EPIC UK presents

Codex: Imperial Guard

An unofficial codex for use with 's Epic Armageddon rule set

Version: 301209

1 Information

More information about the Imperial Guard For more information into the background of the Imperial Guard, please purchase the Warhammer 40,000 Imperial Guard Codex © from Games Workshop. Alternatively you can visit Games Workshops website for more information.

Thank you A big thank you has to go to the EPIC UK committee; without their enthusiasm, for a game that they love, this army book wouldn’t be a reality. The wish and will to improve a fantastic tournament war- game, within the UK, has been their only payment.

A big thank you also has to go to Games Workshop; without their imagination, creativeness and support this game would not be around today. A special thank you has to go to and all the Fanatic team, both past and present.

Also a big thank you has to go to all the independent EPIC developers, especially the army developers on the Tactical Command internet forum. Without their ideas some of the developments within the book wouldn’t have been a reality.

Pictures All miniatures photographed within this book are © Games workshop 2003. All rights reserved. Used without permission – models painted by David Bartley, Kevin Bott, Steve Gullick, Tim Hunt, Alan Morey, Paul Sutton and David Thomas.

Text All text (including stories) is an unofficial production created by EPIC UK derived, without permission, upon the Warhammer intellectual property owned by Games Workshop Ltd.

Disclaimer This book is completely unofficial and in no way endorsed by Games Workshop Limited.

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2

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

3 Steel Legion Imperial Guard

Special Rules

Imperial Guard Commissars – A Steel Legion Imperial Guard army may include 2D6 Commissar Characters. The Commissars do not cost any points. If the dice roll exceeds the number of Commissar Units that a player has available then any excess is lost. Roll to see how many Commissar Units a player may add to their army at the start of the battle before either side sets up. If the army includes a Supreme Commander then the first Commissar must be attached to the Supreme Commander’s formation. Any further Commissars may be attached to any other formations. You may not include more than one Commissar per formation. If you have more Commissars than formations any excess are lost. Commissars may not be attached to Titan or Imperial Navy units.

4 Steel Legion Imperial Guard Units

IMPERIAL GUARD SUPREME COMMANDER

Type Speed Armour Close Combat Firefight Infantry 15cm 5+ 4+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Lasgun (15cms) Small Arms - Autocannon 45cm AP5+/AT6+ - Power weapons (base contact) Assault weapons Macro-weapon, Extra Attack (+1)

Notes: Supreme Commander

IMPERIAL GUARD COMMANDER

Type Speed Armour Close Combat Firefight Infantry 15cm 6+ 5+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Lasgun (15cms) Small Arms - Autocannon 45cm AP5+/AT6+ - Chainswords (base contact) Assault weapons -

Notes: Commander

IMPERIAL GUARD COMMISSAR

Type Speed Armour Close Combat Firefight Character n/a n/a n/a n/a ADD IMAGE HERE

Weapon Range Firepower Notes Power weapons (base contact) Assault weapons Macro-weapon, Extra Attack (+1)

Notes: Character, Leader, Fearless, Inspiring

IMPERIAL GUARD INFANTRY

Type Speed Armour Close Combat Firefight Infantry 15cm none 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Lasgun (15cms) Small Arms - Autocannon 45cm AP5+/AT6+ 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.

IMPERIAL GUARD SUPPORT SQUAD

Type Speed Armour Close Combat Firefight Infantry 15cm none 6+ 4+ ADD IMAGE HERE

Weapon Range Firepower Notes 2x Autocannon 45cm AP5+ / AT6+ _

5 IMPERIAL GUARD STORM TROOPERS

Type Speed Armour Close Combat Firefight Infantry 15cm 5+ 5+ 4+ ADD IMAGE HERE

Weapon Range Firepower Notes Hellguns (15cm) Small Arms _ Plasma guns 15cm AP5+/AT5+ _

Notes: Scouts

IMPERIAL GUARD OGRYNS

Type Speed Armour Close Combat Firefight Infantry 15cm 3+ 4+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Ripper Guns (15cms) Small Arms - Ogryn Combat (base contact) Assault w eapons Macro w eapon, Extra Attack (+1) Weapons Notes:

IMPERIAL GUARD SNIPERS

Type Speed Armour Close Combat Firefight Infantry 15cm none 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Sniper Rifles 30cm AP5+ Sniper

Notes: Scouts

IMPERIAL GUARD ROUGH RIDERS

Type Speed Armour Close Combat Firefight Infantry 20cm 6+ 4+ 6+ ADD IMAGE HERE

Weapon Range Firepower Notes Laspistol (15cms) Small Arms - Power lance (base contact) Assault w eapons First Strike, Extra Attack +1 Chainsw ords (base contact) Assault w eapons -

Notes: Mounted, Scouts, Infiltrators

IMPERIAL GUARD VALKYRIE (Armageddon Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 35cm 5+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Multilaser 30cm AP5+/AT6+ - 2 x Heavy Bolters 30cm AP5+ - 2 x Rocket Pods 30cm 1BP Disrupt, One-Shot

Notes: Skimmer, Scout, Transport (may carry two Stormtrooper units)

6 IMPERIAL GUARD VULTURE (Armageddon Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 35cm 5+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Heavy Bolter 30cm AP5+ _ Twin Autocannon 45cm AP4+/AT5+ _ 2 x Hellstrike 120cm AT2+ One-Shot

Notes: Skimmer, Scout.

