Post by Makarova (M.I.A) on Feb 9, 2010 17:35:05 GMT -5
Oh no! She's back with yet another pesky remake!
This time I've come to the conclusion that even my doctrines and changes ( commissar.proboards.com/index.cgi?action=display&board=general&thread=9634&page=1 ) are not sufficient to properly represent the armed forces of Cherno. And if Krieg, Elysians and Catachans get their own codexes, so can damn well we!
You better read up on the doctrines and changes before this, as this codex is made with those in consideration. So don't freak out that our veterans have Ld8 but no one elses, because they do.
Right, so a quick run-down on the Cherno military because I couldn't be bothered with 20 pages of fluff:
Psykers: Our psykers aren't organised into battle squads or even as "psykers", they simply have a normal military (or civilian) profession along with their skills. They are naturally trained for a military assignment where their skills can be effective, for example a woman who shows a natural prominence towards learning how to project lightning wouldn't be trained as artillery crew (unless they REALLY wanted, the goal is to make them feel that their gifts are an asset, not a burden). This results in that psykers are found a bit here and there as they're quite common on Cherno, and may be bought as an upgrade for most units, making a single model a psyker. Most of them only have access to minor psyker powers, but the Kapitan may take both a force weapon and the Primaris Psykers (who is naturally not available in the codex) powers for an appropriate points cost. This is one of our greatest advantages, but I feel our disadvantages make up for it.
Mutants: Ogryns are not used for military service because the Cherno doctrines encourage wits and flexibility, but rather as mining labourers. Ratlings do exist, but are not grouped together or trained along with other of their kind, they are simply normal citizens (as are all stable mutants on Cherno) that may choose whatever military profession they want to. Most probably make snipers still though, and are perfectly useable along with normal human snipers as a Sniper unit.
WS5: Yes, the Kapitan and the Leytenants have WS5 due to the Hardened Fighters doctrine. This seems a bit over the edge, but I regard these individuals as something of close combat experts as they have to survive long enough to make it in the ranks while fighting orks in close combat. Besides, we had it in 6th and your soldiers can take hardened fighters as well should they wish to.
Anti-tank weapons: Since we face virtually no heavy tanks and little heavy fortifications, we don't produce lascannons or howitzers and instead rely on more flexible weapons such as autocannons and missile launchers.
Bad technology: We do have access to some plasma weaponry, but in general Cherno are fairly backwater and have less advanced technology than other armies (a serious disadvantage).
Sentinels: See doctrine and changes for concerns.
Tanks: All tanks come with dozer blades for starters as they're always fitted with it on Cherno and Maln. Points cost is included in their price.
Leman Russes: I ditched the patterns that are unsuitable, either by being too advanced or anti-tank specialised. Another disadvantage.
Artillery: Less of them, only the most simple ones remain as we use little artillery and have no actual artillery regiments.
Doctrines: Hardened Fighters and Combat Drugs. See alternative regimental organisations and additional doctrines for more options.
Combat Drugs
The armed forces of Cherno use a mixture of combat drugs that will render them more resistant to fear and psychological stress, dampening their natural emotions to the point of being ruthless and sometimes merciless in combat. The mixture also includes a minor dose of 'Slaught for additional aggressiveness.
Will always test Morale, Leadership or Pinning tests with no negative modifiers.
HQ
Company Command Squad [65 pts]
All battalions are commanded by a Kapitan, with the Imperial equivalent rank of Captain. They are often well respected individuals, leading by example and comradeship more than the office of rank. These has rendered them something of close combat experts, as anyone who survives long enough to make Kapitan while fighting Orks in close combat would become.
[/b][/tr]
[tr][td]Kapitan[/td][td]5[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]9[/td][td]5+/5+[/td][/tr]
[tr][td]Veteran[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Advisor[/td][td]4[/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]
[tr][td]Bodyguard[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of the Kapitan and 4 Veterans.
Wargear: The Kapitan has a close combat weapon and either an autopistol or shotgun, flak armour, frag grenades and a refractor field. Veterans have flak armour, frag grenades, close combat weapons and either autoguns, autopistols or shotguns. Advisors and Bodyguards have flak armour, frag grenades, close combat weapons and autoguns, shotguns or autopistols. All models have combat drugs.
Options:
• The Kapitan may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), plasma pistol (10 pts), power fist (15 pts). They may also purchase meltabombs for +5 pts. In addition they may also be a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Telepathic Order, Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts. In addition they may buy Lightning Arc for 20 pts, and/or Nightshroud for 15 pts. If the Kapitan is a Psyker, they may also purchase a force weapon for +25 pts.
• One Veteran may have a medi-pack for +30 pts, and another may have a vox-caster for +5 pts.
• Two Veterans may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts.
• One Veteran may buy a heavy flamer for +20 pts.
• Remaining veterans may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may be joined by one of each advisor, Astropath, Officer of the Fleet and/or Master of Ordnance for +32 pts each. They may also have up to two Bodyguards for +17 pts each.
• The may purchase krak grenades for +1 pt per model.
Special Rules: Senior Officer (Kapitan). See Advisor entry in Codex: Imperial Guard for Advisor and Bodyguard special rules.
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades.
Salamander Command Vehicle [65 pts]
Salamanders are sometimes modified to work as mobile command vehicles for company commanders, typically in armoured or mechanized regiments.
[/b][/tr]
[tr][td]Salamander[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1 Salamander Command.
Unit type: Tank, Open-topped.
Wargear: Hull-mounted heavy bolter or heavy flamer, heavy flamer, smoke launchers, searchlight, surveyor and dozer blades.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
Special Rules: Mobile Command Vehicle, Surveyor.
Surveyor: Before any enemy infiltrators set up, roll 4D6. They may not set up within that distance counted from the Salamander Command.
Mobile Command Vehicle: The Salamander Command may issue orders just like a Company Commander, and has the same orders. It may not order vehicles and always counts as having a vox-caster. In addition, as a command vehicle, it may also spot for artillery.
0-2 Techpriest Enginseer [46 pts]
Maln Techpriests are sometimes attached to Cherno regiments to oversee the maintenance of vehicles. While not trained to a military standard, they can also be useful in an assault with their power armour and power axe.
Techpriests do not use up any force organisation chart selections, but otherwise counts as HQ units.
[/b][/tr]
[tr][td]Techpriest[/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]3+/6+[/td][/tr]
[tr][td]Servitor[/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]4+/6+[/td][/tr][/table]
Number/Squad: Consists of the Techpriest and any possible Servitors.
Wargear: The techpriest has power armour, power weapon, autopistol, servo-arm, cybernetic enhancements and frag and krak grenades. Servitors have servo-arms, carapace armour and cybernetic enhancements. You don’t need to pay a doctrine point for the enhancements.
Options:
• The Techpriest may buy meltabombs for +5 pts.
• The Techpriest may be accompanied by up to four Servitors for +16 pts.
• Up to two Servitors may replace their servo-arm with a heavy bolter for +20 pts or a multi-melta or plasma cannon for +30 pts.
Special Rules: Mindlock, Blessings of the Omnissiah.
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades.
H-Grade Combat Servitors [120 pts]
H-Grade Servitors are large, bulky Servitors commonly created from Ogryns. As Ogryns are not a part of the Cherno military but common in Maln's mining industry, most who rebel against their masters are transformed into H-Grade Servitors. These often continue to serve in the mines, but are sometimes modified with combat attachments and heavy weapons to work as mobile heavy weapon platforms and help out the Techpriests with combat repairs.
[/b][/tr]
[tr][td]H-Grade Servitor[/td][td]4[/td][td]3[/td][td]5[/td][td]5[/td][td]3[/td][td]2[/td][td]2[/td][td]8[/td][td]5+/6+[/td][/tr]
[tr][td]Techpriest[/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]3+/6+[/td][/tr][/table]
Number/Squad: Consists of 3 H-Grade Combat Servitors.
Wargear: H-Grade Combat Servitors have the equivalent of flak armour, frag grenades, ripper guns and cybernetic enhancements. Techpriest has autopistol, power weapon, power armour, cybernetic enhancements, servo-arm and frag and krak grenades. You don’t need to pay a doctrine point for the enhancements.
Options:
• The squad may take up to 7 additional H-Grade Combat Servitors for +40 pts each.
• Up to two H-Grade Combat Servitors may take one of the following heavy weapons: heavy stubber 5 pts, heavy flamer, autocannon or heavy bolter 10 pts, missile launcher 15 pts, multi-melta or plasma cannon 30 pts.
• Up to four H-Grade Combat Servitors not carrying heavy weapons may take a servo-arm for +10 pts. This allows them to help out with repairs just like normal Servitors.
• The squad may be joined by a Techpriest for +46 pts.
• The Techpriest may take meltabombs for +5 pts.
Special Rules: Mindlock; Blessings of the Omnissiah (Techpriest); Bulky (H-Grade Servitors); Stubborn; Slow And Purposeful (H-Grade Servitors).
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades.
Spetsnaz Squad [135 pts]
Spetsnaz are in many ways alike to Imperial Storm Troopers, being specially trained to perform covert operations, infiltration, terrorism and shock assaults. They are chosen for training amongst soldiers who have in some way distinguished themselves on the battlefield, even if this means providing them juvenile drugs to keep them healthy for the several years the additional Spetsnaz training take. This includes an extensive steroid therapy, and as a result most Spetsnaz are significantly more muscular and broader than other humans.
[/b][/tr]
[tr][td]Spetsnaz Syrshant[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr]
[tr][td]Spetsnaz[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]4+[/td][/tr][/table]
Number/Squad: Consists of a Spetsnaz Syrshant and 9 Spetsnaz.
Wargear: All models have combat drugs, carapace armour, frag and krak grenades, autopistols, close combat weapons and either autoguns or shotguns.
Options:
• The Spetsnaz Syrshant may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), plasma pistol (10 pts), power fist (15 pts).
• One model (this may be the Spetsnaz Syrshant) may be upgraded to a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• Up to two Spetsnaz may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, meltagun or heavy stubber 10 pts, plasma gun 15 pts, heavy flamer (one only) 20 pts.
• The squad may purchase meltabombs for +2 pts per model.
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades, or a Valkyrie for +110 pts plus upgrades.
Special Rules: Deep Strike, Special Operations, Outside Command.
Outside Command: Spetsnaz operate outside the normal chain of command and only take orders from their own superiors. All orders given to them will automatically fail.
Infantry Platoon
Composition: 1 Platoon Command Squad, 2-5 Infantry Squads, 0-2 Hive Militia Squads, 0-1 Sniper Squad, 0-2 Special Weapon Squads, 0-5 Heavy Weapon Squads.
