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Baran Siegemasters Imperial Guard Army List: Special Rule

This document provides an army list for fielding an Imperial Guard army based on the Baran Siegemasters, a regiment specialized in siege warfare. It includes rules for fielding companies and support formations, special rules for commissars and fortified positions, and upgrade options for companies. Companies must be taken to include support formations. A maximum of one-fourth of points can be spent on Imperial Navy aircraft.

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0% found this document useful (0 votes)
109 views7 pages

Baran Siegemasters Imperial Guard Army List: Special Rule

This document provides an army list for fielding an Imperial Guard army based on the Baran Siegemasters, a regiment specialized in siege warfare. It includes rules for fielding companies and support formations, special rules for commissars and fortified positions, and upgrade options for companies. Companies must be taken to include support formations. A maximum of one-fourth of points can be spent on Imperial Navy aircraft.

Uploaded by

mano
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Imperial Guard – Baran Siegemasters – 2018-04-20

BARAN SIEGEMASTERS IMPERIAL GUARD


SPECIAL RULE
ARMY LIST 1
Regimental HQs
“We’ve been “claiming” this damned planet for the Imperium all of my life,
and all of my father and grandfathers lives before that. I just wish someone When playing Epic tournament games, a Siegemaster army
would get round to telling those damned Orks to get off our damned land!” must include a Regimental HQ. The enemy count as having
achieved the “Break Their Spirit” goal by destroying this
Anon formation or by destroying the most expensive formation
in the army (see Victory Conditions).
Forces
The Baran Siegemasters Imperial Guard Army List uses the
SPECIAL RULE
datasheets from the Baran Siegemaster Forces section, the
Fortified Positions 2
Imperial Navy Forces section.
A Siege Regiment army regiment is allowed to purchase
Using The Army List one set of fortified positions for its troops to occupy for
The following army list allows you to field an Imperial Guard each Regimental HQ or Infantry company included in the
army that is based on a Siege regiment of the type typified by the army.
Baran Siegemasters. It can also be used as a “stand in” army list
for other Imperial Guard Siege regiments, other kinds of static Fortified positions must be set up after Objectives, but
defence regiment, as well as being an excellent army list to use to before Spacecraft and Garrisons are deployed. They may
represent the planetary defence forces fielded by Imperial be set up anywhere a vehicle may deploy in the
Governors all across the Imperium. Siegemasters half of the table. You may split up a set of
fortified positions as desired, as long as the rules for
Baran Siegemaster formations come in two types: companies and formation coherence are adhered to. For example, you
support formations. Each company you include in the army allows could split up trenches into several lines, as long as there
you to field any two support formations, plus one set of Fortified are 5cm “links” between the different parts of the position.
Positions. Although you can only take a support formation if you Fortified positions count as having a move of zero, and
first take a company, they are treated as separate independent may “garrison” (e.g., they can be set up in positions that
formations during a battle and do not have to move around garrison units can be set up in). It goes without saying that
together. they may not be transported, and any players that were
considering transporting them onto the table should be
In addition, companies may be given up to three company deeply ashamed of themselves!
upgrades. Each type of upgrade can only be taken once by a
company. Upgrades are added to the company and are not a Once set up fortified positions may be used by any unit,
separate formation. Support formations may not be given not just the units they were purchased for. They may be
company upgrades. Each upgrade that is taken adds to the cost captured and used by enemy units too.
of the company, as shown on the upgrade chart. Note that you
may take any type of upgrade for any type of company.

Baran Siegemasters Imperial Guard armies may be supported by


Imperial Navy aircraft. A maximum of up to a fourth of the 2. Fortified Positions
points available to the army may be spent on these formations. Q: Do all Fortified Positions purchased need to be set up?
A: No.
Special Rules Q: Are Fortified Positions counted during tiebreak?
The Commissars rule applies to Baran Siegemasters Imperial A: No.
Guard armies (see Commissars). Q: Are the Gun Emplacements that come with certain formation set up at the same
time as Fortified Positions?
1. Baran Siegemasters Imperial Guard Army List A: No, these are setup with the formation they are part of.
Q: If a Sapper Platoon is split up and added to one or more companies is the Break Q: Are the Gun Emplacements that come with certain formation units in the
Their Spirit goal or tiebreak affected? formation?
A: Yes, each unit of Sappers adds +30 points to the company it is added to. A: No, they just need to be set up in coherency with the rest of the formation.

