Re: Subject: [v5.0] IG part 2

From: antichrist666it <seimejote_at_...>
Date: Sat, 24 Aug 2002 07:16:53 -0000

Comments below =)

--- In netepic_at_y..., <jyrki.saari_at_n...> wrote:
> 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.

<Anti> Remove Elite. From previous discussions IG should have few or
no Elite units at all, and a unit should be HQ or Elite, noth both
(except SM).

>
> 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.

<Anti> Remove Elite.

> 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.

<Anti> Remove Elite, CAF should be +3. Why not introduce a special
rule like: if an Infantry detachment within 6cm of a Commissar just
failed a Morale check may (must?) re-roll it and its section HQ is
destroyed (this represents the Commissar executing the coward
lieutenant and taking the lead of the detachment).

>
> 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.

<Anti> Remove Elite, CAF +3.

> 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?

<Anti> Remove 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...

<Anti> Remove Elite.

> 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

<Anti> CAF should be +3.
 
+++Assassins+++

I've made new rules for all Assassins, and they are now actual
stands... here they are (all Assassins are Special cards with a cost
of 100pts and worth 1VP if killed):

+++Callidus Assassin+++

Assassination is an art for the Callidus Temple. It is easy to
opposite this temple's methods to those of the Eversor Temple which
doesn't want to be subtle. Callidus assassins' main goal is not only
to kill their targets, it is far insufficient. Targets must be
killed, yes, but all their work against the Imperium must also be
destroyed. Thanks to special drugs (the famous polymorphine),
Callidus assassins can easily infiltrate enemy ranks and scatter
their troops by diverting them from the strategic positions and
mystifying their officers. Once the power of target destroyed, the
Callidus assassin can execute his mission without any regret. In
general, the murder is made in public in order to warn people about
the dangers to betray the Emperor. These methods are unique in the
Officio Assassinorum and the Callidus Temple is always suspected,
even by the other Temples, to prepare a trap...
ï‚· Polymorphyne - A Callidus Assassin is not deployed at the start of
the battle. When the assassin is available (see the Arrival table
below), it can be placed anywhere on the battlefield and receive any
order (same as having the Teleported skill).

Arrival table
Turn d6 Result
1 -
2 4+
3 3+
4+ 2+

Move: 10 cm
Save: 5+ fixed
CAF: +6
Weapons: C'Than Phasic Sword
Range: -
Attack Dice: -
To-hit: -
Save mod: -
Notes: HQ, Elite, Polymorphine

+++Culexus Assassin+++

The Culexus temple is maybe the most mysterious temple of the Officio
Assassinorum. Culexus assassins are specialised in the hunt of
psykers. They are trained to become killers able to detect psykers
from a very long distance and to eliminate them with a great
easiness. Armed with the Animus Speculum, a special weapon used which
power is higher when used against psykers, Culexus assassins don't
have any difficulty to reach their goal. No one can tell exactly what
kind of training is used for assassins of the Temples and there are
people to wonder if these creatures are still human. For the Eldar
Farseer Lithandros-Esmanthil which has been the target of the Culexus
Temple and whose diary has been found on a frontier world , Culexus
assassins are the incarnation of the nothingness, a void in reality
that humans are afraid of and are fool enough to try to control. Many
requests from the Eldar Craftworlds concerning these assassins have
been ignored by the High Lords of Terra until this day. Enemy psykers
know that their life will always be in danger while the Culexus
assassins will be used by the Imperium. Culexus Assassins can make an
Infiltration before the battle begins and cause Fear in enemy units.
ï‚· Anti-Psyker - If the target of the Animus Speculum is a psyker, the
Culexus Assassin has 2 attack dices instead of one (both attacks must
target the psyker), and -2 save modifier. Culexus Assassins are
immune from all forms of Psychic attack.
ï‚· Soulless - All detachments with at least one unit within 25cm of a
Culexus Assassin suffer a -1 penalty to their Morale. Additionally,
all Psykers within 25cm of a Culexus Assassin must take a Morale
check at the start of the Orders phase: if failed, they must be given
Fall-back orders.

Move: 10 cm
Save: 5+ fixed
CAF: +4
Weapons: Animus Speculum
Range: 50cm
Attack Dice: 1(2)
To-hit: 4+
Save mod: 0 (-2)
Notes: HQ, Elite, Infiltration, Anti-Psyker, Fear, Soulless

+++Eversor Assassin+++

While the Callidus Temple is very discreet, the Eversor Temple wants
to impose the Emperor's Will thanks to fear and brutal force. Eversor
assassins are well known for their bloody methods everywhere in the
Imperium. Appearing suddenly from nowhere, they try to terrify their
victims and their suite. No one can forget that it is dangerous to
betray the Emperor, very dangerous... The Temple's reputation is
soundness: its assassins use a terrifying equipment from the Executor
Pistol to the Neuro-Glove without forgetting the battle drugs. The
few survivors of an Eversor's attacks have reported that such an
assassin can move at a very high speed and that his enemies don't
have any chance to escape. Terror, this is the main goal of the
Eversor Temple. Eversor Assassins can make an Infiltration before the
battle begins and cause Fear in enemy units.
ï‚· Battle drugs - Due to their battle drugs, Eversor Assassins on
Charge orders are allowed to move up to triple their basic movement
distance.

Move: 10 cm
Save: 5+ fixed
CAF: +6
Weapons: Executor Pistol/Neuro-Glove
Range: 25cm
Attack Dice: 2
To-hit: 4+
Save mod: -2
Notes: HQ, Elite, Infiltration, Battle Drugs, Fear

+++Vindicare Assassin+++

Assassins from the Vindicare temple are snipers whose precision is
deadly. Armed with the best long range weapons, these assassins can
kill a man from hundreds meters and their target will never know the
source of the attack. Theirs actions have been reported in the whole
Imperium: against rebel planetary governors, Eldar dignitaries and
even Ork Big Bosses. One of their usual missions against the Orks is
to maintain the anarchy by killing any green skin who could unify the
clans. Vindicare assassins' work is always made quikly and with a
great efficiency. Vindicare Assassins can infiltrate before the
battle begins.
ï‚· Excellent Sniper - A Vindicare assassin can target any unit on the
battlefield, even HQ units. If the Vindicare assassin doesn't move
during the Movement phase, his Exitus rifle can fire twice (even at
different targets).

Move: 10 cm
Save: 5+ fixed
CAF: +2
Weapons: Exitus Rifle/Exitus Pistol
Range: 75cm/25cm
Attack Dice: 1(2)/1
To-hit: 3+/4+
Save mod: 0/0
Notes: HQ, Elite, Infiltration, Excellent Sniper


Comments? =)
Received on Sat Aug 24 2002 - 07:16:53 UTC

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