1p40k - complete v1.27.2

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  • Introduction

    Hello, and welcome to One Page 40k!

    One Page 40k is a single-page ruleset played with

    Warhammer 40.000 miniatures that was designed to be

    fast to learn and simple to play.

    Gameplay is focused around alternating activations and

    simple combat mechanics to keep both players on their

    toes and engaged at all times.

    We recommend printing page 2 and 4 on a single sheet,

    and your army page onto another sheet. This way you will

    always have all rules, special rules and units at hand as you

    are learning the game and getting to know your army.

    You can find various supplements to this ruleset and other

    one page rules at onepagerules.wordpress.com. You can

    find more awesome art at rosscarlisle.tumblr.com.

    If you wish to get involved in the games development or

    have any questions you can head over to our forums at

    onepagerules.proboards.com, or write me an e-mail at

    [email protected].

    Thank you for playing and happy wargaming,

    One Page Anon (Rules) and Ross Carlisle (Art)

    Index

    1. Introduction & Index

    2. Core Rules

    3. Advanced Rules

    4. Common Special Rules

    5. Space Marines

    6. Imperial Guard / Astra Militarum

    7. Orks

    8. Eldar

    9. Chaos Space Marines

    10. Tau

    11. Necrons

    12. Tyranids

    13. Dark Eldar

    14. Sisters of Battle / Adepta Sororitas

    15. Daemonhunters / Grey Knights

    16. Chaos Daemons

  • One Page 40k Rules v1.27.2 by OnePageAnon (http://onepagerules.wordpress.com/)

    General Principles

    The Most Important Rule: Whenever a rule is unclear or does not seem quite right, use common sense and personal preference. Units: Each unit consists of one or more models acting as a single entity, and is defined by their quality, size and whatever equipment and special rules they have. You can find unit profiles in their respective army supplement. Quality Tests: Whenever a rule states that you must take a Quality test roll one six-sided die trying to score the units Quality value or higher, and if it does that counts as a success. Additional Dice: Whenever a rule refers to adding dice they are added to the unit as a whole, and not to each individual model (dice are added to the most common weapon that is being used). Line of Sight: If you can draw a straight line from the attacker to the target without passing through any solid obstacle, then he has line of sight.

    Before we begin... Preparation: The game is played on a flat 6x4 surface, with at least 10 pieces of terrain on it. The players roll-off, and the winner chooses on what side to deploy and has to start first. Then the players alternate in placing one unit each within 12 of their table edge. Objective: After 4 rounds the game ends, and both players sum the point value of all enemy units they destroyed or that are fleeing. The player with the most points wins.

    Playing the Game The game is played in rounds, with each round consisting of alternating player turns in which a single unit is activated. Before each round the players roll-off to see who goes first, and players continue alternating in activating units until all units have been activated.

    Activation The player declares which unit he wishes to activate, and it may do one of the following:

    Action Move Notes Hold 0 May shoot. Hunker 0 May not shoot. Gets +1

    die to blocking shots. Guard 0 May react once per round

    by firing at enemy movement across its line of sight. Target gets +1 die to blocking.

    Walk 6 May shoot after moving. Run 12 May not shoot. Assault 12 Move into close combat

    with enemy, gets +1 die to melee attacks.

    Moving

    Units may move and turn in any direction regardless of the models facing, and they may only move within 1 of other units if assaulting. All members of a unit must remain within 1 of at least one other member and within 12 of all other members at all times. If any member of the unit is further than 1/12 you must use a Walk, Run or Assault action to get it back into coherency.

    Shooting All models in a unit that are in range and have line of sight of an enemy unit may shoot one weapon at it. Units may not shoot into or out of close combat under any circumstance. The attacker takes one Quality test per Firepower in the unit, and each success is a hit. The target then takes as many Quality tests as hits, and each success is a block. Subtract the number of blocks from the number of hits, and remove as many models from the target unit as the resulting number (defender may remove them in any order).

    Close Combat When using an Assault action move as many models as possible into base contact with models in the target unit. The opponent then moves as many models into base contact with attacking models by moving up to 3. Any model that is in base contact with an enemy model or that is in base contact with a friendly model that is in base contact with an enemy model may strike with all its melee weapons. Both units strike simultaneously with all weapons, which is resolved like shooting, and casualties are removed after all attacks have been resolved. Compare how many models each unit lost, and if one unit lost more models than the other it must take a morale test. If neither unit is destroyed or flees the combat starts over as soon as one of the units is activated again, which fights close combat as its action for that round (this does not count as an assault for the purpose of special rules). When a unit that is already in close combat is assaulted by another unit do not move models in the target unit, and the assaulting unit gets +1 dice to melee attacks for that combat.

    Morale Whenever shooting brings a unit down to half the size it was before the attack or it loses more models in close combat, it must take a morale test. The unit takes a Quality test and if it is unsuccessful the unit flees 2D6 away from the nearest enemy within line of sight, or else toward the nearest table edge. If this move brings any models from the unit outside of the table borders or if it is impossible for the unit to complete its full move, then the entire unit is removed as a casualty. A unit that is fleeing must take a morale test to be activated. If it fails it flees 2D6 again and counts as activated for that round. If a fleeing unit must take a morale test and is successful it does not move, however it still counts as fleeing.

    Terrain Cover (forests, ruins, sandbags, etc.): Units in cover get +1 die to blocking when being shot. If at least half of the models in a unit are within cover terrain, the entire unit counts as being in cover. If at least half of the models in a unit are hidden by a tall obstacle (like a building or vehicle) from the perspective of the attacker it counts as in cover. Difficult Terrain (woods, mud, rivers, etc.): Units halve their movement when crossing this terrain. Elevation (cliffs, roofs, ledges, etc.): Units get +1 die to shots when being at least 2 above their target.

    Army Composition Each player may take up to 750pts or 1500pts worth of units and upgrades in his army (you decide), and each army may only have one Hero. You may also take any combination of up to two special units from the following: Monsters, Vehicles and Walkers. Each unit can be made up of as many multiples of models as * next to its size, and as many models as multiples taken may equip items from the upgrades list they have access to.

    Units Types Heroes: May join non-monster/vehicle/walker units of same Quality when deploying. Monsters: May fire all of their weapons (even at separate targets) when using a Hold action, may not hunker and never fail morale tests. Whenever assaulting non-monster/walker units the target must take a morale test after combat, regardless of casualties. Dont get benefits from cover/elevation. Walkers: May fire all of their weapons (even at separate targets) when suing a Hold action. Walkers may not hunker, never fail morale tests and follow vehicle damage rules. Dont get any benefits from cover/elevation.

    Vehicles: Vehicles may do one of the following when activated:

    Action Move Notes Hold 0 May fire all of its weapons,

    even at separate targets. Move 10 May shoot after moving. Cruise 20 May not shoot. Ram 20 Move into base contact with

    enemy monster, vehicle or walker.

    Vehicles may pivot once by up to 90 when using Hold actions or by up to 45 at any point during a Move or Cruise action (may not move sideways, and move at half speed when reversing). When using Ram actions the vehicle deals D3 automatic hits to the enemy, and deals D3 automatic hits to its own front facing. If a vehicle is attacked in close combat it may not strike back and it is never locked in close combat (may freely move away from models in base contact). Vehicles may move over enemy units non-monster/vehicle/walker units, as long as they stop at least 1 away from enemy models. All units it moved across take as many hits as models the vehicle passed over in that unit. Vehicles get no benefit from cover/elevation. When a vehicle fails to block one or more hits, roll on this table for each:

    Result Effect 1-2 Shaken (must roll a 4+ to activate). 3-4 Tracked (may not move or pivot). 5-6 Destroyed.

    If the vehicle is hit in the front roll 2 dice and choose the lowest result, in the side roll 1 die, and in the rear roll 2 and choose the highest. If you are not sure where the hit came from it counts as a side hit. When destroyed do not remove the model but instead place a suitable marker on the vehicle.

    Each ranged weapon provides as many dice to shooting as its Firepower, and range less weapons provide Firepower to close combat. Units that do not have a melee weapon listed in their equipment are assumed to use fists/claws. Weapons with D(n) Firepower roll an (n) sided die to determine Firepower for that attack. When attacking vehicles/walkers halve the amount of hits (rounding down), or double them for weapons with x next to their Firepower.

    Name Range FP Fists/Claws - 1 Hand Weapon - 2 Power/Force Weapon - 3 Power Fist - 4 Dreadnought Fist - 5x

    Pistol 12 1 Shotgun 12 2 Grav Pistol 12 3x Plasma Pistol 12 4x Meltagun 12 5x Flamer 12 D3+1 Heavy Flamer 12 D6+1 Carbine 18 1 Gravgun 18 3x Assault Rifle 24 1 Assault Cannon 24 2 Grenade Launcher 24 3x Plasmagun 24 4x Multi-Melta 24 5x Rifle 30 1 Sniper Rifle 36 2 Heavy Bolter/Multi-Laser 36 3 Plasma Cannon 36 4x Mortar/Missile Launcher 48 3x Autocannon 48 4x Battle Cannon 48 5x Lascannon 48 6x

    Weapons

  • Advanced Rules Advanced Rules

    Once you have gotten familiar with the way One Page 40k works, you might want to try using advanced rules to spice up the game.

    Terrain A great way to introduce variety in your games is by giving crossable terrain (such as forests and rivers) a random type as you play. When a player wants to move a unit into or across a piece of terrain roll one die and consult the following table before moving any models, and once the terrain type is revealed you must finish the original movement.

    Result Type 1-2 Difficult Terrain 3-4 Dangerous Terrain 5-6 Deadly Terrain

    Dangerous Terrain (quicksand, razor wire, mine fields, etc.): Roll one die for every model that moves into or across dangerous terrain. The unit takes one hit for each 1 you roll. Deadly Terrain (acid pools, lava, canyons, etc.): Models that move into or across deadly terrain are immediately removed as casualties.

    Denying the Witch and Perils of the Warp Denying the Witch and Perils of the Warp offer a new tactical element to psyker combat and casting psychic powers. When an opposing psyker within 12 casts a psychic power, or when an opposing psychic power is cast on a target within 12 of your psyker, you may try and deny the witch. Note that a psyker that has already cast a psychic power this round may not deny the witch, and a psyker that denies the witch during a round may not cast psychic powers on his turn. To deny the witch roll as many dice as the psykers level, and pick the highest result. If the result beats the casting psykers highest result, then the powers effects are not resolved. When rolling two or more 6s on casting a psychic power or when denying the witch, the psyker loses control of his power and suffers perils of the warp, taking D6 automatic hits.

