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 Codex Spécial opération commandos

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glloq59
Colonel
glloq59


Masculin Nombre de messages : 1772
Age : 39
Localisation : Hoth, Nord
Armée : GI(paras et compagnie blindée),SM
Loisirs : Glander
Date d'inscription : 24/06/2004

Codex Spécial opération commandos Empty
MessageSujet: Codex Spécial opération commandos   Codex Spécial opération commandos EmptyMer 30 Juin - 20:12

Voici un codex que j'ai trouvé sur le net...

Codex Spécial opération commandos Soc3-cod

*************************************************************
Introduction

Welcome to Codex: Special Operations Commandos, a book dedicated to the Special Forces of the Imperial Guard.

Overview of the SOCs
The Special Operations Commandos (SOC) were created to give the Imperial Guard a force that could operate independently as either Advanced Reconaissance, Anti-Terrorist (Anti-Heretics/Cultists) Group, and/or to penetrate and operate behind enemy lines, disrupting their communications, supply, and infrastructure. For this type of mission, only the fittest and most well-trained troopers are accepted, and then they are put through grueling training that only three out of 1000 ever completes. Many of the SOC rejects end up in the Stormtroopers, as, even though they were not good enough for SOC, they are still some of the finest troopers in all the Imperium. SOC troopers specialise in Infiltration, Recon, Forward Observer, and Sabotage missions, they are also the troopers called upon for special Rescue missions and Search and Destroy missions of covert nature.

The SOC have a different organisation from normal regiments or battalions, as they are a light unit that depends on Stealth, and quick movement to fulfill their mission and not on massed artillary and tanks.

Why Collect A SOC Army
The SOCs are a fun and challenging army to play. They combine elements of both the Imperial Guard and Space Marines. The SOCs are a group of rugged Imperial Guard veterans who have learned the army of stealth and new ways of fighting war. They are the antithesis of a "normal" Imperial Guard regiment: Their fighting units are small, they have a loose organization, they rely on stealth and silent movement, and they have very few armoured vehicles.

The SOCs are a great army for people who like the painting and modelling aspect of the hobby. There is a wide selection of troops, each of which can be made using any variety of models. The camoflage used by the SOCs provides a wonderful painting experience. There are few armoured vehicles to model, so you don't have to spend large amounts of time painting tanks. And best of all, a SOC army is small in comparison to other Imperial Guard armies, so you can spend more time on individual Troopers or vehicles.

What's In This Book?
This Codex includes two sections:

The Army List. Tells you about the different characters, troops, weapons and vehicles available to a SOC army, and how to select an army for use in a Warhammer 40,000 game.

Special Operations Commandos. This section gives some information on the history and organization of the Special Operations Commandos, as well as three unique individuals serving with the SOCs.

*************************************************************
Special Operations Commandos

Overview of the Special Operations Commandos
The Special Operations Commandos (SOC) were created to give the Imperial Guard a force that could operate independently as either Advanced Reconaissance, Anti-Terrorist (Anti-Heretics/Cultists) Group, and/or to penetrate and operate behind enemy lines, disrupting their communications, supply, and infrastructure. For this type of missions, only the fittest and best-trained troopers are accepted, and then they are put through grueling training that only three out of 1000 ever completes. Many of the SOC rejects end up in the Stormtroopers, as, even though they were not good enough for SOC, they are still some of the finest troopers in all the Imperium. SOC troopers specialise in Infiltration, Recon, Forward Observer, and Sabotage missions, they are also the troopers called upon for special Rescue missions and Search and Destroy missions of covert nature.

The SOC have a different organisation from normal regiments or battalions, as they are a light unit that depends on Stealth, and quick movement to fulfill their mission and not on massed artillary and tanks.



Command Structure
The Special Operations Commandos Command structure is as follows:

Battalion Commander is a Senior Colonel.
Company Commanders are Captains or Majors.
Platoon Commanders are Lieutenants.
Squads are led by Veteran Sergeants.
Vehicle Troupes are led by a Captain or Lieutenant.
Vehicle Squadrons (not Bike or Light Vehicle Squadrons) are led by a Lieutenant.
Bike or Light Vehicle Squadrons are led by a Veteran Segeant.
Covert Operatives operate as individuals or in small special units, and the general Command structure does not apply.

The Supply Company is commanded by a Quartermaster Captain, and is organized as follows:

It has a Transport Section, a Quartermaster Section (Supplies), a Commisary Section (Cooks, etc.), and an Armourers Section. Each of these sections are commanded by either a Lieutenant.



