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THE TURN

Z40k RULES
1 The Movement Phase 2 The Shooting Phase 3 The Assault Phase Skimmers Begin/end move - difficult/dangerous or imassable terrain, take Dangerous Terrain test. Dont end move over models terrain. Walkers As infantry. If fail Dangerous Terrain test-immobilised. Squadrons Remain within 4 or abandon immobilised/stunned. Any abandoned left behind are destroyed. Difficult Terrain test Roll 2xD6, select the highest. Dangerous Terrain test Roll 1xD6 for each model-suffers a wound on roll of 1, no armour or cover saves allowed. Dangerous Terrain test /Vehicles Combat speed=1xD6 - Fail - vehicle halts immediately. Cruising Speed=2xD6 - take highest- 1 fail - Immobilised damage result, 2-6= carry on moving. If both dice roll 1 the vehicle is irretrievably bogged down/destroyed.

MOVEMENT PHASE Infantry 6 models must stay within 2 Jump Infantry 12- move ends - difficult terrain, take Dangerous Terrain test. Jet Packs 6 Move phase & 6 Assault phase even if dont assault. Bikes 12 entering/moving difficult terrain - Dangerous Terrain test. Jetbikes Begin/end move - difficult terrain, take Dangerous Terrain test. Dont end move over models/impassable terrain. Beasts Move like infantry. Artillery Must be one crewman per gun to allow unit to move. Vehicles Combat Speed Cruising Speed Flat Out Roads 6 6 - 12 12-18 - Fast Vehicles only 24 but nothing else-cannot shoot

THE SHOOTING PHASE 1. Check line of sight 2. Check range. Measure if the target is within range. 3. Roll to hit. Roll a D6 for each shot fired. Rapid Fire Weapons Moving - Up to 12 = 2 shots Stationary - Up to 12 = 2 shots/1 shot@maximum range. Cannot assault in close combat. Heavy weapons Must remain stationary to shoot Twin-linked Weapons Re-roll the dice to hit if they miss. Firers BS 1 2 Score to hit6 5 4 Roll of 1 always misses 3 3 4 2 5

Artillery Guns -ArmourRating 10. Penetrating/glancing hit destroy gun. Crewmen killed guns removed as well. May not run. Hit inflicted: on a 1-4 gun is hit, on a 5-6 crewman is hit. Roll to wound crewmen/penetrate gun armour separately. If Pinned, no additional protective effect on the units guns Gets Hot! Roll a 1 to hit, weapon overheated-make an Armour Save or suffer a wound.

Pinning Take a Leadership test -1 modifier if below half strength Barrage Dont need line of sight - roll two dice for the scatter distance and pick the highest. Vehicles Stationary - all weapons Combat Speed - 1 weapon & defensive Cruising Speed - may not fire. Ordanance - stationary only-no other weapons that turn Fast vehicles Stationary & Combat speed- all weapons Cruising Speed - 1 weapon & defensive Flat Out - may not fire. Skimmers Cruising Speed/Flat Out = Obscured-5+cover save. Immobilised skimmers-crash/destroyed at Cruising or Flat Out, otherwise forced landing and immobilised. Walkers Stationary- all weapons. Combat Speed -1 weapon. Run - may not fire-cannot assault in Assault phase. Squadrons Fire all weaponry at a single target - cannot shoot through members of their own unit 4. Roll to wound. Toughness 1 2 3 1 4+ 5+ 6+ 2 3+ 4+ 5+ 3 2+ 3+ 4+ 4 2+ 2+ 3+ 5 2+ 2+ 2+ 6 2+ 2+ 2+ 7 2+ 2+ 2+ 8 2+ 2+ 2+ 9 2+ 2+ 2+ 10 2+ 2+ 2+ 4 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 5 N 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 6 N N 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 7 N N N 6+ 6+ 5+ 4+ 3+ 2+ 2+ 8 N N N N 6+ 6+ 5+ 4+ 3+ 2+ 9 N N N N N 6+ 6+ 5+ 4+ 3+ 10 N N N N N N 6+ 6+ 5+ 4+

Rending Wound roll of 6 automatically wounds as AP2. Vehicles armour penetration roll of 6 add 1xD3 to the total. Sniper Wound on a roll of 4+. Vehicles, roll 2D6 for armour penetration Melta Roll extra D6 to penetrate vehicles Armour Value at half range or under. Lance Count vehicle Armour Values higher than 12 as 12. Monstrous Creatures Can fire up to two weapons a turn Jet packs Move & fire rapid fire & heavy weapons as stationary can assault after firing. Bike 1 weapon for each rider Psykers Must make a Psychic test/L. Fails-No power that turn. Pass-the power may be used-must be able to see the targetcannot run and use a psychic power. On a roll of 2 or a 12-peril of the warp attack-suffers a wound no saves,on a roll of 2 power still works

Weapons Strength

Blast Markers/ Vehicles The centre of the Blast marker ends over the vehicles hull. The armour penetration roll is resolved against the armour value facing the firer, using the full Strength of the weapon. Part of the marker covers the vehicles hull. The armour penetration roll is resolved against the armour value facing the centre of the marker, using half the Strength of the weapon (rounding down). Ordnance Weapons and Armour Penetration roll two D6 instead of one, and pick the highest result. Effects of damage results on passengers Crew Shaken-may not shoot from vehicle Crew Stunned-may not disembark or shoot Weapon destroyed and Immobilised-no effect Destroyed/Wrecked-disembark & take a pinning test. Destroyed/Explodes-suffer a Strength 4 AP hit-survivors disembark and then take a pinning test.

Armour penetration Roll a D6 + weapons strength compare to Armour Value Total less - the shot has no effect. Total equal- the shot causes a glancing hit. Total is greater - the shot scores a penetrating hit.

5. Allocate Wounds. 6. Take Saving Throws. Armour /Cover or invulnrability Saving Rolls Armour piercing weapons: weapons AP value equal to or lower than the models armour Save = no save at all. weapons AP value is higher = save as normal. Invulnerable saves: If a hit normally ignores Armour Saves, an invulnerable model gets to try to make a Saving throw as normal. 7. Remove casualties. 8. Check Morale A unit losing 25% or more must pass a Morale check at the end of that phase, or fall back. Roll 2D6 equal to or under the units Leadership value, = passed - higher = failed and the unit will immediately fall back, A score of double one on the 2D6 always indicates a unit has passed its Morale check, regardless of modifiers. Vehicles never take Morale checks for any reason Tank Shock Morale check, with the appropriate modifier, to see whether or not it falls back. Cover saving throws: Cover Type High Grass/Crops/Bushes/Hedges Fences/Railings

Save 5+

Logs/Pipes/Crates/Barrels/Hill crests Woods/Jungles/Wreckage/Craters/Rubble Rocks/Ruins/Walls/Buildings/Trenches Gun pits/tank traps/Emplacements/Sandbags 4+ Wrecks/Bunkers/Fortified buildings 3+

Fall Back Fall back 2D6. towards the players/closest table edge. Unaffected by difficult terrain, tests for dangerous terrain are taken as normal. May move through friendly models, If their move would end on top of friendly models, continue to move them until they are clear, placing them in base contact with the friendly model they would have been on top of. If a models Fall Back move takes it into contact with impassable terrain, the table edge or any enemy model, the falling back model is removed (when a unit is falling back from a lost combat, enemies that were locked in that fight are ignored and can be moved through). As this is worked out model by model, sometimes it may cause some of the models in a falling back unit to be destroyed, while others continue to run. Firing while falling back Troops who are falling back may not Go to ground and automatically pass Pinning tests. Troops who are falling back may continue to shoot, but are obviously moving. They may of course choose to run instead of firing, but if they do so it must be towards the closest tabled edge, subject to all the rules for Fall Back moves.

Assaults while falling back A falling back unit may not launch assaults. A unit that is assaulted, or consolidated into, whilst falling back must immediately execute another fall back move in an attempt to avoid contact, before any assaulting or consolidating models are moved. If the unit moves far enough for the enemy not to be able to reach it, it is safe. If the unit fails to move out of reach, it is scattered and destroyed. Friends Falling Back If a falling back unit moves through friendly squads, first resolve their fall back move and then take a Morale test for every friendly unit they moved through. If they pass, they continue to fight on. If they fail, they are infected by the panic of their comrades and begin to fall back. A unit that is already falling back or is locked in close combat does not have to take this test. Jump infantry Fall back 3D6, as they will always use their packs. They move over any terrain and models when falling back, but if they end their move in difficult terrain they will still have to take a Dangerous Terrain test, and if they end their move in impassable terrain (including other models) they are destroyed.

Bikes are so fast moving, they fall back 3D6, rather than 2D6. This move is not slowed down by difficult terrain, but treats all difficult terrain as Dangerous. Artillery If unit does not have one crewman per remaining gun model and is forced to fall back, the gun models without crewmen are abandoned and immediately removed. The rest of the unit then falls back as normal. If an artillery unit is forced to fall back from close combat and the enemy is free to make a sweeping advance, then the artillery unit automatically loses the Initiative roll and is caught and destroyed by the victor.

Regrouping A unit falling back can attempt to regroup by taking a Regroup test in the Movement phase just before it is its turn to move. This is a special type of Morale test, which falling back units can attempt only if: 1. The unit is not below half strength. 2. There are no enemies within 6. When testing for regrouping, the Leadership of the falling back unit is modified by the following factors: +1 If no enemy units are visible. +1 If the majority of the unit is inside area terrain. If the unit successfully passes its Leadership test, it stops falling back and regroups. The unit can immediately move up to 3 unaffected by difficult terrain, but dangerous terrain test are taken as normal. Once a unit has regrouped, it cannot otherwise move during that Movement phase, but otherwise it behaves as normal. If the unit fails its Leadership test, (or cannot regroup because of the restrictions given above), then it must immediately continue to fall back.

ASSAULT PHASE 1. Pick a combat. 2. Models roll to hit, wound and take Saving throws in Initiative order. Number of Attacks = Number of Attacks on profile, +1 Assault Bonus: +1 Two Weapons: Roll to Hit Targets Weapon Skill 1 2 3 4 5 1 4+ 4+ 5+ 5+ 5+ 2 3+ 4+ 4+ 4+ 5+ 3 3+ 3+ 4+ 4+ 4+ 4 + 3+ 3+ 4+ 4+ 5 3+ 3+ 3+ 3+ 4+ 6 3+ 3+ 3+ 3+ 3+ 7 3+ 3+ 3+ 3+ 3+ 8 3+ 3+ 3+ 3+ 3+ 9 3+ 3+ 3+ 3+ 3+ 10 3+ 3+ 3+ 3+ 3+ 6 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ 7 5+ 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+ 8 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+ 3+ 9 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+ 10 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 4+

Roll to wound. Toughness 1 2 3 1 4+ 5+ 6+ 2 3+ 4+ 5+ 3 2+ 3+ 4+ 4 2+ 2+ 3+ 5 2+ 2+ 2+ 6 2+ 2+ 2+ 7 2+ 2+ 2+ 8 2+ 2+ 2+ 9 2+ 2+ 2+ 10 2+ 2+ 2+ 4 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 5 N 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 6 N N 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 7 N N N 6+ 6+ 5+ 4+ 3+ 2+ 2+ 8 N N N N 6+ 6+ 5+ 4+ 3+ 2+ 9 N N N N N 6+ 6+ 5+ 4+ 3+ 10 N N N N N N 6+ 6+ 5+ 4+

Attackers Weapon Skill

Monstrous Creatures Ignore Armour Saves, just like those from a power weapon. Unless otherwise specified, Monstrous Creatures roll an additional D6 for armour penetration (2D6 + Strength) when attacking a vehicle in close combat.

Weapons Strength

Take saves Cover does not provide protection in close combat If a model becomes a casualty before it has an opportunity to attack, then it may not strike back. When striking blows simultaneously, you may find it more convenient to resolve one sides attacks and simply lay wounded models on their side to remind you that they have yet to attack back.

Bikes Assault moves are not slowed down by difficult terrain. However, each model entering or moving through difficult terrain, or assaulting an enemy who is standing in difficult terrain or behind an obstacle, must take a Dangerous Terrain test

Artillery May not launch assaults if they still have any gun models with them. If they are assaulted, the fight is resolved as normal and the enemy models roll to hit as normal against the crews Weapon Skill while both crew and gun models are engaged. If only gun models are engaged, the enemies hit the guns automatically and resolve their hits only against the gun models. Engaged crew models can of course fight back, but the guns do not. Force weapons Roll to hit and wound as normal, allowing any Invulnerable Saving throws the victim might have. The Psyker may then take a Psychic test to use the weapons power against any one opponent that suffered an unsaved wound by the weapon in that player turn. If the test is passed, the enemy model suffers Instant Death, regardless of its Toughness value. This power has no effect against vehicles, models that are immune to Instant Death and any other model that does not have a Wounds value. Vehicles and assaults A unit can assault a vehicle in the Assault phase. The assault move is conducted just the same as when assaulting other enemy units. Individual models can only assault the facing of the vehicle they were in at the start of their assault. As normal, all engaged models will attack. Rolling to hit against vehicles As the vehicle has no WS, the roll to hit score needed depends on the speed of the target. Armour Penetration in Close Combat Armour Penetration is worked out as normal (D6 + the Strength of the attacker). Note that this means few troops can actually harm vehicles, as even the lightest combat vehicle has an Armour Value of 10. Target D6 roll needed Attacking a vehicle that is immobilised or was stationary in its previous turn: Attacking a vehicle that moved at Combat Speed in its previous turn Attacking a vehicle that moved at Cruising Speed in its previous turn Automatic hit

Grenades Each model using them can only make one attack, regardless of the number of Attacks on their profile, grenades have the following Armour Penetration: Defensive grenades 4+D6 Assault grenades 5+D6 Krak grenades 6+D6 Melta bombs 8+2D6 Tank Shock! Declare speed - Move -If no enemy unit is reached, just move the vehicle-no special attack takes place. Otherwise enemy unit takes a morale check.Tank Shock cannot be attempted if friendly models are in the way. Also, Tank Shock cannot be attempted against enemy units that are locked in combat. Death or Glory If a non-vehicle unit has been Tank Shock & passes its test & does not fall back, one model can attempt to destroy it rather than move out of the way they get one attack at the vehicle the attack hits automatically, against the vehicles front armour. If attack fails the brave (foolish) model is crushed & removed regardless of Wounds or saves. Ramming Tank must move at top speed towards one enemy vehicle. It may not shoot, non-vehicle units in the way of a ramming tank are Tank Shocked as normal. Both vehicles immediately suffer a hit against the armour side where the other vehicle has impacted. The Strength of the hit inflicted is calculated as follows: Each point of armour above 10 at impact point: +1 Each full 3 moved by the ramming vehicle: +1 Tank: +1 Assaulting fast vehicles Need 6s to hit all non immobilised Fast vehicles. Assaulting skimmers Need 6s to hit all non immobilised Skimmers. Ramming Walkers Walkers rammed by Tanks can choose-either brace -collision is resolved as normal, or Death or Glory attack same as nonvehicle-fail-hit rear armour. Walkers and Assault Close combat use rules for infantry-hits scored treat as vehicle. Grenades and melta bombs score a hit on a roll of 6. Immobilised and stunned walkers fight in close combat with one less attack than normal. Shaken damage results do not affect the way a walker fights in close combat. Defeated walkers do not take Morale Checks.

4+ 6

Combat Results Whilst vehicles can be assaulted, they cannot be locked in close combat. The vehicle and the enemy are free to simply move away on future turns.

3. Determine Assault Results. Most wounds = winner. 4. Loser Checks Morale. Pass Morale check or fall back. On top of the normal -1 for being below half strength, Leadership extra -1 Ld for each Wound their side has lost the combat by. Fail Morale check-Breaking-off and Consolidation. The falling back unit and the winning unit compare their Initiative characteristic + the roll of a D6. If the winners total is equal or greater falling back unit is destroyed. If the falling back units total is higher, they break off from the combat successfully. Make a Fall Back move for the losing unit. The winners can now consolidate. Models with assault weapons can fire them in the Shooting phase and still assault into close combat in the Assault phase. An assault weapon can always shoot the number of times indicated and up to its maximum range regardless of whether the model using it moved or not. If assaulting units had to take a Difficult or Dangerous Terrain test during their Assault move, all of its models have their Initiative lowered to 1 for that turns close combat. Pile In. After the combat has been resolved, including sweeping advances, fall backs and consolidations, models in units that are locked, but which are not themselves engaged in combat, MUST move up to 6 in an attempt to contact enemy that were in the same combat and may not move in the Movement phase. If, for some reason (mass carnage usually), the Pile In moves of the combatants are insufficient to allow them to get any models engaged, the assault comes to an end. Both sides may make Consolidation moves instead. Repeat until all combats have been resolved.

Consolidation If victors are no longer locked in combat with any enemy, they may move up to D6 in any direction, not slowed by difficult terrain and do not trigger Dangerous Terrain tests. The Consolidation move may be used to engage enemy in combat, but only if the enemy units are not already locked in close combat. When a unit consolidates into a fresh enemy, it must try and engage the enemies in the same way described for an assaulting unit. The ensuing combat will then be resolved in the following turn, and treated exactly like a combat that is continuing after a draw the consolidating unit does not get an Assault Bonus. Sometimes a losing unit will only fall back a short distance from a combat and it is perfectly possible for a consolidating unit to move straight back into contact with such slow-footed foes (or indeed with another falling back enemy). The falling back unit will react to this in the same way as to a normal assault. Units locked in combat may not fire weapons in the Shooting phase. Likewise, while especially twisted and soulless commanders may wish their warriors to fire indiscriminately into the middle of close combats in the hopes of hitting the enemy, this is not permitted. While Blast markers and templates may not be placed such that they cover any models locked in combat, they may end up there after scattering and will then affect friend and foe. Units that are locked in close combat do not have to take Morale and Pinning tests caused by shooting; they are considered to be much too focused on fighting to be worried about being shot at! Units immune to Morale checks for losing a close combat, or automatically pass them. ie Fearless do not take a Morale test and will not fall back. Instead, suffer a number of wounds on how outnumbered by the opposition: ie- 1 wound 1:1 2 Wounds outnumbered 2:1 etc. Armour and Invulnerable saving throws allowed. Walkers-glancing hits instead of wounds. Walkers & Monstrous Creature = 10 models. Models with more than one Wound on their profile count as a number of models equal to the Wounds value shown on their profile

ZONE MORTALIS Deadly Close-Quarter Battles In The Labyrinths And Vaults Of The 41st Millennium Inside contested buildings, tangled mineworks, lightless underhives, the prison-vaults of sundered fortress citadels,labyrinthine industrial sewer systems and sacred catacombs, use the Zone Mortalis rules. Designating The Terrain All Zone Mortalis terrain should be designated as such during the games set-up and agreed between the players. Any area of Zone Mortalis terrain should have a clear boundary edge if part of a larger battlefield, and it should have clear entry points where units can gain access. Bulkhead Doors & Airlocks Chambers and corridors may be sealed off by the use of armoured bulkhead doors and airlocks. Depending on the mission youre playing these doors may be locked, accessible or controlled. These doors should be represented on the table and moved to show whether they are open or closed at any given time. A closed bulkhead door blocks line of sight and assaults may not be made through them. Locked: A locked door is inaccessible except by destroying it or forcing or overcoming the lock in some way. In most cases only direct force will do (although particular missions will offer alternates to this). Once a bulkhead door has been destroyed, remove it from play. Accessible: An accessible door may be either opened or closed by the first unit that moves into contact with it in a particular turn, allowing a unit to pass through it, or shut it behind them. A bulkhead door may only be used once Deadly Ground Fighting within Zone Mortalis terrain is a dangerous and treacherous affair, and one in which even light vehicles can flounder or damage themselves, unexpectedly crashing through buckled deck plating, getting crushed beneath falling rubble, or contacting exposed power conduits with deadly results. Only a model that can physically fit within the space on the tabletop can move through or into a Zone Mortalis, regardless of its type. This is a common sense distinction which must be followed. In addition the following effects apply by unit type: Bikes, Jetbikes, Artillery and Walkers treat all difficult terrain they encounter within a Zone Mortalis as dangerous terrain as well. Should any of these use a turbo boost, they must take a Dangerous Terrain test regardless of the ground they cover. This overrides any normal rules they possess to the contrary. Reserves And Deep Striking The rules for Reserves, Scouts and Infiltrators remain unchanged (unless otherwise stated by a specific mission description), but entrance and exit points are still the only way these units can enter the Zone Mortalis. Only units which are described as being able to teleport or

per turn (either opened or closed), but may be destroyed at any time. Controlled: In the case of a particular door or doors being controlled by one side in the game (as might commonly be the case where one side represents a force defending the Zone Mortalis area from an attacker), the side which controls the doors treats them as accessible by their units, but units belonging to other forces treat them as being locked. Destroying Doors: Bulkhead doors and airlocks are armoured and reinforced structures and therefore difficult to destroy. Unless noted otherwise in a scenario, all bulkhead doors and airlocks are treated as being Armour Value 13, and require a single glancing or penetrating hit to destroy.