1
Imperial Guard – Baran Siegemasters – 2018-04-20

SPECIAL RULE
Commissars
An Imperial Guard army may include one Commissar
character per 500 points, or part thereof, in the army. The
Commissars do not cost any points.

Commissar units may be added to the army at the start of


the battle before either side sets up. If the army includes a
Supreme Commander than the first Commissar must be
attached to the Supreme Commander’s formation. Any
further Commissars may be attached to any other
formations.

You may not include more than one Commissar per


formation. You may not add a Commissar to an Imperial
Ally formation. If you have more Commissars than
formations any excess is lost.

2
Imperial Guard – Baran Siegemasters – 2018-04-20

BARAN SIEGEMASTERS IMPERIAL GUARD ARMY LIST


Baran Siegemaster Imperial Guard armies have a strategy rating of 1. All formations have an initiative rating of 2+.
BARAN SIEGEMASTER COMPANIES
FORMATION UNITS COST
Infantry Company One Commander unit and nine Siege Infantry units 175 points
1 Regimental HQ One Supreme Commander unit and nine Siege Infantry units 225 points

BARAN SIEGEMASTER COMPANY UPGRADES


(Up to three company upgrades may be taken once per company.)
UPGRADE UNITS COST
Griffon Battery Add three Griffons +50 points
Hellhound Squadron Add three Hellhounds +100 points
Rapier Platoon Add three Rapier Laser Destroyer units +75 points
Siege Infantry Platoon Add six Siege Infantry units +75 points
Snipers Add up to two Snipers +25 points each
Thudd Gun Platoon Add three Thudd Gun units +75 points

BARAN SIEGEMASTER SUPPORT FORMATIONS


(Any two support formations may be fielded per each company.)
FORMATION UNITS COST
Artillery Battery Three Götterdämmerung Howitzers and three Bruenhilde 150 points
Artillery Company Nine Götterdämmerung Howitzers and nine Gun Emplacements 425 points
Bombard Battery Three Bombards 250 points
0–1 Deathstrike Battery Two Deathstrikes 200 points
Flak Battery Three Blitzen AA Guns and either three Bruenhilde or three Gun Emplacements 100 points
Heavy Tank Platoon Six Ragnarok Heavy Tanks 300 points
Light Tank Platoon Six Siegfried Light Tanks 150 points
Rough Rider Platoon Six Rough Rider units 150 points
0–1 Sapper Platoon Eight Sappers 250 points
(The units may be split up and added to one or more companies in the army, or fielded as a single formation in
their own right.)
Super-heavy Tank Platoon One Baneblade or Shadowsword 200 points

BARAN SIEGEMASTER FORTIFICATIONS


(One may be fielded per each company.)
TYPE NOTES COST
Fortified Positions Up to 50cm of trenches and 50cm of razor wire, plus up to six of the following: Gun Emplacements, Bunkers +75 points

IMPERIAL NAVY AIRCRAFT


(Up to a fourth of the points available may be spent on these formations.)
FORMATION UNITS COST
Marauder Squadron Two Marauder Bombers 250 points
Thunderbolt Squadron Two Thunderbolt Fighters 150 points

