Codex - Aeronautica Imperialis Angry Initiative Edition

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Introduction

This is an initiative to improve internal and external balancing of codices.

Every Angry Codex should be able to make the game more fun on its own. While ideally two angry codices will face each other, an angry codex should be able to play against both a normal codex and an angry codex.

The two most important rules are that angry codices should be fun to play with, which is obvious, but just as important, it must be fun to play against.

Disclaimer

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. Angry Pirate (talk)

Allies

Units with the Imperial Navy faction are part of the Forces of the Imperium.

Forces of the Imperial Navy

Fast Attack

Thunderbolt Fighter

BS FA SA RA HP Unit Type Composition
Thunderbolt Fighter 150 pts 3 11 11 10 3 Vehicle (Flyer) 1 Thunderbolt Fighters

Wargear:

  • Two twin-linked autocannons
  • Twin-linked lascannon

Special Rules

  • Supersonic
  • It Will Not Die

Options:

  • May take one of the following:
- Four hellstrike missiles - 40 pts
- Six tactical krak bombs - 25 pts
  • May take any of the following:
- Smoke launchers - 5 pts
- Infra red targeting - 1 pt
- Illum flares - 25 pts
- Renowned paint scheme - 15 pts

Lords of War

Marauder Bomber

BS FA SA RA HP Unit Type Composition
Marauder Bomber 400 pts 3 11 11 10 9 Super-heavy Flyer 1 Marauder Bomber


Wargear:

  • Twin-linked lascannon
  • Two twin-linked AA heavy bolters
  • Twelve krakstorm bombs

Special Rules:

  • High Altitude Flyer

Options:

  • May replace twelve krakstorm bombs with two hellstorm bombs - 0 pts
  • May take any of the following:
- Smoke launchers - 10 pts
- Infra red targeting - 1 pt
- Illum flares - 25 pts
- Renowned paint scheme - 25 pts

Marauder Destroyer

BS FA SA RA HP Unit Type Composition
Marauder Destroyer 425 pts 3 11 11 10 9 Super-heavy Flyer 1 Marauder Destroyer


Wargear:

  • Three Twin-linked autocannons
  • Twin-linked AA assault cannon
  • Two twin-linked AA heavy bolters
  • Six krakstorm bombs

Special Rules:

  • High Altitude Flyer
  • Strafing Run

Options:

  • May replace six krakstorm bombs with eight hellstrike missiles - 40 pts
  • May take any of the following:
- Smoke launchers - 10 pts
- Infra red targeting - 1 pt
- Illum flares - 25 pts
- Renowned paint scheme - 25 pts

Detachments and Formations

Formations

Navy Asset

Formation:

  • 1 model with the Imperial Navy faction.

Restrictions:

  • Your Warlord can never be chosen from this Detachment.

Special Rules:

  • None.

Special Rules of the Imperial Navy

AA

A weapon with AA in its name has the Skyfire special rule.

High Altitude Flyer

During any of your Movement phases in which this model is Zooming, you may elect to enter High Altitude or Low Orbit until the Flyer's next movement phase. Doing so causes all weapons fired by this model to have their range reduced by 24" (High Altitude) or 48" (Low Orbit) when shooting at anything but Zooming Flyers or Swooping Flying Monstrous Creatures. All weapons fired at this model, except those fired by Zooming Flyers or Swooping Flying Monstrous Creatures are reduced by 24" when in High Altitude, or 48" when in Low Orbit. In addition any Bombs dropped by this scatter an additional D6" (High Altitude) or 2d6" (Low Orbit).

Wargear of the Imperial Navy

Ranged Weapons

Bomb Weapons

Range S AP Type
Krakstorm bomb - 8 3 Bomb X, Apocalyptic Barrage, Heavy Bombing Run
Hellstorm bomb - 6 4 Bomb 3, Apocalyptic Blast, Soul Blaze

Heavy Bombing Run: You may use any number of krakstorm bombs in any one bombing run, X is equal to the number of bombs used.

Missile Weapons

Range S AP Type
Hellstrike missile 72" 8 2 Primary Weapon 1, One use only

Vehicle Wargear

Illum Flares

Once per game a model armed with illum flares may launch them. Enemy units with the Stealth or Shrouded special rules lose them while within 12" of a vehicle armed with illum flares on the turn the vehicle launches its illum flares.

Renowned

Once per game a friendly unit with line of sight to a vehicle with this upgrade may re-roll a failed leadership test.

Infra Red Targeting

A model armed with infra red targeting has the Night Vision special rule.