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EPIC UK presents

Codex: Imperial Guard

An unofficial codex for use with Games Workshop's Epic Armageddon rule set
Version: 301209

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

Thank you
A big thank you has to go to the EPIC UK committee; without their enthusiasm, for a game that they
love, this army book wouldnt be a reality. The wish and will to improve a fantastic tournament wargame, within the UK, has been their only payment.
A big thank you also has to go to Games Workshop; without their imagination, creativeness and
support this game would not be around today. A special thank you has to go to Jervis Johnson and all
the Fanatic team, both past and present.
Also a big thank you has to go to all the independent EPIC developers, especially the army developers
on the Tactical Command internet forum. Without their ideas some of the developments within the
book wouldnt have been a reality.

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

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

Disclaimer
This book is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing,
Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian,
Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned,
Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle
device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the
Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer,
Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo,
Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of
Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo,
Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull
devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine,
Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb
Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines,
Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World
logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race
insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the
Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either , TM
and/or Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other
countries around the world. Used without permission. No challenge to their status intended. All Rights
Reserved to their respective owners.

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

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 Commanders 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.

Steel Legion Imperial Guard Units


IMPERIAL GUARD SUPREME COMMANDER
Type
Infantry

Speed
15cm

Armour
5+

Close Combat
4+

Weapon
Lasgun
Autocannon
Power weapons

Range
(15cms)
45cm
(base contact)

Firepower
Small Arms
AP5+/AT6+
Assault weapons

Notes

Firefight
5+

ADD IMAGE HERE

Macro-weapon, Extra Attack (+1)

Notes: Supreme Commander

IMPERIAL GUARD COMMANDER


Type
Infantry

Speed
15cm

Armour
6+

Close Combat
5+

Weapon
Lasgun
Autocannon
Chainswords

Range
(15cms)
45cm
(base contact)

Firepower
Small Arms
AP5+/AT6+
Assault weapons

Notes

Firefight
5+

ADD IMAGE HERE

Firefight
n/a

ADD IMAGE HERE

Notes: Commander

IMPERIAL GUARD COMMISSAR


Type
Character

Speed
n/a

Armour
n/a

Weapon
Power weapons

Range
(base contact)

Firepower
Assault weapons

Close Combat
n/a

Notes
Macro-weapon, Extra Attack (+1)

Notes: Character, Leader, Fearless, Inspiring

IMPERIAL GUARD INFANTRY


Type
Infantry

Speed
15cm

Armour
none

Close Combat
6+

Weapon
Lasgun
Autocannon

Range
(15cms)
45cm

Firepower
Small Arms
AP5+/AT6+

Notes

Firefight
5+

ADD IMAGE HERE

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
Infantry

Speed
15cm

Arm our
none

Close Com bat


6+

Weapon
2x Autocannon

Range
45cm

Firepow er
AP5+ / AT6+

Notes
_

Firefight
4+

ADD IMAGE HERE

IMPERIAL GUARD STORM TROOPERS


Type
Infantry

Speed
15cm

Armour
5+

Close Combat
5+

Weapon
Hellguns
Plasma guns

Range
(15cm)
15cm

Firepower
Small Arms
AP5+/AT5+

Notes
_
_

Firefight
4+

ADD IMAGE HERE

Firefight
5+

ADD IMAGE HERE

Notes: Scouts

IMPERIAL GUARD OGRYNS


Type
Infantry
Weapon
Ripper Guns
Ogryn Combat
Weapons
Notes:

Speed
15cm

Arm our
3+

Close Com bat


4+

Range
(15cms)
(base contact)

Firepow er
Small Arms
Assault w eapons

Notes
Macro w eapon, Extra Attack (+1)

IMPERIAL GUARD SNIPERS


Type
Infantry

Speed
15cm

Arm our
none

Close Com bat


6+

Weapon
Sniper Rifles

Range
30cm

Firepow er
AP5+

Notes
Sniper

Firefight
5+

ADD IMAGE HERE

Firefight
6+

ADD IMAGE HERE

Notes: Scouts

IMPERIAL GUARD ROUGH RIDERS


Type
Infantry

Speed
20cm

Arm our
6+

Weapon
Laspistol
Power lance
Chainsw ords

Range
(15cms)
(base contact)
(base contact)

Firepow er
Small Arms
Assault w eapons
Assault w eapons

Close Com bat


4+

Notes
First Strike, Extra Attack +1
-

Notes: Mounted, Scouts, Infiltrators

IMPERIAL GUARD VALKYRIE (Armageddon Pattern)


