warhammer 40k [codex] 5th ed - krieg siege regiment (updated jul 10 + faq) - ia v

18
Imperial Armour 130 DEATH KORPS OF KRIEG SIEGE REGIMENT ARMY LIST THE IMPERIAL GUARD The Imperial Guard is the largest fighting force in the galaxy, and the largest military organisation in the long history of Mankind. It is huge, billions upon billions of men at arms and millions of tanks and artillery guns stand ready to fight for the Emperor. It is the Imperial Guard that must bear the brunt of the Imperium's wars. Wherever there is conflict, there is the Imperial Guard. The manpower for such a vast fighting force is drawn from across the Imperium. They come from primitive feral worlds and hive worlds, from death worlds and savage penal colonies. All must provide recruits for the Imperial Guard. Each planet owes tithes to the Imperium and part of these tithes are taken as manpower. Many units are formed as infantry regiments, with tens of thousands of men. But there are other more specialised regiments, such as those recruited from the world of Krieg. These are siege regiments, with vast resources of infantry and heavy artillery, deployed for bloody trench warfare, often against the strongest enemy defences. WHY COLLECT THE DEATH KORPS OF KRIEG? What is the appeal of a Death Korps army? Well, the Death Korps are a variant of the standard Imperial Guard army list, and many of the unit options will be familiar. But the Krieg's doctrines and tactics mark them out from other regiments. They have artillery, lots of artillery and hence access to big bombardments in every game. So if you like big guns, then Krieg should appeal to you. The infantry (as well as being superb models) are grim relentless warriors, and this is reflected in their morale. They are difficult to break, and when led by their officers, can regroup even when under 50% strength, meaning the infantry will fight on when casualties would have sent other regiments running for cover. Of course casualties are expected amongst the Death Korps, so don’t feel too bad if your army takes a heavy beating. The real draw of the Death Korps is the strong imagery behind the army. Fighting bloody trench warfare in the worst war zones in the galaxy, the look of a Death Korps battlefield easily comes to mind. Blasted wildernesses of shell holes and barbed wire, trenches, dug-outs and sandbags all make for great looking games. From mass infantry attacks to night raids across no- man’s land, there are many games to be played across such terrain. The Death Korps are also well-suited to battle scenarios like Bunker Assault, Hold at All Costs and Meat Grinders. DEATH KORPS TROOP LIST On the following pages you will find an army list that enables you to field a Death Korps of Krieg army for the Siege of Vraks. This list includes all the models currently available from Forge World. The army list allows you to fight battles using the scenarios in the Warhammer 40,000 rulebook but also provides enough information to field Death Korps in scenarios of your own devising or as part of an ongoing campaign. The heart of this list is the massed men of an infantry company, with artillery in support and other attached elements like grenadier squads and tanks. Other support comes from more specialised equipment such as Cyclops and Death Riders. This army list is provided for players who wish to use their Imperial Armour models en-masse in games. If you only wish to use one or two models, or a single Death Korps grenadier squad in a Centaur, then it is recommended you stick with the Imperial Guard Codex army list. The rules for each vehicle detail which choice each Imperial Armour vehicle is for a 'standard' Imperial Guard army. USING THE ARMY LIST The Imperial Guard army list is split into five sections: HQ, Elites, Troops, Fast Attack and Heavy Support. All of the squads, vehicles and characters in the army are placed into one of these sections depending upon their role on the battlefield. Each model is also given a points value, which varies depending on how effective that model is in battle. Before you choose an army, you will need to agree with your opponent upon the type of game you are going to play and the maximum total number of points each of you will spend. Then you can proceed to pick your army. USING A FORCE ORGANISATION CHART The army list is used in conjunction with the force organisation chart from a scenario. Each chart is split into five categories that correspond to the sections in the army list, and each category has one or more boxes. Each grey-toned box indicates that you may make one choice from that section of the army list, while a dark-toned box indicates a compulsory selection. This army list is primarily designed for use with the Standard Missions from the Warhammer 40,000 rulebook. We have included the chart used for Standard Missions above. This army list may be used in conjunction with other missions and scenarios that use the force organisation charts, but please note that play balance may be affected if they are used for anything other than a Standard Mission. STANDARD MISSIONS COMPULSORY 1 HQ 2 Troops OPTIONAL 1 HQ 4 Troops 3 Elites OPTIONAL 3 Fast Attack 3 Heavy Support HQ ELITES TROOPS TROOPS FAST ATTACK HEAVY SUPPORT The following army list enables you to field an Imperial Guard Death Korps of Krieg army and fight battles using the scenarios included in the Warhammer 40,000 rulebook.

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Page 1: WarHammer 40K [Codex] 5th Ed - Krieg Siege Regiment (Updated Jul 10 + FAQ) - IA V

Imperial Armour

130

DEATH KORPS OF KRIEGSIEGE REGIMENT ARMY LIST

THE IMPERIAL GUARDThe Imperial Guard is the largest fighting force in the galaxy,and the largest military organisation in the long history ofMankind. It is huge, billions upon billions of men at arms andmillions of tanks and artillery guns stand ready to fight for theEmperor. It is the Imperial Guard that must bear the brunt of theImperium's wars. Wherever there is conflict, there is theImperial Guard.

The manpower for such a vast fighting force is drawn from acrossthe Imperium. They come from primitive feral worlds and hiveworlds, from death worlds and savage penal colonies. All mustprovide recruits for the Imperial Guard. Each planet owes tithesto the Imperium and part of these tithes are taken as manpower.

Many units are formed as infantry regiments, with tens ofthousands of men. But there are other more specialisedregiments, such as those recruited from the world of Krieg.These are siege regiments, with vast resources of infantry andheavy artillery, deployed for bloody trench warfare, oftenagainst the strongest enemy defences.

WHY COLLECT THE DEATH KORPS OF KRIEG?What is the appeal of a Death Korps army? Well, the DeathKorps are a variant of the standard Imperial Guard army list,and many of the unit options will be familiar. But the Krieg'sdoctrines and tactics mark them out from other regiments. Theyhave artillery, lots of artillery and hence access to bigbombardments in every game. So if you like big guns, thenKrieg should appeal to you.

The infantry (as well as being superb models) are grimrelentless warriors, and this is reflected in their morale. They aredifficult to break, and when led by their officers, can regroupeven when under 50% strength, meaning the infantry will fighton when casualties would have sent other regiments running forcover. Of course casualties are expected amongst the DeathKorps, so don’t feel too bad if your army takes a heavy beating.

The real draw of the Death Korps is the strong imagery behindthe army. Fighting bloody trench warfare in the worst war zonesin the galaxy, the look of a Death Korps battlefield easily comesto mind. Blasted wildernesses of shell holes and barbed wire,trenches, dug-outs and sandbags all make for great lookinggames. From mass infantry attacks to night raids across no-man’s land, there are many games to be played across suchterrain. The Death Korps are also well-suited to battle scenarioslike Bunker Assault, Hold at All Costs and Meat Grinders.

DEATH KORPS TROOP LISTOn the following pages you will find an army list that enablesyou to field a Death Korps of Krieg army for the Siege of Vraks.This list includes all the models currently available from ForgeWorld. The army list allows you to fight battles using thescenarios in the Warhammer 40,000 rulebook but also providesenough information to field Death Korps in scenarios of yourown devising or as part of an ongoing campaign.

The heart of this list is the massed men of an infantry company,with artillery in support and other attached elements likegrenadier squads and tanks. Other support comes from morespecialised equipment such as Cyclops and Death Riders.

This army list is provided for players who wish to use theirImperial Armour models en-masse in games. If you only wish touse one or two models, or a single Death Korps grenadiersquad in a Centaur, then it is recommended you stick with theImperial Guard Codex army list. The rules for each vehicledetail which choice each Imperial Armour vehicle is for a'standard' Imperial Guard army.