Platoon Command Squad [40 pts]
Streilak platoons are led by Leytenants, hardened individuals chosen for officer training due to their combat skills and familiarity with the men. They hold the Imperial equivalent rank of Lieutenant.
[/b][/tr]
[tr][td]Leytenant[/td][td]5[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Streilak[/td][td]4[/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]
Number/Squad: Consists of the Leytenant and 4 Streilak.
Wargear: The Leytenant has a close combat weapon and either an autopistol, autogun or shotgun, flak armour and frag grenades. Streilak have flak armour, frag grenades, close combat weapons and either autoguns, autopistols or shotguns. All models have combat drugs.
Options:
• The Leytenant may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), power fist (15 pts). They may also purchase meltabombs for +5 pts. In addition they may also be a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Telepathic Order, Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• One Streilak may have a medi-pack for +30 pts, and another may have a vox-caster for +5 pts.
• Two Streilak may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts.
• One Veteran may buy a heavy flamer for +20 pts.
• Remaining Streilak may purchase the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may purchase krak grenades for +1 pt per model.
Special Rules: Junior Officer (Leytenant).
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades, a Gecko for +25 pts plus upgrades or a Newt for +20 pts plus upgrades.
Infantry Squad [70 pts]
These Streilak infantry squads make up the bulk of Cherno's armed forces. They receive heavy close combat training, making them formidable in a close assault, and may be anything from light reconnaissance infantry to heavy shock troopers depending on regimental doctrines.
[/b][/tr]
[tr][td]Syrshant[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Streilak[/td][td]4[/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]
Number/Squad: Consists of a Syrshant and 9 Streilak.
Wargear: The Syrshant has a close combat weapon and either an autopistol, autogun or shotgun, flak armour and frag grenades. Streilak have flak armour, frag grenades, close combat weapons and autoguns. All models have combat drugs.
Options:
• The Syrshant may exchange any weapon for a bolt pistol for +2 pts. They may also purchase meltabombs for +5 pts.
• One Streilak may have a vox-caster for +5 pts.
• One model (this may be the Syrshant) may be upgraded to a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• Two Streilak may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts.
• One Streilak may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may purchase krak grenades for +1 pt per model.
Special Rules: Combined Squads.
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades, or a Gecko for +25 pts plus upgrades.
Hive Militia Squad [50 pts]
Hive militia are volunteers given basic weaponry and armour to support Streilak regiments, commonly during the attacks on Cherno hive cities. Militia are often gangers or ex-gangers and have a lousy reputation, but provide additional guns in an emergency.
[/b][/tr]
[tr][td]Militia[/td][td]3[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]5[/td][td]6+[/td][/tr][/table]
Number/Squad: Consists of 10 Militia.
Wargear: Militia have flak vests, close combat weapons and either autoguns, shotguns or autopistols.
Options:
• The squad may include up to 20 additional militia for +5 pts per model.
• The squad may purchase frag grenades for +1 pt/model.
• One militia may take a flamer, grenade launcher or sniper rifle for +5 pts, or a heavy stubber for +10 pts.
Transport: The entire squad may take a Gecko as a dedicated transport for +25 pts plus upgrades.
Sniper Squad [77 pts]
Sniper squads undergo extensive marksman and fieldcraft training and operate as scout units, often accompanying Mashina regiments. They are also very useful in a city fight.
[/b][/tr]
[tr][td]Sniper[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of 6 Snipers.
Wargear: Snipers have flak armour, close combat weapons, sniper rifles and frag grenades. All models have combat drugs.
Options:
• One Sniper may take a vox-caster for +5 pts.
Special Rules: Infiltrate.
Special Weapon Squad [47 pts]
Special weapon squads include combat engineers, marksmen and other various specialists carrying special weapons.
[/b][/tr]
[tr][td]Streilak[/td][td]4[/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]
Number/Squad: Consists of 6 Streilak.
Wargear: Streilak have flak armour, close combat weapons, autoguns and frag grenades. All models have combat drugs.
Options:
• Three Streilak must purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts, demo-charge 20 pts.
• One Streilak not carrying a special weapon may take a vox-caster for +5 pts.
• The squad may buy krak grenades for +1 pt/model.
Transport: The entire squad may take a Newt as a dedicated transport for +20 pts plus upgrades.
Heavy Weapon Squad [72 pts]
Heavy weapon squads are used as heavy fire support by Streilak regiments, they are rarely seen outside them as their equipment is heavy to transport and need a clear line of fire.
[/b][/tr]
[tr][td]Streilak[/td][td]4[/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]
Number/Squad: Consists of 3 Streilak heavy weapon teams.
Wargear: Streilak have flak armour, close combat weapons, autoguns and frag grenades. The teams are armed with mortars. All models have combat drugs.
Options:
• The teams may replace their mortars with one of the following weapons: heavy bolter or autocannon 5 pts, missile launcher 10 pts.
• One Streilak or one weapon team (depending on what rules you use) may take a vox-caster for +5 pts.
• The squad may have krak grenades for +1 pt/model.
Veteran Squad [90 pts]
Veterans may be anything from assault troops to fire support to mechanized, and are the regiment's experienced and hardened soldiers.
[/b][/tr]
[tr][td]Veteran Syrshant[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Veteran[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of a Veteran Syrshant and 9 Veterans.
Wargear: The Veteran Syrshant has flak armour, frag and krak grenades, close combat weapon, autopistol and either an autogun or shotgun. Veterans have flak armour, frag and krak grenades, close combat weapons, autopistols and either autoguns or shotguns. All models have combat drugs.
Options:
• The Veteran Syrshant may exchange any weapon for the following: Bolt pistol (2 pts), power weapon (10 pts), power fist (15 pts).
• One Veteran may have a vox-caster for +5 pts.
• One model (this may be the Veteran Syrshant) may be upgraded to a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• Two Veterans may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts.
• Up to three Veterans may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts, demo-charge (one only) 20 pts, heavy flamer (one only) 20 pts.
• The squad may purchase meltabombs for +2 pts per model.
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts.
Chimera Infantry Fighting Vehicle[65 pts]
Chimeras are very common with Cherno military and are used to one extent or another by almost all regiments.
[/b][/tr]
[tr][td]Chimera[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, turret mounted heavy bolter or heavy flamer, searchlight, smoke launchers and dozer blades.
Transport capacity: 12 models.
Firing points: One at the turret hatch, four at the transport compartment hatch.
Entrance points: One at the back.
Options:
• The Chimera may replace its turret weapon with one of the following: autocannon +5 pts, twin-linked heavy bolters +10 pts.
• Any model may take any of the following: pintle-mounted heavy stubber +10 pts, hunter-killer missile +10 pts, extra armour +15 pts.
Special Rules: Mobile Command Vehicle.
Gecko Armoured Truck [25 pts]
Geckos are in use with all Cherno regiments as supply trucks and infantry transports, but are normally not fit for combat. However, they are very easily fitted with additional armour plates and a heavy weapon and as a result armoured Geckos are common when funds are low.
[/b][/tr]
[tr][td]Gecko[/td][td]3[/td][td]10[/td][td]10[/td][td]10[/td][/tr][/table]
Unit type: Generic vehicle, Open-Topped.
Wargear: Heavy stubber and searchlight.
Transport capacity: 10 models.
Firing points: One at each side, two at the back (if Enclosed).
Entrance points: One at the back.
Options:
• The Gecko may replace its heavy stubber with a heavy flamer for +10 pts.
• Any model may take any of the following: smoke launchers +5 pts, pintle-mounted heavy stubber +10 pts, extra armour +15 pts.
• Any model may be Enclosed for +5 pts.
Newt Combat Truck [20 pts]
Newts are smaller than the Geckos and usually more lightly armed and armoured, but are still sufficiently protected to resist most small arms. They are used by smaller reconnaissance squads, command squads and small specialist squads such as combat engineers.
[/b][/tr]
[tr][td]Newt[/td][td]3[/td][td]10[/td][td]10[/td][td]10[/td][/tr][/table]
Unit type: Generic vehicle, Open-Topped.
Wargear: Heavy stubber or common flamer, searchlight.
Transport capacity: 6 models.
Firing points: One at each side, two at the back (if Enclosed).
Entrance points: One at the back.
Options:
• Any model may take any of the following: smoke launchers +5 pts, pintle-mounted heavy stubber +10 pts, extra armour +15 pts.
• Any model may be Enclosed for +5 pts.
Skaut Sentinel Squadron [45 pts]
Sentinels are common in most Cherno regiments, used for both reconnaissance and assault.
[/b][/tr]
[tr][td]Sentinel[/td][td]3[/td][td]3[/td][td]5[/td][td]10[/td][td]10[/td][td]10[/td][td]3[/td][td]2[/td][/tr][/table]
Number/Squad: Vehicle squadron of 1-3 Skaut Sentinels.
Unit type: Walker, Open-topped.
Wargear: Autocannon.
Options:
• The Sentinel may replace its autocannon with one of the following: heavy flamer for free, missile launcher 10 pts.
• Any model may take a searchlight for +1 pt and/or a hunter-killer missile for +10 pts.
• The entire squadron may take smoke launchers for +5 pts/model and/or be enclosed for +10 pts/model.
Special Rules: Scout; Move Through Cover.
Assault Sentinel Squadron [30 pts]
Assault Sentinels are fitted with powerful piston-driven weapons also used to life heavy crates. They are both highly effective and terrifying on the battlefield.
[/b][/tr]
[tr][td]Sentinel[/td][td]3[/td][td]3[/td][td]7[/td][td]10[/td][td]10[/td][td]10[/td][td]3[/td][td]2[/td][/tr][/table]
Number/Squad: Vehicle squadron of 1-3 Assault Sentinels.
Unit type: Walker, Open-topped.
Wargear: Powerlifter.
Options:
• Any model may take a searchlight for +1 pt.
• The entire squadron may take smoke launchers for +5 pts/model and/or be enclosed for +10 pts/model.
Special Rules: Move Through Cover.
Salamander Scout Squadron [65 pts]
Salamanders are fast scout vehicles, and commonly seen in all armed forces.
[/b][/tr]
[tr][td]Salamander[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 Salamander Scouts.
Unit type: Tank, Open-topped.
Wargear: Hull-mounted heavy bolter or heavy flamer, autocannon, smoke launchers, searchlight and dozer blades.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
Special Rules: Over-charged Engines.
Bike Squadron [50 pts]
Bikes are a prominent part of the Mashina and B Mashina regiments, though they are often attached to all battlegroups. Flexible and extremely mobile they perform scout, outflank and assault missions.
[/b][/tr]
[tr][td]Syrshant[/td][td]4[/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]
[tr][td]Streilak[/td][td]4[/td][td]3[/td][td]3[/td][td]3(4)[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of a Syrshant and 2 Streilak Bikers.
