Baran Siegemasters Imperial Guard Army List

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 would get round to telling those damned Orks to get off our damned land!

Anon

Forces

The Baran Siegemasters Imperial Guard Army List uses the datasheets from the Baran Siegemaster Forces section, the Imperial Navy Forces section.

Using The Army List

The following army list allows you to field an Imperial Guard army that is based on a Siege regiment of the type typified by the Baran Siegemasters. It can also be used as a stand in army list for other Imperial Guard Siege regiments, other kinds of static defence regiment, as well as being an excellent army list to use to represent the planetary defence forces fielded by Imperial Governors all across the Imperium.

Baran Siegemaster formations come in two types: companies and support formations. Each company you include in the army allows you to field any two support formations, plus one set of Fortified Positions. Although you can only take a support formation if you first take a company, they are treated as separate independent formations during a battle and do not have to move around together.

In addition, companies may be given up to three company upgrades. Each type of upgrade can only be taken once by a company. Upgrades are added to the company and are not a separate formation. Support formations may not be given company upgrades. Each upgrade that is taken adds to the cost 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 points available to the army may be spent on these formations.

Special Rules

The Commissars rule applies to Baran Siegemasters Imperial Guard armies (see Commissars).

Regimental HQs

When playing Epic tournament games, a Siegemaster army must include a Regimental HQ. The enemy count as having achieved the Break Their Spirit goal by destroying this formation or by destroying the most expensive formation in the army (see Victory Conditions).

Fortified Positions

A Siege Regiment army regiment is allowed to purchase one set of fortified positions for its troops to occupy for each Regimental HQ or Infantry company included in the army.

Fortified positions must be set up after Objectives, but before Spacecraft and Garrisons are deployed. They may be set up anywhere a vehicle may deploy in the Siegemasters half of the table. You may split up a set of fortified positions as desired, as long as the rules for formation coherence are adhered to. For example, you could split up trenches into several lines, as long as there are 5cm links between the different parts of the position. Fortified positions count as having a move of zero, and may garrison (e.g., they can be set up in positions that garrison units can be set up in). It goes without saying that they may not be transported, and any players that were considering transporting them onto the table should be deeply ashamed of themselves!

Once set up fortified positions may be used by any unit, not just the units they were purchased for. They may be captured and used by enemy units too.

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.

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
(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.)
250 points
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

Baran Siegemaster Forces

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
Power Lances (bc)
Assault Weapons
  • EA(+1)
  • FS
  • Infiltrator
  • Mounted
  • Scout
Sappers INF 15cm 6+ 5+ 5+
Heavy Flamer 15cm
AP4+
  • IC
and (15cm)
Small Arms
  • IC
Melta Bombs (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Walker
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+
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Supreme Commander
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 CH 15cm 4+ 6+ 4+
Ragnarok Battlecannon 60cm
AP4+/AT4+
2× Heavy Stubber 30cm
AP6+
  • Reinforced Armour
  • Walker
Baneblade WE 15cm 4+ 6+ 4+
Baneblade Battle Cannon 75cm
AP3+/AT3+
Autocannon 45cm
AP5+/AT6+
Demolisher 30cm
AP3+/AT4+
  • FxF
  • IC
2× Lascannon 45cm
AT5+
3× Twin Heavy Bolter 30cm
AP4+
  • Damage Capacity 3
  • Reinforced Armour

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.

Shadowsword WE 15cm 4+ 6+ 5+
Volcano Cannon 90cm
MW2+
  • FxF
  • TK(D3)
2× Heavy Bolter 30cm
AP5+
  • Damage Capacity 3
  • Reinforced Armour

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.

Fortified Positions

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

Imperial Navy Forces

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-Bomber 6+ n/a n/a
Multilaser 30cm
AP5+/AT6+/AA5+
  • FxF
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)