03_armies of imperium v4.1

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Net Epic Armies of The Imperium Version 4.1 By the Net Epic Discussion Group Games Workshop owns Space Marine, Epic and other terms and there use should not be construed as a challenge to said ownership. Net Epic is a non-profit work intended for personal use. Net Epic cannot be distributed with intent of profit. Concepts and ideas not owned by Games Workshop are the property of the Net Epic Discussion Group. All units marked with an “*” are optional units and require the agreement of both players to be used. NetEpic: Armies of the Imperium 0

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Page 1: 03_Armies of Imperium v4.1

Net Epic

Armies of The Imperium

Version 4.1

By the Net Epic Discussion Group Games Workshop owns Space Marine, Epic and other terms and there use should not be construed as a challenge to said ownership. Net Epic is a non-profit work intended for personal use. Net Epic cannot be distributed with intent of profit. Concepts and ideas not owned by Games Workshop are the property of the Net Epic Discussion Group. All units marked with an “*” are optional units and require the agreement of both players to be used.

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Table of Contents: IMPERIAL SPACE MARINES ................................................................................ 8

Infantry.................................................................................................................................. 8 Space Marine Armor Saves ................................................................................................ 8 Tactical Space Marines....................................................................................................... 8 Assault Marines .................................................................................................................. 8 Devastators ......................................................................................................................... 8 Flamer Marines*................................................................................................................. 8 Veterans .............................................................................................................................. 9 Terminators......................................................................................................................... 9 Close-Assault Terminators* ............................................................................................... 9 Teleported Terminators* .................................................................................................... 9 Scouts ................................................................................................................................. 9 Summary............................................................................................................................. 9

Special Units........................................................................................................................ 10 HQ Units........................................................................................................................... 10 Assault Company HQ Units ............................................................................................. 10 Terminator HQ Units........................................................................................................ 10 Space Marine Commander ............................................................................................... 10 Librarians.......................................................................................................................... 10 Chaplains .......................................................................................................................... 11 Medics .............................................................................................................................. 11 Tech-Marines.................................................................................................................... 11 Forward Observers* ......................................................................................................... 12 Legion of the Damned* .................................................................................................... 12 Grey Knights .................................................................................................................... 12 Inquisitors ......................................................................................................................... 12 Ordo Malleus Inquisitor* ................................................................................................. 13 Special Units in Close Combat......................................................................................... 13 Summary........................................................................................................................... 13

Cavalry and Walkers ......................................................................................................... 14 Attack Bikes ..................................................................................................................... 14 Dreadnoughts*.................................................................................................................. 14 Summary........................................................................................................................... 14

Space Marine Vehicles ....................................................................................................... 14 Land Raider ...................................................................................................................... 14 Land Raider Crusader*..................................................................................................... 14 Razorback ......................................................................................................................... 15 Sabre Tank-Hunter* ......................................................................................................... 15 Summary........................................................................................................................... 15

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Titans ................................................................................................................................... 15

Space Marine Flyers........................................................................................................... 15 Thunderhawk Gunship ..................................................................................................... 15 Drop Pods ......................................................................................................................... 16 Summary........................................................................................................................... 16

Special Chapter Rules ........................................................................................................ 17 Space Wolves ................................................................................................................... 17

Wolf Guard ................................................................................................................... 17 Wolf Guard Terminators .............................................................................................. 17 Grey Hunters ................................................................................................................ 17 Blood Claws ................................................................................................................. 17 Long Fangs ................................................................................................................... 18 Wolf Scouts .................................................................................................................. 18 Wolf Priests .................................................................................................................. 18 Blood Claw Bikes, Attack Bikes & Land Speeders ..................................................... 18 Space Wolf Razorback Transport................................................................................. 18 Space Wolf Drop Pods ................................................................................................. 18

Summary........................................................................................................................... 18 Blood Angels .................................................................................................................... 19

Death Company ............................................................................................................ 19 Dark Angels...................................................................................................................... 19

Ravenwing.................................................................................................................... 19 Deathwing Terminators ................................................................................................ 20 Close-Assault Deathwing ............................................................................................. 21

Summary........................................................................................................................... 21

IMPERIAL WARGEAR ......................................................................................... 22

Cavalry and Walkers ......................................................................................................... 22 Bike Squads ...................................................................................................................... 22 Robots............................................................................................................................... 22 Summary........................................................................................................................... 22

Vehicles ................................................................................................................................ 23 Land Speeder .................................................................................................................... 23 Rhino ................................................................................................................................ 23 Predator............................................................................................................................. 23 Vindicator ......................................................................................................................... 23 Summary........................................................................................................................... 23

Artillery and Anti-Aircraft ................................................................................................ 23 Mole Mortar...................................................................................................................... 23 Rapier Laser Destroyer..................................................................................................... 24 Tarantula........................................................................................................................... 24 Thudd Gun........................................................................................................................ 24

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Whirlwind......................................................................................................................... 24 Scorpion AA Battery ........................................................................................................ 24 Off Table Artillery Barrages*........................................................................................... 24

Off-Table Barrage Units........................................................................................... 24 Forward Observers and Spotting for Off-Table Barrages ........................................ 25 Additional Spotting Rules for Off-Table Barrages: ................................................. 25

Summary........................................................................................................................... 25

The Imperial Navy.............................................................................................................. 26 Thunderbolt Fighter.......................................................................................................... 26 Marauder Fighter-Bomber................................................................................................ 26 Summary........................................................................................................................... 26

IMPERIAL GUARD & TECH GUARD................................................................... 27

Special Rules: Imperial Guard.......................................................................................... 27 The Chain of Command Rule........................................................................................... 27 Section HQ ....................................................................................................................... 27 Regimental Command ...................................................................................................... 27

Special Rules: Tech Guard ................................................................................................ 28 Tech-Guard Command Structure...................................................................................... 28 IG Units Employed by Tech-Guard: ................................................................................ 28

Infantry................................................................................................................................ 28 Tactical ............................................................................................................................. 28 Assault .............................................................................................................................. 28 Heavy Weapons................................................................................................................ 28 Beastmen .......................................................................................................................... 28 Ogryns .............................................................................................................................. 29 Ratling Snipers ................................................................................................................. 29 Imperial Guard Engineers*............................................................................................... 29 Summary........................................................................................................................... 30

Special Units........................................................................................................................ 30 HQ Units........................................................................................................................... 30 Assault Company HQ....................................................................................................... 30 Commissars ...................................................................................................................... 30 Imperial Guard Colonel* .................................................................................................. 30 Imperial Guard Forward Observers*................................................................................ 31 Adeptus Mechanicus* ...................................................................................................... 31 Adeptus Psyker*............................................................................................................... 31 Astropath* ........................................................................................................................ 32 Imperial Confessor* ......................................................................................................... 32 Assassins*......................................................................................................................... 32

Vindicare .................................................................................................................. 33 Callidus*................................................................................................................... 33

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Summary........................................................................................................................... 33

Cavalry and Walkers ......................................................................................................... 33 Rough Riders .................................................................................................................... 33 Rough Rider Company HQ .............................................................................................. 34 Special Rule: Rough Riders and Imperial Guard Bikes ................................................... 34 Sentinels ........................................................................................................................... 34 Summary........................................................................................................................... 34

Imperial Guard Vehicles.................................................................................................... 34 Chimera Armored Troop Carrier...................................................................................... 34 Leman Russ Tank ............................................................................................................. 34 Demolisher Close Assault Tank ....................................................................................... 34 Gorgon.............................................................................................................................. 35 Hellhound ......................................................................................................................... 35 Imperial Guard Bridging Vehicle* ................................................................................... 35 Summary........................................................................................................................... 35

Artillery and Anti-Aircraft ................................................................................................ 36 Basilisk Self Propelled Artillery Gun............................................................................... 36 Bombard Mobile Siege Mortar......................................................................................... 36 Deathstrike Tactical Missile Launcher ............................................................................. 36 Griffon Assault Mortar ..................................................................................................... 36 Manticore Rocket Launcher ............................................................................................. 36 Hydra Self Propelled Anti-Aircraft Gun .......................................................................... 37 Summary........................................................................................................................... 38

Tunnellers............................................................................................................................ 38 Mole.................................................................................................................................. 38 Termite ............................................................................................................................. 38 Summary........................................................................................................................... 38

Super Heavy Tanks ............................................................................................................ 39 Shadowsword ................................................................................................................... 39 Baneblade ......................................................................................................................... 39 Stormhammer ................................................................................................................... 39 Stormblade........................................................................................................................ 39 Summary........................................................................................................................... 40

Imperial Knights................................................................................................................. 40 Special Rules .................................................................................................................... 40

Shields ...................................................................................................................... 40 Shock Lance ............................................................................................................. 40

Paladin .............................................................................................................................. 40 Errant ................................................................................................................................ 40 Lancer ............................................................................................................................... 41 Castellan & Crusader........................................................................................................ 41

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Baron ................................................................................................................................ 41 Summary........................................................................................................................... 41

PRAETORIANS .................................................................................................... 42 Hellbore ............................................................................................................................ 42 Leviathan .......................................................................................................................... 42 Capitol Imperialis ............................................................................................................. 42 Ordinatus vehicles ............................................................................................................ 43

Golgotha ....................................................................................................................... 43 Mars .............................................................................................................................. 43 Armageddon ................................................................................................................. 44

Imperial Dropship*........................................................................................................... 45

IMPERIAL TITANS ............................................................................................... 46

Imperial Titan Types.......................................................................................................... 46 Warlord Titan ................................................................................................................... 46 Reaver Titan ..................................................................................................................... 46 Warhound Titan................................................................................................................ 46 Summary........................................................................................................................... 46

Imperial Titan Weapons .................................................................................................... 46 Barrage Missile Launcher............................................................................................. 46 Battle Claw ................................................................................................................... 47 Carapace Landing Pad.................................................................................................. 47 Carapace Multi-Lasers.................................................................................................. 47 Cerberus Anti-Aircraft Gun (optional) ......................................................................... 48 Chain Fist...................................................................................................................... 48 Corvus Assault Pod or Head......................................................................................... 48 Devotional Bell............................................................................................................. 48 Fire Control Center....................................................................................................... 48 Harpoon Missile ........................................................................................................... 49 Inferno Gun .................................................................................................................. 49 Gatling Blaster.............................................................................................................. 49 Laser Blaster ................................................................................................................. 49 Laser Burner ................................................................................................................. 49 Melta Cannon ............................................................................................................... 50 Multiple Rocket Launcher ............................................................................................ 50 Plasma Blastgun ........................................................................................................... 50 Plasma Cannon ............................................................................................................. 50 Plasma Destructor......................................................................................................... 50 Power Fist ..................................................................................................................... 51 Power Ram ................................................................................................................... 51 Power Saw .................................................................................................................... 51 Quake Cannon .............................................................................................................. 51 Trident .......................................................................................................................... 51

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Turbo Laser Destructor................................................................................................. 52 Volcano Cannon ........................................................................................................... 52 Vortex Missile .............................................................................................................. 52 Vulcan Mega-Bolter ..................................................................................................... 53 Warp Missile ................................................................................................................ 53 Wrecker ........................................................................................................................ 53

Titan Head Variants.......................................................................................................... 53 Close Combat Head...................................................................................................... 54 Command Head ............................................................................................................ 54 Corvus Assault Head .................................................................................................... 54 Custodian Head ............................................................................................................ 54 Deathstrike Cannon (Head) .......................................................................................... 54 Weapon Head ............................................................................................................... 54

Summary........................................................................................................................... 55 Imperial Titan Weapon Costs ........................................................................................... 56

Imperator Titan .................................................................................................................. 57 Set Up ............................................................................................................................... 57 Imperator Titan Repairs.................................................................................................... 57 Imperator Titan Weapons ................................................................................................. 58

Bolters........................................................................................................................... 58 Defense Laser ............................................................................................................... 58 Gun Towers .................................................................................................................. 58 Hellstorm Cannon......................................................................................................... 58 Main Battery ................................................................................................................. 58 Plasma Annihilator ....................................................................................................... 58 Secondary Weapons ..................................................................................................... 59

Imperator Titans in Close Combat.................................................................................... 59 Boarding Actions.......................................................................................................... 59 Boarding the Imperator Titan ....................................................................................... 59

IMPERIAL SPACE MARINE ARMY CARDS AND COMPOSITION .................... 60 Company Cards ................................................................................................................ 60 Special Cards .................................................................................................................... 60 Support Cards ................................................................................................................... 61 Space Wolf Army Cards................................................................................................... 62 Dark Angels Army Cards ................................................................................................. 62 Blood Angels Army Cards ............................................................................................... 62

IMPERIAL GUARD ARMY CARDS AND COMPOSITION................................... 63 Company Cards ................................................................................................................ 63 Support Cards ................................................................................................................... 64 Special Cards .................................................................................................................... 65

TECH GUARD ARMY CARDS AND COMPOSITION .......................................... 66 Company Cards ................................................................................................................ 66

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Special Cards .................................................................................................................... 66 Support Cards ................................................................................................................... 67

PRAETORIAN TEMPLATES AND TABLES........................................................ 68 Hellbore ............................................................................................................................ 68 Leviathan .......................................................................................................................... 70 Capitol Imperialis ............................................................................................................. 71 Golgotha ........................................................................................................................... 73 Mars .................................................................................................................................. 75 Armageddon ..................................................................................................................... 77

TITAN TEMPLATES AND TABLES ..................................................................... 81 Warhound ......................................................................................................................... 81 Reaver............................................................................................................................... 83 Warlord............................................................................................................................. 85

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Imperial Space Marines

Infantry

Space Marine Armor Saves Space Marines are the toughest troops of the Imperium. They have genetically altered bodies and special armor connected to their nervous system to protect them against the great variety of weapons used in the 40th millennium. This greater resiliency of them is reflected in their battle statistics in NetEpic; they could not be killed as easily as a meager Imperial Guardsman could, who had no armor. Terminator Armor, which is as strong as a tank, offers even more protection. Combat armored Space Marine Infantry have a saving throw of 6+ in a D6, and Terminators and similar units have a save of 5+, which is modifiable to 6+ but not below that. These armor save values do not apply to Space Marine Scouts and gun batteries, since Scouts do not wear armor, and batteries have vulnerable equipment whose destruction would render their stands useless. Example: a Basilisk barrage hits a Space Marine Tactical stand and a Terminator stand. Basilisks have a –2 Target’s Save Modifier. The Tactical Marine, with a basic save of 6+ now has to roll an 8+ on a D6, which is impossible, and destroyed. On the other hand, the Terminator stand has a basic save of 5+. The modified save however does not require a (5+2)=7 but still a 6+ on a D6 since the Terminator armor save cannot be modified below 6. The stand rolls a 6 and saves.

Tactical Space Marines Tactical Marines are the most numerous of the infantry and form the core front line troop in most Space Marine forces. Models: Tactical Marine and Sergeant models on the GW Space Marine sprue.

Assault Marines Space Marine Assault troops all have jump packs that enable them to move faster and skim above terrain features and man-made obstacles. Their agility and specialized melee weapons make them superior close combat troops. Models: Assault Marine models on the GW Space Marine sprue.

Devastators These warriors, armed with long-range heavy weapons, constitute the main support units of the Space Marine infantry. Devastators, hindered by the heavy equipment and weapons they carry, are less effective in close combat than Tactical and Assault marines. Models: 1 or 2 Heavy Weapon models per stand with Tactical Marine and Sergeant models from the GW Space Marine sprue.

Flamer Marines* These marines are armed with close range flamers and excel at assaulting the enemy within entrenched positions. Models: Tactical or Devastator Marine models on the GW Space Marine sprue (you may add custom weapons to Tacticals or cut out the magazine and back part of the Devastator weapon, and add cylindrical fuel canisters to the back of the models).

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Veterans These are the elite among the marines of a chapter. With their accumulated combat expertise, Veterans are formidable warriors. Models: Tactical Marine and Sergeant models on the GW Space Marine sprue.

Terminators Veterans sometimes don powerful armor known as Tactical Dreadnought Armor. These armored troops are known as Terminators and represent the most capable infantry in any chapter. Models: Terminator and Tactical Marine (make sure to paint these differently from line Tacticals) models on the GW Space Marine sprue

Close-Assault Terminators* Armed with Thunder Hammers, Storm Shields, and Lightning Claws, Close-Assault Terminators are trained to storm near-impregnable defenses in tight quarters. Every so often, the larger battlefield sees their presence, usually when something big needs to be dealt with. As you might expect, these Terminators can only be purchased as part of a Marine force. When fielded by the Dark Angels they are called Close-Assault Deathwing, and assume the Deathwing morale value. Models: Same as above.

Teleported Terminators* Veterans sometimes don powerful armor known as Tactical Dreadnought Armor. These armored troops are known as Terminators and represent the most capable infantry in any chapter. Terminators can sometimes be teleported to the battleground using rare and expensive equipment. The terminators may be teleported to any location chosen by the player on the tabletop as a detachment move in any moving phase. Once the location to teleport to is selected roll the scatter dice and 2D6 (as you would for an indirect barrage) to determine the exact arrival point of the terminator detachment. The remaining stands are positioned within unit coherency of the first stand placed (6 cm). Models: Same as above.

Scouts Space Marine Scouts are the initiates that have yet to prove themselves in battle. They may infiltrate after initial deployment up to their full charge move before the battle begins. Scouts do not wear tactical armor and thus are less protected than other Space Marines. Models: Scout models on the GW Space Marine sprue, or IG Tactical models on the GW Imperial Guard sprue.

Summary Troop Type Move Save CAF Weapons Range Att. D. To Hit TSM Notes Tactical 10 cm 6+ +2 Bolters 50 cm 1 5+ 0 Assault 15 cm 6+ +3 Pistol/Swords 25 cm 1 5+ 0 Jump Packs Devastator 10 cm 6+ +1 Heavy Weap. 75 cm 2 5+ -1 Flamer* 10 cm 6+ +2 Flamers 25 cm 1 4+ 0 Ignore cover modifiers to hit Veteran 10 cm 6+ +4 Bolters 50 cm 1 5+ 0 Elite Terminator 10 cm 5+* +6 Storm Bolters 35 cm 2 4+ -1 Elite Close-Assault Terminator* 10 cm 5+* +8 CC Weapons - - - - Elite Scout 10 cm None +1 Bolt Pistols 25 cm 1 5+ 0 Infiltration

* 5+ save modifiable to 6+ but no further.

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Special Units

HQ Units Headquarter units command Space Marine companies. Any Imperial formation (troop stands or vehicles) receive a +1 to morale checks if they are within 10cm of the Space Marine command units. Models: Commander and Tactical Marine models on the GW Space Marine sprue.

Assault Company HQ Units Space Marine Assault troops all have backpacks that enable them to move faster and skim above terrain features and man-made obstacles. SM Assault Company HQ units also have jump-packs to keep pace with the units they command. All other abilities remain the same with standard SM HQ units. Models: Commander and Assault Marine models on the GW Space Marine sprue.

Terminator HQ Units Officers of Terminator Companies wear Tactical Dreadnought Armor like their troops and carry Terminator Storm Bolters. The command abilities remain the same with standard SM HQ units. Models: Terminator models on the GW Space Marine sprue.

Space Marine Commander This unit represents the commander of the Space Marine chapter and his close aides. Due to the vast tactical experience accumulated by the Commander a player can select one of two special abilities (one at a time, once per turn):

Forced March: All Imperial units within 10cm of the commander receive a +5 cm to the base move (+10 cm if the unit has Charge Orders).

Tactical Genius: All unmoved Imperial units within 10cm may shift their given orders one “category” in either direction along the following progression:

Charge--Advance--First Fire

Example: If a nearby unit is on Advance Orders, the unit may shift to either First Fire or Charge Orders (units on Charge orders and First Fire orders, of course, can only shift in one direction, thus Charge does not wrap around to First Fire). As with all command units, all Imperial units within 10cm of this unit add +1 to morale tests. Models: Commander and Tactical Marine models on the GW Space Marine sprue.

Librarians This unit represents a squad of powerful psykers. Librarians are considered command units therefore they do not require orders to be placed for them (like all command units they are considered to be on Charge Orders for movement and First Fire for firing). The Librarian may use one of the following three powers available to it one at a time and once per turn:

Purge Psyker: This power may be used to attack enemy psykers within 50cm range. No line of sight is required since the psyker mentally locates the target. If the enemy psyker is an Eldar Warlock, Slann Mage, Ork Weirdboy, another Librarian, Squat Living Ancestors or any other living psyker, that is not a Daemon, Chaos Android, Eldar Wraithguard or Dreadnought, the Librarian rolls 2 D6 while the enemy psyker rolls 1 D6. In the case of the Slann Great Mage it rolls 2d6 while the Librarian rolls 1d6, due to its great psychic powers. If the Librarians roll is higher the enemy psyker

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is slain and removed from the battle. If the enemy’s roll is higher there is no effect unless the roll is double the Librarians roll. In this case the Librarian is slain due to psychic feedback.

Mind Blast: The Librarian may attack any model within 25cm range and line of sight. On a roll of

4+ the model is destroyed, no armor saves allowed! In the case of models with a hit location template (like Titans) that have no active shields roll for damage in the head/bridge location. This attack does not function against models without minds like robots and others.