IMPERIAL GUARD CHIMERA (Armageddon Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 30cm 5+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Multilaser 30cm AP5+/AT6+ _ Heavy Bolter 30cm AP5+ _

Notes: Transport (may carry one Ogryn unit OR any two of the following units: Imperial Guard units: Supreme Commander, Commander, Infantry, Stormtroopers, Fire Support, Snipers).

IMPERIAL GUARD HELLHOUND (Gryphonne IV Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 30cm 4+ 6+ 3+ ADD IMAGE HERE

Weapon Range Firepower Notes Inferno Cannon 30cm AP3+ Ignore cover Heavy Bolter 30cm AP5+ _

IMPERIAL GUARD SENTINEL (Voss Prime Pattern)

Type Speed Armour Close Combat Firefight Light Vehicle 20cm 6+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Multilaser 30cm AP5+/AT6+ _

Notes : Walker, Scout

IMPERIAL GUARD LEMAN RUSS BATTLE TANK (Mars Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 20cm 4+ 6+ 4+ ADD IMAGE HERE

Weapon Range Firepower Notes Battle Cannon 75cm AP4+/AT4+ _ Lascannon 45cm AT5+ _ 2 x Heavy Bolter 30cm AP5+ _

Notes: Reinforced Armour

7 IMPERIAL GUARD LEMAN RUSS DEMOLISHER TANK (Ryza Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 20cm 4+ 6+ 3+ ADD IMAGE HERE

Weapon Range Firepower Notes Demolisher Cannon 30cm AP3+/AT4+ Ignore Cover Lascannon 45cm AT5+ _ 2 x Plasma Cannon 30cm AP4+/AT4+ Slow Firing

Notes: Reinforced Armour

IMPERIAL GUARD LEMAN RUSS VANQUISHER TANK (Stygies Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 20cm 4+ 6+ 4+ ADD IMAGE HERE

Weapon Range Firepower Notes Vanquisher 75cm AP4+/AT2+ _ Lascannon 45cm AT5+ _ 2 x Heavy Bolter 30cm AP5+ _

Notes: Reinforced Armour

IMPERIAL GUARD GRIFFON (Stygies VIII Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 30cm 6+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Heavy Mortar 30cm 1BP Indirect Fire Heavy Bolter 30cm AP5+ _

IMPERIAL GUARD BASILISK (Armageddon Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 20cm 5+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Earthshaker 120cm AP4+/AT4+ or 1BP Indirect Fire Heavy Bolter 30cm AP5+ _

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

IMPERIAL GUARD BOMBARD (Triplex Phall Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 20cm 6+ 6+ 5+

Weapon Range Firepower Notes Ignore Cover, Slow Firing, Indirect Siege Mortar 45cm 2BP Fire Heavy Bolter 30cm AP5+ _

8 IMPERIAL GUARD MANTICORE (Triplex Phall Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 20cm 6+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Rocket Launcher 150cm 2BP Disrupt, Indirect Fire, Slow Firing Heavy Bolter 30cm AP5+ _

IMPERIAL GUARD DEATHSTRIKE (Triplex Phall Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 20cm 6+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes One-Shot, Titan Killer (D6), Indirect Deathstrike Missile Unlimited MW2+ Fire Heavy Bolter 30cm AP5+ _

IMPERIAL GUARD HYDRA (Metalicus Pattern)

Type Speed Armour Close Combat Firefight Armoured Vehicle 30cm 6+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes 2x Twin Hydra 45cm AP4+/AT5+/AA5+ _ Autocannon Heavy Bolter 30cm AP5+ _

IMPERIAL GUARD BANEBLADE (Stygies VI Pattern)

Type Speed Armour Close Combat Firefight War Engine 15cm 4+ 6+ 4+ ADD IMAGE HERE

Weapon Range Firepower Notes Bane Battle Cannon 75cm AP3+/AT4+ _ Autocannon 45cm AP5+/AT6+ _ Demolisher Cannon 30cm AP3+/AT4+ Ignore Cover, Fixed Forward Arc 3 x Heavy Bolter 30cm AP5+ _ 2 x 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 Firefight War Engine 15cm 4+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Volcano Cannon 90cm MW2+ Titan Killer (D3), Fixed Forward Arc 2 x Heavy Bolter 30cm AP5+ _

Damage Capacity 3. Critical Hit Effect. The volcano cannon's energy coils explode. The Shadowsword is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.

Notes: Reinforced Armour

9 Imperial Allies

Titan Legion Support

Void Shields – Imperial titans are protected by void shield generators. The number of void shields each titan has is noted on the titan’s datasheet.

Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the titan.

Void shields that have been knocked down can be repaired. Each titan can repair one downed void shield in the end phase of each turn. In addition, if a titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g. if you rolled a 2 you could repair 2 shields, remove 2 blast makers, or repair 1 shield and remove 1 Blast marker).

WARLORD CLASS BATTLE TITAN

Type Speed Armour Close Combat Firefight War Engine 15cm 4+ 2+ 3+

Weapon Range Firepower Notes 2x Turbo-Laser Destructors 60cm 4x AP5+/AT3+ Fixed Forward Arc Gatling Blaster 60cm 4xAP4+/AT4+ Forw ard Arc Volocano Cannon 90cm MW2+ Titan Killer (D3), Forw ard Arc

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.

