[v5.0] IG part 1

From: <jyrki.saari_at_...>
Date: Fri, 16 Aug 2002 14:37:37 +0300

Let's start. Unless I've added a comment to a section I don't have any proposals, clarifications or additions to it. Feel free to add your own.

Special Rules: Imperial Guard

The Chain of Command Rule
The tight structure of the Imperial Guard is reflected on the game table by the chain of command rule. This represents the way in which orders are passed from the regimental HQ to the company HQ and finally to each individual unit. If the chain is broken at some point command and control of the army suffers.

The chain of command works as follows. Imperial Guard units may only be given orders if they are connected to the chain of command. A unit is automatically connected to its chain of command if it is within 25cm of its company HQ. It is not necessary for the detachment's section HQ to be in range so long as at least one model of the detachment is within the 25cm radius from the company HQ.

Note: Any Support Cards assigned to a Company Card at the time of purchase are considered to receive orders from the company HQ they are attached to.

Example: The player purchases an artillery company and a detachment of whirlwinds. Both the models of the artillery company and the whirlwind detachment must be within 25 cm of either HQ unit (companies usually bring 2 HQ units) to receive orders.

The chain of command is broken in the following circumstances:

        * If the unit is farther than 25 cm from its company HQ
        * If the unit's section HQ has been destroyed
        * If the unit's company HQ has been destroyed

Company HQ's are usually composed of two stands with a transport (usually a Rhino). The command radius is measured from the stands and not from the transports. Units that are outside the chain of command receive no orders for that turn.

Section HQ
Section headquarters are detachment leaders. They move and shoot according to the orders given to the rest of the detachment. Section HQs are not command units and do not enjoy the special rules afforded to these units. They do however enjoy the targeting restriction regular HQ units have, that is, they can only be targeted if they are the closest unit of that type within range. Detachments that lose their section HQ are considered to be outside the chain of command and receive no orders.

Regimental Command
Regimental command is represented by Praetorian classed vehicles (such as the Leviathan), which serve as mobile headquarters. These are usually behind the army and not represented in the battle. In some instances you may bring them to battle and their close proximity augments the armies command and control performance. When such a vehicle is present on the battlefield the command radius of all Imperial Guard units is increased to 35 cm, including the command vehicle itself. Only when all such vehicles participating on the tabletop are destroyed is the increased command radius lost. Once the last command vehicle is lost the command radius reverts to its normal 25cm radius, since other command vehicles not directly on the tabletop are assumed to have taken control.

Special Rules: Tech Guard

Tech-Guard Command Structure
Tech-Guard forces usually accompany Imperial Titans and Knights into battle. They follow the same rules for command and control as the Imperial Guard. They have their own unique formations and can only use a small number of Imperial Guard detachments.
IG Units Employed by Tech-Guard:
Tech-Guard may purchase any of the following Imperial Guard army cards:

        * Artillery and AA; Manticores, Basilisks, Bombards, Griffons, and Hydras.
        * Off-Table Artillery (as optional unit)
        * Vehicles; Chimeras (including all their variants), Leman Russ tanks, Stormblade Super Heavy tanks.
        * Ordinatus vehicles
        * Dropship (as optional unit)
        * Flyers; Marauders and Thunderbolts.
        * Special units; Forward Observers, Adeptus Mechanicus, and Astropath as optional units.
        * Infantry;
        The Tech-Guard possesses troop types similar to the Imperial Guard such as Tactical (Defence), Assault and Heavy weapon platoons (detachments) and Companies as well as mechanized versions of these units. Stats are the same as the Imperial guard units of the same types. See the Army Cards section of this chapter for unit compositions.

See the Imperial Guard listings for the details on the attached IG units.

Infantry
The Imperial Guard features a unit designation similar to Space Marines.

Tactical
These make up the bulk of the Imperial forces infantry and carry lasguns.
Models: Tactical Infantry models from the GW Imperial Guard Sprue.

Move: 10 cm
Save: None
CAF: 0
Weapons: Lasguns
Range: 50 cm
Attack Dice: 1
To-hit: 5+
Save mod: 0
Notes:

Assault
Assault troops possess jump packs and are the close combat specialists.
Models: Jump-packed Infantry models from the GW Imperial Guard Sprue.

Move: 15 cm
Save: None
CAF: +1
Weapons: Laspistols/swords
Range: 25 cm
Attack Dice: 1
To-hit: 5+
Save mod: 0
Notes: Jump Packs

Heavy Weapons
Heavy support troops are armed with long-range weapons for supporting the army's advance.
Models: 1-2 Infantry models with heavy weapons and tactical infantry models from the GW Imperial Guard Sprue.

Move: 10 cm
Save: None
CAF: 0
Weapons: Heavy Weapons
Range: 75 cm
Attack Dice: 2
To-hit: 5+
Save mod: 0
Notes:

<JS> I still wonder whether these should follow the normal CAF reduction policy and have a CAF of -1?

