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Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 01:58
Kirjoittaja Jurpo
Laitanpa tässä itse tehdyn Codexin teidän muiden sotulaisten kauhisteltavaksi. Tiedän että pistehinnat eivät ole kohdillaan, mutta silti tulee. Aluksi yhteenveto ja varusteet.

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.
Muutokset:
-Passive Psychic Power Mental mastery muutettu.
-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.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 02:03
Kirjoittaja Jurpo
Nyt vuorossa on HQ-osio.

Rebellion leader: Leaders of rebellions are usually young, angry and ambitious. They are charismatic inviduals who keep their motley crew together with their force of personality. Sometimes these leaders are corrupt and greedy, but usually their trust is well-placed. They have learned their tasks of leadership and strategy in harsh school of trial and error. Successes and failures have created commanders, who are able to create simple, yet efficient plans and they are equally able to execute them. They have first choice of weaponry and usually arm themselves with appropiate manner.

Rebellion leader 50 pts/model
WS BS S T W I A Ld. Sv.
Rebellion leader 4 4 3 3 3 4 3 9 +6/+6

Unit type: Infantry
Number/squad: 1
Wargear:
- Laspistol
- Close combat weapon
- Frag grenades
- Civilian armor
Options:
- May replace his laspistol with
- Bolt pistol for +2 pts
- Plasma pistol for +25 pts.
- May replace his laspistol with
- Lasgun for free
- Carbine for +2 pts
- Sawn-off shotgun for +5 pts
- Storm bolter for +10 pts
- Meltagun for +30 pts
- Heavy Stubber for +15
- Sniper rifle for +10 pts
- May replace his close combat weapon with
- Power weapon for +10 pts
- Power fist for +25 pts
- May upgrade his Civilian Armor to
- Kevlar Armor for +5 pts
- Body Armor for +10 pts
- May carry krak grenades at +2 pts, fire cocktails at +3 pts or meltabombs at +5 pts
- May ride Motorcycle at +25 pts or Steed at +20 pts
Honors:
- Rebellion leader always has Rebel-honor. He may replace it with
- Biker at +30 pts
- Brawler at +15 pts
- Chainsaw-murderer at +25 pts
- Grunt at +15 pts
- Machinist at +50 pts
Character: Rebel leader is Independent Character and follows all rules.
Special Rules:
- +6 Invulnerable save


Rebel Psyker: Rebel Psykers are untrained and dangerous inviduals. There are countless reasons for Psykers to band together with rebels. Their mental powers can be of great aid and rebels in exchange protect these runaways. Usually madness will creep in and rebels kill Psyker which has become a liability, but almost as many manage to struggle against powers of Warp and channel their powers in brutal, unsophisticated manners.

Rebel psyker 60 pts/model
WS BS S T W I A Ld. Sv.
Rebel Psyker 3 3 3 3 3 3 2 8 +6

Unit type: Infantry
Number/squad: 1
Wargear:
- Laspistol
- Close combat weapon
- Civilian armor
Options:
- May replace his laspistol with
- Bolt pistol for +2 pts
- Sawn-off shotgun for +5 pts
- Plasma pistol for +25 pts.
- May ride
- Motorcycle for +25 pts
- Steed for +20 pts
Honors:
- Rebel Psyker may have one Honor if chosen.
- Biker +30 pts
- Brawler +15 pts
- Chainsaw-murderer +25 pts
Psychic powers:
-Rebel Psyker may buy one Active Psychic Power. If he has familiar he may take two.
- May replace his close combat weapon with Force Weapon at +25 pts
- Block 20 pts
- Terror 10 pts
- Burning trail 30 pts
- Mind crush 20 pts
- Crushing 40 pts
- I defy you! 20 pts
-Psyker may buy two Passive Psychic Powers.
- Familiar 15 pts
- Haziness 20 pts
- Windwalker 20 pts
- Body hammer 30 pts
- Shielding 30 pts
- Mental mastery 30 pts
Character: Rebel leader is Independent Character and follows all rules.
Special rules:
-Unreliable:
Rebel Psyker may not be compulsory HQ-choice and if he has joined any unit his Leadership cannot be used to any Leadership-based test that unit must take even if it were higher.
- Lack of control: If Rebel Psyker fails his Psychic Test, power he attempted will be directed towards nearest model or unit. If he used 'Burning trail', its direction must be rolled with scatter dice and templates short end is placed on Rebel Psyker himself.

Priests: Fanatical, mad and more than slightly unhinged religious orators are common sight. They preach Imperial Creed with fiery fervour and their hyperactive eagerness to fight is influential. Lacking political sight these crazed fanatics join rebel forces and fight against Imperium they see as abomination or simply to soothe their bloodlust and craving of violence.