Type
Armoured Vehicle

Speed
35cm

Arm our
5+

Close Com bat


6+

Weapon
Multilaser
2 x Heavy Bolters
2 x Rocket Pods

Range
30cm
30cm
30cm

Firepow er
AP5+/AT6+
AP5+
1BP

Notes
Disrupt, One-Shot

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

Firefight
5+

ADD IMAGE HERE

IMPERIAL GUARD VULTURE (Armageddon Pattern)


Type
Armoured Vehicle

Speed
35cm

Armour
5+

Close Combat
6+

Weapon
Heavy Bolter
Twin Autocannon
2 x Hellstrike

Range
30cm
45cm
120cm

Firepower
AP5+
AP4+/AT5+
AT2+

Notes
_
_
One-Shot

Firefight
5+

ADD IMAGE HERE

Notes: Skimmer, Scout.

IMPERIAL GUARD CHIMERA (Armageddon Pattern)


Type
Armoured Vehicle

Speed
30cm

Armour
5+

Close Combat
6+

Weapon
Multilaser
Heavy Bolter

Range
30cm
30cm

Firepower
AP5+/AT6+
AP5+

Notes
_
_

Firefight
5+

ADD IMAGE HERE

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
Armoured Vehicle

Speed
30cm

Armour
4+

Close Combat
6+

Weapon
Inferno Cannon
Heavy Bolter

Range
30cm
30cm

Firepower
AP3+
AP5+

Notes
Ignore cover
_

Firefight
3+

ADD IMAGE HERE

IMPERIAL GUARD SENTINEL (Voss Prime Pattern)


Type
Light Vehicle

Speed
20cm

Arm our
6+

Close Com bat


6+

Weapon
Multilaser

Range
30cm

Firepow er
AP5+/AT6+

Notes
_

Firefight
5+

ADD IMAGE HERE

Notes: Walker, Scout

IMPERIAL GUARD LEMAN RUSS BATTLE TANK (Mars Pattern)


Type
Armoured Vehicle

Speed
20cm

Arm our
4+

Close Com bat


6+

Weapon
Battle Cannon
Lascannon
2 x Heavy Bolter

Range
75cm
45cm
30cm

Firepow er
AP4+/AT4+
AT5+
AP5+

Notes
_
_
_

Notes: Reinforced Armour

Firefight
4+

ADD IMAGE HERE

IMPERIAL GUARD LEMAN RUSS DEMOLISHER TANK (Ryza Pattern)


Type
Armoured Vehicle

Speed
20cm

Arm our
4+

Close Com bat


6+

Weapon
Demolisher Cannon
Lascannon
2 x Plasma Cannon

Range
30cm
45cm
30cm

Firepow er
AP3+/AT4+
AT5+
AP4+/AT4+

Notes
Ignore Cover
_
Slow Firing

Firefight
3+

ADD IMAGE HERE

Notes: Reinforced Armour

IMPERIAL GUARD LEMAN RUSS VANQUISHER TANK (Stygies Pattern)


Type
Armoured Vehicle

Speed
20cm

Arm our
4+

Close Com bat


6+

Weapon
Vanquisher
Lascannon
2 x Heavy Bolter

Range
75cm
45cm
30cm

Firepow er
AP4+/AT2+
AT5+
AP5+

Notes
_
_
_

Firefight
4+

ADD IMAGE HERE

Firefight
5+

ADD IMAGE HERE

Notes: Reinforced Armour

IMPERIAL GUARD GRIFFON (Stygies VIII Pattern)


Type
Armoured Vehicle

Speed
30cm

Armour
6+

Close Combat
6+

Weapon
Heavy Mortar
Heavy Bolter

Range
30cm
30cm

Firepower
1BP
AP5+

Notes
Indirect Fire
_

IMPERIAL GUARD BASILISK (Armageddon Pattern)


Type
Armoured Vehicle

Speed
20cm

Armour
5+

Close Combat
6+

Weapon
Earthshaker
Heavy Bolter

Range
120cm
30cm

Firepower
AP4+/AT4+ or 1BP
AP5+

Notes
Indirect Fire
_

Firefight
5+

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

IMPERIAL GUARD BOMBARD (Triplex Phall Pattern)


