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Range Strength AP Type

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the roll of a 2-6 the fire has burned away and is no longer in effect.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

Grants a 6+ save to any model wearing it.


The second is to convert local PDF, Imperial Army or
The Insurgency Army Special Rules
private forces to your cause. These units are all from
Codex: Imperial Guard and are limited in the number
Army Wide Special Rules
you can use. There is also a larger Manpower Point cost
Bandito: Being flashy is a trait of many insurgents and
to be paid for these units. The list of troops that may be
those who want to gain support and popularity. The
purchased from the Imperial Guard army list are as
idea of waving two pistols around is an appeal to many
follows:
insurgents because of this.
# Allowed Unit Name Cost
2 Infantry Platoon(s) 2 MPP
Any model with this special rule may count it's two
2 Chimera Transport(s) 2 MPP
pistols of the same type as twin-linked when shooting.
1 Hellhound 3 MPP
OR Banewolf 3 MPP
Breakdown (Vehicles Only): Maintenance is not always
OR Devildog 3 MPP
an important part of an insurgency and because of this
1 Basilisk 3 MPP
the vehicles being utilized often have small mechanical
OR Griffon 3 MPP
problems.
1 Leman Russ 4 MPP
OR LR Demolisher 4 MPP
Any vehicle(from either Codex: Insurgency or Codex:
OR LR Exterminator 4 MPP
Imperial Guard)must roll a dice at the start of the move
phase. If a 1 is rolled then the vehicle can only move or
On My Own: At time groups of people with similar
shoot that turn.
skills may be present in a rebellion. While they may be
effective together they are even more potent when
Low Ammo: Rebellions are often poorly supplied for
deployed as single units or even single men.
long term engagements. Because of this ammo
shortages are a common problem among many events.
A unit with this rule must deploy each unit purchased
for the same FOC space as individual units and are
Anytime a unit with this rule wishes to shoot it must
counted as their own unit for Kill Points and other
roll a D6. On the roll of a 1 the unit is low on ammo. If
scenario rules.
low on ammo the unit may not shoot at a unit outside
of 12” for this turn.
Insurgent Training________________________________
Some members of the rebellion may have unique skills
Manpower Points: It is not only angry citizens and
they bring to the war. These units are represented by
outcasts that flock to an insurgency when times of crisis
the Insurgent special rule and the Insurgent Training
arise. Sometimes the army themselves will find its ranks
option in their unit entry. A unit with these options may
split as parts move to join the rebellion.
for the cost listed obtain these skills for the battle.

Manpower Points are a special set of bonus points


Each skill may only be chosen once by a unit can in
generated by some units in this codex. If the unit has
some cases change several options from what is listed in
this rule then a number in brackets will appear. This is
the units entry.
the number of Manpower Points the unit provides. In
some cases there may be a required number of models
The trainings available are:
in the unit to be able to generate these points.

Armoured: The squad has access to better armour than


In order to spend Manpower Points you must calculate
usual. The unit is now equipped with Reinforced
your total. Once done you have two options.
Improvised Armour.
The first option is the use of 1 Manpower Point to
Covert: These operatives are used to sneak into enemy
remove the Low Ammo OR Breakdown special rule
positions and cause havoc. The unit gains the Stealth
from an effected unit. This can be done on any unit that
USR and in addition may only be targeted via the Night
has one of these rules for a Manpower Point each.
Fight rules.
Guerillas: These are the masters of ambush and
withdrawal. The unit gains the Hit and Run and the
Fleet USRs.

Marksmen: This group has been trained to shoot


sharper and without pause. The unit gains +1 to their BS
skill.
Noble: While while not noble in the common sense
these men and women are ready to die for their cause
and spring forward to meet death head on. The unit
gains the Counter Attack USR and is Fearless.

Recon: The squad is sent forward to scout enemy


movements. The unit gains the Infiltrate USR.
*May only be taken if squad is without a transport and
number 10 or less models*

Support: These squads are used to provide covering


fire to their allies. Instead of taking the listed special
weapons within the squad, they may instead upgrade
to have 2 Heavy Weapon Teams(see Codex: Imperial
Guard) with Heavy 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*
Psyker Abilities Pyre: A great rolling ball of Warp fire is created and
Cascade: The Psyker wills up a large amount of energy rolls below the enemies of the psyker before exploding
and hurls it at the enemy. As it approaches it breaks into with great force.
smaller attacks and hits multiple times.
This power is used and counts as a shooting attack with
This power is used and counts as a shooting attack with the following profile
the following profile Range Strength AP Type
Range Strength AP Type 24” 5 4 Heavy 1
18” 4 - Assault D6 Large Blast
Blast
Pysk Bubble: A large field of pure warp energy is
Dissolve: The Psyker forces a warp creature to rend and created around the psyker as he swathes himself in its
tear at its enemy. protective power.

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+)

Puppet Master: Unhinging the minds of lesser foes is


something psykers love. Using those under their control
to attack their own allies is even better.

This power is used in the shooting phase and counts as


a shooting attack, if successful one enemy unit within
12” of the psyker becomes his puppets. The psyker may
now have that unit shoot at any other unit on the board
following normal weapon restrictions. This power has
no effect on vehicles other than walkers.
HQ HQ
0 – 1 Command Cell Cadre……..……………......80 Points

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)

Cell Assassin............................................................60 Points

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!

Insurgent Commandos…………….....………….80 Points

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

Outriders……………..………………….….20 Points Each

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

Thummper Battery..................................................90 Points

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

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

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

Special Rules:
 Mine!

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