CIWi P2

Download as pdf or txt
Download as pdf or txt
You are on page 1of 12

the Fire Bomb has gone off in the squad attempting to throw it,

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the roll of a 2-6 the fire has burned away and is no longer in effect.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

Communication Relay: A device allowing the insurgents to


track enemy communications and provide false information,
often slowing down enemy reinforcements where they are
needed most.

If a model with a Communications Relay is on the board then


all enemy reserves rolls suffer a -1 on their reserve roll.

Insurgent Colours: Taking the form of a banner, icon or other


carried item the insurgents are empowered when they see it.

All models able to draw LoS to a model carrying the Insurgent


Colours counts as scoring 1 extra wound when calculating
close combat results and in addition may re-roll all failed
Morale and Pinning Tests.

Local Intel Maps: Maps of the local battlefield are a prize to


any military force. With home field advantage many
insurgents are able to have working knowledge of these
advantages and maps providing great tactical workings.

If a model with a set of Local Intel Maps is on the board then


all friendly reserves gain a +1 to their reserve roll.

Lucky Charm: Normally an iconic piece of equipment or kit


these charms seem to radiate some sort of aura that protect
its owner.

Any model equipped with a Lucky Charm has a 6+


Invulnerable Save.
Number Allowed Unit Name Cost
The Insurgency Army Special Rules 2 Infantry Platoon 2 MPP
2 Chimera Transport 2 MPP
Army Wide Special Rules
1 Hellhound 3 MPP
Bandito: Being flashy is a trait of many insurgents and those OR Banewolf 3 MPP
who want to gain support and popularity. The idea of waving OR Devildog 3 MPP
two pistols around is an appeal to many insurgents because 1 Basilisk 3 MPP
of this. OR Griffon 3 MPP
1 Leman Russ 4 MPP
Any model with this special rule may count it's two pistols of
OR LR Demolisher 4 MPP
the same type as twin-linked when shooting. OR LR Exterminator 4 MPP
Breakdown (vehicles Only): Maintenance is not always an
important part of an insurgency and because of this the
vehicles being utilized often have small mechanical Insurgent Training
problems.
Some members of the rebellion may have unique skills they
bring to the war. These units are represented by the
Any vehicle(from either Codex: Insurgency or Codex: Imperial Insurgent special rule and the Insurgent Training option in
Guard)must roll a dice at the start of the move phase. If a 1 is their unit entry. A unit with these options may for the cost
rolled then the vehicle can only move or shoot that turn. listed obtain these skills for the battle.
Low Ammo!: Rebellions are often poorly supplied for long Each skill may only be chosen once by a unit can in some
term engagements. Because of this ammo shortages are a cases change several options from what is listed in the units
common problem among many events. entry.
Anytime a unit with this rule wishes to shoot it must roll a The trainings available are:
D6. On the roll of a 1 the unit is low on ammo. If low on
ammo the unit may not shoot at a unit outside of 12” for this Armoured: The squad has access to better armour than
turn. usual. The unit is now equipped with Reinforced Improvised
Armour.
Manpower Points: It is not only angry citizens and outcasts
that flock to an insurgency when times of crisis arise. Covert: These operatives are used to sneak into enemy
Sometimes the army themselves will find its ranks split as positions and cause havoc. The unit gains the Stealth USR
parts move to join the rebellion. and in addition may only be targeted via the Night Fight
rules.
Manpower Points are a special set of bonus points generated
by some units in this codex. If the unit has this rule then a Guerillas: These are the masters of ambush and withdrawal.
number in brackets will appear. This is the number of The unit gains the Hit and Run and the Fleet USRs.
Manpower Points the unit provides. In some cases there may
be a required number of models in the unit to be able to Marksmen: This group has been trained to shoot sharper and
generate these points. without pause. The unit gains +1 to their BS skill.
In order to spend Manpower Points you must calculate your Noble: While while not noble in the common sense these
total. Once done you have two options. men and women are ready to die for their cause and spring
forward to meet death head on. The unit gains the Counter
The first option is the use of 1 Manpower Point to remove
Attack USR and is Fearless.
the Low Ammo OR Breakdown special rule from an effected
unit. This can be done on any unit that has one of these rules Recon: The squad is sent forward to scout enemy
for a Manpower Point each. movements. The unit gains the Infiltrate USR.
*May only be taken if squad is without a transport and
The second is to convert local PDF, Imperial Army or private number 10 or less models*
forces to your cause. These units are all from Codex: Imperial Support: These squads are used to provide covering fire to
Guard and are limited in the number you can use. There is their allies. Instead of taking the listed special weapons
also a larger Manpower Point cost to be paid for these units. within the squad, they may instead upgrade to have 2 Heavy
The list of troops that may be purchased from the Imperial Weapon Teams(see Codex: Imperial Guard) with Heavy
Guard army list are as follows:
Stubbers for 5 point each team. Each team may exchange
their Heavy Stubber with any weapon listed below at the
points cost provided.
Autocannon.......................................................15 Points
Heavy Flamer............................................................Free
Lascannon..........................................................30 Points
Thummper..........................................................10 Points
Wave Cannon.....................................................15 Points
*May only be taken by squads able to purchase special
weapons*

