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Post by ElegaicRequiem on Nov 19, 2009 9:23:57 GMT -5
It’s a special day, people. Know what day it is? That’s right: it’s the six month anniversary of the Ministry’s founding. Let all your celebratory energy out in a rush of exultation! *Celebrates, passes out, then crawls back into chair.* Now, then – to business; after one month, I made the skeletal draft of this, and continued to think about it on and off for the next five. In that time, I’ve refined it into what you’re about to see – Codex: Ministry of Pants. This is currently an unfinished work, those of you who do not have a character haven’t posted enough for me to make one. Get to it. Also, an “Enemies of the Ministry” section akin to the one found in Codex:WH will be added later, along with army and unit fluff and background. Artwork will also be added to the mix, and a .pdf version will be made to fully incorporate all the feel of a real codex. You might say I have too much time on my hands… you’d be right. But it is my hope that you’ll at least give this a look-through, and maybe even play test it one day when you have nothing better to do. I would love it if you got back to me with the results, and your feelings regarding how balanced it is (or isn’t… I’m still not sure everything’s as perfect as I want it). A thank you to all those who participated in the creation of this codex. So, without further ado, here’s my opus. Codex: Ministry of PantsIndex: (Totally figured out how to make the jumping url's work almost two years late. But I did it on my own. *doe eyes*) HQ Elites Troops Fast Attack Heavy Support Army wide rules/notes:- Always watching: All units may purchase deep strike and/or scout except the LR Inexorable.
- Hush, hush: No allies may be taken from either Codex: Daemon Hunters, or Codex: Witch Hunters
- Leman Russ variants get standard wargear options as per the current IG codex
- Any unit that can take a GL can take a flamer @ 5, in case I forget…
- Ppm = points per mini/model
- There’s no limit to the number of HQ choices for the Ministry of Pants.
- Any HQ unit may be attached to a retinue of four disaster pants except for Envoy who must use the Panda Patrol. The IC status is lost, and any character that uses this also fulfills a troops choice on the FOC. Hetlan may not use this option. Generic Pantsministers are also unable to use this option. Costs 100 points
- Chimera: as described in latest IG codex, except no ‘mobile command vehicle’
Wargear/ ArmoryPants Bike: It’s like any other bike Heavy Pants Bike: bike w/ heavy bike armor granting a 5+ inv, and the +1 T works against instant death. Bike loses Turbo-boost, and falls back 2d6”. Chain gun: operates like 2 t-l heavy stubbers that fire as a single weapon MP Multi-laser: man portable… RPC: Rocket Propelled Chainsaw. Hell yeah! 36” S8 ap4 heavy 1, rending Mini demo charge: 6” s6 ap3 assault 1, blast, one use only Parachute pants: If a unit w/ this scatters onto impassible terrain, another unit, or off the table then remove one member as a casualty and reduce the scatter by the minimum necessary to avoid the obstacle. Hellblaster: 24” s6 ap4 heavy 3 Hellblaster platform: Experimental jet bike Gatling RPC launcher: 36” s8 ap4 heavy 2, rending Rapid Deployment launcher: 18” s- ap- heavy 1, large blast – place the blast anywhere w/in range, deploy a unit in coherency w/in the blast. Units arriving this way may not shoot the turn they arrive, but may make a special run in the assault phase, or assault as normal. MDC Rack: 12-36” s6 ap3 ord barrage d6, blast Canister cannon: 48” s7 ap4 heavy 2, pinning* * the canister cannon uses 2x unmodified Str value instead of Ld for the pinning test. This ignores any target special rules that would enable it to automatically pass a pinning test/ Ld test. Pants ‘pace: 4+ armor save and 5+ inv save Short pattern inferno cannon: place small end of template w/in 6”, otherwise it’s the same as the inferno cannon listed in the current IG codex
