Codex Rebellion Third Draft

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Codex; Rebellion (Third Draft)

Contents
Codex; Rebellion (Third Draft)....................................................................................1
Background;............................................................................................................2
Introduction..........................................................................................................2
Tactics, Stratagems and Weaponry......................................................................2
History..................................................................................................................3
Special Rules;..........................................................................................................4
Rag-Tag:...............................................................................................................4
Individuality:........................................................................................................4
Power in Numbers:...............................................................................................5
Cells:....................................................................................................................5
Units;.......................................................................................................................5
HQ........................................................................................................................5
Elites....................................................................................................................6
Troops:.................................................................................................................7
Fast Attack:..........................................................................................................8
Transports:...........................................................................................................8
Weapons..............................................................................................................9
Weapon
Background;
Introduction
As hard as the Imperium tries to maintain their grip upon all of the planets
contained within their massive empire, there were, are and will always be
rebellions. Many are brought down by the local Planetary Defence Forces; however
some are large enough to break through. Most planets will send out a distress call
back to Terra, but with all the bureaucracy that takes place, it is almost impossible
to imagine help coming at any relevant time. However, help eventually does come,
and in the sledgehammer that is the Imperial Guard, not many rebellions live.
However, there are few that battle their way out, destroying the guard. At this point,
there is not much the Imperium can do; they cannot afford to waste resources on a
single planet. It is unlikely that they will be able to gain ships and so leave on a
journey of conquest, and so they are ignored. For those rebels, they have achieved
their goal; complete abandonment of the Imperium. They will be forever hated, and
will probably be brought down at some point, but until then, they live on their own.

Rebellions contain a large variety of troops, and they may differ in their numbers,
training or even race, depending on their home planet. Major rebellions have been
known to have taken place on all kinds of planets, such as Hive Worlds, Feral
Worlds, and even, in rare cases, Military Worlds. The latter will often be
unsuccessful; the world will have more than enough soldiers to stifle the rebellion.
However, if the governor is particularly tyrannical, the guardsmen themselves may
help to take over. In most cases, the loyalists will fight the rebellion as expected,
but if the rebellion shows promise, they will often switch sides with the rebels so as
to prevent themselves from dying in battle against the victorious rebellion.

Rebellions may be caused for several reasons. The first and most common is when
a governor is tyrannical, and the civilian population has had enough. They usually
gain access to weapons from soldiers from the PDF who are part of the early
rebellion, and due to the element of surprise, they may be able to quickly take
down a PDF battalion or two via subversive means. This gains them more weapons,
and also possibly some experienced soldiers to train their own troops (under duress,
of course). After this, they are usually noted. The remaining PDF will fight them,
however they may, with the massed support of civilians, be able to defeat them and
eventually dethrone and execute the governor. Other, rarer examples include
heretical witches stirring up rebellion, daemonic possession causing mass hysteria
and berserk assaults, and Tyranid Genestealer cults for the ultimate purpose of
bringing a Hive Fleet to the planet.

Tactics, Stratagems and Weaponry


The tactics of a rebellion again may vary largely. Early stages often involve simple
ideas, and simpler weapons. It would be hard to use their limited amount of
experienced soldiers to train all civilians participating. Instead, tactics are used
quite simply. Firing at whatever is closest is often accepted as the norm. Later on,
civilians gain experience, and as many fights take place in cities, will be able to
move through difficult terrain quite well. However, many troops never have to go
through that sort of experience in the rebellion, and some are no better trained then
your average citizen. At the top of the rebellion is usually an influential leader
capable of speeches and in general rallying the rebellious population into attacking.
Indeed, many Zealots are made, who go berserk on the enemies of the rebels. Later
on in the rebellion, prisoners may be released to fight alongside the rebels, and so
more experienced troops enter the battle. However, what separates rebels from any
other army in the galaxy is their individuality and their resourcefulness. Many of
their weapons are improvised, and much of their armour is as well, taken and
strapped on from the corpses of dead enemies and allies. Of course, this comes with
the obvious downside of less reliable equipment, but early on, when they lack
access to any new weaponry, it is an invaluable skill to have, and all of the freedom
fighters know it. Much of the time, the rebels will rely on guerrilla warfare to assault
the PDF, who will have superior firepower and numbers. After a while, when they
have enough, they may escalate to open warfare, but they always must make sure
the battle is on their terms.