Type
Armoured Vehicle

Speed
20cm

Arm our
6+

Weapon

Range

Firepow er

Siege Mortar

45cm

2BP

Heavy Bolter

30cm

AP5+

Close Com bat


6+

Firefight
5+

Notes
Ignore Cover, Slow Firing, Indirect
Fire
_

ADD IMAGE HERE

IMPERIAL GUARD MANTICORE (Triplex Phall Pattern)


Type
Armoured Vehicle

Speed
20cm

Arm our
6+

Weapon
Rocket Launcher
Heavy Bolter

Range
150cm
30cm

Firepow er
2BP
AP5+

Close Com bat


6+

Firefight
5+

ADD IMAGE HERE

Notes
Disrupt, Indirect Fire, Slow Firing
_

IMPERIAL GUARD DEATHSTRIKE (Triplex Phall Pattern)


Type
Armoured Vehicle

Speed
20cm

Armour
6+

Weapon

Range

Firepower

Deathstrike Missile

Unlimited

MW2+

Heavy Bolter

30cm

AP5+

Close Combat
6+

Firefight
5+

ADD IMAGE HERE

Notes
One-Shot, Titan Killer (D6), Indirect
Fire
_

IMPERIAL GUARD HYDRA (Metalicus Pattern)


Type
Armoured Vehicle

Speed
30cm

Arm our
6+

Close Com bat


6+

Weapon
2x Twin Hydra
Autocannon
Heavy Bolter

Range

Firepow er

Notes

45cm

AP4+/AT5+/AA5+

30cm

AP5+

Firefight
5+

ADD IMAGE HERE

IMPERIAL GUARD BANEBLADE (Stygies VI Pattern)


Type
War Engine

Speed
15cm

Arm our
4+

Weapon
Bane Battle Cannon
Autocannon
Demolisher Cannon
3 x Heavy Bolter
2 x Lascannon

Range
75cm
45cm
30cm
30cm
45cm

Firepow er
AP3+/AT4+
AP5+/AT6+
AP3+/AT4+
AP5+
AT5+

Close Com bat


6+

Firefight
4+

ADD IMAGE HERE

Notes
_
_
Ignore Cover, Fixed Forward Arc
_
_

Damage Capacity 3. Critical Hit Effect. The Baneblade's magazine explodes. The Baneblade is destroyed, and any units within 5cm
of the model suffer a hit on a D6 roll of 6.
Notes: Reinforced Armour

IMPERIAL GUARD SHADOWSWORD (Stygies VI Pattern)


Type
War Engine

Speed
15cm

Armour
4+

Weapon
Volcano Cannon
2 x Heavy Bolter

Range
90cm
30cm

Firepower
MW2+
AP5+

Close Combat
6+

Firefight
5+

ADD IMAGE HERE

Notes
Titan Killer (D3), Fixed Forward Arc
_

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

Imperial Allies
Titan Legion Support
Void Shields Imperial titans are protected by void shield generators. The
number of void shields each titan has is noted on the titans datasheet.
Each void shield will automatically stop one point of damage and then go down.
Do not make armour saves for damage stopped by void shields, nor allocate Blast
markers. Once all of the shields have been knocked down, the titan may be
damaged normally and you may make saving throws against any hits that are
scored. Hits from close combat ignore void shields but units using their firefight
values must first knock down any shields before they can damage the titan.
Void shields that have been knocked down can be repaired. Each titan can repair
one downed void shield in the end phase of each turn. In addition, if a titan
regroups it can use the dice roll to either repair the void shield or remove Blast
markers (e.g. if you rolled a 2 you could repair 2 shields, remove 2 blast makers,
or repair 1 shield and remove 1 Blast marker).