REAVER CLASS BATTLE TITAN

Type Speed Armour Close Combat Firefight War Engine 20cm 4+ 3+ 3+

Weapon Range Firepower Notes 2x Turbo-Laser Destructors 60cm 4x AP5+/AT3+ Forward Arc Rocket Launcher 60cm 3BP Fixed Forw ard Arc

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 WARHOUND CLASS SCOUT TITAN

Type Speed Armour Close Combat Firefight War Engine 30cm 5+ 4+ 4+

Weapon Range Firepower Notes Vulcan Mega-Bolter 45cm 4xAP3+/AT5+ Forward Arc Plasma Blastgun 45cm 2x MW2+ Slow Firing, Forw ard Arc

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 Imperial Navy Support

IMPERAIL NAVY THUNDERBOLT FIGHTER

Type Speed Armour Close Combat Firefight Aircraft Fighter-Bomber 6+ n/a n/a

Weapon Range Firepower Notes Storm Bolters 15cm AP4+/AA5+ Fixed Forward Arc Multilaser 30cm AP5+/AT6+/AA5+ Fixed Forward Arc Underwing Rockets 30cm AT4+ Fixed Forward Arc

IMPERIAL NAVY MARAUDER BOMBER

Type Speed Armour Close Combat Firefight Aircraft Bomber 4+ n/a n/a ADD IMAGE HERE

Weapon Range Firepower Notes 2x Twin Heavy Bolters 15cm AA5+ _ Twin Lascannon 45cm AT4+/AA4+ Fixed Forw ard Arc Bomb racks 15cm 2BP Fixed Forw ard Arc

IMPERIAL NAVY LUNAR CLASS CRUISER

Type Speed Armour Close Combat Firefight Spacecraft n/a n/a n/a n/a ADD IMAGE HERE

Weapon Range Firepower Notes Orbital Bombardment n/a 3BP Macro-weapon Pin-point attack n/a MW2+ Titan Killer (D3)

IMPERIAL NAVY EMPEROR CLASS BATTLESHIP

Type Speed Armour Close Combat Firefight Spacecraft n/a n/a n/a n/a ADD IMAGE HERE

Weapon Range Firepower Notes Orbital Bombardment n/a 8BP Macro-weapon

Notes: Slow and steady - may not be used on turns one and two of a battle unless the scenario specifically states otherwise.

12 Steel Legion Army List

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

FORMATION UNITS POINTS COST 0-1 Regimental HQ One Supreme Command unit, twelve Imperial Guard Infantry units, and 500 points seven Chimera transport vehicles (one for Commander) Steel Legion Infantry Imperial Guard Command unit plus twelve Imperial Guard Infantry units 250 points Company Steel Legion Mechanised Imperial Guard Command unit, twelve Imperial Guard Infantry units, 400 points Infantry Company and seven Chimera transport vehicles (one for Commander) Steel Legion Tank Ten Leman Russ battle tanks. One Leman Russ battle tank may be 650 points Company upgraded to a Leman Russ Vanquisher tank at no additional cost Steel Legion Super-heavy Three Baneblades or Shadowswords, or any combination of the two 500 points Tank Company Steel Legion Artillery Nine Artillery units chosen from the following list: Basilisk, Manticore 650 points Company

STEEL LEGION SUPPORT FORMATION (Two may be taken per Steel Legion Company) FORMATION UNITS POINTS COST Rough Rider Platoon Six Rough Riders 150 points Storm Trooper Platoon Eight Storm Trooper units 200 points (may have four Valkyrie transport vehicles) (+150 points) Steel Legion Artillery Three units of the same type chosen from the following list: Basilisk, 250 points Battery Bombard, Manticore Sentinel Squadron Four Sentinels 100 points 0-1 Deathstrike Missile Two Deathstrike Missile Launchers 200 points Battery Super-heavy Tank One Baneblade or Shadowsword 200 points Platoon 0-1 Orbital Support One Imperial Navy Lunar class cruiser 150 points OR one Emperor class Battleship 300 points Flak Battery Three Hydras 150 points Vulture Squadron Four Vultures 300 points

STEEL LEGION COMPANY UPGRADES (Three may be taken per Steel Legion Company) UPGRADE UNITS COST Fire Support Platoon Four Fire Support 100 points Infantry Platoon Six Infantry units 100 points Tank Squadron Three Leman Russ battle tanks or three Leman Russ Demolisher 200 points Hellhound Squadron Three Hellhounds 150 points Griffon Battery Three Griffons 100 points Snipers Two Snipers 50 points Ogryns Two Ogryns 50 points Flak One Hydra 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.

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warlord Class Titan Formation 850 points Two Marauder Bombers 250points One Reaver Class Titan Formation 650 points Two Warhound Class Scout Titans 500 points One Warhound Class Scout Titan 275 points

Using the army List

• Each Imperial Guard upgrade can be taken once per Imperial Guard Company • A maximum of up to a third of the points available to the army maybe spent on Imperial Navy and Titan formations.

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 Baran Siegemaster Units

SIEGE INFANTRY

Type Speed Armour Close Combat Firefight Infantry 15cm None 6+ 5+

Weapon Range Firepower Notes Heavy Stubber 30cm AP6+ -

IMPERIAL GUARD SAPPERS

Type Speed Armour Close Combat Firefight Infantry 15cm 6+ 5+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Heavy Flamer 15cmAP4+ and Ignore cover Small Arms 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.