Priests 30 pts/model
WS BS S T W I A Ld. Sv.
Rebel Priest 4 3 3 3 2 3 2 9 +6/+4

Unit type: Infantry
Number/squad: You may choose any number of priests between 1-5 in one HQ-slot. They must be attached to squads and benefit from any special rules these squads have and are deployed when squad they are attached to is deployed. They may not join different type of unit.
Wargear:
- Laspistol
- Close combat weapon
- Civilian armor
Options:
- May carry frag grenades for +1 pts
- May carry Fire Cocktailsfor +3 pts
- May replace laspistol with
- Sawn-off shotgun for +5 pts.
- May replace close combat weapon with
- Power weapon for +10 pts.
- Eviscerator for +25 pts
- May ride Motorcycle at +25 pts or Steed at +20 pts
Special rules:
- +4 Invulnerable save
- Fearless
- Preferred Enemy
- Agitator:
Priests fill people with fanaticism. Squad they are attached to gains both Universal Special Rules priests have, but they always count having moved for purposes of firing their weapons.
Muutokset:
-Lisätty Rebellion Leaderille optio Sawn-off shotguniin
-Lisätty Rebel Psykerille optio Sawn-off shotguniin
-Rebel Psykerin Leadershipiä laskettu
-Force Weapon siirretty Rebel Psykerillä aseoptiosta Active Psychic Powereihin.
-Lisätty Priestille optio Sawn-off shotguniin
-Rebel Psykerille lisätty sääntö tekemään epäonnistumisesta vaarallisempaa.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 02:08
Kirjoittaja Jurpo
Elite-slotti.

Rebel veterans: Some rebels manage to survive their self-imposed difficulties. These veterans are skilled and ruthless carriors, who have managed to gather together better equipment and have also learned to use it. They are equal to guardsmen in skill, but their experience in many underhanded tricks makes them dangerous and ruthless.

Rebel veterans 9 pts/model
WS BS S T W I A Ld. Sv.
Rebel veteran 3 3 3 3 1 3 1 8 +5

Unit type:
Infantry
Squad: Squad consists of 5-10 rebel veterans
Wargear:
- Laspistol
- Close combat weapon
- Kevlar armor
Options:
- Unit may be equipped with

- Frag grenades at +1 pts/model
- Krak grenades at +2 pts/model
- Fire cocktails at +3 pts/model.
- Unit may infiltrate at +3pts/model if not mounted or without transport.
- Unit may ride Steeds at +10 pts.
- Unit may wear Body Armor at +3 pts/model.
- Unit may be marksmen (+1 BS) at +3 pts/model.

- Any number of models may replace his laspistol with
- Lasgun for free
- Carbine or Sawn-off shotgun for +2 pts
- One model may carry one of following heavy weapons
- Heavy bolter (+10 pts)
- Autocannon (+15 pts)
- Rocket launcher (+25 pts)
- Lascannon (+35)
- Up to three models may carry
- Storm bolter (+5 pts)
- Heavy stubber (+5 pts)
- Flamer (+5 pts)
- Meltagun (+10 pts)
- Power Feapon (+5 pts)
- Powerfist (+15 pts)
- Eviscerator (+25 pts)
Transport:
- If rebel veterans do not infiltrate they may ride Truck with additional cost of +30 pts.
- If rebel veterans do not infiltrate they may ride Rhino with additional cost of +50 pts.

Freelancer: Many outlaws manage to avoid authorities and eventually overcome them. These wanderers and loners are deadly men who sell their skills for highest bidder. Expert marksmen, saboteurs and guerillas these mercenaries perform all of these tasks and occasionally they train rebels in exchange for shelter and three meals every day. They are best and most skilled rebels in excistence and they are fiercely proud of their infamy.

0-1 Freelancer 55 pts/model
WS BS S T W I A Ld. Sv.
Freelancer 4 4 3 3 2 4 3 9 +4/+5

Unit type: Infantry
Squad: Each freelancer is single model. You may choose any number between 1-3 as single Elite-choice. They must be deployed simultaneously as single choice.
Wargear:
- Silenced pistol
- Sniper rifle
- Power weapon
- Frag grenades
- Meltabombs
- Body armor
Special Rules:
- +5 Invulnerable save
-Infiltrate
-Fleet
-Stealth
-Iron will:
Freelancer knows when he is able to overcome his enemies and when to run. Player may always choose does he pass or fail his morale or pinning-test. If he chooses to pass, it works exactly like fearless.
Muutokset:
-Rebel veteraneille korjattu 'Shotgun' Sawn-off Shotguniksi.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 02:16
Kirjoittaja Jurpo
Troop-osio. Täällä on omalaatuisia asioita.

Rebels: Countless rebels poison Imperium from within. These badly armed and equipped mutinees group together under one or several charismatic leaders. They make up their lack of training with persistence, low cunning and underhanded tactics. They ride unsuspicious trucks from which they emerge to perform their attacks against soft, careless targets.

Rebels 4 pts/model
WS BS S T W I A Ld. Sv.
Rebel 3 2 3 3 1 3 1 6 +6
Underling 3 2 3 3 1 3 2 8 +6

Unit type: Infantry
Squad: Rebellion squad consist of 5-20 Rebels.
Wargear:
- Laspistol
- Close combat weapon
- Civilian armor
Options:
- Squad may carry Fire Cocktails at +3pts/model.
- Every third rebel may upgrade his laspistol to one of following weapons
- Lasgun at +1 pts
- Sawn-off shotgun at +3 pts
- Carbine at +5 pts
- One rebel may carry Flamer at cost of +10 pts
Character: One Rebel may be upgraded to Underling with +8 pts.
Transport: If Rebels original strenght is 10 or lower they may ride a Truck with additional cost of +30 pts.

Brawlers: Some rebels are members of infamous gangs. Jugheads, Machomos, Bloodshots, whatever. These expert street fighters are experts of ambush and their eagerness to fight is legendary. In these gangs most accomplished warriors carry trophies of battle and these stolen weapons are not only for show. Brawlers are skilled, ruthless fighters who take pride in their prowess.