USING THE ARMY LISTThe Imperial Guard army list is split into five sections: HQ,Elites, Troops, Fast Attack and Heavy Support. All of thesquads, vehicles and characters in the army are placed intoone of these sections depending upon their role on thebattlefield. Each model is also given a points value, whichvaries depending on how effective that model is in battle.Before you choose an army, you will need to agree with youropponent upon the type of game you are going to play andthe maximum total number of points each of you will spend.Then you can proceed to pick your army.

USING A FORCE ORGANISATION CHARTThe army list is used in conjunction with the force organisationchart from a scenario. Each chart is split into five categoriesthat correspond to the sections in the army list, and eachcategory has one or more boxes. Each grey-toned boxindicates that you may make one choice from that section ofthe army list, while a dark-toned box indicates a compulsoryselection.

This army list is primarily designed for use with the StandardMissions from the Warhammer 40,000 rulebook. We haveincluded the chart used for Standard Missions above. Thisarmy list may be used in conjunction with other missions andscenarios that use the force organisation charts, but pleasenote that play balance may be affected if they are used foranything other than a Standard Mission.

STANDARD MISSIONS

COMPULSORY1 HQ2 Troops

OPTIONAL1 HQ4 Troops3 Elites

OPTIONAL

3 Fast Attack3 Heavy Support

HHQQ EELLIITTEESS

TTRROOOOPPSS TTRROOOOPPSS FFAASSTT AATTTTAACCKK HHEEAAVVYY SSUUPPPPOORRTT

The following army list enables you to field an Imperial Guard Death Korps of Krieg army and fight battles using the scenariosincluded in the Warhammer 40,000 rulebook.

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ARMY LIST ENTRIES

Each entry in the army list represents a different unit.

Each unit entry in the Krieg army list is split into several sections:

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Unit Name: At the start of each army list entry you will find the name ofthe unit alongside the points cost of the unit without anyupgrades.

Unit Profile: This section will show the profile of any models the unit caninclude.

Unit Composition: Where applicable, this section will show the number and typeof models that make up the basic unit, before any upgradesare taken.

Unit Type:This section refers to the Warhammer 40,000 Unit Type Ruleschapter. For example, a unit may be classed as infantry,vehicle or cavalry, which will subject it to a number of rulesregarding, movement, shooting, assault etc.

Wargear: This section details the weapons and equipment the models inthe unit are armed with. The cost for all these models andtheir equipment is included in the points cost listed next to theunit name.

Special Rules: Any special rules that apply to the models in the unit are listedhere. These special rules are explained in further detail ineither the Forces of the Imperial Guard section or theUniversal Special Rules section of the Warhammer 40,000rulebook.

Dedicated Transport: Where applicable, this section refers to any transport vehiclesthe unit may take. These have their own army list entry onpage 99. The Transport Vehicles section of the Warhammer40,000 rulebook explains how these dedicated transportvehicles work.

Options: This section lists all of the upgrades you may add to the unit ifyou wish to do so alongside the associated points cost foreach. Where an option states that you may exchange oneweapon ‘and/or’ another, you may replace either, neither orboth provided you pay the points cost.

DEATH KORPS OF KRIEG SPECIAL RULES

Hardened FightersIndoctrinated from birth in the martial traditions of the Korps,all Death Korps soldiers are experts with the bayonet, andKrieg commanders favour the bayonet charge in battle. AllDeath Korps guardsmen have +1WS (where appropriate thisis already included in the stat lines given).

Iron DisciplineThe Death Korps have no fear of death. They will gladly laydown their lives in the name of the Emperor. A Death Korpsofficer demands and expects nothing less from his men. Anyunit that is falling back but has at least one model within 6" ofa Krieg officer (of any rank) may attempt to regroup, even ifit is reduced to less than half strength.

Die HardsThe Death Korps are so firmly indoctrinated into the Imperialfaith that they will stand against any odds. Death Korps unitsdo not count negative modifiers when testing Morale after anassault. They always use their standard Leadership value.

OrdersThe Death Korps squads can use the Imperial Guard Ordersrules as detailed in the Imperial Guard Codex.

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HQ

Unit Composition:• 1 Company Commander• 4 Veteran Guardsmen

Unit Type:• Infantry

Wargear:• Flak armour• Lasgun (Officer has

Laspistol instead)• Close combat weapon• Frag grenades

Special Rules:• Senior Officer (Company

Commander only)• Iron Discipline• Die Hards• Hardened Fighters

Dedicated Transport:• If the squad numbers five

members, it may select aCentaur (see page 139 forpoints costs)

OPTIONS:• The Company Commander may exchange his laspistol

and/or close combat weapon for:- Bolt pistol or boltgun . . . . . . . . . . . . . . . . . . .2 points- Plasma Pistol . . . . . . . . . . . . . . . . . . . . . . .10 points- Power weapon . . . . . . . . . . . . . . . . . . . . . .10 points- Power fist . . . . . . . . . . . . . . . . . . . . . . . . . .15 points

The Company Commander may take:- Melta bombs . . . . . . . . . . . . . . . . . . . . . . . . .5 points

• Any Veteran may replace his lasgun with:- Laspistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .free

• One Veteran may carry: Regimental Standard .15 points• One other Veteran may carry a Vox Caster . .5 points• Replace two other Veteran Guardsmen with a Veteran

Heavy Weapons team armed with one of the following:- Heavy bolter . . . . . . . . . . . . . . . . . . . . . . . .10 points- Autocannon . . . . . . . . . . . . . . . . . . . . . . . .10 points- Twin-linked heavy stubbers . . . . . . . . . . . .15 points

• Up to one Veteran Guardsman that has not beenupgraded with one of the options above may replacetheir lasgun with:- Flamer or grenade launcher . . . . . . . . . . . . .5 points- Meltagun . . . . . . . . . . . . . . . . . . . . . . . . . .10 points- Plasma gun . . . . . . . . . . . . . . . . . . . . . . . .15 points

• Entire squad (including advisors) may have:- Carapace armour . . . . . . . . . . . . . . . . . . . .20 points- Krak grenades . . . . . . . . . . . . . . . . . . . . . . .5 points

COMPANY COMMAND SQUAD . . . . . . . . . . . . . . . . . . . . . . 60 POINTS

WS BS S T W I A Ld SvCoy Commander 5 4 3 3 3 3 3 9 5+Veterans 4 4 3 3 1 3 1 7 5+Vet Wpns Team 4 4 3 3 2 3 2 7 5+

WS BS S T W I A Ld SvAstropath 3 4 3 3 1 3 1 7 5+Mstr of Ordnance 3 4 3 3 1 3 1 7 5+Off of the Fleet 3 4 3 3 1 3 1 7 5+Bodyguard 4 4 3 3 1 3 2 7 5+

ASTROPATHWargear:

• Flak armour• Laspistol• Close-combat weapon• Frag grenades

OFFICER OF THE FLEETWargear:

• Flak armour• Laspistol• Close-combat weapon• Frag grenades

Special Rules:

• Intercept Reserves

Special Rules:

• Telepathic Relay

Wargear:

• Flak armour• Laspistol• Close-combat weapon• Frag grenades

BODYGUARDWargear:

• Flak armour• Laspistol• Close-combat weapon• Frag grenades

Special Rules:

• Look out – Arghh!