History
This is a short description of major and successful rebellions that have taken place.
It lists their location, their battles, and the current status of their planet.

Jactuan IV
This hive planet was known for its production of plasteel for use in fortifications. Its
new governor had just been chosen, and his first act was to altogether remove most
workers from their jobs, replacing many of them with the mindless and cheaply
maintained robots. Naturally, many of these workers were angry, they had just lost
their livelihood. In a series of riots, they obtained weaponry, and more importantly,
a leader; James Avanhood. He was a former Imperial Guard sergeant and he used
his training to effectively wage a war on the unsuspecting PDF. They were enjoying
major victories in their first battles, and it looked like the PDF was going to lose.
However, a fleet carrying guardsmen back to the Markane system after a long and
gruelling campaign noticed their plight, and joined the fray. All of a sudden, the
rebels were beset by an army much more well organized, trained and armed then
they were. However, what they had on their side was the massive amount of
extremely good-quality plasteel the planet was famous for. In a move that may go
down in history as the most extreme civilian fortification ever, they built a massive
plasteel wall around the largest hive city on the planet, and held off all guard troops
for more then three years. Eventually, in a final battle of massive proportions, they
were able to target all of their enemy’s leadership, and in a massive demoralizing
blow, killed them all. At this point, the already tired guardsmen and PDF soldiers
surrendered, knowing that victory without leadership would be impossible. The
planet is currently still alive and well. The civilians have torn down several hives in
favour of more conventional sprawling cities, and have forgone military production
for farming and other more essential products. They have held off three separate
attacks in the same manner as in their first battles, including one by the Orks during
the aftermath of a WAAAGH!

Carrion II
This was an ocean world, with all of it’s land covered by vast expanses of freshwater
except for one small island, around ten kilometres square. The population was
relatively low, and most of the PDF was contained off planet, on an orbiting space
station. The rebellion occurred for reasons unknown, however those low-ranking
enough to study it have suspected a Tyranid Genestealer cult to be the primary
cause of rebellion. In the days leading up to the actual riots, various law keepers
had noted a variety of murders with no apparent motive, no known witnesses or
suspects, and whose only link to each other was that they all shared the exact same
murder weapon: four large blades, used in a stab and rip method, positioned as
three fingers and a thumb on a very large hand. Also, the civilians later on used
weapons only sparingly, and instead many of them were classified as Zealots,
viciously ripping apart their opponents in hand-to-hand combat. Eventually, the
small amount of PDF troops was defeated or demoralized, and the governor and his
personal bodyguard took refuge in the space station. As for some reason, no
psykers reported back to the Imperium, the only reason these records are here is
because the governor and his bodyguard escaped in a small merchant ship. Carrion
II was eventually known to be directly in the path of the Tyranid Hive Fleet Kraken,
and it’s current status is unknown.

The Kollarando System


This was one of the most daring, successful and powerful rebellions ever taken. The
Kollarando System is a grouping of five inhabitable planets along with their
appropriate moons, located on the Eastern Fringe, dangerously close to the Tau
Empire. As such, many psykers exist in the system, constantly reporting back to
Terra. The Tau had recently launched a minor campaign, the “Guon-Larin”
campaign, in honour of its Shas’o, Shas’o Guon-Larin. The PDF made several major
mistakes on the third planet in the system, and civilians who were already mildly
unsettled by the constant Tau transmissions, progressed into full-blown rebellion.
Eventually, they were victorious, as the troops there had many larger worries to
take care of. Imperial Guard divisions and Space Marines showed up to slow the
Tau’s advance; while the rebels took over the planet rather hush. They made an
alliance of circumstances with the Tau, taking weapons in exchange for their
assistance to the Tau, and in a massive push, took over all but one of the planets in
the Kollarando system. The last planet was being held by the second and third
companies of the Dark Guardians, a Space Marine chapter with a nearby training
planet, and countless guardsmen. In a siege that went on for ten and a half years,
the guardsmen all starved, as the planet was covered in cities, leaving very little
food, and even the Emperor’s Finest were looking lethargic. Of course, the siege
took its toll on the rebel’s too. Several breakout attempts had been made, none
successful, but by this point, there were only five ships of reasonable size holding
the two-hundred Space Marines in. However, they knew they had no chance, and so
managed to entice the Tau and Rebels into attacking. They had already buried all of
their bombs and anything explosive, including warp drives and volatile jet-engines
at various points in the planet’s crust, however, and when the time came, they
detonated all of them. The remainder of the Tau and Rebel troops, along with the
Space Marines themselves, were blown to dust, and the planet was cracked into
three separate moons, which have each at their own time, crashed into the second
planet in the system, causing massive damage. The system currently has an
unknown status, but it is suspected that the Tau turned on the humans, and either
assimilated or destroyed them.
Special Rules;
These rules apply to the entire army unless otherwise noted.