    Buildings Buildings are terrain models that consist of one solid block which cannot be opened or reached into. Each building has a transport capacity, quality value of 4+, armor value and the Tough special rule. Buildings are treated just like transport vehicles in regards to entering, exiting and their destruction. A unit that is within a building may use a Walk or Run action to get onto the roof of the building. Units on the roof of the building behave as if they were in open terrain, and have to leave the roof to be able to exit the building. Units may shoot into and out of any side of the building that has some sort of firing point, and units within the building always count as being in cover and shooting from the topmost floor (not the roof). Units may chose to fire at units within a building, or at the building itself. When shooting at units within the building any missed shot may be re-rolled, and on a 4+ the building is hit instead. Buildings are treated like vehicles when it comes to hits. Units may use an Assault action to get into base contact with a building to attack a unit inside it. All models in both units attack, and the unit within the building gets +1 attack dice. If the unit within the building is destroyed or flees, then the assaulting unit automatically enters the building. Here are some guidelines for buildings:

    Name Transport Armor Clay Hut 6 - Wooden Shed 6 1 Brick House 11 2 Apartment Block 21 3 Small Bunker 11 4 Large Bunker 21 5

    Ruins

    Ruins are terrain models that consist of one or more pieces which can either be opened or reached into. Ruins count as difficult terrain, and they have a quality value of 4+, an armor value, and the Tough special rule. Ruins are treated just like transport vehicles in regard to their destruction. Models may move onto and off of different floors of the building by using either a Walk action to move up/down by one floor, or a Run action to move up/down by two floors. Units may shoot into and out of any side of the ruin that has some sort of firing point, and the entire unit counts as being at the elevation at which most models are (if an equal amount of models is on different floors, then elevation is counted from the position of the higher models). Units may choose to fire at units within a ruin, or at the ruin itself. When shooting at units within the ruin any missed shot may be re-rolled, and on a 4+ the ruin is hit instead. Ruins are treated like vehicles when it comes to hits. Units may use an Assault action to get into base contact with the lowest model in the ruin. The assaulting unit automatically climbs as many floors necessary to reach the lowest model, and the target unit gets as many extra dice to attacking as floors that the assaulting unit had to climb. All models in both units attack, and if the unit within the ruin is destroyed or flees, then the assaulting models are placed on the same floor as the highest model of the unit that was within the ruin. Here are some guidelines for ruins:

    Name Armor Clay - Wood 1 Bricks 2 Concrete 3 Reinforced Steel 4 Composite Materials 5

    Objectives When using advanced objectives the table and armies are set up just like a regular game. You can either choose any of these or play with a random one by rolling a die on this table:

    Result Objective 1 Duel 2 Seize Ground 3 Relic Hunt 4 Sabotage 5 Breakthrough 6 Last Stand

    1 - Duel: This objective is the standard game objective as described in the Rules section. 2 - Seize Ground: After 4 rounds the game is over, and the battlefield is divided into four equal quarters, and both players sum the point value of all their non-fleeing units in each quarter. Compare the points for each quarter, and the player that has more points in one quarter counts as having seized it. The player with the most seized table quarters wins. 3 - Relic Hunt: Before deploying armies D3+2 relic markers are placed on the table. Roll-off to see who goes first, and then alternate in placing one marker each. The markers must be placed at least 12 away from any table edge and from any other marker. After 4 rounds the game is over, and both players must see how many relics they seized. If a non-fleeing unit is within 3 of a relic marker whilst no enemy units are within 3 of the same marker, it counts as seized. The player with the most seized relics wins. 4 - Sabotage: Before deploying armies two relay markers are placed on the table. Roll-off to see who goes first, and place one relay marker within your deployment zone, at least 6 away from the table edge. A relay marker may only be attacked by assaulting it, it has no attacks and has Quality 4+ and the Tough special rule. After 4 rounds the game is over, and the player that has managed to destroy the enemy relay marker whilst keeping its own relay marker alive wins. 5 - Breakthrough: Before deploying armies the players roll-off to see who the attacker is, and the opposing player becomes the defender. After 4 rounds the game is over, and if at least 25% of the attackers force (worked out by point cost) is within the defending players deployment zone he wins. 6 - Last Stand: Before deploying armies the players roll-off to see who the attacker is, and the opposing player becomes the defender. The defending player must split his army in half (worked out by point cost), and deploy one half within 6 of the table centre, this half will be referred to as the defenders. The other half of his army must be deployed within 3 of any table border. The attacking player then deploys his army anywhere on the table, at least 12 away from enemy models. After 4 rounds the game is over, and if at least 75% of the defenders (worked out by point cost) are still alive and not fleeing, the defending player wins.

  • Common Special Rules Common Special Rules

    Armor(X): This unit adds +X dice when blocking attacks. If a unit with armor joins another unit (with or without armor), you must use the highest armor value for the entire unit. Units of Vehicles/ Walkers treat each model separately for the purposes of Armor. Beacon: If a friendly unit tries to deep strike within 6 of this unit, it does not scatter. Brothers: This unit counts as having the Psyker(1) special rule, however only one model may cast psychic powers with it per round. Combi: This weapon may only be used once per game. Deep Strike: You may choose not to deploy this unit with your army, and instead keep it in reserve. After round 1 you may roll one die at the beginning of each round, before seeing who goes first. On a 4+ you may place a marker anywhere on the table, at least 12 away from enemy units (if there is no spot on the table at least 12 away from enemy units, place the deep striking unit on the spot furthest from any enemy unit). Roll a dice, on a 2+ the unit is placed on the position of the marker (if the unit has multiple models they must all be in base contact with each other). On a 1 the unit scatters, and your opponent may move the marker anywhere within 12 of its original position before placing the models. If a unit has not arrived by the last round it arrives automatically (scatters on 4+). If a unit with this ability joins a unit without it, you must pay +5pts per model without it so that it gets the ability. Executioner: This model may be deployed as part of a unit of same Quality. Whenever a unit this model is part of fails a morale test, remove one model from it as a casualty and re-roll. Fast: This unit adds 3 at the end of any movement, including fleeing. If a unit with this ability joins a unit without it, you must pay +5pts per model without it so that it gets the ability. Fearless: Unit may re-roll failed morale tests. Flying: This unit may move over units and terrain as if it was moving over open terrain. If a unit with this ability joins a unit without it, you must pay +5pts per model without it so that it gets the ability. Furious: This model gets +1 dice to close combat when assaulting, and may use a 6 Assault action to disembark from transports. Heavy: This unit may never move more than 6 at a time, and it may fire all of its weapons when using a Hold action. Indirect: This weapon may be fired at enemies that are not within line of sight, and it ignores cover from sight blocking terrain. The target unit gets +1 dice to blocking (even if several Indirect weapons are fired by the same unit). Linked: May re-roll failed shooting attacks. Poison: Units must re-roll successful blocks when attacked by this weapon, and this weapon deals no damage to vehicles/walkers. Psyker(X): This model may cast one psychic power during the shooting phase instead of firing its weapon. To cast a psychic power the psyker must have line of sight, and the psyker may cast psychic powers on units engaged in close combat. Psykers that are in close combat themselves may also cast psychic powers on their own unit, or on the unit that they are fighting. When casting a psychic power you must first roll X dice and score at least one 4+ and then you may resolve its effects. Psykers may join non-monster/vehicle/walker units of same Quality when deploying. Rending: When rolling a 6 to hit with this weapon, the hit automatically causes one casualty to non-vehicle/walker units. This weapon does not halve its hits when firing at vehicles/walkers. Repair: Once per turn, if this unit is inside a vehicle or within 2 of it, you may try to repair it. Roll one die and on a 4+ the vehicle stops being tracked. Resilient: This unit activates on 2+ instead of 4+ when suffering shaken results.

    Resistance(X): This unit gets +X dice when defending against psychic powers. Scope: This model has Quality 2+ when shooting with this weapon. Scout: This unit is deployed after all other non-scout units have been deployed. You may deploy this unit anywhere on the table at least 12 away from enemy units (if both players have Scout units roll-off to see who deploys first). If a unit with this ability joins a unit without it, you must pay +5pts per model without it so that it gets the ability. Sidecar: May fire all of its weapons, even at separate targets, when using a Hold action. Strikes First: When fighting close combat you resolve this models hits first and remove enemy casualties before they get to attack. Strikes Last: When fighting close combat you resolve enemy hits first and remove friendly casualties before they get to attack. Teleporter: When using a Walk action, you may place this unit anywhere within 6+2D6 of its position, passing through any units or terrain. If a unit with this ability joins a unit without it, you must pay +5pts per model without it so that it gets the ability. Torrent: Add +2D6 to this weapons range every time you fire it. Tough: Whenever this unit would remove a model as a casualty place a wound marker next to it instead. Whenever this unit has accumulated 3 wound markers you must remove one model as a casualty and remove 3 wound markers. If a unit with this special rule joins a unit without it, only apply this rule to that unit, and you must either accumulate wound markers until all models with this rule have been removed as casualties, or remove other models as casualties before starting to accumulate wound markers. Transport(X): This vehicle may hold X non-monster/vehicle/walker models. A unit that moves into contact with a transport may embark, and embarked units may use a Walk action to disembark. Units may also be deployed within a transport at the beginning of the game. Transports may not move on a round where models embarked/disembarked. If a unit is within a transport when it is destroyed it takes D6 hits. Resolve the hits like shooting and place the models within 2 of the transport. Toxin: Whenever this unit attacks in close combat it gets +D2 dice against non-vehicle/walker units.

    Space Marines Tactics Black Templars: All units have the Fast special rule until the end of this round. Blood Angels: All non-vehicle/walker units have the Furious special rule until the end of this round. Dark Angels: All non-vehicle/walker units may re-roll failed morale tests (Fearless units may roll twice) until the end of this round. Imperial Fists: All non-vehicle/walker units may re-roll failed hits from pistols and assault rifles (Linked weapons may roll twice) until the end of this round. Iron Hands: All vehicle/walker units have Armor(+1) until the end of this round. Raven Guard: All non-vehicle/walker units have Armor(+1) until the end of this round. Salamanders: All flamers and heavy flamers may roll one extra die when determining firepower until the end of this round. Space Wolves: Roll one die. On a 4+ place a unit of wolves with D6+4 models within 6 of any table edge. On a 1-3 your opponent may choose on which table edge you place them. Name Quality Equipment Wolf 4+ Hand Weapon Ultramarines: All units may re-roll failed hits when fighting in close combat until the end of this round. White Scars: All non-vehicle/walker units may fire their weapons after using a Run action as if they had used a Walk action until the end of this round.

    Psychic Powers All psykers may take any of the following psychic powers. Note that the point cost of the power depends on the psykers level. Psychic Power 1 2 3 Assail (Target unit within 18 takes D6 hits)

    15 20 25

    Flame Breath (Target unit within 12 takes 2D6 hits)

    20 30 35

    Prescience (Target unit within 12 may re-roll failed attacks until the end of this round)

    30 45 50

    Banishment (Target unit within 24 must re-roll successful blocks until the end of this round)

    30 45 50

    Smite (Target unit within 18 takes 2D6 hits)

    30 45 55

    Psychic Shriek (Target unit within 18 takes a morale test. If it fails remove D3 models as casualties or add D6 wound markers to its Tough count)

    30 45 55

    Summoning (Place a unit of 10 bloodletters, 10 pink horrors, 10 plaguebearers or 10 deamonettes within 12. Once successful this psychic power may not be used again during the same game)

    85 130 150

  • Space Marines Name Size Quality Equipment Special Rules Upgrades Cost Captain 1* 3+ Pistol, Hand Weapon Armor(1), Fearless, Hero, Tactics, Tough A, B 65pts Terminator Captain 1* 3+ Linked Assault Rifle, Power Fist Armor(2), Fearless, Hero, Tactics, Tough G 90pts Librarian 1* 3+ Pistol, Force Weapon Armor(1), Fearless, Tough, Psyker(1) A, B 55pts Techmarine 1* 3+ Pistol, Power Fist Armor(2), Fearless, Repair, Tough A, B 65pts Assault Scouts 5** 4+ Pistols, Hand Weapons Fearless, Scout A, B, C 105pts Tactical Scouts 5** 4+ Assault Rifles Fearless, Scout A, B, C 105pts Assault Marines 5** 3+ Pistols, Hand Weapons Armor(1), Fast, Fearless, Flying A, B, D 150pts Tactical Marines 5** 3+ Assault Rifles Armor(1), Fearless A, B, D, E 130pts Assault Veterans 5** 3+ Pistols, Power Weapons Armor(1), Fast, Fearless, Flying A, B, D 170pts Tactical Veterans 5** 3+ Assault Rifles, Hand Weapons Armor(1), Fearless A, B, D, E 150pts Terminators 5** 3+ Linked Assault Rifles, Power Fists Armor(2), Fearless G 215pts Centurions 3** 3+ Linked Flamers, Linked Assault Rifles (3x

    each) Armor(2), Fearless, Heavy J 205pts

    Scout Bikers 3*** 4+ Linked Assault Rifles, Hand Weapons Fast, Fearless, Scout A 70pts Bike Squad 3** 3+ Linked Assault Rifles Armor(1), Fast, Fearless A, D, I 95pts Thunderfire Cannon 1* 3+ Linked Autocannon (Indirect) Armor(1), Fearless, Operator - 135pts Dreadnought 1* 3+ Linked Heavy Flamer, Dreadnought Fist,