Unit type: Bikes.
Wargear: All models have combat drugs, bikes, flak armour, frag and krak grenades, close combat weapons and autopistols.
Options:
• The Syrshant may exchange any weapons for one of the following: bolt pistol 2 pts. They may also purchase meltabombs for +5 pts.
• Any models may take an autogun or shotgun at +1 pt/model.
• One Biker not carrying a special weapon may have a vox-caster for +5 pts.
• Up to two Bikers may purchase one of the following special weapons: flamer or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may be increased by up to 7 additional Bikers at +15 pts each.
Special Rules: Scout.
Buggy Squadron [30 pts]
Lightly armoured buggys are a common sight in all Cherno battlegroups, especially with the Mashina regiments. They are in many ways used in the same manner as bikes, and often together with them, but can carry heavier weaponry.
[/b][/tr]
[tr][td]Buggy[/td][td]4[/td][td]3[/td][td]3[/td][td]3(4)[/td][td]2[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr][/table]
Number/Squad: Consists of one Buggy.
Unit type: Bike.
Wargear: The Streilak Buggy crew have flak armour, frag and krak grenades, autopistol and close combat weapon. The buggy mounts a heavy stubber or a normal flamer. The model has combat drugs. And a buggy.
Options:
• The Buggy may exchange its heavy stubber for a missile launcher for +10 pts, or exchange its flamer for a heavy flamer for +10 pts.
• The Buggy crew may take an autogun or shotgun for +1 pt.
• One Buggy may have a vox-caster for +5 pts.
• The squad may be increased by up to 4 additional Buggies at +30 pts each.
Special Rules: Scout.
Hellhound Squadron [140 pts]
Hellhounds and Banewolves are fast, flexible vehicles with anti-infantry promethium and chemical weapons. With the favouritism of flamethrowers and chemical warfare on Cherno, they are common with most regiments.
[/b][/tr]
[tr][td]Hellhound[/td][td]3[/td][td]12[/td][td]12[/td][td]10[/td][/tr]
[tr][td]Banewolf[/td][td]3[/td][td]12[/td][td]12[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 Hellhounds and Banewolves, in any combination.
Unit type: Tank, Fast.
Wargear: Hull-mounted heavy bolter or heavy flamer. Hellhounds have a turret-mounted inferno cannon and Banewolves a turret-mounted chem cannon. All models come with dozer blades.
Options:
• Any model may replace its hull weapon with a multi-melta for +15 pts.
• Any model may take any of the following: searchlight 1 pt, pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
• The entire squadron may take smoke launchers for +5 pts/model.
Valkyrie Assault Carrier Squadron [110 pts]
Although actual STC Valkyries are produced, most are modified to work as helicopters rather than jet landers, to save production cost. They are staple for Starshina regiments and often used as support and reconnaissance for other forces.
[/b][/tr]
[tr][td]Valkyrie[/td][td]3[/td][td]12[/td][td]12[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 Valkyries.
Unit type: Fast, Skimmer.
Wargear: Autocannon, two hellstrike missiles, searchlight and extra armour.
Options:
• Any Valkyrie may exchange both its hellstrike missiles for two multiple rocket pods for +30 pts.
• Any Valkyrie may take a pair of sponson heavy bolters for +10 pts.
Special Rules: Deep Strike; Scout; Grav Chute Insertion.
Vulture Gunship [105 pts]
Vultures are heavily armed combat aircrafts, used for both interception and strafing runs. They often work along with Valkyries and are attached to a regiment along with them. Most Cherno Vultures are equipped the twin-linked punisher gatling cannon.
[/b][/tr]
[tr][td]Valkyrie[/td][td]3[/td][td]12[/td][td]12[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of one Vulture.
Unit type: Fast, Skimmer.
Wargear: Heavy bolter, twin-linked autocannon, two hellstrike missiles, searchlight and extra armour.
Options:
• A Vulture may replace its twin-linked autocannon with one of the following: twin-linked missile launcher 20 pts, two multiple rocket pods 20 pts.
• A Vulture may exchange both its hellstrike missiles for two multiple rocket pods for +30 pts or 6 hunter-killer missiles for +40 pts.
• A Vulture may replace both its twin-linked autocannon and two hellstrike missiles with a twin-linked punisher gatling cannon for +50 pts.
Special Rules: Deep Strike.
Reptile Convoy Transport [120 pts]
Reptiles are large, tank-like transport vehicles used to transport both soldiers and civilians across the wasteland, usually accompanied by the Mashina.
[/b][/tr]
[tr][td]Reptile[/td][td]3[/td][td]14[/td][td]12[/td][td]10[/td][/tr][/table]
Unit type: Tank.
Wargear: Turret-mounted heavy stubber, searchlight and dozer blades.
Transport capacity: 20 models.
Firing points: One at the turret hatch, two at each side, two at the back.
Entrance points: One at the back.
Options:
• The Reptile may replace its turret heavy stubber with one of the following: heavy bolter or heavy flamer +5 pts, autocannon +10 pts.
• Any model may take a pair of sponsons armed with one of the following: heavy stubbers +10 pts, heavy bolters or heavy flamers +20 pts.
• Any model may take any of the following: smoke launchers +5 pts, hunter-killer missile +10 pts, extra armour +15 pts.
Leman Russ Squadron
Leman Russes, being easy to produce and manufacture, are an important part of all Cherno battlegroups and armoured companies. The Maln hull has the main weapon mounted in the hull rather than the turret, which gives more stability while sacrificing some flexibility and arc of fire.
[/b][/tr]
[tr][td]Battle Tank[/td][td]160[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr]
[tr][td]Conqueror[/td][td]145[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr]
[tr][td]Exterminator[/td][td]160[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr]
[tr][td]Eradicator[/td][td]170[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr]
[tr][td]Demolisher[/td][td]175[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr]
[tr][td]Punisher[/td][td]190[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 Leman Russes, in any combination of any pattern.
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, searchlights, dozer blades and smoke launchers. Battle tanks have a battle cannon, Conquerors a conqueror cannon with a co-axial heavy stubber, Exterminators an exterminator autocannon, Eradicators an eradicator nova cannon, Demolishers a demolisher siege cannon, Punisher a punisher gatling cannon.
Options:
• Any model may replace its hull weapon with an autocannon for +10 pts.
• Any model may take a pair of sponsons armed with one of the following: heavy bolters or heavy flamers +20 pts, multi-meltas +30 pts, plasma cannons +40 pts.
• Any model may take any of the following: pintle-mounted heavy stubber +10 pts, hunter-killer missile +10 pts, extra armour +15 pts.
Special Rules: Lumbering Behemoth (except Conqueror).
Ordnance Battery
Griffons and Basilisks are both common with B Mashina regiments. While the armed forces of Cherno generally have very little artillery, these solid and reliable vehicles are hard to disregard.
[/b][/tr]
[tr][td]Basilisk[/td][td]150[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr]
[tr][td]Griffon[/td][td]100[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 tanks, in any combination.
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, searchlights, dozer blades and smoke launchers. Basilisks have earthshaker cannons and Griffons have griffon heavy mortars.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber +10 pts, hunter-killer missile +10 pts, extra armour +15 pts.
Special Rules: Accurate Bombardment (Griffon).
Hydra Flak Tank Battery [85 pts]
Cherno Hydras are more often used to hunt large mutants and stolen rebel vehicles than actual aircrafts, though they still come with the STC auto-targeting system.
[/b][/tr]
[tr][td]Hydra[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 Hydras.
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, two twin-linked hydra autocannons, searchlight, smoke launchers, auto-targeting system and dozer blades.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
Manticore Rocket Launcher [170 pts]
Manticores are unusual, but devastating tanks fitted with four powerful rockets. They are used to level entire battlefields of rebel infantry and mutants, though often saved for emergencies due to the cost of the ammunition.
[/b][/tr]
[tr][td]Manticore[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1 Manticore.
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, smoke launchers, dozer blades and storm eagle rockets.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
Special Rules: Limited Ammunition.
Deathstrike Missile Launcher [170 pts]
Deathstrikes, the ultimate weapon of mass destruction, has a natural place in the Cherno society. Utilising atomic power rather than a plasma charge, they're usually kept in missile silos and used in emergencies to counter large enemy threats outside civilian areas. Sometimes they are even fitted to a vehicle and brought with them to the battlefield, although this is an extreme rarity.
[/b][/tr]
[tr][td]Deathstrike[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1 Deathstrike.
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, smoke launchers, dozer blades and a deathstrike missile.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
Special Rules: T-minus five minute to launch… and counting.
Telepathic Order
A Commander with psychic powers can reach into the minds of other Psykers within the vicinity. Doing this over more than a kilometre’s distance would require an Astropath, but strong-willed officers can train themselves to handle the distances typically covering a battlefield. The advantage this has over comm-links and vox-casters is that the order or instructions are free of interference or disturbance, unless the officer was a victim of unstable warp circumstances.
An officer with Telepathic Order can take a psychic test to give an order to any other unit containing a Psyker (the Psyker does not need to have Telepathic Order to receive). This has an unlimited range, and the order test is automatically passed. If the psychic test was unsuccessful, nothing happens. If the officer suffered a Perils of The Warp however, the Psyker he was attempting to communicate with is marginally affected by this any may not use any psychic powers for this turn.
Psychic Ward
Many Psykers are trained to be able to counter the fell powers of rebels and rogue mutants.
If a psychic power would normally affect the Psyker or the unit they are in, take a psychic test. If successful, roll a D6. On 4+, the power is cancelled.
Psychic Lash
Some aggressive and sadistic Psykers learn the power to mentally rupture veins and organs, tearing their enemies apart from the inside.
Make a psychic test at the beginning of your assault phase. If successful, this power is in place until your next assault phase. Psychic lash is used in close combat when the Psyker would normally be able to make an attack. Instead of attacking normally, they get D3 attacks (with no additional for charging, extra weapons etc.) hitting on S4, ignoring armour saves.
Machine Curse
The Psyker presses their hands against the hull of an enemy vehicle, mentally shutting down engines, causing electronic havocs and even internal explosions.
This power is used in the Assault phase in place of a normal attack or grenade throwing. Make a psychic test at the start of the phase. If passed the Psyker makes one attack against an enemy vehicle in base contact (if there are no vehicles in base contact the power has no effect). If a hit is scored, roll a D6.
D6 Effect
1-2 No effect
3-4 Glancing hit
5-6 Penetrating hit
Lightning Bolt
The power to project lightning from one’s hands is very popular with Cherno pyskers, both for the combat efficiency and for the spectacular sight.
The power is used in your shooting phase instead of firing a normal weapon and requires a psychic test. If passed, the Psyker may make a shooting attack with the following profile.
