Codex - Renegades and Heretics Angry Initiative Edition
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 anyway, 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)
- Heavy stubber (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 heavy stubber with one of the following:
- - Autocannon...8 pts
- - Heavy bolter...8 pts
- - Lascannon...18 pts
- - Mortar...free
- - Missile launcher with 1/2/3 ammunition types...10/14/17 pts
- The entire unit may take any of the following:
- - Krak grenades...2 pts
- - The Stubborn special rule...1 pt/model
- - The 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 | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Heretic | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 3 | - | Heretic Weapons Team | 2 | 2 | 3 | 3 | 2 | 3 | 2 | 3 | 6+ |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
20 Heretics
WARGEAR:
Heretics
- Autopistol
- Close combat weapon
- Frag grenades
Heretic Weapons Team
- Frag grenades
- Heavy stubber
SPECIAL RULES:
- Eternal Warrior (Heretic Weapons Team only)
- Swarms (Heretic Weapons Team only)
- Uncertain Worth
OPTIONS
- The entire unit may take one of the following special rules:
- - Covenant of Khorne...5 pts
- - Covenant of Tzeentch...15 pts
- - Covenant of Nurgle...10 pts
- - Covenant of Slaanesh...3 pts
- - Covenant of the Greater Good...2 pts
- One Heretic may take a Chaos sigil...5 pts
- Up to two Heretics which are not armed with a Chaos sigil may take one of the following:
- - Flamer...5 pts/model
- - Grenade launcher...3 pts/model
- - Pulse carbine...2 pts/model
- - Pulse rifle...2 pts/model
- May replace two Renegade Veterans with a single Renegade Weapons Team...free
- Any model may replace their heavy stubber with one of the following:
- - Autocannon...5 pts
- - Heavy bolter....5 pts
- - Lascannon...10 pts
- - Missile launcher with 1/2/3 types of ammunition...5/7/8 pts
- - Mortar...free
- The entire unit may take any of the following:
- - Sub-flak armour...0,2 pts/model
- - Krak grenades...2 pts
- - The Fanatic special rule...3 pts
- - The Heretek special rule...7 pts
- Any model may replace its autopistol with one of the following:
- - Autogun...0,5 pts/model
- - Twin-linked shotgun...0,5 pts/model
- The Heretic Champion may take any of the following:
- - Bolt pistol...2 pts
- - Carapace armour...3 pts
- - Melta bombs...5 pts
- - Power axe...4 pts
- - Power fist...6 pts
- - Power lance...3 pts
- - Power mace...4 pts
- - Power sword...3 pts
RENEGADE GUARD SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Renegade | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 5 | 6+ |
Renegade Champion | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 6 | 6+ |
Renegade Weapons Team | 3 | 3 | 3 | 3 | 2 | 3 | 2 | 5 | 6+ |
UNIT TYPE:
Renegade
Infantry. The Renegade Champion is Infantry (Character)
UNIT COMPOSITION
9 Renegades, 1 Renegade Champion ...37 pts
WARGEAR:
- Autogun
- Frag grenades
- Heavy stubber (Renegade Heavy Weapons Team only)
SPECIAL RULES:
- Uncertain Worth
- Swarms (Renegade Weapons Team only)
- Eternal Warrior' (Renegade Weapons Team only)
OPTIONS
- The entire unit may take one of the following special rules:
- - Covenant of Khorne...3 pts
- - Covenant of Tzeentch...10 pts
- - Covenant of Nurgle...10 pts
- - Covenant of Slaanesh...2 pts
- - Covenant of the Greater Good...2 pts
- One Renegade may take a vox-caster...5 pts
- One Renegade that is not armed with a vox-caster may take a Chaos sigil...5 pts
- Up to two Renegades which are not armed with a vox-caster or Chaos sigil may take one of the following:
- - Flamer...5 pts/model
- - Grenade launcher...5 pts/model
- - Meltagun...15 pts/model
- - Plasma gun...15 pts/model
- - Pulse carbine...4 pts/model
- - Pulse rifle...4 pts/model
- - Sniper...4 pts/model
- May replace two Renegades with a single Renegade Weapons Team...free