    Linked Assault Rifle Walker K 80pts

    Land Speeder 1*** 4+ Heavy Flamer Fast, Flying, Vehicle N 50pts Storm Speeder 1*** 4+ Heavy Flamer Fast, Flying, Transport Vehicle(6) N 55pts Drop Pod 1* 3+ Linked Assault Rifle Drop Pod, Transport Vehicle(11) - 55pts Rhino 1* 4+ Linked Assault Rifle Armor(1), Transport Vehicle(11) H, O 65pts Razorback 1* 4+ Linked Heavy Bolter Armor(1), Transport Vehicle(6) M, O 85pts Land Raider 1* 3+ 2x Linked Heavy Flamers, Linked Assault

    Cannon (Rending) Armor(4), Transport Vehicle(11) F, O 235pts

    Predator 1* 3+ Autocannon Vehicle L, O 115pts A

    Take one or Replace Pistol/Assault Rifle: Grav Pistol +15pts Plasma Pistol +20pts

    Take one or Replace Hand Weapon: Hand Weapon +5pts Power Weapon +10pts Power Fist +15pts

    Upgrade Psyker(1): Psyker(2) +10pts B

    Replace Pistol: Assault Rifle +5pts

    Take one Assault Rifle attachment: Combi-Flamer +5pts Combi-Gravgun +10pts Combi-Meltagun +10pts Combi-Plasmagun +15pts C

    Replace Pistol/Assault Rifle: Shotgun +5pts Assault Rifle +5pts Sniper Rifle (Scope) +25pts Heavy Bolter +25pts Missile Launcher +45pts D

    Take one or Replace Assault Rifle: Flamer +10pts Gravgun +25pts Meltagun +25pts Plasmagun +40pts E

    Replace Assault Rifle: Heavy Bolter +30pts Multi-Melta +40pts Plasma Cannon +50pts Missile Launcher +55pts Lascannon +105pts

    Take one: Narthecium (Armor(+1)) +10pts Standard (this unit and friendly units within 12 may re-roll failed morale tests)

    +20pts

    F

    Replace 2x Linked Heavy Flamers: 6x Linked Assault Rifles +20pts 2x Linked Lascannons +240pts

    Replace Linked Assault Cannon: Linked Heavy Bolter +15pts

    G Replace Linked Assault Rifle:

    Heavy Flamer +10pts Storm Shield (Armor(+1)) +10pts Assault Cannon (Rending) +15pts

    Take one: Cyclone Missiles (Combi-Missile Launcher)

    +15pts

    H

    Take one: Linked Heavy Bolter +35pts I

    Take one: Heavy Bolter (Sidecar) +35pts Multi-Melta (Sidecar) +50pts J

    Take one: Linked Dreadnought Fist +30pts

    Replace Linked Flamer: Linked Meltagun +15pts Linked Grenade Launcher +25pts Linked Heavy Bolter +30pts Linked Lascannon +125pts

    Replace 3x Linked Assault Rifles: Missile Launcher +35pts K

    Replace up to two Linked Assault Rifles: Heavy Flamer (may take 2x) +10pts Meltagun +15pts

    Replace Linked Assault Rifle and Dreadnought Fist:

    Missile Launcher +30pts Linked Autocannon +65pts

    Replace Linked Heavy Flamer: Assault Cannon (Rending) +5pts 3x Linked Assault Rifle +10pts Dreadnought Fist and Linked Assault Rifle

    +15pts

    Linked Heavy Bolter +25pts Multi-Melta +25pts Plasma Cannon +40pts Linked Autocannon +80pts Linked Lascannon +120pts

    Take up to two: Hunter-Killer Missile (Combi-Missile Launcher, may take 2x)

    +15pts

    Take one: Ironclad (Armor(+1)) +25pts

    L Replace Autocannon:

    Linked Mortar (Indirect) +5pts Battle Cannon (Indirect) +20pts 2x Missile Launcher +50pts Linked Lascannon +60pts

    Take one: 2x Heavy Bolters +70pts 2x Lascannons +225pts M

    Replaced Linked Heavy Bolter: Linked Heavy Flamer Free Linked Assault Cannon (Rending) Free Linked Lascannon +75pts Lascannon and Linked Plasmagun

    +90pts

    N

    Replace Heavy Flamer: Assault Cannon (Rending) +5pts Heavy Bolter +15pts Multi-Melta +20pts

    Take one: Heavy Flamer +15pts Assault Cannon (Rending) +20pts Heavy Bolter +25pts Multi-Melta +35pts Missile Launcher +50pts O

    Take any: Dozer Blade (ignores difficult terrain)

    +10pts

    Pintle Mount (Linked Assault Rifle)

    +10pts

    Hunter-Killer Missile (Combi-Missile Launcher)

    +15pts

    Extra Armor (Armor(+1)) +25pts

    Army Special Rules Drop Pod: This unit must Deep Strike to enter the game and may only use Hold actions. It may use all of its transport slots to embark a single Walker unit. Operator: Place a techmarine model next to this unit as long as it is alive. This unit has +D3 close combat attacks, however if it ever takes hits in close combat remove the techmarine model, and this unit has no close combat attacks and Quality 5+ when shooting for the rest of the game. Tactics: This unit has the Fearless special rule and may use one of the special rules from the Space Marines Tactics section once per game.

  • Imperial Guard / Astra Militarum Name Size Quality Equipment Special Rules Upgrades Cost Commander 1* 4+ Pistol, Hand Weapon Hero, Officer, Tough A 35pts Assistants 2** 4+ Assault Rifles - B, C, E 30pts Tank Commander 1* 3+ Battle Cannon, Heavy Flamer Armor(2), Hero, Officer, Vehicle H, I 200pts Commissar 1* 5+ Pistol, Hand Weapon Executioner, Tough A 15pts Priest 1* 5+ Pistol, Hand Weapon Armor(1), Spiritual Leader A, C 25pts Psyker 1* 5+ Pistol, Force Weapon Tough, Psyker(1) A 20pts Guardsmen 10*** 5+ Assault Rifles - A, B, D 100pts Weapons Team 1*** 5+ Heavy Bolter - D 25pts Legionnaires 10* 5+ Assault Rifles, Hand Weapons Fearless, Scout - 170pts Conscripts 15*** 6+ Assault Rifles - - 75pts Ratlings 3*** 6+ Sniper Rifles (Scope) Scout - 110pts Ogryns 3*** 4+ Grav Pistols, Power Weapons Furious, Tough L 105pts Veterans 5** 4+ Assault Rifles - A, B, C 75pts Storm Troopers 5** 4+ Assault Rifles Deep Strike, Scout A, B 90pts Rough Riders 5** 5+ Pistols, Combi-Power Weapons Fast J 55pts Sentinel 1*** 4+ Heavy Flamer Armor(1), Walker F, H 50pts Chimera 1* 4+ Multi-Laser Armor(1), Transport Vehicle(11) H 85pts Taurox 1* 4+ Linked Assault Rifle Armor(1), Fast, Transport Vehicle(11) H, M 65pts Hellhound 1* 4+ Heavy Flamer, Heavy Bolter Armor(2), Vehicle G, H 100pts Manticore 1* 4+ 4x Combi-Missile Launcher (Indirect), Heavy

    Bolter Armor(1), Vehicle H 120pts

    Deathstrike 1* 4+ Deathstrike Missile, Heavy Bolter Armor(2), Vehicle H 115pts Basilisk 1* 4+ Battle Cannon (Indirect), Heavy Bolter Armor(1), Vehicle H, K 145pts Leman Russ 1* 4+ Battle Cannon, Heavy Flamer Armor(4), Vehicle H, I 180pts A

    Replace Pistol/Assault Rifle: Pistol Free Plasma Pistol +10pts

    Take one or Replace Hand Weapon: Hand Weapon +5pts Power Weapon +10pts Power Fist +15pts

    Upgrade Psyker(1): Psyker(2) +5pts B

    Replace Assault Rifle: Flamer +5pts Heavy Flamer +10pts Meltagun +10pts Grenade Launcher +20pts Plasmagun +25pts C

    Replace Pistol/Assault Rifle: Shotgun +5pts Sniper Rifle (Scope) +25pts D

    Take one: Weapons Team +25pts

    Replace Heavy Bolter: Missile Launcher +15pts Mortar (Indirect) +20pts Autocannon +20pts Lascannon +40pts

    E

    Take one: Standard (Fearless) +10pts Vox-Caster (24 Officer) +10pts Medipack (Armor(+1)) +10pts F

    Replace Heavy Flamer: Multi-Laser +15pts Plasma Cannon +30pts Missile Launcher +35pts Autocannon +45pts Lascannon +70pts G

    Replace Heavy Flamer: Heavy Flamer (Torrent) +5pts Multi-Melta +20pts

    Replace Heavy Bolter: Heavy Flamer Free Multi-Melta +10pts

    H Take any:

    Dozer Blade (ignores difficult terrain)

    +10pts

    Hunter-Killer Missile (Combi-Missile Launcher)

    +10pts

    Extra Armor (Armor(+1)) +20pts Pintle Mount (Heavy Bolter) +25pts I

    Replace Heavy Flamer: Heavy Bolter +20pts Lascannon +95pts

    Replace Battle Cannon: 5x Assault Cannon Free Linked Autocannon +5pts Lascannon +15pts

    Take one: 2x Heavy Flamer +35pts 2x Heavy Bolter +70pts 2x Multi-Meta +95pts 2x Plasma Cannon +120pts J

    Replace Pistol: Plasma Pistol +10pts

    Replace Combi-Power Weapon: Power Weapon +5pts

    Replace Pistol and Combi-Power Weapon: Flamer +5pts Meltagun +10pts Grenade Launcher +10pts Plasmagun +15pts K

    Replace Battle Cannon: Linked Battle Cannon (Indirect) +25pts 3x Mortar (Indirect) +80pts L

    Replace Power Weapon: Power Fist +5pts

    Take one: Shield (Armor(+1)) +10pts

    M

    Replace Linked Assault Rifle: Linked Autocannon +70pts

    Take one: Linked Assault Cannon +15pts Autocannon +60pts Linked Missile Launcher +65pts

    Army Special Rules Deathstrike Missile: Once per game, after activating this unit, you may place a marker anywhere on the table. At the beginning of each turn roll one die, and on a 5+ the missile can be fired. Roll one die, and on a 2+ the missile lands on the spot of the marker, dealing 2D6 automatic hits to each unit within 5 of the marker and the marker is removed. Else the opposing player may place the marker anywhere within 12 of its location and the missile lands there. Officer: Once per round, when this model is activated, you may declare one non-vehicle/walker unit within 12, and roll one die. On a 4+ the unit may immediately use any action, even if it had been activated already (this does not count as its activation). If failed nothing happens, however if the unit is joined by a commissar you may remove one model from it as a casualty and re-roll. Spiritual Leader: This model may be deployed as part of a unit of same Quality. Whenever a unit this model is part of uses an Assault action roll a die. On a 4+ the unit gets the Furious special rule.

