Epic-UK Imperial Guard Codex
Epic-UK Imperial Guard Codex
Epic-UK Imperial Guard Codex
An unofficial codex for use with Games Workshop's Epic Armageddon rule set
Version: 301209
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 wouldnt 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 the
book wouldnt 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.
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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.
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
Speed
15cm
Armour
5+
Close Combat
4+
Weapon
Lasgun
Autocannon
Power weapons
Range
(15cms)
45cm
(base contact)
Firepower
Small Arms
AP5+/AT6+
Assault weapons
Notes
Firefight
5+
Speed
15cm
Armour
6+
Close Combat
5+
Weapon
Lasgun
Autocannon
Chainswords
Range
(15cms)
45cm
(base contact)
Firepower
Small Arms
AP5+/AT6+
Assault weapons
Notes
Firefight
5+
Firefight
n/a
Notes: Commander
Speed
n/a
Armour
n/a
Weapon
Power weapons
Range
(base contact)
Firepower
Assault weapons
Close Combat
n/a
Notes
Macro-weapon, Extra Attack (+1)
Speed
15cm
Armour
none
Close Combat
6+
Weapon
Lasgun
Autocannon
Range
(15cms)
45cm
Firepower
Small Arms
AP5+/AT6+
Notes
Firefight
5+
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.
Speed
15cm
Arm our
none
Weapon
2x Autocannon
Range
45cm
Firepow er
AP5+ / AT6+
Notes
_
Firefight
4+
Speed
15cm
Armour
5+
Close Combat
5+
Weapon
Hellguns
Plasma guns
Range
(15cm)
15cm
Firepower
Small Arms
AP5+/AT5+
Notes
_
_
Firefight
4+
Firefight
5+
Notes: Scouts
Speed
15cm
Arm our
3+
Range
(15cms)
(base contact)
Firepow er
Small Arms
Assault w eapons
Notes
Macro w eapon, Extra Attack (+1)
Speed
15cm
Arm our
none
Weapon
Sniper Rifles
Range
30cm
Firepow er
AP5+
Notes
Sniper
Firefight
5+
Firefight
6+
Notes: Scouts
Speed
20cm
Arm our
6+
Weapon
Laspistol
Power lance
Chainsw ords
Range
(15cms)
(base contact)
(base contact)
Firepow er
Small Arms
Assault w eapons
Assault w eapons
Notes
First Strike, Extra Attack +1
-
Speed
35cm
Arm our
5+
Weapon
Multilaser
2 x Heavy Bolters
2 x Rocket Pods
Range
30cm
30cm
30cm
Firepow er
AP5+/AT6+
AP5+
1BP
Notes
Disrupt, One-Shot
Firefight
5+
Speed
35cm
Armour
5+
Close Combat
6+
Weapon
Heavy Bolter
Twin Autocannon
2 x Hellstrike
Range
30cm
45cm
120cm
Firepower
AP5+
AP4+/AT5+
AT2+
Notes
_
_
One-Shot
Firefight
5+
Speed
30cm
Armour
5+
Close Combat
6+
Weapon
Multilaser
Heavy Bolter
Range
30cm
30cm
Firepower
AP5+/AT6+
AP5+
Notes
_
_
Firefight
5+
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).
