Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Sommario
Introduction ....................................................................................................................................................... 9
Army list index ................................................................................................................................................... 9
Eldar Corsair .................................................................................................................................................. 9
Space Marine Siege Assault Vanguard ........................................................................................................ 10
Tyrants Legion ............................................................................................................................................ 10
Ork Dread Mob ............................................................................................................................................ 10
Death Korps of Krieg Siege Regiment .......................................................................................................... 10
Death Korps Armoured Battle Group .......................................................................................................... 10
Death Korps of Krieg Assault Brigade .......................................................................................................... 10
Armoured Battle Group ............................................................................................................................... 10
Elysian Drop Troops ..................................................................................................................................... 10
Detachment D-99 ........................................................................................................................................ 10
Renegades and Heretics: Servants of Slaughter .......................................................................................... 10
Renegades and Heretics .............................................................................................................................. 10
Renegades and Heretics: Servants of Decay ............................................................................................... 10
Necron Dark Harvest ................................................................................................................................... 10
F.A.Q. ............................................................................................................................................................... 10
Allies Matrix ................................................................................................................................................. 10
Psykers ......................................................................................................................................................... 11
Veichles........................................................................................................................................................ 11
Orks.................................................................................................................................................................. 68
Headquarters ............................................................................................................................................... 68
Zhadsnark 'Da Rippa', 150 pts ................................................................................................................ 68
Mek Boss Buzzgob, 100 pts ..................................................................................................................... 68
Mekboy Junka, 65pts ............................................................................................................................... 68
Fast Attack ................................................................................................................................................... 68
Warkopta Skwadron, 65 pts .................................................................................................................... 68
Grot Tank Battle Mob, 90pts ................................................................................................................... 68
Grot Mega-Tank, 70 pts ........................................................................................................................... 68
Fighta-Bommer, 170 pts .......................................................................................................................... 68
Attak Fighta, 95 pts.................................................................................................................................. 69
Heavy Support ............................................................................................................................................. 69
Big Trakk, 50pts ....................................................................................................................................... 69
Gun Wagon, 60pts ................................................................................................................................... 70
Mega-Dread, 175 pts ............................................................................................................................... 71
Kustom Meka-Dread, 180 pts .................................................................................................................. 71
Lifta wagon, 225 pts ................................................................................................................................ 72
Big Squiggoth, 180 pts ............................................................................................................................. 73
Gun Trukk, 45pts ..................................................................................................................................... 74
Flakk Trukk, 75 pts ................................................................................................................................... 74
Flakk Trakk, 90 pts ................................................................................................................................... 75
Lord of War .................................................................................................................................................. 76
'Kustom' Battle Fortess, 355 pts .............................................................................................................. 76
Kill Krusha Tank, pts 275 .......................................................................................................................... 76
Kill Bursta, 350 pts ................................................................................................................................... 77
Kill Blasta, 330 pts .................................................................................................................................... 78
Space marine ................................................................................................................................................... 79
General Rules............................................................................................................................................... 79
Space Marines Legacies of Glory ................................................................................................................. 79
Chapter Tactics ............................................................................................................................................ 80
Chapter Relics: Red Scorpions ..................................................................................................................... 80
Headquarters ............................................................................................................................................... 81
Badab Wars Character ............................................................................................................................. 81
Commander Carab Culln, 165pt .............................................................................................................. 81
Bran Redmaw, 210 pts............................................................................................................................. 81
Shadow Captain Korvydae, 155 pts ......................................................................................................... 82
Introduction
This is the official ITS Forgeworld Compendium.
In an ITS tournament, all models and rules from Forgeworld are admitted, and due to the high amount of
Rulebooks needed to be conscious about rules for all the models (14 plus some PDFs), could be quite hard
arriving at the events knowing the enemy just as much as needed .
This file will be an useful adding to the Codex of your army, and is not an alternative to buying Forgeworld
books.
You will find resumed rules and point cost for all the units allowed as codex addings in an ITS tournament
(so Lords of War over 375 points are not in).
Complete Army Lists are not in, but in the first section you will find an index with all the references to the
original sources.
This document will be constantly updated with any new Forgeworld rule.
Note: equipment or rules that are already explained on the army books are not explained again in this
supplement. If a rules still is not explained on the codex, try to find it out in the source Imperial Armour
book. Il still you cannot find it, probably it was obsolete. Simply ignore it.
Imperial Armour (so this supplement) rules and cost in point ever overwrite army books ones.
Latest Imperial Armour books ever overwrite this supplement. Always remember to check the updates.
Last Update: August 2014.
Eldar Corsair
Imperial Armour XI
Tyrants Legion
http://www.forgeworld.co.uk/Downloads/Product/PDF/t/Tyrants-Legion.pdf
Detachment D-99
Imperial Armour IV, second edition
F.A.Q.