Special Rules:

• Artillery Bombardment

Regimental Advisors• The squad may be joined by any of the following:

- One Astropath . . . . . . . . . . . . . . . . . . . . . .30 points- One Master of Ordnance . . . . . . . . . . . . .30 points- One Officer of the Fleet . . . . . . . . . . . . . . .30 points- Up to two Bodyguards . . . . . . .15 points per model

MASTER OF ORDNANCE

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HQ

Unit Composition:• 1 Commissar-General

Unit Type:• Infantry

Wargear:• Flak armour• Bolt pistol• Close combat weapon• Frag grenades• Krak grenades• Refractor Field

Special Rules:• Independent Character• Stubborn• Summary Execution• Aura of Discipline

Dedicated Transport:• A Commissar-General may

select a Centaur (see page139 for points costs)

OPTIONS:• The Commissar-General may exchange his bolt pistol

and/or close combat weapon for:- Boltgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .free- Power weapon . . . . . . . . . . . . . . . . . . . . . .10 points- Plasma pistol . . . . . . . . . . . . . . . . . . . . . . .10 points- Power fist . . . . . . . . . . . . . . . . . . . . . . . . . .15 points

• The Commissar-General may take any of the following:- Carapace armour . . . . . . . . . . . . . . . . . . . .10 points- Camo cloak . . . . . . . . . . . . . . . . . . . . . . . .10 points- Melta bombs . . . . . . . . . . . . . . . . . . . . . . . . .5 points

COMMISSAR-GENERAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 POINTS

WS BS S T W I A Ld SvCommissar-Gen 5 5 3 3 3 3 3 10 5+

Unit Composition:• 1 Quartermaster• 3 Medicae-servitors

Unit Type:• Infantry

Wargear:• Laspistol• Close combat weapon• Medi-pack

Special Rules:• Medicae-servitor• Mindlock

Dedicated Transport:• A Quartermaster may

select a Centaur (see page139 for points costs)

Medicae-servitorEach turn one squad with a member within 2" ofthe Quartermaster or any of his servitors mayuse the Feel No Pain universal special rule. Thisability may not be used if the Quartermaster is inbase contact with an enemy model, or has beenremoved as a casualty.

MindlockThe altered and fragmented brain of a Medicae-servitor requires constant instruction from theQuartermaster to function correctly.-

Unless led by the Quartermaster a unit ofMedicae-servitors must roll a D6 at the start ofeach friendly turn. If the result is a 1, 2 or 3 theunit may not move or assault that turn, though itwill fight in close combat if already engaged

DEATH KORPS QUARTERMASTER . . . . . . . . . . . . . . . . . . . 60 POINTS

WS BS S T W I A Ld SvQuartermaster 4 3 3 3 1 3 2 9 5+Servitor 3 3 3 3 1 3 1 8 5+

Unit Composition:• 1 Company Commander• 4 Veteran Death Riders

Unit Type:• Cavalry

Wargear:• Flak armour• Laspistol• Close combat weapon• Hunting lance

(not Commissar)• Frag grenades• Krak grenades

Special Rules:• Junior Officer• Iron Discipline• Die Hards• Hardened Fighters• Death Rider Mount

OPTIONS:• The squad may be joined by a Commissar . . .35 points• One Veteran may carry a Platoon Standard . . .15 points• The Company Commander and/or Commissar may

exchange his laspistol and/or close combat weapon for:- Bolt pistol . . . . . . . . . . . . . . . . . . . . . . . . . . .2 points- Plasma Pistol . . . . . . . . . . . . . . . . . . . . . . .10 points- Power weapon . . . . . . . . . . . . . . . . . . . . . .10 points

• The Company Commander and/or Commissar maytake melta bombs . . . . . . . . . . . . .5 points per model

DEATH RIDER COMMAND SQUAD . . . . . . . . . . . . . . . . . . . 100 POINTS

WS BS S T W I A Ld SvCoy Commander 5 4 3 3 3 3 3 9 5+/6+Veterans 4 4 3 3 1 3 1 7 5+/6+Commissar 4 4 3 3 1 3 2 9 5+/6+

Death Rider MountsGenetically enhanced and surgically altered tosurvive the worst battlefields in the galaxy, DeathRider Mounts confer a 6+ invulnerable save.They may also re-roll Difficult Terrain tests, butmust accept the second roll, even if it is worsethan the first.

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ELITES

Unit Composition:• 1- 4 Heavy Mortars each

with 3 crew

Unit Type:• Artillery

Wargear:• Heavy Mortar• Flak armour• Laspistol or lasgun• Frag grenades

Special Rules:• Iron Discipline• Die Hards• Hardened Fighters• Accurate Bombardment• Immobile

Dedicated Transport:• Each Heavy Mortar may

take a Centaur carrier as atowing vehicle (see page139 for points costs)

OPTIONS:• May have up to two additional crew per Mortar:

. . . . . . . . . . . . . . . . . . . . . . . . . . . 6 points per model

HEAVY MORTAR BATTERY . . . . . . . . . . . . . . . . . . . . . . . . .50 POINTS PER MODEL

WS BS S T W I A Ld SvCrew 4 3 3 3 1 3 1 7 5+

HEAVY MORTARRange Str AP Type12-48" 6 4 Ordnance Barrage 1,

5” BlastA Heavy Mortar cannot fire directly.

Accurate BombardmentThe Heavy Mortars’ lighter shells afford greateraccuracy than that of larger field artillery. When aHeavy Mortar fires the controlling player can re-roll thescatter dice if they wish.

ImmobileUnless towed, an artillery gun is immobile and cannotbe moved once deployed.

DEATH KORPS GRENADIER SQUAD . . . . . . . . . . . . . . . . .90 POINTS

Unit Composition:• 1 Watchmaster• 4 Grenadiers

Unit Type:• Infantry

Wargear:• Carapace armour• Hotshot lasgun

(Watchmaster has ahotshot laspistol instead)

• Close combat weapon• Frag grenades• Krak grenades

Special Rules:• Iron Discipline• Die Hards• Hardened Fighters

Dedicated Transport:• If the squad numbers five

members, it may select aCentaur.

Centaurs used byGrenadier squads must beupgraded with extraarmour (see page 139 forpoints costs).

OPTIONS:• May have up to five additional Grenadiers:

. . . . . . . . . . . . . . . . . . . . . . . . . . . .+18 pts per model• The Watchmaster may exchange his hotshot laspistol

and/or close combat weapon for:- Boltpistol or boltgun . . . . . . . . . . . . . . . . . . . . . .free- Plasma Pistol . . . . . . . . . . . . . . . . . . . . . . .10 points- Power weapon . . . . . . . . . . . . . . . . . . . . . .10 points

• One Grenadier may carry a Vox Caster . . . . .5 points• Replace two other Grenadiers with a heavy weapons

team armed with one of the following:- Heavy flamer . . . . . . . . . . . . . . . . . . . . . . .15 points- Heavy stubber . . . . . . . . . . . . . . . . . . . . . .10 points

• Up to two Grenadiers that have not been upgradedwith an option above may replace their lasgun with:- Flamer or grenade launcher . . . . . . . . . . . . .5 points- Meltagun . . . . . . . . . . . . . . . . . . . . . . . . . .10 points

• One remaining Grenadier that has not been upgradedwith one of the options above may take:-Demolition charge . . . . . . . . . . . . . . . . . . . .20 points

WS BS S T W I A Ld SvWatchmaster 4 4 3 3 1 3 2 8 4+Grenadier 4 4 3 3 1 3 1 7 4+Grn Wpns Team 4 4 3 3 2 3 2 7 4+

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ELITES

Unit Composition:• 1- 4 Heavy Quad

Launchers each with 3crew

Unit Type:• Artillery

Wargear:• Heavy Quad Launcher• Flak armour• Laspistol or lasgun• Frag grenades

Special Rules:• Iron Discipline• Die Hards• Hardened Fighters• Slow Rate of Fire• Shell Shock• Immobile

Dedicated Transport:• Each Quad Launcher may

take a Centaur carrier as atowing vehicle (see page139 for points costs)

OPTIONS:• May have up to two additional crew per Launcher:

. . . . . . . . . . . . . . . . . . . . . . . . . . . 6 points per model

HEAVY QUAD LAUNCHER BATTERY . . . . . . . . . . . . . . . . .50 POINTS PER MODEL

WS BS S T W I A Ld SvCrew 4 3 3 3 1 3 1 7 5+

HEAVY QUAD LAUNCHERRange Str AP Type12-60" 5 5 Heavy 4, Blast,

Barrage, Shell Shock

Slow Rate of FireIt takes time to reload each quad launcher betweenvolleys. The quad launcher can fire for two turns butmust then miss a turn whilst it reloads, ie, it can fire,fire again, then next turn it cannot fire. A Heavy QuadLauncher may reload whilst it is moved.

