.

USING THE ARMY LIST

• One Regimental HQ company must be taken in a Baran Siegemasters Imperial Guard army.

• Each allowed Baran Siegemasters Imperial Guard upgrade can be taken once per Company.

• A maximum of up to a quarter of the points available to the army may be spent on Imperial Navy formations.

• A maximum of one set of fortified positions may be taken for each Baran Siegemasters Imperial Guard Company included in the army.

BARAN SIEGEMASTERS IMPERIAL GUARD COMPANIES

FORMATION UNITS POINTS COST

1 Regimental HQ One Imperial Guard Supreme Commander unit and nine Imperial Guard Siege Infantry units 225

Infantry Company One Imperial Guard Commander unit and nine Imperial Guard Siege Infantry units 175

BARAN SIEGEMASTERS IMPERIAL GUARD SUPPORT FORMATIONS

(Up to two for each Baran Siegemasters Imperial Guard Company taken)

FORMATION UNITS POINTS COST

Bombard Battery Three Imperial Guard Bombards 250

0-1 Deathstrike Battery Two Imperial Guard Deathstrike Missile Launchers 200

Heavy Tank Platoon Six Imperial Guard Ragnarok Heavy Tanks 300

Light Tank Platoon Six Imperial Guard Siegfried Light Tanks 175

Rough Rider Platoon Six Imperial Guard Rough Rider units 150

0-1 Sapper Platoon Eight Imperial Guard Sappers units 200

Siege AA Battery Three Imperial Guard Heavy AA Guns, plus three gun emplacements or three Imperial Guard Tractors 150

Siege Artillery Battery Three Imperial Guard Howitzers, plus three gun emplacements or three Imperial Guard Tractors 175

Siege Grand Battery Nine Imperial Guard Howitzers, plus nine gun emplacements or nine Imperial Guard Tractors 450

Super Heavy Tank Platoon One Imperial Guard Super Heavy Tank chosen from the following list: Baneblade, Shadowsword 200

BARAN SIEGEMASTERS IMPERIAL GUARD COMPANY UPGRADES

(Up to three may be added to each Baran Siegemasters Imperial Guard Company)

UPGRADE UNITS POINTS COST

Griffon Battery Three Imperial Guard Griffons 50

Hellhound Squadron Three Imperial Guard Hellhounds 100

Rapier Platoon Three Imperial Guard Rapiers 75

Siege Infantry Platoon Six Imperial Guard Siege Infantry units 75

Snipers One or two Imperial Guard Sniper units 25 each

Light Artillery Platoon Three Imperial Guard Light Artillery 75

FORTIFIED POSITIONS IMPERIAL NAVY

FORMATION POINTS COST FORMATION POINTS COST

Up to 50cm of trenches and 50cm razor wire, plus up to six gun emplacements or bunkers.

100 Two Thunderbolt Fighters 150

Two Marauder Bombers 250

Page 18: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

17

ULANI TANK REGIMENT

IMPERIAL GUARD

Page 19: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

18

ULANI TANK REGIMENT IMPERIAL GUARD SPECIAL RULES

COMMISSARS See page 3. TANK RIDERS Units with the Tank Riders ability may ride into battle on the back of any Imperial Guard Leman Russ tank in their formation. This effectively gives any Imperial Guard Leman Russ tanks in a formation containing Tank Riders the following ability; transport (may carry one unit with the Tank Riders ability). Units with the Tank Riders ability are allowed to provide firefight support in engagements even when embarked on an Imperial Guard Leman Russ tank. A formation containing any Imperial Guard Leman Russ tanks does not receive blast markers for any destroyed units with the Tank Riders ability. However the unit with the Tank Riders ability is destroyed automatically, with no save allowed if the Imperial Guard Leman Russ tank which is transporting it takes a hit of any kind. BLITZKRIEG Tank Regiment Imperial Guard formations containing a unit with the Blitzkrieg ability receive a +1 modifier to their action test roll when attempting a double action.

Page 20: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

19

IMPERIAL GUARD ULANI HQ COMMAND TANK (Gryphonne IV Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 20cm 4+ 6+ 3+

Weapon Range Fire Power Notes

Vanquisher 75cm AP4+/AT2+ -

Lascannon 45cm AT5+ -

2 × Heavy Bolter 30cm AP5+ -

Pintle-mounted weapon (15cm) Small Arms -

Notes: Blitzkrieg, Reinforced Armour, Supreme Commander.

IMPERIAL GUARD ULANI COMMAND TANK (Gryphonne IV Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 20cm 4+ 6+ 4+

Weapon Range Fire Power Notes

Vanquisher 75cm AP4+/AT2+ -

Lascannon 45cm AT5+ -

2 × Heavy Bolter 30cm AP5+ -

Notes: Blitzkrieg, Commander, Reinforced Armour.

IMPERIAL GUARD TANK RIDER INFANTRY

Type Speed Armour Close Combat Fire Fight

Infantry 15cm - 6+ 5+

Weapon Range Fire Power Notes

Autoguns (15cm) Small Arms -

Heavy Stubber 30cm AP6+ -

Notes: Tank Riders.

