Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

1p40k - Complete v2.8

Download as pdf or txt
Download as pdf or txt
You are on page 1of 16

c

Introduction Index
Hello, and welcome to One Page 40k! 1. Cover
2. Introduction & Index
One Page 40k is a single-page ruleset played with 3. Rules
Warhammer 40,000 miniatures that was designed to be 4. Advanced Rules
fast to learn and simple to play. 5. Space Marines
6. Imperial Guard / Astra Militarum
Gameplay is focused around alternating activations and
7. Orks
simple combat mechanics to keep both players on their
8. Eldar
toes and engaged at all times.
9. Chaos Space Marines
We recommend printing page 3 and 4 on a single sheet, 10. Tau
and your army page onto another sheet. This way you will 11. Necrons
always have all rules, advanced rules and units at hand as 12. Tyranids
you are learning the game and getting to know your army. 13. Dark Eldar
14. Sisters of Battle / Adepta Sororitas
You can find various supplements to this ruleset and other 15. Daemonhunters / Grey Knights
one page rules at onepagerules.wordpress.com. You can 16. Chaos Daemons
find more awesome art at rosscarlisle.tumblr.com.

If you'd like to get news & updates you can follow us at


facebook.com/onepagerules, reddit.com/r/onepagerules or
twitter.com/OnePageAnon.

If you wish to get involved in the game’s development or


have any questions you can head over to our forums at
onepagerules.proboards.com, or write me an e-mail at
onepageanon@gmail.com.

Thank you for playing and happy wargaming,


One Page Anon (Rules) and Ross Carlisle (Cover, Logo)
One Page 40k v2.8
by OnePageAnon (http://onepagerules.wordpress.com/)
General Principles Terrain Special Rules
The Most Important Rule: Whenever a rule is Cover (forests, ruins, sandbags, etc.): Units with Armored: Whenever this unit takes hits roll one
unclear or does not seem quite right, use common most models within or behind cover terrain count as die for each hit, on a 4+ it is ignored. Note that if a
sense and personal preference. Armored against shooting attacks. unit with this special rule joins a unit without it you
Units: Each unit consists of one or more models Difficult Terrain (woods, mud, rivers, etc.): Units may only apply this special rule if at least half of the
acting as a single entity. You can find unit profiles may not use Run actions to move through difficult models in the unit have it.
for each faction in their respective army page. terrain, and units assaulting through it strike last. Deep Strike: You may choose not to deploy this
Quality Tests: Whenever you must take a Quality unit with your army, and instead keep it in reserve.
Dangerous Terrain (quicksand, razor wire, mine
test roll one six-sided die trying to score the unit’s After round 1 you may roll one die at the beginning
Quality value or higher, which counts as a success. fields, etc.): Roll one die for every model that moves of each round, and on a 4+ you may place the unit
Line of Sight: If you can draw a straight line from into or across dangerous terrain. The unit takes one anywhere, at least 12” away from enemy units.
the attacker to the target without passing through automatic hit for each 1 you roll. Fast: This unit moves +3” when using Walk actions
any solid obstacle, then he has line of sight. Elevation (cliffs, roofs, ledges, etc.): Units assaultingand +6” when using Run/Assault actions.
Before we begin... targets from higher elevation strike first in the Fear: Enemy units without the Fear special rule
Army Composition: Each player may take up to ensuing melee, and units being shot at from lower must take a morale test before fighting melee with
750pts or 1500pts worth of units and upgrades in elevation count as in Cover. this unit. If failed they strike last for that melee.
his army (you decide). Each army may only have one Units Types Fearless: When taking morale tests roll one extra
Hero unit and any combination of up to two Special Infantry: Any unit that is not a Special unit counts die and pick the highest result.
units (Monsters, Vehicles and Walkers). as Infantry. You may deploy two copies of the same Flying: This unit may move through other units and
Preparation: The game is played on a flat 6’x4’ Infantry unit as one big unit, however upgrades that obstacles, and it may ignore terrain effects.
surface, with at least 10 pieces of terrain on it. The affect all models must be bought for both. Furious: This model has +1 Attack in melee when
players roll-off, and the winner chooses on what Heroes/Psykers: May be deployed as part of using Assault actions, and may use an Assault action
side to deploy and places his army first within 12” of friendly Infantry units of same Quality. at half movement to disembark from transports.
his table edge, then the opponent does the same. Monsters: Always have the Armored, Fear and Hatred: This unit may re-roll failed melee attacks
Mission: After 4 rounds the game ends, and both Relentless special rules. when using Assault actions.
players sum the point value of all enemy units they Walkers: Always have the Armored and Relentless Indirect: This weapon may be fired at enemies that
completely destroyed or that are pinned. The player special rules. Walkers follow Vehicle damage rules. are not within line of sight, however targets not
with the most points wins. Vehicles: Always have the Armored and Relentless within line of sight count as being in Cover.
Playing the Game special rules. Vehicles move up to 12” when using Limited: This weapon may only be used once.
The game is played in rounds, in which players Walk actions and up to 18” when using Run and Linked: This weapon may re-roll failed hits.
alternate in activating a single unit each until all Assault actions. Vehicle may pivot by up to 180° Piercing: This weapon ignores the Armored rule
units have been activated. The player that won when using Hold actions and by up to 90° at any and enemies must re-roll successful blocks.
deployment goes first on the first round, and in point during Walk, Run and Assault actions (may not Poison: This weapon counts as Piercing, however
each new round the player that finished activating move sideways, and move at half speed when when attacking Vehicle/Walker units roll one die
first in the previous round goes first. reversing). When using Assault actions they deal D6 per hit, on a 1-3 it is ignored.
Activation automatic hits in melee. Whenever a Vehicle takes Psyker(X): Every round you receive D3+X power
The player declares which unit he wishes to one or more wounds, roll on this table for each: dice (max. 6 dice) to use for that round, where X is
activate, and it may do one of the following: Result Effect the number of Psyker levels in your army. Psykers
Action Move Notes 1-2 Glanced (Doesn’t suffer any further may manifest Psychic Powers at any point before
Hold 0” May shoot. effects) attacking, and they require no line of sight. You may
Walk 6” May shoot after moving. 3-4 Shaken (Must re-roll successful hits try to manifest any Psychic Power once per round
Run 12” May not shoot. until the end of its next activation) by rolling any number of power dice, trying to score
Assault 12” Move into melee. 5-6 Tracked (May not move or pivot until a 4+. If you roll as many successes as the number in
end of game) brackets you may resolve all effects. If a Psyker rolls
Moving If the vehicle is hit in the front roll 2 dice and choose two or more 6s it takes D3 automatic wounds.
Units may move and turn in any direction regardless the lowest result, if it is hit in the side roll 1 die, and Relentless: This unit may fire all of its weapons
of the models facing, and they may only move if it is hit in the rear roll 2 and choose the highest when using Hold actions.
within 1” of other units if assaulting. All members of result. Tracked Vehicles that suffer any additional Rending: Whenever this weapon hits on a roll of 6
a unit must remain within 1” of at least one other Tracked result immediately take an additional it causes one automatic wound. Note that these hits
member and within 12” of all other members. wound and they must roll on the table again. can’t be ignored by the Armored special rule.
Shooting Weapons Scout: This unit is deployed after all other non-
All models in a unit that are in range and have line Weapons with a range value provide attack dice to scout units have been deployed. You may place this
of sight of an enemy unit may fire one weapon at it. shooting, others to melee. Units without a melee unit anywhere on the table at least 12” away from
The attacker takes one Quality test per Attack in the weapon in their equipment always use fists/claws. enemy units (if both players have Scout units roll-off
unit, and each success is a hit. The target then takes Weapons with “x” next to their Attack value ignore to see who deploys first).
as many Quality tests as hits, and each success is a the Armored special rule and all their Wounds must Scope: Models firing this weapon have Quality 2+.
block. Every unblocked hit causes a wound. be assigned to a single model. Strider: This unit treats difficult terrain as open
For every wound remove one model from the target Name Range Attacks terrain for the purpose of movement.
unit (defender may remove them in any order). Fists/Claws - 1 Strikes First/Last: When fighting in melee this
Melee Hand Weapon - 2 unit’s attacks are resolved before/after those of the
Assaulting models move into contact or as close as Power Weapon - 3 opponent, including the removal of any casualties.
possible to enemy models, and then the defenders Power Fist - 4 Tough(X): This model must accumulate X wounds
do the same by moving 3”. All models within 2” of Dreadnought Fist - 5 before being removed as a casualty. If a unit with
an enemy may attack with all their melee weapons, Pistol 12” 1 the special rule joins a unit without it you must
and assaulting models get +1 Attack each. This is Shotgun/Plasma Pistol 12” 3 either accumulate wounds until all models with this
resolved like shooting, however casualties are only Flamer 12” 4 rule have been killed, or remove regular models as
removed after everyone has attacked. Compare Meltagun 12” 6x casualties before starting to accumulate wounds.
how many wounds each unit caused, and the unit Carbine 18” 1 Note that you must first accumulate wounds on a
that caused most is the winner (opponent must take Assault Rifle 24” 1 single model with this special rule until it is killed
a morale test). If either unit is destroyed the other Minigun/Plasmagun 24” 3 before you start accumulating them on another.
may move up to 3”, if not then assaulting models Grenade Launcher 24” 4 Transport(X): This unit may transport up to X
must move back by 1”. Multi-Melta 24” 6x Infantry models in its cargo. Infantry units may
Morale Rifle 30” 1 embark by moving into contact with a transport,
Whenever half of a unit’s models are killed at once, Machinegun/Multi-Laser 36” 3 and embarked units may use a Walk action to
or it loses melee, then it must take a morale test. Plasma Cannon 36” 6 disembark. Units may also be deployed within a
The unit takes a Quality test and if failed the unit is Autocannon 48” 4 transport at the beginning of the game. If a unit is
Pinned (spends next activation idle and strikes last). Mortar/Missile Launcher 48” 6 within a transport when it is destroyed it takes D6
If the failed test was from melee and it is down to Lascannon 48” 6x automatic hits, and any surviving models must be
half of its original size it Routs (remove from play). Battle Cannon 72” 9 placed within 3” of the transport.
Advanced Rules
Advanced Psykery Missions Multi-Player Games
When using advanced psykery every round both When using the following missions the table and The game can be played with more than two players
players receive power dice, regardless of if they armies are set up as described in the core rules. You by adjusting the rules a little, and these rules can
have Psykers or not. When an enemy Psyker tries to can either choose any of these or play with a also be used to play with armies consisting of allies
manifest Psychic Powers you may try and deny its random objective by rolling one die on this table: from different factions. Essentially the game is still
effects by rolling any number of power dice, trying Result Mission played with two opposing forces, however more
to score 4+. If you roll as many successes as your 1 Duel than one player takes control of each force.
opponent, then the power effects are not resolved. 2 Seize Ground Army Composition: Split the amount of points the
3 Relic Hunt players are allowed to take evenly amongst players
Mysterious Terrain 4 Sabotage on the same side. Each side still follows the same
When using mysterious terrain rules roll on the 5 Breakthrough restrictions across all players, meaning that in a
table whenever a unit enters a piece of terrain for 6 Last Stand 1500pts game with two players per side each player
the first time. The result is permanent and is applied may take 750pts worth of units, but only one of
on top of any other rules the terrain has. 1 – Duel: After 4 rounds the game ends, and both them may take a Hero and they may only take up to
Result Effect players sum the point value of all enemy units they two Special units between them.
1-2 None. completely destroyed or that are pinned. The player Preparation: Players on the same side deploy units
3 Units in this terrain take D3 wounds with the most points wins. on the same table edge.
when moving into/through it. 2 – Seize Ground: After 4 rounds the game is Mission: Points, objectives, table quarters, etc. are
4 Units in this terrain take D6 hits when over, and the battlefield is divided into four equal counted for each side, not for each player.
moving into/through it. quarters. Compare the point value of all units in Playing the Game: Whenever one side has the turn
5 Units in this terrain get the Linked each quarter that are not pinned, and if one player only one of the players may activate a single unit,
special rule. has more points in one quarter than the other he and then activation passes to the other side.
6 Units in this terrain get the Fear counts as having seized it. The player with the most Psychic Powers: Power dice are rolled per side and
special rule. seized table quarters wins. not per player, counting psyker levels across all
3 – Relic Hunt: Before deploying armies place players on the same side. Players then all use power
Mysterious Objectives D3+2 relic markers on the table. Roll-off to see who dice from the same pool.
When using mysterious objectives rules roll on the goes first, and then alternate in placing one relic Playing Bigger Games
table whenever a unit moves within 3” of an marker each at least 12” away from any table edge If you wish to play games that are bigger than
objective marker for the first time. The result is and from any other relic marker. After 4 rounds the described in the core rules you may use this table to
permanent as long as the marker is alive. game is over, and both players check if they have determine what unit limits you must follow:
Result Effect any units within 3” of a relic marker that are not Points Heroes Special
1-2 None. pinned, and if no enemy units are within 3” of that 750 0-1 0-2
3 Units within 3” of the marker count relic marker it counts as seized. The player with the 1500 0-1 0-2
as being in Dangerous terrain. most seized relic markers wins. 2250 0-2 0-3
4 Units within 3” of the marker count 4 – Sabotage: Before deploying armies place two 3000 0-2 0-4
as being in Difficult terrain. relay markers on the table. Roll-off to see who goes 3750 0-2 0-5
5 Units within 3” of the marker get the first, and then place one relay marker within your 4500 0-3 0-6
Strikes First special rule. deployment zone, at least 6” away from any table 5250 0-3 0-7
6 Units within 3” of the marker get the edge. Relay markers may only be attacked in melee, 6000 0-3 0-8
Armored special rule. they have Quality 4+ and Tough(3). After 4 rounds
the game is over, and if one player destroyed the Note that the rules were not designed with such
Solid Buildings enemy relay marker whilst keeping its own marker large games in mind, and as such your playtime
Solid buildings are terrain models that consist of alive, then he wins. might substantially increase.
one solid block which cannot be opened or reached 5 – Breakthrough: Before deploying armies the
into. Solid buildings have Quality 4+, the Armored, players roll-off, and the winner counts as the
the Transport and the Tough special rule. Units may attacker. After 4 rounds the game is over, and if at
shoot into and out of any side of the building that least 25% of the attackers force (worked out by
has some sort of firing port (doors, windows, etc.), point cost) is within the opposing players’
and they always count as shooting from the deployment zone, then he wins. Note that pinned
topmost firing port. Units may choose to fire at units do not count toward this percentage.
units inside a building, or at the building itself. 6 – Last Stand: Before deploying armies the
When shooting at units inside a building the target players roll-off, and the winner counts as the
counts as in Cover. Whenever a unit assaults a attacker. The opposing player must split his army in
building, only one unit inside the building is half (worked out by point cost), and deploys one
targeted (defender may choose which), and the half within 12” of the table center, which will be
attackers are moved into base contact with the referred to as the defenders. The other half of his
building. Solid buildings can come in many shapes army must be deployed within 6” of any table edge.
and materials, so we have provided some examples The attacking player then deploys his army
you can use as a guideline for your games: anywhere on the table, at least 12” away from
Building Transport Tough enemy models. After 4 rounds the game is over, and
Clay Hut 6 1 if at least 75% of the defenders (worked out by
Wooden Shed 6 2 point cost) have been killed, then the attacker wins.
Brick House 11 3
Apartment Block 21 4
Small Bunker 11 5
Large Bunker 21 6
Space Marines
Name [Size] Quality Equipment Special Rules Upgrades Cost
Captain [1] 3+ Pistol, Hand Weapon Fearless, Hero, Tough(3) A, B 30pts
Scout Captain [1] 4+ Pistol, Hand Weapon Fearless, Hero, Scout, Strider, Tough(3) A, B 30pts
Terminator Captain [1] 3+ Linked Assault Rifle, Power Fist Armored, Fearless, Hero, Tough(3) F 55pts
Librarian [1] 3+ Pistol, Power Weapon Fearless, Tough(3), Psyker(1) A, B 65pts
Techmarine [1] 3+ Pistol, Power Fist Armored, Fearless, Servo Arm, Tough(3) A, B 60pts
Scout Squad [5] 4+ Pistols, Hand Weapons Fearless, Scout, Strider A, B, C, G 110pts
Tactical Marines [5] 3+ Pistols, Hand Weapons Fearless A, B, D, E, G 120pts
Terminators [5] 3+ Linked Assault Rifles, Power Fists Armored, Fearless F 205pts
Centurions [3] 3+ Linked Flamers, Hurricane Bolters (24”, A6) Armored, Fearless, Relentless, Tough(3) J 315pts
Scout Bikers [5] 4+ Linked Assault Rifles Fast, Fearless, Scout A 125pts
Bike Squad [5] 3+ Linked Assault Rifles Fast, Fearless A, D 140pts
Attack Bike Squad [3] 3+ Linked Assault Rifles, Machineguns Fast, Fearless, Relentless I 205pts
Thunderfire Cannon [1] 3+ Thunderfire Cannon (60”, A9, Indirect) Fearless, Tough(3) - 250pts
Dreadnought [1] 3+ Linked Flamer, Linked Assault Rifle, Tough(3), Walker K 75pts
Dreadnought Fist
Land Speeder [1] 3+ Linked Flamer Fast, Flying, Vehicle N, P 45pts
Drop Pod [1] 3+ Linked Assault Rifle Drop Pod, Transport(11), Vehicle - 50pts
Rhino [1] 3+ Linked Assault Rifle Tough(3), Transport(11), Vehicle H, O, P 65pts
Razorback [1] 3+ Linked Flamer Tough(3), Transport(6), Vehicle M, O, P 65pts
Predator [1] 3+ Autocannon Tough(6), Vehicle L, O, P 120pts
Land Raider [1] 3+ 2x Linked Flamers, Linked Minigun (Rending) Tough(9), Transport(11), Vehicle O, P, Q 175pts