Organization
The SOC battalions are organised as per the following chart:

Special Operations Commandos Battalions



The SOC Companies are organized as per the following chart:

Special Operations Commandos Companies



The SOC Platoons are organized as per the following chart:

Special Operations Commandos Platoons




*************************************************************

SOC ARMOURY
SOC characters may pick up to two single-handed weapons, or one single-handed weapon and one two-handed weapon. In addition you may pick up to 100 points worth of items of additional wargear for each character from the Wargear lists. You may not take duplicate items for the same model. All SOC Sergeants are considered Veteran Sergeants and may select Wargear from the Armoury.

The SOCs use the same basic equipment as the Imperial Guard, and so use the Imperial Guard Armoury with the following additions.

WARGEAR
Auxiliary Grenade Launcher............10 pts.
White Phosphorous Grenades.........4 pts.




SOC WARGEAR
LAW (Light Anti-Tank Weapon)

Disposable single shot missile launcher armed with a single frag or krak missile, the type of missile must be stated before the weapon is fired.

Range Str AP Type
Frag 36" 4 6 Assault 1/Blast*
Krak 36" 8 3 Assault 1*

*LAWs are one-shot weapons. Once they have fired a shot, they may not be used again.



Bayonets

All SOC lasguns may be equipped with bayonets. These are used in close combat, and give the user +1 Initiative in close combat. Bayonets cost 2 points per model.



Squad Automatic Weapon (SAWs)

Squad Automatic Weapons (SAWs) are used in place of heavier weapons in the SOC. They are lighweight and easy to fire while on the move, a fact that has not been lost on the soldiers of the SOC. The SAW has become a favored weapon among the Troopers.

Range Str AP Type
SAW 36" 4 5 Assault 2



Auxiliary Grenade Launcher

An auxiliary grenade launcher is, as the name suggests, a small grenade launcher that can be attached to another weapon and used to launch grenades a short distance. They have gained a great deal of affection from the soldiers of the SOC, thanks to their ability to supplement, rather than replace, the troopers' hellguns.

Range Str AP Type
Frag 12" 3 6 Assault 1/Blast
Krak 12" 6 4 Assault 1



White Phosphorous Grenade

White Phosphorous Grenades (WPs, also called Willie Peters by the SOCs) are an interesting, and particularly nasty type of grenade designed specifically for use by the SOCs. They combine the blinding flash of a blind grenade with the ability to set a man on fire, often with spectacular results. WPs can either be thrown (with a range of 6") or fired from an auxiliary grenade launcher. When the WPs hit their target, place a blast marker on the table. This not only represents the blast from the grenade, but also the area covered by the blinding flash. Leave the blast marker (or a piece of paper cut to the same size and shape) in position after all casualties have been resolved. The marker will block line of sight for the remainder of the SOCs' turn and the entirety of their opponents' next turn. Any troops caught fully underneath the marker will be unable to move in their turn. Remove this marker after the end of your opponent's next turn. WPs have the following stats:

Range Str AP Type
WP Grenade 6"/12" 4 5 Assault 1/Blast

*************************************************************

SOC ARMY LIST

This section of the book is given over to the SOC army list, a listing of the different troops and vehicles a SOC Commander (ie YOU) can use in games of Warhammer 40,000. The army list allows you to fight battles using the scenarios included in the Warhammer 40,000 rulebook, but it also provides you with the basic information you'll require to field an Ork army in scenarios you've devised yourself, or as part of a campaign series of games, or what ever else may take your fancy.

The army list is split into five sections. All of the squads, vehicles and characters in an army list are placed in one of the five sections depending upon their role on the battlefield. In addition every model included in the army list is given a points value, which varies depending upon how effective that model is on the battlefield.

Before you can choose an army for a game you will need to agree with your opponent upon a scenario and upon the total number of points each of you will spend on your army. Having done this you can proceed to pick an army as described below.

Using A Force Organisation Chart
The army lists are used in conjunction with the Force Organisation chart from a scenario. Each Force Organisation chart is split into five categories that correspond to the sections in the army list, and each catagory has one or more boxes. Each box indicates that you may make one choice from that section of the army list, while a dark toned box means that you must make a choice from that section.

Using The Army Lists
To make a choice, look in the relevant section in the army list and decide what unit you wish to have in your army, how many models there will be in the unit, and which upgrades that you want (if any). Remember that you can not field models that are equipped with weapons and wargear that is not shown on the model. Once this is done subtract the points value of the unit from your total points, and then go back and make another choice. Continue doing this until you have spent all your points. Then you can get on with the serious business of unleashing your deadly SOC army!