Speed
30cm
Armour
4+
Close Combat
6+
Weapon
Inferno Cannon
Heavy Bolter
Range
30cm
30cm
Firepower
AP3+
AP5+
Notes
Ignore cover
_
Firefight
3+
Speed
20cm
Arm our
6+
Weapon
Multilaser
Range
30cm
Firepow er
AP5+/AT6+
Notes
_
Firefight
5+
Speed
20cm
Arm our
4+
Weapon
Battle Cannon
Lascannon
2 x Heavy Bolter
Range
75cm
45cm
30cm
Firepow er
AP4+/AT4+
AT5+
AP5+
Notes
_
_
_
Firefight
4+
Speed
20cm
Arm our
4+
Weapon
Demolisher Cannon
Lascannon
2 x Plasma Cannon
Range
30cm
45cm
30cm
Firepow er
AP3+/AT4+
AT5+
AP4+/AT4+
Notes
Ignore Cover
_
Slow Firing
Firefight
3+
Speed
20cm
Arm our
4+
Weapon
Vanquisher
Lascannon
2 x Heavy Bolter
Range
75cm
45cm
30cm
Firepow er
AP4+/AT2+
AT5+
AP5+
Notes
_
_
_
Firefight
4+
Firefight
5+
Speed
30cm
Armour
6+
Close Combat
6+
Weapon
Heavy Mortar
Heavy Bolter
Range
30cm
30cm
Firepower
1BP
AP5+
Notes
Indirect Fire
_
Speed
20cm
Armour
5+
Close Combat
6+
Weapon
Earthshaker
Heavy Bolter
Range
120cm
30cm
Firepower
AP4+/AT4+ or 1BP
AP5+
Notes
Indirect Fire
_
Firefight
5+
Notes: May either shoot normally or fire a barrage. May only use indirect fire ability when firing barrages.
Speed
20cm
Arm our
6+
Weapon
Range
Firepow er
Siege Mortar
45cm
2BP
Heavy Bolter
30cm
AP5+
Firefight
5+
Notes
Ignore Cover, Slow Firing, Indirect
Fire
_
Speed
20cm
Arm our
6+
Weapon
Rocket Launcher
Heavy Bolter
Range
150cm
30cm
Firepow er
2BP
AP5+
Firefight
5+
Notes
Disrupt, Indirect Fire, Slow Firing
_
Speed
20cm
Armour
6+
Weapon
Range
Firepower
Deathstrike Missile
Unlimited
MW2+
Heavy Bolter
30cm
AP5+
Close Combat
6+
Firefight
5+
Notes
One-Shot, Titan Killer (D6), Indirect
Fire
_
Speed
30cm
Arm our
6+
Weapon
2x Twin Hydra
Autocannon
Heavy Bolter
Range
Firepow er
Notes
45cm
AP4+/AT5+/AA5+
30cm
AP5+
Firefight
5+
Speed
15cm
Arm our
4+
Weapon
Bane Battle Cannon
Autocannon
Demolisher Cannon
3 x Heavy Bolter
2 x Lascannon
Range
75cm
45cm
30cm
30cm
45cm
Firepow er
AP3+/AT4+
AP5+/AT6+
AP3+/AT4+
AP5+
AT5+
Firefight
4+
Notes
_
_
Ignore Cover, Fixed Forward Arc
_
_
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
Speed
15cm
Armour
4+
Weapon
Volcano Cannon
2 x Heavy Bolter
Range
90cm
30cm
Firepower
MW2+
AP5+
Close Combat
6+
Firefight
5+
Notes
Titan Killer (D3), Fixed Forward Arc
_
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
Imperial Allies
Titan Legion Support
Void Shields Imperial titans are protected by void shield generators. The
number of void shields each titan has is noted on the titans datasheet.
Each void shield will automatically stop one point of damage and then go down.
Do not make armour saves for damage stopped by void shields, nor allocate Blast
markers. Once all of the shields have been knocked down, the titan may 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).
Speed
Arm our
Firefight
War Engine
15cm
4+
2+
3+
Weapon
Range
Firepow er
Notes
2x Turbo-Laser Destructors
60cm
4x AP5+/AT3+
Gatling Blaster
60cm
4xAP4+/AT4+
Volocano Cannon
90cm
MW2+
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+.
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.
Speed
Arm our
Firefight
War Engine
20cm
4+
3+
3+
Weapon
Range
Firepow er
Notes
2x Turbo-Laser Destructors
60cm
4x AP5+/AT3+
Forward Arc
Rocket Launcher
60cm
3BP
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.
10
Speed
Arm our
Firefight
War Engine
30cm
5+
4+
4+
Weapon
Range
Firepow er
Notes
Vulcan Mega-Bolter
45cm
4xAP3+/AT5+
Forward Arc
Plasma Blastgun
45cm
2x MW2+
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.