Destroy Daemon: The Librarian may attack one demonic creature within a 25 cm range and line of

sight. The Librarian rolls 2D6 against the enemy’s roll, which is dependent on the type of the model. For Greater Daemons and the Eldar Avatar 3 D6, Wraithguard and Eldar Dreadnoughts 2 D6 and 1 D6 for minor Daemon stands and Chaos androids. If the Librarian wins the die roll the enemy model is destroyed and removed. If the enemy wins there is no effect unless the result is greater than twice the Librarians roll. In this case the Librarian is slain due to psychic feedback. If the scores are equal re-roll.

The Librarian powers are considered non-physical psychic attacks. Such special powers are used in addition to shooting attacks in the same phase the model fires (in case of the Librarians, the First Fire phase). Models: Librarian and Tactical Marine models on the GW Space Marine sprue.

Chaplains Chaplains are the religious leaders of the Space Marine forces as well as formidable warriors due to their unshakable determinism. With the courage inspired by their presence, all Imperial troops within 10cm of the Chaplain stand may add +1 to its close combat score. The bonus applies to all troop stands, bikes and models on horseback (such as Imperial Roughrider). Models: Chaplain and Tactical Marine models on the GW Space Marine sprue. Chaplains wear black armor regardless of the chapter.

Medics Space Marine Medics are the Healers of the chapter who carry sophisticated medical equipment to help the wounded soldiers. Any Imperial Troops within 10cm of a medic receives a 5+ save in addition to any normal save the model has. Only troop stands, bikes, and riders may receive this benefit, vehicles may not gain this addition save. No detachment may benefit from more than one Medic’s ability at a given time. That is, a model can have only one additional save due to the Medic being within 10cm. Models: Medic and Tactical Marine models on the GW Space Marine sprue. Medics wear white armor regardless of their chapters.

Tech-Marines Tech-Marines are the other class of Healers of the Space Marine Chapters. They are trained by the Adeptus Mechanicus in the workings of the Imperial machines. All Imperial vehicles - except Titans and Praetorians that are too large to be repaired quickly on the battlefield - within 10cm of the Tech-Marine stand gains 5+ save in addition to their normal save. A model may only benefit once regardless of the number of Tech-Marines (or other Imperial Healers) within range, thus overlap and multiple saves are not allowed. Models: Tech-Marine and Tactical Marine models on the GW Space Marine sprue. Tech-Marines wear red armor.

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Forward Observers* Accuracy in indirect barrages is a very important factor in supporting the front line troops. The capabilities of the target spotter are often more deciding then the proficiency of the firing battery, for giving accurate coordinates and deciding on the ammunition to use falls onto his shoulders. To fulfill this task, Space Marines have expertly trained Forward Observers to aid their artillery batteries. The following rules define the Space Marine Forward Observers:

An artillery barrage directed by a Forward Observer scatters 1D6 instead of 2D6, Forward Observers can not request fire if they are involved in CC, Forward Observers are command units for the purposes of targeting, and all relevant targeting rules

apply, Forward observers, operating close to enemy lines, are heavily camouflaged. The SM stand (not the

Rhino) can't be shot at from more than 25cm. However, if the Rhino is seen, the enemy can shoot a barrage that covers both models. The FO stand can also be shot at in a turn it shoots, subject to the targeting rules.

Models: Any Space Marine models on the GW Space Marine sprue.

Legion of the Damned* These mysterious troops, clad in marine armor, but painted as burning skeletons, occasionally come to the aid of Space Marine forces. They are a truly horrifying sight on the battlefield, fighting with fierce abandon, outpacing even their fellow marines. There are only a few units of these fearsome shadow warriors; so only one Legion special card may be fielded in any given Space Marine force. These troops are so terrifying that any unit they enter into close combat with must make morale check or go on Fall Back orders. Additionally, enemy troops must succeed in a Morale check if they wish to try and enter close combat with a Legion stand. Models: Use Tactical Marine models from the GW Space Marine sprue.

Grey Knights Grey Knights are the Marine Chapter whose sole purpose is to confront and destroy Chaos. Unlike regular units these may not be placed on the tabletop at the start of the game. The Grey Knights may be teleported to any location chosen by the player on the tabletop as a detachment move in any moving phase. Once the location to teleport to is selected roll the scatter dice and 2D6 (as you would for an indirect barrage) to determine the exact arrival point of the Grey Knight detachment. The remaining stands are positioned within unit coherency of the first stand placed (6 cm). Each Grey Knight stand receives a psychic save versus non-physical psychic attacks (4+ on D6). This unit may only be brought to a battle if the opponent is Chaos (and no other). Grey Knights are not subject to morale checks required by charging Greater Daemons and may fire upon Daemons normally. The Grey Knights close ombat attacks are considered psychic attacks and cannot be saved using chaos cards (see chaos rules for more information on chaos cards). Its shooting attacks are considered physical psychic attacks. Models: Terminator models on the GW Space Marine sprue. Grey Knights always have silver or bronze colored armor.

Inquisitors These are the watchdogs of the Imperium, always on the alert to punish those that stay from Imperial Doctrine and destroy those tainted by Chaos. Inquisitors count as command units and therefore never need to be given orders. Due to the fear (or inspiration) they instill, all Imperial troops within 25cm of the Inquisitor are immune to morale checks. Also Inquisitors possess a psychic saving throw versus non-physical psychic attacks (4+ on D6). Due to cutting edge technological devices an Inquisitor receives a fixed save of 4+ or more on a D6. Inquisitors are not subject to morale checks required by charging Greater Daemons and may fire upon Daemons normally. Models: Chaplain or any other Special Marine models on the GW Space Marine sprue.

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Ordo Malleus Inquisitor* The Ordo Malleus Inquisitor is specially trained in the ways and weaknesses of Chaos. These die-hard servants of the Emperor are armed with rare psych-out weaponry, made from the metabolic wastes of the Emperor himself. Armored in elaborate power armor, with electoos making esoteric patterns on their bodies, the Ordo Malleus Inquisitors go forth to cleanse the galaxy. The Ordo Malleus Inquisitor is a Command Unit. It may only be taken when the Imperial force it is supporting faces Chaos. The stats listed below for the Psycannon are for fire against normal troops. Against Daemonic troops, it has a Save Modifier of –2 and such units damaged by the Psycannon require 2 Chaos Cards to save instead of the normal 1. Additionally, Daemons killed by the Inquisitor in close combat may not use Chaos cards to save themselves. Unlike a normal Inquisitor, Ordo Malleus Inquisitors in no way boost the morale of nearby troops. Models: Same as above.

Special Units in Close Combat Special units cannot use their non-combat abilities for that phase if involved in Close Combat. We can hardly expect a Medic to operate in the field while fighting hand-to-hand against a Minotaur. It goes for Tech-marines, Rune Priests and such, but not for the Chaplains, for their ability is combat related.

Summary Troop Type Move Save CAF Weapons Range Att. D. To Hit TSM Notes HQ Unit 10 cm 6+ +4 Bolt Pistols 25 cm 2 5+ 0 Imperial troops within 10cm

add +1 to morale, HQ Unit, Elite.

Assault HQ 15 cm 6+ +4 Bolt Pistols 25 cm 2 5+ 0 Jump Packs, Imperial troops within 10 cm add +1 to morale, HQ, Elite.

Terminator HQ 10 cm 5+* +7 Storm Bolters 35 cm 25cm

2 4+ -1 Imperial troops within 10cm add +1 to morale, HQ unit, Elite.

Space Marine Commander

10 cm 6+ +5 Various 50 cm 2 5+ -1 HQ Unit, +1 to Morale tests, special abilities, Elite.

Librarian 10 cm 6+ +4 Bolt Pistols 25 cm 1 5+ 0 HQ Unit, Elite. Chaplain 10 cm 6+ +4 Pistols &

Others 25 cm 2 5+ 0 Imperial troops within 10cm

+1 to CAF, HQ Unit, Elite. Medic 10 cm 6+ +2 Pistols &

Others 25 cm 1 5+ 0 Imperial troops within 10cm

save on 5+, HQ Unit, Elite. Tech-Marine 10 cm 6+ +2 Pistol 25 cm 1 5+ 0 Imperial vehicles within

10cm save on 5+, HQ Unit, Elite.

SM Forward Observer* 10 cm 6+ +2 Bolt Pistols 25 cm 1 5+ 0 Special rules, HQ unit. Legion of the Damned Marine*

10 cm 6+ +4 Bolters 50 cm 1 5+ 0 Opponents take morale check before CC, Elite

Grey Knight 10 cm 5+* +6 Various 35 cm 2 4+ -1 Psychic save of 4+, Elite. Inquisitor 10 cm 4+

Fixed +6 Various 35 cm 2 4+ -1 Psychic save of 4+, Imperial

units within 25 cm immune to morale tests, HQ unit, Elite

Ordo-Malleus Inquisitor*

10 cm 4+ Fixed

+6 Psycannon 50 cm 1 4+ 0 -2 TSM Against Daemons, Psychic saves of 4+, Elite, HQ Unit. Special rules.

1 5+ save modifiable to 6+ but no further.

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Cavalry and Walkers

Attack Bikes These are larger bikes with a sidecar armed with heavy bolters. They count as vehicles for terrain restrictions but feature greater speed than regular vehicles in some types of terrain (see terrain chart). Space Marines may only use them. Models: GW’s metal Attack Bike models (bikes with armed sidecars).

Dreadnoughts* Through long millennia of their history, Space Marines developed many types of the walking war machines to house the sarcophagi of their ancient warriors who continue to serve their chapters in these metal bodies of destruction. The most recent of these forms is the well-armored sturdy looking Scatolo, which is capable of mounting a variety of weapons. Its predecessor is the still widely used model of the Punisher (this replaces the standard Dreadnought of previous NetEpic versions). The still earlier designs are lighter, sleeker humanoid units, based off the same general body from, with different load-out variants. The Contemptor is a close assault unit, with quad bolters, the Deredeo carries a missile launcher for general heavy weapon support, and the Furibundus carries a lascannon for anti-vehicular work. Due to their size Dreadnoughts count as walkers for terrain restrictions. Models: The models that inspired the above types are the new metal Dreadnought models of the GW for the Scatolo variants, older plastic ones of the SM/TL range (unavailable now) for the Punisher, and the metal models listed under own names in the GW UK catalog for Contemptor, Deredeo, and Furibundus. However, feel free to use any suitable 1/300 model you have from GW and other ranges.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll To

Hit TSM Notes

SM Attack Bike 30 cm 6+ +3 Heavy Bolters 25 cm 2 5+ 0 Dreadnoughts Scatolo (Heavy)* 10 cm 4+ +1 Lascannons 75 cm 2 5+ -2 Scatolo (Support)* 10 cm 4+ +2 Bolters

Barrage Missile 25 cm 50 cm

3 4BPs

5+

0 -1

Scatolo (Assault)* 10 cm 4+ +4 Flamer Template Template 4+ 0 Ignore cover Punisher* 10 cm 4+ +3 Assault Cannon 50 cm 1 5+ -2 Was original

dreadnought Contemptor* 15 cm 5+ +4 Heavy Bolters 50 cm 1 5+ 0 Deredeo* 15 cm 5+ +2 Missile

Launcher 75 cm 1 5+ -1

Furibundus* 15 cm 5+ +0 Lascannon 75 cm 1 5+ -2

Space Marine Vehicles

Land Raider This is the main battle tank of the Space Marine army. Besides anti-vehicle weapons it can also carry two troop stands. Models: GW plastic or metal models of the name

Land Raider Crusader* The Crusader is a redesigned Land Raider originally built for the Black Templars Space Marines Chapter. Its purpose is to carry their Terminators safe right up to the enemy’s positions and give close support to the infantry once unloaded. These tanks are still quite uncommon outside the Black Templars.

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Models: Normal GW Land Raider models (or slightly modified to represent the bolters in the side sponsons).

Razorback Another heavily armed variant of the Rhino that features longer ranged weapons at the expense of diminished troop-carrying capacity. A Razorback’s weapons are mounted on the same turret therefore shots cannot be divided among several targets, they must be fired at the same model. Since the turret occupies a considerable space on the Rhino hull, Razorbacks can only carry one troop stand. Razorbacks can either be fielded as a stand-alone Support Card or added to a detachment substituting its normal mode of transport (usually Rhinos) as a Special Card. This changes the detachment break point and VP value as listed on Army Cards and Composition section below. Models: GW plastic or metal models of the name, or a multi-gun turret on a plastic Whirlwind chassis.

Sabre Tank-Hunter* The Sabre is one of the many Rhino variants available. It does very little to up-armor the basic Rhino frame, and instead simply replaces the infantry capacity with a standard vehicular autocannon. Light and cheap, this unit is sometimes seen in the Space Marine forces. Models: Fit a Rhino or Whirlwind models from the GW Space Marine Tanks sprue with a single-Autocannon turret or simply use a Predator model without side sponsons.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll To

Hit TSM Notes

Land Raider 20 cm 2+ +3 Lascannon Bolters

75 cm 15 cm

2 1

5+ 6+

-2 0

May carry 2 troop stands

Land Raider Crusader*

25 cm 3+ +3 Bolters Assault Cannon

Multi Melta

15 cm 50 cm

25 cm

4 1

1

6+ 5+

3+

0 -1

-2

May carry 2 troop stands, Vehicle

Razorback 25 cm 4+ 0 Plasma Guns Lascannon

50 cm 75 cm

1 1

5+ 5+

-1 -1

Can not divide fire, may carry 1 stand, Turret

Sabre* 25 cm 4+ +0 Autocannon 75 cm 1 5+ -1 Turret

Titans Space Marine armies, lacking effective heavy artillery and long-range anti-armor weapons, often field several Titans beside their regular troops. These are Warlords, Reavers, and Warhounds that are attached from the Imperial Titan Legions, which constitute a part of the Tech-Guard in NetEpic. These are fielded as Special Cards (one card per company), and bought by the rules given in the Purchasing Titans section of the Titans chapter in the Core Rules Booklet. For the details of the Titan types and their eligible weapons take a look at the Titans section in this booklet.

Space Marine Flyers

Thunderhawk Gunship This is the standard Space Marine flyer for rapid deployment and is capable of carrying a full detachment of up to 6 Space Marine stands. They follow the rules for flyers and transports. Detachments carried in this manner lose their normal transports but Break Points remain the same. Models: GW metal models of the name.

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Drop Pods Although not a flyer, deployment and special attacks occur at the beginning of the flyers phase. The procedure for landing Drop Pods is as follows: The owning player nominates any location on the tabletop and rolls for scatter twice. Once the “landing point” is determined the player places all remaining Drop Pods anywhere within a 20 cm radius of the “landing point”. Roll for scatter once for each pod until all pods have landed. Pods that land on any models (friend of foe) cause a hit. Models that are hit must save at -3 to avoid destruction. When landing on a model the pod is unharmed if the victims are regular vehicles or troop stands, if the model has active shields the pod is destroyed and knocks down one shield, if the model is a Titan/Praetorian with no active shields or a Super Heavy/Knight, the pod is destroyed and the model receives a hit at -3 penalty to the save. All pods must be deployed in the same turn (in other words they all land in the same turn) Deathwind Pods must land first and their attack is resolved before further pods land (players may resolve Deathwind Pod landings one at a time or wait until all Deathwind pods have landed and opened). Pods successfully open after landing on a roll of 3+ for each pod. If a pod fails to open on the turn landed it may try again at the start of each subsequent flyers phase until opened. When placing a pod and rolling for it to open the player must state before hand what type of pod (explained below) he is rolling for, before any die rolls are made. Any unit with First Fire orders (except barrage-firing artillery) may shoot at “landing” Drop Pods if the unit has range; LOS is not required. The results of this fire are worked out before any pods land. Any unopened pod that is destroyed (by shooting or close combat) losses any occupants and special weapons the particular pod had. Some numbered counters might facilitate keeping track of what pod is what. A Drop Pod company is purchased as a Special Card that is given to a Space Marine Company of any type. Drop Pods substitute the standard means of transport (usually Rhinos) that are lost. Adding Drop Pods to a Company increases its Break Point by +10 and increases the VP value by +3. Pod Types: Assault; these carry the company’s troop stands and command unit. Each pod carries two troop stands. These troops disembark on Advance Orders. Support; these carry a plasma gun platform used for heavy support. These guns always fire on First Fire orders and do not move from their original landing position. Deathwind; this is a special one-shot weapon that clears the landing zone by spraying the area with deadly explosives. The area of effect of Deathwind is a 10cm radius measured from each Deathwind pod (for a total of three Deathwind attacks). They land before the other pods and use their attacks. They still count for Break Point purposes if destroyed even though they are one-shot weapons. A company transported in Drop Pods must be completely landed during a single turn (you may not select to leave some units on board). Models: GW metal models of several types. For substitutes refer to the above pod types passage. These are spherical (1-1.5cm diameter) when closed and star (or cross) shaped when open.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll

To Hit TSM Notes

Thunderhawk Gunship

100 cm 4+ +1 Rockets Battlecannon

Bolters

50 cm 50 cm 15 cm

6 BP 1 3

4+ 4+ 6+

-2 -2 0

Flyer, carries a full detachment of 6 stands

Drop Pod Assault

Special 4+ 0 None - - - - Carries 2 troop stands

Drop Pod Support

Special 4+ 0 Plasma Cannon

75 cm 1 5+ -2 Always fires in the First Fire segment

Drop Pod Deathwind

Special 4+ 0 Deathwind 10 cm radius

Special 4+ 0 One shot weapon

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Special Chapter Rules Although you may simulate any chapter in a battle there are some special rules for some chapters with specific characteristics.

Space Wolves This chapter’s home base is on the planet Fenris. Space Wolves differ from other chapters due to their company organization and structure. Due to their constant hard training they are formidable in close combat and inspire fear on their opponents. Their peculiar social structure is reflected in their army organization and they lack many formations that exist for those chapters that are more codex oriented. Instead they have their Great Companies with large numbers of marines and their specific support detachments. Space Wolves may only purchase specific Space Wolf army cards and may not purchase generic units such as Veteran, Terminator, Battle, Tactical, Assault, Devastator, Flamer, Scout, Space Marine Land Speeders and Space Marine Bikes Company or Support Cards. You may purchase cards such as Vindicators, Predators and other vehicle squadrons (including the Land Raider Company) and artillery detachments as well as any Special Cards except Medic and Chaplain. Unlike regular Space Marine armies a Space Wolf army may only purchase up to a maximum of 12 Great Companies. The characteristic color for the Wolves is grey, and they are sometimes called “Grey Wolves”. Space Wolves have several unit types specific to their chapter:

Wolf Guard Wolf Guards are the best fighters in the chapter and are considered HQ units. Any Imperial formation within 10cm of a Wolf Guard stand receive a +1 bonus to morale checks. In addition to leading Great Companies, sometimes Wolf Guard fight together as separate units to fulfill extraordinary duties. These can be purchased as Special Cards that could be taken one per Great Company. Models: Commander and Tactical Marine Models from the GW Space Marine sprue.

Wolf Guard Terminators These are Wolf Guards in Terminator armor the same rules above apply. Note that these are the only Terminator units available to Space Wolves. As regular Wolf Guards these can only be taken as HQ units of Great companies or as Special Cards (one per Great Company). Models: Terminator Models from the GW Space Marine sprue (see Terminators).

Grey Hunters These are the Space Wolves tactical marines. Grey Hunters are armed with longer ranged weapons than the Wolf Guard. Their superior training makes them better in close combat than an average Space Marine as well. Models: Tactical Marine Models from the GW Space Marine sprue.

Blood Claws These are the chapter’s close combat specialists. They inspire fear in those they charge due to their fearsome howling when they charge in to battle. To represent this, enemy units charged by Blood Claws must take a morale check. If they fail they receive a -2 to their CAF. This does not mean that the enemy unit goes into Fallback; the CAF reduction is for one turn only. This rule does not apply to charges made by the enemy units and to prolonged close combat. Blood Claws wear jump packs thus move fast and ignore terrain penalties. Models: Assault and Tactical Marine Models from the GW Space Marine sprue.

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Long Fangs Long Fangs are the heavy weapon specialists of the chapter. Although they use shorter-range weapons than regular Space Marine Devastators do, they are better trained in close combat and can fulfill assault roles as well. Models: One or two Heavy Weapon Marines and Tactical Marine Models from the GW SM sprue.

Wolf Scouts Space Wolves need crucial information from the front lines before they charge through and finish off their enemy in close combat. This important task is done by the Wolf Scouts who infiltrate into the enemy lines and destroy vital points of defense. The Scouts thus create gaps in the enemy line and provide intelligence for the main body of the Space Wolf army. To represent this, they may move once up to their charge rate before the battle begins. Wolf Scouts, unlike their common Space Marine counterparts do not form companies and serve as attached detachments to Great Companies. Models: See Space Marine Scouts above.

Wolf Priests The Space Wolves do not have Chaplains and Medics as normal chapters. Instead they have the especially trained Wolf Priests, who fill both roles. Models: Use either Medic or Chaplain models from the new GW Space Marine sprue.

Blood Claw Bikes, Attack Bikes & Land Speeders Blood Claws can also fight on Bikes, Attack Bikes and Land Speeders. These units also benefit from the above morale test rule that applies to Blood Claws. As with other Space Wolf units, Blood Claw bikes and Land Speeders have better in close assault than their ordinary Space Marine counterparts. Models: See the section on those above.

Space Wolf Razorback Transport Space Wolf Great Companies, in the cases where they need the additional firepower, may swap their Rhinos with Razorbacks. Models: GW metal models of the name, or a multi-gun turret on a plastic Whirlwind chassis.

