CIWi P2
CIWi P2
Wargear                                                             resolve all damage against that squad. If a proper hit is rolled then
Weapons and equipment found in the codex have rules here. While it has gone off against the intended target and all damage will be
not all weapon stats will be listed due to them being in the parent resolved against that unit. When a **Fire Bomb s cause damage in
and required Codex: Imperial Guard. Anything unique to the          a unique way. Once a unit is hit every model in that unit takes a hit
Insurgents will be found here with full details and rules.          automatically. Once all damage is resolved place a marker on that
                                                                    unit. On the start of each players turn before movement roll a D6 for
Weapons                                                             all markers. On the roll of a 1 the fire continues to burn and the
                                                                    entire unit is hit again and another marker is placed on the unit. On
                                                                    the roll of a 2-6 the fire has burned away and is no longer in effect.
Acid Sling: A small chemical weapon often used to
breakdown waste and materials in various factories across
                                                                Flamer: See Codex: Imperial Guard.
the Imperium. Not a weapon directly but when sprayed it can
eat through even the thickest armour in seconds.
                                                                Grenade Launcher: See Codex: Imperial Guard.
Range Strength AP Type
12”      2            2    Assault 2
                                                                Heavy Close Combat Weapon: Not fancy or elegant these
                                                                weapons are still dangerous. Wielded often without skill or
Autocannon: See Codex: Imperial Guard.
                                                                concern weapons like sledges, industrial cutters and steel
                                                                pipes are capable of killing off the toughest of enemies.
Autogun: The Lasgun is the most used and widely created
                                                                These weapons give the bearer +2 strength in Close Combat,
gun in the Imperium, however, not all worlds have access to
                                                                but may never be combined with another weapon to gain +1
them. On these worlds the standard slug shooting rifle is still
                                                                attack.
used. *Use stats for the Lasgun, see Codex: Imperial Guard*
                                                                     Heavy Flamer: See Codex: Imperial Guard.
Autopistol: Much like the Autogun, the Autopistol is a solid
slug handgun favoured on worlds where Las technology is
                                                                     Heavy Stubber: See Codex: Imperial Guard.
not available or to costly.*Use stats for the Lasgun, see
Codex: Imperial Guard*
                                                                       Improvised Explosive Mine: A simple but powerful explosive
                                                                       often hidden in brush and debris to slow down and kill
Demolition Charge: See Codex: Imperial Guard.
                                                                       advancing forces. Due to the simplicity of the design however
                                                                       there is no trigger system and they will go off whenever
Explosive Charge: Crude and often poorly built is not a
                                                                       anyone, friend or foe, gets to close.
downside to explosives. In fact the amount of readily made
                                                                       Range Strength AP Type
explosives in the Imperium is infinite. It is no wonder such
                                                                       NA        5            1     Stationary
devices find there ways into the hands of any who seek
                                                                                                    Melta
them.
Range Strength AP Type
                                                                       Lascannon: See Codex: Imperial Guard.
Self      6             3     Blast
                              One use only
                                                                       Laslock: A poorly built Las weapon of unstable power. Often
                              Suicide*
                                                                       created by poor armies these weapons lack the finesse of a
*When using an Explosive charge place the center of the small blast
marker directly over the model equipped. Any model touched by the proper Las weapon and stability. Blowing up in the users face
marker is automatically hit at full strength, roll to wound as normal. is common of these weapons.
On a vehicle it causes an automatic glancing hit. Remove the model Range Strength AP Type
equipped with the charge after all damage has been worked out.         18”       3            5     Rapid Fire
                                                                                                    Gets Hot!
Fire Bomb: Molotov's, gas cans and just chemical fire are all Modified Sniper Rifle: Tampering with the sacred technology
used to make crude fire bombs the masses employ to wage is against the rules for Imperial subjects, however insurgents
their wars. In battle these are tossed with little regard for          have little regards for the rules. These weapons are often
safety causing a continuous burn on its victims(many times equipped with special ammo or attachments that make them
the thrower themselves)                                                unique to each sniper.
Range Strength AP Type                                                 Range Strength AP Type
8”        3             -     Assault                                  24”       X            6     Heavy 1,
                              One use only                                                          Sniper
                              Unwieldy
                              Slow Burn**                              Portable Rocket Launcher(PRL): A small tube that delivers
*When throwing a Fire Bomb roll to hit as normal. On the roll of a 1 packed charges at a distance. While unwieldy and not overly
reliable, the cheapness are quick creation makes them a            taking as many enemies down with it.
favoured weapon among the masses of insurgents and
traitors alike.                                                       At any point in the movement phase the controlling player
Range Strength AP Type                                                may opt to self destruct his vehicle(s). The vehicle suffers a
30”       7         4      Heavy 1                                    Vehicle Explodes result immediately. Instead of strength 3
                                                                      however all models(friend and foe)within the determined
Shotgun: See Codex: Imperial Guard.                                   range suffer a Strength 5 hit, armour saves may be taken as
                                                                      normal. Due to the explosives attached all hits against the
Thummper: A mortar for all intents and purposes. However vehicle gain +1 on the damage chart.
instead of a specialized shell being fired these weapons are
used to fire anything the user has at hand.                           Smoke Launchers: See Codex: Imperial Guard.