IMPERIAL GUARD SALAMANDER SCOUT TANK (Gryphonne IV Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 30cm 6+ 6+ 5+

Weapon Range Fire Power Notes

Autocannon 45cm AP5+/AT6+ -

Heavy Bolter 30cm AP5+ -

Notes: Scout

IMPERIAL GUARD LEMAN RUSS EXECUTIONER TANK (Ryza Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 20cm 4+ 6+ 4+

Weapon Range Fire Power Notes

Plasma Destroyer 60cm MW4+ Slow Firing

Lascannon 45cm AT5+ -

2 × Heavy Bolter 30cm AP5+ -

Notes: Reinforced Armour.

ULANI TANK REGIMENT IMPERIAL GUARD SPECIAL UNITS

(For all other Ulani Tank Regiment Imperial Guard units, see pages 4 to 10)

Page 21: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

20

IMPERIAL GUARD ULANI LEMAN RUSS CONQUEROR TANK (Gryphonne IV Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 25cm 5+ 6+ 5+

Weapon Range Fire Power Notes

Conqueror Cannon 45cm AP5+/AT5+ -

Lascannon 45cm AT5+ -

Notes: Blitzkrieg, Reinforced Armour.

IMPERIAL GUARD STORMBLADE (Ryza Pattern)

Type Speed Armour Close Combat Fire Fight

War Engine 15cm 4+ 6+ 4+

Weapon Range Fire Power Notes

Plasma Blastgun 45cm 2 × MW2+ Slow Firing, Fixed Forward Arc

Heavy Bolter 30cm AP5+ Fixed Forward Arc

2 × Twin Heavy Bolters 30cm AP4+ -

2 × Lascannon 45cm AT5+ -

Damage Capacity: 3

Critical Hit Effect: The plasma blastgun’s energy coils explode. The Stormblade is destroyed and any units within 5cm of the model suffer a hit on a D6 roll of 6.

Notes: Reinforced Armour.

IMPERIAL GUARD LEMAN RUSS TANK DESTROYER (Mars Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 20cm 4+ 6+ 6+

Weapon Range Fire Power Notes

Laser Destroyer 75cm AT2+ Sniper

Notes: Reinforced Armour, Scout.

Page 22: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

21

ULANI TANK REGIMENT IMPERIAL GUARD ARMY LIST

Ulani Tank Regiment Imperial Guard armies have a strategy rating of 2. All Ulani Tank Regiment Imperial Guard and Imperial Navy formations have an initiative rating of 2+.

USING THE ARMY LIST

• Each allowed Ulani Tank Regiment Imperial Guard upgrade can be taken once per Company.

• A maximum of up to a third of the points available to the army may be spent on Imperial Navy formations.

ULANI TANK REGIMENT IMPERIAL GUARD COMPANIES

FORMATION UNITS POINTS COST

0-1 Regimental HQ One Imperial Guard Ulani HQ Command Tank and Nine Imperial Guard Tanks chosen from the following list: Leman Russ Executioner Tank, Leman Russ Battle Tank

700

Ulani Tank Company Six Imperial Guard Tanks chosen from the following list: Leman Russ Demolisher Tank, Leman Russ Executioner Tank, Leman Russ Battle Tank

Add one Imperial Guard Ulani Command Tank

Add three Imperial Guard Tanks chosen from the following list: Leman Russ Demolisher Tank, Leman Russ Executioner Tank, Leman Russ Battle Tank

400

+75

+175

ULANI TANK REGIMENT IMPERIAL GUARD SUPPORT FORMATIONS

( Up to two for each Ulani Tank Regiment Imperial Guard Company taken)

FORMATION UNITS POINTS COST

Anti Tank Support Three Imperial Guard Leman Russ Tank Hunters 200

Conqueror Support Six Imperial Guard Ulani Leman Russ Conqueror Tanks 250

Flak Support Three Imperial Guard Hydras 150

Hellhound Support Three Imperial Guard Hellhounds 150

Light Artillery Support Three Imperial Guard Griffons 100

Medium Artillery Support Three Imperial Guard Basilisks 250

Recon Support Six Imperial Guard Salamander Scout Tanks 200

Super Heavy Tank Platoon One Imperial Guard Super Heavy Tank chosen from the following list: Baneblade, Shadowsword, Stormblade

200

ULANI TANK REGIMENT IMPERIAL GUARD COMPANY UPGRADES

(Up to three may be added to each Ulani Tank Regiment Imperial Guard Company)

UPGRADE UNITS POINTS COST

Flak One Imperial Guard Hydra 50

Griffon Battery Three Imperial Guard Griffons 50

Hellhound squadron Three Imperial Guard Hellhounds 100

Tank Rider Platoon Six Imperial Guard Tank Rider Infantry units 100

Tank Squadron Three Imperial Guard Tanks chosen from the following list: Leman Russ Demolisher Tank, Leman Russ Executioner Tank, Leman Russ Battle Tank

175

IMPERIAL NAVY

FORMATION POINTS COST

Two Thunderbolt Fighters 150

Two Marauder Bombers 250

0-1 Orbital Support: One Lunar Class Cruiser or 150

One Emperor Class Battleship 200

Page 23: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

22

VANAHEIM AIR CAVALRY IMPERIAL GUARD SPECIAL RULES

COMMISSARS See page 3. CAP GARRISON Rather than placing one garrison formation on overwatch a Vanaheim Air Cavalry Imperial Guard army may place one fighter formation on CAP. The Vanaheim Air Cavalry Imperial Guard player may still place as many other 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 set up during the pre-game garrisoning phase.