SPECIAL RULES
Command Structure

The SOC are trained to operate in small units as well as in large formations, because of this training the SOC squads can operate independently of each other. SOC squads do not need to remain close to each other. This means that an SOC army can operate on all corners of the battlefield if needed!

Fire Teams

Most SOC squads contain ten men, including a sergeant and a corporal. These squads may be broken into two fire teams, one of which will be led by the sergeant, the other by the corporal, these fire teams may operate as independent units. Victory Points are given out as normal, with casualties from either fire team in a squad counting toward the squad's total casualties at the end of a battle (ie if two fire teams had two casualties each, the squad would have four casualties and still be above 50%; if one team had two casualties and the other had four casualties, the squad would have six casualties and count for VP purposes as being below 50%). However, fire teams count as individual squads when claiming table quarters or objectives (however, this means that if a fire team drops below three members it may no longer hold an objective or table quarter).

Mobile Support

The SOC are armed differently from regular Guard units, and rely on lighter support weaponry than a typical Guard unit. They may not include tanks or heavy mobile artillary (self-propelled guns). Instead, they use Fast Assault Vehicles (FAVs), Chimera transports, and Chimera variants.

Commlinks

The SOC are trained forward observers, and have more comlinks than typical Guard formations. They are also trained to keep in constant radio contact with their command squads, allowing instant communications of any problems on the battlefield up through the chain of command. Therefore, any SOC squad may be given a commlink (or two, in the case of squads that may be split into fire teams). The points cost for the commlink is listed in each squad's army list entry.

Dispersed Formation

All SOC squads are trained to use a dispersed formation to minimize the damage caused by enemy ordnance, frag grenades, flame-base weapons, etc. This also allows them to better locate a target, or gain cover. To represent this, SOC squads have a squad coherency of 4", rather than the usual 2".

*************************************************************
HQ



1 COMMAND PLATOON

Command Platoon:
1 Command HQ


Command HQ..................75 points/90 points

Points/Model
WS BS S T W I A Ld Save
Troopers - 3 4 3 3 1 3 1 8 5+
Led by Captain 75 4 5 3 3 2 4 3 9 5+
Led by Colonel 90 4 5 3 3 3 4 3 10 5+
Veteran Sergeant +10 3 4 3 3 1 3 2 8 5+
Primaris +40 3 3 3 3 2 3 1 7 5+
Tech-Priest Engineer +40 4 4 3 3 1 4 2 9 3+

Command HQ squads form a vital part of the Special Operations Commandos, coordinating the actions of platoons or companies with the regimental HQ. A Command HQ consists of a Captain or a Colonel and four troopers. These troopers are communications officers, guards, aide-de-camps, and other orderlies or lower ranking officers.

Squad: One officer and four Imperial Troopers.

Weapons: Hellgun or Hellpistol and close combat weapon.

Options: Up to two of the Troopers may have one of the following each: flamer +6 points; a plasma gun at +15 points; a meltagun at +15 points; a grenade launcher at +15 points; a SAW at +10 points; an auxiliary grenade launcher at +10 points (does not replace hellgun).

Up to two of the troopers may be given a LAW for +10 points. This does not replace their hellgun.

The entire Command HQ may be equipped with frag grenades for +5 points.

Characters: The Command HQ is led by either a Captain or a Colonel. One Trooper may be upgraded to a Veteran Sergeant at an extra cost of +10 pts. Any character may be given additional equipment from the Armoury.

Standard Bearer: One Troopers may be upgraded to a standard bearer at a cost of +10 points. Any Imperial Guard units with models within 12" of the standard bearer may re-roll failed Morale checks. The Standard Bearer may be given a regimental standard or holy relic bought at an additional cost from the Armoury.

Medic: One Troopers may be upgraded to a medic at a cost of +10 points. The medic receives a medi-pack (see the Wargear section)

Primaris Psyker: The Command HQ may include 1 Primaris Psyker at an additional cost of +40 points. He carries a Hellpistol and a close combat weapon and can be given any equipment allowed from the SOC Armoury. The Primaris has the psychic power Scan.

Scan: The psyker uses Scan at the start of his Movement phase, and it remains active until the start of his next Movement phase if successful. If the psyker successfully casts Scan, all enemy models within 36" of him are automatically detected. The psyker communicates their positions to his comerades, so all troops in the psyker's army will also consider those enemy troops detected. No enemy model may set up using Infiltrate within 18" of the psyker.

Tech-Priest Engineer: The Command HQ may include 1 Tech-Priest Engineer at an additional cost of +40 points. He carries a power and a Hellpistol and can be given any equipment allowed from the SOC Armoury.

