Codex Rebellion; First Draft

  • June 2020
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Codex; Rebellion (First Draft) Contents Codex; Rebellion (First Draft).....................................................................................1 Background;............................................................................................................2 Special Rules;..........................................................................................................2 Rag-Tag:...............................................................................................................2 Individuality:........................................................................................................3 Power in Numbers:...............................................................................................3 Cells:....................................................................................................................3 Units;.......................................................................................................................3 HQ........................................................................................................................3 HQ

Background; As hard as the Imperium tries to maintain their grip upon all of the planets contained within their massive empire, there were, are and will always be rebellions. Many are brought down by the local Planetary Defense Forces; however some are large enough to break through. Most planets will send out a distress call back to Terra, but with all the bureaucracy that takes place, it is almost impossible to imagine help coming at any relevant time. However, help eventually does come, and in the sledgehammer that is the Imperial Guard, not many rebellions live. However, there are few that battle their way out, destroying the guard. At this point, there is not much the Imperium can do; they cannot afford to waste resources on a planet. It is unlikely that they will be able to gain ships and so leave on a journey of conquest, and so they are ignored. For those rebels, they have achieved their goal; complete abandonment of the Imperium. They will be forever hated, and will probably be brought down at some point, but until then, they live on their own. ... (more backstory goes here, first draft won’t have more than that though. )

Special Rules; These rules apply to the entire army unless otherwise noted. Rag-Tag: The rebels represent a grouping of what are usually unofficially trained former civilians, maybe with a few traitorous members of the PDF. Therefore, if a unit does not have a squad leader in some form or another, they may show their lack of training. Roll four dice and take the lowest two. Use the number for a leadership test. If they pass, they act as normal that turn. If they fail, then roll on the table below for the effect: Roll 1-2

3-4

Effect Where do we go, again? The unit is confused about its orders of where to go. It will scatter d6 inches that turn instead of normal movement, but will stop if it comes too close to an enemy unit or reaches dangerous terrain. Ha ha, we have guns All members of the unit forgo whatever squad training they have, and all fire at different targets. During the shooting phase roll a dice for every model. On a

1-3, they fire at the closest unit (if one is in range), and on a 4-6, they fire and the second closest unit. If only one unit is in range, then on a 4-6, they don’t fire at all, as they waste bullets trying to fire at someone who is too far away. 5-6

Berserk Charge The unit will automatically charge the closest enemy (be it vehicle or normal troop) that turn. If there are no enemies within 6 inches, they will run during their shooting phase and will count as having fleet for that turn. They will then charge the nearest enemy unit. They MUST move towards the nearest enemy unit.

Individuality: All of the rebels would learn to fight in tiny groups, much of the time on their own near the beginning of the uprising. Therefore, this battlefield training means that rebels NEVER have to test for Last Man Standing checks. Power in Numbers: Eventually, all successful rebellions become huge affairs, with massive amounts of un-coordinated rebels throwing themselves at the enemy. Therefore, if two units of rebels are in combat with the same enemy unit at the same time, then they all are fearless. Cells: Every unit of rebels has been trained to work independently. Therefore, they are armed appropriately for the job. Every unit has to be able to do multiple jobs and live through multiple situations. Therefore, every squad MUST have at least a single special or heavy weapon contained within it.

Units; HQ Rebellious Leader: 60 points WS: 4 BS: 4 S: 3 T: 3 W: 2 I: 4 A: 2 Ld: 10 Sv: 4+ Armanents Bolt Pistol, Close combat weapon. (Can be switched to a Boltgun for free.)

Special Rules: Fearless Independent Character Leader: Any unit with one model within 18 inches of the leader and that has line of sight to him gains the “Stubborn” universal rule and does not use the “Rag-Tag” special rule. Upgrades: (The leader may take UP TO TWO of the below upgrades, including weapon and war gear upgrades. Only being allowed two reflects on the rather improvised nature of the army) Plasma Pistol: 20 points (replaces bolt pistol or CC weapon) Plasma Gun: 30 points (replaces bolter or bolt pistol AND CC weapon) Sniper Rifle: 15 points (replaces bolter or bolt pistol AND CC weapon) Improvised Flamer: 10 points (replaces bolt pistol or CC weapon) Flamer: 15 points (replaces bolter or bolt pistol AND CC weapon) Heavy Flamer: 25 points (replaces bolter or bolt pistol AND CC weapon Power Weapon: 10 points (replaces bolt pistol or CC weapon) Power Fist: 30 points (replaces bolt pistol or CC weapon) Improvised Invulnerability Shield; 5+ invulnerable save: 15 points Looted Invulnerability Shield; 4+ invulnerable save: 30 points Modified Power Armour: 3+ armour save: 10 points Modified Terminator Armour: 2+ armour save, 4+ invulnerable save, Slow and Purposeful: 40 points Unit Additions Retinue: This consists of 5-15 Rebels, which may be equipped as per their unit profile. They are given Leadership 10, and have a BS of 4 instead of 3. Transport: The leader may be given a Modified Pickup or a Modified Armoured Car as a transport for their respective points values, however if he gets one, his retinue (including him) must have 12 or less members. Troops: Rebels 5 points Units are of 6 to 20 rebels. WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 7 Sv: 6+ Armaments Lasguns Upgrades Plasma Gun: 25 points Flamer: 15 points Laspistol/Power weapon: 15 points Laspistol/Powerfist: 25 points Rocket Launcher: 30 points Melta-gun: 20 points

One of the below may be chosen, applies to whole unit. Cost is per model Frag Grenades (whole unit, cost per model): 4 points Krak Grenades: 6 points Flak Vests; 5+ save: 2 points Carapace Armour; 4+ save: 10 points They may also take a Modified Pickup for the appropriate points cost, but there may be no more than 12 models in the unit. Transports: Modified Pickup 150 points Front: 11 Side: 10 Back: 10 Special: Open-topped, Transport capacity 12. Armanents: Storm-Bolter (equivalent), upgradable to Heavy Bolter for +5 points, or Assault Cannon for +30 points Upgradable with ONE of the below: Smoke Launchers: 5 points Closed Top (firing slits for four if taken): 10 points Weighted Down (counts as tank): 10 points Anti-Flanking Armour (Side armour 11): 15 points Nitrous booster: (Fast vehicle): 25 points Modified Armoured Car 200 points Front: 12 Side: 11 Back: 10 Special: Transport capacity 12 Armanents: Storm Bolter (equivalent), upgradable to Heavy Bolter for +5 points, Assault Cannon for +30 points or Las-cannon for +45 points. Upgradable with ONE of the below: Smoke Launchers: 5 points Firing Slits (adds four firing slits): 10 points Attack Ramp (can charge after exiting): 15 points Heavy armour (side armour +1, back armour +1): 30 points

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