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.

Note that models with the Armies of the Imperium Faction may start the game embarked upon a model with the Imperial Navy faction.

Forces of the Imperial Navy

Fast Attack

Arvus Lighter

BS FA SA RA HP Unit Type Composition
Arvus Lighter 30 pts 1 10 10 10 3 Vehicle (Flyer, Transport, Hover) 1 Arvus Lighter

Transport:

  • Transport Capacity: Twelve models.
  • Fire Points: None.
  • Access Points: One rear door.

Options:

  • May replace long-barrelled autocannon with one of the following:
- Two hellstrike missiles - 0 pts
- Two tactical krak bombs and the Strafing Run special rule - 0 pts
  • May replace heavy bolter with one of the following:
- Two twin-linked heavy stubbers - 10 pts
- Twin-linked multi-laser - 10 pts
- Two hellstrike missiles - 10 pts
- Twin-linked autocannon - 15 pts
  • May take any of the following:
- Extra armour - 5 pts
- Illum flares - 15 pts
- Searchlight - 1 pt

Aquila Lander

BS FA SA RA HP Unit Type Composition
Aquila Lander 60 pts 3 11 11 10 3 Vehicle (Flyer, Transport, Hover) 1 Lightning

Wargear:

  • Heavy bolter

Special Rules

  • Supersonic

Options:

  • May replace long-barrelled autocannon with one of the following:
- Two hellstrike missiles - 0 pts
- Two tactical krak bombs and the Strafing Run special rule - 0 pts
  • May replace heavy bolter with one of the following:
- Multi-laser - 15 pts
- Autocannon - 25 pts
  • May take any of the following:
- Illum flares - 25 pts
- Renowned paint scheme - 10 pts

Avenger Strike Fighter

BS FA SA RA HP Unit Type Composition
Avenger Strike Fighter 145 pts 3 12 11 10 3 Vehicle (Flyer) 1 Avenger Strike Fighter

Wargear:

  • Avenger bolt cannon
  • Two lascannons
  • Extra armour
  • AA heavy stubber

Special Rules:

  • Strafing Run
  • Supersonic

Options:

  • May take one of the following:
- Four hellstrike missiles - 40 pts
- Four hellfury missiles - 40 pts
- Six tactical krak bombs - 25 pts
- Four skystrike missiles - 40 pts
- Two multi-lasers - 25 pts
- Two missile launchers with 1/2 ammunition types - 30/35 pts
- Two autocannons - 30 pts
  • May take any of the following:
- Infra red targeting - 10 pt
- Illum flares - 25 pts
- Renowned paint scheme - 25 pts

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
- Four hellfury missiles - 40 pts
- Six tactical krak bombs - 25 pts
- Four skystrike missiles - 40 pts
  • May take any of the following:
- Flare launchers - 5 pts
- Infra red targeting - 10 pt
- Illum flares - 25 pts
- Renowned paint scheme - 15 pts

Lightning

BS FA SA RA HP Unit Type Composition
Lightning 80 pts 3 10 10 10 2 Vehicle (Flyer) 1 Lightning

Wargear:

  • Long-barrelled autocannon
  • Twin-linked lascannon

Special Rules

  • Supersonic
  • Skilled Rider

Options:

  • May replace long-barrelled autocannon with one of the following:
- Two hellstrike missiles - 0 pts
- Two tactical krak bombs and the Strafing Run special rule - 0 pts
  • May take one of the following:
- Four hellstrike missiles - 40 pts
- Four hellfury missiles - 40 pts
- Six tactical krak bombs - 25 pts
- Four skystrike missiles - 40 pts
  • May take any of the following:
- Flare launchers - 5 pts
- Infra red targeting - 10 pt
- Illum flares - 25 pts
- Renowned paint scheme - 15 pts

Vulture Gunship

BS FA SA RA HP Unit Type Composition
Vulture Gunship 145 pts 3 12 12 10 3 Vehicle (Flyer, Hover) 1 Vulture Gunship

Wargear:

  • Heavy bolter
  • Twin-linked multi-laser
  • Two hellstrike missiles
  • Searchlight
  • Extra armour

Special Rules

  • Vector Dancer
  • Strafing Run

Options:

  • May replace twin-linked multi laser with one of the following:
- Twin-linked autocannon - 0 pts
- Twin-linked missile launcher with 1/2 ammunition types - 7/10 pts
- Twin-linked lascannon - 15 pts
- Twin-linked multiple rocket pod - 20 pts
  • May replace two hellstrike missiles with one of the following:
- Four hellfury missiles - 40 pts
- Six tactical krak bombs - 25 pts
- Six hunter-killer missiles - 25 pts
- Two multiple rocket pods
  • May replace twin-linked multi-laser and two hellstrike missiles with a punisher gatling cannon - 10 pts
  • May take any of the following:
- Flare launchers - 5 pts
- Infra red targeting - 10 pt
- Illum flares - 25 pts
- Renowned paint scheme - 15 pts

Valkyrie Sky Talon

BS FA SA RA HP Unit Type Composition
Valkyrie Sky Talon 120 pts 3 12 12 10 3 Vehicle (Flyer, Hover, Transport) 1 Valkyrie Sky Talon

Wargear:

  • Heavy bolter
  • Two hellstrike missiles
  • Searchlight
  • Extra armour

Transport:

  • Transport Capacity: A single Taurus, Taurus Venator or up to two Walkers with the Imperial Guard faction. If this vehicle is wrecked or suffers a Crash and Burn! result while Zooming, the embarked vehicles suffers a Strength 10 hit on their rear armour; if this model is Hovering, the hit is Strength 4 instead.
  • Fire Points: None.
  • Access Points: This model's entire base is an Access Point.

Special Rules

  • Vector Dancer

Options:

  • May replace two hellstrike missiles with a twin-linked multiple rocket pod - 20 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:
- Flare launchers - 10 pts
- Infra red targeting - 10 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:
- Flare launchers - 10 pts
- Infra red targeting - 10 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).

Long-barrelled

A weapon with long-barrelled in its name increases its range by 24".

Wargear of the Imperial Navy

Ranged Weapons

Autocannon

Range S AP Type
48" 7 4 Heavy 2

Bomb Weapons

Range S AP Type
Tactical krak bomb - 6 4 Bomb 1, Blast
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
Skystrike missile 72" 8 2 Primary Weapon 1, Heat Seeker, Skyfire, One use only
Hellstrike missile 72" 8 2 Primary Weapon 1, One use only
Hellfury missile 72" 4 5 Heavy 1, Large Blast, Soul Blaze, One use only
Hunter-Killer missile Infinite 8 2 Heavy 1, Twin-linked

Heat Seeker: A weapon with this special rule has the Twin-linked special rule when fired at a Flyer.

Lascannon

Range S AP Type
48" 9 2 Heavy 1

Vehicle Wargear

Flare Launchers

Once per game, instead of using its Jink special rule, a unit composed entirely of models armed wtih flare launchers may use them. During a turn in which a unit uses its flare launchers it has a 4+ invulnerable save against weapons listed under the missile weapons category in the relevant codex.

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. While shooting at Flyers, Fast Skimmers or Flying Monstrous Creatures, the model rerolls To Hit rolls of 1.