RAPIER LASER DESTROYER (KRIEG PATTERN)

Type Speed Armour Close Combat Firefight Infantry 10cm None - 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Rapier Laser Destroyer 45cm AP6+/AT4+ _

THUDD GUN (KRIEG PATTERN)

Type Speed Armour Close Combat Firefight Infantry 10cm None - 5+ ADD IMAGE HERE

Weapon Range Firepower 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.

GOTTERDAMMERUNG HOWITZER (KRIEG PATTERN)

Type Speed Armour Close Combat Firefight Light Vehicle 0cm None - 6+ ADD IMAGE HERE

Weapon Range Firepower Notes Howitzer 90cm 1BP Indirect Fire

16 BLITZEN AA GUN (KRIEG PATTERN)

Type Speed Armour Close Combat Firefight Light Vehicle 0cm None - 6+ ADD IMAGE HERE

Weapon Range Firepower Notes Blitzen Cannon 60cm AP6+/AT5+/AA5+ -

BRUENNHILDE

Type Speed Armour Close Combat Firefight Light Vehicle 15cm 6+ - 6+ ADD IMAGE HERE

Weapon Range Firepower Notes Heavy Stubber 30cm AP6+ -

Notes: Transport (may transport one of the following units: Blitzen AA Gun, Gotterdammerung Howitzer, Thudd Gun or Rapier).

SIEGFRIED LIGHT TANK (KREIG PATTERN)

Type Speed Armour Close Combat Firefight Armoured Vehicle 30cm 5+ 6+ 5+

Weapon Range Firepower Notes Multi-laser 30cm AP5+/AT6+ -

Notes: Scout

RAGNAROK HEAVY TANK (KREIG PATTERN)

Type Speed Armour Close Combat Firefight Armoured Vehicle 15cm 4+ 6+ 4+ ADD IMAGE HERE

Weapon Range Firepower Notes Ragnarok Battlecannon 60cm AP4+/AT4+ - 2 x Heavy Stubber 30cm AP6+ -

Notes: Reinforced Arm our, Walker (represents ability to move over difficult terrain).

FORTIFIED POSITIONS

Terrain Infantry Vehicle War Engine Trench 4+ Cover Save Dangerous No Effect ADD IMAGE HERE Gun Emplacement 4+ Cover Save 5+ Cover Save No Effect Bunker 3+ Cover Save Dangerous Impassable Razor Wire Dangerous No Effect No Effect

Notes: Bunkers are Fortifications (see the EPIC Armageddon Rulebook 1.8.4). Gun emplacements provide vehicles with a Cover Save that works in the same manner as an infantry Cover Save (see the EPIC Armageddon Rulebook 1.8.3). Each gun emplacement can hold one unit, and each bunker can hold three units. Trenches can hold one infantry unit per 40mm of length.

17 Baran Siegemaster Army List

Siege Master armies have a strategy rating of 1. All Siege Master and Imperial Navy aircraft formations have an initiative rating of 2+.

SIEGEMASTER COMPANIES

FORMATION UNITS POINTS COST 1 Siege Master One Supreme Command unit, plus nine Siege Infantry units 225 points Regimental HQ Siege Infantry Company Imperial Guard Command unit plus nine Siege Infantry units 175 points

SIEGE REGIMENT SUPPORT FORMATION (Two may be taken per Siege Master Regimental HQ or Infantry Company) FORMATION UNITS POINTS COST Rough Rider Platoon Six Rough Riders 150 points Siege Regiment Artillery Nine Gotterdamerung Howitzers, plus nine gun emplacements or nine 450 points Company Bruennhilde transports Siege Regiment Artillery Three Gotterdamerung Howitzers, plus three gun emplacements or 175 points Battery three Bruennhilde transports 0-1 Sapper Platoon Eight Sapper units. 250 points 0-1 Deathstrike Missile Two Deathstrike Missile Launchers 200 points Battery Super-heavy Tank One Baneblade or Shadowsword 200 points Platoon Bombard Battery Three Bombards 250 points Siege Regiment AA Three Blitzen AA guns, plus three gun emplacements or three 150 points Battery Bruennhilde transports Light Tank Platoon Six Siegfried light tanks 175 points Heavy Tank Platoon Six Ragnarok heavy tanks 300 points

SIEGE REGIMENT COMPANY UPGRADES (Three may be taken per Siege Master Regimental HQ or Infantry Company) UPGRADE UNITS COST Siege Infantry Platoon Six Siege Infantry units 75 points Rapier Platoon Three Rapiers 75 points Hellhound Squadron Three Hellhounds 150 points Griffon Battery Three Griffons 100 points Snipers Two Snipers 50 points Thudd Gun Platoon Three Thudd guns 75 points

SIEGE REGIMENT FORTIFIED POSITIONS IMPERIAL NAVY AIRCRAFT (One may be taken per Siege Regiment or HQ) (Up to a quarter of the armies points may be spent on Aircraft) FORMATION COST FORMATION COST Up to 500mm of trenches 100 points Two Thunderbolt Fighters 150 points & razorwire, plus up to 6 Two Marauder Bombers 250points gun emplacements or bunkers

Using the army List

• Each Siege Master upgrade can be taken once per Siege Master Company. • A maximum of up to a quarter of the points available to the army maybe spent on Imperial Navy formations.

