Hi!
The only thing I can remember that may not have been resolved is whether
chimeras should be the default IG transport.
Also, did Ogyrn's ever get that upgrade that was talked about? I think
they should.
Peter
-----Original Message-----
From: jyrki.saari_at_... [mailto:jyrki.saari@...]
Sent: Monday, September 09, 2002 1:06 AM
To: netepic_at_yahoogroups.com
Subject: [NetEpic ML] [v5.0] IG part 3
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
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Received on Mon Sep 09 2002 - 12:20:56 UTC