Allies Matrix
http://www.forgeworld.co.uk/Downloads/Product/PDF/a/allies.pdf
Psykers
http://www.forgeworld.co.uk/Downloads/Product/PDF/p/Psykers.pdf
Veichles
http://www.forgeworld.co.uk/Downloads/Product/PDF/v/vehicle6thupdates.pdf
Lords of war
http://www.forgeworld.co.uk/Downloads/Product/PDF/L/lordsofwar.pdf
Astra Militarum
General Rules
Immobile: cannot be moved after its deployment and ignore effects which force it to move. This only
affects the platform/vehicle, the crew, if any, are subject to the normal artillery unit type rules. If the crew
Falls Back, remove the platforms and complete the Fall Back move.
Artillery Tractor: If a Trojan/Centaur begins its Movement Phase in contact with a friendly Artillery type
model that has not moved in this turn and does not have more crew than the current transport capacity of
the Centaur/Trojan, it may attempt to tow the Artillery model. The Trojan/Centaur makes an immediate
move of up to 12. Once it has finished moving, place the Artillery model anywhere in base contact with the
transport and place the crew models as if they had Disembarked. The Artillery unit may neither move nor
fire in this turn and the Trojan/Centaur cannot fire or move Flat Out.
Heat Seeker: this weapon may re-roll failed To hit rolls against Flyers and Fast Skimmers.
Armoured cockpit: ignore Crew Shaken and Crew Stunned on a roll of 4+.
Chaff launcher: single use item. Declare to use it afterward an enemy unit has declared to shoot at your
vehicle with one or more weapon with the rule Missile. On the player turn in which it is used, the vehicle
has a 4+ Invulnerable Save against damage inflicted by Missile weapons.
Infra-red Targeting: the vehicle has the Night Vision special rule.
Illum Flares: the vehicle may drop a single Flare per turn. It is fired as Bombs, placing a marker where it
lands after scattering. Leave the marker in place until the end of the turn. Any unit targeting an enemy unit
with at least one model within 12 of the marker gains the Night Vision rule for that shooting phase.
Distinctive paint scheme or markings: single use item, must be represented on the model. While the
vehicle is on the board, one single friendly unit with the vehicle in line of sight may re-roll a single Morale
test.
Agile: Jink cover saves increased of 1.
Engine Damage: when it suffers an Explodes! result, roll a D6. On a 4+ it is Immobilised as well as suffering
any other damage. This ignores the normal immunity of Super-heavy vehicles to such damage.
Unstable reactor: add +1 to all rolls on the Catastrophic Damage table.
Headquarters
Colonel Snake Stranski, 225pts (Imperial armour 1, 2nd edition)
Name
WS BS
S
T
Ld
Sv
Col. Stranski
5+
Veteran Guardsman
5+
Ld
Sv
10
5+
Veteran Guardsman
5+
Troops
Sabre weapon battery, 30pts per model (Imperial armour 1, 2nd edition)
You may include a sabre weapon battery instead of a Heavy Weapon Squad in a Platoon (note that you may
not include it in a infantry/veteran/command squad instead of the single heavy weapon team)
Name
WS BS
S
T
W
I
A
Ld
Sv
Crew
5+
Platform
3+
Unit composition: 1-3 Sabre Gun Platform, each with a single crewman
Unit Type: Artillery (Immobile)
Special Rules: Scout, Skyfire, Interceptor
Wargear: Twin-linked heavy bolter; Flack armour (crew), Close combat weapon(crew), Lasgun (crew)
Options:
Any platform may replace the twin-linked heavy bolter with:
- Two twin-linked heavy stubbers, +10pts each
- Twin-linked autocannon, +10pts each
Dedicated Transport
Chimera (Imperial armour 1, 2nd edition)
As per Codex: Astra Militarum with the following addition:
Options:
Replace multi-laser with:
- Autocannon, +5pts
- Twin-linked Heavy bolter, +10pts
Trojan, 35pts (Imperial armour 1, 2nd edition)
Dedicated transport choice for a Tech-Priest Enginseer
Armour
BS
Front
Side
Rear
HP
3
10
10
10
3
Unit composition: 1 Trojan
Unit Type: Vehicle (Tank, Trasport)
Transport Capacity: 6 models
Access Points: Top-hatch
Wargear: Heavy bolter; Searchlight, Smoke Launcher
Special Rules: Artillery Tractor, Amphibius (see Codex: Astra Militarum. If towing anything, it no longer
count as having this rule);
Support vehicle: while within 6 of a Trojan a single vehicle with the Tank type or a single Artillery model
gains the Preferred Enemy (Everything!) special rule.
