Subject: [v5.0] IG part 2

From: <jyrki.saari_at_...>
Date: Fri, 23 Aug 2002 16:29:05 +0300

Units not commented in any way have no suggestions pending from me. Shoot away!

Special Units

HQ Units
Imperial Headquarter units are the commanding officers of Imperial Guard Companies. They follow all the rules for command units. For most companies these are two infantry command stands and a Rhino transport. Exceptions are given below.
Models: Officer, infantry, and standard-bearer models from the GW Imperial Guard sprue.

Move: 10 cm
Save: None
CAF: +2
Weapons: Pistols/swords
Range: 25 cm
Attack Dice: 2
To-hit: 5+
Save mod: 0
Notes: HQ, Elite.
 
Assault Company HQ
Imperial Guard Assault troops all have jump-packs that enable them to move faster and skim above terrain features and man-made obstacles. The companies headquarter units; to keep pace with their troops, also have jump-packs. All other abilities remain the same with standard IG HQ units.
Models: Officer, infantry with jump-packs, and standard-bearer models from the GW IG sprue.

Move: 15 cm
Save: None
CAF: +2
Weapons: Pistols/swords
Range: 25 cm
Attack Dice: 2
To-hit: 5+
Save mod: 0
Notes: HQ, Elite, Jump Packs.

Commissars
These units are an exception to the normal command structure. They are Imperial agents whose role is to make sure that the Guard achieves its goals. Commissars are represented by a troop stand and transport. This vehicle is usually a Rhino but the Commissars may select the mode of transport depending on the detachment they join (these are limited to bikes, horses or termites). If an alternate mode of transport is selected the Commissar is obligated to remain with that particular detachment, in formation, like any other model of that unit for the duration of the battle or until that unit is routed or destroyed. Commissars may take direct command of any Imperial Guard unit they are within unit coherency of (6 cm). Therefore units may receive orders outside the command radius if a Commissar commands them.

->I recommend replacing "unit" with "detachment" for clarity.

For each company purchased you receive a Commissar free. Although they cost no points to acquire, your opponent receives 1 VP for each Commissar eliminated.
Models: Commissar and infantry models from the GW IG sprue. For substitutes use 1/300 models with long smocks and officer caps. Commissars usually wear black uniforms.

Move: 10 cm
Save: None
CAF: +4
Weapons: Pistols/swords
Range: 25 cm
Attack Dice: 2
To-hit: 5+
Save mod: 0
Notes: HQ, Special commmand rules, Elite.

-> Is it just me or does the Commissar's CAF seem a bit high for an ordinary human? I mean, he is supposed to be a hero but I still can't see him being equal to veteran marines in CC.

Imperial Guard Colonel*
The Colonel is a Command Unit and so needs no orders and never needs to check for morale. However, the Chimeras and his personal guards are not command units and so need orders as usual. Because the Colonel is an inspirational leader he may give orders to any Imperial Guard units that are within 25cm of him. The Colonel is also a superb tactician and this allows you to change the orders of one Imperial Guard Unit that is within 25cm after the Orders Phase.

The detachment is broken if it loses either 5 models or the Colonel stand. However, it does not take a morale check for this while the Colonel is still alive. If the Colonel stand is destroyed then any detachment that was under the Colonel's command (including his personal guards) must take a morale test or go on fall back orders.
Models: For the Colonel use a commander or Commissar models, and for the guards use IG tactical infantry models from the GW Imperial Guard Sprue. Use GW metal models for the Chimeras.

Colonel:
Move: 10 cm
Save: None
CAF: +4
Weapons: Pistols/swords
Range: 25 cm
Attack Dice: 2
To-hit: 4+
Save mod: 0
Notes: HQ, Special rules, Elite.

-> As above; the Colonel seems to have a lot of punch in CC.