A Take one (Bikes) or Replace one Pistol: H Take one: N Replace Linked Flamer:
Grav Pistol (12”, A3x) +10pts Linked Machinegun +45pts Minigun (Rending) +15pts
Plasma Pistol +10pts Machinegun +15pts
Take one (Bikes) or Replace one I Replace any Machinegun: Multi-Melta +15pts
Hand Weapon/Power Weapon: Multi-Melta Free Take one:
Hand Weapon +5pts Linked Flamer +20pts
Power Weapon +10pts J Equip any model: Minigun (Rending) +35pts
Power Fist +15pts Linked Dreadnought Fist +25pts Machinegun +35pts
Upgrade Psyker(1): Replace any Linked Flamer: Multi-Melta +35pts
Psyker(2) +10pts Linked Meltagun +5pts Missile Launcher +95pts
Linked Grenade Launcher +20pts Upgrade with:
B Replace one Pistol: Linked Machinegun +25pts Open Sides (Transport(6)) +10pts
Assault Rifle +5pts Linked Lascannon +70pts
Take one Assault Rifle attachment: Replace any Hurricane Bolter: O Upgrade with any:
Flamer (Limited) +5pts Missile Launcher +50pts Dozer Blade (Re-roll dangerous +10pts
Gravgun (18”, A3x, Limited) +5pts terrain rolls)
Meltagun (Limited) +5pts K Replace Linked Assault Rifle: Pintle Mount (Linked Assault Rifle) +10pts
Plasmagun (Limited) +5pts Meltagun +10pts Hunter-Killer Missile (Missile +25pts
Linked Flamer +10pts Launcher (Limited))
C Replace any Pistol: Replace Linked Assault Rifle and
Shotgun +5pts Dreadnought Fist: P Upgrade with:
Assault Rifle +5pts Linked Autocannon +45pts Extra Armor (Tough(+3)) +20pts
Sniper Rifle (36”, A3x, Scope) +35pts Missile Launcher +60pts
Replace one Pistol: Replace Linked Flamer: Q Replace 2x Linked Flamers:
Machinegun +25pts Minigun (Rending) +15pts 2x Hurricane Bolter (24”, A6) +55pts
Missile Launcher +70pts Linked Assault Rifle and +10pts 2x Linked Lascannons +140pts
Dreadnought Fist Replace Linked Minigun:
D Take one (Bikes) or Replace one Pistol: Multi-Melta +15pts Linked Machinegun +5pts
Flamer +15pts Linked Machinegun +25pts
Gravgun (18”, A3x) +15pts Hurricane Bolter (24”, A6) +30pts Army Special Rules
Meltagun +20pts Plasma Cannon +50pts Battle Standard: This unit and all friendly Infantry
Plasmagun +25pts Linked Autocannon +60pts units within 12” roll one extra die and pick the
Equip all models with any: Linked Lascannon +70pts highest result when taking morale tests.
Jump Packs (Flying) +15pts Take up to two: Drop Pod: This unit must Deep Strike to enter the
Veteran Training (+1A in Melee) +20pts Hunter-Killer Missile (Missile +25pts game and may only use Hold actions. It may use all
Launcher (Limited)) of its transport slots to embark a single Walker unit.
E Replace one Pistol: Upgrade with: Narthecium: Whenever this unit takes Wounds
Machinegun +30pts Ironclad Armor (Tough(+3)) +20pts roll one die for each, on a 5+ it is ignored.
Multi-Melta +30pts Servo Arm: Once per turn, if this unit is inside or
Plasma Cannon +70pts L Replace Autocannon: within 2” of a Vehicle, it may try to repair it. Roll
Lascannon +70pts Skyspear Missile Launcher (60”, +25pts one die and on a 4+ the vehicle stops being tracked.
Missile Launcher +90pts A6x)
Equip one model with one: Icarus Stormcannon (48”, A5, +35pts Psychic Powers
Narthecium +20pts Linked) Telekine Dome (1): The psyker and his count as
Battle Standard +60pts Demolisher Cannon (24”, A12, +55pts being in Cover until the end of the round.
Indirect) Warp Speed (1): The psyker and his unit have get
F Replace one Linked Assault Rifle: Whirlwind Missile Launcher (48”, +115pts Fast and Furious rules until the end of the round.
Linked Flamer +10pts A9, Indirect) Psychic Shriek (1): Target enemy unit within 18”
Storm Shield (Tough(3)) +15pts Take one: must take a morale test. If failed the unit takes D3
Minigun (Rending) +25pts 2x Machineguns +70pts automatic wounds.
Replace all Linked Assault Rifles: 2x Lascannons +145pts Banishment (1): Target enemy unit within 12”
Storm Shields (Tough(3)) +20pts must re-roll blocks until the end of the round.
Equip one model with: M Replaced Linked Flamer: Prescience (1): Target friendly unit within 12” gets
Cyclone Missile Launcher (Missile +95pts Linked Minigun (Rending) +20pts Linked weapons until the end of the round.
Launcher) Linked Machinegun +25pts Flame Breath (2): Target enemy unit within 12”
Linked Lascannon +70pts takes 2D6 automatic hits.
G Replace all Pistols and Hand Weapons: Lascannon and Linked +80pts
Assault Rifles Free Plasmagun
Imperial Guard / Astra Militarum
Name [Size] Quality Equipment Special Rules Upgrades Cost
Commander [1] 4+ Pistol, Hand Weapon Hero, Officer, Tough(3) A 35pts
Command Assistants [4] 4+ Assault Rifles - B, C, E 60pts
Tank Commander [1] 4+ Battle Cannon, Linked Flamer Hero, Officer, Tough(9), Vehicle H, N 255pts
Commissar [1] 5+ Pistol, Hand Weapon Executioner, Tough(3) A 15pts
Priest [1] 5+ Pistol, Hand Weapon Spiritual Leader, Tough(3) A 30pts
Psyker [1] 5+ Pistol, Power Weapon Psyker(1), Tough(3) A 45pts
Conscripts [10] 6+ Assault Rifles - - 50pts
Guardsmen [5] 5+ Assault Rifles - A, B, D 50pts
Veterans [5] 4+ Assault Rifles - A, B, C, O 75pts
Storm Troopers [5] 4+ Assault Rifles Deep Strike, Scout A, B 90pts
Weapon Teams [3] 5+ Machineguns - D 70pts
Ogryns [3] 4+ Shotguns, Power Weapons Furious, Tough(3) L 95pts
Ratlings [3] 6+ Sniper Rifles (36”, A3x, Scope) Scout - 120pts
Rough Riders [5] 5+ Pistols, Power Weapons (Limited) Fast J 60pts
Sentinel [1] 4+ Linked Flamer Walker F, H, I 30pts
Taurox [1] 4+ Linked Assault Rifle Fast, Transport(11), Vehicle H, I, M 45pts
Hellhound [1] 4+ 2x Linked Flamer Tough(3), Vehicle G, H, I 60pts
Chimera [1] 4+ Multi-Laser Transport(11), Vehicle H, I 65pts
Deathstrike [1] 4+ Deathstrike Missile, Machinegun Tough(3), Vehicle H, I 115pts
Manticore [1] 4+ Eagle Rockets (4x Missile Launcher (Indirect, Vehicle H, I 130pts
Limited)), Machinegun
Leman Russ [1] 4+ Battle Cannon, Linked Flamer Tough(9), Vehicle H, I, N 240pts
Basilisk [1] 4+ Earthshaker Cannon (72”, A12, Indirect), Vehicle H, I, K 310pts
Machinegun