All models classed as Jump Infantry which move more than 6 in the Movement phase must take a Dangerous Terrain test every time they do so. All other vehicles, including Skimmers, treat a Zone Mortalis as both difficult and dangerous terrain. Infantry, Monstrous Creatures and Beasts treat Zone Mortalis as they would any other battlefield, i.e. where specific areas of difficult and dangerous terrain are encountered, they are subject to their effects, otherwise the Zone Mortalis is treated as clear ground. Wrecked vehicles are both difficult and dangerous terrain if destroyed in Zone Mortalis areas.

materialise from the Warp may use the Deep Strike special rules. Any unit that deep strikes into a bulkhead suffers a Deep Strike mishap this makes deepstriking into a Zone Mortalis a dangerous proposition!

Barrage weapons cannot be used to fire indirectly within, into, or out of Zone Mortalis areas at all; only direct fire can be used. Firestorm & Shrapnel The confined spaces of the Zone Mortalis can prove to be death traps to the unwary and certain types of weapons have their effectiveness increased by the environment, while others become more unpredictable. Weapons with blast markers and templates may re-roll failed rolls to wound inside the confines of a Zone Mortalis, reflecting the lethal effect of explosives, flaming liquid and shrapnel in confinement. Additionally, if a Scatter roll takes a blast markers centre point into contact with a bulkhead wall, it detonates on contact with the wall; resolve the weapons effect from this spot. The portion of the blast that crosses & lies beyond the wall is lost. Objectives In Zone Mortalis Games These are generally assumed to be treated as impassable terrain and do not block line of sight. In addition, in order to claim or contest them an eligible unit must have a model in base contact with the objective, unless specified in a particular mission. Force Selection Forces selected for fighting in a Zone Mortalis action should be chosen from their codex as normal with the following exceptions: Units may not select Dedicated Transport options. No unit may have a starting size greater than 10 models, before being joined by Independent Characters. Vehicles other than Walkers may not be chosen unless their models are no more than 4 wide.* Monstrous Creatures needing more than a 60mm round base may not be chosen. Note: The terrain may still confine you, so caveat emptor!

Nowhere To Hide Units that break and flee from combat within the confines of a Zone Mortalis are far more likely than in most games of Warhammer 40,000 to be trapped in areas where their avenues of retreat are entirely cut off, and due to the confusion of corridors and passageways that may surround them, falling back may be a particularly deadly affair. Contrary to the usual rules for falling back, immediately on failing a Morale test, a units first fall back move is directly away from the enemy, and subsequent moves are towards the nearest exit unblocked by the presence of enemy models. If a unit is trapped while falling back by enemy models and cannot escape, then it is destroyed. Blind Panic: If while falling back a unit moves through (i.e.within 1 of) another of the players own units, the unit moved through must take an immediate Morale test or fall back themselves. Fearless units are not subject to this.
ATTACKER:

HQ

ELITES

FAST ATTACK

TROOPS

HEAVY SUPPORT

DEFENDER:

HQ

ELITES

FAST ATTACK

TROOPS

HEAVY SUPPORT

COMBATANT:

(Neither side is the speci ed Attacker or Defender)

HQ

ELITES

FAST ATTACK

TROOPS

HEAVY SUPPORT

Attrition Attrition is a special rule which reflects the bloody nature of a Zone Mortalis conflict and affects the conditions of victory. Whenever a mission result is for any reason a draw, Catastrophic Damage Buried Alive! One of the perils of battle underground or within a building is the risk of bringing the roof down on yourself and being buried alive or crushed under tonnes of earth or masonry. These effects are represented in the game by the Catastrophic Damage Buried Alive! table. When this special rule is in effect, every turn after the first each player should roll a D6 at the beginning of the turn, add the scores together and apply the results on the following chart. In addition if any ordnance weapon has been used on the preceding turn add +1 to the total.

then the force which suffered the least number of destroyed units is considered the victor.

Note that this special rule brings a hugely unpredictable (and enjoyably dangerous) element to your games, and should be treated as such. This rule should not be used in conjunction with Catastrophic Damage Void Ships & Stations. D6 Result 2-4 Stable no effect 8-9 Tremor 12+ Quake! 4-7 Look Out! 10-11 Cave-in

Look Out!: The players roll off, and the winner may place a single 5 template anywhere on the table to represent a sudden deadfall. Roll for scatter just as for an indirect fire weapon. Any model caught under the template suffers a Strength 5 AP 4 hit. Units with an armour value are struck on their rear armour. Cave-in: The players roll off, and the winner may place D3 5 templates anywhere on the table to represent a cavein. Roll for scatter just as for an indirect fire barrage. Any model caught under each template suffers a Strength 5 AP 4 hit and must take a Barrage Pinning check. Units with an armour value are struck on their rear armour. Enemy Unknown While the Night Fighting rules as presented in the Warhammer 40,000 rule book represent fighting in levels of low visibility over distance, this can be nothing compared to the abyssal darkness of fighting deep underground or within the tortuous confines of a space hulk, where even the finest auguries and sensors may prove utterly useless. The confusion of this kind of fighting can be represented by using counters on the table to represent units outside of visual range of the enemy rather than models, as the enemys true disposition and strength will remain unknown until your forces are face-to-face in battle. The use of this optional special rule requires a little more work than usual and co-operation between the players, but can make for very nerve-wracking and exciting games. Each side requires a set of numbered counters (or blips) sufficient for the number of units it has in its force. Each number must correspond to a particular unit within their force, and which this is must be noted down before the game begins. It is these counters that are deployed rather Reaction Fire The confined spaces of a Zone Mortalis make for deadly, close range fire-fights, where a split second reaction may be enough to gun down an enemy rushing out from the darkness before death strikes you down. In order to represent this, this special rule allows units being assaulted a chance to fire their shooting weapons when they are assaulted if theyre fast enough! Only units not already engaged in close combat may attempt reaction fire. Only pistol, assault and rapid fire weapons may be used for reaction fire attacks. Heavy weapons may only be used for reaction fire attacks if the model carrying them has the Relentless special rule.

Tremor: The ground shakes dangerously, walls shiver and dust billows down in choking clouds. All clear terrain counts as difficult terrain for this turn only. Quake!: Every model on the table must pass a Strength test or be removed as a casualty. Models without a Strength score are automatically destroyed (buried under tonnes of rubble or earth), and independent characters may re-roll this test if failed. If a 12+ is rolled again, treat this as having no effect.

than the units on the table. As the game progresses, the blip counters are moved in place of units until they move within line of sight of an enemy unit or the unit engages in shooting or close combat attacks. At this time the unit is revealed and the note showing the number and its corresponding unit is shown to the opposing player. The counter is then replaced with the corresponding unit, which is deployed in coherency with its centre where the counter was when revealed. If on subsequent turns a unit that has revealed itself passes out of line of sight of the opposing forces models, it is once more replaced with its corresponding numbered counter (and its up to the enemy to remember what it was until it becomes visible again!). Independent characters which join units do not have a blip counter of their own while they are with a unit, but this fact must always be noted down to avoid confusion or chicanery!

A unit may only make a single reaction fire attack against the first unit they are assaulted by in any given turn. A reaction fire attack is made after an assault is declared, but before assaulting models have moved. Casualties resulting from reaction fire may cause an assault to fail. Making a Reaction Fire Attack: In order to make a reaction fire attack, the unit in question must first roll equal to or under its majority Initiative score on a D6. If successful it may fire its weapons at the assaulting enemy, just as it would in the Shooting phase but at -1 BS (minimum BS 1). Template weapons are used as normal if the Initiative test is successful. A unit may not use the Counter Attack special rule if it has used reaction fire.

The Cold Void One of the greatest dangers of fighting aboard the titanic star vessels of the 41st Millennium is the icy hand of the void itself, and while many battles will be fought behind sealed bulkheads and within pressurised sections, others will not, and be all the deadlier for it as a ripped suit or broken armour seal can quickly kill or disable their victim. This special rule can also be used to represent fighting in a Zone Mortalis filled with poisonous gas, choking industrial fumes or extreme heat. When the Cold Void special rule is in effect, the following apply: Weapons and attacks which have the Blast special rule also now cause pinning if they didnt already. Catastrophic Damage Void Ships & Stations When the Catastrophic Damage special rule is in effect, each player should roll a D6 at the beginning of each game turn, the results of these rolls are added together and the results on the following table apply for this turn: D6 Result 2-3 Hull Quake 4-5 Power Surge 6-9 No Effect 10-11 Wildfire 12 Structural Collapse! No Effect: Although the hull creaks and moans and the distant thunder of explosions can be heard, the effect is not strong enough to play a part in the battle this turn. Power Surge: The ships energy systems go into violent spasm, blowing out lighting arrays and either plunging the area into darkness or flooding it with a blaze of sparks. If this result is rolled then the Night Fighting rules are in effect this turn (if they were already in effect they no longer apply this turn as a power surge unexpectedly fires up the lights). Bulkheads: Additionally, if they are being used, bulkheads and airlock doors may either open or shut on their own on a D6 roll of 5+ . Hull Quake: The ships hull bucks and shakes, and gravity fluctuates wildly. All clear terrain is counted as difficult for this turn, and already existing difficult terrain is counted as both difficult and dangerous terrain for this turn. Wildfire: A series of secondary explosions blanket the area of the battle as conduits erupt in flame, and areas of the deck plating collapse or are blown in. Divide the board into sectors as shown on the Catastrophic Damage diagram. Roll D6+1 to see how many explosions occur in total. Randomise the location of the explosions, rolling a D6 and referring to the diagram to find the starting point (with

All weapons and attacks with a Strength of 4 or higher now cause the Rending effect, unless their target is Void Hardened, has an armour value (AV) or has a save of 2+. In the case of attacks against mixed units, apply these rending wounds to the more vulnerable targets first. All weapons and attacks which already have the Rending effect now rend on a roll of 5 or 6, unless their target is Void Hardened, has an armour value (AV) or has a save of 2+. In the case of attacks against mixed units, apply these rending wounds to the more vulnerable targets first.

CATASTROPHIC DAMAGE DIAGRAM

56

the 5 or 6 indicating the centre of the table), and then use the Scatter dice and 3D6 to determine where each one occurs. Explosions which scatter off the table are assumed to be lost. Place the large blast marker on the point where each explosion occurs. Any unit or model caught in the blast suffers a Strength 5 AP 5 Pinning attack. Structural Collapse! The hull screams and shudders before part of it catastrophically breaks apart, either blasting out air and debris into the beyond or shattering around the unfortunate combatants. Roll a D6 and consult the Catastrophic Damage diagram opposite to determine in what area the collapse occurs, if a 5 or 6 is rolled all areas are affected equally. All models with a Toughness score in the affected area suffer an immediate Strength 4 Rending hit, and models with an armour value (including special terrain and so on) suffer a glancing hit on a 4+. From this point on the Cold Void special rules are in effect for the rest of the battle if they were not previously.

mperial records indicate that Pavonis is a valuable Imperial mining world, on the border of the North East Sector. Inhabited by 500 million souls, most of the population is centered around the ore extraction mines, the processing factories and the major cities. There are 3 spaceports, a number of manufactoriums and small outlying farms to the south. It is well armed due to its proximity to the Orc world of Alsanta and its regular raids. The old and well respected Govorner died over three years ago and his succesor - his son (the self styled Valdro The Subjugator) is reported to have a more ruthless regime. This is not normally a problem for the Imperium, however an initial Inquisitorial investigative party was sent to ascertain the truth of rumours about excessive brutality, violance, disorder and possible trading with Aliens. The party were never heard from again. Now Inquisitor Colm and his Imperial forces have entered the system to investigate.

PAVONIS

ARMY SELECTION
Roll 1 d8 On a roll of: 1 - Necrons 2 - Eldar 3 - Blood Angels 4- Imperial Guard 5 - Orcs 6 - Chaos 7 - Tau 8 - Tyranids The strategic map in the centre spread shows the planet of Pavonis with all important locations and terrain features. SELECTING BATTLE GROUND When it is the players are allowed one move on the strategic map. Movement can be done to any sector on the map. The distance travelled in Hexs doesnt matter as it is assumed that the transportation network of the planet allows fast deployment of troops. However, unless moving by air, the player must remain in Hexs he already controls unless attacking them. Movement of troops can therefore be done in two ways: By Land: to a sector adjacent to one which is already in control of the player. By Air: to any sector, but this method has several disadvantages. This mode of movement restricts the used units to those which can deep strike. In this diagram the possible moves by land are shown as BATTLE After the battle ground has been selected, the battle can begin. This is dependent on whether the movement phase takes the attacking army into a sector with or without a Strategic Asset. REGULAR TERRAIN Players rolls 1xD6 - this is the force the player can pick from the Army Lists in the appendix: 1=Force 1; 2=Force 2; 3=Force 3; 4=Force 4; 5=Force 5 and 6=Allies. The scenario is randomly selected from the WH40K Battle Missions book by utilising the 2D6 method. STRATEGIC ASSETS When a player decides to conquer a Strategic Asset sector, this results in vicious street to street fighting. The battles in the campaign make use of the Cities of Death rules. The basic rules are as follows: 1. Play starts with the attacking player in a blank territory on the edge of the map. This is determined to be as close as possible to the compass direction from which the attacking player entered the square. 2. Movement and attacking is the same as for the main Campaign Map. All battles are resolved with a game of 40K using the Cities of Death rules. The loser removes their pin, and the winner then controls the territory. If the game is a draw, both players remove their pin. If both players have moved into the territory in the same map turn, then Escalation rules are used in the battle, and neither players gets the benefits listed for controlling that territory in the game. (see below for benefits of controlling specific territories) 3. The campaign ends as soon as one side has control of the city etc. 4. 1xD6 - this is the force the player can pick from the Army Lists in the appendix: 1=Force 1; 2=Force 2; 3=Force 3; 4=Force 4; 5=Force 5 and 6=Allies. 1D6 (1 rolls again) to randomly determine a Cities of Death mission, 5. Some territories on the map have fortifications set up, represented by one to three dots on the map. If you are fighting a battle in one of these territories that you control (meaning you already had your pin in the territory last turn, and a player on the other side placed their pin in it this turn), then you may make use of the fortifications. Each dot of fortifications grants the controlling player a free stratagem from the Obstacles stratagems or the Fortifications stratagem. These are in addition to any stratagems normally allowed for the battle. If the attacking player wins the battle, he takes over the sector and places a marker to show that it is his. If the player loses the battle, his forces retreat from the sector and the battle phase ends with no further actions. Losing this kind of battle counts against lost tanks etc. black arrows, while a possible move by air is shown in red. As mentioned above the move by air is not restricted to this, and it can go as far as the player decides.

Territories on the map have the following special rules. Unless otherwise noted, all bonuses are gained only by a player that already controls the location and only for a battle is being fought on that location. Bonus stratagems are in addition to any stratagems you would normally be allowed to take. CADIAN/LDF HQ: Gains an Imperial Guard Asset SQUARES: The controlling player gains a free sacred ground stratagem. If neither controls the location, then a building in the center of the table counts as sacred ground for both sides. BASILICA IMPERIALIS: The controlling player gains a free sacred ground stratagem. If neither player controls the location, then a building in the center of the table counts as sacred ground for both sides. POWER BUILDINGS: The controlling player gains a free power generator stratagem. ACCOMMODATION / TRADER HOUSES Each player places D6 booby traps as described in the booby traps stratagem. All booby traps will automatically trigger when any model moves through the city ruin level or obstacle where they are located. GIBBET HILL / EXECUTION SQUARE: The controlling player gains the preliminary bombardment and observation point stratagems. HAB BLOCKS: If a model is all on its own at the beginning of any turn, remove it from play as it is mobbed and murdered by a band of armed scavengers. If you have all of these Hab-blocks under your control, they are worth 8 Victory Points in total. RESTRUCTURING As both armies have limited resources and repairing machinery takes time, attrition is shown by the following rules: EFFECTS OF STRATEGIC ASSETS There are three kinds of Strategic assets in the game and they all give varying bonuses. SPACEPORTS: Allow the player to bring/repair 1 aircraft or flyer per restructuring phase per spaceport held by the player. CITY: Allow the player to bring/recuit 1 squad per restructuring phase per spaceport held by the player. FACTORY: Allow the player to bring/repair 1 tank etc per restructuring phase per factory held by the player.Also the player can construct defensive structures. every time one of his sectors is attacked the player gets 1D3 defensive fences or gun turrets per factory controlled. ENTRANCE GATE: Each gate section is considered to be adjacent to the corresponding Fortification location directly to its West. The controlling player may re-roll any unsuccessful reserve rolls when fighting a battle in the Sub Entrance Gate or any adjacent location. PALACES: The Grand Assault scenario from the Cities of Death book is always played in this location. If a player loses control of the Palace, the player loses another D3 pins, which must be the pins of his nearest to the Palace, as well as the pin on the Palace. RAILHEAD DEPOTS/ TERMINUS: If you control either location, you may assault the Cadian HQ and bypass the fortifications. So when fighting the Imperial Army to capture the Cadian HQ, or an opponent that alreadycontrols it, they will not get the extra stratagems that the fortifications would normally allow. WATER PURIFICATION PLANT: The controlling player gains a free sewer rats stratagem. When all the sectors are under one players control the game moves back to the main map.

Keep track of the forces lost in any battles. A player can recover/repair 1 tank or squad per restructuring phase per strategic asset.

ARMY LISTS -Chaos Renegade Militia


Pavonis Planetary Defense Force
The PDF follow the orders of the governer but he never knows until battle is joined whether his troops are true worshippers of the Chaos Gods, or are looking for the first chance to run away or desert.

FORCE 1
Blood Brotherhood Patrol Squad Enforcer
Carapace Armour; Frag Grenades; Bolter: 24 Range; S4; AP5; Rapid Fire Advisor; Summary Execution: Enforcer adds +1 to the Leadership characteristic of the squad leader. If Morale if failed, remove the squad leader.

No WS

BS

Wo

Ld Save

4
FA BS BS

3
RA S S

3
SA T In

10

5+

Militia Renegade Armoured Fist Squad Veteran


No WS BS S T Wo I A Ld Save

No BS

Infantry

2 D6+4 5+

No WS No WS

Wo At

I FA

A Ld SA RA Save

1 D6+4 5+

Flak Armour; Frag Grenades; Laspistol: 12 Range; S3; AP-; Pistol Close Combat Weapon WS FA No BS BS RA SA Wo S T I A Ld Save

Chimera/Amoured Truck
No BS No WS BS FA

S RA In At SA

FA

SA RA

12

10

10

Frag Grenades; Close Combat Weapon (x7); Flak Armour; Lasgun (x6): 24 Range; RA time S3;No Rapid VoxFA AP-; BS Caster:The firstSA a Renegade unit takes a Leadership test, roll a D6 and add 4. This is the squads Leadership for the rest of the game. This Leadership characteristic is subject to all the usual modifiers. Vox-casters enable re-roll the second result must be used, even if it is lower; Grenade Launcher (x1): Frag: 24 Range; S3; N Assault 1; BS S In At FA SA RA AP6;o WS Blast. Krak: 24 Range; S6; AP4; Assault 1. Flamer: Template; S5; AP4; Assault 1

Transport Capacity: 12. Access Points: 1. Fire Points: 5. Heavy Bolter: 36 Range; S5; No WS BS S In At Multi-Laser: 36 Range; S6; SA RA AP4; Heavy 3. Searchlight; Smoke Launchers; Turret FA AP6; Heavy 3. Amphibious: Ignores water features.

FORCE 2 - add the following


Blood Brotherhood Renegade Militia Platoon Militia Company Command Squad Champion
No WS BS S T Wo I A Ld Save

Infantry
No WS BS S T Wo I A Ld Save

2 D6+4 5+

1 D6+4 5+

Carapace Armour; Frag Grenades; Refractor field Shotgun: 12 Range; S3; AP-; No BS FA RA Assault2. Close Combat Weapon. SA

Flak Armour; Frag Grenades; Lasgun (x3): 24 Range; S3; AP-; Rapid; Vox Caster; Flamer: Template; S5; AP4; Assault 1. SA Banner: renegades other than Chaos Marines No BS FA RA Chaos or Ogryns score one more wound when in 12 banner also re-roll failed Morale tests.

Militia Renegade Armoured Fist Squad No WS BS S In At FA Veteran


No WS BS S T Wo I

SA RA A Ld Save

No WS BS Infantry No WS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

2 D6+4 5+

1 D6+4 5+

Flak Armour; Frag Grenades; Laspistol: 12 Range; S3; AP-; Pistol Close Combat No BS BS RA SA Wo Weapon WS FA S T I A Ld Save

Chimera/Amoured Truck
No BS No WS BS FA

Frag Grenades; Close Combat Weapon (x7); Flak Armour; Lasgun (x6): 24 Range; S3;No Rapid Vox FA Grenade SA AP-; BS Caster; RA Launcher (x1): Frag: 24 Range; S3; AP6; Assault 1; Blast. Krak: 24 Range; S6; AP4; Assault1. Flamer: Template; S5; AP4; Assault 1.