WARLORD CLASS BATTLE TITAN


Type

Speed

Arm our

Close Com bat

Firefight

War Engine

15cm

4+

2+

3+

Weapon

Range

Firepow er

Notes

2x Turbo-Laser Destructors

60cm

4x AP5+/AT3+

Fixed Forward Arc

Gatling Blaster

60cm

4xAP4+/AT4+

Volocano Cannon

90cm

MW2+

Forw ard Arc


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

Arm our

Close Com bat

Firefight

War Engine

20cm

4+

3+

3+

Weapon

Range

Firepow er

Notes

2x Turbo-Laser Destructors

60cm

4x AP5+/AT3+

Forward Arc

Rocket Launcher

60cm

3BP

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

Arm our

Close Com bat

Firefight

War Engine

30cm

5+

4+

4+

Weapon

Range

Firepow er

Notes

Vulcan Mega-Bolter

45cm

4xAP3+/AT5+

Forward Arc

Plasma Blastgun

45cm

2x MW2+

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

Arm our

Close Com bat

Firefight

Aircraft

Fighter-Bomber

6+

n/a

n/a

Weapon

Range

Firepow er

Notes

Storm Bolters

15cm

AP4+/AA5+

Fixed Forward Arc

Multilaser

30cm

Underwing Rockets

30cm

AP5+/AT6+/AA5+ Fixed Forward Arc


AT4+

Fixed Forward Arc

IMPERIAL NAVY MARAUDER BOMBER


Type

Speed

Arm our

Close Com bat

Firefight

Aircraft

Bomber

4+

n/a

n/a

Notes

Weapon

Range

Firepow er

2x Twin Heavy Bolters

15cm

AA5+

Twin Lascannon

45cm

AT4+/AA4+

Fixed Forw ard Arc

Bomb racks

15cm

2BP

Fixed Forw ard Arc

ADD IMAGE HERE

IMPERIAL NAVY LUNAR CLASS CRUISER


Type

Speed

Arm our

Close Com bat

Firefight

Spacecraft

n/a

n/a

n/a

n/a

Weapon

Range

Firepow er

Notes

Orbital Bombardment

n/a

3BP

Macro-weapon

Pin-point attack

n/a

MW2+

ADD IMAGE HERE

Titan Killer (D3)

IMPERIAL NAVY EMPEROR CLASS BATTLESHIP


Type

Speed

Arm our

Close Com bat

Firefight

Spacecraft

n/a

n/a

n/a

n/a

Weapon

Range

Firepow er

Notes

Orbital Bombardment

n/a

8BP

Macro-weapon

ADD IMAGE HERE

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
0-1 Regimental HQ
Steel Legion Infantry
Company
Steel Legion Mechanised
Infantry Company
Steel Legion Tank
Company
Steel Legion Super-heavy
Tank Company
Steel Legion Artillery
Company

UNITS
POINTS COST
One Supreme Command unit, twelve Imperial Guard Infantry units, and
500 points
seven Chimera transport vehicles (one for Commander)
Imperial Guard Command unit plus twelve Imperial Guard Infantry units
250 points
Imperial Guard Command unit, twelve Imperial Guard Infantry units,
and seven Chimera transport vehicles (one for Commander)
Ten Leman Russ battle tanks. One Leman Russ battle tank may be
upgraded to a Leman Russ Vanquisher tank at no additional cost
Three Baneblades or Shadowswords, or any combination of the two

400 points

Nine Artillery units chosen from the following list: Basilisk, Manticore

650 points

650 points
500 points

STEEL LEGION SUPPORT FORMATION


(Two may be taken per Steel Legion Company)

FORMATION
Rough Rider Platoon
Storm Trooper Platoon
Steel Legion Artillery
Battery
Sentinel Squadron
0-1 Deathstrike Missile
Battery
Super-heavy Tank
Platoon
0-1 Orbital Support
Flak Battery
Vulture Squadron

UNITS
Six Rough Riders
Eight Storm Trooper units
(may have four Valkyrie transport vehicles)
Three units of the same type chosen from the following list: Basilisk,
Bombard, Manticore
Four Sentinels
Two Deathstrike Missile Launchers

POINTS COST
150 points
200 points
(+150 points)
250 points
100 points
200 points

One Baneblade or Shadowsword

200 points

One Imperial Navy Lunar class cruiser


OR one Emperor class Battleship
Three Hydras
Four Vultures

150 points
300 points
150 points
300 points

STEEL LEGION COMPANY UPGRADES


(Three may be taken per Steel Legion Company)

UPGRADE
Fire Support Platoon
Infantry Platoon
Tank Squadron
Hellhound Squadron
Griffon Battery
Snipers
Ogryns
Flak

UNITS
Four Fire Support
Six Infantry units
Three Leman Russ battle tanks or three Leman Russ Demolisher
Three Hellhounds
Three Griffons
Two Snipers
Two Ogryns
One Hydra

COST
100 points
100 points
200 points
150 points
100 points
50 points
50 points
50 points

These units may have Chimera transport vehicles. Each Chimera costs 25 points. You must take the minimum number
of Chimera to transport the whole formation if any are taken.