18

Ulani Tank Regiment

19 Ulani Tank Regiment

Special Rules

Imperial Guard Commissars – See page 4.

Tank riders – Some infantry are trained to ride into battle in Chimeras, others in Valkeries and then a few (which other Imperial Guard infantry men call ‘nutters’) ride into battle on the back of a Leman Russ tank. These boys have spend years perfecting (and suffering horrendous casualties) mounting up and riding on the back of tanks. To represent this heroic feat; if tank riders are purchased as an upgrade for a company, then these brave men may ride into battle on the back of a Leman Russ tank. This effectively makes a Leman Russ transport (1); They cannot be shot at until they dismount and they are always allowed to provide firefight support in engagements (even if two enemy stands are in contact with the tank they are riding on; the tank riders provide firefight support from on top of the tank). If a Leman Russ tank is destroyed, with tank riders onboard, then the tank riders are killed automatically without save (it’s dangerous you know!).

The following units may carry tank riders • Imperial Guard Leman Russ battle tank • Imperial Guard Leman Russ Demolisher tank • Imperial Guard Leman Russ Vanquisher tank • Imperial Guard HQ Command tank • Imperial Guard Command tank

20

Ulani Tank Regiment Units

Imperial Guard HQ Command Tank

Type Speed Armour Close Combat Firefight Armoured Vehicle 20cm 4+ 6+ 3+

Weapon Range Firepower Notes Vanquisher 75cm AP4+ / AT2+ _ Lascannon 45cm AT5+ _ 2x Heavy Bolter 30cm AP5+ _ Pintle-mounted weapon (15cms) Small Arms _

Notes: Supreme commander, Reinforced armour

Imperial Guard Command Tank

Type Speed Armour Close Combat Firefight Armoured Vehicle 20cm 4+ 6+ 4+

Weapon Range Firepower Notes Vanquisher 75cm AP4+/AT2+ _ Lascannon 45cm AT5+ _ 2x Heavy Bolter 30cm AP5+ _

Notes: Commander, Reinforced armour

Imperial Guard tank riding Infantry

Type Speed Armour Close Combat Firefight Infantry 15cm none 6+ 5+

Weapon Range Firepower Notes Lasguns (15cms) Small Arms _ Heavy Stubber 30cm AP6+

Notes: Tank riders

Imperial Guard Salamander Scout Tank

Type Speed Armour Close Combat Firefight Armoured Vehicle 30cm 6+ 6+ 5+

Weapon Range Firepower Notes Autocannon 45cm AP5+/AT6+ _ Heavy Bolter 30cm AP5+ _

Notes: Scout

21 Imperial Guard Leman Russ Executioner

Type Speed Armour Close Combat Firefight Armoured vehicle 20cm 4+ 6+ 4+

Weapon Range Firepower Notes Plasma destroyer 60cm MW4+ Slow Firing Lascannon 45cm AT5+ _ 2x Heavy Bolter 30cm AP5+ _

Notes: Reinforced armour

Imperial Guard Leman Russ Conqueror

Type Speed Armour Close Combat Firefight Armoured vehicle 25cm 5+ 6+ 5+ Insert Image

Weapon Range Firepower Notes Conqueror Cannon 45cm AP5+/AT5+ _ Lascannon 45cm AT5+ _

Notes: Reinforced armour

Imperial Guard Leman Russ Tank Destroyer

Type Speed Armour Close Combat Firefight Armoured vehicle 20cm 4+ 6+ 6+

Weapon Range Firepower Notes Laser Destroyer 75cm AT2+ Sniper

Notes: Reinforced armour, Scout

Imperial Guard Stormblade

Type Speed Armour Close Combat Firefight Warengine 15cm 4+ 6+ 4+

Weapon Range Firepower Notes Plasma blastgun 45cm 2x MW2+ Slow firing, Fixed forward arc 3x Heavy bolter 30cm AP5+ _ 2x lascannon 45cm AT5+ _

Damage capacity 3. Critical hit effect: The Stormblade's energy coils explode. The Stormblade is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of a 6

Notes: Reinforced armour

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Ulani Tank Regiment Army List

Ulani Tank Regiment

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

Ulani Tank Regiment Companies Formation Units Cost 0-1 Regimental HQ 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. 750 points Ulani Tank Company 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: Various

Executioner: Free Demolisher: 10 points each 0 -1 Command tank: 25 points

Ulani Tank Regiment Company Upgrades (Three maybe taken for each company. Each upgrade can only be selected once per company) Upgrade Units Cost Tank Squadron Three Leman Russ Battle tanks, Executioners or Demolishers or any combination of the three 200 points Tank riders Six Imperial Guard tank rider infantry 150 points Hellhound squadron Three Hellhounds 150 points Griffon Battery Three Griffons 100 points Flak One Hydra 50 points

Ulani Tank Regiment Support Formations (Two maybe taken per company) Upgrade Units Cost Light Artillery Support Three Griffons 100 points Medium Artillery Support Three Basilisks 250 points Recon Support Six Salamander Scout Tanks 200 points 0-1 Orbital Support One Imperial Navy Lunar Class Cruiser 150 points OR one Emperor Class Battleship 300 points Super-heavy tank platoon One Baneblade, Shadowsword or Stormblade 200 points Anti-tank Support Three Leman Russ Tank Hunters 175 points Conqueror Support Six Leman Russ Conquerors 250 points Flak Support Three Hydra's 150 points

IMPERIAL NAVY AIRCRAFT FORMATION COST Two Thunderbolt Fighters 150 points Two Marauder Bombers 250 points

Using the army List

• Each Ulani upgrade can be taken once per Ulani Company. • A maximum of up to a third of the points available to the army maybe spent on Imperial Navy formations.