Brawlers 6 pts/model
WS BS S T W I A Ld. Sv.
Rebel 4 2 3 3 1 3 1 6 +6
Badass 4 2 3 3 1 3 2 8 +6

Unit type: Infantry
Squad: Brawler squad consist of 10-20 brawlers.
Wargear:
- Laspistol
- Close combat weapon
- Civilian armor
Options:
- Squad may carry Fire Cocktails at +3pts/model.
- Up to three models may replace their close combat weapon with
- Power weapon for +5 pts
- Powerfist for +15 pts
- Up to three models may replace their laspistol with
- Sawn-off shotgun at +3 pts
- Storm bolter at +5 pts
- Flamer at +10 pts
Character: One brawler may be upgraded to Badass with +10 pts.
- Badass may replace his close combat weapon with
- Power weapon for +5 pts
- Powerfist for +15 pts
- Badass may replace his laspistol with
- Sawn-off shotgun at +3 pts
- Storm bolter at +5 pts
Special rules:
-Scout
-Move through cover


Grunts: Going AWOL is always a problem in Imperial Guard and harsh discipline is not always strong enough deterrent to stop it. Some of these hardened warriors band together and hire themselves as mercenaries or security experts. They are best trained warriors Rebel leaders are able reach with relative ease, even though their discipline is notoriously dependent of their leaders personality. In battle these soldiers crawl around flanks to exploit weak spots or provide supporting fire.

Grunts 8 pts/model
WS BS S T W I A Ld. Sv.
Grunt 3 3 3 3 1 3 1 6 +5
Sarge 3 3 3 3 1 3 2 8 +5

Unit type: Infantry
Squad: Squad consists of 5-15 grunts.
Wargear:
- Lasgun
- Frag grenades
- Close combat weapon
- Kevlar armor
Options:
- Unit may be equipped with krak grenades at +2 pts/model.
- Unit may be equipped with fire cocktails at +3 pts/model.
- One model may carry one of following weapons
- Flamer for +5 pts
- Meltagun for +10 pts
- Heavy Stubber for +10 pts
- One model may carry one heavy weapon from following list
- Heavy Bolter for +10 pts
- Autocannon for +15 pts
- Lascannon for +30 pts
Character: One grunt may be upgraded to Sarge at cost of + 12 pts
- Sarge may replace his lasgun with laspistol for free.
- Sarge may replace his close combat weapon with power weapon for +10 pts
- Sarge may replace his close combat weapon with powerfist for +25 pts
Transport:
- If Grunts unit strenght is 10 or less they may ride Truck with additional cost of +30 pts, but if they do so they may not infiltrate.
- If Grunts unit strenght is 10 or less they may ride Rhino with addiotional cost of +50 pts, but if they do so they may not infiltrate.
Special rules:
- Infiltrate
- Stealth


Chainsaw-murderers: These boys mean business and their business is killing. Armed with loud and sharp Husqvarnas these mad killers wear ugly masks and roam through streets searching for people to kill. Rebellion leaders are their best allies and in exchange for stifling their instinct to mutilate everything they see they, after a while of waiting are unleashed against enemy and they revel in sport of massacre. Some of them carry even deadlier Eviscerators and their leaders are known Leaherfaces referring to legendary first chainsaw-murderer.

Chainsaw-murderers 10 pts/model
WS BS S T W I A Ld. Sv.
Chainsaw 3 2 3(4) 3 1 4 2 9 +5
Leatherface 3 2 3(4) 3 1 4 3 9 +5

Unit type: Infantry
Squad: Mob consists of 5-20 chainsaw-murderers
Wargear:
- Husqvarna
- Kevlar armor
Options:
- Any number of models may replace their Husqvarna with laspistol and close combat weapon with no additional cost.
- Every fifth Chainsaw-murderer may replace his Husqvarna with Eviscerator at +20 pts.
Character: One Chainsaw-murderer may be upgraded to Leatherface at +11 pts.
- Leatherface may replace his Husqvarna with
- Eviscerator for +20 pts
- Laspistol and close combat weapon for free.
Special rules:
-Fearless
-Furious Charge

Muutokset:
-Rebeleille lisätty optio Sawn-off shotguneihin ja hintaa laskettu.
-Brawlereille lisätty optio Sawn-off shotguniin.
-Brawlerien 'Badass'-johtajalle lisätty optio Sawn-off shotguniin tai Storm bolteriin.
-Brawlerien hintaa laskettu.
-Gruntien lascannonin hintaa laskettu.
-Chainsaw-murdererien hintaa laskettu

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 02:20
Kirjoittaja Jurpo
Fast Attack.

Bikers: Renegade and outlaw biker-gangs have always been friends of rebels. These obnoxious, loud and unreliable rebels by principle are fast and dangerous scouts. Lightly armed, but fast and skilled these bikers and expert raiders scour the roads connecting cities and open plains. Roar of their engines is omen of destruction and anarchy.