A Replace one Assault Rifle: J Replace one Pistol: Army Special Rules
Pistol and Hand Weapon Free Plasma Pistol +5pts Battle Standard: This unit and all friendly Infantry
Replace one Pistol: Replace one Power Weapon: units within 12” roll one extra die and pick the
Plasma Pistol +5pts Power Weapon +5pts highest result when taking morale tests.
Replace one Hand Weapon: Replace up to two Pistols and Camo Gear: This unit may re-roll failed blocks
Power Weapon +5pts Power Weapons: when in cover.
Power Fist +10pts Flamer +10pts Deathstrike Missile: After the first round you
Upgrade Psyker(1): Meltagun +10pts may shoot this weapon by using a Hold action and
Psyker(2) +10pts Plasmagun +15pts rolling one die. On a 4+ you may place a marker
Grenade Launcher +20pts anywhere on the table and roll another die. On a 3+
B Replace up to two Assault Rifles: all units within 6” of the marker take 3D6 automatic
Flamer +5pts K Replace Earthshaker: hits, and on a 1-2 your opponent may move the
Linked Flamer +10pts 2x Stormshard Mortars (Mortar Free marker anywhere within 6” of its original position
Meltagun +10pts (Indirect, Rending)) before hits are resolved. The missile may only be
Plasmagun +10pts 2x Hyra Cannons (Linked Missile Free fired once per game, and if it has not been fired by
Grenade Launcher +20pts Launcher (Rending)) the last round then it is fired automatically.
Demo Charge: Once per round one model may
C Replace up to two Assault Rifles: L Replace any Shotgun and throw an Explosive (6”, A9) instead of shooting.
Shotgun +5pts Power Weapon: Executioner: This model may be deployed as part
Sniper Rifle (36”, A3x, Scope) +30pts Shotgun and Shield (Armored) Free of an Infantry unit of same Quality. Whenever a unit
Power Fist and Shield (Armored) +5pts this model is part of fails a morale test, the unit
D Take one: takes one wound and must re-roll the morale test.
Weapons Team (Machinegun) +25pts M Replace Linked Assault Rifle: Medipack: Whenever this unit takes Wounds roll
Replace any Machinegun: Linked Autocannon +55pts one die for each, on a 5+ it is ignored.
Autocannon +15pts Take one: Officer: Once per round, when this model is
Lascannon +20pts Linked Minigun +25pts activated, you may choose one Infantry unit within
Missile Launcher +30pts Autocannon +50pts 12” and roll one die. On a 4+ the target unit may use
Mortar (Indirect) +35pts Linked Missile Launcher +95pts any action, even if it had been activated already
(this does not count as its activation).
E Equip up to two models with any: N Replace Linked Flamer: Spiritual Leader: This model may be deployed as
Medipack +10pts Machinegun +10pts part of a unit of same Quality. Whenever this model
Vox-Caster +15pts Lascannon +40pts or its unit uses an Assault action roll on this table:
Battle Standard +45pts Replace Battle Cannon: Result Effect
Demolisher Cannon (24”, A12, Free 1-2 All models get Armored.
F Replace Linked Flamer: Ignores cover) 3-4 All models get Linked weapons.
Multi-Laser +10pts Punisher Cannon (24”, A20) Free 5-6 All models get Piercing weapons.
Autocannon +30pts Executioner Cannon (36”, A12) Free
Lascannon +40pts Eradicator Cannon (36”, A9, Free Vox-Caster: If this unit is joined by a commander,
Plasma Cannon +40pts Ignores cover) then the range of its Officer special rule is extended
Missile Launcher +55pts Exterminator Cannon (48”, A9, Free from 12” to 24”.
Linked)
G Replace any Linked Flamer: Vanquisher Cannon (72”, A6x) Free Psychic Powers
Multi-Melta (may take two) +10pts Take one: Telekine Dome (1): The psyker and his count as
Machinegun +10pts 2x Linked Flamer +30pts being in Cover until the end of the round.
Chem Cannon (18”, A6, Poison) +25pts 2x Machinegun +55pts Warp Speed (1): The psyker and his unit have get
2x Multi-Melta +55pts Fast and Furious rules until the end of the round.
H Take any: 2x Plasma Cannon +110pts Psychic Shriek (1): Target enemy unit within 18”
Dozer Blade (Re-roll dangerous +10pts must take a morale test. If failed the unit takes D3
terrain rolls) O Equip all models with one: automatic wounds.
Hunter-Killer Missile (Missile +20pts Sentry Training (Camo Gear) +10pts Banishment (1): Target enemy unit within 12”
Launcher (Limited)) Grenadier Training (Armored) +15pts must re-roll blocks until the end of the round.
Pintle Mount (Machinegun) +25pts Demolition Training (Demo Charge) +15pts Prescience (1): Target friendly unit within 12” gets
Linked weapons until the end of the round.
I Upgrade with: Flame Breath (2): Target enemy unit within 12”
Extra Armor (Tough(+3)) +20pts takes 2D6 automatic hits.
Orks
Name [Size] Quality Equipment Special Rules Upgrades Cost
Warboss [1] 4+ Pistol, Hand Weapon Fearless, Furious, Hero, Tough(3), Waagh! A, B, E 50pts
Bik Mek [1] 5+ Pistol, Hand Weapon Fearless, Furious, Hero, Mek Tools, Tough(3), A, B, E, M 50pts
Waagh!
Weirdboy [1] 5+ Power Weapon Fearless, Furious, Psyker(1), Tough(3) N 55pts
Painboy [1] 5+ Hand Weapon (Poison) Dok Tools, Fearless, Furious - 45pts
Runtherd [1] 6+ Power Fist Furious, Runtherd, Tough(3) - 10pts
Gretchin [10] 6+ Pistols Git Shootaz - 60pts
Boyz [10] 5+ Pistols, Hand Weapons Fearless, Furious A, E, H 130pts
Stormboyz [10] 5+ Pistols, Hand Weapons Deep Strike, Fearless, Flying, Furious A, E 190pts
Kommandos [5] 5+ Pistols, Hand Weapons Fearless, Furious, Scout A, H 80pts
Burna Boyz [5] 5+ Flamers, Power Weapons Fearless, Furious - 105pts
Tankbustas [5] 5+ Grenade Launchers Fearless, Furious F 125pts
Flash Gitz [5] 5+ Snazzguns (24”, AD6), Hand Weapons Ammo Runt, Fearless, Furious A, E 150pts
Lootas [5] 5+ Deffguns (48”, AD3, Indirect, Piercing) Fearless, Furious - 220pts
Nobz [5] 4+ Pistols, Hand Weapons Fearless, Furious A, B, E 100pts
Meganobz [3] 4+ Linked Carbines, Power Fists Armored, Fearless, Furious B 95pts
Mek Guns [3] 6+ Bubblechukka (36”, AD6) Git Shootaz I 35pts
Warbikers [3] 5+ Linked Carbines, Hand Weapons Armored, Fast, Fearless, Furious A 60pts
Deffkoptas [3] 5+ Kustom Mega-Blasta (Plasmagun) Fast, Fearless, Flying, Furious, Scout L 85pts
Killa Kan [1] 4+ Linked Flamer, Dreadnought Fist Walker J, K 45pts
Deff Dred [1] 4+ 4x Dreadnought Fist Tough(3), Walker D, K 85pts
Gorkanaut [1] 4+ Mega-Shoota (36”, A3D6), 2x Grenade Klaw of Gork/Mork, Tough(9), Transport(6), - 320pts
Launchers, 2x Linked Machineguns, Flamer Walker
Morkanaut [1] 4+ Plasma Cannon, Plasmagun, 2x Grenade Klaw of Grok/Mork, Kustom Force Field, Tough(9), - 335pts
Launchers, 2x Linked Machineguns Transport(6), Walker
Warbuggy [1] 4+ Linked Flamer Vehicle G, K 30pts
Trukk [1] 4+ Machinegun Transport(11), Vehicle K 65pts
Battlewagon [1] 4+ - Tough(6), Transport(21), Vehicle C, K 85pts