Transport: The squad may include a Chimera for an additional +95 points, for details see the Chimera transport entry at the end of the Troops section.

Comm-Link: One of the Troopers may be given a comm-link at an additional cost of +15 pts.

SPECIAL RULES
Leadership: Any Imperial Guard squad within 12" of a command HQ may use the Leadership value of the Captain or Colonel leading the Command HQ for all Leadership tests.






COMMISSARS: SEE CODEX: IMPERIAL GUARD





TECH-PRIEST ENGINEERS
Points/Model
WS BS S T W I A Ld Save
Tech-Priest Engineer 40 4 4 3 3 1 4 2 9 3+

Weapons: Power axe and Hellpistol.

Options: A Tech-Priest Engineer can be given any equipment allowed from the SOC Armoury.

Command: Tech-Priest Engineers may be attached to any Command HQ or Command Squad.


*************************************************************

ELITES



SOC Sniper Squad
Points/Model WS BS S T W I A Ld Sv
Troopers 140 3 4 3 3 1 4 1 8 5+
Sergeant - 3 5 3 3 1 4 2 8 5+

SOC Sniper squads are specially trained to infiltrate enemy lines and set up ambushes and to assassinate enemy leaders.

Squad: A SOC Sniper squad consists of 1 Sergeant and 4 Troopers.

Weapons:
Needle sniper rifle, hellpistol, close combat weapon, and frag, krak and blind grenades.

Wargear: Up to one model may be given a LAW for an additional cost of +10 points. This does not replace any of their weapons.

Comm-Link: One of the Troopers may be given a comm-link at an additional cost of +10 pts.

SPECIAL RULES:
Infiltrators: SOC Sniper Squads are trained at deploying in advantageous locations before the start of a battle. They may deploy using the rules for Infiltrators as described in the Warhammer 40,000 rulebook


*************************************************************

TROOPS



SOC Troopers Squad

Troop Type Points/Squad WS BS S T W I A Ld Sv
Troopers 110 3 4 3 3 1 3 1 8 5+
Corporal - 3 4 3 3 1 3 1 8 5+
Sergeant - 3 4 3 3 1 3 2 8 5+

A SOC squad consists of a Sergeant, a Corporal, and eight Troopers formed into two fire teams that may operate independently (Sergeant commands first fire team, Corporal commands second fire team).

Squad: A Squad consists of 1 Sergeant, 1 Corporal and 8 Troopers.

Weapons: The Sergeant is armed with a hellpistol, close combat weapon, and frag grenades. The Corporal and Troopers are armed with hellguns and frag grenades.

Options: The entire squad may be given krak grenades at a cost of 2 points per model.

Up to two Troopers may be armed with: flamer at +3 points; plasma gun at +8 points; meltagun at +8 points; a grenade launcher at +8 points; or a SAW at +5 points. These must be split between the two fire teams.

Up to two Troopers may be armed with a LAW at +5 points each. This does not replace his hellgun. These must be split between the two fire teams.

Up to two Troopers may be armed with an auxiliary grenade launcher at +5 points each. This does not replace his hellgun. These must be split between the two fire teams.

Transport: The squad may include a Chimera for an additional +95 points, for details see the Chimera transport entry at the end of the Troops section.

Comm-Link: One of the Troopers in each fire team may be given a comm-link at an additional cost of +5 pts.



SOC Recon Squad

Troop Type Points/Squad WS BS S T W I A Ld Sv
Troopers 110 3 4 3 3 1 3 1 8 5+
Corporal - 3 4 3 3 1 3 1 8 5+
Sergeant - 3 4 3 3 1 3 2 8 5+

A SOC Recon squad consists of a Sergeant, a Corporal, and eight Troopers formed into two fire teams that may operate independently (Sergeant commands first fire team, Corporal commands second fire team).

Squad: A Squad consists of 1 Sergeant, 1 Corporal and 8 Troopers.

Weapons: The Sergeant is armed with a hellpistol, close combat weapon, and frag grenades. The Corporal and Troopers are armed with hellguns and frag grenades.

Options: The entire squad may be given krak grenades at a cost of 2 points per model.

Up to two Troopers may be armed with: flamer at +3 points; plasma gun at +8 points; meltagun at +8 points; a grenade launcher at +8 points; or a SAW at +5 points. These must be split between the two fire teams.

Up to two Troopers may be armed with a LAW at +5 points each. This does not replace his hellgun. These must be split between the two fire teams.

Up to two Troopers may be armed with an auxiliary grenade launcher at +5 points each. This does not replace his hellgun. These must be split between the two fire teams.