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Vanaheim Air Cavalry

24 Vanaheim Air Cavalry

Special Rules

Imperial Guard Commissars – See page 4.

CAP Garrison – Rather than placing one ground garrison on overwatch a Vanaheim army may place one fighter formation on CAP. The player may still place as many ground garrisons as their army allows, but only one may start the game on overwatch. The fighters follow the setup rules for CAP, but are done during the garrisoning phase of the pre-game setup.

25 Vanaheim Air Cavalry Units

Vanaheim Supreme Commander

Type Speed Armour Close Combat Firefight Infantry 15cm 5+ 4+ 5+

Weapon Range Firepower Notes Heavy Bolter 30cm AP5+ Power Weapons Base Contact Assault Wepons Macro Weapon, Extra Attack +1

Notes: Supreme Commander.

Vanaheim Commander

Type Speed Armour Close Combat Firefight Infantry 15cm 6+ 5+ 5+

Weapon Range Firepower Notes Heavy Bolter 30cm AP5+ Lasguns 15cm Small Arms

Notes: Commander.

Vanaheim Trooper

Type Speed Armour Close Combat Firefight Infantry 15cm none 6+ 5+

Weapon Range Firepower Notes Heavy Bolter 30cm AP5+ Lasguns 15cm Small Arms

Notes:

Vanaheim Fire Support

Type Speed Armour Close Combat Firefight Infantry 15cm none 6+ 4+

Weapon Range Firepower Notes 2 x Missile 45cm AP5+/AT6+ Launchers

Notes:

26 Vanaheim Mortar

Type Speed Armour Close Combat Firefight Infantry 15cm none 6+ 6+

Weapon Range Firepower Notes Mortars 30cm 1 BP Indirect

Notes:

Vanaheim Light Sentinel

Type Speed Armour Close Combat Firefight Light Vehicle 20cm 6+ 6+ 5+

Weapon Range Firepower Notes Heavy Bolter 30cm AP5+

Notes: Scout, Walker

Vanaheim Melta Sentinel

Type Speed Armour Close Combat Firefight Light Vehicle 20cm 6+ 6+ 5+

Weapon Range Firepower Notes Multi Melta 15cmMW5+ and Small Macro Wepaon 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 Speed Armour Close Combat Firefight Armoured Vehicle 35cm 5+ 6+ 5+ ADD IMAGE HERE

Weapon Range Firepower Notes Multilaser 30cm AP5+/AT6+ - 2 x Heavy Bolters 30cm AP5+ - 2 x Rocket Pods 30cm 1BP Disrupt, One-Shot

Notes: Skimmer, Scout, Transport (may carry two 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 Speed Armour Close Combat Firefight Armoured Vehicle 35cm 5+ 6+ 5+

Weapon Range Firepower Notes 3 x Twin Linked 45cm AT4+ Lascannons 2 x Heavy Bolters 30cm AP5+

Notes: Skimmer, Scout, Transport (may carry tw o Vanahiem Supreme Commander, Vanaheim Commander, Vanaheim trooper unit)

27 Imperial Navy Units

Lightning Strike Fighter

Type Speed Armour Close Combat Firefight Aircraft Fighter 6+ n/a n/a

Weapon Range Firepower Notes Lascannon 45cm AT5+/AA5+ Fixed Forward 2 x Underwing 30cm AT4+ Fixed Forward Rockets Notes:

Marauder Destroyer

Type Speed Armour Close Combat Firefight Aircraft Bomber 4+ n/a n/a

Weapon Range Firepower Notes Twin Heavy Bolters 15cm AA5+ Twin Assault 15cm AA4+ Rear Arc Cannons 2 x Underwing 30cm AT4+ Fixed Forward Rockets 3 x Twin Linked 45cm AP4+/AT5+ Fixed Forward Autocannons

Notes:

28 Vanaheim Air Cavalry army list

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

Vanaheim 7th Air Cavalry

Vanaheim Companies Any number of Vanaheim Companies can be taken DETACHMENT UNITS POINTS COST 0 -1 Regimental HQ 1 Vanaheim Supreme Commander, 9 Vanaheim Troopers, 5 Valkyries - Up to 500 2 Valkyries may be exchanged for Vendetta's at no cost Air Cavalry Company 1 Vanaheim Commander, 9 Vanaheim Troopers, 5 Valkyries - Up to 2 400 Valkyries may be exchanged for Vendetta's at no cost

Vanaheim Company Upgrades Up to two may be taken for each Vanaheim Company. Upgrades are not separate formations but are added to the original formation and are counted as part of it in all respects. Each upgrade can only be taken once per company. DETACHMENT UNITS POINTS COST Vanaheim Fire Support Platoon 2 Fire Support Units, 1 Valkyrie 125 Mortar Platoon 2 Mortar Units, 1 Valkyrie 100 Trooper Platoon 2 Troopers, 1 Valkyrie 100

