CODEX: IMPERIAL GUARD

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

CONTENTS Page 1. Page 2. Information Contents Page 3. Page 4-8. Page 9. Page 10. Page 11. Steel Legion Special Rules Steel Legion Units Imperial Allies Titan Legion Support Imperial Allies Imperial Navy Support Steel Legion Army List Page 12. Page 13. Page 14-15. Page 16. Baran Siegemasters Baran Siegemasters Special Rules Baran Siegemasters Units Baran Siegemasters Army List Page 17. Page 18. Page 19-20. Page 21. Ulani Tank Regiment Ulani Tank Regiment Special Rules Ulani Tank Regiment Units Ulani Tank Regiment Army List Page 22. Page 23. Page 24-25. Page 26. Page 27. Vanaheim Air Cavalry Vanaheim Air Cavalry Special Rules Vanaheim Air Cavalry Units Imperial Allies Imperial Navy Support Vanaheim Ari Cavalry Army List Page 28. Page 29. Page 30-31. Page 32. Death Korps of Krieg Death Korps of Krieg Special Rules Death Korps of Krieg Units Death Korps of Krieg Army List Page 33-37. EPIC UK Imperial Guard: What, How and Why 2

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. 3

STEEL LEGION IMPERIAL GUARD UNITS IMPERIAL GUARD SUPREME COMMANDER Infantry 15cm 5+ 4+ 5+ Lasguns (15cm) Small Arms - Autocannon 45cm AP5+/AT6+ - Power (base contact) Assault s Macro, Extra Attack (+1) : Supreme Commander. IMPERIAL GUARD COMMANDER Infantry 15cm 6+ 5+ 5+ Lasguns (15cm) Small Arms - Autocannon 45cm AP5+/AT6+ - Chainswords (base contact) Assault s - : Commander. IMPERIAL GUARD COMMISSAR Character n/a n/a n/a n/a Power (base contact) Assault s Macro, Extra Attack (+1) : Character, Fearless, Inspiring, Leader. IMPERIAL GUARD INFANTRY Infantry 15cm - 6+ 5+ Lasguns (15cm) Small Arms - Autocannon 45cm AP5+/AT6+ See below : 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 Infantry 15cm - 6+ 4+ 2 Autocannons 45cm AP5+/AT6+ - : 4

IMPERIAL GUARD STORM TROOPERS Infantry 15cm 5+ 5+ 4+ Hellguns (15cm) Small Arms - Plasma guns 15cm AP5+/AT5+ - : Scout. IMPERIAL GUARD OGRYNS Infantry 15cm 3+ 4+ 5+ Ripper guns (15cm) Small Arms - Ogryn Combat s (base contact) Assault s Macro, Extra Attack (+1) : IMPERIAL GUARD SNIPERS Infantry 15cm - 6+ 5+ Sniper Rifles AP5+ Sniper : Scout. IMPERIAL GUARD ROUGH RIDERS Infantry 20cm 6+ 4+ 6+ Laspistols (15cm) Small Arms - Power Lances (base contact) Assault s First Strike, Extra Attack (+1) Chainswords (base contact) Assault s - : Infiltrators, Mounted, Scout. IMPERIAL GUARD VALKYRIE (Armageddon Pattern) Armoured Vehicle 35cm 5+ 6+ 5+ Multi Laser AP5+/AT6+ - 2 Heavy Bolter AP5+ - 2 Rocket Pods 1BP Disrupt, One-Shot : 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). IMPERIAL GUARD VULTURE (Armageddon Pattern) Armoured Vehicle 35cm 5+ 6+ 5+ Heavy Bolter AP5+ - Twin Autocannons 45cm AP4+/AT5+ - 2 Hellstrike Missiles 120cm AT2+ One-Shot : Scout, Skimmer. 5