3
BARAN SIEGEMASTER FORCES
NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES
Commissar CH n/a n/a n/a n/a Power Weapon (bc) Assault Weapons, EA(+1), MW Fearless, Inspiring, Leader.
Commander INF 15cm 6+ 5+ 5+ Autocannon 45cm AP5+/AT6+ Commander.
Rapier Laser Destroyer INF 10cm - - 5+ Rapier Laser Destroyer 45cm AP6+/AT4+
Rough Riders INF 20cm 6+ 4+ 6+ Laspistols (15cm) Small Arms Infiltrator, Mounted, Scout.
Power Lances (bc) Assault Weapons, EA(+1), FS
Sappers INF 15cm 6+ 5+ 5+ Heavy Flamer 15cm AP4+, IC Walker.
and (15cm) Small Arms, IC
Melta Bombs (bc) Assault Weapons, EA(+1), MW
Siege Infantry INF 15cm - 6+ 5+ Heavy Stubber 30cm AP6+
Snipers INF 15cm - 6+ 5+ Sniper Rifles 30cm AP5+ Scout, Sniper.
Supreme Commander INF 15cm 5+ 4+ 5+ Autocannon 45cm AP5+/AT6+ Supreme Commander.
Power Weapon (bc) Assault Weapons, EA(+1), MW
Thudd Gun INF 10cm - - 5+ Thudd Gun 45cm AP4+/AT6+, Ind
Blitzen AA Gun LV 0cm - - 6+ Blitzen Cannon 60cm AP6+/AT5+/AA5+
Bruenhilde LV 15cm 6+ - 6+ Heavy Stubber 30cm AP6+ Transport. May transport one of the following units: Blitzen AA Gun,
Götterdämmerung Howitzer, Rapier Laser Destroyer, Thudd Gun.
Götterdämmerung Howitzer LV 0cm - - 6+ Howitzer 90cm 1BP, Ind
Siegfried Light Tank AV 30cm 5+ 6+ 5+ Multilaser 30cm AP5+/AT6+ Scout.
Bombard AV 20cm 6+ 6+ 5+ Siege Mortar 45cm 2BP, IC, Ind, Slw
Heavy Bolter 30cm AP5+
Deathstrike AV 20cm 6+ 6+ 5+ Deathstrike Missile Unlimited MW2+, Ind, SS, TK(D6)
Heavy Bolter 30cm AP5+
Griffon AV 30cm 6+ 6+ 5+ Heavy Mortar 30cm 1BP, Ind
Heavy Bolter 30cm AP5+
Hellhound AV 30cm 4+ 6+ 3+ Inferno Cannon 30cm AP3+, IC
Heavy Bolter 30cm AP5+
Ragnarok Heavy Tank AV 15cm 4+ 6+ 4+ Ragnarok Battlecannon 60cm AP4+/AT4+ Reinforced Armour, Walker.
2× Heavy Stubber 30cm AP6+
Baneblade WE 15cm 4+ 6+ 4+ Baneblade Battle Cannon 75cm AP3+/AT3+ Damage Capacity 3, Reinforced Armour. Critical Hit Effect: Destroyed. All
Autocannon 45cm AP5+/AT6+ units within 5cm of the model suffer a hit on a roll of 6+.
Demolisher 30cm AP3+/AT4+, FxF, IC
2× Lascannon 45cm AT5+
3× Twin Heavy Bolter 30cm AP4+
Shadowsword WE 15cm 4+ 6+ 5+ Volcano Cannon 90cm MW2+, FxF, TK(D3) Damage Capacity 3, Reinforced Armour. Critical Hit Effect: Destroyed. All
2× Heavy Bolter 30cm AP5+ units within 5cm of the model suffer a hit on a roll of 6+.
SPECIAL RULE
Fortified Positions 3
Bunker: Counts as Fortifications (see Terrain Effects). Can hold three units.

Gun Emplacement: Provides vehicles with a Cover Save that works in the same manner as an infantry cover save (see Infantry Cover Saves). Can hold one unit.

Trench: Can hold one infantry unit per 4cm of length.

Fortified Position Effects Table


Terrain Infantry Vehicle War Engine
Bunker 3+ Cover Save Dangerous Impassable
Gun Emplacement 4+ Cover Save 5+ Cover Save No Effect
Razor Wire Dangerous No Effect No Effect
Trench 4+ Cover Save Dangerous No Effect

3. Fortified Positions
Q: What is a fortified positions?
A: They are not units. They are terrain that is placed by the player.
Q: Do fortified positions block a line of fire?
A: No.
Q: Do fortified positions work against fire from all directions?
A: Yes.
Q: Do units entering or starting their move in their own fortified position have to take a dangerous terrain test?
A: If it is dangerous to their unit type, yes.
Q: How wide is razor wire and a trench?
A: They are assumed to be under 5cm wide, crossible in one move when a unit is moving cautiously.
IMPERIAL NAVY FORCES
NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES
Marauder Bomber AC Bomber 4+ n/a n/a Twin Lascannon 45cm AT4+/AA4+, FxF
Bomb Racks 15cm 3BP, FxF
2× Twin Heavy Bolter 15cm AA5+
Thunderbolt Fighter AC Fighter- 6+ n/a n/a Multilaser 30cm AP5+/AT6+/AA5+, FxF
Bomber Underwing Rockets 30cm AT4+, FxF
Storm Bolters 15cm AP4+/AA5+, FxF
Emperor Class Battleship SC n/a n/a n/a n/a Orbital Bombardment n/a 8BP, MW Slow and Steady.
Lunar Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 3BP, MW
Pin-Point Attack n/a MW2+, TK(D3)

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