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| Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made. |
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| Trooper ![]() Join Date: Nov 2006 Location: Cns, OZ
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| this is the starting list of codex: rebellion This codex is (going to be) designed for letting the player lead a backed rebellion in a hive or large city.primarily for city of battle games rules will follow soon for all choices Hq:1 rebel leader/ring leader/cult high priest/gang leader 0-1 Elite choice from another codex Elite:0-2 Troops/fast attack/heavy support (must be same codex) Fanatics Bounty hunters/ Hitmen Troops:1+ Angry mob Street gangers Wastelanders Fast attack:Pick-up truck squad mounted-gangers Smugglers Heavy Support: Industrial sevitors 0-1 Suicide bombers 0-1 Armoured Ambulance Tank-Hunters
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 01-29-2007 at 01:41 AM. |
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| Extremis Diabolus ![]() ![]() | Quote:
But otherwise yeah, that's what a rebellious hive would look like. Now, this could not really stand up to a full-fledged army. You should create a scenario(s) to go along with it because a well-composed SM army (or any other for that matter) will rip right through this one. Perhaps close-quarters, and the army there to supress the rebelion may only use one HQ up to 100 points and only troop choices, or something.
__________________ ![]() Lord of Fluff and Blood Angels Herald of Nurgle "I wield my power with the Emperor's Authority. Those who would say that I am 'radical' merely have minds too small and impotent to realize all the weapons at their disposal. Do not question my methods on account of these so-called 'Puritans'." -Inquisitor Mathias Rosenadel | |
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| The Ruler of Earth ![]() ![]() Join Date: Nov 2006 Location: Good old England!
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| I really doubt that pretty much any race (except Chaos) would support a rebellion. Necrons, the guys who are trying to pretty much kill every living thing, are hardly going to support a load of disgruntled workers who aren't getting paid enough.
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| | #7 (permalink) |
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| in The lord of the night BL book, the inquisitor is there to hunt down a tau-backed cult before they can rebel. Necrons might have a following among the more low-tech peoples, who they might enslave/harvest later. Nercons aren't stupid, if you can get a civil war to begin then the hive is much easier to take, especially if you have traitors infilirating the enemy hidden strongholds, the traitors would just be killed last. For nids, its there for the genestealer cults. so are limited to genestealers and maybe lictors Cunning ork boss might make a deal with a corrupt imperial in a lust for power (see Herman Von Strab of Armageddon in Annihilation Squad BL book) Eldar backed rebellion might be used to avoid a imperial gerenal attacking a eldar craftworld etc. witch/demon hunters inquistor leds the people against a corrupt lord space marines rally the people against the horrible xenos etc. imperial guard led the defense of the hive with locals helping best they can the Codex lets the player come up with the fluff for the force.
