CIWi P2
CIWi P2
CIWi P2
Wargear resolve all damage against that squad. If a proper hit is rolled then
Weapons and equipment found in the codex have rules here. While it has gone off against the intended target and all damage will be
not all weapon stats will be listed due to them being in the parent resolved against that unit. When a **Fire Bomb s cause damage in
and required Codex: Imperial Guard. Anything unique to the a unique way. Once a unit is hit every model in that unit takes a hit
Insurgents will be found here with full details and rules. automatically. Once all damage is resolved place a marker on that
unit. On the start of each players turn before movement roll a D6 for
Weapons all markers. On the roll of a 1 the fire continues to burn and the
entire unit is hit again and another marker is placed on the unit. On
the roll of a 2-6 the fire has burned away and is no longer in effect.
Acid Sling: A small chemical weapon often used to
breakdown waste and materials in various factories across
Flamer: See Codex: Imperial Guard.
the Imperium. Not a weapon directly but when sprayed it can
eat through even the thickest armour in seconds.
Grenade Launcher: See Codex: Imperial Guard.
Range Strength AP Type
12” 2 2 Assault 2
Heavy Close Combat Weapon: Not fancy or elegant these
weapons are still dangerous. Wielded often without skill or
Autocannon: See Codex: Imperial Guard.
concern weapons like sledges, industrial cutters and steel
pipes are capable of killing off the toughest of enemies.
Autogun: The Lasgun is the most used and widely created
These weapons give the bearer +2 strength in Close Combat,
gun in the Imperium, however, not all worlds have access to
but may never be combined with another weapon to gain +1
them. On these worlds the standard slug shooting rifle is still
attack.
used. *Use stats for the Lasgun, see Codex: Imperial Guard*
Heavy Flamer: See Codex: Imperial Guard.
Autopistol: Much like the Autogun, the Autopistol is a solid
slug handgun favoured on worlds where Las technology is
Heavy Stubber: See Codex: Imperial Guard.
not available or to costly.*Use stats for the Lasgun, see
Codex: Imperial Guard*
Improvised Explosive Mine: A simple but powerful explosive
often hidden in brush and debris to slow down and kill
Demolition Charge: See Codex: Imperial Guard.
advancing forces. Due to the simplicity of the design however
there is no trigger system and they will go off whenever
Explosive Charge: Crude and often poorly built is not a
anyone, friend or foe, gets to close.
downside to explosives. In fact the amount of readily made
Range Strength AP Type
explosives in the Imperium is infinite. It is no wonder such
NA 5 1 Stationary
devices find there ways into the hands of any who seek
Melta
them.
Range Strength AP Type
Lascannon: See Codex: Imperial Guard.
Self 6 3 Blast
One use only
Laslock: A poorly built Las weapon of unstable power. Often
Suicide*
created by poor armies these weapons lack the finesse of a
*When using an Explosive charge place the center of the small blast
marker directly over the model equipped. Any model touched by the proper Las weapon and stability. Blowing up in the users face
marker is automatically hit at full strength, roll to wound as normal. is common of these weapons.
On a vehicle it causes an automatic glancing hit. Remove the model Range Strength AP Type
equipped with the charge after all damage has been worked out. 18” 3 5 Rapid Fire
Gets Hot!
Fire Bomb: Molotov's, gas cans and just chemical fire are all Modified Sniper Rifle: Tampering with the sacred technology
used to make crude fire bombs the masses employ to wage is against the rules for Imperial subjects, however insurgents
their wars. In battle these are tossed with little regard for have little regards for the rules. These weapons are often
safety causing a continuous burn on its victims(many times equipped with special ammo or attachments that make them
the thrower themselves) unique to each sniper.