IMPERIAL NAVY AIRCRAFT


FORMATION
COST
Two Thunderbolt Fighters 150 points
Two Marauder Bombers 250points

TITAN LEGION BATTLEGROUPS


FORMATION
One Warlord Class Titan Formation
One Reaver Class Titan Formation
Two Warhound Class Scout Titans
One Warhound Class Scout Titan

COST
850 points
650 points
500 points
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

Arm our

Close Com bat

Firefight

Infantry

15cm

None

6+

5+

Weapon

Range

Firepow er

Notes

Heavy Stubber

30cm

AP6+

IMPERIAL GUARD SAPPERS


Type

Speed

Arm our

Close Com bat

Firefight

Infantry

15cm

6+

5+

5+

Weapon

Range

Firepow er

Heavy Flamer

15cm

AP4+ and
Small Arms

ADD IMAGE HERE

Notes
Ignore cover

Meltabombs
(base contact) Assault Weapon extra attack (+1), Macro Weapon
Notes: The Heavy flamer can shoot and be used to confer the Ignore Cover abliity to the units firefight ability.

RAPIER LASER DESTROYER (KRIEG PATTERN)


Type

Speed

Arm our

Close Com bat

Firefight

Infantry

10cm

None

5+

Weapon

Range

Firepow er

Notes

Rapier Laser Destroyer

45cm

AP6+/AT4+

ADD IMAGE HERE

THUDD GUN (KRIEG PATTERN)


Type

Speed

Arm our

Close Com bat

Firefight

Infantry

10cm

None

5+

Weapon

Range

Firepow er

Notes

Thudd Gun

45cm

AP4+/AT6+

Indirect Fire

ADD IMAGE HERE

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

Arm our

Close Com bat

Firefight

Light Vehicle

0cm

None

6+

Weapon

Range

Firepow er

Notes

Howitzer

90cm

1BP

Indirect Fire

16

ADD IMAGE HERE

BLITZEN AA GUN (KRIEG PATTERN)


Type

Speed

Arm our

Close Com bat

Firefight

Light Vehicle

0cm

None

6+

Weapon

Range

Firepow er

Notes

Blitzen Cannon

60cm

AP6+/AT5+/AA5+

ADD IMAGE HERE

BRUENNHILDE
Type

Speed

Arm our

Close Com bat

Firefight

Light Vehicle

15cm

6+

6+

Weapon

Range

Firepow er

Notes

Heavy Stubber

30cm

AP6+

ADD IMAGE HERE

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

Arm our

Close Com bat

Firefight

Armoured Vehicle

30cm

5+

6+

5+

Weapon

Range

Firepow er

Notes

Multi-laser

30cm

AP5+/AT6+

Notes: Scout

RAGNAROK HEAVY TANK (KREIG PATTERN)


Type

Speed

Arm our

Close Com bat

Firefight

Armoured Vehicle

15cm

4+

6+

4+

Weapon

Range

Firepow er

Notes

Ragnarok Battlecannon

60cm

AP4+/AT4+

2 x Heavy Stubber

30cm

AP6+

ADD IMAGE HERE

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

FORTIFIED POSITIONS
Terrain

Infantry

Vehicle

War Engine

Trench

4+ Cover Save

Dangerous

No Effect

Gun Emplacement

4+ Cover Save

5+ Cover Save

No Effect

Bunker

3+ Cover Save

Dangerous

Impassable

Razor Wire

Dangerous

No Effect

No Effect

ADD IMAGE HERE

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
1 Siege Master
Regimental HQ
Siege Infantry Company

UNITS
One Supreme Command unit, plus nine Siege Infantry units
Imperial Guard Command unit plus nine Siege Infantry units

POINTS COST
225 points
175 points

SIEGE REGIMENT SUPPORT FORMATION


(Two may be taken per Siege Master Regimental HQ or Infantry Company)

FORMATION
Rough Rider Platoon
Siege Regiment Artillery
Company

UNITS
POINTS COST
Six Rough Riders
150 points
Nine Gotterdamerung Howitzers, plus nine gun emplacements or nine
450 points
Bruennhilde transports

Siege Regiment Artillery


Battery
0-1 Sapper Platoon
0-1 Deathstrike Missile
Battery
Super-heavy Tank
Platoon
Bombard Battery
Siege Regiment AA
Battery
Light Tank Platoon
Heavy Tank Platoon

Three Gotterdamerung Howitzers, plus three gun emplacements or


three Bruennhilde transports
Eight Sapper units.
Two Deathstrike Missile Launchers

175 points

One Baneblade or Shadowsword

200 points

Three Bombards
Three Blitzen AA guns, plus three gun emplacements or three
Bruennhilde transports
Six Siegfried light tanks
Six Ragnarok heavy tanks

