RE: [NetEpic ML] Subject: [v5.0] IG part 2

From: Millett, George <George.Millett_at_...>
Date: Fri, 23 Aug 2002 15:06:58 +0100

>Comments below
<Snip>
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.

> Agreed

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.

> In addition to having the better training they also are able to have
better equipment than normal guardsmen and they also inspire the bodyguard
assigned to them. I'd leave it as it is.


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?

> The elite rules really work against titans and other praetorians don't
they??? If it does then familiarity with working in an around such machines
would cover it.
 

Adeptus psyker

Was attached to the command squad in the 40KSecond Ed codex and I don't
really think it should issue orders to the normal troops


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

> that is does it may be an idea if a couple lost that statue the psyker in
particular

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.

> Agreed the Astropath is a Psychic radio they spend most of their time
hooked up into psychic boosters to pick up long range signals not learning
how to call down arty strikes and light them selves up like a Christmas
tree.

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


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.

> Any particular reason why the eversor and coleus were not put in??
Received on Fri Aug 23 2002 - 14:06:58 UTC

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