Codex Imperial Navy

By Keats & BobK

This codex is intended to represent the forces of the Imperial Navy. The Imperial Navy’s ships are often the first on scene to respond to calls for aid from planetary forces. Though they do not carry specialist forces for such events as a typical modus operandi, the aid of a landing party of Crewmen and Naval Storm Troopers can often be just enough to turn the tide in the Imperium’s favour.

Allies: Treat as Imperial Guard when determining which allies may be taken.

Flyer rules

A flyer ALWAYS moves a total of 24″ in one turn.

The flyer deploys using the Deep Strike rules at the beginning of each turn. The Flyer must move 24″ in a straight line during the movement phase and cannot move off the table edge.

Flyers cannot be assaulted. When measuring range to a flyer to determine range, add 12″. Flyers can only be hit on a roll of a 6, regardless of BS.

For all other purposes, Flyers are treated as Skimmers.

Orbital Lander

The flyer deploys using Deep Strike, and moves as a skimmer this turn. At the end of its turn, it counts as an Immobile vehicle until the beginning of its next turn.

Orders

Orders work in the way described in Codex Imperial Guard (p29).


HQ:
Lieutenant                                                                                                           50pts

With the Captain usually plugged into their Bridge in much the same way a Princeps is tied into their Titan, the Lieutenant is the most senior Naval officer assigned to Landing and Boarding parties, entrusted with the crucial task of leading and inspiring the force in the absence of the Captain

 

WS

BS

S

T

W

I

A

Ld

Sv

Lieutenant

4

4

3

3

3

3

3

9

4+/5+

Lieutenant is armed with an Autopistol and Close Combat Weapon. Lieutenant is also equipped with Frag Grenades, Comm-Link and a Refractor Field

Lieutenant may replace their Autopistol and/or combat weapon for:

–                         Bolt Pistol or Bolter                                                                    +2pts

–                         Power Weapon                                                                         + 10pts

–                         Plasma Pistol                                                                              + 10pts

–                         Power Fist                                                                                 + 15pts

Orders: The Lieutenant has a command radius of 12″ and may attempt to issue up to two orders each turn. The Lieutenant may issue any of the following orders:-

Bring It Down!; Get Back In The Fight! (Codex Imperial Guard p30); Incoming!; Move! Move! Move! (Codex Imperial Guard p36) Let ’em hear you, boys! (see below)

Let ‘Em Hear You, Boys!: The squad begins to sing lusty songs of incredibly coarse and rousing nature, filling them with heart. Upon successfully carrying out this Order, the squad is immune to all Morale Check modifiers his turn and may re-roll all failed Morale checks caused by enemy shooting.


HQ:
Storm Trooper Captain                                                                                 45pts

As a Storm Trooper, the rank of Captain is the equivalent of an Imperial Guard rank of Captain. The Storm Trooper Captain commands the detachment of Storm Troopers assigned to the Naval ship/flotilla

 

WS

BS

S

T

W

I

A

Ld

Sv

Storm Trooper Captain

4

4

3

3

3

3

3

9

4+/5+

Storm Trooper Captain is armed with a Hotshot Laspistol and Close Combat Weapon. Storm Trooper Captain is also equipped with Frag Grenades, Krak Grenades and a Refractor Field

Storm Trooper Captain may replace their Hotshot Laspistol and/or combat weapon for:

–                         Bolt Pistol or Bolter                                                 +2pts

–                         Power Weapon                                                      +10pts

–                         Plasma Pistol                                                          +10pts

–                         Power Fist                                                              +15pts

Deep Strike


Lord Commissar
                                                                                                70pts

See Codex: Imperial Guard (p92)


Ministorum Priests

See Codex: Imperial Guard. (p93)


Techpriest Enginseers

See Codex: Imperial Guard. (p93)


Comms Officer
                                                                                                   30pts

The Comms Officer is in constant communication with the vessel(s) in orbit, making use of their sensor arrays to monitor enemy formations and reinforcements.

