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Weapons and Equipment Found in The Codex Have Rules Here.
Weapons and Equipment Found in The Codex Have Rules Here.
Wargear 8” 3 - Assault
Weapons and equipment found in the codex have rules here. While
One use only
not all weapon stats will be listed due to them being in the parent
and required Codex: Imperial Guard. Anything unique to the Unwieldy
Insurgents will be found here with full details and rules. Slow Burn**
*When throwing a Fire Bomb roll to hit as normal. On the roll of a 1
the Fire Bomb has gone off in the squad attempting to throw it,
Weapons
resolve all damage against that squad. If a proper hit is rolled then it
Acid Sling: A small chemical weapon often used to
has gone off against the intended target and all damage will be
breakdown waste and materials in various factories resolved against that unit. When a **Fire Bomb s cause damage in a
across the Imperium. Not a weapon directly but when unique way. Once a unit is hit every model in that unit takes a hit
sprayed it can eat through even the thickest armour in automatically. Once all damage is resolved place a marker on that
seconds. unit. On the start of each players turn before movement roll a D6 for
Range Strength AP Type all markers. On the roll of a 1 the fire continues to burn and the
12” 2 2 Assault 2 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the roll of a 2-6 the fire has burned away and is no longer in effect.
Autocannon: See Codex: Imperial Guard.
Flamer: See Codex: Imperial Guard.
Autogun: The Lasgun is the most used and widely
created gun in the Imperium, however, not all worlds Grenade Launcher: See Codex: Imperial Guard.
have access to them. On these worlds the standard slug
shooting rifle is still used. *Use stats for the Lasgun, see Heavy Close Combat Weapon: Not fancy or elegant
Codex: Imperial Guard* these weapons are still dangerous. Wielded often
without skill or concern weapons like sledges, industrial
Autopistol: Much like the Autogun, the Autopistol is a cutters and steel pipes are capable of killing off the
solid slug handgun favoured on worlds where Las toughest of enemies. These weapons give the bearer +2
technology is not available or to costly.*Use stats for the strength in Close Combat, but may never be combined
Laspistol, see Codex: Imperial Guard* with another weapon to gain +1 attack.
Demolition Charge: See Codex: Imperial Guard. Heavy Flamer: See Codex: Imperial Guard.
Explosive Charge: Crude and often poorly built is not a Heavy Stubber: See Codex: Imperial Guard.
downside to explosives. In fact the amount of readily
made explosives in the Imperium is infinite. It is no Improvised Explosive Mine: A simple but powerful
wonder such devices find there ways into the hands of explosive often hidden in brush and debris to slow
any who seek them. down and kill advancing forces. Due to the simplicity of
Range Strength AP Type the design however there is no trigger system and they
Self 6 3 Blast will go off whenever anyone, friend or foe, gets to close.
One use only Range Strength AP Type
Suicide* NA 5 1 Stationary
*When using an Explosive charge place the center of the small blast Melta
marker directly over the model equipped. Any model touched by the
marker is automatically hit at full strength, roll to wound as normal. Lascannon: See Codex: Imperial Guard.
On a vehicle it causes an automatic glancing hit. Remove the model
equipped with the charge after all damage has been worked out. Laslock: A poorly built Las weapon of unstable power.
Often created by poor armies these weapons lack the
Fire Bomb: Molotov's, gas cans and just chemical fire finesse of a proper Las weapon and stability. Blowing
are all used to make crude fire bombs the masses up in the users face is common of these weapons.
employ to wage their wars. In battle these are tossed Range Strength AP Type
with little regard for safety causing a continuous burn 18” 3 5 Rapid Fire
on its victims(many times the thrower themselves) Gets Hot!
Modified Sniper Rifle: Tampering with the sacred Range Strength AP Type
technology is against the rules for Imperial subjects, 36” * 4 Heavy 2
however insurgents have little regards for the rules. Blast
These weapons are often equipped with special ammo Barrage
or attachments that make them unique to each sniper. *The strength of a Thummper MKII varies depending on what is
Range Strength AP Type being fired. As such roll 2D6-2 to determine the strength each turn.