Bodyguards
Move: 10 cm
Save: None
CAF: +2
Weapons: Lasguns
Range: 50 cm
Attack Dice: 1
To-hit: 5+
Save mod: 0
Notes:

Imperial Guard Forward Observers*
Accuracy in indirect barrages is a very important factor in supporting the front line troops. The capabilities of the target spotter are often more deciding then the proficiency of the firing battery, for giving accurate coordinates and deciding on the ammunition to use falls onto his shoulders. To fulfill this task, Imperial Guard and Tech-Guard have expertly trained Forward Observers to aid their artillery batteries. The following rules define the Imperial Forward Observers:

An artillery barrage directed by Forward Observers scatters 1D6 instead of 2D6,
Forward Observers can not request fire if they are involved in CC,Forward Observers are HQ units for the purposes of targeting, and all relevant targeting rules apply,Forward observers, operating close to enemy lines, are heavily camouflaged. The FO stands (not the Rhino) can't be shot at from more than 25cm. However, if the Rhino is seen, a barrage that covers both the stands and the vehicle can be shot by the enemy. The FO stands can also be shot at in a turn they shoot, subject to the targeting rules.
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, HQ unit for targeting purposes

Adeptus Mechanicus*
Adeptus Mechanicus priests are the experts of the Imperium in machines and their workings. They preserve the huge information on every war machine the Imperial Army has, and are responsible of their continuous functioning. All Imperial vehicles (except Praetorians & Titans that are too large to be repaired quickly on the battlefield) within 10cm of an Adeptus Mechanicus stand gains 5+ save in addition to their normal saves. A model may only benefit once regardless of the number of Adeptus stands (and Tech-Marines, if they are present) within range. Thus overlap and multiple saves are not allowed. Unlike their Space Marine counterparts Tech-Marines, they are assigned to an Imperial Guard (or Tech-Guard) company at the beginning of a battle, and may only repair vehicles assigned to this company. However, Adeptus Mechanicus stands are considered command units for targeting purposes but they cannot give orders to the Imperial units.
Models: Use a Tech-Marine model form the GW Space Marine sprue for the Adeptus Mechanicus. Use any models for the retinue.

Move: 10 cm
Save: None
CAF: +1
Weapons: Pistols/swords
Range: 25 cm
Attack Dice: 1
To-hit: 5+
Save mod: 0
Notes: Imperial Vehicles within 10cm save on 5+, HQ unit for targeting purposes, Elite

->Any good reasons why the tech adept is elite?

Adeptus Psyker*
The Adeptus Psyker is a Command unit; standard rules apply. He can issue orders to a unit within coherency distance (6 cm) like the Commissar. The Psyker may use the following powers, one power once per turn.

Embolden- each Imperial unit within 15 cm (including the psyker) is immune to morale checks and may add +1 to CAF. Lasts until start of next orders phase.

Telepathic Link - the psyker spots for artillery. The power lasts until the start of the next combat phase. Any indirect barrages aimed at a point visible to the psyker are treated as direct.

Righteous Fire - make an immediate ranged attack. Range 50 cm. 1-attack dice. Hits on 4+. -2 save. This counts as a physical psychic attack, normal rules for LOS apply.
Models: Commander or special character models from the GW Imperial Guard or Space Marine sprues.

Move: 10 cm
Save: None
CAF: 0
Weapons: Bolt Pistols
Range: 25 cm
Attack Dice: 1
To-hit: 5+
Save mod: 0
Notes: Psychic powers, Elite

-> IG army seems to have a LOT of elite troops...

Astropath*
The blind psychic seers ubiquitous on Imperial worlds and in Imperial service, Astropaths can occasionally be found serving in a direct battle capacity for the Imperial Army.

-> I've said it before and I say it now: Astropaths are way too valuable to the Imperium to be risked on a battlefield. This unit should IMO not exist. However, if people want to keep it some of the powers need a major toning down.

The Astropath has three psychic powers, though only one may be used per turn:

        * Beacon: The Astropath becomes a flaring psychic beacon. For the rest of the turn, any Greater Daemons, Psykers, or Eldar Robots/Dreadnoughts within 100cm may only fire at, or target psychic/magic powers at the Astropath (they may violate the normal Command Unit rule to do so - the Psychic Beacon makes the Astropath visible to all Psykers on the battlefield).

        * Cancellation: Once this power has been activated, its effects remain until the next combat phase. Whenever a psychic power is used within 75cm of the Astropath, this power takes effect. This includes any Warlock, Farseer, Astropath, Sanctioned Psyker, Librarian, or Greater Daemon special power. Each player rolls a die; the Astropath adds +2 to their roll. If the Astropath rolls equal to or higher than the other psyker's roll, then that psychic ability fails for this attempt (though it may be used again next turn). Note that Greater Daemons add +3 to their roll.