VANAHEIM AIR CAVALRY

IMPERIAL GUARD

Page 24: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

23

VANAHEIM AIR CAVALRY IMPERIAL GUARD SPECIAL RULES

COMMISSARS See page 3. CAP GARRISON Rather than placing one garrison on overwatch an Air Cavalry Imperial Guard army may place one fighter formation on CAP. The Imperial Guard player may still set up as many garrisons as their army allows, but only one of these may start the game on overwatch. The aircraft follow all the rules for CAP, but are setup during the pre-game garrisoning phase.

Page 25: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

24

IMPERIAL GUARD VANAHEIM FIRE SUPPORT

Type Speed Armour Close Combat Fire Fight

Infantry 15cm - 6+ 4+

Weapon Range Fire Power Notes

2 × Missile Launchers 45cm AP5+/AT6+ -

Notes:

IMPERIAL GUARD VANAHEIM COMMANDER

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 6+ 5+ 5+

Weapon Range Fire Power Notes

Heavy Bolter 30cm AP5+ -

Lasguns (15cm) Small Arms -

Chainswords (base contact) Assault Weapons -

Notes: Commander.

IMPERIAL GUARD VANAHEIM INFANTRY

Type Speed Armour Close Combat Fire Fight

Infantry 15cm - 6+ 5+

Weapon Range Fire Power Notes

Lasguns (15cm) Small Arms -

Heavy Bolter 30cm AP5+ -

Notes:

IMPERIAL GUARD VANAHEIM SUPREME COMMANDER

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 5+ 4+ 5+

Weapon Range Fire Power Notes

Heavy Bolter 30cm AP5+ -

Lasguns (15cm) Small Arms -

Power Weapon (base contact) Assault Weapons Macro Weapon, Extra Attacks (+1)

Notes: Supreme Commander.

IMPERIAL GUARD MORTAR SUPPORT

Type Speed Armour Close Combat Fire Fight

Infantry 15cm - 6+ 6+

Weapon Range Fire Power Notes

Mortars 30cm 1BP Indirect Fire

Notes:

VANAHEIM AIR CAVALRY IMPERIAL GUARD SPECIAL UNITS

(For all other Vanaheim Air Cavalry Imperial Guard units, see pages 4 to 10)

Page 26: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

25

IMPERIAL GUARD SUPPORT SENTINEL (Elysian Pattern)

Type Speed Armour Close Combat Fire Fight

Light Vehicle 20cm 6+ 6+ 5+

Weapon Range Fire Power Notes

Multi Melta

and

15cm

(15cm)

MW5+

Small Arms

-

Macro Weapon

Notes: Scout, Walker.

IMPERIAL GUARD LIGHT SENTINEL (Elysian Pattern)

Type Speed Armour Close Combat Fire Fight

Light Vehicle 20cm 6+ 6+ 5+

Weapon Range Fire Power Notes

Heavy Bolter 30cm AP5+ -

Notes: Scout, Walker.

IMPERIAL GUARD VENDETTA (Armageddon Pattern)

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 35cm 5+ 6+ 5+

Weapon Range Fire Power Notes

3 × Twin Lascannons 45cm AT4+ -

2 × Heavy Bolter 30cm AP5+ -

Notes: Scout, Skimmer, Transport (may carry up to two of the following: Storm Troopers, Vanaheim Supreme Commander, Vanaheim Commander, Vanaheim Infantry, Vanaheim Fire Support, Mortar Support units).

Page 27: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

Type Speed

Aircraft Bomber

Weapon Range

Twin Heavy Bolters 15cm

Twin Assault Cannons 15cm

3 × Twin Autocannons 45cm

2 × Underwing Rockets 30cm

Notes:

IMPERIAL NAVY LIGHTNING STRIKE FIGHTER

Type Speed

Aircraft Fighter

Weapon Range

Lascannon 45cm

2 × Underwing Rockets 30cm

Notes:

IMPERIAL ALLIES – IMPERIAL NAVY

26

IMPERIAL NAVY MARAUDER DESTROYER

Armour Close Combat Fire Fight

4+ n/a n/a

Fire Power Notes

AA5+ -

AA4+ Rear Arc

AP4+/AT5+ Fixed Forward Arc

AT4+ Fixed Forward Arc

IMPERIAL NAVY LIGHTNING STRIKE FIGHTER

Armour Close Combat Fire Fight

6+ n/a n/a

Fire Power Notes

AT5+/AA5+ Fixed Forward Arc

AT4+ Fixed Forward Arc

IMPERIAL NAVY SUPPORT

Page 28: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

27

VANAHEIM AIR CAVALRY IMPERIAL GUARD ARMY LIST

Vanaheim Air Cavalry Imperial Guard armies have a strategy rating of 2. All Vanaheim Air Cavalry Imperial Guard and Imperial Navy formations have an initiative rating of 2+.