Bikers 20 pts/model

WS BS S T W I A Ld. Sv.
Outlaw Biker 4 2 3 3(4) 1 4 1 8 +5
President 4 2 3 3(4) 1 4 2 9 +5

Unit type: Bikes
Squad: Biker gang consists of 3-10 Bikers
Wargear:
- Two close combat weapons
- Kevlar armor
- Motorcycle
Options:
- Any number of bikers may replace one close combat weapon with Carbine at +2 pts/model
- Unit may carry Fire Cocktails at +3 pts/model
- Up to three models may replace one of his close combat weapons with one of following weapons
- Flamer at +5 pts
- Storm bolter at +5 pts
- Meltagun at +10 pts
- Power weapon at +10 pts
- Powerfist at +25 pts
Character:
- One Biker may be promoted to President at +10 pts
- President may replace one of his close combat weapons with one of following weapons[/b]
- Flamer at +5 pts
- Storm bolter at +5 pts
- Meltagun at +10 pts
- Power weapon at +10 pts
- Powerfist at +25 pts
Special rules:
- Skilled riders
- Hit & Run
- Jink:
If bikers have moved during moving phase they count as having +6 cover save.

Technical squadron: Technical is car equipped with rapid-firing weapon mounted on tripod. Sometimes they are equipped with bigger guns, but purpose of their operation is same. They provide mobile firesupport and relatively fast mobility to rebels. Many rebel leaders measure their status by number of technicals they have in their possession. Crews of these crude warmachines are incurable showoffs and love bragging about. Sometimes they have real reason for their bravado, as these vehicles embody style of warfare favored by rebels: strike hard, strike fast and run before they have time to respond.

Technical 30 pts/model
Front Side Rear BS

Technical 10 10 10 2

Type: Fast, Open-topped Crew: Chaos Rebels
Unit size: 2-6 Technicals for each squadron.
Wargear:
- Technical is armed with twin-linked heavy stubber.
- Twin-linked Heavy stubber may be replaced with one of following
- Twin-linked Heavy Bolter at +10 pts
- Autocannon at +15 pts
- Rocket Launcher at +25 pts
Options:
- Technical always has Rough Terrain Modification
- Technical may have Extra Armor at +15 pts
- Technical may have Pintle-mounted weapon at +10 pts or Cocktail-thrower at +20 pts.
Transport: Each Technical may carry 6 models.

Warhounds: Big, furry, smelly, ugly and fierce dogs are good in many uses. They have excellent sense of smell and hearing. They are utterly loyal to their masters and they are utterly merciless against anything that threatens their masters.

Warhounds 12 pts/model

WS BS S T W I A Ld. Sv.
Warhound 4 - 4 4 1 4 2 7 +6

Unit type: Cavalry
Squad: Warhound pack consists of 5-15 Warhounds
Wargear:
- Fangs, claws, fur and bad attitude. Works like close combat weapon and civilian armor.
Muutokset:
-Bikerien savea muutettu ja 'Cloud of dust' muutettu 'Jink':ksi
-Bikerien hintaa laskettu.
-Bikerien aseoptioita muutettu.
-Technicalit asetettu squadroneiksi.
-Warhoundien hintaa laskettu.
-Bikereille lisätty optio hahmoon 'President'.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 02:25
Kirjoittaja Jurpo
Heavy Support. Tänne oli vaikeinta keksiä mitään.

Machinists: Hive Worlds are filled with industrial refuse. Scrap combined with forgotten skills and pure, old-fashioned tinkering creates these hulking monstrosities. Taller, broader, stronger and very much crazier than common man these psychos have lost what little sanity they have had and their only purpose is to get more parts. As naturally armored, persistent and deadly these are extremely devastating shock troops for every ambitious rebel leader.

Machinists 30 pts/model
WS BS S T W I A Ld. Sv.
Machinist 4 1 4 4 2 2 2 6 +4/+5

Unit type: Infantry
Squad: 3-10 machinists
Wargear:
- Close combat weapon
- Power weapon
- Frag grenades
- Krak Grenades
- Body armor
Options:
- Any number of Machinists may upgrade his close combat weapon to bolt pistol at +2 pts.
- Any number of Machinists may replace his close combat weapon with Sawn-off shotgun at +5 pts.
- Up to three Machinists may carry heavy flamer at cost of +10 pts.
- Up to two Machinists may replace their power weapon with powerfist at +25 pts.
- One machinist may carry heavy weapon from following list

- Heavy stubber at +5 pts
- Heavy bolter at +10 pts
- Autocannon at +15 pts
Special rules:
- +5 Invulnerable save
- Fearless
- Rage
- Feel No Pain
- Relentless
- Bulky: Every Machinist counts as two models in transport.

Punknaught: You take couple of buses or trailers. Weld them together with couple of antigrav-thrusters or other suitable means of locomotion. Attach every available gun to it, weld it shut and send it towards roadblock. Then you watch buggers run like rabbits. Punknaught is source of both veneration and loathing. Heavily armored, fast and expensive piece of machinery has spearheaded countless daring raids to strongly guarded garrisons, but almost as often has proven itself to be unreliable piece of junk before it has reached dangerzone. When rebels succeed in making one work, they have deadly, even though crude tank in their disposal.