Armoured Vehicle Multi Laser Heavy Bolter IMPERIAL GUARD CHIMERA (Armageddon Pattern) 5+ 6+ 5+ AP5+/AT6+ - AP5+ - : Transport (may carry one Ogryn unit or up to two of the following: Supreme Commander, Commander, Infantry, Storm Troopers, Fire Support, Sniper units). Armoured Vehicle Inferno Cannon Heavy Bolter IMPERIAL GUARD HELLHOUND (Gryphonne IV Pattern) 4+ 6+ 3+ AP3+ Ignore Cover AP5+ - : Light Vehicle Multi Laser 20cm IMPERIAL GUARD SENTINEL (Voss Prime Pattern) 6+ 6+ 5+ AP5+/AT6+ - : Scout, Walker. Armoured Vehicle 20cm IMPERIAL GUARD LEMAN RUSS BATTLE TANK (Mars Pattern) 4+ 6+ 4+ Battle Cannon 75cm Lascannon 45cm 2 Heavy Bolters AP4+/AT4+ - AT5+ - AP5+ - : Reinforced Armour. Armoured Vehicle IMPERIAL GUARD LEMAN RUSS DEMOLISHER TANK (Ryza Pattern) 20cm 4+ 6+ 3+ Demolisher Cannon Lascannon 45cm 2 Plasma Cannon AP3+/AT4+ Ignore Cover AT5+ - AP4+/AT4+ Slow Firing : Reinforced Armour. Armoured Vehicle IMPERIAL GUARD LEMAN RUSS VANQUISHER TANK (Stygies Pattern) 20cm 4+ 6+ 4+ Vanquisher 75cm Lascannon 45cm 2 Heavy Bolter AP4+/AT2+ - AT5+ - AP5+ - : Reinforced Armour. 6

Armoured Vehicle Heavy Mortar Heavy Bolter IMPERIAL GUARD GRIFFON (Stygies VIII Pattern) 6+ 6+ 5+ 1BP Indirect Fire AP5+ - : Armoured Vehicle Earthshaker Heavy Bolter 20cm 120cm IMPERIAL GUARD BASILISK (Armageddon Pattern) 5+ 6+ 5+ 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. Armoured Vehicle Siege Mortar Heavy Bolter 20cm 45cm IMPERIAL GUARD BOMBARD (Triplex Phall Pattern) 6+ 6+ 5+ 2BP Ignore Cover, Indirect Fire, Slow Firing AP5+ - : Armoured Vehicle Rocket Launcher Heavy Bolter 20cm 150cm IMPERIAL GUARD MANTICORE (Triplex Phall Pattern) 6+ 6+ 5+ 2BP Disrupt, Indirect Fire, Slow Firing AP5+ - : Armoured Vehicle 20cm IMPERIAL GUARD DEATHSTRIKE (Triplex Phall Pattern) 6+ 6+ 5+ Deathstrike Missile Heavy Bolter Unlimited MW2+ Indirect Fire, One-Shot, Titan Killer (D6) AP5+ - : Armoured Vehicle IMPERIAL GUARD HYDRA (Metalicus Pattern) 6+ 6+ 5+ 2 Twin Hydra Autocannons 45cm Heavy Bolter AP4+/AT5+/AA5+ - AP5+ - : 7

IMPERIAL GUARD BANEBLADE (Mars Pattern) War Engine 15cm 4+ 6+ 4+ Bane Battle Cannon 75cm AP3+/AT3+ - Autocannon 45cm AP5+/AT6+ - Demolisher Cannon AP3+/AT4+ Ignore Cover, Fixed Forward Arc Twin Heavy Bolters AP4+ Fixed Forward Arc 2 Twin Heavy Bolters 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. : Reinforced Armour. IMPERIAL GUARD SHADOWSWORD (Stygies VI Pattern) War Engine 15cm 4+ 6+ 5+ Volcano Cannon 90cm MW2+ Titan Killer (D3), Fixed Forward Arc 2 Heavy Bolter 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. : Reinforced Armour. 8

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). WARLORD CLASS BATTLE TITAN War Engine 15cm 4+ 2+ 3+ 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+. : 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 War Engine 20cm 4+ 3+ 3+ 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+. : 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 War Engine 5+ 4+ 4+ 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. : 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. 9

IMPERIAL ALLIES IMPERIAL NAVY SUPPORT IMPERIAL NAVY THUNDERBOLT FIGHTER Aircraft Fighter Bomber 6+ n/a n/a Storm Bolters 15cm AP4+/AA5+ Fixed Forward Arc Multilaser AP5+/AT6+/AA5+ Fixed Forward Arc Underwing Rockets AT4+ Fixed Forward Arc : IMPERIAL NAVY MARAUDER BOMBER Aircraft Bomber 4+ n/a n/a 2 Twin Heavy Bolters 15cm AA5+ - Twin Lascannon 45cm AT4+/AA4+ Fixed Forward Arc Bomb Racks 15cm 3BP Fixed Forward Arc : IMPERIAL NAVY LUNAR CLASS CRUISER Spacecraft n/a n/a n/a n/a Orbital Bombardment n/a 3BP Macro Pin-point attack n/a MW2+ Titan Killer (D3) : IMPERIAL NAVY EMPEROR CLASS BATTLESHIP Spacecraft n/a n/a n/a n/a Orbital Bombardment n/a 8BP Macro : Slow and Steady may not be used on turns one and two of a battle unless the scenario specifically states otherwise. 10