Lightning Bolt – Range: 24”; Strength: 3; AP6; Assault D6.
While the armed forces of Cherno are usually fielded in a combined arms battle group, you may wish to field regiments on their own. These are highly specialised, but often with significantly less unit choices. All of these choices below cost a doctrine point but are otherwise free unless otherwise stated, and you must use any other doctrines that the organisation requires (which you naturally must pay doctrine points and normal points for). Any remaining doctrine points are free to spend to give the regiment a personal touch or specialised units. None of these regimental organisations are compatible with one another, nor with any other regimental organisation doctrines.
- Mashina (Motorised Infantry)
- B Mashina (Armoured)
- Mechanized
- Starshina (Airborne Infantry)
- Spetsnaz
MASHINA
Motorised infantry are highly mobile soldiers mounted on bikes, buggys and in transport vehicles. They are commonly used as patrol regiments, escort service or attached support.
Doctrines: Combat Drugs, Hardened Fighters, Mashina.
Units lost: Hive Militia, Leman Russes, Ordnance Battery, Hydras, Manticores, Deathstrikes.
Units gained: Motorised Platoons, Veteran Bikers.
Rules: All infantry models in the army must be mounted on bikes or ride in transports, except if they have Infiltrate or Scout in which case they may be on foot. If an infantry unit didn’t have access to a transport before, they may now take a Gecko as a dedicated transport for +25 pts plus upgrades. In addition you may exchange two Heavy Support slots for one Fast Attack slot.
TROOPS
Motorised Platoon
Composition: 1 Bike Platoon Command, 2-5 Bike Squads, 0-2 Buggy Squads.
Bike Platoon Command [50 pts]
[/b][/tr]
[tr][td]Leytenant[/td][td]5[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Biker[/td][td]4[/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]
Number/Squad: Consists of the Leytenant and 2 Streilak Bikers.
Unit type: Bikers.
Wargear: The Leytenant has a close combat weapon, autopistol, flak armour and frag and krak grenades. Streilak have flak armour, frag and krak grenades, close combat weapons and autopistols. All models have combat drugs and bikes.
Options:
• The Leytenant may exchange any weapon for the following: bolt pistol (2 pts), power weapon (10 pts). They may also purchase meltabombs for +5 pts. In addition they may also be a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Telepathic Order, Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• Any models may take an autogun or shotgun at +1 pt/model.
• One Biker may have a medi-pack for +30 pts, and another may have a vox-caster for +5 pts.
• Bikers not carrying a medi-pack or a vox-caster may purchase the following special weapons: flamer or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
Special Rules: Junior Officer (Leytenant).
Bike Squad [75 pts]
[/b][/tr]
[tr][td]Syrshant[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Biker[/td][td]4[/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]
Number/Squad: Consists of a Syrshant and 4 Streilak Bikers.
Unit type: Bikes.
Wargear: All models have combat drugs, bikes, flak armour, frag and krak grenades, close combat weapons and autopistols.
Options:
• The Syrshant may exchange their weapon for one of the following: bolt pistol 2 pts. They may also purchase meltabombs for +5 pts.
• Any models may take an autogun or shotgun at +1 pt/model.
• One Biker not carrying a special weapon may have a vox-caster for +5 pts.
• One Biker may purchase any of the following special weapons: flamer or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may be increased by up to 5 additional Bikers at +15 pts each.
Buggy Squad [28 pts]
[/b][/tr]
[tr][td]Buggy[/td][td]4[/td][td]3[/td][td]3[/td][td]3(4)[/td][td]2[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr][/table]
Number/Squad: Consists of one Buggy.
Unit type: Bike.
Wargear: The Streilak Buggy crew have frag and krak grenades, autopistol and close combat weapon. The buggy mounts a heavy stubber. The model has combat drugs. And a buggy.
Options:
• The Buggy may exchange the heavy stubber for one of the following: heavy flamer 10 pts, missile launcher 10 pts.
• The Buggy crew may take an autogun or shotgun for +1 pt.
• One Buggy may have a vox-caster for +5 pts.
• The squad may be increased by up to 2 additional Buggies at +28 pts each.
ELITES
Veteran Bikers [90 pts]
[/b][/tr]
[tr][td]Veteran Syrshant[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Veteran[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of a Veteran Syrshant and 4 Veteran Bikers.
Unit type: Bikers.
Wargear: All models have combat drugs, bikes, flak armour, frag and krak grenades, close combat weapon and autopistols.
Options:
• The Veteran Syrshant may exchange any weapon for the following: Bolt pistol (2 pts), power weapon (10 pts).
• Any models may take an autogun or shotgun at +1 pt/model.
• One Veteran Biker may have a vox-caster for +5 pts.
• One model (this may be the Veteran Syrshant) may be upgraded to a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• Up to three Veteran Bikers may purchase one of the following special weapons: flamer or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts, demo-charge (one only) 20 pts.
• The squad may purchase meltabombs for +2 pts per model.
B MASHINA
Armoured regiments are relatively few on Cherno, but just as devastating when fielded en masse.
Doctrines: Combat Drugs, Hardened Fighters, B Mashina.
Units lost: Hive Militia, Snipers, Special Weapon Squads, Heavy Weapon Squads.
Units gained: None.
Rules: All infantry models in the army must be mounted on bikes or ride in transports. Additionally you may exchange two Fast Attack unit choice slots for one Heavy Support slot.
MECHANIZED
Although many of Cherno’s Streilak units are mounted in Chimeras, sometimes a specialised mechanized infantry regiment will be formed.
Doctrines: Combat Drugs, Hardened Fighters, Mechanized..
Units lost: None, but they may be restricted.
Units gained: None.
Rules: All infantry models in the army must be mounted on bikes or ride in transports. If they didn’t have access to a transport, they may now take a Chimera as a dedicated transport for +65 pts plus upgrades, or a Gecko for +25 pts plus upgrades.
STARSHINA
Starshina regiments are airborne infantry supported by helicopters and air fighters. They are rarely fielded en masse, but it is not unheard of.
Doctrines: Combat Drugs, Hardened Fighters, Airborne Infantry.
Units lost: All vehicles of the Tank type.
Units gained: None.
Rules: All models in the army must either be able to Deep Strike or be mounted in a vehicle that is able to. Infantry platoon units and Veterans may take a Valkyrie as a dedicated transport for +110 pts plus upgrades. In addition all infantry models and Sentinels may purchase Deep Strike as per the Drop Troops doctrine, +1 pt/infantry model and +5 pts/Sentinel.
SPETSNAZ
Spetsnaz regiment fielded on their own is another rarity, but extremely effective for covert missions such as sabotage or terrorism.
Doctrines: Combat Drugs, Hardened Fighters, Spetsnaz.
Units lost: All units but Spetsnaz Squads, Vulture Gunships and the Spetsnaz Command Squad you gain from this doctrine. Dedicated transports may still be taken for all units that can.
Units gained: Spetsnaz Command Squad.
Rules: Spetsnaz Squads loose their Outside Command special rule as they now receive direct orders from their Leytenant. In addition they may take a vox-caster for +5 pts and become Troops choice.
HQ
Spetsnaz Command Squad [95 pts]
[/b][/tr]
[tr][td]Spetsnaz Leytenant[/td][td]5[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]9[/td][td]4+/5+[/td][/tr]
[tr][td]Spetsnaz[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]4+[/td][/tr]
[tr][td]Bodyguard[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr][/table]
Number/Squad: Consists of the Leytenant and 4 Spetsnaz.
Wargear: The Leytenant has a close combat weapon, autopistol, shotgun or autogun, carapace armour, frag grenades and a refractor field. Spetsnaz have carapace armour, frag and krak grenades, autopistols, close combat weapons and shotguns or autoguns. All models have combat drugs.
Options:
• The Leytenant may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), plasma pistol (10 pts), power fist (15 pts). In addition they may also be a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Telepathic Order, Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts. In addition they may buy Lightning Arc for 20 pts, and/or Nightshroud for 15 pts. If the Leytenant is a Psyker, they may also purchase a force weapon for +25 pts.
• One Spetsnaz may have a medi-pack for +30 pts, and another may have a vox-caster for +5 pts.
• Spetsnaz not carrying a medi-pack or a vox-caster may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, meltagun or heavy stubber 10 pts, plasma gun 15 pts, heavy flamer (one only) 20 pts.
• The squad may be joined by up to two Bodyguards for +22 pts each. Note that these are also Spetsnaz and have a changed profile. They retain Look Out Sir Aargh, and also gain Special Operations and Deep Strike.
• The squad may purchase meltabombs for +2 pts per model.
Special Rules: Special Operations, Deep Strike, Senior Officer (Leytenant).
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades, or a Valkyrie for +110 pts plus upgrades.
There are numerous other doctrines that will be used by a small number of regiments, as they train individually and may develop specialisations. These may be used in addition to any alternative regimental organisation or simply to a normal combined arms list, and are not required to be applied to every unit in the army unless you wish to. Doctrines not listed may not be used.
Veterans: As with most other armies, all-veteran regiments exist. “Normal veterans” in the doctrine description in this case refers to normal Cherno veterans.
Drop Troopers: Regiments are sometimes supported by grav-chute drop infantry.
Light Infantry: Scout and reconnaissance infantry are in use where the Mashina can’t get through, for example in city and siege warfare.
Carapace Armour: Pure heavy infantry regiments would be completely clad in carapace armour, but it’s also common to have a fewer number of veteran units with it. Some Mashina regiments even provide their bikers with carapace.
Cyber-Enhancements: Very common with the Maln Streilak and PDF regiments, but also often seen with Cherno soldiery and mercenaries.
Alternative Weapons: Although the standard Streilak equipment is based around the autorifle and machete, some specialised units are equipped solely with shotguns or even pistols and swords such as the famous 6th Streilak Heavy Infantry “Ork Scalpers”.
Light Armour: Popular with light infantry, S.T.A.L.K.E.R squads and some veteran infiltrators, light flak vests offers more flexibility and stealth qualities than the standard metal-covered flak armour.
S.T.A.L.K.E.R’s: Would be either Veterans or Snipers, and usually have the Light Armour dotrine and Light Infantry if they’re Veterans.
Maln regiments: Typically any Veterans would have cyber-enhancements and possibly carapace armour. Normal platoons may have either or both, but it’s not required. Plenty of Tech-Priests and at least one unit of H-Grade Combat Servitors is a must.
Feel free to read it and comment, I'd be happy to receive some feedback. Personally I'm satisfied with it, I think it's balanced if you add in the doctrines and changes into the game in general.
Thanks to Melissia for the unit stats columns.
This time I've come to the conclusion that even my doctrines and changes ( commissar.proboards.com/index.cgi?action=display&board=general&thread=9634&page=1 ) are not sufficient to properly represent the armed forces of Cherno. And if Krieg, Elysians and Catachans get their own codexes, so can damn well we!