0-1 Punknaught 150 pts/model
Front Side Rear BS
Punknaught
14 11 10 2

Type: Tank, skimmer Crew: Chaos Rebels

Wargear: Punknaught is armed with twin-linked rocket launcher and two heavy bolters.
- Twin-linked rocket launcher may be replaced with twin-linked heavy flamer (+25 pts).
- May have up to two additional rocket launchers (+20 pts each), heavy flamers (+15 pts) or one twin-linked rocket launcher (+30 pts).
- May have up to three pintle-mounted heavy stubbers (+12 pts each), storm bolters (+10 pts each) or flamers (+6 pts each) or any combination not exceeding three pintle-mounted weapons.
- May have up to five rack-mounted lasguns (+2 pts each) or flamers (+10 pts). These may only be fired if it carries sufficient amount of passengers to man them and do not count as destroyable weapons.
Options:
- May have Extra Armor at +15 pts.
- May have Smoke Launchers at +5 pts
Transport: Punknaught may carry 20 models.
Fire points: Punknaught has one hatch, which allows two passengers to fire with their weapons. If they fire Punknaught counts as open-topped for following enemy turn.
Access points: Punknaught has rear ramp. New access points may be added to sides (+10 pts) and it may have frontal assault ramp (+20 pts)
Step on it!: If punknaught has moved at cruising speed (12") during previous turn and it has not changed its course it may go faster. Punknaught counts as fast vehicle but only if it goes in straight line and goes as fast as possible.
Burn it up!: As flame weapons do not require accurate aiming to be effective, Punknaught may fire any template-weapons of its own it has even if it has moved at cruising speed (12"). In that speed passengers are too busy holding on tight and thus are unable to shoot.

Looters: Rebels often are able to seize more efficient weaponry. Bravest and most skilled of them gather together and use these weapons valiantly, even though lack of formal training makes their shooting have more psychological than real effect. Still it is very foolish to approach heavy bolter-enplacement without caution.

Looters 6 pts/model
WS BS S T W I A Ld. Sv.
Looter 3 2 3 3 1 3 1 6 +6
Expert Looter 3 2 3 3 1 3 2 8 +6

Unit type: Infantry
Squad: Looter squad consists of 5-15 Looters
Wargear:
- Laspistol
- Close combat weapon
- Civilian armor
Options:
- Every third member of squad may replace his laspistol with one of the following
- Heavy bolter for +5 pts
- Autocannon for +10 pts
- Rocket launcher for +100 pts
- Lascannon for +15 pts
Character: One Looter may be promoted to Expert looter
Transport: If Looters original unit size is 10 or lower they may ride a Truck with additional cost of +30 pts.

Muutokset:


-Machinistien erikoiskykyä 'Guns blazing!' muutettu.
-Lisätty Machinisteille optio Sawn-off shotguneihin.
-Lootereiden Lascannonin ja Rocket Launcherin hintaa laskettu.
-Punknaughtin matkustajien aseiden kuvausta muutettu.
-Punknaughtin nopeussääntöä muutettu.
-Lootereiden aseoptioiden hintoja laskettu.
-Machinistien 'Guns blazing!' vaihdettu sääntöön 'Relentless'.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 02:31
Kirjoittaja Jurpo
Sokerina pohjalla kuljetusajoneuvot ja kolme erikoishahmoa.

Rhino: Ubiquitous APC will find service in hands of rebels. Rebel Rhinos usually retain their old markings as they are useful in clandestine phase of rebel activity. Many times have rebels sneaked in and out from PDF outposts right beneath the eyes of their enemies.

Transport: Rhino 50 pts/model
Front Side Rear BS
Rhino
11 11 10 3

Type: Tank Crew: Grunts

Wargear: Rhino is armed with storm bolter.
Options:
- May have Extra Armor at +15 pts.
- May have Rough Terrain Modification at +10 pts
- May have Smoke Launchers at +5 pts
- May have Pintle-mounted weapon at +10 pts
- May have Cocktail-thrower at +20 pts
Transport: Rhino may carry 10 models.
Fire points: Rhino has roof hatch, which allows two passengers to fire their weapons. If they fire Rhino counts as open-topped for following enemy turn.
Access points: Rhino has rear ramp and two side doors.

Truck: Large vehicle adapted to combat. Lightly armed and armored Truck is unsuspiciuos in appearance and is used mostly to provide mobility to both rebels and their equipment.

Transport: Truck 30 pts/model
Front Side Rear BS
Truck
10 10 10 2

Type: Fast Crew: Chaos Rebels

Wargear: Truck is armed with lasgun.
Options:
- May have Extra Armor at +15 pts.
- May have Rough Terrain Modification at +10 pts
- May have Cocktail-thrower at +20 pts
Transport: Truck may carry 10 models.
Access points: Truck has rear door and two side doors.

Special characters


Arturo, Herald of Salvation: "We made the barricade to freeway and waited. There was about one platoon of PDF-stormtroopers and one Leman Russ MBT, which had been delegated to captain Yablonski's command. Captain Yablonski was my direct superior. After midday this growing mob of protestors appeared to other end of the road. They carried banners declaring all sorts of boring, meaningless things, but I had seen mobs like that before. What I had not seen was this red-cloaked young man or teenager who seemed to lead them. He walked about 20 yards before the mass of people and even from that distance I could feel his rage and pain. We ordered them to stop or we would open fire, but they kept on going. First squad took lead and as he crossed the line of no return, captain ordered him to be shot at. Whole squad fired their hellguns towards him. Only visible effect was that he stopped walking and seemed surprised. However at least 20 people from mob had died from fire so the guns did not mysteriously all malfunction at the same time. We fired again and again there was no visible effect. Unless you count dying members of mob to be such. Captain got nervous and ordered Leman Russ to fire at him. After huge explosion there was crater on freeway and that boy was still standing there. His cloak had torn, but it could have been torn before.
It was like game to him. He allowed us to attack him three times and we couldn't hurt him. He yelled and I heard cracking sound next to me. It was that Leman Russ which he crushed like it was made from paper. Captain shot at him hoping to catch him off guard and he did hit him to leg. Like responding to that event whole freeway seemed to move. That boy flipped that freeway over like it was some toy. Captain fell to that pit and got crushed by falling debris. So did the mob. That boy didn't care of their lives. All he seemed to care was that we blocked his way and as we had not stepped aside he would clear his way with force. That is my report and opinion on subject. "