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+. 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 Infantry Company One Imperial Guard Commander unit and twelve Imperial Guard Infantry units 250 Mechanised Infantry Company Tank Company Super Heavy Tank Company One Imperial Guard Commander unit, twelve Imperial Guard Infantry units and seven Imperial Guard Chimeras Ten Imperial Guard Leman Russ Battle Tanks. One Leman Russ Battle Tank may be replaced with a Leman Russ Vanquisher Tank 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 600 500 400 650 +0 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 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 Super Heavy Tank Platoon One Imperial Guard Super Heavy Tank chosen from the following list: Baneblade, Shadowsword 200 Vulture Squadron Four Imperial Guard Vultures 300 250 200 +150 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 Flak One Imperial Guard Hydra 50 Griffon Battery Three Imperial Guard Griffons 50 Hellhound Squadron Three Imperial Guard Hellhounds 100 Infantry Platoon Ogryns Snipers Six Imperial Guard Infantry units or Six Imperial Guard Infantry units and three Imperial Guard Chimeras Two Imperial Guard Ogryn units or Two Imperial Guard Ogryn units and two Imperial Guard Chimeras One or two Imperial Guard Sniper units or Two Imperial Guard Sniper units and one Imperial Guard Chimera Tank Squadron Three Imperial Guard Leman Russ Battle Tanks or three Imperial Guard Leman Russ Demolisher Tanks 175 IMPERIAL NAVY 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. 11 TITAN LEGION BATTLEGROUPS 100 150 100 175 50 100 25 each 75 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

BARAN SIEGEMASTERS IMPERIAL GUARD 12

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). 13

BARAN SIEGEMASTERSS IMPERIAL GUARD SPECIAL UN (For all other Baran Siegemasters Imperial Guard units, see pages 4 to 10) Infantry Heavy Stubber 15cm IMPERIAL GUARD SIEGE INFANTRY - 6+ 5+ AP6+ - : Infantry Heavy Flamer and Melta Bombs 15cm 15cm (15cm) (base contact) IMPERIAL GUARD SAPPERS 6+ 5+ 4+ AP4+ Small Arms Ignore Cover Ignore Cover Assault s Macro s, Extra Attack (+1) : Infantry Rapier Laser Destroyer 10cm 45cm IMPERIAL GUARD RAPIER (Krieg Pattern) - - 5+ AP6+/AT4+ - : Infantry 10cm IMPERIAL GUARD LIGHT ARTILLERY (Krieg Pattern) - - 5+ Light Artillery Gun 45cm AP4+/AT6+ Indirect Fire : Light Artillery 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 for Indirect Fire apply in full. Light Vehicle 0cm IMPERIAL GUARD HOWITZER (Krieg Pattern) - - 6+ Howitzer 90cm 1BP Indirect Fire : Light Vehicle Heavy AA Gun 0cm 60cm IMPERIAL GUARD HEAVY AA GUN (Krieg Pattern) - - 6+ AP5+/AT5+/AA5+ - : 14

IMPERIAL GUARD TRACTOR (Krieg Pattern) Light Vehicle 20cm () 6+ - 6+ Heavy Stubber AP6+ - : 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. IMPERIAL GUARD SIEGFRIED LIGHT TANK (Krieg Pattern) Armoured Vehicle 5+ 6+ 5+ Multi Laser AP5+/AT6+ - : Scout IMPERIAL GUARD RAGNAROK HEAVY TANK (Krieg Pattern) Armoured Vehicle 15cm 4+ 6+ 4+ Ragnarok Battle Cannon 60cm AP4+/AT4+ - 2 Heavy Stubber AP6+ - : 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 : 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. 15

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+. 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 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. 16