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Post by ElegaicRequiem on Nov 19, 2009 9:24:18 GMT -5
HQHigh Lord Requiem[/b][/tr] [tr][td]Requiem[/td][td]4[/td][td]5[/td][td]3[/td][td]4[/td][td]3[/td][td]5[/td][td]3[/td][td]10[/td][td]3+/4++[/td][/tr] [/table] Unit Comp: 1 High Lord (unique) Type: Infantry Special Rules: Stubborn, Feel No Pain Wargear: Power sword, MP Multilaser, frag, krak, Decree of Terra, Force field, holo-projector, camo pants Decree of Terra: All friendly units w/in 6” count as having preferred enemy. In addition, once per game Requiem can read the Decree aloud, giving all friendly units w/in 6” +1 attack. Holo-projector: Capable of fooling the enemy forces into a poor deployment, this equipment allows Requiem to change the Ministry’s deployment after all infiltrators, scouts, etc. have moved. The Ministry player nominates a unit, and rolls a d6. On a 4+, the unit may be redeployed (following the mission rules for deployment), and another unit may be nominated. This continues until a 1-3 is rolled, and the nominated unit is redeployed, but no further units may be nominated. Instead, this piece of equipment may be used to allow Requiem to leave close combat before any attacks are made, provided he is not attached to a squad. Make a normal fall back move in any direction. The enemy may only consolidate 1”. This cannot be used if the holo-projector was used to redeploy any units. Force field: Any wounds allocated to Requiem may be re-rolled. Camo pants: Requiem may choose to use start the game in reserve. If he does so, he may be placed anywhere on the field (at least 1” away from an enemy) when he becomes available. Requiem may move, shoot, and assault normally when he arrives.
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Post by ElegaicRequiem on Nov 19, 2009 9:24:34 GMT -5
HQDeputy Minister Reds [/b][/tr] [tr][td]Reds[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]2[/td][td]3(5)[/td][td]2[/td][td]9[/td][td]4+/5++[/td][/tr] [/table] Unit Comp: 1 Deputy Minister (unique) Type: Infantry Special Rules: Scout Always Grooving: Initiative is boosted to 5 on charge. Behold my Pants: Counts as homing beacon, enemies w/in 12” have -1 Ld (to a minimum of 3), friendlies w/in have +1 Ld (to a maximum of 10) True Grit: Reds can fire his storm bolter one handed, and it counts as a second weapon in close combat Wargear: Pants ‘pace, Sword of Science, storm bolter, frag, krak Sword of Science: counts as poison 5+ as it sets the target ablaze.
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Post by ElegaicRequiem on Nov 19, 2009 9:25:14 GMT -5
HQSecretary of Shorts Envoy (40mm base) [/b][/tr] [tr][td]Envoy[/td][td]4[/td][td]4[/td][td]3(5)[/td][td]3[/td][td]3[/td][td]4[/td][td]3[/td][td]10[/td][td]4+/5++[/td][/tr] [/table] Unit Comp: 1 Secretary of Shorts (unique) Type: Infantry Special Rules: Scout, Eternal Warrior Aura of Authority: Raises the Ld of attached squad to 10 Wargear: Pants ‘pace, plasma pistol, blessed weapon, insulated gloves, frag, krak Insulated Gloves: Envoy may re-roll his armor save for plasma overheats Panda Patrol: Envoy starts in a squad of five specially trained pandas (40mm bases) [/b][/tr] [tr][td]2[/td][td]3[/td][td]4[/td][td]4[/td][td]1[/td][td]3[/td][td]1[/td][td]6[/td][td]6+[/td][/tr] [/table] Scout @ 1 ppm Wargear: Chain gun