  • Orks Name Size Quality Equipment Special Rules Upgrades Cost Warboss 1* 4+ Pistol, Hand Weapon Fearless, Furious, Hero, Tough, Waagh! A, B, E 40pts Big Mek 1* 5+ Pistol, Hand Weapon Fearless, Furious, Hero, Mek Tools, Tough, Waagh! A, B, E, I, M 35pts Weirdboy 1* 5+ Force Weapon Psyker(1), Tough N 35pts Runtherd 1* 6+ Power Weapon Executioner, Furious, Tough - 10pts Gretchin 10*** 6+ Pistols Git Shootaz - 60pts Choppa Boyz 10*** 5+ Pistols, Hand Weapons Fearless, Furious A, E, I 130pts Shoota Boyz 10*** 5+ Carbines Fearless, Furious A, E, I 120pts Stormboyz 5*** 5+ Pistols, Hand Weapons Deep Strike, Fast, Fearless, Flying, Furious A, E 100pts Burna Boyz 5*** 5+ Flamers, Power Weapons Fearless, Furious I 95pts Lootas 5*** 5+ Mortars (Indirect) Fearless, Furious I 230pts Tankbustas 5*** 5+ Grenade Launchers Fearless, Furious F 125pts Kommandos 5*** 5+ Pistols, Hand Weapons Fearless, Furious, Scout A, I 80pts Flash Gitz 5** 5+ Assault Cannons Fearless, Furious A, B, E 85pts Nobz 5** 4+ Pistols, Hand Weapons Fearless, Furious A, B, E 100pts Warbikers 3*** 5+ Linked Carbines Armor(1), Fast, Fearless, Furious A 50pts Deffkopta 1*** 5+ Linked Heavy Bolter Armor(1), Fast, Fearless, Flying, Furious, Scout L 50pts Mek Gun 1*** 6+ Plasma Cannon Git Shootaz G 50pts Killa Kan 1*** 4+ Heavy Flamer, Dreadnought Fist Armor(1), Walker H, J 65pts Deff Dred 1* 4+ 4x Dreadnought Fist Armor(2), Walker D, H 120pts Morkanaut 1* 5+ Plasma Cannon, 2x Linked Heavy

    Bolters, 2x Grenade Launchers, Plasmagun, Dreadnought Fist

    Armor(4), Kustom Force Field, Transport Walker(6) H 230pts

    Gorkanaut 1* 5+ 6x Linked Heavy Bolters, 2x Grenade Launchers, Heavy Flamer, Dreadnought Fist

    Armor(4), Transport Walker(6) H 285pts

    Warbuggy 1*** 4+ Linked Heavy Bolter Vehicle H, K 70pts Trukk 1* 4+ Heavy Bolter Transport Vehicle(11) H 70pts Battlewagon 1* 4+ - Armor(3), Transport Vehicle(21) C, H 110pts A

    Take one or Replace Hand Weapon: Hand Weapon +5pts Power Weapon +10pts Power Fist +15pts B

    Replace Pistol: Carbine +5pts Linked Carbine +10pts Doks Tools (Armor(+1), Hand Weapon (Poison))

    +10pts

    Take one Carbine attachment: Combi-Heavy Flamer +5pts Combi-Grenade Launcher +10pts

    Take any: Attack Squig (+1 die to melee) +5pts Ammo Runt (+1 die to shooting once per game, may take 3x)

    +5pts

    Grot Orderly (+1 die to blocking once per game)

    +5pts

    C

    Take one: Plasma Cannon +45pts Mortar (Indirect) +55pts

    Take up to five: Heavy Bolter (may take 4x) +25pts Grenade Launcher (may take 4x)

    +25pts

    Killkannon (Multi-Melta) +35pts

    D Replace up to two Dreadnought Fists:

    Heavy Flamer (may take 2x) Free Grenade Launcher (may take 2x)

    +5pts

    Heavy Bolter (may take 2x) +10pts Plasmagun (may take 2x) +10pts E

    Take one or Replace equipment: Eavy Armor (Armor(+1)) +10pts Cybork Body (Armor(+2)) +20pts Mega Armor (Armor(+2), Linked Carbine, Power Fist)

    +30pts

    F

    Take any: Bomb-Squig (Combi-Grenade Launcher, may take 3x)

    +5pts

    Tankhammer (Dreadnought Fist) +10pts

    G

    Replace Plasma Cannon: Mortar (Indirect) +10pts Autocannon +15pts H

    Take any: Red Paint Job (+3 movement) +5pts Grot Riggers (roll die once per turn, on 4+ vehicle stops being tracked)

    +10pts

    Boarding Plank (embarked units may assault vehicles in base contact without disembarking)

    +10pts

    Grabbin Klaw (enemy vehicles cant move for the rest of the round on a 4+ after being rammed)

    +10pts

    Reinforced Ram (+D3 hits when using Ram, ignores difficult terrain)

    +20pts

    Wreckin Ball (Dreadnought Fist, attacks one enemy unit within 2 after moving)

    +20pts

    Armor Plates (Armor(+1)) +20pts I

    Replace Pistol/Carbine/Flamer/Mortar: Flamer +5pts Heavy Bolter +15pts Grenade Launcher +15pts Plasmagun +20pts

    J

    Replace Heavy Flamer: Grotzooka (Gravgun) +5pts Grenade Launcher +10pts Heavy Bolter +15pts Plasmagun +15pts K

    Replace Linked Heavy Bolter: Heavy Flamer Free Linked Grenade Launcher Free L

    Replace Linked Heavy Bolter: Plasmagun Free Linked Grenade Launcher Free

    Take any: Bigbomm (Combi-Dreadnought Fist, attacks one enemy unit it moved over)

    +5pts

    Buzzsaw (Power Fist) +10pts

    M

    Replace Pistol: Kustom Force Field +15pts

    Replace Pistol and Hand Weapon: Shokk Attack Gun +65pts N

    Upgrade Psyker(1): Psyker(2) +5pts

    Army Special Rules Git Shootaz: This unit shoots at Quality 4+. Kustom Force Field: This unit and all friendly units within 6 get Armor(+1) against shooting. Mek Tools: This unit has the Repair special rule, and comes with a Grot Oiler (re-roll failed repairs once per game). Shokk Attack Gun: This weapon has Firepower 2D6x and a 48 Range. Consult this table when rolling doubles: Result Effect

    1, 1 This unit is immediately removed. 2, 2 This unit takes D3 hits. 3, 3 The opponent may choose any

    other unit (or none) to be targeted. 4, 4 This unit is immediately placed in

    close combat with the target. 5, 5 The target unit takes D3 hits. 6, 6 The target unit is removed.

    Waagh!: Once per game you may declare Waagh! during your turn. All non-vehicle/ walker units add 3 at their end of their movement until the end of that round.

    Army Psychic Powers Psykers from this army may take any of the following powers: Psychic Power Cost Eadbanger (Target model within 24 takes D6 automatic hits)

    +15pts

    Power Vomit (Target unit within 12 takes D6+1 hits)

    +20pts

    Da Jump (The weirdboy and his unit may immediately deep strike)

    +20pts

    Warpath (The weirdboy and his unit get +1 die to melee each)

    +25pts

    Frazzle (Target unit within 24 takes D6 automatic hits)

    +30pts

    Da Krunch (Target unit within 12 takes 4D6 automatic hits)

    +65pts

  • Eldar Name Size Quality Equipment Special Rules Upgrades Cost Autarch 1* 3+ Pistol, Power Weapon (Strikes First) Fast, Focus, Hero, Tough F, H 45pts Farseer 1* 3+ Pistol, Force Weapon Focus, Hero, Psyker(3), Tough - 55pts Avatar 1* 2+ Dreadnought Fist Armor(1), Fast, Fearless, Hero,

    Monster, Tough - 70pts

    Warlocks 3*** 3+ Pistols, Force Weapons Brothers, Focus - 85pts Storm Guardians 10** 4+ Pistols, Hand Weapons Focus F 160pts Guardians 10** 4+ Shotguns Focus - 160pts Weapon Platform 1* 4+ Assault Cannon Focus, Weapon Platform A 20pts Rangers 5** 4+ Sniper Rifles (Scope) Focus, Scout - 215pts Banshees 5** 3+ Pistols, Power Weapons (Strikes First) Fast, Focus - 190pts Scorpions 5** 3+ Pistols, Power Weapons Fast, Focus, Scout - 145pts Harlequins 5** 3+ Grav Pistols, Power Fists Armor(1), Fast, Furious M 225pts Dire Avengers 5** 3+ Carbines Focus I 95pts Hawks 5** 3+ Assault Rifles Deep Strike, Fast, Flying, Focus H 140pts Fire Dragons 5** 3+ Meltaguns Fast, Focus E 190pts Warp Spiders 5** 3+ Plasma Pistols Deep Strike, Focus, Teleporter J 195pts Dark Reapers 3*** 3+ Missile Launchers - N 230pts Wraithblades 5** 3+ Power Weapons (2x each) Armor(2), Fearless K 205pts Wraithguard 5** 3+ Meltaguns Armor(2), Fearless E 225pts Support Battery 3** 3+ Mortars (Indirect) - - 235pts Windriders 3*** 3+ Linked Shotguns Fast, Flying, Focus B 80pts Shining Spears 3*** 3+ Linked Shotguns, Power Weapons Fast, Flying, Focus - 105pts Wraithlord 1* 2+ 2x Shotgun, Dreadnought Fist Armor(1), Monster, Tough G, P 90pts Wraithknight 1* 2+ 2x Lascannon, Power Fist Armor(2), Flying, Monster, Tough O, P 360pts War Walker 1*** 4+ 2x Assault Cannon, Hand Weapon Fast, Focus, Walker C, P 55pts Vyper 1*** 4+ Assault Cannon, Linked Shotgun Fast, Flying, Vehicle A, B, C 55pts Wave Serpent 1* 3+ Linked Assault Cannon, Linked Shotgun Fast, Flying, Transport Vehicle(11) D, C 90pts Falcon 1* 3+ Autocannon, Assault Cannon, Linked Shotgun Fast, Flying, Transport Vehicle(6) A, B, C, L 140pts A

    Replace Assault Cannon: Heavy Bolter +20pts Linked Heavy Bolter +30pts Plasma Cannon +45pts Missile Launcher +50pts

    B

    Replace Linked Shotgun: Assault Cannon +5pts

    C

    Take any: Star Engines (+3 movement) +5pts Vector Engine (unit may pivot up to180 after shooting)

    +15pts

    Spirit Stones (Resilient) +15pts Power-Field (Armor(+1)) +25pts

    D

    Replace Linked Assault Cannon: Linked Heavy Bolter +25pts Linked Plasma Cannon +55pts Linked Missile Launcher +60pts

    E

    Replace Meltagun: Heavy Flamer Free Multi-Melta +25pts F

    Replace Pistol: Flamer +10pts Meltagun +20pts

    Replace Hand Weapon: Power Weapon +5pts G

    Take up to two: Flamer (may take 2x) +15pts

    Take one: Ghost Glaive (Dreadnought Fist) +30pts H

    Replace Pistol/Assault Rifle: Assault Cannon +10pts

    Take one: Hand Weapon +5pts Power Weapon +10pts

    I

    Replace Carbine: Pistol Free Linked Carbine +5pts Simmer Shield (Armor(+1)) +10pts

    Take one: Hand Weapon +5pts Power Weapon +10pts

    J

    Replace Plasma Pistol: Gravgun +5pts Linked Plasma Pistol +5pts

    Take one: Linked Hand Weapon +10pts Linked Power Weapon +15pts

    K

    Replace up to two Power Weapons: Force Shield (Armor(+1)) Free Ghost Axe (Power Fist) +5pts L

    Replace Autocannon and Assault Cannon: Battle Cannon Free Lascannon +15pts M

    Replace Grav Pistol: Assault Cannon Free Meltagun +10pts

    Replace Power Fist: Power Fist (Rending) +5pts

    Take one: Psyker(1) +10pts N

    Replace Missile Launcher: Plasma Cannon Free Battle Cannon +30pts O

    Replace 2x Lascannon: Linked Dreadnought Fist and Scattershield (Armor(+1))

    Free

    Missile Launcher and Scattershield (Armor(+1))

    Free

    P

    Take up to two: Assault Cannon (may take 2x) +20pts Heavy Bolter (may take 2x) +45pts Linked Heavy Bolter (may take 2x)

    +55pts

    Plasma Cannon (may take 2x) +75pts Missile Launcher (may take 2x) +80pts

    Army Special Rules Focus: This unit may move up to 3 after shooting. Weapon Platform: This model may only be deployed as part of a Guardians unit, it has no melee attacks and is removed from play if it is the last model remaining in the unit.