ULANI TANK REGIMENT IMPERIAL GUARD 17

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. 18

ULANI TANK REGIMENT IMPERIAL GUARD SPECIAL UNITS (For all other Ulani Tank Regiment Imperial Guard units, see pages 4 to 10) IMPERIAL GUARD ULANI HQ COMMAND TANK (Gryphonne IV Pattern) Armoured Vehicle 20cm 4+ 6+ 3+ Vanquisher 75cm AP4+/AT2+ - Lascannon 45cm AT5+ - 2 Heavy Bolter AP5+ - Pintle-mounted weapon (15cm) Small Arms - : Blitzkrieg, Reinforced Armour, Supreme Commander. IMPERIAL GUARD ULANI COMMAND TANK (Gryphonne IV Pattern) Armoured Vehicle 20cm 4+ 6+ 4+ Vanquisher 75cm AP4+/AT2+ - Lascannon 45cm AT5+ - 2 Heavy Bolter AP5+ - : Blitzkrieg, Commander, Reinforced Armour. IMPERIAL GUARD TANK RIDER INFANTRY Infantry 15cm - 6+ 5+ Autoguns (15cm) Small Arms - Heavy Stubber AP6+ - : Tank Riders. IMPERIAL GUARD SALAMANDER SCOUT TANK (Gryphonne IV Pattern) Armoured Vehicle 6+ 6+ 5+ Autocannon 45cm AP5+/AT6+ - Heavy Bolter AP5+ - : Scout IMPERIAL GUARD LEMAN RUSS EXECUTIONER TANK (Ryza Pattern) Armoured Vehicle 20cm 4+ 6+ 4+ Plasma Destroyer 60cm MW4+ Slow Firing Lascannon 45cm AT5+ - 2 Heavy Bolter AP5+ - : Reinforced Armour. 19

IMPERIAL GUARD ULANI LEMAN RUSS CONQUEROR TANK (Gryphonne IV Pattern) Armoured Vehicle 25cm 5+ 6+ 5+ Conqueror Cannon 45cm AP5+/AT5+ - Lascannon 45cm AT5+ - : Blitzkrieg, Reinforced Armour. IMPERIAL GUARD LEMAN RUSS TANK DESTROYER (Mars Pattern) Armoured Vehicle 20cm 4+ 6+ 6+ Laser Destroyer 75cm AT2+ Sniper : Reinforced Armour, Scout. IMPERIAL GUARD STORMBLADE (Ryza Pattern) War Engine 15cm 4+ 6+ 4+ Plasma Blastgun 45cm 2 MW2+ Slow Firing, Fixed Forward Arc Heavy Bolter AP5+ Fixed Forward Arc 2 Twin Heavy Bolters 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. : Reinforced Armour. 20

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+. 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 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 700 400 +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 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. 21

VANAHEIM AIR CAVALRY IMPERIAL GUARD 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. 22

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. 23

VANAHEIM AIR CAVALRY IMPERIAL GUARD SPECIAL UNITS (For all other Vanaheim Air Cavalry Imperial Guard units, see pages 4 to 10) IMPERIAL GUARD VANAHEIM SUPREME COMMANDER Infantry 15cm 5+ 4+ 5+ Heavy Bolter AP5+ - Lasguns (15cm) Small Arms - Power (base contact) Assault s Macro, Extra Attacks (+1) : Supreme Commander. IMPERIAL GUARD VANAHEIM COMMANDER Infantry 15cm 6+ 5+ 5+ Heavy Bolter AP5+ - Lasguns (15cm) Small Arms - Chainswords (base contact) Assault s - : Commander. IMPERIAL GUARD VANAHEIM INFANTRY Infantry 15cm - 6+ 5+ Lasguns (15cm) Small Arms - Heavy Bolter AP5+ - : IMPERIAL GUARD VANAHEIM FIRE SUPPORT Infantry 15cm - 6+ 4+ 2 Missile Launchers 45cm AP5+/AT6+ - : IMPERIAL GUARD MORTAR SUPPORT Infantry 15cm - 6+ 6+ Mortars 1BP Indirect Fire : 24

IMPERIAL GUARD LIGHT SENTINEL (Elysian Pattern) Light Vehicle 20cm 6+ 6+ 5+ Heavy Bolter AP5+ - : Scout, Walker. IMPERIAL GUARD SUPPORT SENTINEL (Elysian Pattern) Light Vehicle 20cm 6+ 6+ 5+ Multi Melta and 15cm (15cm) MW5+ Small Arms - Macro : Scout, Walker. IMPERIAL GUARD VENDETTA (Armageddon Pattern) Armoured Vehicle 35cm 5+ 6+ 5+ 3 Twin Lascannons 45cm AT4+ - 2 Heavy Bolter AP5+ - : 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). 25