USING THE ARMY LIST

• Each allowed Vanaheim Air Cavalry Imperial Guard upgrade can be taken once per Company.

• A maximum of up to a third of the points available to the army may be spent on Imperial Navy formations.

VANAHEIM AIR CAVALRY IMPERIAL GUARD COMPANIES

FORMATION UNITS POINTS COST

0-1 Regimental HQ One Imperial Guard Vanaheim Supreme Commander unit, nine Imperial Guard Vanaheim Infantry units and five Imperial Guard Valkyries

Replace up to two Imperial Guard Valkyries with Imperial Guard Vendettas

450

+0

Air Cavalry Company One Imperial Guard Vanaheim Commander unit, nine Imperial Guard Vanaheim Infantry units and five Imperial Guard Valkyries

Replace up to two Imperial Guard Valkyries with Imperial Guard Vendettas

400

+0

VANAHEIM AIR CAVALRY IMPERIAL GUARD SUPPORT FORMATIONS

( Up to two for each Vanaheim Air Cavalry Imperial Guard Company taken)

FORMATION UNITS POINTS COST

Vulture Squadron Four Imperial Guard Vultures 300

Sentinel Squadron Four Imperial Guard Light Sentinels

Upgrade two Imperial Guard Light Sentinels to Imperial Guard Support Sentinels

Upgrade four Imperial Guard Light Sentinels to Imperial Guard Support Sentinels

Add four Imperial Guard Valkyries

100

+25

+50

+200

Storm Trooper Platoon Eight Imperial Guard Storm Troopers and four Imperial Guard Valkyries 350

VANAHEIM AIR CAVALRY IMPERIAL GUARD COMPANY UPGRADES

(Up to two may be added to each Vanaheim Air Cavalry Imperial Guard Company)

UPGRADE UNITS POINTS COST

Fire Support Platoon Two Imperial Guard Vanaheim Fire Support units and one Imperial Guard Valkyrie 100

Mortar Platoon Two Imperial Guard Mortar Support units and one Imperial Guard Valkyrie 75

Infantry Platoon Two Imperial Guard Vanaheim Infantry units and one Imperial Guard Valkyrie 75

IMPERIAL NAVY

FORMATION POINTS COST

Two Thunderbolt Fighters 150

Two Lightning Strike Fighters 150

Two Marauder Bombers 250

Two Marauder Destroyers 275

0-1 Orbital Support: One Lunar Class Cruiser or 150

One Emperor Class Battleship 200

Page 29: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

28

DEATH KORPS OF KRIEG

IMPERIAL GUARD

Page 30: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

29

DEATH KORPS OF KRIEG IMPERIAL GUARD SPECIAL RULES

DEATH KORPS COMMISSARS A Death Korps of Krieg Imperial Guard army may include up to one Commissar Character for each full five hundred points. The Commissar characters are a free upgrade; however they must be appropriately modelled to be included in the army. 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 in a Death Korps of Krieg Imperial Guard army must be attached to a unit from the core formation; they may not be attached to any units taken as upgrades. They may also not be attached to Titan or Imperial Navy units. FORTIFIED POSITIONS See page 13.

Page 31: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

Type Speed

Infantry 15cm

Weapon Range

Heavy Flamers

and

15cm

(15cm)

Hellguns (15cm)

Notes:

IMPERIAL GUARD DEATH KORPS INFANTRY

Type Speed

Infantry 15cm

Weapon Range

Lasguns (15cm)

Notes:

IMPERIAL GUARD DEATH KORPS COMMANDER

Type Speed

Infantry 15cm

Weapon Range

Twin Heavy Stubbers 30cm

Lasguns (15cm)

Chainswords (base contact)

Notes: Commander

IMPERIAL GUARD DEATH KORPS SUPREME COMMANDER

Type Speed

Infantry 15cm

Weapon Range

Twin Heavy Stubbers 30cm

Lasguns (15cm)

Power Weapon (base contact)

Notes: Supreme Commander

Type Speed

Infantry 20cm

Weapon Range

Laspistols (15cm)

Power Lances (base contact)

Chainswords (base contact)

Notes: Infiltrators, Mounted

DEATH KORPS OF KRIEG(For all other Death Korps of Krieg Imperial Guard unit stats, see pages 4 to 10

30

IMPERIAL GUARD GRENADIERS

Armour Close Combat Fire Fight

5+ 5+ 4+

Fire Power Notes

AP4+

Small Arms

Ignore Cover

Ignore Cover

Small Arms -

IMPERIAL GUARD DEATH KORPS INFANTRY

Armour Close Combat Fire Fight

- 5+ 5+

Fire Power Notes

Small Arms -

IMPERIAL GUARD DEATH KORPS COMMANDER

Armour Close Combat Fire Fight

6+ 4+ 5+

Fire Power Notes

AP5+ -

Small Arms -

Assault Weapons -

IMPERIAL GUARD DEATH KORPS SUPREME COMMANDER

Armour Close Combat Fire Fight

5+ 4+ 5+

Fire Power Notes

AP5+ -

Small Arms -

Assault Weapons Macro Weapon, Extra Attack (+1)