 

WS

BS

S

T

W

I

A

Ld

Sv

Comms Officer

3

4

3

3

1

3

1

7

5+

Laspistol, Close Combat Weapon, Frag Grenades.

Must be attached to another unit as an Advisor. Does not take up any slots on the Force Organisation chart, but is otherwise treated as an HQ unit.

Intercept Reserves: While the Comms Officer is still alive, the opponent must deduct 1 from all their reserve rolls. In addition, if any enemy units arrive using the outflank rule, you may choose to make your opponent reroll the dice used to determine which table edge they arrive from

 

Elites


Naval Storm Troopers
                                                                                   

As Codex Imperial Guard (p 95) except that:

Must take Airborne Assault

Chimera option is replaced with option to take a Valkyrie as a transport at the points cost listed in Codex Imperial Guard (p101)


Hardened Veterans

As Veteran Troopers from Codex: Imperial Guard (p98) with the following exceptions:

The unit must take the Grenadiers doctrine.


Ambush Teams

During combats to defend against boarding actions, Naval vessels will often deploy specialist teams throughout the ship for Ambushes. In order to do this, the Ambush teams eschew the use of the bulky pressure suits their Rating colleagues use in combat, allowing them to hide in the various nooks and crevices throughout the ship, awaiting the enemy to walk into their traps.

As Special Weapons Teams from Codex: Imperial Guard with the following exceptions:

–                    Unit costs 50pts and has the Infiltrate USR

–                    Transport: May take a Valkyrie as transport + 100pts

 

Troops


Ratings
                                                                                                                    80pts

The bulk of a Naval Landing Party is made up of the ship’s Ratings, or crew. Equipped with solid-shot weaponry like Autoguns and Shotguns, Ratings make use of their bulky Pressure Suits in combat, their thick void-proof suits proving incredibly resilient against small-arms fire.

 

WS

BS

S

T

W

I

A

Ld

Sv

Ratings

3

3

3

3

1

3

1

7

4+

Overseer

3

3

3

3

1

3

2

8

4+

Commissar

4

4

3

3

1

3

2

9

4+

Composition: 1 Overseer & 9 Ratings

Wargear: Shotgun (Overseer has Autopistol instead, Commissar has Bolt Pistol instead), Close Combat Weapon, Frag Grenades.

Any model may exchange their Shotgun for an Autogun at no additional cost.

The Overseer may exchange their Autopistol for a Bolt Pistol + 2pts

The Overseer may take Meltabombs + 5pts

The squad may be joined by a Commissar + 35pts

The Overseer and/or Commissar may exchange their combat weapon/pistol for a Plasma Pistol or Power Weapon + 10pts

Up to 2 Ratings may replace their Shotgun for

–                         Flamer or Grenade Launcher                            + 5pts

–                         Meltagun                                                            + 10pts

–                         Plasma Gun                                                       + 15pts

One Rating may take a Comm-Link                                                      5pts

The entire squad may have Krak Grenades + 10pts


Penal Troopers

With Guard forces in action across the Imperium, it can often be difficult for them to offload convicted Guard to Penal colonies. This problem is often solved by placing them into the custody of Naval Commissars aboard vessels heading in the general vicinity of a Penal Colony, and should a particularly dangerous or suicidal mission crop up during their transit, the Penal Troopers will be the first to be assigned. Their numbers are often increased by the crewmen who have fallen foul of the Commissars or Bo’ sun.

See Codex Imperial Guard (p99)


Deck Gangs

Many crewmen aboard Naval vessels are convicts and unwilling volunteers press-ganged into service. Though initially unwilling, some will show pride and progress to trusted Ratings, though this is far from universal.

As Conscripts from Codex Imperial Guard (p97), however all Conscripts are armed with Shotguns.