S RA In At SA

FA

SA RA

Enforcer BS No WS
No WS BS

12

10

10

S S

In T

At Wo

FA I

SA RA A Ld Save

Transport Capacity: 12. Access Points: 1. Fire Points: 5. Heavy Bolter: 36 Range; S5; No WS BS S In At Multi-Laser: 36 Range; S6; SA RA AP4; Heavy 3. Searchlight; Smoke Launchers; Turret FA AP6; Heavy 3. Amphibious: Ignores water features.

10

5+

Carapace Armour; Frag Grenades; Bolter: 24 Range; S4; AP5; Rapid Fire Advisor; No BS FA RA SA Summary Execution: Enforcer adds +1 to the Leadership characteristic of the squad leader. If Morale if failed, remove the squad leader.

No WS

BS

In

At

FA

SA RA

FORCE 3 - add the following


Rogue Psyker
No WS BS S T Wo I A Ld Save

(Possessed).
No WS BS S T Wo I A Ld Save

10

5+

10 5+(i)

Flak Armour. Close Combat Weapon. Laspistol (x4): 12 Range; S3; AP-; Pistol No BS FA Psyker SA Psychic Powers: The RogueRA has one D6 random psychic power for the game. 1 No usable power: 2 Protection of the Gods: Used at the start of enemy Shooting phase, one squad (not a vehicle) within a 12 range gains a 6+ Invulnerable save for that Shooting phase. 3 Warp Fist: Renegade Assault phase, considered to be armed with a powerfist for No 4 Psychic Lash: At the start of the Renegade Assault phase gets D3 attacks S In At FA SA RA this phase.WS BS (with no bonus for charging or additional close combat weapons) at S3, ignoring armour saves, power remains in play until next Renegade Assault phase. 5 Battle Fury: Renegade Assault phase, one friendly squad (not walker or other vehicle) within 12 gains +1 WS. Unsuccessful: the squad suffer -1 WS instead. 6 Lightning Arc: Lightning Arc Range 24; Str: 3; AP: 6; Heavy D6.

Daemonic Possession: If a Rogue Psyker suffers aPerils of the Warp attack while using No BS FA RA SA a psychic power then he becomes possessed. He will now have the possesed profile. He gains a 5+ invulnerable save and has daemonic talons (giving him the Rending special ability). Once possessed he loses all his psychic powers and any equipment.

No WS

BS

In

At

FA

SA RA

Disciples of Valdro Champion


No WS BS S T Wo Wo I A I Ld Save A

Disciples
No WS BS S T Wo I A Ld Save

Carapace Armour; Frag Grenades; Bolter: 24 Range; S4; AP5; Rapid Fire Advisor; No Execution: Enforcer addsSAto the Leadership characteristic of the squad FA RA +1 SummaryBS leader. If Morale if failed, remove the squad leader.

1o 3 4 3 N WS BS S

Ld Save

5+

5+

Frag Grenades; Close Combat Weapon (x7); Flak Armour; Lasgun (x6): 24 Range; S3;No Rapid. AP-; BS FA RA SA

No BS FA RA SA No WS Sentinel S In Armoured BS Squadron At No WS BS S In

FA FA

SA RA SA RA

No WS

BS

In

At

FA

SA RA

At

12

10

10

Extra Armor: Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. Autocannon: 48 Range; S7; AP4; Heavy 2. Plasma Cannon: 36 Range; S7; AP2; Heavy 1; Blast; Gets Hot! Lascannon: 48 Range; S9; AP2; Heavy 1.

Searchlight: Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.

Minefield
If the Renegade player takes a minefield, he gets six minefield markers, and these can be placed anywhere on the table outside the enemys deployment zone. They are deployed as for normal Troops. Mines are never in reserve, they are always deployed on the tabletop at the start of a game. In the Renegade players first Shooting phase, roll to see if the marker is a minefield or a dummy. Roll a dice for each marker. On a 4+ it is a minefield, on a 13 it is dummy and removed with no further effect on the game. If a marker is a minefield then place an 8 by 4 rectangle centred on the marker. Any enemy model moving over the minefield triggers a mine on a roll of 4+, taking a Strength 6 hit with no AP value. Vehicles take a single Strength 6 hit against their Rear Armour value, but all Penetrating hits are treated as Glancing hits only. Due to their proximity sensors, mines will affect jump troops and skimmers which move over the minefield just like other units.

FORCE 4 - add the following


Renegade Ogryn Beserkers
No WS BS S T T SA Wo I A I Ld Save A

Hellhound
No No 1 No No

No WS BS S No BS FA RA BS FA WS BS 3 12 WS BS WS BS FA

Wo

D6

Ld Save

5+

Berserker Attack: During Close Combat - D6 for number of attacks that turn. Roll each time Berserker fights. The Ogryn Berserker still gains +1 attack for assaulting. On Slaught: After the Berserker has finished his attacks, roll to see if he survives the drugs. Equal to or greater than the number of attacks rolled, the Berserker is fine and may continue as normal. If less - takes the number of wounds equal to the difference.

Leman Russ Battle Tank


No BS RA

RA SA S 12 In At FA SA RA 10 S T Wo I A Ld Save S In At FA SA RA SA

Heavy Flamer: Template; S5; AP4; Assault 1. Inferno Cannon: Template; S6; AP4; Heavy 1.

14
BS

10
S

13
In At

Battle Cannon: 72 Range; S8; AP3; Ordnance 1, Large Blast. Searchlight. Smoke Launchers. Heavy Flamer: Template; S5; AP4; Assault 1. Heavy Flamer Sponsons (x2): Template; S5; AP4; Assault 1. Lumbering Behemoth: Vehicle may fire its main weapon when moving at Combat speed, but only moves 6+D6 when at Cruising speed

No WS

FA

SA

RA

FORCE 5 - add the following


Chaos Space Marines Aspiring Champion-Aglaeca
No WS BS S T Wo I A Ld Save

Chaos Marines
No WS BS S T Wo I A Ld Save

4/8

4/1 2/3

10

3+

1/3

3+

Frag Grenades. Krak Grenades. Power Armour. Enhanced Warriors: 1: Berserk N 2-5: BS FA RA SA Rage.o Stable Mutation. 6: Created a Monster. Mark of Khorne. Bolter: 24 Range; S4; AP5; Rapid Fire. Power Fist. Plasma Pistol: 12 Range; S7; AP2; Pistol; Gets Hot!

Rhino-Samil
No BS

No WS BS No WS BS

S S

T Wo I A Ld Save In At FA SA RA SA T In

Frag Grenades. Krak Grenades. Power Armour. Enhanced Warriors. Icon of No BS Khorne: Unit gainsFA benefitsRA Mark of Khorne. Mark of Khorne: Extra attacks. of the SA Bolt Pistol (x9): 12 Range; S4; AP5; Pistol. Bolter (x7): 24 Range; S4; AP5; Rapid Fire. Close Combat Weapon (x9). Flamer (x1): Template; S4; AP5; Assault 1. Heavy Bolter: 36 Range; S5; AP4; Heavy 3

No WS

BS

In

At

FA

SA RA

FA BS BS

RA

Salamander Scout Squadron


No BS FA RA

No WS No WS

11

10
S S

11

Wo At

Transport Capacity: 10. Access Points: 3. Fire Points: 1. Searchlight. Smoke Launchers. Daemonic Possession: Ignores shaken/stunned. BS reduced. Twin Linked Bolter: 24 Range; S4; AP5; Rapid Fire, Linked. Repair: If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of tshooting. Roll a D6 on a 6 no longer immobilised.

I FA

A SA

Ld Save RA

SA

No WS No WS No BS

12
BS BS FA

10
S S RA

10
T In SA Wo At

Overcharged Engines. Autocannon: 48 Range; S7; AP4; Heavy 2 Searchlight. Smoke Launchers.

I FA

A SA

Ld Save RA

Deathstrike Missile Launcher

12
BS

10
S

12
In At

Deathstrike Missile: 12 to Unlimited Range; S10; AP1; Ordnance Barrage, D3+3 Blast, One Shot Only. Heavy Bolter: 36 Range; S5; AP4; Heavy 3. Smoke Launchers: Once per game. T-minus five minutes to launch...and counting: Requires a countdown to fire its main missile, see C: IG, pg. 55.

No WS

FA

SA

RA

ARMY LISTS -Imperial Guard


35th Cadian - Finnigans 35th The Dirty Filth
The Cadian 35th are always given the dirtiest jobs to do - hence their nickname. Commander Theudas Idumea Finnigan has a reputation, richly deserved, for doing things his own way. This has resulted in conflict with the inquisition on more than one occasion, but his successes on the battlefield and his borderline insanity seem to have spared him.

FORCEo 1WS N
35th Cadian Patrol Squad Commisar Gibeon
No WS BS S T Wo I A Ld Save No BS

BS

Wo

Ld Save

Chimera-Sepulchra
FA RA SA

3/6

3/1

5+

12

10

10

Flak Armour. Frag Grenades. Bolter: 24 Range; S4; AP5; Rapid Fire. Power Fist: Ignores armour saves, increases strength in close combat. Summary Execution: If No BS FA RA SA Morale if failed, remove the highest Ld model, other than the Commissar, and re-roll Stubborn: Ignore negative Leadership modifiers.

Transport Capacity: 12. Access Points: 1. Fire Points: 5. Heavy Bolter: 36 Range; S In At FA SA RA S5;No Heavy 3. Searchlight. Smoke Launchers. Turret Multi-Laser: 36 Range; AP4; WS BS S6; AP6; Heavy 3. Amphibious: Ignores water features. Mobile Command Vehicle: Embarked Officers may still issue orders

Armoured Fist Squad 190 Sergant Troy


No WS BS S

No WS

BS

In

At

FA

SA RA

Infantry
T Wo I A Ld Save No WS BS S T Wo I A Ld Save

2/3

5+

5+

Flak Armour. Frag Grenades. Laspistol: 12 Range; S3; AP-; Pistol Close Combat Weapon: +1 attack FA combat. SA No BS in close RA

No WS

BS

In

At

FA

SA RA

Frag Grenades: Models with these do not suffer the initiative penalty for assaulting No BS FA RA SA enemies through cover. Close Combat Weapon (x7): If used with another close combat weapon, +1 attack in close combat. Flak Armour: Confers a 5+ Armour Save. Lasgun (x6): 24 Range; S3; AP-; Rapid Vox Caster: If an officer is attempting to issue an order to a friendly unit and both the officers Command Squad and the chosen unit contain a No WS BS S In At order SA RA model with a vox caster, the Leadership test to see if the FA has been understood can be re-rolled if failed. Sniper Rifle (x1): 36 Range; SX; AP6; Heavy 1; Sniper; Pinning

FORCE 2 - add the following


Company Command Squad Commander Theudas Idumea Finnigan
No WS BS S T Wo I A Ld Save

Bodyguard
No WS BS S T Wo I A Ld Save

3/4

4+

2/3

4+

Frag Grenades. Refractor Field: 5+ Invulnerable save. Laspistol: 12 Range; S3; AP-; No BS FA RA SA Pistol. Carapace Armour: 4+ Armour Save. Power Weapon: Ignores armour saves in close combat. Senior Officer: The Senior Officer may issue 2 orders per turn with a 12 command radius: Bring it Down, Fire on my Target!, Get Back in the Fight!, First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move!

Frag Grenades. Close Combat Weapon. Laspistol: 12 Range; S3; AP-; Pistol No Armour.FA out - Arghh!: Bodyguards take the first Wounds against the Carapace BS Look RA SA Company Officer.

No WS

BS

In T

At

FA I

SA RA A

No WS

BS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

Astropath En-haddah
No WS BS S Wo Ld Save

Squad 306
No WS

10

4+

4+

Frag Grenades. Close Combat Weapon. Laspistol: 12 Range; S3; AP-; Pistol. Carapace BS Telepathic Relay: +1 No Armour.FA RA SA to friendly Reserve rolls and friendly units may re-roll sides when outflanking.

MasterWS Ordanance Gaius No of BS S In


No WS BS S T

At Wo

FA I

SA RA A Ld Save

Frag Grenades. Close Combat Weapon (x4). Lasgun (x3): 24 Range; S3; AP-; Rapid. Carapace BS Medi-pack: No Armour.FA RAWhile alive, the squad has Feel No Pain. Regimental SA Standard: +1 additional wound for purposes of close combat results. Any friendly units within 12 re-roll failed Morale and Pinning tests. Vox Caster: If an officer is attempting to issue an order to a friendly unit and both the officers Command Squad and the chosen unit contain a model with a vox caster, the Leadership FA to see if theRA has been test No WS BS S In At SA order understood can be re-rolled if failed. Heavy Flamer: Template; S5; AP4; Assault 1.

1/2

4+

Frag Grenades. Close Combat Weapon. Laspistol: 12 Range; S3; AP-; Pistol. Carapace BS Artillery Bombardment: No Armour.FA RA SA Shooting Attack: Unlimited Range; S9; AP3; Ordnance Barrage 1.

Officer of the Fleet Mephaath


No WS BS S T Wo I A Ld Save

1/2

4+

No WS

BS

In

At

FA

SA RA

Frag Grenades. Close Combat Weapon. Laspistol: 12 Range; S3; AP-; Pistol. Carapace BS Intercept Reserves: No Armour.FA RA SA-1 to enemy Reserve rolls and enemy units can be made to re-roll sides when outflanking.

No WS

BS

In

At

FA

SA RA

No WS No BS

BS

Wo

Ld Save

Arvus Lighter
FA RA SA

10

10

10

Transport cap: 12. Orbital Lander. Armoured Cockpit: Ignore crew shaken crew stunned or pilot stunned. Chaff/Flare Launcher: Reroll Immobilised damage roll. Illum Flare

No WS BS S In Infantry Platoon Squad Alpha At Platoon Command Squad 409 Lieutenant Lysanias No WS BS S T Wo

FA

SA

RA

Infantry Squad 409


I A Ld Save No WS BS S T Wo I A Ld Save

2/3

5+

5+

Flak Armour. Frag Grenades. Close Combat Weapon. Bolt Pistol: 12 Range; S4; N Pistol. Junior Officer: The Junior Officer may issue 1 order per turn with a 6 FA RA SA AP5; o BS command radius: First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move!

Flak o Armour. Frag Grenades. Close Combat Weapon (x4). Lasgun (x3): 24 Range; FA Platoon Standard. Vox Caster. Heavy Flamer: Template; S3;N Rapid. Medi-pack.RA SA AP-; BS S5; AP4; Assault 1

Infantry Squad 265 Sergant Rhodes


No WS BS

No WS

BS

In

At

FA

SA RA

No WS

BS

In

At

FA

SA RA

Infantry
S T Wo I A Ld Save No WS BS S T Wo I A Ld Save

2/3

5+

5+

Flak Armour. Frag Grenades. Laspistol: 12 Range; S3; AP-; Pistol. Close Combat No FA RA SA Weapon. BS

Frag Grenades. Close Combat Weapon (x7). Flak Armour. Lasgun (x6): 24 Range; S3;No Rapid Vox FA Flamer (x1): Template; S4; AP5; Assault 1 AP-; BS Caster. RA SA

Heavy Weapons Team


No WS No WS BS BS S S

In T

At Wo

FA I

SA RA A Ld Save

No WS

BS

In

At

FA

SA RA

5+

Mortar (x1): 48 Range; S4; AP6; Heavy 1, Blast, Barrage. Frag Grenades. Close Combat Weapon (x1). FlakRA SA No BS FA Armour. Lasgun (x1): 24 Range; S3; AP-; Rapid

Infantry Squad 812 No WS BS S Sergeant Festus


No WS BS S

In T

At Wo

FA I

SA RA A Ld Save

Infantry
No WS BS S T Wo I A Ld Save

2/3

5+

5+

Flak Armour. Frag Grenades. Laspistol: 12 Range; S3; AP-; Pistol. Close Combat No FA RA SA Weapon. BS

Frag Grenades. Close Combat Weapon (x7). Flak Armour. Lasgun (x6): 24 Range; S3;No Rapid. VoxFA Grenade SA AP-; BS Caster. RA Launcher (x1): Frag: 24 Range; S3; AP6; Assault 1; Blast. Krak: 24 Range; S6; AP4; Assault

Heavy Weapons Team


No WS No WS BS BS S S

In T

At Wo

FA I

SA RA A Ld Save

No WS

BS

In

At

FA

SA RA

5+

Heavy Bolter: 36 Range; S5; AP4; Heavy 3. Frag Grenades. Close Combat Weapon (x1). o BS NFlak Armour. Lasgun (x1): 24 Range; S3; AP-; Rapid FA RA SA

Infantry Platoon Squad Beta No WS BS S Platoon Command SquadIn At 707 Lieutenant Thomas Paris
No WS BS S T Wo

FA I

SA RA

Infantry Squad 707


A Ld Save No WS BS S T Wo I A Ld Save

1
N

4
WS

4
BS

3
S

3
T

1
Wo

3
I

2/3
A

5+
Ld Save

5+

Flak Armour. Frag Grenades. Close Combat Weapon. Bolt Pistol: 12 Range; S4; AP5; Pistol. Junior Officer: The Junior Officer may issue 1 order per turn with a 6 command No BS FA RA SA radius: First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move! o

Flak Armour. Frag Grenades. Close Combat Weapon (x4). Lasgun (x3): 24 Range; FA Platoon Standard. Vox Caster. Meltagun (x1): 12 Range; S3;No Rapid. Medi-pack.RA SA AP-; BS S:8; AP1; Assault 1; Melta

Salamander Scout S No WS BS
No BS FA RA

In SA

At

FA

SA RA

No WS

BS

In

At

FA

SA RA

12

10

10

Transport Capacity: 12. Access Points: 1. Fire Points: 1. Overcharged Engines: Fast. No WS BS S In At FA SA RA Autocannon: 48 Range; S7; AP4; Heavy 2 Searchlight. Smoke Launchers.

Armoured Fist Squad 541 Sergeant Jones


No WS BS S T Wo I A Ld Save

Infantry
No WS BS S T Wo I A Ld Save

2/3

5+

5+

Flak Armour: Confers a 5+ Armour Save. Frag Grenades: Models with these do not suffer the BS penalty for assaulting No initiativeFA RA SA enemies through cover. Laspistol: 12 Range; S3; AP-; Pistol Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat.

Frag Grenades. Close Combat Weapon (x7). Flak Armour. Lasgun (x6): 24 Range; S3;No Rapid. Vox Caster. Plasmagun(x1): 24 Range; S7; AP2; Rapid Fire: Gets AP-; BS FA RA SA Hot!

Chimera-Mortis
No BS FA

No WS BS No WS BS

S S

T Wo I A Ld Save In At FA SA RA SA

No WS

BS

In

At

FA

SA RA

RA

12
BS

10
S

10
In

Transport Capacity: 12. Access Points: 1. Fire Points: 5. Heavy Bolter: 36 Range; S5; AP4; Heavy 3. Searchlight. Smoke Launchers. Turret Multi-Laser: 36 Range; S6; AP6; Heavy 3. Amphibious. Mobile Command Vehicle.

No WS

At

FORCE 3 - add the following


No WS No BS BS S T Wo I A Ld Save

FA

SA

RA

Inquisitorial Investigative Team Inquisitor Colm


No WS BS S T Wo I A Ld Save

Rino - Honourer

10

3+

FA

RA

SA

11

10

11

Sanctuary. Banishment, Hammerhand: doubles base strength Weapons. Anointed Weapon. Artificer Armor . Concecrated Scrolls. Emperors Tarot. Holy Relic. Master No BS FA RA SA Crafted Weapon. Purity Seals. Refractor Field. Sacred Incense. Targeter. Unguents of Warding.

Retinue Familiar

No WS

BS

In

At

FA

SA RA

Transport Capacity: 10. Access Points: 3. Fire Points: 1 No WS BS S In SA RA Smoke Launchers: Storm Bolter: 24 Range; S4;At Assault 2. Treated as an additional AP5; FA defensive weapon. Repair: If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehcile shooting. Roll a D6 in the Shooting phase, and on a 6 the vehicle is no longer immobilzed.

Hierophant Priest
BS S T Wo I A Ld Save No WS BS S T Wo I A Ld Save

No WS

6+

5+

Close Combat Weapon: If used with another close combat weapon, +1 attack in close No BS FA RA SA combat. Laspistol: 12 Range; S3; AP-; Pistol.

Close Combat Weapon: If used with another close combat weapon, +1 attack in close N Armour. FA RA SA Flak o BS Close Combat Weapon. Frag Grenades. Rosarius: Confers a 4+ Invulnerable save. Shotgun: 12 Range; S3; AP-; Assault 2. Righteous Fury: The Priest and his unit may re-roll to hit when charging.