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| Smugglers. Fast attack choice 1-4 in a squadron, may take any mix of types of vehicles in squadron GunRunner Truck: 30pts Fast Vehicle, Open-Topped F S R Bs 10 9 9 2 Weapons: Hull-mounted heavy stubber (forward 90* arc) Rear-mounted heavy stubber (360*arc) Rear heavy stubber may be upgraded to:Twin-linked heavy stubber 5pts Heavy bolter 8pts Twin-linked grenade launcher 8pts Autocannon 12pts Missile launcher 15pts Lascannon 25pts (1 per squadron) Hull heavy stubber may be upgraded to:Twin-linked heavy stubber 5pts grenade launcher 6pts Flamer 6pts Breach-loaded Cannon 10pts Rear weapon may be removed and replaced by a cargo section that can transport 6 men, For free Escort: 20pts Fast vehicle, 2 crew F S R Bs 10 10 9 2 Weapons: Mounted Heavy Stubber (360* arc) Heavy stubber may be upgraded to: Twin-linked Heavy stubber 5pts Heavy bolter 8pts Autocannon 12pts Missile launcher 15pts Armoured Transport:25pts Fast vehicle, 2 crew F S R Bs 10 10 9 2 Weapons: Pintle-Mounted Twin-linked Heavy Stubber May transport 10 men NEW WEAPON Breach-Loaded Cannon Str Ap 36'' 5 5 Heavy 1, Blast
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| Industrial Sevitors, Heavy Support choice 1-5 per unit plus optional Controller Ws__Bs__Str_T_W__Int_Att_Ld_Sv 20pts 2___1__4(8)_4 _4__2__2+1_7_4+ Weapons: Powerlifters- counts as 2 powerfists (Extra attack for 2CCW in Profile) May upgrade to have Heavy Welder 5pts Combat Software 10pts Hostile Environment Upgrade 15pts Shielded 10pts Well-Built 5pts Fearless. Slow but Purposeful: Always moves as in difficult terrain and may only considate Insanely Stupid: At the start of each of the controlling players turn, roll a D6. On a roll of a 1 or 2 the sevitors may not move, shoot or assault in that turn.Any other roll, the unit acts as normal. If in Close combat and a 1 or 2 is rolled the sevitor makes 1 attack at Ws 1 Heavy Welder: Str Ap 6'' D3+5 - Assault 1 Combat Software +1Ws Hostile Environment Upgrade +1 T Well-Built Counts as having Bionics Shielded Gains 6+ Inv Save Controller 25pts Ws Bs Str T W Int Att Ld Sv 2 2 3 3 1 3 1 6 6+ Weapons: Laspistol/Autopistol Fearless May take 15pts of wargear from Rebellion Armoury Allows for re-roll of Insanely Stupid rule
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 12-20-2006 at 01:46 AM. |
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| Rebellion Armoury. One-Handed Weapons: Laspistol/Autopistol 1pt Needle pistol 1pt Tronvasse Auto-pistol 2pts Hell-pistol 3pts Recanter pistol 3pts bolt pistol 5pts Plasma pistol 20pts CCW 1pt Power weapon 25pts Powerfist 35pts Demo Charge (one-use only) 10pts Two-Handed weapons: Shotgun 1pt Automatic Shotgun 3pts Lasgun/Autogun 2pts Bolter 5pts Hellgun 3pts Grenade Launcher 6pts Flamer 6pts Storm Bolter 15pts Paired Pistols: Laspistols/autopistols 4pts Needle pistols 4pts Tronvasse Auto-pistols 6pts Hell-pistols 8pts Recanter pistols 8pts Bolt pistols 10pts Plasma pistols 40pts Heavy CCW 2pts Wargear: Harden leather armour 2pts Flak armour 5pts Carapace armour 8pts Bionics 10pts Frag grenades 2pts Krak grenades 5pts Gang colours/tattoo/scars 3pts Gang Banner 10pts Master-crafted 20pts Dum-Dum Rounds 5pts Havoc Rounds 5pts Jackel rounds 10pts Smoke grenades 5pts Fury 5pts Spur 5pts Slaught 10pts Man-Stopper Shells (Shotguns Only)5pts Solid Slug Shells (Shotguns only)5pts Melta Round Shells (Shotguns Only)10pts Hot-Shot Cell (Lasgun Only) 5pts Overload Cell (lasgun Only) 2pts Personal upgrades: Ex-guardsman 10pts Hired Muscle 10pts Lightning Reflexs 10pts Tough 10pts Wealthy 15pts Wise leader 15pts