Range Strength AP Type
36”        *             5     Heavy 2                                Trained Crew: Training is something many people in a
                               Blast                                  rebellion lack. The most trained men and women will be
                               Barrage                                drafted into fighting units leaving only those without skill to
*The strength of a Thummper varies depending on what is being         drive and fire the vehicles of the army. Sometimes however
fired. As such roll 2D6-3 to determine the strength each turn. If the these people find themselves surviving long enough to
strength is 1 or lower the weapon jams and is not able to be fired become veteran crews.
this turn.
                                                            Any vehicle with this upgrade has a BS of 3.
Wave Cannon: A light version of the Multi-Melta this weapon
started life as a industrial tool. Nowadays though it is a
                                                            Stubb Cannon: A special cannon created by insurgents to
common weapon used on hive worlds to send waves of super
                                                            cause as much damage as possible. Firing two types of
heated air at the enemy.
                                                            explosive canisters the cannon is able to damage large areas
Range Strength AP Type
                                                            quickly.
48”       5            3      Heavy 1
                                                              When firing a Stubb Cannon you may choose which type of
                                                              shot to fire each turn.
                                                              Shrapnel:
                                                              Range Strength AP Type
Vehicle Armoury                                               48”       5           4   Heavy 1
                                                                                        Large Blast
Boosters: Sometimes Insurgents equip propulsion boosters toHigh Yield:
their vehicles to get them out of harms way fast.             Range Strength AP Type
                                                              48”       7           3   Heavy 1
Any vehicle with this upgrade may, any turn roll 2D6 and                                Blast
move that many inches instead of moving normally this
                                                              Armour
counts as having moved at Combat Speed no matter how far
moved. However this has risks, should the vehicle roll double
                                                              Heavy Plate Armour: Poorly built armour meant only for
1’s it has back-fired and is now immobilized for the rest of
                                                              durability and survival.
the game.
Enclosed Crew Compartment: See Codex: Imperial Guard.
                                                              Grants a 3+ save and the Slow and Purposeful USR to any
                                                              model wearing it. A model may not ever Run or preform a
Extra Armour: See Codex: Imperial Guard.
                                                              Sweeping Advance while wearing Heavy Plate Armour.
Riding Shotgun: While not literally riding shotgun, the
                                                          Improvised Armour: Simple and easy to create this armour is
shotgun is a common weapon quickly added to vehicles used
                                                          literally anything the insurgents could get their hands on.
in an Insurgent attack.
                                                                   Grants a 6+ save to any model wearing it.
The vehicle has a hull mounted Shotgun that may be fired by
a passenger at his/her BS.
                                                                   Reinforced Improvised Armour: More elaborate and sturdy,
                                                                   this armour is able to ignore many types of small arms fire.
Self-Destruct: A favourite among those with reckless streaks
or with those willing to sacrifice anything to win the day.
                                                             Grants a 4+ save to any model wearing it.
Random explosives are attached to the vehicle in hopes of
Other Equipment
Special Rules:
         Manpower Points (+1 IF 3 or more Agitators are taken)
         Independent Character
         One of the Men
         Icon
         Low Ammo
         Bandito
ELITE                                                           Options:
Sniper Cell……………………………........…………30 Points Each                          Any Sniper may purchase one ammo upgrade:
                                                                    -      Shredder Rounds.........................................5 Points
                     WS    BS    S   T   W   I   A   Ld   Sv        -      Poisoned Rounds.......................................10 Points
 Sniper              2     4     3   3   2   3   1   6    6+        -      Explosive Rounds.......................................10 Points
                                                                    -      Phase Rounds............................................15 Points
Composition:
        1 - 3 Snipers
Unit Type:
        Infantry
Wargear:
        Modified Sniper Rifle
        Autopistol
        Improvised Armour
Special Rules:
         Stealth
         Concealed
         I See You!
         On My Own
Special Rules:
         Manpower Points (+1, +2 IF 15 or more Commandos are
          taken)
         Insurgent
         Low Ammo
Brutes................................................................75 Points        Options:
                                                                                               May have up to seven
                             WS        BS       S       T   W       I   A    Ld   Sv       -    additional Brutes...............................25 Points Each
  Brute                      3         2        4       4   2       1   3    5    6+           The entire squad may take Heavy Plate Armour for 10
                                                                                                Points Per Model.