11
Speed
Arm our
Firefight
Aircraft
Fighter-Bomber
6+
n/a
n/a
Weapon
Range
Firepow er
Notes
Storm Bolters
15cm
AP4+/AA5+
Multilaser
30cm
Underwing Rockets
30cm
Speed
Arm our
Firefight
Aircraft
Bomber
4+
n/a
n/a
Notes
Weapon
Range
Firepow er
15cm
AA5+
Twin Lascannon
45cm
AT4+/AA4+
Bomb racks
15cm
2BP
Speed
Arm our
Firefight
Spacecraft
n/a
n/a
n/a
n/a
Weapon
Range
Firepow er
Notes
Orbital Bombardment
n/a
3BP
Macro-weapon
Pin-point attack
n/a
MW2+
Speed
Arm our
Firefight
Spacecraft
n/a
n/a
n/a
n/a
Weapon
Range
Firepow er
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.
12
UNITS
POINTS COST
One Supreme Command unit, twelve Imperial Guard Infantry units, and
500 points
seven Chimera transport vehicles (one for Commander)
Imperial Guard Command unit plus twelve Imperial Guard Infantry units
250 points
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
400 points
Nine Artillery units chosen from the following list: Basilisk, Manticore
650 points
650 points
500 points
FORMATION
Rough Rider Platoon
Storm Trooper Platoon
Steel Legion Artillery
Battery
Sentinel Squadron
0-1 Deathstrike Missile
Battery
Super-heavy Tank
Platoon
0-1 Orbital Support
Flak Battery
Vulture Squadron
UNITS
Six Rough Riders
Eight Storm Trooper units
(may have four Valkyrie transport vehicles)
Three units of the same type chosen from the following list: Basilisk,
Bombard, Manticore
Four Sentinels
Two Deathstrike Missile Launchers
POINTS COST
150 points
200 points
(+150 points)
250 points
100 points
200 points
200 points
150 points
300 points
150 points
300 points
UPGRADE
Fire Support Platoon
Infantry Platoon
Tank Squadron
Hellhound Squadron
Griffon Battery
Snipers
Ogryns
Flak
UNITS
Four Fire Support
Six Infantry units
Three Leman Russ battle tanks or three Leman Russ Demolisher
Three Hellhounds
Three Griffons
Two Snipers
Two Ogryns
One Hydra
COST
100 points
100 points
200 points
150 points
100 points
50 points
50 points
50 points
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.
COST
850 points
650 points
500 points
275 points
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.
13
Baran Siegemasters
14
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).
15
Speed
Arm our
Firefight
Infantry
15cm
None
6+
5+
Weapon
Range
Firepow er
Notes
Heavy Stubber
30cm
AP6+
Speed
Arm our
Firefight
Infantry
15cm
6+
5+
5+
Weapon
Range
Firepow er
Heavy Flamer
15cm
AP4+ and
Small Arms
Notes
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.
Speed
Arm our
Firefight
Infantry
10cm
None
5+
Weapon
Range
Firepow er
Notes
45cm
AP6+/AT4+
Speed
Arm our
Firefight
Infantry
10cm
None
5+
Weapon
Range
Firepow er
Notes
Thudd Gun
45cm
AP4+/AT6+
Indirect Fire
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.
Speed
Arm our
Firefight
Light Vehicle
0cm
None
6+
Weapon
Range
Firepow er
Notes
Howitzer
90cm
1BP
Indirect Fire
16
Speed
Arm our
Firefight
Light Vehicle
0cm
None
6+
Weapon
Range
Firepow er
Notes
Blitzen Cannon
60cm
AP6+/AT5+/AA5+
BRUENNHILDE
Type
Speed
Arm our
Firefight
Light Vehicle
15cm
6+
6+
Weapon
Range
Firepow er
Notes
Heavy Stubber
30cm
AP6+
Notes: Transport (may transport one of the following units: Blitzen AA Gun, Gotterdammerung Howitzer, Thudd Gun or Rapier).
