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				<title>Imperial Generals/Lords Militant - take II</title>
				<description><![CDATA[ <br /> OK, so I kind of meant to do this 2 years back but got distracted so here goes…<br /> <br /> Original thread here - <a href="http://www.dakkadakka.com/dakkaforum/posts/list/246845.page#819254" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/246845.page#819254</a><br /> <br /> <br /> <b>IMPERIAL GUARD GENERALS MKII</b><br /> <br /> Bred for leadership, survivors of the violent infighting of the highest echelons of the Imperium, <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Generals (also known as Field Marshals, Battle Masters and Lords Militant) are the peak of Imperial military leadership.  While a company commander might lead a few hundred or even a thousand troops, Generals command tens of thousands or even millions of troops in massive campaigns that change the fate of entire worlds.  They are rarely seen on the front lines, when they are it means a battle is especially critical to a campaign.<br /> Generals are only usable only in Apocalypse games. <br /> <br /> <br /> <b>General - 100 pts + Command Staff</b><br /> WS5, BS5, S3, T3, W3, I4, A3, Ld10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 4+/4+ invulnerable <br /> <br /> Wargear – Master Crafted Power weapon, Master Crafted bolt pistol <br /> <i>(Note-Since these guys are NOT front-line fighters I decided not to give them any wargear options, frankly if the General is getting in a fist fight you're doing it wrong, but I'm open to suggestions)</i><br /> <br /> Commander – 2 orders, 24" range (and see below)<br /> <br /> Iron Will – The General may choose to pass or fail morale checks<br /> <br /> Supreme Headquarters – The General comes with the Supreme Headquarters Front Line Asset (all units for the General's player within 12" of the General gain Counter Attack, Fearless, Night Vision, Tank Hunters).<br /> <br /> Strategic Assets – A player with a General may select additional d3 strategic assets (Apocalypse book).<br /> <br /> Tactical withdrawal – if assaulted the General and his bodyguards (ONLY!) may immediately run <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>", leave the rest of the Command Staff and form their own unit<br /> <br /> Vital – Generals are vital to the Imperial warmachine, each one carries in his head secrets and strategies that can change the fate of entire crusades.  Each one is legendary in the eyes of the Imperial troops they command.  If captured a General's mind will be torn apart for information.  Therefore, if the General is killed by ranged fire all Imperial units within 24" much make a morale check or be pinned in shock (units farther away need not check, they won't hear about it until after the battle at which point they will weep and rend their clothing).  If the General is killed in assault place him on his side, the enemy is assumed to have captured him alive.  Treat him as another model in the enemy unit, he may ride transports and move normally but cannot fight in any way.  If the enemy can bring his body back to their deployment zone and keep him there at the end of the game they gain an objective.<i><br /> (Note - I want rules that show how important these guys are and how they're different from Chapter Masters, Inquisitors, Autarchs and other front-line oriented leaders.  The problem in <span class="glossaryitem" onmouseover='gp(7);'>Apoc</span> is anything smaller than a superheavy is likely to be stomped flat, 1 strength D hit and the General is gone and that's no fun!  So I give the bad guys a reason to capture him and I included 2 options below to deal with <span class="glossaryitem" onmouseover='gp(123);'>Str</span> D.)</i><br /> <br /> Command staff – No one, even an Imperial Commander bred from birth to lead, can coordinate a campaign alone.  Generals are supported by a staff of hundreds or even thousands of clerks, advisors, sages and other servants.  Even on the front line a General will still have a considerable group around him.  A General must buy a command staff of 15-30 models from the list below.<br /> <br /> 15-30 command staff <br /> <i> (Note - These picks are there to aid the whole army, I kept out most of the shooting units and wargear options since these guys should all support the general, other units should do the fighting.  That's one reason most only have conscript or <span class="glossaryitem" onmouseover='gp(69);'>IG</span> trooper stats, it's not that these guys suck it's that they're specialized in command and coordination, not front line fighting.  Most are a simple 1 extra __ per staff member, but a few are funky)</i><br /> <br /> 0-5 Staff Officers - 10 pts <br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stats, armed with las pistol and <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon <br /> Each Junior Officer allows the general to issue one more order <br /> <i>(Note – Potential 7 orders from a General with these guys)</i><br /> <br /> 0-5 Staff Sergeants – 10 points<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stats, armed with las pistol and <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon <br /> Each Staff Sergeant increases the command radius by 6" (measured from the General himself) <br /> <i>(Note - This can raise the General's command radius from 24" to 56")</i><br /> <br /> 0-5 Logistics officers - 10 pts <br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stats, armed with las pistol and <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon <br /> Each one allows you to reroll 1 reserve roll per turn (a success or failure)<br /> <br /> 0-5 Sages - 10 pts <br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stats, armed with las pistol and <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon<br /> Each one allows this unit or a unit within 24" to re-roll one shooting attack <br /> <br /> 0-5 Preachers – 20 points<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stats, armed with las pistol and <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon<br /> Each Preacher gives an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> unit within 24" a reroll on morale checks.