Acolyte

No WS

BS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

Warrior

No WS

BS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

No WS

No WS

6+

6+

Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat. Laspistol: 12 Range; S3; AP-; Pistol. No BS FA RA SA

Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat. Laspistol: 12 Range; S3; AP-; Pistol. No BS FA RA SA

Autosavant
No WS No WS

BS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

Mystic

No WS No WS

BS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

6+

6+

Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat. Laspistol: 12 Range; S3; AP-; Pistol. No BS FA RA SA

Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat. Laspistol: 12 Range; S3; AP-; Pistol. No BS FA RA SA

Death Cult Assassin


No WS No WS BS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

Eversor Assassin
No WS No WS BS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

5+

10

4+

Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat. Laspistol: 12 Range; S3; AP-; Pistol. Fearless. Infiltrate. Invulnerable Save No BS FA RA SA

Close Combat Weapon: If used with another close combat weapon, +1 attack in close No BS FA RA SA combat. Laspistol: 12 Range; S3; AP-; Pistol. Fearless. Infiltrate. Invulnerable Save Exitus Rifle: 36 Range; hits0n2+ wounds on4+; AP2 Sniper rifle.

No WS

BS

In

At

FA

SA RA

No WS

BS

In

At

FA

SA RA

FORCE 4 - add the following


Storm Trooper Squad 005 Storm Trooper Sergeant Chittem
No WS BS S T Wo I A Ld Save

Storm Troopers
No WS BS S T Wo I A Ld Save

2/3

4+

1/2

4+

Carapace Armour. Close Combat Weapon. Frag Grenades. Hot-shot Laspistol N6 BS AP3; RA SA (x1): o Range; S3; FA Pistol. Krak Grenades: One attack with 6+D6 AP . Power Weapon: Ignores armour saves in close combat. Special Operations: Before deployment select one of the following Doctrines for the unit: Airborne Assault, Behind Enemy Lines o Reconnaissance. or

Carapace Armour. Frag Grenades. Krak Grenades. Close Combat Weapon (x9). No BS FA Range; SA Hot-shot Lasgun (x7): 18RA S3; AP3; Rapid Fire. Flamer (x1): Template; S4; AP5; Assault 1 Grenade Launcher (x1): Frag: 24 Range; S3; AP6; Assault 1; Blast. Krak: 24 Range; S6; AP4; Assault 1.

N WS BS No WS BS No BS

SS

T Wo Ld In At FAI SAA RA Save SA

No WS

BS

In

At

FA

SA RA

Valkyrie Assault Carrier


FA BS RA

BS S Leman Russ Squadron No BS FA RA

No WS No WS

12

10
S

12

T In

Deep Strike: Unit may arrive by Deep Strike. Grav Chute Insertion: Special passenger deployment. Scouts: May move at the start of the battle before the first turn, Transport Capacity: 12 Models. Extra Armor: Vehicles equipped with extra armour Crew Stunned = Crew Shaken result instead. Searchlight. Multilaser: 36 Range; S6; AP6; Heavy 3. Hellstrike Missiles (x2): 72 Range; S8; AP3; OrdnanceI1, One Shot Only. Heavy Bolter Sponsons (x2): 36 Range; S5; AP4; Heavy 3 Wo A Ld Save

At

FA

SA

RA

SA

Leman Russ Battle Tank Extermus

14

10

13

Lascannon: 48 Range; S9; AP2; Heavy 1. Heavy Bolter Sponsons (x2): 36 Range; S5; AP4; Heavy 3

Leman WS Battle Tank Imperius - Commander Zeruiah No Russ BS S In At FA SA RA

Battle Cannon: 72 Range; S8; AP3; Ordnance 1, Large Blast. Searchlight. Smoke Launchers. Heavy Flamer: Template; S5; AP4; Assault 1. Heavy Flamer Sponsons (x2): Template; S5; AP4; Assault 1. Dozer Blade: Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain. Lumbering Behemoth: Vehicle may fire its main weapon when moving at Combat speed, but only moves 6+D6 when at Cruising speed

Leman Russ Demolisher Metallus

Demolisher Siege Cannon: 24 Range; S10; AP2; Ordnance 1, Large Blast. Lascannon: 48 Range; S9; AP2; Heavy 1 Multi-melta Sponsons (x2): 24 Range; S8; AP1; Heavy 1; Melta.

Ogryn Squad Boneed Gur-baal

Ogryns

No WS BS No WS BS

S S

T Wo I T Wo I

Ld Save A Ld Save

No WS

BS

Wo

Ld Save

5+

3
FA

5
RA

3
SA

5+

Bulky: Models take two spaces in transports. Furious Charge: Add +1 to strength and No BS FA RA SA initiative, conditions apply. Stubborn: Ignore negative Leadership modifiers.

Flak Armour. Frag Grenades. Ripper Gun: 12 Range; S5; AP Assault 3.

No BS

FA

RA S S

SA

No BS

Armoured Sentinel Squadron


No WS BS No WS BS

In At FA SA RA In At FA SA RA

3
BS

5
S

3
T

1
Wo

12
I

10
A

10
Ld Save

Extra Armor: Crew Stunned = Crew Shaken result instead. Autocannon: 48 Range; No WS BS S In At FA SA RA S7; AP4; Heavy 2. Plasma Cannon: 36 Range; S7; AP2; Heavy 1; Blast; Gets Hot! Lascannon: 48 Range; S9; AP2; Heavy 1. Searchlight.

No WS No BS

Destroyer Tank Hunter - Gloriam


FA RA SA
Laser Destroyer: 72 Range; S10; AP2; Ordnance Searchlight: Smoke Launchers: Once per game. Dozer Blade:

14
BS

10
S

13
In At

No WS

FORCE 5 - add the following


I A Ld Save

FA

SA

RA

Ratling Squad
No WS BS S T Wo

2
T SA

1
Wo

4
I

1
A

5+
Ld Save

Flak Armour. Laspistol (x6): 12 Range; S3; AP-; Pistol. Sniper Rifle (x6): 36 Range; SX; AP6; Heavy 1; Sniper; Pinning. Infiltrate: Deploy last within 12 or 18. Stealth: Improve cover save by +1.

HellHound Squadron

No WS BS S No BS FA RA FA BS

No BS No WS No WS No WS No BS

12

RA SA S In At

10
S S

12

Heavy Flamer: Template; S5; AP4; Assault 1. Inferno Cannon: Template; S6; AP4; Heavy 1.

FA

SA RA A SA

Thunderer - Honorum
FA RA

BS BS

T In SA

Wo At

I FA

Ld Save RA

Demolisher Siege Cannon: 24 Range; S10; AP2; Ordnance 1, Large Blast. Searchlight. Smoke Launchers: Once per game,

14
BS

10
S

13
In At FA SA RA

No WS

ARMY LISTS -Chaos Marines Ravana-azazel The Ravaners Warband FORCE 1


1

Daemon Prince-Ravana-azazel the Ravaner also known as the Tyrant of Amaziah is on a special mission for Abaddon to locate and retrive a precious lost artifact. He is using the Orc warlord to distract the Inquisition whilst he achives his goal - the arrival of the Blood Angels has seriously cramped his style.
No WS No BS BS S T Wo I A Ld Save

Chaos Search Patrol Chaos Sorcerer - Nukpana


No WS BS S T Wo I A Ld Save

Rhino-Samil

3/4

10 3/5+

FA

RA

SA

11

10

11

Frag Grenades. Krak Grenades. Familiar: Additional psychic powers. Mark of Tzeentch:BS No Invunerable save. Bolt Pistol (x1): 12 Range; S4; AP5; Pistol. Force Weapon FA RA SA (x1): Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if you pass, it dies. Use against one model per combat round. Independent Character. Sorcerer: A Sorcerer is a psyker and must have one psychic power. Doombolt: 18 Range; S AP3; Assault 3. Warptime: Re-roll allRA to hit and S4; No WS BS In At FA SA rolls wound. Wind of Chaos: Any models partially/fully under template are wounded on a 4+, vehicles take a glancing hit on a 4+ .

Transport Capacity: 10. Access Points: 3. Fire Points: 1. Searchlight. Smoke Launchers. Daemonic Possession: Ignores shaken/stunned. BS reduced. Twin Linked No WS BS S In At FA SA RA Bolter: 24 Range; S4; AP5; Rapid Fire, Linked. Repair: If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of tshooting. Roll a D6 on a 6 no longer immobilised.

Chaos Space Marines Aspiring Champion-Aglaeca


No WS BS S T Wo I A Ld Save

Chaos Marines
No WS BS S T Wo I A Ld Save

4/8

4/1 2/3

10

3+

1/3

3+

Frag Grenades. Krak Grenades. Power Armour. Enhanced Warriors: 1: Berserk Rage.o Stable Mutation. 6: Created a Monster. Mark of Khorne. Bolter: 24 Range; N 2-5: BS FA RA SA S4; AP5; Rapid Fire. Power Fist. Plasma Pistol: 12 Range; S7; AP2; Pistol; Gets Hot!

No WS

BS

In

At

Daemon Prince-Ravana-azazel
No WS BS S T

FORCE 2 - add the following


I A Ld Save

FA

SA RA

Frag Grenades. Krak Grenades. Power Armour. Enhanced Warriors. Icon of Khorne: Unit gains benefits of the Mark of Khorne. Mark of Khorne: Extra attacks. No BS FA RA SA Bolt Pistol (x9): 12 Range; S4; AP5; Pistol. Bolter (x7): 24 Range; S4; AP5; Rapid Fire. Close Combat Weapon (x9). Flamer (x1): Template; S4; AP5; Assault 1. Heavy Bolter: 36 Range; S5; AP4; Heavy 3

No WS

BS

In

At

FA

SA RA

Wo

5
FA

6
RA S S

5
SA In T

4/5

10 3/5+

Khorne Berzerkers Skull Champion-Chernobog


No WS No WS BS BS At Wo FA I SA RA Save A Ld

No BS

Monstrous Creature. 1) Have Move Through Cover. 2) Fire two weapons per turn and have Relentless. 3) Close combat wounds ignore Armour Saves. 4) Armour penetration 2D6+Str. Mark of Khorne: Extra attacks. Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat.. Eternal Warrior: Immune to Instant Death. Fearless: Automatically pass all morale tests.

Khorne Berzerkers
No WS BS S T Wo I A Ld Save

3/4

10

3+

10

2/3

3+

Frag Grenades: Krak Grenades: Power Armour: Confers a 3+ Armour Save. Mark of Khorne: Extra attacks. Power Weapon: Ignores armour saves in close combat. Plasma No BS FA RA SA Pistol: 12 Range; S7; AP2; Pistol; Gets Hot! Fearless: Automatically pass all morale tests, Furious Charge: Add +1 to strength and initiative.

No WS

BS

In

At

FORCE 3 - add the following


I A Ld Save

FA

SA RA

Frag Grenades: Krak Grenades: Power Armour: Confers a 3+ Armour Save. Mark of Khorne: Extra attacks. Bolt Pistol SA 12 Range; S4; AP5; Pistol. Close Combat No BS FA RA (x10): Weapon (x10): If used with another close combat weapon, +1 attack in close combat. Fearless: Automatically pass all morale tests. Furious Charge: Add +1 to strength and initiative.

No WS

BS

In

At

FA

SA RA

Fabius Bile
No WS BS S T Wo
Terminator Armour. Needler (x1): 18 Range; S D62+; AP6; Assault 3.

10

3+
Chaos Terminators

Chaos TerminatorsRA SA No BS FA Terminator Champion-Osvaldus


No WS N 1 o WS 4 BS BS 4 S S 4 T In 4 Wo At 1 I FA 4 A Ld Save SA RA 2/5+ 3 10

No WS

BS

Wo

Ld Save

10 2/5+

Terminator Armour: Confers a 2+ Armour save and a 5+ Invulnerable save. Power No BS FA RA SA Weapon (x1). Combi-melta (x1): Bolter: 24 Range; S4; AP5; Rapid Fire. Melta: 12 Range; S8; AP1; Assault 1; Melta; One shot.

No WS

BS

In

At

FA

SA RA

Terminator Armour. Deep Strike: Unit may arrive by Deep Strike. Twin Linked No BS FA AP5; SA Bolter (x1): 24 Range; S4; RA Rapid Fire, Linked. Lightning Claw (x1): Ignores armour saves in close combat. Re-roll failed to wound rolls. +1 Attacks in close combat. Power Fist (x1): Ignores armour saves, increases strength in close combat. Reaper Autocannon (x1): 36 Range; S7; AP4; Heavy 2; Linked. Chain Fist (x1): Ignores No WS BS S In At FA SA RA armour saves, strikes last, doubles strength, 2D6 + strength for AP.

Raptors Aspiring Champion


No WS BS S T Wo I A Ld Save

Raptors
No WS BS S T Wo I A Ld Save

2/3

10

3+

1/2

3+

Jump Infantry. Frag Grenades. Krak Grenades: Melta Bombs: Lightning Claws (pair): Ignores armour saves RA No BS FA in close combat. Re-roll failed to wound rolls. +1 Attacks SA in close combat.

Jump Infantry. Krak Grenades. Power Armour. Bolt Pistol (x5): 12 Range; S4; AP5; Pistol. Close Combat Weapon (x5): +1 attack in close combat. Flamer (x1): Template; No BS FA RA SA S4; AP5; Assault 1. Deep Strike: Unit may arrive by Deep Strike

No WS Havoks No WS

BS BS

S S

In T

At Wo

FA I

SA A

RA Ld Save

No WS

BS

In

At

FA

SA

RA

5
No

4
BS

4
FA

4
RA S

4
SA In T

3+

Heavy Bolter (x1): 36 Range; S5; AP4; Heavy 3. Lascannon (x1): 48 Range; S9; AP2; Heavy 1. Missile Launcher (x1): Frag: 48 Range; S4; AP6; Heavy 1; Blast. Krak: 48 Range; S8; AP3; Heavy 1. Multi-Melta (x1): 24 Range; S8; AP1; Heavy 1; Melta. Auto-cannon (x1): 28 Range; S7; AP4; Heavy 2. Power Fist. Deep Strike. Fearless: Automatically pass all morale tests.

Greater Deamon Blood Thirster


No WS BS

At Wo

FA I

SA A

RA Save Ld

1
No

9
BS

FA

8
RA

6
SA

10 3/4+

Monstrous Creature. Fearless. 4+ Invulnerable save

FORCE 4 - add the following


FA I SA A RA Ld Save

Chosen No WS BS S In Aspiring Champion-Mukesh At


No WS BS S T Wo

Chosen
No WS BS S T Wo I A Ld Save

10

3+

1/2

10

3+

Wings: Move like jumpack infantry. Frag Grenades: Krak Grenades: Power Armour: Bolt PistolBS 12FA S4; AP5; Pistol. Bolter (x1): 24 Range; S4; AP5; Rapid Fire. No (x1): Range; RA SA Lightning Claw: Ignores armour saves in close combat. Re-roll failed to wound rolls. +1 Attacks in close combat.. Infiltrate: Deploy last within 12 or 18.

Frag Grenades. Krak Grenades. Power Armour. Bolt Pistol (x1): 12 Range; S4; N Pistol. Bolter (x1): 24 Range;SA AP5; Rapid Fire. Lightning Claw: Ignores FA RA S4; AP5; o BS armour saves in close combat. Re-roll failed to wound rolls. +1 Attacks in close combat.. Infiltrate: Deploy last within 12 or 18.

Chaos Bikers Trazael Biker Champion


N 1 o WS 4 N BS No WS BS BS 4 FA S

No WS

BS

In

At

FA

SA

RA

No WS

BS

In

At

FA

SA

RA

Bikers
T Wo I A Ld Save Wo 4 I 2/3 10Ld 3+ A Save 1 No WS BS S T Wo I A Ld Save

T 4S 4/5 RA S S SA

4/5

1/2

3+

Frag Grenades. Krak Grenades. Power Armour. Bolt Pistol: 12 Range; S4; AP5; Pistol. Close Combat Weapon. Twin Linked Bolter: 24 Range; S4; AP5; Rapid Fire, No BS FA RA SA Linked. o

Frag Grenades. Krak Grenades. Bolt Pistol: 12 Range; S4; AP5; Pistol. Close No BS FA RA SA Combat Weapon: If used with another close combat weapon, +1 attack in close combat. Twin Linked Bolter: 24 Range; S4; AP5; Rapid Fire, Linked.

Defiler No WS BS No WS BS

In At FA SA RA In At FA SA RA

3
BS

6/10
S

3
T

3
Wo

12
I

12
A

10
Ld Save

No WS No

Daemonic Possession: Ignores shaken/stunned. BS reduced. Searchlight. Smoke Launchers. 2x Dreadnought CCWs: Strength 10; Ignores armour saves in close combat. Battle Cannon: 72 Range; S8; AP3; Ordnance 1, Large Blast. Reaper Autocannon: 36 Range; S7; AP4; Heavy 2; Linked. Twin Linked Heavy Flamer: Template; S5; AP4; Assault 1; Reroll wounds. Fleet: May assault in the same turn as running.

No WS

BS

In

At

FA

SA

RA

BS

FA BS

RA S

SA In

FORCE 5 - add the following


At FA SA RA

Dreadnought Capritine
No WS

6/10

12

12

10

Searchlight. Smoke Launchers. Extra Armor: Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. Dreadnought CCW: Strength 10; Ignores armour saves in close combat.. Twin Linked Bolter: 24 Range; S4; AP5; Rapid Fire, Linked. Plasma Cannon: 36 Range; S7; AP2; Heavy 1; Blast; Gets Hot!. Crazed: 1 - Fire Frenzy. 2 to 5 - Sane. 6 - Blood Rage.

Chaos Space Marines


No WS BS S T Wo I A Ld Save

10
No

4
BS

4
FA BS BS

4
RA S S

4
SA T In

1/2

3+

Frag Grenades. Krak Grenades. Power Armour. Chaos Glory: Re-roll failed morale checks. Bolt Pistol (x10): 12 Range; S4; AP5; Pistol. Bolter (x8): 24 Range; S4; AP5; Rapid Fire. Close Combat Weapon (x10): If used with another close combat weapon, +1 attack in close combat. Meltagun (x1): 12 Range; S8; AP1; Assault 1; Melta. Missile Launcher: Frag: 48 Range; S4; AP6; Heavy 1; Blast. Krak: 48 Range; S8; AP3; Heavy 1.

Chaos Space Marines

10

No WS No WS

Wo At

I FA

1/2

A SA

Ld RA Save

3+

Summoned Lesser Daemons Bloodletters


No WS No WS BS BS S S In T At Wo FA I SA A RA Save Ld

No

BS

FA

RA

SA

Frag Grenades. Krak Grenades. Power Armour. Chaos Glory: Re-roll failed morale checks. Bolt Pistol (x10): 12 Range; S4; AP5; Pistol. Bolter (x8): 24 Range; S4; AP5; Rapid Fire. Close Combat Weapon (x10): If used with another close combat weapon, +1 attack in close combat. Meltagun (x1): 12 Range; S8; AP1; Assault 1; Melta. Missile Launcher: Frag: 48 Range; S4; AP6; Heavy 1; Blast. Krak: 48 Range; S8; AP3; Heavy 1.

Deamonettes
No WS BS S T Wo I A Ld Save

10 -/5+

10 -/5+

Close Combat Weapon: If used with another close combat weapon, +1 attack in close No BS FA RA all morale tests. combat. Fearless: Automatically passSA

Close Combat Weapon: If used with another close combat weapon, +1 attack in close No BS FA RA all morale tests. combat. Fearless: Automatically passSA

No WS

BS

In

At

FA

SA

RA

No WS

BS

In

At

FA

SA

RA

ARMY LISTS -Space Marines The Blood Angels Third Company FORCE 1

The Blood Angels have arrived at Pavonis in answer to Inquisitor Colm request for aid luckily they were in the vacinity.

The Red Thirst: After forces have been deployed, but before any Scout moves are taken and the first turn begins, roll a D6 for each unit in your army that has this special rule (includig units left in reserve). On a score of 1, one or more members of the squad have succumbed to the Red Thirst and the entire squad is treated as having the Furious Charge and Fearless special rules instead of the And They Shall Know No Fear special rule for the duration of the game.

Blood Angels Scouting Party Lexicanum Calistarius


No WS BS S T Wo I A Ld Save

4
FA

4
RA

4
SA In T

10 2/5+

No BS

Independent Character: Psyker: Psykers can use one psychic power per player turn: Blood Boil: This power is a psychic shooting attack that hits automatically an enemy unit within 12. One model in that unit suffers a wound with no armour saves allowed. The victem of Blood Boil is chosen by your opponent, unless the total of the dice rolled for the psychic test is 5 or less. The Sanguine Sword: This power is used at the start of either players Assault phase. The Librarians close combat attacks are made at S10. Psychic Hood: Allows Librarian to nullify Psychic attacks by opponent. Force Weapon: Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if you pass, it dies. Use against one model per combat round.