You better read up on the doctrines and changes before this, as this codex is made with those in consideration. So don't freak out that our veterans have Ld8 but no one elses, because they do.
Right, so a quick run-down on the Cherno military because I couldn't be bothered with 20 pages of fluff:
Psykers: Our psykers aren't organised into battle squads or even as "psykers", they simply have a normal military (or civilian) profession along with their skills. They are naturally trained for a military assignment where their skills can be effective, for example a woman who shows a natural prominence towards learning how to project lightning wouldn't be trained as artillery crew (unless they REALLY wanted, the goal is to make them feel that their gifts are an asset, not a burden). This results in that psykers are found a bit here and there as they're quite common on Cherno, and may be bought as an upgrade for most units, making a single model a psyker. Most of them only have access to minor psyker powers, but the Kapitan may take both a force weapon and the Primaris Psykers (who is naturally not available in the codex) powers for an appropriate points cost. This is one of our greatest advantages, but I feel our disadvantages make up for it.
Mutants: Ogryns are not used for military service because the Cherno doctrines encourage wits and flexibility, but rather as mining labourers. Ratlings do exist, but are not grouped together or trained along with other of their kind, they are simply normal citizens (as are all stable mutants on Cherno) that may choose whatever military profession they want to. Most probably make snipers still though, and are perfectly useable along with normal human snipers as a Sniper unit.
WS5: Yes, the Kapitan and the Leytenants have WS5 due to the Hardened Fighters doctrine. This seems a bit over the edge, but I regard these individuals as something of close combat experts as they have to survive long enough to make it in the ranks while fighting orks in close combat. Besides, we had it in 6th and your soldiers can take hardened fighters as well should they wish to.
Anti-tank weapons: Since we face virtually no heavy tanks and little heavy fortifications, we don't produce lascannons or howitzers and instead rely on more flexible weapons such as autocannons and missile launchers.
Bad technology: We do have access to some plasma weaponry, but in general Cherno are fairly backwater and have less advanced technology than other armies (a serious disadvantage).
Sentinels: See doctrine and changes for concerns.
Tanks: All tanks come with dozer blades for starters as they're always fitted with it on Cherno and Maln. Points cost is included in their price.
Leman Russes: I ditched the patterns that are unsuitable, either by being too advanced or anti-tank specialised. Another disadvantage.
Artillery: Less of them, only the most simple ones remain as we use little artillery and have no actual artillery regiments.
- - - - Codex: Cherno - - - -
ARMY LIST
Doctrines: Hardened Fighters and Combat Drugs. See alternative regimental organisations and additional doctrines for more options.
Combat Drugs
The armed forces of Cherno use a mixture of combat drugs that will render them more resistant to fear and psychological stress, dampening their natural emotions to the point of being ruthless and sometimes merciless in combat. The mixture also includes a minor dose of 'Slaught for additional aggressiveness.
Will always test Morale, Leadership or Pinning tests with no negative modifiers.
HQ
Company Command Squad [65 pts]
All battalions are commanded by a Kapitan, with the Imperial equivalent rank of Captain. They are often well respected individuals, leading by example and comradeship more than the office of rank. These has rendered them something of close combat experts, as anyone who survives long enough to make Kapitan while fighting Orks in close combat would become.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Kapitan[/td][td]5[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]9[/td][td]5+/5+[/td][/tr]
[tr][td]Veteran[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Advisor[/td][td]4[/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]
[tr][td]Bodyguard[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of the Kapitan and 4 Veterans.
Wargear: The Kapitan has a close combat weapon and either an autopistol or shotgun, flak armour, frag grenades and a refractor field. Veterans have flak armour, frag grenades, close combat weapons and either autoguns, autopistols or shotguns. Advisors and Bodyguards have flak armour, frag grenades, close combat weapons and autoguns, shotguns or autopistols. All models have combat drugs.
Options:
• The Kapitan may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), plasma pistol (10 pts), power fist (15 pts). They may also purchase meltabombs for +5 pts. In addition they may also be a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Telepathic Order, Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts. In addition they may buy Lightning Arc for 20 pts, and/or Nightshroud for 15 pts. If the Kapitan is a Psyker, they may also purchase a force weapon for +25 pts.
• One Veteran may have a medi-pack for +30 pts, and another may have a vox-caster for +5 pts.
• Two Veterans may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts.
• One Veteran may buy a heavy flamer for +20 pts.
• Remaining veterans may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may be joined by one of each advisor, Astropath, Officer of the Fleet and/or Master of Ordnance for +32 pts each. They may also have up to two Bodyguards for +17 pts each.
• The may purchase krak grenades for +1 pt per model.
Special Rules: Senior Officer (Kapitan). See Advisor entry in Codex: Imperial Guard for Advisor and Bodyguard special rules.
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades.
Salamander Command Vehicle [65 pts]
Salamanders are sometimes modified to work as mobile command vehicles for company commanders, typically in armoured or mechanized regiments.
BS | F | S | R |
[tr][td]Salamander[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1 Salamander Command.
Unit type: Tank, Open-topped.
Wargear: Hull-mounted heavy bolter or heavy flamer, heavy flamer, smoke launchers, searchlight, surveyor and dozer blades.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
Special Rules: Mobile Command Vehicle, Surveyor.
Surveyor: Before any enemy infiltrators set up, roll 4D6. They may not set up within that distance counted from the Salamander Command.
Mobile Command Vehicle: The Salamander Command may issue orders just like a Company Commander, and has the same orders. It may not order vehicles and always counts as having a vox-caster. In addition, as a command vehicle, it may also spot for artillery.
0-2 Techpriest Enginseer [46 pts]
Maln Techpriests are sometimes attached to Cherno regiments to oversee the maintenance of vehicles. While not trained to a military standard, they can also be useful in an assault with their power armour and power axe.
Techpriests do not use up any force organisation chart selections, but otherwise counts as HQ units.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Techpriest[/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]3+/6+[/td][/tr]
[tr][td]Servitor[/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]4+/6+[/td][/tr][/table]
Number/Squad: Consists of the Techpriest and any possible Servitors.
Wargear: The techpriest has power armour, power weapon, autopistol, servo-arm, cybernetic enhancements and frag and krak grenades. Servitors have servo-arms, carapace armour and cybernetic enhancements. You don’t need to pay a doctrine point for the enhancements.
Options:
• The Techpriest may buy meltabombs for +5 pts.
• The Techpriest may be accompanied by up to four Servitors for +16 pts.
• Up to two Servitors may replace their servo-arm with a heavy bolter for +20 pts or a multi-melta or plasma cannon for +30 pts.
Special Rules: Mindlock, Blessings of the Omnissiah.
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades.
ELITES
H-Grade Combat Servitors [120 pts]
H-Grade Servitors are large, bulky Servitors commonly created from Ogryns. As Ogryns are not a part of the Cherno military but common in Maln's mining industry, most who rebel against their masters are transformed into H-Grade Servitors. These often continue to serve in the mines, but are sometimes modified with combat attachments and heavy weapons to work as mobile heavy weapon platforms and help out the Techpriests with combat repairs.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]H-Grade Servitor[/td][td]4[/td][td]3[/td][td]5[/td][td]5[/td][td]3[/td][td]2[/td][td]2[/td][td]8[/td][td]5+/6+[/td][/tr]
[tr][td]Techpriest[/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]3+/6+[/td][/tr][/table]
Number/Squad: Consists of 3 H-Grade Combat Servitors.
Wargear: H-Grade Combat Servitors have the equivalent of flak armour, frag grenades, ripper guns and cybernetic enhancements. Techpriest has autopistol, power weapon, power armour, cybernetic enhancements, servo-arm and frag and krak grenades. You don’t need to pay a doctrine point for the enhancements.
Options:
• The squad may take up to 7 additional H-Grade Combat Servitors for +40 pts each.
• Up to two H-Grade Combat Servitors may take one of the following heavy weapons: heavy stubber 5 pts, heavy flamer, autocannon or heavy bolter 10 pts, missile launcher 15 pts, multi-melta or plasma cannon 30 pts.
• Up to four H-Grade Combat Servitors not carrying heavy weapons may take a servo-arm for +10 pts. This allows them to help out with repairs just like normal Servitors.
• The squad may be joined by a Techpriest for +46 pts.
• The Techpriest may take meltabombs for +5 pts.
Special Rules: Mindlock; Blessings of the Omnissiah (Techpriest); Bulky (H-Grade Servitors); Stubborn; Slow And Purposeful (H-Grade Servitors).
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades.
Spetsnaz Squad [135 pts]
Spetsnaz are in many ways alike to Imperial Storm Troopers, being specially trained to perform covert operations, infiltration, terrorism and shock assaults. They are chosen for training amongst soldiers who have in some way distinguished themselves on the battlefield, even if this means providing them juvenile drugs to keep them healthy for the several years the additional Spetsnaz training take. This includes an extensive steroid therapy, and as a result most Spetsnaz are significantly more muscular and broader than other humans.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Spetsnaz Syrshant[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr]
[tr][td]Spetsnaz[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]4+[/td][/tr][/table]
Number/Squad: Consists of a Spetsnaz Syrshant and 9 Spetsnaz.
Wargear: All models have combat drugs, carapace armour, frag and krak grenades, autopistols, close combat weapons and either autoguns or shotguns.
Options:
• The Spetsnaz Syrshant may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), plasma pistol (10 pts), power fist (15 pts).
• One model (this may be the Spetsnaz Syrshant) may be upgraded to a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• Up to two Spetsnaz may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, meltagun or heavy stubber 10 pts, plasma gun 15 pts, heavy flamer (one only) 20 pts.
• The squad may purchase meltabombs for +2 pts per model.
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades, or a Valkyrie for +110 pts plus upgrades.
Special Rules: Deep Strike, Special Operations, Outside Command.
Outside Command: Spetsnaz operate outside the normal chain of command and only take orders from their own superiors. All orders given to them will automatically fail.
TROOPS
Infantry Platoon
Composition: 1 Platoon Command Squad, 2-5 Infantry Squads, 0-2 Hive Militia Squads, 0-1 Sniper Squad, 0-2 Special Weapon Squads, 0-5 Heavy Weapon Squads.
Platoon Command Squad [40 pts]
Streilak platoons are led by Leytenants, hardened individuals chosen for officer training due to their combat skills and familiarity with the men. They hold the Imperial equivalent rank of Lieutenant.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Leytenant[/td][td]5[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Streilak[/td][td]4[/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]
Number/Squad: Consists of the Leytenant and 4 Streilak.
