This is the stuff I have from I think the old SG epic forum. Haven't looked at it for a while. I have also forgotten sadly who did all this (Trentbartlem possibly?).
New Units
SANCTIONED PSYKERS Only a tiny number of Human psykers are judged resilient enough to withstand the constant psychic pressure of the Cadian Gate. They are employed primarily for their precognitive abilities, but are often pressed into service as makeshift communications links when vox casting becomes unreliable.
Character Psychic Powers, (15cm), Small Arms, MW, Extra Attack +1 Notes: Leader
KASRKIN SUPREME COMMAND Of all the long list of distinguished heroes to command the forces of Cadia, the most famous is Ursurkar Creed, Commander of the 8th Cadian Regiment and Lord Castellan of Cadia. Recognised for his devotion to the Imperial cause and born leadership and tactical ability, Creed rose from Whiteshield recruit to command of a Kasrkin Company, then the entire Cadian defense force through bravery, indomitable will and mastery of the arts of war.
Infantry, 15cm, Save 5+, CC3+, FF4+ Plasma guns, 15cm, AP5+/AT5+ Melta Guns, Small Arms, MW, Power Weapons, (base contact), Assault Weapons, MW, Extra Attacks +1 Notes: Supreme Commander
KASRKIN COMMAND Kasrkin company commanders are tasked with leading an entire company of Kasrkin - invariably the same company from which they were promoted. Renowned for their tradition of leading from the fore, Kasrkin commanders quickly become even more brutally efficient in battle than the troops they lead.
Infantry, 15cm, Save 5+, CC4+, FF4+ Plasma guns, 15cm, AP5+/AT5+ Melta Guns, Small Arms, MW, Chainswords, (base contact), Assault weapons Notes: Commander
KASRKIN COMBAT SQUAD The Kasrkin are the elite of the Cadian military. They are marked out while they are still in the Youth Armies and enrolled in special academies where they receive training that is more than a match for that provided to Imperial Storm troopers. They are utterly dedicated to the preservation of Cadia and follow an ethos of duty and honour that is both impressive and intimidating.
Infantry, 15cm, Save 5+, CC5+, FF4+ Hellguns, (15cm), Small Arms Plasma guns, 15cm, AP5+/AT5+
KASRKIN ASSAULT SQUAD Kasrkin platoons are expected to perform a variety of roles, from clearing objectives of the enemy, to assaulting armoured columns in an urban environment. Kasrkin assault squads excel at close-quarters engagements.
Infantry, 15cm, Save 5+, CC5+, FF4+ Heavy Flamer, 15cm, AP4+, Ignore Cover AND Small Arms, Ignore Cover Demolition Charges, (base contact), Assault Weapons, MW
CADIAN SHOCK TROOPS SQUAD Well motivated, armoured, armed and led the Shock Troops are key to the Imperiums defence.
Infantry, 15cm, Save 6+, CC6+, FF5+ Autocannon, 45cm, AP5+/AT6+ Notes: Only one unit in every two has an autocannon. Count up the number of infantry units in the formation that can fire at the target formation and divide by two (rounding up) to find the number of autocannon shots you may take.
WHITESHIELD SQUAD The Cadian Youth Armies are teenage cadets. They spend much of their time training at a castellum in the wilderness, drilling under the supervision of Shock Troopers and fighting mock battles with other youth armies. This prepares them superbly for life in the Shock Troop regiments. There is no hesitation in testing the youth armies in the crucible of battle and every Cadet yearns to be recognised for his courage and recruited into the shock troops. Serving shock troops sometimes refer to the Youth Armies as 'Whiteshields' because of the probationary Cadian badge they wear.
Infantry, 15cm, Save -, CC6+, FF6+ Autocannon, 45cm, AP5+/AT6+ Notes: Only one unit in every two has an autocannon. Count up the number of infantry units in the formation that can fire at the target formation and divide by two (rounding up) to find the number of autocannon shots you may take.
SENTINEL (Cadian pattern) A light agile device used for infantry support and scouting, but it is the former where it is most prized on Cadia. The heavy autocannon armament able to punch through the enemy ranks at range, making the lack of an armoured compartment less of a worry for its pilots.