Scout Squad Achaicus No WS BS Sergeant Achaicus S


No WS BS S

At Wo

FA I

SA RA A Ld Save

Scouts
No WS BS S T Wo I A Ld Save

4+

4+

Frag Grenades. Krak Grenades. Scout Armour: Confers a 4+ Armour Save. CombiNo BS FA RA SA Plasmagun (x1): 24 Range; S4; AP5; Rapid Fire (Bolter) 24 Range; S7; AP2; Rapid Fire; Gets Hot! (Plasmagun - once per battle)

Frag Grenades. Krak Grenades: One attack with 6+D6 AP. Scout Armour. Infiltrate:BS No Deploy last within 12 or 18, Move Through Cover: Roll an additional D6 FA RA SA when moving through cover, Scouts: May move at the start of the battle before the first turn. Sniper Rifle (x4): 36 Range; SX; AP6; Heavy 1; Sniper; Pinning

No WS

BS

In

At

FA SA RA No FORCE 2 - add the WS BS S In following I A Ld Save

At

FA

SA RA

Captain Machiui
No WS BS S T Wo

3/4

10

3+

And They Shall Know No Fear: Automatically pass morale tests, can test if under 50%, conditions apply. Frag Grenades. Krak Grenades. Iron Halo: Confers a 4+ Invulnerable save. Power Armour: Confers a 3+ Armour Save. Bolt Pistol: 12 Range; S4; AP5; Pistol. Power Sword (x1): Ignores armour saves in close combat.

No BS FA Honour Captain Machiuis RA SAGuard Blood Champion Silvianus

Sanguinary Novitiate
I FA

No WS No WS

BS BS

S S

T In

Wo At

2/3

A Ld Save SA RA

No WS

BS

Wo

Ld Save

3+

Frag Grenades. Krak Grenades. Power Armour. Power Weapon. Power Sword NIgnores armour saves inRA combat. Storm Shield (x1): 3+ Invulnerable Save. FA close SA (x1): o BS

Guard WS BS No
No WS BS

Blood Chalice: All firendly units within 6 are subject to the Furious Charge and Feel NoNo special rules. Frag RA SA Pain BS FA Grenades. Krak Grenades. Power Armour. Bolt Pistol: 12 Range; S4; AP5; Pistol. Chainsword: +1 attack in close combat. Feel No Pain: If wounded on a D6 roll of 4+ may ignore the wound. Furious Charge: Add +1 to strength and initiative. Frag Grenades. Krak Grenades. Power Armour. Power Sword. Storm Bolter (x1): 24 Range; S4; AP5; Assault 2. Company Standard: All friendly units within 12 of the standard bearer re-rolls failed Morale and Pinning tests. In addition, while the standard bearer is still alive, the unit counts as scoring one extra wound in close combat for the purposes of calculating the assault result.

2/3

3+

S S

In T

At Wo

FA I

SA RA A Ld Save

No WS

BS

In

At

FA

SA RA

3+

No BS FA RA SA Tactical Squad Innocentius

Sergeant Innocentius

Troops
Wo At

No WS No WS

BS BS

S S

T In

4/1

I FA

A Ld SA RA Save

No WS

BS

Wo

Ld Save

3+

3+

Frag Grenades. Krak Grenades. Power Armour. Chainsword. Power Fist (x1): No BS FA RA SA Ignores armour saves, increases strength in close combat. And They Shall Know No Fear. Combat Squads: A ten-man unit has the option of breaking down into two fiveman squads.

Frag Grenades. Krak Grenades. Power Armour. Bolter (x7): 24 Range; S4; AP5; N Fire. Flamer: Template; S4; AP5; Assault 1. Missile Launcher: Frag: 48 Range; FA RA SA Rapido BS S4; AP6; Heavy 1; Blast. Krak: 48 Range; S8; AP3; Heavy 1.

Rhino-Arminumicum
No BS FA

No WS BS No WS BS

S S

T Wo I A Ld Save In At FA SA RA SA

No WS

BS

In

At

FA

SA RA

RA

11
BS

10
S

11
In At

Transport Capacity: 10. Access Points: 3. Fire Points: 1 Smoke Launchers: Storm Bolter: 24 Range; S4; AP5; Assault 2. Treated as an additional defensive weapon. Repair: If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no longer immobilzed.

No WS

FA

SA

RA

Death Company Lemartes Lemartes, Guardian of the Lost


No WS BS S T Wo I A Ld Save

Death CompanyTroops
No WS BS S T Wo I A Ld Save

2/3

10 3/4+

2/3

3+

Jump Pack: Jump Infantry. Frag Grenades. Krak Grenades. Power Armour. No ConfersFA Invulnerable save. Blood Crozius: A master-crafted power Rosarius: BS a 4+ RA SA weapon allows the bearer to re-roll one failed roll to hit per player turn when using the weapon. Ignores armour saves in close combat. Bolt Pistol: 12 Range; S4; AP5; Pistol. Black Rage. Descent of Angels. Fearless. Feel No Pain. Furious Charge. N Unbound: LemartesS At FA not RA Furyo WS IfBS suffers In unsaved wound, but isSA slain, his Strength an and Attacks both immediately increase to 5. Liturgies of Blood: On a turn in which this model assaults, he and all models in a squad he is joined can re-roll failed rolls to hit. Models in a Death Company can also re-roll failed rolls To Wound. Rage. Relentless.

No WS No BS

BS

Wo

Ld Save

Frag Grenades. Krak Grenades. Power Armour. Chainsword: +1 attack in close No BS combat. Bolter: 24FA Range; RA SA Fire. Black Rage: Rage USR. The Death S4; AP5; Rapid Company never counts as a scoring unit. Fearless. Feel No Pain. Furious Charge: Add +1 to strength and initiative. Rage: In the Movement phase move as fast as possible towards the enemy, may choose to Run in the shooting phase, in the Assault phase must No WS the S In At FA SA RA consolidate towardsBS enemy. Relentless: Count as stationary when firing rapid/heavy weapons. Jump Infantry. Descent of Angels: A Blood Angels unit with this special rule can re-roll failed reserve rolls if arriving by Deep Strike. Also, it scatters D6 less. Fearless: Automatically pass all morale tests.

Rhino- Severius
FA RA SA

11
BS

10
S

11
In At

Transport Capacity: 10 models. Access Points: 3. Fire Points: 1. Smoke Launchers. Storm Bolter: 24 Range; S4; AP5; Assault 2. Treated as an additional defensive weapon. Repair: If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no longer immobilzed.

No WS

FORCE 3 - add the following


I A Ld Save

FA

SA

RA

Astorath the Grim


No WS BS S T Wo

10 2/3+

Jump Pack: Jump Infantry; May be held in reserve and arrive via Deep Strike. 1) Move up to o over terrain, end ofRA in SA Terr, reqs Dangerous Terrain test. 2) Assault N 12 BS FA move Diff 6 affected by Diff Terr. 3) Fall back 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Frag Grenades: Krak Grenades: Artificer Armour: Confers a 2+ Armour save. Rosarius: Confers a 4+ Invulnerable save. Bolt Pistol: 12 Range; S4;No WS BS AP5; S In At FA SA RA

Executioners Axe: Two-Handed Power Weapon. Strikes at S6. Successful Invulnerable saves taken against wounds caused by the Executioners Axe must be re-rolled. Descent of Angels: Fearless: Honour of the Chapter: This model, and all members of a squad he has joined are Fearless. Independent Character: Liturgies of Blood: On a turn in which this model assaults, he and all models in a squad he is joined can re-roll failed rolls to hit. Models in a Death Company can also re-roll failed rolls To Wound. Shadow of the Primarch: If Astorath is included in the Army, all Blood Angels units that have the Red Thirst special rule will succumb to its effects on a roll of 3 or less, rather than a roll of 1.

Terminator Squad-Lorenzo Sergeant Lorenzo


No WS BS S T Wo I A Ld Save

Terminators
No WS BS S T Wo I A Ld Save

1
N

4
WS

4
BS

4
S

4
T

1
Wo

4
I

2
A

9 2/5+
Ld Save

4/8

4/1

9 2/5+

Terminator Armour: Confers a 2+ Armour save and a 5+ Invulnerable save. Power Sword: Ignores armour saves in close combat. Storm Bolter: 24 Range; S4; AP5; No BS FA RA SA Assault 2 o

Terminator Armour. Power Fist (x2): Ignores armour saves, increases strength in close combat. Storm Bolter (x3):RARange; S4; AP5; Assault 2. Chain Fist (x1): Ignores No BS FA 24 SA armour saves, strikes last, doubles strength, 2D6 + strength for AP. Assault Cannon: 24 Range; S6; AP4; Heavy 4 Rending

Land Raider-Mortici No WS BS S In At No BS FA RA SA

No WS No WS No BS

14
BS BS FA

14
S S RA

14
T In SA Wo At

Baal Predator

Transport Capacity: 10 models. Access Points: 3. Fire Points: 0. Smoke Launchers. 2x Twin Linked Lascannons: 48 Range; S9; AP2; Heavy 1 Linked. Twin Linked Heavy Bolter: 36 Range; S5; AP4; Heavy 3 Linked. Assault Vehicle. Deep Strike. Power of the Machine Spirit: The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target unit to an other weapons, subject to the normal rules for shooting. Therefore, a vehicle that has I A Ld Save moved at combat speed may fire two weapons, and a vehicle that has either moved at cruising speed, or has suffered a Crew Stunned FA SA RA or Crew Shaken result can fire a single weapon.

FA

SA RA

No WS

BS

In

At

FA

SA RA

14

10

13

Battle Cannon: 72 Range; S8; AP3; Ordnance 1, Large Blast. Searchlight: Smoke Launchers: Heavy Flamer: Template; S5; AP4; Assault 1. Heavy Flamer Sponsons (x2): Template; S5; AP4; Assault 1. Vehicle may fire its main weapon when moving at Combat speed, but only moves 6+D6 when at Cruising speed

Devastator Squad Chlotharius At No WS BS S In Sergeant Chlotharius


No WS BS S T Wo

FA I

SA A

RA Ld Save

Devastators
No WS BS S T Wo I A Ld Save

4
BS

4
S

4
T

1
Wo

4
I

2
A

3+

3+

Frag Grenades. Krak Grenades. Power Armour: Confers a 3+ Armour Save. Signum. Bolt Pistol: 12 Range; S4; AP5; Bolter: 24 Range; S4; AP5; Rapid Fire. And No BS FA RA SA They Shall Know No Fear:

No WS No WS No BS No WS

Ld Save

BS FA BS

S RA S

In SA In

At

FORCE 4 - add the following


FA SA RA

FA

SA RA

Frag Grenades. Krak Grenades. Power Armour: Confers a 3+ Armour Save. Heavy Bolter (x1): 36 Range; S5; AP4; Heavy 3. Lascannon (x1): 48 Range; S9; AP2; Heavy No BS FA RA SA 1. Missile Launcher (x1): Frag: 48 Range; S4; AP6; Heavy 1; Blast. Krak: 48 Range; S8; AP3; Heavy 1. Multi-Melta (x1): 24 Range; S8; AP1; Heavy 1; Melta. And They Shall Know No Fear

No WS

BS

In

At

FA

SA RA

Furioso Dreadnought Hrabanus


At

6/10

13

12

10

Smoke Launchers: Extra Armor: Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. Blood Fist with Storm Bolter: Strength 10; Ignores armour saves in close combat. Frag Cannon: Template; S6; AP-; Assault 2, Rending.

No WS No BS

BS

Wo

Ld Save

Land Speeder Squadron Pelagius


FA RA SA

Stormraven Gunship
No BS FA

No WS No WS

14
BS BS

10
S S

13
T In SA Wo At

Heavy Bolter (x1): 36 Range; S5; AP4; Heavy 3. Typhoon Missile Launcher (x1): Frag: Range 48; S4; AP6; Heavy 2, Blast. Krak: Range 48; S8; AP3; Heavy 2. Deep Strike: Unit may arrive by Deep Strike

I FA

A SA

Ld Save RA

RA

12
BS

12
S

12
In At

No WS

Transport Capacity: 12 models or 1 Dreadnought. Access Points: 4. Ceramite Plating: Melta weapons do not gain the extra D6 armour penetration. Smoke Launchers. 4x Bloodstrike Missiles: 72 Range; S8; AP1; Heavy 1, One shot. Twin Linked Assault Cannon: 24 Range; S6; AP4; Heavy 4 Rending Linked. Twin Linked Heavy Bolter: 36 Range; S5; AP4; Heavy 3 Linked. Assault Vehicle: Models disembarking assault on any turn they do so. Deep Strike. Power of the Machine Spirit. Skies of Blood: If the Stormraven has moved flat out, passengers can still disembark, but they must do so as follows. Nominate any point over which SA RA moved over and deploy the squad as if it were deep striking onto that point. If the unit scatters, every FA the Stormraven model must immediately take a Dangerous Terrain test. Models with jump packs do not make this terrain test and may use the Descent of Angels special rule. If any models cannot be deployed, the unit is destroyed as described in the 1-2 result on the Deep Strike Mishap table. Models that disembark in this manner cannot assault on the turn they do so.

FORCE 5 - add the following


Sternguard Veteran Squad Sergeant Paeon
No WS BS S T Wo I A Ld Save

Sternguard Veterans
No WS BS S T Wo I A Ld Save

4/8

4/1

3+

3+

Frag Grenades. Krak Grenades. Power Armour. Special Issue Ammunition: Dragonfire Bolts: FA 24; S4; AP5; Rapid Fire, Ignores Cover. Hellfire Rounds: No BS Range: RA SA Range: 24; SX; AP5; Rapid Fire, Poisoned (2+). Kraken Bolts: Range: 30; S4; AP4; Rapid Fire. Vengeance Rounds: Range: 18; S4; AP3; Rapid Fire, Gets Hot!. Plasma Pistol (x1): 12 Range; S7; AP2; Pistol; Gets Hot!. Power Fist (x1): Ignores armour saves,o WSstrength in close combat. N increases BS S In At FA SA RA

Frag Grenades. Krak Grenades. Power Armour. Special Issue Ammunition. Bolt Pistol (x5): 12 Range; S4; AP5; Pistol. Bolter (x2): 24 Range; S4; AP5; Rapid Fire. No BS FA RA SA Combi-Meltagun (x1): 24 Range; S4; AP5; Rapid Fire (Bolter) 12 Range; S8; AP1; Assault1. Melta (Meltagun - once per battle) Lascannon (x1): 48 Range; S9; AP2; Heavy 1 Plasma Cannon (x1): 36 Range; S7; AP2; Heavy 1; Blast; Gets Hot!

No WS

BS

In

At

FA

SA RA

Tactical Squad Benedictus Sergeant Benedictus

Tactical Troops

No WS BS No WS BS

4/8

S S

T Wo T Wo

4/1

II

A A Ld Save Ld Save

No WS

BS

Wo

Ld Save

3+

3+

Frag Grenades. Krak Grenades. Power Armour. Chainsword (x1): +1 attack in close No BS FA RA SA combat. Power FistFA Ignores armour saves, increases strength in close combat. No BS (x1): RA SA

Death Company Dreadnought Fabricius


No WS BS No WS BS S S

Frag Grenades. Krak Grenades. Power Armour. Bolter (x7): 24 Range; S4; AP5; N Fire. Meltagun: 12 Range; S8;SA Assault 1; Melta. Heavy Bolter: 36 Range; FA RA AP1; Rapido BS S5; AP4; Heavy 3. And They Shall Know No Fear:

In At FA SA RA In At FA SA RA

3/4 12

12

10

Smoke Launchers. Blood Talon with Storm Bolter: Ignores armour saves in close combat. Re-roll failed to wound rolls. +1 Attacks in close combat.

No unsaved wound S In At FA SA RA For everyWS BS caused, the Dreadnought immediately makes an additional attack. These additional attacks can generate further additional attacks. Magna-grapple: 12 Range; S8; AP2; Heavy 1, Grapple. Fleet: May assault in the same turn as running. Furious Charge: Add +1 to strength and initiative. None Can Stay My Wrath: A Death Company Dreadnought ignores crew shaken and crew stunned results. Rage: In the Movement phase move as fast as possible towards the enemy, may choose to Run in the shooting phase, in the Assault phase must consolidate towards the enemy.

ARMY LISTS -ORCS Wazgogs Boyz FORCE 1


Ork Scavanger Mob Big Mek-Rustbonz
No WS BS S T Wo I A Ld Save

Wazgog is a huge, vicious warlord but also extremely dim. He is being manipulated by Zephaniah to distract the other forces while he completes his real mission.

1
Razgag

4
RA S

4
SA T In

5+

No BS FA Razgags Boyz No WS BS

Meks Tools: When repairing on a 4+ the damage result is negated. On a 1 the vehicle is shaken. Bosspole: May re-roll failed Morale test but unit takes a wound. Kustom Force Field: 5+ cover save, obscures vehicles. Choppa: If used with another close combat weapon, +1 attack in close combat. Furious Charge: Add +1 to strength and initiative, conditions apply. Independent Character: Mob Rule: Waaagh!:

Boyz

4/6

Wo At

I FA

A Ld SA RA Save

No WS

BS

Wo

Ld Save

6+

2/3

6+

Bosspole: May re-roll failed Morale test but unit takes a wound. Slugga: 12 Range; S4; AP6;o BS Choppa: RA SA N Pistol. Big FA Furious Charge: Add +1 to strength and initiative. Mob Rule: May use number in mob instead of leadership. Waaagh!: All friendly units have No WS BS S T Wo I A Ld Save fleet of foot for one turn.

Choppa & Slugga: R12; S4; AP6; Pistol. Rokkit Launcha (x1): R24; S8; AP3; Assault 1. BS Charge: Add to No FuriousFA RA +1SAstrength and initiative, conditions apply. Mob Rule: Waaagh!:

Trukk WS BS No
No BS FA

S RA

In SA

At

10
BS

10
S

10
In

No WS

Fast. Open-topped. Transport Capacity: 12 models. Big Shoota: R36; S5; AP5; Assault 3. Ramshackle: If a Trukk suffers a Vehicle Destroyed! or Vehicle Explodes! (wrecked) result, roll on the Ramshackle table and apply the result instead of the usual effects. If the Trukk suffers more than one result, roll one die per result on the Ramshackle table , but only apply the lowest dice roll: 1 - 2: Kaboom! Truck Destroyed, all passengers and models within D6 take a S3 hit. surviving passengers must disembark and take a Pinning test. 3 - 4: Kareen! Move the Trukk 3D6 in a random direction, then apply the Kaboom! resul above. If the Trukk would careen into enemy At or terrain, stop it 1 away. 5 -6: Kerrunch! Truck is wrecked, Ork passengers take no damage but must immediately disembark. SA RA models FA

FA

SA RA

No WS

BS

In

At

FA

SA RA

FORCE 2 - add the following


Wazgog Warboss
Mega Armour: Slow and Purposeful; (p39 C:O). Stikkbombs: Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E). Ammo Runt: Reroll one to hit roll (p92 C:O). Bosspole: May re-roll failed Morale test but unit takes a wound (p92 C:O). Cybork Body: (p91 C:O). Power Klaw: Ignores armour saves, increases strength in close combat. Twin Linked Shoota (x1): 18 Range; S4; AP6; Assault 2, Linked No BS FA RA SA (p91 C:O). Furious Charge: Add +1 to strength and initiative, conditions apply (p75 WH40K 5E). Independent Character: (See WH40k, pg. 50.). Mob Rule: May use number in mob instead of leadership (p31 C:O). Waaagh!: All friendly units have fleet of foot for one turn (additional rules apply p31 C:O)

No WS

BS

Wo

Ld Save

5/10

4/1

9 2/5+

Meganobz Bodyguards Skumdreg, Duffgrot


No WS BS S T Wo I A Ld Save

No WS

BS

In

At

FA

SA RA

2
FA BS BS

4/8
RA S S

4
SA In T

3/1

2+

No BS

Mega Armour: Slow and Purposeful; Stikkbombs: Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E). Power Klaw: Ignores armour saves, increases strength in close combat. Twin Linked Shoota (x3): 18 Range; S4; AP6; Assault 2, Linked (p91 C:O) Furious Charge: Mob Rule: Waaagh!:

Nobz Mob Nobz


No WS No WS

At Wo

FA I

SA RA A Ld Save

Painboy
No WS BS S T Wo I A Ld Save

4/5

3/4

6+

4/5

6+

Feel No Pain: If wounded on a D6 roll of 4+ may ignore the wound. Furious Charge: Add o to strength and initiative. Mob Rule: May use number in mob instead of N+1 BS FA RA SA leadership. Waaagh!: All friendly units have fleet of foot for one turn. Choppa: If used with another close combat weapon, +1 attack in close combat. Slugga: 12 Range; S4; AP6; Pistol

Doks Tools: Urty Syringe: Poisoned weapon (p38 C:O) No BS FA RA SA Waaagh! Banner: (p33 C:O)

No WS

BS

In

At

FA

SA RA

No WS

BS

In

At

FA

SA RA

Skarguts Boyz Skargut


No WS BS S T Wo I A Ld Save

Boyz
No WS BS S T Wo I A Ld Save

4/6

6+

2/3

6+

Bosspole: May re-roll failed Morale test but unit takes a wound (p92 C:O) Slugga: 12 No BS AP6; PistolRA C:O). Big Choppa: Furious Charge: Mob Rule: Range; S4; (p91 SA FA Waaagh!:

Choppa & Slugga: R12; S4; AP6; Pistol. Big Shoota (x1): R36; S5; AP5; Assault 3. Furious Charge: Mob Rule: Waaagh!: No BS FA RA SA

No WS

BS

In

At

FA SA RA No following FORCE 3 - add the WS BS S In I A Ld Save

At

FA

SA RA

Weirdboy-Boom Ed
No WS BS S T Wo

2
FA

4
RA

4
SA

6+

No BS

Warphead: May re-roll dice to choose power Eadbanger: Place Frazzle template on Weirdboy and resolve. Frazzle: R24; S6; AP3; Blast; Pinning. Zzap: R36; S10; AP2; Melta. 4. Warpath: All Orks gain +1A. 5. Ere We Go: Weirdboy and unit must be placed on board according to Deep Strike. 6. Waaagh!: Automatic Waaagh! in addition to the standard Waaagh! (p37 C:O) Furious Charge: Add +1 to strength and initiative. Independent Character: Mob Rule: Psyker: Psykers can use one psychic power per player turn (WH40K, pg. 50). Waaagh!:

Blackbonez Burna Boyz No WS In Blackbonez BS S


No WS BS S T

At Wo

FA I

SA RA A Ld Save

Burna Boyz
No WS BS S T Wo I A Ld Save

6+

6+

Mekboy-Meks Tools: When repairing on a 4+ the damage result is negated. On a 1 the vehicle is shaken. Grot Oiler: RerollSA repair roll . Kustom Mega-Blasta: R24; No BS FA RA failed S8; AP2; Assault 1; Gets Hot! Furious Charge: Mob Rule: Waaagh!:

Burna: Template; S4; AP5; Assault 1; Flamer or PW (p45 C:O) Furious Charge: Mob o BS NRule: Waaagh!: FA RA SA

Neffbags Deffkopta SkwadrunAt No WS BS S In


No WS BS S T Wo

FA I

SA RA A Ld Save

6+

Jetbikes (p.53 WH40k) Move up to 12 over terrain. If end of move is in Diff Terr, do DangerousWS test. CanRA on topT Diff Terr, is without cover, andLd tall as Terrain BS is as Save No BS FA land SAof Wo S I A the Terr for LOS. Can move though Diff Terr, take test. Get Cover. Turbo boosters special rule (p.76 WH40k).