A Replace one Hand Weapon: H Replace all Pistols: Boarding Plank: When using Assault actions
Power Weapon +5pts Carbines +10pts whilst transporting units this unit deals +D6 hits.
Power Fist +10pts Replace one Pistol: Dok Tools: This model may be deployed as part of
Machinegun +15pts a unit of same Quality. Whenever a unit this model
B Replace one Pistol: Grenade Launcher +15pts is part of takes Wounds roll one die for each, on a
Carbine +5pts 5+ it is ignored.
Linked Carbine +10pts I Replace Bubblechukka: Runtherd: This model may be deployed as part of
Take one Carbine attachment: Kannon (36”, A4) +5pts a Gretchin unit, and whenever his unit fails a morale
Linked Flamer (Limited) +5pts Traktor Kannon +20pts test it takes one wound and must re-roll the test.
Grenade Launcher (Limited) +5pts Mega-Kannon (Plasma Cannon) +20pts Git Shootaz: This unit shoots at Quality 4+.
Take any: Zzap Gun (36”, A2D6) +30pts Grabbin Klaw: When using Assault actions against
Attack Squig (+1 Melee Attack) +5pts Lobba (48”, A4, Indirect) +30pts Vehicles/Walkers roll one die, on a 4+ the target
Ammo Runt (may take three) +5pts Smasha Gun (36”, AD6+4) +35pts may not move until the end of the round.
Klaw of Gork/Mork: This weapon counts as a
C Take one: J Replace Linked Flamer: Dreadnought Fist, and if it causes any Wounds the
Kannon (36”, A4) +35pts Grotzooka (18”, A4) Free target may not move until the end of the round.
Lobba (48”, A4, Indirect) +60pts Kustom Mega-Blasta (Plasmagun) Free Kustom Force Field: This unit and all friendly
Zzap Gun (36”, A2D6) +65pts Grenade Launcher +5pts Infantry units within 6” roll one die whenever they
Take up to five Machinegun +10pts take a Wound from shooting, on a 5+ it is ignored.
Machinegun (may take four) +25pts Mek Tools: Once per turn, if this unit is inside or
Grenade Launcher (may take four) +25pts K Upgrade with any: within 2” of a Vehicle, it may try to repair it. Roll
Killkannon (Multi-Melta) +25pts Red Pain Job (Fast) +5pts one die and on a 4+ the vehicle stops being tracked.
Upgrade with: Grot Riggers (Mek Tools) +10pts Shokk Attack Gun: When shooting the Shokk
Deff Rolla (Re-roll dangerous +30pts Boarding Plank +10pts Attack Gun (60”, A2D6), if a double 1 is rolled this
terrain rolls,deals +D6 hits and may Grabbin Klaw +10pts model and its unit are immediately removed from
re-roll failed blocks when using Reinforced Ram (Re-roll dangerous +15pts play, and if a double 6 is rolled the target unit is
Assault actions) terrain rolls, and re-roll failed immediately removed from play.
blocks when using Assault actions) Traktor Kannon: When shooting the Traktor
D Replace up to two Dreadnought Fists: Wreckin’ Ball (This unit deals +D6 +20pts Kannon (36”, A6x), and all Wounds suffered from it
Linked Flamer Free hits when using Assault actions) cause Tracked results to Vehicles/Walkers.
Plasmagun +5pts ‘Ard Case (Tough(+3)) +20pts Waagh!: Once per game you may declare Waagh!
Grenade Launcher +10pts during your turn. All friendly Infantry units get the
Machinegun +10pts L Replace Kuston Mega-Blasta: Fast special rule until the end of the round.
Linked Grenade Launcher +10pts
E Equip one model with one: Linked Machinegun +15pts Psychic Powers
‘Eavy Armor (Armored) +10pts Take any: Warpath (1): The psyker and his unit get +1 Melee
Cybork Body (Tough(+3)) +10pts Buzzsaw (Power Fist) +10pts Attack each until the end of the round.
Mega Armor (Armored, Replace all +20pts Bigbomm +20pts Frazzle (1): Target enemy unit within 18” takes D6
weapons with a Linked Carbine and automatic hits.
Power Fist) M Replace Pistol: ‘Eadbanger (1): Target enemy model within 24”
Kuston Mega-Blasta (Plasmagun) +10pts takes D6 automatic hits.
F Take any: Kustom Force Field +45pts Da Jump (2): The psyker and his unit may
Bomb Squig (Grenade Launcher, +10pts Shokk Attack Gun +70pts immediately Deep Strike anywhere on the table.
Limited, Scope, may take three) Da Krunch (2): Target enemy unit within 12” takes
Replace up to two Grenade Launchers: N Upgrade Psyker(1): 2D6 hits. If you roll 10+ the target takes 2D6 more
Tankhammer (+12x Melee Attacks) Free Psyker(2) +15pts hits, and this continues until you don’t roll 10+
Power Vomit (2): Target enemy unit within 12”
G Replace Linked Flamer: Army Special Rules takes 2D6+8x automatic hits.
Linked Grenade Launcher +15pts Ammo Runt: This model gets the Linked special
Linked Machinegun +20pts rule when shooting once per game.
Bigbomm: Once per game this unit may deal 2D6
hits to one enemy unit it passes over.
Eldar
Name [Size] Quality Equipment Special Rules Upgrades Cost
Autarch [1] 3+ Pistol, Power Weapon (Strikes First) Fast, Focus, Hero, Tough(3) E, G 40pts
Farseer [1] 3+ Pistol, Power Weapon Focus, Hero, Psyker(3), Tough(3) - 95pts
Warlocks [3] 3+ Pistols, Power Weapons Brothers, Focus P 100pts
Avatar [1] 2+ Dreadnought Fist Fast, Fearless, Hero, Monster, Tough(6) - 95pts
Guardians [5] 4+ Pistols, Hand Weapons Focus E 80pts
Dire Avengers [5] 3+ Carbines Focus H 95pts
Weapon Platform [1] 4+ Minigun Focus, Weapon Platform A 20pts
Rangers [3] 4+ Sniper Rifles (36”, A3x, Scope) Focus, Scout - 140pts
Hawks [5] 3+ Assault Rifles Deep Strike, Fast, Flying, Focus G 145pts
Scorpions [5] 3+ Pistols, Power Weapons Fast, Focus, Scout - 150pts
Warp Spiders [5] 3+ Plasma Pistols Deep Strike, Focus, Teleporter I 155pts
Banshees [5] 3+ Pistols, Power Weapons (Strikes First) Fast, Focus - 165pts
Fire Dragons [5] 3+ Meltaguns Fast, Focus - 165pts
Harlequins [5] 3+ Pistols, Power Fists Armored, Fast, Furious, Strider M 175pts
Wraithguard [5] 3+ Meltaguns Armored, Fearless K 185pts
Dark Reapers [3] 3+ Missile Launchers - N 325pts
Support Battery [3] 3+ D-Cannons (24”, A9) - R 250pts
Windriders [3] 3+ Linked Shotguns Fast, Flying, Focus B, Q 100pts
Wraithlord [1] 2+ 2x Shotgun, Dreadnought Fist Monster, Tough(3) F, O 95pts
Wraithknight [1] 2+ Power Fist, Ghost Glaive (Dreadnought Fist), Flying, Monster, Tough(6) J, O 140pts
Scattershield (Tough(+3))
War Walker [1] 4+ 2x Minigun, Hand Weapon Fast, Focus, Walker C, O 55pts
Vyper [1] 4+ Minigun, Linked Shotgun Fast, Flying, Vehicle A, B, C 50pts
Wave Serpent [1] 3+ Linked Minigun, Linked Shotgun Fast, Flying, Transport(11), Tough(3), Vehicle D, C 105pts
Falcon [1] 3+ Lascannon, Linked Shotgun Fast, Flying, Transport(6), Tough(3), Vehicle A, B, C, L 135pts

A Replace Minigun: K Replace all Meltaguns: Army Special Rules


Machinegun +15pts Linked Flamers +10pts Brothers: This unit counts as having the Psyker(1)
Linked Machinegun +25pts Power Weapons (2x each) +30pts special rule, however only one model may manifest
Plasma Cannon +40pts Ghost Axes (Power Fists) and Force +50pts psychic powers with it per round.
Missile Launcher +60pts Shields (Tough (+3)) Focus: This unit may move up to 3” in any direction
Multi-Meltas +90pts after shooting. Vehicles with this rule may pivot to
B Replace Linked Shotgun: face any direction after shooting.
Minigun +10pts L Replace Lascannon: Resilient: Whenever this unit suffers from a
Autocannon and Minigun +15pts “shaken” result roll one die, on a 4+ it is ignored.
C Upgrade with any: Battle Cannon +145pts Teleporter: This unit may move through other
Star Engine (+3” move on Walk, +5pts units and obstacles, and it adds +D6” to its move.
+6” move on Run/Assault) M Replace one Pistol: Vibro Cannon: When shooting the Vibro Cannon
Vector Engine (Focus) +5pts Minigun +20pts (48”, A3) all hits are multiplied by how many models
Spirit Stones (Resilient) +10pts Replace up to two Pistols: in the unit are firing after the first.
Power-Field (Tough (+3)) +20pts Meltagun +15pts Weapon Platform: This model may only be
Replace any Power Fist: deployed as part of a Guardians unit, it has no
D Replace Linked Minigun: Harlequin’s Kiss (Power Fist +10pts melee attacks and is removed from play if it is the
Linked Machinegun +15pts (Rending)) last model remaining in the unit.
Linked Plasma Cannon +60pts Upgrade one model with:
Linked Missile Launcher +90pts Psyker(1) +35pts Psychic Powers
Reveal (1): Target enemy unit within 18” does not
E Replace all Pistols and Hand Weapons: N Replace one Missile Launcher: get benefits from cover until the end of the round.
Shotguns +15pts Tempest Launcher (36”, A9) +10pts Renewer (1): Target friendly model within 18”
Replace one Pistol and Hand Weapon: Battle Cannon +120pts removes 1 Wound from its Tough count.
Flamer +5pts Conceal (1): The psyker and his unit get the
Meltagun +5pts O Take up to two: Armored special rule until the end of the round.
Replace one Hand Weapon: Minigun +20pts Destructor (1): Target enemy unit within 12” takes
Power Weapon +5pts Machinegun +25pts D6 hits and for each Wound suffered from this the
Linked Machinegun +35pts unit takes an additional D3 hits.
F Take up to two: Plasma Cannon +55pts Guide (2): Target friendly unit within 24” gets
Flamer +20pts Missile Launcher +70pts Linked weapons until the end of the round.
Take one: Executioner (3): Target enemy unit within 24”
Ghost Glaive (Dreadnought Fist) +25pts P Replace any Power Weapon: takes D6 automatic hits with Piercing.
Power Fist +5pts
G Replace one Pistol/Assault Rifle: Equip all models:
Minigun +20pts Jetbikes (Fast, Flying) +10pts

H Replace one Carbine: Q Equip all models:


Pistol and Hand Weapon Free Power Weapons +25pts
Pistol and Power Weapon +5pts
Linked Carbine +5pts R Replace all D-Cannons:
Power Weapon and Simmer Shield +15pts Vibro Cannons Free
(Tough (+3)) Mortars (Indirect) +145pts

I Replace one Plasma Pistol:


Linked Plasma Pistol +5pts
Spinneret Rifle (18”, A3) +5pts
Equip one model with one:
Linked Hand Weapon +5pts
Linked Power Weapon +10pts

J Replace Scattershield and Ghost Glaive:


Scattershield (Tough(+3)) and +95pts
Missile Launcher
2x Lascannon +130pts
Chaos Space Marines
Name [Size] Quality Equipment Special Rules Upgrades Cost
Chaos Lord [1] 3+ Pistol, Hand Weapon Hero, Tough(3) A, B, C 30pts
Terminator Lord [1] 3+ Linked Assault Rifle, Power Weapon Armored, Hero, Tough(3) A, B, C, G 45pts
Sorcerer [1] 3+ Pistol, Power Weapon Psyker(1), Tough(3) A, B, C 65pts
Zombies [15] 6+ Power Fists Zombie - 90pts
Cultists [10] 5+ Pistols, Hand Weapons - F 100pts
Chaos Marines [5] 3+ Assault Rifles - A, B, C, D, E 100pts
Possessed Marines [5] 3+ Hand Weapons Fast, Fearless, Mutations - 125pts
Chaos Chosen [5] 3+ Pistols, Hand Weapons Fearless, Furious B 130pts
Raptors [5] 3+ Pistols, Hand Weapons Deep Strike, Fast, Fear, Flying A, B, C, D 150pts
Chaos Terminators [5] 3+ Linked Assault Rifles, Power Weapons Armored A, B, C, G 165pts
Noise Marines [5] 3+ Sonic Guitars (Miniguns) Fearless K 200pts
Mutilators [3] 3+ Power Fists (2x each) Armored, Deep Strike, Tough(3) A 180pts
Obliterators [3] 3+ Linked Flamers, Power Fists Armored, Deep Strike, Relentless, Tough(3) A, H 205pts
Chaos Bikers [5] 3+ Linked Assault Rifles Fast A, B, D 120pts
Daemon Prince [1] 2+ Dreadnought Fist Deep Strike, Monster, Tough(3) A, I 70pts
Chaos Spawn [3] 4+ Power Fists Furious, Monster, Tough(3) A 120pts
Helbrute [1] 3+ Dreadnought Fist, Power Fist Tough(3), Walker M 85pts
Maulerfiend [1] 3+ 2x Power Fists, 2x Dreadnought Fists Fast, Tough(6), Walker - 120pts
Forgefiend [1] 3+ 2x Plasma Cannons Fast, Tough(6), Walker - 195pts
Defiler [1] 3+ Battle Cannon, 3x Dreadnought Fists, Power Fist Tough(3), Walker L 315pts
Chaos Rhino [1] 3+ Linked Assault Rifle Tough(3), Transport(11), Vehicle N 65pts
Chaos Predator [1] 3+ Autocannon Tough(6), Vehicle J, N 120pts
Chaos Land Raider [1] 3+ 2x Linked Lascannons, Linked Machinegun Tough(9), Transport(11), Vehicle N 320pts