Space Wolf Drop Pods Space Wolves, like the other Space Marine chapters, sometimes use Drop Pods to drop their Great Companies behind the enemy lines. Due to their distinct unit structure, the number of pods used and their cost differs from those of the other marines. All other rules pertaining to Drop Pods remain. Models: See the section on these above.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll

To Hit TSM Notes

Wolf Guard 10 cm 6+ +4 Bolt Pistols 25 cm 2 5+ 0 HQ Unit, Imperial units within 10 cm add +1 to morale tests. Elite.

Wolf Guard Terminator 10 cm 5+* +6 Storm Bolters 35 cm 2 4+ -1 HQ Unit, Imperial units within 10 cm add +1 to morale tests. Elite.

Grey Hunter 10 cm 6+ +3 Bolters 50 cm 1 5+ 0 Blood Claw 15 cm 6+ +3 Bolt Pistols 25 cm 1 5+ 0 Opponent takes Morale

Test when charged. Jump Packs.

Long Fang 10 cm 6+ +3 Heavy Weapons

50 cm 2 5+ -1

Wolf Scout 10 cm None +2 Bolt Pistols 25 cm 1 5+ 0 Infiltration Wolf Priest 10 cm 6+ +4 Bolt Pistols 25 cm 2 5+ 0 Imperial troops within

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10cm add +1 CAF and may save on 5+. HQ Unit, Elite

Blood Claw Bike 30 cm 6+ +4 Bolters 15 cm 1 6+ 0 Morale test when charged Blood Claw Attack Bike 30 cm 6+ +3 Heavy Bolters 25 cm 2 5+ 0 Morale test when charged Blood Claw Land Speeder

30 cm 6+ +4 Multi-Melta 25 cm 1 3+ -2 Skimmer, Morale test when charged

* 5+ save modifiable to 6+ but no further.

Blood Angels This chapter is one of the few remaining chapters that use cells directly from their primarch to form new marines. Due to their primarch’s violent death during the Horus Heresy this has peculiar effects on Blood Angels during battle.

Death Company This new Special Card re-organizes the Death Company and makes it a useable unit within the Blood Angel chapter. The description below replaces the older version given by the previous Epic games. The unit consists of 5 battle-frenzied Blood Angel tactical stands and a Blood Angel Chaplain leading them. Commanding the fanatic marines is a task surpassing the abilities of a normal commander, which forces the Chaplain to concentrate on his unit only and disregard the rest of the battlefield. Thus, he is not only bonded to the unit and unable to break formation with it, but also devoid of the normal Space Marine headquarter abilities as well as the normal Chaplain ability of raising the CAF of the nearby troops. The Death Company Marines are beyond being affected by any such influence anyway. However, the leading Chaplain is still considered a command stand for purposes of targeting, and thus cannot be shot at without shooting at the Death Company marines as well. As he is part of the unit, he acts with the rest of the troops and is not given separate orders. Should the special DC Chaplain be killed, the DC marines will be on charge orders for the rest of the game, and must charge after the nearest unit in the same fashion as the Eldar Avatar. If another Chaplain is available, he may join the DC to replace the old one, but immediately becomes subject to the DC Chaplain rules upon doing so. With or without the Chaplain, the marines are so single-minded to destroy their enemies that they never check morale. Their determination makes a single stand of them as dangerous as the whole unit, so the opponent can be awarded the Victory Points only when all the Death Company stands are destroyed. Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll

To Hit TSM. Notes

Death Company Chaplain

10 cm 6+ +4 Pistols & Others 25 cm 2 5+ 0 Elite, Special rules

Death Company Marines

10 cm 6+ +6 Close combat weapons - - - - Special rules

Dark Angels Dark Angels have two formations that make them distinct from the other Space Marine chapters. These are the Ravenwing Company and Deathwing Terminator Company.

Ravenwing The Ravenwing Company lets the player field Bikes and Land Speeders as a separate company. To reflect the greater availability of these vehicles to Dark Angels, the cost of the company is lower than the normal total cost of its detachments. Fielding this company does not forbid the player to take Bike and Land Speeder Detachments as support for normal cost.

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Deathwing Terminators Dark Angel Veterans can only be fielded as Deathwing Terminators. The Dark Angel player cannot use any other Veteran units (even if no Deathwing Detachments are fielded). To reflect the distinct character of these Tyranid slayers, Deathwing Terminators are immune to morale checks of any kind.

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Close-Assault Deathwing Armed with Thunder Hammers, Storm Shields, and Lightning Claws, Close-Assault Terminators are trained to storm near-impregnable defenses in tight quarters. Every so often, the larger battlefield sees their presence, usually when something big needs to be dealt with. As you might expect, these Terminators can only be purchased as part of a Marine force. When fielded by the Dark Angels they are called Close-Assault Deathwing, and assume the Deathwing morale value. Models: Same as above.

Summary Troop Type Move Saving

Throw CAF Weapons Range Att. D. To Hit TSM Notes

Deathwing Terminator 10 cm 5+* +6 Storm Bolters 35 cm 2 4+ -1 Elite, does not check morale

Close-Assault Deathwing

10 cm 5+* +8 CC Weapons - - - - Elite, does not check morale

* 5+ save modifiable to 6+ but no further.

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Imperial Wargear The weapons and artillery described in this section are available to both the Space Marines and the Imperial Guard, and have been included together for convenience.

Cavalry and Walkers

Bike Squads Marines and Imperials sometimes enter battle mounted on motorcycles armed with bolters. This augments their close combat skills as well as maneuverability. They count as vehicles for terrain restrictions but feature greater speed than regular vehicles in some types of terrain (see terrain chart). Both Space Marine and Imperial Guard armies use bikes. Models: Biker models on the GW Space Marine sprue, 2-3 to a stand.

Robots These represent mechanical battle machines that due to their nature require some programming for them to carry out orders on the battlefield. Instead of regular order counters they must be given a program of what to do in the following situations:

If there are enemies within charge range If there are enemies within weapon range If there are enemies within sight In any other situation

To make a program write down the above situations and select a command which applies to that particular circumstance. The following commands may be given: Charge: Charge nearest enemy unit. They must enter close combat if within charge range or otherwise move between normal and full charge range towards the nearest enemy. Capture: Advance towards the nearest objective counter. Can move between half and full normal rate. Advance: Advance towards the nearest enemy unit. They must move between half and normal rate and fire at the nearest enemy unit in the Advance Fire phase. First Fire: Fire at the nearest enemy in the First Fire phase. Ignore: Ignore the described situation Each orders phase consult the program (in the order written above) and read down the list of situations and apply the first fulfilled condition (meaning that if there is an enemy within charge reach this condition takes precedence over the “enemy within range” condition). The first condition fulfilled for the majority of the robot models in the detachment is the one that should be applied (in case several conditions apply to different models in the same detachment). Robots are immune to morale checks of any type and firing restrictions imposed by Daemons and Tyranids. Robots ignore the snap fire penalty. Models: Plastic Robot models on the Old GW Space Marine or Imperial Guard Sprues or any 6mm to10mm scale robot model.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll To

Hit TSM Notes

Imperial Bike 30 cm None* +3 Bolters 15 cm 1 6+ 0 Robot 10 cm 5+ +2 Autocannon 75 cm 1 5+ 0 Special Rules

*Space marine bikes have a save of 6+

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Vehicles

Land Speeder This comprises the most common type of skimmer vehicle available to the Space Marine and Imperial Guard armies. Models: GW plastic or metal models of the name.

Rhino This is the main armored personnel carrier or the Space Marine army. Although lightly armed it can carry two troop stands. Models: Rhino or Whirlwind (without the launcher and the hole covered up) models from the GW Space Marine Tanks sprue.

Predator Built around the successful Rhino chassis it is armed with several lascannons and can be seen in Marine and Imperial Guard armies. Models: GW metal models of the name.

Vindicator Built in to the Rhino chassis is an enormous gun that fires a large shell capable of destroying its target and intervening cover. Shots from a Vindicator ignore cover modifiers. This vehicle sees service in Marine and Imperial Guard armies. Models: GW metal models of the name.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll To

Hit TSM Notes

Land Speeder 30 cm None* +3 Multi-Melta 25 cm 1 3+ -2 Skimmer Predator 25 cm 3+ 0 Autocannon

Lascannon 75 cm 75 cm

1 2

5+ 5+

-1 -1

Autocannon Turret

Rhino 25 cm 4+ 0 Bolters 15 cm 1 6+ 0 May carry 2 troop stands Vindicator 20 cm 2+ +2 Thunderer 50 cm 1 4+ -3 Ignores to hit modifiers for

cover *Space marine Land Speeders have a 6+ save

Artillery and Anti-Aircraft

Mole Mortar This is a light artillery piece that instead of firing the shell in to the air it send it through the ground to its target; exploding underneath them. Due to its method of travel this weapon ignores shields of any type. In addition if the target is a Titan or Praetorian if hit, roll a further D6 to determine if the target is trapped within the crater that is formed by the explosion. On a roll of 6 the Titan/Praetorian is trapped within the crater. Trapped targets may shoot normally but, if they wish to exit the crater, must do so on Charge Orders. Command and Praetorians must forego firing attacks if they wish to leave the crater. Space Marine, Imperial Guard and Squat armies use this weapon. Models: Use GW plastic Mole Mortar model (old Squat sprue) or a substitute (a large caliber 1/300 or slightly larger mortar piece fitted in reverse) with two Tactical Marines as crew on a stand.

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Rapier Laser Destroyer This is a slow multi-barreled weapon that is used to provide anti-armor support to infantry advances. Space Marine, Imperial Guard and Squat armies use this weapon. Models: Use GW metal Rapier model or a substitute (a 1/300 Gatling like weapon fitted on a small sized tractor) with two Tactical Marines as crew on a stand.

Tarantula These are robotic point defense weapons that recognize suitable targets and fire in a rapid fashion. To represent this Tarantulas fire in both the First Fire and Advance Fire phases (meaning they fire twice in the same turn, but in different phases). As any unit in First Fire the first shot may be used as Snap Fire. Due to the robotic targeting system the -1 penalty to Snap Fire does not apply. This unit may not move and fire in the same turn. To move it must be given Charge Orders. Tarantulas therefore only receive First Fire orders (to fire normally) and Charge Orders (to move), the Advance order is not used with Tarantulas. Due to their robotic brain they are immune to morale checks of any type and firing restrictions imposed by Daemons and Tyranids. Models: Use the GW plastic Lascannon model (Eldar Sprue) or a substitute (1/300 single or double barreled laser) with two Tactical Marines as crew on a stand.

Thudd Gun This is a light artillery piece which pumps out multiple shells in succession. Space Marine, Imperial Guard and Squat armies use this weapon. Models: Use GW plastic Thudd Gun model (old Squat sprue) or a substitute (a thick multi barreled artillery piece) with two Tactical Marines as crew on a stand.

Whirlwind This vehicle is basically a Rhino with a multiple missile launcher mounted on the top for extra long-range firepower and support. This is the only heavy artillery weapon available to Space Marines. Models: GW plastic or metal models of the name.

Scorpion AA Battery These are modified Tarantula batteries that serve as AA units. They may only target Flyers, Titans, Praetorians and units in tall buildings. As AA units they may Snap Fire at Flyers as per the flyer rules. Scorpions have robotic brains guiding them therefore do not make morale checks. Models: Use the GW plastic Lascannon model (Eldar Sprue) or a substitute (1/300 single or double barreled laser or a light AA gun) with two Tactical Marines as crew on a stand.

Off Table Artillery Barrages* These represent standard artillery pieces deployed beyond the confines of the table and also orbital or naval artillery. Off-table artillery is purchased in two parts - the Barrage Units and the Forward Observers. The barrage units are Support Cards while the observers are Special Cards (i.e. a limit of one per company). Any other units cannot call off-table barrages.

Off-Table Barrage Units

These are abstract units; players do not need models for them and they cannot be attacked (counter-battery fire or air attacks are ignored for the sake of simplicity). The Barrage Units are of different types dependent on the size and power of the weapons. Each Barrage Unit typically allows an observer to place one barrage template per turn.

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There are no point costs for the off-board artillery; the Firing Player gives up Victory Points for the use of them. Any player planning to use Off-Table Artillery must write down, at the start of the battle, the number of Victory Points he is willing to give up for those barrages. These cards are restricted to 2 VPs per company level card or Greater Daemon. This allocation does not affect the limit of the point’s value of the normal units he is fielding. The player then can call barrages, up to his declared maximum, throughout the battle until the total equals the declared start limit. These Off-Table Barrages are called in the First Fire phase as any other weapon. The barraging player need only give up Victory Points for barrages actually used (i.e. Victory Points are not paid for unsuccessful calls). See the sections pertaining to specific armies for the details on their Off-Table Barrage Units.

Forward Observers and Spotting for Off-Table Barrages

The specified Artillery Forward Observers of each army can only call off-Table Barrages. See the specific Army Booklets for details. All target spotting done by those units should comply with the rules given under “Target Spotting for Indirect Artillery Fire” in the Core Rules booklet together with the additional Forward Observer rules given below. Note that, although spotting is restricted to one target per turn by the Core Rules, an observer may call multiple barrages to the same target.

Additional Spotting Rules for Off-Table Barrages:

If either the observer stand or the vehicle is destroyed then the observer cannot spot for Off-Table artillery (but can continue to spot for on-table artillery as normal).

For Off-Table barrages only, the observer stand must make a communications roll of 3+ on a D6. If the roll is successful then the barrage arrives. Use the normal procedure for an indirect barrage.

Due to different communication networks, an observer may not spot for both on-table artillery and off-table artillery in the same turn.

Due to the delays involved in communications, if an observer is spotting for multiple off-table artillery attacks on one target then the player must declare all the attacks before resolving them all in turn (effectively, the observer calls down all the fire in one call and then hopes for the best). Multiple off-table artillery barrages are not combined but are resolved separately (including separate scatter rolls).

If a force has multiple barrages and/or multiple observers then barrages are not permanently allocated to specific observers. In each turn each observer may call down fire from any or all of the available barrage units subject to the targeting restrictions above and the restriction that each barrage unit may only fire once per turn.

Barrages are called in the FF phase and one by one as any other weapon. Models: Off-Table Barrage Units are not represented as models on the gaming table. Instead they are spaceships in orbit that fire a barrage down to the surface.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll

To Hit TSM Notes

Light Artillery Mole Mortar 5 cm None -3 Mole Mortar 150 cm 1 BP - 0 Fires Barrage, special rules Rapier 5 cm None -3 Laser Destroyer 50 cm 1 4+ -3 Tarantula 10 cm

on Ch. None -3 Lascannon 75 cm 1 5+ -2 Fires both in FF & A. Snap

fires without penalty. Thudd Gun 5 cm None -3 Thudd Gun 75 cm 2 BPs - 0 Fires Barrage Heavy Artillery Whirlwind 20 cm 4+ 0 Multi-Launcher 150 cm 2 BPs - 0 Fires barrage AA Batteries Scorpion 5 cm None -3 Lascannon 75 cm 1 5+ -2 AA Unit Off-Table Barrage Units* Light Barrage* Special Orbital Barrage Special 6BP -1 Cost: 1VP Heavy Barrage* Special Orbital Barrage Special 10BP -2 Cost: 2VP

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The Imperial Navy

Thunderbolt Fighter These are the air superiority fighters of the Imperium. As with all flyers Thunderbolts do not combine their barrages; firing them independently. They follow the flyers' rules and are considered thrusters. Models: GW metal models of the name.

Marauder Fighter-Bomber This flyer is armed with heavy weapons and is suited for strafing runs, although it can hold its own in dogfights. As with all flyers Marauders do not combine their barrages they are fired independently. They follow the rules for flyers and are considered thrusters. Models: GW metal models of the name.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll

To Hit TSM Notes

Thunderbolt Fighter

100 cm 4+ +4 Autocannon Rockets

25 cm 25 cm

3 4 BP

5+ 5+

-1 -1

Thruster, does not combine barrages

Marauder Fighter-Bomber

75 cm 3+ +2 Battlecannon Lascannon

Missiles

50 cm 50 cm 50 cm

1 3

4 BP

4+ 5+ 5+

-2 -1 -2

Thruster, does not combine barrages

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Imperial Guard & Tech Guard

Special Rules: Imperial Guard

The Chain of Command Rule The tight structure of the Imperial Guard is reflected on the game table by the chain of command rule. This represents the way in which orders are passed from the regimental HQ to the company HQ and finally to each individual unit. If the chain is broken at some point command and control of the army suffers. The chain of command works as follows. Imperial Guard units may only be given orders if they are connected to the chain of command. A unit is automatically connected to its chain of command if it is within 25cm of its company HQ. It is not necessary for the detachment's section HQ to be in range so long as at least one model of the detachment is within the 25cm radius from the company HQ. Note: Any Support Cards assigned to a Company Card at the time of purchase are considered to receive orders from the company HQ they are attached to. Example: The player purchases an artillery company and a detachment of whirlwinds. Both the models of the artillery company and the whirlwind detachment must be within 25 cm of either HQ unit (companies usually bring 2 HQ units) to receive orders. The chain of command is broken in the following circumstances:

If the unit is farther than 25 cm from its company HQ If the unit’s section HQ has been destroyed If the unit’s company HQ has been destroyed

Company HQ’s are usually composed of two stands with a transport (usually a Rhino). The command radius is measured from the stands and not from the transports. Units that are outside the chain of command receive no orders for that turn.

Section HQ Section headquarters are detachment leaders. They move and shoot according to the orders given to the rest of the detachment. Section HQs are not command units and do not enjoy the special rules afforded to these units. They do however enjoy the targeting restriction regular HQ units have, that is, they can only be targeted if they are the closest unit of that type within range. Detachments that lose their section HQ are considered to be outside the chain of command and receive no orders.

Regimental Command Regimental command is represented by Praetorian classed vehicles (such as the Leviathan), which serve as mobile headquarters. These are usually behind the army and not represented in the battle. In some instances you may bring them to battle and their close proximity augments the armies command and control performance. When such a vehicle is present on the battlefield the command radius of all Imperial Guard units is increased to 35 cm, including the command vehicle itself. Only when all such vehicles participating on the tabletop are destroyed is the increased command radius lost. Once the last command vehicle is lost the command radius reverts to its normal 25cm radius, since other command vehicles not directly on the tabletop are assumed to have taken control.

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Special Rules: Tech Guard

Tech-Guard Command Structure Tech-Guard forces usually accompany Imperial Titans and Knights into battle. They follow the same rules for command and control as the Imperial Guard. They have their own unique formations and can only use a small number of Imperial Guard detachments.

IG Units Employed by Tech-Guard: Tech-Guard may purchase any of the following Imperial Guard army cards:

Artillery and AA; Manticores, Basilisks, Bombards, Griffons, and Hydras. Off-Table Artillery (as optional unit) Vehicles; Chimeras (including all their variants), Leman Russ tanks, Stormblade Super Heavy tanks. Ordinatus vehicles Dropship (as optional unit) Flyers; Marauders and Thunderbolts. Special units; Forward Observers, Adeptus Mechanicus, and Astropath as optional units. Infantry;

The Tech-Guard possesses troop types similar to the Imperial Guard such as Tactical (Defence), Assault and Heavy weapon platoons (detachments) and Companies as well as mechanized versions of these units. Stats are the same as the Imperial guard units of the same types. See the Army Cards section of this chapter for unit compositions.

See the Imperial Guard listings for the details on the attached IG units.

Infantry The Imperial Guard features a unit designation similar to Space Marines.

Tactical These make up the bulk of the Imperial forces infantry and carry lasguns. Models: Tactical Infantry models from the GW Imperial Guard Sprue.

Assault Assault troops possess jump packs and are the close combat specialists. Models: Jump-packed Infantry models from the GW Imperial Guard Sprue.

Heavy Weapons Heavy support troops are armed with long-range weapons for supporting the army’s advance. Models: 1-2 Infantry models with heavy weapons and tactical infantry models from the GW Imperial Guard Sprue.

Beastmen Mutated beasts that have not succumbed to the taint of Chaos still serve the Imperium. These are mainly close combat troops. Models: Beastmen models from the GW Imperial Guard or Chaos Sprues. Any 1/300 figures of normal- sized non-human figures from fantasy or SF ranges could be substitutes.

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Ogryns Ogryns are extremely large humanoids that sometimes are taught to serve the Imperium. Although mainly close combat troops they are armed with short-ranged rapid-fire weapons. Models: Ogryn models from the GW Imperial Guard Sprue. A close substitute could be slightly larger scale (8 or 10mm) infantry with sub-machine guns.

Ratling Snipers These are small humanoids that occupy some Imperial worlds and possess uncanny skill with rifles as well as being able to act independently with stealth. Ratling Snipers are the units of Imperial Guard who are specialized in singling out important enemy troops while concealing themselves in cover. They operate independently and do not remain in formation, so the normal 6cm coherency rule does not apply to them. Ratlings are not given orders and can move up to 10cm on charge and always shoot on First Fire, but they cannot move and shoot in the same turn. If they are within cover they cannot be seen at a range of over 25 cm (in other words if the firer is not 25cm or closer they can not be targeted). VPs are awarded only when all 4 stands are destroyed - if using more than 1 platoon; VPs are awarded for every 4 stands killed. Ratlings are especially keen in identifying enemy command stands and eliminating them to cause confusion among their ranks. Thus, Ratling Snipers are not bounded by the general targeting rules, and are allowed to shoot at enemy command units even if they are not the closest targets. To do this, the player must first roll a D6 for any Ratling stand that attempts to target a command unit. On 4+ the Snipers identify the stand and may shoot at it, otherwise they have to shoot at some other target. Models: Ratling Sniper models from the GW Imperial Guard Sprue. As substitutes, any smallish figures with rifles (like old Squat warriors or 1/300 scale shooting models) would do.