Shoot 1 weapon per rider. can Move and fire, RF and Heavy and still assault. Assault 6 affected by Diff Terr. Fall back 3D6 over terrain. Increase stat +1T. (not vs Instant death.) Choppa: If used with another close combat weapon, +1 attack in close combat. Twin Linked Big Shoota (x1): R36; S5; AP5; Assault 3; Linked. Kustom MegaBlasta (x1): R24; S8; AP2; Assault 1; Gets Hot! . Twin Linked Rokkit Launcha (x1): R24; S8; AP3; Assault 1; Linked. Furious Charge: Hit & Run: May move 3D6 after combat. Mob Rule: Scouts: May move at the start of the battle before the first turn.

No WS

BS

In

At

FA

SA RA

Killer Kans Naffthug. Rotgrim, Grimbad


No WS BS S In

No WS No BS

BS FA

S RA In At SA At

FA

SA RA
Big Shoota (x1): R36; S5; AP5; Assault 3. Kustom Mega-Blasta (x1): R24; S8; AP2; Assault 1; Gets Hot! Rokkit Launcha (x1): R24; S8; AP3; Assault 1

FA

SA

RA

5/10

11

11

10

Urtyskabs Blasta Boyz Urtyskab


No WS BS S T Wo I A Ld Save

Blasta Boyz
No WS BS S T Wo I A Ld Save

4/8

3/1

6+

6+

Bosspole: May re-roll failed Morale test but unit takes a wound. Slugga: 12 Range; S4; N Pistol. Power Klaw:RA SA saves, increases strength in close combat. FA Ignores armour AP6;o BS Furious Charge: Mob Rule: Waaagh!:

Shootas: R18; S4; AP6; Assault 2, Rokkit Launcha (x1): R24; S8; AP3; Assault 1. No BS FA RA SA Furious Charge: Mob Rule: Waaagh!:

No WS BS Shakguls Runtz Shakgul No WS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

No WS

BS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

Gretchin
No WS

2/3

6+

10

5+

Squig Hound: Reroll failed Morale test, remove D3 Gretchin. Grabba Stikk (x1): Single model loses one attack. Slugga: 12 Range; S4; AP6; Pistol (p91 C:O). Furious Charge: No BS FA RA SA

Gretchin Blasta: R12; S3; AP-; Assault 1 (p50 C:O) RA SA ItsNo BS If crossing a minefield remove 3D3 Gretchin and the minefield a Grots Life: FA

Gotrags Ard Boyz No GotragWS BS S


No WS BS S

In T

At Wo

FA I

SA RA A Ld Save

N WS ArdoBoyz BS No WS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

4/8

3/1

4+

4+

Eavy Armour: p91 C:O Bosspole: May re-roll failed Morale test but unit takes a wound. Slugga: 12 Range;RA AP6; Pistol. Power Klaw: Ignores armour saves, S4; No BS FA SA increases strength in close combat. Furious Charge: Mob Rule: Waaagh!:

Eavy Armour: p91 C:O. Shootas: R18; S4; AP6; Assault 2. Big Shoota (x1): R36; S5; AP5; o BS Furious Charge: Mob Rule: Waaagh!: NAssault 3. FA RA SA

No WS

BS

In

At

FA

SA RA

No WS

BS

In

At

FA

SA RA

FORCE 4 - add the following


Mekfangs Loota Boyz Mekfang
No WS BS S T Wo I A Ld Save

Lootas
No WS BS S T Wo I A Ld Save

6+

6+

Mekboy Meks Tools: Grot Oiler: Reroll failed repair roll Big Shoota: R36; S5; AP5; Assault 3 (p89 C:O) Furious Charge: Mob Rule: Waaagh!: No BS FA RA SA

Deffguns: R48; S7; AP4; Heavy D3 (p43 C:O) Furious Charge: Mob Rule: Waaagh!: BS No FA RA SA

Skumslags Warbikers No WS Skumslag BS S


No WS BS S

In T

At Wo

FA I

SA RA A Ld Save

No WS Warbikers BS No WS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

2
BS

4/6 4/5
S T

2
Wo

3
I

3
A

4+
Ld Save

4/5

4+

Warbike: Exhaust cloud. Bosspole: May re-roll failed Morale test but unit takes a wound. Slugga: 12 Range; S4; AP6;RA (p91 C:O). Big Choppa: Dakkagun: R18; S5; AP5; No BS FA Pistol SA Assault 3; Linked. Exhaust Cloud: 4+ Cover save .Furious Charge: Mob Rule:

No WS No BS

Warbike: Exhaust cloud. Choppa & Slugga: R12; S4; AP6; Pistol. Dakkagun: R18; S5;No Assault 3; Linked. Exhaust Cloud: 4+ Cover save. Furious Charge: Mob AP5; BS FA RA SA Rule:

Urtybogs Battlewagon In No WS BS S
FA RA SA

At

FA

SA RA

No WS

BS

In

At

FA

SA RA

14
BS

10
S

12
In At

No WS

Transport Capacity: 12 models. Access Points: 3. Fire Points: 5. Killkannon R24; S7; AP3; Ordanance 1 Large Blast. Ard Case: No longer open topped 5 firepoints . Armour Plates: Treat Crew Stunned as Crew Shaken. Boarding Plank: 1 Ork close combat attack against enemy vihicle within 2 provided not moved 12. Grabbin klaw: In movement phase prevents enemy running away as long as 2 of grabbin klaw on a roll of 4+. Kannon Big shooota: R36; S5; AP5; Assault3.

FORCE 5 - add the following


Tankbustas
I A Ld Save No WS BS S T Wo I A Ld Save

FA

SA

RA

Zodsogs Tankbustas Zodsog


No WS BS S T Wo

6+

3+

Tankbusta Bombz: One attack with 8+2D6 AP (exceptions apply p72 WH40K) Rokkit Launcha: R24; S8;RA Assault 1 (p89 C:O) Furious Charge: Glory Hogs: No BS FA AP3; SA Must always shoot/assault visible enemy vehicle regardless of range (p42 C:O) Mob Rule: Waaagh!:

Tankbusta Bombz: One attack with 6+2D6 AP. Rokkit Launcha: R24; S8; AP3; Assault 1 BS C:O) TankhammerSA s10 in close combat (p42 C:O) Furious No (p89 FA RA (x1): Charge: Glory Hogs: Mob Rule: Waaagh!:

Bardargs Stormboyz Bardarg


No WS BS

No WS

BS

In T

At Wo

FA I

SA RA A Ld Save

No WS

BS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

Stormboyz
No WS

2
BS

4
S

4
T

2
Wo

3
I

3
A

6+
Ld Save

3+

Jump Infantry. Slugga: 12 Range; S4; AP6; Pistol. Power Klaw: Ignores armour N increases FA RA SA saves,o BS strength in close combat. Furious Charge: Mob Rule: Waaagh!:

No WS

Jump Infantry. Rokkit Pack: Every time the unit moves roll a d6, on a 1 remove a No BS FA RA SA model. You may add the rolled distance to amount you moved this turn. Stikkbombs. Choppa & Slugga: R12; S4; AP6; Pistol. Furious Charge: Mob Rule: Armour Plates: Crew stunned treated as Crew shaken (p93 C:O) Red Paint Job: + 1 to maximum move, no penalties for the additional movement (p93 C:O). Twin Linked Big Shoota: R36; S5; AP5; Assault 3; Linked.

Magthugs Warbuggies
No WS BS No BS FA

S In At RA SA

FA

SA RA

No WS

BS

In

At

FA

SA RA

10
BS

10
S

10
In At FA SA RA

No WS

ARMY LISTS -Eldar Bien-Tien Craftworld FORCE 1


Bien-Tien Farseer Investigation Patrol Farseer - Calsidhion Elendiir
No WS BS S T Wo I A Ld Save

The Farseers of Bien-Tien craftworld have forseen in the web a threat to their craftworld in the future if Chaos succeed in this endevour - they have arrived to see that they fail - by any means necessary

Warlock Unit
No WS BS S T Wo I A Ld Save

10

4+

1/2

4+

Independent Character: Psyker: 1.) Psykers affect wraith sight up to 6, and upgraded No allow FA RA SA SpiritseersBS 12. 2.) Farseer Psychic Tests: Roll 2D6 not more than Leadership stat. Warlocks and Shadowseers do not roll psychic tests. 3.) Perils of the Warp. Eldritch Storm : 18 Range; S3; AP-; L-Blast, Pinning; Vehicles touched take 2D6+3 AP hit, and Spun in random Direction, if Hit is scored Eldar player may choose its Facing. N the place ranged S In At FA SA RA Takeso WS of aBS attack. Guide : One unit wihtin 6 may re-roll shooting to hit rolls until the next Eldar Turn (can re-roll scatter dice). Mind War : 18 Range; S compare 1D6+Ld. Enemy suffers one wound per point less the then Farseer. No Armour saves allowed. Used instead of Shooting! Fleet: May assault in the same turn as running, Ghosthelm: Wearer may ignore perils of the warp on a 3+. Rune Armour: 4+ Invulnerable Save. Runes of Warding: Enemy Psykers tests must be taken on 3D6 suffering Perils of the Warp attack on any roll of 12 or above. Spirit Stones: Allows Psyker to use another power in the turn. You may not use the same one. Shuriken Pistol: 12 Range; S4; AP5; Pistol. Singing Spear: 12 Range; Sx; AP6; Assault 1; Wounds on 2+; S9 vs Vehicles; Twohanded.

Psyker: 1.) Psykers affect wraith sight up to 6, and upgraded Spiritseers allow 12. FA Roll SA 2.) No BS Farseer Psychic Tests: RA 2D6 not more than Leadership stat. Warlocks and Shadowseers do not roll psychic tests. 3.) Perils of the Warp: On a Psychic Test roll of 2 or 12, Psyker is wounded. Successful invulnerable saves must be re-rolled. On a roll of 2 the power still works, even if killed. Conceal : The Warlocks whole squad receives a 5+ N save. Destructor : In At FA SA RA covero WS BS Used S the shooting phase instead of firing a weapon. Flamer; in S5; AP4; Assault 1; Fleet: May assault in the same turn as running, Rune Armour: 4+ Invulnerable Save. Shuriken Pistol: 12 Range; S4; AP5; Pistol. Witchblade: Wounds on 2+; Against Vehicles S9+D6 AP. Singing Spear: 12 Range; Sx; AP6; Assault 1; Wounds on 2+; S9 vs Vehicles; Twohanded.

Pathfinders (Rangers)
No WS BS S T Wo I A Ld Save

10

5+

Fleet: May assault in the same turn as running, conditions apply. Infiltrate: Deploy last No or 18, FA apply. SA within 12 BS conditionsRA Move Through Cover: Roll an additional D6 when moving through cover, conditions apply. Stealth: Improve cover save by +1, conditions apply. Ignore Difficult terrain and get 5+ Cover saves

Scouts: May move at the start of the battle before the first turn, conditions apply. Pathfinders: Ignore Difficult terrain and get 5+ Cover saves. and have greater accuracy on 5+ to hit get AP1 with Ranger long rifles. Shuriken Pistol (x6): 12 Range; S4; AP5; Pistol. Ranger Long Rifle: 36 Range; S-; AP6; Heavy 1; Sniper; Pinning; Ranger = To Hit Roll of 6 = AP1. Pathfinder = To Hit Roll of 5+ = AP1. Difficult Terrain: Can Ignore Difficult Terrain. Pathfinder Stealth: As Stealth speacial rule. Any cover save used is improved by +2 instead of the usual +1 conferred by the Stealth special rule.

No WS

BS

In

At

FA SA RA FORCE 2 - add the following I A Ld Save


Fleet: May assault in the same turn as running, conditions apply. Master Strategist: Master Strategist - Strategy Rating 4. Choose to add +1 to all reserves rolls while still alive. Banshee Mask: Confers an Initiative of 10, and negates bonuses from cover and grenades. Forceshield: 4+ Invulnerable Save. S-Hawk Wings: A model with SHWings moves as if equipped with a jump pack and may use the Deep Strike rules for missions that allow it. Power Weapon: Ignores armour saves in close combat. Shuriken Pistol: 12 Range; S4; AP5; Pistol. Haywire Grenades: Only make a single attack against vehicles. D6; 1 = No Effect, 2-5 = Glance, 6 = Penetrating hit. Plasma Grenades: Negate the effects of cover in close combat.

Autarch Aerthaadorien Aeranae


No WS BS S T Wo

3 6/10 3/4

10 3/4+

Independent Character: Jump Infantry. Move up to 12 over terrain, end of move in No BS FA RA SA Diff Terr, reqs Dangerous Terrain test. Assault 6 affected by Diff Terr. Fall back 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.

No WS BS In At Guardian Squad S Warlock Erutnon Felendrin No WS BS S T Wo

FA I

SA RA

Guardians
A Ld Save No WS BS S T Wo I A Ld Save

1/2

8 -/4+

19

5+

Psyker: No BS FA RA and 1. Psykers affect wraith sight up to 6,SA upgraded Spiritseers allow 12. 2. Farseer Psychic Tests: Roll 2D6 not more than Leadership stat. Warlocks and Shadowseers do not roll psychic tests. 3.) Perils of the Warp: On a Psychic Test roll of 2 or 12, Psyker is wounded. Successful invulnerable saves must be re-rolled. On a roll of 2 o still BS S In At FA SA RA theN power WSworks, even if killed. Fleet. Rune Armour. Shuriken Pistol: 12 Range; S4; AP5; Pistol. Witchblade: Wounds on 2+; Against Vehicles S9+D6 AP.

Fleet: May assault in the same turn as running, conditions apply (p75 WH40K 5E) No BS FA RA S4; Shuriken Catapult (x10): 12 Range;SAAP5; Assault 2

No WS

BS

In

At

FA

SA RA

Dire Avengers Squad Dire Avenger Exarch - Valdagelnar Lassbrinthar


No WS BS S T Wo I A Ld Save

Dire Avengers
No WS BS S T Wo I A Ld Save

1/2

3+

4+

Fleet: May assault in the same turn as running, conditions apply. Avenger S-Catapult: 18 No BSAP5;FA Range; S4; Assault RA SA 2

Fleet: May assault in the same turn as running, conditions apply. Avenger S-Catapult: 18 No BSAP5;FA Range; S4; Assault RA SA 2

No WS

BS

In

At

FA

SA RA

No WS

BS

In

At

FA

SA RA

FORCE 3 - add the following


Avatar
No WS BS S T Wo I A Ld Save

10

10 3/4+

Monstrous Creature (p.51 WH40k). 1) Have Move Through Cover. 2) Fire two No BS FA RA 3) Close combat wounds ignore Armour Saves. 4) weapons per turn and have Relentless. SA Armour penetration 2D6+Str. Fearless: Automatically pass all morale tests.

weapons and abilities that affect Daemons. He benefits from a 4+ Invulnerable save as well as his 3+ armour save. Inspiring: When led by their Avatar, the craftworld Eldar are filled with thoughts of bloodshed, and its presence inspires then to great acts of valour. Any Eldar unit with a model within 12 of the Avatar becomes Fearless. Molten Body: The Avatars body is fashioned from burning iron flooded with flowing magma. Melta weapons, flamers and heavy flamers, cannot wound the Avatar. Wailing Doom: 12 Range; S8; AP1; Assault 1, Melta

No WS In At FA SA RA Fire DragonsBS S Fire Dragon Exarch - Voronar Kevabrineil No WS BS S T Wo I A Ld Save

Fire Dragons
No WS BS S T Wo I A Ld Save

3+

4+

Fleet: May assault in the same turn as running, conditions apply. Fusion Gun: 12 Range; S8;No Assault 1; Melta. Melta Bombs: One attack with 8+2D6 AP. AP1; BS FA RA SA

Fleet: May assault in the same turn as running, conditions apply. Fusion Gun: 12 Range; S8;No Assault 1; Melta. Melta Bombs: One attack with 8+2D6 AP. AP1; BS FA RA SA

Swooping Hawks No WS BS S Swooping Hawk Exarch -In At Undoeme RA Carandur FA SA


No WS BS S T Wo I A Ld Save

No WS BS Swooping Hawks S No WS BS S

In T

At Wo

FA I

SA RA A Ld Save

3+

4+

Jump Infantry. 1) No up to 12 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Move BS FA RA SA 2) Assault 6 affected by Diff Terr. 3) Fall back 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.

No WS

BS

In

At

FA

SA RA

Fleet: May assault in the same turn as running, conditions apply. S-Hawk Wings: A model with SHWings movesRAequipped with a jump pack and may use the Deep Strike No BS FA as if SA rules for missions that allow it. Lasblaster: 24 Range; S3; AP5; Assault 2. Haywire Grenades: Only make a single attack against vehicles. D6; 1 = No Effect, 2-5 = Glance, 6 = Penetrating hit. Plasma Grenades: Negate the effects of cover in close combat. S-Hawk WS BS n/a Range; S4; AP5; Large Blast SA ever coming in No Grenade Pack: S In At FA (When RA through Deep Strike placed the Large blast centered anywhere on table. roll D6 scatter. resolve hit as normal.)

FORCE 4 - add the following


Dark Reapers Dark Reaper Exarch -Taanuth Mithethil
No WS BS S T Wo I A Ld Save

Dark Reapers
No WS BS S T Wo I A Ld Save

5
FA

3
RA S

3
SA T In

3+

4
FA

3
RA

3
SA

3+

Reaper Launcher: 48 Range; S5; AP3; Heavy 2

No BS

Reaper Launcher: 48 Range; S5; AP3; Heavy 2

No BS

Howling Banshees

No WS

BS

Wo At

1 5/10 1/2

I FA

A Ld SA RA Save

4+

Fleet: May assault in the same turn as running, conditions apply. Banshee Mask: Confers an Initiative of 10, and negates S bonuses In cover and grenades. Power Weapon: Ignores from At No WS BS FA SA RA armour saves in close combat. Shuriken Pistol: 12 Range; S4; AP5; Pistol.

