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TSOALR - The Forum » View topic - Imperial Guard ver. 5.0 and Valkyrie released!!!

Imperial Guard ver. 5.0 and Valkyrie released!!!

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Imperial Guard ver. 5.0 and Valkyrie released!!!

Postby Knight of Fire » Mon May 04, 2009 5:24 pm

Well I just picked up my codex and Valkyrie yesterday. And after reading the new rules, I am seriously tempted to start building an IG army!

The new rules are just awesome, and the Valkyrie, I'm willing to say, is one of the best transport models in the game. What more can you ask for a high speed transport that can mount enough fire power to destroy entire squads of infantry and tanks?

BTW for those of you still wondering, yes, in the new codex: Valkyries are considered Skimmers. The reason for this, is described in the unit info page.... The Valkyries (and Vendetta Gunship for that matter) in the IG book are considered to be equipped with armor plating and extra armor for their close support role, thus, can't fly at max altitude due to the extra weight. but in exchange, have better armor value (12, 12, 10) and free Extra armor

On that note, until I have a sizable IG force, and because I don't want to just field my Valkyrie during Apocalypse games for my marines, I present some home made rules.

0-1 Space Marine Valkyrie -Fast attack choice
While the Codex Astartes makes note that Aerial operations should be handled via use of Thunderhawk Gunships and drop pods, there are times were such transport options may not be available. In these cases, Space Marines may have to call upon other assets for assistance. And it has been recorded, in several cases, that the use of a Valkyrie has been put to such use. In many cases, this is because the closest allied asset to assist with such missions, often those involving the Extraction of key Imperial personal. Or friendly forces with pacts and allegiance to the chapters, such as those of the Macrege Defense forces which work with the Ultramarines on many occasion, wish to assist the Marines in need

. In other cases, there have been battles at airfields or a landing pad which has been lost or captured, or soon will be, and that a Valkyrie was among the few remaining aircraft still flight operable and the only one capable of transporting the squad and it's objective back. After such operations, usually the Valkyrie is handed over to the Adeptus Mechanicus and/or the Imperial Navy to be returned the owning flight wing or army. But in some cases, either as a reward of thanks, or because the original unit has been wiped out, or even just plan kept by the Marines, thanking the Machine Spirit of the Valkyrie for helping them in their mission, the Chapter gets to keep the vehicle.

Rules: Exact the same as in Codex Imperial Guard, but limited to an 0-1 choice of 1 Valkyrie and with a Ballistic skill of 4 (presume it's being piloted, or the guns are crewed by the Space marines on board, or their providing assistance to the Imperial guardsman gunners). it may not transport Terminator armored models (their armor is far too heavy and bulky!)
Murphy's Combat Laws # 77- Air strikes always overshoot the target, artillery always falls short. 116. Odd objects attract fire. You are odd.
117. Your mortar barrage will put exactly one round on the intended target. That round will be a dud.
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Postby Dufflious » Tue May 12, 2009 1:24 pm

And yet a Space Marine's armour isn't too heavy and bulky... riiight.
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Postby Hunter » Wed Jun 24, 2009 3:17 pm

long time no post :D

yaa am finaly doing guard too (russ envy)

about the valkiry , the way i see it , the rules shoudend be mucked arround with but senario wise i can easely imagin a valkery crew giving a marine squad a lift to the front after ther rhino had a misadventure (leaving the infenty platoon the valk was carrying to babysit the rhino while help arrives)

while the valks crew operates the main guns i can easely imagin the marines taking over the dore guns.
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Postby Jim the cadian » Fri Aug 14, 2009 2:16 pm

Hey guys, long time no see, lookin' fine Duff, basically the marines bribe us with the loots (aka weapons that can actualy hurt stuff) and we'll let them fly around, but it's just as good as a flying Razorback, but with more armor and speed, but same carrying capabilties, so as a rules revision Knight of Fire, it should be like...2 inches slower, SM power armor is HEAVY, and could only hold about 5-7 marines.
Current News from the Cadian 1337: Thought of the Day: Duct tape and prayers hold everything together
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