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 01-28-2007 at 02:35 AM. |
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| | #12 (permalink) |
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| Wargear Rules: Heavy CCW: two-handed weapon that adds +1Str to the user Paired pistols count as Twin-linked pistols and 2 CCWs in Close Combat Automatic Shotgun: Str Ap 12'' 3 - Assault3 Recanter pistol: Str Ap 12'' 4 - pistol Tronsvasse Autopistol: Str Ap 18'' 2 - Assault3/pistol Light Rotary Cannon: Str Ap 24'' 4 - Assault3 Heavy Rotary Cannon: Str Ap 24'' 5 6 Heavy 5, prone to jamming Jams if when rolling to hit, 3 or more 1's are rolled. the model takes a automatic Str4 wound with normal save allowed Drugs: All drugs suffer from overdose rule Overdose:Roll a D6 at the beginning of each turn,on the roll of a 1 the model loses 1 wound, No saves allowed Fury:Model gains +1 Attack and +1 Str, MUST move/charge towards the nearest enemy unit/model Spur: Model gains Fearless Special Rule Slaught:Model gains Feel no pain Special rule Special rounds: May be taken for Autopistols,Autorifle,Tronsvasse and Recanter Autopistols,Light Rotary Cannon and the Heavy Rotary Cannon Dum-Dum:Causes 2 wounds for every sucessful hit roll of a 6 Havoc: Causes Pinning Jackel:Weapon becomes Ap4 Man-Stopper (Shotgun Only):+1Str Solid Slug (Shotgun only):Becomes Ap4 Melta Round (Shotgun Only):Counts as a meltagun that still fires like a shotgun (assault2 or 3), but suffers from "Gets Hot" rule (1+2 overheat a normal shotgun, 1+2+3 on a Auotomatic shotguns) Hot-Shot Cell (Lasgun Only):Becomes Str4 Overload Cell (lasgun Only):Any Model with a lasgun/Overload Cell is killed in Close Combat Does a Str5 Ap- Automatic hit at the same time as Powerfists (Int1??) Harden Leather Armour: 6+ Save Gang Colours/Tattoos/Scars:Model may re-roll failed Leadership checks Gang Banner: All Ganger models become Stubborn within 12'' Smoke Grenades: If the model does not shoot/cast psychic powers in the shooting phase, the model may use smoke grenades. If in the open, 5+ cover save, else +1 cover save Hired Muscle:+1Str, -1Int Lightning Reflexs:+1Int and 6+ Inv. Sv Tough: +1T Ex-guardsman:+1Ws and +1Bs Wealthy:Must take a body guard of 2-5 bounty hunters Wise leader: All units within 18'' may choose to re-roll a failed Morale/Pinning Check
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 01-29-2007 at 02:04 AM. |
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| | #13 (permalink) |
| Sergeant ![]() | quick note - this is a rebellion force made of of a uprising of the general populice, yes? In that case, make the standard issue weapon "fire-arms" (see either E.o.T. or Wargear for the full rules) - the Gets Hot rule can be explained by their inexperience with weapons (or just taking the opertunaty to shoot their rivals in the back). Also a good Elites choice would be to have a 0-1 Platoon of IG, tho there must be fewer individual squads of IG within the platoon than there are "Angry Mobs" in the Troops section.