Imperial Guard Engineers* In the battlefields of the war-torn universe of the future it is a valuable capability of an army to create every possible obstacle to slow down enemy advance while facilitating the development of own units. Setting traps to destroy its unaware troops as well as detecting and removing any handicaps that could impede the advance of their own units do this. One notable example to those obstacles is the minefields that can bar passage to troops and may cost lives if breached. Demolition charges are another, which are used to destroy crucial enemy equipment and fortifications. Imperial Guard Army has specially trained troops to deal with these tasks. Imperial Guard Engineers can:

Lay or clear minefields, Place or defuse demolition charges,

These are called Engineering Missions. An engineering mission takes one whole turn and the unit must be given First Fire orders. That is, the unit must already have moved to the spot before rendering the function. The function cannot be rendered if the troops engage in CC, or are closer then 15cm to an enemy model. Minefields To lay a minefield, a 5x10cm minefield model is placed touching at least 2 stands in the unit; the detachment cannot lay mines with only one stand left. To clear a minefield, at least 2 stands of Engineers must be adjacent to the minefield. When clearing mines, roll a D6 for each stand remaining in the detachment regardless of touching the field or not; on a 1 the stand is destroyed. Demolition Charges An engineer unit may place demolition charge on a building, fortification, bridge, or road segment if at least 1 stand is adjacent (or in/on) the target. Use a marker or small bomb model to represent this. This charge may be detonated in the end phase of the following, or later, turns. When it is detonated place a 3cm (small Gutbuster) barrage template on it. It inflicts an automatic hit on any model even partially under the barrage template with a -4 modifier. Engineers from the opposing force may attempt to defuse the demolition charge if at least 1 stand is in base-to-base contact with the charge. Roll a D6; on 5+ the charge is defused, otherwise it explodes. Models: Use any IG infantry models.

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Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll To

Hit TSM Notes

Tactical 10 cm None 0 Lasguns 50 cm 1 5+ 0 Assault 15 cm None +1 Pistols/

Swords 25 cm 1 5+ 0 Jump Packs

Heavy Weapons

10 cm None 0 Heavy Weapons

75 cm 2 5+ -1

Beastmen 10 cm None +3 Pistols/Swords 25 cm 1 5+ 0 Ogryns 10 cm 6+ Fixed +6 Ripper Gun 10 cm 1 4+ -1 Ratling Sniper 10 cm None -1 Sniper Rifle 75 cm 1 5+ 0 Special rules, may target

HQ units on 4+ on D6 Engineers* 10 cm None 0 Bolt Pistols 25 cm 1 5+ 0 Special rules

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.

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.

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. 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.

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

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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.

Imperial Guard Forward Observers* Accuracy in indirect barrages is a very important factor in supporting the front line troops. The capabilities of the target spotter are often more deciding then the proficiency of the firing battery, for giving accurate coordinates and deciding on the ammunition to use falls onto his shoulders. To fulfill this task, Imperial Guard and Tech-Guard have expertly trained Forward Observers to aid their artillery batteries. The following rules define the Imperial Forward Observers: An artillery barrage directed by Forward Observers scatters 1D6 instead of 2D6, Forward Observers can not request fire if they are involved in CC, Forward Observers are HQ units for the purposes of targeting, and all relevant targeting rules apply, Forward observers, operating close to enemy lines, are heavily camouflaged. The FO stands (not the Rhino) can't be shot at from more than 25cm. However, if the Rhino is seen, a barrage that covers both the stands and the vehicle can be shot by the enemy. The FO stands can also be shot at in a turn they shoot, subject to the targeting rules. Models: Use any IG infantry models.

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.

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.

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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. 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.

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.

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.

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Vindicare

Sniper! Play this card at any time during the Movement phase or as a declaration of fire during the Combat phase (in either First Fire or Advance). The Vindicare pops up from cover, strikes a righteous blow with his Exitus rifle then fades into the underbrush once again. Pick any Infantry or Cavalry target (even command stands) within 50cm of appropriate cover (any terrain which gives infantry a cover modifier) and roll an immediate attack against it. The target is hit on a 3+, and may take any save it normally receive.

Callidus*

The enemy is among us! With a blur of motion, the Callidus reverts to her true form and strikes a telling blow before dodging away amidst the smoke and fury of battle. Play this card at any time during the Combat phase, targeting any one enemy infantry stand. All enemy units within 10cm of the Callidus’ target must pass a Morale check or go onto Fall Back orders (if the target is not a Command Unit, it must roll as well). Resolve an immediate close combat between the targeted stand and the Callidus (which has a CAF of +6). The target, being taken by surprise, may not shoot defensively. If the Callidus is played during the Close Combat phase, it may receive bonus dice for previous attackers, or give later attackers a bonus die, as appropriate. Whatever the result of the combat, the Callidus does not linger after the first assault, having no further game effect. Targeting restrictions: Daemons, Tyranids. Models: Not needed.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attac

k Dice To Hit

Roll TSM Notes

Company HQ 10 cm None +2 Pistols/ Sword 25 cm 2 5+ 0 May give orders to Imperial Guard units, Elite.

Assault Company HQ

15 cm None +2 Pistols/ Sword 25 cm 2 5+ 0 May give orders to Imperial Guard units, Elite and jump packs.

Commissar 10 cm None +4 Pistols/Sword 25 cm 2 5+ 0 Special command rules, Elite Colonel* 10 cm None +4 Pistols 25 cm 2 4+ 0 HQ, Special rules, Elite Personal Guards* 10 cm None +2 Lasguns 50 cm 1 5+ 0 IG Forward Observer*

10 cm None 0 Bolt Pistols 25 cm 1 5+ 0 Special rules, HQ unit for targeting

Adeptus Mechanicus*

10 cm None +1 Pistol 25 cm 1 5+ 0 Imperial vehicles within 10 cm save on 5+, HQ Unit for targeting, Elite

Adeptus Psyker* 10 cm None 0 Bolt Pistol 25 cm 1 5+ 0 Special rules, Elite Astropath* 10 cm None +0 Laspistols 25 cm 1 5+ 0 Psychic powers Confessor 10 cm None +4 Laspistols 25 cm 1 5+ 0 Special rules Vindicare Assassin

N/A N/A N/A Exitus Rifle 50 cm 1 3+ 0 Special rules

Callidus Assassin N/A N/A +6 Various - - - - Special rules * 5+ save modifiable to 6+ but no further.

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.

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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.

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.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll To

Hit TSM Notes

Rough Rider 20 cm None +3 Hunting Lance 25 cm 1 6+ 0 Rough Rider HQ 20 cm None +3 Lance, pistols 25 cm 2 5+ 0 HQ Unit, Elite. Sentinel 25 cm 6+ +2 Autocannon 50 cm 1 4+ 0

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.

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.

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.

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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.

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.

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.

Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll To

Hit TSM Notes

Bridging Vehicle*

20 cm 4+ 0 Bolters 15 cm 1 6+ 0 Special rules

Chimedon TC 20 cm 3+ +1 Battlecannon 50 cm 1 4+ -2 Carries 2 troop stands, Turret

Chimera TC 20 cm 3+ +1 Multi- Laser 25 cm 1 4+ 0 Carries 2 troop stands, Turret

Chimerax TC 20 cm 3+ +1 Autocannon 50 cm 2 5+ 0 Carries 2 troop stands, Turret

Chimerro TC 20 cm 3+ +1 Multi-Laser Hunter Missile

25 cm 50 cm

1 1

4+ 5+

0 -2

Carries 2 troop stands, Turret

Demolisher 20 cm 3+ +3 Thunderer Melta-Gun

50 cm 25 cm

1 1

4+ 3+

-3 -2

Thunderer ignores cover. Turret

Gorgon 10 cm 1+ 4+ //saves twice on front

Bolters Mine Thrower

15 cm 15 cm

4 1

6+ 4+

0 -3

May carry 5 troop stands

Hellhound 15 cm 3+ 0 Fire Thrower Special - 5+ 0 Ignores cover, uses Template

Leman Russ 20 cm 3+ +2 Battlecannon 75 cm 1 5+ -2 Turret

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Lascannon Bolters

75 cm 15 cm

1 1

5+ 6+

-1 0

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.

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 if failed when hit by this weapon. Models: GW metal model of the name.

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.

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.

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.

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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.

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Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice Roll

To Hit TSM

Heavy Artillery

Notes

Basilisk 15 cm 5+ 0 Earth Shaker

Cannon 150 cm 2 BPs - -2 May fire 2 barrages per

turn. Bombard 10 cm 5+ 0 Siege Mortar 50-150 cm 3 BPs - -3 Fires barrage, Destroys

buildings. Deathstrike (Transport)

15 cm 6+ 0 None - - - - Fires missiles, Special Rules.

Griffon 10 cm 5+ 0 Earthshaker Cannon

25-100 cm 2 BPs - 0 Uses large 12cm template, Ignores Cover

Manticore 15 cm 5+ 0 Rockets 200 cm 6 BPs - 0 Fires barrage. 1 turn to reload, may fire separately, but templates must touch;

Anti-aircraft Hydra AA Gun 15 cm 5+ 0 Autocannon 100 cm 4 5+ -1 AA Gun Unit

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. 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.

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

Summary Troop Type

Move Saving Throw

CAF Weapons Range Attack Dice

Roll To Hit

TSM Notes

Mole 15 cm 3+ +3 Multi- launcher Heavy Bolter

50 cm 25 cm

6 BPs 4

4+ 6+

0 0

Carries 10 troop stands

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Termite 15 cm 4+ +1 Lascannon 75 cm 1 5+ -1 Carries 2 troop stands

Super Heavy Tanks These are the heavily armed and armored fighting vehicles of the Imperium. Their vast size means that only Knights and Titans/ Praetorians can hope to pin them in close combat. Super Heavies carry a variety of heavy weapons and are very difficult to destroy.

Shadowsword This tank wields a huge gun normally mounted on Titans/ Praetorian known as a Volcano Cannon. This gun has mainly an anti-Titan/Praetorian role, and more than enough to destroy any enemy armored vehicle. The long range of the gun enables the Shadowswords to deploy safely behind the front line and hunt down enemy from a distance. Models: GW metal model of the name (Large Super Heavy with a long barreled main gun).

Baneblade This type of Super Heavy tank is armed with many medium-ranged anti-tank weapons. However, with their many bolters and respectable close combat capability, Baneblades are flexible enough to be used in multiple roles ranging from anti-armor support to frontal assaults. Models: GW metal model of the name (Large Super Heavy with a multiple barreled main gun turret).

Stormhammer This tank is armed with shorter ranged - but nevertheless effective - weapons and is more suited for a close assault role. Due to its close assault role the Stormhammer possesses heavy armor in front and sides. When targeted from the rear the Stormhammer receives only a -1 penalty to its save; from the side – no modifier. Stormhammers also have many sponson turrets for bolters which make it a living hell to approach the tank for the enemy infantry and light vehicles. Models: GW metal model of the name (Large Super Heavy with two turrets with double short-barreled guns).

Stormblade Stormblades are the Titan-hunters of the Imperium. These special super heavy tanks are armed with enough firepower to engage most types of Titans and Praetorians on even ground. The tank is armed with a plasma blastgun (that is identical to those often used by Reaver and Warhound Titans) as well as several longer-ranged one-shot missiles. To power its arsenal the Stormblade has a plasma reactor similar to that of Titans. The reactor detonates if the tank is destroyed. The radius of the explosion is D6 cm and all those in range are hit on a 4+ and must make an armor save to avoid destruction. Models: GW metal model of the name (Large Super Heavy with a thick plasma main gun and several missile launchers).

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Summary Troop Type Move Saving

Throw CAF Weapons Range Attack

Dice To Hit

Roll TSM Notes

Shadowsword 10 cm 1+ +6 Volcano Cannon Lascannon

Bolters

100 cm 75 cm 15 cm

1 2 6

3+ 5+ 6+

-4 -1 0

Volcano Cannon adds +3 to damage rolls vs. Titans/ Praetorians

Baneblade 10 cm 1+ +8 Battlecannon Lascannon

Bolters

75 cm 75 cm 15 cm

2 2

10

4+ 5+ 6+

-2 -1 0

Battlecannon Turret

Stormhammer 10 cm 1+ +10 Battlecannon Bolters

50 cm 15 cm

4 14

4+ 6+

-2 0

Side armor as front, -1 from behind. Top 2 guns Turret, others 180 degrees.

Stormblade 10 cm

1+ +6 Plasma Blastgun Battlecannon

Hellion Missile* Hunter/ Killer Missile*

Bolters

50 cm 50 cm 75 cm 75 cm 15 cm

2 1

1* 4* 8

3+ 4+ 3+ 3+ 6+

-4 -2 -4 -1 0

* One-use weapons, Plasma Reactor explodes when destroyed; Missiles add +2 to damage vs. a to hit template

All of the above tanks use the Super-Heavy damage table given in the Core Rules Booklet.

Imperial Knights Only the TechGuard bring imperial Knights to battle.

Special Rules Imperial Knights are huge one-man battle suits with heavy weaponry. These suits permit great mobility as well as afford its wearer excellent armor protection. Imperial Knights possess several special rules.

Shields

Any shot that strikes a Knight on the front 90 degrees has an unmodified save throw. Barrages are considered to hit the Knight from the direction of the firer. Weapons of multiple barrages count as being fired from the direction of the firing weapon and shield saves apply (thus you may not “bypass the shield save by placing additional templates in a manner so as to “walk around” the shield).

Shock Lance

When a Knight armed with a Lance charges into close combat, its Close Assault Factor is doubled for the first round. Knights with lances only assist each other in close combat if against a Titan or super-heavy. If they gang up on anything else they do not use their lances to avoid accidental discharge. The following are the types of Imperial Knights:

Paladin Standard knight armed with medium to long-range weapons, they can engage Mega-Gargants and Emperor Titans in close combat normally.

Errant Specialized knights armed with deadly close ranged weapons and specialists in close combat, they can attack Mega-Gargants and Emperor Titans in close combat and gain +2 to damage rolls against them in close combat.

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Lancer Lancers are highly mobile knights armed with deadly Power Lances. This weapon can only be used if on Charge Orders, the knight does not have to be in close combat to use it but if you are it must be fired at the opposing target. The weapon releases its discharge at the very start of the close combat phase before resolving any combat. If the target survives close combat is carried out normally. The Power Lance does not prevent use of the Shock Lance.

Castellan & Crusader These are the most heavily armed of all the knights. With their Quake Cannons they provide long-range fire support and are very effective against buildings and fortifications. In addition to this, Castellans carry the rapid-firing Autocannon and Crusaders sport the longer ranged Lascannon as their secondary weapon.

Baron This unit is a knight command unit, therefore all rules regarding command units for movement and firing apply but due to its size it can be targeted normally. Knight formations within 10cm of a Baron gain +1 to morale checks.

Summary Troop Type Move Save CAF Weapons Range Attack

dice To Hit

Roll TSM Notes

Knights Paladin 20 cm 3+ +4 Battlecannon

Bolters 75 cm 15 cm

1 1

4+ 6+

-2 0

Lance, Shield

Errant 20 cm 3+ +3 Thermal Can. Bolters

25 cm 15 cm

2 1

4+ 6+

-3 0

Lance, Shield, +2 to damage rolls vs. Titans/ Praetorians

Lancer 25 cm 3+ +2 Battlecannon Bolters

Power Lance

75 cm 15 cm 15 cm

1 1 1

4+ 6+ 3+

-2 0 -3

Lance, Shield, Power lance

Crusader 15 cm 2+ +3 Lascannon Quake Cannon

Bolters

75 cm 100 cm 15 cm

2 1 1

5+ 3+ 6+

-2 -3 0

Shield

Castellan 15 cm 2+ +3 Autocannon Quake Cannon

Bolters

50 cm 100 cm 15 cm

3 1 1

5+ 3+ 6+

-1 -3 0

Shield

Baron 25 cm 2+ +4 Battlecannon Bolters

Power Lance

75 cm 15 cm 15 cm

2 2 1

4+ 6+ 3+

-2 0 -3

Command Unit Lance, Shield, +1 to morale to all knights within 10 cm

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Praetorians

Hellbore This is a gigantic tunneller capable of transporting a full company of Imperial Guard infantry into battle. It follows all the rules for tunnellers as described above in the section for tunnellers. The Hellbore is also armed to provide its troops with short ranged support fire. The Hellbore counts as a command unit for the purposes of movement and firing but may be targeted normally. In addition, due to its size when it surfaces the surrounding ground is turned to slag. To represent this, use the 12cm airburst template. All units under the template are hit on a 3+ and must make an armor save at -1 to avoid destruction. Those that survive are placed at the edge of the template. The Multi-launchers possess a 360-degree fire arc. The transport may not move after the Hellbore has begun tunneling.

Troop Type

Move Saving Throw

CAF Weapons Range Attack Dice

Roll To Hit

TSM Notes

Hellbore

15 cm Max

Hit Location Template

+12 Multi- Launchers

Heavy Bolters

50 cm

25 cm

6 BPs

8

4+

6+

-1 0

Fires two barrages, carries a full company, Special Rules

Transport - 4+ 0 Heavy Bolter 25 cm 1 6+ 0 See the end of the booklet for the hit location templates and damage tables.

Leviathan This is the mobile regimental HQ of the Imperial Guard. With its huge amount of range finders, tactical displays and combat computers it increases the command radius of the whole Imperial Guard army to 35 cm so long as at least one Leviathan remains on the battlefield. The Leviathan may also transport a full Imperial Guard infantry company within its armored walls. A Leviathan counts as a command unit for the Purposes of movement and firing but may be targeted normally. All weapons on the Leviathan have 360 arc, except the doomsday cannon that has a 90-degree arc to the front. 4 void shields protect the Leviathan.

Troop Type

Move Saving Throw

CAF Weapons Range Attack Dice

Roll To Hit

TSM Notes

Leviathan 10 cm max

Hit location template

+12 Lascannons Battlecannon

Bolters Doomsday

cannon

75 cm 75 cm 15 cm 200cm

6 1

12 D6+3 BPs

5+ 4+ 6+ -

-1 -2 0 -3

May carry a full company, 4 void shields, Battlecannon Turret

See the end of the booklet for the hit location templates and damage tables.

Capitol Imperialis The Capitol Imperialis is the largest of the Praetorian vehicles. It size dwarfs all but the mighty Imperator Titan in size and firepower. Due to its size in can transport two full companies of any type including vehicle companies. Multiple firing ports are scattered though out the Capitol’s broadside permitting infantry to fire from these positions. Up to all infantry stands that compose the company may fire from either side of the Capitol Imperialis for a total of 2 companies that may fire in addition to the Praetorians guns. A maximum of one company can shoot from any one side. These troops count as if on First Fire orders and are activated separately from the capitol imperialis for shooting purposes. The Capitol Imperialis is considered a command unit for purposes of movement and firing but may be targeted normally. All weapons on the Capitol have a 360-degree firing arc. 6 void shields protect the Capitol. The Capitol Imperialis can either be fitted with a volcano cannon or a behemoth cannon.

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Troop Type

Move Saving Throw

CAF Weapons Range Attack Dice

Roll To Hit

TSM Notes

Capitol Imperialis

10 cm max

Hit location template

+12 Volcano cannon Or:

Behemoth Cannon Plasma guns

Heavy Bolters

100 cm

50cm 75 cm 25 cm

1

4 BPs 6 8

3+

5+ 5+ 6+

-4

-1 -2 0

Volcano cannon Turret, +3 to damage rolls vs. Titans/ Praetorians, or Behemoth Turret: fires up to 4 Barrages which must touch; 6 void shields, carries 2 companies.

See the end of the booklet for the hit location templates and damage tables.

Ordinatus vehicles The Ordinatus are specialized Praetorians and are armed by exotic weapons. They have the following special rules: They count as command units for the purpose of firing and movement but may be targeted normally. If the Ordinatus is destroyed its plasma reactor will explode inflicting a single hit on all models within 2 D6 cm (no save mod). Ordinatus use Dispersion Fields for protection. The strength of field weakens as the game progresses and is detailed in the following table. If a shot penetrates the field, it hits the Ordinatus as normal. The shield also gives a fixed 4+ psychic save versus non-physical psychic attacks.

Turn Shot Penetrates shield on 1 6 2 5-6 3 4-6 4 3-6

5+ 2-6

Golgotha This Ordinatus carries 6 Hellfire missiles. It can fire 1 or 2 missiles per turn. Each missile is totally independent and fires D3 barrage templates each at 8 BP. The 2nd and 3rd templates must touch the original template. These missiles can only be fired within the Ordinatus line of sight and fire arc and never scatter. Any unit, which suffers any casualties from a Hellfire attack, must pass a morale test or go on Fall Back Orders.

Troop Type Move Saving Throw

CAF Weapons Range Attack Dice

Roll To Hit

TSM Notes

Ordinatus Golgotha

10 cm Max

Hit location template

+5 Hellfire Missiles Lascannon

Bolters

200 cm 50 cm 15 cm

8 BPs 2 8

3+ 5+ 6+

-1 -2 0

Dispersion field, special rules

See the end of the booklet for the hit location templates and damage tables.