Wargear: The Leytenant has a close combat weapon and either an autopistol, autogun or shotgun, flak armour and frag grenades. Streilak have flak armour, frag grenades, close combat weapons and either autoguns, autopistols or shotguns. All models have combat drugs.
Options:
• The Leytenant may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), power fist (15 pts). They may also purchase meltabombs for +5 pts. In addition they may also be a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Telepathic Order, Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• One Streilak may have a medi-pack for +30 pts, and another may have a vox-caster for +5 pts.
• Two Streilak may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts.
• One Veteran may buy a heavy flamer for +20 pts.
• Remaining Streilak may purchase the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may purchase krak grenades for +1 pt per model.
Special Rules: Junior Officer (Leytenant).
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades, a Gecko for +25 pts plus upgrades or a Newt for +20 pts plus upgrades.
Infantry Squad [70 pts]
These Streilak infantry squads make up the bulk of Cherno's armed forces. They receive heavy close combat training, making them formidable in a close assault, and may be anything from light reconnaissance infantry to heavy shock troopers depending on regimental doctrines.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Syrshant[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Streilak[/td][td]4[/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]
Number/Squad: Consists of a Syrshant and 9 Streilak.
Wargear: The Syrshant has a close combat weapon and either an autopistol, autogun or shotgun, flak armour and frag grenades. Streilak have flak armour, frag grenades, close combat weapons and autoguns. All models have combat drugs.
Options:
• The Syrshant may exchange any weapon for a bolt pistol for +2 pts. They may also purchase meltabombs for +5 pts.
• One Streilak may have a vox-caster for +5 pts.
• One model (this may be the Syrshant) may be upgraded to a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• Two Streilak may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts.
• One Streilak may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may purchase krak grenades for +1 pt per model.
Special Rules: Combined Squads.
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades, or a Gecko for +25 pts plus upgrades.
Hive Militia Squad [50 pts]
Hive militia are volunteers given basic weaponry and armour to support Streilak regiments, commonly during the attacks on Cherno hive cities. Militia are often gangers or ex-gangers and have a lousy reputation, but provide additional guns in an emergency.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Militia[/td][td]3[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]5[/td][td]6+[/td][/tr][/table]
Number/Squad: Consists of 10 Militia.
Wargear: Militia have flak vests, close combat weapons and either autoguns, shotguns or autopistols.
Options:
• The squad may include up to 20 additional militia for +5 pts per model.
• The squad may purchase frag grenades for +1 pt/model.
• One militia may take a flamer, grenade launcher or sniper rifle for +5 pts, or a heavy stubber for +10 pts.
Transport: The entire squad may take a Gecko as a dedicated transport for +25 pts plus upgrades.
Sniper Squad [77 pts]
Sniper squads undergo extensive marksman and fieldcraft training and operate as scout units, often accompanying Mashina regiments. They are also very useful in a city fight.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Sniper[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of 6 Snipers.
Wargear: Snipers have flak armour, close combat weapons, sniper rifles and frag grenades. All models have combat drugs.
Options:
• One Sniper may take a vox-caster for +5 pts.
Special Rules: Infiltrate.
Special Weapon Squad [47 pts]
Special weapon squads include combat engineers, marksmen and other various specialists carrying special weapons.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Streilak[/td][td]4[/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]
Number/Squad: Consists of 6 Streilak.
Wargear: Streilak have flak armour, close combat weapons, autoguns and frag grenades. All models have combat drugs.
Options:
• Three Streilak must purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts, demo-charge 20 pts.
• One Streilak not carrying a special weapon may take a vox-caster for +5 pts.
• The squad may buy krak grenades for +1 pt/model.
Transport: The entire squad may take a Newt as a dedicated transport for +20 pts plus upgrades.
Heavy Weapon Squad [72 pts]
Heavy weapon squads are used as heavy fire support by Streilak regiments, they are rarely seen outside them as their equipment is heavy to transport and need a clear line of fire.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Streilak[/td][td]4[/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]
Number/Squad: Consists of 3 Streilak heavy weapon teams.
Wargear: Streilak have flak armour, close combat weapons, autoguns and frag grenades. The teams are armed with mortars. All models have combat drugs.
Options:
• The teams may replace their mortars with one of the following weapons: heavy bolter or autocannon 5 pts, missile launcher 10 pts.
• One Streilak or one weapon team (depending on what rules you use) may take a vox-caster for +5 pts.
• The squad may have krak grenades for +1 pt/model.
Veteran Squad [90 pts]
Veterans may be anything from assault troops to fire support to mechanized, and are the regiment's experienced and hardened soldiers.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Veteran Syrshant[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Veteran[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of a Veteran Syrshant and 9 Veterans.
Wargear: The Veteran Syrshant has flak armour, frag and krak grenades, close combat weapon, autopistol and either an autogun or shotgun. Veterans have flak armour, frag and krak grenades, close combat weapons, autopistols and either autoguns or shotguns. All models have combat drugs.
Options:
• The Veteran Syrshant may exchange any weapon for the following: Bolt pistol (2 pts), power weapon (10 pts), power fist (15 pts).
• One Veteran may have a vox-caster for +5 pts.
• One model (this may be the Veteran Syrshant) may be upgraded to a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• Two Veterans may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts.
• Up to three Veterans may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts, demo-charge (one only) 20 pts, heavy flamer (one only) 20 pts.
• The squad may purchase meltabombs for +2 pts per model.
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts.
TRANSPORTS
Chimera Infantry Fighting Vehicle[65 pts]
Chimeras are very common with Cherno military and are used to one extent or another by almost all regiments.
BS | F | S | R |
[tr][td]Chimera[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, turret mounted heavy bolter or heavy flamer, searchlight, smoke launchers and dozer blades.
Transport capacity: 12 models.
Firing points: One at the turret hatch, four at the transport compartment hatch.
Entrance points: One at the back.
Options:
• The Chimera may replace its turret weapon with one of the following: autocannon +5 pts, twin-linked heavy bolters +10 pts.
• Any model may take any of the following: pintle-mounted heavy stubber +10 pts, hunter-killer missile +10 pts, extra armour +15 pts.
Special Rules: Mobile Command Vehicle.
Gecko Armoured Truck [25 pts]
Geckos are in use with all Cherno regiments as supply trucks and infantry transports, but are normally not fit for combat. However, they are very easily fitted with additional armour plates and a heavy weapon and as a result armoured Geckos are common when funds are low.
BS | F | S | R |
[tr][td]Gecko[/td][td]3[/td][td]10[/td][td]10[/td][td]10[/td][/tr][/table]
Unit type: Generic vehicle, Open-Topped.
Wargear: Heavy stubber and searchlight.
Transport capacity: 10 models.
Firing points: One at each side, two at the back (if Enclosed).
Entrance points: One at the back.
Options:
• The Gecko may replace its heavy stubber with a heavy flamer for +10 pts.
• Any model may take any of the following: smoke launchers +5 pts, pintle-mounted heavy stubber +10 pts, extra armour +15 pts.
• Any model may be Enclosed for +5 pts.
Newt Combat Truck [20 pts]
Newts are smaller than the Geckos and usually more lightly armed and armoured, but are still sufficiently protected to resist most small arms. They are used by smaller reconnaissance squads, command squads and small specialist squads such as combat engineers.
BS | F | S | R |
[tr][td]Newt[/td][td]3[/td][td]10[/td][td]10[/td][td]10[/td][/tr][/table]
Unit type: Generic vehicle, Open-Topped.
Wargear: Heavy stubber or common flamer, searchlight.
Transport capacity: 6 models.
Firing points: One at each side, two at the back (if Enclosed).
Entrance points: One at the back.
Options:
• Any model may take any of the following: smoke launchers +5 pts, pintle-mounted heavy stubber +10 pts, extra armour +15 pts.
• Any model may be Enclosed for +5 pts.
FAST ATTACK
Skaut Sentinel Squadron [45 pts]
Sentinels are common in most Cherno regiments, used for both reconnaissance and assault.
WS | BS | S | F | S | R | I | A |
[tr][td]Sentinel[/td][td]3[/td][td]3[/td][td]5[/td][td]10[/td][td]10[/td][td]10[/td][td]3[/td][td]2[/td][/tr][/table]
Number/Squad: Vehicle squadron of 1-3 Skaut Sentinels.
Unit type: Walker, Open-topped.
Wargear: Autocannon.
Options:
• The Sentinel may replace its autocannon with one of the following: heavy flamer for free, missile launcher 10 pts.
• Any model may take a searchlight for +1 pt and/or a hunter-killer missile for +10 pts.
• The entire squadron may take smoke launchers for +5 pts/model and/or be enclosed for +10 pts/model.
Special Rules: Scout; Move Through Cover.
Assault Sentinel Squadron [30 pts]
Assault Sentinels are fitted with powerful piston-driven weapons also used to life heavy crates. They are both highly effective and terrifying on the battlefield.
WS | BS | S | F | S | R | I | A |
[tr][td]Sentinel[/td][td]3[/td][td]3[/td][td]7[/td][td]10[/td][td]10[/td][td]10[/td][td]3[/td][td]2[/td][/tr][/table]
Number/Squad: Vehicle squadron of 1-3 Assault Sentinels.
Unit type: Walker, Open-topped.
Wargear: Powerlifter.
Options:
• Any model may take a searchlight for +1 pt.
• The entire squadron may take smoke launchers for +5 pts/model and/or be enclosed for +10 pts/model.
Special Rules: Move Through Cover.
Salamander Scout Squadron [65 pts]
Salamanders are fast scout vehicles, and commonly seen in all armed forces.
BS | F | S | R |
[tr][td]Salamander[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 Salamander Scouts.
Unit type: Tank, Open-topped.
Wargear: Hull-mounted heavy bolter or heavy flamer, autocannon, smoke launchers, searchlight and dozer blades.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
Special Rules: Over-charged Engines.
Bike Squadron [50 pts]
Bikes are a prominent part of the Mashina and B Mashina regiments, though they are often attached to all battlegroups. Flexible and extremely mobile they perform scout, outflank and assault missions.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Syrshant[/td][td]4[/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]
[tr][td]Streilak[/td][td]4[/td][td]3[/td][td]3[/td][td]3(4)[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of a Syrshant and 2 Streilak Bikers.
Unit type: Bikes.
Wargear: All models have combat drugs, bikes, flak armour, frag and krak grenades, close combat weapons and autopistols.
Options:
• The Syrshant may exchange any weapons for one of the following: bolt pistol 2 pts. They may also purchase meltabombs for +5 pts.
• Any models may take an autogun or shotgun at +1 pt/model.
• One Biker not carrying a special weapon may have a vox-caster for +5 pts.
• Up to two Bikers may purchase one of the following special weapons: flamer or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may be increased by up to 7 additional Bikers at +15 pts each.