Speed
Arm our
Firefight
Armoured Vehicle
30cm
5+
6+
5+
Weapon
Range
Firepow er
Notes
Multi-laser
30cm
AP5+/AT6+
Notes: Scout
Speed
Arm our
Firefight
Armoured Vehicle
15cm
4+
6+
4+
Weapon
Range
Firepow er
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
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.
17
UNITS
One Supreme Command unit, plus nine Siege Infantry units
Imperial Guard Command unit plus nine Siege Infantry units
POINTS COST
225 points
175 points
FORMATION
Rough Rider Platoon
Siege Regiment Artillery
Company
UNITS
POINTS COST
Six Rough Riders
150 points
Nine Gotterdamerung Howitzers, plus nine gun emplacements or nine
450 points
Bruennhilde transports
175 points
200 points
Three Bombards
Three Blitzen AA guns, plus three gun emplacements or three
Bruennhilde transports
Six Siegfried light tanks
Six Ragnarok heavy tanks
250 points
150 points
250 points
200 points
175 points
300 points
UPGRADE
Siege Infantry Platoon
Rapier Platoon
Hellhound Squadron
Griffon Battery
Snipers
Thudd Gun Platoon
UNITS
Six Siege Infantry units
Three Rapiers
Three Hellhounds
Three Griffons
Two Snipers
Three Thudd guns
COST
75 points
75 points
150 points
100 points
50 points
75 points
FORMATION
Up to 500mm of trenches
& razorwire, plus up to 6
gun emplacements or
bunkers
COST
100 points
FORMATION
Two Thunderbolt Fighters
Two Marauder Bombers
COST
150 points
250points
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.
18
19
20
Speed
20cm
Armour
4+
Close Combat
6+
Weapon
Vanquisher
Lascannon
2x Heavy Bolter
Pintle-mounted weapon
Range
75cm
45cm
30cm
(15cms)
Firepower
AP4+ / AT2+
AT5+
AP5+
Small Arms
Notes
Firefight
3+
_
_
_
_
Speed
20cm
Armour
4+
Close Combat
6+
Weapon
Vanquisher
Lascannon
2x Heavy Bolter
Range
Firepower
Notes
75cm
45cm
30cm
AP4+/AT2+
AT5+
AP5+
Firefight
4+
_
_
_
Speed
15cm
Arm our
none
Weapon
Lasguns
Heavy Stubber
Range
(15cms)
30cm
Firepow er
Small Arms
AP6+
Notes
_
Firefight
5+
Speed
30cm
Armour
6+
Close Combat
6+
Weapon
Autocannon
Heavy Bolter
Range
45cm
30cm
Firepower
AP5+/AT6+
Notes
_
_
AP5+
Notes: Scout
21
Firefight
5+
Speed
20cm
Armour
4+
Close Combat
6+
Weapon
Plasma destroyer
Lascannon
Range
60cm
Firepower
MW4+
Notes
Slow Firing
45cm
AT5+
2x Heavy Bolter
30cm
AP5+
Firefight
4+
Speed
25cm
Arm our
5+
Weapon
Conqueror Cannon
Lascannon
Range
45cm
Firepow er
AP5+/AT5+
Notes
_
45cm
AT5+
Firefight
5+
Insert Image
Speed
20cm
Armour
4+
Close Combat
6+
Weapon
Laser Destroyer
Range
75cm
Firepower
AT2+
Notes
Sniper
Firefight
6+
Speed
15cm
Armour
4+
Close Combat
6+
Weapon
Plasma blastgun
Range
45cm
Firepower
2x MW2+
3x Heavy bolter
30cm
AP5+
2x lascannon
45cm
AT5+
Firefight
4+
Notes
Slow firing, Fixed forward arc
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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Units
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.