Transport: The squad may include a Chimera for an additional +95 points, for details see the Chimera transport entry at the end of the Troops section.

Comm-Link: One of the Troopers in each fire team may be given a comm-link at an additional cost of +5 pts.

SPECIAL RULES:
Infiltrators: SOC Recon Squads are trained to move ahead of the main force, often gaining an advantageous position before any battles. They may deploy using the rules for Infiltrators as described in the Warhammer 40,000 rulebook




Transport: CHIMERA

See Codex: Imperial Guard



*************************************************************

FAST ATTACK



BIKE SQUADRON
Points/Model WS BS S T W I A Ld Sv
Bike Trooper 175 3 4 3 3(4) 1 3 1 8 5+
Sergeant +10 3 4 3 3(4) 1 3 2 8 5+

Some squads are trained as bike squads to allow greater mobility for recon and flank attacks. This has also helped to make the Blitzkrieg tactics of the Imperial Guard more effective.

Squad: A squad consists of 1 Sergeant and 4 Troopers.

Weapons: Each bike is fitted with twin-linlked bolters. Each SOC biker is armed with a hellpistol and close combat weapon.

Options: Up to two Troopers in the squad may be armed with one of the following weapons: flamer at +3 points; meltagun at +10 points; plasma gun at +6 points; LAW at +5 points. Note that the LAW does not replace any of the Trooper's weapons.





FAST ATTACK VEHICLE (FAV)

Points Front Armour Side Armour Rear Armour BS
FAV 30 10 10 10 3

Fast Attack Vehicles (FAVs) are very light four wheel drive scout cars (little more than dune buggies). They are used by the SOC to flank their opponents and attack them from their sides or rear.

Type: Fast, Open-Topped Crew: SOC Troopers

Weapons: The FAV is armed with one of the following weapon packages:

Twin-linked heavy bolters and grenade launcher: +35 points
Missile launcher and twin-linked bolters: +25 points
Options: A FAV may be given upgrades from the Vehicle Upgrades in the SOC Armoury.





HELLHOUND - SEE CODEX: IMPERIAL GUARD


*************************************************************

HEAVY SUPPORT



Heavy Weapons Specialists

Troop Type Points/Squad WS BS S T W I A Ld Sv
Troopers 66 3 4 3 3 1 3 1 8 5+

A Heavy Weapon squad consists of 6 Troopers organised into three weapons team.

Squad: A Squad consists of six Troopers forming three weapons teams, each composed of two Troopers.

Weapons: The Troopers are armed with hellguns and frag grenades.

Options: Each weapon team must be armed with one of the following heavy weapons: heavy bolter at +12 points; missile launcher at +18 points; lascannon at +23 points; autocannon at +18 points; mortar at +15 points.

Transport: The squad may include a Chimera for an additional +95 points, for details see the Chimera transport entry at the end of the Troops section.

Comm-Link: One of the Troopers in each fire team may be given a comm-link at an additional cost of +5 pts.



CHIMEDON

Points Front Armour Side Armour Rear Armour BS
Chimedon 110 13 11 10 3

Chimedon assault vehicles have had their turret strengthened to mout a short barreled battle cannon similar to those carried by a Leman Russ. The battle cannon's powerful armour-piercing shells can easily smash opposing tanks, giving it tremendous tactical flexibility when combined with the Chimera's sturdy and maneuverable hull. They provide supporting fire for platoons of infantry which are facing enemy armour or dug-in infantry. They are also used in the mobile formations such as the SOCs and armoured cavalry to replace tanks.

Type: Tank. Crew: Imperial Guardsmen.

Weapons: The Chimedon is armed with a turret-mounted battlecannon and a hull-mounted heavy bolter.

Options: A Chimedon may be given upgrades from the Vehicle Upgrades in the SOC Armoury.



CHIMERAX

Points Front Armour Side Armour Rear Armour BS
Chimerax 140 12 10 10 3

Chimerax assault vehicles are easily recognisable because their turret has been upgraded to mount four light autocannon. These multiple autocannon allow the Chimerax to lay down a withering curtain of fire. This is highly effective for keeping enemy infantry, light skimmers and flyers at bay even though the Chimerax is not equipped with complex tracking and ranging sensors like its larger cousin, the Hydra self propelled anti-aircraft gun.

Type: Tank. Crew: Imperial Guardsmen.

Weapons: The Chimerax is armed with four turret-mounted autocannons (counts as two sets of twin-linked autocannons, they must all be fired at the same target and they can all be fired if moving) and a hull-mounted heavy bolter.