IMPERIAL ALLIES IMPERIAL NAVY SUPPORT Aircraft Fighter IMPERIAL NAVY LIGHTNING STRIKE FIGHTER 6+ n/a n/a Lascannon 45cm 2 Underwing Rockets AT5+/AA5+ AT4+ Fixed Forward Arc Fixed Forward Arc : Aircraft Bomber IMPERIAL NAVY MARAUDER DESTROYER 4+ n/a n/a Twin Heavy Bolters 15cm Twin Assault Cannons 15cm 3 Twin Autocannons 45cm 2 Underwing Rockets AA5+ - AA4+ Rear Arc AP4+/AT5+ Fixed Forward Arc AT4+ Fixed Forward Arc : 26

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+. 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 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 450 +0 400 +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 Storm Trooper Platoon Eight Imperial Guard Storm Troopers and four Imperial Guard Valkyries 350 100 +25 +50 +200 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 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. 27

DEATH KORPS OF KRIEG IMPERIAL GUARD 28

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. 29

DEATH KORPS OF KRIEG IMPERIAL GUARD SPECIAL UNITS (For all other Death Korps of Krieg Imperial Guard unit stats, see pages 4 to 10 and 14, 15) Infantry 15cm IMPERIAL GUARD DEATH KORPS SUPREME COMMANDER 5+ 4+ 5+ Twin Heavy Stubbers Lasguns Power (15cm) (base contact) AP5+ - Small Arms - Assault s Macro, Extra Attack (+1) : Supreme Commander Infantry Twin Heavy Stubbers Lasguns Chainswords 15cm (15cm) (base contact) IMPERIAL GUARD DEATH KORPS COMMANDER 6+ 4+ 5+ AP5+ - Small Arms - Assault s - : Commander Infantry Lasguns 15cm (15cm) IMPERIAL GUARD DEATH KORPS INFANTRY - 5+ 5+ Small Arms - : Infantry Heavy Flamers and Hellguns 15cm 15cm (15cm) (15cm) IMPERIAL GUARD GRENADIERS 5+ 5+ 4+ AP4+ Small Arms Ignore Cover Ignore Cover Small Arms - : Infantry Laspistols Power Lances Chainswords 20cm (15cm) (base contact) (base contact) IMPERIAL GUARD DEATH RIDERS 5+ 4+ 6+ Small Arms - Assault s First Strike, Extra Attack (+1) Assault s - : Infiltrators, Mounted 30

Light Vehicle 0cm IMPERIAL GUARD MEDUSA PLATFORM (Krieg Pattern) - - 6+ Medusa Siege Gun 45cm MW4+ Ignore Cover : Light Vehicle 0cm IMPERIAL GUARD EARTHSHAKER PLATFORM (Krieg Pattern) - - 6+ Earthshaker 120cm 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. War Engine 15cm IMPERIAL GUARD STORMSWORD (Arkurion Pattern) 4+ 6+ 4+ Siege Cannon Heavy Bolter 45cm 2 Twin Heavy Bolters 2 Heavy Flamer and 15cm (15cm) 3BP AP5+ Disrupt, Ignore Cover, Fixed Forward Arc Fixed Forward Arc AP4+ - AP4+ Small Arms Ignore Cover Ignore Cover Damage Capacity: 3 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. : Reinforced Armour. War Engine 15cm IMPERIAL GUARD MACHARIUS HEAVY TANK (Lucius Pattern) 4+ 6+ 4+ 2 Battle Cannon 75cm 2 Heavy Bolter Twin Heavy Stubbers AP4+/AT4+ - AP5+ - AP5+ Fixed Forward Arc Damage Capacity: 2 Critical Hit Effect: The Macharius s magazine explodes. The Macharius is destroyed. : Reinforced Armour. War Engine 20cm IMPERIAL GUARD GORGON (Vanaheim Pattern) 4+ 6+ 6+ Gorgon Mortars 2 Twin Heavy Stubbers 2BP Indirect Fire, One Shot, Forward Arc AP5+ - 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. Any further critical hit will destroy the Gorgon. : Reinforced Armour, Walker, Transport (may carry Fire Support, Grenadier units). up to ten of the following: Death Korps Supreme Commander, Death Korps Commander, Death Korps Infantry, 31

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+. 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 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 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 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 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 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 Tank Squadron Three Imperial Guard Leman Russ Battle Tanks or three Imperial Guard Leman Russ Demolisher Tanks 175 FORMATION FORTIFIED POSITIONS 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. 400 300 200 200 +75 200 150 225 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 32

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. 33

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. 34

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. 35