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Alright, so this is my first attempt at making a codex. I decided to do this after reading a thread on how few races there are in the 40K universe. The whole tread can be found here:
So Few Races
For those of you who are unfamiliar with the Jokaero, they are an apelike race who are masters of technology, despite the fact that they don't possess what the civilized races would classify as intelligence. This list is very simple and almost entirely without fluff, but it is based somewhat on the old Rogue Trader rules for Jokaero. Take a look and let me know what you think.
Codex Jokaero
Family Structure: While they are masters of technology, the Jokaero do not possess conventional intelligence, and thus, they do not follow standard battlefield tactics and strategies. Each unit in a Jokaero army is an independent family; while several families may travel together and even fight together, this cooperation is instinctive rather than communicated. All units in a Jokaero army are troops choices.
Immune to Psychology: While Jokaero can be pinned and are affected by psychic powers, their minds are beyond psychology. They are automatically assumed to pass any leadership test they are required to take.
Survival: Jokaero will never willingly assault an enemy, though they can defend themselves if assaulted.
Jokaero Family
Points WS BS S T W I A Ld Sv
Patriarch + 50 4 4 4 4 3 4 2 10 3+
Matriarch + 50 3 4 4 4 3 4 2 10 3+
Warrior + 30 5 3 4 5 2 5 3 9 3+
Jokaero 10 2 3 3 3 1 3 1 9 4+
Jokaero families include 8-20 models and must include 1 Patriarch and/or 1 Matriarch. Of the remaining models, half (rounded down) may be upgraded to warriors.
Equipment: All Jokaero are equipped with a digital weapon with the following profile:
Str Range AP Type
3 18” 6 Assault 1
Patriarch: A family which includes a patriarch may modify their own equipment once per Jokaero turn.
Upgrade: In order to do this, the family must do nothing else for one entire phase (movement, shooting, assault). In addition to the Patriarch, any number of basic Jokaero may participate in the upgrade. Pick one member of the family to receive the upgraded weapon. Each other participating basic Jokaero may sacrifice his or her weapon to contribute to the upgrade. For each weapon sacrificed in this manner, you may improve the strength by 1, the range by 6”, the AP by 1, or the rate of fire by 1. Upgrades are cumulative, and a weapon may be upgraded multiple times.
Reverse Engineer: This is the opposite of the upgrade process. Any weapon which has been upgraded may be broken down. For each point of strength, AP, rate of fire or 6” of range subtracted from the upgraded weapon, one basic digital weapon may be created.
Survivor: A patriarch whose entire family has been killed may then join another family.
Matriarch: A family which includes a matriarch may scavenge equipment from defeated enemies. When a model fighting against the Jokaero is defeated, do not remove the model- instead place it on its side. If the matriarch’s family moves into base to base contact with the model, any member of the family may take and use the weapon as their own for the remainder of the battle. If the family also includes a patriarch, the weapon may be upgraded, however it may not be reverse engineered beyond its original profile.
Survivor: A matriarch whose entire family has been killed may then join another family.
Warrior: A warrior is a senior member of the family, usually a male. The warrior acts as a bodyguard for the family in the event that they are assaulted.
Bodyguard: Before any dice are rolled for combat, any warrior may trade places with any other member of the family.
Buying Time: At the end of any round of combat in which at least one warrior survives, the family may make a special jump move to try and escape combat. Roll 2d6 +1 for each surviving warrior. Beginning with the patriarch/ matriarch, move each member of the family this distance, ignoring difficult terrain. Next, move all of the basic Jokaero. Finally, move any warriors, placing them between the rest of the family and their enemies. Note: this rule may not be used if the Jokaero force their enemies to flee.
Transport: A Jokaero family may be mounted in a Jokaero transport for an additional 100 points.
Jokaero Transport
Points Front Side Rear
100 12 12 10
Type: Skimmer
Crew: One family member designated as pilot; this pilot may not fire.
Weapons: The transport has no weapons of its own. When the Jokaero embark, any member of the family may fuse his or her weapon to the hull. Any number of models may do this. From that point forward, each member of the family may fire their fused weapon, using their own BS. Upon disembarking, any Jokaero may detach their weapon. While fused, weapons obey all standard rules for primary/ defensive weapons. Note that fusion and detachment does not count as an upgrade and may be performed even if the family has no patriarch. Also note that while fused, weapons are subject to weapon destroyed results; if a vehicle with fused weapons is destroyed, the fused weapons are also destroyed.
Upgrade: If the family includes a patriarch, the vehicle may be upgraded once per Jokaero turn. In order to do this, the family must sacrifice one entire phase. This upgrade may not be performed in the same turn as a weapon upgrade, but it may be performed by units held in reserve. For each digital weapon sacrificed, any armour value may be raised by one. If the family sacrifices three digital weapons, they may confer upon the vehicle either the fast characteristic or the ability to deep strike.
Note: In apocalypse games, two Jokaero vehicles may be combined to create a single flyer with the characteristics of the superior vehicle, provided both families include a patriarch. Two or more vehicles may be combined to form a single super heavy vehicle with a number of structure points equal to the number of vehicles combined, provided each family includes a patriarch.