Arturo, Herald of Salvation 222 pts
WS BS S T W I A Ld. Sv.
Arturo 4 2 3 (5) 4 4 4 2 9 +6/+3

Unit type: Infantry
Number/squad: 1
Wargear:
- Replaced arm
- Civilian armor
Options:
- May ride Motorcycle for +25 pts
Active Psychic powers:
- Burning trail
- Mind crush
- Crushing
Passive Psychic powers:
- Haziness
- Windwalker
- Shielding
- Mental mastery
Character: Arturo is Independent Character
Special rules:
- +3 Invulnerable Save
- Eternal Warrior
- Feel No Pain
- Skilled Rider
- "At least Beta-psyker":
Arturo's mental capacity defies limits of imagination. His psychic powers are so immense that he may use two Active Powers each turn. His powers cannot be influenced with Psychic Hood or Runes of Warding or any other way. He is simply too powerful to stop, even though he lacks finesse. His other effects are included in his profile.
- Nightmarish headaches: At the beginning of every turn Arturo must roll a Leadership-roll. If he succeeds, he may act, fight and use his powers normally. If he fails he counts as pinned for that turn.
- "It's no use in hiding": Range of every Psychic Power of Arturo is duplicated. Arturo may place short point of template in Burning trail anywhere within 12" from himself.

Replaced arm: Arturo has lost his right arm, but this crippling wound has not stopped him or even slowed him down. In close combat it counts as Force Weapon, which grants Arturo +2 Strenght.

Erkki, AKA Mr. Superglue: Erkki was one the most infamous ganglords of Necromunda, even though his talent for leadership is at best questionable. He kept control of his gang, Acid Reels for 25 years with pure bloodthirsty enthusiasm. It is certain that Erkki is dead, but his trademark-toolkit has reappeared from time and time again. Apparently his memory still inspires ganglords to aim similar achievements and his name has become name of prestige.

Erkki, AKA Mr. Superglue 100pts
WS BS S T W I A Ld. Sv.
Erkki 5 1 4 4 3 4 5 10 +4/+5

Unit type: Infantry
Number/squad: 1
Wargear:
- Toolkit of Mr. Superglue
- Body Armor
Character: Erkki is Independent Character
Special rules:
- +5 Invulnerable save
- Preferred Enemy
- Furious Charge
- Fearless
- Scout
- Time to mayhemize:
Erkki is so loud, violent and psychoticly eager to fight, that every unit of chainsaw-murderers has Scout and Preferred Enemy Universal Special Rules.

Toolkit of Mr. Superglue: This kit is pair of lightning claws, which includes flamer. Lightning claws are power weapons, which allow wielder to re-roll failed to-wound rolls. Extra attack is already included in profile.

Ensio 2000, malfuctioning enforcer-servitor-Dreadnought: Freeze mammals. That's it, get in there! I'll kill the lot of you! Ensio 2000 is creation of Excommunicate Traitoris Techmarine Abraxas. His attempts to improve true and tested design with heretical parts not only created Dreadnought tougher than usual. It was also extremely violent and escaped. After the incident Ensio 2000 has banded together with rebel warbands and relishes in chance to destroy Dreadnoughts. In lack of better things to kill, he also crushes Sentinels.

Ensio 2000 158 pts/model
Armour

WS BS F S R I A
Ensio 2000 4 3 12 12 10 3 4

Type: Vehicle (Walker)
Wargear:
- Smoke launchers
- Searchlight
- Extra armor
- Dreadnought close combat weapon incorporating a meltagun in one arm
- Dreadnought close combat weapon incorporating a heavy stubber in one arm (Extra attack already included in profile)
- Heavy flamer in head.
Special rules:
- Freeze you filthy half-servitor:
Against other walkers Ensio 2000 has Preferred Enemy Universal Special Rule.
Muutokset:
-Rhinon BS:ää nostettu ja miehistö vaihdettu 'Grunteihin'.
-Ensio 2000:n etupelti muutettu 12:n "Dreadnought-standardiin".

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 02:56
Kirjoittaja Ratovaari
Eikö Heavy Stubberille olisi riittänyt se Heavy 3 Heavy 4:n sijasta mikä muillakin on?
Miksi kapinallisten haulikko on parempi kuin jopa Space Marine Scouttien haulikko? Strenaa ja AP:tä kumpaakin voisit yhdellä heikentää.
Force Weaponit rakennetaan hyvin harvinaisesta aineesta, enkä usko että niitä ihan kapinallisilla välttämättä on.
Muutenkin lähisaseisiin olisi parasta käyttää ihan sääntökirjasta löytyviä sääntöjä sen sijaan että ne kirjoitettaisiin Codexiin erikseen.

En oikein usko että millään tulikoktaililla saisit tankin rikottua..
Frageihin voisit lisätä vihjauksen sääntökirjan sivuun.
Civilian Armourin voisit boldata.

Miksi näille johtajille on pakko jakaa jotain invuja?
Ei mitään selitystä.

