Codex - Renegades and Heretics Angry Initiative Edition

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INTRODUCTION

Gather your army of human scum, whether a loyal planetary defense force or a marauding band of Chaos renegades you will find little of value here. Better use these worthless excuses for soldiers for your own purpose rather than having them grow old and die anyways Armies of Humanity 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)

OPTIONS

Note that when an option denotes that all models in a unit may do something, either all models must do it or no models may do it. For example the Dreadnought Squadron datasheet has the following option:

  • All Dreadnoughts in the Squadron may be upgraded to one of the following:
- Ironclad Dreadnoughts...35 pts/model/model
- Venerable Dreadnoughts...25 pts/model/model
You could have a unit where no Dreadnoughts are upgraded to Venerable Dreadnoughts or Ironclad Dreadnoughts, one where all Dreadnoughts are upgraded to Venerable Dreadnoughts, one where all Dreadnoughts are upgraded to Ironclad Dreadnoughts, but not one which contains a regular Dreadnought and a Venerable Dreadnought or one which contains a Venerable Dreadnought and an Ironclad Dreadnought. If the option had stated "to any of the following" instead of "to one of the following", then you could have a mix of Ironclad Dreadnoughts and Venerable Dreadnoughts, but still no mix of regular Dreadnoughts with Ironclad Dreadnoughts or Venerable Dreadnoughts.

ARMY TRAITS

You must select one of the following army traits for each Detachment and Formation including models with the Mutants and Heretics faction.

BLOODHUNGRY WARP CULT

Restrictions:

This Detachment may only include units with the Armies of Humanity faction and may not include units with the Heretical, Followers of Tzeentch, Followers of Nurgle, Followers of Slaanesh or Psyker special rules.

Command Benefits:

  • None.

TWISTED REVOLUTION WARP CULT

Restrictions:

This Detachment may only include units with the Armies of Humanity faction and may not include units with the Followers of Khorne, Followers of Nurgle or Followers of Slaanesh special rules.

Command Benefits:

  • None.

DEATHBRINGER WARP CULT

Restrictions:

This Detachment may only include units with the Armies of Humanity faction and may not include units with the Heretical, Followers of Khorne, Followers of Tzeentch or Followers of Slaanesh special rules.

Command Benefits:

  • None.

PLEASUREHUNTER WARP CULT

Restrictions:

This Detachment may only include units with the Armies of Humanity faction and may not include units with the Heretical, Followers of Khorne, Followers of Tzeentch or Followers of Nurgle special rules.

Command Benefits:

  • None.

HERETEK WARBAND

Restrictions:

This Detachment may only include units with the Armies of Humanity faction and may not include units with the Followers of Khorne, Followers of Tzeentch, Followers of Nurgle, Followers of Slaanesh special rules.

Command Benefits:

  • Armies of the Imperium: Units in this Detachment change their primary faction to Planetary Defence Force and their super faction to Armies of the Imperium.

PLANETARY DEFENSE FORCE

Restrictions:

This Detachment may only include units with the Armies of Humanity faction and may not include units with the Heretical, Followers of Khorne, Followers of Tzeentch, Followers of Nurgle, Followers of Slaanesh, Curse of Mutation, Daemon or Psyker special rules.

Command Benefits:

  • None.

PLANETARY DEFENSE FORCE

Restrictions:

This Detachment may only include units with the Armies of Humanity faction and may not include units with the Heretical, Followers of Khorne, Followers of Tzeentch, Followers of Nurgle, Followers of Slaanesh, Curse of Mutation, Daemon or Psyker special rules.

Command Benefits:

  • Armies of the Imperium: Units in this Detachment change their primary faction to Planetary Defence Force and their super faction to Armies of the Imperium.

Special Rules

HeretiCal

This special rule exists purely to facilitate Detachment restrictions.

Followers of Khorne

This special rule exists purely to facilitate Detachment restrictions.

Followers of Tzeentch

This special rule exists purely to facilitate Detachment restrictions.

Followers of Nurgle

This special rule exists purely to facilitate Detachment restrictions.

Followers of Slaanesh

This special rule exists purely to facilitate Detachment restrictions.