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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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Old 12-15-2006   #1 (permalink)
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Default Codex: Rebellion

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
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Old 12-15-2006   #2 (permalink)
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funky stuff, though im not too sure about the allies from another codex. would necrons or tyranids really support a rebellion?
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Old 12-15-2006   #3 (permalink)
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Quote:
Originally Posted by DeAd_cOmMaNdO View Post
funky stuff, though im not too sure about the allies from another codex. would necrons or tyranids really support a rebellion?
Yeah I think only Chaos would really support a rebellion. In the book "Nightbringer" by Graham McNiell, there is a rebellion, but the Necrons do not fight with the rebellious populace. Granted, they were not awake yet, but I don't think they would have anyway. Dark Eldar are not going do so either. Really the only other faction besides chaos that might do this is if there was a genestealer cult. But even then it's only a few genestealers who are actually there.

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.
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Old 12-15-2006   #4 (permalink)
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yeah i thought about the necron thing after posting it - if the rumours of the mars campaig are to be believed im sure necrons would ave something to do with tech-traitors, though i cant see them fighting alongside them
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Old 12-15-2006   #5 (permalink)
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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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Old 12-15-2006   #6 (permalink)
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this list could be used in scenarios in the campaign were developing so get working
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Old 12-16-2006   #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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Old 12-16-2006   #8 (permalink)
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thats fair enough but, for instance, take the example of the marines leading the planets populatio against the evil xenos: thats not a rebellion.

i see what you had in mind for the army, but the name is misleading.
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Old 12-20-2006   #9 (permalink)
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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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Old 12-20-2006   #10 (permalink)
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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
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Old 12-20-2006   #11 (permalink)
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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
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Old 12-20-2006   #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
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Old 12-23-2006   #13 (permalink)
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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.
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Old 12-26-2006   #14 (permalink)
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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
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Old 12-28-2006   #15 (permalink)
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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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Old 12-28-2006   #16 (permalink)
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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
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Old 01-28-2007   #17 (permalink)
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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.
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Old 01-28-2007   #18 (permalink)
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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.
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Old 01-28-2007   #19 (permalink)
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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.
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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
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Last edited by The Horror in the Shadows; 01-29-2007 at 12:42 AM.
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Old 01-29-2007   #22 (permalink)
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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
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Last edited by The Horror in the Shadows; 01-29-2007 at 02:08 AM.
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