 

Dedicated Transports


Arvus Lighter
                                                                                                      65 pts

Front Armour

Side Armour

Rear Armour

BS

10

10

10

3

Type: Flyer; Orbital Lander

Weapons: None

Transport: Can transport up to 12 models.

Access Points: 1. Rear Ramp

Options: May be fitted with two Viper missiles (treat as Hunter-Killer Missiles) for 20pts.


Aquila Lander
                                                                                                     95 pts

Front Armour

Side Armour

Rear Armour

BS

11

11

10

3

Type: Flyer; Orbital Lander

Weapons: Nose-mounted Heavy Bolter. May upgrade to a Multilaser + 10pts; Autocannon + 15pts

Transport: Can transport up to 12 models.

Access Points: 1. Rear Ramp

Options: May be fitted with two Viper missiles (treat as Hunter-Killer Missiles) for 20pts

VTOL Mode: The Aquila can use its thrusters to hover. At the start of the movement phase, the Imperial Navy player can declare that the Aquila will use its VTOL mode. During turns when the Aquila is in VTOL mode, the Aquila is treated as a fast skimmer.

 

Fast Attack


Valkyrie Squadron

See Codex Imperial Guard (p101)


Lightning Squadron
                                                                                       

Front Armour

Side Armour

Rear Armour

BS

10

10

10

3

Composition: Consists of 1 to 3 Lightnings at 105pts each.

Type: Flyer

Weapons: Autocannon and Twin-Linked Lascannon. May switch Autocannon for 6 Viper Missiles (treat as Hunter-Killer Missiles)

Fixed Weaponry: The Lightning may only shoot at targets directly in front of it.


Wing Commander Trasker
                                                                          40pts

Type: Fighter Ace (Unique) – Wing Commander Trasker is purchased as an upgrade for a single Lightning aircraft.

Legendary Ace: A Lightning piloted by Trasker benefits from his BS of 4

Dogfighter: Trasker’s Lightning is tailored for dogfighting. Trasker’s lightning still receives the bonus cover save for fast skimmers, even against AA guns like Hydra Flak Guns. Trasker may hit other Flyers on a roll of 5+.

 

Heavy Support


Vendetta Squadron
                                                                                       

See Codex Imperial Guard (p101)


Forward Observation Team
                                                                       100pts

 

WS

BS

S

T

W

I

A

Ld

Sv

Master of Ordnance

3

4

3

3

2

3

2

7

5+

Forward Observer

3

3

3

3

1

3

1

7

5+

Composition: Master of Ordnance & 2 Forward Observers. The unit is purchased as a single Heavy Support unit, but each member of the unit is deployed independently, and as treated as an Independent Character. Each model may be deployed having joined another unit. May purchase up to 2 additional Forward Observers at +15pts each.

Laspistol, Close Combat Weapon, Frag Grenades, Camo Cloak, each model has a Comm-Link

The Master of Ordnance may exchange their Laspistol or Combat Weapon for one of the following:

–                         Autogun or Shotgun                                                 free

–                         Plasma Pistol or Power Weapon                           +10pts

–                         Boltgun or Bolt Pistol                                              +2pts

Infiltrate

Independent Character: Each model is treated as an Independent Character, however only the Master of Ordnance may join another unit.

Officer: The Master of Ordnance is a Warrant Officer and may issue one order per turn. The Master of Ordnance may use the following orders: Orbital Bombardment

Target Triangulation: If two or more forward observers (including the Master of Ordnance) can draw unbroken LOS to the target, the scatter dice may be re-rolled for Orbital Bombardment this turn.

Orbital Bombardment: The Master of Ordnance may issue this order to its Naval vessel in orbit once per turn. This attack can only be made if the Master of Ordnance did not move in the movement phase. The Naval Vessel is treated as Ld 7 for the purposes of carrying out the order.

Range

Strength

AP

Type

Unlimited

10

1

Ordnance Barrage 1*

 


Naval Sentinel Squadron

As Scout Sentinel Squadron. See Codex Imperial Guard (p100)

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