1p40k - Complete v2.8
1p40k - Complete v2.8
1p40k - Complete v2.8
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.
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 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 - -
G Take one:
Blood Banner (Once per game this +5pts
unit moves +6” when assaulting)