Light Vehicle, 20cm, Save -, CC6+, FF5+ Autocannon, 45cm, AP5+/AT6+ Notes: Walker, Scout
SALAMANDER SCOUT VEHICLE The Salamander scout vehicle is based on the Chimera chassis. Speed modifications to the gas turbine engines and the removal of the turret and the associated weight reductions resulted in a fast-moving, long-range recon platform that has seen use in campaigns throughout the Imperium.
Armoured Vehicle, 35cm, Save 6+, CC6+, FF5+ Autocannon, 45cm, AP5+/AT6+ Heavy Bolter, 30cm, AP5+ Notes: Scout
SALAMANDER COMMAND VEHICLE Excellent communications gear ensure the popularity of the command variant of the Salamander throughout the Imperium, serving as an armoured command vehicle, artillery C&C vehicle and personal transports for the most regarded of leaders.
Armoured Vehicle, 35cm, Save 6+, CC6+, FF5+ Heavy Flamer, 15cm, AP4+, Ignore Cover AND Small Arms, Ignore Cover Heavy Bolter, 30cm, AP5+ Notes: Leader, Transport (may carry one human infantry unit)
DEMOLISHER (Mars pattern) Armoured Vehicle, 20cm, Save 4+, CC6+, FF4+ Demolisher, 30cm, AP3+/AT4+, Ignore Cover Lascannon, 45cm, AT5+ 2 x Heavy Bolters, 30cm, AP5+ Notes: Reinforced Armour
TANK DESTROYER Armoured Vehicle, 20cm, Save 4+, CC6+, FF6+ Laser Destroyer, 75cm, AT4+, Titan-Killer (1) Notes: Reinforced Armour
THUNDERER ASSAULT GUN Armoured Vehicle, 20cm, Save 4+, CC6+, FF4+ Demolisher, 30cm, AP3+/AT4+, Ignore Cover Notes: Reinforced Armour
BASILISK (Mars pattern) Oft pressed into service as an assault gun the basilisk has served the Imperium well since the time of the crusades. Armoured Vehicle, 20cm, Save 6+, CC6+, FF5+ Earthshaker, 120cm, AP4+/AT4+ OR 1BP, Indirect Fire Heavy Bolter, 30cm, AP5+ Notes: May either shoot normally or fire a barrage. May only use indirect fire ability when firing barrages.
BOMBARD (Mars Pattern) (Model not yet available) Armoured Vehicle, 20cm, Save 5+, CC6+, FF6+ Siege Mortar, 45cm, 2BP, Indirect Fire, Ignore Cover, Slow Firing Unsure as to whether to use this or not.
MANTICORE PLATFORM Light Vehicle, 0cm, Save 6+, CC6+, FF6+ Rocket Launcher 150cm 2BP Indirect Fire, Slow Firing, Disrupt
STORMSWORD (Lucius pattern) War Engine, 15cm, Save 4+, CC6+, FF4+ Siege Cannon, 30cm, BP3, Ignore Cover, Disrupt, Fixed Forward Heavy Bolter, 30cm AP5+ 2x Twin Heavy, Bolter 30cm AP4+ 2x Heavy Flamer, 15cm, AP4+, Ignore Cover AND Small Arms, Ignore Cover Notes: Reinforced Armour, Thick Rear Armour. Damage Capacity 3. Critical = Magazine Detonates, Stormsword is destroyed, units within 5cm take a hit on a 6+.
CAPITOL IMPERIALIS Like its smaller cousin, the Leviathan, the Capitol Imperialis serves as the communications hub of an entire battlefront. During the 13th Black Crusade, scores of Capitols stood as impregnable bastions as the besieged Kasrs buckled under the onslaught of Abaddon's forces.
