Codex
Amendments |
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| On these pages you will find unofficial amendments to the 40k codexes to allow for flexibility in your games of 40k in 40 minutes. None of these are obligatory changes, and they should only be used after notifying your opponent. In some cases they are un-playtested by me, so I don't guarantee they will work, if they don't let me know. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Tau Fire Warrior Burst Cannon Option
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Pirates & Renegades An army list designed specifically for use with 40k in 40 minutes. This list will enable players to create small warbands of mainly human warriors who for one reason or another live outside the Imperium. This list originally came about due to the large collection of Necromunda figures that I have and were no longer getting used it was a way to get more mileage out of some great models! This list has been amended (Feb 04) partly from suggestions made by Tim Popelier (of the Netherlands) and partly from my fiendish mind. This list is still experimental, if you use it and find some bits work better than others please let me know. I am currently toying with the idea of adding artillery in the style of Ork big gunz and I may add an option for taking Squats as I have a large number of the old models kicking around. Watch this space... |
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BACKGROUND Throughout the galaxy there are countless small forces of independent humans, fighting for power, justice, profit or survival. They usually live outside Imperial Law and are thus regarded as 'pirates'. Although many of these groups are aligned to darker powers not all are. (some members of the Inquisition might disagree though) These renegades can either be found on individual planets or the more successful groups have their own space vessels which are capable of local travel within star systems. Only a tiny proportion of pirates have warp capable vessels. Pirates are raiders, by nature often favouring hit and run tactics (& therefore suit patrol clash very well!) They do not usually have access to heavy weaponry or vehicles as they are not easily transported. Pirates are ruthless and reckless warriors. Pretty much everybody out there will not hesitate in fighting with them. They know that if engaged by forces of the Imperium there is only one way out, through bloodshed, no quarter is given or received. There are few allies to be found. However sometimes renegades join up with small groups of outcast aliens, most commonly Orks or Dark Eldar who for one reason or another have become detached from their own kind. When this happens an uneasy alliance is formed based on mutual survival. There are as many different types of Pirate band as there is star systems and planets. This list represents a typical warband. It is not, by any means, definitive. If you wish to try different things with a pirates list then go for it. If they work then send them to me and I might amend this list to include them. Remember to stick to the Spirit of the game, and you won't go far wrong.
HQ:
WARBAND LEADER The leader of a pirate warband has to be a charismatic, ruthless and tough individual. There is always someone willing to take his place. it is a constant struggle to keep the various elements of a warband together and only the strongest survive.
Leaders of warbands wear Flak Armour and are armed with a las pistol or auto pistol. They can be equipped from the Pirate Armoury. A Captain may be accompanied by an Ogryn Bodyguard for 20pts,if Ogryns are the non human choice in the Elite section. This bodyguard is in addition to the 3 allowed in the Ogryn mob. A Leader may be mounted on a buggy for the cost of the buggy (see Fast Attack) A mounted captain may not have an ogryn bodyguard.
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ELITE: 0-1 Unit of Non Humans (Choose from Orks, Dark Eldar or Ogryns)ORKSSometimes a group of Orks gets left behind when a waagh leaves an area, or is outcast for displaying 'unorky' behaviour. These renegades are left to fend for themselves. They can often be found fighting in the ranks of a pirate force as they gravitate to violence. Although the pirate chief never feels he can trust them he will value their combat skills. An Ork mob may be led by a Nob. (Note he is not as 'ard as a Nob in an Ork force because no 'real' Nob would be chucked out of a waagh!)
An Ork mob is made up from 5-15 boyz. Orks can be armed with either a shoota or choppa/ slugga. It is possible to have a mix of weapons in the same mob. One boy can have a Big Shoota 8pts, a rokkit launcha 5pts or a burna 6 pts. One boy can be upgraded to a Nob for 6pts and may take two items from the Pirate Armoury. SPECIAL RULES Uneasy Allies. Orks cannot benefit from the warband chief's Leadership and human renegade units within 6" suffer -1 Ld. Power of the Waagh: Still Applies Renegade Orks cannot mob up!
DARK ELDAR Dark Eldar do not make easy allies, however, sometimes pirates find small groups of Dark Eldar who are either stragglers or survivors. In these cases it is not unheard of for these two groups to join forces as they share various similar qualities. Dark Eldar are valued in a warband for a number of reasons; their ruthlessness is second to none, their ability to move quickly is very useful and their intelligence and ability to workout the workings of any race's technology often means they are invaluable as they can make best use of any vehicles or weapons scavenged from the battlefield.
A unit of Dark Eldar numbers 5-15. One warrior may be upgraded to a Sybarite for 5pts. The Sybarite may take 2 items from the pirate armoury, even if they are not usually Dark Eldar equipment. Each warrior is armed with a splinter rifle or pistol and close combat weapon, (the unit may have mixed weaponry). As the Eldar stay away from their own kind for longer and longer they cannot always maintain their weapons, they are forced to replace their own weapons with alternatives scavenged of the battlefield. Up to half the unit may replace their Dark Eldar weapons with either; a boltgun, Tau Pulse Rifle, Tau Pulse Carbine, Shuriken catapult or a shotgun at a cost of 2pts per model ( only one of each kind of weapon can be used.). SPECIAL RULES: Uneasy Allies. Dark Eldar cannot benefit from the warband chief's Leadership and human renegade units within 6" suffer -1 Ld. FLEET OF FOOT & CAPTURING PRISONERS still apply TRUE TO OWN KIND If a Dark Eldar unit is involved in a clash with a Dark Eldar patrol there is a chance that they would try to reunite with their own kind. This can be a risky business , however as Dark Eldar do not always view these returning warriors favourably. In a clash involving a Dark Eldar patrol the player controlling the Dark Eldar renegade unit must make a test the first time he wishes the unit of Dark Eldar to either shoot or assault. Roll a d6: 1The renegades are accepted back into the fold, control of the unit passes to the Dark Eldar player. 2 The renegades are haplessly shot down by their brethren (remove the entire unit from play). 3-6 The renegades stay loyal to the pirate band and fight as normal. OGRYNS Ogryns that fight with pirates are sometimes ex Guard troops that have been left behind by their units and sometimes they are found by the pirates living independently. Ogryns are easily encouraged into warbands with the promise of regular food and regular fights.
