[v5.0] IG part 4

From: <jyrki.saari_at_...>
Date: Fri, 20 Sep 2002 11:35:35 +0300

Artillery and Anti-Aircraft

Basilisk Self Propelled Artillery Gun
This is a self-propelled rapid-fire artillery unit that may fire two barrage attacks in the same turn. These shots may be aimed at the same target or different targets.
Models: GW metal model of the name.

Move: 15 cm
Save: 5+
CAF: 0
Weapons: Earth Shaker Cannon
Range: 150 cm
Attack Dice: Barrage Template
To-hit: 2BP
Save mod: -2
Notes: May fire 2 barrages per turn.

Bombard Mobile Siege Mortar
This unit fires large shells in a curving arc so it may not fire at targets closer than 50 cm from it. Destroys buildings if a single save is failed when hit by this weapon.
Models: GW metal model of the name.

Move: 10 cm
Save: 5+
CAF: 0
Weapons: Siege Mortar
Range: 50 - 150 cm
Attack Dice: Barrage Template
To-hit: 3BP
Save mod: -3
Notes: Fires barrage, destroys buildings.

Deathstrike Tactical Missile Launcher
These are a battery of computerized missiles with multiple warhead types. Due to their nature they have the following special rules:

1. They can only be fired on First Fire orders.
2. After being fired the missile moves up to 35 cm in each flyers phase
3. The missile has enough fuel for 4 turns, after which it must select a target or crash at the end of its movement.
4. The missile may select any target at any point during its move. It does not require LOS to the intended target when it is fired.
5. Due to their speed only AA guns may target the missile and incurs a -2 penalty to hit.
6. These are one-shot weapons; a detachment has three total shots.

Three types of warheads may be selected at the beginning of the battle: Barrage Missile, Harpoon, and Warp Missile. These warheads follow the same rules as the Titan missiles of the same name (see Titans in Tech-Guard chapter). You may only include ONE warp missile per detachment of Deathstrike Missiles
Models: GW metal model of the name.

Move: 15 cm
Save: 6+
CAF: 0
Weapons: None
Range: -
Attack Dice: -
To-hit: -
Save mod: -
Notes: Fires missiles, Special Rules.

Griffon Assault Mortar
These guns fire special shrapnel rounds that cover an enormous area. These rounds ignore cover modifiers to hit and to represent the large area a 12cm (airburst template) is used instead of the standard 6cm barrage template.
Models: GW metal model of the name.

Move: 10 cm
Save: 5+
CAF: 0
Weapons: Heavy Mortar
Range: 25 - 100 cm
Attack Dice: Barrage Template
To-hit: 2BP
Save mod: 0
Notes: Uses 12cm template, ignores cover.

Manticore Rocket Launcher
These are lightly armored support vehicles capable of barrage attacks. Unlike other artillery weapons these units are capable or either concentrating their barrage points into one attack (as most artillery weapons do) or each model may fire its missiles independently, thus each having a separate barrage attack, although of lesser strength. When firing independently each model uses its own barrage point total to determine the to hit roll and all barrage templates have to touch each other. After firing it must spend a full turn reloading for it to fire again.
Models: GW metal model of the name.

Move: 15 cm
Save: 5+
CAF: 0
Weapons: Rockets
Range: 200 cm
Attack Dice: Barrage Template
To-hit: 6BP
Save mod: 0
Notes: 1 turn to reload, barrages may be fired separately but the templates must touch.

Hydra Self Propelled Anti-Aircraft Gun
These units represent the standard Imperial rapid-fire anti-aircraft gun. Due to its steep angle of fire the Hydra may only fire at flyers, Titans/ Praetorians and units in buildings. It can not be used to target ground forces. As AA units they may fire at flyers without penalty.
Models: GW metal model of the name.

Move: 15 cm
Save: 5+
CAF: 0
Weapons: Autocannon
Range: 100 cm
Attack Dice: 4
To-hit: 5+
Save mod: -1
Notes: AA gun

Tunnellers
These units have the ability to bore through the earth and surface behind enemy lines or close to vital objectives and disgorge many troops.

Tunnellers may surface anywhere on the tabletop. Declare the tunneller to be surfacing and roll a d6; on the roll of 1 the tunneller has met some obstruction and may not surface that turn.

-> I would say that tunnellers may not surface under buildings.

How close to the intended target the tunneller will surface will depend if the transport vehicle can see the point where the tunneller will surface or not. If there is direct line of the sight between the transport and the surfacing point roll for scatter; if the result is an arrow (a hit means it is on target thus there is no deviation) roll a D6 x 5 cm to see where the tunneller surfaces. If the transport vehicle can not see the intended point of surfacing and an arrow result is rolled on the scatter dice, roll a D6 x 10 cm to determine the point where the tunneller will surface. Tunnellers surface during the movement phase and are activated in the player's turn to move like any other unit.

Tunnellers have independent movement from the troops they carry. Tunnellers have a maximum move of 15 cm (they do not double their move on Charge Orders).

Support Cards bought for a tunneller company must be tunnellers themselves.
Transported troops disembark on Charge or Advance Orders but at half the normal rate and may disembark the same turn the tunneller surfaces.

Mole
These are intermediate sized tunnellers capable of transporting a full Imperial Guard detachment (10 stands). They are armed with Multi-launchers and heavy bolters.
Models: GW metal model of the name.

Move: 15 cm
Save: 3+
CAF: +3
Weapons:
Multi-launcher
Range: 50 cm
Attack Dice: Barrage template
To-hit: 6BP
Save mod: 0
Heavy Bolters
Range: 25 cm
Attack Dice: 4
To-hit: 6+
Save mod: 0
Notes: Carries 10 troop stands

Termite
These are the smallest of the tunnellers and may transport two troop stands. They are armed with two lascannons.
Models: GW metal model of the name.

Move: 15 cm
Save: 4+
CAF: +1
Weapons:
Lascannon
Range: 75 cm
Attack Dice: 1
To-hit: 5+
Save mod: -1
Notes: Carries 2 troop stands

Jyrki Saari
Received on Fri Sep 20 2002 - 08:35:35 UTC

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