Options: A Chimerax may be given upgrades from the Vehicle Upgrades in the SOC Armoury.


*************************************************************


La suite après... Vous en pensez quoi?
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Elende

Elende


Masculin Nombre de messages : 398
Age : 40
Localisation : ici
Armée : Warlord
Loisirs : Warlord
Date d'inscription : 24/06/2004

Codex Spécial opération commandos Empty
MessageSujet: Re: Codex Spécial opération commandos   Codex Spécial opération commandos EmptyMer 30 Juin - 20:15

bon ben avant que quelqu'un d'autre ne le fasse :

"euh, j'comprend pas trop l'anglais (mensonge éhonté) ça raconte quoi ?"
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Niedersc
Invité




Codex Spécial opération commandos Empty
MessageSujet: Re: Codex Spécial opération commandos   Codex Spécial opération commandos EmptyMer 30 Juin - 20:17

Question : Dans quels occasions ces types de codex peuvent-ils être joués ? Est-ce valable en tournoi ?
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Elende

Elende


Masculin Nombre de messages : 398
Age : 40
Localisation : ici
Armée : Warlord
Loisirs : Warlord
Date d'inscription : 24/06/2004

Codex Spécial opération commandos Empty
MessageSujet: Re: Codex Spécial opération commandos   Codex Spécial opération commandos EmptyMer 30 Juin - 20:19

Coomme tout ce qui n'est pas officiel :

interdit en tournoi

peut être joué entre ami avec l'accord de l'adversaire
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glloq59
Colonel
glloq59


Masculin Nombre de messages : 1772
Age : 39
Localisation : Hoth, Nord
Armée : GI(paras et compagnie blindée),SM
Loisirs : Glander
Date d'inscription : 24/06/2004

Codex Spécial opération commandos Empty
MessageSujet: Re: Codex Spécial opération commandos   Codex Spécial opération commandos EmptyMer 30 Juin - 20:50

Citation :
bon ben avant que quelqu'un d'autre ne le fasse :

"euh, j'comprend pas trop l'anglais (mensonge éhonté) ça raconte quoi ?"

C'est un codex non-officiel pour une armée de commandos genre garde impériale.
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glloq59
Colonel
glloq59


Masculin Nombre de messages : 1772
Age : 39
Localisation : Hoth, Nord
Armée : GI(paras et compagnie blindée),SM
Loisirs : Glander
Date d'inscription : 24/06/2004

Codex Spécial opération commandos Empty
MessageSujet: Re: Codex Spécial opération commandos   Codex Spécial opération commandos EmptyMer 30 Juin - 22:26

Et maintenant les personnages spéciaux...

*************************************************************

Commisar Cromwell

Commisar Cromwell is the oldest active Commisar in service to the Emperor. Cromwell originally came from Cadia, and he has fought in several major campaigns over his long life. His steadfast and unyeilding faith is legendary throughout the Imperium. His name alone can bring fear to the hearts of Traitors. He carries the Tome of Judgement with him into battle and it is said that every Traitor's name is recorded there-in, along with the Judgement against him.

Cromwell goes into battle with his battle cry, "True Faith and The Emperor!"

Cromwell always dresses in the severest black, and he is said to never smile. His eyes glow with fanatical devotion.

COMMISSAR CROMWELL
Points/Model
WS BS S T W I A Ld Save
Commissar Cromwell 140 6 5 3 3 2 6 3 10 4+

Wargear: Cromwell's Combi-Pistol, sword, frag and krak grenades; Tome of Judgement; The Seal of Devotion.

SPECIAL RULES
Summary Execution: Special rules apply to Commissars (see the Commissars' special rules on page 5 of Codex: Imperial Guard for details)

Fearless: Commissar Cromwell has seen almost every horror there is to see in this galaxy. He has faced down the most horrible daemons, fought a Hive Tyrant in one-on-one combat, and has seen thousands of men slaughtered in a matter of seconds by a horde of Chaos Cultists. Nothing can move him to fright anymore. Cromwell is assumed to pass any Ld test he is required to make, as well as any squad he joins.

Inspiration: Cromwell is an inspirational Commissar, stirring the troopers of the SOC to greater acts of heroism with his orations and his deeds. His sight on the battlefield uplifts many a trooper's heart. Any unit within 8" of Cromwell will automatically pass alll Leadership tests.


Tome of Judgement

The Tome of Judgement is an ancient book, filled with damning judgements against many of the Imperium's worst enemies: The Traitors who turned their backs on the Imperium. It is said that the names of the damned are written in this tome, as are their dark deeds. But the tome is also a tool of salvation, for if a Traitor were to repent his sins and allow himself to be redeemed in death then his name may be stricken from the book. The SOCs are loyal to the Emperor almost to the point of fanatical devotion, and would do anything to purge the Traitors of the Imperium from the galaxy.