Shell ShockDue to the repeated impact of shells, pinning testsagainst Heavy Quad Launcher attacks are at -1 to thetarget’s Leadership.

ImmobileUnless towed, an artillery gun is immobile, it cannotbe moved once deployed.

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Unit Composition:• 1 Platoon Commander• 4 Guardsmen

Unit Type:• Infantry

Wargear:• Flak armour• Lasgun (Platoon

Commander has laspistolinstead, Commissar hasbolt pistol instead)

• Close combat weapon• Frag grenades

Special Rules:• Junior Officer (Platoon

Commander only)• Stubborn

(Commissar only)• Summary Execution

(Commissar only)• Iron Discipline• Die Hards• Hardened Fighters

Dedicated Transport:• A Platoon Command squad

may select a Centaur (seepage 139 for points costs)

OPTIONS:• The squad may be joined by a Commissar:

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 points• The Platoon Commander may exchange his laspistol

and/or close combat weapon for:- Bolt pistol . . . . . . . . . . . . . . . . . . . . . . . . . . .2 points

• The Platoon Commander may take:- Melta bombs . . . . . . . . . . . . . . . . . . . . . . . . .5 points

• The Platoon Commander and/or Commissar mayexchange his laspistol/bolt pistol and/or close combatweapon for:- Plasma pistol . . . . . . . . . . . . . . . . . . . . . . .10 points- Power weapon . . . . . . . . . . . . . . . . . . . . . .10 points- Power fist . . . . . . . . . . . . . . . . . . . . . . . . . .15 points

• One Guardsman may carry a Platoon Standard . .15 points• One other Guardsman may carry: Vox Caster5 points• Up to two Guardsmen that have not been upgraded

with an option above may replace their lasgun with:- Flamer or grenade launcher . . . . . . . . . . . . .5 points- Meltagun . . . . . . . . . . . . . . . . . . . . . . . . . .10 points- Plasma gun . . . . . . . . . . . . . . . . . . . . . . . .15 points

• The entire squad may have krak grenades . . .5 points

PLATOON COMMAND SQUAD* . . . . . . . . . . . . . . . . . . . . . . 40 POINTS

WS BS S T W I A Ld SvPlat Commander 4 4 3 3 1 3 2 8 5+Guardsman 4 3 3 3 1 3 1 7 5+Commissar 4 4 3 3 1 3 2 9 5+

TROOPSINFANTRY PLATOONComposition: 1 Platoon Command squad, 2-6 Infantry squads, 0-3 Heavy Weapons squads.

Each Infantry Platoon counts as a single Troops choice on the force organisation chart when deploying, and is rolled forcollectively when rolling for reserves.

Unit Composition:• 1 Watchmaster• 9 Guardsmen

Unit Type:• Infantry

Wargear:• Flak armour• Lasgun (Watchmaster has

laspistol instead,Commissar has bolt pistolinstead)

• Close combat weapon• Frag grenades

Special Rules:• Combined Squad• Iron Discipline• Die Hards• Hardened Fighters• Stubborn

(Commissar only)• Summary Execution

(Commissar only)

OPTIONS:• The squad may be joined by a Commissar:

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 points• The Watchmaster may exchange his laspistol and/or

close combat weapon for:- Bolt pistol . . . . . . . . . . . . . . . . . . . . . . . . . . .2 points

• The Watchmaster may take:- Melta bombs . . . . . . . . . . . . . . . . . . . . . . . . .5 points

• The Watchmaster and/or Commissar may exchangehis laspistol/bolt pistol and/or close combat weapon for:- Plasma pistol . . . . . . . . . . . . . . . . . . . . . . .10 points- Power weapon . . . . . . . . . . . . . . . . . . . . . .10 points- Power fist . . . . . . . . . . . . . . . . . . . . . . . . . .15 points

• Any Guarsman may replace his lasgun with:- Laspistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .free

• One Guardsman may carry a Platoon Standard . .15 points• One other Guardsman may carry: Vox Caster5 points• One Guardsmen that has not been upgraded with an

option above may replace their lasgun with:- Flamer or grenade launcher . . . . . . . . . . . . .5 points- Meltagun . . . . . . . . . . . . . . . . . . . . . . . . . .10 points- Plasma gun . . . . . . . . . . . . . . . . . . . . . . . .15 points

• The entire squad may have krak grenades . . .10 points

INFANTRY SQUAD* . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 POINTS

WS BS S T W I A Ld SvWatchmaster 4 4 3 3 1 3 2 8 5+Guardsman 4 3 3 3 1 3 1 7 5+Commissar 4 4 3 3 1 3 2 9 5+

*Note that these units may not be chosen individually- only as part of an Infantry Platoon

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TROOPS

Unit Composition:• 3 Heavy Weapons Teams

Unit Type:• Infantry

Wargear:• Flak armour• Mortar• Lasgun • Close combat weapon• Frag grenades

Special Rules:• Combined Squad• Iron Discipline• Die Hards• Hardened Fighters

OPTIONS:• Any Heavy Weapons Squad may exchange its three

mortars for:- 3 Heavy bolters . . . . . . . . . . . . . . . . . . . . .15 points- 3 Autocannons . . . . . . . . . . . . . . . . . . . . . .15 points- 3 Twin-linked heavy stubbers . . . . . . . . . . .15 points- 3 Lascannons . . . . . . . . . . . . . . . . . . . . . . .30 points

• The entire squad may have krak grenades . . .5 points

HEAVY WEAPONS SQUAD* . . . . . . . . . . . . . . . . . . . . . . . . . 65 POINTS

*Note that these units may not be chosen individually-only as part of an Infantry Platoon

WS BS S T W I A Ld SvHvy Weap Team 4 3 3 3 2 3 2 7 5+

DEATH KORPS ENGINEER SQUAD . . . . . . . . . . . . . . . . . .60 POINTS

Unit Composition:• 1 Watchmaster• 4 Engineers

Unit Type:• Infantry

Wargear:• Carapace armour• Shotgun• Close combat weapon• Frag grenades• Krak grenades

Special Rules:• Iron Discipline• Die Hards• Hardened Fighters

OPTIONS:• May have up to five additional Engineers:

. . . . . . . . . . . . . . . . . . . . . . . . . . . .+10 pts per model• The Watchmaster may take:

- Melta bombs . . . . . . . . . . . . . . . . . . . . . . . . .5 points• One Engineer may carry a Vox Caster . . . . . .5 points• Two other Engineers may form a heavy weapons

team with:- Mole Launcher . . . . . . . . . . . . . . . . . . . . . . .5 points

• One Engineer that has not been upgraded with one ofthe options above may take:-Demolition charge . . . . . . . . . . . . . . . . . . . .20 points

• The entire squad may take:- Gas Grenades . . . . . . . . . . . . . . . . . . . . . . . . .20 points

WS BS S T W I A Ld SvWatchmaster 4 3 3 3 1 3 2 8 4+Engineer 4 3 3 3 1 3 1 7 4+Hvy Weap Team 4 3 3 3 2 3 2 7 4+

MOLE LAUNCHER

Range Str AP Type24" 5 5 Heavy 1, 3" Blast, Barrage

To fire the Mole Launcher, first place a marker on thetable as its target point. This can be anywhere on thetable. Next measure the distance from the MoleLauncher to the target point. If the target point is furtheraway than 24" then the torpedo is lost and has no effect.If the target point is less than 12" away then resolve theattack immediately. If the target point is between 12" and24" then the attack is resolved in the player’s nextShooting phase. This does not stop the team from firingagain.

Hits from Mole Launcher against vehicles always targetthe vehicle’s side (actually the underneath) armour.When used to attack bunkers, buildings or otherstructures roll 2D6 and add the dice together when rollingfor penetration.

