Net Epic

Armies of The Imperium
Version 4.1

By the Net

Epic Discussion Group

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NetEpic: Armies of the Imperium

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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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...................................................................................... 39 Baneblade ............................................................................................................................................................................................................................................................................................................... 38 Summary................... 36 Manticore Rocket Launcher .................. 36 Deathstrike Tactical Missile Launcher ..........................................................................Summary...................................................... 34 Imperial Guard Vehicles... 34 Sentinels ............................................ 35 Imperial Guard Bridging Vehicle* ........................................................................................................................................................................... 38 Mole....................................................................................................................................................................................................................................................................................................................................................................................... 34 Leman Russ Tank ............................ 36 Griffon Assault Mortar ......................................................................................................... 41 Castellan & Crusader......................................................................... 33 Rough Riders ......................................................................... 40 Imperial Knights.................................................................................................................. 35 Hellhound ............ 38 Tunnellers......................................................................................................................................................... 34 Chimera Armored Troop Carrier........................ 40 Special Rules ...................... 33 Cavalry and Walkers ........................................................................................................................................................................... 34 Summary.................................................................................................... 39 Summary.................................................................................................................................................... 37 Summary................................................................................................................................................................. 36 Hydra Self Propelled Anti-Aircraft Gun ............................................................................................................................................................................................................................... 33 Rough Rider Company HQ .......................................................................................................................................................................................................................................................................................................................................................................... 41 NetEpic: Armies of the Imperium 4 ................................................. 34 Gorgon .............. 39 Stormblade......................................................................................................................................... 39 Stormhammer ........................... 38 Termite ......................... 35 Artillery and Anti-Aircraft .................................................................................. 36 Bombard Mobile Siege Mortar........................................................................................... 38 Super Heavy Tanks .......................................................................................................................................................................................................................................................................... 40 Lancer .............................. 40 Errant ............................................................................................................................ 34 Special Rule: Rough Riders and Imperial Guard Bikes ................................................................................................................. 40 Shock Lance ................................................ 34 Demolisher Close Assault Tank ............................................................................................................................ 40 Shields ................................................................................................... 40 Paladin ................................................................................................................... 35 Summary....................................... 39 Shadowsword .................................................................................... 36 Basilisk Self Propelled Artillery Gun.................................................................

..................................................................... 46 Barrage Missile Launcher..................... 48 Chain Fist...................................................................................................................................................................................................... 51 Quake Cannon ................................................................................................................................................................................................................................................................ 45 IMPERIAL TITANS .............................................................. 46 Imperial Titan Types............................................ 51 Power Ram ..................................................................................................................... 48 Corvus Assault Pod or Head............................................................... 42 Capitol Imperialis ........................................................................................................ 51 Trident ....................................................................... 47 Carapace Landing Pad .......................................... 49 Laser Blaster ............................................................................ 43 Golgotha ........... 47 Carapace Multi-Lasers.................................................. 42 Hellbore .............................................. 50 Plasma Destructor...................................................................................................................... 50 Plasma Blastgun .......................... 51 NetEpic: Armies of the Imperium 5 ....................................................................................................................................................................................................................................................................................................................................... 50 Plasma Cannon ................................................................................................................................................................ 46 Warhound Titan........................................................................................................................................................................................................................................ 46 Imperial Titan Weapons ...................... 46 Battle Claw .................................................................................................................... 50 Power Fist ................................................................................................................................ 48 Fire Control Center.............................................................................................................................................................................................................................................................................................................................. 47 Cerberus Anti-Aircraft Gun (optional) ........................................................................................................................ 42 Leviathan ................................ 43 Armageddon ....................................................................................................................................................... 46 Summary...................................................................... 46 Reaver Titan ........................................................................................Baron ................................................................................................ 49 Gatling Blaster.................................................. 42 Ordinatus vehicles ............................................................................................................................................................................... 48 Harpoon Missile ....................................................................................................................................................... 50 Multiple Rocket Launcher .............................................................................................................................................. 46 Warlord Titan .......................................................................................................................................................................................................................................................................................................................... 41 Summary................................... 49 Inferno Gun ................................................................................................................................................... 44 Imperial Dropship*.......... 48 Devotional Bell........................................................................................................................................................ 41 PRAETORIANS .................... 49 Laser Burner ................... 49 Melta Cannon ....................................................................................................................... 51 Power Saw .................... 43 Mars .................

................................................................................................................................................................................................................................... 57 Imperator Titan Weapons ............................................ 66 NetEpic: Armies of the Imperium 6 ...................................... 59 IMPERIAL SPACE MARINE ARMY CARDS AND COMPOSITION ............................................................................................................................................................................... 58 Bolters............. 59 Boarding the Imperator Titan ............................. 59 Boarding Actions.................................................. 52 Vulcan Mega-Bolter .................................................................................................. 53 Close Combat Head ....................................... 54 Summary......... 60 Company Cards ................................................... 54 Deathstrike Cannon (Head) ................................................................................ 63 Support Cards ...... 57 Set Up ................................................................ 53 Wrecker ....................................................................................... 62 Dark Angels Army Cards ............................................................................................................................................................................................................ 58 Main Battery ................................................................................................................................................................................................................................ 63 Company Cards ....................... 54 Custodian Head ..................................................................................................................................................................... 58 Secondary Weapons ..................................................... 54 Weapon Head .................................................................................................................................................. 58 Gun Towers ............................................................................................................................. 61 Space Wolf Army Cards.................... 52 Volcano Cannon ............................................................................................................................................................................................................... 62 Blood Angels Army Cards ........................................................................................... 55 Imperial Titan Weapon Costs ... 66 Company Cards ............................... 53 Warp Missile ..........................................Turbo Laser Destructor................................................................................................................................................................................. 56 Imperator Titan .................................................................................................................................................................................................................................................................................... 59 Imperator Titans in Close Combat....................................................................................................................................................................................................................................................................................................................... 54 Corvus Assault Head .................................................................................. 52 Vortex Missile ......................................................................................................................... 58 Defense Laser ........................ 65 TECH GUARD ARMY CARDS AND COMPOSITION ......................................... 58 Hellstorm Cannon............................................................................ 54 Command Head ......................................................... 60 Special Cards ................................................................................................................................ 64 Special Cards .. 57 Imperator Titan Repairs................................................................................................................................................................................................. 53 Titan Head Variants........................................................................................................... 58 Plasma Annihilator ........................................................................ 60 Support Cards .......................................................................................................................................................................................................... 62 IMPERIAL GUARD ARMY CARDS AND COMPOSITION.............................................

........................................................................................................................................................................................................................................................ 81 Warhound .......................................................................................... 73 Mars ... 70 Capitol Imperialis .....Special Cards .................................. 77 TITAN TEMPLATES AND TABLES .......................... 71 Golgotha ......................................... 85 NetEpic: Armies of the Imperium 7 ............................................................................................................................................................................... 68 Hellbore .............. 81 Reaver........... 83 Warlord......... 75 Armageddon ................................................................................................................................................................................................................................................................................................................ 66 Support Cards ............................................................................................................................................................................................................................................................................................................................................. 68 Leviathan ...................................................... 67 PRAETORIAN TEMPLATES AND TABLES ............................................................................................................

Models: Assault Marine models on the GW Space Marine sprue. The stand rolls a 6 and saves. This greater resiliency of them is reflected in their battle statistics in NetEpic. with a basic save of 6+ now has to roll an 8+ on a D6. These armor save values do not apply to Space Marine Scouts and gun batteries. Models: 1 or 2 Heavy Weapon models per stand with Tactical Marine and Sergeant models from the GW Space Marine sprue. 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. hindered by the heavy equipment and weapons they carry. armed with long-range heavy weapons. the Terminator stand has a basic save of 5+. and batteries have vulnerable equipment whose destruction would render their stands useless. constitute the main support units of the Space Marine infantry. Combat armored Space Marine Infantry have a saving throw of 6+ in a D6. which is as strong as a tank.Imperial Space Marines Infantry Space Marine Armor Saves Space Marines are the toughest troops of the Imperium. offers even more protection. which is impossible. The Tactical Marine. Tactical Space Marines Tactical Marines are the most numerous of the infantry and form the core front line troop in most Space Marine forces. NetEpic: Armies of the Imperium 8 . Terminator Armor. and destroyed. they could not be killed as easily as a meager Imperial Guardsman could. Basilisks have a –2 Target’s Save Modifier. 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. Devastators. since Scouts do not wear armor. On the other hand. are less effective in close combat than Tactical and Assault marines. 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. Example: a Basilisk barrage hits a Space Marine Tactical stand and a Terminator stand. Models: Tactical Marine and Sergeant models on the GW Space Marine sprue. 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. Devastators These warriors. Their agility and specialized melee weapons make them superior close combat troops. who had no armor. and Terminators and similar units have a save of 5+. which is modifiable to 6+ but not below that. and add cylindrical fuel canisters to the back of the models). Flamer Marines* These marines are armed with close range flamers and excel at assaulting the enemy within entrenched positions.

These armored troops are known as Terminators and represent the most capable infantry in any chapter. Scouts Space Marine Scouts are the initiates that have yet to prove themselves in battle. Summary Troop Type Move Save Tactical 10 cm 6+ Assault 15 cm 6+ Devastator 10 cm 6+ Flamer* 10 cm 6+ Veteran 10 cm 6+ Terminator 10 cm 5+* Close-Assault Terminator* 10 cm 5+* Scout 10 cm None * 5+ save modifiable to 6+ but no further. Veterans are formidable warriors. The terminators may be teleported to any location chosen by the player on the tabletop as a detachment move in any moving phase. and Lightning Claws. and assume the Deathwing morale value. The remaining stands are positioned within unit coherency of the first stand placed (6 cm). CAF +2 +3 +1 +2 +4 +6 +8 +1 Weapons Bolters Pistol/Swords Heavy Weap. To Hit TSM Notes 1 5+ 0 1 5+ 0 Jump Packs 2 5+ -1 1 4+ 0 Ignore cover modifiers to hit 1 5+ 0 Elite 2 4+ -1 Elite Elite 1 5+ 0 Infiltration NetEpic: Armies of the Imperium 9 . With their accumulated combat expertise. usually when something big needs to be dealt with. When fielded by the Dark Angels they are called Close-Assault Deathwing. These armored troops are known as Terminators and represent the most capable infantry in any chapter. Terminators Veterans sometimes don powerful armor known as Tactical Dreadnought Armor. Flamers Bolters Storm Bolters CC Weapons Bolt Pistols Range 50 cm 25 cm 75 cm 25 cm 50 cm 35 cm 25 cm Att. Scouts do not wear tactical armor and thus are less protected than other Space Marines. As you might expect. Models: Same as above. Every so often. D. Storm Shields. 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. these Terminators can only be purchased as part of a Marine force. the larger battlefield sees their presence. Terminators can sometimes be teleported to the battleground using rare and expensive equipment. or IG Tactical models on the GW Imperial Guard sprue. Models: Tactical Marine and Sergeant models on the GW Space Marine sprue. 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. Models: Same as above. Close-Assault Terminators are trained to storm near-impregnable defenses in tight quarters.Veterans These are the elite among the marines of a chapter. They may infiltrate after initial deployment up to their full charge move before the battle begins. Models: Scout models on the GW Space Marine sprue. Teleported Terminators* Veterans sometimes don powerful armor known as Tactical Dreadnought Armor.

all Imperial units within 10cm of this unit add +1 to morale tests. If the enemy psyker is an Eldar Warlock. Any Imperial formation (troop stands or vehicles) receive a +1 to morale checks if they are within 10cm of the Space Marine command units. 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.Special Units HQ Units Headquarter units command Space Marine companies. Space Marine Commander This unit represents the commander of the Space Marine chapter and his close aides. As with all command units. The command abilities remain the same with standard SM HQ units. the unit may shift to either First Fire or Charge Orders (units on Charge orders and First Fire orders. 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). Chaos Android. Models: Terminator models on the GW Space Marine sprue. the Librarian rolls 2 D6 while the enemy psyker rolls 1 D6. thus Charge does not wrap around to First Fire). of course. Squat Living Ancestors or any other living psyker. SM Assault Company HQ units also have jump-packs to keep pace with the units they command. Terminator HQ Units Officers of Terminator Companies wear Tactical Dreadnought Armor like their troops and carry Terminator Storm Bolters. Models: Commander and Tactical Marine models on the GW Space Marine sprue. If the Librarians roll is higher the enemy psyker NetEpic: Armies of the Imperium 10 . 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. Librarians This unit represents a squad of powerful psykers. No line of sight is required since the psyker mentally locates the target. Eldar Wraithguard or Dreadnought. Models: Commander and Tactical Marine models on the GW Space Marine sprue. that is not a Daemon. Models: Commander and Assault Marine models on the GW Space Marine sprue. Ork Weirdboy. Slann Mage. Due to the vast tactical experience accumulated by the Commander a player can select one of two special abilities (one at a time. can only shift in one direction. All other abilities remain the same with standard SM HQ units. 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. due to its great psychic powers. In the case of the Slann Great Mage it rolls 2d6 while the Librarian rolls 1d6. another Librarian.

Destroy Daemon: The Librarian may attack one demonic creature within a 25 cm range and line of sight. and riders may receive this benefit. No detachment may benefit from more than one Medic’s ability at a given time. the First Fire phase). 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. In this case the Librarian is slain due to psychic feedback. If the enemy wins there is no effect unless the result is greater than twice the Librarians roll. Only troop stands. bikes. The Librarian rolls 2D6 against the enemy’s roll. Any Imperial Troops within 10cm of a medic receives a 5+ save in addition to any normal save the model has. all Imperial troops within 10cm of the Chaplain stand may add +1 to its close combat score. Models: Librarian and Tactical Marine models on the GW Space Marine sprue. If the scores are equal re-roll.is slain and removed from the battle. thus overlap and multiple saves are not allowed. If the enemy’s roll is higher there is no effect unless the roll is double the Librarians roll. Models: Chaplain and Tactical Marine models on the GW Space Marine sprue. vehicles may not gain this addition save. Models: Tech-Marine and Tactical Marine models on the GW Space Marine sprue. which is dependent on the type of the model. They are trained by the Adeptus Mechanicus in the workings of the Imperial machines.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. Chaplains Chaplains are the religious leaders of the Space Marine forces as well as formidable warriors due to their unshakable determinism. Such special powers are used in addition to shooting attacks in the same phase the model fires (in case of the Librarians. Medics Space Marine Medics are the Healers of the chapter who carry sophisticated medical equipment to help the wounded soldiers. If the Librarian wins the die roll the enemy model is destroyed and removed. bikes and models on horseback (such as Imperial Roughrider). The bonus applies to all troop stands. This attack does not function against models without minds like robots and others. Wraithguard and Eldar Dreadnoughts 2 D6 and 1 D6 for minor Daemon stands and Chaos androids. In this case the Librarian is slain due to psychic feedback. A model may only benefit once regardless of the number of TechMarines (or other Imperial Healers) within range. Medics wear white armor regardless of their chapters. Models: Medic and Tactical Marine models on the GW Space Marine sprue. With the courage inspired by their presence. The Librarian powers are considered non-physical psychic attacks. Tech-Marines wear red armor. NetEpic: Armies of the Imperium 11 . That is. Tech-Marines Tech-Marines are the other class of Healers of the Space Marine Chapters. Chaplains wear black armor regardless of the chapter. a model can have only one additional save due to the Medic being within 10cm. On a roll of 4+ the model is destroyed. For Greater Daemons and the Eldar Avatar 3 D6. All Imperial vehicles . Mind Blast: The Librarian may attack any model within 25cm range and line of sight.

for giving accurate coordinates and deciding on the ammunition to use falls onto his shoulders. so only one Legion special card may be fielded in any given Space Marine force. but painted as burning skeletons. Grey Knights Grey Knights are the Marine Chapter whose sole purpose is to confront and destroy Chaos. Space Marines have expertly trained Forward Observers to aid their artillery batteries. Models: Use Tactical Marine models from the GW Space Marine sprue. all Imperial troops within 25cm of the Inquisitor are immune to morale checks. 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). 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. Inquisitors count as command units and therefore never need to be given orders. enemy troops must succeed in a Morale check if they wish to try and enter close combat with a Legion stand. Unlike regular units these may not be placed on the tabletop at the start of the game. Due to the fear (or inspiration) they instill. The capabilities of the target spotter are often more deciding then the proficiency of the firing battery. Due to cutting edge technological devices an Inquisitor receives a fixed save of 4+ or more on a D6. The Grey Knights may be teleported to any location chosen by the player on the tabletop as a detachment move in any moving phase. Grey Knights are not subject to morale checks required by charging Greater Daemons and may fire upon Daemons normally. Grey Knights always have silver or bronze colored armor. However. Inquisitors are not subject to morale checks required by charging Greater Daemons and may fire upon Daemons normally. The following rules define the Space Marine Forward Observers: An artillery barrage directed by a Forward Observer scatters 1D6 instead of 2D6. They are a truly horrifying sight on the battlefield. Legion of the Damned* These mysterious troops. and all relevant targeting rules apply. outpacing even their fellow marines. To fulfill this task. Inquisitors These are the watchdogs of the Imperium. The remaining stands are positioned within unit coherency of the first stand placed (6 cm). The FO stand can also be shot at in a turn it shoots. These troops are so terrifying that any unit they enter into close combat with must make morale check or go on Fall Back orders. the enemy can shoot a barrage that covers both models. Models: Terminator models on the GW Space Marine sprue. Forward observers. This unit may only be brought to a battle if the opponent is Chaos (and no other). There are only a few units of these fearsome shadow warriors. Also Inquisitors possess a psychic saving throw versus non-physical psychic attacks (4+ on D6). Models: Any Space Marine models on the GW Space Marine sprue. Forward Observers can not request fire if they are involved in CC. NetEpic: Armies of the Imperium 12 . operating close to enemy lines. Each Grey Knight stand receives a psychic save versus nonphysical psychic attacks (4+ on D6). Additionally. if the Rhino is seen. are heavily camouflaged. The SM stand (not the Rhino) can't be shot at from more than 25cm. Models: Chaplain or any other Special Marine models on the GW Space Marine sprue.Forward Observers* Accuracy in indirect barrages is a very important factor in supporting the front line troops. Forward Observers are command units for the purposes of targeting. Its shooting attacks are considered physical psychic attacks. always on the alert to punish those that stay from Imperial Doctrine and destroy those tainted by Chaos. occasionally come to the aid of Space Marine forces. clad in marine armor. fighting with fierce abandon. subject to the targeting rules.