Mars The Ordinatus Mars uses a Sonic Disruption that fires a barrage using the teardrop template. Place the template anywhere on the field within line of sight, the narrow end pointed at the Ordinatus. Anything at least half under the template is hit on a 2+ (10 BP), ignoring cover modifiers to hit. Anything that is hit has a save of 5+ on 1 D6, regardless of what the actual armor save of the model is (even mighty Titans/ Praetorians are affected). Targets protected by energy fields or void shields lose one shield.

Troop Type Move Saving Throw

CAF Weapons Range Attack Dice

Roll To Hit

TSM Notes

Ordinatus Mars

10 cm Max

Hit location template

+5 Sonic Disruption Lascannon

Bolters

LOS 50 cm 15 cm

10 BPs 3 8

2+ 5+ 6+

Special -2 0

Dispersion field, special rules

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See the end of the booklet for the hit location templates and damage tables.

Armageddon The Ordinatus Armageddon mounts a giant plasma cannon similar to the one on the Imperator Titan but this weapon can finely modulate the amount of energy used for firing either using all the available energy for one devastating blast of several small pulses. At the start of every turn roll D6+3 to determine how much plasma is available for the Nova Cannon. Allocate these to pulse fire or maximal fire both have range 150 cm. For each counter on pulse fire, you can fire one attack dice on pulse fire (4+ to hit, -1 save). After pulse fire you can then fire all remaining power on maximal fire. Maximal fire can affect buildings. When using maximal fire at a target that uses a hit location, roll for location and damage to that location as normal - but every adjacent location is also hit. The save modifier for this further damage is half of that from the initial blast rounded down to a minimum of -1.

Troop Type Move Saving Throw

CAF Weapons Range Attack Dice

Roll To Hit

TSM Notes

Ordinatus Armageddon

10 cm max

Hit location template

+5 Nova Cannon Lascannon

Bolters

150 cm 50 cm 15 cm

Special 2 8

Special 5+ 6+

Special -2 0

Dispersion field, special rules

See the end of the booklet for the hit location templates and damage tables. Strength of Maximal Fire

No. Power Roll to Hit Save Mod 1 4+ -1 2 3+ -2 3 2+ -3 4 2+ -4 5 2+ -5 6 2+ -6

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Imperial Dropship* Imperial Dropships are the huge transporters that Imperial Guard and Tech-Guard employ to bring whole companies or Titans directly from their orbiting mother ships to the battlefield. An Imperial Dropship is as big as a Capital Imperialis, and can carry any (or a mixture) of the following:

2 Whole companies, Or 2 Warlord Titans, Or 3 Reaver Titans, Or 4 Warhound Titans.

The Imperial Dropship is armed with an exclusively air-to-air Battlecannon, barrage weapons to clear the ground before landing, together with a ground-to-ground Lascannon turret and bolters, and has 2 Void Shields powered by its plasma engines for its defense. It moves and lands in the Flyers Phase. Because of its huge size, the Dropship is treated as a flying platform (like a flying building) while on flight, and cannot be engaged in close combat by enemy thrusters. However, it is subject to normal anti-aircraft fire from the ground troops, as well as air-to-air fire by the interdicting Flyers. The Dropship may defend itself against Flyers by its ranged air-to-air weapons. That is, enemy thrusters on the air in the same turn may be fired upon by the Dropship. The ship must land in the turn it appeared; nominate the landing point as soon as the ship appears on the table. Use this landing point as the basis for scattered landings mentioned in the damage chart. When landed, the ship is treated as a Praetorian, shoots and fights by the rules governing those. The Dropship cannot move on the ground, nor can it take-off. The transportees could disembark in the turn the ship landed but after everything else have moved, and with Advance Orders. The enemy ground units with First Fire Orders could fire at the ship in the Moving Phase before the troops disembark but with a snap-fire (-1, not -2 of AA) penalty. They could fire normally in the First Fire Segment of the Combat Phase.

Troop Type Move Saving Throw

CAF Weapons Range Attack Dice

Roll To Hit

TSM Notes

Imperial Drop Ship

100 cm Hit location template

+8 Battlecannons

Missiles

Lascannons

Heavy Bolters

50 cm

50cm

75cm

15cm

3

4BPs

2

16

4+

5+

4+

6+

-2

-1

-2

0

Air-to-air only (limited ammo); Air-to-ground, single shot, uses standard barrage template; Ground-to-ground only, turret; Ground-to-ground only, could be fired on FF as soon as landed

See the end of the booklet for the hit location templates and damage tables. Models: Any suitably large spaceship models that more or less match the hit templates.

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Imperial Titans

Imperial Titan Types Imperial armies use many of these giant walking war machines built by the Adeptus Titanicus. Titans can either group under Titan Battle Groups within the Tech-Guard, or be fielded besides Space Marine and Imperial Guard armies as support units. The Imperium employs four main classes of Titans. The first three of these, Warlord, Reaver, and Warhound classes can be furnished with a variety of weapons and are bought in NetEpic by the rules given above in the Purchasing Titans section. The fourth one, the gigantic Imperator Titan has fixed armament and is not bought by those rules. It will be described within its own section at the end of this chapter. The three types of “modular” Imperial Titans are given below. For detailed information and stats see their Templates and Damage Tables at the end of this booklet. All Imperial Titans use Void Shields. Shields that are knocked down during the turn can be repaired on a roll of 4+ in the end phase. One roll is made for each shield to be repaired.

Warlord Titan Warlords are the largest of the three common classes. These Titans may carry four different weapon systems and can also be fitted with an armed head. With their 6 Void Shields, they are also very well protected against enemy attacks of all kinds. Their large arsenal and resiliency makes them very suitable for the role of a mobile platform for distant fire support in the Imperial armies.

Reaver Titan Reavers, being faster than Warlords while having 3 weapon mounts, are the most flexible of the three. They can be used both for fire support and assault roles. Reavers have 4 Void Shields.

Warhound Titan These are the lightest and the fastest Titans the Imperium possesses. Although they can carry only two weapons and have just two void shields, Warhounds are very agile. They can make as many turns as needed when they move, and enemy units shooting at them do this with a –1 penalty if the Titan has been given Charge orders. Therefore they are mostly used for assault and close support roles. Warhounds may be purchased in detachments of two but these are independent units and thus do not need to maintain coherency with each other.

Summary Titan Type Move Shields CAF Weapons Notes Warlord 15 cm 6 +14 4 + Head Reaver 20 cm 4 +12 3 Warhound 25 cm 2 +8 2 May make any number of turns, -1 penalty to hit

when on Charge orders. See the end of this booklet for Hit Templates and Damage Tables.

Imperial Titan Weapons

Barrage Missile Launcher This is a devastating one-shot weapon that hurls huge bolts of super heated plasma at the enemy. It is a one-shot weapon and can only be used once per game. The procedure for firing the barrage missile launcher is as follows:

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Place one barrage template within line of sight of the firing Titan Roll once for scatter, as with an indirect barrage (This weapon always has a chance to scatter and can only be fired at targets in line of sight). Once location of this initial template has been determined, roll a D6 and then place that many additional templates. All additional templates must be placed so that they touch at least two of the previously placed templates (provided you roll high enough to place multiple templates). A Barrage Missile Launcher can only be mounted on a carapace weapon location.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes Unlimited 8 BPs -2 D6 extra templates. One shot weapon

Battle Claw This is a close combat weapon mainly used by the forces of Chaos. This weapon permits a Titan that wins close combat against an enemy Titan to make a special grab attack, instead of rolling for normal damage. If the player elects to make a grab attack, he selects a location from the Titans damage template. Both players roll a D6 with Battle Claw Titan gaining a +1 modifier. If the Titan making the grab attacks scores higher, the location selected receives maximum damage (the most damaging result). If the result is a tie the losing Titan has slipped out of the claw’s grasp, but still receives normal damage for the selected location. If the losing Titan scores higher, it has broken free and receives no damage. Additionally, Titans in base-to-base contact with buildings may elect, in addition to other attacks, to make an automatic hit on the adjacent building. The building must make a save with a -4 modifier or be destroyed. Buildings that fail a save versus this weapon are counted as destroyed, not damaged. A battle claw may only be mounted on an arm location.

Carapace Landing Pad This device is used in conjunction with a recon Land Speeder. The Land Speeder maintains direct communication with the parent Titan, scouting for targets and directing the Titan’s barrages from a safe distance. A Titan carrying this device receives a free Land Speeder stand that behaves as a command unit. When the Titan uses a barrage weapon it may trace line of sight from the Land Speeders point of view. While the Land Speeder is in existence the Titan may fire barrages at locations in the Land Speeder’s line of sight as direct barrages (These barrages do not scatter as regular indirect barrages). In other words, the line of sight of the Land Speeder can count as the line of sight of the Titan for any barrage weapons. This weapon cannot eliminate the obligatory scatter of some missiles such as barrage or vortex missiles, but can be used as line of sight for initial targeting of these missiles. A Carapace landing pad may only be mounted on a carapace location.

Carapace Multi-Lasers Carapace Multi-Lasers are rear firing and permit a Warlord Titan to fire at models in the 180-degree rear-firing arc. Multi-lasers do not occupy regular carapace weapon points as they are fitted in the mounts normally reserved for banners. Carapace Multi-lasers are small fast tracking weapons and a to reflect this, if the Titan is on Advance Orders, this weapon will still fire in the First Fire segment. Carapace Multi-Lasers may only be mounted on Warlord Titans and may be fitted in excess of the Titans’ normal weapons complement.

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Range Attack Dice To Hit Roll Target’s Save Modifier Notes 15 cm 2 5+ -2 Always shoots in First

Fire

Cerberus Anti-Aircraft Gun (optional) Warlords and Reavers are sometimes fitted with Cerberus class anti-aircraft guns. These have 2 gun barrels as opposed to 4 of the self-propelled Hydra batteries. Cerberus cannot be used against ground targets other than Titans & tall buildings. Always fires on First Fire orders versus Flyers.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 100 cm 2 5+ -1 AA gun only, cannot be used against ground targets other than

Titans & tall buildings. Fires always on FF against Flyers.

Chain Fist The chain fist is a motorized saw blade capable of ripping apart the toughest close combat opponent. Titans that carry a chain fist roll an extra D6 to resolve close combat, adding +2 to damage rolls against enemy Titans. Any Titan armed with this weapon in base-to-base contact with a building may attack the building. This attack automatically hits and the building must save to avoid destruction at a -4 penalty. Buildings that fail a save versus this weapon are counted as destroyed, not damaged. A Chain fist may only mounted on an arm location.

Corvus Assault Pod or Head The Corvus Assault Pod was developed as an alternate arm mount for Titans, and allows the Titan to carry a detachment of Space Marine Terminators right up to a building or fortification and disgorge them directly amidst the defenders via a drop-down ramp. There is also a head variant that replaces the head of the Titan. The Assault Pod carries four stands of Space Marine Terminators (already included in the cost). To make use of the Corvus Assault Pod the Titan must end its movement in base-to-base contact with a building or fortification. During the close combat segment the Titan punches through the wall and the Terminators immediately disembark on Charge Orders with ½ their charge movement. On the turn of deployment the terminators gain an extra D6 in close combat to reflect the momentum of their charge from the Assault Pod. This bonus lasts only for the turn they disembarked and engaged the enemy. In following turns of close combat they roll normally. Corvus Assault Pods and Heads are heavily armoured and have an armor save of 2+. If the Pod or Titan is destroyed before disembarking the Terminators, they are also destroyed. A Corvus Assault Pod may only mounted on an arm location.

Devotional Bell This rare device may be fitted onto a Titan in excess of its normal weaponry in the points normally reserved for banners. This device is an anathema to beings of Chaos as it carries a single drop of blood of the Emperor himself! This weapon can only be used if the enemy is Chaos and provides a +1 to all Imperial Troops morale check rolls within 25cm radius of the Titan fitted with the Devotional Bell.

Fire Control Center Fire Control Center is a carapace mounted weapon packed with range finding and targeting equipment. A Titan armed with this device receives a +1 to all to hit rolls including barrages. This device reduces the armor save of a carapace weapon location to 3+.

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Harpoon Missile This special one-shot weapon possesses the ability to take control of enemy Titans! This weapon has unlimited range and targets within the Titans firing arc and sight may be selected. Any type target can be selected and the missile automatically hits. If the target is an unshielded Titan roll for scatter normally (if it scatters of it did not lodge properly). The location must save at -2 modifier. A failed save means that the harpoon has lodged itself successfully. A Titan that has been harpooned must roll 1 D6 in each subsequent order phase. On a 1 the missile falls out and ceases to function. On a roll of 2-6 the Titan comes under the control of the player who fired the harpoon. A shielded Titan loses one shield when struck. Gargants and Lord of Battles are immune to this weapon since they are mechanical in nature. Models other than a Titan that are struck save at a -2 modifier to avoid destruction. This is a carapace weapon only.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes Unlimited - Automatic -2 One shot weapon, takes over Titan if save is failed

Inferno Gun The Inferno Gun fires a devastating jet of super heated fuel. To determine the area of effect of the blast a special teardrop shaped template is used. Position the sharp end of the template on the weapon of the Titan and place the remainder over the intended targets. Any model (friend or foe!) Under the template is hit on a roll of 4+ and must make a save to avoid destruction. Modifiers for cover are ignored when rolling to hit since the flames wrap around any cover.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes Special Special 4+ 0 Use special flame template, ignores cover

Gatling Blaster The Gatling Blaster fires a hail of shells from its revolving barrels, allowing the Titan to cut down waves of infantry or other poorly armed troops.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 75 cm 4 5+ -1

Laser Blaster This is a rapid-fire laser cannon that is highly effective against massed ranks of lightly armoured targets.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 50 cm 6 5+ 0

Laser Burner This devastating close combat weapon uses a short range, high-energy beam to slice through the opponents Titans armor. A Titan armed with this weapon that wins a round of close combat may elect to strike with this weapon instead of rolling for damage normally. The Laser Burner causes a random number of hits represented by a D6 roll. Each hit is worked out by selecting a location and damage is rolled for that location, no location may be selected more than once. Select as many different locations equal to the number rolled and apply damage to each one. The enemy Titan even if it survives is likely to be severely damaged.

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Melta Cannon These weapons fire concentrated heat energy that turns all matter to molten slag. It has short range since the damaging heat is dissipated over long distances. At short ranges its attack is devastating.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 25 cm 4 3+ -3

Multiple Rocket Launcher The launcher fires a barrage of explosive rockets and is used to provide long-range support fire for advancing troops. The rocket launcher has two modes of fire: penetration mode and shotgun mode.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 100 cm 8 BPs 3+ -1 Penetration mode, use standard barrage 100 cm 6 BPs 4+ 0 Shotgun mode, use large 12cm template

Plasma Blastgun This plasma weapon was specifically designed for Reaver and Warhound Titans, which are unable to use the larger plasma weapons due to the fact that their reactors are insufficient to power these larger weapons. The Blastgun siphons small amounts of energy from the reactor for firing attacks. A Blastgun begins the game fully charged. Having 2 attack dice at the start of the battle represents this. When the weapon is fired in combat the amount of energy available is reduced and the reactor can only replenish one attack dice per turn (since remaining energy is shunted to other vital functions no more than one attack dice per turn can be regained). The only exception to this is that Titans on First Fire orders are allowed to replenish 2 attack dice per turn due to the extra energy shunted from moving to firing.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 50 cm 2 3+ -4 Must recharge after use

Plasma Cannon These weapons fire highly volatile energized matter called plasma. The effect of these weapons is devastating since plasma converts matter struck by it to plasma as well. Unfortunately these weapons require prodigious amounts of energy to fire sometimes shutting down other functions in order to energize. To represent this, a Titan armed with this weapon may not fire any other weapon in the same turn this weapon is used (this includes close combat weapons). However, Titans may engage in close combat normally after using this weapon.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 75 cm 6 4+ -3 May not fire other weapons

Plasma Destructor This is a more powerful version of the plasma cannon. The drain on the Titans system is such that a Titan armed with this weapon, in addition to not being able to fire any other weapons, it also may not move at all in the following turn. Titans count as immobilized in the turn after the weapons use, this means that Titans engaged in close combat while in this state may only use their CAF to defend themselves (they do not roll the normal 2 D6). Regular troops receive +2 to their roll to survive the Titans defence systems as well as vehicles on their attempts to ram. Thus the vehicles save (survive) on 5+ on a D6. This represents the ability of the vehicle to ram on an especially vulnerable spot of the frozen Titan at an angle most suitable to itself, and hence of improving the chance of surviving intact.

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Range Attack Dice

To Hit Roll Target’s Save Modifier Notes

100 cm 4 3+ -6 May not fire other weapons, immobilized in the following turn

Power Fist This is a gigantic armoured fist surrounded by a powerful energy field that allows the Titan to tear chunks from other Titans or buildings. This weapon permits a Titan that wins close combat against an enemy Titan to make a special grab attack instead of rolling for normal damage. If the player selects to make a grab attack, he must select a location (from the Titans corresponding damage location chart) and roll a D6 with a +1 modifier. The defending player also rolls a D6, but with no modifiers. If the Titan making the grab attacks scores higher, the location the player selected receives maximum damage (the most damaging result). If the result is a tie the defender has slipped out of the grasp, but receives normal damage (resolve normally by rolling once on the damage table for that location). If the defenders score is higher, the Titan has broken free and receives no damage. Titans in base-to-base contact with buildings may elect, in addition to normal attacks, to hit the building once. The building must make a save with a -4 modifier or be destroyed. Buildings that fail a save versus this weapon are counted as destroyed, not damaged.

Power Ram The power ram delivers a high velocity strike capable of punching through the thickest armor and inflicting major internal damage. More importantly, a single well-placed blow with this powerful weapon can send an opposing Titan crashing to the ground. A Titan armed with this weapon that wins a close combat against an enemy Titan by more than six points, knocks the loser straight backwards destroying automatically any troop stands or vehicles under it. Buildings that are fallen on receive a save at -5 penalty. Titans in base-to-base contact with a building may strike the building (save at -5 penalty) in addition to normal attacks. Buildings that fail a save versus this weapon are counted as destroyed, not damaged.

Power Saw The chain saw is a motorized saw blade capable of ripping apart the toughest close combat opponent. Titans that carry a chain fist roll an extra D6 to resolve close combat, adding +2 to damage rolls against enemy Titans. Any Titan armed with this weapon in base-to-base contact with a building may attack the building and it must save to avoid destruction. Buildings that fail a save versus this weapon are counted as destroyed, not damaged. This weapon may only mounted on arm locations.

Quake Cannon This is a large bore cannon that fires an extremely powerful shell. A hit from this weapon can burst apart even the most heavily armored opponent. The blast radius is enormous and to reflect this use the standard barrage template. Buildings hit by this weapon must save with a -3 penalty to avoid destruction. Buildings that fail a save versus this weapon are counted as destroyed, not damaged.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 100 cm 1 3+ -3 Can destroy buildings, Barrage

template

Trident This a specialized weapon takes form of a rocket propelled grappling hook used to seize its opponent and drag the victim closer via an attached chain and power winch. Due to the slow velocity of travel this weapons ignores functional shields. A Titan/Praetorian struck by this weapon rolls for scatter normally. Once a location

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is determined both Titans roll 2 D6 and add their CAF score to the roll, if the firing Titan wins the location the Trident is attached to, is ripped off and it suffers the maximum damage possible for that location. A tie means the Trident losses its grip and falls off. In case the firing Titan losses the chain that connects them will be broken making the Trident useless for the rest of the battle. A Titan on First Fire orders receives an extra D6 to resolve the combat; this represents the extra time spent bracing itself. This weapon is useless against infantry but can be used against vehicles. A vehicle hit by the Trident is automatically destroyed. Unless broken the chain quickly wounds into position by the winch and is ready to be fired the next turn.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 25 cm 1 3+ - See special rules above

Turbo Laser Destructor This is a highly effective rapid-fire anti-tank weapon.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 75 cm 2 3+ -2

Volcano Cannon This large laser cannon fires a bolt of explosive laser energy, which tears through steel and destroys the best-armoured enemy. When determining damage against Titans add +3 to the damage roll.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 100 cm 1 3+ -4 +3 to damage roll against Titans and

Praetorians

Vortex Missile The Vortex Missile is a one-shot weapon carried by Battle Titans. The warhead explodes on impact creating a whirling vortex of dark energy. Anything caught in the vortex is reduced to its component atoms and destroyed. The drawback of this weapon is that it is unpredictable and also very difficult to produce-consequently the Vortex Missile is rare and extremely precious. A Vortex Missile may only be fired if the Titan has First Fire orders. Place a Vortex template on the table where you want the missile to land. The Vortex Missile has unlimited range, so a Titan may target any enemy model within its fire arc and line of sight. Vortex Missiles always scatter so roll as you would for an indirect barrage. Any model of terrain feature under the final location of the template is destroyed without the benefit of a saving throw. Titans/Praetorians are too large for the Vortex to cover completely so these receive a D6 hits. No location may be hit more than once and the player of the Titan that fired the missile selects the locations. Roll for damage directly no armor saves are allowed. Regardless of the damage suffered shielded opponents lose all shields when the missile initially strikes. They may be repaired in the normal manner. Buildings are destroyed if touched by the template (count as destroyed, not damaged) no saving throw is permitted. During the end phase of the turn, roll a D6 for each vortex:

Die Roll Result 1-2 The vortex dissipates harmlessly. Remove it from table 3-4 The vortex stays where it is 5-6 The vortex moves 2D6 in a random direction. Use the scatter dice to determine which way it moves (if a “Hit” is

rolled, use the direction of the “I”). Anything in its path is hit as described above. The Vortex is a one shot missile that may be used once per battle. This is a carapace only weapon.