GAS GRENADES

Engineers can carry a small canister grenade containinglethal acidic gas. These are thrown into the enemy’spositions to thin the enemy’s numbers before an assault.

After declaring that an Engineer squad will assault anenemy unit roll a D6 – this is the number of hits thetarget unit takes. Next, roll another D6 – this is theStrength of the hits. Roll to wound as normal. The enemymay take armour saves against the gas attack, but nocover saves are allowed. Remove any casualties. TheEngineers may now continue to assault as normal. Aftermaking a gas grenade attack, the Engineers count asattacking with an Initiative of 10.

Gas grenades may only be used once per game.

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TROOPSHADES BREACHING DRILL . . . . . . . . . . . . . . . . . . . . . . . . .50 POINTS

Unit Composition:• 1 Hades Breaching Drill

Unit Type:• Vehicle (Tank)

Wargear:• Melta-cutter

Special Rules:• Power-cutter Assault• Subterranean Assault• Lumbering

ArmourBS Front Side Rear

Hades Breaching Drill 3 11 10 10

You may take one Hades Breaching Drill for every Death Korps Engineer Squad in your army

Subterranean Assault

Deployment: The Breaching Drill always begins play inReserve along with at least one squad of Engineersand will always arrive in play via the Deep Strikespecial rules below. In games of Apocalypse, the Drilland any Engineers are automatically placed into theowning player’s Strategic Reserve (see page 23 ofWarhammer 40,000 Apocalypse) but are dealt withseparately. The Hades Drill enters play on the secondgame turn, while the Engineers enter on the third turnfollowing the special Deep Strike rules below:

Deep Strike: The Hades Drill arrives on the table usinga variation of the standard Deep Strike rules thatrepresent it burrowing up from under the ground.

Firstly place the large (5") blast marker where you wishthe drill to emerge and roll to scatter. If a hit is scoredthen the drill emerges on target, if an arrow is rolled itdeviates 2D6" in that direction.

If there are no enemy models under the template, thenplace the drill centred on the point it emerges from.

If any models (including bastions, etc) are touched bythe template, they are hit by the breaching drill’s melta-blast and whirling powerblades as it emerges, and eachmodel suffers a single Strength 10, AP 1 hit with theMelta special rule. Vehicles which are hit are struckagainst their side armour value. The drill is then centredon the point it emerges from and any surviving modelscaught in the blast are moved 1" away from the drill.Squads should be moved so they retain squadcoherency.

Dangerous or Difficult terrain has no effect on theemerging drill as it is shredded by the blast and cutters,and small removable terrain should be taken off thetable. In the case of large pieces of terrain, move thedrill as it emerges so it is as close to the target point asyou can get it.

Follow-up Attack: Any Engineer squads attached tothe drill will automatically arrive the turn after it emerges,and may be moved on the table from the point fromwhich the drill emerged. These squads may move,shoot and assault as normal on the turn they arrive anddo not count as having arrived via Deep Strike.

Special Rules

Power Cutter Assault: The Hades is not a truebattlefield weapon but a piece of heavy engineeringequipment, however it can be very effective in anassault.

- Against Infantry: The breaching drill counts as a tankand may Tank Shock units using the normal rules.

- Against Vehicles: The Hades may make a specialram attack, this always counts as a Strength 10 hit onthe vehicle being rammed. This attack also has theMelta special rule. Damage against the drill itself isworked out as normal.

- Against Buildings/Bunkers, etc: The breaching drillscores an automatic hit at Strength 10.

Lumbering: The breaching drill can only move amaximum of 6" per turn, but it may always fire its melta-cutter.

MELTA-CUTTERRange Str AP Type

12" 8 1 Heavy 1, Blast, Melta

1: Each Hades Drill must also be accompanied by at leastone squad of Engineers2. Other squads of Engineers may beattached to the drill and arrive behind it. Squads are attachedto the drill must be declared or noted down before the gamebegins.

2: Some regiments such as the Death Korps of Krieg haveextensive specialised formations of engineers (see ImperialArmour Volume Six) that make use of the Hades, but forother Imperial Guard armies, use the Veterans entry in theImperial Guard Codex to represent Engineers. These squadsmay not however take the Forward Sentries doctrine, andmay not take a Chimera as a dedicated transport.

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Unit Type:• Vehicle (Tank, Fast)

Wargear:• Heavy bolter• Inferno cannon (Hellhound only)• Melta cannon (Devil Dog only)• Chem cannon (Bane Wolf only)

OPTIONS:• Any model may replace heavy bolter with:

- Heavy flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . .free- Multi-melta . . . . . . . . . . . . . . . . .15 points per model

• Any model may take any of the following:- Searchlight . . . . . . . . . . . . . . . . . .1 point per model- Pintle mounted heavy stubber* . .10 points per model- Pintle mounted storm bolter* . . .10 points per model- Hunter-killer missle . . . . . . . . . .10 points per model- Dozer blade . . . . . . . . . . . . . . . .10 points per model- Extra armour . . . . . . . . . . . . . . .15 points per model

• The entire squadron may take:- Smoke launchers . . . . . . . . . . . .5 points per model- Camo netting . . . . . . . . . . . . . . .20 points per model

* May take a pintle mounted storm bolter or a heavy stubber.

HELLHOUND SQUADRONUnit Composition: Vehicle squadron composed of 1-3 of the following tanks, in any combination:

HELLHOUND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 POINTS PER MODELDEVIL DOG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 POINTS PER MODELBANE WOLF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 POINTS PER MODEL

FAST ATTACK

ArmourBS Front Side Rear

Hellhound 3 12 12 10Devil Dog 3 12 12 10Bane Wolf 3 12 12 10

Unit Composition:• 1 Centaur

Unit Type:• Vehicle

(tank, open topped, fast)

Wargear:• Heavy Stubber

Special rules:• Hull Weapon Mount• Artillery Tractor

Transport Capacity• 5 models

CENTAUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 POINTS PER MODEL

ArmourBS Front Side Rear

Centaur 3 11 10 10

Hull Weapon MountA Centaur may hull mount a special or heavy weaponcarried by a transported squad member. This weapon iscrewed by a passenger.

Artillery TractorWhen used as a tractor to tow an artillery piece, theCentaur is no longer a fast vehicle. It moves as a normalvehicle when towing a gun.

The towed guns are deployed and hitched-up to theCentaur in exactly the same manner as infantry embarkingor disembarking from the vehicle

DEDICATED TRANSPORTSMany Death Korps units have the option of selecting a dedicated transport vehicle. These vehicles do not use up any forceorganisation chart selections, but otherwise function as separate units. See the vehicles section of the Warhammer 40,000rulebook for details of how the transport vehicles operate.

OPTIONS:• May take any of the following:

- Searchlight . . . . . . . . . . . . . . . . . .1 point per model- Smoke launchers . . . . . . . . . . . .5 points per model- Dozerblade . . . . . . . . . . . . . . . .10 points per model- Extra armour . . . . . . . . . . . . . . .15 points per model- Camo netting . . . . . . . . . . . . . . .20 points per model

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Unit Composition:• 1 -3 Cyclops Remote

Control DemolitionVehicles each with oneoperator

Unit Type:• Vehicle

Wargear (Cyclops):• Demolition Charge

Wargear (Operator):• Flak armour• Lasgun• Close combat weapon

Special rules:• Remote Control• Operator • Explosive• Iron Discipline• Die hards• Hardened Fighters

CYCLOPS DEMOLITION SQUADRON . . . . . . . . . . . . . . . . .25 POINTS PER MODEL

FAST ATTACK

ArmourFront Side Rear

Cyclops 10 10 10

Remote Control

The Cyclops is a remote controlled demolition charge. Itmay move to within 1” of an enemy model in theMovement phase. In the Imperial Guard Shooting phaseplace the template centred on the Cyclops. Do not roll forscatter. Anything under the template is hit as normal. Donot halve the demo-charges’ strength: it always attacks atfull strength. The Cyclops is destroyed in the explosion,remove it from play.