Rag-Tag:
The rebels represent a group of unofficially or very rapidly trained soldiers. As such,
they lack much of the professionalism that makes other armies so efficient. Every
turn, check if the unit has a model with the rule “Leader” either contained within it
or if it has a model within 12” of an allied model with the rule. If it does not, then it
must take a leadership check at the beginning of your turn. If it fails, roll on the
chart below.

Roll Effect
1-2
Where do we go, again?
The unit is confused about its orders of
where to go. It will scatter d6 inches that
turn instead of normal movement, but
will stop if it comes too close to an
enemy unit or reaches dangerous
terrain.
3-4
Gun-Cruelty
The unit forgoes its weapons training.
Roll a dice for every model in the unit.
On a 1 or 2, they have managed to jam
their gun by whatever means they came
up with. They may not fire that turn. Roll
separately for special weapons, models
with different stats etc.
5-6
Berserk Charge
The unit will automatically move its full
movement distance towards the nearest
enemy unit, it will count as having fleet
for that turn as well, and will run during
its shooting phase, forgoing shooting,
and then will charge the enemy unit. It
gains furious charge for that turn.

Individuality:
The rebels would often fight within cities, often in small groups or even on their
own. As such, they are used to small unit sizes. All rebels, unless otherwise noted,
do not take a penalty for being below 50% unit strength for their morale checks,
and when checking for rallying, they may rally despite being below 50% of their unit
size.

Power in Numbers:
Eventually, all successful rebellions become huge affairs, with massive amounts of
un-coordinated, zealous rebels throwing themselves at the enemy. If multiple units
of rebels are in combat with the same enemy unit at the same time, then they all
are fearless.

Cells:
Every unit of rebels has been trained to work independently. Therefore, they are
armed appropriately for the job. Every unit has to be able to do multiple jobs and
live through multiple situations. Every troops and elites unit MUST have at least a
single special or heavy weapon contained within it. Transports are not covered by
this rule.

Units;
HQ

Rebellious Leader:
The man who started it all. The leader of a rebellion in battle can be anyone from
the actual initiator of the rebellion to a sergeant replacing his commander, and
anything in between. They have access to the best weaponry the rebels have to
offer, but it still often isn’t much. He is not as strong as most other leaders of other
factions, however, he can hold is own for the most part, as long as he doesn’t face
off against a warlord.

60 points
WS: 4 BS: 4 S: 3 T: 3 W: 2 I: 4 A: 2 Ld: 9 Sv: 4+

Armaments
Bolt Pistol, Close combat weapon. (Can be switched to a Boltgun for free.)

Special Rules:
Fearless
Independent Character
Great Leader: Any unit with one model within 18 inches of the leader gains the
“Stubborn” universal rule and does not use the “Rag-Tag” special rule.

Upgrades:
(The leader may take UP TO TWO of the below upgrades, including weapon and war
gear upgrades)
Plasma Pistol: 30 points (replaces bolt pistol or CC weapon)
Sniper Rifle: 15 points (replaces bolter or bolt pistol AND CC weapon)
Improvised Flamer: 10 points (replaces bolt pistol or CC weapon)
Flamer: 15 points (replaces bolter or bolt pistol AND CC weapon)
Power Weapon: 10 points (replaces bolt pistol or CC weapon)
Improvised Invulnerability Shield; 5+ invulnerable save: 15 points
Looted Invulnerability Shield; 4+ invulnerable save: 30 points

If the Rebellious Leader has two ranged weapons, he is able to fire both at the same
time. If they are two of the same weapon, then they count as two separate
weapons, and may still be fired simultaneously.