Options:
May replace its heavy bolter with:
- Heavy flamer, free
May take any of the following:
- Pintle-mounted storm bolter or heavy stubber, +5 pts
- Hunter-killer missile, +10pts
- Dozer blade, +5pts
- Extra armour, +10pts
- Camo-netting, +15pts
Elites
Salamander command vehicle, 60pts per model (Imperial armour 1, 2nd edition)
Armour
BS
Front
Side
Rear
HP
4
12
10
10
3
Unit composition: 1 Salamander
Unit Type: Vehicle (Tank, Fast, Open-topped)
Wargear: Heavy flamer, Heavy bolter, Searchlight, Smoke launchers, Auspex Surveyor (has the Night Vision
special rule. In addition instead of firing or moving Flat Out, it may select an enemy unit within 18. A unit
selected by one or more Salamander has its cover saves reduced by 1 until the end of the phase)
Special Rules: Scout, Amphibious (see Chimera in Codex: Astra Militarum)
Options:
A Salamander Command Vehicle may replace its heavy flamer with:
Heavy bolter, free
Any Salamander Scout may take any of the following:
- Pintle-mounted heavy stubber or storm bolter, +5pts
- Hunter-killer missile, +10pts
- Dozer Blade, +5pts
- Extra Armour, +10pts
- Camo-netting, +15pts
Hades Breaching drill, 100pts (including the veterans) (Imperial armour 1, 2nd edition)
Armour
Name
BS
Front
Side
Rear
HP
Hades
12
10
10
2
Name
WS BS
S
T
W
I
A
Ld
Sv
Unit type
Veteran
5+
Infantry
Veteran Sergeant
5+
Infantry (Char.)
Unit composition: 1 Hades and one Imperial Guard Hades assault squad (9 Veterans and 1 sergeant). They
operate independently as two completely separated units (although part of the same force selection
choice).
Unit Type:
Hades Drill: Vehicle (Tank, Heavy)
Assault squad: Infantry
Wargear:
None (Hades)
Flack armour, Shotgun, Close combat weapon, Frag and Krak grenades (Assault squad)
Special Rules:
Hades:
- Subterranean Assault (Hades Drill and the assault squad always Deep Strike, with the
following modification. Rather than placing the Hades Drill while deep striking, place a blast
(3) template. Roll to scatter as normal and determinate where the template is placed. If it
is in clear ground, place the Hades Drill on the top of the template. If the template is in
contact with an enemy unit, fortification or building, that unit suffer an immediate Tank
Shock or Ram attack. If it is sufficient to displace or destroy the enemy unit so that the Drill
can be place without enemy units within 1, the deep strike is successful and the Hades
Drill is placed over the template (In these two cases leave the template on the table). If not,
the Hades drill suffers a Deep Strike Mishap with a -2 modifier to the roll. If the template is
even partially over a friendly model or an impassable terrain, the Drill suffers a normal
Deep Strike Mishap. If the Hades is destroyed by a Deep Strike Mishap, the assault squad is
also destroyed. )
- Melta-cutter Drill (Hades drill Ram attacks are treated as S8 Ap1 and with Melta rule,
regardless of other factors. In addiction the Hades has a 4+ Invulnerable save against any
damage it may suffer while making a Ram attack. When conducting a Tank Shock attack,
any affected units suffer D3 S8 Ap2 hits (from the closest model) in addition to the usual
effects )
Assault Squad:
Follow-up attack (rather than roll normally for reserves, the assault squad arrives automatically
the turn after the Hades and may be placed in relation to the template as if they had
disembarked from a vehicle. If they cannot be placed, they count as suffering a Deep Strike
Mishap and may only attempt to enter the table in the template area on future turns).
Options:
The veteran Sergeant may exchange their shotgun and/or close combat weapon for:
- Laspistol, free
- Bolt pistol, +1pt
- Power sword or axe, +10pts
- Plasma pistol, +15pts
- Power fist, +15pts
One veteran may have a vox-caster, +5pts
Up to two Veterans may replace their shotguns with a:
- Flamer or grenade launcher, +5pts
- Meltagun, +10pts
Fast Attack
Tallarn mukaali rough rider squad, 65pts (Imperial armour 3, 2nd edition)
Name
WS BS
S
T
W
I
Ld
Sv
Unit type
5+
Cavalry
5+
Cavalry (Char.)