    Army Psychic Powers Psykers from this army may take any of the following powers: Psychic Power Cost Conceal (The psyker and his unit have Armor(+1) until the end of this round)

    +10pts

    Reveal (Target unit does not receive any benefits from cover)

    +10pts

    Renewer (Remove one wound marker from a target Tough unit within 18)

    +10pts

    Destructor (Target unit within 12 takes D6 hits)

    +20pts

    Executioner (Target unit within 24 takes D6 hits)

    +35pts

    Guide (Target unit within 24 may re-roll all failed shooting dice)

    +60pts

  • Chaos Space Marines Name Size Quality Equipment Special Rules Upgrades Cost Chaos Lord 1* 3+ Pistol, Hand Weapon Armor(1), Fearless, Hero, Tough A, B, C 45pts Terminator Lord 1* 3+ Linked Assault Rifle, Power Weapon Armor(2), Fearless, Hero, Tough A, B, C, G 65pts Sorcerer 1* 3+ Pistol, Force Weapon Armor(1), Psyker(1), Tough A, B, C 50pts Zombies 10*** 6+ Power Fists Zombie - 60pts Cultist Cut-throats 10*** 5+ Pistols, Hand Weapons - F 100pts Cultist Gangers 10*** 5+ Assault Rifles - F 100pts Chaos Marines 10** 3+ Assault Rifles Armor(1) A,B,C,D,E 210pts Chaos Chosen 10** 3+ Pistols, Hand Weapons Armor(1), Fearless, Furious B 270pts Possessed Marines 10** 3+ Hand Weapons Armor(1), Mutations , Fast, Fearless - 270pts Metal Marines 10** 3+ Sonic Guitars (Assault Cannons) Armor(1), Fearless J 330pts Raptors 5*** 3+ Pistols, Hand Weapons Armor(1), Deep Strike, Fast, Flying A, B, C, D 145pts Terminators 3*** 3+ Linked Assault Rifles, Power Weapons Armor(2) A, B, C, G 115pts Mutilator 1*** 3+ 2x Power Fist Armor(2), Deep Strike A 65pts Obliterator 1*** 3+ Linked Flamer, Power Fist Armor(2), Deep Strike, Heavy A, E 65pts Chaos Bikers 3*** 3+ Linked Assault Rifles Armor(1), Fast A, B, D 80pts Chaos Spawn 3** 4+ Power Fists Furious, Monster, Tough A 100pts Daemon Prince 1* 2+ Dreadnought Fist Armor(1), Deep Strike, Monster, Tough A, H 75pts Helbrute 1* 3+ Linked Heavy Bolter, Power Fist Walker L 85pts Forgefiend 1* 3+ 2x Plasma Cannon Fast, Walker, Wont Die! - 170pts Maulerfiend 1* 3+ 2x Power Fist, 2x Dreadnought Fist Fast, Walker, Wont Die! - 125pts Defiler 1* 3+ Battle Cannon, Linked Heavy Bolter,

    Linked Heavy Flamer, 2x Dreadnought Fist Walker K 235pts

    Chaos Rhino 1* 4+ Linked Assault Rifle Armor(1), Transport Vehicle(11) M 65pts Chaos Land Raider 1* 3+ 2x Linked Lascannons, Linked Heavy

    Bolter Armor(4), Transport Vehicle(11) M 490pts

    Chaos Predator 1* 3+ Autocannon Vehicle I, M 115pts A

    Take one: Slaanesh (+3 movement) +10pts Khorne (+1 attack when assaulting) +10pts Nurgle (Armor(+1)) +10pts Tzeentch (Brothers) +10pts

    B

    Take one or Replace Pistol/Assault Rifle/Linked Assault Rifle:

    Plasma Pistol +20pts Take one or Replace Hand Weapon:

    Hand Weapon +5pts Power Weapon +10pts Power Fist +15pts

    Upgrade Psyker(1): Psyker(2) +10pts Psyker(3) +20pts

    C

    Replace Pistol/Linked Assault Rifle: Assault Rifle +5pts Linked Assault Rifle +10pts

    Take one Assault Rifle attachment: Combi-Flamer +5pts Combi-Meltagun +10pts Combi-Plasmagun +15pts

    D

    Take one or Replace Pistol/Assault Rifle: Flamer +10pts Meltagun +25pts Plasmagun +40pts E

    Take one or Replace Assault Rifle: Heavy Bolter +35pts Missile Launcher +65pts Autocannon +80pts Lascannon +110pts F

    Replace Pistol/Assault Rifle: Shotgun +5pts Flamer +10pts Heavy Bolter +15pts G

    Replace Linked Assault Rifle: Heavy Flamer +10pts Linked Heavy Bolter +35pts

    H Take any:

    Wings (Fast, Flying) +10pts Take one:

    Psyker(1) +10pts Psyker(2) +20pts Psyker(3) +30pts I

    Replace Autocannon: Linked Mortar (Indirect) +5pts Linked Lascannon +60pts

    Take one: 2x Heavy Bolters +70pts 2x Lascannons +225pts

    J

    Replace Sonic Guitar: Doom Amp (Heavy Flamer) +5pts Sonic Bass (Battle Cannon) +80pts K

    Replace Linked Heavy Flamer: Dreadnought Fist +5pts Missile Launcher +45pts

    Replace Linked Heavy Bolter: Power Fist Free Autocannon +35pts Linked Lascannon +95pts L

    Replace Linked Heavy Bolter: Dreadnought Fist Free Multi-Melta +5pts Plasma Cannon +15pts Linked Lascannon +95pts

    Replace Power Fist: Dreadnought Fist +10pts Missile Launcher +50pts

    Take up to two Dreadnought Fist attachments:

    Linked Assault Rifle (may take 2x)

    +10pts

    Heavy Flamer (may take 2x) +20pts

    M Take any:

    Dozer Blade (ignores difficult terrain)

    +10pts

    Pintle Mount (Linked Assault Rifle)

    +10pts

    Extra Armor (Armor(+1)) +25pts Havoc Launcher (Linked Missile Launcher)

    +80pts

    Take one Pintle Mount attachment: Combi-Flamer +5pts Combi-Melta +10pts Combi-Plasma +15pts

    Army Special Rules

    Mutations: Whenever this unit fights in close combat, roll one dice before combat starts. On a 1-2 every model has First Strike, on a 3-4 every model has Rending, and on a 5-6 every model has +1 attack. Wont Die!: Roll one die whenever this unit suffers a destroyed result on the vehicle damage table, on a 5+ it suffers a shaken result instead. Zombie: This unit automatically passes all morale tests and may never move more than 6 at a time.

    Army Psychic Powers Psykers from this army may take any of the following powers: Psychic Power Cost Doombolt (Target unit within 6 takes D6 automatic hits, and has Armor(+1) until the end of the round if it survives)

    +10pts

    Weapon Virus (Target unit within 24 takes one automatic hit for every 1 rolled when shooting until the end of this round)

    +15pts

    Hysterical Frenzy (Target unit within 12 has Strikes First until the end of this round)

    +25pts

    Nurgles Rot (All units within 6 take D3 hits with Poison)

    +25pts

    Slaaneshs Overload (Target unit within 24 takes D3 hits and must take a morale test)

    +25pts

    Tzeentchs Firestorm (Target unit within 24 takes D3 hits, and for each casualty suffered from this the unit takes another D3 hits)

    +30pts

  • Tau Name Size Quality Equipment Special Rules Upgrades Cost Commander 1* 3+ 2x Gravgun Armor(1), Crisis Suit, Hero, Support,

    Tough A, B 90pts

    Cadre Fireblade 1* 4+ Rifle, Power Fist, Markerlight Hero, Support, Tough A 35pts Ethereal 1* 4+ - Hero, Inspirational, Tough D 45pts Kroot Carnivores 10** 5+ Assault Rifles, Hand Weapons Scout - 150pts Kroot Hounds 5** 5+ Hand Weapons Scout - 55pts Krootox Squad 3* 5+ Multi-Lasers, Krootox (Power Weapons) Scout, Tough - 105pts Vespids 5** 4+ Carbines Fast, Flying - 90pts Fire Warriors 5** 4+ Rifles Support A, C 85pts Pathfinders 5** 4+ Carbines, Markerlights Scout, Support A, F 100pts Stealth Team 3** 3+ Gravguns Deep Strike, Flying, Scout, Support A, C, E 130pts Xv8 Crisis Suit 1*** 3+ 2x Gravgun Armor(1), Crisis Suit, Support, Tough A, B 90pts Xv88 Broadside 1*** 3+ Linked Battle Cannon, Linked Plasma

    Cannon Armor(2), Monster, Support, Tough A, J 245pts

    Xv104 Riptide 1* 3+ Linked Assault Cannon, Linked Plasma Cannon, Power Weapon

    Armor(3), Deep Strike, Flying, Monster, Support, Tough

    A, K 175pts

    Piranha 1*** 4+ Gravgun, 2x Gun Drone Armor(1), Fast, Flying, Vehicle G 95pts Devilfish 1* 4+ Gravgun, 2x Gun Drone Armor(2), Flying, Transport Vehicle(11) H 130pts Hammerhead 1* 3+ Lascannon, 2x Gun Drone Armor(1), Flying, Vehicle H, I 205pts Gun Drone Squad 5** 4+ Linked Carbines Flying, Support A 90pts Sniper Drone Team 3*** 4+ Sniper Rifles, Markerlights Controller, Flying, Support - 100pts Marker Drone 1* X+ Markerlight Drone - - Inhibitor Drone 1* X+ - Drone, Inhibitor - - Accelerator Drone 1* X+ - Accelerator, Drone - - Recon Drone 1* X+ Assault Cannon Beacon, Drone - - Gun Drone 1* X+ Linked Carbine Drone - - Shield Drone 1* X+ - Armor(+1), Drone - - Support Drone 1* X+ Plasma Cannon Drone - - A

    Take up to two: Marker Drone (may take 2x) +15pts Gun Drone (may take 2x) +20pts Shield Drone (may take 2x) +25pts Support Drone (may take 2x) +70pts B

    Replace up to two Gravguns: Assault Cannon (may take 2x) Free Flamer (may take 2x) Free Linked Flamer (may take 2x) +5pts Multi-Melta (may take 2x) +25pts Plasma Cannon (may take 2x) +35pts

    C

    Take one: Beacon +5pts Markerlight +5pts

    D

    Take one: Hand Weapon +5pts Power Weapon +10pts

    E

    Replace Gravgun: Multi-Melta +25pts

    F

    Replace Carbine: Rifle +5pts Sniper Rifle (Scope) +25pts

    Take one: Inhibitor Drone +15pts Accelerator Drone +15pts Recon Drone +25pts G

    Replace Gravgun: Multi-Melta +20pts

    Take up to two: Seeker Missile (may take 2x) +10pts

    H

    Replace 2x Gun Drones: Linked Plasma Cannon +35pts

    Take up to two (Devilfish) or six (Hammerhead):

    Seeker Missile (may take 6x) +15pts

    I

    Replace 2x Gun Drones: Linked Gravgun Free

    Replace Lascannon: Linked Lascannon +30pts

    J

    Replace Linked Battle Cannon: 2x Linked Plasma Cannon +30pts

    Take one: Seeker Missile +15pts

    K

    Replace Linked Assault Cannon: Linked Battle Cannon +100pts

    Army Special Rules Accelerator: All weapons of models in this unit have +6 range. Controller: Place a marksman model next to this unit as long as it is alive. All models in this unit have the Scope special rule, however if the unit ever takes hits in close combat remove the marksman model and the models no longer have the Scope special rule. Crisis Suit: This unit has the Deep Strike and Flying special rules, and it may fire all of its weapons when using a Hold action. Drone: This model is deployed as part of any unit that buys it as an upgrade (may not be deployed outside of other units), and has the same Quality value as the upgrading unit. Note that drones dont take transport space. Inhibitor: Enemy units assaulting this unit reduce their movement by 3. Inspirational: Friendly non-monster/vehicle units within 12 of this model get +1 dice to shooting, +1 dice to blocking and have the Fearless special rule. Markerlight: Models may shoot a markerlight like a normal weapon with 36 range. If hit the target unit does not roll to block, nor is it removed as a casualty. Instead place 1 markerlight counter on it, which stays until the end of the round. When the unit is being shot at you may remove up to 3 markers, and add as many dice to shooting as markers you removed. Note that units may not benefit from their own markerlights when shooting. Seeker Missile (Combi-Missile Launcher): If this weapon is fired at a unit with markerlight counters, you may fire this weapon at it even if it is not within line of sight by removing one markerlight counter. Support: This unit gets +1 dice to shooting when using a Guard action.