Special Rules: Scout.
Buggy Squadron [30 pts]
Lightly armoured buggys are a common sight in all Cherno battlegroups, especially with the Mashina regiments. They are in many ways used in the same manner as bikes, and often together with them, but can carry heavier weaponry.
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Buggy[/td][td]4[/td][td]3[/td][td]3[/td][td]3(4)[/td][td]2[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr][/table]
Number/Squad: Consists of one Buggy.
Unit type: Bike.
Wargear: The Streilak Buggy crew have flak armour, frag and krak grenades, autopistol and close combat weapon. The buggy mounts a heavy stubber or a normal flamer. The model has combat drugs. And a buggy.
Options:
• The Buggy may exchange its heavy stubber for a missile launcher for +10 pts, or exchange its flamer for a heavy flamer for +10 pts.
• The Buggy crew may take an autogun or shotgun for +1 pt.
• One Buggy may have a vox-caster for +5 pts.
• The squad may be increased by up to 4 additional Buggies at +30 pts each.
Special Rules: Scout.
Hellhound Squadron [140 pts]
Hellhounds and Banewolves are fast, flexible vehicles with anti-infantry promethium and chemical weapons. With the favouritism of flamethrowers and chemical warfare on Cherno, they are common with most regiments.
BS | F | S | R |
[tr][td]Hellhound[/td][td]3[/td][td]12[/td][td]12[/td][td]10[/td][/tr]
[tr][td]Banewolf[/td][td]3[/td][td]12[/td][td]12[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 Hellhounds and Banewolves, in any combination.
Unit type: Tank, Fast.
Wargear: Hull-mounted heavy bolter or heavy flamer. Hellhounds have a turret-mounted inferno cannon and Banewolves a turret-mounted chem cannon. All models come with dozer blades.
Options:
• Any model may replace its hull weapon with a multi-melta for +15 pts.
• Any model may take any of the following: searchlight 1 pt, pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
• The entire squadron may take smoke launchers for +5 pts/model.
Valkyrie Assault Carrier Squadron [110 pts]
Although actual STC Valkyries are produced, most are modified to work as helicopters rather than jet landers, to save production cost. They are staple for Starshina regiments and often used as support and reconnaissance for other forces.
BS | F | S | R |
[tr][td]Valkyrie[/td][td]3[/td][td]12[/td][td]12[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 Valkyries.
Unit type: Fast, Skimmer.
Wargear: Autocannon, two hellstrike missiles, searchlight and extra armour.
Options:
• Any Valkyrie may exchange both its hellstrike missiles for two multiple rocket pods for +30 pts.
• Any Valkyrie may take a pair of sponson heavy bolters for +10 pts.
Special Rules: Deep Strike; Scout; Grav Chute Insertion.
Vulture Gunship [105 pts]
Vultures are heavily armed combat aircrafts, used for both interception and strafing runs. They often work along with Valkyries and are attached to a regiment along with them. Most Cherno Vultures are equipped the twin-linked punisher gatling cannon.
BS | F | S | R |
[tr][td]Valkyrie[/td][td]3[/td][td]12[/td][td]12[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of one Vulture.
Unit type: Fast, Skimmer.
Wargear: Heavy bolter, twin-linked autocannon, two hellstrike missiles, searchlight and extra armour.
Options:
• A Vulture may replace its twin-linked autocannon with one of the following: twin-linked missile launcher 20 pts, two multiple rocket pods 20 pts.
• A Vulture may exchange both its hellstrike missiles for two multiple rocket pods for +30 pts or 6 hunter-killer missiles for +40 pts.
• A Vulture may replace both its twin-linked autocannon and two hellstrike missiles with a twin-linked punisher gatling cannon for +50 pts.
Special Rules: Deep Strike.
HEAVY SUPPORT
Reptile Convoy Transport [120 pts]
Reptiles are large, tank-like transport vehicles used to transport both soldiers and civilians across the wasteland, usually accompanied by the Mashina.
BS | F | S | R |
[tr][td]Reptile[/td][td]3[/td][td]14[/td][td]12[/td][td]10[/td][/tr][/table]
Unit type: Tank.
Wargear: Turret-mounted heavy stubber, searchlight and dozer blades.
Transport capacity: 20 models.
Firing points: One at the turret hatch, two at each side, two at the back.
Entrance points: One at the back.
Options:
• The Reptile may replace its turret heavy stubber with one of the following: heavy bolter or heavy flamer +5 pts, autocannon +10 pts.
• Any model may take a pair of sponsons armed with one of the following: heavy stubbers +10 pts, heavy bolters or heavy flamers +20 pts.
• Any model may take any of the following: smoke launchers +5 pts, hunter-killer missile +10 pts, extra armour +15 pts.
Leman Russ Squadron
Leman Russes, being easy to produce and manufacture, are an important part of all Cherno battlegroups and armoured companies. The Maln hull has the main weapon mounted in the hull rather than the turret, which gives more stability while sacrificing some flexibility and arc of fire.
Points | BS | F | S | R |
[tr][td]Battle Tank[/td][td]160[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr]
[tr][td]Conqueror[/td][td]145[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr]
[tr][td]Exterminator[/td][td]160[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr]
[tr][td]Eradicator[/td][td]170[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr]
[tr][td]Demolisher[/td][td]175[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr]
[tr][td]Punisher[/td][td]190[/td][td]3[/td][td]14[/td][td]13[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 Leman Russes, in any combination of any pattern.
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, searchlights, dozer blades and smoke launchers. Battle tanks have a battle cannon, Conquerors a conqueror cannon with a co-axial heavy stubber, Exterminators an exterminator autocannon, Eradicators an eradicator nova cannon, Demolishers a demolisher siege cannon, Punisher a punisher gatling cannon.
Options:
• Any model may replace its hull weapon with an autocannon for +10 pts.
• Any model may take a pair of sponsons armed with one of the following: heavy bolters or heavy flamers +20 pts, multi-meltas +30 pts, plasma cannons +40 pts.
• Any model may take any of the following: pintle-mounted heavy stubber +10 pts, hunter-killer missile +10 pts, extra armour +15 pts.
Special Rules: Lumbering Behemoth (except Conqueror).
Ordnance Battery
Griffons and Basilisks are both common with B Mashina regiments. While the armed forces of Cherno generally have very little artillery, these solid and reliable vehicles are hard to disregard.
Points | BS | F | S | R |
[tr][td]Basilisk[/td][td]150[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr]
[tr][td]Griffon[/td][td]100[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 tanks, in any combination.
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, searchlights, dozer blades and smoke launchers. Basilisks have earthshaker cannons and Griffons have griffon heavy mortars.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber +10 pts, hunter-killer missile +10 pts, extra armour +15 pts.
Special Rules: Accurate Bombardment (Griffon).
Hydra Flak Tank Battery [85 pts]
Cherno Hydras are more often used to hunt large mutants and stolen rebel vehicles than actual aircrafts, though they still come with the STC auto-targeting system.
BS | F | S | R |
[tr][td]Hydra[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1-3 Hydras.
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, two twin-linked hydra autocannons, searchlight, smoke launchers, auto-targeting system and dozer blades.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
Manticore Rocket Launcher [170 pts]
Manticores are unusual, but devastating tanks fitted with four powerful rockets. They are used to level entire battlefields of rebel infantry and mutants, though often saved for emergencies due to the cost of the ammunition.
BS | F | S | R |
[tr][td]Manticore[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1 Manticore.
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, smoke launchers, dozer blades and storm eagle rockets.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
Special Rules: Limited Ammunition.
Deathstrike Missile Launcher [170 pts]
Deathstrikes, the ultimate weapon of mass destruction, has a natural place in the Cherno society. Utilising atomic power rather than a plasma charge, they're usually kept in missile silos and used in emergencies to counter large enemy threats outside civilian areas. Sometimes they are even fitted to a vehicle and brought with them to the battlefield, although this is an extreme rarity.
BS | F | S | R |
[tr][td]Deathstrike[/td][td]3[/td][td]12[/td][td]10[/td][td]10[/td][/tr][/table]
Number/Squad: Consists of 1 Deathstrike.
Unit type: Tank.
Wargear: Hull-mounted heavy bolter or heavy flamer, smoke launchers, dozer blades and a deathstrike missile.
Options:
• Any model may take any of the following: pintle-mounted heavy stubber 10 pts, hunter-killer missile 10 pts, extra armour 15 pts.
Special Rules: T-minus five minute to launch… and counting.
PSYCHIC POWERS
Telepathic Order
A Commander with psychic powers can reach into the minds of other Psykers within the vicinity. Doing this over more than a kilometre’s distance would require an Astropath, but strong-willed officers can train themselves to handle the distances typically covering a battlefield. The advantage this has over comm-links and vox-casters is that the order or instructions are free of interference or disturbance, unless the officer was a victim of unstable warp circumstances.
An officer with Telepathic Order can take a psychic test to give an order to any other unit containing a Psyker (the Psyker does not need to have Telepathic Order to receive). This has an unlimited range, and the order test is automatically passed. If the psychic test was unsuccessful, nothing happens. If the officer suffered a Perils of The Warp however, the Psyker he was attempting to communicate with is marginally affected by this any may not use any psychic powers for this turn.
Psychic Ward
Many Psykers are trained to be able to counter the fell powers of rebels and rogue mutants.
If a psychic power would normally affect the Psyker or the unit they are in, take a psychic test. If successful, roll a D6. On 4+, the power is cancelled.
Psychic Lash
Some aggressive and sadistic Psykers learn the power to mentally rupture veins and organs, tearing their enemies apart from the inside.
Make a psychic test at the beginning of your assault phase. If successful, this power is in place until your next assault phase. Psychic lash is used in close combat when the Psyker would normally be able to make an attack. Instead of attacking normally, they get D3 attacks (with no additional for charging, extra weapons etc.) hitting on S4, ignoring armour saves.
Machine Curse
The Psyker presses their hands against the hull of an enemy vehicle, mentally shutting down engines, causing electronic havocs and even internal explosions.
This power is used in the Assault phase in place of a normal attack or grenade throwing. Make a psychic test at the start of the phase. If passed the Psyker makes one attack against an enemy vehicle in base contact (if there are no vehicles in base contact the power has no effect). If a hit is scored, roll a D6.
D6 Effect
1-2 No effect
3-4 Glancing hit
5-6 Penetrating hit
Lightning Bolt
The power to project lightning from one’s hands is very popular with Cherno pyskers, both for the combat efficiency and for the spectacular sight.
The power is used in your shooting phase instead of firing a normal weapon and requires a psychic test. If passed, the Psyker may make a shooting attack with the following profile.
Lightning Bolt – Range: 24”; Strength: 3; AP6; Assault D6.