A Upgrade all models with one: I Upgrade with: Army Special Rules
Slaneesh (+3” move on Walk, +6” +10pts Wings (Fast, Flying) +10pts Brothers: This unit counts as having the Psyker(1)
move on Run/Assault) Take one: special rule, however only one model may manifest
Khorne (+1A when assaulting) +10pts Psyker(1) +35pts psychic powers with it per round.
Nurgle (May re-roll failed blocks) +30pts Psyker(2) +50pts Mutations: Whenever this unit fights in melee, roll
Tzeentch (Brothers) +35pts Psyker(3) +65pts one die and consult the following table:
Result Effect
B Take one (Bikes) or Replace one Pistol/ J Replace Autocannon: 1-2 All models get First Strike.
Assault Rifle/Linked Assault Rifle: Linked Lascannon +25pts 3-4 All models get Rending weapons.
Plasma Pistol +10pts Demolisher Cannon (24”, A12, +55pts 5-6 All models get Hatred.
Take one (Bikes) or Replace one Indirect)
Hand Weapon/Power Weapon: Take one: Zombie: This unit automatically passes all morale
Hand Weapon +5pts 2x Machineguns +70pts tests and may not move more than 6” at a time.
Power Weapon +10pts 2x Lascannons +145pts
Power Fist +15pts Psychic Powers
Upgrade Psyker(1): K Replace one Sonic Guitar: Nurgle’s Rot (1): All enemy units within 6” take D3
Psyker(2) +15pts Doom Amp (12”, A6) Free automatic hits with Poison.
Psyker(3) +30pts Sonic Bass (Battle Cannon) +200pts Weapon Virus (1): Target enemy unit within 24”
takes one automatic hit for every 1 it rolls when
C Replace Pistol/Assault Rifle: L Replace one Dreadnought Fist: shooting until the end of the round.
Assault Rifle +5pts Linked Flamer Free Hysterical Frenzy (1): Target friendly unit within
Linked Assault Rifle +10pts Missile Launcher +75pts 12” has Strikes First, Piercing Melee or +1 Melee
Take one Assault Rifle attachment: Replace Power Fist: Attack until the end of the round (pick one).
Flamer (Limited) +5pts Linked Machinegun +30pts Doombolt (2): Target enemy unit within 18” takes
Meltagun (Limited) +5pts Autocannon +50pts 2D6x automatic hits.
Plasmagun (Limited) +5pts Linked Lascannon +65pts Slaanesh’s Overload (2): Target enemy unit within
24” takes D6 automatic hits and must take a
D Take one (Bikes) or Replace one M Replace Dreadnought Fist: morale test, regardless of casualties.
Pistol/Assault Rifle: Multi-Melta +15pts Tzeentch’s Firestorm (2): Target enemy unit within
Flamer +15pts Linked Machinegun +25pts 24” takes D6 hits, and for each Wound suffered
Meltagun +20pts Plasma Cannon +50pts from this the unit takes an additional D3 hits.
Plasmagun +25pts Linked Lascannon +70pts
Replace Power Fist:
E Replace one Assault Rifle: Dreadnought Fist +5pts
Machinegun +30pts Missile Launcher +80pts
Autocannon +55pts Take up to two Dreadnought Fist
Lascannon +65pts attachments:
Missile Launcher +80pts Linked Assault Rifle +10pts
Linked Flamer +20pts
F Replace all Pistols and Hand Weapons:
Assault Rifles Free N Take any:
Replace one Pistol and Hand Weapon: Dozer Blade (Re-roll dangerous +10pts
Shotgun Free terrain rolls)
Flamer +10pts Pintle Mount (Linked Assault Rifle) +10pts
Machinegun +15pts Havoc Launcher (Linked Missile +120pts
Launcher)
G Replace one Linked Assault Rifle: Equip with one Pintle Mount attachment:
Linked Flamer +10pts Flamer (Limited) +5pts
Linked Machinegun +35pts Meltagun (Limited) +5pts
Plasmagun (Limited) +5pts
H Equip any model with one: Upgrade with:
Machinegun +35pts Extra Armor (Tough(+3)) +20pts
Autocannon +65pts
Lascannon +70pts
Missile Launcher +95pts
Tau
Name [Size] Quality Equipment Special Rules Upgrades Cost
Commander [1] 3+ 2x Burst Cannons (18”, A2) Crisis Suit, Hero, Support, Tough(3) A, B 60pts
Cadre Fireblade [1] 4+ Rifle, Power Fist, Markerlight Hero, Support, Tough(3) A 45pts
Ethereal [1] 4+ Hand Weapon Hero, Inspirational D 70pts
Kroot Carnivores [10] 5+ Assault Rifles, Hand Weapons Scout - 150pts
Kroot Hounds [5] 5+ Hand Weapons Scout - 55pts
Krootox Squad [3] 5+ Multi-Lasers, Power Weapons Scout, Tough(3) - 105pts
Vespids [5] 4+ Carbines Fast, Flying - 95pts
Fire Warriors [5] 4+ Rifles Support A, C 90pts
Pathfinders [5] 4+ Carbines, Markerlights Scout, Support A, F 140pts
Stealth Team [3] 3+ Burst Cannons (18”, A2) Deep Strike, Flying, Scout, Support A, C, E 100pts
XV8 Crisis Suits [3] 3+ 2x Burst Cannons (18”, A2) Crisis Suit, Support, Tough(3) A, B 180pts
XV88 Broadside [1] 3+ Linked Heavy Rail Rifle (60”, A6x), Linked Monster, Support, Tough(3) A, J 185pts
Plasmagun
XV104 Riptide [1] 3+ Heavy Burst Cannon (18”, A4), Linked Missile Pod Deep Strike, Flying, Monster, Support, A, K 185pts
(36”, A4), Power Weapon Tough(9)
Piranha [1] 4+ Burst Cannon (18”, A2), 2x Gun Drones Fast, Flying, Vehicle G, H, L 60pts
Devilfish [1] 4+ Burst Cannon (18”, A2), 2x Gun Drones Flying, Tough(3), Transport(11), Vehicle H, L 90pts
Hammerhead [1] 4+ Railgun (72”, A6x), 2x Gun Drones Flying, Tough(3), Vehicle H, I, L 140pts
Gun Drone Squad [5] 4+ Linked Carbines Flying, Support A 100pts
Sniper Drone Team [3] 4+ Sniper Rifles (36”, A3x, Scope), Markerlights Flying, Support - 195pts
Marker Drone [1] - Markerlight Drone - -
Inhibitor Drone [1] - - Drone, Inhibitor - -
Accelerator Drone [1] - - Accelerator, Drone - -
Shield Drone [1] - - Drone, Shield - -
Gun Drone [1] - Linked Carbine Drone - -
Recon Drone [1] - Burst Cannon (18”, A2) Beacon, Drone - -
Missile Drone [1] - Missile Pod (36”, A4) Drone - -

A Take up to two: K Replace Heavy Burst Cannon:


Marker Drone +20pts Ion Accelerator (72”, A6) +120pts
Gun Drone +20pts Replace Linked Plasmagun:
Shield Drone +30pts Linked Fusion Blaster (18”, A6x) +5pts
Missile Drone +60pts Linked Missile Pod (36”, A4) +30pts

B Replace any Burst Cannon: L Upgrade with any:


Rifle Free Automated Repair System +10pts
Flamer +5pts Disruption Pod (Tough(+3)) +20pts
Heavy Burst Cannon (18”, A4) +10pts Point Defence Relay (Support) +25pts
Fusion Blaster (18”, A6x) +15pts Flachette Discharger +30pts
Missile Pod (36”, A4) +35pts
Army Special Rules
C Equip one model with one: Accelerator: All weapons of models this unit is
Beacon +10pts part of extend their range by +6”.
Markerlight +10pts Automated Repair System: Once per turn, this
unit may try to repair itself from being tracked. Roll
D Replace Hand Weapon: one die and on a 4+ it stops being tracked.
Equaliser (Power Weapon) +5pts Beacon: Friendly unit may choose arrive from
Honor Blade (Power Fist) +10pts reserves on a 3+, however they must then deep
strike within 6” of this unit.
E Replace one Burst Cannon: Crisis Suit: This unit has the Deep Strike, Flying and
Fusion Blaster (18”, A6x) +15pts the Relentless special rules.
Drone: This model may only be deployed as part of
F Replace one Carbine and Markerlight: a unit that buys it as an upgrade. As long as it is alive
Ion Rifle (30”, A3) +10pts the model has the same Quality value as its unit,
Rail Rifle (30”, A6x) +20pts and it doesn’t take up any transport space.
Take one: Flachette Discharger: Whenever this unit is
Inhibitor Drone +15pts assaulted Infantry the assaulting unit takes as many
Accelerator Drone +20pts automatic hits as models in it.
Recon Drone +20pts Inhibitor: Enemy units assaulting a unit this model
is part of reduce their movement by -3”.
G Replace Burst Cannon: Inspirational: Friendly Infantry units within 12” of
Fusion Blaster (18”, A6x) +10pts this model get the Fearless and Linked special rules.
Markerlight: Models may shoot a markerlight
H Replace 2x Gun Drones: instead of their weapon at enemy unitswithin 36”.
Linked Fusion Blaster (18”, A6x) Free Take one Quality test and if successful you may
Linked Missile Pod (36”, A4) +5pts place one markerlight counter on the target, which
Take up to two (Devilfish, Piranha) or stays until the end of the round. Whenever a
up to six (Hammerhead): friendly unit targets an enemy with markerlight
Seeker Missile +20pts counters on it you may remove 1 counter to either
ignore Cover, or to give Linked to all of its weapons.
I Replace Railgun: Note that units may not shoot markerlights and
Ion Cannon (60”, A6) +10pts remove markerlight counters in the same shooting.
Seeker Missile: This weapon counts as a Missile
J Replace Linked Heavy Rail Rifle: Launcher (Limited) that may get the Indirect rule by
2x Linked Missile Pod (36”, A4) +10pts removing 1 markerlight counter from the target.
Take one: Shield: All models this unit is part of count as
Seeker Missile +20pts having the Armored special rule.
Support: Whenever this unit is assaulted it may
shoot as if in range and line of sight first, however it
must re-roll successful hits.
Necrons
Name [Size] Quality Equipment Special Rules Upgrades Cost
Necron Lord [1] 3+ Staff of Light (Power Weapon, Shotgun) Hero, Robot, Tough(3) A 40pts
Destroyer Lord [1] 3+ Warscythe (Power Fist) Hero, Flying, Robot, Tough(3) A 35pts
C’tan Shard [1] 3+ Power Fist Fearless, Hero, Necrodermis, Tough(3) I 35pts
Cryptek [1] 3+ Staff of Light (Power Weapon, Shotgun) Hero, Robot, Tough(3) J 40pts
Necron Warriors [5] 3+ Assault Rifles (Gauss) Robot - 110pts
Immortals [5] 3+ Assault Rifles (Gauss) Armored, Robot B 125pts
Lynchguard [5] 3+ Power Weapons Robot D 80pts
Flayed Ones [5] 3+ Power Weapons Deep Strike, Robot, Scout - 95pts
Praetorians [5] 3+ Rods of Covenant (Flamers, Power Weapons) Fearless, Flying, Robot E 195pts
Deathmarks [3] 3+ Sniper Rifles (36”, A3x, Scope) Deep Strike, Robot - 145pts
Scarab Swarms [5] 5+ Power Weapons (Gauss) Fearless, Tough(3) - 90pts
Tomb Blades [3] 3+ Linked Assault Rifles (Tesla) Fast, Flying, Robot K 85pts
Wraiths [3] 3+ Power Weapons Armored, Fast, Fearless, Flying G 95pts
Destroyers [3] 3+ Miniguns (Gauss) Flying, Robot H 135pts
Spyder [1] 3+ Hand Weapon Hive, Monster, Tough(6) F 95pts
Command Barge [1] 3+ Minigun (Tesla) Resilient, Tough(3), Transport(1), Vehicle C 75pts
Stalker [1] 3+ Multi-Melta Resilient, Tough(3), Vehicle H 80pts
Ghost Ark [1] 3+ 5x Assault Rifles (Gauss) Resilient, Tough(3), Transport(11), Vehicle - 115pts
Annihilation Barge [1] 3+ 3x Minigun (Tesla) Resilient, Tough(3), Vehicle C 135pts
Doomsday Ark [1] 3+ Plasma Cannon, 5x Assault Rifles (Gauss) Resilient, Tough(3), Vehicle - 165pts
Monolith [1] 3+ Multi-Melta, 4x Minigun (Tesla) Deep Strike, Resilient, Tough(9), - 210pts
Transport(21), Vehicle