  • Necrons Name Size Quality Equipment Special Rules Upgrades Cost Necron Lord 1* 3+ Power Weapon, Shotgun Armor(1), Hero, Robot, Tough A 50pts Destroyer Lord 1* 3+ Power Weapon Armor(1), Hero, Flying, Robot, Tough A 45pts Cryptek 1*** 3+ Power Weapon, Shotgun Armor(1), Psyker(1), Robot, Tough A 60pts Warriors 5*** 3+ Assault Rifles (Gauss) Robot - 125pts Immortals 5** 3+ Assault Rifles (Gauss) Armor(1), Robot B 135pts Flayed Ones 10** 3+ Power Weapons Deep Strike, Robot, Scout - 260pts Deathmarks 5** 3+ Sniper Rifles (Scope) Armor(1), Deep Strike, Robot - 250pts Lynchguard 5** 3+ Power Weapons Armor(1), Robot D 125pts Praetorians 5** 3+ Flamers, Power Weapons Armor(1), Fearless, Flying, Robot E 220pts Scarab Swarms 3*** 5+ Power Weapons (Gauss) Fearless, Tough - 55pts Wraiths 3** 3+ Power Weapons Armor(2), Fast, Fearless, Flying G 110pts Ctan Shard 1* 3+ Power Fist Armor(1), Fearless, Necrodermis, Tough J 50pts Tomb Blades 3** 3+ Linked Assault Rifles (Tesla) Fast, Flying, Robot H 90pts Destroyers 3** 3+ Assault Cannon (Gauss) Armor(1), Flying, Robot I 125pts Spyder 1*** 3+ Hand Weapon Armor(2), Hive, Monster, Tough F 90pts Stalker 1* 3+ Multi-Melta Armor(1), Resilient, Vehicle I 110pts Ghost Ark 1* 3+ 5x Assault Rifles (Gauss) Armor(1), Resilient, Transport Vehicle(11) - 130pts Command Barge 1* 3+ Assault Cannon (Tesla) Armor(1), Resilient, Transport Vehicle(1) C 85pts Annihilation Barge

    1* 3+ Assault Cannon (Tesla), 5x Assault Rifles (Gauss)

    Armor(1), Resilient, Vehicle C 130pts

    Doomsday Ark 1* 3+ Plasma Cannon, 5x Assault Rifles (Gauss) Armor(1), Resilient, Vehicle - 175pts Monolith 1* 3+ 4x Assault Cannon (Tesla), Multi Melta Armor(4), Deep Strike, Resilient,

    Transport Vehicle(21) - 310pts

    A

    Replace Power Weapon: Power Weapon (Gauss) +5pts

    Take one: Shotgun +10pts

    Take any: Combi-Power Fist +5pts Mindshackle Scarabs +10pts Weave (Armor(+1)) +10pts Resurrection Orb (reanimates on a 4+ instead of a 5+)

    +15pts

    Tachyon Arrow (Combi-Lascannon) +30pts B

    Exchange Assault Rifle: Assault Rifle (Tesla) Free C

    Exchange Assault Cannon: Assault Cannon (Gauss) +5pts D

    Take one: Dispersion Shield (Armor(+1)) +10pts E

    Replace Flamer and Power Weapon: Shotgun and Power Weapon (Gauss) Free F

    Take one: Linked Assault Cannon +20pts G

    Take any: Whip Coil (Strikes First) +10pts Shotgun +10pts Heavy Flamer +20pts H

    Replace Linked Assault Rifle: Linked Assault Rifle (Gauss) +5pts Assault Cannon +5pts

    Take any: Nebuloscope (Scope) +5pts Shield Vane (Armor(+1)) +10pts I

    Replace Assault Cannon/Multi-Melta: Lascannon +90pts

    J

    Take up to two: Entropic Touch (Rending melee) +5pts Grand Illusion (may redeploy D3 units after scout moves are made)

    +10pts

    Sentient Singularity (enemies automatically scatter when deep striking within 18)

    +10pts

    Lord of Fire (enemies firing flamer and melta weapons within 12 attack themselves on a roll of 1)

    +10pts

    Swarm of Spirit Dust (Armor(+1)) +10pts Gaze of Death (+D6 melee attacks) +15pts Times Arrow (Strikes First even against units with Strikes First)

    +20pts

    Writhing Worldscape (all enemies moving in terrain roll a die and take one automatic hit on a 5+)

    +20pts

    Pyreshards (Gravgun) +25pts Moulder of Worlds (Grenade Launcher)

    +30pts

    Transdimensional Thunderbolt (Multi-Melta)

    +50pts

    Army Special Rules

    Gauss: This weapon does not halve its hits when firing at vehicles/walkers. Hive: As long as this unit is not in close combat, you may target a friendly scarab swarm unit within 6 during its activation. Roll one die, on a 4+ add a scarab swarm model to that unit. Mindshackle Scarabs: Every time an enemy unit is about to strike this unit in close combat, it must take a morale test. If failed it deals D3 hits to itself before striking. Necrodermis: If this unit is killed all units within 3 suffer D3 automatic hits. Robot: This unit has the Strikes Last special rule. Whenever a model in this unit is removed as a casualty, put one reanimation marker in its place instead. If the unit not completely destroyed or falls back, roll one die for each marker at the end of the current turn. For each 5+ replace one marker with a model. Tesla: For every 6 rolled when firing this weapon you may roll one additional shot.

    Army Psychic Powers Psykers from this army may take any of the following powers: Psychic Power Cost Seismic Tremor (All units assaulting the psyker and his unit reduce their assault move by D3)

    +5pts

    Gaze of Flame (Enemies assaulting the psyker and his unit do not get +1 melee die for assaulting)

    +5pts

    Lightning Field (All units assaulting the psyker and his unit take D6 hits before attacking)

    +10pts

    Chronal Charge (Target unit within 12 may re-roll a failed roll of any type until the end of this round)

    +10pts

    Ether Crystal (Place a crystal marker within 6 of the psyker, enemy units deep striking within 12 of the crystal take D6 hits)

    +10pts

    Nightmare Shroud (Target unit within 18 must take a morale test)

    +15pts

  • Tyranids Name Size Quality Equipment Special Rules Upgrades Cost Hive Tyrant 1* 2+ Dreadnought Fist Hero, Monster, Synapse, Psyker(2),

    Tough A,C,D,E,I 105pts

    Tyrant Guard 1*** 2+ Power Fist (Rending), Lash Whip (Strikes First) Guardian, Tough A, E, F 70pts Tervigon 1* 3+ Gravgun, Power Weapon Armor(2), Hero, Monster, Spawn,

    Synapse, Psyker(1), Tough A, D, E 345pts

    Tyranid Prime 1* 3+ Carbine, Power Fist Hero, Synapse, Tough A, B, E 70pts Tyranid Warriors 3*** 3+ Carbines, Hand Weapons Synapse, Tough A, B 120pts Genestealers 5*** 4+ Hand Weapons (Rending) Fast, Scout E, K 95pts Termagants 10*** 5+ Pistols - H, K 80pts Hormagaunts 10*** 5+ Hand Weapons Fast K 90pts Gargoyles 10*** 5+ Pistols Fast, Flying K 120pts Ripper Swarms 3*** 6+ Power Weapons Fearless, Tough A, J 25pts Skyslasher Swarms 3*** 6+ Power Weapons Fearless, Flying, Tough A, J 35pts Hive Guard 1*** 4+ Multi-Melta (Indirect), Hand Weapon Tough A 60pts Zoanthrope 1*** 4+ - Synapse, Psyker(1), Tough - 50pts Venomthrope 1*** 4+ Hand Weapon (Toxin),

    Lash Whip (Strikes First) Armor(1), Tough - 40pts

    Lictor 1*** 4+ Pistol, Power Weapon (Rending) Armor(1), Fast, Scout, Tough - 40pts Shrikes 3*** 4+ Carbines, Power Weapons Fast, Flying, Tough A, B 90pts Raveners 3*** 4+ Power Weapons Deep Strike, Tough H 70pts Biovore 1*** 4+ Hand Weapon Mine Launcher, Tough - 75pts Spore Mines 3** 6+ - Deep Strike, Fearless, Spore Mine - 20pts Pyrovore 1*** 3+ Heavy Flamer, Dreadnought Fist Acid Blood, Tough - 60pts Carnifex 1*** 3+ Dreadnought Fist Monster, Tough A, C, E 45pts Trygon 1* 3+ Grav Pistol, Dreadnought Fist Fast, Monster, Tough A, E 65pts Mawloc 1* 3+ Dreadnought Fist Devour, Fast, Monster, Tough A, E 65pts Exocrine 1* 3+ Plasmagun, Power Weapon Monster, Tough A, E 75pts Tyrannofex 1* 3+ Gravgun, Heavy Flamer, Power Weapon Monster, Tough A, D, E, G 75pts Haruspex 1* 3+ Shotgun, Dreadnought Fist Acid Blood, Monster, Tough A, E 55pts Mycetic Spore 1* 4+ 3x Shotgun Mycetic Spore, Transport Vehicle(21) - 50pts A

    Take any: Adrenal Glands +10pts Toxin Sacs +15pts B

    Take any: Lash Whip (Strikes First) +15pts Power Fist (Rending) +20pts C

    Take one: Linked Carbine +10pts Linked Gravgun +35pts Multi-Laser +45pts Plasma Cannon +75pts D

    Take one: Flamer +15pts Flamer (Rending) +20pts Heavy Flamer +20pts E

    Take any: Power Weapon +15pts Power Fist +20pts Gravgun +30pts F

    Take one: Dreadnought Fist +30pts G

    Replace Heavy Flamer: 5x Carbine +10pts Lascannon +95pts H

    Take one or Replace Pistol: Linked Pistol +5pts Carbine +5pts Shotgun +5pts Gravgun +20pts I

    Take one: Wings (Flying) +5pts

    J

    Take any: Linked Pistol +5pts Deep Strike +10pts K

    Take any: Adrenal Glands +15pts Toxin Sacs +45pts

    Army Special Rules Acid Blood: If this unit is killed in close combat the enemy that killed it takes D3 automatic hits. Adrenal Glands: Every model in this unit gets +1 die to close combat when assaulting. Devour: This model may enter the game via Deep Strike, and you may place its marker even on top of enemy models. After rolling for scatter, any unit within 3 of the marker takes as many hits as models in it (vehicles and walkers count as being hit in the side). Resolve the hits as if they were from shooting, and place surviving units in base contact with the deep striking unit. Guardian: You may only have one copy of this unit in your army. Mine Launcher: This unit may spawn a Spore Mines unit with D3 models instead of firing its weapons. Place a marker up to 48 away from this unit and at least 6 away from enemy models, and roll one dice. On a 2+ place the spawned unit on the position of the marker, however on a 1 your opponent may place the unit anywhere within 6 of the marker. Mycetic Spore: This unit must Deep Strike to enter the game and may only use Hold actions. It may use all of its transport slots to embark a single Monster unit. Spawn: This unit may spawn a Termagants unit with 2D6 models instead of firing its weapons. Place all spawned models within 6 of this unit and at least 1 away from enemy models.