1 5+ 0 HQ Unit. HQ unit. Imperial units within 25 cm immune to morale tests. Imperial troops within 10 cm add +1 to morale. HQ unit. Rune Priests and such. made from the metabolic wastes of the Emperor himself. Elite. HQ Unit. HQ Unit. for their ability is combat related. the Ordo Malleus Inquisitors go forth to cleanse the galaxy. Unlike a normal Inquisitor. These die-hard servants of the Emperor are armed with rare psych-out weaponry. Ordo-Malleus Inquisitor* 1 10 cm +6 Psycannon 50 cm 5+ save modifiable to 6+ but no further. 2 5+ -1 HQ Unit. but not for the Chaplains. 2 4+ -1 Psychic save of 4+. Elite. Elite. Elite. HQ. Additionally. Elite.Ordo Malleus Inquisitor* The Ordo Malleus Inquisitor is specially trained in the ways and weaknesses of Chaos. 1 5+ 0 Imperial vehicles within 10cm save on 5+. Armored in elaborate power armor. The Ordo Malleus Inquisitor is a Command Unit. 1 5+ 0 Special rules. Elite. Models: Same as above. HQ unit. We can hardly expect a Medic to operate in the field while fighting hand-to-hand against a Minotaur. +1 to Morale tests. special abilities. Elite. Daemons killed by the Inquisitor in close combat may not use Chaos cards to save themselves. 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. The stats listed below for the Psycannon are for fire against normal troops. 1 5+ 0 Imperial troops within 10cm save on 5+. D. Ordo Malleus Inquisitors in no way boost the morale of nearby troops. 2 5+ 0 Jump Packs. HQ Unit. Special rules. Against Daemonic troops. Elite 1 4+ 0 -2 TSM Against Daemons. Psychic saves of 4+. Special Units in Close Combat Special units cannot use their non-combat abilities for that phase if involved in Close Combat. Elite. Summary Troop Type HQ Unit Assault HQ Terminator HQ Space Marine Commander Librarian Chaplain Medic Tech-Marine SM Forward Observer* Legion of the Damned Marine* Grey Knight Inquisitor Move 10 cm 15 cm 10 cm 10 cm 10 cm 10 cm 10 cm 10 cm 10 cm 10 cm 10 cm 10 cm Save 6+ 6+ 5+* 6+ 6+ 6+ 6+ 6+ 6+ 6+ 5+* 4+ Fixed 4+ Fixed CAF +4 +4 +7 +5 +4 +4 +2 +2 +2 +4 +6 +6 Weapons Bolt Pistols Bolt Pistols Storm Bolters Various Bolt Pistols Pistols & Others Pistols & Others Pistol Bolt Pistols Bolters Various Various Range 25 cm 25 cm 35 cm 25cm 50 cm 25 cm 25 cm 25 cm 25 cm 25 cm 50 cm 35 cm 35 cm Att. Elite. HQ Unit. To Hit TSM Notes 2 5+ 0 Imperial troops within 10cm add +1 to morale. 2 4+ -1 Imperial troops within 10cm add +1 to morale. NetEpic: Armies of the Imperium 13 . Elite 2 4+ -1 Psychic save of 4+. HQ Unit. 1 5+ 0 Opponents take morale check before CC. 2 5+ 0 Imperial troops within 10cm +1 to CAF. Elite. with electoos making esoteric patterns on their bodies. It may only be taken when the Imperial force it is supporting faces Chaos. It goes for Techmarines.

the Deredeo carries a missile launcher for general heavy weapon support. NetEpic: Armies of the Imperium 14 . sleeker humanoid units. 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. Models: GW’s metal Attack Bike models (bikes with armed sidecars). These tanks are still quite uncommon outside the Black Templars. Besides anti-vehicle weapons it can also carry two troop stands. and the metal models listed under own names in the GW UK catalog for Contemptor. Models: The models that inspired the above types are the new metal Dreadnought models of the GW for the Scatolo variants. Its purpose is to carry their Terminators safe right up to the enemy’s positions and give close support to the infantry once unloaded. with quad bolters. Deredeo. 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. The still earlier designs are lighter. 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). Space Marines may only use them. older plastic ones of the SM/TL range (unavailable now) for the Punisher. They count as vehicles for terrain restrictions but feature greater speed than regular vehicles in some types of terrain (see terrain chart). and Furibundus. The Contemptor is a close assault unit. with different load-out variants. feel free to use any suitable 1/300 model you have from GW and other ranges. The most recent of these forms is the well-armored sturdy looking Scatolo. Dreadnoughts* Through long millennia of their history.Cavalry and Walkers Attack Bikes These are larger bikes with a sidecar armed with heavy bolters. Due to their size Dreadnoughts count as walkers for terrain restrictions. However. and the Furibundus carries a lascannon for anti-vehicular work. Summary Troop Type SM Attack Bike Dreadnoughts Scatolo (Heavy)* Scatolo (Support)* Scatolo (Assault)* Punisher* Contemptor* Deredeo* Furibundus* Move 30 cm 10 cm 10 cm 10 cm 10 cm 15 cm 15 cm 15 cm Saving Throw 6+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ CAF +3 +1 +2 +4 +3 +4 +2 +0 Weapons Heavy Bolters Lascannons Bolters Barrage Missile Flamer Assault Cannon Heavy Bolters Missile Launcher Lascannon Range 25 cm 75 cm 25 cm 50 cm Template 50 cm 50 cm 75 cm 75 cm Attack Dice 2 2 3 4BPs Template 1 1 1 1 Roll To Hit 5+ 5+ 5+ 4+ 5+ 5+ 5+ 5+ TSM 0 -2 0 -1 0 -2 0 -1 -2 Notes Ignore cover Was original dreadnought Space Marine Vehicles Land Raider This is the main battle tank of the Space Marine army. based off the same general body from.

Vehicle Can not divide fire. Light and cheap. Models: GW plastic or metal models of the name. It does very little to up-armor the basic Rhino frame. For the details of the Titan types and their eligible weapons take a look at the Titans section in this booklet. Sabre Tank-Hunter* The Sabre is one of the many Rhino variants available. or a multi-gun turret on a plastic Whirlwind chassis. Razorbacks can only carry one troop stand. They follow the rules for flyers and transports. and Warhounds that are attached from the Imperial Titan Legions. Models: GW metal models of the name. may carry 1 stand. These are fielded as Special Cards (one card per company). NetEpic: Armies of the Imperium 15 . which constitute a part of the Tech-Guard in NetEpic. Summary Troop Type Land Raider Land Raider Crusader* Razorback Sabre* Move 20 cm 25 cm Saving Throw 2+ 3+ CAF +3 +3 Weapons Lascannon Bolters Bolters Assault Cannon Multi Melta Plasma Guns Lascannon Autocannon Range 75 cm 15 cm 15 cm 50 cm 25 cm 50 cm 75 cm 75 cm Attack Dice 2 1 4 1 1 1 1 1 Roll To Hit 5+ 6+ 6+ 5+ 3+ 5+ 5+ 5+ TSM -2 0 0 -1 -2 -1 -1 -1 Notes May carry 2 troop stands May carry 2 troop stands. Since the turret occupies a considerable space on the Rhino hull. Razorback Another heavily armed variant of the Rhino that features longer ranged weapons at the expense of diminished troop-carrying capacity. and instead simply replaces the infantry capacity with a standard vehicular autocannon. These are Warlords. Reavers. 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. Turret Turret 25 cm 25 cm 4+ 4+ 0 +0 Titans Space Marine armies. often field several Titans beside their regular troops. 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. and bought by the rules given in the Purchasing Titans section of the Titans chapter in the Core Rules Booklet. Detachments carried in this manner lose their normal transports but Break Points remain the same. they must be fired at the same model. 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. A Razorback’s weapons are mounted on the same turret therefore shots cannot be divided among several targets. this unit is sometimes seen in the Space Marine forces. lacking effective heavy artillery and long-range anti-armor weapons. This changes the detachment break point and VP value as listed on Army Cards and Composition section below.Models: Normal GW Land Raider models (or slightly modified to represent the bolters in the side sponsons).

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 that land on any models (friend of foe) cause a hit. When landing on a model the pod is unharmed if the victims are regular vehicles or troop stands. Each pod carries two troop stands. Any unit with First Fire orders (except barrage-firing artillery) may shoot at “landing” Drop Pods if the unit has range. These troops disembark on Advance Orders. A company transported in Drop Pods must be completely landed during a single turn (you may not select to leave some units on board). The procedure for landing Drop Pods is as follows: The owning player nominates any location on the tabletop and rolls for scatter twice. Roll for scatter once for each pod until all pods have landed. these carry the company’s troop stands and command unit.Drop Pods Although not a flyer. if the model is a Titan/Praetorian with no active shields or a Super Heavy/Knight. Models: GW metal models of several types. this is a special one-shot weapon that clears the landing zone by spraying the area with deadly explosives. carries a full detachment of 6 stands Carries 2 troop stands Always fires in the First Fire segment One shot weapon NetEpic: Armies of the Imperium 16 . Support. For substitutes refer to the above pod types passage. Models that are hit must save at -3 to avoid destruction. Deathwind. They still count for Break Point purposes if destroyed even though they are one-shot weapons. Adding Drop Pods to a Company increases its Break Point by +10 and increases the VP value by +3. The area of effect of Deathwind is a 10cm radius measured from each Deathwind pod (for a total of three Deathwind attacks). Pods successfully open after landing on a roll of 3+ for each pod. Once the “landing point” is determined the player places all remaining Drop Pods anywhere within a 20 cm radius of the “landing point”.5cm diameter) when closed and star (or cross) shaped when open. Pod Types: Assault. the pod is destroyed and the model receives a hit at -3 penalty to the save. Some numbered counters might facilitate keeping track of what pod is what. If a pod fails to open on the turn landed it may try again at the start of each subsequent flyers phase until opened. The results of this fire are worked out before any pods land. They land before the other pods and use their attacks. before any die rolls are made. These are spherical (1-1. These guns always fire on First Fire orders and do not move from their original landing position. LOS is not required. deployment and special attacks occur at the beginning of the flyers phase. Any unopened pod that is destroyed (by shooting or close combat) losses any occupants and special weapons the particular pod had. these carry a plasma gun platform used for heavy support. Summary Troop Type Thunderhawk Gunship Drop Pod Assault Drop Pod Support Drop Pod Deathwind Move 100 cm Special Special Special Saving Throw 4+ 4+ 4+ 4+ CAF +1 0 0 0 Weapons Rockets Battlecannon Bolters None Plasma Cannon Deathwind Range 50 cm 50 cm 15 cm 75 cm 10 cm radius Attack Dice 6 BP 1 3 1 Special Roll To Hit 4+ 4+ 6+ 5+ 4+ TSM -2 -2 0 -2 0 Notes Flyer. A Drop Pod company is purchased as a Special Card that is given to a Space Marine Company of any type. if the model has active shields the pod is destroyed and knocks down one shield. Drop Pods substitute the standard means of transport (usually Rhinos) that are lost. 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.

Tactical. This rule does not apply to charges made by the enemy units and to prolonged close combat. NetEpic: Armies of the Imperium 17 . Models: Terminator Models from the GW Space Marine sprue (see Terminators). Scout. Instead they have their Great Companies with large numbers of marines and their specific support detachments. You may purchase cards such as Vindicators. Terminator. and they are sometimes called “Grey Wolves”. Blood Claws These are the chapter’s close combat specialists. Blood Claws wear jump packs thus move fast and ignore terrain penalties. sometimes Wolf Guard fight together as separate units to fulfill extraordinary duties. Space Wolves differ from other chapters due to their company organization and structure. They inspire fear in those they charge due to their fearsome howling when they charge in to battle. As regular Wolf Guards these can only be taken as HQ units of Great companies or as Special Cards (one per Great Company). Models: Commander and Tactical Marine Models from the GW Space Marine sprue. Space Marine Land Speeders and Space Marine Bikes Company or Support Cards. These can be purchased as Special Cards that could be taken one per Great Company. Models: Assault and Tactical Marine Models from the GW Space Marine sprue. To represent this. Grey Hunters are armed with longer ranged weapons than the Wolf Guard. the CAF reduction is for one turn only. 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. Unlike regular Space Marine armies a Space Wolf army may only purchase up to a maximum of 12 Great Companies. Due to their constant hard training they are formidable in close combat and inspire fear on their opponents. Grey Hunters These are the Space Wolves tactical marines. Predators and other vehicle squadrons (including the Land Raider Company) and artillery detachments as well as any Special Cards except Medic and Chaplain. Devastator. The characteristic color for the Wolves is grey. If they fail they receive a -2 to their CAF. Note that these are the only Terminator units available to Space Wolves. enemy units charged by Blood Claws must take a morale check. Space Wolves may only purchase specific Space Wolf army cards and may not purchase generic units such as Veteran. In addition to leading Great Companies. Models: Tactical Marine Models from the GW Space Marine sprue. This does not mean that the enemy unit goes into Fallback. Their superior training makes them better in close combat than an average Space Marine as well. 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. Wolf Guard Terminators These are Wolf Guards in Terminator armor the same rules above apply. Flamer. Space Wolves This chapter’s home base is on the planet Fenris. Battle. Any Imperial formation within 10cm of a Wolf Guard stand receive a +1 bonus to morale checks. Assault.Special Chapter Rules Although you may simulate any chapter in a battle there are some special rules for some chapters with specific characteristics.

Although they use shorter-range weapons than regular Space Marine Devastators do. Jump Packs. may swap their Rhinos with Razorbacks. Models: See Space Marine Scouts above. Elite. Wolf Scouts Space Wolves need crucial information from the front lines before they charge through and finish off their enemy in close combat. Wolf Scouts. Attack Bikes and Land Speeders. sometimes use Drop Pods to drop their Great Companies behind the enemy lines. Blood Claw Bikes. This important task is done by the Wolf Scouts who infiltrate into the enemy lines and destroy vital points of defense. Models: Use either Medic or Chaplain models from the new GW Space Marine sprue. Models: One or two Heavy Weapon Marines and Tactical Marine Models from the GW SM sprue. As with other Space Wolf units. Space Wolf Drop Pods Space Wolves. or a multi-gun turret on a plastic Whirlwind chassis. Space Wolf Razorback Transport Space Wolf Great Companies. Imperial units within 10 cm add +1 to morale tests. within NetEpic: Armies of the Imperium 18 . they may move once up to their charge rate before the battle begins. The Scouts thus create gaps in the enemy line and provide intelligence for the main body of the Space Wolf army. Models: GW metal models of the name. Summary Troop Type Wolf Guard Wolf Guard Terminator Grey Hunter Blood Claw Long Fang Wolf Scout Wolf Priest Move 10 cm 10 cm 10 cm 15 cm 10 cm 10 cm 10 cm Saving Throw 6+ 5+* 6+ 6+ 6+ None 6+ CAF +4 +6 +3 +3 +3 +2 +4 Weapons Bolt Pistols Storm Bolters Bolters Bolt Pistols Heavy Weapons Bolt Pistols Bolt Pistols Range 25 cm 35 cm 50 cm 25 cm 50 cm 25 cm 25 cm Attack Dice 2 2 1 1 2 1 2 Roll To Hit 5+ 4+ 5+ 5+ 5+ 5+ 5+ TSM 0 -1 0 0 -1 0 0 Infiltration Imperial troops Notes HQ Unit. they are better trained in close combat and can fulfill assault roles as well. in the cases where they need the additional firepower. like the other Space Marine chapters. the number of pods used and their cost differs from those of the other marines. Instead they have the especially trained Wolf Priests. unlike their common Space Marine counterparts do not form companies and serve as attached detachments to Great Companies. Due to their distinct unit structure. All other rules pertaining to Drop Pods remain. Blood Claw bikes and Land Speeders have better in close assault than their ordinary Space Marine counterparts. HQ Unit. Attack Bikes & Land Speeders Blood Claws can also fight on Bikes.Long Fangs Long Fangs are the heavy weapon specialists of the chapter. Opponent takes Morale Test when charged. These units also benefit from the above morale test rule that applies to Blood Claws. Elite. Imperial units within 10 cm add +1 to morale tests. Wolf Priests The Space Wolves do not have Chaplains and Medics as normal chapters. To represent this. Models: See the section on those above. Models: See the section on these above. who fill both roles.

The unit consists of 5 battle-frenzied Blood Angel tactical stands and a Blood Angel Chaplain leading them. the marines are so single-minded to destroy their enemies that they never check morale. Ravenwing The Ravenwing Company lets the player field Bikes and Land Speeders as a separate company. As he is part of the unit. he is not only bonded to the unit and unable to break formation with it. he acts with the rest of the troops and is not given separate orders. Notes Dice To Hit 25 cm 2 5+ 0 Elite. the DC marines will be on charge orders for the rest of the game. The Death Company Marines are beyond being affected by any such influence anyway. Morale test when charged Blood Angels This chapter is one of the few remaining chapters that use cells directly from their primarch to form new marines. However. To reflect the greater availability of these vehicles to Dark Angels. The description below replaces the older version given by the previous Epic games. Fielding this company does not forbid the player to take Bike and Land Speeder Detachments as support for normal cost. Special rules Special rules Dark Angels Dark Angels have two formations that make them distinct from the other Space Marine chapters. but immediately becomes subject to the DC Chaplain rules upon doing so. 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. Should the special DC Chaplain be killed. the leading Chaplain is still considered a command stand for purposes of targeting. NetEpic: Armies of the Imperium 19 . With or without the Chaplain. and must charge after the nearest unit in the same fashion as the Eldar Avatar. Commanding the fanatic marines is a task surpassing the abilities of a normal commander. Due to their primarch’s violent death during the Horus Heresy this has peculiar effects on Blood Angels during battle. Thus. Elite Morale test when charged Morale test when charged Skimmer. Death Company This new Special Card re-organizes the Death Company and makes it a useable unit within the Blood Angel chapter.Blood Claw Bike 30 cm 6+ Blood Claw Attack Bike 30 cm 6+ Blood Claw Land 30 cm 6+ Speeder * 5+ save modifiable to 6+ but no further. Troop Type Death Company Chaplain Death Company Marines Move 10 cm 10 cm Saving Throw 6+ 6+ CAF +4 +6 Weapons Pistols & Others Close combat weapons Range Attack Roll TSM. so the opponent can be awarded the Victory Points only when all the Death Company stands are destroyed. If another Chaplain is available. Their determination makes a single stand of them as dangerous as the whole unit. the cost of the company is lower than the normal total cost of its detachments. HQ Unit. and thus cannot be shot at without shooting at the Death Company marines as well. he may join the DC to replace the old one. These are the Ravenwing Company and Deathwing Terminator Company. +4 +3 +4 Bolters Heavy Bolters Multi-Melta 15 cm 25 cm 25 cm 1 2 1 6+ 5+ 3+ 0 0 -2 10cm add +1 CAF and may save on 5+. which forces the Chaplain to concentrate on his unit only and disregard the rest of the battlefield.

Deathwing Terminators are immune to morale checks of any kind. The Dark Angel player cannot use any other Veteran units (even if no Deathwing Detachments are fielded).Deathwing Terminators Dark Angel Veterans can only be fielded as Deathwing Terminators. To reflect the distinct character of these Tyranid slayers. NetEpic: Armies of the Imperium 20 .

and assume the Deathwing morale value. does not check morale Elite.Close-Assault Deathwing Armed with Thunder Hammers. To Hit TSM Notes 2 4+ -1 Elite. Every so often. usually when something big needs to be dealt with. When fielded by the Dark Angels they are called Close-Assault Deathwing. Summary Troop Type Deathwing Terminator Move Saving CAF Throw 10 cm 5+* +6 +8 Weapons Storm Bolters CC Weapons Range 35 cm Att. does not check morale Close-Assault 10 cm 5+* Deathwing * 5+ save modifiable to 6+ but no further. and Lightning Claws. these Terminators can only be purchased as part of a Marine force. Storm Shields. Close-Assault Terminators are trained to storm near-impregnable defenses in tight quarters. the larger battlefield sees their presence. As you might expect. Models: Same as above. NetEpic: Armies of the Imperium 21 . D.

Advance: Advance towards the nearest enemy unit. 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). They count as vehicles for terrain restrictions but feature greater speed than regular vehicles in some types of terrain (see terrain chart). Cavalry and Walkers Bike Squads Marines and Imperials sometimes enter battle mounted on motorcycles armed with bolters. 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. Models: Plastic Robot models on the Old GW Space Marine or Imperial Guard Sprues or any 6mm to10mm scale robot model. Robots These represent mechanical battle machines that due to their nature require some programming for them to carry out orders on the battlefield. Summary Troop Type Imperial Bike Robot Move 30 cm 10 cm Saving Throw None* 5+ CAF +3 +2 Weapons Bolters Autocannon Range 15 cm 75 cm Attack Dice 1 1 Roll To Hit 6+ 5+ TSM 0 0 Notes Special Rules *Space marine bikes have a save of 6+ NetEpic: Armies of the Imperium 22 . 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). The following commands may be given: Charge: Charge nearest enemy unit. 2-3 to a stand. Can move between half and full normal rate. and have been included together for convenience.Imperial Wargear The weapons and artillery described in this section are available to both the Space Marines and the Imperial Guard. Both Space Marine and Imperial Guard armies use bikes. Robots are immune to morale checks of any type and firing restrictions imposed by Daemons and Tyranids. Models: Biker models on the GW Space Marine sprue. Robots ignore the snap fire penalty. First Fire: Fire at the nearest enemy in the First Fire phase. They must move between half and normal rate and fire at the nearest enemy unit in the Advance Fire phase. Capture: Advance towards the nearest objective counter. This augments their close combat skills as well as maneuverability. They must enter close combat if within charge range or otherwise move between normal and full charge range towards the nearest enemy.