Composition:
        3 Brutes
Unit Type:
        Infantry
Wargear:
        Heavy Close Combat Weapon
        Improvised Armour
Special Rules:
         Drugged
         Stupid
Composition:
        10 Inmates
Unit Type:
        Infantry
Wargear:
        See Special Rules
Special Rules:
         Jack of all Trades
         Lawless
         Stubborn
TROOPS
Insurgent Operatives………………………….…….....…50 Points                                  Options:
                                                                                             May have up to ten
                    WS       BS        S       T   W       I   A   Ld   Sv            -       additional Insurgents...........................5 Points Each
 Insurgent          3        3         3       3   1       3   1   5    6+                   Up to two Insurgents may exchange their Autogun with:
                                                                                      -       Flamer...........................................................5 Points
Composition:                                                                          -       Grenade Launcher........................................5 Points
        10 Insurgent Operatives                                                      -       Acid Sling....................................................10 Points
                                                                                      -       Demo Charge..............................................20 Points
Unit Type:                                                                                   The squad may choose a single Insurgent Training for 25
        Infantry                                                                             points.
Wargear:
        Autogun
        Improvised Armour
Special Rules:
         Manpower Points(+1)
         Insurgent
         Low Ammo
Composition:
        50 Civilians
Unit Type:
        Infantry
Wargear:
        Anything and Everything(Two Hand Weapons)
Special Rules:
         Mob Rules
         Martyr
FAST ATTACK
Insurgent Scouts……………………………………....……80 Points                        Options:
                                                                             May have an
                        WS   BS   S    T    W    I   A    Ld   Sv        -    additional 12 Insurgents and 1
 Insurgent              3    3    3    3    1    3   1    5    6+             Technical.....................................................80 Points
                                                                              OR
Composition:                                                             -    additional 24 Insurgents and 2
        12 Insurgents and 1 Technical                                        Technicals’................................................160 Points
                                                                             Up to two Insurgents in every unit of 12 may exchange
Unit Type:                                                                    their Autogun with:
        Infantry                                                        -    Flamer...........................................................5 Points
        Vehicle(open-topped) [Technical]                                -    Grenade Launcher........................................5 Points
                                                                         -    Acid Sling....................................................10 Points
Wargear:                                                                 -    Demo Charge..............................................20 Points
        Autogun                                                             The squad may choose a single Insurgent Training for 25
        Improvised Armour                                                    points.
Special Rules:
         Manpower Points (+1, +2 IF 3 Squads are taken)
         Insurgent
         Low Ammo
         On My Own
--Dedicated Transport………….......……………………22 Points                                  Options:
                                                                                              Any Technical may exchange its Heavy Stubber with a
                                                     BS   FA       SA        RA        -       Twin-Linked Heavy Flamer.................................Free
 Technical                                           2    10       9         9         -       Twin-Linked Autocannon............................15 Points
                                                                                       -       Twin-Linked Lascannon...............................30 Points
Unit Type:                                                                                    Any Technical may take any of the following:
        Vehicle(open-topped)                                                          -       Boosters......................................................10 Points
                                                                                       -       Extra Armour..............................................10 Points
Wargear:                                                                               -       Riding Shotgun.............................................5 Points
        Twin-Linked Heavy Stubber                                                     -       Self Destruct...............................................15 Points
                                                                                       -       Smoke Launchers.........................................5 Points
Transport Capacity:                                                                    -       Trained Crew..............................................10 Points
         12 Models
Composition:
        1 - 3 Outriders
Unit Type:
        Bike
Wargear:
        Twin-Linked Heavy Stubber
Special Rules:
         On My Own
         Scout
Composition:
        5 Pack Animals
Unit Type:
        Beasts
Wargear:
        Fangs and Claws(Hand Weapon)
Special Rules:
         Furious Charge
         Skittish
HEAVY SUPPORT                                                           Options:
Insurgent Tank Hunters………………….....……………60 Points                                May have up to five
                                                                            -    additional Insurgents........................12 Points Each
                      WS   BS    S    T    W   I    A        Ld    Sv           The squad may choose a single Insurgent Training for 25
 Insurgent            3    3     3    3    1   3    1        5     6+            points.
Composition:
        5 Insurgents
Unit Type:
        Infantry
Wargear:
        PRL
        Autopistol
        Improvised Armour
Special Rules:
         Manpower Points (+1)
         Insurgent
         Low Ammo
         Tank Hunters
Special Rules:
         On My Own
Special Rules:
         Mine!