A Take any: J Take up to two: Army Special Rules


Power Fist (Limited) +5pts Seismic Crucible (Units assaulting +5pts Gauss: This weapon ignores the Armored rule.
Mindshackle Scarabs +10pts the cryptek and his unit reduce Hive: Once per round, when this unit is activated,
Sempiternal Weave (Armored) +10pts their movement by D6”) you may target a friendly scarab swarm unit within
Resurrection Orb +10pts Chronometron (Once per round +5pts 6” and roll one die. On a 4+ add one scarab swarm
Tachyon Arrow (Lascannon +20pts the cryptek or a model in his unit model to that unit.
(Limited)) may re-roll one die of any kind) Mindshackle Scarabs: Every time an enemy unit
Ether Crystal (Enemy units Deep +15pts fights melee against this unit it must take a morale
B Replace all Assault Rifles (Gauss): Striking within 18” take D6 hits) test. If failed it takes D3 automatic hits before
Assault Rifles (Tesla) Free Nightmare Shroud (Once per round +15pts combat begins.
one enemy unit within 18” must Necrodermis: If this unit is killed all units within
C Replace one Minigun (Tesla): take a morale test) D6” take one automatic hit.
Minigun (Gauss) Free Veil of Darkness (Once per round +15pts Resilient: Whenever this unit suffers from a
the cryptek and his unit may be “shaken” result roll one die, on a 4+ it is ignored.
D Equip all models with: placed in reserves and immediately Resurrection Orb: The lord and his unit ignore
Dispersion Shields (Armored) +15pts attempt to Deep Strike anywhere) wounds on 4+ instead of on 5+.
Gaze of Flame (Units assaulting the +15pts Robot: This unit has the Strikes Last special rule,
E Replace all Rods of Covenant: cryptek and his unit get the Strikes and whenever it takes Wounds roll one die for each,
Voidblades (Dreadnought Fists) +20pts Last rule in the ensuing melee) on a 5+ it is ignored.
and Particle Casters (Shotguns) Lightning Field (Units assaulting +20pts Tesla: For every 6 rolled when firing this weapon
the cryptek and his unit take 2D6 the target takes two additional automatic hits.
F Take one: automatic hits before melee starts)
Linked Minigun +30pts Solar Pulse (Once per game all +25pts
friendly units get Armored until the
G Equip any model with one: end of the round)
Whip Coils (Strikes First) +5pts Timesplinter Cloak (The cryptek +30pts
Shotgun +10pts and his unit count as Armored)
Linked Flamer +20pts Harp of Dissonance (Once per +50pts
game one enemy unit within line
H Replace one Minigun/Multi-Melta: of sight automatically fails all
Lascannon +40pts blocks until the end of the round)

I Take up to two: K Replace all Assault Rifles (Tesla):


Entropic Touch (Rending Melee) +10pts Linked Assault Rifles (Gauss) Free
Grand Illusion (May re-deploy D3 +10pts Miniguns +35pts
units after Scouts are deployed) Equip all models with any:
Sentient Singularity (Enemy units +10pts Shadowlooms (May re-roll failed +5pts
may not deep strike within 18”) blocks when in cover)
Lord of Fire (Enemiess within 12” +10pts Nebuloscopes (Scope) +15pts
using Flamers/Meltas roll one die Shield Vanes (Tough(3)) +35pts
before shooting, on 1 they take
one automatic wound)
Swarm of Spirit Dust (Armored) +10pts
Gaze of Death (+D6 Melee Attacks) +15pts
Times Arrow (Strikes Fist, even +15pts
against units with Strikes First)
Writhing Worldscape (Enemies +15pts
count all terrain as dangerous, and
take hits on results of 1-2)
Pyreshards (18”, A8) +50pts
Moulder of Worlds (24”, A6) +50pts
Transdimensional Thunderbolt +60pts
(24”, A10x)
Tyranids
Name [Size] Quality Equipment Special Rules Upgrades Cost
Hive Tyrant [1] 2+ Dreadnought Fist Hero, Monster, Psyker(2), Synapse, A, C, D, E, I 175pts
Tough(3)
Tyrant Guard [3] 2+ Power Fists (Rending), Lash Whips (Strikes First) Monster, Tough(3) A, F 260pts
Tervigon [1] 3+ Stinger Salvo (18”, A3), Power Weapon Hero, Monster, Psyker(1), Spawn, A, D, E 430pts
Synapse, Tough(6)
Tyranid Prime [1] 3+ Carbine, Power Fist Hero, Monster, Synapse, Tough(3) A, B, E 115pts
Tyranid Warriors [3] 3+ Carbines, Hand Weapons Synapse, Tough(3) A, B 150pts
Genestealers [5] 4+ Hand Weapons (Rending) Fast, Scout K, L 115pts
Termagants [10] 5+ Pistols Strider K 90pts
Hormagaunts [10] 5+ Hand Weapons Fast, Strider K 110pts
Gargoyles [10] 5+ Pistols Fast, Flying K 130pts
Ripper Swarms [5] 5+ Power Fists Fearless, Tough(3) A, J 90pts
Hive Guard [3] 4+ Impalers (24”, A4x, Indirect), Hand Weapons Tough(3) A 120pts
Zoanthropes [3] 4+ Hand Weapons Brothers, Synapse, Tough(3) - 145pts
Raveners [3] 4+ Power Weapons Deep Strike, Tough(3) H 70pts
Venomthropes [3] 4+ Hand Weapons (Poison), Lash Whips (Strikes First) Armored, Tough(3) - 105pts
Lictors [3] 4+ Pistols, Power Weapons (Rending) Armored, Fast, Scout, Tough(3) - 140pts
Shrikes [3] 4+ Carbines, Power Weapons Fast, Flying, Synapse, Tough(3) A, B 150pts
Biovores [3] 4+ Hand Weapons, Mine Launchers Tough(3) - 200pts
Spore Mines [5] 6+ Explosive Heads Deep Strike, Fearless - 30pts
Pyrovores [3] 3+ Linked Flamers, Dreadnought Fists Acid Blood, Tough(3) - 175pts
Carnifex [1] 3+ Dreadnought Fist Monster, Tough(6) A, C, E 75pts
Exocrine [1] 3+ Plasmagun, Power Weapon Monster, Tough(6) A, E 90pts
Haruspex [1] 3+ Shotgun, Dreadnought Fist Acid Blood, Monster, Tough(6) A, E 90pts
Trygon [1] 3+ Bio-Electric Pulse (12”, A6), Dreadnought Fist Fast, Monster, Tough(6) A, E 100pts
Tyrannofex [1] 3+ Stinger Salvo (18”, A3), Acid Spray (18”, A9), Monster, Tough(6) A, D, E, G 120pts
Power Weapon
Mawloc [1] 3+ Dreadnought Fist Devour, Fast, Monster, Tough(6) A, E 120pts
Mycetic Spore [1] 4+ Ripper Tentacles (6”, A6) Mycetic Spore, Transport(21), Vehicle - 65pts

A Equip with any: L Upgrade one model with: Psychic Powers


Adrenal Glands (+1A when +5pts Broodlord Training (Tough(3), +50pts Psychic Scream (1): Target enemy unit within 6”
assaulting) Psyker(1), Hand Weapon(Rending)) must take a morale test, if failed it takes 3D6
Toxin Sacs (Poison in Melee) +10pts automatic hits.
Army Special Rules Warp Blast (2): Target enemy unit within 24” takes
B Equip all models with any: Acid Blood: Whenever a model from this unit is either D6 or D6x automatic hits (pick one).
Lash Whips (Strikes First) +15pts killed in melee its attacker takes D3 automatic hits. Catalyst (2): Target friendly unit within 12” gets
Power Fists (Rending) +70pts Brothers: This unit counts as having the Psyker(1) the Armored rule until the end of the round.
special rule, however only one model may manifest Horror (2): Target enemy unit within 24” must
C Take one: psychic powers with it per round. take a morale test and re-roll it if successful.
Devourer (Linked Carbine) +10pts Devour: This model may enter the game via Deep Onslaught (2): Target friendly unit within 24” may
Deathspitter (18”, A3) +25pts Strike, and you may place its Deep Strike marker on shoot after using Run actions until the end of the
Heavy Venom (36”, A6x) +55pts top of enemy models. Any unit within 3” of the round.
Stranglethorn (Plasma Cannon) +70pts marker takes 2D6 automatic hits. Resolve the hits as Paroxysm (3): Target enemy unit within 24” must
if they were from shooting, and place models in the re-roll successful shooting and melee attacks until
D Take one: way 1” away from the Deep Striking unit. the end of the round.
Electroshock (12”, A10x) +30pts Explosive Head: This model may never move
Shreddershard (12”, A5, Rending) +30pts more than 6” at a time, and when engaged in melee
Desiccator (12”, A5, Piercing) +30pts the enemy unit takes D3 automatic hits and this
model is immediately removed as a casualty.
E Upgrade with any: Mine Launcher: Once per round, when this model
Acid Blood +5pts is activated, you may spawn a unit of Spore Mines
Regeneration +10pts with D3 models and immediately Deep Strike it
within 48” of this unit.
F Replace all Power Fists: Mycetic Spore: This unit must Deep Strike to
Dreadnought Fists (Rending) +40pts enter the game and may only use Hold actions. It
may use all of its transport slots to embark a single
G Replace Acid Spray: Monster unit.
Fleshborer Hive (18”, A10) +35pts Regeneration: Whenever this unit takes Wounds
Rupture Cannon (Lascannon) +50pts roll one die for each, on a 5+ it is ignored.
Spawn: Once per round, when this model is
H Any model may take one: activated, you may spawn a unit of Termagants with
Spinefists (Linked Pistol) +5pts 2D6 models within 3” of this unit.
Devourer (Linked Carbine) +10pts Synapse: All friendly units within 12” roll two extra
Deathspitter (18”, A3) +15pts dice when taking morale tests and pick the highest
result as long as this unit is alive.
I Upgrade with:
Wings (Fast, Flying) +10pts

J Equip all models:


Spinefists (Linked Pistols) +10pts
Upgrade all models with any:
Wings (Flying) +10pts
Deep Strike +10pts

K Equip all models with any:


Adrenal Glands (+1A when +10pts
assaulting)
Toxin Sacs (Poison in Melee) +20pts
Dark Eldar
Name [Size] Quality Equipment Special Rules Upgrades Cost
Archon [1] 4+ Pistol (Poison), Hand Weapon Fast, Fearless, Hero, Pain, Tough(3) A, B 30pts
Succubus [1] 4+ Pistol (Poison), Hand Weapon Dodge, Drugs, Fast, Hero, Pain, Tough(3) A, C 35pts
Haemonculus [1] 4+ Pistol (Poison), Hand Weapon Drugs, Hero, Pain, Tough(3) A, D 30pts
Ur-Ghuls [2] 4+ Power Weapons Armored, Court, Fast, Furious - 45pts
Lhamaeans [2] 4+ Pistols (Poison), Hand Weapons (Poison) Court, Fast, Pain - 50pts
Sslyth [2] 4+ Carbines (Poison), Power Weapons Armored, Court, Fast - 55pts
Medusae [2] 4+ Linked Flamers Court, Fast, Pain - 60pts
Warriors [5] 4+ Pistols (Poison), Hand Weapons Fast, Pain G, H 110pts
Wyches [5] 4+ Pistols (Poison), Hand Weapons Dodge, Drugs, Fast, Pain C, H 135pts
Bloodbrides [5] 4+ Pistols (Poison), Power Weapons Dodge, Drugs, Fast, Pain C, H 150pts
Incubi [5] 3+ Power Weapons Fast, Pain E 135pts
Grotesques [5] 4+ Power Weapons Drugs, Pain, Tough(3) F, I 140pts
Wracks [5] 4+ Power Weapons (Poison) Drugs, Pain F, I 130pts
Mandrakes [5] 4+ Carbines, Power Weapons Armored, Fast, Fear, Pain, Scout, Strider - 175pts
Razorwing Flock [3] 5+ Power Fists Flying, Tough(6) - 75pts
Clawed Fiends [3] 4+ Power Fists Furious, Tough(3) - 75pts
Khymeras [5] 4+ Power Weapons Armored - 90pts
Scourges [5] 4+ Carbines (Poison) Fast, Flying, Pain H, L 125pts
Hellions [5] 4+ Carbines (Poison), Power Weapons Drugs, Fast, Flying, Pain K 170pts
Reavers [3] 4+ Assault Rifles (Poison), Hand Weapons Drugs, Fast, Flying, Pain H, M 100pts
Cronos [1] 3+ Linked Flamer, Power Fist Monster, Pain, Tough(3) P 75pts
Talos [1] 3+ Linked Assault Rifle (Haywire), 2x Power Fists Monster, Pain, Tough(3) J 95pts
Raider [1] 4+ Dark Lance (36”, A6x) Fast, Flying, Transport(11), Vehicle N, Q 85pts
Venom [1] 4+ Machinegun (Poison), Linked Assault Rifle (Poison) Fast, Flying, Transport(6), Vehicle O, Q, R 85pts
Ravager [1] 4+ 3x Dark Lances (36”, A6x) Fast, Flying, Vehicle N, Q, R 140pts