- Any model may replace their heavy stubber with one of the following:
- - Autocannon...10 pts
- - Heavy bolter....10 pts
- - Lascannon...20 pts
- - Missile launcher with 1/2/3 types of ammunition...13/17/20 pts
- - Mortar...free
- The entire unit may take any of the following:
- - Flak armour...3 pts
- - Krak grenades...2 pts
- - The Fanatic special rule...5 pts
- - The Heretek special rule...5 pts
- Any model may replace its autogun with one of the following:
- - Twin-linked shotgun...0,5 pts/model
- The Renegade Champion may take any of the following:
- - Bolt pistol...2 pts
- - Carapace armour...3 pts
- - Melta bombs...5 pts
- - Power axe...4 pts
- - Power fist...6 pts
- - Power lance...3 pts
- - Power mace...4 pts
- - Power sword...3 pts
- The unit may take a Renegade Chimera or Renegade Taurox as a Dedicated Transport
RENEGADE VETERAN SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Renegade Veteran | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 5 | 6+ |
Renegade Veteran Weapons Team | 3 | 4 | 3 | 3 | 2 | 3 | 2 | 5 | 6+ |
Veteran Champion | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 6 | 6+ |
UNIT TYPE:
Renegade
Infantry. The Renegade Champion is Infantry (Character)
UNIT COMPOSITION
9 Renegade Veterans, 1 Veteran Champion ...47 pts
WARGEAR:
- Autogun
- Frag grenades
- Heavy stubber (Renegade Veteran Heavy Weapons Team only)
SPECIAL RULES:
- Uncertain Worth
- Swarms (Renegade Veteran Weapons Team only)
- Eternal Warrior' (Renegade Veteran Weapons Team only)
OPTIONS
- The entire unit may take one of the following special rules:
- - Covenant of Khorne...3 pts
- - Covenant of Tzeentch...10 pts
- - Covenant of Nurgle...10 pts
- - Covenant of Slaanesh...2 pts
- - Covenant of the Greater Good...2 pts
- One Renegade Veteran may take a vox-caster...5 pts
- One Renegade Veteran that is not armed with a vox-caster may take a Chaos sigil...5 pts
- Up to three Renegade Veterans which are not armed with a vox-caster or Chaos sigil may take one of the following:
- - Flamer...5 pts/model
- - Grenade launcher...5 pts/model
- - Heavy flamer...10 pts/model
- - Meltagun...15 pts/model
- - Plasma gun...15 pts/model
- - Pulse carbine...4 pts/model
- - Pulse rifle...4 pts/model
- - Sniper...4 pts/model
- May replace two Renegade Veterans with a single Renegade Weapons Team...free
- Any model may replace their heavy stubber with one of the following:
- - Autocannon...10 pts
- - Heavy bolter....10 pts
- - Lascannon...20 pts
- - Missile launcher with 1/2/3 types of ammunition...13/17/20 pts
- - Mortar...free
- The entire unit may take any of the following:
- - Flak armour...5 pts
- - Krak grenades...2 pts
- - The Fanatic special rule...5 pts
- - The Heretek special rule...5 pts
- The entire unit may take one of the following options:
- - Carapace armour...20 pts
- - The Deep Strike special rule...5 pts
- - The Tank Hunters special rule...25 pts
- Any model may replace its autogun with one of the following:
- - Twin-linked shotgun...free
- The Renegade Champion may take any of the following:
- - Bolt pistol...2 pts
- - Carapace armour...3 pts
- - Melta bombs...5 pts
- - Power axe...4 pts
- - Power fist...6 pts
- - Power lance...3 pts
- - Power mace...4 pts
- - Power sword...3 pts
- The unit may take a Renegade Chimera or Renegade Taurox as a Dedicated Transport
MUTANT PACK
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Mutant | 2 | 2 | 3 | 3 | 1 | 3 | D3 | 5 | - |
Mutant Champion | 3 | 3 | 3 | 3 | 1 | 3 | D3+1 | 6 | - |
UNIT TYPE:
Infantry
UNIT COMPOSITION
10 Mutants ...30 pts
WARGEAR:
- Autopistol
- Close combat weapon
- Frag grenades
SPECIAL RULES:
- Random Attacks (Mutant): At the beginning of each Fight sub-phase, roll a D3 for each friendly Mutant Pack that is locked in combat. The result is the number of Attacks (before modifiers) that all Mutants in that unit have this turn, Mutant Champions have that number of Attacks +1.