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Post by ElegaicRequiem on Nov 19, 2009 9:25:39 GMT -5
HQHelmian, Swami of Sweatpants [/b][/tr] [tr][td]Helmian[/td][td]4[/td][td]4[/td][td]3[/td][td]4[/td][td]3[/td][td]2[/td][td]4[/td][td]10[/td][td]4+/5++[/td][/tr] [/table] Unit Comp: 1 Swami of Sweatpants (unique) Type: Infantry Scout @ 5 Special Rules: Fearless, Relentless Wargear: Swami’s Sweatpants, Power sword, Indoctrination pistol, frag, meltabombs Swami’s Sweatpants: Modified pants ‘pace that gives the wearer Fleet Indoctrination Pistol: S x Ap 1 Pistol 3 poison 2+
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Post by ElegaicRequiem on Nov 19, 2009 9:26:03 GMT -5
HQSkymistress Galatea [/b][/tr] [tr][td]Galatea[/td][td]3[/td][td]5[/td][td]3[/td][td]3[/td][td]2[/td][td]3[/td][td]2[/td][td]8[/td][td]4+/5++[/td][/tr] [/table] Unit Comp: 1 Skymistress (unique) Type: Infantry Special Rules: Relentless Prismatic Pants Bombardment: Treated as a shooting attack, Needs no los. A hit will never scatter. May choose which one to fire. Range: Unlimited for all - Denim Bombardment- Str 8 AP 4 Ordanance Barrage 1
- Camo Bombardment- Str 5 AP 4 Ordanance Barrage 3 ignores cover
- Khaki Bombardment- Str 10 AP 2 Ordanance Barrage 1 small blast
- Sequin Bombardment- Str 4 AP 3 Ordanance Barrage 2d6 small blast, ignores inv save
Wargear: Pants ‘pace, bolt pistol, chainsword, frag
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Post by ElegaicRequiem on Nov 19, 2009 9:26:19 GMT -5
HQDuke of Duct Tape, Sharps [/b][/tr] [tr][td]Sharps[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]2[/td][td]4[/td][td]2[/td][td]9[/td][td]3+/5++[/td][/tr] [/table] Unit Comp: 1 Duke of Duct Tape (unique) Type: Infantry DS @ 5 Special Rules: Hit and run, Feel no pain Duct Tape Skillz: Grants all friendly units w/in 6” Feel No Pain, allows any vehicle w/in 6” to subtract one form the damage table if it takes damage. Wargear: Chainsword, frag, krak, hellpistol, Taped pants Taped pants: These are pants ‘pace that have had layers of duct tape added for extra protection
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Post by ElegaicRequiem on Nov 19, 2009 9:26:39 GMT -5
HQPrince-Admiral of Nice Things, Hetlan [/b][/tr] [tr][td]Hetlan[/td][td]4[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]4[/td][td]3[/td][td]9[/td][td]3+/4++[/td][/tr] [/table] Unit Comp: 1 PANTs (unique) Type: Infantry Gunslinger: Hetlan may fire both his pistols together as a single twin-linked pistol Spazz: Hetlan always deep strikes into battle, and always scatters. Move him the minimum amount necessary to avoid terrain. If he scatters off the table, he takes a wound, and may try again next turn. Hetlan is unable to take a retinue with him as he teleports. Undying: So far, Hetlan has survived attacks that would have destroyed cities. To represent this, all wounds except for those taken by missing the table may be re-rolled. Wargear: Demolisher pistols, hydra daggers, the Bloody Mantle, Cape of Gaudiness, frag, meltabombs Demolisher pistols: S9 AP2 pistol 1 small blast Hydra Daggers: melee attachments to the demolisher pistols, they count as 4+ poisoned power blades The Bloody Mantle: a custom suit of power armor that incorporates a force field Cape of Gaudiness: Hetlan cannot be locked in close combat, and may leave at the end of an assault phase if he chooses. Place him 2d6” away, and he scatters d6 inches from there. The enemy consolidates normally.