24” X 6 Heavy 1, If the strength is 1 or lower the weapon jams and is not able to be
fired this turn.
Sniper
Plasma Cutter: A weapon used to cut through the
Wave Cannon: A light version of the Multi-Melta this
materials used to create battle tanks and armoured
weapon started life as a industrial tool. Nowadays
creations. While hardly a weapon of design it is still a
though it is a common weapon used on hive worlds to
useful tool in the hands of an Insurgent.
send waves of super heated air at the enemy.
Range Strength AP Type
The Plasma cutter may be used in one of two ways, the
18” 5 3 Heavy 1
first is as a weapon with the following profile.
Melta
Range Strength AP Type
Weeping Blade: This blade is of the finest quality and
6” 6 3 Pistol
dipped in the most lethal poisons the insurgents have at
Gets Hot!
hand. Any wounds caused by a Weeping Blade count as
The second is to use it in Close Combat. If used in Close
poisoned and auto wound anything with a toughness
Combat then the model counts as being armed with a
value on a 3+.
Power Weapon. However on any roll of a 1 to hit during
a combat the user suffers a Gets Hot! Result exactly as if
it had been fired. Vehicle Armoury
Boosters: Sometimes Insurgents equip propulsion
Portable Rocket Launcher(PRL): A small tube that boosters to their vehicles to get them out of harms way
delivers packed charges at a distance. While unwieldy fast.
and not overly reliable, the cheapness are quick creation
makes them a favoured weapon among the masses of Any vehicle with this upgrade may, any turn roll 2D6
insurgents and traitors alike. and move that many inches instead of moving normally
Range Strength AP Type this counts as having moved at Combat Speed no
30” 7 4 Heavy 1 matter how far moved. However this has risks, should
the vehicle roll double 1’s it has back-fired and is now
Shotgun: See Codex: Imperial Guard. immobilized for the rest of the game.
Enclosed Crew Compartment: See Codex: Imperial
Thummper: A mortar for all intents and purposes. Guard.
However instead of a specialized shell being fired these
weapons are used to fire anything the user has at hand. Extra Armour: See Codex: Imperial Guard.
Range Strength AP Type
36” * 5 Heavy 1 Riding Shotgun: While not literally riding shotgun, the
Blast shotgun is a common weapon quickly added to vehicles
Barrage used in an Insurgent attack.
*The strength of a Thummper varies depending on what is being
fired. As such roll 2D6-3 to determine the strength each turn. If the The vehicle has a hull mounted Shotgun that may be
strength is 1 or lower the weapon jams and is not able to be fired this fired by a passenger at his/her BS.
turn.
Self-Destruct: A favourite among those with reckless
Thummper MKII: A type of siege weapon based of the streaks or with those willing to sacrifice anything to win
design of the Thummper. Unable to manufacture and the day. Random explosives are attached to the vehicle
maintain large amounts of shells, this weapon is used to in hopes of taking as many enemies down with it.
fire any type of explosive the insurgents have.
At any point in the movement phase the controlling Reinforced Improvised Armour: More elaborate and
player may opt to self destruct his vehicle(s). The sturdy, this armour is able to ignore many types of
vehicle suffers a Vehicle Explodes result immediately. small arms fire.
Instead of strength 3 however all models(friend and
foe)within the determined range suffer a Strength 5 hit, Grants a 4+ save to any model wearing it.
armour saves may be taken as normal. Due to the
explosives attached all hits against the vehicle gain +1 Other Equipment
on the damage chart. Communication Relay: A device allowing the insurgents
to track enemy communications and provide false
Smoke Launchers: See Codex: Imperial Guard. information, often slowing down enemy reinforcements
where they are needed most.
Trained Crew: Training is something many people in a
rebellion lack. The most trained men and women will beIf a model with a Communications Relay is on the
drafted into fighting units leaving only those without board then all enemy reserves rolls suffer a -1 on their
skill to drive and fire the vehicles of the army. reserve roll.