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Due to the nature of the energy involved it is considered a non-physical psychic attack, therefore models with psychic saves can thwart it. Psychic saves due to functional shields are not allowed since this weapon destroys the shield before they can be of help. This only applies to psychic saves afforded by shields not to non-shield dependent psychic saves.

Vulcan Mega-Bolter The Vulcan is a short ranged but extremely deadly form of heavy machine gun that fires a hail of bolter shells at anything that strays to close. It is very effective in breaking massed infantry assaults.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 25 cm 8 4+ 0

Warp Missile The Warp Missile is a one shot missile carried by Titans for dealing with heavily armoured opponents. It contains a miniature warp drive that allows the missile to bypass the vehicles armor and shields materializing inside the target causing the devastating explosion of multiple melta bomb warheads it carry usually destroying the target. Like the Vortex this weapon can be used once per battle. The missile can only be fitted in the carapace only. Warp missiles will automatically hit Titans/Praetorians and buildings. Smaller targets such as troop stands and vehicles are hit on a roll of 3+ on a D6. A vehicle, troop stand or building hit by a warp missile is destroyed without the benefit of a saving throw. Buildings that are hit by this weapon are counted as destroyed, not damaged. A warp missile although an explosive device is powered by warp energy and thus considered a non-physical psychic attack, if the target has operational shields psychic saving throws DO NOT apply since the missile appears within the shields (its too late then for them to offer protection. This only applies to psychic saves afforded by shields not to non-shield dependent psychic saves. Select a location and scatter twice (instead of the normal one scatter). Once the location is determined roll for damage directly since no armor save is allowed. To represent the cataclysmic nature of the explosion roll on the damage table twice and add the results to determine the level of damage, then apply the result. Needless to say on average the result is usually the destruction of the Titan/Praetorian.

Wrecker The wrecker is a large weighted ball at the end of a reinforced chain. Its primary purpose is to deliver a crushing blows to buildings and fortifications, though it’s tremendous force and long reach make it a deadly, although inaccurate, close combat weapon. Buildings struck by the wrecker must save at -6 modifier to their save to avoid destruction. Buildings that fail a save versus this weapon are counted as destroyed, not damaged. When engaging Titans/Praetorians it may attack before close combat begins by selecting a location on the template and scattering twice, after the location is determined it must make an armor save (for the location struck) at a -6 modifier. A Titan armed with this weapon may choose to automatically destroy one vehicle or troop stand (other than another Titan/Praetorian) that is in base-to-base contact with the Titan before close combat begins.

Titan Head Variants The head of the Titan is the Control Bridge, and contains its mind impulse units. A wide range of heads is available some with special abilities as dictated below.

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Close Combat Head One of the more Titan heads, this one displays jagged blades or spikes that increase a Titans performance in close combat. A Titan armed with such a head gains a +3 bonus to its CAF against close combat opponents. As all special heads the armor save is reduced by a factor of 1 for a given Titans head location.

Command Head A Titan fitted with a Command Head acts as a relay for communications on the battlefield, increasing the range and volume of communications to Tech Guard Forces in the area. The effect of this is to increase the Command Radius range for Tech Guard troops to 35cm while still operational. Also, the Titan may act as a command unit for any Tech Guard troops that are within Command Radius of it. Any hit to the head that causes damage of any sort will destroy the communications equipment and this ability will be lost.

Corvus Assault Head See Corvus Assault Pod above.

Custodian Head This rare Titan head is imbued with psychic energy capable of lethal attacks. This weapon may replace the Titans normal head location, thus reducing the save for the head location to 2+. A Titan armed with this head may, in addition to normal fire, project a psychic blast attack. This attack is represented by a barrage template that may be placed anywhere within the Titan’s line of sight and range. Each enemy model under the area of effect is hit on a 4+ and is destroyed without a saving throw for armor. This is considered a non-physical psychic attack and thus can be nullified by models with a psychic save. Unshielded Titans and other models with hit location templates suffer a hit to their head/crew compartment location with no save for armor. Roll damage for damage normally.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 25 cm - 4+ None Use barrage template for area of effect

Deathstrike Cannon (Head) This weapon is a powerful head mounted cannon. As with all head variants, the Deathstrike Cannon lowers the save of the head location on the Titan hit location template to 2+. This cannon has a 200cm range and may only select targets within a 30-degree arc to the front (due to limited head mobility). Fire from the cannon has 10 barrage points and a -2 modifier to saves. The Deathstrike Cannon due to its weight limits the Titan’s movement to half the normal rate.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 200 cm 10 BPs 2+ -2 Barrage weapon, narrow field of fire, reduces movement to

half

Weapon Head This head variant emphasizes firepower at the expensive of head armor. As all Titan heads this reduces the armor save of the head location by a factor of 1.

Range Attack Dice To Hit Roll Target’s Save Modifier Notes 25 cm 1 5+ -1

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Summary Weapon Range Attack

Dice To Hit

Roll TSM Notes

Barrage Missile Launcher Unlimited 8 BP 3+ -2 Place D6 extra templates when fired. One shot weapon

Battle Claw Close Combat Roll off against opponent, causes maximum damage, destroys buildings

Carapace Landing Pad Used as platform for Recon Land Speeder Carapace Multi-Laser 15 cm 2 5+ 0 Always shoots in First Fire Chain Fist Close Combat +D6 in close combat, +2 to damage roll Combat Head Close Combat Adds +3 to Titans CAF. Command Head Increases the Command Radius for Tech Guard

troops to 35cm. May act as a HQ unit for any TG troops.

Corvus Assault Pod/Head Carries 4 Terminator stands, +D6 to their attack that turn

Custodian Head 25 cm - 4+ No Save Use barrage template, non-physical psychic attack Deathstrike Cannon (Head)

200 cm 10 BP 2+ -2 Barrage weapon, narrow field of fire, reduces movement to half

Devotional Bell Against Chaos only, +1 to morale within 25 cm radius

Fire Control Center +1 to all hit rolls Gatling Blaster 75 cm 4 5+ -1 Harpoon Missile Unlimited - Auto -2 Takes over Titan if save is failed, One shot weapon Inferno Gun Special Special 4+ 0 Uses inferno template Laser Blaster 50 cm 6 5+ 0 Laser Burner Close Combat Hits D6 times Melta-Cannon 25 cm 4 3+ -3 MRL Penetration Mode 100 cm 8 BPs 3+ -1 Penetration mode, use standard barrage MRL Shotgun mode 100cm 6 BPs 4+ 0 Shotgun mode, use large 12cm template Plasma Blastgun 50 cm 2 3+ -4 Must recharge after use Plasma Cannon 75 cm 6 4+ -3 May not fire other weapons Plasma Destructor 100 cm 4 3+ -6 May not fire other weapons or move next turn Power Fist Close Combat Roll off against opponent, cause maximum damage,

destroys buildings Power Ram Close Combat Opponent knocked down if you win by 6+ points,

destroys buildings Power Saw Close Combat Adds D6 to close combat score, +2 to damage roll,

destroys buildings Quake Cannon 100 cm 1 3+ -3 May attack buildings, destroys buildings, place

barrage template Trident 25 cm 1 3+ - May pull bits off target Turbo-Laser Destructor 75 cm 2 3+ -2 Volcano Cannon 100 cm 1 3+ -4 +3 to damage against Titans/Praetorians Vortex Missile Unlimited - - - One shot weapon, Non-physical psychic attack,

destroys buildings Vulcan Mega-Bolter 25 cm 8 4+ 0 Warp Missile Unlimited - Auto/3+ - Ignores shields, roll twice for damage, One shot

weapon, destroys buildings Weapon Head 25 cm 1 5+ -1 Wrecker Close Combat Get free strike before close combat is resolved,

destroys buildings

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Imperial Titan Weapon Costs Class Use Description Cost Basic RDW Gatling Blaster 60 RW Laser Blaster 50 RW Melta Cannon 50 RW Quake Cannon 85 RDW Turbo-Laser Destructor 75 RDW Vulcan Mega-Bolter 50 RW Volcano Cannon 100 Plasma RDW Blastgun 65 W Cannon 100 W Destructor 125 Template RDW Inferno Gun 50 Barrage W Deathstrike Cannon (Head) 75 RW Multiple Rocket Launcher 50 One-Shot Missiles RW Barrage Missile Launcher 100 RW Harpoon Missile 75 RW Vortex Missile 150 RW Warp Missile 125 Close Combat RDW Battle Claw/Power Fist 15 RDW Chain Fist/ Power Saw 25 RW Laser Burner 10 RW Power Ram 25 RW Wrecker 25 Anti-aircraft RW Cerberus AA Gun 40 Special W Carapace Multi-Lasers 10 W Carapace Landing Pad 50 RW Close Combat Head 15 W Command Head 35 W Corvus Assault Head/ Pod 150 W Custodian Head 50 W Devotional Bell 50 RW Fire Control Center 75 RW Trident 50 RW Weapon Head 25

* R = Reaver Titan, W = Warlord Titan, D = Warhound Titan

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Imperator Titan Imperators come with fixed weapon mounts and are not purchased according to the Purchasing Titans rules. A special data card and set of counters are used for operating the Imperator Titan. These items are available at the Downloads section of the NetEpic web site and are not duplicated within the NetEpic rules set.

Set Up Plasma Counters - place these to the side on the data card. Plasma counters represent the energy generated by the Titan's plasma reactor and are placed on the data card as the as the Titan generates and allocate power to the Titan's systems. The green side represents normal plasma; the red side represents over-charge plasma. Hellstorm Ammo Counters - These counters represent ammo for the Hellstorm Cannon. The ammo track for the Titan is filled at the beginning of the game. When the cannon is fired remove one counter for each barrage the Titan shoots. Void Shield Counter - Keeps track of the number of active void shields on the Imperator Titan. Place this at the start top of the track on the box number '12'. Garrison Troops - The Imperator Titan can carry troops onboard. The counter provided or the actual troops stands can be used to represent any troops carried by the Imperator Titan. Orders Generate Plasma Counters - The Imperator Titan generates a variable amount of plasma each turn. Place 6 plus D6 plasma counters, green side up, in the Titan's reactor at the start of the turn. The amount of plasma generated for the Imperator Titan should not be kept secret from your opponent. Allocating Plasma - The placement of plasma counters determines how fast the Titan will move, when it will fire, and how powerful the weapons and defences will be. The locations marked with a hexagon need to be powered in order to function. By placing a green plasma counter in a location you are directing power to that Titan function. For example, placing a counter in the engines will allow the Titan to move during the turn. When allocating plasma, keep your allocations secret until the Titan performs its actions, at which time you must reveal power allocations to your opponent. Overcharge - Some locations can be powered up to a red "overcharge" level to give increased performance. To increase power supply to the red level, simply place a second green plasma counter on the location and flip it over to the red side to indicate the location is "overcharged." Storing Plasma - All the plasma counters generated for a turn do not have to be used. You can store any unused/unallocated plasma in the reactor core from turn to turn. At the end of the turn, all plasma counters are removed from the data card except for those that were left in the reactor core at the start of the turn. Imperator Movement Summary Engine Power Min. Move Max. Move Segment Restrictions No Plasma 0 cm 0 cm No move No turns Energized (Green) 5 cm 10 cm Advance 1 x 90° turn Overcharge (Red) 10 cm 20 cm Charge 1 x 45° turn

Imperator Titan Repairs Imperator Titans have extensive repair functions that allow them to repair greater damage than battle Titans do. During the end phase the Imperator can attempt to repair any damaged location not occupied by an enemy model. Roll a D6 for each damaged location, on a roll of 4, 5 or 6 the location is successfully repaired Downed void shield(s) can be repaired, similar to battle Titans. Additionally, the Imperator can channel more power to the shields, giving a better chance to repair shields. Repair rolls for shields are listed on the Titan data card. Roll one D6 for each downed shield. If the score equals or exceeds the number indicated on the Titan data card the shield is repaired. If no power has been allocated to void shields, then no repair rolls are made.

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Imperator Titan Weapons

Bolters So long as energy is supplied to the fire control center the Titan's bolters may be fired in the First Fire segment of the combat phase.

Range Attack Dice To Hit Save Modifier Notes 15 cm 1 each 6+ 0 First Fire

Defense Laser So long as energy is supplied to the fire control center the Titan's defense laser may be fired. If the Titan can fire in the First Fire segment the defense laser is counted as an Anti-Aircraft weapon. The defense laser adds +3 to damage rolls against targets that use a damage table.

Range Attack Dice To Hit Save Modifier Notes 100 cm 1 3+ -4 AA, +3 to template dam. Rolls

Gun Towers So long as energy is supplied to the fire control center the Titan's gun towers may be fired.

Range Attack Dice To Hit Save Modifier Notes 75 cm 1 each (4) 4+ -2

Hellstorm Cannon The cannon requires one green plasma counter in order to be charged and cannot be overcharged. The Hellstorm cannon is capable of shooting up to 4 barrage templates per turn, until it is out of ammo. Each barrage template fired uses up one ammo counter. All barrages fired in one turn from the Hellstorm cannon must be placed so that each template touches at least one other template in the salvo. Other than this the barrages are fired using the normal rules and may be fired indirectly. If fired indirectly, place the template(s) and roll for scatter for each template.

Range Attack Dice To Hit Save Modifier Notes 100 cm 8 barrage points -2

Main Battery So long as energy is supplied to the fire control center the Titan's Main Battery may be fired.

Range Attack Dice To Hit Save Modifier Notes 200 cm D6+3 barrage points -3

Plasma Annihilator The Plasma Annihilator requires plasma counters in order to be charged. The number of attack dice is variable and dependent on the number of plasma counters allocated to it during the orders phase. Each green plasma counter gives two attack dice and each red plasma counter gives three attack dice. It is possible to place both red and green plasma counters in the Plasma Annihilator, but no more than four counters of either color may be fitted in the accelerator chambers at one time.

Power Level Range Attack Dice To Hit Save Modifier Energized (Green) 100 cm 2 per counter 4+ -4 Overcharged (Red) 150 cm 3 per counter 3+ -6

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Secondary Weapons So long as energy is supplied to the fire control center the Titan's Secondary Battery may be fired.

Range Attack Dice To Hit Save Modifier Notes 50 cm 1 each 5+ -1

Imperator Titans in Close Combat Imperator Titans are so large that most vehicles and super heavy vehicles are unable to even scratch them in close combat. The Imperator is invulnerable to close combat attack from non-titan/praetorian/knight units. Titans, Praetorians and Knights may engage the Imperator using the standard close combat rules. Infantry has no affect on the actual titan but may fight the troops inside the segment of the Imperator they are attacking (bastion or fortress). While these units cannot harm the titan per se they can engage the units in its bastion or fortress and attempt to damage the Imperator from within. Only infantry models able to enter buildings can fight a boarding action.

Boarding Actions Models able to enter buildings can attempt a boarding action against the Imperator.

Boarders can attack if they are in contact with the model at the start of the close combat segment of the combat phase.

All troop stands carried by the Imperator Titan may fire, during the First Fire segment, at models attempting to board. Any restrictions on models that can fire or modifiers for cover do not apply. Additionally, the Imperator Titan can fire all or some of its armament at the attacking models as long as the attackers are within firing arcs of the weapons and the Titan can fire in the First Fire segment.

During the close combat segment resolve the boarding action for any surviving attackers: Line up all the models attacking the model. Take all the defending troops off the data card and line them up against the attackers. If either side has any excess models left over they can be used to double up against opponents. Fight the close combat as normal. Place surviving defenders back on the data card. Any surviving attackers can now occupy troop stand locations that have been left empty. Locations occupied by enemy models are considered damaged (not destroyed) and may not be

repaired while occupied by enemy models.

Boarding the Imperator Titan The Imperator is designed so that the lower legs, or bastions, are completely sealed off from the rest of the Titan. Because of this, the different sections of the Imperator (left bastion, right bastion and upper fortress) are assaulted as if they were separate models. Bastions - Boarding actions can be conducted against the bastions by models attacking from ground level. Models must be in contact with the Titan's base at the start of the close combat segment. Fortress - Troops equipped with jump packs, skimmer, or troops disembarking from flyers or skimmers can assault the upper fortress. Models must be in contact with the Titan's base at the start of the close combat segment.

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Imperial Space Marine Army Cards and Composition

Company Cards Company Contents Break

Point Morale Victory

Points Cost

Tactical 3 Tactical Detachments 1 Company HQ (Command stand, Rhino)

15 2 8 750

Assault 3 Assault Detachments 1 Company HQ (Command stand, Rhino)

15 2 8 750

Devastator 3 Devastator Detachments 1 Company HQ (Command stand, Rhino)

15 2 10 1000

Battle 1 Tactical Detachment 1 Assault Detachment 1 Devastator Detachment 1 Company HQ (Command stand, Rhino)

15 2 9 850

Scout 3 Scout Detachments 1 Company HQ (Command stand, Rhino)

10 3 5 450

Veteran 3 Veteran Detachments 1 Company HQ (Command stand, Rhino)

15 1 9 850

Terminator 3 Terminator Detachments 1 HQ (Term. Command stand, Land Raider)

10 1 10 1000

Land Raider 3 Land Raider Squadrons 1 HQ Land Raider

5 2 8 750

See the Support Cards table for detachment definitions.

Special Cards Name Contents Break

Point Morale Victory

Points Cost

Medic Medic stand, Rhino Stand - 1 50 Chaplain Chaplain stand, Rhino Stand - 1 75 Inquisitor Inquisitor stand, Rhino Stand - 1 100 Ordo-Malleus Inquisitor* Inquisitor stand, Rhino Stand - 2 150 Tech-Marine Tech-Marine stand, Rhino Stand - 1 100 Librarian Librarian stand, Rhino Stand - 1 100 SM Commander* Command stand, Rhino Stand - 1 100 SM Forward Observer* 1 SM FO stand + Rhino Stand - 1 100 Teleported Terminator detachment*

4 Terminators 3 1 4 350

Teleported Close Assault Terminator detachment*

4 Close Assault Terminators 3 1 3 300

Legion of the Damned* 4 Legion of the Damned Stands 2 - 2 200 Razorback Transport Det.* 6 Razorbacks (to replace 3 Rhinos) +3 2 +2 200 Land Raider Crusader Upgrade* 7 Land Raider Crusaders (to replace 7 Land Raiders in

a Terminator Company) -- -- -- 100

Drop Pods 10 Assault, 3 Support, 3 Deathwind Pods +10 - +3 300 Titans Warlord Titan 1 Warlord Titan 1 - - 5001 Reaver Titan 1 Reaver Titan 1 - - 3001 Warhound Titan 1 Warhound Titan 1 - - 1251 Warhound Titans 2 Warhound Titans 1 - - 2501

1 Chassis cost only. See the Purchasing Titans section in the Titans chapter of the Core Rules for details of buying Titans. See the Titan Section in this booklet for Imperial Titan types and weapons.

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Support Cards Name Contents Break

Point Morale Victory

Points Cost

Infantry Tactical Detachment 6 Tactical stands, 3 Rhinos 5 2 3 250 Assault Detachment 6 Assault stands, 3 Rhinos 5 2 3 250 Devastator Detachment 6 Devastator stands, 3 Rhinos 5 2 4 350 Flamer Detachment 6 Flamer Marine stands, 3 Rhinos 5 2 3 250 Scout Detachment 6 Scout stands 3 3 2 150 Veteran Detachment 6 Veteran stands, 3 Rhinos 5 1 3 300 Terminator Detachment 4 Terminator stands, 2 Land Raiders 3 1 4 350 C/A Terminator Detachment 4 Terminator stands, 2 Land Raiders 3 1 3 300 Grey Knight Detach. 4 Grey Knight stands 2 1 4 400 Cavalry Bike Squad 5 Bike stands 3 2 1 125 Attack Bike Squad 5 Attack Bikes 3 2 2 175 Walkers Scatolo Heavy Detach. 4 Scatolos with lascannons 2 2 2 200 Scatolo Support Detach. 4 Scatolos with support weapons 2 2 2 150 Scatolo Assault Detach. 4 Scatolo Dreadnoughts with flamers 2 2 1 100 Punisher Detachment* 4 Punisher Dreadnoughts 2 2 1 100 Combined Dreadnought Detachment

Any 4 Dreadnoughts of types Contemptor, Deredeo or Furibundus

2 2 1 100

Robot Detachment 4 Robots 4 - 1 100 Vehicles Land Raider Squadron 3 Land Raiders 2 2 2 250 Land Speeder Squadron 5 Land Speeders 3 2 2 200 Predator Squadron 3 Predators 2 2 2 200 Razorback Squadron 3 Razorbacks 2 2 2 150 Sabre Tank-Hunter Sqaudron* 3 Sabre Tank-Hunters 2 2 1 100 Vindicator Squadron 3 Vindicators 2 2 2 150 Rhino Transport Det. 3 Rhinos +2 2 +1 50 Light Artillery Rapier Battery 3 Rapier laser destroyers 2 2 1 75 Thudd Gun Battery 3 Thudd Guns 2 2 1 100 Mole Mortar Battery 3 Mole Mortars 2 2 1 100 Tarantula Support Unit 5 Tarantulas 3 2 1 100 Heavy Artillery Whirlwind Squadron 3 Whirlwinds 2 2 2 150 Light Off-Table Barrage* 1 Orbital Barrage Round - - - 1 VP Heavy Off-Table Barrage* 1 Orbital Barrage Round - - - 2 VP Anti-Aircraft Scorpion AA Battery* 5 Scorpions 2 2 1 150 Flyers Thunderhawk Gunship 1 Thunderhawk gunship 1 2 1 100 Thunderbolt Squadron 3 Thunderbolt fighters 2 2 3 250 Marauder Squadron 3 Marauder fighter-bombers 2 2 4 350

* These are optional units.