Warp Spiders Warp Spider Exarch - Airw Haeos


No WS No WS BS BS S S In T At Wo FA I SA RA Save A Ld

No BS

FA

RA

SA

Warp Spiders
No WS BS S T Wo I A Ld Save

3+

3+

Jump Infantry: 1) Move up to 12 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. 2) Assault 6 affected by Diff Terr. 3) Fall back 3D6 over terrain, end of No BS FA RA SA move in Diff Terr, reqs Dangerous Terrain test. Warp Jump Generators: Jump Packs; 2nd jump in the Assault phase instead of assaulting. 2D6 in direction nominated. If in impassable Terrain model dies. A roll of a double, one model dies. Finish moving as Jump Infantry. Death Spinner: 12 S Ranged; In AP-; Assault FA S6; No WS BS At 2. SA RA

No WS No BS

BS

Wo

Ld Save

Jump Infantry: Unit Type: Jump Infantry. 1) Move up to 12 over terrain, end of move in Diff Terr, BS Dangerous Terrain test. 2) Assault 6 affected by Diff Terr. 3) Fall back No reqs FA RA SA 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Warp Jump Generators: Jump Packs; 2nd jump in the Assault phase instead of assaulting. 2D6 in direction nominated. If in impassable Terrain model dies. A roll of a double, one model dies. Finish movingBS No WS as Jump Infantry. Death Spinner: 12 Ranged; S6; AP-; Assault 2 S In At FA SA RA

Falcon Grav Tank


FA RA SA

12
BS

10
S

12
In At

Vehicle Skimmer, Tank, Fast. Transport Capacity: 6 models. Shuriken Cannon: 24 Range; S6; AP5; Assault 3. TL Shuriken Catapults: 12 Range; S4; AP5; Assault 2, Twin Linked. Pulse Laser: 48 Range; S8; AP2; Heavy 2.

No WS

FA

SA

RA

FORCE 5 - add the following


Striking Scorpions Striking Scorpion Exarch - Kiirethon Nhaalil
No WS BS S 1 o WS BS 3/4 5 5 N S No BS T Wo I A Ld Save 3T Wo 6 I 3/4A 9 Ld 3+ 1 Save

Striking Scorpions
No WS BS S T Wo I A Ld Save

3/4

2/3

3+

Mandiblaster: Models with Mandiblasters have +1 A. Scorpion Chainsword: One Handed Weapon that adds +1 S to models close combat attacks. Shuriken Pistol: 12 No BS FA RA SA Range; S4; AP5; Pistol. Plasma Grenades: Negate the effects of cover in close combat.

FA

RA S

SA

Mandiblaster: Models with Mandiblasters have +1 A. Scorpion Chainsword: One Handed Weapon that adds +1 S to models close combat attacks. Shuriken Pistol: 12 No BS FA RA SA Range; S4; AP5; Pistol. Plasma Grenades: Negate the effects of cover in close combat. (p.39 WH40k)

War Walker Squadron No WS BS S


No WS BS

In At FA SA RA In At FA SA RA

No WS

BS

In

At

FA

SA RA

10

10

10

Scatter Laser: 36 Range; S6; AP6; Heavy 4. Missile Launcher: 48 Range; S8; AP3; Heavy 1 or S4; AP4; Heavy 1, Blast, Pinning

Guardian Jetbike Squadron


No WS BS S T Wo I A Ld Save

3/4

3+

Jetbikes: 1.) Move upto 12 over terrian. If end of move is in Diff Terr, do Dangerous Terrain test. Can land on topRA SA is without cover, and is as tall as the Terr for No BS FA of Diff Terr, LOS. Can move though Diff Terr, take test. Get Cover.. 2.) Turbo boosters special rule. 3.) Shoot 1 weapon per rider. can Move and fire, RF and Heavy and still assault.

4.) Assault 6 affected by Diff Terr. Eldar Jetbikes: Can move 6 in assault phase. 5.) Fall back 3D6 over terrian. 6.) Increase stat +1T. (not vs Instant death.) Turbo-boosters: Bikes/jetbikes may move up to 24, cover save of 3+, Eldar jetbikes come with Twin-Linked Shuriken catapults, and confer a +1T as well as a 3+ armour save to the Rider. TL Shuriken Catapults (x3): 12 Range; S4; AP5; Assault 2, Twin Linked

No WS

BS

In

At

FA

SA RA
Fleet: May assault in the same turn as running, Flip Belts: Can Ignore Difficult Terrain. Furious Charge: Add +1 to strength and initiative, Hit & Run: May move 3D6 after combat, Holo-Suit: Harlequins use a a sophisticated holo-suit to fragment their image and foil incoming fire and blows from their enemies. They benefit from a 5+ invulnerable save. Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat. Shuriken Pistol: 12 Range; S4; AP5; Pistol Hallucinogen Grenades: Negate the effects of cover in close combat. Fleet: May assault in the same turn as running, Flip Belts: Can Ignore Difficult Terrain. Furious Charge: Add +1 to strength and initiative, Hit & Run: May move 3D6 after combat, Holo-Suit: Harlequins use a a sophisticated holo-suit to fragment their image and foil incoming fire and blows from their enemies. They benefit from a 5+ invulnerable save. Close Combat Weapon (x5): If used with another close combat weapon, +1 attack in close combat. Harlequins Kiss (x2): CCW with Rending special close combat attack. Shuriken Pistol (x7): 12 Range; S4; AP5; Pistol. Hallucinogen Grenades: Negate the effects of cover in close combat. Fleet: May assault in the same turn as running, Flip Belts: Can Ignore Difficult Terrain. Furious Charge: Add +1 to strength and initiative, Hit & Run: May move 3D6 after combat, Holo-Suit: Harlequins use a a sophisticated holo-suit to fragment their image and foil incoming fire and blows from their enemies. They benefit from a 5+ invulnerable save. Shrieker Cannon: 24 Range; S6; AP5; Assault 3, Pinning Hallucinogen Grenades: Negate the effects of cover in close combat. If the Models are not within spotting range, they may not fire that turn. The Shadowseer and her unit can always be ignored by the enemy for the purpose of determining target priority. Fleet: May assault in the same turn as running, Flip Belts: Can Ignore Difficult Terrain. Furious Charge: Add +1 to strength and initiative, Hit & Run: May move 3D6 after combat, Holo-Suit: Harlequins use a a sophisticated holo-suit to fragment their image and foil incoming fire and blows from their enemies. They benefit from a 5+ invulnerable save. Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat. Shuriken Pistol: 12 Range; S4; AP5; Pistol. Hallucinogen Grenades: Negate the effects of cover in close combat.

Harlequin Troupe Troupe Master Hirarlirl Wildwood


No WS BS S T Wo I A Ld Save

4
FA BS

3
RA S

3
SA T In

5+

No BS

Harlequin
No WS Wo At I FA A Ld SA RA Save

4
FA BS BS

3
RA S S

3
SA In T

2/3

5+

No BS

Death Jester o
N WS No WS

At Wo

FA I

SA RA A Ld Save

4
FA BS BS

3
RA S S

3
SA T In

5+

No BS

Shadowseer

No WS No WS

Wo At

I FA

A Ld Save SA RA

5+

Psyker: 1.) Psykers affect wraith sight up to 6, and upgraded Spiritseers allow 12. o BS FA Roll SA 2.) N Farseer Psychic Tests: RA 2D6 not more than Leadership stat. Warlocks and Shadowseers do not roll psychic tests. 3.) Perils of the Warp: On a Psychic Test roll of 2 or 12, Psyker is wounded. Successful invulnerable saves must be re-rolled. On a roll of 2 the power still works, even if killed. Veil Of Tears : The Shadow Seer uses her powers to No WS BS S In At FA SA RA confuse and terrify her foe. Any enemy unit wishing to target the shadowseer or the unit she is with must roll 2D6x2. This is their spotting distance in inches.

Wraithlords
No WS BS S T Wo I A Ld Save

4
FA BS

10
RA S

8
SA In

10

3+

No BS No WS

Monstrous Creature. 1) Have Move Through Cover. 2) Fire two weapons per turn and have Relentless. 3) Close combat wounds ignore Armour Saves. 4) Armour penetration 2D6+Str Fearless: Automatically pass all morale tests, Wraithsight: If not within 6 of Friendly Psyker, roll D6, result of 1 the Unit is Inactive this turn. Cannot move, shoot or fight, and is hit automatically in CC. Flamer (x1): Template; S4; AP5; Assault 1. Shuriken Catapult (x1): 12 Range; S4; AP5; Assault 2. Bright Lance: 36 Range; S8; AP2; Heavy 1, Lance. Scatter Laser: 36 Range; S6; AP6; Heavy 4

At

FA

SA RA

ARMY LISTS -Tyranids Hive Fleet Tiamet Splinter Fleet FORCE 1


Genestealer Cult Genestealer Magus
No WS BS S T Wo I A Ld Save

The hidden Genestealer Cult, was ready to overthrow the government and rise up in a full rebellion, sabotaging their planets defenses in preparation for the fleet. However the chaos incursion and the recent fighting has put the plans in jeopardy.

Hybrid Brood Bodyguard Hybrid Acolyte


No WS BS S T Wo I A Ld Save

1+1

1
Hybrid

3
FA

3
RA S S

3
SA T In

2+1

5+

Refractor Field: 5+ Invulnerable save. Laspistol: 12 Range; S3; AP-; Pistol. Power No BS FA RA combat. Biomorphs: Implant attack: Any wound Weapon: Ignores armour saves in closeSA roll of a 6 inflicts instant death. Live to Fight: Cult Leaders have a strong sense of selfpreservation. At the beginning of the Leaders movement phase, and for his Movement phase only, the model is not considered locked in close combat. This means that he can move o WS leaving an ongoing close combat, ignoring any units with which he was N normally; BS S In At FA SA RA engaged. A Leader may not assault on the turn he uses the Live to Fight ability.

Laspistol. Frag grenades. Scything talons

No BS

No WS No WS

BS BS

Wo At

I FA

1+1

A Ld SA RA Save

5+

Genestealer Brood
No WS BS S T Wo I A Ld Save

Laspistol.WS grenades. Scything talons No Frag BS S T

No BS

FA

RA

SA

Wo

Ld Save

10

5+

Coven Limousine
No BS No WS

Reinforced Chitin. Rending Claws. Brood Telepathy: Immune to IB . Fleet: May No BS assault in the sameFA as RA SA turn running. Infiltrate: Deploy last within 12 or 18. Move Through Cover: Roll an additional D6 when moving through cover.

FA BS

10

RA SA S In At

10

10

FA

SA RA

No WS

BS

In

At

FA

SA RA

Transport Capacity: 8. Access Points: 2. Fire Points: 0. Fixed forward heavy No WS S4; In At FA SA RA stubber: 36 Range;BS AP6; S Heavy 3. Civilian Vehicle: Genestealer Cult members use easily disguised civilian vehicles. To represent this, the vehicle or unit may always be deployed at the start of the battle, even in scenarios where they could not normally be deployed. Hybrid Driver: The drivers of this vehicle are Hybrids. The vehicle treates Stunned results as Shaken.

FORCE 2 - add the following


Genestealer Brood Broodlord
No WS BS S T Wo I A Ld Save

Genestealer Brood
No WS BS S T Wo I A Ld Save

10

4+

13

10

5+

Hardened Carapace. Rending Claws. Brood Telepathy: Immune to IB Fleet: May assault in the sameFA as RA SA No BS turn running, Infiltrate: Deploy last within 12 or 18, Move Through Cover: Roll an additional D6 when moving through cover, Psyker: Psykers can use one psychic power per player turn. Aura of Despair: Start of friendly Assault phase, enemy units within 12 are -1 Ld, cumulative. Hypnotic Gaze: During friendly Assault phase, one model in B2B might not attack No WS BS S In At FA SA RA

Reinforced Chitin. Rending Claws. Brood Telepathy. Fleet. Infiltrate. Move Through Cover. FA No BS RA SA

No WS

BS

In

At

FA

SA RA

Tyranid Warrior Brood


No WS BS S T Wo I A Ld Save

3
FA

4
RA S S

4
SA In T

10

4+

Hardened Carapace. Scything Talons: Re-roll 1s to hit or all misses for two sets. Synapse Creature: Synapse Range 12 . Shadow in the Warp: Enemy psykers test Ld on 3D6. Barbed Strangler: 36R, S4, AP5, Assault 1, Large Blast, Pinning. Devourer: 18R, S4, AP-, Assault 3*. *Wounds reduce subsequent Morale Check.

No BS

FORCE 3 - add the following


At Wo FA I SA RA A Ld Save

Hive Tyrant BS No WS
No WS BS

3
FA BS

6
RA S

6
SA In

10

3+

No BS No WS

Monstrous Creature. 1) Have Move Through Cover. 2) Fire two weapons per turn and have Relentless. 3) Close combat wounds ignore Armour Saves. 4) Armour penetration 2D6+Str. Bonded Exoskeleton. Synapse Creature: Synapse Range 12. Psyker: Psykers can use one psychic power per player turn. Shadow in the Warp: Enemy psykers test Ld on 3D6. Scything Talons: Re-roll 1s to hit or all misses for two sets. Heavy Venom Cannon: 36R, S9, AP4, Assault 1, Blast*. *-1 on damage tables unless open-topped. Leech Essence: Psychic Shooting Attack: 12R, D3, S3 AP2 hits on one unit, wounds are added to the Psyker. The Horror: Psychic Shooting Attack: 12R, forces Morale check on one unit.

At

FA

SA RA

Lictor Brood
No WS BS S T Wo I A Ld Save

3
FA

6
RA S S 4 RA S S

4
SA T In 4 SA

10

5+

Ravener Brood
No WS N 9 o WS 5

No BS

Chameleonic Skin: Special deployment from reserve. Flesh Hooks: Offensive grenades and 6R, S6, AP-, Assault 2, Rending. Reinforced Chitin. Rending Claws: Model gains rending. Scything Talons: Re-roll 1s to hit or all misses for two sets. Instinctive Behaviour - Lurk: If an IB test is failed, the unit either shoots, runs or hides. Fleet: May assault in the same turn as running, Hit & Run: May move 3D6 after combat, Move Through Cover: Roll an additional D6 when moving through cover, Pheromone Trail: +1 reserve rolls and guides deep strikes within 6. Stealth: Improve cover save by +1. Reinforced Chitin. Scything Talons (x2): Re-roll 1s to hit or all misses for two sets. Instinctive Behaviour - Feed: If an IB test is failed, the unit suffers Rage. Acute Senses: May reroll Night Fighting distances, Deep Strike. Move Through Cover.

BS BS 3 FA

Wo At 3

I FA 5

A Ld Save SA RA 5+ 4 6

Carnifex

No BS

No WS BS No WS BS

T Wo In At

I FA

A Ld Save SA RA

3+

No BS

FA

RA S S

SA In T At FA I SA RA A

Monstrous Creature: 1) Have Move Through Cover. 2) Fire two weapons per turn and have Relentless. 3) Close combat wounds ignore Armour Saves. 4) Armour penetration 2D6+Str. Bonded Exoskeleton. Scything Talons (x2): Re-roll 1s to hit or all misses for two sets. Instinctive Behaviour - Feed: If an IB test is failed, the unit suffers Rage. Fearless: Automatically pass all morale tests, Living Battering Ram: +2 I on the charge .

No WS Zoanthrope BS No WS BS

FORCE 4 - add the following


Ld Save

Wo

4
SA T In 1 SA T In 6 SA In T

10

5+

No BS FA RA Spore Mine Cluster No WS N 6 o WS BS BS FA BS S S 1 RA S 6 RA S

Claws & Teeth. Reinforced Chitin. Synapse Creature: Synapse Range 12. Psyker: Psykers can use one psychic power per player turn. Shadow in the Warp: Enemy psykers test Ld on. Warp Field. Warp Blast: Psychic Shooting Attack: 24R, S5, AP3, Assault 1, Blast. Warp Lance: Psychic Shooting Attack: 18R, S10, AP1, Assault 1, Lance.

Wo At 1

I FA 1

A Ld Save SA RA 1

Living Bomb

Tyrannofex
No WS No BS

No BS

N 1 o WS BS 3 3 FA

Wo At 6

I FA 1

A Ld Save SA RA 2+ 3 8

Monstrous Creature. Acid Spray: Armoured Shell: Claw and Teeth: Stinger Salvo: Thorax Swarm

FORCE 5 - add the following


At Wo FA I SA RA A Ld Save

No WS BS Genestealer Brood S No WS BS S

20

4
SA T

1
Wo

6
I

2
A

10

5+

Bonded Exoskeleton. Claws & Teeth. Instinctive Behaviour - Feed: If an IB test is failed, the unit suffers Rage. Burrow: May re-enter reserves if not engaged. Deep Strike: Unit may arrive by Deep Strike. Fearless: Automatically pass all morale tests, Hit & Run: May move 3D6 after combat, Terror from the Deep: Special Deep Strike Mishap.

No BS Brood Hormagaunt FA RA No WS BS S

Ld Save

10 o WS BS 3 3 N
No WS N 3 o WS 2 No BS No WS BS BS 2 FA BS

3 S
S S 3 RA S

3 In
T In 3 SA In

1 At
Wo At 3

5 2 6 FA SA RA 6+
I FA 2 A Ld Save SA RA 6+ 4 5

Chitin. Claws & Teeth. Fleshborer: 12R, S4, AP5, Assault 1 . Instinctive Behaviour - Lurk: If an IB test is failed, the unit either shoots, runs or hides. Move Through Cover: Roll an additional D6 when moving through cover,

No Swarm Brood Ripper BS FA RA SA


Chitin. Claws & Teeth. Instinctive Behaviour - Feed: If an IB test is failed, the unit suffers Rage. Fearless: Automatically pass all morale tests, Mindless: Lose 1W w/no save for each point IB Ld test failed by Swarms: Stealth and Vulnerable to Blast. do not offer cover saves to certain models,

At

FA

SA RA

ARMY LISTS -Tau Empire Shadowsun Hunter Cardre FORCE 1


Tau Supply Requisition Team Ethereal - Tpu Narill
No WS BS S T Wo I A Ld Save

Shadowsuns forces are just passing through the sector and are hoping to avoid any conflict or even any contact with the other races. However they will offer their services in exchange for much needed supplies.

3
FA

3
RA S S

3
SA In T

3/4

10

Independent Character: Inspiring Presence: Tau who can see the Ethereal may reroll Morale tests. Price of Failure: Should an Ethereal die, every Tau unit must take a Morale test and gains Preferred Enemy. 2 x Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat.

Honour Guard - Fire Warrior Squad - Tadashi Shasui - Yoshio


No WS No WS BS BS At Wo FA I SA RA Save A Ld

No BS

Shasla Fire Warriors


No WS BS S T Wo I A Ld Save

3
T SA

1
Wo

2
I

1
A

4+
Ld Save

4
FA

3
RA S S

3
SA T In

4+

Pulse Rifle: 30 Range; S5; AP5; Rapid Fire

No BS BS S No WS FA RA FA BS

Pulse Rifle: 30 Range; S5; AP5; Rapid Fire

No BS

Devilfish Gunship - Masao


BS No WS

Gun Drones
FA SA RA

3/4 13

RA In At SA S

10

12

No WS No WS

BS BS

Wo At

I FA

A Ld SA RA Save

4+

Targeting Array: Add 1 to BS. Landing Gear: Allows vehicle to not count as No S In At FA SA RA Skimmer. WS BS

Twin Linked Pulse Carbines: 18 Range; S5; AP5; Assault 1; Twin Linked; Pinning

No BS

FA

RA

SA

FORCE 2 - add the WS BS S In No following


Commander Shadowsun
No WS BS S T Wo I A Ld Save

At

FA

SA RA

Command-link Drone

10

3+

No WS

BS

Wo

Ld Save

BS

3
RA S

2
I FA

1
A

3+

XV22 Battlesuit. Jump Infantry: 1) Move up to 12 over terrain, end of move in Diff Nreqs Dangerous Terrain test. 2)SA 6 affected by Diff Terr. 3) Fall back FA RA Assault Terr, o BS 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Two Fusion Blasters: 12 Range; S8; AP1; Melta Assault 1; Two weapons Multi-Tracker: Allows 2 Battlesuit weapons in same turn. Advanced Target Lock: Target 2 units, no priority No WS BS In At SA RA check. Bonding Knife: HelpsS with regrouping. Drone FA Controller: Allows controlling of Shield, Marker or Gun Drones.