Trapped targets may shoot normally but. This vehicle sees service in Marine and Imperial Guard armies. Shots from a Vindicator ignore cover modifiers. In addition if the target is a Titan or Praetorian if hit.Vehicles Land Speeder This comprises the most common type of skimmer vehicle available to the Space Marine and Imperial Guard armies. Space Marine. Models: GW metal models of the name. Command and Praetorians must forego firing attacks if they wish to leave the crater. Predator Built around the successful Rhino chassis it is armed with several lascannons and can be seen in Marine and Imperial Guard armies. NetEpic: Armies of the Imperium 23 . Although lightly armed it can carry two troop stands. 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. Vindicator Built in to the Rhino chassis is an enormous gun that fires a large shell capable of destroying its target and intervening cover. On a roll of 6 the Titan/Praetorian is trapped within the crater. Models: Rhino or Whirlwind (without the launcher and the hole covered up) models from the GW Space Marine Tanks sprue. Due to its method of travel this weapon ignores shields of any type. Models: GW plastic or metal models of the name. Summary Troop Type Land Speeder Predator Rhino Vindicator Move 30 cm 25 cm 25 cm 20 cm Saving Throw None* 3+ 4+ 2+ CAF +3 0 0 +2 Weapons Multi-Melta Autocannon Lascannon Bolters Thunderer Range 25 cm 75 cm 75 cm 15 cm 50 cm Attack Dice 1 1 2 1 1 Roll To Hit 3+ 5+ 5+ 6+ 4+ TSM -2 -1 -1 0 -3 Notes Skimmer Autocannon Turret May carry 2 troop stands 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. must do so on Charge Orders. Models: GW metal models of the name. Imperial Guard and Squat armies use this weapon. exploding underneath them. if they wish to exit the crater. roll a further D6 to determine if the target is trapped within the crater that is formed by the explosion. Rhino This is the main armored personnel carrier or the Space Marine army.

Praetorians and units in tall buildings. Space Marine.Rapier Laser Destroyer This is a slow multi-barreled weapon that is used to provide anti-armor support to infantry advances. Scorpions have robotic brains guiding them therefore do not make morale checks. Tarantula These are robotic point defense weapons that recognize suitable targets and fire in a rapid fashion. 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. Off-Table Barrage Units These are abstract units. Imperial Guard and Squat armies use this weapon. Titans. a limit of one per company). This is the only heavy artillery weapon available to Space Marines. Thudd Gun This is a light artillery piece which pumps out multiple shells in succession. To move it must be given Charge Orders. 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. NetEpic: Armies of the Imperium 24 . Due to the robotic targeting system the -1 penalty to Snap Fire does not apply. Whirlwind This vehicle is basically a Rhino with a multiple missile launcher mounted on the top for extra long-range firepower and support.the Barrage Units and the Forward Observers. Each Barrage Unit typically allows an observer to place one barrage template per turn. but in different phases). Due to their robotic brain they are immune to morale checks of any type and firing restrictions imposed by Daemons and Tyranids. Any other units cannot call off-table barrages. 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. Scorpion AA Battery These are modified Tarantula batteries that serve as AA units. Off-table artillery is purchased in two parts . As any unit in First Fire the first shot may be used as Snap Fire. They may only target Flyers. Space Marine. Models: GW plastic or metal models of the name. 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. the Advance order is not used with Tarantulas. 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. This unit may not move and fire in the same turn. Off Table Artillery Barrages* These represent standard artillery pieces deployed beyond the confines of the table and also orbital or naval artillery. To represent this Tarantulas fire in both the First Fire and Advance Fire phases (meaning they fire twice in the same turn.e. Tarantulas therefore only receive First Fire orders (to fire normally) and Charge Orders (to move). The barrage units are Support Cards while the observers are Special Cards (i. As AA units they may Snap Fire at Flyers as per the flyer rules. Imperial Guard and Squat armies use this weapon.

Instead they are spaceships in orbit that fire a barrage down to the surface. For Off-Table barrages only. Models: Off-Table Barrage Units are not represented as models on the gaming table. 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. the number of Victory Points he is willing to give up for those barrages. Forward Observers and Spotting for Off-Table Barrages The specified Artillery Forward Observers of each army can only call off-Table Barrages. These cards are restricted to 2 VPs per company level card or Greater Daemon. 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. an observer may not spot for both on-table artillery and off-table artillery in the same turn. Fires Barrage Fires barrage AA Unit Cost: 1VP Cost: 2VP Thudd Gun Heavy Artillery Whirlwind 20 cm AA Batteries Scorpion 5 cm Off-Table Barrage Units* Light Barrage* Heavy Barrage* NetEpic: Armies of the Imperium 25 . Barrages are called in the FF phase and one by one as any other weapon. These Off-Table Barrages are called in the First Fire phase as any other weapon. Multiple off-table artillery barrages are not combined but are resolved separately (including separate scatter rolls). The barraging player need only give up Victory Points for barrages actually used (i. Summary Troop Type Light Artillery Mole Mortar Rapier Tarantula Move Saving Throw None None None None 4+ None Special Special CAF Weapons Range Attack Roll Dice To Hit 1 BP 1 1 2 BPs 2 BPs 1 6BP 10BP 4+ 5+ 5+ TSM Notes 5 cm 5 cm 10 cm on Ch.There are no point costs for the off-board artillery. If the roll is successful then the barrage arrives. Note that. 5 cm -3 -3 -3 -3 0 -3 Mole Mortar Laser Destroyer Lascannon Thudd Gun Multi-Launcher Lascannon Orbital Barrage Orbital Barrage 150 cm 50 cm 75 cm 75 cm 150 cm 75 cm Special Special 0 -3 -2 0 0 -2 -1 -2 Fires Barrage. Snap fires without penalty. 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. special rules Fires both in FF & A. If a force has multiple barrages and/or multiple observers then barrages are not permanently allocated to specific observers. throughout the battle until the total equals the declared start limit. Use the normal procedure for an indirect barrage. the Firing Player gives up Victory Points for the use of them. the observer stand must make a communications roll of 3+ on a D6.e. See the specific Army Booklets for details. at the start of the battle. Any player planning to use Off-Table Artillery must write down. the observer calls down all the fire in one call and then hopes for the best). 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). Due to different communication networks. See the sections pertaining to specific armies for the details on their OffTable Barrage Units. although spotting is restricted to one target per turn by the Core Rules. Victory Points are not paid for unsuccessful calls). up to his declared maximum. 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. an observer may call multiple barrages to the same target. Due to the delays involved in communications.

The Imperial Navy Thunderbolt Fighter These are the air superiority fighters of the Imperium. As with all flyers Marauders do not combine their barrages they are fired independently. Marauder Fighter-Bomber This flyer is armed with heavy weapons and is suited for strafing runs. does not combine barrages NetEpic: Armies of the Imperium 26 . firing them independently. Models: GW metal models of the name. As with all flyers Thunderbolts do not combine their barrages. Summary Troop Type Thunderbolt Fighter Marauder FighterBomber Move 100 cm 75 cm Saving Throw 4+ 3+ CAF +4 +2 Weapons Autocannon Rockets Battlecannon Lascannon Missiles Range 25 cm 25 cm 50 cm 50 cm 50 cm Attack Dice 3 4 BP 1 3 4 BP Roll To Hit 5+ 5+ 4+ 5+ 5+ TSM -1 -1 -2 -1 -2 Notes Thruster. does not combine barrages Thruster. although it can hold its own in dogfights. They follow the flyers' rules and are considered thrusters. They follow the rules for flyers and are considered thrusters. Models: GW metal models of the name.

They do however enjoy the targeting restriction regular HQ units have. 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. The command radius is measured from the stands and not from the transports. NetEpic: Armies of the Imperium 27 . they can only be targeted if they are the closest unit of that type within range. which serve as mobile headquarters. Regimental Command Regimental command is represented by Praetorian classed vehicles (such as the Leviathan). This represents the way in which orders are passed from the regimental HQ to the company HQ and finally to each individual unit. including the command vehicle itself. Section HQs are not command units and do not enjoy the special rules afforded to these units. 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. When such a vehicle is present on the battlefield the command radius of all Imperial Guard units is increased to 35 cm. Section HQ Section headquarters are detachment leaders. 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. Only when all such vehicles participating on the tabletop are destroyed is the increased command radius lost. The chain of command works as follows.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. Example: The player purchases an artillery company and a detachment of whirlwinds. 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). 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. They move and shoot according to the orders given to the rest of the detachment. Units that are outside the chain of command receive no orders for that turn. Imperial Guard units may only be given orders if they are connected to the chain of command. since other command vehicles not directly on the tabletop are assumed to have taken control. Detachments that lose their section HQ are considered to be outside the chain of command and receive no orders. A unit is automatically connected to its chain of command if it is within 25cm of its company HQ. If the chain is broken at some point command and control of the army suffers. Once the last command vehicle is lost the command radius reverts to its normal 25cm radius. that is.

They have their own unique formations and can only use a small number of Imperial Guard detachments. and Astropath as optional units. Ordinatus vehicles Dropship (as optional unit) Flyers. Tactical These make up the bulk of the Imperial forces infantry and carry lasguns. Marauders and Thunderbolts. Leman Russ tanks. Forward Observers. Models: Beastmen models from the GW Imperial Guard or Chaos Sprues. Infantry. Models: 1-2 Infantry models with heavy weapons and tactical infantry models from the GW Imperial Guard Sprue.Special Rules: Tech Guard Tech-Guard Command Structure Tech-Guard forces usually accompany Imperial Titans and Knights into battle. Assault and Heavy weapon platoons (detachments) and Companies as well as mechanized versions of these units. Adeptus Mechanicus. Griffons. Special units. Assault Assault troops possess jump packs and are the close combat specialists. The Tech-Guard possesses troop types similar to the Imperial Guard such as Tactical (Defence). Models: Jump-packed Infantry models from the GW Imperial Guard Sprue. Chimeras (including all their variants). Models: Tactical Infantry models from the GW Imperial Guard Sprue. IG Units Employed by Tech-Guard: Tech-Guard may purchase any of the following Imperial Guard army cards: Artillery and AA. Off-Table Artillery (as optional unit) Vehicles. Basilisks. NetEpic: Armies of the Imperium 28 . They follow the same rules for command and control as the Imperial Guard. and Hydras. Stormblade Super Heavy tanks.sized non-human figures from fantasy or SF ranges could be substitutes. These are mainly close combat troops. Manticores. Stats are the same as the Imperial guard units of the same types. Any 1/300 figures of normal. Bombards. Infantry The Imperial Guard features a unit designation similar to Space Marines. See the Army Cards section of this chapter for unit compositions. See the Imperial Guard listings for the details on the attached IG units. Heavy Weapons Heavy support troops are armed with long-range weapons for supporting the army’s advance. Beastmen Mutated beasts that have not succumbed to the taint of Chaos still serve the Imperium.

Models: Ogryn models from the GW Imperial Guard Sprue. on 5+ the charge is defused. The function cannot be rendered if the troops engage in CC. When it is detonated place a 3cm (small Gutbuster) barrage template on it. turns. When clearing mines. Use a marker or small bomb model to represent this. at least 2 stands of Engineers must be adjacent to the minefield. so the normal 6cm coherency rule does not apply to them. To do this. 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). which are used to destroy crucial enemy equipment and fortifications. Imperial Guard Engineers can: Lay or clear minefields. That is. As substitutes. Ratlings are not given orders and can move up to 10cm on charge and always shoot on First Fire. otherwise it explodes. or later. To clear a minefield. bridge. Ratling Snipers are not bounded by the general targeting rules. 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. They operate independently and do not remain in formation. NetEpic: Armies of the Imperium 29 . Models: Ratling Sniper models from the GW Imperial Guard Sprue. Imperial Guard Army has specially trained troops to deal with these tasks. Demolition Charges An engineer unit may place demolition charge on a building. 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. Roll a D6. on a 1 the stand is destroyed. any smallish figures with rifles (like old Squat warriors or 1/300 scale shooting models) would do. Ratlings are especially keen in identifying enemy command stands and eliminating them to cause confusion among their ranks. This charge may be detonated in the end phase of the following. roll a D6 for each stand remaining in the detachment regardless of touching the field or not. Demolition charges are another. It inflicts an automatic hit on any model even partially under the barrage template with a -4 modifier. or road segment if at least 1 stand is adjacent (or in/on) the target. the detachment cannot lay mines with only one stand left. An engineering mission takes one whole turn and the unit must be given First Fire orders. Although mainly close combat troops they are armed with short-ranged rapid-fire weapons.Ogryns Ogryns are extremely large humanoids that sometimes are taught to serve the Imperium. a 5x10cm minefield model is placed touching at least 2 stands in the unit. the player must first roll a D6 for any Ratling stand that attempts to target a command unit. 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. VPs are awarded for every 4 stands killed. or are closer then 15cm to an enemy model. Models: Use any IG infantry models. VPs are awarded only when all 4 stands are destroyed .if using more than 1 platoon. One notable example to those obstacles is the minefields that can bar passage to troops and may cost lives if breached. These are called Engineering Missions. Thus. and are allowed to shoot at enemy command units even if they are not the closest targets. Ratling Snipers are the units of Imperial Guard who are specialized in singling out important enemy troops while concealing themselves in cover. Minefields To lay a minefield. 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. A close substitute could be slightly larger scale (8 or 10mm) infantry with sub-machine guns. the unit must already have moved to the spot before rendering the function. Place or defuse demolition charges. but they cannot move and shoot in the same turn. On 4+ the Snipers identify the stand and may shoot at it. otherwise they have to shoot at some other target. fortification.

Because the Colonel is an inspirational leader he may give orders to any Imperial Guard units that are within 25cm of him. it does not take a morale NetEpic: Armies of the Imperium 30 .Summary Troop Type Tactical Assault Heavy Weapons Beastmen Ogryns Ratling Sniper Engineers* Move 10 cm 15 cm 10 cm 10 cm 10 cm 10 cm 10 cm Saving Throw None None None None 6+ Fixed None None CAF 0 +1 0 +3 +6 -1 0 Weapons Lasguns Pistols/ Swords Heavy Weapons Pistols/Swords Ripper Gun Sniper Rifle Bolt Pistols Range 50 cm 25 cm 75 cm 25 cm 10 cm 75 cm 25 cm Attack Dice 1 1 2 1 1 1 1 Roll To Hit 5+ 5+ 5+ 5+ 4+ 5+ 5+ TSM 0 0 -1 0 -1 0 0 Notes Jump Packs Special rules. also have jump-packs. However. and standard-bearer models from the GW IG sprue. Although they cost no points to acquire. infantry. They follow all the rules for command units. All other abilities remain the same with standard IG HQ units. to keep pace with their troops. Models: Commissar and infantry models from the GW IG sprue. Exceptions are given below. infantry with jump-packs. and standard-bearer models from the GW Imperial Guard sprue. 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. The companies headquarter units. Imperial Guard Colonel* The Colonel is a Command Unit and so needs no orders and never needs to check for morale. your opponent receives 1 VP for each Commissar eliminated. However. If an alternate mode of transport is selected the Commissar is obligated to remain with that particular detachment. For each company purchased you receive a Commissar free. may target HQ units on 4+ on D6 Special rules Special Units HQ Units Imperial Headquarter units are the commanding officers of Imperial Guard Companies. Commissars may take direct command of any Imperial Guard unit they are within unit coherency of (6 cm). Commissars These units are an exception to the normal command structure. 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. Commissars are represented by a troop stand and transport. For substitutes use 1/300 models with long smocks and officer caps. horses or termites). like any other model of that unit for the duration of the battle or until that unit is routed or destroyed. Commissars usually wear black uniforms. Models: Officer. the Chimeras and his personal guards are not command units and so need orders as usual. Models: Officer. The detachment is broken if it loses either 5 models or the Colonel stand. in formation. Therefore units may receive orders outside the command radius if a Commissar commands them. They are Imperial agents whose role is to make sure that the Guard achieves its goals. 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. For most companies these are two infantry command stands and a Rhino transport.

Unlike their Space Marine counterparts Tech-Marines. The power lasts until the start of the next combat phase. Imperial Guard and Tech-Guard have expertly trained Forward Observers to aid their artillery batteries. This counts as a physical psychic attack. Lasts until start of next orders phase. The Psyker may use the following powers. To fulfill this task. Telepathic Link . Thus overlap and multiple saves are not allowed. and all relevant targeting rules apply. Models: Use any IG infantry models. Models: For the Colonel use a commander or Commissar models. He can issue orders to a unit within coherency distance (6 cm) like the Commissar. Models: Use a Tech-Marine model form the GW Space Marine sprue for the Adeptus Mechanicus. However. 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 barrage that covers both the stands and the vehicle can be shot by the enemy. 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. Forward Observers are HQ units for the purposes of targeting. Adeptus Psyker* The Adeptus Psyker is a Command unit. However. Imperial Guard Forward Observers* Accuracy in indirect barrages is a very important factor in supporting the front line troops. subject to the targeting rules. Embolden. Range 50 cm. standard rules apply. Righteous Fire . Any indirect barrages aimed at a point visible to the psyker are treated as direct. and for the guards use IG tactical infantry models from the GW Imperial Guard Sprue. Adeptus Mechanicus* Adeptus Mechanicus priests are the experts of the Imperium in machines and their workings. operating close to enemy lines. Forward observers. Forward Observers can not request fire if they are involved in CC. Adeptus Mechanicus stands are considered command units for targeting purposes but they cannot give orders to the Imperial units. 1-attack dice. one power once per turn. if they are present) within range. The capabilities of the target spotter are often more deciding then the proficiency of the firing battery. Use any models for the retinue.each Imperial unit within 15 cm (including the psyker) is immune to morale checks and may add +1 to CAF.the psyker spots for artillery. They preserve the huge information on every war machine the Imperial Army has. are heavily camouflaged. Use GW metal models for the Chimeras. and may only repair vehicles assigned to this company. they are assigned to an Imperial Guard (or Tech-Guard) company at the beginning of a battle. and are responsible of their continuous functioning. Hits on 4+. The FO stands (not the Rhino) can't be shot at from more than 25cm. The FO stands can also be shot at in a turn they shoot. Models: Commander or special character models from the GW Imperial Guard or Space Marine sprues. NetEpic: Armies of the Imperium 31 . for giving accurate coordinates and deciding on the ammunition to use falls onto his shoulders. normal rules for LOS apply.check for this while the Colonel is still alive. A model may only benefit once regardless of the number of Adeptus stands (and Tech-Marines. The following rules define the Imperial Forward Observers: An artillery barrage directed by Forward Observers scatters 1D6 instead of 2D6. -2 save.make an immediate ranged attack. if the Rhino is seen.

any Greater Daemons. They appear within the ranks of the enemy at the least expected moments of a battle. the card is paid for the full price and takes a Special Card slot as normal in the army construction stage. The Imperial Confessor adds +1 to the break point of any unit he joins. must still roll them). this power takes effect. For the rest of the turn. Astropath. Below are the two kinds of Assassins that can be employed by the Imperial Guard armies. Assassins* Assassins are the special agents of the Imperium. As he may not give orders the unit still have to be within 25cm of a command unit to be given orders. Assassins in NetEpic are purchased as Special Cards but are not fielded as normal units. If both conditions apply. its effects remain until the next combat phase. Astropaths can occasionally be found serving in a direct battle capacity for the Imperial Army. perform their function. Psykers. complete their missions. Whenever a psychic power is used within 75cm of the Astropath. The Astropath has three psychic powers. and get out of action. Guidance: The Astropath may site for artillery through the eyes of others. However. The cards are used once in a game. and disappear. the Imperial player gives up these Victory Points only if he actually plays the card. Imperial Confessor* The Imperial Confessor consists of a single infantry stand that may join an infantry detachment of your choice. Each player rolls a die. Librarian. Models: Use commander or Commissar models from GW Imperial Guard sprue or. and the artillery detachment being sited for must be within 75cm. then that psychic ability fails for this attempt (though it may be used again next turn). then the artillery may fire indirectly without having to roll scatter dice (artillery which always use the dice regardless of indirect fire. 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. This includes any Warlock. Farseer. 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 Imperial Confessor and any detachment that he joins are completely immune to morale checks. the Astropath adds +2 to their roll. 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). Models: Use any Imperial Guard models. Sanctioned Psyker. Chaplain or other special characters from GW Space Marine sprue. such as the Doomweaver. NetEpic: Armies of the Imperium 32 . If the Astropath rolls equal to or higher than the other psyker's roll. The Confessor is not a command unit and has the same orders as the infantry detachment that he has joined. or Greater Daemon special power. if he joins a detachment that is part of a company than he adds +1 to the company's break point and VP's. However. This does not change the buying procedure.Astropath* The blind psychic seers ubiquitous on Imperial worlds and in Imperial service. Note that Greater Daemons add +3 to their roll. There must be an Imperial unit within 25cm of the Astropath that can see the target to be fired at. They are trained for covert action behind the enemy lines and disguise is their most potent weapon. As the units may not be destroyed in the usual manner. they award Victory Points to the opponent even if their actions are successful. though only one may be used per turn: Beacon: The Astropath becomes a flaring psychic beacon. Cancellation: Once this power has been activated.