Psyykkereille voisi sopia jokin sellainen, että näiden on pakko heittää psyykkistä kykyä, vähän kuin Daemon Hosteilla. Voisi olla tietenkin jokin tyyliin "Onnistu liippatestissä, ei tarvitse heittää" tyyppinen juttu. Lisäksi psyykkerit ovat vaarallista sakkia ja saattavat hyvinkin villinä tuhota isojakin joukkoja ympäriltään, jokin perils of the warp pahennettuna voisi olla sopiva (tyyliin räjäyttää ehkä pari ryhmää mukanaan).

Meltal Mastery, eijeijei! Ei rogue psykerit oikeasti osaa hallita voimiaan.
Invut pois, eivät mitkään voimakentät ole oikeasti yleisiä juttuja.

Rebel Psykerin liippa alemmat. Kouluttamaton psyykkeri ei osaa hallita voimiaan niin hyvin.

Veteraanit maksaa liikaa. Antaisin niille ilmaiseksi +1WS ja +1BS

Rebelsit. Ovatko nämä niinkuin Conscriptejä, mutta vähän kalliimpia ja pienemmissä ryhmissä? Mitä?!?
Jatkan lisää myöhemmin..

BTW, oliko tuo ENSIO 2000 pakko tyrkätä tänne? Huoh...

EDIT:
Oletko muuten lukenut Akiraa tai nähnyt siitä tehden Animen? =D
http://www.youtube.com/watch?v=7vK0iThYlWY&

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 09:39
Kirjoittaja Jodi91
En muuten rupea kommentoimaan, mutta sanon vaan että tee jotain tuolle Psykerin Block-voimalle. Ei siinä nyt ole mitään mieltä että joku kouluttamaton kapinallispsyykkeri pystyy parempaan tulokseen käytännössä samalla loitsulla kuin Eldarien Farseer...:D Farseerin fortunessa range 6", blockin 18", Eldarien voima käytetään normaalisti Eldarien oman vuoron alussa, blockin voi käyttää myös vastustajan vuorolla. Myös I Defy You:n kesto olisi hyvä tarkentaa. Onko psykerillä hood koko loppu pelin, vaiko vain esim. seuraavan oman ja vastustajan vuoron ajan?

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 14:42
Kirjoittaja Hanska
Äkkiseltään kun luin niin pientä tviikkailua vaatii mutta reilusti paras "oma codex" mitä sotussa olen nähnyt. Fire coctailit on aika jännä idea. Lienevät molotoveja joissa ripaus rakkautta ja termiittiä? Carbine ei sinällään iske kun las-karbiini on jo(puskajussit) ja se on vaan tavan lasgun. Jos assault-statusta hakee niin haulikko on sitä varten.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 15:01
Kirjoittaja Nazgúl
Enpä jaksanut tarkemmin syynätä listaa varusteista eteenpäin, mutta Husqvarna on himputin hauska ase. Muitankin mielenkiintoisia varusteitä löytyi, esim. vaimennettu Bolt Pistol. Käsittääkseni painaa täydellä makasiinilla kovin paljon ja pitäisi jonkinsortin assasinien käyttää moista. Ennemmin vaimennettu (hot-shot) laspistol, vai onko muutenkaan äänekäs vehje. Karbiini vaikuttaa turhalta hintaansa nähden, haulikko (yliveraisilla statseilla) ajaa asian paremmin halvemmin.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 21:15
Kirjoittaja Ratovaari
Mihinkäs minä jäinkään? Aivan, Brawlerseihin.
Power weaponit kalliimmiksi, aivan kuten kaartillakin nykyään.

Gruntit.
Nämähän näyttävät lievästi imperial guardilta jotka saivat stealthin ja infiltraten. Miksi stealth?
Rhinon hinta alas, koska se ei marineillakaan maksa enään kuin vain 35pts. 35 voisi olla hyvä.

Chainsaw Murderereilta optio ccw ja lp pois, se vaikuttaa jotenkin epäfluffikkaalta että moottorisahamurhaajajoukko tuleekin puukon ja pistoolin kanssa..
Muutenkin Husqvarman säännöt voisit muuttaa vanhoiksi choppan/chainaxen säännöiksi, eli vastustaja ei voi saada kuin 4+ armorin. Eivät nämä kuitenkaan örkkejä kovempia ole lyömään!

Bikersit maksavat liikaa. 20 pistettä kuulostaa paljon järkevämmältä, ja anna näille 4+ armori (eli sama jonka myös örkit saavat mopoista).
Sitten nuo kaksi lähisasetta, pyörittävätkö nämä siis kahta kettinkiä päänsä yläpuolella ja ampuvat meltagunilla samaan aikaan? ;o
Savuverhosäännön ottaisin itse pois näiltä. Oletko koskaan nähnyt vanhaa moottoripyörää (tai uutta) joka savuttaisi niin paljon ettei sitä näkisi ampua?l Edes kumin polttaminen ei tuota riittävästi savua (silloinkaan, kun kumi syttyy palamaan).

Technicaleista squadron, hieman kuin örkkien warbuggyt. Kuljetusmahdollisuus pois! Saa aika iso auto olla että kuljettajan ja ampujan jälkeen kyytiin mahtuu järkevästi vielä 6 henkeä (peräkonttia ei lasketa).

Warhoundit ovat liian kalliita.

Machanisteilta Guns Blazingiin muutos. Ota tuo assault aseiksi muuttaminen pois ja anna tilalle Relentless.