        * Guidance: The Astropath may site for artillery through the eyes of others. There must be an Imperial unit within 25cm of the Astropath that can see the target to be fired at, and the artillery detachment being sited for must be within 75cm. If both conditions apply, then the artillery may fire indirectly without having to roll scatter dice (artillery which always use the dice regardless of indirect fire, such as the Doomweaver, must still roll them).
Models: Use commander or Commissar models from GW Imperial Guard sprue or, Chaplain or other special characters from GW Space Marine sprue.

Move: 10 cm
Save: None
CAF: 0
Weapons: Las Pistol
Range: 25 cm
Attack Dice: 1
To-hit: 5+
Save mod: 0
Notes: Psychic powers

Imperial Confessor*
The Imperial Confessor consists of a single infantry stand that may join an infantry detachment of your choice. The Confessor is not a command unit and has the same orders as the infantry detachment that he has joined. As he may not give orders the unit still have to be within 25cm of a command unit to be given orders. However, if the unit is not within 25cm of a command unit it will automatically be given charge orders and will move toward the closest enemy at its maximum movement rate. The Confessor's mad rantings and utter devotion to the Emperor drives all troops close by into an unstoppable frenzy and any detachment that the Confessor is part of will gain +1 bonus to their CAF.

The Imperial Confessor adds +1 to the break point of any unit he joins, if he joins a detachment that is part of a company than he adds +1 to the company's break point and VP's. The Imperial Confessor and any detachment that he joins are completely immune to morale checks.
Models: Use any Imperial Guard models.

Move: 10 cm
Save: None
CAF: +4
Weapons: Laspistols
Range: 25 cm
Attack Dice: 1
To-hit: 5+
Save mod: 0
Notes: Special rules

Assassins*
Assassins are the special agents of the Imperium. They are trained for covert action behind the enemy lines and disguise is their most potent weapon. They appear within the ranks of the enemy at the least expected moments of a battle, complete their missions, and disappear.

Assassins in NetEpic are purchased as Special Cards but are not fielded as normal units. The cards are used once in a game, perform their function, and get out of action. As the units may not be destroyed in the usual manner, they award Victory Points to the opponent even if their actions are successful. However, the Imperial player gives up these Victory Points only if he actually plays the card. This does not change the buying procedure; the card is paid for the full price and takes a Special Card slot as normal in the army construction stage. Below are the two kinds of Assassins that can be employed by the Imperial Guard armies.

->IMO Assassins should _only_ be used to target HQ units. I really can't see an assassin being used to wipe out a lowly squad of infantry.

Vindicare
Sniper! Play this card at any time during the Movement phase or as a declaration of fire during the Combat phase (in either First Fire or Advance). The Vindicare pops up from cover, strikes a righteous blow with his Exitus rifle then fades into the underbrush once again. Pick any Infantry or Cavalry target (even command stands) within 50cm of appropriate cover (any terrain which gives infantry a cover modifier) and roll an immediate attack against it. The target is hit on a 3+, and may take any save it normally receive.

Move: N/A
Save: N/A
CAF: N/A
Weapons: Exitus Rifle
Range: 50 cm
Attack Dice: 1
To-hit: 3+
Save mod: 0
Notes: Special rules

Callidus*
The enemy is among us! With a blur of motion, the Callidus reverts to her true form and strikes a telling blow before dodging away amidst the smoke and fury of battle. Play this card at any time during the Combat phase, targeting any one enemy infantry stand. All enemy units within 10cm of the Callidus' target must pass a Morale check or go onto Fall Back orders (if the target is not a Command Unit, it must roll as well). Resolve an immediate close combat between the targeted stand and the Callidus (which has a CAF of +6). The target, being taken by surprise, may not shoot defensively. If the Callidus is played during the Close Combat phase, it may receive bonus dice for previous attackers, or give later attackers a bonus die, as appropriate. Whatever the result of the combat, the Callidus does not linger after the first assault, having no further game effect. Targeting restrictions: Daemons, Tyranids.

Move: N/A
Save: N/A
CAF: +6
Weapons: Phase Sword
Range: N/A
Attack Dice: N/A
To-hit: N/A
Save mod: N/A
Notes: Special rules

Jyrki Saari
Received on Fri Aug 23 2002 - 13:29:05 UTC

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