IMPERIAL GUARD DEATH RIDERS

Armour Close Combat Fire Fight

5+ 4+ 6+

Fire Power Notes

Small Arms -

Assault Weapons First Strike, Extra Attack (+1)

Assault Weapons -

DEATH KORPS OF KRIEG IMPERIAL GUARD SPECIAL UNITSImperial Guard unit stats, see pages 4 to 10 and 14, 15

IMPERIAL GUARD SPECIAL UNITS

and 14, 15)

Page 32: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

IMPERIAL GUARD STORMSWORD (Arkurion Pattern)

Type Speed

War Engine 15cm

Weapon Range

Siege Cannon 45cm

Heavy Bolter 30cm

2 × Twin Heavy Bolters 30cm

2 × Heavy Flamer

and

15cm

(15cm)

Damage Capacity: 3

Critical Hit Effect: The Stormsword’s magazine explodes. The Stormsword is destroyed and any units within 5cm of the model su

Notes: Reinforced Armour.

IMPERIAL GUARD GORGON (Vanaheim Pattern)

Type Speed

War Engine 20cm

Weapon Range

Gorgon Mortars 30cm

2 × Twin Heavy Stubbers 30cm

Damage Capacity: 3

Critical Hit Effect: The Gorgon’s tracks are damaged and it may no longer move, additionally D3 transported units take a hit.

Notes: Reinforced Armour, Walker, Transport (may carry up to ten of the following: Death Korps Supreme Commander, Death Korps Commander, Death Korps Infantry, Fire Support, Grenadier units).

IMPERIAL GUARD MEDUSA PLATFORM (Krieg Pattern)

Type Speed

Light Vehicle 0cm

Weapon Range

Medusa Siege Gun 45cm

Notes:

IMPERIAL GUARD MACHARIUS HEAVY TANK (Lucius Pattern)

Type Speed

War Engine 15cm

Weapon Range

2 × Battle Cannon 75cm

2 × Heavy Bolter 30cm

Twin Heavy Stubbers 30cm

Damage Capacity: 2

Critical Hit Effect: The Macharius’s magazine explodes. The Macharius is destroyed.

Notes: Reinforced Armour.

IMPERIAL GUARD EARTHSHAKER

Type Speed

Light Vehicle 0cm

Weapon Range

Earthshaker 120cm

Notes: May either shoot normally or fire a barrage. May only use the indirect fire ability when firing a barrage.

31

IMPERIAL GUARD STORMSWORD (Arkurion Pattern)

Armour Close Combat Fire Fight

4+ 6+ 4+

Fire Power Notes

3BP Disrupt, Ignore Cover, Fixed Forward Arc

AP5+ Fixed Forward Arc

AP4+ -

AP4+

Small Arms

Ignore Cover

Ignore Cover

Critical Hit Effect: The Stormsword’s magazine explodes. The Stormsword is destroyed and any units within 5cm of the model suffer a hit on a D6 roll of 6.

IMPERIAL GUARD GORGON (Vanaheim Pattern)

Armour Close Combat Fire Fight

4+ 6+ 6+

Fire Power Notes

2BP Indirect Fire, One Shot, Forward Arc

AP5+ -

Critical Hit Effect: The Gorgon’s tracks are damaged and it may no longer move, additionally D3 transported units take a hit. Any further critical

Transport (may carry up to ten of the following: Death Korps Supreme Commander, Death Korps Commander, Death Korps Infantry,

IMPERIAL GUARD MEDUSA PLATFORM (Krieg Pattern)

Armour Close Combat Fire Fight

- - 6+

Fire Power Notes

MW4+ Ignore Cover

IMPERIAL GUARD MACHARIUS HEAVY TANK (Lucius Pattern)

Armour Close Combat Fire Fight

4+ 6+ 4+

Fire Power Notes

AP4+/AT4+ -

AP5+ -

AP5+ Fixed Forward Arc

Macharius’s magazine explodes. The Macharius is destroyed.

IMPERIAL GUARD EARTHSHAKER PLATFORM (Krieg Pattern)

Armour Close Combat Fire Fight

- - 6+

Fire Power Notes

AP4+/AT4 or 1BP Indirect Fire

May either shoot normally or fire a barrage. May only use the indirect fire ability when firing a barrage.

ffer a hit on a D6 roll of 6.

Any further critical hit will destroy the Gorgon.

Transport (may carry up to ten of the following: Death Korps Supreme Commander, Death Korps Commander, Death Korps Infantry,

Page 33: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

32

DEATH KORPS OF KRIEG IMPERIAL GUARD ARMY LIST

Death Korps of Krieg Imperial Guard armies have a strategy rating of 2. All Titan Legion formations have an initiative rating of 1+. All Death Korps of Krieg Imperial Guard and Imperial Navy formations have an initiative rating of 2+.