Operator

The operator is a single Death Korps guardsman. Heguides the Cyclops to its target by remote control. TheCyclops cannot function more than 48” away from theoperator. If they become separated the Cyclops simplystops and can do nothing until the operator is back within48”. If the operator is killed, the Cyclops can do nothing(including detonate).

Explosive

The Cyclops is destroyed by any glancing or penetratinghit. In addition, when rolling for armour penetrationagainst a Cyclops, a roll of a 6, that inflicts in apenetrating hit, causes the demolition charge to explode!Place the template centred on the Cyclops as ifdetonating as normal. Alternatively a D6 result of of 6that causes a glancing hit will cause the Cyclops toexplode (Destroyed-Explodes! result).

Unit Composition:• 1 Ridemaster• 4 Death Riders

Unit Type:• Cavalry

Wargear:• Flak armour• Laspistol• Close combat weapon• Hunting lance • Frag grenades• Krak grenades

Special Rules:• Iron Discipline• Die Hards• Hardened Fighters• Death Rider Mount

OPTIONS:• May have up to five additional Death Riders:

. . . . . . . . . . . . . . . . . . . . . . . . . . . .+16 pts per model• The Ridemaster may exchange his laspistol and/or

close combat weapon for:- Bolt pistol . . . . . . . . . . . . . . . . . . . . . . . . . . .2 points- Plasma pistol . . . . . . . . . . . . . . . . . . . . . . .10 points- Power weapon . . . . . . . . . . . . . . . . . . . . . .10 points

• The Ridemaster may take:- Melta bombs . . . . . . . . . . . . . . . . . . . . . . . .5 points

DEATH RIDER SQUADRON . . . . . . . . . . . . . . . . . . . . . . . . . 90 POINTS

WS BS S T W I A Ld SvRidemaster 4 3 3 3 1 3 2 8 5+/6+Death Rider 4 3 3 3 1 3 1 7 5+/6+

Death Rider MountsGenetically enhanced and surgically altered to survivethe worst battlefields in the galaxy, Death RiderMounts confer a 6+ invulnerable save. They may alsore-roll Difficult Terrain tests, but must accept thesecond roll, even if it is worse than the first.

WS BS S T W I A Ld SvOperator 4 3 3 3 1 3 1 7 5+

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Unit Type:• Vehicle (tank)

Wargear (All):• Heavy bolter• Searchlight• Smoke launchers

Wargear:• Leman Russ: Battle cannon• Leman Russ Exterminator: Exterminator autocannons• Leman Russ Vanquisher: Vanquisher cannon• Leman Russ Eradicator: Eradicator nova cannon• Leman Demolisher Russ: Demolisher siege cannon• Leman Russ Punisher: Punisher gatling cannon• Leman Russ Executioner: Executioner plasma cannon• Leman Russ Annihilator: Twin-linked lascannon• Leman Russ Conqueror: Conqueror battle cannon

Co-axial storm bolter

Special Rules:• Lumbering Behemoth (Except Conqueror)• Co-axial weapon (Conqueror only)

OPTIONS:• Any model may replace Heavy bolter with:

- Heavy flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . .free- Lascannon . . . . . . . . . . . . . . . . .15 points per model

• Any model may take a pair of sponsons armed with:- Heavy bolters . . . . . . . . . . . . . .20 points per model- Heavy flamers . . . . . . . . . . . . . .20 points per model- Multi-meltas . . . . . . . . . . . . . . . .30 points per model- Plasma Cannons . . . . . . . . . . . .40 points per model

• Any model may take any of the following:- Pintle-mounted heavy stubber* . .10 points per model- Pintle-mounted storm bolter* . .10 points per model- Hunter-killer missle . . . . . . . . . .10 points per model- Dozer blade . . . . . . . . . . . . . . . .10 points per model- Extra armour . . . . . . . . . . . . . . .15 points per model

• The entire squadron may take:- Camo netting . . . . . . . . . . . . . . .20 points per model

• Vanquisher tanks may be equiped with a co-axial stormbolter or heavy stubber for +10 points per model.

* May take a pintle mounted storm bolter or a heavy stubber.

LEMAN RUSS SQUADRONUnit Composition: Vehicle squadron composed of 1-3 of the following tanks, in any combination:

LEMAN RUSS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 POINTS PER MODELLEMAN RUSS EXTERMINATOR . . . . . . . . . . . . . . . . . . . . .150 POINTS PER MODELLEMAN RUSS VANQUISHER . . . . . . . . . . . . . . . . . . . . . . . .155 POINTS PER MODELLEMAN RUSS ERADICATOR . . . . . . . . . . . . . . . . . . . . . . . .160 POINTS PER MODELLEMAN RUSS DEMOLISHER . . . . . . . . . . . . . . . . . . . . . . . .165 POINTS PER MODELLEMAN RUSS PUNISHER . . . . . . . . . . . . . . . . . . . . . . . . . .180 POINTS PER MODELLEMAN RUSS EXECUTIONER . . . . . . . . . . . . . . . . . . . . . . .190 POINTS PER MODELLEMAN RUSS ANNIHILATOR . . . . . . . . . . . . . . . . . . . . . . . .130 POINTS PER MODELLEMAN RUSS CONQUEROR . . . . . . . . . . . . . . . . . . . . . . . .130 POINTS PER MODEL

HEAVY SUPPORT

ArmourBS Front Side Rear

Leman Russ 3 14 13 10Leman Russ Exterminator 3 14 13 10Leman Russ Vanquisher 3 14 13 10Leman Russ Eradicator 3 14 13 10Leman Russ Demolisher 3 14 13 11Leman Russ Punisher 3 14 13 11Leman Russ Executioner 3 14 13 11Leman Russ Annihilator 3 14 13 10Leman Russ Conqueror 3 14 13 10

CONQUEROR BATTLE CANNONRange Str AP Type

48" 8 3 Heavy 1, 3” Blast

Co-axial WeaponA co-axial weapon must be fired at the same targetas the main weapon (ie. the weapon it is attachedto), and any damage result that affects the mainweapon affects it as well. If the player fires the co-axial weapon before the main weapon and scores atleast one hit on the target unit, he may re-roll thescatter dice for the main weapon.

Unit Composition:•• 1-3 Thunderer Siege Tanks

Unit Type:• Vehicle (Tank)

Wargear: • Demolisher cannon• Searchlight• Smoke Launchers

OPTIONS:

• Any Thunderer may take any of the following:- Pintle-mounted heavy stubber* . .10 points per model- Pintle-mounted storm bolter* . .10 points per model- Hunter-killer missle . . . . . . . . . .10 points per model- Dozer blade . . . . . . . . . . . . . . . .10 points per model- Extra armour . . . . . . . . . . . . . . .15 points per model

• The entire squadron may take:- Camo netting . . . . . . . . . . . . . . .20 points per model

* May take a pintle mounted storm bolter or a heavy stubber.

ArmourBS Front Side Rear

Thunderer 3 14 13 11

THUNDERER SIEGE TANK SQUADRON . . . . . . . . . . . . . . . . . . .140 POINTS PER MODEL

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ORDNANCE BATTERYUnit Composition: Artillery battery composed of 1-3 of the following weapons, in any combination:

EARTHSHAKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 POINTS PER MODELMEDUSA SIEGE GUN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 POINTS PER MODEL

HEAVY SUPPORT

Unit Composition:• 1-3 Artillery Guns each

with 4 Guardsmen crew

Unit Type:• Artillery

Wargear:• Earthshaker cannon or

Medusa siege gun• Flak armour• Laspistol or lasgun• Close combat weapon

Special Rules:• Immobile• Big Guns• Iron Discipline• Die Hards• Hardened Fighters

Dedicated Transport:• Each Earthshaker cannon

or Medusa siege gun maytake a Trojan as a towingvehicle for free. The Trojancounts as part of the HeavySupport choice of theEarthshakeror Medusasiege gun. The Trojan is stillworth Victory points/Killpoints should it bedestroyed (The rules andpoints value for a Trojanand Trailer can be found inImperial Armour Volume 1:Imperial Guard).