Range Strength AP Type Range Strength AP Type
8” 3 - Assault 24” X 6 Heavy 1,
One use only Sniper
Unwieldy
Slow Burn** Portable Rocket Launcher(PRL): A small tube that delivers
*When throwing a Fire Bomb roll to hit as normal. On the roll of a 1 packed charges at a distance. While unwieldy and not overly
reliable, the cheapness are quick creation makes them a taking as many enemies down with it.
favoured weapon among the masses of insurgents and
traitors alike. At any point in the movement phase the controlling player
Range Strength AP Type may opt to self destruct his vehicle(s). The vehicle suffers a
30” 7 4 Heavy 1 Vehicle Explodes result immediately. Instead of strength 3
however all models(friend and foe)within the determined
Shotgun: See Codex: Imperial Guard. range suffer a Strength 5 hit, armour saves may be taken as
normal. Due to the explosives attached all hits against the
Thummper: A mortar for all intents and purposes. However vehicle gain +1 on the damage chart.
instead of a specialized shell being fired these weapons are
used to fire anything the user has at hand. Smoke Launchers: See Codex: Imperial Guard.
Range Strength AP Type
36” * 5 Heavy 2 Trained Crew: Training is something many people in a
Blast rebellion lack. The most trained men and women will be
Barrage drafted into fighting units leaving only those without skill to
*The strength of a Thummper varies depending on what is being drive and fire the vehicles of the army. Sometimes however
fired. As such roll 2D6-3 to determine the strength each turn. If the these people find themselves surviving long enough to
strength is 1 or lower the weapon jams and is not able to be fired become veteran crews.
this turn.
Any vehicle with this upgrade has a BS of 3.
Wave Cannon: A light version of the Multi-Melta this weapon
started life as a industrial tool. Nowadays though it is a
Stubb Cannon: A special cannon created by insurgents to
common weapon used on hive worlds to send waves of super
cause as much damage as possible. Firing two types of
heated air at the enemy.
explosive canisters the cannon is able to damage large areas
Range Strength AP Type
quickly.
48” 5 3 Heavy 1
When firing a Stubb Cannon you may choose which type of
shot to fire each turn.
Shrapnel:
Range Strength AP Type
Vehicle Armoury 48” 5 4 Heavy 1
Large Blast
Boosters: Sometimes Insurgents equip propulsion boosters toHigh Yield:
their vehicles to get them out of harms way fast. Range Strength AP Type
48” 7 3 Heavy 1
Any vehicle with this upgrade may, any turn roll 2D6 and Blast
move that many inches instead of moving normally this
Armour
counts as having moved at Combat Speed no matter how far
moved. However this has risks, should the vehicle roll double
Heavy Plate Armour: Poorly built armour meant only for
1’s it has back-fired and is now immobilized for the rest of
durability and survival.
the game.
Enclosed Crew Compartment: See Codex: Imperial Guard.
Grants a 3+ save and the Slow and Purposeful USR to any
model wearing it. A model may not ever Run or preform a
Extra Armour: See Codex: Imperial Guard.
Sweeping Advance while wearing Heavy Plate Armour.
Riding Shotgun: While not literally riding shotgun, the
Improvised Armour: Simple and easy to create this armour is
shotgun is a common weapon quickly added to vehicles used
literally anything the insurgents could get their hands on.
in an Insurgent attack.
Grants a 6+ save to any model wearing it.
The vehicle has a hull mounted Shotgun that may be fired by
a passenger at his/her BS.
Reinforced Improvised Armour: More elaborate and sturdy,
this armour is able to ignore many types of small arms fire.
Self-Destruct: A favourite among those with reckless streaks
or with those willing to sacrifice anything to win the day.
Grants a 4+ save to any model wearing it.
Random explosives are attached to the vehicle in hopes of
Other Equipment
Special Rules:
Manpower Points (+1 IF 3 or more Agitators are taken)
Independent Character
One of the Men
Icon
Low Ammo
Bandito
ELITE Options:
Sniper Cell……………………………........…………30 Points Each Any Sniper may purchase one ammo upgrade:
- Shredder Rounds.........................................5 Points
WS BS S T W I A Ld Sv - Poisoned Rounds.......................................10 Points
Sniper 2 4 3 3 2 3 1 6 6+ - Explosive Rounds.......................................10 Points
- Phase Rounds............................................15 Points
Composition:
1 - 3 Snipers
Unit Type:
Infantry
Wargear:
Modified Sniper Rifle
Autopistol
Improvised Armour
Special Rules:
Stealth
Concealed
I See You!