    Spore Mine: This model may never move more than 6 at a time, and when assaulting or being assaulted the enemy unit takes D3 automatic hits and this model is removed as a casualty. Synapse: Friendly units within 12 have the Fearless special rule and automatically pass morale tests when fleeing. Toxin Sacs: Every model in this unit gets +D2 dice when attacking non-vehicle/walker units in close combat.

    Army Psychic Powers Psykers from this army may take any of the following powers: Psychic Power Cost Catalyst (Target unit within 12 has Armor(+1) until the end of this round)

    +15pts

    Onslaught (Target unit within 24 may shoot after running until the end of this round)

    +15pts

    Psychic Scream (Target unit within 6 takes a morale test. If it fails the unit takes 2D6 hits)

    +15pts

    Horror (Target unit within 24 must take a morale test and re-roll it if successful)

    +25pts

    Paroxysm (Target unit within 24 has Strikes Last until the end of this round)

    +45pts

    Warp Blast (Target unit within 24 takes 2D6x hits)

    +70pts

  • Dark Eldar Name Size Quality Equipment Special Rules Upgrades Cost Archon 1* 4+ Pistol (Poison), Power Fist Fast, Fearless, Hero, Pain, Tough A, C, F 30pts Succubus 1* 4+ Pistol (Poison), Hand Weapon Armor(1), Drugs, Fast, Hero, Pain A, B, C 30pts Haemonculus 1* 4+ Pistol (Poison), Hand Weapon Drugs, Hero, Pain A, C, J 20pts Medusae 1** 4+ Heavy Flamer Court, Fast, Pain - 25pts Lhamaean 1** 4+ Pistol (Poison), Hand Weapon (Poison) Court, Fast, Pain - 15pts Sslyth 1*** 4+ Carbine (Poison), Power Weapon Armor(1), Court, Fast - 30pts Ur-Ghuls 2*** 4+ Power Weapons Armor(1), Court, Fast, Furious - 45pts Warriors 5*** 4+ Assault Rifles (Poison) Fast, Pain A, C, H 85pts Wyches 5*** 4+ Pistols (Poison), Hand Weapons Armor(1), Drugs, Fast, Pain A, B, C 110pts Trueborn 5** 4+ Assault Rifles (Poison), Hand Weapons Fast, Pain A, C, H 100pts Hekatrix Bloodbrides 5** 4+ Pistols (Poison), Power Weapons Armor(1), Drugs, Fast, Pain A, B, C 125pts Incubi 5** 3+ Power Weapons Fast, Pain A 110pts Grotesques 3*** 4+ Power Weapons Drugs, Tough, Pain A, J 75pts Wracks 5** 4+ Power Weapons (Poison) Drugs, Pain A, J 95pts Mandrakes 5** 4+ Power Weapons Armor(1), Fast, Pain, Scout - 110pts Harlequins 5** 3+ Grav Pistols, Power Fists Armor(1), Fast, Furious G 225pts Clawed Fiend 1*** 4+ Power Fist Eating Frenzy, Furious, Tough - 25pts Razorwing Flock 1*** 4+ Power Weapon Eating Frenzy, Flying, Tough - 25pts Khymeras 3*** 4+ Power Weapons Armor(1), Eating Frenzy - 55pts Scourges 5** 4+ Carbines (Poison) Fast, Flying, Pain A, C, H 80pts Hellions 5*** 4+ Carbines (Poison), Power Weapons Drugs, Fast, Flying, Pain A 140pts Reavers 3*** 4+ Assault Rifles (Poison), Hand Weapons Drugs, Fast, Flying, Pain A, C, I 80pts Talos Pain Engine 1* 3+ Linked Heavy Bolter (Poison),

    2x Power Fist Monster, Tough, Pain D 100pts

    Cronos Parasite Engine 1* 3+ Heavy Flamer, Power Fist Monster, Tough, Share Pain - 70pts Venom 1* 4+ Heavy Bolter (Poison),

    Linked Assault Rifle (Poison) Armor(1), Fast, Flying, Transport Vehicle(6)

    E 90pts

    Raider 1* 4+ Plasma Cannon Fast, Flying, Transport Vehicle(11) - 90pts Ravager 1* 4+ 3x Plasma Cannon Armor(1), Fast, Flying, Vehicle - 180pts A

    Take one or Replace Hand Weapon/ Power Weapon:

    Hand Weapon (Poison) +5pts Power Weapon (Poison) +10pts Power Fist (Poison) +15pts

    Replace Pistol/Carbine/Assault Rifle: Flamer +10pts B

    Replace Hand Weapon/Power Weapon: Linked Hand Weapon +5pts Linked Power Weapon +10pts Hydra Gauntlets (D6 melee attacks)

    +10pts

    C

    Replace Pistol/Carbine/Assault Rifle: Meltagun +15pts Multi-Melta +35pts D

    Take one: Chain Flail (Toxin) +5pts Power Fist +15pts

    Replace one Power Fist: Linked Heavy Flamer +5pts

    Replace Linked Heavy Bolter: Multi-Melta +5pts E

    Replace Linked Assault Rifle: Heavy Bolter (Poison) +20pts F

    Replace Power Fist: Power Weapon (Toxin) +5pts

    Take any: Drugs +10pts Ghostplate (Armor(+1)) +10pts Clone Field (Armor(+D3) against melee attacks)

    +15pts

    G

    Replace Grav Pistol: Assault Cannon Free Meltagun +10pts

    Replace Power Fist: Power Fist (Rending) +5pts

    Take one: Psyker(1) +10pts H

    Replace Carbine/Assault Rifle: Grav Pistol +5pts Heavy Bolter (Poison) +20pts Plasma Cannon +40pts I

    Take one: Cluster Caltrops (Power Weapon, attacks one enemy unit it moved over)

    +20pts

    J

    Take one or Replace Pistol: Heavy Flamer +15pts Sniper Rifle (Poison, Scope) +30pts

    Army Special Rules

    Eating Frenzy: Place a beastmaster model next to this unit as long as it is alive. Once per game you may remove the beastmaster model to gain +D3 melee attacks, however the unit has Quality 6+ when taking morale tests for the rest of the game. Court: All models with this special rule may be deployed as one unit. Drugs: This unit starts the game with one Pain marker. Pain: Every time this unit destroys an enemy non-vehicle/walker unit place a Pain marker next to it. If the unit has 1 Pain marker it gains Fearless, if it has 2 it gains Furious, and if it has 3 or more it gains Armor(+1). Share Pain: This unit has the Pain ability and whenever it kills one or more enemy models in close combat you may either place a Pain marker on it, or on a friendly non-vehicle/walker unit within 12.

  • 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 A, B 40pts

    Ministorum Priest 1* 4+ Pistol, Hand Weapon Fearless, Hero, Martyr A, B 25pts Arco Flagellants 3*** 4+ Power Fists Conclave - 55pts Cult Assassins 3*** 4+ Power Weapons Conclave, Fast - 50pts Crusaders 3*** 4+ Power Weapons Armor(1), Conclave - 55pts Battle Sisters 5*** 4+ Assault Rifles Armor(1), Faith(Light) A, C, D 90pts Dominion Squad 5** 4+ Assault Rifles Armor(1), Faith(Fusillade), Scout A, C 85pts Inferno Squad 5** 4+ Heavy Flamers Armor(1), Faith(Guidance) A, C 135pts Retributor Squad 5** 4+ Heavy Bolters Armor(1), Faith(Guidance) A, C 200pts Annihilator Squad 5** 4+ Multi-Meltas Armor(1), Faith(Guidance) A, C 245pts Seraphim 5** 3+ Linked Pistol Armor(1), Faith(Deliver), Flying A, F 115pts Celestians 5** 3+ Assault Rifles Faith(Hand) A, C, D 110pts Sisters Repentia 5** 3+ Power Fists Faith(Martyr Spirit), Fast, Fearless, Furious G 160pts Penitent Engine 1*** 4+ 2x Dreadnought Fist, 2x Heavy Flamer Furious, Rage, Walker - 110pts Sororitas Rhino 1* 4+ Linked Assault Rifle Armor(1), Transport Vehicle(11) E, H 65pts Exorcist 1* 4+ Linked Battle Cannon (Indirect) Armor(2), Vehicle H 160pts A

    Replace Pistol/Assault Rifle/Heavy Flamer: Shotgun +5pts Assault Rifle +5pts Linked Assault Rifle +10pts Flamer +10pts Plasma Pistol +15pts Meltagun +20pts

    Take one Assault Rifle attachment: Combi-Assault Rifle (Linked and Poison against Psykers)

    +5pts

    Combi-Flamer +5pts Combi-Meltagun +10pts Combi-Plasmagun +15pts

    Take one or Replace Hand Weapon: Hand Weapon +5pts Power Weapon +10pts Power Fist +15pts B

    Replace Pistol: Plasmagun +35pts

    Take one: Rosarius (Armor(+1)) +10pts C

    Take one: Chirurgeons Tools (Armor(+1)) +10pts Simulacrum (use Faith twice per game)

    +10pts

    Hailer (units within 12 re-roll failed Faith rolls)

    +10pts

    Standard (this unit and friendly units within 12 may re-roll failed morale tests)

    +20pts

    D

    Replace Assault Rifle: Heavy Flamer +15pts Heavy Bolter +30pts Multi Melta +45pts E

    Replace Linked Assault Rifle: Linked Heavy Flamer +10pts Linked Heavy Flamer (Torrent) +20pts Linked Heavy Bolter +30pts Linked Multi Melta +40pts F

    Replace Linked Pistol: Linked Flamer +10pts Linked Meltagun +25pts G

    Replace Power Fist: Linked Power Fist +5pts

    H

    Take one: Dozer Blade (ignores difficult terrain)

    +10pts

    Linked Assault Rifle +10pts Hailer (units within 12 re-roll failed Faith rolls)

    +10pts

    Hunter-Killer Missile (Combi-Missile Launcher)

    +10pts

    Extra Armor (Armor(+1)) +20pts

    Army Special Rules Conclave: All models with this special rule may be deployed as one unit, and the unit may have a maximum of 9 models. Faith(X): Once per game, when you activate this unit, you may try to use its act of faith. Roll one dice, and if you score the units Quality value or higher the unit receives a bonus until the end of the round: Act of Faith Effect Deliver All models get Linked Hand

    Weapons. Fusillade Unit gets +1 dice to shooting. Guidance All shots are Rending. Hand All models get the Furious

    special rule. Light All models may re-roll failed

    hits. Martyr Spirit The unit gets Armor(+1). Passion All models may re-roll failed

    hits in close combat. Martyr: If this model is killed all friendly units automatically score their Quality value when rolling for Faith until the end of this round. Rage: This unit automatically recovers from shaken results when damaged.