OPTIONS:• Each artillery gun may take up to three extra crew:

. . . . . . . . . . . . . . . . . . . . . . . . . . . .6 points per model• A Medusa may take basion-breacher shells . .5 points

WS BS S T W I A Ld SvCrew 4 3 3 3 1 3 1 7 5+

EARTHSHAKER CANNONRange Str AP Type36-240" 9 3 Ordnance Barrage 1,

5” Blast

MEDUSA SIEGE GUNRange Str AP Type24-120" 10 2 Ordnance Barrage 1,

5” Blast

ImmobileUnless towed, an artillery gun is immobile. It cannot bemoved once deployed.

Big GunsThe Earthshaker and Medusa are heavy guns and havean Armour value of 11 rather than 10. Any glancing orpenetrating hit will still destroy the gun.

Unit Composition:• Vehicle squadron of 1 -3

Bombards

Unit Type:• Vehicle (tank)

Wargear:• Bombard Heavy

Siege Mortar• Searchlight• Smoke launchers

Special rules:• Slow• Slow Rate of Fire

BOMBARD BATTERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 POINTS PER MODEL

ArmourBS Front Side Rear

Bombard 3 12 10 10

Slow

The Bombard can only move slowly. It is limited to amaximum move of 6” per turn. It cannot move and fire inthe same turn, it must remain stationary to fire.

Slow Rate of Fire

The bombard takes along time to reload its huge shells. Itmay only fire every other turn, so after firing it must missa turn whilst it reloads. It cannot move and reload at thesame time.

OPTIONS:• Each Bombard may take:

- Trojan and Trailer* . . . . . . . . . . . . . . . . . . . . . . .free• Any model may take any of the following:

- Pintle mounted heavy stubber . .10 points per model- Pintle mounted storm bolter . . .10 points per model- Hunter-killer missle . . . . . . . . . .10 points per model- Dozerblade . . . . . . . . . . . . . . . .10 points per model- Extra armour . . . . . . . . . . . . . . .15 points per model

• The entire squadron may take:- Enclosed crew compartment . . .15 points per model- Camo netting . . . . . . . . . . . . . . .20 points per model

BOMBARD HEAVY SIEGE MORTARRange Str AP Type36-240" 8 3 Ordnance 1, Barrage

7" Blast

* Any Imperial Guard force that contains a Bombard may also include a Trojan and trailer for free. This is theBombards ammunition vehicle. The Trojan counts aspart of the Heavy Support choice of the Bombard. TheTrojan is still worth Victory points/Kill points should it bedestroyed. The rules for a Trojan and Trailer can befound in Imperial Armour Volume 1: Imperial Guard.

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Unit Composition:• 1 Platoon Commander• 4 Guardsmen

Unit Type:• Infantry

Wargear:• Flak armour• Lasgun (Platoon

Commander has laspistolinstead, Commissar hasbolt pistol instead)

• Close combat weapon• Frag grenades

Special Rules:• Junior Officer (Platoon

Commander only)• Stubborn

(Commissar only)• Summary Execution

(Commissar only)• Iron Discipline• Die Hards• Hardened Fighters

Dedicated Transport:• A Platoon Command squad

may select a Centaur (seepage 139 for points costs)

OPTIONS:• The squad may be joined by a Commissar:

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 points• The Platoon Commander may exchange his laspistol

and/or close combat weapon for:- Bolt pistol . . . . . . . . . . . . . . . . . . . . . . . . . . .2 points

• The Platoon Commander may take:- Melta bombs . . . . . . . . . . . . . . . . . . . . . . . . .5 points

• The Platoon Commander and/or Commissar mayexchange his laspistol/bolt pistol and/or close combatweapon for:- Plasma pistol . . . . . . . . . . . . . . . . . . . . . . .10 points- Power weapon . . . . . . . . . . . . . . . . . . . . . .10 points- Power fist . . . . . . . . . . . . . . . . . . . . . . . . . .15 points

• One Guardsman may carry a Platoon Standard . .15 points• One other Guardsman may carry:Vox Caster 5 points• Up to two Guardsmen that have not been upgraded

with an option above may replace their lasgun with:- Flamer or grenade launcher . . . . . . . . . . . . .5 points- Meltagun . . . . . . . . . . . . . . . . . . . . . . . . . .10 points- Plasma gun . . . . . . . . . . . . . . . . . . . . . . . .15 points

• The entire squad may have krak grenades . . .5 points

PLATOON COMMAND SQUAD* . . . . . . . . . . . . . . . . . . . . . . 40 POINTS

WS BS S T W I A Ld SvPlat Commander 4 4 3 3 1 3 2 8 5+Guardsman 4 3 3 3 1 3 1 7 5+Hvy Wpns Team 4 3 3 3 2 3 2 7 5+Commissar 4 4 3 3 1 3 2 9 5+

HEAVYSUPPORTHEAVY WEAPONS PLATOONComposition: 1 Platoon Command squad, 1-4 Heavy Weapons squadsEach Heavy Weapons Platoon counts as a single Heavy Support choice on the force organisation chart when deploying, andis rolled for collectively when rolling for Reserves.

Unit Composition:• 3 Heavy Weapons Teams

Unit Type:• Infantry

Wargear:• Flak armour• Mortar• Lasgun • Close combat weapon• Frag grenades

Special Rules:• Combined Squad• Iron Discipline• Die Hards• Hardened Fighters

OPTIONS:• Any Heavy Weapons Squad may exchange its three

mortars for:- Heavy bolters . . . . . . . . . . . . . . . . . . . . . . .15 points- Autocannons . . . . . . . . . . . . . . . . . . . . . . . .15 points- Twin-linked heavy stubbers . . . . . . . . . . . .15 points- Lascannons . . . . . . . . . . . . . . . . . . . . . . . .30 points

• The entire squad may have krak grenades . . .5 points

HEAVY WEAPONS SQUAD* . . . . . . . . . . . . . . . . . . . . . . . . . 65 POINTS

*Note that this unit may not be chosen individually-only as part of an Heavy Weapons Platoon

WS BS S T W I A Ld SvHvy Weap Team 4 3 3 3 2 3 2 7 5+

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Imperial Armour

144

SUPER HEAVY DETACHMENTSSUPER HEAVY TANK SQUADRONComposition: Super heavy detachment composed of 1-3 of the following vehicles, in any combination:

Baneblade (Apocalypse rulebook)Shadowsword (Imperial Armour Apocalypse rulebook)Stormsword (Imperial Armour Apocalypse rulebook)Stormblade (Imperial Armour Apocalypse rulebook)Stormlord (Apocalypse rulebook)Hellhammer (Apocalypse rulebook)Doomhammer (Games-Workshop website)Banesword (Games-Workshop website)Banehammer (Games-Workshop website)

MACHARIUS SQUADRONComposition: Super heavy detachment composed of 1-3 of the following vehicles, in any combination:

Macharius (Imperial Armour Apocalypse rulebook)Macharius Vanquisher (Imperial Armour Apocalypse rulebook)Macharius Vulcan (Imperial Armour Apocalypse rulebook)

GORGON SQUADRONComposition: Super heavy detachment composed of 1-3 of the following vehicle.

Gorgon (Imperial armour 5, Imperial Armour Apocalypse rulebook)

MALCADOR SQUADRONComposition: Super heavy detachment composed of 1-3 of the following vehicles, in any combination:

Malcador (Imperial Armour 6)Malcador Defender (Imperial Armour 6)Malcador Annihilator(Imperial Armour 6)

MINOTAUR BATTERYComposition: Super heavy detachment composed of 1-3 of the following vehicle.

Minotaur (Imperial armour 7)

VALDOR BATTERYComposition: Super heavy detachment composed of 1-3 of the following vehicles.