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Space Wolf Army Cards Name Contents Break

Point Morale Cost

Company Cards Great Company 2 Grey Hunter Packs 18 2 8

Great Company 2 Grey Hunter Packs 18 2 10

Victory Points

800

1 HQ Unit (4 Wolf Guard stands, 2 Rhinos) 950

1 HQ Unit (4 Wolf Guard Terminator stands, 2 Land Raiders) Support Cards

Grey Hunter Pack 10 Grey Hunter stands, 5 Rhinos 8 2 4 350 Blood Claws Pack 5 Blood Claw stands 3 2 150 Long Fang Pack 4 Long Fang stands, 2 Rhinos 6 2 3 250 Wolf Scout Detachment 6 Wolf Scout stands 3 3 2 150

5 Bike Stands 3 2 2 175 Blood Claw Attack Bike Squad

5 Attack Bike Stands 3 2 2 200

Blood Claw Land Speeder Squad

5 Land Speeders 3 2 3 250

Special Cards Space Wolf Power Armor Detachment

4 Wolf Guard stands, 2 Rhinos 3 2 2 150

Space Wolf Terminator Detachment

4 Wolf Guard Terminator stands, 2 Land Raiders

3 1 4 375

Teleported Space Wolf Terminator detachment*

4 Wolf Guard Terminators 3 1 4 375

Wolf Priest Wolf Priest stand, Rhino - 1 100 Space Wolf Razorback Transport Detachment

10 Razorbacks +5 - +3 300

Space Wolf Drop Pods 12 Assault, 3 Deathwind, 3 Support pods +10 - +4 350

Dark Angels Army Cards Name Contents Break

Point Morale Victory

Points Cost

2

Blood Claw Bike Squad

Stand

Company Cards Deathwing 3 Deathwing Detachments

Company HQ (Terminator stand, Land Raider) 10 - 10 1000

Ravenwing 2 Land Speeder Detachments 1 Bike Detachment Company HQ (Command stand, Rhino)

9 2 4 400

Support Cards Deathwing Detachment 4 Terminator stands, 2 Land Raiders 3 - 4 350 Close-Assault Deathwing Detachment

4 Close-Assault Terminators, 2 Land Raiders

3 - 3 300

Special Cards* Teleported Close Assault Deatwing detachment*

4 Close Assault Terminators 3 – 3 300

Blood Angels Army Cards Name Contents Break

Point Morale Victory

Points Cost

Special Cards Blood Angels Death Company 5 Death Company Marine stands,

1 Chaplain stand 6 - 4 350

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Imperial Guard Army Cards and Composition

Company Cards Name Contents Break

Point Morale Victory

Points Cost

Infantry Tactical 3 Platoons (10 Tactical stands per platoon)

1 Company HQ (2 HQ stands, Rhino) 17 4 6 600

Assault 3 Platoons (5 Assault stands per platoon) 1 Company HQ (2 Assault HQ stands, Rhino)

9 4 4 350

Heavy 3 Platoons (5 Heavy stands per platoon) 1 Company HQ (2 HQ stands, Rhino)

9 4 6 600

Beastmen 3 Platoons (10 Beastmen stands per platoon) 1 Company HQ (2 HQ stands, Rhino)

17 4 6 600

Mobilized Infantry Gorgon Tactical 3 Platoons (5 Tactical stands, 1 Gorgon per platoon)

1 Company HQ (2 HQ stands, Gorgon) 11 4 5 500

Gorgon Assault 3 Platoons (5 Assault stands, 1 Gorgon per platoon) 1 Company HQ (2 Assault HQ stands, Gorgon)

11 4 6 600

Mole 3 Units (10 Tactical stands, 1 Mole per unit) 1 Company HQ (2 HQ stands, 1 Termite)

18 4 10 1000

Hellbore 3 Platoons (10 Tactical stands per platoon) 1 Company HQ (2 HQ stands) + 1 Hellbore

16 4 10 1000

Cavalry Rough Rider 3 Platoons (10 Rough Rider stands per platoon)

1 Company HQ (2 HQ Rough Rider stands) 17 4 6 600

Bike 3 Squadrons (5 Bike stands per squadron) 1 Company HQ (1 Bike stand)

8 4 3 300

Vehicles Leman Russ 3 Squadrons (3 Leman Russ tanks per squadron)

1 Company HQ (1 Leman Russ tank) 5 4 6 600

Predator 3 Squadrons (3 Predators per squadron) 1 Company HQ (1 Predator)

5 4 6 600

Vindicator 3 Squadrons (3 Vindicators per squadron) 1 Company HQ (1 Vindicator)

5 4 5 450

Artillery 3 Artillery Batteries (2 Basilisk Batteries of 3 Basilisks + 1 Bombard Battery with 3 Bombards) 1 Company HQ (2 HQ stands, Rhino)

6 4 6 600

Rocket 3 Rocket Batteries (2 Manticore Batteries of 3 Manticores + 1 Whirlwind Battery of 3 Whirlwinds) 1 Company HQ (2 HQ stands, Rhino)

6 4 6 550

Baneblade 3 Baneblades (One is the Company HQ) 2 4 5 500 Shadowsword 3 Shadowswords (One is the Company HQ) 2 4 5 500 Stormhammer 3 Stormhammers (One is the Company HQ) 2 4 5 500 Stormblade 3 Stormblades (One is the Company HQ) 2 4 7 650

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Support Cards Name Contents Break

Point Morale Victory

Points Cost

Commissar *Does not count towards 5 support units

Commissar stand + Rhino or Cavalry stand or Bike stand

- - 1 -

Infantry Tactical Platoon 10 Tactical stands 5 4 2 200 Assault Platoon 5 Assault stands 3 4 1 100 Support Platoon 5 Heavy stands 3 4 2 200 Beastmen Platoon 10 Beastmen stands 5 4 2 200 Ogryn Platoon 4 Ogryn stands 2 3 1 125 Ratling Sniper Platoon 4 Ratling stands 4 - 1 100 Engineer Detachment 5 Engineer stands 3 4 2 150 Grey Knight Detachment 4 Grey Knight stands 2 1 4 400 Mobilized Infantry Gorgon Tactical Platoon 5 Tactical stands, 1 Gorgon 3 4 2 175 Gorgon Assault Platoon 5 Assault stands, 1 Gorgon 3 4 2 200 Chimera Squadron 3 Chimera transports +2 - +1 100 Chimedon Assault Squadron 3 Chimedon assault troop carriers +2 - +2 150 Chimerax Assault Squadron 3 Chimerax assault troop carriers +2 - +2 150 Chimerro Assault Squadron 3 Chimerro assault troop carriers +2 - +2 150 Termite Unit 6 Tactical stands, 3 Termites 5 4 2 150 Mole Unit 10 Tactical stands, 1 Mole 6 4 3 250 Cavalry Rough Rider Platoon 10 Rough Rider stands 5 4 2 200 Bike Squad 5 Bike stands 3 4 1 100 Walkers Robot Detachment 4 Robots 4 - 1 100 Sentinel Squad 5 Sentinels 3 4 1 100 Vehicles Bridging Team* 2 Bridging Vehicles 1 4 1 50 Hellhound Squadron 3 Hellhounds 2 4 2 150 Land Speeder Squadron 5 Land Speeders 3 4 2 175 Leman Russ Squadron 3 Leman Russ Tanks 2 4 2 200 Demolisher Squadron 3 Demolisher Tanks 2 4 2 200 Predator Squadron 3 Predators 2 4 2 175 Vindicator Squadron 3 Vindicators 2 4 2 150 Light Artillery Mole Mortar Battery 3 Mole Mortars 2 4 1 100 Rapier Battery 3 Rapier Laser Destroyers 2 4 1 75 Thudd Gun Battery 3 Thudd Guns 2 4 1 100 Tarantula Support Unit 5 Tarantulas 3 4 1 100 Heavy Artillery Basilisk Battery 3 Basilisks 2 4 2 200 Bombard Battery 3 Bombards 2 4 2 200 Deathstrike Battery 3 Deathstrike launchers 2 4 3 250 Griffon Battery 3 Griffons 2 4 2 200 Manticore Battery 3 Manticores 2 4 2 200 Whirlwind Squadron 3 Whirlwinds 2 4 2 150 Light Off-Table Barrage* 1 Orbital Barrage Round - - - 1 VP Heavy Off-Table Barrage* 1 Orbital Barrage Round - - - 2 VP Anti-aircraft Hydra Battery 3 Hydras 2 4 3 250 Super Heavy Vehicles Baneblade 1 Baneblade 1 4 2 200 Shadowsword 1 Shadowsword 1 4 2 200 Stormhammer 1 Stormhammer 1 4 2 200 Stormblade 1 Stormblade 1 4 3 250 Flyers Thunderbolt Squadron 3 Thunderbolt fighters 2 2 3 250 Marauder Squadron 3 Marauder fighter-bombers 2 2 4 350

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* These are optional units.

Special Cards Name Contents Break

Point Morale Victory

Points Cost

Characters & Teams Colonel 1 Colonel stand,

5 IG Tactical stands, 3 Chimeras 5 or

Colonel 3 ξ 3 250

Inquisitor Inquisitor stand, Rhino Stand* - 1 100 Ordo-Malleus Inquisitor** Inquisitor stand, Rhino Stand* - 2 150 Forward Observer Team** 2 Observer stands, Rhino 2* - 1 100 Adeptus Mechanicus** 2 Mechanicus stands, Rhino 2* - 1 100 Adeptus Psyker** Psyker stand, Rhino Stand* - 1 100

Astropath stand, Rhino Stand* - 1 100 Confessor** 1 Confessor stand +1 - +1 100 Vindicare Assassin** Single-act card - - 1 50 Callidus Assassin** Single-act card - - 1 50 Praetorians Hellbore 1 Hellbore - - 4 400 Capitol Imperialis 1 Capitol Imperialis - - 6 600 Leviathan 1 Leviathan - - 4 350 Golgotha 1 Golgotha - - 4 350 Mars 1 Mars - - 4 350 Armageddon 1 Armageddon - - 4 350 Imperial Dropship** 1 Dropship model - - 4 400 Titans Warlord Titan 1 Warlord Titan 1 - * 5001 Reaver Titan 1 Reaver Titan 1 - * 3001 Warhound Titan 1 Warhound Titan 1 - * 1251 Warhound Titans 2 Warhound Titans 1 - * 2501

Astropath**

1 Chassis cost only. See the Purchasing Titans section in the Titans chapter of the Core Rules for details of buying Titans. See the Titan Section in this booklet for Imperial Titan types and weapons. ξ Morale value for the personal guards and Chimeras. The unit does not check morale when broken while the Colonel is alive. * If stands are killed, remove the Rhino too. ** These are optional units

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Tech Guard Army Cards and Composition

Company Cards Name Contents Break

Point Morale Victory

Points Cost

Tech-Guard Titan Defense Company 3 Detachments (6 Tactical stands per detachment)

1 Company HQ (HQ stand) 10 3 4 400

Mechanized Company 3 Detachments (6 Tactical stands, 3 Chimera variants per detachment) 1 Company HQ (HQ stand + Chimera)

15 3 7 700

Mechanized Assault Company 3 Detachments (6 Assault stands, 3 Chimera variants per detachment) 1 Company HQ (HQ stand + Chimera)

15 3 9 850

Leman Russ Company 3 Detachments (3 Leman Russ Tanks per detach.) 1 Company HQ (Leman Russ Tank)

5 4 6 600

Stormblade Company 3 Stormblades (One is the Company HQ) 2 4 7 650 Knights Paladin Household 2 Detachments (3 Paladins per detachment)

1 Company HQ Paladin 4 2 6 550

Lancer Household 2 Detachments (3 Lancers per detachment) 1 Company HQ Lancer

4 2 6 550

Errant Household 2 Detachments (3 Errants per detachment) 1 Company HQ Errant

4 2 5 450

Titan Battle Groups** Warlord Battle Group 3 Warlord Titans Each* - * 10001 Reaver Battle Group 3 Reaver Titans Each* - * 6001

1 Chassis cost only. See the Titans chapter of the Core Rules booklet for details of buying Titans. * Each Titan gives full Victory Points (calculated with chassis cost even if unpaid) when destroyed. ** Optional units, requires consent of both sides to use. Included here for the convenience of the players.

Special Cards Name Contents Break

Point Morale Victory

Points Cost

Forward Observer Team 2 Observer stands, Rhino 2 - 1 100 Adeptus Mechanicus 2 Mechanicus stands, Rhino 2 - 1 100 Astropath 1 Astropath stand, Rhino Stand - 1 100

Baron 1 Baron - - 2 150 Ordinatus Vehicles Armageddon 1 Ordinatus Armageddon - - 4 350 Golgotha 1 Ordinatus Golgotha - - 4 350 Mars 1 Ordinatus Mars - - 4 350 Imperial Dropship** 1 Dropship model - - 4 400 Titans Warlord Titan 1 Warlord Titan 1 - * 5001 Reaver Titan 1 Reaver Titan 1 - * 3001 Imperator Titan 1 Imperator Titan 1 - 23 2250

Special Units

Knights

1 Chassis cost only. See the Titans chapter of the Core Rules booklet for details of buying Titans. * Each Titan gives full Victory Points (calculated with chassis cost even if unpaid) when destroyed. ** Optional unit requires consent of both players to use.

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Support Cards Name Contents Break

Point Morale Victory

Points Cost

Infantry Heavy Platoon 6 Heavy Troop stands 3 3 3 250 Heavy Mechanized Platoon 6 Heavy Troop stands + 3 Chimeras 5 3 4 350 Engineer Detachment** 5 Engineer stands 3 4 2 150 Vehicles Bridging Team** 2 Bridging Vehicles 1 4 1 50 Chimera Squadron 3 Chimeras +2 - +1 100 Chimerax Assault Squadron 3 Chimerax +2 - +2 150 Chimedon Assault Squadron 3 Chimedon +2 - +2 150 Chimerro Assault Squadron 3 Chimerro +2 - +2 150 Leman Russ Squadron 3 Leman Russ Tanks 2 4 2 200 Heavy Artillery Basilisk Battery 3 Basilisks 2 4 2 200 Bombard Battery 3 Bombards 2 4 2 200 Manticore Battery 3 Manticores 2 4 2 200 Griffon Battery 3 Griffons 2 4 2 200 Light Off-Table Barrage** 1 Orbital Barrage Round - - - 1 VP Heavy Off-Table Barrage** 1 Orbital Barrage Round - - - 2 VP Anti-aircraft Hydra Battery 3 Hydra AA guns 2 4 3 250 Super Heavy Vehicles Stormblade 1 Stormblade - 4 3 250 Knights Paladin Detachment 3 Knight Paladins 2 2 3 250 Errant Detachment 3 Knight Errants 2 2 2 200 Lancer Detachment 3 Knight Lancers 2 2 3 250 Crusader Detachment 3 Knight Crusaders 2 2 5 450 Castellan Detachment 3 Knight Castellans 2 2 5 450 Flyers Thunderbolt Squadron 3 Thunderbolt Fighters 2 3 3 250 Marauder Squadron 3 Marauder Fighter-Bombers 2 3 4 350 Titans Warhound Scout Detachment 2 Warhound Titans 1 - Both 2501

1 Chassis cost only. See the Titans chapter of the Core Rules booklet for details of buying Titans. ** Optional units, require consent of both sides to use. Included here for the convenience of the players.

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Praetorian Templates and Tables In the following pages you will find the necessary hit location templates and damage tables for the Imperial Praetorian Vehicles.

Hellbore Move CAF Shields Notes

15cm Max

+12 None May carry a whole company. Due to its size when it surfaces the surrounding ground is turn to slag. To represent this, use the 12cm airburst template. All units under the template are hit on a 3+ and must make an armor save at -1 to avoid destruction. Those that survive are placed at the edge of the template.

Weapons Range Attack Dice Roll To Hit Target’s Save Modifier Notes Multi- Launchers Heavy Bolters

50 cm 25 cm

6 BPs 8

4+ 6+

-1 0

Fires two barrages, 360-degree arc.

Hellbore Hit Location Templates

Weapon 3+

Hull 1+

Bridge 1+

Weapon 3+

Digger 2+

Engine 4+

Engine 3+

Reactor 1+

Hull 1+

Hull 1+

Hull 1+

Digger 2+

Digger 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Digger 2+

Note: Shots fired from directly behind will hit the engine (save 4+), while shots from directly in front will hit the digger (save 1+), any result that indicates a scatter will mean a miss. All other shots are considered to target the side.

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Hellbore Damage Table Reactor: 1-2 May not move or fire until repaired 3-4 Reactor off-line, if not repaired at end of turn, explodes as below (result 5-6) 5-6 Boom, any units within 2 D6 cm are automatically hit by debris, unmodified save to avoid destruction

Engine: 1-2 Damaged, halve speed 3-4 Major damage, cannot move until repaired and even then moves at half speed 5-6 Destroyed may not move. Also, roll damage for the reactor

Weapon: 1-2 Weapon damaged and cannot be used until repaired 3-4 Weapon destroyed 5-6 Weapon destroyed and roll damage for the hull

Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit, bridge if the front half of the vehicle, reactor if the rear half. Any points over 6 are bonuses to the bridge/reactor roll.

Bridge: 1-2 CAF halved and needs orders as a normal unit until damage is repaired 3 CAF halved for the rest of the game 4 Same as 1-2, except cannot be repaired 5-6 Bridge destroyed, all crew abandon the Hellbore

Digger: 1-2 Damaged, halve speed, cannot enter difficult ground 3-4 Digger damaged heavily, as above and cannot be repaired. If the Hellbore moves, roll a D6 after the move; on a 5+ the digger is destroyed and roll for damage to the hull 5 Digger destroyed, no movement 6 Digger destroyed, no movement, roll damage to hull

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Leviathan

Move CAF Shields Notes 10 cm max

+12 4 Void Shields May carry a full company or brotherhood. Counts as a command unit for the purposes of movement and firing but may be targeted normally. If used as the IG Regimental Command Center, increases the command radius of the whole Imperial Guard army to 35 cm.

Weapons Range Attack Dice Roll To Hit Target’s Save Modifier Notes Lascannons Battlecannon Bolters Doomsday cannon

6+

75 cm 75 cm 15 cm 200cm

6 1

12 D6+3 BP

5+ 4+

-

-1 -2 0 -3

360 degree fire arc 360 degree fire arc 360 degree fire arc 90 degree fire arc

Leviathan Hit Location Templates

FRONT SIDE REAR

Weapon 2+

Hull 1+

Hull 1+

Weapon 2+

Hull 1+

Hull 1+

Bridge 1+ 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull Hull 1+

Hull 1+

Hull 1+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Hull 1+

Weapon 2+

Weapon 2+

Reactor 1+

Weapon 2+

Track 2+

Hull 1+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Hull 1+

Track 2+

Leviathan Damage Table Bridge: 1-2 CAF halved and needs orders as a normal unit until damage is repaired 3 CAF halved for the rest of the game 4 Same as 1-2, except cannot be repaired 5-6 Bridge destroyed, all crew abandon the vehicle

Reactor: 1-2 May not move or fire until repaired 3-4 Reactor off-line, if not repaired at end of turn, explodes as below (result 5-6) 5-6 Boom, any units within 2 D6 cm are automatically hit by debris, unmodified save to avoid destruction

Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit, bridge if the front half of the vehicle, reactor if the rear half. Any points over 6+ are bonuses to the bridge/reactor roll. Every unsaved hit on hull destroys a bolter. Also D3 stands inside must make their basic save or be destroyed.

Track: 1-2 Damaged, speed drops by half, cannot enter difficult terrain 3-4 Damaged heavily, same as above, but cannot be repaired, also if the vehicle moves, the track may collapse on a roll of 5+ after the move, if so track is destroyed and roll damage to the hull 5 Track destroyed, the vehicle may only rotate in place, if both tracks are destroyed, the vehicle may not rotate or move 6 As above, but also roll damage to hull

Weapon: 1-2 Weapon damaged and cannot be used until repaired 3-4 Weapon destroyed 5-6 Weapon destroyed and roll damage for the hull

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Capitol Imperialis

Move CAF Shields Notes 10 cm max

+12 6 Void Shields May carry 2 full companies. Counts as a command unit for the purposes of movement and firing but may be targeted normally. A maximum of one company can shoot from any one side. All weapons on the capitol have a 360-degree firing arc.