ALTERNATIVE REGIMENTAL ORGANISATIONS
While the armed forces of Cherno are usually fielded in a combined arms battle group, you may wish to field regiments on their own. These are highly specialised, but often with significantly less unit choices. All of these choices below cost a doctrine point but are otherwise free unless otherwise stated, and you must use any other doctrines that the organisation requires (which you naturally must pay doctrine points and normal points for). Any remaining doctrine points are free to spend to give the regiment a personal touch or specialised units. None of these regimental organisations are compatible with one another, nor with any other regimental organisation doctrines.
- Mashina (Motorised Infantry)
- B Mashina (Armoured)
- Mechanized
- Starshina (Airborne Infantry)
- Spetsnaz
MASHINA
Motorised infantry are highly mobile soldiers mounted on bikes, buggys and in transport vehicles. They are commonly used as patrol regiments, escort service or attached support.
Doctrines: Combat Drugs, Hardened Fighters, Mashina.
Units lost: Hive Militia, Leman Russes, Ordnance Battery, Hydras, Manticores, Deathstrikes.
Units gained: Motorised Platoons, Veteran Bikers.
Rules: All infantry models in the army must be mounted on bikes or ride in transports, except if they have Infiltrate or Scout in which case they may be on foot. If an infantry unit didn’t have access to a transport before, they may now take a Gecko as a dedicated transport for +25 pts plus upgrades. In addition you may exchange two Heavy Support slots for one Fast Attack slot.
TROOPS
Motorised Platoon
Composition: 1 Bike Platoon Command, 2-5 Bike Squads, 0-2 Buggy Squads.
Bike Platoon Command [50 pts]
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Leytenant[/td][td]5[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Biker[/td][td]4[/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]
Number/Squad: Consists of the Leytenant and 2 Streilak Bikers.
Unit type: Bikers.
Wargear: The Leytenant has a close combat weapon, autopistol, flak armour and frag and krak grenades. Streilak have flak armour, frag and krak grenades, close combat weapons and autopistols. All models have combat drugs and bikes.
Options:
• The Leytenant may exchange any weapon for the following: bolt pistol (2 pts), power weapon (10 pts). They may also purchase meltabombs for +5 pts. In addition they may also be a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Telepathic Order, Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• Any models may take an autogun or shotgun at +1 pt/model.
• One Biker may have a medi-pack for +30 pts, and another may have a vox-caster for +5 pts.
• Bikers not carrying a medi-pack or a vox-caster may purchase the following special weapons: flamer or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
Special Rules: Junior Officer (Leytenant).
Bike Squad [75 pts]
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Syrshant[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Biker[/td][td]4[/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]
Number/Squad: Consists of a Syrshant and 4 Streilak Bikers.
Unit type: Bikes.
Wargear: All models have combat drugs, bikes, flak armour, frag and krak grenades, close combat weapons and autopistols.
Options:
• The Syrshant may exchange their weapon for one of the following: bolt pistol 2 pts. They may also purchase meltabombs for +5 pts.
• Any models may take an autogun or shotgun at +1 pt/model.
• One Biker not carrying a special weapon may have a vox-caster for +5 pts.
• One Biker may purchase any of the following special weapons: flamer or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may be increased by up to 5 additional Bikers at +15 pts each.
Buggy Squad [28 pts]
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Buggy[/td][td]4[/td][td]3[/td][td]3[/td][td]3(4)[/td][td]2[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr][/table]
Number/Squad: Consists of one Buggy.
Unit type: Bike.
Wargear: The Streilak Buggy crew have frag and krak grenades, autopistol and close combat weapon. The buggy mounts a heavy stubber. The model has combat drugs. And a buggy.
Options:
• The Buggy may exchange the heavy stubber for one of the following: heavy flamer 10 pts, missile launcher 10 pts.
• The Buggy crew may take an autogun or shotgun for +1 pt.
• One Buggy may have a vox-caster for +5 pts.
• The squad may be increased by up to 2 additional Buggies at +28 pts each.
ELITES
Veteran Bikers [90 pts]
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Veteran Syrshant[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Veteran[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of a Veteran Syrshant and 4 Veteran Bikers.
Unit type: Bikers.
Wargear: All models have combat drugs, bikes, flak armour, frag and krak grenades, close combat weapon and autopistols.
Options:
• The Veteran Syrshant may exchange any weapon for the following: Bolt pistol (2 pts), power weapon (10 pts).
• Any models may take an autogun or shotgun at +1 pt/model.
• One Veteran Biker may have a vox-caster for +5 pts.
• One model (this may be the Veteran Syrshant) may be upgraded to a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts.
• Up to three Veteran Bikers may purchase one of the following special weapons: flamer or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts, demo-charge (one only) 20 pts.
• The squad may purchase meltabombs for +2 pts per model.
B MASHINA
Armoured regiments are relatively few on Cherno, but just as devastating when fielded en masse.
Doctrines: Combat Drugs, Hardened Fighters, B Mashina.
Units lost: Hive Militia, Snipers, Special Weapon Squads, Heavy Weapon Squads.
Units gained: None.
Rules: All infantry models in the army must be mounted on bikes or ride in transports. Additionally you may exchange two Fast Attack unit choice slots for one Heavy Support slot.
MECHANIZED
Although many of Cherno’s Streilak units are mounted in Chimeras, sometimes a specialised mechanized infantry regiment will be formed.
Doctrines: Combat Drugs, Hardened Fighters, Mechanized..
Units lost: None, but they may be restricted.
Units gained: None.
Rules: All infantry models in the army must be mounted on bikes or ride in transports. If they didn’t have access to a transport, they may now take a Chimera as a dedicated transport for +65 pts plus upgrades, or a Gecko for +25 pts plus upgrades.
STARSHINA
Starshina regiments are airborne infantry supported by helicopters and air fighters. They are rarely fielded en masse, but it is not unheard of.
Doctrines: Combat Drugs, Hardened Fighters, Airborne Infantry.
Units lost: All vehicles of the Tank type.
Units gained: None.
Rules: All models in the army must either be able to Deep Strike or be mounted in a vehicle that is able to. Infantry platoon units and Veterans may take a Valkyrie as a dedicated transport for +110 pts plus upgrades. In addition all infantry models and Sentinels may purchase Deep Strike as per the Drop Troops doctrine, +1 pt/infantry model and +5 pts/Sentinel.
SPETSNAZ
Spetsnaz regiment fielded on their own is another rarity, but extremely effective for covert missions such as sabotage or terrorism.
Doctrines: Combat Drugs, Hardened Fighters, Spetsnaz.
Units lost: All units but Spetsnaz Squads, Vulture Gunships and the Spetsnaz Command Squad you gain from this doctrine. Dedicated transports may still be taken for all units that can.
Units gained: Spetsnaz Command Squad.
Rules: Spetsnaz Squads loose their Outside Command special rule as they now receive direct orders from their Leytenant. In addition they may take a vox-caster for +5 pts and become Troops choice.
HQ
Spetsnaz Command Squad [95 pts]
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Spetsnaz Leytenant[/td][td]5[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]9[/td][td]4+/5+[/td][/tr]
[tr][td]Spetsnaz[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]4+[/td][/tr]
[tr][td]Bodyguard[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr][/table]
Number/Squad: Consists of the Leytenant and 4 Spetsnaz.
Wargear: The Leytenant has a close combat weapon, autopistol, shotgun or autogun, carapace armour, frag grenades and a refractor field. Spetsnaz have carapace armour, frag and krak grenades, autopistols, close combat weapons and shotguns or autoguns. All models have combat drugs.
Options:
• The Leytenant may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), plasma pistol (10 pts), power fist (15 pts). In addition they may also be a Psyker for +5 pts, allowing them to buy any of the following psychic powers: Telepathic Order, Psychic Ward, Psychic Lash, Machine Curse and Lightning Bolt. Each cost 5 pts. In addition they may buy Lightning Arc for 20 pts, and/or Nightshroud for 15 pts. If the Leytenant is a Psyker, they may also purchase a force weapon for +25 pts.
• One Spetsnaz may have a medi-pack for +30 pts, and another may have a vox-caster for +5 pts.
• Spetsnaz not carrying a medi-pack or a vox-caster may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, meltagun or heavy stubber 10 pts, plasma gun 15 pts, heavy flamer (one only) 20 pts.
• The squad may be joined by up to two Bodyguards for +22 pts each. Note that these are also Spetsnaz and have a changed profile. They retain Look Out Sir Aargh, and also gain Special Operations and Deep Strike.
• The squad may purchase meltabombs for +2 pts per model.
Special Rules: Special Operations, Deep Strike, Senior Officer (Leytenant).
Transport: The entire squad may take a Chimera as a dedicated transport for +65 pts plus upgrades, or a Valkyrie for +110 pts plus upgrades.
ADDITIONAL DOCTRINES:
There are numerous other doctrines that will be used by a small number of regiments, as they train individually and may develop specialisations. These may be used in addition to any alternative regimental organisation or simply to a normal combined arms list, and are not required to be applied to every unit in the army unless you wish to. Doctrines not listed may not be used.
Veterans: As with most other armies, all-veteran regiments exist. “Normal veterans” in the doctrine description in this case refers to normal Cherno veterans.
Drop Troopers: Regiments are sometimes supported by grav-chute drop infantry.
Light Infantry: Scout and reconnaissance infantry are in use where the Mashina can’t get through, for example in city and siege warfare.
Carapace Armour: Pure heavy infantry regiments would be completely clad in carapace armour, but it’s also common to have a fewer number of veteran units with it. Some Mashina regiments even provide their bikers with carapace.
Cyber-Enhancements: Very common with the Maln Streilak and PDF regiments, but also often seen with Cherno soldiery and mercenaries.
Alternative Weapons: Although the standard Streilak equipment is based around the autorifle and machete, some specialised units are equipped solely with shotguns or even pistols and swords such as the famous 6th Streilak Heavy Infantry “Ork Scalpers”.
Light Armour: Popular with light infantry, S.T.A.L.K.E.R squads and some veteran infiltrators, light flak vests offers more flexibility and stealth qualities than the standard metal-covered flak armour.
UNIT GUIDELINES:
S.T.A.L.K.E.R’s: Would be either Veterans or Snipers, and usually have the Light Armour dotrine and Light Infantry if they’re Veterans.
Maln regiments: Typically any Veterans would have cyber-enhancements and possibly carapace armour. Normal platoons may have either or both, but it’s not required. Plenty of Tech-Priests and at least one unit of H-Grade Combat Servitors is a must.
Feel free to read it and comment, I'd be happy to receive some feedback. Personally I'm satisfied with it, I think it's balanced if you add in the doctrines and changes into the game in general.
Thanks to Melissia for the unit stats columns.