250 points
150 points

250 points
200 points

175 points
300 points

SIEGE REGIMENT COMPANY UPGRADES


(Three may be taken per Siege Master Regimental HQ or Infantry Company)

UPGRADE
Siege Infantry Platoon
Rapier Platoon
Hellhound Squadron
Griffon Battery
Snipers
Thudd Gun Platoon

UNITS
Six Siege Infantry units
Three Rapiers
Three Hellhounds
Three Griffons
Two Snipers
Three Thudd guns

COST
75 points
75 points
150 points
100 points
50 points
75 points

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
Up to 500mm of trenches
& razorwire, plus up to 6
gun emplacements or
bunkers

COST
100 points

FORMATION
Two Thunderbolt Fighters
Two Marauder Bombers

COST
150 points
250points

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 (its
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
Armoured Vehicle

Speed
20cm

Armour
4+

Close Combat
6+

Weapon
Vanquisher
Lascannon
2x Heavy Bolter
Pintle-mounted weapon

Range
75cm
45cm
30cm
(15cms)

Firepower
AP4+ / AT2+
AT5+
AP5+
Small Arms

Notes

Firefight
3+

_
_
_
_

Notes: Supreme commander, Reinforced armour

Imperial Guard Command Tank


Type
Armoured Vehicle

Speed
20cm

Armour
4+

Close Combat
6+

Weapon
Vanquisher
Lascannon
2x Heavy Bolter

Range

Firepower

Notes

75cm
45cm
30cm

AP4+/AT2+
AT5+
AP5+

Firefight
4+

_
_
_

Notes: Commander, Reinforced armour

Imperial Guard tank riding Infantry


Type
Infantry

Speed
15cm

Arm our
none

Close Com bat


6+

Weapon
Lasguns
Heavy Stubber

Range
(15cms)
30cm

Firepow er
Small Arms
AP6+

Notes
_

Firefight
5+

Notes: Tank riders

Imperial Guard Salamander Scout Tank


Type
Armoured Vehicle

Speed
30cm

Armour
6+

Close Combat
6+

Weapon
Autocannon
Heavy Bolter

Range
45cm
30cm

Firepower
AP5+/AT6+

Notes
_
_

AP5+

Notes: Scout

21

Firefight
5+

Imperial Guard Leman Russ Executioner


Type
Armoured vehicle

Speed
20cm

Armour
4+

Close Combat
6+

Weapon
Plasma destroyer
Lascannon

Range
60cm

Firepower
MW4+

Notes
Slow Firing

45cm

AT5+

2x Heavy Bolter

30cm

AP5+

Firefight
4+

Notes: Reinforced armour

Imperial Guard Leman Russ Conqueror


Type
Armoured vehicle

Speed
25cm

Arm our
5+

Close Com bat


6+

Weapon
Conqueror Cannon
Lascannon

Range
45cm

Firepow er
AP5+/AT5+

Notes
_

45cm

AT5+

Firefight
5+

Insert Image

Notes: Reinforced armour

Imperial Guard Leman Russ Tank Destroyer


Type
Armoured vehicle

Speed
20cm

Armour
4+

Close Combat
6+

Weapon
Laser Destroyer

Range
75cm

Firepower
AT2+

Notes
Sniper

Firefight
6+

Notes: Reinforced armour, Scout

Imperial Guard Stormblade


Type
Warengine

Speed
15cm

Armour
4+

Close Combat
6+

Weapon
Plasma blastgun

Range
45cm

Firepower
2x MW2+

3x Heavy bolter

30cm

AP5+

2x lascannon

45cm

AT5+

Firefight
4+

Notes
Slow firing, Fixed forward arc

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

22

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
0-1 Regimental HQ
Ulani Tank Company

Units
1 HQ Command Tank and 9 Leman Russ Battle Tanks. Each Leman Russ Battle Tank can be
replaced by a Leman Russ Executioner for no extra cost.
Six to ten Leman Russ Battle Tanks at 65 points each. Each Leman Russ Battle Tank maybe
replaced by the following for the indicated cost:

Cost
750 points
Various

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

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
Tank riders
Hellhound squadron
Griffon Battery
Flak

Three Leman Russ Battle tanks, Executioners or Demolishers or any combination of the three
Six Imperial Guard tank rider infantry
Three Hellhounds
Three Griffons
One Hydra