If the Callidus is played during the Close Combat phase. The target. or give later attackers a bonus die. and may take any save it normally receive. HQ unit for targeting Imperial vehicles within 10 cm save on 5+. Elite Special rules. being taken by surprise. Resolve an immediate close combat between the targeted stand and the Callidus (which has a CAF of +6). NetEpic: Armies of the Imperium 33 . The Vindicare pops up from cover. it may receive bonus dice for previous attackers. having no further game effect. Models: Not needed. 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. May give orders to Imperial Guard units. Tyranids. Elite. Whatever the result of the combat. strikes a righteous blow with his Exitus rifle then fades into the underbrush once again. 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. Special command rules. These units are horse-riding Imperial Guard units armed with special lances to increase their close combat effectiveness. Elite and jump packs. Elite Psychic powers Special rules Special rules Special rules 25 cm 25 cm 25 cm 50 cm 25 cm 25 cm 25 cm 25 cm 25 cm 50 cm - Adeptus Psyker* 10 cm None 0 Astropath* 10 cm None +0 Confessor 10 cm None +4 Vindicare N/A N/A N/A Assassin Callidus Assassin N/A N/A +6 * 5+ save modifiable to 6+ but no further. the Callidus reverts to her true form and strikes a telling blow before dodging away amidst the smoke and fury of battle. The target is hit on a 3+. Cavalry and Walkers Rough Riders Many Imperial units recruit from worlds where mounts are used. Special rules. as appropriate. targeting any one enemy infantry stand. Play this card at any time during the Combat phase. Elite HQ. Summary Troop Type Company HQ Assault Company HQ Commissar Colonel* Personal Guards* IG Forward Observer* Adeptus Mechanicus* Move 10 cm 15 cm 10 cm 10 cm 10 cm 10 cm 10 cm Saving Throw None None None None None None None CAF +2 +2 +4 +4 +2 0 +1 Weapons Pistols/ Sword Pistols/ Sword Pistols/Sword Pistols Lasguns Bolt Pistols Pistol Bolt Pistol Laspistols Laspistols Exitus Rifle Various Range Attac To Hit k Dice Roll 25 cm 2 5+ 2 2 2 1 1 1 1 1 1 1 5+ 5+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 3+ TSM 0 0 0 0 0 0 0 0 0 0 0 Notes May give orders to Imperial Guard units. Models: Rough Rider models from the GW IG sprue or any 1/300 mounted model 2 to a base. may not shoot defensively. Elite Special rules. HQ Unit for targeting. Callidus* The enemy is among us! With a blur of motion. Targeting restrictions: Daemons. it must roll as well).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 Callidus does not linger after the first assault.

Demolisher Close Assault Tank Built on a Leman Russ chassis it has shorter ranged weapons but of increased power to support during close combat. These units may act freely and need never trace command to their company HQ unit. Models: GW metal model of the name. Chimedon and Chimerro. Models: Plastic or metal GW Sentinel models.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). 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. pistols Autocannon Range 25 cm 25 cm 50 cm Attack Dice 1 2 1 Roll To Hit 6+ 5+ 4+ TSM 0 0 0 Notes HQ Unit. NetEpic: Armies of the Imperium 34 . It is well suited for long range firing and can hold its own in close combat. Leman Russ Tank This is the main battle tank of the Imperial Guard. Models: GW Metal model of the name. Sentinels These are one-man fighting vehicles armed by rapid-fire autocannons. Regardless of type each Chimera variant may carry 2 troop stands. these are: Chimerax. the HQ units of these companies leave the extra protection of Rhinos and ride on horseback. Elite. Models: GW metal Leman Russ model with a thick gun barrel. Models: Rough Rider models from the GW IG sprue or any 1/300 riding models 2 to a base. Whereas the Tech-Guard employs the Chimeras in their mobile infantry companies. 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. Summary Troop Type Rough Rider Rough Rider HQ Sentinel Move 20 cm 20 cm 25 cm Saving Throw None None 6+ CAF +3 +3 +2 Weapons Hunting Lance Lance. 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. the Imperial Guard formations use these as support units to transport their infantry. The Chimera has also been modified to carry several different heavier weapons systems to better support the infantry it carries.

uses Template Turret //saves twice on front NetEpic: Armies of the Imperium 35 . Due to the protective plate in front the Gorgon has two armor saves if the shot is coming in from the front arc. It may transport up to five troop stands. The most widely known units thus created are Gorgon Detachments and Gorgon Companies that transport specially formed IG Tactical formations. Imperial Guard Army has special vehicles that can construct a portable bridge in short notice to help the passing of their troops and vehicles. To build a bridge. Summary Troop Type Bridging Vehicle* Chimedon TC Chimera TC Chimerax TC Chimerro TC Demolisher Gorgon Hellhound Leman Russ Saving Throw 20 cm 4+ 20 cm 20 cm 20 cm 20 cm 20 cm 10 cm 15 cm 20 cm 3+ 3+ 3+ 3+ 3+ 1+ 3+ 3+ Move CAF 0 +1 +1 +1 +1 +3 4+ 0 +2 Weapons Bolters Battlecannon Multi. This weapon ignores cover modifiers to hit. Gorgons. and the unit must be given FF orders. Gorgons are also useful for removing obstacles like razor-wire (see the chapter on fortifications). For this. Models: GW metal model of the name. Gorgons ignore penalties for moving wooded and difficult terrain. Models: Use a bridge-builder engineer vehicle from WWII or contemporary ranges. Hellhound This vehicle carries a large flamethrower with volatile fuel to burn its targets to ashes. These are organized as two-vehicle teams. or attach a bridge segment on top of a Rhino or Chimera. The more recently formed Gorgon Assault units instead carry Imperial Guard Assault troops. Turret Thunderer ignores cover. skim over the last line of obstacles and charge the enemy aided by the supportive fire of their powerful vehicles. The function can not be rendered if the models engage in close combat. It must fail both saves to be destroyed. or are closer then 15cm to an enemy model. one of the vehicles must be touching the river at the start of the turn. A special teardrop template is used to recreate the effect (see the Core Rules Booklet for templates). Turret Carries 2 troop stands. The disembarking Assault troops.Laser Autocannon Multi-Laser Hunter Missile Thunderer Melta-Gun Bolters Mine Thrower Fire Thrower Battlecannon Range 15 cm 50 cm 25 cm 50 cm 25 cm 50 cm 50 cm 25 cm 15 cm 15 cm Special 75 cm Attack Dice 1 1 1 2 1 1 1 1 4 1 1 Roll To Hit 6+ 4+ 4+ 5+ 4+ 5+ 4+ 3+ 6+ 4+ 5+ 5+ TSM 0 -2 0 0 0 -2 -3 -2 0 -3 0 -2 Notes Special rules Carries 2 troop stands. unaffected by enemy fire.Gorgon The Gorgon transport is mainly used in sieges or to safe transport Imperial Guard tactical and assault troops to well defended locations. If moving through woods or over rocky ground it leaves a corridor behind it that is passable to other tanks. Turret Carries 2 troop stands. Turret Carries 2 troop stands. the armies should be able to pass swiftly any natural dividers like rivers and ravines and man made ones such as trenches. Imperial Guard Bridging Vehicle* In advancing against enemy lines it is very important to maintain the continuity and speed of the advance. Any unit under the template is hit on a 4+ and must save in order to avoid destruction. These are especially useful against heavily fortified enemy positions. with the aid of their jump-packs. The bridge-building action will take one turn for every 5cm segment. come close to the barricaded defensive line. Turret May carry 5 troop stands Ignores cover. Models: GW metal model of the name.

Models: GW metal model of the name. and Warp Missile. 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. 2. Destroys buildings if a single save if failed when hit by this weapon. You may only include ONE warp missile per detachment of Deathstrike Missiles Models: GW metal model of the name. thus each having a separate barrage attack. Three types of warheads may be selected at the beginning of the battle: Barrage Missile. The missile may select any target at any point during its move. After being fired the missile moves up to 35 cm in each flyers phase The missile has enough fuel for 4 turns. 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. Due to their nature they have the following special rules: 1. although of lesser strength. These shots may be aimed at the same target or different targets. Models: GW metal model of the name. 6. after which it must select a target or crash at the end of its movement. 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. They can only be fired on First Fire orders. Griffon Assault Mortar These guns fire special shrapnel rounds that cover an enormous area. NetEpic: Armies of the Imperium 36 . Models: GW metal model of the name. a detachment has three total shots. Models: GW metal model of the name. Deathstrike Tactical Missile Launcher These are a battery of computerized missiles with multiple warhead types. Manticore Rocket Launcher These are lightly armored support vehicles capable of barrage attacks. 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.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 are one-shot weapons. 3. 4. 5. Harpoon. It does not require LOS to the intended target when it is fired. Due to their speed only AA guns may target the missile and incurs a -2 penalty to hit. These warheads follow the same rules as the Titan missiles of the same name (see Titans in TechGuard chapter).

Titans/ Praetorians and units in buildings. It can not be used to target ground forces. Models: GW metal model of the name. As AA units they may fire at flyers without penalty.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. NetEpic: Armies of the Imperium 37 .

If there is direct line of the sight between the transport and the surfacing point roll for scatter. Destroys buildings. 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.Summary Troop Type Heavy Artillery Basilisk Bombard Deathstrike (Transport) Griffon Manticore Anti-aircraft Hydra AA Gun Move Saving Throw 5+ 5+ 6+ 5+ 5+ CAF Weapons Range Attack Dice 2 BPs 3 BPs 2 BPs 6 BPs Roll To Hit TSM Notes 15 cm 10 cm 15 cm 10 cm 15 cm 0 0 0 0 0 Earth Shaker Cannon Siege Mortar None Earthshaker Cannon Rockets 150 cm 50-150 cm 25-100 cm 200 cm -2 -3 0 0 May fire 2 barrages per turn. Tunnellers may surface anywhere on the tabletop. If the transport vehicle can not see the intended point of surfacing and an arrow result is rolled on the scatter dice.launcher Heavy Bolter Range 50 cm 25 cm Attack Dice 6 BPs 4 Roll To Hit 4+ 6+ TSM 0 0 Notes Carries 10 troop stands NetEpic: Armies of the Imperium 38 . Declare the tunneller to be surfacing and roll a d6. 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. Fires missiles. but templates must touch. roll a D6 x 10 cm to determine the point where the tunneller will surface. Mole These are intermediate sized tunnellers capable of transporting a full Imperial Guard detachment (10 stands). on the roll of 1 the tunneller has met some obstruction and may not surface that turn. 1 turn to reload. Support Cards bought for a tunneller company must be tunnellers themselves. They are armed with one lascannons. may fire separately. They are armed with Multi-launchers and heavy bolters. Transported troops disembark on Charge or Advance Orders but at half the normal rate and may disembark the same turn the tunneller surfaces. Summary Troop Type Mole Move 15 cm Saving Throw 3+ CAF +3 Weapons Multi. AA Gun Unit 15 cm 5+ 0 Autocannon 100 cm 4 5+ -1 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. Models: GW metal model of the name. Ignores Cover Fires barrage. Termite These are the smallest of the tunnellers and may transport two troop stands. Tunnellers surface during the movement phase and are activated in the player’s turn to move like any other unit. Fires barrage. Uses large 12cm template. Special Rules. 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). Models: GW metal model of the name.

Models: GW metal model of the name (Large Super Heavy with a long barreled main gun). These special super heavy tanks are armed with enough firepower to engage most types of Titans and Praetorians on even ground. Stormhammer This tank is armed with shorter ranged .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. with their many bolters and respectable close combat capability. from the side – no modifier. This gun has mainly an anti-Titan/Praetorian role. Models: GW metal model of the name (Large Super Heavy with a multiple barreled main gun turret). The reactor detonates if the tank is destroyed. Baneblade This type of Super Heavy tank is armed with many medium-ranged anti-tank weapons. Models: GW metal model of the name (Large Super Heavy with a thick plasma main gun and several missile launchers). Stormblade Stormblades are the Titan-hunters of the Imperium. Baneblades are flexible enough to be used in multiple roles ranging from anti-armor support to frontal assaults. Due to its close assault role the Stormhammer possesses heavy armor in front and sides. Shadowsword This tank wields a huge gun normally mounted on Titans/ Praetorian known as a Volcano Cannon. When targeted from the rear the Stormhammer receives only a -1 penalty to its save. 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.weapons and is more suited for a close assault role. 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. 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. The long range of the gun enables the Shadowswords to deploy safely behind the front line and hunt down enemy from a distance. and more than enough to destroy any enemy armored vehicle. Models: GW metal model of the name (Large Super Heavy with two turrets with double short-barreled guns). However.but nevertheless effective . NetEpic: Armies of the Imperium 39 . The tank is armed with a plasma blastgun (that is identical to those often used by Reaver and Warhound Titans) as well as several longerranged one-shot missiles. To power its arsenal the Stormblade has a plasma reactor similar to that of Titans.

Special Rules Imperial Knights are huge one-man battle suits with heavy weaponry. they can attack Mega-Gargants and Emperor Titans in close combat and gain +2 to damage rolls against them in close combat. If they gang up on anything else they do not use their lances to avoid accidental discharge. These suits permit great mobility as well as afford its wearer excellent armor protection. 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). Missiles add +2 to damage vs. others 180 degrees. Barrages are considered to hit the Knight from the direction of the firer. they can engage Mega-Gargants and Emperor Titans in close combat normally. Imperial Knights possess several special rules. Titans/ Praetorians Battlecannon Turret Side armor as front. * One-use weapons. 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. Knights with lances only assist each other in close combat if against a Titan or super-heavy. Plasma Reactor explodes when destroyed. The following are the types of Imperial Knights: Paladin Standard knight armed with medium to long-range weapons. its Close Assault Factor is doubled for the first round. -1 from behind. Top 2 guns Turret. Shock Lance When a Knight armed with a Lance charges into close combat. Errant Specialized knights armed with deadly close ranged weapons and specialists in close combat.Summary Troop Type Shadowsword Baneblade Stormhammer Stormblade Move 10 cm 10 cm 10 cm 10 cm Saving Throw 1+ 1+ 1+ 1+ CAF +6 +8 +10 +6 Weapons Volcano Cannon Lascannon Bolters Battlecannon Lascannon Bolters Battlecannon Bolters Plasma Blastgun Battlecannon Hellion Missile* Hunter/ Killer Missile* Bolters Range 100 cm 75 cm 15 cm 75 cm 75 cm 15 cm 50 cm 15 cm 50 cm 50 cm 75 cm 75 cm 15 cm Attack Dice 1 2 6 2 2 10 4 14 2 1 1* 4* 8 To Hit Roll 3+ 5+ 6+ 4+ 5+ 6+ 4+ 6+ 3+ 4+ 3+ 3+ 6+ TSM -4 -1 0 -2 -1 0 -2 0 -4 -2 -4 -1 0 Notes Volcano Cannon adds +3 to damage rolls vs. NetEpic: Armies of the Imperium 40 . Shields Any shot that strikes a Knight on the front 90 degrees has an unmodified save throw.

Titans/ Praetorians Lance. The Power Lance does not prevent use of the Shock Lance. 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. Castellan & Crusader These are the most heavily armed of all the knights. therefore all rules regarding command units for movement and firing apply but due to its size it can be targeted normally. This weapon can only be used if on Charge Orders. +2 to damage rolls vs. In addition to this. 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. Bolters Battlecannon Bolters Power Lance Lascannon Quake Cannon Bolters Autocannon Quake Cannon Bolters Battlecannon Bolters Power Lance 75 cm 15 cm 25 cm 15 cm 75 cm 15 cm 15 cm 75 cm 100 cm 15 cm 50 cm 100 cm 15 cm 75 cm 15 cm 15 cm -2 0 -3 0 -2 0 -3 -2 -3 0 -1 -3 0 -2 0 -3 Lance. Shield. Shield. 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. Shield. With their Quake Cannons they provide long-range fire support and are very effective against buildings and fortifications. Shield Lance. Summary Troop Type Knights Paladin Errant Lancer Crusader Castellan Baron Move Save CAF Weapons Range Attack dice 1 1 2 1 1 1 1 2 1 1 3 1 1 2 2 1 To Hit Roll 4+ 6+ 4+ 6+ 4+ 6+ 3+ 5+ 3+ 6+ 5+ 3+ 6+ 4+ 6+ 3+ TSM Notes 20 cm 20 cm 25 cm 15 cm 15 cm 25 cm 3+ 3+ 3+ 2+ 2+ 2+ +4 +3 +2 +3 +3 +4 Battlecannon Bolters Thermal Can. Knight formations within 10cm of a Baron gain +1 to morale checks. Power lance Shield Shield Command Unit Lance.Lancer Lancers are highly mobile knights armed with deadly Power Lances. +1 to morale to all knights within 10 cm NetEpic: Armies of the Imperium 41 .

All weapons on the Capitol have a 360-degree firing arc. Those that survive are placed at the edge of the template. These troops count as if on First Fire orders and are activated separately from the capitol imperialis for shooting purposes. It size dwarfs all but the mighty Imperator Titan in size and firepower. It follows all the rules for tunnellers as described above in the section for tunnellers. Special Rules See the end of the booklet for the hit location templates and damage tables. NetEpic: Armies of the Imperium 42 . The Leviathan may also transport a full Imperial Guard infantry company within its armored walls. Multiple firing ports are scattered though out the Capitol’s broadside permitting infantry to fire from these positions. Troop Type Hellbore Transport Move 15 cm Max Saving Throw Hit Location Template 4+ CAF +12 0 Weapons MultiLaunchers Heavy Bolters Heavy Bolter Range 50 cm 25 cm 25 cm Attack Dice 6 BPs 8 1 Roll To Hit 4+ 6+ 6+ TSM -1 0 0 Notes Fires two barrages. The Hellbore is also armed to provide its troops with short ranged support fire. Troop Type Leviathan Move 10 cm max Saving Throw Hit location template CAF +12 Weapons Lascannons Battlecannon Bolters Doomsday cannon Range 75 cm 75 cm 15 cm 200cm Attack Dice 6 1 12 D6+3 BPs Roll To Hit 5+ 4+ 6+ TSM -1 -2 0 -3 Notes May carry a full company. The Capitol Imperialis can either be fitted with a volcano cannon or a behemoth cannon. carries a full company. In addition. use the 12cm airburst template.Praetorians Hellbore This is a gigantic tunneller capable of transporting a full company of Imperial Guard infantry into battle. 4 void shields. Leviathan This is the mobile regimental HQ of the Imperial Guard. The Capitol Imperialis is considered a command unit for purposes of movement and firing but may be targeted normally. except the doomsday cannon that has a 90-degree arc to the front. 4 void shields protect the Leviathan. All weapons on the Leviathan have 360 arc. The transport may not move after the Hellbore has begun tunneling. A maximum of one company can shoot from any one side. 6 void shields protect the Capitol. due to its size when it surfaces the surrounding ground is turned to slag. Battlecannon Turret See the end of the booklet for the hit location templates and damage tables. All units under the template are hit on a 3+ and must make an armor save at -1 to avoid destruction. The Multi-launchers possess a 360-degree fire arc. The Hellbore counts as a command unit for the purposes of movement and firing but may be targeted normally. Capitol Imperialis The Capitol Imperialis is the largest of the Praetorian vehicles. 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. Due to its size in can transport two full companies of any type including vehicle companies. A Leviathan counts as a command unit for the Purposes of movement and firing but may be targeted normally. 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. With its huge amount of range finders. To represent this.