Valdor (Imperial armour 7)

MARAUDER SQUADRONComposition: Super heavy detachment composed of 1-3 of the following vehicles, in any combination:

Marauder Bomber (Imperial Armour Apocalypse rulebook)Marauder Destroyer (Imperial Armour Apocalypse rulebook)

WARHOUND TITAN SQUADRONComposition: Super heavy detachment composed of 1-3 of the following Titan.

Warhound Titan (Apocalypse rulebook)

REAVER TITAN MANIPLEComposition: Super heavy detachment composed of 1-3 of the following Titan.

Reaver Titan (Imperial Armour 6 rulebook)

SUPER HEAVY VEHICLE SQUADRON

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DEATH KORPS OF KRIEG UPDATE FAQ UPDATED 12TH AUGUST 2010

Compiled with thanks to the members of the Warseer Forums Q1 - The Company Commander does not have a Refractor Field – is this intentional? Yes – the concept of preserving the life of a Krieg Guardsman is alien to the army; as a Company Commander embodies the Krieg way of war it would be odd to give him wargear designed to keep him alive in an army designed to crush an enemy into submission through weight of numbers. Q2 - If 3 Heavy Mortars or Quad Launchers, or a 3-gun Ordnance Battery, are chosen as a single Elites or Heavy Support choice, do they form a single unit? In all three cases, follow the rules given in the Warhammer 40,000 rulebook for artillery units. The Mortar/Quad Launcher battery form a single unit and is Immobile unless a Centaur is chosen for each and every artillery piece – a 3-man crew can easily ride in the Centaur towing their gun, but should you wish to move a battery that contains fewer Centaurs than Artillery pieces, count the ‘loose’ weapon as an Immobalised vehicle in a squadron as per the rulebook (ie it is destroyed). In the case of the Ordnance Battery, apply the same rule with the sole exception of their Trojans being free to select as per the army list entry. Note that the rules and points value for a Trojan can be found in Imperial Armour Apocalypse II rather than IA 1 as stated. Refer to pages 14 and 15 of IAA2 for more information on using these units in a Codex: Imperial Guard army. Q3 - The update does not have an option for Infantry Squad Sergeants to take a lasgun, despite the models being supplied thus armed – is this intentional? No – any Infantry Squad Sergeant may take a Laspistol and Close Combat Weapon OR Lasgun at no additional cost. The wargear list should read:

• Flak Armour

• Lasgun (Watchmaster may select a Lasgun or Laspistol; Commisar has a Bolt Pistol instead)

Q4 - How does the ‘Combined Squads’ rule work with Heavy Weapons Squads? The rule stated in Codex: Imperial Guard specifically says that it only applies to Infantry Squads, should I follow the letter of the rule? Both Infantry Squads and Heavy Weapons Squads taken as part of the same Platoon may be combined in a Death Korps Siege Regiment army, as otherwise described in Codex: Imperial Guard. Note that this Combined Squad may not be later split up, and may only fire at a single target.

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Q5 - What happens if an enemy surround the Hades Breaching Drill when it appears, and there is no room for the Engineer Squad to deploy in their turn? Do they wait, or is the squad destroyed Note that the deployment rules for a Hades Drill specifically states that while the squad automatically arrives the turn after the Drill emerges, they ‘may be moved onto the table’. They do not arrive via Deep Strike, and may wait in their tunnel until they can emerge. Obviously if they are not able to emerge and the game ends before they move onto the table, the squad is treated as remaining in reserve as per the rulebook and counts as destroyed – after all, no enemy would simply sit and wait for anything else to pop up after the huge melta drill… Essentially, the Hades Drill should be used as agressively as possible to allow the Engineers to emerge – it’s a huge drill with a melta gun on the front, after all!! Q6 – Does the Hades Drill count as a Troops choice for the purposes of the Force Organisation Chart slots? Ie, can my army take 6 Engineer squads AND 6 Hades Drills? The text in the unit entry should read ‘You may take one Hades Breaching Drill for every Death Korps Engineer Squad in your army – while these units count as a Troops choice in a Death Korps army, they do not use up a Force Organisation slot. Q7 - Does the Centaur’s Hull Mount rule mean that the weapon used counts as a vehicle weapon that can be affected by a Weapon Destroyed result? No – it allows the squad to fire their Heavy Weapon while the Centaur moves and cannot be affected by Weapon Destroyed results. Q8 - The rules for the Cyclops imply that it automatically detonates in the Krieg players’ shooting phase – am I correct in assuming that the player can choose when to detonate it, and may choose to do so in any of their shooting phases? The controlling player may choose to detonate the Cyclops at any point in any of their Shooting Phases, and its template does not scatter but is centred on the vehicle (which is removed after the effects of the explosion are determined). The boxout rules should contains the following paragraph: Demo-Charge: The Cyclops carries a demolition charge that detonates when the vehicle reaches its’ target. In any of the owning players’ Shooting Phases they may choose to detonate it if they wish. When this occurs, centre the 5’’ template on the Cyclops. Do not roll for scatter. Anything under the template is hit by a Strength 8 AP 3 attack. Do not halve the Strength as you normally would against targets with an Armour value that are not under the centre iof the template – it always strikes at full strength. The Cyclops itself is destroyed in the explosion, so remove it from play. Q9 - Is the Cyclops a separate unit to the operator? And if so, would each Cyclops in a squadron be counted as a separate unit? If either of the above

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are true, how do Kill Points work, and do I pay 25pts for the Cyclops and 25pts for the Operator? The Cyclops is a separate unit for the purposes of Squad Coherency and shooting, but not for army selection purposes – so a shooting attack against the Operator would not affect the Cyclops and vice versa, and the points cost ‘Per Model’ means that 25pts buys 1 Cyclops and 1 Operator in a squadron of between 1 and 3 vehicle/operator pairs. You do not grant your opponent a Kill Point by detonating the Cyclops, and conversely your opponent can only gain a Kill Point by killing the Operator. Q10 - The entry for the Earthshaker and Medusa in the Update does not allow the option of taking Camo Netting, but the original entry in Imperial Armour Volume 1 and the IA1 Update does. Can Death Korps armies take Camo Netting for these guns? Yes – this should have been listed at +30pts per gun. Q11 - Do the rules in IA5 regarding randomising missile hits between the Artillery Piece and its’ Crew still apply? This rule states that the hit strikes the gun on a 1-4 and strikes the crew on a 5-6? Yes – with the exception of the Big Guns rule which gives these weapons an Armour Value of 11 rather than 10, refer to page 55 of the Warhammer 40,000 rulebook and apply all other Artillery unit rules. Q12 - While I understand that an Astropath is weak and an Officer of the Fleet may not come from Krieg ... why do the Master of Ordnance and the Bodyguards have WS 3? One might think that they are from Krieg and thus are comparable to Krieg officers and veterans? The Bodyguards do have WS4, but all other Advisors are drawn from other Regiments and Formations – as such the Master of Ordnance represents a gunnery officer from an Artillery company that equally may not be from Krieg. Q13 - The Platoon Commander has a WS of 4 while the standard Codex IG also has a WS of 4. The rule "Hardened Fighter" would mean that he has WS 5, right? Sadly no – the Hardened Fighters special rule adds +1 to the ‘basic’ Guardsman’s WS of 3 which is applied to all Death Korps basic infantry, reflecting their higher levels of training in hand-to-hand combat and bayonet drills. Q14 - “Any Heavy Weapons Squad may exchange its three mortars for: 3 Heavy bolters or 3 Autocannons or 3 Twin-linked Heavy Stubbers or 3 Lascannons.” So I cannot make a combined Heavy Weapon Squad with, for example, 1 Autocannon team, 1 Heavy Stubber team and 1 Lascannon team anymore? The Death Korps army list never allowed mixed Heavy Weapons squads – IA5 referred to the anti-tank, fire support and mortar squads used in the last edition of Codex: Imperial Guard.