Unit Additions
Retinue: This consists of 3 to 7 Insurgents, which may be equipped as per their unit
profile. They are given WS 4.
Transport: The leader may be given a Modified Pickup or a Modified Armoured Car
as a transport for their respective points values.

Elites

Insurgents
The Insurgents are among the best troops the rebellion has; they are often
compared to storm troopers of the Imperium. What they lack in equipment they
make up for in ingenuity, training and enthusiasm; it is very hard to shake a
determined Insurgent.

10 points
Units are of 4 to 12 Insurgents.
WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 8 Sv: 5+

Defected Platoon Leader


14 points
WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 2 Ld: 9 Sv: 4+

Armaments
Lasguns

Special
Insurgents do not suffer from the Rag-Tag special rule.

Upgrades (2 maximum of special weapons)


Flamer: 10 points
Grenade Launcher: 15 points
Laspistol/Power weapon: 15 points
Melta-gun (Only one may be taken): 20 points
Plasma gun (Only one may be taken): 30 points

Up to two of the below may be chosen, applies to whole unit. Cost is per model.
Carapace Armour (4+ save): 5 points
Grav-Chutes (Deep strike): 12 points
Frag Grenades: 4 points
Krak Grenades: 6 points
Hellguns: 10 points
They may take a Modified Pickup or a Modified Armoured Car as a personal
transport for the appropriate cost.

Zealots
The name “Zealot” is a very general term. While it can be used to describe the very
over-zealous basic troops of the rebellion, in this case, it means the insanely
fanatical troops, the ones who rip their opponents apart, no matter the cost. This
may be because they are Genestealer hybrids or because they are merely very
excited and hopped up on combat drugs. In any case, they are a force to be
reckoned with in any assault.

14 points
Units are of 5 to 10 Zealots
WS: 5 BS: 0 S: 4 T: 3 W: 1 I: 5 A: 2+1 Ld: 10 Sv: 5+

Armaments
Rending weapons, two each. Extra attack included in profile.

Special Rules:
Stubborn
Feel No Pain

Upgrades (Cells rule does not apply) Applies to whole unit. Cost is per model. One
maximum.
Adrenaline Drugs (furious charge): 10 points
Heavy armour (4+ save): 15 points
Frag Grenades: 7 points

They may take a Modified Pickup as a personal transport at the appropriate cost.

Troops:

Rebels
The building blocks of any rebel army, are the rebels. These troops are resourceful,
they can work on their own, and they aren’t afraid to fight much of the time. They
are the workhorses, and must be treated as such. Do not expend them, as one’s
hold over their army in a rebellion is not held by orders, but rather by how much
they like you.

4 points
Units are of 6 to 20 rebels.
WS: 2 BS: 2 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 7 Sv: 6+

Insurgent
10 points
WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 8 Sv: 6+
Only one insurgent per unit may be taken. It has the “Leader” special rule, and all
Rebels of his unit may use his leadership instead of their own, as long as he is alive.
Armaments
Lasguns

Upgrades (2 maximum on special weapons)


Flamer: 10 points
Combat Shotgun: 5 points
Grenade Launcher: 15 points
Laspistol/Power weapon: 15 points
Melta-gun: 20 points

One of the below may be chosen, applies to whole unit. Cost is per model
Frag Grenades: 4 points
Krak Grenades: 6 points
Flak Vests; 5+ save: 2 points
Carapace Armour; 4+ save: 5 points
Extra Training (WS3 and BS 3 for Rebels): 2 points

They may also take a Modified Pickup as a personal transport for the appropriate
points cost, but there may be no more than 12 models in the unit.

Traitor Guard
At any point, when the rebellion becomes huge, there will be professional
guardsmen who surrender, and usually the rebels are more than glad to take them
in; they provide equipment and manpower. These troops are often viewed lower by
other rebels; “the ones who joined in halfway”, but their military usefulness cannot
be denied, and they are the more elite of troops.

7 points
Units are of 6 to 24 guardsmen
WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 7 Sv: 5+

Armaments
Lasguns

Special
Guardsmen, being formally trained “for real”, do not suffer from the Rag-Tag rule,
or the Cells rule.