__________________ My Projects: Nova Legion CSM ToXG My Reviews: Games Day UK 2007 Report - The Pavillion Games Day UK 2007 Report - The Forum Games Day UK 2007 Report - The Arena Forgeworld Renegrade Ogryn with D.K.K. Victim Other: My Advice to Inquisitor players. Graham McNeill - "After all, it beats tossing in bed all night for no result." |
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| Street Gangers:Troops Choice 5-30 models per unit ___________Ws__Bs__Str__T__W__Int__A__Ld__Sv Juve________2___2___3___3__1____3__1___5___- Ganger______2___2___3___3__1____3__1___6___6+ Hard Ganger__3___3___3___3__1____3__2___6___6+ 2pts per Juve Juves are armed with a Tronsvasse Autopistol and a CCW or lasgun/autorifle or shotgun or 2 CCWs for free Note-Due to the juve's lack of knowledge, all juve ranged weapons suffer form "Gets Hot" rule 4pts per Ganger Gangers can be armed with a lasgun/autorifle or shotgun or 2 CCWs or paired Tronvasse Auto-pistols or free may upgrade to = Automatic shotgun 2pts paired laspistols 2pts paired Recanters 4pts Paired Hell-pistols 4pts Bolt pistol + CCW 4pts 1 in 6 gangers may have a demo charge for 15pts a grenade launcher 5pts a flamer for 6pts a light rotary cannon 10pts Equipment: Hardened leather armour may have frag grenades for 2pts each Gang Tattoos/Scars/Colours for 1pt Drugs:Fury 3pts Spur 6pts Slaught 6pts Inaddition the ganger may be upgraded to a Hardened Ganger for 2pts Hardened gangers may take 15pts each of wargear form the Rebellion Armoury Street Ganger Special rules: Small groups: The unit may be broken into upto 5 seperate teams, with a minimum of 1 model per team. This is done before the deployment phase. The Whole unit is deployed at the same time Home Turf:In a cities of battle game, the unit may have infiltrate special rule at no extra cost Fear of Monsters:If the a Team/the unit can draw line of sight to a monsterous creature or Dreadnought within 18'', they must take a leadership check or fallback.Except allied monsterous creatures and dreadnoughts
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 01-29-2007 at 02:06 AM. |
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| Armoured ambulance:0-1 choice Heavy support 1-2 vehicles per choice, may be deployed independently F__S__R__Bs 40pts 11_11_9_2 Weapons:Hull-mounted Autogun:may be upgraded to heavy stubber 10pts may be upgraded to Intensive care for 35pts Special rules:Ambulance:All units in 6'' counts as having a medikit(see Imp.Guard Codex) Intensive care :All units in 6'' Gain "Feel No Pain" special rule
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| Bounty Hunters/Hitmen: Elites choice 1-5 per choice 30pts each Ws__Bs__Str__T__Int__W__ Att__Ld__Sv 3___4___3___3(4)_3___1___2___8___5+ Weapons:Autogun/Lasgun Or Shotgun OR Bolter Or Paired Laspistols Or 2CCWs,frag grenades May upgrade to:Automatic shotgun 2pts paired laspistols 2pts paired Recanters 2pts Paired Hell-pistols 2pts Bolt pistol + CCW 2pts Sniper Rifle 5pts flamer 5pts Lt. Rotary Cannon 8pts Storm Bolter 8pts Grenade Launcher 10pts power weapon 10pts Hv. Rotary Cannon 15pts May take 50pts from Codex:Rebellion Armoury. Note these points are for the total of the unit ie: 1 model choice has 50pts, a 5model choice has to share the 50pts between all the models Special rules:Tough:model gains +1T (may not take tough from armoury) Infiltrate
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 12-28-2006 at 01:23 AM. |
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| Codex:Rebellion Special Rules Fear of Monsters:Any Codex:Rebellion unit (Inf) that can draw line of sight to a monsterous creature or Dreadnought within 18'', they must take a leadership check or fallback.Except allied monsterous creatures and Dreadnoughts City Dwellers: All Codex:Rebellion units (Inf) may be infilirated into a City ruin if Allowed in the mission. Strength in Numbers: for each unit (Inf) Within 6'' of another of type same type adds +1 Ld (max of +3Ld), Except Angry mobs Run for your lives: for each unit (Inf) Within 6'' of another of type same type that fails a Morale check and falls back, Make a morale test for the unit as well Leg It: All Codex:Rebellion units (Inf) Fall back 3D6'' Dispite the odds: Any Bounty-hunter, Death Cult and Fanatic unit that passes a morale (Close combat Only) check with a roll of 2, Counts as Fearless for the next turn.