If the Ordinatus is destroyed its plasma reactor will explode inflicting a single hit on all models within 2 D6 cm (no save mod). carries 2 companies. Ordinatus vehicles The Ordinatus are specialized Praetorians and are armed by exotic weapons. Targets protected by energy fields or void shields lose one shield. it hits the Ordinatus as normal. See the end of the booklet for the hit location templates and damage tables. regardless of what the actual armor save of the model is (even mighty Titans/ Praetorians are affected). Each missile is totally independent and fires D3 barrage templates each at 8 BP. Troop Type Ordinatus Golgotha Move 10 cm Max Saving Throw Hit location template CAF +5 Weapons Hellfire Missiles Lascannon Bolters Range 200 cm 50 cm 15 cm Attack Dice 8 BPs 2 8 Roll To Hit 3+ 5+ 6+ TSM -1 -2 0 Notes Dispersion special rules field. It can fire 1 or 2 missiles per turn. Any unit. Anything that is hit has a save of 5+ on 1 D6. The 2nd and 3rd templates must touch the original template. the narrow end pointed at the Ordinatus. Titans/ Praetorians. The shield also gives a fixed 4+ psychic save versus non-physical psychic attacks. Place the template anywhere on the field within line of sight. They have the following special rules: They count as command units for the purpose of firing and movement but may be targeted normally. These missiles can only be fired within the Ordinatus line of sight and fire arc and never scatter. Turn 1 2 3 4 5+ Shot Penetrates shield on 6 5-6 4-6 3-6 2-6 Golgotha This Ordinatus carries 6 Hellfire missiles. 6 void shields. If a shot penetrates the field. which suffers any casualties from a Hellfire attack. Anything at least half under the template is hit on a 2+ (10 BP). or Behemoth Turret: fires up to 4 Barrages which must touch. The strength of field weakens as the game progresses and is detailed in the following table. ignoring cover modifiers to hit.Troop Type Capitol Imperialis Move 10 cm max Saving Throw Hit location template CAF +12 Weapons Volcano cannon Or: Behemoth Cannon Plasma guns Heavy Bolters Range 100 cm 50cm 75 cm 25 cm Attack Roll Dice To Hit 1 3+ 4 BPs 6 8 5+ 5+ 6+ TSM -4 -1 -2 0 Notes Volcano cannon Turret. +3 to damage rolls vs. special rules NetEpic: Armies of the Imperium 43 . must pass a morale test or go on Fall Back Orders. Ordinatus use Dispersion Fields for protection. Mars The Ordinatus Mars uses a Sonic Disruption that fires a barrage using the teardrop template. See the end of the booklet for the hit location templates and damage tables. Troop Type Ordinatus Mars Move 10 cm Max Saving Throw Hit location template CAF +5 Weapons Sonic Disruption Lascannon Bolters Range LOS 50 cm 15 cm Attack Dice 10 BPs 3 8 Roll To Hit 2+ 5+ 6+ TSM Special -2 0 Notes Dispersion field.

At the start of every turn roll D6+3 to determine how much plasma is available for the Nova Cannon. Strength of Maximal Fire No. special rules Ordinatus 10 cm Armageddon max See the end of the booklet for the hit location templates and damage tables. Maximal fire can affect buildings. Power 1 2 3 4 5 6 Roll to Hit 4+ 3+ 2+ 2+ 2+ 2+ Save Mod -1 -2 -3 -4 -5 -6 NetEpic: Armies of the Imperium 44 . 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. -1 save). The save modifier for this further damage is half of that from the initial blast rounded down to a minimum of -1.See the end of the booklet for the hit location templates and damage tables. roll for location and damage to that location as normal . For each counter on pulse fire.but every adjacent location is also hit. Troop Type Move Saving Throw Hit location template CAF +5 Weapons Nova Cannon Lascannon Bolters Range 150 cm 50 cm 15 cm Attack Dice Special 2 8 Roll To Hit Special 5+ 6+ TSM Special -2 0 Notes Dispersion field. When using maximal fire at a target that uses a hit location. After pulse fire you can then fire all remaining power on maximal fire. Allocate these to pulse fire or maximal fire both have range 150 cm. you can fire one attack dice on pulse fire (4+ to hit.

Or 4 Warhound Titans. the Dropship is treated as a flying platform (like a flying building) while on flight. However. They could fire normally in the First Fire Segment of the Combat Phase. The Dropship may defend itself against Flyers by its ranged air-to-air weapons. The Dropship cannot move on the ground. and has 2 Void Shields powered by its plasma engines for its defense. Air-to-ground. shoots and fights by the rules governing those. The ship must land in the turn it appeared. it is subject to normal anti-aircraft fire from the ground troops.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. When landed. Troop Type Imperial Drop Ship Saving Throw 100 cm Hit location template Move CAF +8 Weapons Battlecannons Missiles Lascannons Heavy Bolters Range 50 cm 50cm 75cm 15cm Attack Dice 3 4BPs 2 16 Roll To Hit 4+ 5+ 4+ 6+ TSM -2 -1 -2 0 Notes Air-to-air only (limited ammo). barrage weapons to clear the ground before landing. together with a ground-to-ground Lascannon turret and bolters. It moves and lands in the Flyers Phase. and with Advance Orders. uses standard barrage template. Because of its huge size. turret. as well as air-to-air fire by the interdicting Flyers. Ground-to-ground only. not -2 of AA) penalty. and can carry any (or a mixture) of the following: 2 Whole companies. enemy thrusters on the air in the same turn may be fired upon by the Dropship. Or 3 Reaver Titans. Use this landing point as the basis for scattered landings mentioned in the damage chart. The Imperial Dropship is armed with an exclusively air-to-air Battlecannon. Ground-to-ground only. the ship is treated as a Praetorian. and cannot be engaged in close combat by enemy thrusters. single shot. nominate the landing point as soon as the ship appears on the table. An Imperial Dropship is as big as a Capital Imperialis. NetEpic: Armies of the Imperium 45 . The transportees could disembark in the turn the ship landed but after everything else have moved. could be fired on FF as soon as landed See the end of the booklet for the hit location templates and damage tables. 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. That is. Or 2 Warlord Titans. Models: Any suitably large spaceship models that more or less match the hit templates. nor can it take-off.

It will be described within its own section at the end of this chapter. Warhounds are very agile. Warlord Titan Warlords are the largest of the three common classes. or be fielded besides Space Marine and Imperial Guard armies as support units. Summary Titan Type Warlord Reaver Warhound Move 15 cm 20 cm 25 cm Shields 6 4 2 CAF +14 +12 +8 Weapons 4 + Head 3 2 Notes May make any number of turns. One roll is made for each shield to be repaired. and enemy units shooting at them do this with a –1 penalty if the Titan has been given Charge orders. Their large arsenal and resiliency makes them very suitable for the role of a mobile platform for distant fire support in the Imperial armies. The first three of these.Imperial Titans Imperial Titan Types Imperial armies use many of these giant walking war machines built by the Adeptus Titanicus. Warhounds may be purchased in detachments of two but these are independent units and thus do not need to maintain coherency with each other. Although they can carry only two weapons and have just two void shields. being faster than Warlords while having 3 weapon mounts. Warhound Titan These are the lightest and the fastest Titans the Imperium possesses. They can be used both for fire support and assault roles. Warlord. The three types of “modular” Imperial Titans are given below. Therefore they are mostly used for assault and close support roles. they are also very well protected against enemy attacks of all kinds. Shields that are knocked down during the turn can be repaired on a roll of 4+ in the end phase. For detailed information and stats see their Templates and Damage Tables at the end of this booklet. They can make as many turns as needed when they move. The fourth one. The procedure for firing the barrage missile launcher is as follows: NetEpic: Armies of the Imperium 46 . These Titans may carry four different weapon systems and can also be fitted with an armed head. 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. Titans can either group under Titan Battle Groups within the Tech-Guard. Reaver Titan Reavers. Reavers have 4 Void Shields. are the most flexible of the three. -1 penalty to hit when on Charge orders. Reaver. With their 6 Void Shields. Imperial Titan Weapons Barrage Missile Launcher This is a devastating one-shot weapon that hurls huge bolts of super heated plasma at the enemy. the gigantic Imperator Titan has fixed armament and is not bought by those rules. All Imperial Titans use Void Shields. It is a oneshot weapon and can only be used once per game. The Imperium employs four main classes of Titans. See the end of this booklet for Hit Templates and Damage Tables.

The building must make a save with a -4 modifier or be destroyed. Multi-lasers do not occupy regular carapace weapon points as they are fitted in the mounts normally reserved for banners. Range Unlimited Attack Dice 8 BPs To Hit Roll Target’s Save Modifier -2 Notes D6 extra templates. roll a D6 and then place that many additional templates. If the losing Titan scores higher. in addition to other attacks. Buildings that fail a save versus this weapon are counted as destroyed. 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). the line of sight of the Land Speeder can count as the line of sight of the Titan for any barrage weapons. instead of rolling for normal damage. Carapace Multi-Lasers may only be mounted on Warlord Titans and may be fitted in excess of the Titans’ normal weapons complement. Both players roll a D6 with Battle Claw Titan gaining a +1 modifier. he selects a location from the Titans damage template. 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). If the result is a tie the losing Titan has slipped out of the claw’s grasp. Once location of this initial template has been determined. Additionally. Titans in base-to-base contact with buildings may elect. The Land Speeder maintains direct communication with the parent Titan. This weapon cannot eliminate the obligatory scatter of some missiles such as barrage or vortex missiles. A Carapace landing pad may only be mounted on a carapace location.Place one barrage template within line of sight of the firing Titan Roll once for scatter. If the player elects to make a grab attack. to make an automatic hit on the adjacent building. Carapace Multi-Lasers Carapace Multi-Lasers are rear firing and permit a Warlord Titan to fire at models in the 180-degree rearfiring arc. A Titan carrying this device receives a free Land Speeder stand that behaves as a command unit. Carapace Multi-lasers are small fast tracking weapons and a to reflect this. If the Titan making the grab attacks scores higher. but still receives normal damage for the selected location. but can be used as line of sight for initial targeting of these missiles. One shot weapon Battle Claw This is a close combat weapon mainly used by the forces of Chaos. NetEpic: Armies of the Imperium 47 . not damaged. scouting for targets and directing the Titan’s barrages from a safe distance. Carapace Landing Pad This device is used in conjunction with a recon Land Speeder. A battle claw may only be mounted on an arm location. if the Titan is on Advance Orders. In other words. This weapon permits a Titan that wins close combat against an enemy Titan to make a special grab attack. it has broken free and receives no damage. as with an indirect barrage (This weapon always has a chance to scatter and can only be fired at targets in line of sight). the location selected receives maximum damage (the most damaging result). this weapon will still fire in the First Fire segment. When the Titan uses a barrage weapon it may trace line of sight from the Land Speeders point of view. A Barrage Missile Launcher can only be mounted on a carapace weapon location.

A Corvus Assault Pod may only mounted on an arm location. This attack automatically hits and the building must save to avoid destruction at a -4 penalty. Chain Fist The chain fist is a motorized saw blade capable of ripping apart the toughest close combat opponent. If the Pod or Titan is destroyed before disembarking the Terminators. Buildings that fail a save versus this weapon are counted as destroyed. Devotional Bell This rare device may be fitted onto a Titan in excess of its normal weaponry in the points normally reserved for banners. To make use of the Corvus Assault Pod the Titan must end its movement in base-to-base contact with a building or fortification. Range 100 cm Attack Dice 2 To Hit Roll 5+ Target’s Save Modifier Notes -1 AA gun only. Corvus Assault Pod or Head The Corvus Assault Pod was developed as an alternate arm mount for Titans.Range 15 cm Attack Dice 2 To Hit Roll 5+ Target’s Save Modifier -2 Notes Always shoots in First Fire Cerberus Anti-Aircraft Gun (optional) Warlords and Reavers are sometimes fitted with Cerberus class anti-aircraft guns. This bonus lasts only for the turn they disembarked and engaged the enemy. they are also destroyed. cannot be used against ground targets other than Titans & tall buildings. In following turns of close combat they roll normally. not damaged. Any Titan armed with this weapon in base-to-base contact with a building may attack the building. Fires always on FF against Flyers. Titans that carry a chain fist roll an extra D6 to resolve close combat. These have 2 gun barrels as opposed to 4 of the self-propelled Hydra batteries. NetEpic: Armies of the Imperium 48 . 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 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. A Chain fist may only mounted on an arm location. Fire Control Center Fire Control Center is a carapace mounted weapon packed with range finding and targeting equipment. This device reduces the armor save of a carapace weapon location to 3+. 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. A Titan armed with this device receives a +1 to all to hit rolls including barrages. Cerberus cannot be used against ground targets other than Titans & tall buildings. During the close combat segment the Titan punches through the wall and the Terminators immediately disembark on Charge Orders with ½ their charge movement. Always fires on First Fire orders versus Flyers. The Assault Pod carries four stands of Space Marine Terminators (already included in the cost). There is also a head variant that replaces the head of the Titan. adding +2 to damage rolls against enemy Titans. Corvus Assault Pods and Heads are heavily armoured and have an armor save of 2+.

On a roll of 2-6 the Titan comes under the control of the player who fired the harpoon. The location must save at -2 modifier. Select as many different locations equal to the number rolled and apply damage to each one. Each hit is worked out by selecting a location and damage is rolled for that location. high-energy beam to slice through the opponents Titans armor. takes over Titan if save is failed Inferno Gun The Inferno Gun fires a devastating jet of super heated fuel. On a 1 the missile falls out and ceases to function. Any model (friend or foe!) Under the template is hit on a roll of 4+ and must make a save to avoid destruction. To determine the area of effect of the blast a special teardrop shaped template is used. A shielded Titan loses one shield when struck. NetEpic: Armies of the Imperium 49 . A failed save means that the harpoon has lodged itself successfully. Gargants and Lord of Battles are immune to this weapon since they are mechanical in nature. Modifiers for cover are ignored when rolling to hit since the flames wrap around any cover. A Titan that has been harpooned must roll 1 D6 in each subsequent order phase. Range Unlimited Attack Dice To Hit Roll Automatic Target’s Save Modifier -2 Notes One shot weapon. The Laser Burner causes a random number of hits represented by a D6 roll. no location may be selected more than once. The enemy Titan even if it survives is likely to be severely damaged. Models other than a Titan that are struck save at a -2 modifier to avoid destruction. Any type target can be selected and the missile automatically hits. allowing the Titan to cut down waves of infantry or other poorly armed troops. ignores cover Gatling Blaster The Gatling Blaster fires a hail of shells from its revolving barrels.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. Range Special Attack Dice Special To Hit Roll 4+ Target’s Save Modifier 0 Notes Use special flame template. Range 75 cm Attack Dice 4 To Hit Roll 5+ Target’s Save Modifier -1 Notes Laser Blaster This is a rapid-fire laser cannon that is highly effective against massed ranks of lightly armoured targets. This is a carapace weapon only. Range 50 cm Attack Dice 6 To Hit Roll 5+ Target’s Save Modifier 0 Notes Laser Burner This devastating close combat weapon uses a short range. Position the sharp end of the template on the weapon of the Titan and place the remainder over the intended targets. If the target is an unshielded Titan roll for scatter normally (if it scatters of it did not lodge properly). 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 effect of these weapons is devastating since plasma converts matter struck by it to plasma as well. Range 75 cm Attack Dice 6 To Hit Roll 4+ Target’s Save Modifier -3 Notes May not fire other weapons Plasma Destructor This is a more powerful version of the plasma cannon. Regular troops receive +2 to their roll to survive the Titans defence systems as well as vehicles on their attempts to ram. It has short range since the damaging heat is dissipated over long distances. Thus the vehicles save (survive) on 5+ on a D6.Melta Cannon These weapons fire concentrated heat energy that turns all matter to molten slag. 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). and hence of improving the chance of surviving intact. However. it also may not move at all in the following turn. At short ranges its attack is devastating. 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). NetEpic: Armies of the Imperium 50 . which are unable to use the larger plasma weapons due to the fact that their reactors are insufficient to power these larger weapons. use standard barrage Shotgun mode. To represent this. Range 100 cm 100 cm Attack Dice 8 BPs 6 BPs To Hit Roll 3+ 4+ Target’s Save Modifier -1 0 Notes Penetration mode. Titans may engage in close combat normally after using this weapon. The Blastgun siphons small amounts of energy from the reactor for firing attacks. Range 25 cm Attack Dice 4 To Hit Roll 3+ Target’s Save Modifier -3 Notes Multiple Rocket Launcher The launcher fires a barrage of explosive rockets and is used to provide long-range support fire for advancing troops. A Blastgun begins the game fully charged. use large 12cm template Plasma Blastgun This plasma weapon was specifically designed for Reaver and Warhound Titans. The drain on the Titans system is such that a Titan armed with this weapon. 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. Titans count as immobilized in the turn after the weapons use. in addition to not being able to fire any other weapons. 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). Having 2 attack dice at the start of the battle represents this. 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 50 cm Attack Dice 2 To Hit Roll 3+ Target’s Save Modifier -4 Notes Must recharge after use Plasma Cannon These weapons fire highly volatile energized matter called plasma. Unfortunately these weapons require prodigious amounts of energy to fire sometimes shutting down other functions in order to energize. The rocket launcher has two modes of fire: penetration mode and shotgun mode.

The building must make a save with a -4 modifier or be destroyed. More importantly. Buildings that are fallen on receive a save at -5 penalty. 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. adding +2 to damage rolls against enemy Titans. Power Saw The chain saw is a motorized saw blade capable of ripping apart the toughest close combat opponent. 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. 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. If the defenders score is higher. A Titan armed with this weapon that wins a close combat against an enemy Titan by more than six points. Once a location NetEpic: Armies of the Imperium 51 . the location the player selected receives maximum damage (the most damaging result). A Titan/Praetorian struck by this weapon rolls for scatter normally. to hit the building once. If the player selects to make a grab attack. 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. he must select a location (from the Titans corresponding damage location chart) and roll a D6 with a +1 modifier. Power Ram The power ram delivers a high velocity strike capable of punching through the thickest armor and inflicting major internal damage. in addition to normal attacks. not damaged. Buildings that fail a save versus this weapon are counted as destroyed. Range 100 cm Attack Dice 1 To Hit Roll 3+ Target’s Save Modifier -3 Notes Can destroy buildings. Buildings that fail a save versus this weapon are counted as destroyed. Titans in base-to-base contact with a building may strike the building (save at -5 penalty) in addition to normal attacks. Buildings hit by this weapon must save with a -3 penalty to avoid destruction. Titans in base-to-base contact with buildings may elect. the Titan has broken free and receives no damage. This weapon may only mounted on arm locations. Due to the slow velocity of travel this weapons ignores functional shields. not damaged. a single well-placed blow with this powerful weapon can send an opposing Titan crashing to the ground. but receives normal damage (resolve normally by rolling once on the damage table for that location). If the result is a tie the defender has slipped out of the grasp. Titans that carry a chain fist roll an extra D6 to resolve close combat. If the Titan making the grab attacks scores higher. knocks the loser straight backwards destroying automatically any troop stands or vehicles under it. not damaged. Buildings that fail a save versus this weapon are counted as destroyed. The defending player also rolls a D6. The blast radius is enormous and to reflect this use the standard barrage template. but with no modifiers. Buildings that fail a save versus this weapon are counted as destroyed. not damaged.Range 100 cm Attack Dice 4 To Hit Roll 3+ Target’s Save Modifier -6 Notes May not fire other weapons.