200 points
150 points
150 points
100 points
50 points

Ulani Tank Regiment Support Formations


(Two maybe taken per company)
Upgrade
Light Artillery Support
Medium Artillery Support
Recon Support
0-1 Orbital Support
Super-heavy tank platoon
Anti-tank Support
Conqueror Support
Flak Support

Units
Three Griffons
Three Basilisks
Six Salamander Scout Tanks
One Imperial Navy Lunar Class Cruiser
OR one Emperor Class Battleship
One Baneblade, Shadowsword or Stormblade
Three Leman Russ Tank Hunters
Six Leman Russ Conquerors
Three Hydra's

Cost
100 points
250 points
200 points
150 points
300 points
200 points
175 points
250 points
150 points

IMPERIAL NAVY AIRCRAFT


FORMATION
Two Thunderbolt Fighters
Two Marauder Bombers

COST
150 points
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.

23

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
Infantry

Speed
15cm

Arm our
5+

Close Com bat


4+

Weapon
Heavy Bolter
Power Weapons

Range
30cm
Base Contact

Firepow er
AP5+
Assault Wepons

Notes

Firefight
5+

Macro Weapon, Extra Attack +1

Notes: Supreme Commander.

Vanaheim Commander
Type
Infantry

Speed
15cm

Arm our
6+

Close Com bat


5+

Weapon
Heavy Bolter
Lasguns

Range
30cm
15cm

Firepow er
AP5+
Small Arms

Notes

Firefight
5+

Notes: Commander.

Vanaheim Trooper
Type
Infantry

Speed
15cm

Arm our
none

Close Com bat


6+

Weapon
Heavy Bolter
Lasguns

Range
30cm
15cm

Firepow er
AP5+
Small Arms

Notes

Firefight
5+

Notes:

Vanaheim Fire Support


Type
Infantry

Speed
15cm

Arm our
none

Close Com bat


6+

Weapon
2 x Missile
Launchers

Range
45cm

Firepow er
AP5+/AT6+

Notes

Notes:

26

Firefight
4+

Vanaheim Mortar
Type
Infantry

Speed
15cm

Arm our
none

Weapon
Mortars

Range
30cm

Firepow er
1 BP

Close Com bat


6+

Firefight
6+

Notes
Indirect

Notes:

Vanaheim Light Sentinel


Type
Light Vehicle

Speed
20cm

Arm our
6+

Close Com bat


6+

Weapon
Heavy Bolter

Range
30cm

Firepow er
AP5+

Notes

Firefight
5+

Notes: Scout, Walker

Vanaheim Melta Sentinel


Type
Light Vehicle

Speed
20cm

Weapon
Multi Melta

Range
15cm

Arm our
6+

Close Com bat


6+

Firefight
5+

Firepow er
Notes
Macro Wepaon
MW5+ and Small
Arms
Notes: Scout, Walker. The Multi melta can shoot and be used to confer the macro-weapon ability to the units firefight value.

Vanaheim Valkyrie
Type
Armoured Vehicle

Speed
35cm

Arm our
5+

Close Com bat


6+

Weapon
Multilaser
2 x Heavy Bolters
2 x Rocket Pods

Range
30cm
30cm
30cm

Firepow er
AP5+/AT6+
AP5+
1BP

Notes
Disrupt, One-Shot

Firefight
5+

ADD IMAGE HERE

Notes: Skimmer, Scout, Transport (may carry two Vanahiem Supreme Commander, Vanaheim Commander, Vanaheim trooper,
Vanaheim fire Support, Vanaheim Mortar, Storm Trooper or one Melta Sentinel or Light Sentinel unit)

Vanaheim Vendetta
Type
Armoured Vehicle

Speed
35cm

Arm our
5+

Close Com bat


6+

Weapon
3 x Twin Linked
Lascannons
2 x Heavy Bolters

Range
45cm

Firepow er
AT4+

Notes

30cm

AP5+

Firefight
5+

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

27

Imperial Navy Units


Lightning Strike Fighter
Type
Aircraft
Weapon
Lascannon
2 x Underwing
Rockets
Notes:

Speed
Fighter

Arm our
6+

Range
45cm
30cm

Firepow er
AT5+/AA5+
AT4+

Close Com bat


n/a

Firefight
n/a

Notes
Fixed Forward
Fixed Forward

Marauder Destroyer
Type
Aircraft

Speed
Bomber

Arm our
4+

Close Com bat


n/a

Weapon
Twin Heavy Bolters
Twin Assault
Cannons
2 x Underwing
Rockets
3 x Twin Linked
Autocannons