OPTIONS:
- May take up to 40 additional Mutants...3 pts/model
- One Mutant may be upgraded to a Mutant Champion...10 pts
- Any model may exchange their autopistol with an autopistol or a twin-linked shotgun...0,5 pts/model
- The entire unit may take any of the following:
- - Sub-flak armour...0,4 pts/model
- - The Fanatic special rule...5 pts
- The entire unit may take one of the following special rules:
- The entire unit must take one of the following special rules:
- - Bloated...free
- - Burly...free
- - Horryfying...free
- - Floating...free
PLAGUE ZOMBIE PACK
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Plague Zombie | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 2 |
UNIT TYPE:
Infantry
UNIT COMPOSITION
10 Plague Zombies ...30 pts
WARGEAR:
- Close combat weapon
SPECIAL RULES:
- Fearless
- Feel No Pain
- Slow and Purposeful
OPTIONS:
- May take up to 40 additional Plague Zombies...3 pts/model
ELITES
BLIGHT DRONE
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Blight Drone | 2 | 12 | 11 | 10 | 2 |
UNIT TYPE
Vehicle (Flyer, Hover)
UNIT COMPOSITION
1 Blight Drone ...150 pts
WARGEAR:
- Reaper autocannon
- Mawcannon
- Daemonic Possession
SPECIAL RULES:
- Daemon of Nurgle
- Explosion of Pus: A model with this special rule suffers an Explodes! result on the vehicle damage table whenever it is Wrecked.
BLOOD SLAUGHTERER
WS | BS | S | FA | SA | RA | I | A | HP | |
---|---|---|---|---|---|---|---|---|---|
Blood Slaughterer | 5 | 1 | 6 | 13 | 12 | 10 | 4 | 4 | 3 |
UNIT TYPE
Vehicle (Walker)
UNIT COMPOSITION
1 Blood Slaughterer ...125 pts
WARGEAR:
- Two power fists
SPECIAL RULES:
- Eternal Crusade
- Eye of the Gods
- Scout
- Acute Senses
- Dedication to Khorne
- Daemonic Possession
- Fleet
- Rage
- Blind Fury: A model with this special rule must re-roll succesful cover saves.
OPTIONS:
- May take the Deep Strike special rule ...15 pts
- May replace one power fist with an impaler cannon ...5 pts
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
CHAOS SPAWN PACK
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Chaos Spawn | 3 | 0 | 5 | 5 | 3 | 3 | D6 | 10 | - |
UNIT TYPE
Beast
UNIT COMPOSITION
1 Chaos Spawn ...28 pts
SPECIAL RULES:
- Fear
- Fearless
- Rage
- Very Bulky
- Random Attacks: At the beginning of each Fight sub-phase, roll a D6 for each friendly Chaos Spawn Pack that is locked in combat. The result is the number of Attacks (before modifiers) that all Chaos Spawn in that unit have this turn.
- Mutated Beyond Reason: At the beginning of each Fight sub-phase, before rolling for their Random Attacks, roll a D3 on the table below for each friendly Chaos Spawn unit that is locked in combat. The mutation affects every Chaos Spawn model in the unit and lasts for the rest of the current player turn.