USING THE ARMY LIST

• Each allowed Death Korps of Krieg Imperial Guard upgrade can be taken once per Company.

• A maximum of up to a third of the points available to the army may be spent on Imperial Navy and Titan formations.

• A maximum of one set of fortified positions may be taken for each Regimental HQ or Infantry Company included in the army.

DEATH KORPS OF KRIEG IMPERIAL GUARD COMPANIES

FORMATION UNITS POINTS COST

0-1 Regimental HQ One Imperial Guard Death Korps Supreme Commander unit and nineteen Imperial Guard Death Korps Infantry units

400

Death Rider Company Twelve Imperial Guard Death Riders units 325

Infantry Company One Imperial Guard Death Korps Commander unit and nineteen Imperial Guard Death Korps Infantry units

300

DEATH KORPS OF KRIEG IMPERIAL GUARD SUPPORT FORMATIONS

(Up to two for each Death Korps of Krieg Imperial Guard Company taken)

FORMATION UNITS POINTS COST

Artillery Battery Three Imperial Guard Earthshaker Platforms, plus three gun emplacements or three Imperial Guard Tractors

200

Bombard Battery Three Imperial Guard Bombards 250

Death Rider Scout Platoon Six Imperial Guard Death Riders units (All units in the formation gain the Scout ability) 175

0-1 Deathstrike Battery Two Imperial Guard Deathstrike Missile Launchers 200

Flak Battery Three Imperial Guard Heavy AA Guns, plus three gun emplacements or three Imperial Guard Tractors 150

Grenadier Platoon Eight Imperial Guard Grenadier units

May be upgraded to have one Imperial Guard Gorgon or eight Imperial Guard Tractors

200

+75

Heavy Tank Platoon Three Imperial Guard Macharius Heavy Tanks 325

Medusa Battery Three Imperial Guard Medusa Platforms, plus three gun emplacements or three Imperial Guard Tractors 125

Super Heavy Tank Platoon One Imperial Guard super heavy tank chosen from the following list: Baneblade, Shadowsword, Stormsword

200

Support Battery Four Imperial Guard Light Artillery, plus four gun emplacements or four Imperial Guard Tractors 150

Tank Platoon Six Imperial Guard Leman Russ Battle Tanks or six Imperial Guard Leman Russ Demolisher Tanks 400

DEATH KORPS OF KRIEG IMPERIAL GUARD COMPANY UPGRADES

(Up to three may be added to each Death Korps of Krieg Imperial Guard Company)

UPGRADE UNITS POINTS COST

Fire Support Platoon Four Imperial Guard Fire Support units 100

Gorgon Transports Two Imperial Guard Gorgons (may not be added to a Death Rider Company) 175

Heavy Tank One Imperial Guard Macharius Heavy Tank 100

Hellhound Squadron Three Imperial Guard Hellhounds 100

Infantry Platoon Ten Imperial Guard Death Korps Infantry units or

Ten Imperial Guard Death Korps Infantry units and one Imperial Guard Gorgan

150

225

Tank Squadron Three Imperial Guard Leman Russ Battle Tanks or three Imperial Guard Leman Russ Demolisher Tanks 175

FORTIFIED POSITIONS

FORMATION POINTS COST

Up to 100cm of trenches and three bunkers 100

IMPERIAL NAVY TITAN LEGION BATTLEGROUPS

FORMATION POINTS COST FORMATION POINTS COST

Two Thunderbolt Fighters 150 One Warlord Class Battle Titan 850

Two Marauder Bombers 250 One Reaver Class Battle Titan 650

Formation of two Warhound Class Scout Titans 500

Page 34: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

33

EPIC UK IMPERIAL GUARD

WHAT, HOW AND WHY So you’ve just finished reading through the new and updated EPIC UK Imperial Guard codex, however you have some questions; what has EPIC UK done? How have we 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 and then updated each of the Imperial Guard army lists. UPDATED CHANGES Over the last two years the updated Steel Legion Imperial Guard army list and the three variant army lists, the Baran Siegemasters, Ulani Tank Regiment and Vanaheim Air Cavalry included in the original Imperial Guard Codex have received considerable play testing. This new version of the Imperial Guard Codex includes a number of revisions derived from this experience. All of these updates are included in this revised What, How and Why section.

STEEL LEGION The makeup of a tournament Steel Legion list has changed over the years. But over that time a number of formations have been regarded as over or under powered for their points cost. First to be reviewed were Rough Riders, these horse riding scouts can destroy enemy formations much greater in size and were also often used as sacrificial formations, engaging much larger enemy formations to draw in nearby support fire. 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 recognise the threat and easily 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. 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 ability to ignore line of sight when firing 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, the main discussion of Vultures focused on if the range it could shoot its Hellstrike missiles was too far, or if they were too powerful at AT2+. However 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 Warhound Titans and Marauder Bombers were carried over. UPDATED STEEL LEGION The number of Commissars received by the army has been changed from the random value of 2D6 to one for every full five hundred points in the army to allow more planning by the Imperial Guard player and to make modelling Commissars easier. The Artillery Company has remained a poor choice for tournament games and so has received a cost decrease to six hundred points.