<br /> <br /> 0-5 Telepaths – 10 points<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> conscript stats, armed with 1 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon <br /> Each Telepath allows the General to issue 1 order to any <span class="glossaryitem" onmouseover='gp(69);'>IG</span> infantry unit on the board regardless of range.<br /> <br /> 0-5 Tech adepts - 5 pts <br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stats, armed with las pistol/<span class="glossaryitem" onmouseover='gp(19);'>CC</span>. May take 1 of the following bits of tech, may not have more than 1 of any in an army: <br /> Power field generator (reduces the strength of all hits within 12" by 1.  Strength D shots are reduced to S10, AP1 and allow cover and invulnerable saves) - 50 pts <br /> Master vox - 10 pts <br /> Orbital Augury (re-roll scatter on 1 deep strike per turn) - 20 pts <br /> Shrine of the machine god (re-roll 1 friendly vehicle damage per turn) - 20 points <br /> Medicae (Grants the General (and only the General) feel no pain) – 10 points<br /> Combat Engineer (Bolster defenses +1 to cover saves) – 40 points<br /> Archive (records of warmachines, re-roll one damage result on any enemy superheavy) – 40 points<br /> <i>(Note – lots of funky stuff in here, the Power Field is my first defense against Strength D, and is indispensible)</i><br /> <br /> <br /> (any number) Servants/Aides/Functionaries - 4 pts <br /> Food tasters, butlers, runners, flying skull things, naked flying babies, ladies of the night, etc<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> conscript stats, armed with 1 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon <br /> <i>(Note – There to soak up wounds)</i><br /> <br /> 0-1	Untouchable – 20 points<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> conscript stats, armed with 1 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon <br /> No psychic powers may be used or affect any model within 6".  <br /> <i>(Note – This means Telepaths and Astropaths lose their special ability when within 6" of the Untouchable)</i><br /> <br /> 0-1 Regimental Standard bearer - 25 points <br /> Vet with Reg standard and hotshot pistol <br /> <br /> 0-1 Commissar Lord - 70 pts <br /> As the normal unit <br /> <br /> 0-5 Officer of the Fleet – 30 Points<br /> As advisor <br /> Each Officer of the Fleet may only affect one opposing player.<br /> <br /> 0-5 Astropaths – 30 Points <br /> As advisor <br /> Each Astropath may only affect one allied player.<br /> <br /> 0-5 Artillery Officers – 30 Points<br /> As advisor <br /> <br /> 0-1	Double – 45 points<br /> If the General is killed for any reason place him with an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> unit within 24", presumably it was his double who was killed.<br /> <i>(Note – My second defense against Strength D)</i><br /> <br /> 0-5 Bodyguards – 15 points<br /> As advisor <br /> <br /> 0-5 Combat Servitors – 15 points<br /> WS4, BS4, S3, T4, W1, I3, A1, Ld10, Sv4+<br /> Armed with powerfists.<br /> May exchange powerfist for the following:<br /> Heavy bolter – 5 points<br /> Multi Melta – 15 points<br /> Plasma Cannon – 20 points<br /> Power lashes (power weapon, increase attacks to 3, Initiative to 4)<br /> <i>(Note – The only shooty/fighty unit)</i><br />  <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Wed, 9 Feb 2011 18:24:21]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
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				<title>Imperial Generals/Lords Militant - take II</title>
				<description><![CDATA[ I really like the idea of the whole "unique Bodyguard unit" idea.]]></description>
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				<pubDate><![CDATA[Wed, 9 Feb 2011 20:39:51]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Imperial Generals/Lords Militant - take II</title>
				<description><![CDATA[ How about having the 0-5 Bombardment officers, then you can do the regular artillery strike with the <span class="glossaryitem" onmouseover='gp(7);'>Apoc</span>-Barrage. with shots equal to the amount of officers.]]></description>
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				<pubDate><![CDATA[Thu, 10 Feb 2011 03:05:19]]> GMT</pubDate>
				<author><![CDATA[ grayspark]]></author>
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				<title>Re:Imperial Generals/Lords Militant - take II</title>
				<description><![CDATA[ I seriously like this.  Nothing seems horribly imbalanced or not worth taking.  A pretty valid apocalypse unit for any guard army.<br /> <br /> I like it.]]></description>
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				<pubDate><![CDATA[Thu, 10 Feb 2011 03:27:03]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>Imperial Generals/Lords Militant - take II</title>
				<description><![CDATA[ Thanks all!  I'm pretty happy with how it came out.  Dropping the combat options so this could just be a command unit really made it click for me.<br /> <br /> <blockquote><div><cite>grayspark wrote:</cite>How about having the 0-5 Bombardment officers, then you can do the regular artillery strike with the <span class="glossaryitem" onmouseover='gp(7);'>Apoc</span>-Barrage. with shots equal to the amount of officers.</div></blockquote><br /> <br /> I put in the normal artillery officer 0-5 of them, but I dind't want to offer any of the huge bombardments, it just seemed too much.]]></description>
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				<pubDate><![CDATA[Thu, 10 Feb 2011 03:43:12]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
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