D3 | Mutation |
---|---|
1 | Subcutanous Armour: The Chaos Spawn change their Sv to 4+. |
2 | Grasping Pseudopods: The Chaos Spawn rolls two D6 and pick the highest for their Random Attacks special rule. |
3 | Toxin Haemorrhage: The Chaos Spawn gain the Poisoned (4+) special rule. |
OPTIONS:
- May take up to four additional Chaos Spawn ...28 pts/model
- The entire unit may take one of the following special rules:
- - Mark of Khorne ...3 pts/model
- - Mark of Tzeentch ...7 pts/model
- - Mark of Nurgle ...10 pts/model
- - Mark of Slaanesh ...4 pts/model
?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
OGRYN BRUTE GANG
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Ogryn Brute | 4 | 3 | 5 | 5 | 3 | 2 | 3 | 6 | - |
Chaos Hound | 3 | 0 | 4 | 4 | 1 | 4 | 2 | 5 | - |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
1 Ogryn Brute...20 pts
WARGEAR:
Ogryn Brute
- Close combat weapon
- Frag grenades
SPECIAL RULES:
- Hammer of Wrath
- Stubborn
- Very Bulky
OPTIONS:
- May take one of the following:
- - Up to nine additional Ogryn Brutes...20 pts/model
- - Up to six Chaos Hounds...6 pts/model
- One Ogryn Brute may take a lascutter or a power drill...15 pts
- If the unit does not include any Chaos Hounds the entire unit may take the Fearless and Rampage special rules...5 pts/model
- The entire unit may take one of the following special rules:
- - Covenant of the Greater Good...5 pts
- - Mark of Khorne ...2 pts/model
- - Mark of Tzeentch ...7 pts/model
- - Mark of Nurgle ...7 pts/model
- - Mark of Slaanesh ...3 pts/model
- Any Ogryn Brute may take one of the following:
- - Carapace armour...10 pts/model
- - Flak armour...3 pts/model
- - Sub-flak armour...1 pt/model
- Any Ogryn Brute with the Mark of Tzeentch special rule may take carapace armour...6 pts/model
- The unit may select a Renegade Chimera or Renegade Taurox as a Dedicated Transport.
RENEGADE OGRYN SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Ogryn Renegade | 4 | 3 | 5 | 5 | 3 | 2 | 3 | 6 | 6+ |
Renegade Bone'ead | 4 | 3 | 5 | 5 | 3 | 2 | 4 | 7 | 6+ |
UNIT TYPE:
Infantry. The Renegade Bone'ead is Infantry (Character)
UNIT COMPOSITION:
2 Ogryn Renegades, 1 Renegade Bone 'ead...78 pts
WARGEAR:
- Frag grenades
- Ripper gun
SPECIAL RULES:
- Hammer of Wrath
- Stubborn
- Very Bulky
OPTIONS:
- May include up to seven additional Renegade Ogryns...26 pts/model
- The entire unit may be armed with flak-armour...2 pts/model
- The entire unit may take one of the following special rules:
- - Mark of Khorne ...2 pts/model
- - Mark of Tzeentch ...5 pts/model
- - Mark of Nurgle ...5 pts/model
- - Mark of Slaanesh ...3 pts/model
- The unit may select a Renegade Chimera or Renegade Taurox as a Dedicated Transport.
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.
PSYKER:
Instead of randomly generating them Rogue Psykers select their powers via options given in the options section of this datasheet.
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
RATLING RENEGADE SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Ratling Renegade | 2 | 4 | 2 | 2 | 1 | 4 | 1 | 6 | 5+ |
UNIT TYPE:
- Infantry
UNIT COMPOSITION:
- 3 Ratling Renegades...24 pts
WARGEAR:
- Camo gear
- Laspistol
- Sniper rifle
SPECIAL RULES:
- Infiltrate
- Slow and Purposeful
OPTIONS:
- May include up to seven additional Ratling Renegades...6 pts/model
FAST ATTACK
RENEGADE ARVUS LIGHTER
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Renegade Arvus Lighter | 1 | 10 | 10 | 10 | 3 |
UNIT TYPE:
Vehicle (Flyer, Transport, Hover)
UNIT COMPOSITION:
1 Arvus Lighter...30 pts
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
RENEGADE CHIMERA
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Renegade Chimera | 3 | 12 | 10 | 10 | 3 |
UNIT TYPE:
Vehicle (Tank, Transport)
UNIT COMPOSITION:
1 Renegade Chimera...65 pts
WARGEAR:
- Heavy bolter
- Two lasgun arrays
- Multi-laser
- Searchlight
- Smoke launchers
SPECIAL RULES:
- Amphibious
TRANSPORT:
- Transport Capacity: 12 models.
- Fire Points: 2 models can fire from the top hatch.
- Access Points: Renegade Chimeras have 1 Access Point at the rear.
OPTIONS:
- May replace its heavy bolter with a heavy flamer...free
- May replace its multi-laser with one of the following:
- - Autocannon...5 pts'
- - Heavy flamer...free
- - Heavy bolter...free
- - Twin-linked heavy bolter...5 pts
- May replace its multi-laser and two lasgun arrays with an autocannon...free
- May take items from the Astra Militarum Vehicle Equipment list.