Sometimes however these people find themselves
surviving long enough to become veteran crews. Insurgent Colours: Taking the form of a banner, icon or
other carried item the insurgents are empowered when
Any vehicle with this upgrade has a BS of 3. they see it.
Stubb Cannon: A special cannon created by insurgents All models able to draw LoS to a model carrying the
to cause as much damage as possible. Firing two types Insurgent Colours counts as scoring 1 extra wound
of explosive canisters the cannon is able to damage when calculating close combat results and in addition
large areas quickly. may re-roll all failed Morale and Pinning Tests.
When firing a Stubb Cannon you may choose which Local Intel Maps: Maps of the local battlefield are a
type of shot to fire each turn. prize to any military force. With home field advantage
Shrapnel: many insurgents are able to have working knowledge of
Range Strength AP Type these advantages and maps providing great tactical
48” 5 4 Heavy 1 workings.
Large Blast
High Yield: If a model with a set of Local Intel Maps is on the board
Range Strength AP Type then all friendly reserves gain a +1 to their reserve roll.
48” 7 3 Heavy 1
Blast Lucky Charm: Normally an iconic piece of equipment
Armour or kit these charms seem to radiate some sort of aura
that protect its owner.
Heavy Plate Armour: Poorly built armour meant only
for durability and survival. Any model equipped with a Lucky Charm has a 6+
Invulnerable Save.
Grants a 3+ save and the Slow and Purposeful USR to
any model wearing it. A model may not ever Run or Twilight Cloak: Believed to be blessed by eternal
preform a Sweeping Advance while wearing Heavy darkness and stealth these cloaks are rare treasures for
Plate Armour. members of a cells brotherhood of assassins.
Improvised Armour: Simple and easy to create this Any model equipped with a Twilight Cloak has a
armour is literally anything the insurgents could get permanent 3+ Cover Save. This cannot be increased in
their hands on. anyway.
This Power is used and counts as a shooting attack with This power is used in your movement phase and last
the following profile until the end of your opponents next assault phase.
Range Strength AP Type When active the psyker and any unit he is attached to
36” 8 2 Heavy 1 have a 4+ Invulnerable Save.
Leaping Shadows: The Psyker uses his will to create Warp Point: The psyker reaches out and has the warp
elaborate and eerie shadows that plague his enemies grab a unit of allies and hurl them onto another point of
causing them to panic. the battlefield....not always a welcome move for those
chosen.
This power is used in the shooting phase and forces an
enemy unit that the psyker has LoS to, to make a LD This power is used in your movement phase. The
test on 3D6, removing the lowest dice rolled. If the test
psyker selects one friendly unit within 18” of
is failed the unit begins to fall back towards the nearest
himself(cannot be the unit he is attached to), once
table edge immediately. selected the unit is immediately replaced anywhere on
the board via the Deep Strike rule(scatter as normal).
Ooze: A foul cloud of pure warp energy is excreted However not all people are willing to be a psykers play
from the psykers hands and slowly spreads towards the toy and when the unit is moved it must roll a Ld test. If
enemy. failed the unit suffers D3 wounds(no saves of any kind
allowed)as members are lost in the warp from the
This Power is used and counts as a shooting attack with struggle to be free of the psykers hold.