  • Daemonhunters / Grey Knights Name Size Quality Equipment Special Rules Upgrades Cost Brotherhood Champion

    1* 3+ Linked Assault Rifle, Force Weapon (Toxin)

    Aegis, Armor(3), Fearless, Hero, Psyker(1), Tough

    - 95pts

    Inquisitor 1* 4+ Pistol, Hand Weapon Hero, Tough A, C 20pts Librarian 1* 3+ Pistol, Force Weapon Aegis, Armor(1), Fearless, Psyker(2),

    Tough H 65pts

    Techmarine 1* 3+ Pistol, Power Fist Aegis, Armor(2), Fearless, Repair, Tough C 70pts Arco Flagellants 3*** 4+ Power Fists Warband - 55pts Banishers 3*** 4+ Pistols, Power Weapons Warband - 55pts Crusaders 3*** 4+ Power Weapons Armor(1), Warband - 55pts Daemonhosts 3*** 4+ Power Weapons Warband - 45pts Servitors 3*** 4+ Power Fists Warband E 55pts Jokaeros 3*** 4+ Linked Hand Weapons Armor(1), Warband F 50pts Mystics 3*** 4+ Pistols Beacon, Warband - 40pts Psykers 3*** 4+ Pistols Brothers, Warband - 40pts Acolytes 3*** 4+ Pistols, Hand Weapons Warband B, C 45pts Grey Knights Strike Squad

    5** 3+ Linked Assault Rifles, Force Weapons Aegis, Armor(1), Brothers, Deep Strike, Fearless

    D 210pts

    Grey Knights Terminators

    5** 3+ Linked Assault Rifles, Force Weapons Aegis, Armor(2), Brothers, Deep Strike, Fearless

    D 220pts

    Callidus Assassin 1* 3+ Heavy Flamer, Power Fist (Rending) Armor(1), Fast, Fearless - 65pts Vindicare Assassin 1* 3+ Sniper Rifle (Scope), Plasma Pistol,

    Power Fist Fast, Fearless - 80pts

    Eversor Assassin 1* 3+ Pistol (Poison), Linked Power Fist (Toxin) Fast, Fearless, Furious - 45pts Culexus Assassin 1* 3+ Linked Shotgun (Scope), Power Fist Fast, Fearless, Scout - 45pts Dreadknight 1* 2+ 2x Dreadnought Fist Aegis, Deep Strike, Fearless, Monster,

    Psyker(1), Tough G 105pts

    A

    Replace Pistol: Pistol (Poison) +5pts Assault Rifle (Linked and Poison against Psykers)

    +10pts

    Heavy Flamer (Torrent) +20pts Sniper Rifle (Scope) +25pts Plasmagun (Rending) +35pts Lascannon +80pts

    Replace Hand Weapon: Hand Weapon (Poison) +5pts

    Take any: Psyker(1) +10pts Power Armor (Armor(+1)) +10pts Terminator Armor (Armor(+2)) +20pts 3x Servo-Skull +20pts B

    Replace Pistol: Flamer +5pts Meltagun +15pts Plasmagun +25pts

    Take one: Shield (Armor(+1)) +10pts C

    Replace Pistol: Assault Rifle +5pts Linked Assault Rifle +10pts Plasma Pistol +15pts

    Take one Assault Rifle attachment: Combi-Flamer +5pts Combi-Meltagun +10pts Combi-Plasmagun +15pts

    Replace Hand Weapon: Force Weapon +5pts Power Fist +10pts D

    Replace Linked Assault Rifle: Assault Cannon (Rending) +15pts Heavy Flamer (Torrent) +15pts Plasmagun (Rending) +40pts

    Replace Force Weapon: Power Fist +5pts Linked Force Weapon +5pts Warding Stave (Armor(+1) in melee)

    +5pts

    Halberd (Strikes First) +10pts Banner (+1 attack dice per model in melee)

    +20pts

    Take one: Teleporter +15pts

    E

    Replace Power Fist: Heavy Bolter +15pts Multi-Melta +25pts Plasma Cannon +35pts F

    Take one: Heavy Flamer +15pts Multi-Melta +35pts Lascannon +85pts

    G

    Take up to two: Linked Assault Cannon (Rending) +35pts Linked Heavy Flamer (Torrent) +40pts Linked Plasmagun (Rending) +70pts

    Take any: Teleporter +10pts Linked Dreadnought Fist +35pts Linked Dreadnought Fist (Rending) +40pts H

    Upgrade Psyker(2): Psyker(3) +10pts

    Army Special Rules Aegis: This unit gets +1 dice to blocking when defending against Psychich Powers. Fortitude: This unit activates using its Quality value when shaken. Servo-Skull: This model may be placed anywhere outside of the enemy deployment zone before deploying either force. Enemy Scouts may not deploy within 12 of it, and it has the Beacon special rule. This model may not be attacked in any way, however if an enemy unit moves within 6 of it is immediately removed from play. Warband: All models with this special rule may be deployed as one unit, and the unit may have a maximum of 12 models.

    Notes When using this army you may take the following vehicles and their upgrades from the Space Marines and Imperial Guard army: Dreadnought, Rhino, Razorback, Land Raider, Chimera. Vehicles bought this way cost an extra 20pts and have the Aegis and Fortitude special rules.

  • Chaos Daemons Name Size Quality Equipment Special Rules Upgrades Cost Bloodthirster 1* 2+ Grav Pistol, Dreadnought Fist Deep Strike, Flying, Furious, Hero,

    Monster, Tough - 85pts

    Lord of Change 1* 2+ Power Fist Deep Strike, Flying, Hero, Monster, Psyker(2), Tough

    A 70pts

    Great Unclean One 1* 2+ Power Fist (Poison) Armor(1), Deep Strike, Hero, Monster, Psyker(1), Tough

    A 75pts

    Keeper of Secrets 1* 2+ Power Fist (Strikes First) Deep Strike, Fast, Hero, Monster, Psyker(1), Tough

    A 80pts

    Herald of Khorne 1* 4+ Power Weapon Deep Strike, Furious, Hero, Tough B 25pts Herald of Tzeentch 1* 4+ Hand Weapon Deep Strike, Fast, Flying, Hero, Psyker(1),

    Tough C 30pts

    Herald of Nurgle 1* 4+ Hand Weapon (Poison) Armor(1), Deep Strike, Hero, Tough D 30pts Herald of Slaanesh 1* 4+ Hand Weapon (Strikes First) Deep Strike, Fast, Hero, Tough F 30pts Bloodletters 10** 4+ Hand Weapons Deep Strike, Furious E, G 170pts Pink Horrors 10** 4+ - Brothers, Deep Strike, Horrors E, H 135pts Plaguebearers 10** 4+ - Armor(1), Deep Strike E, I 130pts Daemonettes 10** 4+ - Deep Strike, Fast E, J 130pts Nurglings 3*** 5+ Power Fist Armor(1), Deep Strike, Scout, Tough - 65pts Bloodcrushers 3*** 4+ Power Weapons Deep Strike, Fast, Furious, Tough E, G 80pts Flamers 3*** 4+ Flamers, Hand Weapons Brothers, Deep Strike, Fast, Flying, Tough - 110pts Beasts 3*** 4+ Power Fists (Poison) Armor(1), Deep Strike, Tough - 90pts Fiends 3*** 4+ Hand Weapons Deep Strike, Fast, Tough - 65pts Flesh Hounds 5*** 4+ Hand Weapons Deep Strike, Furious, Scout, Tough - 115pts Screamers 3*** 4+ Power Weapons (Rending),

    Slashing Attack (Fists/Claws, attacks one enemy unit it moved over)

    Brothers, Deep Strike, Fast, Flying, Tough - 115pts

    Plague Drones 3*** 4+ Power Weapons Armor(1), Deep Strike, Fast, Flying, Tough E, I, K 95pts Seekers 5*** 4+ Power Weapons Deep Strike, Fast E, J 95pts Chaos Furies 10** 4+ - Deep Strike, Flying L 150pts Daemon Prince 1* 2+ Dreadnought Fist Armor(1), Deep Strike, Monster, Tough L, M 75pts Soul Grinder 1* 3+ Autocannon, Dreadnought Fist, Power Fist Armor(2), Deep Strike, Resilient, Walker L, N 200pts Skull Cannon 1* 3+ Battle Cannon Deep Strike, Fast, Vehicle - 135pts Blood Throne 1* 4+ - Armor(2),Deep Strike,Transport Vehicle(1) - 65pts Hellflayer 1* 4+ Heavy Shredder (+D6 hits when using Ram) Armor(1), Deep Strike, Fast, Vehicle - 60pts Seeker Chariot 1* 4+ Shredder (+D3 hits when using Ram) Armor(1), Deep Strike, Fast, Vehicle - 55pts Burning Chariot 1* 4+ Flamer, Heavy Flamer Deep Strike, Fast, Vehicle O 60pts A

    Upgrade Psyker(2): Psyker(3) +10pts

    Upgrade Psyker(1): Psyker(2) +10pts Psyker(3) +20pts B

    Take one: Locus (+1 die when blocking psychic powers)

    +5pts

    Locus (Toxin) +5pts Locus (Furious) +10pts C

    Take one: Locus (may re-roll failed psychic powers)

    +10pts

    Locus (place D3 markers instead of 1 when Horror dies)

    +10pts

    Locus (+D6 melee attacks against non-vehicles/walkers)

    +10pts

    D

    Take one: Locus (Toxin) +5pts Locus (roll one die before melee on a 6 all attacks have Poison)

    +5pts

    Locus (Armor(+1)) +10pts E

    Take one: Chaos Icon (Beacon) +5pts F

    Take one: Locus (Fast) +10pts Locus (Strikes First) +10pts Locus (all melee attacks are Linked) +10pts G

    Take one: Blood Banner (once per game move +6 when assaulting)

    +5pts

    H

    Take one: Blasted Standard (once per game may use either the Assail or the Flame Breath psychic powers as if having Psyker(1))

    +10pts

    I

    Take one: Plague Banner (once per game melee attacks have Poison)

    +5pts

    J

    Take one: Rapturous Standard (once per game get+D3 dice when blocking melee attacks)

    +10pts

    K

    Take one: Linked Pistol (Poison) +5pts Power Weapon (Poison) +10pts Power Weapon (Rending) +15pts L

    Take one: Slaanesh (+3 movement) +10pts Khorne (+1 attack when assaulting) +10pts Nurgle (Armor(+1)) +10pts Tzeentch (Brothers) +10pts M

    Take one: Wings (Fast, Flying) +10pts

    Take one: Psyker(1) +10pts Psyker(2) +20pts Psyker(3) +30pts

    N

    Take one: Heavy Flamer (Torrent) +25pts Multi-Melta +50pts Plasma Cannon (Indirect) +65pts

    Take one: Linked Dreadnought Fist +30pts O

    Take one: Horror Crew (enemy units within 6 re-roll passed morale tests)

    +10pts

    Army Special Rules

    Horrors: Every time a model is removed as a casualty in close combat place one marker next to this unit. If it is not completely destroyed in melee the enemy unit takes as many hits as markers.

    Army Psychic Powers Psykers from this army may take any of the following powers: Psychic Power Cost Nurgles Corruption (Target unit within 12 takes D6 hits with Poison)

    +20pts

    Plague Wind (Target unit within 12 takes D6x hits with Poison)

    +30pts

    Lash of Slaanesh (Target unit within 24 takes D6 hits with Rending)

    +40pts

    Acquiescence (Target unit within 18 has Strikes Last until the end of this round)

    +40pts

    Fire of Tzeentch (Target unit within 24 takes 2D6 hits, and for each casualty suffered from this the unit takes another D3 hits)

    +90pts

    Bolt of Change (Target unit within 24 takes 2D6x hits, and for each casualty suffered from this the unit takes another D3x hits)

    +100pts