RENEGADE HELLHOUND SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Hellhound | 3 | 12 | 12 | 10 | 3 |
UNIT TYPE:
Vehicle (Fast, Tank)
UNIT COMPOSITION:
1 Renegade Hellhound...100 pts
Wargear
- 1 heavy bolter
- 1 inferno cannon
Options
- May include up to two additional Renegade Hellhounds...100 pts/model
- Any model may replace its heavy bolter with one of the following:
- - Heavy flamer...free
- - Multi-melta...10 pts
- Any model may replace its inferno cannon with one of the following:
- - Chem cannon...free
- - Melta cannon...5 pts
- Any model may take items from the Astra Militarum Vehicle Equipment list.
RENEGADE SALAMANDER SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Renegade Salamander | 3 | 12 | 10 | 10 | 3 |
UNIT TYPE:
- Vehicle (Tank, Open-topped, Fast)
UNIT COMPOSITION:
- 1 Renegade Salamander...55 pts
WARGEAR:
- Autocannon
- Heavy bolter
- Searchlight
- Smoke launchers
SPECIAL RULES:
- Scout
- Amphibious
OPTIONS:
- May include up to two additional Renegade Salamanders...55 pts/model
- Any model may take items from the Astra Militarum Vehicle Equipment list.
RENEGADE SENTINEL SQUADRON
WS | BS | S | FA | SA | RA | I | A | HP | |
---|---|---|---|---|---|---|---|---|---|
Renegade Scout Sentinel | 3 | 3 | 5 | 10 | 10 | 10 | 3 | 1 | 2 |
Renegade Armoured Sentinel | 3 | 3 | 3 | 12 | 10 | 10 | 3 | 1 | 2 |
UNIT TYPE:
Armoured Sentinel
Vehicle (Walker
Scout Sentinel
Vehicle (Walker, Open-topped)
UNIT COMPOSITION:
1 Scout Sentinel...21 pts
WARGEAR
Armoured Sentinel
- Extra armour
- Multi-laser
Scout Sentinel
- Powerlifter
SPECIAL RULES
- Infiltrate (Scout Sentinel only)
- Move Through Cover (Scout Sentinel only)
- Scout
OPTIONS:
- May include up to two additional Scout Sentinels...21 pts/model
- May upgrade all Scout Sentinels to Armoured Sentinels...12 pts/model
- Any model may replace its powerlifter with one of the following:
- - Autocannon...10 pts/model
- - Heavy flamer...5 pts/model
- - Missile launcher with 1/2/3 types of ammunition4...8/12/15 pts/model
- - Multi-laser...5 pts/model
- - Multiple rocket pod...10 pts/model
- - Lascannon...15 pts/model
- Any model may replace its multi-laser with one of the following:
- - Autocannon...5 pts/model
- - Heavy flamer...free
- - Missile launcher with 1/2/3 types of ammunition4...3/7/10 pts/model
- - Multiple rocket pod...5 pts/model
- - Lascannon...10 pts/model
- - Plasma cannon...10 pts/model
- Any model may take items from the Astra Militarum Vehicle Equipment list
RENEGADE TAUROX
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Renegade Taurox | 3 | 11 | 10 | 10 | 3 |
UNIT TYPE:
Vehicle (Transport)
UNIT COMPOSITION:
1 Renegade Taurox...45 pts
WARGEAR:
- Twin-linked autocannon
SPECIAL RULES:
- All-terrain APC
TRANSPORT:
- Transport Capacity: 10 models.
- Fire Points: 2 on each side of the hull.
- Access Points: A Renegade Taurox has 1 Access point on each side of the hull and 1 at the rear.
Options:
- May take items from the Astra Militarum Vehicle Equipment list.
RENEGADE VALKYRIE SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Renegade Valkyrie | 3 | 12 | 12 | 10 | 3 |
Renegade Vendetta | 3 | 12 | 12 | 10 | 3 |
UNIT TYPE:
Vehicle (Flyer, Hover, Transport)
UNIT COMPOSITION:
1 Renegade Valkyrie...100 pts
WARGEAR:
- Extra armour
- Multi-laser
- Searchlight
- Two hellstrike missiles
SPECIAL RULES:
- Grav Chute Insertion: If a model with this special rule has moved more than 6", passengers may disembark using this special rule during the movement phase. To use this special rule nominate a point which this model moved over this movement phase. The unit immediately deep strikes onto the chosen point. If any model cannot be placed for any reason, the unit is destroyed.