Weapons Range Attack Dice Roll To Hit Target’s Save Modifier Notes

Volcano cannon Or: Behemoth

Cannon Plasma guns

Heavy Bolters

100 cm 50 cm

75 cm 25 cm

1 4 BPs

5+

-1

6 8

3+ 5+

6+

-4

-2 0

+3 to damage rolls vs. Titans/ Praetorians; Behemoth Cannon fires up to 4 barrages, which must touch;

Capitol Imperialis Hit Location Templates FRONT REAR

Weapon 2+

Weapon 2+

Hull 2+

Hull 2+

Hull 1+

Bridge 1+

Bridge 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

1+ Hull Hull

1+ Hull 1+

Hull 1+

Hull 1+

Hull 1+ 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Track 2+

Track 2+ 2+

Hull 1+

Hull 1+

Track Hull 2+

Hull 2+

Track 2+

Hull 1+

Hull

SIDE

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Weapon 2+

Weapon 2+

Hull 1+

Hull 1+

Weapon 2+

Hull 1+

Hull 1+

Bridge 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Reactor 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Hull 1+

Track 2+

Track 3+

Track 3+

Track 3+

Track 3+

Track 2+

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Capitol Imperialis Damage Table Bridge: 1-2 CAF halved and needs orders as a normal unit until damage is repaired 3 CAF halved for the rest of the game 4 Same as 1-2, except cannot be repaired 5-6 Bridge destroyed, all crew abandon the vehicle

Reactor: 1-2 May not move or fire until repaired 3-4 Reactor off-line, if not repaired at end of turn, explodes as below (result 5-6)

Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit, roll a D6: 1-3 Bridge, 4-6 Reactor. Any points over 6+ are bonuses to the bridge or reactor damage roll. Every unsaved hit on hull destroys a bolter. Also D3 stands inside must make their basic save or be destroyed.

Track: 1-2 Damaged, speed drops by half, cannot enter difficult terrain 3-4 Damaged heavily, same as above, but cannot be repaired, also if the vehicle moves, the track may collapse on a roll of 5+ after the move, if so track is destroyed and roll damage to the hull 5 Track destroyed, the vehicle may only rotate in place, if a track on both sides is destroyed, the vehicle may not rotate or move 6 As above, but also roll damage to hull

Weapon: 1-2 Weapon damaged and cannot be used until repaired 3-4 Weapon destroyed 5-6 Weapon destroyed and roll damage for the hull

5-6 Boom, any units within 2D6 cm are automatically hit by debris, unmodified save to avoid destruction

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Golgotha Move CAF Shields Notes 10 cm max

+5 Dispersion Field Carries 6 Hellfire missiles. It can fire 1 or 2 missiles per turn. Each missile is totally independent and fires D3 barrage templates. The 2nd and 3rd templates must touch the original template. These missiles can only be fired within the Ordinatus line of sight and fire arc and never scatter. Any unit that suffers any casualties from a Hellfire attack must pass a morale test or go on Fall Back Orders.

Weapons Range Attack Dice Roll To Hit Target’s Save Modifier Notes

Hellfire Missiles Lascannon

Bolters

200 cm 50 cm 15 cm

8 BP 2 8

3+ 5+ 6+

-1 -2 0

6 missiles, each with D3 templates

Golgotha Hit Location Templates

FRONT SIDE REAR

Missile 4+

Sensor 4+

Missile 4+

Missile 4+

Sensor 4+

Missile 3+

Missile 3+

Missile 3+

Reactor 3+

Missile 3+

Missile 3+

Missile 4+

Reactor 3+

Missile 4+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Bridge 2+

Hull 3+

Hull 3+

Hull 3+

Track 2+

Bridge 2+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Hull 2+

Track 2+

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Golgotha Damage Tables Bridge: 1-2 CAF halved and needs orders as a normal unit until repairs are made 3 CAF halved for the rest of the game 4 Same as 1-2, except cannot be repaired 5-6 Bridge destroyed, all crew abandon the vehicle Every unsaved hit on the bridge destroys one of the two lascannons

Reactor: 1-2 May not move or fire until repaired, also the Dispersion field wont work while reactor is off-line 3-4 Reactor off-line, if not repaired at end of turn, explodes as below (result 5-6) 5-6 Boom, any units within 2 D6 cm are automatically hit by debris, unmodified save to avoid destruction

Track: 1-2 Damaged, speed drops by 2 cm, cannot enter difficult terrain 3-4 Damaged heavily, same as above, but cannot be repaired, also if the vehicle moves, the track may collapse on a roll of 5+ after the move, if so track is destroyed and roll damage to the hull 5 Track destroyed, the vehicle may only rotate in place, if a track on both sides is destroyed, the vehicle may not rotate or move 6 As above, but also roll damage to hull

Sensor Antenna: 1-2 Damaged, all non-barrage weapons are -1 to hit, Hellfire missiles automatically scatter once and cannot fire indirect 3-5 Destroyed, same as above, cannot be repaired 6 Blown off the vehicle, lands D6 cm in a direction indicated by the scatter dice, anything underneath must make its save or die. Roll damage to the reactor

Missiles: Roll damage to the reactor and hull. Add +1 to the roll for each missile detonated (only the missiles on one side will detonate).

Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit, bridge if the front half of the vehicle, reactor if the rear half. Any points over 6+ are bonuses to the bridge/reactor roll. Every unsaved hit on hull destroys a bolter.

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Mars Move CAF Shields Notes 10 cm max

+5 Dispersion Field

Uses a Sonic Disruption that fires a barrage using the teardrop template. Place the template anywhere on the field (within line of sight), the narrow end pointed at the Ordinatus. Anything at least half under the template is hit on a 2+ (10 BP), ignoring cover modifiers to hit. Anything that is hit has a save of 5+ on 1 D6, regardless of what the actual armor save of the model is (even mighty Titans/ Praetorians are affected). Targets protected by energy fields or void shields lose one shield.

Weapons Range Attack Dice Roll To Hit Target’s Save

Modifier Notes

Sonic Disruption Lascannon

Bolters

LOS 50 cm 15 cm

10 BP 3 8

2+ 5+ 6+

Special -2 0

Uses teardrop template.

Mars Hit Location Templates

FRONT SIDE REAR

Weapon 4+

Weapon 4+

Weapon 4+

Weapon 4+

Weapon 3+

Weapon 4+

Weapon 3+

Hull 3+

Sensor 4+

Hull 3+

Reactor 3+

Sensor 4+

Hull 3+

Reactor 3+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Bridge 2+

Hull 3+

Hull 3+

Hull 3+

Track 2+

Bridge 2+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Hull 2+

Track 2+

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Mars Damage Tables Bridge: 1-2 CAF halved and needs orders as a normal unit until repairs are made 3 CAF halved for the rest of the game 4 Same as 1-2, except cannot be repaired 5-6 Bridge destroyed, all crew abandon the vehicle Every unsaved hit on the bridge destroys one of the two lascannons

Reactor: 1-2 May not move or fire until repaired, also the Dispersion field wont work while reactor is off-line 3-4 Reactor off-line, if not repaired at end of turn, explodes as below (result 5-6) 5-6 Boom, any units within 2 D6 cm are automatically hit by debris, unmodified save to avoid destruction

Track: 1-2 Speed drops by 2 cm, cannot enter difficult terrain 3-4 Damaged heavily, same as above, but cannot be repaired, also if the vehicle moves, the track may collapse on a roll of 5+ after the move, if so track is destroyed and roll damage to the hull 5 Track destroyed, the vehicle may only rotate in place, both tracks are destroyed, may not rotate or move 6 As above, but also roll damage to hull

Sensor Antenna: 1-2 Damaged, all non-barrage weapons are -1 to hit 3-5 Destroyed, same as above, cannot be repaired 6 Blown off the vehicle, lands D6 cm in a direction indicated by the scatter dice, anything underneath must make its save or die. Roll damage to the reactor.

Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit, bridge if the front half of the vehicle, reactor if the rear half. Any points over 6+ are bonuses to the bridge/reactor roll. Every unsaved hit on hull destroys a bolter.

Weapon: 1-2 Weapon damaged and cannot be used until repaired 3-4 Weapon destroyed 5-6 Weapon destroyed and roll damage for the hull

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Armageddon

.Move CAF Shields Notes 10 cm max

+5 Dispersion Field

At the start of every turn roll D6+3 to determine how much plasma is available for the Nova Cannon. Allocate these to pulse fire or maximal fire, both have range 150 cm. For each counter on pulse fire, you can fire one attack dice on pulse fire (4+ to hit, -1 save). After pulse fire you can then fire all remaining power on maximal fire. Maximal fire can affect buildings. When using maximal fire at a target that uses a hit location, roll for location and damage to that location as normal - but every adjacent location is also hit. The save modifier for this further damage is half of that from the initial blast rounded down to a minimum of -1.

Weapons Range Attack Roll To Hit Target’s Save Modifier Notes

Nova Cannon Lascannon

Bolters

150 cm 50 cm 15 cm

Special2 8

Special 5+ 6+

Special -2 0

Nova Cannon Power Table:

No. Power Roll to Hit Save Mod 1 4+ -1 2 3+ -2 3 2+ -3 4 2+ -4 5 2+ -5 6 2+ -6

Armageddon Hit Location Templates

FRONT SIDE REAR

Sensor 4+

Sensor 4+

Sensor 4+

Hull 3+

Weapon 4+

Hull 3+

Reactor 3+

Reactor 4+

Hull 3+

Weapon 3+

Weapon 4+

Weapon 4+

Hull 3+

Reactor 3+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Hull 3+

Bridge 2+

Hull 3+

Hull 3+

Hull 3+

Track 2+

Bridge 2+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Track 2+

Hull 2+

Track 2+

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Armageddon Damage Tables Bridge: 1-2 CAF halved and needs orders as a normal unit until repairs are made 3 CAF halved for the rest of the game 4 Same as 1-2, except cannot be repaired 5-6 Bridge destroyed, all crew abandon the vehicle Every unsaved hit on the bridge destroys one of the two lascannons

Reactor: 1-2 May not move or fire until repaired, also the Dispersion field wont work while reactor is off-line 3-4 Reactor off-line, if not repaired at end of turn, explodes as below (result 5-6) 5-6 Boom, any units within 2 D6 cm are automatically hit by debris, unmodified save to avoid destruction

Track: 1-2 Damaged, speed drops by 2 cm, cannot enter difficult terrain 3-4 Damaged heavily, same as above, but cannot be repaired, also if the vehicle moves, the track may collapse on a roll of 5+ after the move, if so track is destroyed and roll damage to the hull 5 Track destroyed, the vehicle may only rotate in place, if a track on both sides is destroyed, the vehicle may not rotate or move 6 As above, but also roll damage to hull.

Sensor Antenna: 1-2 Damaged, all non-barrage weapons are -1 to hit 3-5 Destroyed, same as above, cannot be repaired 6 Blown off the vehicle, lands D6 cm in a direction indicated by the scatter dice, anything underneath must make its save or die. Roll damage to the reactor

Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit, bridge if the front half of the vehicle, reactor if the rear half. Any points over 6+ are bonuses to the bridge/reactor roll. Every unsaved hit on hull destroys a bolter.

Weapon: 1-2 Weapon damaged and cannot be used until repaired 3-4 Weapon destroyed 5-6 Weapon destroyed and roll damage for the hull

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Imperial Dropship* Move CAF Shields Notes

Special +8 2 May carry 2 full companies. Special CC rules when flying. Cannot move when landed. Fights as a Praetorian on the ground.

Weapons Range Attack Dice Roll To Hit TSM Notes Battlecannons 50 cm 3 4+ -2 Air-to-air only (limited ammo) Missiles 50 cm 2 4 BPs -1 Air-to-ground, single shot, uses standard barrage

template Lascannon 75 cm 2 4+ -2 Ground-to-ground only, turret Heavy Bolters 15 cm 16 6+ 0 Ground-to-ground only, could be fired on FF as

soon as landed Dropship Hit Location Templates FRONT REAR

LasCan 2+

BatCan 3+

Wing 3+

BatCan 3+

Bridge 2+

BatCan 3+

Wing 3+

Wing 3+

Engine 2+

Engine 2+

Engine 2+

Wing 3+

Missile 4+

Missile 4+

Missile 4+

Missile 4+

SIDE

BatCan 3+

LasCan 2+

Engine 2+

Hull 2+

BatCan 3+

Hull 2+

Hull 2+

Bridge 2+

Missile 4+

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Dropship Damage Table Bridge: 1-2 Bridge damaged; ship cannot fire bolters, missile shots scatter 1D6. 3-4 Heavy damage; cannot fire any weapons, erratic landing (see below). 5-6 Bridge destroyed. If flying, apply crash landing (see below). Otherwise abandon ship immediately (VPs are awarded).

Engine: 1-3 Engine damaged; erratic landing (see below), add+1 to future damage rolls. 4-5 Major damage; crash-landing (see below), add+1 to future damage rolls. 6 Plasma explosion; ship and transportees destroyed. If on the ground, everything within 2D6cm gets hit on a 4+ with 0 save modifier.

Wing (if flying): 1-3 Wing damaged, erratic landing (see below). 4-6 Heavy damage, crash landing (see below).

Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or engine hit; bridge if the front half of the vehicle, engine if the rear. Any points over 6 are bonuses to the engine roll.

Battlecannons & Lascannon: 1-2 Weapon damaged (-1 to hit), add +1 to future rolls. 3-5 Weapon destroyed (only that location). If already destroyed, roll for damage on the hull. 6 Weapon destroyed. Also roll for damage on the hull.

Missile Launchers: 1-2 Launcher damaged, missile shot from this side scatters 1D6, add +1 to future rolls. 3-4 Missile Launcher destroyed (this side). 5-6 Launcher destroyed. Also roll for damage on the hull.

Erratic Landing: ♦ Ship lands on a random spot 2D6 scattered from the original landing point. ♦ Any movable models (except T/P class) under the ship run away before landing on 4+ on a D6 otherwise are destroyed. ♦ If any Titan/Praetorians or buildings are hit, both sides get D6 hits on random locations with –2 save modifier.

Crash Landing: Same as Erratic Landing except: ♦ Ship scatters 3D6 on landing. ♦ Roll on every location plus the transportee’s even if no obstacles are hit; on 4+ on a D6 the location/model gets a hit with 0 save modifier.

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Titan Templates and Tables In the following pages you will find the necessary hit location templates and damage tables for the Titans.

Warhound

Move CAF Shields Weapon Locations Notes 25 cm +8 2 Void Shields 2

Warhound Titans are very agile and they can make as many turns as they like when they move. When they are on Charge Orders opponents have a -1 To Hit modifier for Warhound Titans can dodge incoming shots.

Weapon

Range

Attack Dice

To Hit Roll

Target’s Save

Modifier

Notes

See the Titan Weapon Tables for the allowed weapons. Warhound Hit Location Templates

FRONT SIDE REAR

Weapon 2+

Head 2+

Weapon 2+

Weapon 2+

Weapon 1+

Weapon 2+

Weapon 2+

Reactor 4+

Weapon 2+

Legs 3+

Leg 2+

Legs 3+

Leg 2+

Leg 2+

Leg 2+

Leg 2+

Leg 2+

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Warhound Damage Table Head: 1-2 CAF halved and it may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 3 CAF halved for the rest of the game. 4 Same as 1-2, except cannot be repaired and may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 5-6 The Titan crashes to the ground as a result of the explosions. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on are destroyed.

Reactor: 1-2 May not move or fire, or repair other damage until repaired. 3-4 Reactor off-line, if not repaired at end of turn, explodes as below (result 5-6). 5-6 Reactor explodes in a meltdown! The Titan is removed from the game. Any vehicles or troop stands within 3D6 cm are automatically hit, and must make an unmodified save to avoid destruction.

Weapon: 1-2 Weapon damaged and cannot be used until repaired. 3-4 Weapon destroyed and cannot be used in this battle. 5 Weapon is blown off the Titan and scatters 2D6cm in a random direction. Any models it hit must make an unmodified save to avoid destruction. 6 Weapon is blown off the Titan as above, but there is a flashback to Titan’s hull. Roll a D6. On 1-3 roll for damage on the Reactor, on 4-6 on the Head.

Leg: 1-2 Damaged, speed drops by half, cannot enter difficult terrain 3-4 Damaged heavily. Roll a D6 in each end phase; subtract 2 if the Titan has Charge Orders, and 1 if Advance Orders. If the result is 0 or less, the leg snaps, and the Titan crashes to the ground and is destroyed. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on are destroyed. 5 Titan crippled. It may not move or turn for the rest of the game. 6 The leg is blown apart and the Titan collapses to the ground. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed.

* A 4+ on a D6 repair a damaged location or a downed shield.

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Reaver

Move CAF Shields Weapon Locations Notes 20 cm +12 4 Void Shields 3

Weapon

Range

Attack Dice

To Hit Roll

Target’s Save

Modifier

Notes

See the Titan Weapon Tables for the allowed weapons. Reaver Hit Location Templates

FRONT SIDE REAR

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Head 1+

Weapon 2+

Reactor 3+

Weapon 2+

Head 1+

Weapon 2+

Reactor 4+

Weapon 2+

Weapon 2+

Legs 2+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Legs 2+

Weapon 2+

Leg 2+

Leg 2+

Leg 3+

Leg 2+

Leg 2+

Leg 2+

Leg 2+

Leg 2+

Leg 2+

Leg 2+

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Reaver Damage Table Head: 1-2 CAF halved and it may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 3 CAF halved for the rest of the game. 4 Same as 1-2, except cannot be repaired and may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 5-6 The Titan crashes to the ground as a result of the explosions. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on are destroyed.

Reactor: 1-2 May not move or fire, or repair other damage until repaired. 3-4 Reactor off-line, if not repaired at end of turn, explodes as below (result 5-6) 5-6 Reactor explodes in a meltdown! The Titan is removed from the game. Any vehicles or troop stands within 3D6 cm are automatically hit, and must make an unmodified save to avoid destruction.

Weapon: 1-2 Weapon damaged and cannot be used until repaired 3-4 Weapon destroyed and cannot be used in this battle 5 Weapon is blown off the Titan and scatters 2D6cm in a random direction. Any models it hit must make an unmodified save to avoid destruction. 6 Weapon is blown off the Titan as above, but there is a flashback to Titan’s hull. Roll a D6. On 1-3 roll for damage on the Reactor, on 4-6 on the Head.

Leg: 1-2 Damaged, speed drops by half, cannot enter difficult terrain 3-4 Damaged heavily. Roll a D6 in each end phase; subtract 2 if the Titan has Charge Orders, and 1 if Advance Orders. If the result is 0 or less, the leg snaps, and the Titan crashes to the ground and is destroyed. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed. 5 Titan crippled. It may not move or turn for the rest of the game. 6 The leg is blown apart and the Titan collapses to the ground. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on are destroyed.

* A 4+ on a D6 repair a damaged location or a downed shield.

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Warlord

Move CAF Shields Weapon Locations Notes 15 cm +14 6 Void Shields 4 + Head

Weapon

Range

Attack Dice

To Hit Roll

Target’s Save

Modifier

Notes

See the Titan Weapon Tables for the allowed weapons. Warlord Hit Location Templates

FRONT SIDE REAR

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Head 1+

Weapon 2+

Carapace 1+

Weapon 2+

Head 1+

Carapace 1+

Carapace 1+

Carapace 1+

Weapon 2+

Reactor 1+

Weapon 2+

Weapon 2+

Weapon 2+

Weapon 2+

Reactor 3+

Weapon 2+

Leg 2+

Leg 2+

Leg 2+

Leg 2+

Leg 2+

Leg 1+

Leg 1+

Leg 2+

Leg 3+

Leg 3+

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Warlord Damage Table Head: 1-2 CAF halved and it may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 3 CAF halved for the rest of the game. 4 Same as 1-2, except cannot be repaired and may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 5-6 The Titan crashes to the ground as a result of the explosions. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed.

Reactor: 1-2 May not move or fire, or repair other damage until repaired. 3-4 Reactor off-line, if not repaired at end of turn, explodes as below (result 5-6). 5-6 Reactor explodes in a meltdown! The Titan is removed from the game. Any vehicles or troop stands within 3D6 cm are automatically hit, and must make an unmodified save to avoid destruction.

Carapace: 1-2 The void shield generators are shut down and the shields may not be used until repaired. 3-4 The Titan’s void shield generators are shut down and the shields may not be used any further in the game. 5 The shields are in danger of overloading and you must shut them down before they explode. Roll a D6. On 5-6 the shields are safely shut down. On 1-4 they explode as described below: 6 The Titan’s void shields overload and explode. The Titan is destroyed but remains standing. Any models within 2D6 cm are automatically hit by debris, and must make an unmodified save to avoid destruction.

Leg: 1-2 Damaged: speed drops by half cannot enter difficult terrain. 3-4 Damaged heavily. Roll a D6 in each end phase; subtract 2 if the Titan has Charge Orders, and 1 if Advance Orders. If the result is 0 or less, the leg snaps, and the Titan crashes to the ground and is destroyed. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed. 5 Titan crippled. It may not move or turn for the rest of the game. 6 The leg is blown apart and the Titan collapses to the ground. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed.

Weapon: 1-2 Weapon damaged and cannot be used until repaired. 3-4 Weapon destroyed and cannot be used in this battle. 5 Weapon is blown off the Titan and scatters 2D6cm in a random direction. Any models it hit must make an unmodified save to avoid destruction. 6 Weapon is blown off the Titan as above, but there is a flashback to Titan’s hull. Roll a D6. On 1-2 roll for damage on the Carapace, on 3-4 the Reactor, and on 5-6 on the Head.

* A 4+ on a D6 repairs a damaged location or a downed shield.

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