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=HQ=
Captain
Colonel
=Elites=
Scouts
Special Forces
Here's my own little house rules codex for an IG army using modern force organization
and weaponry.
I'd like input on it, ways to make it more balanced or practical. I have tried to keep the
weaponry generic, ie 'Heavy Machine Gun' is the equivalent of a Browning M2 .50 cal,
but could be used as any sort of similiar weapon from another army.
I have tried to apply table top rules to each unit or vehicle in question but have not done a
1 for 1 swap of equivelent units in 40k. An example is the M1 tank, it's like a Russ but in
my opinion faster and on some ways hardier and has no sponsons.
Also due the the flexibility of modern weapons, many of them will have multiple stat
lines.
Some things, like Dragon Skin armor or the AA12 shotgun are not fully realized at the
date of this post. Stats for such prototype weapons and armor represent them in their
completed stage and at full manufacture.
=HQ=
Captain
Colonel
=Elites=
Scouts
Special Forces
=Troops=
Infantry Platoon
Infantry Platoons for the core of the army.
Unit Composition:
1 - 3 infantry squads + support weapons
9 + 1 Sergeant
Wargear:
Assault Rifle & Close Combat Weapon
Frag Grenades
Dragon Skin armor
Officer is armed with a Carbine
Character
A 2nd Lieutenant may be added to the unit for X points.
Options:
Each squad may add the following weapons for the approriate points value:
1 Medium Machinegun for X points
1 Light Machinegun for X points
If the squad does not add a medium Machinegun they may add a second light
Machinegun
Any model may exchange their Assault Rifle for an AA12 with 00 Buckshot for X points
Any model may exhange their Assault Rifle for an AA12 with Frag-12 rounds for X
points
One model may be upgraded to carry a single shot Anti Tank rocket for X points.
Mechanized Infantry
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
Ld: 7
Sv: 4+
Unit Composition:
10 Troopers + Armored Transport
or
6 Troopers + Armed Armored Fighting Vehicle
Wargear
The whole squad may be armed with:
Assault Rifles
Carbines
AA12 Shotguns with 00 Buckshot or
AA12 Shotguns with Frag-12 Rounds for +X points per model
In addition, each model carries a Close Combat Weapon and Frag Grenades
Options
One model may be armed with a Light Machinegun for X points
or a Medium Machinegun for X points
Transport
Armed Armored Fighting Vehicle
Front: 11 Side: 11 Rear: 10 BS: 4
Fire Points: 4 side, 2 rear
Weapons
25mm Cannon
Co-Axle Medium Machinegun
2 single shot wire guided missiles
Armored Transport
Front: 11 Side: 11 Rear: 10 BS: 4
Weapons
May be upgraded with a single:
Light Machinegun
Medium Machinegun
Heavy Machineguns
Grenade Machinegun
(for X points)
Light Infantry
=Fast Attack=
Paratroopers
Gunship
=Heavy Support=
Howizter Battery
Armory
Flak Armor
Light Body armor thay provides a 5+ armor save.
Assault Rifle
Range: 24" Strength: 3 Ap:6 Type: Rapid
Carbine
Range: 18" Strength: 3 Ap:6 Type:Assault2, Close Combat
Submachinegun
Range: 12" Strength: 3 Ap:- Type: Assault3, Close Combat
Pistol
Range: 12" Strength: 3 Ap:- Type: Pistol, Close Combat
120mm Cannon
Sabot Round
Range: 60" Strength: 8 Ap:1 Type: Heavy 1 (2D6 pick highest for Armor Pen.)
25mm Cannon
Depleted Uranium Penetrator
Range: 48" Strength: 7 Ap:4 Type: Heavy2
High Explosive
Range: 48" Strength: 5 Ap:5 Type: Heavy2, Blast
Anti Personell
*See Castellan Mine Field in Codex: Space Marines
Frag-12 Rounds
Range: 24" Strength: 4 Ap:5 Type: Rapid
Sniper Rifle
Range: 48" Strength: 6 Ap:3 Type: Heavy1
*Ranged weapons with the 'Close Combat' special rule may be used to make attacks
during assaults up to the number of attacks in their profile.
Vehicles
Main Battle Tank
Front: 14 Side: 12 Rear: 10 BS: 4
Armored Transport
Front: 11 Side: 11 Rear: 10 BS: 4
Unarmored Transport
Front: 10 Side: 10 Rear: 10 BS: 4 Open Topped
Howitzer
Front: 10 Side: 10 Rear: 10 BS: 4 Open Topped