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 01-28-2007 at 03:13 AM. |
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| Angry Mob 1+ Troops Choice ....................Points....WS...BS...S...T...I. ..A...W...Ld...Sv Rabble..............3.........2.....2....3...3...2 ...1...1....3.....- Antagonizer.....+10..........3.....3....3...3...2. . .2...1...5......6+ Mob: Consists of 10-50 Rabble Equipment: Variety of tools, picks, shovels, knives, and other sharp implements. Count as two close combat weapons. The antagonizer has a lasgun. Options: Up to one in every five rabble memebers may have a shotgun, lasgun, or laspistol and close combat weapon at +1 points each. Any number of rabble may have firebombs (frag grenades) at +1 point each. The Mob may have Molotovs at +10 points Character: One rabble per mob may be upgraded to an antagonizer for +10 points. Special Rules: Mob mentality: As just normal citizens, these rioteers are likely to bolt at the first sign of real danger. However, they take solace in the knowledge that hey outnumber their enemy, and recieve +1 to their Leadership value for every five full memebers in the mob, to a maximum of 10. In addition, whenever a mob takes casualties from a weapon with a strength of five or more,Blast/template weapon, they must make a pinning test Molotov Rules _________Range_Str__AP_____Type______ Molotov__12"___4 ___5___Assault 1 Blast___ May roll a D6 to find out how many petrol bombs can be thrown from that Mob at the start of the mobs shotting phase.
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 01-28-2007 at 03:10 AM. |
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| Suicide Bombers (0-1 Heavy Support) ....................Points....WS...BS...S...T...I. ..A...W...Ld...Sv Bomber.............20.........2......2....3...3... 2 ...1...1.....8....6+ Squad: Consists of 5-10 suicide bombers Equipment: Various explosives strapped all over their body. Special Rules: Fearless: Suicide bombers, whom are willing to blow themsleves up to inflict damage, are obvioulsy not going to frightened or make tactical retreats. Infiltrate: Suicide bombers may set up using the infiltrate special rules found in the rulebook if the mission permits. Indpendant: Based on the sobering use of equipment, suicide bombers would never be deployed in squads, hence, they set up and move individually, and may never join squads. Explosion: At the beginning of any phase of your turn, you may announce your suicicde bombber has detonated himself. When that happens, place the large blast marker with the central hole over the bomber. All models completely underneath the template recieve one Strength 4, AP 6 hit. Models partially covered are hit on a 4+.Any model in base-to-base contact takes a Str7 Ap3 hit. After that, remove the bomber. On Slaught:Model gains Feel no pain Special rule
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| Re-commissioned Pick Up Truck Squadron: 20 points each 1-6 per Choice AV: Front.....Side.....Back ........9.........9..........9..... Open-Topped Crew: Consists of 2 civilians. Access Points: 3 (1 one each side and the rear) Fire Points: 5 (In the back of the truck) Options: The pick up truck may have a welded-on heavy stubber for +5 points. This stubber is fired at a BS of 2. The truck may also have up to 5 Rabble mounted in the back of the truck for +4 points each. These Rabble are armed with a variety of firearms, count as one lasgun each. They may make use of the fire points.
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 01-28-2007 at 03:08 AM. |
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| tank hunters-Heavy Support Choice ....................Points....WS...BS...S...T...I. ..A...W...Ld...Sv hunter.............12.........2......2....3...3... 2 ...1...1.....6....6+ number-5-15 hunters per squad weapons-laspistol and melta bombs special rules- infiltrate fearless-the tank hunters have resigned themselves to their fate and will go to any means for the defense of their beliefs
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 01-29-2007 at 12:42 AM. |
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| Fanatics, Elites choice 10-20 models per choice 10pts each Ws_Bs_Str_T_W_Int_Att_Ld_Sv _4__1__3__3_1__3___2__7__6+ Equipment: Heavy CCW and frag grenades and krak grenades May be upgraded to have up to two of the following: Fury 5pts each Spur 5pts each Slaught 10pts each Hired Muscle 5pts each Lightning Reflexs 10pts each Tough 10pts each
__________________ Ave Dominus Nox Last edited by The Horror in the Shadows; 01-29-2007 at 02:08 AM. |
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