the following profile
Range Strength AP Type
Template 1 D6 Assault 1
Poison(4+)
WS BS S T W I A Ld Sv Options:
Command 4 3 3 3 1 3 2 9 6+ Any Command Operative may exchange his
Operative Autopistol and/or Close Combat Weapon for:
- Autopistol...............................................................1 Point
Composition: - Heavy Close Combat Weapon...........................5 Points
10 Command Operatives - Plasma Cutter.....................................................15 Points
Any Command Operative may exchange his
Unit Type: Autogun with a Shotgun...........................................Free
Infantry Up to three Command Operatives may exchange
their Autoguns with:
Wargear: - Flamer....................................................................5 Points
Autogun - Fire Bomb..............................................................5 Points
Autopistol - Grenade Launcher................................................5 Points
Close Combat Weapon - Acid Sling............................................................10 Points
Improvised Armour - PRL.......................................................................10 Points
Any remaining Command Operative may take a
Special Rules: single option below(one of each maximum)
Manpower Points (+2) - Communication Relay.......................................30 Points
Low Ammo - Local Intel Maps.................................................30 Points
Bandito - Insurgent Colours..............................................15 Points
Central Power The squad may choose a single Insurgent Training
For The Cause! for free and may purchase up to two more for 25
points each
Agitator…………......………………….………….12 Points
WS BS S T W I A Ld Sv Options:
Agitator 4 3 3 3 1 3 2 7 6+ Any Agitator may exchange his Autopistol and/or
Close Combat Weapon for:
Composition: - Autopistol...............................................................1 Point
1 – 6 Agitators - Heavy Close Combat Weapon...........................5 Points
- Plasma Cutter.....................................................15 Points
Unit Type: Any Agitator may exchange his Autogun with a
Infantry Shotgun........................................................................Free
Any Agitator may exchange his Improvised Armour
Wargear: with Heavy Plate Armour...................................8 Points
Autogun Any Agitator may purchase a Lucky
Autopistol Charm..................................................................10 Points
Close Combat Weapon
Improvised Armour
Special Rules:
Independent Character
Manpower Points (+1 IF 4 or more Agitators are
taken)
Low Ammo
Bandito
One of the Men
Icon
HQ HQ
Unsanctioned Psyker…………......……......…….55 Points
WS BS S T W I A Ld Sv Options:
Psyker 2 2 3 3 2 3 2 7 6+ An Unsanctioned Pysker may upgrade to an Alpha
Alpha Psyker 2 3 3 3 3 3 2 8 6+ Psyker for +30 Points.
A Psyker may exchange his Close Combat Weapon
Composition: with a:
1 Psyker Force Weapon ....................................................20 Points
A Psyker may exchange his Improvised Armour with
Unit Type: Heavy Plate Armour..........................................10 Points
Infantry
Psychic Powers:
May pick two if an Unsanctioned Psyker and
Wargear:
five if an Alpha Psyker
Autopistol
• Cascade
Close Combat Weapon
• Dissolve
Improvised Armour
• Leaping Shadows
• Puppet Master
Special Rules:
• Pyre
Independent Character
• Warp Point
Psyker
Unstable(Alpha Psyker Only)
WS BS S T W I A Ld Sv Options:
Assassin 4 3 3 3 2 4 2 6 - An Assassin may upgrade to a Master Assassin for
Master Assassin 5 3 3 3 3 5 3 8 - +30 Points.
Composition:
1 Assassin
Unit Type:
Infantry
Wargear:
Two Weeping Blades
Twilight Cloak
Special Rules:
Counter Attack
Hidden
Fury(Master Assassin Only)
ELITE ELITE
Sniper Cell…………………........…………30 Points Each
WS BS S T W I A Ld Sv Options:
Sniper 2 4 3 3 2 3 1 6 6+ Any Sniper may purchase one ammo upgrade:
- Shredder Rounds.................................................5 Points
Composition: - Poisoned Rounds...............................................10 Points
1 - 3 Snipers - Explosive Rounds..............................................10 Points
- Phase Rounds.....................................................15 Points
Unit Type:
Infantry
Wargear:
Modified Sniper Rifle
Autopistol
Improvised Armour
Special Rules:
Stealth
Infiltrate
On My Own
I See You!
WS BS S T W I A Ld Sv Options:
Commando 4 3 3 3 1 3 1 6 6+ May have up to ten
- additional Commandos.............................8 Points Each
Composition: Any Commando may exchange his Autogun with a
10 Commandos Shotgun........................................................................Free
Up to three Commandos may exchange their
Unit Type: Autogun with:
Infantry - Flamer....................................................................5 Points
- Grenade Launcher...............................................5 Points
Wargear: - Acid Sling............................................................10 Points
Autogun - Demo Charge......................................................20 Points
Autopistol The squad may choose a single Insurgent Training
Improvised Armour for free and may purchase up to one more for 25
points.