Ogryns are either taken as a mob of 1-3 figures or as a single bodyguard for a Captain. A Warband must have a unit of Ogryns if the Captain has an Ogryn bodyguard. Ogryns are armed
with a ripper gun or Ogryn CCW. They wear Flak armour (of sorts). The
It’s Dark In Here rule applies, see Imp. Guard Codex, p15.
(Note these Ogryns are not as hard as Imp Guard ones as they only
have two wounds. This could be due to the lack of decent rations, or
rigorous training regimes, or maybe it’s just a way of getting by the
No 3 wounds figures, rule. And that’s why they are five points
cheaper!)
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ELITE: Imperial Guard Deserters Some Guardsmen get lost, others desert. In the minds of The Imperial Guard they are all AWOL and there is only one punishment for such a crime against the Emperor, DEATH! This tends to make deserters extremely desperate warriors, especially when fighting any Imperial patrols.
The unit consists of 5-10 Hardened Veteran ex-guardsmen. One veteran may be upgraded to a veteran sergeant for 5pts. Up to three figures may be given a meltagun 10pts; a plasmagun 10pts, grenade launcher 8pts; flamer 6pts. The entire squad may be armed with frag grenades 1pt each and/or krak grenades at 2pts each. NOTE with the exception of the special rule below, this entry is pretty much the same as the Hardened Veteran entry from the Guard Codex, its not mine I haven't stolen it, it's just here for your convenience. SPECIAL RULES: DESPERATE MEN: These veterans will not usually surrender to Imperial forces. If in a clash with any Imperial forces; Marines, Daemon hunters; Sisters of Battle or Guard, They get an extra attack in the first round of combat each and always roll 3d6 for moral checks and choose the best two dice.
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TROOPS:
PIRATE MOB
The mob consists of
5 to 20 pirates. They are equipped with las guns or auto guns.
Half of the mob may exchange their weapons for bolt guns or shotguns at
1pt each. One in every 10 or part of, may be equipped with one of the
following: Heavy Stubber 5pts, Heavy Bolter 10pts, Auto Cannon 10pts,
plasma gun 6pts, flamer 3pts, grenade launcher 8pts. One pirate may be
promoted to a mate for 10pts. He may have one item from the Pirate
Armoury. A Pirate mob may be mounted in a Truk for 30pts or Rhino for 50pts. If it is Ten Models or less, if it’s more they’ll have to walk! TROOPS:
BOARDING PARTY
The boarding party
consists of 5 to 10 models. They are armed with Las/auto pistols and
CCWs. They may have Frag grenades at 1pt each, Krak at 2pts each. Two
models may have a power weapon at 6pts or a power fist at 12pts. One
model may have a flamer at 3pts or a plasma gun at 6pts. One pirate may be
promoted to a Bo’sun for 10pts. He may have one item from the Pirate
Armoury. A Pirate mob may be mounted in a Truk for 30pts or Rhino for 50pts.
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FAST ATTACK: BUGGIES 0-1
The squadron
consists of 1-3 buggies. Each vehicle may be armed with one of the
following: Twin-linked Heavy Stubber 6pts, Twin-linked Heavy bolter
16pts, Heavy Flamer 8pts, Las Cannon 12pts.
RENEGADE BIKER
MOB
Some pirates are able to equip themselves with an assortment of motorbikes with which to mount fast assaults with. These are reckless warriors and show little fear in combat.
The mob consists of 3 to 5 bikers. They are armed with Las/auto pistols and CCWs. Up to 3 bikers may have twin-linked bolters at +5pts. One pirate may be promoted to a racer for 10pts. He may have one item from the Pirate Armoury. A mob of bikers may be deployed together with buggies. A Warband leader may ride a bike at +15pts. And take the twin-linked bolters at +5pts. If converting a biker it would be nicer to use a model of a ordinary bike i.e. a miniature motorbike or an ancient model like the original orK bikes or even better the original Squat Choppers
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| HEAVY SUPPORT
Easy, there isn't any really. I suppose you could use looted vehicles like Orks do. I just don't see this kind of force having 'Heavy backup". I am currently experimenting with some artillery similar to orky big guns, I'll have to see how they work out before adding them to this list.
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| PIRATE ARMOURY
Single Handed Weapons Bolt Pistol 4pts, Close Combat Weapon 1pt, Las Pistol 1pt, Plasma Pistol 12pts, Power fist 20pts, Power Weapon 12pts Double Handed Weapons Bolter 4pts, Combi Weapon: Bolter/flamer 10pts, Bolter/G,Launcher 10pts, Las gun 1pt, Shotgun 1pt. Wargear Bionics 8pts, Carapace Armour 5pts, Frag Grenades 1pt, Krak Grenades 2pts, Refractor Field 15pts, Trademark Item 5pts More to come!? Most wargear here is detailed in the Imperial Guard Codex
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