Well Supplied: This squad has somehow gained access to a


vehicle not being used elsewhere. The unit may purchase a
Technical or Chimera(if proper Manpower Points were
paid)as a transport vehicle.
*May only be taken by squads that number 12 or less models
and who have not taken the Recon training*
HQ Options:
0 – 1 Command Cell Cadre……………….………......110 Points  Any Command Operative may exchange his Autopistol
and/or Close Combat Weapon for:
WS BS S T W I A Ld Sv - Autopistol.......................................................1 Point
Command 4 3 3 3 2 3 2 9 6+ - Heavy Close Combat Weapon.......................5 Points
Operative  Any Command Operative may exchange his Autogun with
a Shotgun.....................................Free
Composition:  Up to three Command Operatives may exchange their
 10 Command Operatives Autoguns with:
- Flamer...........................................................5 Points
Unit Type: - Fire Bomb......................................................5 Points
 Infantry - Grenade Launcher.........................................5 Points
- Acid Sling....................................................10 Points
Wargear: - PRL..............................................................10 Points
 Autogun  Any remaining Command Operative may take a single
 Autopistol option below(one of each maximum)
 Close Combat Weapon - Communication Relay..................................30 Points
- Local Intel Maps..........................................30 Points
 Improvised Armour
- Insurgent Colours........................................15 Points
Special Rules:  The squad may choose a single Insurgent Training for free
and may purchase up to two more for 25 points each
 Manpower Points (+2)
 Central Power
 For The Cause!
 Low Ammo
 Bandito

Agitator………………………………….………….12 Points Options:


 Any Agitator may exchange his Autopistol and/or Close
WS BS S T W I A Ld Sv
Combat Weapon for:
Agitator 4 3 3 3 1 3 2 7 6+ - Autopistol.......................................................1 Point
- Heavy Close Combat Weapon.......................5 Points
Composition:  Any Agitator may exchange his Autogun with a
 1 – 5 Agitators Shotgun...............................................................Free
 Any Agitator may exchange his Improvised Armour with
Unit Type:
Heavy Plate Armour..............................8 Points
 Infantry  Any Agitator may purchase a Lucky
Charm.........................................................10 Points
Wargear:
 Autogun
 Autopistol
 Close Combat Weapon
 Improvised Armour

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

Insurgent Commandos…………………….....………….80 Points Options:


 May have up to ten
WS BS S T W I A Ld Sv - additional Commandos.......................8 Points Each
Commando 4 3 3 3 1 3 1 6 6+  Any Commando may exchange his Autogun with a
Shotgun.............................................................Free
Composition:  Up to three Commandos may exchange their Autogun
 10 Commandos with:
- Flamer..........................................................5 Points
Unit Type: - Grenade Launcher........................................5 Points
 Infantry - Acid Sling....................................................10 Points
- Demo Charge..............................................20 Points
Wargear:  The squad may choose a single Insurgent Training for free
 Autogun and may purchase up to one more for 25 points.
 Autopistol
 Improvised Armour

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

Inmates…………………………………………….………......60 Points Options:


 May have up to fifteen
WS BS S T W I A Ld Sv - additional Inmates..............................6 Points Each
Inmate 3 3 3 3 1 4 1 7 -

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

0 – 1 Mutants…………………….....……………………….80 Points Options:


 May have up to thirty
WS BS S T W I A Ld Sv
- additional Mutants...............................4 Points Each
Mutant 2 2 3 4 1 2 1 4 5+  The entire squad may purchase Laslocks for 2 points per
model.
Composition:
 Up to two Mutants in every 10 may take:
 20 Mutants - Flamer...........................................................5 Points
- Fire Bomb.....................................................5 Points
Unit Type: - Heavy Close Combat Weapon......................5 Points
 Infantry  The squad may purchase any number of mutations:
- Thick Skin(3+ Save).....................................50 Points
Wargear: - Long Legs(+1 Initiative and Move as
 Tools and Debris(Single Hand Weapon) Beasts)........................................................50 Points
- Strong(+1 Strength)....................................50 Points
Special Rules: - Rabid(+1 Attack).........................................50 Points
 Oppressed - Wyrd(5+ Inv Save).......................................50 Points
 Fodder
0 – 1 The Mob………………………………....……………….….200 Points
**The Mob is a unique unit. It does not take up any Troops Slot in
the Force organization Chart and can only be taken once**
WS BS S T W I A Ld Sv
Civilian 1 1 3 3 1 3 1 4 -

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

Outriders…………………….....………………….….20 Points Each Options:


 Any Outrider may exchange its Heavy Stubber with a:
WS BS S T W I A Ld Sv
- PRL.............................................................10 Points
Outrider 3 3 3 3(4) 2 3 2 5 3+

Composition:
 1 - 3 Outriders

Unit Type:
 Bike

Wargear:
 Twin-Linked Heavy Stubber

Special Rules:
 On My Own
 Scout

Pack Animals……………......……………………………….40 Points Options:


 May have up to fifteen
WS BS S T W I A Ld Sv - additional Pack Animals.......................8 Points Each
Brute 3 0 4 3 1 5 2 5 -

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

Modified Technical………………….....…….……75 Points Each Options:


 Any Modified Technical may exchange its Heavy Stubber
BS FA SA RA with a
Modified Technical 2 11 10 9
- Twin-Linked Heavy Flamer..................................Free
- Twin-Linked Autocannon............................15 Points
Composition:
- Twin-Linked Lascannon...............................30 Points
 1 – 3 Modified Technicals’
 Any Modified Technical may take any of the following:
- Boosters......................................................10 Points
Unit Type:
- Enclosed Crew Compartment.....................10 Points
 Vehicle(open-topped, tank) - Extra Armour...............................................10 Points
- Riding Shotgun..............................................5 Points
Wargear: - Self Destruct...............................................15 Points
 Stubb Cannon - Smoke Launchers..........................................5 Points
 Twin-Linked Heavy Stubber - Trained Crew...............................................10 Points

Special Rules:
 On My Own

Improvised Explosive Mine…………......…….40 Points Each Options:


• None
Composition:
 May Place up to 3 Mines.

Special Rules:
 Mine!

You might also like