TRANSPORT:
- Transport Capacity: (Renegade Valkyrie only) Twelve models.
- Transport Capacity: (Renegade Vendetta only) Six models.
- Access Points: 1 access point on each side of the hull and 1 at the rear
OPTIONS:
- May include up to two additional Renegade Valkyries...100 pts/model
- All Renegade Valkyries may be upgraded to Renegade Vendettas, replacing two hellstrike missiles and multi-laser with a twin-linked lascannon and two hellfury missiles...50 pts/model
- Any Renegade Valkyrie may replace its multi-laser with a lascannon...free
- Any Renegade Valkyrie may replace its two hellstrike missiles with two multiple rocket pods...10 pts
- Any Renegade Valkyrie may take two heavy bolters...25 pts
- Any Renegade Vendetta may replace its two hellfury missiles with two twin-linked lascannons...20 pts
- Any Renegade Vendetta may take two heavy bolters...25 pts
ROUGH RIDER RENEGADE SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Rough Rider Renegade | 3 | 3 | 3 | 4 | 2 | 3 | 2 | 7 | 5+ |
Rough Rider Renegade Sergeant | 3 | 3 | 3 | 4 | 2 | 3 | 3 | 8 | 5+ |
UNIT TYPE:
Cavalry. The Rough Rider Renegade Sergeant is Cavalry (Character)
UNIT COMPOSITION:
4 Rough Rider Renegades, 1 Rough Rider Renegade Sergeant...85 pts
Wargear:
- close combat weapon
- Frag grenades
- hunting lance
- laspistol
- Krak grenades
Options:
- May include up to five additional Rough Rider Renegades...15 pts/model
- The Rough Rider Renegade Sergeant may take items from the Melee Weapons list.
- The Rough Rider Renegade Sergeant may replace their laspistol or close combat weapon with plasma pistol...5 pts
- The Rough Rider Renegade Sergeant may take melta bombs...5 pts
- Up to two Rough Rider Renegades may take items from the Special Weapons list.
HEAVY SUPPORT
GIANT CHAOS SPAWN
RENEGADE BOMBARD TEAM SQUADRON
RENEGADE FIELD ARTILLERY SQUAD
RENEGADE HEAVY ARTILLERY SQUAD
RENEGADE HEAVY WEAPONS SQUAD
RENEGADE LEMAN RUSS SQUADRON
RENEGADE ORDNANCE SQUADRON
RENEGADE ORDNANCE TANK SQUADRON
RENEGADE RAPIER SQUAD
LORDS OF WAR
AN'GGRATH
AETAOS'RAU'KERES
ZARAKYNEL
SCABEIATHRAX
CHAOS WARHOUND TITAN
CHAOS REAVER TITAN
GREATER BRASS SCORPION
LORD OF SKULLS
RENEGADE BANEBLADE
RENEGADE MACHARIUS
RENEGADE MALCADOR
RENEGADE MARAUDER BOMBER
RENEGADE MARAUDER DESTROYER
RENEGADE MINOTAUR
RENEGADE VALDOR
SPINED CHAOS BEAST
DETACHMENTS AND FORMATIONS
Renegades and Heretics units may not be included in Allied Detachments or Combined Arms Detachments.
DETACHMENTS
RENEGADE DETACHMENT
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 Fanatic and/or Stubborn special rules.
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.
FORMATIONS
RENEGADE INFANTRY PLATOON
FORMATION:
- 1 Renegade Command Squad
- 2-6 Renegade Infantry Squads
- 0-5 Renegade Heavy Weapons Squads
- 0-3 Renegade Special Weapons Squads
- 0-3 Renegade Sabre Weapons Team Squads
- 0-1 Renegade Armoured Sentinel Squadron or Renegade Sentinel Squadron
Restritions:
None.
