Codex - Renegades and Heretics Angry Initiative Edition

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INTRODUCTION

Gather your army of human scum, whether a rebellion instigated by a mad pawn of Tzeentch or a marauding band of Khorne worshippers 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 Renegades and Heretics 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.

RENEGADES AND HERETICS ARMIES

Renegades and Heretics units may not be included in Allied Detachments or Combined Arms Detachments.

HQ

ARCH-DEMAGOGUE

WS BS S T W I A Ld Sv
Arch-demagogue 4 4 3 3 3 3 3 9 5+
Disciple 3 4 3 3 1 3 1 8 5+
Disciple Heavy Weapons Team 3 4 3 3 2 3 2 8 5+


UNIT TYPE:

Infantry. Arch-demagogue is Infantry (Character)

UNIT COMPOSITION:

1 Arch-demagogue, 4 Disciples...45 pts

WARGEAR:

  • Autogun (Disciple only)
  • Autopistol (Arch-demagogue only)
  • Close combat weapon (Arch-demagogue only)
  • Mortar (Disciple Heavy Weapons Team)

SPECIAL RULES:

Disciple Heavy Weapons Team

  • Bulky
  • Eternal Warrior
  • Swarms

Options:

  • May include up to 8 additional Disciples...7 pts/model
  • May include one of the following.
- 2 additional Disciples...14 pts
- 1 Disciple Heavy Weapons Team...16 pts
  • The Arch-demagogue may replace their autopistol and/or close combat weapon with one of the following:
- Autogun...2 pts
- Bolt pistol...1 pt
- Twin-linked shotgun...3 pts
- Plasma pistol...8 pts
- Power axe...6 pts
- Power fist...8 pts
- Power lance...4 pts
- Power mace...6 pts
- Power sword...5 pts
  • The Arch-demagogue may take any of the following:
- Carapace armour...4 pts
- Melta bombs...3 pts
- Refractor field...10 pts
  • One Disciple may take one of the following Banners:
- Banner of Hate...25 pts
- Banner of the Apostate...10 pts
  • One Disciple that is not armed with a Banner may take a command net vox...5 pts
  • One Disciple that is not armed with a Banner or a command net vox may replace their autogun with one of the following:
- Flamer...5 pts
- Grenade launcher...5 pts
- Meltagun...15 pts
- Plasma gun...15 pts
  • The Disciple Heavy Weapons Team may replace its mortar with one of the following:
- Autocannon...8 pts
- Heavy bolter...8 pts
- Heavy stubber...free
- Lascannon...18 pts
- Missile launcher with 1/2/3 ammunition types...10/14/17 pts
  • The entire unit may take any of the following:
- Krak grenades...5 pts
- The Stubborn special rule...1 pt/model
- The Feel No Pain (6+) and Heretikal special rules...0,5 pts/model
  • The entire unit may take one of the following special rules:
- Covenant of Khorne...10 pts
- Covenant of Tzeentch...30 pts
- Covenant of Nurgle...20 pts
- Covenant of Slaanesh...5 pts
- Covenant of the Greater Good...5 pts
- Covenant of the True Renegade...10 pts
  • The Arch-demagogue may take one of the following special rules:
- Bloody-handed Reaver...
- Arch-heretic Revolutionary...15 pts
- Heretek Magus...20 pts
- Master of the Horde...20
- Mutant Overlord...20 pts
- Primaris-rogue Witch...45 pts
  • If the Arch-demagogue has the Primaris-rogue Witch special rule it may be upgraded to Psyker (Mastery Level 2)...25 pts

TROOPS

HERETIC MOB

WS BS S T W I A Ld Sv Unit Type Composition
Heretic 2 2 3 3 1 3 1 3 -


UNIT TYPE:

Infantry

UNIT COMPOSITION:

20 Heretics

WARGEAR:

Heretic Champion, Heretic Demagogue and Heretics

  • Autopistol
  • Close combat weapon
  • Frag grenades

Heretic Weapons Team

  • Frag grenades
  • Heavy stubber

SPECIAL RULES:

  • Uncertain Worth (Heretic Champion, Heretic Weapons Team and Heretics only)

OPTIONS

  • May include up to 30 additional Heretics - 2 pts/model
  • One Heretic may be upgraded to one of the following:
- Heretic Champion...5 pts
- Heretic Demagogue...15 pts
  • For every five models in hte unit, one Heretic may take one of the following:
- Flamer...5 pts/model
- Grenade launcher...3 pts/model
  • One model may replace a flamer with a vox-caster...free
  • One model may replace a flamer with a Chaos sigil...free
  • For every ten wounds in the unit, two Heretics may be replaced with a single Heretic Weapons Team...free
  • Any model may replace its heavy stubber with a mortar...free
  • The entire unit may take any of the following:
- Sub-flak armour...0,2 pts/model
- Krak grenades...3 pts
  • Any model may replace its autopistol with one of the following:
- Autogun...0,5 pts/model
- Twin-linked shotgun...0,5 pts/model

RENEGADE GUARD SQUAD

BS 3. With orders?

Might import everything in the current IG platoon.

RENEGADE VETERAN SQUAD

BS 4.

MUTANT PACK

  • All models must take one of the following special rules:
- Bloated...x pts/model
- Burly...x pts/model
- Hypnotic...x pts/model
- Floating...x pts/model

PLAGUE ZOMBIE PACK

ELITES

BLIGHT DRONE SQUADRON

BLOOD SLAUGHTERER

ENFORCER

WS BS S T W I A Ld Sv
Enforcer 4 4 3 3 2 3 3 9 5+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Enforcer...25 pts

WARGEAR:

  • Two close combat weapons

SPECIAL RULES:

  • Independent Character
  • Baleful Judge: If a unit including a model with this special rule fails a Fear, Morale or Pinning test, you may choose for this model to inflict D3 S 3 AP- hits on other models in this model's unit, the test may then be re-rolled. Wounds are inflicted on the closest model in the unit without this special rule.

OPTIONS:

  • May replace any close combat weapon with one of the following:
- Autopistol...2 pts
- Autogun...3 pts
- Bolt pistol...3 pts
- Power axe...6 pts
- Power fist...8 pts
- Power lance...4 pts
- Power mace...6 pts
- Power sword...5 pts
  • May take any of the following:
- Carapace armour...3 pts
- The Combat Drugs special rule...3 pts
- Melta bombs...3 pts

RENEGADE CHAOS SPAWN PACK

RENEGADE DISCIPLE SQUAD

RENEGADE MARAUDER SQUAD

WS BS S T W I A Ld Sv
Marauder Chief 4 4 3 3 2 4 2 6 5+
Marauder Chief 4 4 3 3 2 4 2 5 5+
Marauder Chief 4 4 3 3 2 4 2 5 5+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Marauder Chief, 4 Marauders...25 pts

WARGEAR:

  • Two close combat weapons

SPECIAL RULES:

  • Uncertain Worth

OPTIONS:

  • The Marauder Chief's Leadership may be increased by:
- +1...x pts
- +2...x pts
- +3...x pts

RENEGADE OGRYN SQUAD

ROGUE PSYKER

WS BS S T W I A Ld Sv
Rogue Psyker 2 2 3 3 2 3 1 8 -
Possessed Psyker 5 1 5 3 4 4 3 10 -


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Rogue Psyker...25 pts

SPECIAL RULES:

  • Daemon (Possessed Psyker only)
  • Rending (Possessed Psyker only)
  • Psyker (Mastery Level 1) (Rogue Psyker only)
  • Aura of the Witch: A unit with this special rule may not be joined by Independent Characters, has the Fear special rule and has a 5+ invulnerable save.
  • The Daemon Unbound: (Rogue Psyker only) If a model with this special rule would suffer a Wound from a Perils of the Warp attack, it is instead immediately replace by a Possessed Psyker. The Possessed Psyker enters play with its full Wound value.