Vanaheim Support Troops Up to two troops may be taken per company. They are independent formations. DETACHMENT UNITS POINTS COST Vulture Squadron 4 Vultures 300 Light Sentinel Squadron 4 Light Sentinels - Upgrade to Melta Sentinels - 2 for 25 points or 4 for 50 100 points - May be transported in 4 Valkyries for 200 points 0-1 Orbital Support 1 Lunar Cruiser OR 150 1 Emperor Battleship 300 Storm Troopers 8 Storm Troopers, 4 Valkyries 350

Vanaheim Air Units Up to one third of the armies points may be spent on air units. They are independent formations. DETACHMENT UNITS POINTS COST Thunderbolt Flight 2 Thunderbolts 150 Lightning Flight 2 Lightning Strike Fighter 150 Marauder Destroyer Flight 2 Marauder Destroyers 275 Marauder Bomber Flight 2 Marauder Bombers 250

Using the army List

• Each Vanaheim upgrade can be taken once per Vanaheim Company • A maximum of up to a third of the points available to the army maybe spent on Imperial Navy formations.

29 EPIC UK Imperial Guard - What, How and Why

So you’ve just finished reading through the new EPIC UK Imperial Guard codex, however you have some questions; what has EPIC UK done? How have you done it and why? Well this part of the army book is here to help you out!

Below you will find out what we’ve done, how and why we did it. Have a read though this and find out what was in the EPIC UK team’s head when we built each of the Imperial Guard army lists (not as scary as it sounds!).

The overall picture

For a while now EPIC tournament players have been asking and asking (and asking if I’m honest) for new army lists. So EPIC UK has risen to the task and created its own army books for UK EPIC tournaments. However one issue pointed out was that none of us had actually written an army book before; sure we all have tones of experience playing EPIC, however we still hadn’t produced an army book!

So it was very clear from the start that we shouldn’t launch ourselves into a brand new army list straight away, for example Tyranids or Tau. We should build up our experience by starting with the army lists already approved for tournament play, and following on from the work carried out on the Space Marines and Orks this left one list from the original Games Workshop rulebook … the Imperial Guard!

Imperial Guard army book is born

So Imperial Guard it is then! Before this release there were only two Imperial Guard army lists out, the generic (Steel Legion) and the Siegemaster army lists. Whilst the lists allow a player to use different styles of play we felt that there were some areas which the wider Epic community had worked on for the Imperial Guard that we could embrace.

Each individual army list had to have its own character, its own way of fighting, its own positives and negatives but above all it had to be balanced.

Now at EPIC UK we believe that the Imperial Guard army lists were pretty much balanced before this product was released. Okay a few changes had to be made but not a lot.

The Steel Legion army list

The makeup of a tournament Steel Legion list has changed over the years since the original release of the army list. Initially it was quite common to see Artillery Companies taking to the field and then Mechanised Companies took centre stage followed by a mass influx of Warhound titans. Artillery batteries have been popular for most armies with Storm troopers making fleeting appearances. Several units have however become contentious and we have had a look at these.

Rough Riders were of course units that needed reviewing. These horse riding scouts regularly destroyed enemies much greater in size and were also used as sacrificial formations, engaging larger formations with support nearby. The changes to the engagement rules have made this tactic a lot more risky. An opponent of the guard will sometimes not realise the potential threat that Rough Riders pose, but they will only do this once. It was agreed that most players now

30 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.

31 Ulani Tank Regiment

In the Beginning

When it was time to redesign the Imperial Guard army book it was a forgone decision that one of the new army lists had to be an armoured army list. Everyone loves tanks; the sight of hundreds of tanks rolling across the battlefield is something we all wanted to see.

The first step was to decide where the army would come from. Ulani, a not well known planet, close to Ryza was chosen because this world was renowned for producing armour and, more particularly, plasma weapons. Unlike more well known worlds, Ulani allowed us the freedom to design the list the way we felt it should be but, at the same time, gave us written background to support our ideas. It was clear that choosing a world where plasma weapons were produced, the Leman Russ Executioner had to play a pivotal role in the armies design.

Secondly it was important to design how the army would feel on the battlefield; we wanted to make sure the army played in a ‘blitzkrieg’ fashion, i.e. the key to victory was mobility. For this reason not all Imperial armoured vehicles were included within the army list as some were seen to deter players away from ‘mobility’, and towards a kind of ‘static play’.

It is possible to create an armoured army using the standard Steel Legion army list, however, without the possibility of having a Supreme Commander in a Leman Russ, it does make that type of army build difficult to use. This was just one key factor of why a new army list was needed. The other factors included that the Steel Legion army list didn’t make full advantage of the different Imperial tanks available through Forge World and that the Steel Legion army list wasn’t flexible enough to produce a tank regiment. With a Leman Russ company costing 650 points (700 points with a Hydra) it meant that after investing in three Leman Russ companies a player had very little points left to purchase support formations. For these reasons the Ulani Tank Regiment was born.

The summer of discontent

Work started very early on with this army; in fact the first draft army list was produced in May. However in June disaster nearly struck when Forge World announced a reduction in the amount of EPIC figures they would produce. This added serious doubt over whether Forge World models could be added to the army list if the figures would not be available to purchase. Firstly EPIC UK contacted Forge World to notify them that this new army list was being produced and that the army list would be released later in 2009. At the same time we went through all the Forge World models we had included within the army list and decided, if the EPIC Imperial Guard tank product line was to be dropped, we would only include models that were easily convertible.

Luckily Forge World has kept 90% of their EPIC Imperial Guard models so very little action was required.

