Codex - Aeronautica Imperialis Angry Initiative Edition

From 2d4chan
Revision as of 11:01, 21 January 2017 by 1d4chan>Angry Pirate
Jump to navigation Jump to search

INTRODUCTION

Supplement your army of the Imperium with the flyers of the Aeronautica Imperialis. Dominate the skies Aeronautica Imperialis Warlord!

DISCLAIMER

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.

THE ANGRY INITIATIVE

The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love, and punishing people as little as possible for making the "wrong" modelling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play.

BALANCING

The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which one taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos.

Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti armour units should counter heavy armoured anti armour units and medium armoured anti armour units) and get countered by all the things they should be countered by (light armoured anti armour units should get countered by light armoured anti light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calcuations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competetive players in 40k at the moment.

The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.

ABOUT

This codex was made by the 1d4chan community, and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex' webpage on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5", the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the fill with colour tool on the background. After some final minor revisions, the Word document was saved as a PDF.

FEEDBACK

Battle reports can be posted and read here. General feedback of the Angry Codices can be made here. Feedback on this codex can be made here. If you find grammar or spelling mistakes you can fix them yourself [[1]], if you are unsure of whether or not something is clear or right you can bring it up here.

CHANGES

A comprehensive changelist is being made here: (It's not actually being made at this moment)

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

APPENDIX

LEVELS OF ALLIANCE

Models with the Aeronautica Imperialis faction may be included in Detachments and Formations of the following armies: Adepta Sororitas, Adeptus Mechanicus, Grey Knights, Imperial Guard, Inquisition, Legion of the Damned, Officio Assasinorum, Space Marines, Space Wolves. When included in a Detachment or Formation of one of these armies models with the Aeronautica Imperialis faction change their faction to that of the other models in the Detachment or Formation they are included in.

If their faction is changed following the rule outlined above, Aeronautica Imperialis models use the Levels of Alliance of the faction they are changed into. Models with the Aeronautica Imperialis Faction have the following levels of alliance with other units from different Factions in the same army:

Battle Brothers: Adepta Sororitas, Adeptus Mechanicus, Grey Knights, Imperial Guard, Inquisition, Legion of the Damned, Officio Assasinorum, Space Marines, Space Wolves.

Allies of Convenience: None.

Desperate Allies: Craftworld Eldar, Eldar Corsairs, Eldar Exodites, Harlequins, Orks, Tau Empire.

Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Dark Eldar, Genestealer Cults, Mutants and Heretics, Necrons, Tyranids.

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 AERONAUTICA IMPERIALIS

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 LAUNCHER

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 PAINT SCHEME

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.