Special Rules:
Manpower Points (+1, +2 IF 15 or more Commandos
are taken)
Insurgent
Low Ammo
ELITE ELITE
Brutes........................................................................75 Points
WS BS S T W I A Ld Sv Options:
Brute 3 2 4 4 2 1 3 5 6+ May have up to seven
- additional Brutes......................................25 Points Each
Composition: The entire squad may take Heavy Plate Armour for
3 Brutes 10 Points Per Model.
Unit Type:
Infantry
Wargear:
Heavy Close Combat Weapon
Improvised Armour
Special Rules:
Drugged
Stupid
Inmates…….............................................................60 Points
WS BS S T W I A Ld Sv Options:
Inmate 3 3 3 3 1 4 1 7 - May have up to fifteen
- additional Inmates.....................................6 Points Each
Composition:
10 Inmates
Unit Type:
Infantry
Wargear:
See Special Rules
Special Rules:
Stubborn
Jack of all Trades
Lawless
TROOPS TROOPS
Insurgent Operatives………………….…….....…50 Points
WS BS S T W I A Ld Sv Options:
Insurgent 3 2 3 3 1 3 1 5 6 May have up to ten
- additional Insurgents.................................5 Points Each
Composition: Up to two Insurgents may exchange their Autogun
10 Insurgent Operatives 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
Autogun for 25 points.
Improvised Armour
Special Rules:
Manpower Points(+1)
Insurgent
Low Ammo
0 – 1 Mutants…………………….....….....……….80 Points
WS BS S T W I A Ld Sv Options:
Mutant 2 2 3 4 1 2 1 4 5+ May have up to thirty
- additional Mutants.....................................4 Points Each
Composition: The entire squad may purchase Laslocks for 2 points
20 Mutants per model.
Up to two Mutants in every 10 may take:
Unit Type: - Flamer....................................................................5 Points
Infantry - Fire Bomb..............................................................5 Points
- Heavy Close Combat Weapon...........................5 Points
Wargear: The squad may purchase any number of mutations:
Tools and Debris(Single Hand Weapon) - Thick Skin(3+ Save)............................................50 Points
- Long Legs(+1 Initiative and Move as
Special Rules: Beasts)..................................................................50 Points
Oppressed - Strong(+1 Strength)............................................50 Points
Fodder - Rabid(+1 Attack).................................................50 Points
- Wyrd(5+ Inv Save).............................................50 Points
TROOPS TROOPS
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
Options:
Civilian 1 1 3 3 1 3 1 4 - • None
Martyr 1 1 3 3 1 3 1 4 -
Composition:
45 Civilians
5 Martyrs
Unit Type:
Infantry
Wargear:
Anything and Everything(Two Hand Weapons)
Explosive Charges(Martyrs Only)
Special Rules:
Mob Rules
Martyr(Martyrs Only)
--Dedicated Transports
Technical………….......…………………............…22 Points
BS FA SA RA Options:
Technical 2 10 9 9 Any Technical may exchange its Heavy Stubber with
a
Unit Type: - Twin-Linked Heavy Flamer......................................Free
Vehicle(open-topped) - Twin-Linked Autocannon.................................15 Points
- Twin-Linked Lascannon...................................30 Points
Wargear: Any Technical may take any of the following:
Twin-Linked Heavy Stubber - Boosters...............................................................10 Points
- Extra Armour......................................................10 Points
Transport Capacity: - Riding Shotgun....................................................5 Points
12 Models - Self Destruct........................................................15 Points
- Smoke Launchers.................................................5 Points
- Trained Crew......................................................10 Points
FAST ATTACK FAST ATTACK
Insurgent Response Units……..…………....……80 Points
WS BS S T W I A Ld Sv Options:
Insurgent 3 2 3 3 1 3 1 5 6+ May have an
- additional 12 Insurgents and 1
Composition: Technical..............................................................80 Points
12 Insurgents and 1 Technical OR
- additional 24 Insurgents and 2
Unit Type: Technicals’.........................................................160 Points
Infantry Up to two Insurgents in every unit of 12 may
Vehicle(open-topped) [Technical] exchange their Autogun with:
- Flamer....................................................................5 Points
Wargear: - Grenade Launcher................................................5 Points
Autogun - Acid Sling............................................................10 Points
Improvised Armour - Demo Charge......................................................20 Points
The squad(s) may (each) choose a single Insurgent
Special Rules: Training for 25 points (each).