The units within the Ulani Tank Regiment

The first change required was a pretty simple one, which was to put Imperial Guard Supreme Commanders and Commanders in Leman Russ Vanquisher tanks . Their power weapons were removed (we couldn’t really see a tank commander hopping out of his tank and into hand-to-hand combat) and we

32 added a pintle-mounted weapon to the HQ Command Tank and raised its firefight value to 3+.

The Imperial Guard Commissar was kept the same with his power weapon. This was because a commissar could be placed in an infantry unit, the tank riders, a new special rule for the Ulani and it gives them the ability to transport infantry into battle. This special rule also adds to the ‘blitzkrieg’ theme of the army (and in a bizarre kind of way, gives the army a Russian feel).

The Hellhound, Leman Russ Battle Tank, Leman Russ Demolisher, Basilisk, Hydra, Baneblade, Shadowsword, Emperor Class Battleship and Lunar Class Cruiser were all kept in line with the stand Steel Legion Army.

Sentinels were removed and replaced with Salamander Scout vehicles. The unit size was increased to match the blister packs they were sold in. Next came the Executioner ; this would be the additional ‘main’ battle tank of the Ulani. However there was a problem; the Executioner Forge World produce only has a Plasma Cannon and a Lascannon. We tried and tested the tank with only these weapons and found the Leman Russ Battle Tank to be a better choice, even with the Executioner’s MW4+ at 60cm. We looked at a points drop for the Executioner , an increase of speed and removing the ‘slow firing’ from the Plasma Cannon. However none of these really fitted the tank; in the end we decided to add Heavy Bolter sponsors giving it additional firepower and an increase from firefight 5+ to 4+. Even though this means players will have to convert the Executioner , we believe it is the only way to make the tank a worthy alternative to the normal Leman Russ Battle Tank .

On the Forge World website the Leman Russ Conqueror is described as ‘faster than a normal Leman Russ due to it being less armoured’. Therefore we increased its speed to 25cm and reduced its armour to a 5+ reinforced save.

The Leman Russ Tank Destroyer , one of our most character full creations, was designed with image of a sniper in mind. If any of you have read Gaunt’s Ghost: Honour Guard you would have read about the Tank Destroyer. This is a tank that stalks its prey from a well hidden position; it’s a solo predator that chooses its victim carefully and one hit usually kills. This gave us the imagery but to translate that onto the battlefield we decided to give its anti-tank weapon sniper (the first anti-tank weapon in the game) and the tank the scout ability. The reason scout was chosen wasn’t because we felt the Tank Destroyer was a forward moving battle tank, quite the opposite in fact. The scout rule allows a formation of Destroyers to be deployed further from each other, giving that ‘solo predator feel’; it also allowed the tank to garrison, hopefully in cover and on overwatch. We felt this really added character to this ‘tank sniper’.

The Imperial Guard Griffon statistics were kept in line with the EPIC UK Steel Legion army list, however within the Ulani they became a formation on their own. There were two reasons for this; firstly with the removal of the Manticores, Bombards and Deathstrike missile launchers (removed because they were too static) we decided that the Ulani needed a couple of artillery formations, and the Griffon is perfect because it has to move forward to be in range. Secondly, with the removal of Sentinels , the Ulani needed a formation for 100 points; the Griffon formation, being only three models strong, with a 6+ save and a combined BP of 3; we felt they were worth 100 points per formation.

Super heavy tank companies were not added to the list as we felt they were too slow to be a mainstay formation for the army. However we did decide to add the

33 Stormblade to give this area of the army additional options. The Stormsword was not added as its main weapon is more suitable to siege warfare

Finally the Ulani gained the normal Imperial Navy support but lost all Titan support; the reason behind this was because we thought the Warlord was too slow for the army, the Warhound too quick and we believed that titans diluted the theme we were trying to create for this army.

The Vanaheim army list

When the guard book was being discussed we all agreed that we wanted a lighter, more mobile army in the book. Much discussion was held as to whether this should be a parachute / drop style army or an air mobile style army. A vote was held and the air mobile style won out.

The first major issue for discussion revolved around AA in the army and if any ground AA should be included. It was decided early on to not give the Vanaheim forces ground flak, but increase the fighter choices by including Lightnings. Initial testing highlighted a problem against transport flyers so the CAP Garrison rule was introduced to give the Vanaheim troopers some cover at the start of the game.

Vendettas were introduced to the list to allow some variety to the companies transport and give them some long term AT fire-power. The two varieties of Sentinels were also included to allow the list some options for ground formations. Giving the Sentinels the teleport ability was discussed and trialled, but ultimately didn’t fit in with the feel of the list. Sentinels can still garrison and would represent long range scouting formations ahead of the more mobile elements in the list.

As air was key to the Vanaheim list the option of the Marauder destroyer was added. Again this gave the list access to viable AT fire-power should the player not want to swap Valkeries for Vendettas.

The infantry were made 'lighter' by removing their auto-cannons and giving the basic trooper unit a heavy bolter each. This results in one extra AP shot per company over a steel legion company but the lack of infantry AT and reduced numbers balances this. The support weapons were changed to missile launchers to keep with the light and mobile theme. Mortars were added to give the option of some light short range barrage.

Well I hope this answers your questions of What, How and Why. If not please send the EPIC UK team an email and we will try to answer your query as best as possible.

Thank you

The EPIC UK Team

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