By Michael Deaton & Robert Kaye
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.
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)
By Robert Kaye
This codex is based off the Iron Warriors codex in the 4th ed. Codex Chaos Space Marines, with updates to take into account the changes to the codex layout and the new units, so that players of the old Iron Warriors army, as well as other fans of a chaos army built around shooting and ordnance, can play with a proper army of them in 5th ed.
HQ
HQ: Abaddon the Despoiler
Same as codex chaos space marines (p90)
Unique
HQ: Fabius Bile
Same as codex chaos space marines (p90)
Unique
HQ: Daemon Prince
Same as codex chaos space marines (p92) except that:
May not have a mark of chaos.
HQ: Warsmith
Same as Chaos Lord from codex chaos space marines (p92) except that:
Costs 120 points.
May not have a mark of chaos.
Has artificer armour instead of power armour, granting a 2+ save.
Wears a servo-harness.
Has the Blessing of the Omnissiah and Bolster Defences abilities from the space marine codex.
May not have a mark of chaos.
May not wear a jump pack, have wings, ride a daemonic steed, or wear terminator armour.
HQ: Chaos Sorcerer
Same as codex chaos space marines (p93) except that:
May not have a mark of chaos.
ELITES
Elites: Chosen Chaos Marines
Same as codex chaos space marines (p94) except that:
May not have an icon other than the Icon of Chaos Glory.
Elites: Chaos Terminators
Same as codex chaos space marines (p94) except that:
May not have an icon other than the Icon of Chaos Glory.
Elites: Possessed Chaos Marines
Same as codex chaos space marines (p95) except that:
May not have an icon other than the Icon of Chaos Glory.
Elites: Chaos Dreadnought
Same as codex chaos space marines (p95)
Elites: Obliterator Cult
Same as codex chaos space marines (p100)
Elites: Basilisk
Same as codex imperial guard (p??) except that:
May be given Daemonic Possession for +20 points.
May be given a Dirge Caster for +5 points.
Elites: Bombard
Same as codex imperial guard (p??) except that:
May be given Daemonic Possession for +20 points.
May be given a Dirge Caster for +5 points.
TROOPS
Troops: Chaos Space Marines
Same as codex chaos space marines (p96) except that:
May not have an icon other than the Icon of Chaos Glory.
FAST ATTACK
Fast Attack: Chaos Bikers
Same as codex chaos space marines (p99) except that:
May not have an icon other than the Icon of Chaos Glory.
Fast Attack: Chaos Raptors
Same as codex chaos space marines (p99) except that:
May not have an icon other than the Icon of Chaos Glory.
Fast Attack: Chaos Spawn
Same as codex chaos space marines (p99)
HEAVY SUPPORT
Heavy Support: Chaos Havocs
Same as codex chaos space marines (p100) except that:
May not have an icon other than the Icon of Chaos Glory.
Heavy Support: Chaos Predator
Same as codex chaos space marines (p100)
Heavy Support: Chaos Vindicator
Same as codex chaos space marines (p101)
Heavy Support: Chaos Defiler
Same as codex chaos space marines (p101)
Heavy Support: Chaos Land Raider
Same as codex chaos space marines (p101)
TRANSPORT
Dedicated Transport Vehicle: Chaos Rhino
Same as codex chaos space marines (p96)
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