Options:

  • Must take one of the following psychic powers:
- Fire Shield from the Pyromancy discipline...free
- Infernal Gaze from the Daemonology (Malefic) discipline...free
- Terrify from the Telepathy discipline...free

FAST ATTACK

HEAVY SUPPORT

LORDS OF WAR

DETACHMENTS AND FORMATIONS

Renegades and Heretics units may not be included in Allied Detachments or Combined Arms Detachments.

DETACHMENTS

RENEGADE ARMY

RESTRICTIONS:

All models in this Detachment must have the Renegades and Heretics faction or no faction.

This Detachment must include:

  • 1 Arch-demagogue
  • 1 Renegade Infantry Platoons, Mutant Packs, Renegade Veteran Squads or Plague Zombie Packs (in any combination)
  • 0-1 Elites choices
  • 0-1 Fast Attack choices
  • 0-1 Heavy Support choices.

This Detachment may include 1-5 additional Renegade Infantry Platoons, Mutant Packs, Renegade Veteran Squads or Plague Zombie Packs (in any combination). If you do, this Detachment may include:

  • 0-10 Renegade Enforcers or 0-5 Rogue Psykers
  • 0-2 additional Fast Attack choices
  • 0-2 additional Heavy Support choices
  • 0-1 Lords of War choices.

Unless this Detachment's Arch-demagogue has the Covenant of the True Renegade special rule this Detachment may not include Renegade Marauders.

Unless this Detachment's Arch-demagogue has the Covenant of the Greater Good special rule this Detachment may not include models armed with pulse weapons.

Unless this Detachment's Arch-demagogue has the Covenant of Tzeentch or the Mutant Overlord special rule this Detachment may not include Renegade Chaos Spawn Packs. If this Detachment's Arch-demagogue has both the Covenant of Tzeentch and the Mutant Overlord special rules this Detachment may include Renegade Chaos Spawn Packs as Troops choices as well as Elites choices.

Unless this Detachment's Arch-demagogue has the Covenant of Nurgle special rule this Detachment may not include Blight Drones, Plague Zombie Packs or models armed with chem-weapons.

Unless this Detachment's Arch-demagogue has the Covenant of Slaanesh special rule this Detachment may not include models armed with combat drugs or sonic weapons.

Unless this Detachment's Arch-demagogue has the Heretek Magus special rule this Detachment may not include models with the Heretikal special rule.

Unless this Detachment's Arch-demagogue has the Arch-heretic Revolutionary special rule this Detachment may not include more than 5 Renegade Enforcers and may not include any models with the Stubborn special rule.

Unless this Detachment's Arch-demagogue has the Master of the Horde special rule this Detachment may not include models with the Unending Horde special rule or Renegade Infantry Squads with more than 20 models.

Unless this Detachment's Arch-demagogue has the Bloody-handed Reaver special rule this Detachment may not include Renegade Grenadier Squads.

If this Detachment's Arch-demagogue has the Primaris-rogue Witch special rule you may replace any number of Elites choices in this Detachment with 1-5 Rogue Psykers each.

If this Detachment's Arch-demagogue has the Mutant Overlord special rule this Detachment must include at least two Mutant Packs.

If this Detachment's Arch-demagogue has the Bloody Handed Reaver special rule all models which can take the Militia Training special rule must do so.

COMMAND BENEFITS:

  • Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

APPENDIX

LEVELS OF ALLIANCE

Models with the Renegades and Heretics faction treat Chaos Daemons and Chaos Space Marines as Battle Brothers for the purpose of Warlord Traits.

Models with the Renegades and Heretics Faction have the following levels of alliance with other units from different Factions in the same army:

Battle Brothers: Renegades and Heretics.

Allies of Convenience: Chaos Daemons, Chaos Space Marines.

Desperate Allies: Orks.

Come the Apocalypse: Adepta Sororitas, Adeptus Mechanicus, Craftworld Eldar, Eldar Corsairs, Eldar Exodites, Grey Knights, Harlequins, Imperial Guard, Inquisition, Legion of the Damned, Officio Assasinorum, Space Marines, Space Wolves, Dark Eldar, Genestealer Cults, Necrons, Tau Empire, Tyranids.