Manpower Points (+1, +2 IF 3 Squads are taken)
Insurgent
Low Ammo
On My Own
WS BS S T W I A Ld Sv Options:
Outrider 3 3 3 3(4) 2 3 2 5 3+ Any Outrider may exchange its Heavy Stubber with
a:
Composition: - PRL.......................................................................10 Points
1 - 3 Outriders
Unit Type:
Bike
Wargear:
Twin-Linked Heavy Stubber
Special Rules:
Scout
On My Own
FAST ATTACK FAST ATTACK
Pack Animals…......……………………………….40 Points
WS BS S T W I A Ld Sv Options:
Brute 3 0 4 3 1 5 2 5 - May have up to fifteen
- additional Pack Animals...........................8 Points Each
Composition:
5 Pack Animals
Unit Type:
Beasts
Wargear:
Fangs and Claws(Hand Weapon)
Special Rules:
Furious Charge
Skittish
Skythocopter............................................................55 Points
BS FA SA RA Options:
Skythocopter 2 10 10 10 May add a single hull mounted weapon:
- Autocannon........................................................15 Points
Composition: - Lascannon...........................................................30 Points
1 Skythocopter - PRL.......................................................................10 Points
- Wave Cannon.....................................................15 Points
Unit Type:
Vehicle(fast, skimmer)
Wargear:
2 Twin-Linked Heavy Stubbers
Special Rules:
Scout
Forward Observer
HEAVY SUPPORT HEAVY SUPPORT
Insurgent Tank Hunters………….....……………60 Points
WS BS S T W I A L Sv Options:
d May have up to five
Insurgent 3 2 3 3 1 3 1 5 6+
- additional Insurgents...............................12 Points Each
The squad may choose a single Insurgent Training
Composition: for 25 points.
5 Insurgents
Unit Type:
Infantry
Wargear:
PRL
Autopistol
Improvised Armour
Special Rules:
Tank Hunters
Manpower Points (+1)
Insurgent
Low Ammo
WS BS S T W I A L Sv Options:
d
• None
Battery 3 2 3 3 2 3 1 5 6+
Composition:
3 Thummper MKII Batteries
Unit Type:
Artillery
Wargear:
Thummper MKII
HEAVY SUPPORT HEAVY SUPPORT
Modified Technical Squadron…….....……75 Points Each
BS FA SA RA Options:
Modified Technical 2 11 10 9
Any Modified Technical may exchange its Heavy
Stubber with a
Composition:
- Twin-Linked Heavy Flamer......................................Free
1 – 3 Modified Technicals’
- Twin-Linked Autocannon.................................15 Points
- Twin-Linked Lascannon...................................30 Points
Unit Type:
Any Modified Technical may take any of the
Vehicle(open-topped, tank)
following:
- Boosters...............................................................10 Points
Wargear:
- Enclosed Crew Compartment..........................10 Points
Stubb Cannon
- Extra Armour......................................................10 Points
Twin-Linked Heavy Stubber
- Riding Shotgun....................................................5 Points
- Self Destruct........................................................15 Points
Special Rules:
- Smoke Launchers.................................................5 Points
Squadron
- Trained Crew......................................................10 Points
Composition: Options:
May Place up to 3 Mines. • None
Special Rules:
Mine!