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:
Cost
750 points
Various
Executioner: Free
Demolisher: 10 points each
0 -1 Command tank: 25 points
Units
Cost
Tank Squadron
Tank riders
Hellhound squadron
Griffon Battery
Flak
Three Leman Russ Battle tanks, Executioners or Demolishers or any combination of the three
Six Imperial Guard tank rider infantry
Three Hellhounds
Three Griffons
One Hydra
200 points
150 points
150 points
100 points
50 points
Units
Three Griffons
Three Basilisks
Six Salamander Scout Tanks
One Imperial Navy Lunar Class Cruiser
OR one Emperor Class Battleship
One Baneblade, Shadowsword or Stormblade
Three Leman Russ Tank Hunters
Six Leman Russ Conquerors
Three Hydra's
Cost
100 points
250 points
200 points
150 points
300 points
200 points
175 points
250 points
150 points
COST
150 points
250 points
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24
25
Speed
15cm
Arm our
5+
Weapon
Heavy Bolter
Power Weapons
Range
30cm
Base Contact
Firepow er
AP5+
Assault Wepons
Notes
Firefight
5+
Vanaheim Commander
Type
Infantry
Speed
15cm
Arm our
6+
Weapon
Heavy Bolter
Lasguns
Range
30cm
15cm
Firepow er
AP5+
Small Arms
Notes
Firefight
5+
Notes: Commander.
Vanaheim Trooper
Type
Infantry
Speed
15cm
Arm our
none
Weapon
Heavy Bolter
Lasguns
Range
30cm
15cm
Firepow er
AP5+
Small Arms
Notes
Firefight
5+
Notes:
Speed
15cm
Arm our
none
Weapon
2 x Missile
Launchers
Range
45cm
Firepow er
AP5+/AT6+
Notes
Notes:
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Firefight
4+
Vanaheim Mortar
Type
Infantry
Speed
15cm
Arm our
none
Weapon
Mortars
Range
30cm
Firepow er
1 BP
Firefight
6+
Notes
Indirect
Notes:
Speed
20cm
Arm our
6+
Weapon
Heavy Bolter
Range
30cm
Firepow er
AP5+
Notes
Firefight
5+
Speed
20cm
Weapon
Multi Melta
Range
15cm
Arm our
6+
Firefight
5+
Firepow er
Notes
Macro Wepaon
MW5+ and Small
Arms
Notes: Scout, Walker. The Multi melta can shoot and be used to confer the macro-weapon ability to the units firefight value.
Vanaheim Valkyrie
Type
Armoured Vehicle
Speed
35cm
Arm our
5+
Weapon
Multilaser
2 x Heavy Bolters
2 x Rocket Pods
Range
30cm
30cm
30cm
Firepow er
AP5+/AT6+
AP5+
1BP
Notes
Disrupt, One-Shot
Firefight
5+
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)
Vanaheim Vendetta
Type
Armoured Vehicle
Speed
35cm
Arm our
5+
Weapon
3 x Twin Linked
Lascannons
2 x Heavy Bolters
Range
45cm
Firepow er
AT4+
Notes
30cm
AP5+
Firefight
5+
Notes: Skimmer, Scout, Transport (may carry tw o Vanahiem Supreme Commander, Vanaheim Commander, Vanaheim trooper unit)
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Speed
Fighter
Arm our
6+
Range
45cm
30cm
Firepow er
AT5+/AA5+
AT4+
Firefight
n/a
Notes
Fixed Forward
Fixed Forward
Marauder Destroyer
Type
Aircraft
Speed
Bomber
Arm our
4+
Weapon
Twin Heavy Bolters
Twin Assault
Cannons
2 x Underwing
Rockets
3 x Twin Linked
Autocannons
Range
15cm
15cm
Firepow er
AA5+
AA4+
Notes
30cm
AT4+
Fixed Forward
45cm
AP4+/AT5+
Fixed Forward
Rear Arc
Notes:
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Firefight
n/a
UNITS
2 Fire Support Units, 1 Valkyrie
2 Mortar Units, 1 Valkyrie
2 Troopers, 1 Valkyrie
POINTS COST
125
100
100
POINTS COST
300
100
150
300
350
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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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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
didnt 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
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