Anything caught in the vortex is reduced to its component atoms and destroyed. In case the firing Titan losses the chain that connects them will be broken making the Trident useless for the rest of the battle. This weapon is useless against infantry but can be used against vehicles. This is a carapace only weapon. A Vortex Missile may only be fired if the Titan has First Fire orders. The warhead explodes on impact creating a whirling vortex of dark energy. Regardless of the damage suffered shielded opponents lose all shields when the missile initially strikes. The Vortex Missile has unlimited range. Remove it from table The vortex stays where it is The vortex moves 2D6 in a random direction. Use the scatter dice to determine which way it moves (if a “Hit” is rolled. When determining damage against Titans add +3 to the damage roll. Range 75 cm Attack Dice 2 To Hit Roll 3+ Target’s Save Modifier -2 Notes Volcano Cannon This large laser cannon fires a bolt of explosive laser energy. A vehicle hit by the Trident is automatically destroyed. not damaged) no saving throw is permitted. roll a D6 for each vortex: Die Roll 1-2 3-4 5-6 Result The vortex dissipates harmlessly. A Titan on First Fire orders receives an extra D6 to resolve the combat. if the firing Titan wins the location the Trident is attached to. The Vortex is a one shot missile that may be used once per battle. Any model of terrain feature under the final location of the template is destroyed without the benefit of a saving throw. use the direction of the “I”). this represents the extra time spent bracing itself. Place a Vortex template on the table where you want the missile to land. Buildings are destroyed if touched by the template (count as destroyed. No location may be hit more than once and the player of the Titan that fired the missile selects the locations. is ripped off and it suffers the maximum damage possible for that location. Range 25 cm Attack Dice 1 To Hit Roll 3+ Target’s Save Modifier Notes See special rules above Turbo Laser Destructor This is a highly effective rapid-fire anti-tank weapon. A tie means the Trident losses its grip and falls off. They may be repaired in the normal manner. Anything in its path is hit as described above. Range 100 cm Attack Dice 1 To Hit Roll 3+ Target’s Save Modifier -4 Notes +3 to damage Praetorians roll against Titans and Vortex Missile The Vortex Missile is a one-shot weapon carried by Battle Titans. NetEpic: Armies of the Imperium 52 . Vortex Missiles always scatter so roll as you would for an indirect barrage.is determined both Titans roll 2 D6 and add their CAF score to the roll. Titans/Praetorians are too large for the Vortex to cover completely so these receive a D6 hits. Unless broken the chain quickly wounds into position by the winch and is ready to be fired the next turn. so a Titan may target any enemy model within its fire arc and line of sight. which tears through steel and destroys the bestarmoured enemy. During the end phase of the turn. The drawback of this weapon is that it is unpredictable and also very difficult to produceconsequently the Vortex Missile is rare and extremely precious. Roll for damage directly no armor saves are allowed.

A wide range of heads is available some with special abilities as dictated below. When engaging Titans/Praetorians it may attack before close combat begins by selecting a location on the template and scattering twice. Psychic saves due to functional shields are not allowed since this weapon destroys the shield before they can be of help. Select a location and scatter twice (instead of the normal one scatter). Buildings that are hit by this weapon are counted as destroyed. troop stand or building hit by a warp missile is destroyed without the benefit of a saving throw. It is very effective in breaking massed infantry assaults. Once the location is determined roll for damage directly since no armor save is allowed. A warp missile although an explosive device is powered by warp energy and thus considered a non-physical psychic attack. not damaged. NetEpic: Armies of the Imperium 53 . Smaller targets such as troop stands and vehicles are hit on a roll of 3+ on a D6. Warp missiles will automatically hit Titans/Praetorians and buildings. This only applies to psychic saves afforded by shields not to non-shield dependent psychic saves. The missile can only be fitted in the carapace only. after the location is determined it must make an armor save (for the location struck) at a -6 modifier. 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. although inaccurate. 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. not damaged. though it’s tremendous force and long reach make it a deadly. A vehicle.Due to the nature of the energy involved it is considered a non-physical psychic attack. Like the Vortex this weapon can be used once per battle. Its primary purpose is to deliver a crushing blows to buildings and fortifications. close combat weapon. To represent the cataclysmic nature of the explosion roll on the damage table twice and add the results to determine the level of damage. Needless to say on average the result is usually the destruction of the Titan/Praetorian. Buildings struck by the wrecker must save at -6 modifier to their save to avoid destruction. therefore models with psychic saves can thwart it. 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. This only applies to psychic saves afforded by shields not to non-shield dependent psychic saves. Range 25 cm Attack Dice 8 To Hit Roll 4+ Target’s Save Modifier 0 Notes Warp Missile The Warp Missile is a one shot missile carried by Titans for dealing with heavily armoured opponents. Titan Head Variants The head of the Titan is the Control Bridge. Buildings that fail a save versus this weapon are counted as destroyed. 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. and contains its mind impulse units. Wrecker The wrecker is a large weighted ball at the end of a reinforced chain. then apply the result.

narrow field of fire. Any hit to the head that causes damage of any sort will destroy the communications equipment and this ability will be lost. Range 25 cm Attack Dice 1 To Hit Roll 5+ Target’s Save Modifier -1 Notes NetEpic: Armies of the Imperium 54 .Close Combat Head One of the more Titan heads. the Deathstrike Cannon lowers the save of the head location on the Titan hit location template to 2+. Range 25 cm Attack Dice To Hit Roll 4+ Target’s Save Modifier None Notes Use barrage template for area of effect Deathstrike Cannon (Head) This weapon is a powerful head mounted cannon. Each enemy model under the area of effect is hit on a 4+ and is destroyed without a saving throw for armor. project a psychic blast attack. Unshielded Titans and other models with hit location templates suffer a hit to their head/crew compartment location with no save for armor. As all special heads the armor save is reduced by a factor of 1 for a given Titans head location. As with all head variants. Fire from the cannon has 10 barrage points and a -2 modifier to saves. A Titan armed with such a head gains a +3 bonus to its CAF against close combat opponents. The effect of this is to increase the Command Radius range for Tech Guard troops to 35cm while still operational. this one displays jagged blades or spikes that increase a Titans performance in close combat. Corvus Assault Head See Corvus Assault Pod above. This is considered a non-physical psychic attack and thus can be nullified by models with a psychic save. in addition to normal fire. Also. thus reducing the save for the head location to 2+. reduces movement to half Weapon Head This head variant emphasizes firepower at the expensive of head armor. A Titan armed with this head may. The Deathstrike Cannon due to its weight limits the Titan’s movement to half the normal rate. the Titan may act as a command unit for any Tech Guard troops that are within Command Radius of it. This cannon has a 200cm range and may only select targets within a 30-degree arc to the front (due to limited head mobility). Range 200 cm Attack Dice 10 BPs To Hit Roll 2+ Target’s Save Modifier -2 Notes Barrage weapon. Command Head A Titan fitted with a Command Head acts as a relay for communications on the battlefield. This weapon may replace the Titans normal head location. This attack is represented by a barrage template that may be placed anywhere within the Titan’s line of sight and range. As all Titan heads this reduces the armor save of the head location by a factor of 1. Custodian Head This rare Titan head is imbued with psychic energy capable of lethal attacks. increasing the range and volume of communications to Tech Guard Forces in the area. Roll damage for damage normally.

use large 12cm template Must recharge after use May not fire other weapons May not fire other weapons or move next turn Roll off against opponent. +D6 to their attack that turn Use barrage template. narrow field of fire. +1 to morale within 25 cm radius +1 to all hit rolls Takes over Titan if save is failed. destroys buildings Adds D6 to close combat score. destroys buildings. use standard barrage Shotgun mode. roll twice for damage.Summary Weapon Barrage Missile Launcher Battle Claw Carapace Landing Pad Carapace Multi-Laser Chain Fist Combat Head Command Head Corvus Assault Pod/Head Custodian Head Deathstrike (Head) Devotional Bell 25 cm 200 cm 10 BP 4+ 2+ No Save -2 Range Unlimited Attack Dice 8 BP To Hit Roll 3+ TSM -2 Notes Place D6 extra templates when fired. One shot weapon Roll off against opponent. non-physical psychic attack Barrage weapon. destroys buildings Used as platform for Recon Land Speeder Always shoots in First Fire +D6 in close combat. May act as a HQ unit for any TG troops. destroys buildings Opponent knocked down if you win by 6+ points. destroys buildings Close Combat 15 cm 2 5+ Close Combat Close Combat 0 Cannon Fire Control Center Gatling Blaster Harpoon Missile Inferno Gun Laser Blaster Laser Burner Melta-Cannon MRL Penetration Mode MRL Shotgun mode Plasma Blastgun Plasma Cannon Plasma Destructor Power Fist Power Ram Power Saw Quake Cannon Trident Turbo-Laser Destructor Volcano Cannon Vortex Missile Vulcan Mega-Bolter Warp Missile Weapon Head Wrecker 75 cm Unlimited Special 50 cm 25 cm 100 cm 100cm 50 cm 75 cm 100 cm 4 5+ Auto Special 4+ 6 5+ Close Combat 4 3+ 8 BPs 3+ 6 BPs 4+ 2 3+ 6 4+ 4 3+ Close Combat Close Combat Close Combat -1 -2 0 0 100 cm 25 cm 75 cm 100 cm Unlimited 25 cm Unlimited 25 cm 1 1 2 1 8 - 3+ 3+ 3+ 3+ 4+ Auto/3+ -3 -2 -4 0 -1 1 5+ Close Combat NetEpic: Armies of the Imperium 55 . One shot weapon Uses inferno template Hits D6 times -3 -1 0 -4 -3 -6 Penetration mode. place barrage template May pull bits off target +3 to damage against Titans/Praetorians One shot weapon. +2 to damage roll Adds +3 to Titans CAF. Carries 4 Terminator stands. reduces movement to half Against Chaos only. destroys buildings May attack buildings. One shot weapon. cause maximum damage. Increases the Command Radius for Tech Guard troops to 35cm. causes maximum damage. destroys buildings Ignores shields. +2 to damage roll. destroys buildings Get free strike before close combat is resolved. Non-physical psychic attack.

D = Warhound Titan NetEpic: Armies of the Imperium 56 . W = Warlord Titan.Imperial Titan Weapon Costs Class Basic Use RDW RW RW RW RDW RDW RW RDW W W RDW W RW RW RW RW RW RDW RDW RW RW RW RW W W RW W W W W RW RW RW Description Gatling Blaster Laser Blaster Melta Cannon Quake Cannon Turbo-Laser Destructor Vulcan Mega-Bolter Volcano Cannon Blastgun Cannon Destructor Inferno Gun Deathstrike Cannon (Head) Multiple Rocket Launcher Barrage Missile Launcher Harpoon Missile Vortex Missile Warp Missile Battle Claw/Power Fist Chain Fist/ Power Saw Laser Burner Power Ram Wrecker Cerberus AA Gun Carapace Multi-Lasers Carapace Landing Pad Close Combat Head Command Head Corvus Assault Head/ Pod Custodian Head Devotional Bell Fire Control Center Trident Weapon Head Cost 60 50 50 85 75 50 100 65 100 125 50 75 50 100 75 150 125 15 25 10 25 25 40 10 50 15 35 150 50 50 75 50 25 Plasma Template Barrage One-Shot Missiles Close Combat Anti-aircraft Special * R = Reaver Titan.

Roll a D6 for each damaged location." Storing Plasma . Void Shield Counter . A special data card and set of counters are used for operating the Imperator Titan. Orders Generate Plasma Counters . green side up. NetEpic: Armies of the Imperium 57 . on a roll of 4.Some locations can be powered up to a red "overcharge" level to give increased performance. Move Max. at which time you must reveal power allocations to your opponent. the Imperator can channel more power to the shields. the red side represents over-charge plasma. Set Up Plasma Counters . When the cannon is fired remove one counter for each barrage the Titan shoots. For example.The Imperator Titan can carry troops onboard. keep your allocations secret until the Titan performs its actions. The locations marked with a hexagon need to be powered in order to function.The placement of plasma counters determines how fast the Titan will move. When allocating plasma. Overcharge . placing a counter in the engines will allow the Titan to move during the turn. in the Titan's reactor at the start of the turn.place these to the side on the data card. simply place a second green plasma counter on the location and flip it over to the red side to indicate the location is "overcharged. Repair rolls for shields are listed on the Titan data card. During the end phase the Imperator can attempt to repair any damaged location not occupied by an enemy model. The counter provided or the actual troops stands can be used to represent any troops carried by the Imperator Titan.All the plasma counters generated for a turn do not have to be used. By placing a green plasma counter in a location you are directing power to that Titan function. 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 Imperator Titan generates a variable amount of plasma each turn.Keeps track of the number of active void shields on the Imperator Titan. Garrison Troops . The green side represents normal plasma. and how powerful the weapons and defences will be. Roll one D6 for each downed shield. giving a better chance to repair shields. At the end of the turn. To increase power supply to the red level. 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. Allocating Plasma . The amount of plasma generated for the Imperator Titan should not be kept secret from your opponent. when it will fire. then no repair rolls are made. You can store any unused/unallocated plasma in the reactor core from turn to turn. Imperator Movement Summary Engine Power Min.Imperator Titan Imperators come with fixed weapon mounts and are not purchased according to the Purchasing Titans rules. If no power has been allocated to void shields. The ammo track for the Titan is filled at the beginning of the game.These counters represent ammo for the Hellstorm Cannon. 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. If the score equals or exceeds the number indicated on the Titan data card the shield is repaired. Place this at the start top of the track on the box number '12'. Place 6 plus D6 plasma counters. similar to battle Titans. 5 or 6 the location is successfully repaired Downed void shield(s) can be repaired. These items are available at the Downloads section of the NetEpic web site and are not duplicated within the NetEpic rules set. Additionally. Hellstorm Ammo Counters .

Range 100 cm Attack Dice 1 To Hit 3+ Save Modifier -4 Notes AA. Power Level Energized (Green) Overcharged (Red) Range 100 cm 150 cm Attack Dice 2 per counter 3 per counter To Hit 4+ 3+ Save Modifier -4 -6 NetEpic: Armies of the Imperium 58 . The Hellstorm cannon is capable of shooting up to 4 barrage templates per turn.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. The number of attack dice is variable and dependent on the number of plasma counters allocated to it during the orders phase. Each barrage template fired uses up one ammo counter. Range 100 cm Attack Dice 8 barrage points To Hit Save Modifier -2 Notes Main Battery So long as energy is supplied to the fire control center the Titan's Main Battery may be fired. It is possible to place both red and green plasma counters in the Plasma Annihilator. Rolls Gun Towers So long as energy is supplied to the fire control center the Titan's gun towers may be fired. Other than this the barrages are fired using the normal rules and may be fired indirectly. place the template(s) and roll for scatter for each template. If fired indirectly. +3 to template dam. until it is out of ammo. Range 15 cm Attack Dice 1 each To Hit 6+ Save Modifier 0 Notes First Fire Defense Laser So long as energy is supplied to the fire control center the Titan's defense laser may be fired. 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. The defense laser adds +3 to damage rolls against targets that use a damage table. Each green plasma counter gives two attack dice and each red plasma counter gives three attack dice. If the Titan can fire in the First Fire segment the defense laser is counted as an Anti-Aircraft weapon. but no more than four counters of either color may be fitted in the accelerator chambers at one time. Range 200 cm Attack Dice D6+3 barrage points To Hit Save Modifier -3 Notes Plasma Annihilator The Plasma Annihilator requires plasma counters in order to be charged. Range 75 cm Attack Dice 1 each (4) To Hit 4+ Save Modifier -2 Notes Hellstorm Cannon The cannon requires one green plasma counter in order to be charged and cannot be overcharged.

If either side has any excess models left over they can be used to double up against opponents. Range 50 cm Attack Dice 1 each To Hit 5+ Save Modifier -1 Notes 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. Models must be in contact with the Titan's base at the start of the close combat segment. Fortress . Boarders can attack if they are in contact with the model at the start of the close combat segment of the combat phase. the different sections of the Imperator (left bastion. Models must be in contact with the Titan's base at the start of the close combat segment. Additionally. Fight the close combat as normal. Praetorians and Knights may engage the Imperator using the standard close combat rules. Bastions . Only infantry models able to enter buildings can fight a boarding action. are completely sealed off from the rest of the Titan. or bastions. All troop stands carried by the Imperator Titan may fire. or troops disembarking from flyers or skimmers can assault the upper fortress. Place surviving defenders back on the data card. Any restrictions on models that can fire or modifiers for cover do not apply. Boarding the Imperator Titan The Imperator is designed so that the lower legs. Boarding Actions Models able to enter buildings can attempt a boarding action against the Imperator. NetEpic: Armies of the Imperium 59 . skimmer. 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.Boarding actions can be conducted against the bastions by models attacking from ground level. Locations occupied by enemy models are considered damaged (not destroyed) and may not be repaired while occupied by enemy models.Troops equipped with jump packs. Titans. during the First Fire segment. 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. 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). During the close combat segment resolve the boarding action for any surviving attackers: Line up all the models attacking the model. at models attempting to board. Any surviving attackers can now occupy troop stand locations that have been left empty. Take all the defending troops off the data card and line them up against the attackers. right bastion and upper fortress) are assaulted as if they were separate models. Because of this.Secondary Weapons So long as energy is supplied to the fire control center the Titan's Secondary Battery may be fired.

1 NetEpic: Armies of the Imperium 60 . 3 Deathwind Pods 1 Warlord Titan 1 Reaver Titan 1 Warhound Titan 2 Warhound Titans Break Point Stand Stand Stand Stand Stand Stand Stand Stand 3 3 2 +3 -+10 1 1 1 1 Morale 1 1 2 -Victory Points 1 1 1 2 1 1 1 1 4 3 2 +2 -+3 Cost 50 75 100 150 100 100 100 100 350 300 200 200 100 300 5001 3001 1251 2501 Chassis cost only. Special Cards Name Medic Chaplain Inquisitor Ordo-Malleus Inquisitor* Tech-Marine Librarian SM Commander* SM Forward Observer* Teleported Terminator detachment* Teleported Close Assault Terminator detachment* Legion of the Damned* Razorback Transport Det. Rhino Librarian stand. Land Raider) 3 Land Raider Squadrons 1 HQ Land Raider Break Point 15 15 15 15 Morale 2 2 2 2 Victory Points 8 8 10 9 Cost 750 750 1000 850 Scout Veteran Terminator Land Raider 10 15 10 5 3 1 1 2 5 9 10 8 450 850 1000 750 See the Support Cards table for detachment definitions. Rhino) 3 Veteran Detachments 1 Company HQ (Command stand. Rhino 1 SM FO stand + Rhino 4 Terminators 4 Close Assault Terminators 4 Legion of the Damned Stands 6 Razorbacks (to replace 3 Rhinos) 7 Land Raider Crusaders (to replace 7 Land Raiders in a Terminator Company) 10 Assault. Rhino Command stand.Imperial Space Marine Army Cards and Composition Company Cards Company Tactical Assault Devastator Battle Contents 3 Tactical Detachments 1 Company HQ (Command stand. Rhino) 3 Assault Detachments 1 Company HQ (Command stand. Rhino) 3 Terminator Detachments 1 HQ (Term. Rhino Inquisitor stand. Command stand. See the Purchasing Titans section in the Titans chapter of the Core Rules for details of buying Titans. Rhino Tech-Marine stand. Rhino Chaplain stand. Rhino Inquisitor stand. See the Titan Section in this booklet for Imperial Titan types and weapons.* Land Raider Crusader Upgrade* Drop Pods Titans Warlord Titan Reaver Titan Warhound Titan Warhound Titans Contents Medic stand. Rhino) 1 Tactical Detachment 1 Assault Detachment 1 Devastator Detachment 1 Company HQ (Command stand. 3 Support. Rhino) 3 Devastator Detachments 1 Company HQ (Command stand. Rhino) 3 Scout Detachments 1 Company HQ (Command stand.

