Imperial Rebels
Imperium of Man has spread far and wide. As strict central goverment is impossible, invidual planets are free to arrange their society whatever way its leaders choose. Because of this, many planets are under ironfisted tyranny of paranoid dictators, who use their position as Imperial Governor for their selfish gains knowing, that they have nothing to fear, as long as they pay their tithe of soldiers and taxes. Usually this tyranny is responded with spontaneous, unorganized resistance led by few exemplary inviduals. Sometimes these ragtag-groups are able to gather official support and overthrow the planetary goverment.
Rebels are brave, voluntary inviduals fighting with their hearts for ideals they believe in. They are ideal opponents to oppressing Imperial factions. They are classic antagonists, for every group crushed by Inquisition there are survivors from it and for every quenched rebellion there is ten waiting to explode loose. As Rebels are cheap in points, they can field several units with very specific tasks in hand. In battle chaos rebels are unrelenting warriors. As completely unique fighters, they are able to gather support from scum of urban enviroment to skilled soldiers from Schola Progenium. Junkies, hobos, psychotic madmen and ruthless officers give these groups their support and cause a tidal wave of urban terrorist-tactics in war of attrition.
Chaos rebels may lack equipment given to Imperial Guard, but they make up this weakness with headstrong attitude and ruthless exploitation of enemy weaknesses. Combined with equally headstrong DIY-attitude allows them to field guns, which may not be fancy, but very likely efficient. And if you have enough sense of heroism, you should be aware, that all slain rebels are martyrs for their cause. Rebellion is cancer within Imperium, and as such only way to destroy it is annhilation of human species.
Wargear
This section describes all weapons Rebels are able to muster.
Ranged weapons
Autocannon: Simple, large-caliber cannon combines good rate of fire with equally good destructive power. Autocannon is bane of light vehicles and also has proven itself against tough adversaries.
Range Strenght AP Type
48" 7 4 Heavy 2
Bolt pistol: This sidearm packs one mean punch to its size. This is the weapon of choice when rebel leader wishes to imppress his minions with his prowess. It has low recoil to its size and power, as it fires small rockets.
Range Strenght AP Type
12" 4 5 Pistol
Carbine: Shorter than regular lasgun, Carbine sacrifices long-range accuracy to create faster rate of fire and easier maneuvrability.
Range Strenght AP Type
18" 3 - Assault 2
Flamer: This crude, but dangerous weapon fires stream of burning chemical. It is perfect weapon to especially vicious rebels who love seeing people on fire.
Range Strenght AP Type
Template 4 5 Assault 1
Heavy bolter: Large version of boltgun is The weapon when big amount of infantry must be killed as fast as possible.
Range Strenght AP Type
36" 5 4 Heavy 3
Heavy flamer: Bigger, nastier and much more unpleasant than its smaller version. Heavy flamer spews burning death and kills its victims faster than ordinary flamer.
Range Strenght AP Type
Template 5 4 Assault 1
Heavy stubber: Ancient design fires solid slugs with aid of chemical propellant. Lighter and easier to use than boltgun this is weapon of choice for many rebels, as it has good rate of fire.
Range Strenght AP Type
36" 4 6 Heavy 3
Lascannon: This marvel of laser fires powerful beam capable of punching through any armor. It is hard to handle, but equally deadly and no vehicle is able to reliably endure it.
Range Strenght AP Type
48" 9 2 Heavy 1
Lasgun: Standard issue weapon of Imperial Guard. Reliable, simple to use and easily available.
Range Strenght AP Type
24" 3 - Rapid fire
Laspistol: Standard issue sidearm of Imperial Guard officers and NCO:s. It has same pros and cons as its bigger brother, lasgun.
Range Strenght AP Type
12" 3 - Pistol
Meltagun: This wonder of technology agitates molecules at molecular level. Any target hit with it is reduced to pile of charred ash in matter of seconds. It has short range, which makes its use difficult, but it is always just as deadly.
Range Strenght AP Type
12" 8 1 Assault 1, melta
Plasma pistol: Rare, but extremely impressive plasma pistol is not only a devastating sidearm. It is symbol of prestige and prowess and only most brave rebels manage to acquire one. Despite being temperamental these are highly sought after.
Range Strenght AP Type
12" 7 2 Pistol, Gets Hot!
