[v5.0] IG part 3

From: <jyrki.saari_at_...>
Date: Mon, 9 Sep 2002 08:05:57 +0300

Cavalry and Walkers

Rough Riders
Many Imperial units recruit from worlds where mounts are used. These units are horse-riding Imperial Guard units armed with special lances to increase their close combat effectiveness.
Models: Rough Rider models from the GW IG sprue or any 1/300 mounted model 2 to a base.

Move: 20 cm
Save: None
CAF: +3
Weapons: Lance, pistols
Range: 25 cm
Attack Dice: 1
To-hit: 6+
Save mod: 0
Notes:

Rough Rider Company HQ
Since the cavalry can enter terrain that vehicles cannot follow (notably woods) and can jump over some obstacles (see the section on fortifications), the HQ units of these companies leave the extra protection of Rhinos and ride on horseback.
Models: Rough Rider models from the GW IG sprue or any 1/300 riding models 2 to a base.

Move: 20 cm
Save: None
CAF: +3
Weapons: Lance, pistols
Range: 25 cm
Attack Dice: 2
To-hit: 5+
Save mod: 0
Notes: HQ unit, Elite

Special Rule: Rough Riders and Imperial Guard Bikes
Unlike many Imperial units these cavalry units are independent fighting units that may still receive orders regardless if they are within 25cm of their company HQ. These units may act freely and need never trace command to their company HQ unit. Unfortunately if they fail any morale test required of them and they are not within 25cm range of their company HQ unit instead of just breaking they route and all the models of the detachment are removed from play.

Sentinels
These are one-man fighting vehicles armed by rapid-fire autocannons.
Models: Plastic or metal GW Sentinel models.

Move: 25 cm
Save: 6+
CAF: +2
Weapons: Autocannon
Range: 50 cm
Attack Dice: 1
To-hit: 4+
Save mod: 0
Notes:

Imperial Guard Vehicles

Chimera Armored Troop Carrier
This is the main armored personnel carrier for the Tech-Guard but also sees service in the Imperial Guard armies. The Chimera has also been modified to carry several different heavier weapons systems to better support the infantry it carries, these are: Chimerax, Chimedon and Chimerro. Whereas the Tech-Guard employs the Chimeras in their mobile infantry companies, the Imperial Guard formations use these as support units to transport their infantry. Regardless of type each Chimera variant may carry 2 troop stands. Models: GW Metal model of the name.

Chimera
Move: 20 cm
Save: 3+
CAF: +1
Weapons: Multilaser
Range: 25 cm
Attack Dice: 1
To-hit: 4+
Save mod: 0
Notes: Carries 2 troop stands, Turret

Chimedon
Move: 20 cm
Save: 3+
CAF: +1
Weapons: Battlecannon
Range: 50 cm
Attack Dice: 1
To-hit: 4+
Save mod: -2
Notes: Carries 2 troop stands, Turret

Chimerax
Move: 20 cm
Save: 3+
CAF: +1
Weapons: Autocannon
Range: 50 cm
Attack Dice: 2
To-hit: 5+
Save mod: 0
Notes: Carries 2 troop stands, Turret

Chimerro
Move: 20 cm
Save: 3+
CAF: +1
Weapons:
Multilaser
Range: 25 cm
Attack Dice: 1
To-hit: 4+
Save mod: 0
Hunter Missile
Range: 50 cm
Attack Dice: 1
To-hit: 5+
Save mod: -2
Notes: Carries 2 troop stands, Turret

Leman Russ Tank
This is the main battle tank of the Imperial Guard. It is well suited for long range firing and can hold its own in close combat.
Models: GW metal model of the name.

Move: 20 cm
Save: 3+
CAF: +2
Weapons:
Battlecannon
Range: 75 cm
Attack Dice: 1
To-hit: 5+
Save mod: -2
Lascannon
Range: 75 cm
Attack Dice: 1
To-hit: 5+
Save mod: -1
Bolters
Range: 15 cm
Attack Dice: 1
To-hit: 6+
Save mod: 0
Notes: Turret

>Considering that Leman Russ has 2 heavy bolters the bolter stats should IMO be a tad better.

Demolisher Close Assault Tank
Built on a Leman Russ chassis it has shorter ranged weapons but of increased power to support during close combat.
Models: GW metal Leman Russ model with a thick gun barrel.

Move: 20 cm
Save: 3+
CAF: +2
Weapons:
Thunderer
Range: 50 cm
Attack Dice: 1
To-hit: 4+
Save mod: -3
Meltagun
Range: 25 cm
Attack Dice: 1
To-hit: 3+
Save mod: -2
Notes: Turret, Thunderer ignores cover
 
Gorgon
The Gorgon transport is mainly used in sieges or to safe transport Imperial Guard tactical and assault troops to well defended locations. It may transport up to five troop stands. Due to the protective plate in front the Gorgon has two armor saves if the shot is coming in from the front arc. It must fail both saves to be destroyed. Gorgons ignore penalties for moving wooded and difficult terrain. If moving through woods or over rocky ground it leaves a corridor behind it that is passable to other tanks. Gorgons are also useful for removing obstacles like razor-wire (see the chapter on fortifications).

The most widely known units thus created are Gorgon Detachments and Gorgon Companies that transport specially formed IG Tactical formations. The more recently formed Gorgon Assault units instead carry Imperial Guard Assault troops. These are especially useful against heavily fortified enemy positions. Gorgons, unaffected by enemy fire, come close to the barricaded defensive line. The disembarking Assault troops, with the aid of their jump-packs, skim over the last line of obstacles and charge the enemy aided by the supportive fire of their powerful vehicles.
Models: GW metal model of the name.

Move: 10 cm
Save: 1+
CAF: +4
Weapons:
Mine thrower
Range: 15 cm
Attack Dice: 1
To-hit: 4+
Save mod: -3
Bolters
Range: 15 cm
Attack Dice: 4
To-hit: 6+
Save mod: 0
Notes: Saves twice on front, my carry 5 troop stands.

Hellhound
This vehicle carries a large flamethrower with volatile fuel to burn its targets to ashes. A special teardrop template is used to recreate the effect (see the Core Rules Booklet for templates). Any unit under the template is hit on a 4+ and must save in order to avoid destruction. This weapon ignores cover modifiers to hit.
Models: GW metal model of the name.

Move: 15 cm
Save: 3+
CAF: 0
Weapons:
Fire Thrower
Range: Template
Attack Dice: special
To-hit: 5+
Save mod: 0
Notes: Ignores cover

>Flamers in NetEpic generally hit on 4+ so I'd suggest the same for Hellhound.

Imperial Guard Bridging Vehicle*
In advancing against enemy lines it is very important to maintain the continuity and speed of the advance. For this, the armies should be able to pass swiftly any natural dividers like rivers and ravines and man made ones such as trenches.

Imperial Guard Army has special vehicles that can construct a portable bridge in short notice to help the passing of their troops and vehicles. These are organized as two-vehicle teams. To build a bridge, one of the vehicles must be touching the river at the start of the turn. The bridge-building action will take one turn for every 5cm segment, and the unit must be given FF orders. The function can not be rendered if the models engage in close combat, or are closer then 15cm to an enemy model.
Models: Use a bridge-builder engineer vehicle from WWII or contemporary ranges, or attach a bridge segment on top of a Rhino or Chimera.

Move: 20 cm
Save: 4+
CAF: 0
Weapons:
Bolters
Range: 15 cm
Attack Dice: 1
To-hit: 6+
Save mod: 0
Notes:

Suggestions?

Jyrki Saari
Received on Mon Sep 09 2002 - 05:05:57 UTC

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