Codex - Helinski Militia
| This article is bad and may or may not require deleting. Comment on the article's talk page. |
Contents
Why Play Helinski Militia[edit]
Do you like stubber and autoguns? Want loads of them? How about a fuckton? If so, this is the army for you!
Lot of customisation, with upgrades to regular guns to make them unique and fluffy! Some upgrades are born more equal than others however...
Do you form gunlines wherever possible, even when it would be impractical or less efficent than MSU? This army is perfect for ya then!
Zombie Hunters...Need I say more?
Loads of Artillery...seriously, dats alot of dakka
Helinski Militia Rules[edit]
Special Rules[edit]
- Grim Fortitude All Helinski units cannot be destroyed by a sweeping advance, if they fail, the remain locked in combat, but they may of course sweep other non-Fearless/non-ATSKNF units.
- Side by Side Any unit with this rule may regroup on their normal leadership for falling back, provided they are within 12" of another unit with this rule.
- Junior Artillerist A model with this special rule may call down a separate attack with the following profile(s)
- S6/AP4/48"Ordinance 1, Large Blast
- S5/AP5/ 48" Ordinance 4, Blast, Pinning, Shellshock
All attacks using this rule scatter 3d6", but only scatter 2d6" if a hit is rolled.
- Senior Artillerist A model with this rule may use a separate attack each game turn with the following profiles(s), in addition to the ones above:
- S9/AP3/ 240" Ordinance 1, Large Blast
- S10/AP2/ 36" Ordinance 1, Large Blast
- S5/AP4/ 48" Ordinance 1, Large Blast, Ignores Cover, Shred, Gets Hot*
All attacks using this rule scatter 3d6", but only scatter 2d6" if a hit is rolled.(* This profile may not be used again this game if it overheats)
Warlord Traits[edit]
Instead of rolling on the General Rulebook Warlord traits table, A Helinski Militia Warlord may roll on this table instead:
1. Master of the Ordinance All barrage weapons in the detachment can use this Warlord's LOS, and the Warlord gains the Senior Artillerist rule.
2. Traitors Bane Warlord gains Preferred Enemy against Renegades and Heretics and Helinski Renegades
3. Gun-Drill Commander Units within 6" if the warlord re-roll ones to hit with all Auto, Stub and Shotgun weaponry
4. Aggressive Gunline All units in the detachment gain Scout, other than vehicle units, even if the unit is Immobile.
5. Lord of Martyrs All units within 6" of the Warlord automatically pass any morale check they may be called upon to take.
6. Creeping Barrage For two consecutive game turns, the Warlord can make a separate shooting attack with the following profile: S9/AP3/ Range Unlimited/ Ordinance D3. The Marker must be placed anywhere within 24" of a friendly infantry Unit, and always scatters 2d6" inches, reducing it to 1d6" if a Hit is rolled. The attack is always fired indirectly.
Wargear[edit]
Shotgun Ammo
- Frag Shell - S3/AP-/12"/Assault 2
- Flak Shell - S2/AP-/12"/Assault 1, Blast (Shred)
- Lead Slug - S3/AP4/12"/Assault 1 (Shred)
- Pyro Shell - S3/AP5/12"/Assault 1 (Ignores Cover)
Auto-Rifle Ammo
- Auto-Rifle - S3/AP-/24"/Rapid-Fire
- .50 Cal Rounds - S3/AP5/30"/Rapid-Fire (*Reroll 1's to wound)
Submachine-Stubber
- Submachine-Stubber - S3/AP-/18"/Assault 3
- Pistol Rounds - S2/AP-/18"/ Assault 3 (Shred)
Auto-Carbine
- Auto-Carbine - S3/AP-/18"/Rapid-Fire (*May still assault after firing, even if the gun is rapid-fire)