On My Own
Special Rules:
Manpower Points (+1, +2 IF 15 or more Commandos are
taken)
Insurgent
Low Ammo
Brutes................................................................75 Points Options:
May have up to seven
WS BS S T W I A Ld Sv - additional Brutes...............................25 Points Each
Brute 3 2 4 4 2 1 3 5 6+ The entire squad may take Heavy Plate Armour for 10
Points Per Model.
Composition:
3 Brutes
Unit Type:
Infantry
Wargear:
Heavy Close Combat Weapon
Improvised Armour
Special Rules:
Drugged
Stupid
Composition:
10 Inmates
Unit Type:
Infantry
Wargear:
See Special Rules
Special Rules:
Jack of all Trades
Lawless
Stubborn
TROOPS
Insurgent Operatives………………………….…….....…50 Points Options:
May have up to ten
WS BS S T W I A Ld Sv - additional Insurgents...........................5 Points Each
Insurgent 3 3 3 3 1 3 1 5 6+ Up to two Insurgents may exchange their Autogun with:
- Flamer...........................................................5 Points
Composition: - Grenade Launcher........................................5 Points
10 Insurgent Operatives - Acid Sling....................................................10 Points
- Demo Charge..............................................20 Points
Unit Type: The squad may choose a single Insurgent Training for 25
Infantry points.
Wargear:
Autogun
Improvised Armour
Special Rules:
Manpower Points(+1)
Insurgent
Low Ammo
Composition:
50 Civilians
Unit Type:
Infantry
Wargear:
Anything and Everything(Two Hand Weapons)
Special Rules:
Mob Rules
Martyr
FAST ATTACK
Insurgent Scouts……………………………………....……80 Points Options:
May have an
WS BS S T W I A Ld Sv - additional 12 Insurgents and 1
Insurgent 3 3 3 3 1 3 1 5 6+ Technical.....................................................80 Points
OR
Composition: - additional 24 Insurgents and 2
12 Insurgents and 1 Technical Technicals’................................................160 Points
Up to two Insurgents in every unit of 12 may exchange
Unit Type: their Autogun with:
Infantry - Flamer...........................................................5 Points
Vehicle(open-topped) [Technical] - Grenade Launcher........................................5 Points
- Acid Sling....................................................10 Points
Wargear: - Demo Charge..............................................20 Points
Autogun The squad may choose a single Insurgent Training for 25
Improvised Armour points.
Special Rules:
Manpower Points (+1, +2 IF 3 Squads are taken)
Insurgent
Low Ammo
On My Own
--Dedicated Transport………….......……………………22 Points Options:
Any Technical may exchange its Heavy Stubber with a
BS FA SA RA - Twin-Linked Heavy Flamer.................................Free
Technical 2 10 9 9 - Twin-Linked Autocannon............................15 Points
- Twin-Linked Lascannon...............................30 Points
Unit Type: Any Technical may take any of the following:
Vehicle(open-topped) - Boosters......................................................10 Points
- Extra Armour..............................................10 Points
Wargear: - Riding Shotgun.............................................5 Points
Twin-Linked Heavy Stubber - Self Destruct...............................................15 Points
- Smoke Launchers.........................................5 Points
Transport Capacity: - Trained Crew..............................................10 Points
12 Models
Composition:
1 - 3 Outriders
Unit Type:
Bike
Wargear:
Twin-Linked Heavy Stubber
Special Rules:
On My Own
Scout
Composition:
5 Pack Animals
Unit Type:
Beasts
Wargear:
Fangs and Claws(Hand Weapon)
Special Rules:
Furious Charge
Skittish
HEAVY SUPPORT Options:
Insurgent Tank Hunters………………….....……………60 Points May have up to five
- additional Insurgents........................12 Points Each
WS BS S T W I A Ld Sv The squad may choose a single Insurgent Training for 25
Insurgent 3 3 3 3 1 3 1 5 6+ points.
Composition:
5 Insurgents
Unit Type:
Infantry
Wargear:
PRL
Autopistol
Improvised Armour
Special Rules:
Manpower Points (+1)
Insurgent
Low Ammo
Tank Hunters
Special Rules:
On My Own
Special Rules:
Mine!