Rocket launcher: Rebels build these simple, yet efficient weapons from all kind of materials. They fire large rockets with shaped warhead, which is able to pierce almost anything. Crude, but efficient use of technology.
Range Strenght AP Type
36" 8 3 Heavy 1
Sawn-off shotgun: Shotgun fires solid slugs to its target. Rebels usually cut away its barrel reducing range, but increasing its power. On distance of five paces it throws man from his boots, but on distance of fifty paces, it just makes him very angry.
Range Strenght AP Type
6" 5 - Assault 1
Silenced pistol: Assassins success often depends on his ability to remain hidden and in silence. This weapon is modified boltgun, which fires its shell at much lower velocity. Its shots come unexpectedly and may cause serious disarray.
Range Strenght AP Type
12" 4 6 Pistol, pinning
Sniper rifle: Accurate rifle with large optics makes it easier to shoot man through his face. It wounds any target at +4. Against vehicles it rolls 2D6.
Range Strenght AP Type
36" X 6 Heavy 1, sniper, pinning
Storm bolter: Devastatingly efficient storm bolter fires similar bolts than its smaller cousin. Despite being heavy and hard to handle it is devastating support weapon in short range.
Range Strenght AP Type
24" 4 5 Assault 2
Close combat weapons
Close combat weapon: These numerous tools are meant to do only one thing: break heads. They range from crude chains and knives to sophisticated sawblades, but they are dangerous in all forms. Unfortunately almost anything can be adapted to fine art of bonebreaking, even though experts have their own favorite tools.
Husqvarna: Crude chainsaw mostly used in lumberwork has found its home within hands of psychotic madmen roaming city streets. Because of its clumsy blade Husqvarna must be used two-handedly, but hits hard ripping its way through heavy armor plates and flesh alike. Husqvarna adds +1 to wielders Strenght and attacks made with it are rending.
Eviscerator: Large, ugly and dangerous weapon meant to rip, shred and mutilate. It works like powerfist (doubles strenght, strikes last) and rolls 2D6 for armor penetration.
Force Weapon: In Psykers hands this weapon becomes most deadly. Using his mental powers Psyker is able to cause unbearably grievous wounds. If Psyker successfully wounds target and has not used any psychic powers during that turn he may use its power. If psychic test is passed, wounded victim suffers Instant Death. Force Weapon ignores armor saves.
Powerfist: Large glove covered in deadly energyfield and amplifying generator is hidden to its structure. Powerfist doubles strikers Strenght and ignores armor saves. Model using powerfist as his weapon strikes last.
Power weapon: Multitude of weapons covered in destructive energyfield. It cuts through armor like it were tissue paper. Power weapon ignores armor saves.
Equipment
Body Armor: Heavier suit of carapace or plates is quite heavy, but gives solid protection of +4 Armor.
Civilian armor: Mostly made from leather and tough canvas. Gives reasonable protection against knives and small bruises. It mostly gives spiritual protection of +6. It is still best most rebels are able to get, so they use it. It however looks unsuspicious, which often means just as much than its protective value.
Fire Cocktail: In its most simple form Fire Cocktail is bottle of glass filled with fuel which is sealed with rag soaked in fuel. This simple weapon is then lit and broken against vehicle. This fiery blast of fire is extremely easy to produce and has proven its efficiency time and time again. More sophisticated versions have adhesive and more efficient fuel mixed together with more reliable fuze. Fire Cocktail is used as grenade against vehicles. S3+2D6 armor penetration.
Frag grenades: Fragmentation grenades. Used in offense. Makes lots of noise and smoke.
Kevlar Armor: Kevlar armor usually worn by Imperial Guardsmen is lightest of military armor giving +5 Armor save.
Krak grenades: Shaped-charge grenade, which adheres with magnet ensuring it points in right direction during detonation. S6+D6 armor penetration.
Meltabombs: Extremely powerful grenade, which explodes spraying molten metal. It burns through armor like hot knife goes through butter. S8+2D6 armor penetration.
Motorcycle: Changes unit type to bike. Motorcycle-mounted models have +1 Toughness.
Steed: Changes unit type to cavalry. Steed-mounted model has +1 Attack
Honors
Honors are special kind of skills Rebellion Leaders or Rebel Psykers have learned or have been granted to them by various sources. They are usually better than their unit versions as Rebellion Leaders and Rebel Psykers are exceptional inviduals.