Range
15cm
15cm

Firepow er
AA5+
AA4+

Notes

30cm

AT4+

Fixed Forward

45cm

AP4+/AT5+

Fixed Forward

Rear Arc

Notes:

28

Firefight
n/a

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
DETACHMENT
0 -1 Regimental HQ
Air Cavalry Company

Any number of Vanaheim Companies can be taken


UNITS
POINTS COST
1 Vanaheim Supreme Commander, 9 Vanaheim Troopers, 5 Valkyries - Up to 500
2 Valkyries may be exchanged for Vendetta's at no cost
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
Vanaheim Fire Support Platoon
Mortar Platoon
Trooper Platoon

UNITS
2 Fire Support Units, 1 Valkyrie
2 Mortar Units, 1 Valkyrie
2 Troopers, 1 Valkyrie

POINTS COST
125
100
100

Vanaheim Support Troops


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

POINTS COST
300
100
150
300
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 youve 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 weve done, how and why we did it. Have a read
though this and find out what was in the EPIC UK teams 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 Im 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 hadnt produced an army
book!
So it was very clear from the start that we shouldnt 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 didnt make full advantage of the different Imperial tanks
available through Forge World and that the Steel Legion army list wasnt 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 couldnt 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 Executioners 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 Gaunts Ghost:
Honour Guard you would have read about the Tank Destroyer. This is a tank that
stalks its prey from a well hidden position; its 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 wasnt because we felt the Tank Destroyer was a forward moving
battle tank, quite the opposite in fact. The scout rule allows a formation of
Destroyers to be deployed further from each other, giving that solo predator
feel; it also allowed the tank to garrison, hopefully in cover and on overwatch.
We felt this really added character to this tank sniper.
The Imperial Guard Griffon statistics were kept in line with the EPIC UK Steel
Legion army list, however within the Ulani they became a formation on their own.
There were two reasons for this; firstly with the removal of the Manticores,
Bombards and Deathstrike missile launchers (removed because they were
too static) we decided that the Ulani needed a couple of artillery formations, and
the Griffon is perfect because it has to move forward to be in range. Secondly,
with the removal of Sentinels, the Ulani needed a formation for 100 points; the
Griffon formation, being only three models strong, with a 6+ save and a
combined BP of 3; we felt they were worth 100 points per formation.
Super heavy tank companies were not added to the list as we felt they were too
slow to be a mainstay formation for the army. However we did decide to add the

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Stormblade to give this area of the army additional options. The Stormsword
was not added as its main weapon is more suitable to siege warfare
Finally the Ulani gained the normal Imperial Navy support but lost all Titan
support; the reason behind this was because we thought the Warlord was too
slow for the army, the Warhound too quick and we believed that titans diluted
the theme we were trying to create for this army.
The Vanaheim army list
When the guard book was being discussed we all agreed that we wanted a
lighter, more mobile army in the book. Much discussion was held as to whether
this should be a parachute / drop style army or an air mobile style army. A vote
was held and the air mobile style won out.
The first major issue for discussion revolved around AA in the army and if any
ground AA should be included. It was decided early on to not give the Vanaheim
forces ground flak, but increase the fighter choices by including Lightnings. Initial
testing highlighted a problem against transport flyers so the CAP Garrison rule
was introduced to give the Vanaheim troopers some cover at the start of the
game.
Vendettas were introduced to the list to allow some variety to the companies
transport and give them some long term AT fire-power. The two varieties of
Sentinels were also included to allow the list some options for ground formations.
Giving the Sentinels the teleport ability was discussed and trialled, but ultimately
didnt fit in with the feel of the list. Sentinels can still garrison and would
represent long range scouting formations ahead of the more mobile elements in
the list.
As air was key to the Vanaheim list the option of the Marauder destroyer was
added. Again this gave the list access to viable AT fire-power should the player
not want to swap Valkeries for Vendettas.
The infantry were made 'lighter' by removing their auto-cannons and giving the
basic trooper unit a heavy bolter each. This results in one extra AP shot per
company over a steel legion company but the lack of infantry AT and reduced
numbers balances this. The support weapons were changed to missile launchers
to keep with the light and mobile theme. Mortars were added to give the option of
some light short range barrage.
Well I hope this answers your questions of What, How and Why. If not please
send the EPIC UK team an email and we will try to answer your query as best as
possible.
Thank you
The EPIC UK Team

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