Page 35: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

34

The Griffon, Hellhound and Leman Russ company upgrade options have been made cheaper. They have been reduced in cost to account for the disadvantage of upgrades when compared to adding additional activations in the form of new formations. The Sniper upgrade has been changed to one or two units for twenty five points each to allow more flexibility in list design. The Baneblade has also received a slight boost with its heavy bolters upgraded to twin heavy bolters and its main gun receiving a small boost. The Warhound Titan has proven a very powerful choice even at a higher points cost. To address this, its critical hit effect has been made more dangerous (and less frustrating to an opponent) with the addition of a point of damage. Despite its points drop the Marauder Bomber has remained a poor choice and so has received a boost to the power of its bombs. Finally the Emperor Class Battleship has received a points drop to make it a viable option for tournament games and both space craft options have been moved to the Imperial Navy section.

BARAN SIEGEMASTERS The first stage was to increase the cost of the Siege 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 in favour of slightly increasing the Gotterdamerung Howitzer and Blitzen AA Battery costs. 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. Siegfrieds were also deemed to be underpriced and received a 25 points increase to take into account their importance in the list. UPDATED BARAN SIEGEMASTERS All applicable changes from the Steel Legion list have been carried over, in addition a number of minor changes have been made, mostly revolving around simplifying unit names and making them more generic. The main changes are the Bruennhilde being integrated into a more generic Tractor unit with a slight speed increase and the renaming of the Blitzen into a Heavy AA Platform along with a very minor stat boost to its gun. Sappers have also received a cost decrease to two hundred points as they have proven a poor choice in tournament games. Name updates include the Gotterdamerung changing to a generic Howitzer the Rapier Laser Destroyer has been shortened to the simpler Rapier and the Thudd Gun has changed to the generic Light Artillery.

ULANI TANK REGIMENT When it was time to redesign the Imperial Guard army book it was a forgone conclusion that one of the new armies would be an armoured list. Everyone loves tanks; the sight of dozens 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, close to the forge world Ryza was chosen because Ryza is renowned for producing armour and plasma weapons. But unlike more well known worlds, Ulani allowed us a freedom of list design, at the same time, gave us a degree of background to support our ideas. Having chosen a world near Ryza where plasma weapons are produced, it was decided the Leman Russ Executioner would play a strong role in the armies design.

Page 36: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

35

We also wanted to make sure the army played in a blitzkrieg fashion, where the key to victory would be mobility. For this reason vehicles that promoted a static play style have been dropped from the list. The first change was a pretty simple one, which was to put Imperial Guard Supreme Commanders and Imperial Guard 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 instead we 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 character can be placed in any unit including infantry. Tank Rider Infantry were also added to the list, with a new special rule for the Ulani that gives them the ability to use tanks as transport vehicles in battle. Sentinels were removed and replaced with the more thematic Salamander Scout vehicles. The unit size was increased to match the blister packs they were sold in. Next came the Leman Russ Executioner; this would be the additional main battle tank of the Ulani. However there was a problem; the model Forge World produce only has a plasma destroyer 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 its main gun the plasma destroyer given MW4+ and 60cm range. We looked at a points drop for the Leman Russ Executioner, an increase of speed and removing the slow firing from the Plasma Cannon. However none of these really fit the tank; in the end we decided to add the 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 Leman Russ Executioner, we believe it is the only way to make the tank a worthy alternative to the normal Leman Russ Battle Tank. The Leman Russ Conqueror is described as faster but less armoured than a normal Leman Russ Battle Tank. 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 characterful creations, was designed with the image of a sniper in mind. This is a tank that stalks its prey from a well hidden position. It is 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 with this ability) and also the tank gained the scout ability. The reason scout was chosen wasn’t because we felt the Leman Russ Tank Destroyer was a forward moving battle tank, quite the opposite in fact. The scout rule allows a formation of Leman Russ Tank Destroyers to be deployed further from each other. It also allowed the tank to garrison, hopefully in cover and on overwatch; we felt this really added character to this tank sniper. In the Ulani army list Imperial Guard Griffons have become a separate formation. With the removal of many of the more static artillery options from the list, we decided that the Ulani needed a mobile artillery formation, and the Imperial Guard Griffon is perfect because of its speed and short range. Also with the removal of Sentinels, the Ulani needed a formation in the 100 points range; the Imperial Guard Griffon battery, being only three models strong, with 6+ saves and a combined BP of 3; achieves this. Super heavy tank companies were removed from the list as we felt they are too slow to be a mainstay formation for the army. Super heavy tank platoons were kept and we did decide to add the Imperial Guard Stormblade super heavy tank to give the army additional options. The Imperial Guard Stormsword was not added as its main weapon is more suited 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 Titan was too slow for the army, the Warhound Titan too quick and we believed that titans diluted the theme we were trying to create for this army. UPDATED ULANI TANK REGIMENT The Ulani have proven a popular tournament army over the last few years but have struggled when trying to capitalise on a winning position resulting in it being an army of draws. All applicable Steel Legion changes have been carried over to the list. The main change to the list is the addition of a new Blitzkrieg ability which can give a bonus when taking double actions using certain upgraded Leman Russ Tank formations. This is to reward and encourage a more aggressive play style.