Upgrades (4 maximum)
Flamer: 10 points
Combat Shotgun: 5 points
Grenade Launcher: 15 points
Laspistol/Power weapon: 15 points
Melta-gun: 20 points

One of the below may be chosen, applies to whole unit. Cost is per model
Frag Grenades: 4 points
Krak Grenades: 6 points
Carapace Armour; 4+ save: 5 points
Grav-Chutes (Deep strike): 8 points

They may take a Modified Pickup, or a Modified Armoured Car as a personal


transport for the appropriate points cost, but if so, they may not have more than 12
models in the unit.

Fast Attack:

Combat Jeep
The Combat Jeep is just like any other jeep, except it has a big gun attached to it’s
back. It has four-wheel drive, it is light, and it won’t stand up to much damage.
These are among the most basic of combat vehicles, a jeep with armour from
destroyed tanks attached to the sides.

100 points

Front: 10 Side: 10 Back: 10 Special: Open Topped

Armaments
Heavy Stubber, Upgradable to Heavy Bolter for +10 points, Multi-Laser for +20
points.

Upgradable with TWO of the below:


Battering Ram (+4 damage when ramming): 15 points
Sponson Flamers (1 per side, standard flamer stats): 20 points
Dual Engine (18” max movement, but is not fast. If it goes more than 6 inches, it
may still not fire): 15 points
Shocks and Roll Cage (Re-roll on difficult terrain tests): 15 points

ATV Unit
ATVs, or All Terrain Vehicles, are very light, small, two person four wheeled buggies
with almost no protection for either gunner or driver. They aren’t large enough to
hold any gun larger then a mounted bolter or storm bolter, but they are fast enough
to quickly attack and retreat before the enemy knows what hit them.

30 points
A unit consists of 3 to 6 ATVs.
WS: 3 BS: 3 S: 3 T: 4 W: 2 I: 4 A: 1 Ld: 7 Sv: 4+
They are bikers.

Armaments:
Storm Bolter, upgradable to a twin-linked Storm Bolter for +10 points, must be
taken for whole unit.

Special:
Hit-and-Run: Instead of moving their normal 12 inches or turbo boosting, the biker
unit may move 6 inches, fire, and then use their assault move to move another 6”,
no matter if they charge or not.
Transports:

Modified Pickup
The most basic of basic vehicles, the Pickup is extremely modified. It is just like a
normal pickup, but extended to be longer, and widened as well, with seats added in
three rows on the back, placed for twelve. It is extremely modifiable, and is the
basic troop transport of any rebellion in some form or another.

45 points

Front: 10 Side: 10 Back: 10 Special: Open-topped, Transport capacity 12

Armaments
Storm-Bolter (equivalent), upgradable to Heavy Stubber for +5 points, Heavy Bolter
for +15 points

Upgradable with ONE of the below:


Smoke Launchers: 5 points
Closed Top (firing slits for four if taken): 10 points
Weighted Down (counts as tank): 10 points
Heavy Armour (Front Armour +1): 15 points
Nitrous booster: (Fast vehicle): 25 points

The pickup may only be taken as a transport. If you give the pickup the “Nitrous
Booster” upgrade, and it’s cargo isn’t an HQ choice, then it is moved to the Fast
Attack category of the force organization chart.

Modified Armoured Car


Civilian armoured cars are used for transporting valuable goods around the city,
and these modified ones are used for the same thing, but on the battlefield.
Because of its greater size, it can have much more armour strapped on its sides,
and is heavy enough to be qualified as a very light tank. It is actually quite hard for
enemies to break through its front armour, but it still contains the mediocre back
armour on any vehicle, and can easily be damaged through there by small arms
fire.

75 points

Front: 11 Side: 10 Back: 10 Special: Transport capacity 12, Tank

Armaments
Storm Bolter (equivalent), upgradable to Heavy Stubber for +5 points, Heavy Bolter
for +15 points, Multi-laser for +25 points

Upgradable with ONE of the below:


Smoke Launchers: 5 points
Firing Slits (adds four firing slits): 10 points
Attack Ramp (can charge after exiting): 15 points
Heavy armour (side armour +1, back armour +1): 30 points
Hunter-killer missile (Hellfury missile): 25 points

The Modified Armoured Car may be taken as a transport for the appropriate units,
or may also be taken on its own as an elites choice. It may still transport units if
taken on its own.

Weapons

Improvised Flamer
Rng: Template S: 3 AP: 6 Assault 1. It only takes up one hand, and counts as a CC
weapon in assault (like a pistol)

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