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Post by ElegaicRequiem on Nov 19, 2009 9:26:54 GMT -5
HQAeon, The Father of Fatigues [/b][/tr] [tr][td]Aeon[/td][td]3[/td][td]4[/td][td]3[/td][td]4[/td][td]3[/td][td]4[/td][td]2[/td][td]9[/td][td]4+/5++[/td][/tr] [/table] Unit Comp: 1 Father of Fatigues (unique) Type: Infantry Special Rules: Preferred enemy Meltdown: The first time Aeon takes an unsaved wound, he gains furious charge for the duration of the game. Wargear: Ccw, plasma pistol, pants ‘pace, frag, krak
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Post by ElegaicRequiem on Nov 19, 2009 9:27:12 GMT -5
HQKommissar of Kilts, Orren [/b][/tr] [tr][td]Orren[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]4[/td][td]2[/td][td]9[/td][td]4+/5++[/td][/tr] [/table] Unit Comp: 1 Kommissar of Kilts (unique) Type: Infantry Scout @ 5 Special Rules: Move through cover Wargear: Pants ‘pace, frag, krak, Dual hand flamers Dual hand flamers: Counts as a twin-linked flamer. They still count as two close combat weapons in close combat.
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Post by ElegaicRequiem on Nov 19, 2009 9:27:30 GMT -5
HQFriendly Neighborhood Pantsminister [/b][/tr] [tr][td]Pantsminister[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]2[/td][td]4[/td][td]2[/td][td]9[/td][td]4+/5++[/td][/tr] [/table] Unit Comp: 1 Pantsminister Type: Infantry DS @ 10ppm, scout @ 15 ppm Wargear: Pants ‘pace, bolter, frag, krak, ccw May exchange bolter and/or ccw for: - Bolt pistol @ free
- Storm bolter, GL, or flamer @ 5
- Plasma pistol or inferno pistol @10
- Plasmagun @15
- Power weapon @10
- Power fist @ 15
- Thunder hammer @20
May exchange pants ‘pace for power armor @ 15 May take: - digital weapons @ 10
- melta bombs @ 5
- heavy pants bike @ 30
May purchase USR relentless @ 20 If relentless, may exchange bolter and ccw for: - Chain gun @ 15
- MP multi-laser @ 20
- Plasma cannon or assault cannon @ 25
- Lascannon or RPC @ 30
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Post by ElegaicRequiem on Nov 19, 2009 9:27:52 GMT -5
ElitesPantsmandos [/b][/tr] [tr][td]Sergeant[/td][td]4[/td][td]4[/td][td]3[/td][td]4[/td][td]1[/td][td]4[/td][td]2[/td][td]9[/td][td]5+[/td][/tr] [tr][td]Pantsmando[/td][td]3[/td][td]4[/td][td]3[/td][td]4[/td][td]1[/td][td]4[/td][td]2[/td][td]9[/td][td]5+[/td][/tr][/table] Unit Comp: Sgt and 4 pantsmandos Type: Infantry DS @ 4ppm, scout @ 4ppm Bracing: Under-armor rig that grants relentless when on foot. Surprise!: Grants pinning on arrival turn when DSing or arriving via deployment launcher. Unshakable purpose: Any negative Ld mods are changed to +1, not cumulative. Further negative mods are ignored. Wargear: Flak, RPC, ccw, frag, krak, sgt has meltabombs May take 5 more pantsmandos @ 135May take pants ‘pace @ 3 ppm May take chimera as dedicated transport @ 55 May be fired from a rapid deployment launcher.