All Traitors (opposing Space Marines, Imperial Guard, Chaos troops, etc.) within 12" of Cromwell fight with a -1 WS and BS. The Tome causes a sense of fear in Traitors, and any Traitors wishing to charge Cromwell must first pass a Ld test to do so. If Cromwell is killed in battle, all Loyalists (including units not belonging to the SOC) within line of sight to the Tome suffer a -1 penalty to any Ld tests they are required to take until someone moves into contact with the fallen Cromwell and gives up their Shooting Phase to recover the tome.

Cromwell's Master-Crafted Combi-Pistol

Commissar Cromwell had a very special pistol built for him in his early days with the SOC. The pistol is a combi-weapon, a combination of a bolt pistol and plasma pistol. But it is far more than just that: The weapon was hand-built by the Tech-Magos Eramus Kardt, masterly crafted into an object of sheer beauty. The pistol has not failed Cromwell yet, and his aim with this weapon is very awesome indeed.

Cromwell's combi-pistol acts as a combi-weapon made up of a bolt pistol and a plasma pistol. He may be allowed to fire either one in a turn. Because of the special care taken in crafting the pistol to suit Cromwell, any misses in the Shooting Phase may be re-rolled.

The Seal of Devotion

The Seal of Devotion was given to Cromwell after he led a charge up Mount Guinen on the planet Wayard. It was said that such was his devotion in carrying out the Emperor's will that no weapon could harm him; no enemy psyker could touch his mind. The Seal was built with a force field in the rounded portion of the seal that holds it to Cromwell's coat.

The Seal of Devotion give Cromwell a 4+ invulnerable save against any attack, including psychic powers.

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Sergeant Major O'Brian

Sergeant Major O'Brian of the 3rd Platoon of the Recon Company of the 1st SOC Battalion

Sgt. Major O'Brian comes from the Hell World of Catachan, and is one of the most skilled and Stealthy Jungle Fighters in the Imperium. He is renowned for his skill in setting up ambushes and booby-traps, his ability to use cover to get close to the enemy is uncanny, and the men of his platoon and company have come to calll him O'Brian the Phantom, and the nickname is starting to spread wherever the SOC has operated.

SERGEANT MAJOR O'BRIAN
Points/Model
WS BS S T W I A Ld Save
Sergeant Major O'Brian 120 4 5 3 3 2 5 2 9 4+

Weapons: Hellpistol, hellgun/flamer combi-weapon, power sword, frag, krak, and white phorphorous grenades, and a LAW; Cameoline; Carapace Armour.

SPECIAL RULES
Infiltrator: O'Brian has been trained well in the arts of stealth and infiltration. He, and any unit he is leading, may use the Infiltrators rules in any mission that allows them to be used.

Stealthy: O'Brian's ability to conceal himself has gained quite a reputation. He is able to blend in with shadows, an ability that is double deadly when combined with his cameoline. O'brain gains a +1 cover save when standing in cover. This bonus is added to the bonus for his cameoline.

Independent Character: O' Brian may operate as an indepent character. He may only join SOC squads and if he does, he may take command from its sergeant and use his Ld for all rolls.

Force Commander: O'Brian may be the commander of any force of less than 1000 points, unless a Colonel or Captain is included in the Force.


Cameoline

O'Brian wears a special suit made of materials which alter their colour to blend in with the scenery around them, almost like the way a chameleon changes colour to hide itself. This suit hides O'Brian from the eyes of his enemies, allowing him to sneak up on them and assault them from an unexpected area.

The cameoline suit gives O'Brian a +1 bonus to all cover saves. When standing in the open, O'Brian counts as having a 6+ cover save.