Punknaughtilta Burn it up! pois. Ei se Baal Predatorkaan saa ampua ylimääräistä liekittimillä, eikä kyllä mikään muukaan vehje, joten ei tällekään sellaista.
Rack-mounted aseita pitää muuttaa. Onko reilua jos kaksi tyyppiä sisältä ampuu 5 flameria?

Lootersien lascannonin hintaa alas, BS2 lascannoniksi se maksaa ihan liikaa.
Myös yksittäisten tyyppien hintaa alas, nythän ne maksavat jo 2pts enemmän kuin kaartilainen ja yhtä paljon kuin örkki, mutta ovat huonompia.

Rhinossa voisi olla gruntti ohjaimissa.
Spessuista en jaksa sanoa mitään.

Yleisesti ottaen ihan jännä armeija, tosin hinnat päin peetä ja tulee hieman örkkimäinen tunnelma BS2:sta. Nämähän ampuvat kuin örkki, lähistelevät huonommin, ovat epämobiilimpia ja eivät osaa lähistellä yhtä hyvin. GG.
Looted Leman Russ voisi olla hyvä idea, samoin Chimera.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 23:00
Kirjoittaja Hanska
Ratovaari kirjoitti:Punknaughtilta Burn it up! pois. Ei se Baal Predatorkaan saa ampua ylimääräistä liekittimillä, eikä kyllä mikään muukaan vehje, joten ei tällekään sellaista.
Sama sääntö löytyy siskojen immolaattorilta. Mielestäni ihan perusteltua.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 23:05
Kirjoittaja Ratovaari
Joo, lantikasta löytyy Power of the Machine Spirit, kyllä sekin pitäisi olla Punknaughtilla.
Ei, nyt ajatellaan ihan järjellä. Immolaattorissa se heavy flamer on tykissä kiinni, tuossa ne taas ovat "erillisiä aseita". Eikä se ole minusta reilua, kun tulee vehje joka ampuu 2 heavy flameria ja 8 flameria liikuttuaan 12"...

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 23:06
Kirjoittaja Ratovaari
Joo, lantikasta löytyy Power of the Machine Spirit, kyllä sekin pitäisi olla Punknaughtilla.
Ei, nyt ajatellaan ihan järjellä. Immolaattorissa se heavy flamer on tykissä kiinni, tuossa ne taas ovat "erillisiä aseita". Eikä se ole minusta reilua, kun tulee vehje joka ampuu 2 heavy flameria ja 8 flameria liikuttuaan 12"...
Eikä örkkien Schorchakaan saa ampua liekinheitintään liikuttuaan liikaa, vai saako?

edit:
Painoin kyllä mielestäni muokkaa-painiketta...

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: La 04.07.2009 23:39
Kirjoittaja Hanska
No tottahan kyllä tuokin

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: Ma 06.07.2009 19:42
Kirjoittaja Jurpo
Tein varsin runsaan määrän muutoksia. Korjailin, tutkin ja harkitsin tuloksia. Kiitän myös palautteestanne ja luonnollisesti jatkan työtä.

Technicalin kuljetusmahdollisuuden pidän. Avolava-auton takatilaan mahtuu istuskelemaan kuusi tyyppiä pyssyjen kera ja kun laittaa heille kahvat niin eivät putoa kyydistä töyssyjen kohdalla. Aloitin tämän kehityksen edellisen edikan aikana ja Husqvarna oli silloin samanlainen kuin orkkien choppa ja vanhojen (siis oikeiden) Berzerkkerien chainaxen tapainen +4:ään pudottaja. Valitettavasti 5. painos muutti tyyliä, jolloin ympärileikattu rending oli sopivin vaihtoehto kuvaamaan satunnaisesti päähän osuvaa moottorisahan terää.

Johtajistolla on Invut kuvaamassa näiden poikkeusyksilöiden onnekkuutta. He ovat joutuneet käymään läpi äärimmäisen vaikean tavan oppia ja ilman onnea eivät siitä ole voineet selvitä. Mikään ei myöskään selitä miksi jokaisella CSM:n kaaoslordilla ja Sorcererilla on vähintään +5:n Invu. Terminaattori-Iso-ALta sen ymmärtää ja muilta spesiaalihahmoilta, mutta peruslordilla on se myös.

Sen sanon että olen nähnyt kyseisen elokuvan (mestariteos) ja Ensio 2000 on pakko laittaa. Hän on Kilroyni.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: To 09.07.2009 18:31
Kirjoittaja Da Big Boss
Ensio 2000.... -__- ei sen rumalle figulle tarvitse antaa tuommoista kunniaa. Tosin ekat fluffilauseet saivat hymyn suuhun.

En nyt jaksa tehdä tarkkaa analyysia, mutta kivan näköistä tavaraa, tosin voisihan sitä parantaa tietenkin. En jaksa lukea koko listaa, mutta pistehintoja ja kaikkea muuta kivaa voi muokata jos tekee mieli.

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: Ke 28.10.2009 22:11
Kirjoittaja nikiz
Onks kuukaan kokeillu tota codexii pelis?

Re: Omatekoinen Codex: Imperial Rebels

Lähetetty: Ti 02.11.2010 15:34
Kirjoittaja 1tyyppi
Tuoola looterseiden hweaponeissa lukee missile launcher 100pts

Käyttäjää huomautettu vanhan aiheen nostamisesta. - Squirreli 02.11.2010 klo 18:49