A Replace Hand Weapon: H Replace one Pistol: Q Upgrade with any:


Hand Weapon (Poison) +5pts Blast Pistol (6”, A6x) +5pts Enhanced Aethersails (+3” move +5pts
Power Weapon (Poison) +10pts Grenade Launcher +20pts on Walk actions, +6” move on Run/
Power Weapon (Deadly) +35pts Replace one Hand Weapon/Power Weapon: Assault actions)
Replace Pistol: Hand Weapon (Poison) +5pts Shock Prow (May re-roll failed +5pts
Blast Pistol (6”, A6x) +5pts Power Weapon (Poison) +10pts blocks in melee)
Corrosive Whip (Hand Weapon, +10pts Night Shields (Tough(3)) +20pts
Strikes First, Poison) I Equip one model with one: Grenade Launcher +25pts
Blaster (18”, A6x) +15pts Power Weapon (Poison) +15pts
Equip with: Corrosive Whip (Hand Weapon, +15pts R Take one:
Webway Portal (The hero and his +35pts Strikes First, Poison) Grisly Trophies (Friendly units +30pts
unit get the Deep Strike rule) Hexrifle (36”, A3x, Scope, Deadly)) +80pts within 6” get Fearless)

B Equip with any: J Take one: Army Special Rules


Private Stash (Drugs) +5pts Power Fist +15pts Court: You may deploy up to 4 units with this
Ghostplate Armor (Armored) +10pts Replace one Power Fist: special rule together to form a single big unit.
Clone Field (May re-roll blocks) +10pts Chain Flails (Piercing in Melee) Free Deadly: Whenever this weapon causes one or
Linked Liquifier Gun (12”, A2D6) +5pts more wounds to an Infantry or Monster model it is
C Replace one Pistol and Hand Weapon: Ichor Injector (Deadly in Melee) +55pts immediately killed, even if it has the Tough rule.
Razorflails (Linked Power Fist) +5pts Replace Linked Assault Rifle: Dodge: This unit gets the Armored special rule
Hydra Gauntlets (Power Fist, +10pts Linked Heat Lance (18”, A8x) +15pts when fighting melee.
Piercing) Stinger Pod (24”, A5) +20pts Drugs: Before the game begins roll one die on the
Shardnet and Impaler (Linked +20pts Linked Machinegun (Poison) +45pts following table for each unit with this rule:
Power Fist, Piercing) Result Drug
K Equip one model: 1-2 Adrenalight (All models get +1
D Take up to two: Grenade Launcher +25pts Melee Attack)
Vexator Mask (Fear) +10pts Replace one Power Weapon: 3-4 Hypex (All models get the Strikes
Liquifier Gun (12”, A2D6) +20pts Power Weapon (Poison) +5pts First special rule)
Scissorhand (Power Fist (Poison, +30pts 5-6 Serpenting (All models get Linked
Rending)) L Replace up to two Carbines: Melee weapons )
Hexrifle (36”, A3x, Scope, Deadly)) +80pts Assault Rifle (Haywire) +10pts
Shredder (12”, A5) +10pts Haywire: When hitting a Vehicle or Walker roll one
E Replace one Power Weapon: Blaster (18”, A6x) +15pts die, on a 3+ it takes an automatic wound.
Demiklaive (Choose either A6 or +10pts Heat Lance (18”, A8x) +20pts Pain: This unit gains new powers as the game
A8x when fighting Melee) Mechinegun (Poison) +35pts progresses, which you can see on this table:
Round Power
F Replace one Power Weapon: M Replace one Assault Rifle: 1 None.
Liquifier Gun (12”, A2D6) +10pts Blaster (18”, A6x) +10pts 2 May re-roll failed blocks.
Equip one model with one: Heat Lance (18”, A8x) +20pts 3 Gets +1A when assaulting.
Hand Weapon (Poison) +10pts 4 May re-roll failed morale tests.
Scissorhand (Power Fist (Poison, +30pts N Replace one Dark Lance (Raider) or
Rending)) replace any (Ravager): Spirit Probe: This unit and all friendly units within
Power Weapon (Poison, Deadly) +40pts Disintegrator Cannon (36”, A5) +5pts 6” with the Pain rule may re-roll failed blocks.

G Replace all Pistols: O Replace Linked Assault Rifle:


Assault Rifles (Poison) +25pts Machinegun (Poison) +30pts
Replace one Pistol:
Shredder (12”, A5) +10pts P Take any:
Blaster (18”, A6x) +15pts Spirit Vortex (12”, A5) +20pts
Machinegun (Poison) +35pts Spirit Probe +40pts
Dark Lance (36”, A6x) +35pts
Upgrade all models:
Trueborn (+1A in Melee) +15pts
Sisters of Battle / Adepta Sororitas
Name [Size] Quality Equipment Special Rules Upgrades Cost
Canoness [1] 3+ Pistol, Hand Weapon Faith(Passion), Fearless, Hero, Martyr, Tough(3) A, B 40pts
Ministorum Priest [1] 4+ Pistol, Hand Weapon Fearless, Hero, Martyr A, B 25pts
Cult Assassins [3] 4+ Power Weapons Conclave, Fast - 50pts
Crusaders [3] 4+ Power Weapons Armored, Conclave - 55pts
Arco Flagellants [3] 4+ Power Fists Conclave - 55pts
Battle Sisters [5] 4+ Assault Rifles Faith(Light) A, C, D 80pts
Retributors [5] 4+ Assault Rifles Faith(Guidance) A, C, G 80pts
Dominions [5] 4+ Assault Rifles Faith(Fusillade), Scout A, C 95pts
Celestians [5] 3+ Assault Rifles Faith(Hand) A, C, D 105pts
Seraphim [5] 3+ Linked Pistols Faith(Deliverance), Flying A, F 105pts
Sisters Repentia [5] 3+ Eviscerators (Power Fists) Faith(Spirit), Fast, Fearless, Furious - 165pts
Penitent Engine [1] 4+ 2x Dreadnought Fists, 2x Linked Flamers Furious, Rage, Tough(3), Walker - 105pts
Sororitas Rhino [1] 4+ Linked Assault Rifle Tough(3), Transport(11), Vehicle E, H 55pts
Exorcist [1] 4+ Exorcist Missile Launcher (48”, AD12x) Tough(6), Vehicle H 155pts

A Replace one Pistol/Assault Rifle: Army Special Rules


Shotgun +5pts Battle Standard: This unit and all friendly Infantry
Assault Rifle +5pts units within 12” roll one extra die and pick the
Plasma Pistol +10pts highest result when taking morale tests.
Flamer +15pts Chirurgeon’s Tools: Whenever this unit takes
Meltagun +15pts Wounds roll one die for each, on a 5+ it is ignored.
Take one Assault Rifle attachment: Conclave: You may deploy up to 3 units with this
Flamer (Limited) +5pts rule together to form a single big unit.
Meltagun (Limited) +5pst Faith: Once per game, when you activate this unit,
Plasmagun (Limited) +5pts you may try to use its act of faith. Roll one die, on a
Condemnor (Linked Assault Rifle, +10pts 4+ the unit gets a bonus until the end of the round:
Poison against units with Psykers) Act of Faith Effect
Take one or Replace Hand Weapon: Deliverance All weapons get Piercing
Hand Weapon +5pts Fusillade All weapons ignore cover.
Power Weapon +10pts Guidance All weapons get Rending
Power Fist +15pts Hand All models get Furious.
Light All weapons get Linked.
B Replace Pistol: Spirit All models get Armored.
Plasmagun +20pts Passion All models get Hatred.
Equip with:
Rosarius (Tough(+3)) +10pts Laud Hailer: All friendly units within 12” may re-
roll failed act of faith rolls.
C Equip one model with one: Martyr: If this model is killed all friendly units may
Laud Hailer +10pts use their act of faith without having to roll for it
Simulacrum Imperialis +10pts until the end of the round.
Chirurgeon’s Tools +10pts Rage: This unit ignores Shaken results.
Battle Standard +45pts Simulacrum Imperialis: This unit may use its act
of faith twice per game.
D Replace one Assault Rifle:
Linked Flamer +10pts
Machinegun +30pts
Multi-Melta +30pts

E Replace Linked Assault Rifle:


Linked Flamer +10pts
Linked Machinegun +30pts
Linked Multi-Melta +30pts

F Replace one Linked Pistol:


Linked Flamer +15pts
Linked Meltagun +20pts

G Replace any Assault Rifle:


Linked Flamer +10pts
Machinegun +20pts
Multi-Melta +20pts

H Upgrade with any:


Dozer Blade (Re-roll dangerous +10pts
terrain rolls)
Pintle Mount (Linked Assault Rifle) +10pts
Hunter-Killer Missile (Missile +20pts
Launcher (Limited))
Extra Armor (Tough(+3)) +20pts
Daemonhunters / Grey Knights
Name [Size] Quality Equipment Special Rules Upgrades Cost
Brotherhood 3+ Linked Assault Rifle, Power Weapon Aegis, Armored, Fearless, Hero, Psyker(1), - 120pts
Champion [1] Tough(6)
Inquisitor [1] 4+ Pistol, Hand Weapon Hero, Tough(3) A, C 20pts
Librarian [1] 3+ Pistol, Power Weapon Aegis, Fearless, Psyker(2), Tough(3) H 100pts
Techmarine [1] 3+ Pistol, Power Fist Aegis, Armored, Fearless, Servo Arm, Tough(3) C 70pts
Mystics [3] 4+ Pistols Beacon, Warband - 45pts
Acolytes [3] 4+ Pistols, Hand Weapons Warband B, C 45pts
Daemonhosts [3] 4+ Power Weapons Warband - 45pts
Jokaeros [3] 4+ Linked Hand Weapons Armored, Warband F 50pts
Arco Flagellants [3] 4+ Power Fists Warband - 55pts
Banishers [3] 4+ Pistols, Power Weapons Warband - 55pts
Crusaders [3] 4+ Power Weapons Armored, Warband - 55pts
Servitors [3] 4+ Power Fists Warband E 55pts
Psykers [3] 4+ Pistols Brothers, Warband - 75pts
Strike Squad [5] 3+ Linked Assault Rifles, Hand Weapons Aegis, Brothers, Deep Strike, Fearless D 230pts
Terminators [5] 3+ Linked Assault Rifles, Hand Weapons Aegis, Armored, Brothers, Deep Strike, Fearless D 245pts
Eversor Assassin [1] 3+ Pistol (Poison), Linked Power Fist (Poison) Fast, Fearless, Furious, Tough(3) - 60pts
Culexus Assassin [1] 3+ Linked Shotgun (Scope), Power Fist Fast, Fearless, Scout, Tough(3) - 60pts
Callidus Assassin [1] 3+ Linked Flamer, Power Fist (Rending) Armored, Fast, Fearless, Tough(3) - 80pts
Vindicate Assassin [1] 3+ Sniper Rifle (36”, A3x, Scope), Plasma Pistol, Fast, Fearless, Tough(3) - 85pts
Power Fist
Dreadknight [1] 2+ 2x Dreadnought Fist Aegis, Deep Strike, Fearless, Monster, Psyker(2), G 170pts
Tough(3)