Shield BS FA No Drones
No WS o No BS

SA T Wo

Ld Save

N WS BS S Shield Generator (x2): 4+ Inv Save.In FA RA

At

SA RA

3+

SA

Shasvre Battlesuits Bodyguard - Susumu


No WS BS S T Wo I A Ld Save

4
FA BS BS

4
RA S S

4
SA In T

10

4+

No BS No WS No WS

Fire Warrior Squad - Tadashi Shasui - Yoshio

Acute Senses: May reroll Night Fighting distances, Deep Strike: Unit may arrive by Deep Strike. Jump Infantry: 1) Move upAt over terrain, end of move in Diff No WS BS S In to 12 FA SA RA Terr, reqs Dangerous Terrain test. 2) Assault 6 affected by Diff Terr. 3) Fall back 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Burst Cannon: 18 Range; S5; AP5; Assault 3. Missile Pod: 36 Range; S7; AP4; Assault 2. Plasma Rifle: 24 Range; S6; AP2; Rapid Fire

At Wo

FA I

SA RA A Ld Save

Shasla Fire Warriors


No WS BS S T Wo I A Ld Save

3
FA

3
RA

3
SA

4+

11

3
FA

3
RA S S

3
SA In T

4+

Pulse Rifle: 30 Range; S5; AP5; Rapid Fire

No BS

Pulse Rifle: 30 Range; S5; AP5; Rapid Fire

No BS

Kroot Carnivore Squad Kroot WS BSBoupha An No Shaper S In


No WS BS S T

At Wo

FA I

SA RA A Ld Save

Kroot Carnivore Squad


No WS No WS BS BS

At Wo

FA I

SA RA A Ld Save

3
FA

4
RA S

3
SA In

3/4

6+

19

1/2

Kroot Rifle: 24 Range; S4; AP6; Rapid Fire;

No BS

Field Craft. Infiltrate: Deploy last within 12 or 18, Kroot Rifle (x9): 24 Range; S4;No Rapid Fire; AP6; BS FA RA SA

No WS

BS

At

FA

SA RA

No WS

BS

In

At

FA

SA RA

FORCE 3 - add the following


Crisis Battlesuit Team - Vimean Shasvre - Rathana
No WS BS S T Wo I A Ld Save

Shasui Battlesuits
No WS BS S T Wo I A Ld Save

3+

3+

Acute Senses: May reroll Night Fighting distances, Deep Strike: Unit may arrive by NStrike. JumpFA RAMove up to 12 over terrain, end of move in Diff Terr, SA Deep o BS Infantry: 1) reqs Dangerous Terrain test. 2) Assault 6 affected by Diff Terr. 3) Fall back 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Burst Cannon: 18 Range; S5; AP5; Assault 3. Missile Pod: 36 Range; S7; AP4; Assault 2. Plasma Rifle: 24 No WS BS In At FA SA RA Range; S6; AP2; Rapid Fire S

Acute Senses: May reroll Night Fighting distances, Deep Strike: Unit may arrive No BS FA RA SA by Deep Strike. Jump Infantry: 1) Move up to 12 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. 2) Assault 6 affected by Diff Terr. 3) Fall back 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Burst Cannon: 18 Range; S5; AP5; Assault 3. Missile Pod: 36 Range; S7; AP4; Assault No WS BS In SA RA 2. Plasma Rifle: 24 Range; S AP2; RapidAt S6; Fire FA

Gun Drone Squadron


No WS BS S T Wo I A Ld Save

4+

Deep Strike: Twin Linked Pulse Carbines: R:18 S5; AP5; Assault 1; Twin Linked; Pinning

No BS FA RA SA Broadside Battlesuit Team - Masahiro Shasvre - Sasinu

Shasui
A Ld Save SA RA No WS BS S T Wo I A Ld Save

No WS No WS

BS BS

S S

T In

Wo At

I FA

2+

3+

Acute Senses: May reroll Night Fighting distances, Twin linked Railgun: R72 S10; NHeavy 1. FA RA SA AP1; o BSSmart Missile System: R24; S5; AP5; Heavy 4; Shield Generator: 4+ Inv Save.

Acute Senses: May reroll Night Fighting distances, Twin linked Railgun: R72 S10; NHeavy 1. FA RA SA AP1; o BSSmart Missile System: R24; S5; AP5; Heavy 4; Shield Generator: 4+ Inv Save.

No WS

BS

In

At

No following FA SA RA FORCE 4 - add the WS BS S In I A Ld Save

At

FA

SA RA

Ethereal - Tpu Narill


No WS BS S T Wo

3
FA

3
RA S

3
SA

3/4

10

Independent Character: Inspiring Presence: Tau who can see the Ethereal may reroll Morale tests. Price of Failure: Should an Ethereal die, every Tau unit must take a Morale test and gains Preferred Enemy. 2 x Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat.

Stealthsuit Team - Thida Shasvre - Chankrisna


No WS BS

No BS

Shasui Stealthsuits
In T At Wo FA I SA RA Save A Ld No WS BS S T Wo I A Ld Save

3+

3+

Stealth Field. Acute Senses: May reroll Night Fighting distances, Deep Strike: Unit may arriveBSDeepFA Strike. RA SA Infiltrate: Deploy last within 12 or 18, Stealth Armour: No by 1) Move up to 12 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.. 2) Assault 6 affected by Diff Terr. 3) Fall back 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Burst Cannon (x3): 18 Range; S5; AP5; Assault 3

No WS

BS

In

At

FA

SA RA

Stealth Field. Acute Senses: May reroll Night Fighting distances, Deep Strike: Unit No by may arriveBSDeepFA Strike. RA SA Infiltrate: Deploy last within 12 or 18, Stealth Armour: 1) Move up to 12 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.. 2) Assault 6 affected by Diff Terr. 3) Fall back 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Burst Cannon (x3): 18 Range; S5; AP5; Assault 3

No WS

BS

In

At

FA

SA RA

Vespid Stingwing Strain Leader


No WS BS S T Wo I A Ld Save

Stingwing
No WS BS S T Wo I A Ld Save

5+

10

5+

Fleet of Wing: May assault in the same turn as running, Skilled Flyers: Reroll dice forNo BSterrain, 1) Move up toSA over terrain, end of move in Diff Terr, reqs dangerous FA RA 12 Dangerous Terrain test. 2) Assault 6 affected by Diff Terr. 3) Fall back 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Neutron Blaster: 12 Range; S5; AP3; Assault 1

No WS BS No WS BS No BS

SS

T Wo Ld In At FAI SAA RA Save SA

Fleet of Wing: May assault in the same turn as running, Skilled Flyers: Reroll dice FA RA 12 forNo BSterrain, 1) Move up toSA over terrain, end of move in Diff Terr, reqs dangerous Dangerous Terrain test. 2) Assault 6 affected by Diff Terr. 3) Fall back 3D6 over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. Neutron Blaster : 12 Range; S5; AP3; Assault 1

No WS

BS

In

At

FA

SA RA

Hammerhead Gunship Mayumi


FA BS RA

3/4 13

10
S

12
In At FA SA RA

Targeting Array: Add 1 to BS. Landing Gear: Allows vehicle to not count as Skimmer.

No WS

ARMY LISTS -Necron Sautekh Dynasty Expedition Force FORCE 1


Sautekh Location Patrol Nif-en-Set - Necron Overlord
No WS BS S T Wo

Imotekh The Stormlord has arrived with a small force to search for an old Necron technology nexua hub. Hes not interested in the other races as yet but that could change if they get in his way

Ld Save

Ever-Living. Independent Character, Reanimation Protocols. Mindshackle Scarabs. Staff of Light: R12 S5 AP3 Assault 3. Mindshackle Scarabs: At the start of the Assault phase, after assault moves have been made, but before any blows are struck, randomly No BS FA RA SA select an enemy model in base contact with the bearer of the mindshackle scarabs. That model must immediately take a Leadership test on 3D6. If the test is passed, the mindshackle scarabs have no effect. If the test is failed, the victim strikes out at his allies. Instead of attacking normally, he inflicts D3 hits on his own unit when it is his turn to attack. These hits are resolved at the victims Strength, and benefit from any abilities and penalties from his close combat weapons (the controller of the mindshackle scarabs chooses which, if there is a choice). If he is still alive, the victim returns to normal once all blows in that round of combat have been struck.,

10

3+

No WS

BS

In

At

FA

SA RA

Phalanx K-N37 - Necron Warriors


No WS BS S T Wo I A Ld Save

10

4
FA

4
RA

4
SA

10

4+

Reanimation Protocols. Gauss Flayer R24 S4 AP5 Rapid Fire, Gauss

No BS

FORCE 2 - add the following


At FA SA RA No WS BS S T Wo I A Ld Save

No WS Stormlord In Imotekh the BS S

Bloodswarm Nanoscarabs: At the start of the first game turn, randomly choose one non-vehicle unit in the enemy army. This unit is infested with bloodswaarm nanoscarabs - any Flayed One packs entering play via Deep Strike do not scatter if they aim to arrive withing 6 of this unit. Ever-Living - If a model with this special rule is removed as a casualty, Nthis BS FA RA SA place an Ever-living counter where the model was removed from play. At the end of the phase, roll for o counter, just as you would for a Reanimation Protocols counter. Humiliating Defeat: If a Character loses its final Wound to Imotekhs close combat attacks, roll a D3. Imotekh counts as having scored this many extra wounds for the purposes of calculating the assault result. Hyperlogical Strategy: An army that includes Imotekh the Stormlord seizes the initiative on a roll of 4+. However, greenskins always manage to confound his plans somehow, so an army that includes Imotekh can never attempt to seize the initiative against Orks. Independent Character, Lord of the Storm: If your army includes Imotekh the No attempt BS In rules FA SA RA Stormlord, the Night Fighting rules automatically apply during the first game turn. Furthermore, you canWS to keep theS Night FightingAt in play in subsequent game turns by rolling a D6 at the start of the turn. If the result is greater than the turn number, the storm continues and the Night Fighting rules remain in play. If not, the Night Fighting rules cease to be in effect and are not used for the rest of the battle. Phaeron: A Phaeron, and any unit he is with, have the Relentless special rule. Phylactery: One use only. A model with a phylactery that passes his first Reanimation Protocols roll returns to play with D3 Wounds. Reanimation Protocols: If a model with the Reanimation Protocols rule is removed as a casualty, there is a chance that it will self-repair and return to play at the end of the current phase. Whenever a unit takes one or more casualties, place counters or other suitable markers next to the unit to remind you how many casualties were taken. If the unit makes a fall back move, remove any counters from it - any damaged Necrons are left behind and self-destruct rather than risk capture by the enemy. At the end of the phase, after any Moral checks have been taken and fall back moves have been made, roll a D6 for each Reanimation Protocols counter. On a 1, 2, 3, or 4 the damage is too severe and no self-repair occurs. On a 5 or 6, a Necron reassembles itself and continues to fight - return one of the slain models to play with a single Wound, placed in coherency with a model from its unit that has not itself returned through Reanimation Protocols this phase. Models returning to play in this fashion must be placed at least 1 from enemy models. If the models unit is engaged in close combat, the model immediately piles in. Models that cannot be placed in this way do not return. Reanimation Protocols rolls cannot be attempted if the unit has been destroyed - once the last model has been removed as a casualty, remove all your counters. Note that characters do not count as part of the unit for purposes of Reanimation Protocols - if a character is the only survivor of a unit, his presence is not sufficient to allow a Reanimation Protocols roll. Once all Reanimation Protocols rolls have been made for a unit (passed or failed) remove all your counters from the unit.

10

2+

Royal Court Sadji - doombreath - Harbinger of Despair


No WS BS S T Wo I A Ld Save

Amaht Biti - Necron Lord


No WS BS S T Wo I A Ld Save

10

4+

10

3+

Ever-Living, Reanimation Protocols Abyssal Staff: R-Template S8 AP1 Assault 1, Shroud ofBS To No Despair:FAWound rolls from the abyssal staffs shooting attacks are made RA SA against the targets Leadership, rather than Toughness. The abyssal staffs shooting attack has no effect against vehicles. Nightmare Shroud: The nightmare shroud can be used during the Shooting phase instead of firing a weapon. Choose an unengaged enemy unit within 18WS Cryptek. That unit must immediately FA a Morale check. take SA RA No of the BS S In At

Ever-Living, Reanimation Protocols, Mindshackle Scarabs: At the start of the Assault phase, after assault RA have been made, but before any blows are struck, No BS FA moves SA randomly select an enemy model in base contact with the bearer of the mindshackle scarabs. That model must immediately take a Leadership test on 3D6. If the test is passed, the mindshackle scarabs have no effect. If the test is failed, the victim strikes out at his allies.He inflicts D3 hits on his own In when it is his turn to attack.RA hits are unit At No WS BS S FA SA These resolved at the victims Strength, and benefit from any abilities and penalties from his close combat weapons (the controller of the mindshackle scarabs chooses which, if there is a choice). If he is still alive, the victim returns to normal once all blows in that round of combat have been struck. Staff of Light: R12 S5 AP3 Assault 3.

Phalanx K-N37 - Necron Warriors


No WS BS S T Wo I A Ld Save

Phalanx I-Y55 - Necron Immortals


No WS BS S T Wo I A Ld Save

20

4
FA

4
RA S

4
SA In

10

4+

10

4
FA

4
RA S

4
SA In

10

3+

Reanimation Protocols. Gauss Flayer R24 S4 AP5 Rapid Fire, Gauss

No BS

Reanimation Protocols. Gauss Blaster R24 S5 AP4 Rapid Fire, Gauss

No BS

No WS

BS

At

FA

SA RA

No WS

BS

At

FA

SA RA

Sautekh Location Patrol Nif-en-Set - Necron Overlord

FORCE 3 - add the following


No WS BS S T Wo I A Ld Save

Ever-Living. Independent Character, Reanimation Protocols. Mindshackle Scarabs. Staff of Light: R12 S5 AP3 Assault 3. Mindshackle Scarabs: At the start of the Assault phase, after assault moves have been made, but before any blows are struck, randomly No BS FA RA SA select an enemy model in base contact with the bearer of the mindshackle scarabs. That model must immediately take a Leadership test on 3D6. If the test is passed, the mindshackle scarabs have no effect. If the test is failed, the victim strikes out at his allies. Instead of attacking normally, he inflicts D3 hits on his own unit when it is his turn to attack. These hits are resolved at the victims Strength, and benefit from any abilities and penalties from his close combat weapons (the controller of the mindshackle scarabs chooses which, if there is a choice). If he is still alive, the victim returns to normal once all blows in that round of combat have been struck.,

10

3+

IPhalanx B-G38 - Deathmarks

Deep Strike, Ethereal Interception: Immediately after an enemy unit arrives from reserve, any Deathmark units in Deep Strike reserve that have not yet entered play can themselves choose to enter play via Deep Strike, usuallly in the enemy turn. Any Deathmark units that choose not to enter play in this fashion make reserve rolls as normal in subsequent turns. Hunters from Hyperspace: When a Deathmark unit deploys, choose a No BS FA RA SA non-vehicle enemy unit on the battlefield (even a unit in a transport) to be their prey - place a counter next to the chosen unit to serve as a reminder. Any Deathmark unit that shoots at, or strikes blows against, a unit marked in this fashion will score a Wound on a roll of 2+, Reanimation Protocols. Synaptic Disintegrator: R24 SX AP5 Rapid Fire, Sniper

No WS No WS

BS BS

S S

In T

At Wo

FA I

SA RA A Ld Save

10

3+

Canoptek Scarabs
No WS BS S T T SA Wo Wo I A I Ld Save A

No WS

BS

In

At

FA

SA RA

Monolith

No WS BS S No BS FA RA FA BS 14

10

Ld Save

3+

Entropic Strike: Any model that suffers one or more unsaved Wounds from a weapon or model with this special rule immediately loses its armour save for the remainder of the battle. For each hit a vehicle suffers from a weapon or model with this special rule, roll a D6. For each result of 4+, it immediately loses 1 point of Armour Value from all facings. If a vehicle is reduced to Armour 0 on any facing, it is immediately wrecked. Fearless, Swarms

arrive by Deep Strike. Eternity Gate: The awesome energies of the eternity gate can be used in one of two ways each of your turns, as a dimensional corridor or a portal of exile. The eternity gate cannot be No separately from S In At FA SA RA destroyed WS BS the Monolith. Dimensional Corridor: At the start of the Movement phase, choose one friendly unengaged non-vehicle Necron unit on the battlefield or in reserve. That unit immediately phases out from its current position and disembarks from the Monoliths portal. Any models that cannot be placed are removed as casualties, but the move is otherwise treated exactly as disembarking from a vehicle that has moved at combat speed. Portal of Exile: The portal of exile is treated as a shooting attack. When used, all enemy models (not units) that are within D6 of the Monoliths portal, and have line of sight to it, must immediately pass a Strength test (models without a Strength value automatically pass) or be removed as a casualty with no saves of any kind allowed. Roll separately for each individual model. 4x Gauss Flux Arc R24 S4 AP5 Heavy 3, Gauss, Particle Whip R24 S8 AP3 Ordnance 1, Large Blast

No BS No WS 1 4

RA SA normally; on a roll of 2+, the result is ignoreed. If a model with this special rule suffers a crew stunned result, roll a D6; on a roll of S 14 In At the result is applied normally; on a roll of 4+, the result is ignored. Monolith Deep Strike: If a Monolith is held in reserve, it must 14 1-3 FA SA RA

Heavy, Living Metal: If a model with this special rule suffers a crew shaken result, roll a D6; on a roll of 1, the result is applied

FORCE 4 - add the following


Blooded K-J12 - Flayed One Pack
No WS BS S T Wo I A Ld Save
Deep Strike, Infiltrate, Reanimation Protocols

4
SA

10

4+
Fearless, Phase Attacks: Close combat attacks made by Canoptek Wraiths have the Rending special rule. Phase Shifter: A model with a phase shifter has a 3+ invulnerable save. Wraithflight: Canoptek Wraiths are never slowed by Difficult Terrain, and automatically pass Dangerous Terrain tests.

Canoptek Wraiths RA No BS FA No WS BS S No WS BS 1 o WS BS 6S 4 4 N S Annihilation Barge No BS FA RA No BS FA RA


No WS BS No WS BS

T Wo I A Ld Save Wo 2 I 3 A 10Ld 3+ Save 4T 2 In At FA SA RA SA SA

14

S S

14

In At FA SA RA In At FA SA RA

14

Living Metal: Quantum Shielding: Until the vehicle suffers a penetrating hit, it counts all Amour Values on its front and side facings as being 2 points higher. Once the vehicle has suffered a penetrating hit, it uses its own armour value against subsequent hits. Tesla Cannon: R24 S6 Assault 2, Tesla, Twin-Linked Tesla Destructor: R24 S7 Assault 4, Tesla, Arc

Nightbringer - Ctan Shard

FORCE 5 - add the following


No WS BS S T Wo I A Ld Save

Eternal Warrior, Fearless, Immune to Natural Law: Ctan Shards ignore the effects of difficult and dangerous terrain while moving. Necrodermis: Ctan Shards have a 4+ invulnerable save. If the Ctan Shard loses its last Wound, models within D6 of the Ctan Shard suffer a Stregnth 4, AP 1 hit. Entropic Touch: The Ctan Shards close combat attacks have the o BSStrike specialRA Entropic Strike: Any model that suffers one or more NEntropic FA rule. SA unsaved Wounds from a weapon or model with this special rule immediately loses its armour save for the remainder of the battle (effectively altering its armour save to -). For each hit a vehicle suffers from a weapon or model with this special rule, roll a D6. For each result of 4+, it immediately loses 1 point of Armour Value from all facings. If a vehicle is reduced to Armour 0 on any facing, it is immediately wrecked. Gaze of Death: In the Assault phase, after all other blows in the Ctan Shards combat have been struck, centre the large blast marker on the Ctan Shard. All other models beneath the marker (friend or foe) suffer a Strength 3 hit with o armour saves allowed.S the Ctan Shard causesFA or more unsaved Wounds in If one Nno WS BS In At SA RA this manner, it regains one Wound lost earlier in the battle. These Wounds do not count towards combat resolution.

10

4+

Hetairideia J-L23 - Tomb Blades


No WS BS S T Wo I A Ld Save
Reanimation Protocols. Twin-linked Tesla Carbine R24 S5 - Assault 1, Tesla

4(5)

10

4+

Canoptek Spyder RA SA No BS FA

Fearless. Scarab Hive: At the start of each Necron Movement phase, a Canoptek No WS BS S T Wo I A Ld Save Spyder that is not locked in close combat can expend energy to create a Canoptek Scarab Swarm. Nominate a Canoptek Scarab unit within 6 and roll a D6. On a roll of 2-6, add one base to the Canoptek Scarab unit -In baseAt move and act normally this turn. This the can No WS BS S FA SA RA can take the unit beyond its starting size. On a roll of a 1, the Scarab base is still placed, however, the Canoptek Spyder is drained by the energy expenditure and suffers a Wound with no FA RA SA armour or cover saves allowed. If the Scarab base cannot be placed for any reason, it is destroyed. No BS

10

3+

No WS

BS

In

At

FA

SA RA

1 A B C D E

Manafactorium Caiphas

Spaceport Quartus Raddai

Onesiphoru

Manafactorium Tabor

F G H I J K
Nephusim Manafactorium Hadoram Fortunatus Prime Spaceport Fortunatus

10

11

12

13

14

15

16

17

Oshea

Heldai

Manafactorium Uriah

Spaceport Ebronah

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