Reverse engineer: Any vehicle modified in this way may be subsequently reverse engineered. Simply break the vehicle back down into its component parts.
So Few Races
For those of you who are unfamiliar with the Jokaero, they are an apelike race who are masters of technology, despite the fact that they don't possess what the civilized races would classify as intelligence. This list is very simple and almost entirely without fluff, but it is based somewhat on the old Rogue Trader rules for Jokaero. Take a look and let me know what you think.
Codex Jokaero
Family Structure: While they are masters of technology, the Jokaero do not possess conventional intelligence, and thus, they do not follow standard battlefield tactics and strategies. Each unit in a Jokaero army is an independent family; while several families may travel together and even fight together, this cooperation is instinctive rather than communicated. All units in a Jokaero army are troops choices.
Immune to Psychology: While Jokaero can be pinned and are affected by psychic powers, their minds are beyond psychology. They are automatically assumed to pass any leadership test they are required to take.
Survival: Jokaero will never willingly assault an enemy, though they can defend themselves if assaulted.
Jokaero Family
Points WS BS S T W I A Ld Sv
Patriarch + 50 4 4 4 4 3 4 2 10 3+
Matriarch + 50 3 4 4 4 3 4 2 10 3+
Warrior + 30 5 3 4 5 2 5 3 9 3+
Jokaero 10 2 3 3 3 1 3 1 9 4+
Jokaero families include 8-20 models and must include 1 Patriarch and/or 1 Matriarch. Of the remaining models, half (rounded down) may be upgraded to warriors.
Equipment: All Jokaero are equipped with a digital weapon with the following profile:
Str Range AP Type
3 18” 6 Assault 1
Patriarch: A family which includes a patriarch may modify their own equipment once per Jokaero turn.
Upgrade: In order to do this, the family must do nothing else for one entire phase (movement, shooting, assault). In addition to the Patriarch, any number of basic Jokaero may participate in the upgrade. Pick one member of the family to receive the upgraded weapon. Each other participating basic Jokaero may sacrifice his or her weapon to contribute to the upgrade. For each weapon sacrificed in this manner, you may improve the strength by 1, the range by 6”, the AP by 1, or the rate of fire by 1. Upgrades are cumulative, and a weapon may be upgraded multiple times.
Reverse Engineer: This is the opposite of the upgrade process. Any weapon which has been upgraded may be broken down. For each point of strength, AP, rate of fire or 6” of range subtracted from the upgraded weapon, one basic digital weapon may be created.
Survivor: A patriarch whose entire family has been killed may then join another family.
Matriarch: A family which includes a matriarch may scavenge equipment from defeated enemies. When a model fighting against the Jokaero is defeated, do not remove the model- instead place it on its side. If the matriarch’s family moves into base to base contact with the model, any member of the family may take and use the weapon as their own for the remainder of the battle. If the family also includes a patriarch, the weapon may be upgraded, however it may not be reverse engineered beyond its original profile.
Survivor: A matriarch whose entire family has been killed may then join another family.
Warrior: A warrior is a senior member of the family, usually a male. The warrior acts as a bodyguard for the family in the event that they are assaulted.
Bodyguard: Before any dice are rolled for combat, any warrior may trade places with any other member of the family.
Buying Time: At the end of any round of combat in which at least one warrior survives, the family may make a special jump move to try and escape combat. Roll 2d6 +1 for each surviving warrior. Beginning with the patriarch/ matriarch, move each member of the family this distance, ignoring difficult terrain. Next, move all of the basic Jokaero. Finally, move any warriors, placing them between the rest of the family and their enemies. Note: this rule may not be used if the Jokaero force their enemies to flee.
Transport: A Jokaero family may be mounted in a Jokaero transport for an additional 100 points.
Jokaero Transport
Points Front Side Rear
100 12 12 10
Type: Skimmer
Crew: One family member designated as pilot; this pilot may not fire.
Weapons: The transport has no weapons of its own. When the Jokaero embark, any member of the family may fuse his or her weapon to the hull. Any number of models may do this. From that point forward, each member of the family may fire their fused weapon, using their own BS. Upon disembarking, any Jokaero may detach their weapon. While fused, weapons obey all standard rules for primary/ defensive weapons. Note that fusion and detachment does not count as an upgrade and may be performed even if the family has no patriarch. Also note that while fused, weapons are subject to weapon destroyed results; if a vehicle with fused weapons is destroyed, the fused weapons are also destroyed.
Upgrade: If the family includes a patriarch, the vehicle may be upgraded once per Jokaero turn. In order to do this, the family must sacrifice one entire phase. This upgrade may not be performed in the same turn as a weapon upgrade, but it may be performed by units held in reserve. For each digital weapon sacrificed, any armour value may be raised by one. If the family sacrifices three digital weapons, they may confer upon the vehicle either the fast characteristic or the ability to deep strike.
Note: In apocalypse games, two Jokaero vehicles may be combined to create a single flyer with the characteristics of the superior vehicle, provided both families include a patriarch. Two or more vehicles may be combined to form a single super heavy vehicle with a number of structure points equal to the number of vehicles combined, provided each family includes a patriarch.
Reverse engineer: Any vehicle modified in this way may be subsequently reverse engineered. Simply break the vehicle back down into its component parts.