Scatolo Assault Detach. 2 Land Raiders 4 Grey Knight stands 5 Bike stands 5 Attack Bikes 4 Scatolos with lascannons 4 Scatolos with support weapons 4 Scatolo Dreadnoughts with flamers 4 Punisher Dreadnoughts Any 4 Dreadnoughts of types Contemptor. 2 Land Raiders 4 Terminator stands. Scatolo Support Detach. 3 Rhinos 6 Flamer Marine stands. 3 Rhinos 4 Terminator stands. Deredeo or Furibundus 4 Robots 3 Land Raiders 5 Land Speeders 3 Predators 3 Razorbacks 3 Sabre Tank-Hunters 3 Vindicators 3 Rhinos 3 Rapier laser destroyers 3 Thudd Guns 3 Mole Mortars 5 Tarantulas 3 Whirlwinds 1 Orbital Barrage Round 1 Orbital Barrage Round 5 Scorpions 1 Thunderhawk gunship 3 Thunderbolt fighters 3 Marauder fighter-bombers 2 2 2 2 3 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 250 250 350 250 150 300 350 300 400 125 175 200 150 100 100 100 100 250 200 200 150 100 150 50 75 100 100 100 150 1 VP 2 VP 150 100 250 350 * These are optional units. Cavalry Bike Squad Attack Bike Squad Walkers Scatolo Heavy Detach. Light Artillery Rapier Battery Thudd Gun Battery Mole Mortar Battery Tarantula Support Unit Heavy Artillery Whirlwind Squadron Light Off-Table Barrage* Heavy Off-Table Barrage* Anti-Aircraft Scorpion AA Battery* Flyers Thunderhawk Gunship Thunderbolt Squadron Marauder Squadron Contents Break Point 5 5 5 5 3 5 3 3 2 3 3 2 2 2 2 2 4 2 3 2 2 2 2 +2 2 2 2 3 2 2 1 2 2 Morale Victory Points 3 3 4 3 2 3 4 3 4 1 2 2 2 1 1 1 1 2 2 2 2 1 2 +1 1 1 1 1 2 1 1 3 4 Cost 6 Tactical stands. NetEpic: Armies of the Imperium 61 . 3 Rhinos 6 Scout stands 6 Veteran stands. Punisher Detachment* Combined Dreadnought Detachment Robot Detachment Vehicles Land Raider Squadron Land Speeder Squadron Predator Squadron Razorback Squadron Sabre Tank-Hunter Sqaudron* Vindicator Squadron Rhino Transport Det. 3 Rhinos 6 Assault stands.Support Cards Name Infantry Tactical Detachment Assault Detachment Devastator Detachment Flamer Detachment Scout Detachment Veteran Detachment Terminator Detachment C/A Terminator Detachment Grey Knight Detach. 3 Rhinos 6 Devastator stands.

2 Rhinos 6 Wolf Scout stands 5 Bike Stands 5 Attack Bike Stands 5 Land Speeders 2 2 800 950 8 3 6 3 3 3 3 2 2 2 3 2 2 2 4 2 3 2 2 2 3 350 150 250 150 175 200 250 4 Wolf Guard stands. 1 Chaplain stand 350 NetEpic: Armies of the Imperium 62 . 2 Land Raiders 4 Wolf Guard Terminators Wolf Priest stand. 2 Rhinos) 2 Grey Hunter Packs 1 HQ Unit (4 Wolf Guard Terminator stands.Space Wolf Army Cards Name Company Cards Great Company Great Company Support Cards Grey Hunter Pack Blood Claws Pack Long Fang Pack Wolf Scout Detachment Blood Claw Bike Squad Blood Claw Attack Bike Squad Blood Claw Land Speeder Squad Special Cards Space Wolf Power Armor Detachment Space Wolf Terminator Detachment Teleported Space Wolf Terminator detachment* Wolf Priest Space Wolf Razorback Transport Detachment Space Wolf Drop Pods Contents Break Point 18 18 Morale Victory Points 8 10 Cost 2 Grey Hunter Packs 1 HQ Unit (4 Wolf Guard stands. Rhino) 4 Terminator stands. 5 Rhinos 5 Blood Claw stands 4 Long Fang stands. 3 Deathwind. Land Raider) 2 Land Speeder Detachments 1 Bike Detachment Company HQ (Command stand. 2 Land Raiders) 10 Grey Hunter stands. 2 Land Raiders 4 Close Assault Terminators 2 1000 400 3 3 3 – 4 3 3 350 300 300 Blood Angels Army Cards Name Special Cards Blood Angels Death Company Contents Break Point 6 Morale Victory Points 4 Cost 5 Death Company Marine stands. 3 Support pods 3 3 3 Stand +5 +10 2 1 1 - 2 4 4 1 +3 +4 150 375 375 100 300 350 Dark Angels Army Cards Name Company Cards Deathwing Ravenwing Support Cards Deathwing Detachment Close-Assault Deathwing Detachment Special Cards* Teleported Close Assault Deatwing detachment* Contents Break Point 10 9 Morale Victory Points 10 4 Cost 3 Deathwing Detachments Company HQ (Terminator stand. 2 Rhinos 4 Wolf Guard Terminator stands. Rhino 10 Razorbacks 12 Assault. 2 Land Raiders 4 Close-Assault Terminators.

Rhino) 3 Platoons (5 Tactical stands.Imperial Guard Army Cards and Composition Company Cards Name Infantry Tactical Assault Heavy Beastmen Mobilized Infantry Gorgon Tactical Gorgon Assault Mole Hellbore Cavalry Rough Rider Bike Vehicles Leman Russ Predator Vindicator Artillery Rocket Baneblade Shadowsword Stormhammer Stormblade Contents Break Point 17 9 9 17 Morale Victory Points 6 4 6 6 Cost 3 Platoons (10 Tactical stands per platoon) 1 Company HQ (2 HQ stands. 1 Termite) 3 Platoons (10 Tactical stands per platoon) 1 Company HQ (2 HQ stands) + 1 Hellbore 3 Platoons (10 Rough Rider stands per platoon) 1 Company HQ (2 HQ Rough Rider stands) 3 Squadrons (5 Bike stands per squadron) 1 Company HQ (1 Bike stand) 4 4 4 4 600 350 600 600 11 11 18 16 4 4 4 4 5 6 10 10 500 600 1000 1000 17 8 4 4 6 3 600 300 3 Squadrons (3 Leman Russ tanks per squadron) 5 1 Company HQ (1 Leman Russ tank) 3 Squadrons (3 Predators per squadron) 5 1 Company HQ (1 Predator) 3 Squadrons (3 Vindicators per squadron) 5 1 Company HQ (1 Vindicator) 3 Artillery Batteries (2 Basilisk Batteries of 3 Basilisks + 1 6 Bombard Battery with 3 Bombards) 1 Company HQ (2 HQ stands. Rhino) 3 Platoons (5 Assault stands per platoon) 1 Company HQ (2 Assault HQ stands. Rhino) 3 Rocket Batteries (2 Manticore Batteries of 3 Manticores + 1 6 Whirlwind Battery of 3 Whirlwinds) 1 Company HQ (2 HQ stands. Gorgon) 3 Platoons (5 Assault stands. 1 Gorgon per platoon) 1 Company HQ (2 Assault HQ stands. Rhino) 3 Platoons (5 Heavy stands per platoon) 1 Company HQ (2 HQ stands. 1 Mole per unit) 1 Company HQ (2 HQ stands. Rhino) 3 Baneblades (One is the Company HQ) 2 3 Shadowswords (One is the Company HQ) 2 3 Stormhammers (One is the Company HQ) 2 3 Stormblades (One is the Company HQ) 2 4 4 4 4 4 4 4 4 4 6 6 5 6 6 5 5 5 7 600 600 450 600 550 500 500 500 650 NetEpic: Armies of the Imperium 63 . 1 Gorgon per platoon) 1 Company HQ (2 HQ stands. Gorgon) 3 Units (10 Tactical stands. Rhino) 3 Platoons (10 Beastmen stands per platoon) 1 Company HQ (2 HQ stands.

1 Gorgon 3 Chimera transports 3 Chimedon assault troop carriers 3 Chimerax assault troop carriers 3 Chimerro assault troop carriers 6 Tactical stands. 3 Termites 10 Tactical stands.Support Cards Name Commissar *Does not count towards 5 support units Infantry Tactical Platoon Assault Platoon Support Platoon Beastmen Platoon Ogryn Platoon Ratling Sniper Platoon Engineer Detachment Grey Knight Detachment Mobilized Infantry Gorgon Tactical Platoon Gorgon Assault Platoon Chimera Squadron Chimedon Assault Squadron Chimerax Assault Squadron Chimerro Assault Squadron Termite Unit Mole Unit Cavalry Rough Rider Platoon Bike Squad Walkers Robot Detachment Sentinel Squad Vehicles Bridging Team* Hellhound Squadron Land Speeder Squadron Leman Russ Squadron Demolisher Squadron Predator Squadron Vindicator Squadron Light Artillery Mole Mortar Battery Rapier Battery Thudd Gun Battery Tarantula Support Unit Heavy Artillery Basilisk Battery Bombard Battery Deathstrike Battery Griffon Battery Manticore Battery Whirlwind Squadron Light Off-Table Barrage* Heavy Off-Table Barrage* Anti-aircraft Hydra Battery Super Heavy Vehicles Baneblade Shadowsword Stormhammer Stormblade Flyers Thunderbolt Squadron Marauder Squadron Contents Commissar stand + Rhino or Cavalry stand or Bike stand Break Point Morale Victory Points 1 Cost - 10 Tactical stands 5 Assault stands 5 Heavy stands 10 Beastmen stands 4 Ogryn stands 4 Ratling stands 5 Engineer stands 4 Grey Knight stands 5 Tactical stands. 1 Mole 10 Rough Rider stands 5 Bike stands 4 Robots 5 Sentinels 2 Bridging Vehicles 3 Hellhounds 5 Land Speeders 3 Leman Russ Tanks 3 Demolisher Tanks 3 Predators 3 Vindicators 3 Mole Mortars 3 Rapier Laser Destroyers 3 Thudd Guns 5 Tarantulas 3 Basilisks 3 Bombards 3 Deathstrike launchers 3 Griffons 3 Manticores 3 Whirlwinds 1 Orbital Barrage Round 1 Orbital Barrage Round 3 Hydras 1 Baneblade 1 Shadowsword 1 Stormhammer 1 Stormblade 3 Thunderbolt fighters 3 Marauder fighter-bombers 5 3 3 5 2 4 3 2 3 3 +2 +2 +2 +2 5 6 5 3 4 3 1 2 3 2 2 2 2 2 2 2 3 2 2 2 2 2 2 2 1 1 1 1 2 2 4 4 4 4 3 4 1 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 2 1 2 2 1 1 2 4 2 2 +1 +2 +2 +2 2 3 2 1 1 1 1 2 2 2 2 2 2 1 1 1 1 2 2 3 2 2 2 3 2 2 2 3 3 4 200 100 200 200 125 100 150 400 175 200 100 150 150 150 150 250 200 100 100 100 50 150 175 200 200 175 150 100 75 100 100 200 200 250 200 200 150 1 VP 2 VP 250 200 200 200 250 250 350 NetEpic: Armies of the Imperium 64 . 1 Gorgon 5 Assault stands.

* These are optional units. Special Cards Name Characters & Teams Colonel Inquisitor Ordo-Malleus Inquisitor** Forward Observer Team** Adeptus Mechanicus** Adeptus Psyker** Astropath** Confessor** Vindicare Assassin** Callidus Assassin** Praetorians Hellbore Capitol Imperialis Leviathan Golgotha Mars Armageddon Imperial Dropship** Titans Warlord Titan Reaver Titan Warhound Titan Warhound Titans Contents 1 Colonel stand. 3 Chimeras Inquisitor stand. See the Titan Section in this booklet for Imperial Titan types and weapons. Rhino Astropath stand. Rhino Psyker stand. remove the Rhino too. Rhino 1 Confessor stand Single-act card Single-act card 1 Hellbore 1 Capitol Imperialis 1 Leviathan 1 Golgotha 1 Mars 1 Armageddon 1 Dropship model 1 Warlord Titan 1 Reaver Titan 1 Warhound Titan 2 Warhound Titans Break Point 5 or Colonel Stand* Stand* 2* 2* Stand* Stand* +1 1 1 1 1 Morale 3ξ Victory Points 3 1 2 1 1 1 1 +1 1 1 4 6 4 4 4 4 4 * * * * Cost 250 100 150 100 100 100 100 100 50 50 400 600 350 350 350 350 400 5001 3001 1251 2501 Chassis cost only. * If stands are killed. Rhino 2 Mechanicus stands. ξ Morale value for the personal guards and Chimeras. See the Purchasing Titans section in the Titans chapter of the Core Rules for details of buying Titans. Rhino 2 Observer stands. ** These are optional units 1 NetEpic: Armies of the Imperium 65 . 5 IG Tactical stands. The unit does not check morale when broken while the Colonel is alive. Rhino Inquisitor stand.

Included here for the convenience of the players.Tech Guard Army Cards and Composition Company Cards Name Tech-Guard Titan Defense Company Mechanized Company Mechanized Assault Company Leman Russ Company Stormblade Company Knights Paladin Household Lancer Household Errant Household Titan Battle Groups** Warlord Battle Group Reaver Battle Group Contents Break Point 10 15 15 5 2 4 4 4 Morale Victory Points 4 7 9 6 7 6 6 5 Cost 3 Detachments (6 Tactical stands per detachment) 1 Company HQ (HQ stand) 3 Detachments (6 Tactical stands. Special Cards Name Special Units Forward Observer Team Adeptus Mechanicus Astropath Knights Baron Ordinatus Vehicles Armageddon Golgotha Mars Imperial Dropship** Titans Warlord Titan Reaver Titan Imperator Titan Contents 2 Observer stands. requires consent of both sides to use. See the Titans chapter of the Core Rules booklet for details of buying Titans. ** Optional units. NetEpic: Armies of the Imperium 66 . Rhino 1 Astropath stand. Rhino 2 Mechanicus stands. * Each Titan gives full Victory Points (calculated with chassis cost even if unpaid) when destroyed.) 1 Company HQ (Leman Russ Tank) 3 Stormblades (One is the Company HQ) 2 Detachments (3 Paladins per detachment) 1 Company HQ Paladin 2 Detachments (3 Lancers per detachment) 1 Company HQ Lancer 2 Detachments (3 Errants per detachment) 1 Company HQ Errant 3 Warlord Titans 3 Reaver Titans 3 3 3 4 4 2 2 2 400 700 850 600 650 550 550 450 10001 6001 1 Each* Each* - * * Chassis cost only. 3 Chimera variants per detachment) 1 Company HQ (HQ stand + Chimera) 3 Detachments (3 Leman Russ Tanks per detach. * Each Titan gives full Victory Points (calculated with chassis cost even if unpaid) when destroyed. Rhino 1 Baron 1 Ordinatus Armageddon 1 Ordinatus Golgotha 1 Ordinatus Mars 1 Dropship model 1 Warlord Titan 1 Reaver Titan 1 Imperator Titan Break Point 2 2 Stand 1 1 1 Morale Victory Points 1 1 1 2 4 4 4 4 * * 23 Cost 100 100 100 150 350 350 350 400 5001 3001 2250 1 Chassis cost only. 3 Chimera variants per detachment) 1 Company HQ (HQ stand + Chimera) 3 Detachments (6 Assault stands. ** Optional unit requires consent of both players to use. See the Titans chapter of the Core Rules booklet for details of buying Titans.

require consent of both sides to use. NetEpic: Armies of the Imperium 67 . Included here for the convenience of the players. ** Optional units.Support Cards Name Infantry Heavy Platoon Heavy Mechanized Platoon Engineer Detachment** Vehicles Bridging Team** Chimera Squadron Chimerax Assault Squadron Chimedon Assault Squadron Chimerro Assault Squadron Leman Russ Squadron Heavy Artillery Basilisk Battery Bombard Battery Manticore Battery Griffon Battery Light Off-Table Barrage** Heavy Off-Table Barrage** Anti-aircraft Hydra Battery Super Heavy Vehicles Stormblade Knights Paladin Detachment Errant Detachment Lancer Detachment Crusader Detachment Castellan Detachment Flyers Thunderbolt Squadron Marauder Squadron Titans Warhound Scout Detachment Contents Break Point 3 5 3 1 +2 +2 +2 +2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 Morale Victory Points 3 4 2 1 +1 +2 +2 +2 2 2 2 2 2 3 3 3 2 3 5 5 3 4 Both Cost 6 Heavy Troop stands 6 Heavy Troop stands + 3 Chimeras 5 Engineer stands 2 Bridging Vehicles 3 Chimeras 3 Chimerax 3 Chimedon 3 Chimerro 3 Leman Russ Tanks 3 Basilisks 3 Bombards 3 Manticores 3 Griffons 1 Orbital Barrage Round 1 Orbital Barrage Round 3 Hydra AA guns 1 Stormblade 3 Knight Paladins 3 Knight Errants 3 Knight Lancers 3 Knight Crusaders 3 Knight Castellans 3 Thunderbolt Fighters 3 Marauder Fighter-Bombers 2 Warhound Titans 3 3 4 4 4 4 4 4 4 4 4 2 2 2 2 2 3 3 250 350 150 50 100 150 150 150 200 200 200 200 200 1 VP 2 VP 250 250 250 200 250 450 450 250 350 2501 1 Chassis cost only. See the Titans chapter of the Core Rules booklet for details of buying Titans.

All units under the template are hit on a 3+ and must make an armor save at -1 to avoid destruction. use the 12cm airburst template. Hellbore Move 15cm Max CAF +12 Shields None Notes May carry a whole company.Launchers Heavy Bolters Range 50 cm 25 cm Hellbore Hit Location Templates Weapon 3+ Engine 4+ Hull 1+ Bridge Weapon Digger 1+ 3+ 2+ Hull 1+ Hull 1+ Hull 1+ Hull 1+ Hull 1+ Digger 2+ Digger 2+ Digger 1+ Engine Reactor 3+ 1+ Hull 1+ Hull 1+ Note: Shots fired from directly behind will hit the engine (save 4+). Weapons Multi. Attack Dice 6 BPs 8 Roll To Hit 4+ 6+ Target’s Save Modifier -1 0 Notes Fires two barrages.Praetorian Templates and Tables In the following pages you will find the necessary hit location templates and damage tables for the Imperial Praetorian Vehicles. NetEpic: Armies of the Imperium 68 . 360-degree arc. Those that survive are placed at the edge of the template. To represent this. while shots from directly in front will hit the digger (save 1+). All other shots are considered to target the side. Due to its size when it surfaces the surrounding ground is turn to slag. any result that indicates a scatter will mean a miss.

cannot move until repaired and even then moves at half speed 5-6 Destroyed may not move. If the Hellbore moves. no movement 6 Digger destroyed. unmodified save to avoid destruction 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 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. roll damage to hull NetEpic: Armies of the Imperium 69 .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. halve speed. except cannot be repaired 5-6 Bridge destroyed. reactor if the rear half. bridge if the front half of the vehicle. Digger: 1-2 Damaged. halve speed 3-4 Major damage. all crew abandon the Hellbore Engine: 1-2 Damaged. explodes as below (result 5-6) 5-6 Boom. Also. on a 5+ the digger is destroyed and roll for damage to the hull 5 Digger destroyed. Any points over 6 are bonuses to the bridge/reactor roll. roll a D6 after the move. as above and cannot be repaired. no movement. cannot enter difficult ground 3-4 Digger damaged heavily. any units within 2 D6 cm are automatically hit by debris. roll damage for the reactor Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit.

except cannot be repaired 5-6 Bridge destroyed. but also roll damage to hull NetEpic: Armies of the Imperium 70 . if not repaired at end of turn. the vehicle may not rotate or move 6 As above. Counts as a command unit for the purposes of movement and firing but may be targeted normally. also if the vehicle moves. the vehicle may only rotate in place. the track may collapse on a roll of 5+ after the move. If used as the IG Regimental Command Center.Leviathan Move 10 cm max CAF +12 Shields 4 Void Shields Notes May carry a full company or brotherhood. if both tracks are destroyed. but cannot be repaired. unmodified save to avoid destruction Track: 1-2 Damaged. Roll To Hit 5+ 4+ 6+ Target’s Save Modifier -1 -2 0 -3 Notes 360 degree fire arc 360 degree fire arc 360 degree fire arc 90 degree fire arc Weapons Lascannons Battlecannon Bolters Doomsday cannon FRONT Range 75 cm 75 cm 15 cm 200cm Attack Dice 6 1 12 D6+3 BP SIDE Hull 1+ Hull 1+ Hull 1+ 2+ Track 2+ Leviathan Hit Location Templates REAR Weapon Weapon 2+ Hull 1+ 2+ Track 2+ Bridge 1+ 2+ Hull 1+ Hull 1+ 2+ Track 2+ 2+ Hull 1+ 2+ Track 2+ Hull 1+ Hull 1+ Track 2+ Weapon Hull 1+ Hull 1+ 2+ 2+ Hull 1+ 1+ Hull 1+ Hull 1+ 2+ Hull 1+ 2+ Track 2+ Weapon Weapon Weapon Weapon Weapon Weapon Weapon Reactor Weapon Track 2+ 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. Also D3 stands inside must make their basic save or be destroyed. cannot enter difficult terrain 3-4 Damaged heavily. speed drops by half. all crew abandon the vehicle Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit. bridge if the front half of the vehicle. explodes as below (result 5-6) 5-6 Boom. increases the command radius of the whole Imperial Guard army to 35 cm. Any points over 6+ are bonuses to the bridge/reactor roll. 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 Reactor: 1-2 May not move or fire until repaired 3-4 Reactor off-line. same as above. if so track is destroyed and roll damage to the hull 5 Track destroyed. Every unsaved hit on hull destroys a bolter. reactor if the rear half. any units within 2 D6 cm are automatically hit by debris.