  • All models in a Renegade Warband treat Orks and models with Dedicated to Tzeentch and Dedicated to Nurgle special rules as Allies of Convenience and models with the Dedicated to Slaanesh, Mark of Slaanesh and Daemon of Slaanesh special rules as Desperate Allies if the Arch-demagogue of the Renegade Warband has the Covenant of Khorne special rule.
  • All models in a Renegade Warband treat models with Dedicated to Khorne and Dedicated to Slaanesh special rules as Allies of Convenience and models with the Dedicated to Nurgle, Mark of Nurgle and Daemon of Nurgle special rules as Desperate Allies if the Arch-demagogue of the Renegade Warband has the Covenant of Tzeentch special rule.
  • All models in a Renegade Warband treat models with Dedicated to Nurgle and Dedicated to Slaanesh special rules as Allies of Convenience and models with the Dedicated to Tzeentch, Mark of Tzeentch and Daemon of Tzeentch special rules as Desperate Allies if the Arch-demagogue of the Renegade Warband has the Covenant of Khorne special rule.
  • All models in a Renegade Warband treat models with Dedicated to Tzeentch and Dedicated to Nurgle special rules as Allies of Convenience and models with the Dedicated to Khorne, Mark of Khorne and Daemon of Khorne special rules as Desperate Allies if the Arch-demagogue of the Renegade Warband has the Covenant of Khorne special rule.

APPENDIX

SPECIAL RULES

ARCH-HERETIC REVOLUTIONARY

A model with this special rule has the Zealot special rule.

BLOATED

Models with this special rule have the Feel No Pain (5+) and Slow and Purposeful special rules.

BLOODY-HANDED REAVER

A model with this special rule gains a refractor field and krak grenades.

BURLY

Models with this special rule have the Furious Charge special rule but reduce their Initiative by -1.

COVENANT OF KHORNE

Any unit which contains at least one model with this special rule gains the Adamantium Will, Counter-attack, Furios Charge and Rage special rules.

COVENANT OF TZEENTCH

Any unit which contains at least one model with this special rule adds +1 to its invulnerable save. Models without an invulnerable save instead get a 5+ invulnerable save.

COVENANT OF NURGLE

Any unit which contains at least one model with this special rule adds +1 to its Toughness value.

COVENANT OF SLAANESH

Any unit which contains at least one model with this special rule adds +1 to its Initiative value and gains the Crusader and Fleet special rules.

COVENANT OF THE GREATER GOOD

Any unit which contains at least one model with this special rule Regroup using its normal Leadership even when below half its starting strength.

COVENANT OF THE TRUE RENEGADE

Any unit which contains at least one model with this special rule has the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

FLOATING

Models with this special rule have the Fleet special rule but they must re-roll failed Cover saves.

HYPNOTIC

Models with this special rule have the Fear special rule. Friendly units without this special rule treat models with this special rule as Desperate Allies.

HERETEK MAGUS

A model with this special rule has a 3+ Armour save and the Feel No Pain (6+) special rule.

HERETIKAL

A model with this special rule has the Feel No Pain (6+) special rule.

MASTER OF THE HORDE

Friendly units within 12" of a model with this special rule increase their Leadership to 9 unless it would normally be higher.

MUTANT OVERLORD

During army creation your must choose 3 of the following special rules: Bloated, Burly, Hypnotic and Floating, this model has all 3 special rules.

PRIMARIS-ROGUE WITCH

A model with this special rule gains the Psyker (Mastery Level 1) and Fearless special rules. A model with this special rule generates its powers from the Biomancy, Daemonology (Malefic), Pyromancy and Telekinesis disciplines. A model with this special rule may not have the Covenant of Khorne special rule.

UNCERTAIN WORTH

Add +D3 to the Leadership value of a model with this special rule the first time the model's unit is forced to take a Morale, Pinning or Fear test where the unit is not joined by a model whose Leadership is at least 3 higher than the base Leadership of any model in the unit with the Uncertain Worth special rule.