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Ull the Hunter

SOC Operative
Ull joined the SOC as a recruit from the death world of Catachan. He has served in the standard squads working his way steadily up through the ranks and after several battles transfered to the recon unit, where he was trained as a scout and showed an adeptness for finding hidden enemy camps and searching out enemy troops that had set up to ambush the Imperial forces in the area. While on a mission during the campaign on Arx, his squad of five recon troopers was attacked by a Khorne Berzerker Champion accompanied by three Flesh Hounds. The squad managed to kill two of the Flesh Hounds before the skirmish was over. Ull returned to consciousness after being severely wounded during the skirmish, and found himself lying at the bottom of a ravine amongst thick brush, this must have been what saved him, because when he climbed out, which took several hours due to his severe wounds, all that was to be found of his squad was bloody bits of uniforms, a few bloody bits of flesh, and some bloody and mangled equipment. To this day Ull is not sure how long he wandered, out of his head from his wounds and loss of his companions, but he was finally found by a Space Marine Scout patrol and returned to his unit's medical facility, where he lay for weeks mending the many wounds and broken bones he had. For a long time the medics thought that he would not survive, due to the corruption and poisoning of his flesh caused by the teeth and claws of the foul Chaos beast. During his recovery, the medics tried newly developed drugs and serums on him to combat the poisons and corruption. After he had healed, it was discovered that his physical abilities had been much enhanced. His strength, toughness, endurance, dexterity, and agility were well above that of normal men. But he had paid a price: His hair had turned to purist white, and his face and torso were horribly scarred. The medics repaired the damage to his face to where the scars are no longer visible, but to any of his old friends he is no longer recognizable. The medics had to give him a whole new face, and his right eye was beyond saving, so it was replaced with a bionic replacement that looks almost normal, but not quite.

Ull has sworn to kill every Chaos creature or Cultist that crosses his path, and he has sworn to hunt down the one that set the foul Flesh Hounds upon his companions and himself. His ongoing search for this minion of the Chaos god Khorne has earned him his nickname, "The Hunter." Ull has became a lone hunter and enemy of all of Chaos, he takes on missions that no one else will. His hatred for Chaos has imbued him with a strength of will that their foul aura cannot affect. He is no fool, but he has no terror of Chaos. He makes his life's mission that of hunting down the followers of Chaos wherever they may be found.

Ull has worked with the Techpriests to develop his own unique weapons for his fight. This has been condoned by his superiors, as they have recognized that he makes a useful tool in the never-ending fight against Chaos and Heresy.

ULL THE HUNTER
Points/Model
WS BS S T W I A Ld Save
Ull the Hunter 210 5 5 4 4 3 6 4 10 4+

Wargear: Striker Combat Shotgun, bolt pistol, the sword Retribution, frag and krak grenades; Carapace armour; Bionic Eye; C'tan Phase Field

SPECIAL RULES
Infiltrator: Ull has been trained well in the arts of stealth and infiltration. He may use the Infiltrators rules in any mission that allows them to be used.

Fearless: Ull has seen many horrors in his career as a SOC Trooper. He has fought the dark forces of Chaos thousands of times, and still he has not shown an ounce of fright. Ull is assumed to pass any Ld test he is required to make.

Individual: Ull fights alone. He will not join any SOC unit.

Hates Chaos: Ull has an intense hatred for all things Chaos. Whenever Ull is in hand to hand combat with a Chaos model, he will hit on a 3+ regardless of his opponent's WS.

Stealthy: Ull has learned from some of the best how to keep himself hidden from the eyes of the enemy. Ull gains a +1 cover save when standing in cover.




Striker Combat Shotgun

The Striker Combat Shotgun is a special modification of the heavy bolt throwers used by dangerous game hunters on death worlds. This weapon fires an explosive bolt that uses a specially designed propellant charge. It also is capable of firing a special Force Bolt that has been designed by the Techpriests with the aid of the Adeptus Telepathica psykers.

Range Str AP Type
Bolt rounds 24" 4 6 Assault 1
Scatter rounds 18" 3 - Assault 1/Blast, no cover save
Executioner rounds 18" 4 5 Assault 1, no cover save
Force Bolts 24" 6 4 Assault 1, no daemon/psyker save



Retribution

The sword Retribution was forged some time in the dim past before any reliable records were kept. All that is known is that it was carried by Andrus the Daemon Slayer, a legendary hero of the Imperium that lived in the time of legend during the period just after the Dark Age of Technology during the first of the incursions of the foul Chaos Spawn. Retribution counts as a power sword striking a Strength 8, and allows no daemonic aura saves.



C'tan Phase Field

The C'tan Phase Field is a generator that is worn as a special harness that goes up and over the shoulders and fastens with a belt at the waist. It creates a field of phase energy around the wearer that makes him appear to phase in and out of realspace, making it hard for an opponent to hit him with either ranged or close combat weapons. It also will cause the enemy's weapons to deflect away from the wearer. They almost appear to pass through the wearer without harming him. This gives the wearer a 3+ invulnerable save, and it deducts -1 at ranges up to 24" and -2 at ranges of 25"+ from the opponent's Ballistic Skill when rolling to hit when they are firing any ranged weapon at the wearer. It also deducts -1 from the opponent's Weapon Skill in hand-to-hand combat.

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