Weapons Volcano cannon Or: Behemoth Cannon Plasma guns Heavy Bolters Range 100 cm 50 cm 75 cm 25 cm Attack Dice 1 4 BPs 6 8 Capitol Imperialis Hit Location Templates FRONT Weapon Weapon 2+ 2+ Hull 1+ Hull 1+ Hull 1+ Track 2+ Bridge 1+ Hull 1+ Hull 1+ Hull 1+ Bridge 1+ Hull 1+ Hull 1+ Hull 1+ SIDE Hull 1+ Hull 1+ Hull 1+ Hull 1+ Track 2+ Hull 1+ Hull 1+ Hull 1+ Hull 1+ Track 3+ Hull 1+ Weapon 2+ Hull 1+ Hull 1+ Track 3+ Hull 1+ Hull 1+ Hull 1+ Hull 1+ Track 3+ Weapon Weapon 2+ 2+ Hull 1+ Reactor 1+ Hull 1+ Track 3+ Bridge 1+ Hull 1+ Hull 1+ Track 2+ Hull 1+ Hull 1+ NetEpic: Armies of the Imperium 71 . A maximum of one company can shoot from any one side. All weapons on the capitol have a 360-degree firing arc. which must touch. Counts as a command unit for the purposes of movement and firing but may be targeted normally. Behemoth Cannon fires up to 4 barrages. Roll To Hit 3+ 5+ 5+ 6+ REAR Hull 2+ Hull 1+ Hull 1+ Hull 1+ Track 2+ Hull 1+ Hull 1+ Hull 1+ Track 2+ Hull 1+ Hull 1+ Hull 1+ Hull 2+ Hull 2+ Hull 1+ Hull 1+ Hull 1+ Hull 2+ Hull 1+ Hull 1+ Hull 1+ Track 2+ Target’s Save Modifier -4 -1 -2 0 Notes +3 to damage rolls vs.Capitol Imperialis Move 10 cm max CAF +12 Shields 6 Void Shields Notes May carry 2 full companies. Titans/ Praetorians.

the vehicle may not rotate or move 6 As above. roll a D6: 1-3 Bridge. Every unsaved hit on hull destroys a bolter. if not repaired at end of turn. but also roll damage to hull NetEpic: Armies of the Imperium 72 .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. 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 Reactor: 1-2 May not move or fire until repaired 3-4 Reactor off-line. explodes as below (result 5-6) 5-6 Boom. any units within 2D6 cm are automatically hit by debris. the vehicle may only rotate in place. if so track is destroyed and roll damage to the hull 5 Track destroyed. same as above. if a track on both sides is destroyed. cannot enter difficult terrain 3-4 Damaged heavily. speed drops by half. but cannot be repaired. Also D3 stands inside must make their basic save or be destroyed. except cannot be repaired 5-6 Bridge destroyed. all crew abandon the vehicle Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit. Any points over 6+ are bonuses to the bridge or reactor damage roll. unmodified save to avoid destruction Track: 1-2 Damaged. the track may collapse on a roll of 5+ after the move. also if the vehicle moves. 4-6 Reactor.

Each missile is totally independent and fires D3 barrage templates. The 2nd and 3rd templates must touch the original template. It can fire 1 or 2 missiles per turn.Golgotha Move 10 cm max CAF +5 Shields Dispersion Field Notes Carries 6 Hellfire missiles. Roll To Hit 3+ 5+ 6+ Target’s Save Modifier -1 -2 0 Notes 6 missiles. 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. each with D3 templates Weapons Hellfire Missiles Lascannon Bolters Range 200 cm 50 cm 15 cm Attack Dice 8 BP 2 8 Golgotha Hit Location Templates FRONT SIDE Sensor 4+ Missile Missile 4+ 4+ REAR Sensor 4+ Missile Reactor Missile 4+ 3+ 4+ Bridge 2+ Track 2+ Track 2+ Hull 3+ Track 2+ Hull 3+ Hull 2+ Hull 3+ Track 2+ Missile 4+ Missile Missile Missile 3+ 3+ 3+ Hull 3+ Hull 3+ Hull 3+ Reactor Missile Missile 3+ 3+ 3+ Hull 3+ Track 2+ Hull 3+ Track 2+ Hull 3+ Track 2+ Track Bridge Track 2+ 2+ 2+ NetEpic: Armies of the Imperium 73 .

also if the vehicle moves. except cannot be repaired 5-6 Bridge destroyed. bridge if the front half of the vehicle. Roll damage to the reactor Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit. same as above. reactor if the rear half. Hellfire missiles automatically scatter once and cannot fire indirect 3-5 Destroyed. speed drops by 2 cm. unmodified save to avoid destruction Sensor Antenna: 1-2 Damaged. all non-barrage weapons are -1 to hit. also the Dispersion field wont work while reactor is off-line 3-4 Reactor off-line. the track may collapse on a roll of 5+ after the move. Any points over 6+ are bonuses to the bridge/reactor roll.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. Reactor: 1-2 May not move or fire until repaired. but also roll damage to hull Missiles: Roll damage to the reactor and hull. all crew abandon the vehicle Every unsaved hit on the bridge destroys one of the two lascannons Track: 1-2 Damaged. if so track is destroyed and roll damage to the hull 5 Track destroyed. lands D6 cm in a direction indicated by the scatter dice. NetEpic: Armies of the Imperium 74 . cannot be repaired 6 Blown off the vehicle. the vehicle may not rotate or move 6 As above. Add +1 to the roll for each missile detonated (only the missiles on one side will detonate). but cannot be repaired. same as above. if a track on both sides is destroyed. explodes as below (result 5-6) 5-6 Boom. anything underneath must make its save or die. Every unsaved hit on hull destroys a bolter. the vehicle may only rotate in place. cannot enter difficult terrain 3-4 Damaged heavily. any units within 2 D6 cm are automatically hit by debris. if not repaired at end of turn.

Anything that is hit has a save of 5+ on 1 D6. ignoring cover modifiers to hit. Roll To Hit 2+ 5+ 6+ Target’s Save Modifier Special -2 0 Notes Uses teardrop template. regardless of what the actual armor save of the model is (even mighty Titans/ Praetorians are affected). the narrow end pointed at the Ordinatus. Place the template anywhere on the field (within line of sight). Targets protected by energy fields or void shields lose one shield. Weapons Sonic Disruption Lascannon Bolters FRONT Range LOS 50 cm 15 cm Attack Dice 10 BP 3 8 SIDE Weapon 4+ Weapon Weapon 3+ 4+ Mars Hit Location Templates REAR Weapon 4+ Weapon 3+ Weapon 4+ Weapon 4+ Hull 3+ Hull 3+ Sensor 4+ Hull 3+ Hull 3+ Hull 3+ Reactor 3+ Hull 3+ Track 2+ Hull 3+ Track 2+ Sensor 4+ Hull 3+ Track 2+ Bridge 2+ Track 2+ Track 2+ Hull Reactor Hull 3+ 3+ 3+ Hull 3+ Track 2+ Hull 3+ Hull 2+ Hull 3+ Track 2+ Track Bridge Track 2+ 2+ 2+ NetEpic: Armies of the Imperium 75 .Mars Move 10 cm max CAF +5 Shields Dispersion Field Notes Uses a Sonic Disruption that fires a barrage using the teardrop template. Anything at least half under the template is hit on a 2+ (10 BP).

cannot be repaired 6 Blown off the vehicle. explodes as below (result 5-6) 5-6 Boom. anything underneath must make its save or die. Any points over 6+ are bonuses to the bridge/reactor roll. also the Dispersion field wont work while reactor is off-line 3-4 Reactor off-line. Reactor: 1-2 May not move or fire until repaired. all crew abandon the vehicle Every unsaved hit on the bridge destroys one of the two lascannons Track: 1-2 Speed drops by 2 cm. the vehicle may only rotate in place. except cannot be repaired 5-6 Bridge destroyed. may not rotate or move 6 As above. but also roll damage to hull Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit. all non-barrage weapons are -1 to hit 3-5 Destroyed. cannot enter difficult terrain 3-4 Damaged heavily. any units within 2 D6 cm are automatically hit by debris. the track may collapse on a roll of 5+ after the move. but cannot be repaired. if not repaired at end of turn. same as above. both tracks are destroyed. if so track is destroyed and roll damage to the hull 5 Track destroyed.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. also if the vehicle moves. unmodified save to avoid destruction Sensor Antenna: 1-2 Damaged. same as above. 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 NetEpic: Armies of the Imperium 76 . lands D6 cm in a direction indicated by the scatter dice. Every unsaved hit on hull destroys a bolter. reactor if the rear half. bridge if the front half of the vehicle. Roll damage to the reactor.

Allocate these to pulse fire or maximal fire. 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 Sensor 4+ Hull 3+ Hull 3+ Reactor Reactor Hull Weapon Weapon Weapon 3+ 4+ 4+ 3+ 4+ 3+ Hull 3+ Track 2+ Hull 3+ Track 2+ Hull 3+ Track 2+ Bridge 2+ Track 2+ Track 2+ REAR Sensor 4+ Hull Reactor Hull 3+ 3+ 3+ Hull 3+ Track 2+ Hull 3+ Hull 2+ Hull 3+ Track 2+ Sensor 4+ Hull 3+ Hull 3+ Weapon 4+ Hull 3+ Track Bridge Track 2+ 2+ 2+ NetEpic: Armies of the Imperium 77 . Roll To Hit Special 5+ 6+ Target’s Save Modifier Special -2 0 Notes Weapons Nova Cannon Lascannon Bolters Range 150 cm 50 cm 15 cm Attack Special 2 8 Nova Cannon Power Table: No. both have range 150 cm.Armageddon . The save modifier for this further damage is half of that from the initial blast rounded down to a minimum of -1. roll for location and damage to that location as normal .Move 10 cm max CAF +5 Shields Dispersion Field Notes At the start of every turn roll D6+3 to determine how much plasma is available for the Nova Cannon. After pulse fire you can then fire all remaining power on maximal fire. For each counter on pulse fire. -1 save). Maximal fire can affect buildings. you can fire one attack dice on pulse fire (4+ to hit. When using maximal fire at a target that uses a hit location.but every adjacent location is also hit.

if not repaired at end of turn. cannot enter difficult terrain 3-4 Damaged heavily. but cannot be repaired. Every unsaved hit on hull destroys a bolter.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. Reactor: 1-2 May not move or fire until repaired. all non-barrage weapons are -1 to hit 3-5 Destroyed. the vehicle may only rotate in place. Any points over 6+ are bonuses to the bridge/reactor roll. but also roll damage to hull. reactor if the rear half. anything underneath must make its save or die. same as above. except cannot be repaired 5-6 Bridge destroyed. if a track on both sides is destroyed. cannot be repaired 6 Blown off the vehicle. Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or reactor hit. if so track is destroyed and roll damage to the hull 5 Track destroyed. the track may collapse on a roll of 5+ after the move. lands D6 cm in a direction indicated by the scatter dice. all crew abandon the vehicle Every unsaved hit on the bridge destroys one of the two lascannons Track: 1-2 Damaged. also if the vehicle moves. bridge if the front half of the vehicle. also the Dispersion field wont work while reactor is off-line 3-4 Reactor off-line. Roll damage to 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 NetEpic: Armies of the Imperium 78 . same as above. any units within 2 D6 cm are automatically hit by debris. the vehicle may not rotate or move 6 As above. explodes as below (result 5-6) 5-6 Boom. speed drops by 2 cm. unmodified save to avoid destruction Sensor Antenna: 1-2 Damaged.

single shot. Special CC rules when flying. uses standard barrage template Ground-to-ground only.Imperial Dropship* Move Special Weapons CAF +8 Range Shields 2 Notes May carry 2 full companies. Roll To Hit TSM Notes Attack Dice Battlecannons Missiles Lascannon Heavy Bolters 50 cm 50 cm 75 cm 15 cm 3 2 2 16 4+ 4 BPs 4+ 6+ -2 -1 -2 0 Air-to-air only (limited ammo) Air-to-ground. Cannot move when landed. could be fired on FF as soon as landed Dropship Hit Location Templates FRONT REAR LasCan 2+ Wing BatCan Bridge BatCan Wing 3+ 3+ 2+ 3+ 3+ Missile 4+ SIDE BatCan 3+ Wing Engine Engine Engine Wing 3+ 2+ 2+ 2+ 3+ Missile 4+ Missile 4+ Missile 4+ BatCan 3+ Engine 2+ Hull 2+ BatCan 3+ Missile 4+ Hull 2+ LasCan 2+ Hull 2+ Bridge 2+ NetEpic: Armies of the Imperium 79 . Fights as a Praetorian on the ground. turret Ground-to-ground only.

ship and transportees destroyed. ship cannot fire bolters. ♦ Any movable models (except T/P class) under the ship run away before landing on 4+ on a D6 otherwise are destroyed. on 4+ on a D6 the location/model gets a hit with 0 save modifier. 4-5 Major damage. If flying. add+1 to future damage rolls. Otherwise abandon ship immediately (VPs are awarded). If on the ground. missile shots scatter 1D6. Missile Launchers: 1-2 Launcher damaged. engine if the rear. Wing (if flying): 1-3 Wing damaged. 6 Plasma explosion. 3-4 Heavy damage. add +1 to future rolls. 5-6 Launcher destroyed. Hull: 1-5 Add +1 to future rolls on hull 6+ Bridge or engine hit. 6 Weapon destroyed. erratic landing (see below). Also roll for damage on the hull. everything within 2D6cm gets hit on a 4+ with 0 save modifier. 4-6 Heavy damage. 3-4 Missile Launcher destroyed (this side). both sides get D6 hits on random locations with –2 save modifier. crash-landing (see below). Erratic Landing: ♦ Ship lands on a random spot 2D6 scattered from the original landing point. roll for damage on the hull. 3-5 Weapon destroyed (only that location).Dropship Damage Table Bridge: 1-2 Bridge damaged. Engine: 1-3 Engine damaged. Crash Landing: Same as Erratic Landing except: ♦ Ship scatters 3D6 on landing. ♦ If any Titan/Praetorians or buildings are hit. Any points over 6 are bonuses to the engine roll. crash landing (see below). bridge if the front half of the vehicle. erratic landing (see below). add +1 to future rolls. add+1 to future damage rolls. missile shot from this side scatters 1D6. ♦ Roll on every location plus the transportee’s even if no obstacles are hit. 5-6 Bridge destroyed. apply crash landing (see below). Also roll for damage on the hull. Battlecannons & Lascannon: 1-2 Weapon damaged (-1 to hit). If already destroyed. NetEpic: Armies of the Imperium 80 . erratic landing (see below). cannot fire any weapons.

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

Warhound
Move 25 cm CAF +8 Shields 2 Void Shields Weapon Locations 2 Notes 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. Target’s Save Modifier

Weapon

Range

Attack Dice

To Hit Roll

Notes

See the Titan Weapon Tables for the allowed weapons. Warhound Hit Location Templates FRONT Weapon 2+ Head 2+ Legs 3+ Leg 2+ Leg 2+ Weapon 2+ SIDE Weapon Weapon Weapon 2+ 1+ 2+ Leg 2+ Leg 2+ Leg 2+ REAR Weapon Reactor Weapon 2+ 4+ 2+ Legs 3+ 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. 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.

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.

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

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 Weapon Weapon Weapon 2+ 2+ 2+ Reactor Weapon Head 3+ 2+ 1+ Weapon Weapon 2+ 2+ Leg 3+ Leg 2+

REAR Weapon 2+ Weapon Reactor Weapon 2+ 4+ 2+ Weapon 2+ Leg 2+ Leg 2+ Legs 2+ Weapon 2+ Leg 2+ Leg 2+

Weapon 2+ Weapon Head Weapon 2+ 1+ 2+ Weapon 2+ Leg 2+ Leg 2+ Legs 2+ Weapon 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. 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.

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.

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 15 cm CAF +14 Shields 6 Void Shields Weapon Locations 4 + Head Notes 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 Weapon 2+ Weapon 2+ Head 1+ Weapon 2+ Weapon 2+ SIDE Weapon Weapon Weapon 2+ 2+ 2+ Carapace Weapon REAR Weapon 2+ 1+ 1+ Weapon 2+ 1+ 1+ 2+ Head 1+ Carapace Carapace Carapace Weapon Reactor Weapon 2+ 1+ 2+ Leg 2+ Leg 1+ Leg 2+ Leg 1+ Weapon Weapon 2+ 2+ Leg 2+ Leg 2+ Weapon Reactor Weapon 2+ 3+ 2+ Leg 2+ Leg 3+ Leg 2+ Leg 3+ NetEpic: Armies of the Imperium 85 .

3-4 Damaged heavily. Decide randomly which way the Titan falls and place it on its side lying in that direction. explodes as below (result 5-6). Weapon: 1-2 Weapon damaged and cannot be used until repaired. Roll a D6. on 3-4 the Reactor. and must make an unmodified save to avoid destruction. 3-4 The Titan’s void shield generators are shut down and the shields may not be used any further in the game. subtract 2 if the Titan has Charge Orders. 3-4 Reactor off-line.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. NetEpic: Armies of the Imperium 86 . Reactor: 1-2 May not move or fire. 4 Same as 1-2. and on 5-6 on the Head. Leg: 1-2 Damaged: speed drops by half cannot enter difficult terrain. Carapace: 1-2 The void shield generators are shut down and the shields may not be used until repaired. On 1-2 roll for damage on the Carapace. and the Titan crashes to the ground and is destroyed. If the result is 0 or less. 3-4 Weapon destroyed and cannot be used in this battle. 6 The leg is blown apart and the Titan collapses to the ground. Roll a D6. except cannot be repaired and may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. and must make an unmodified save to avoid destruction. 5 The shields are in danger of overloading and you must shut them down before they explode. Decide randomly which way the Titan falls and place it on its side lying in that direction. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any models it hit must make an unmodified save to avoid destruction. On 1-4 they explode as described below: 6 The Titan’s void shields overload and explode. Any models within 2D6 cm are automatically hit by debris. 3 CAF halved for the rest of the game. and 1 if Advance Orders. * A 4+ on a D6 repairs a damaged location or a downed shield. the leg snaps. if not repaired at end of turn. but there is a flashback to Titan’s hull. Any vehicles or troop stands that are fallen on are destroyed. 5 Titan crippled. Any vehicles or troop stands that are fallen on are destroyed. or repair other damage until repaired. On 5-6 the shields are safely shut down. 5-6 Reactor explodes in a meltdown! The Titan is removed from the game. 5-6 The Titan crashes to the ground as a result of the explosions. Any vehicles or troop stands within 3D6 cm are automatically hit. 5 Weapon is blown off the Titan and scatters 2D6cm in a random direction. The Titan is destroyed but remains standing. It may not move or turn for the rest of the game. 6 Weapon is blown off the Titan as above. Any vehicles or troop stands that are fallen on are destroyed. Roll a D6 in each end phase.

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