So; after two test games, I reworked the codex a little. Globally I was not very lucky with the dices but I really felt my guys were not doing well what they are supposed to do, that is to say be shock troopers. I feel like my meta is quite competitive, despite being administrated very carefully by a nice guy.
Back to the main units I discussed earlier:
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General rules of the army
Iron Discipline : same as
DKoK morale checks. They do not test when loosing 25% or more of their numbers during move and shooting phase. Can also use a 12''
Ld bubble from their officers for tests.
Mechanized Assault: RSD Chimera are Fast
Big Game hunters : a unit with this rule has the Monster Hunter and Tank Hunter
USR.
Savages: A unit with this special rule must pass a
Ld check when it is too far from a RSD officer (out of a 12'' bubble or no Officer/Commissar/Priest/other in the unit. Milician Squad Sarge not counting for this rule). If failed, throw a
D6:
- on 1/2, the unit must shoot and charge the closest enemy model it sees (Lasguns count as Assault 1)
- on 2/3, they must go to ground and can't do anything more on this turn,
- 5/6, they retreat to the closest edge of the table (
2D6+2'' distance).
Tank riding: A unit with this special rule can ride a vehicule with the Tank
USR. It can start the game riding its Dedicated transport instead of being inside.
- The ridden tank becomes an Assault Vehicule and has a 6+ cover save.
- The unit may assault from any point of the vehicule.
- Any moral and disembarkment rule related to units in transports apply.
- The riding unit can't shoot
- Any hit on the vehicule is also applied to the riding unit with the same S and
AP. 1 hit on a chimera = 1 it on the riding unit. The same when the enemy is targeting the riding unit.
- If the vehicule is damaged :
- Wrecked : normal consequences on passengers + 1D6 S4
AP- automatic hits on the unit.
- Explode ! : normal consequences on passengers + 1D6+3 S4 AP3 automatic hits on the unit.
- If the vehicule crosses a Dangerous terrain : Initiative test for each model of the riding unit and 1 S4
AP- automatic hit if failed.
- If the vehicule is Immobilized, the riding unit may execute an emergency disembarkment and can't do anything on its next turn.
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Special Weapons and Wargear
RPG launcher (special weapon, 10pts/fig):
-
AT rocket. R24'' S6 AP3 Assault1, Hollow Warhead (Counts as AP2 when Armour Penetration roll/To Wound roll gives 6), Man Portable (a model with a
RPG must carry a Krinkov Lascarbine and can't have another special weapon. It must choose which weapon it uses)
-
AP rocket. R24" S3 AP6 Assault 1, Shred
Models in the same unit must choose the same rocket when firing.
Krinkov Lascarbine :
- R9-18" S3
AP- Assault 1
- R0-9" S3 AP5 Assault 2
Militsiya Machete S: User AP4 Melee
Coaxial Bolter (Vehicule Equipment, +5pts) : R24" S4 AP5 Rapid Fire, Coaxial (if the bolter hits an enemy model, the main turret-mounted weapon of the vehicule is Twin-linked)
Ballistic Visor (+1pt/fig): Reroll failed armor saves against Gets Hot! wounds.
RSD Radio-vox : unlimited range for orders issued by radio-vox. The ordered unit must have a radiovox. Can't be used to reroll failed
Ld Checks for orders.
Bulletproof vest : 6+ armor save.
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RSD Core Units
HQ
CCS (65pts)
- Same special rules as
CCS + Iron discipline.
- May have a Chimera, a Taurox or a Valkyrie as Dedicated Transport.
TROOPS
All units may be taken in Platoon.
Veteran Squad (65pts)
- Same special Rules as Vets + Iron Discipline
- Same statline and same options as regular Codex
- Same equipment as regular codex, frag, 2 special weapons (with 2RPG max)
- May have a Chimera, a Taurox or a Valkyrie as Dedicated Transport.
Assault Veteran Squad (85pts)
- Same special Rules as Vets + Iron Discipline, Big Game Hunters
- Same statline + up to 4 Vets may take a Special Weapons (3RPG max)
- Equipment : Krinkov Lascarbine, Carapace Armour, Ballistic Visor,
CCW, Krak & Frag.
- May have a Chimera, a Taurox or a Valkyrie as Dedicated Transport.
Militsiya Squad(35pts)
- Same Special Rules as regular Guardsmen + Savages + Tank Riding.
- Same statline + Sarge has 2A.
- Same equipment as regular codex minus the Flak armour. Have Bulletproof vest instead (6+ save) .
- May add up to 10 Militsiyamen (4pts/fig) +1 Special weapon per 10 man
- Can't have
RPG, Plasma and Meltaguns.
- Whole squad may have Militsyia Machetes : +20pts
- May take a Chimera
DEDICATED TRANSPORTS
Chimera IFV "Rhayé pattern" (65pts)
- Same Special Rules + Mechanized Assault
- May replace its Multilaser by an Autocannon (+10pts)
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Here you go. Hope I'm not buffing my codex too much, I'm eager to hear your thoughts. Likewise, answers to my question on my previous post are still verymuch appreciated.