Page 37: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

36

Other changes include a cost reduction for the Regimental HQ and the slight restructuring of the core Leman Russ Tank companies to take into account the points reduction to the tank platoon company upgrade. The Stormblade has received a slight boost with two of its heavy bolters being upgrade to twin linked. The deadly and ever popular Leman Russ Tank Hunters have received a slight points increase and the list has had a new Hellhound support squadron added for infantry clearing. Finally the Tank Riders have received a number of changes to better represent the crazy and ultimately doomed individuals who ride into battle on the back of tanks.

VANAHEIM AIR CAVALRY 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 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 not to give the Vanaheim forces ground flak, but to increase the Imperial Navy choices by including Lightning Strike fighters. Testing highlighted a problem against transport flyers so the CAP Garrison rule was introduced to give the Vanaheim army some air cover at the start of the game. Imperial Guard Vendettas were introduced to the list to allow some variety in the companies transport options and to give some effective AT firepower. The Imperial Guard Light Sentinel and the Imperial Guard Support Sentinel were added to allow the list some more ground options, initially giving the Sentinels the teleport ability was trialled, but ultimately it 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 power was key to the Vanaheim list the option of the Marauder Destroyer was added. Again this gave the list access to some heavy AT firepower. The armies Imperial Guard Vanaheim Infantry have had their autocannons replaced with a heavy bolters with each individual unit equipped in this way. This gives the feel we wanted of a well equipped but lightly armed and mobile force. The Imperial Guard Fire Support units have had their weapons changed to missile launchers to keep with this light and mobile theme. Imperial Guard Mortars were also added to give the option of some light and short range barrage support. UPDATED VANAHEIM AIR CAVALRY All applicable Steel Legion changes have been carried over to the list, other than this very few changes have been made, mainly the upgrade options receiving a slight points decrease in keeping with the general theme of the Imperial Guard review. A further update has seen the Regimental HQ reduced in cost by 50 points. This is a straight (although minor) power increase to the list.

DEATH KORPS OF KRIEG The Imperial Guard review has allowed us to add a version of the popular Death Korps of Krieg army to the list of approved armies for tournament play. This is an aggressive infantry assault list making use of a number of new formations and unit choices.

Page 38: EPIK UK PRESENTS CODEX: IMPERIAL GUARD - Epic-UK · PDF file1 EPIC UK PRESENTS CODEX: IMPERIAL GUARD An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version:

37

The list is based on the Epic: Siege book Death Korps of Krieg army list and so special thanks must be given to all the NetEA Death Korps of Krieg and Epic: Siege play testers on the tactical command forums (http://www.taccmd.tacticalwargames.net/index.php) and especially to Ben Skinner for his work. Most changes made to the list are cosmetic in nature and designed to streamline the list for tournament play or to harmonise with previously established EPIC UK units and weapons. Some such as the removal of the super heavy tank company and the Imperial Guard Stormblade from available choices was to thematically distance the list from the tank heavy Ulani. The removal of the artillery company was to streamline the support options and to remove a very defensive formation to highlight the aggressive Infantry assault nature of the list. The Death Korps Engineers and Hades Breaching Drill were removed for a combination of list streamlining and model availability. The Death Korps Deathstrike Missile Silo was also replaced with the standard Imperial Guard Deathstrikes because of model availability. The Imperial Guard Medusa was changed to a direct fire version to emphasise an aggressive play style. The Death Korps Death Riders were aligned with EPICUK Imperial Guard Rough Riders this necessitated a points increase. The army list limitations on the company option were also dropped to simplify the list. For a similar reason the Imperial Navy Heavy Marauder Bomber has been replaced with the standard Imperial Navy Marauder Bomber formation, to avoid any possible confusion in tournament games Final simplifications are the replacement of Death Korps Fire Support with the standard Imperial Guard Fire Support, the removal of variant options for the Imperial Guard Gorgon and the Imperial Guard Macharius Heavy Tank. The Imperial Guard Trojan and Imperial Guard Centaur have been simplified into a single Imperial Guard Tractor option and finally the Death Korps Quad Launcher and Death Korps Heavy Mortar have been simplified into an Imperial Guard Light Artillery option. UPDATED DEATH KORPS OF KRIEG For balance reasons the cost of the Gorgon transports upgrade has increased by 25 points, at the same time the Gorgon critical has been modified slightly. Additionally the option of running single Warhound Titans has been removed from the list. In combination with this, two formations in the form of the Heavy Tank Platoon and Medusa Battery have received small points reductions to make them more attractive options. Finally Death Korps Commissars are restricted to units in the core formation for balance reasons. 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 any queries you may have. Thank you The EPIC UK Team