Вы находитесь на странице: 1из 7

Codex: Modern Army

=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.

Infantry Platoon, Trooper


WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
Ld: 7 (8 for Leiutenant)
Sv: 4+

Unit Type: Infantry

Unit Composition:
1 - 3 infantry squads + support weapons

9 + 1 Sergeant

For every infantry squad you may attach:


Heavy Weapons squad of
4 + 1 Sergeant

Wargear:
Assault Rifle & Close Combat Weapon
Frag Grenades
Dragon Skin armor
Officer is armed with a Carbine

Heavy Weapons squads are armed with Carbines


Dragon Skin Armor

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.

Each Heavy Weapon squad may add:


Grenade Machinegun for X points
Heavy Machinegun for X points
84mm Recoiless Rifle 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

May be given the following Upgrades:


Extra Armor
Armored Skirts
Smoke Launchers

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)

May be given the following Upgrades:


Extra Armor
Armored Skirts
Smoke Launchers

Light Infantry

=Fast Attack=
Paratroopers

Gunship

=Heavy Support=

Main Battle Tank


Front: 14
Sides: 12
Rear: 10

Type Tank (counts as a fast vehicle for shooting purposes)


Weapons:
120mm Cannon
1 x co-axle medium machinegun
1 x medium machinegun
1 x heavy machinegun

Self Propelled Artillery

Howizter Battery

Armory

'Dragon Skin Body Armor'


Considered 'heavy' body armor it is commonly worn by most types of infantry. Dragon
Skin armor provides a 4+ armor save.

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

Heavy Machine Gun


Range: 48" Strength: 5 Ap: 4 Type: Heavy 2

Medium Machine Gun


Range: 36" Strength: 4 Ap:5 Type: Heavy 3 or Rapid Fire

Light Machine Gun


Range: 24" Strength: 3 Ap:6 Type: Heavy 4 or Rapid Fire

Grenade Machine Gun


Range: 48" Strength: 6 Ap:5 Type: Heavy 2 Blast

Anti Tank Rocket


Range: 36" Strength: 8 Ap:3 Type: Heavy 1

120mm Cannon
Sabot Round
Range: 60" Strength: 8 Ap:1 Type: Heavy 1 (2D6 pick highest for Armor Pen.)

High Explosive Armor Piercing


Range: 60" Strength: 8 Ap:3 Type: Ordenance1, Large Blast
*Note: This item is contested as it doesn't actually exist. Trying to work out something
that gives the army an AP3 punch.

Anti Personell Flechette Round


Range: 24" Strength: 6 Ap:4 Type: Template, No Cover Save

25mm Cannon
Depleted Uranium Penetrator
Range: 48" Strength: 7 Ap:4 Type: Heavy2

High Explosive
Range: 48" Strength: 5 Ap:5 Type: Heavy2, Blast

Wire Guided Missile


Range: 36" Strength: 8 Ap:3 Type: Heavy1, Twin Linked

155mm Artillery Cannon


High Explosive
Range: 72" Strength: 8 Ap:3 Type: Ordenance 1, Large Blast

Anti Personell
*See Castellan Mine Field in Codex: Space Marines

105mm Howitzer Round


Range: 60" Strength: 5 Ap:5 Type: Heavy3, Small Blast

84mm Recoilless Rifle


Range: 30" Strength: 7 Ap:3 Type: Heavy 2

AA12 Shot Gun


00 Buckshot
Range: 24" Strength: 3 Ap:6 Type: Assault 2, Twin Linked, Close Combat

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

Armed Armored Fighting Vehicle


Front: 11 Side: 11 Rear: 10 BS: 4

Unarmored Transport
Front: 10 Side: 10 Rear: 10 BS: 4 Open Topped

Self Propelled Artillery


Front: 12 Side: 11 Rear: 10 BS: 4

Howitzer
Front: 10 Side: 10 Rear: 10 BS: 4 Open Topped

Вам также может понравиться