Codex; Rebellion (Second Draft) Contents Codex; Rebellion (Second Draft).................................................................................1 Background;............................................................................................................2 Special Rules;..........................................................................................................2 Rag-Tag:...............................................................................................................2 Individuality:........................................................................................................3 Power in Numbers:...............................................................................................3 Cells:....................................................................................................................3 Units;.......................................................................................................................3 HQ........................................................................................................................3 Troops:.................................................................................................................4 Transports:...........................................................................................................4 Transports:
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 group of unofficially or very rapidly trained soldiers. As such, they lack much of the professionalism that makes other armies so efficient. Every turn, check if the unit has a model with the rule “Leader” either contained within it or if it has a model within 12” of an allied model with the rule. If it does not, then it must take a leadership check at the beginning of your turn. If it fails, roll on the chart below. 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. Gun-Cruelty The unit forgoes its weapons training. Roll a dice for every model in the unit. On a 1 or 2, they have managed to jam their gun by whatever means they came
up with. They may not fire that turn. Roll separately for special weapons, models with different stats etc. 5-6
Berserk Charge The unit will automatically move its full movement distance towards the nearest enemy unit, it will count as having fleet for that turn as well, and will run during its shooting phase, forgoing shooting, and then will charge the enemy unit. It gains furious charge for that turn.
Individuality: The rebels would often fight within cities, often in small groups or even on their own. As such, they are used to small unit sizes. All rebels, unless otherwise noted, do not take a penalty for being below 50% unit strength for their morale checks, and when checking for rallying, they may rally despite being below 50% of their unit size. Power in Numbers: Eventually, all successful rebellions become huge affairs, with massive amounts of un-coordinated, zealous rebels throwing themselves at the enemy. 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. Every troops and elites unit MUST have at least a single special or heavy weapon contained within it. Transports are not covered by this rule.
Units; HQ Rebellious Leader: 60 points WS: 4 BS: 4 S: 3 T: 3 W: 2 I: 4 A: 2 Ld: 9 Sv: 4+ Armanents Bolt Pistol, Close combat weapon. (Can be switched to a Boltgun for free.) Special Rules: Fearless
Independent Character Great Leader: Any unit with one model within 18 inches of the leader 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: 30 points (replaces bolt pistol or 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) Power Weapon: 10 points (replaces bolt pistol or CC weapon) Improvised Invulnerability Shield; 5+ invulnerable save: 15 points Looted Invulnerability Shield; 4+ invulnerable save: 30 points Advanced targeting (BS 5): 20 points Unit Additions Retinue: This consists of 3 to 7 Insurgents, which may be equipped as per their unit profile. They are given WS 4. Transport: The leader may be given a Modified Pickup or a Modified Armoured Car as a transport for their respective points values. Elites Insurgents 12 points Insurgents are more conventionally trained troops. They do not suffer from Rag-Tag. Units are of 4 to 12 Insurgents. WS: 3 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 9 Sv: 5+ Defected Platoon Leader 20 points WS: 4 BS: 4 S: 3 T: 3 W: 2 I: 4 A: 2 Ld: 9 Sv: 4+ Armaments Lasguns Upgrades (2 maximum of special weapons) Flamer: 10 points Grenade Launcher: 15 points Laspistol/Power weapon: 15 points Melta-gun: 20 points Plasma gun: 30 points Up to two of the below may be chosen, applies to whole unit. Cost is per model. Carapace Armour (4+ save): 5 points Grav-Chutes (Deep strike): 20 points Frag Grenades: 4 points Krak Grenades: 6 points
Hellguns: 10 points They may take a Modified Pickup or a Modified Armoured Car as a personal transport for the appropriate cost. Zealots 18 points Units are of 5 to 10 Zealots WS: 4 BS: 0 S: 4 T: 3 W: 2 I: 4 A: 2+1 Ld: 10 Sv: 5+ Armanents Rending weapons, two each Special Rules: Stubborn Upgrades (Cells rule does not apply) Applies to whole unit. Cost is per model. One maximum. Adrenaline Drugs (furious charge): 15 points Heavy armour (4+ save): 20 points Frag Grenades: 10 points They may take a Modified Pickup as a personal transport at the appropriate cost. 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+ Insurgent 10 points WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 8 Sv: 6+ Only one insurgent per unit may be taken. It has the “Leader” special rule, and all Rebels of his unit may use his leadership instead of their own, as long as he is alive. Armaments Lasguns Upgrades (2 maximum on special weapons) Flamer: 10 points Combat Shotgun: 5 points Grenade Launcher: 15 points Laspistol/Power weapon: 15 points Melta-gun: 20 points One of the below may be chosen, applies to whole unit. Cost is per model Frag Grenades: 4 points
Krak Grenades: 6 points Flak Vests; 5+ save: 2 points Carapace Armour; 4+ save: 5 points They may also take a Modified Pickup as a personal transport for the appropriate points cost, but there may be no more than 12 models in the unit. Transports: Modified Pickup 100 points Front: 11 Side: 10 Back: 10 Special: Open-topped, Transport capacity 12. Armanents: Storm-Bolter (equivalent), upgradable to Heavy Stubber for +5 points, Heavy Bolter for +15 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 The pickup may only be taken as a transport. If you give the pickup the “Nitrous Booster” upgrade, and it’s cargo isn’t an HQ choice, then it is moved to the Fast Attack category of the force organization chart. Modified Armoured Car 175 points Front: 12 Side: 11 Back: 10 Special: Transport capacity 12 Armanents: Storm Bolter (equivalent), upgradable to Heavy Stubber for +5 points, Heavy Bolter for +15 points, Multi-laser for +25 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 Hunter-killer missile (Hellfury missile): 25 points The Modified Armoured Car may be taken as a transport for the appropriate units, or may also be taken on its own as an elites choice. It may still transport units if taken on its own.
Weapons: Improvised Flamer: Rng: Template S: 3 AP: 6 Assault 1. It only takes up one hand, and counts as a CC weapon in assault (like a pistol)