Stats ? in flux
FW THUNDERBOLT Fighter-bomber, Save 6+ Twin Short barrelled Lascannon, 30cm, AT4+/AA5+, Fixed Forward Arc Quad short barrelled AutoCannon, 30cm, AP3+/AT4+/AA5+, Fixed Forward Arc
FW MARAUDER War Engine, Bomber, Save 6+ Twin Lascannon, 45cm, AT4+/AA4+, Fixed Forward Arc Twin Heavy Bolter, 30cm, AA5+, Fixed Rear Arc Twin Heavy Bolter, 15cm, AA5+, 360 degree Arc Bombs, 15cm, 3BP, Fixed Forward Arc Notes: 2DC. Critical hit effect, the bombers control surfaces are damaged causing the craft to crash and be destroyed.
ARMY LIST
Special Rule - Commissars You are allowed one commissar per 1000 points or part thereof. They may be allocated to any non Titan or naval unit in any order, though no formation may have more than one Commissar.
Cadian Shock Troop armies have a strategy rating of 3.
Imperial Navy formations have an initiative rating of 2+. Titan Legions formations have an initiative rating of 1+. The Capitol Imperialis likewise has an initiative of 1+. All other formations have an initiative of 2+.
Companies
0-1 Regimental HQ (275 points) 1 Kasrkin Supreme Command unit, 1 Commissar and 8 Kasrkin Combat Squads.
Kasrkin Company (200 points) 1 Kasrkin Command and 8 Kasrkin Combat Squads.
Infantry Company (250 points) 1 Imperial Guard Command unit and 12 Cadian Shock Troop units.
0-1 Cadian Youth Army per Infantry Company (200 points) 1 Imperial Guard Command unit and 12 Whiteshields units.
Artillery Company (450 points) 6 Basilisks (Mars pattern) and 1 Salamander Command.
Company Upgrades Three company upgrades may be taken per Company.
Sanctioned Psyker - Add one Sanctioned Psyker to a companies command unit -(25 points)
Snipers - Add 1-4 Snipers - (25 points each)
Chimeras (25 points each) Add the minimum number of Chimeras to transport the formation. One Chimera may be replaced with a Salamander Command for an additional 25 points
Flak - Add 1 Hydra - (50 points)
Kasrkin - Add 4 Kasrkin Combat Squads - (75 points)
Fire Support - Add 4 Fire Support squads - (100 points)
Infantry Platoon - Add 6 Cadian Shock Troop units - (100 points)
Kasrkin Assault - Add 4 Kasrkin Assault Squads - (125 points)
Close Support (150 points) Add 3 Hellhounds or 3 Thunderers
Tank Squadron (175 points) 3 Demolishers (Mars pattern) or 2 Tank Destroyers
Assault Gun Battery (200 points) Add 3 Medusa? or 3 Basilisks
Support Formations Two may be taken per company
Sentinel Platoon (100 points) 4 Sentinels (Cadian pattern)
Flak Battery (150 points) 3 Hydras
Salamander Scout Platoon (200 points) 6 Salamanders. One Salamander may be upgraded to a Salamander Command at no additional cost.
Super Heavy Tank Platoon (200 points) 1 Stormsword or Shadowsword or Baneblade
Artillery Battery (300 points) 4 Bombards (Mars pattern) or Manticore platforms
Vulture Squadron (300 points) 4 Vultures.
Storm Trooper Platoon (350 points) 8 Storm troopers and 4 Valkyries.
Tank Company (500 points) 7 Leman Russ tanks. One Leman Russ may be upgraded to a Vanquisher command tank at no additional cost and one Hydra may be added for 50 points
Super Heavy Tank Company (500 points) 3 Baneblades. One Hydra may be added for 50 points.
0-1 Deathstrike Missile Battery (200 points) 2 Deathstrike Missiles
0-1 Orbital Support One Lunar cruiser for 150 points, or one Emperor Battleship for 300 points.
0-1 Capitol Imperialis (500 points) 1 Capitol Imperialis
No more than one third of your total army value may be imperial navy, titan legions or Capitol Imperialis formations.
Imperial Navy formations FW Thunderbolt ? 2 Thunderbolts ? (200 points) FW Marauder ? 2 Marauders ? (300 points)
Titan Legions formations Warlord ? 850 points FW Reaver (VC version) ? 650 points Warhound ? 275 points Warhound pack ? 2 warhounds - 500
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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