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Post by ElegaicRequiem on Nov 19, 2009 9:28:07 GMT -5
ElitesWedgieNought (60mm base) 65 points each | WS | BS | S | FA | SA | RA | I | A |
[/b][/tr] [tr][td]WedgieNought[/td][td]4[/td][td]4[/td][td]5[/td][td]11[/td][td]11[/td][td]11[/td][td]4[/td][td]2[/td][/tr][/table] Unit Comp: squad of 1-5 wedgienoughts Type: walker Scout @ 10ppm Wargear: multi-laser, dreadnought ccw May exchange multi-laser for dreadnought ccw @ 5 May exchange multi-laser and/or dreadnought ccw for: - ML or t-l canister cannon @ 15
- Plasma cannon @ 20
- t-l lascannon @ 30
Entire squad may purchase: - Offensive and defensive grenades @ 10ppm
- Searchlight @ 1ppm
- Smoke launchers @ 5ppm
- Extra armor @ 5ppm
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Post by ElegaicRequiem on Nov 19, 2009 9:28:24 GMT -5
ElitesElite Biker Shorts [/b][/tr] [tr][td]EBS[/td][td]3[/td][td]3[/td][td]3[/td][td]3(4)[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+/5++[/td][/tr][/table] Unit Comp: 5 elite biker shorts Type: bikes DS @ 2 ppm, Scout @ 4 ppm Special Rules: Skilled Rider Wargear: laspistol, ccw, frags, mini demo charge, heavy pants bike Up to 3 May exchange laspistol for meltagun @ 10
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Post by ElegaicRequiem on Nov 19, 2009 9:28:44 GMT -5
TroopsPantachute Volunteers [/b][/tr] [tr][td]EBS[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]5+[/td][/tr][/table] Unit comp: 5 volunteers Type: infantry Special Rules: Deep Strike, Infiltrate Spare pair of pants and a roll of duct tape: Once per turn any friendly unit w/in 6” of the squad may re-roll a failed save. Wargear: flak, lasgun, laspistol, ccw, parachute pants The squad may purchase: - Frags @ 10
- Move through cover @ 10
Up to 2 volunteers may exchange lasgun and laspistol for: - Meltagun @10
- Plasmagun @15
Any member may exchange lasgun for boltgun @ 10ppm
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Post by ElegaicRequiem on Nov 19, 2009 9:29:04 GMT -5
TroopsTrouser Troops [/b][/tr] [tr][td]Sergeant[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]9[/td][td]5+[/td][/tr] [tr][td]Slacks[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr][/table] Unit comp: sgt and nine slacks Type: infantry Scout @ 2ppm Wargear: lasgun, ccw, frag, krak Sgt may exchange lasgun and/or ccw for: - Laspistol @ free
- Boltgun or bolt pistol @ 5
- Plasmagun, plasma pistol, or inferno pistol @ 15
- Power weapon @ 10
- Power fist @ 15
Sgt may take melta bombs @ 5 Up to two slacks may exchange lasgun for: - Flamer or GL @ 5
- Meltagun @10
- Plasmagun @ 15
If only one SW is taken, one HW may be exchanged for lasgun: - ML @ 10
- Heavy flamer @ 15
- RPC @ 30
May purchase 10 more slacks @ 40For every trouser troop squad at 10 strong, 0-2 disaster pants squads may be taken. For every trouser troop squad at 20 strong 0-1 pants of penitence squads may be taken. May take chimera(s) as dedicated transport(s). If 20 strong, the two chimeras must act in 4” coherency.
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Post by ElegaicRequiem on Nov 19, 2009 9:29:24 GMT -5
TroopsDisaster Pants (40mm base) [/b][/tr] [tr][td]Sergeant[/td][td]3[/td][td]4[/td][td]3[/td][td]4[/td][td]2[/td][td]3[/td][td]1[/td][td]8[/td][td]3+[/td][/tr] [tr][td]Disaster Pant [/td][td]2[/td][td]4[/td][td]3[/td][td]4[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]3+[/td][/tr][/table] Unit comp: Sgt and 4 DPs Type: jetpack *DP squads do not use an FOC slot. DP squads are not scoring units. DP squads may not ride in vehicles. DS @ 3 ppm Fast responders: Begin reserve rolls for DP squad on turn one, and always arrive on turn four. (turn number + roll = 5 instead of six) This is extended to any character joining the squad. Wargear: power armor, boltguns (sgt has plasmagun), ccw, frag, krak Sgt may exchange plasamagun for: - MP multi-laser @ 15