Biker: Model rides a Motorcycle. He has Skilled Rider and Hit & Run Universal Special Rules. He has +5 Invulnerable saving throw.
Brawler: Model has Scout and Move Through Cover Universal Special Rules. He has +5 Invulnerable saving throw.
Chainsaw-murderer: Model is armed with Husqvarna and has Fearless and Furious Charge Universal Special Rules. He may replace his Husqvarna with Eviscerator at +25 pts. He has +6 Invulnerable saving throw.
Grunt: Model has Infiltrate and Stealth Universal Special rules.
Machinist: Model is Fearless and has Feel No Pain and Rage Universal Special Rules. He has +5 Invulnerable saving throw and gets +1 Toughness.
Rebel: Any friendly unit within 6" may re-roll any Morale- or pinning-test. This also applies to himself. He has +6 Invulnerable saving throw.
Active Psychic Powers
Every Active Psychic Power demands successful psychic test to work. Psyker may use only one power each turn.
Block: This power may be used to Psyker himself or any friendly unit within 6" during enemy shooting phase. If succesful, unit counts as being in cover. If it is already in cover, its cover save is improved with +1. Effect lasts only during shooting phase.
Burning trail: This power may be used during shooting phase and counts as shooting attack. It is Assault 1, template, S5 AP3.
Crushing: Psyker may aim any hostile vehicle within 18". If psychic test is successful, vehicle suffers S8 AP1 hit with melta-special rule. It is a shooting attack.
I defy You!: Psyker may use this power at the beginning of enemy turn. It works like Psychic Hood.
Mind crush: This power may be used during assaultphase with range of 6". Psyker may direct this power towards any enemy within range and both he and target may be in close combat. Psykers Leadership is compared to targets Leadership and attack is resolved like any other attack (Strenght vs. Toughness). If psyker succeeds in wounding, target suffers Instant Death with no armor save allowed.
Terror: Psyker may use this power during his shooting phase. He may target any hostile unit within 24" which is not in combat, fleeing or pinned. Unit must immediately make morale test like it had suffered 25% casualties.
Passive Psychic Powers
Passive Psychic Powers are active all the time. Psyker may use Active Psychic Powers even if he has Passive Powers.
Body hammer: Psyker has Eternal Warrior and Feel No Pain Universal Special Rules.
Familiar: Psyker may have two Active Psychic Powers.
Haziness: Unit wishing to shoot Psyker or any unit he has joined must roll 2D6*3 to see if they can see them. If roll is insufficient they may not choose additional target. In addition any unit wishing to assault them must roll a difficult terrain test and Psyker and his unit always count as being in cover.
Mental mastery: Psyker suffers S5 hit on Perils of The Warp.
Shielding: Psyker has +4 Invulnerable-saving throw.
Windwalker: Psyker may move like jump infantry (12"), but he still counts as infantry. If he is mounted this ability cannot be used.
Vehicle upgrades:
Cocktail-thrower: This is a large basket or platform built on top of vehicle. This platform is crewed by brave rebel carrying a load of Fire Cocktails. These are then thrown towards enemies and vehicles causing strong amount of panic. In close range these weapons are much more accurate and thus much more dangerous.
Range Strenght AP Type
12" 3 5 Heavy 1, twin-linked, blast, melta
Extra Armor: Any stunned-result counts as shaken.
Pintle-mounted weapon: Vehicle has extra weapon, which may be used by crewmember from hatch or by remote control. In all intents and purposes it counts as twin-linked bolter of storm bolter.
Rough Terrain Modification: These numerous modifications include snowchains and dozer blades. Their purpose is to improve vehicles cross-country mobility. If vehicle moves at combat speed it may re-roll dangerous terrain-tests.
Smoke Launcher: Vehicle is covered in thick smoke. It counts as being in cover.
-Passive Psychic Power Mental mastery muutettu.Muutokset:
-Active Psychic Power Block muutettu erilaiseksi.
-Force Weaponin kuvausta muutettu.
-Heavy stubber korjattu.
-Shotgun korvattu 'Sawn-off shotgunilla'.
-Pintle-mounted weaponiin määrätty aseeksi twin-linked bolter tai storm bolter.
-Fire Cocktailin S4 laskettu S3:een ja kuvausta muutettu.
-Cocktail-thrower siirretty ajoneuvo-osioon.