Beastmen
Mutated beasts that have not succumbed to the taint of Chaos still serve the Imperium. These are mainly close combat troops.
Models: Beastmen models from the GW Imperial Guard or Chaos Sprues. Any 1/300 figures of normal- sized non-human figures from fantasy or SF ranges could be substitutes.

Move: 10 cm
Save: None
CAF: +3
Weapons: Laspistols/swords
Range: 25 cm
Attack Dice: 1
To-hit: 5+
Save mod: 0
Notes:

Ogryns
Ogryns are extremely large humanoids that sometimes are taught to serve the Imperium. Although mainly close combat troops they are armed with short-ranged rapid-fire weapons.
Models: Ogryn models from the GW Imperial Guard Sprue. A close substitute could be slightly larger scale (8 or 10mm) infantry with sub-machine guns.

Move: 10 cm
Save: 6+ fixed
CAF: +6
Weapons: Ripper Gun
Range: 10 cm
Attack Dice: 1
To-hit: 4+
Save mod: -1
Notes:

Ratling Snipers
These are small humanoids that occupy some Imperial worlds and possess uncanny skill with rifles as well as being able to act independently with stealth. Ratling Snipers are the units of Imperial Guard who are specialized in singling out important enemy troops while concealing themselves in cover. They operate independently and do not remain in formation, so the normal 6cm coherency rule does not apply to them. Ratlings are not given orders and can move up to 10cm on charge and always shoot on First Fire, but they cannot move and shoot in the same turn. If they are within cover they cannot be seen at a range of over 25 cm (in other words if the firer is not 25cm or closer they can not be targeted). VPs are awarded only when all 4 stands are destroyed if using more than 1 platoon; VPs are awarded for every 4 stands killed.

Ratlings are especially keen in identifying enemy command stands and eliminating them to cause confusion among their ranks. Thus, Ratling Snipers are not bound by the general targeting rules, and are allowed to shoot at enemy command units even if they are not the closest targets. To do this, the player must first roll a D6 for any Ratling stand that attempts to target a command unit. On 4+ the Snipers identify the stand and may shoot at it, otherwise they have to shoot at some other target.
Models: Ratling Sniper models from the GW Imperial Guard Sprue. As substitutes, any smallish figures with rifles (like old Squat warriors or 1/300 scale shooting models) would do.

Move: 10 cm
Save: None
CAF: -1
Weapons: Sniper Rifle
Range: 75 cm
Attack Dice: 1
To-hit: 5+
Save mod: 0
Notes: Special rules, may target HQ units on 4+ on D6

Imperial Guard Engineers*
In the battlefields of the war-torn universe of the future it is a valuable capability of an army to create every possible obstacle to slow down enemy advance while facilitating the development of own units. Setting traps to destroy its unaware troops as well as detecting and removing any handicaps that could impede the advance of their own units do this. One notable example to those obstacles is the minefields that can bar passage to troops and may cost lives if breached. Demolition charges are another, which are used to destroy crucial enemy equipment and fortifications. Imperial Guard Army has specially trained troops to deal with these tasks. Imperial Guard Engineers can:

Ø Lay or clear minefields,
Ø Place or defuse demolition charges,

These are called Engineering Missions. An engineering mission takes one whole turn and the unit must be given First Fire orders. That is, the unit must already have moved to the spot before rendering the function. The function cannot be rendered if the troops engage in CC, or are closer then 15cm to an enemy model.

Minefields
To lay a minefield, a 5x10cm minefield model is placed touching at least 2 stands in the unit; the detachment cannot lay mines with only one stand left. To clear a minefield, at least 2 stands of Engineers must be adjacent to the minefield. When clearing mines, roll a D6 for each stand remaining in the detachment regardless of touching the field or not; on a 1 the stand is destroyed.

Demolition Charges
An engineer unit may place demolition charge on a building, fortification, bridge, or road segment if at least 1 stand is adjacent (or in/on) the target. Use a marker or small bomb model to represent this. This charge may be detonated in the end phase of the following, or later, turns. When it is detonated place a 3cm (small Gutbuster) barrage template on it. It inflicts an automatic hit on any model even partially under the barrage template with a -4 modifier. Engineers from the opposing force may attempt to defuse the demolition charge if at least 1 stand is in base-to-base contact with the charge. Roll a D6; on 5+ the charge is defused, otherwise it explodes.
Models: Use any IG infantry models.

Move: 10 cm
Save: None
CAF: 0
Weapons: Bolt Pistols
Range: 25 cm
Attack Dice: 1
To-hit: 5+
Save mod: 0
Notes: Special rules


Jyrki Saari
Received on Fri Aug 16 2002 - 11:37:37 UTC

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