- Plasmacannon @ 20
- Assault cannon @ 25
Sgt may take melta bomb @ 5 Up to three DPs may exchange boltgun for: - Meltagun @ 10
- Plasmagun @ 15
- MP multilaser @ 20
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Post by ElegaicRequiem on Nov 19, 2009 9:29:41 GMT -5
TroopsPants of Penitence[/b][/tr] [tr][td]Penitent One[/td][td]4[/td][td]2[/td][td]5[/td][td]3[/td][td]2[/td][td]4[/td][td]3[/td][td]9[/td][td]5++[/td][/tr][/table] Unit comp: 10 penitent ones Type: infantry *PP squads do not use an FOC slot. PP squads are not scoring units. Special Rules: Move through cover, fleet, rage Scout @ 4 ppm Wargear: 2 ccws, frag Entire squad may have krak @ 10 Up to five PPs may exchange both ccws for: - 2 power weapons @ 20
- 2 power fists @ 30
- 2 Chain fists @ 40
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Post by ElegaicRequiem on Nov 19, 2009 9:29:56 GMT -5
Fast AttackBiker Shorts [/b][/tr] [tr][td]Biker Shorts[/td][td]3[/td][td]3[/td][td]3[/td][td]3(4)[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr][/table] Unit comp: 5 bikers Type: bikers Scout @ 4ppm Wargear: laspistol, ccw, frags, mini demo charge, pants bike Up to two May exchange laspistol for meltagun @ 10
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Post by ElegaicRequiem on Nov 19, 2009 9:30:17 GMT -5
Fast AttackRiding Chaps (60mm flying base) 70 Points each | WS | BS | S | T | W | I | A | LD | SV |
[/b][/tr] [tr][td]Riding Chap[/td][td]4[/td][td]4[/td][td]3[/td][td]4(5)[/td][td]2[/td][td]3[/td][td]1[/td][td]9[/td][td]4+[/td][/tr][/table] Unit comp: squad of up to 3 chaps Type: jetbike Special Rules: Eternal warrior DS @ 10ppm, Scout @ 10 ppm Wargear: carapace, hellblaster, ccw, frags, hellblaster platform
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Post by ElegaicRequiem on Nov 19, 2009 9:30:33 GMT -5
Fast AttackWrangler Squadron [/b][/tr] [tr][td]Wrangler[/td][td]4[/td][td]10[/td][td]10[/td][td]10[/td][/tr][/table] Unit comp: three wranglers Type: fast, vehicle Scout @ 10 Wargear: Gatling RPC launcher, smoke launchers
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Post by ElegaicRequiem on Nov 19, 2009 9:30:49 GMT -5
Heavy SupportLeman Russ Undergarments [/b][/tr] [tr][td]LRU[/td][td]3[/td][td]14[/td][td]12[/td][td]10[/td][/tr][/table] Unit comp: squad of up to 3 Type: tank Lumbering Behemoth Scout @ 20ppm Wargear: Two canister cannons mounted on a single turret
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Post by ElegaicRequiem on Nov 19, 2009 9:31:22 GMT -5
Heavy SupportLeman Russ Firebrand [/b][/tr] [tr][td]LRF[/td][td]3[/td][td]14[/td][td]12[/td][td]10[/td][/tr][/table] Unit comp: squad of up to 3 Type: tank Lumbering behemoth Scout @ 20 ppm Wargear: short pattern inferno cannon
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Post by ElegaicRequiem on Nov 19, 2009 9:31:50 GMT -5
Heavy SupportLeman Russ Inexorable [/b][/tr] [tr][td]LRI[/td][td]4[/td][td]14[/td][td]13[/td][td]11[/td][/tr][/table] Unit comp: one LR Inexorable Type: tank Wargear: Rapid deployment launcher, MDC rack May only fire one or the other in a single turn.
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Post by ElegaicRequiem on Nov 19, 2009 9:32:12 GMT -5
Heavy SupportHeavy Pantsmandos (60mm base) [/b][/tr] [tr][td]Heavy Pantsmando[/td][td]3[/td][td]4[/td][td]3[/td][td]4[/td][td]2[/td][td]4[/td][td]3[/td][td]9[/td][td]4+/5++[/td][/tr][/table] Unit comp: 3 teams of 2 Type: infantry Scout @ 10 ppm Special Rules: Eternal warrior, Unshakable purpose Wargear: pants ‘pace, Gatling RPC launcher, ccw May be fired from a rapid deployment launcher.
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