SPECIAL RULES:
- Combined Renegade Squad: Any number of Renegade Infantry Squads in this Formation may be organised into a single combined unit during deployment, the unit is treated as a single unit for the whole game, including for the purpose of Mission rules like Kill Points.
- Troops: All models with this special rule change their battlefield role to Troops.
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 (6+) 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.
DAEMON OF NURGLE
Daemons of Nurgle have the Fearless, Daemon, Daemonic Instability, Deep Strike, Shrouded, Slow and Purposeful and Hatred (Daemons of Tzeentch) rules and may never summon units with the Daemon of Tzeentch special rule. Models with the Daemon of Nurgle special rule are armed with defensive grenades.
DAEMONFORGE
For one Shooting or Assault phase per game, the model may re-roll all failed To Wounds rolls and all failed armour penetration rolls. At the end of that phase, roll a D6; lose a Hull Point (no saves) if you roll a 1.
DAEMONIC INSTABILITY
When a unit with this special rule loses an assault, roll 2D6, add the amount the unit lost the assault by and subtract the Leadership. If the result is above 0, the unit loses that number of Wounds with no Armour saves, invulnerable saves or Feel No Pain rolls allowed. The Wounds are allocated by the owning player. If you roll two ones all Wounds models in the unit including Independent Characters previously suffered are restored. In addition, you may add back any destroyed models in the unit excluding Independent Characters back into unit coherency, provided they can be placed without being within 1" of an enemy model their unit is not fighting in close combat. If you roll two sixes the entire unit and any Independent Characters within the unit are removed as casualties.
FANATIC
Units consisting entirely of models with this special rule automatically roll a 3 on their D3 roll for the Uncertain Worth special rule.
FLOATING
Models with this special rule have the Fleet special rule but they must re-roll successful Cover saves.
HORRYFYING
Models with this special rule have the Fear special rule. Models without this special rule that would normally be Battle Brothers or Allies of Convenience treat models with this special rule as Desperate Allies, unless the model with this special rule is an Independent Character.
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, Horryfying and Floating, this model has the chosen 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.
SPECIAL ISSUE WARGEAR
VEHICLE EQUIPMENT
DAEMONIC POSSESSION
Vehicles armed with a Daemonic Possesion ignore the result of Crew Shaken and Crew Stunned results on the vehicle damage table on the roll of a 2+.
When a unit embarks upon a vehicle armed with a Daemonic Possesion roll a D6. On a 1 a single model from the unit (chosen by the chaos player) is removed from the game and the vehicle immediately regains a single hull point lost earlier in the battle.
Vehicles armed with a Daemonic Possesion Ballistic Skill is changed 3 and they gain the Daemon and Daemonforge special rules.
MELEE WEAPONS
POWER WEAPONS
Range S AP Type Power axe - +1 2 Melee, Unwieldy Power fist - x2 2 Melee, Specialist Weapon, Unwieldy Power lance - +2 4 Melee Power maul - +2 4 Melee Power sword - User 3 Melee
RANGED WEAPONS
AUTO WEAPONS
Range S AP Type Accelerator autocannon 48" 7 4 Heavy 6, Rending, Rapid Tracking Assault cannon 24" 6 4 Heavy 4, Rending Autocannon 48" 7 4 Heavy 2 Autocannon turret 48" 7 4 Heavy 2, Independent Turret Fire Auto pistol 12" 3 - Pistol Autogun 24" 3 - Rapid Fire Avenger gatling cannon 36" 6 3 Heavy 12, Rending Hades autocannon 36" 8 4 Heavy 4, Pinning Heavy stubber 36" 4 6 Heavy 3 Hellstorm autocannon 36" 7 4 Heavy 3, Twin-linked, Rending Reaper autocannon 36" 7 4 Heavy 2, Twin-linked, Rending Soulreaper cannon 24" 5 3 Heavy 4
- Rapid Tracking: Targets may not take Jink saves against damage from this weapon.
- Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.
IMPALER CANNON
Range S AP Type 12" 8 3 Heavy 1, Get Over Here!
- Get Over Here!: Add 2D6" to the charge range of any unit attempting to charge a unit which has suffered a penetrating hit from a weapon with this special rule in the same turn.
MAWCANNON
Range S AP Type Template 6 4 Assault 1 36" 8 3 Assault 1, Large Blast