A Replace Pistol: G Take up to two: Psychic Powers


Pistol (Poison) +5pts Linked Plasmagun +30pts Sanctuary (1): All enemy units within 12” treat all
Condemnor (Linked Assault Rifle, +10pts Linked Minigun (Rending) +45pts terrain as Dangerous until the end of the round.
Poison against units with Psykers) Linked Incinerator (18”, A6) +55pts Infinity Gate (1): The psyker and his unit may Deep
Plasmagun +15pts Upgrade with any: Strike anywhere.
Incinerator (18”, A6) +25pts Teleporter +10pts Hammerhand (1): The psyker and his unit get
Sniper Rifle (36”, A3x, Scope) +30pts Linked Dreadnought Fist +30pts Piercing Melee until the end of the round.
Lascannon +50pts Dreadnough Fist (Rending) +40pts Purge Soul (1): Target enemy unit within 24” must
Replace Hand Weapon: take a morale test. If failed the unit takes D3
Hand Weapon (Poison) +5pts H Upgrade Psyker(2): automatic wounds.
Upgrade with any: Psyker(3) +15pts Cleansing Flame (2): Target enemy unit within 12”
Terminator Armor (Armored) +10pts takes 3D6 automatic hits.
3x Servo-Skull +15pts Imperial Force Vortex of Doom (2): Target enemy unit within 12”
Psyker(1) +40pts When using this army you may take any of the takes D6 automatic wounds.
following vehicles and their respective upgrades
B Replace any Pistol: from the Space Marines and the Imperial Guard
Flamer +10pts armies: Dreadnought, Rhino, Razorback, Land
Meltagun +10pts Raider and Chimera. Vehicles bought this way cost
Plasmagun +15pts +15pts and have the Aegis and Resilient rules.
Equip all models with:
Shields (Armored) +10pts Army Special Rules
Aegis: Whenever this unit is the target of an enemy
C Replace one Pistol: psychic power you may roll one die, on a 5+ all
Plasma Pistol +5pts effects are ignored.
Assault Rifle +5pts Beacon: Friendly unit may choose arrive from
Linked Assault Rifle +10pts reserves on a 3+, however they must then deep
Take one Assault Rifle attachment: strike within 6” of this unit.
Flamer (Limited) +5pts Brothers: This unit counts as having the Psyker(1)
Meltagun (Limited) +5pts special rule, however only one model may manifest
Plasmagun (Limited) +5pts psychic powers with it per round.
Replace Hand Weapon: Resilient: Whenever this unit suffers from a
Power Weapon +5pts “shaken” result roll one die, on a 4+ it is ignored.
Power Fist +10pts Servo Arm: Once per turn, if this unit is inside or
within 2” of a Vehicle, it may try to repair it. Roll
D Replace one Linked Assault Rifle: one die and on a 4+ the vehicle stops being tracked.
Plasmagun +15pts Servo-Skull: This model may be placed anywhere
Minigun (Rending) +25pts on the table outside of the enemy deployment zone
Incinerator (18”, A6) +25pts before deplying either force. Enemy scouts may not
Replace any Hand Weapon: deploy within 12” of this unit, and this unit counts
Halberd (Power Weapon) +5pts as having the Beacon special rule. This model may
Falchions (Linked Power Weapons) +10pts not be attacked in any way, and if an enemy unit
Staff (Power Weapon, Ward) +15pts moves within 6” of it, it is removed from the game.
Daemon Hammer (Power Fist) +10pts Teleporter: This unit may move through other
Equip all models with: units and obstacles, and it adds +D6” to its move.
Teleporters +15pts Warband: You may deploy up to 4 units with this
rule together to form a single big unit.
E Replace any Power Fist: Ward: This unit may re-roll failed Aegis rolls.
Machinegun +15pts
Multi-Melta +15pts
Lascannon +40pts

F Upgrade any model with one:


Linked Flamer +15pts
Multi-Melta +25pts
Lascannon +55pts
Chaos Daemons
Name Quality Equipment Special Rules Upgrades Cost
Bloodthirster [1] 2+ Lash (12”, A3x), Dreadnought Fist Deep Strike, Flying, Furious, Hero, Monster, Tough(6) - 110pts
Lord of Change [1] 2+ Power Fist Deep Strike, Flying, Hero, Monster, Psyker(2), Tough(6) A 145pts
Great Unclean One [1] 2+ Power Fist (Poison) Deep Strike, Hero, Monster, Psyker(1), Tough(9) A 160pts
Keeper of Secrets [1] 2+ Power Fist (Strikes First) Deep Strike, Fast, Hero, Monster, Psyker(1), Tough(6) A 145pts
Herald of Khorne [1] 4+ Power Weapon Deep Strike, Furious, Hero, Tough(3) B 25pts
Herald of Tzeentch [1] 4+ Hand Weapon Deep Strike, Fast, Flying, Hero, Psyker(1), Tough(3) C 60pts
Herald of Nurgle [1] 4+ Hand Weapon (Poison) Armored, Deep Strike, Hero, Tough(3) D 35pts
Herald of Slaanesh [1] 4+ Hand Weapon (Strikes First) Deep Strike, Fast, Hero, Tough(3) F 25pts
Bloodletters [5] 4+ Hand Weapons Deep Strike, Furious E, G 85pts
Pink Horrors [5] 4+ Fists/Claws Deep Strike, Horrors E, H 65pts
Plaguebearers [5] 4+ Fists/Claws Armored, Deep Strike E, I 75pts
Daemonettes [5] 4+ Fists/Claws Deep Strike, Fast E, J 70pts
Nurglings [3] 5+ Power Fists Armored, Deep Strike, Scout, Tough(3) - 95pts
Bloodcrushers [3] 4+ Power Weapons Deep Strike, Fast, Furious, Tough(3) E, G 85pts
Flamers [3] 4+ Flamers, Hand Weapons Brothers, Deep Strike, Fast, Flying, Tough(3) - 150pts
Beasts [3] 4+ Power Fists (Poison) Armored, Deep Strike, Tough(3) - 125pts
Fiends [3] 4+ Hand Weapons Deep Strike, Fast, Tough(3) - 70pts
Flesh Hounds [5] 4+ Hand Weapons Deep Strike, Furious, Scout, Tough(3) - 130pts
Screamers [3] 4+ Power Weapons (Rending), Brothers, Deep Strike, Fast, Flying, Tough(3) - 190pts
Slashing Attack
Plague Drones [3] 4+ Power Weapons Armored, Deep Strike, Fast, Flying, Tough(3) E, I, K 115pts
Chaos Furies [5] 4+ Fists/Claws Deep Strike, Flying L 75pts
Seekers [5] 4+ Power Weapons Deep Strike, Fast E, J 100pts
Daemon Prince [1] 2+ Dreadnought Fist Deep Strike, Monster, Tough(3) L, M 70pts
Soul Grinder [1] 3+ Autocannon, 2x Dreadnought Fist Deep Strike, Resilient, Tough(3), Walker L, N 140pts
Blood Throne [1] 4+ - Deep Strike, Transport(1), Tough(3), Vehicle - 30pts
Seeker Chariot [1] 4+ Shredder (+D3 hits on assaults) Deep Strike, Fast, Vehicle - 30pts
Hellflayer [1] 4+ Flayer (+D6 hits on assaults) Deep Strike, Fast, Vehicle - 40pts
Burning Chariot [1] 4+ 2x Linked Flamer Deep Strike, Fast, Vehicle O 50pts
Skull Cannon [1] 3+ Battle Cannon Deep Strike, Fast, Tough(3), Vehicle - 255pts

A Upgrade Psyker(1): H Take one: Army Special Rules


Psyker(2) +20pts Blasted Standard (Once per game +10pts Beacon: Friendly unit may choose arrive from
Psyker(3) +35pts this unit deals 2D6 hits to a unit it reserves on a 3+, however they must then deep
Upgrade Psyker(2): targets for psychic powers) strike within 6” of this unit.
Psyker(3) +20pts Brothers +35pts Brothers: This unit counts as having the Psyker(1)
special rule, however only one model may manifest
B Take one: I Take one: psychic powers with it per round.
Locus of Abjuration (The herald +15pts Plague Banner (Once per game this +5pts Horrors: Every time this unit suffers a wound in
and his unit get the Armored rule unit gets Poison melee weapons) melee place a marker next to it, and if it is not
against Psychic Powers) completely destroyed then the enemy it fought
Locus of Wrath (The herald and his +15pts J Take one: takes as many hits as markers (before determining
unit get the Hatred rule) Rapturous Standard (Once per +10pts who won the melee), and all markers are removed.
Locus of Fury (The herald and his +20pts game if this unit is in melee the Resilient: Whenever this unit suffers from a
unit get the Fast rule) enemy must re-roll successful hits) “shaken” result roll one die, on a 4+ it is ignored.
Slashing Attack: Once per turn this unit may deal
C Take one: K Equip all models with one: D6 automatic hits to one enemy unit it passes over.
Locus of Conjuration (The herald +10pts Linked Pistols (Poison) +20pts
provides +1 power dice per round) Power Weapons (Poison) +40pts Psychic Powers
Locus of Transmogrification (If the +10pts Power Weapons (Rending) +55pts Nurgle’s Corruption (1): Target enemy unit within
herald joins a unit with Horrors it 12” takes D6 automatic hits with Poison.
may place D3 markers instead of 1) L Upgrade all models with one: Bolt of Change (1): Target enemy unit within 24”
Locus of Change (The herald gets +10pts Slaneesh (+3” move on Walk, +6” +10pts takes one automatic hit with Piercing, and for
+D6 melee attacks) move on Run/Assault) each Wound suffered from this the unit takes an
Khorne (+1A when assaulting) +10pts additional D3 hits with Piercing.
D Take one: Nurgle (May re-roll failed blocks) +15pts Acquiescence (2): Target enemy unit within 18”
Locus of Virulence (The herald and +5pts Tzeentch (Brothers) +35pts gets Strikes Last until the end of the round.
his unit have Poison Melee attacks Plague Wind (2): Target enemy unit within 12”
on hit rolls of 6) M Upgrade with: takes 2D6 automatic hits with Poison.
Locus of Fecundity (The herald gets +10pts Wings (Fast, Flying) +10pts Lash of Slaanesh (2): Target enemy unit within 24”
the Tough(3) rule) Take one: takes D6 automatic hits with Rending.
Locus of Contagion (Roll one die +10pts Psyker(1) +35pts Fire of Tzeentch (3): Target enemy unit within 24”
before melee, on a 6 the herald Psyker(2) +55pts takes 2D6 hits, and for each Wound suffered from
and his unit get +2 melee attacks) Psyker(3) +70pts this the unit takes an additional D3 hits.

E Take one: N Take one:


Chaos Icon (Beacon) +10pts Baleful Torrent (18”, A6) +35pts
Multi-Melta +35pts
F Take one: Plasma Cannon (Indirect) +90pts
Locus of Grace (The herald and his +10pts Take one:
unit get the Strider rule) Linked Dreadnought Fist +25pts
Locus of Beguilement (The herald +10pts
and his unit get Linked weapons) O Upgrade with:
Locus of Swiftness (The herald and +15pts Horror Crew (Enemy units within +10pts
his unit get the Strikes First rule) 6” must re-roll morale tests)

G Take one:
Blood Banner (Once per game this +5pts
unit moves +6” when assaulting)

You might also like