Special Rule: Mukaali Mounts (all Hammer of Wrath attacks of Mukaali Rough Riders (including sgts ones)
are resolved at S5, Ap-. In addition they roll only 2d6 for any Fall Back moves)
Wargear: Flack armour, Hunting lance , Laspistol, Frag and Krak grenades
Options:
The unit may include:
- Up to seven additional Mukaali Rough Riders, +20pts each
The Mukaali sergeant may exchange his laspistol for one of the following:
- Power sword, +10pts
- Plasma pistol, +10pts
The Mukaali sergeant may take:
- Melta bombs, +5pts
Up to two Mukaali Rough Riders:
- Flamer or Grenade launcher, +5pts each
- Meltagun, +10pts each
- Plasma gun, +15pts each
Centaur Carrier Squadron, 40pts per model (Imperial armour 1, 2nd edition)
Armour
BS
Front
Side
Rear
HP
3
11
10
10
2
Unit composition: 1-3 Centaut Carriers
Unit Type: Vehicle (Transport, Fast, Open-topped)
Transport Capacity: five models
Wargear: Heavy stubber, Searchlight, Smoke launchers
Special Rules: Artillery Tractor
Options:
Any Centaur may take any of the following:
- Hunter-killer missile, +10pts per model
- Dozer Blade, +5pts per model
- Extra Armour, +10pts per model
The entire squadron may take:
- Camo-netting, +15pts per model
Salamander recon squadron, 55pts per model (Imperial armour 1, 2nd edition)
Armour
BS
3
Front
12
Side
10
Rear
10
HP
3
Drop Sentinel squadron, 55pts per model (Imperial armour 1, 2nd edition)
Armour
WS
BS
S
Front
Side
Rear
I
A
3
3
5
10
10
10
3
1
Unit composition: 1-3 Drop Sentinels
Unit Type: Vehicle (Walker, Open-topped)
Wargear: Heavy bolter
Special Rules: Move through cover, Deep Strike
HP
2
Dedicated Transport: A squadron of 1-2 Drop Sentinels may take a Sky Talon as Dedicated Transport
Options:
Any Drop Sentinel may replace its heavy bolter with:
- Heavy Flamer, free
- Multi-melta, +15pts per model
Any Drop Sentinel may take any of the following:
- Searchlight, +1 pts per model
- Hunter-killer missile, +10pts per model
The entire squadron may take:
- Smoke launchers, +5pts per model
- Camo-netting, +15pts per model
BS
3
3
Front
10
11
Armour
Side
10
10
Rear
10
10
HP
2
2
Heavy Support
Leman Russ Conqueror, 150pts (Imperial armour 1, 2nd edition)
May be taken as part of a Leman Russ squadron
Armour
BS
Front
Side
Rear
HP
3
14
13
10
3
Unit composition: 1 Leman Russ Conqueror
Unit Type: Vehicle (Tank)
Wargear: Heavy bolter, searchlight, Smoke Launchers, Conqueror battle cannon (48 S8 Ap3, Heavy 1,
Blast) with co-axial storm bolter.
Special Rules: Co-axial weapon: must fire at the same target of the weapon it is attached to and any result
that affects the main weapon affects it as well. The player must fire the co-axial weapon before the main
weapon, if it scores at least one Hit the main weapon may re-roll To Hit rolls.
Note: does not have Lumbering Behemoth rule
Options: As for the others Leman Russ Tanks
Destroyer tank hunter squadron, 160pts per model (Imperial armour 1, 2nd edition)
Armour
BS
3
Front
14
Side
13
Rear
10
HP
3
Thunderer Siege Tank Squadron, 140pts per model (Imperial armour 1, 2nd edition)
Armour
BS
Front
Side
Rear
HP
3
14
13
11
3
Unit composition: 1-3 Thunderers
Unit Type: Vehicle (Tank)
Wargear: Demolisher cannon, Searchlight, Smoke Launchers
Options:
Any Thunderer may take any of the following:
- Pintle-mounted heavy stubber or storm bolter, +5pts per model
- Hunter-killer missile, +10pts per model
- Dozer Blade, +5pts per model
- Extra Armour, +10pts per model
The entire squadron may take:
- Camo netting, +15pts per model
Armour
BS
Front
Side
Rear
HP
3
12
10
10
3
Unit composition: 1-3 ordnance tank (in any combination)
Unit Type: Vehicle (Tank, Open-topped)
Wargear: Heavy Bolter, Searchlight, Smoke launchers
Griffon heavy mortar (Griffon only): 12-48 S6 Ap4, Ordnance 1, Barrage, Large Blast
Medusa siege cannon (Medusa only): 36 S10 Ap2, Ordnance 1, Large Blast
Colossus siege mortar (Colossus only): 24-240 S6 Ap3, Ordnance 1, Barrage, Large Blast, Ignore Cover,
cannot fire directly but only with a minimum range of 24.
Special Rules: Accurate Bombardment (Griffon only): when firing its heavy mortar, the controlling player
can choose to re-roll the Scatter dice
Options:
Any model may replace its heavy bolter with:
- Heavy flamer, free
Any model may take any of the following:
Enclose crew compartment, +15pts
- Pintle-mounted storm bolter or heavy stubber, +5 pts
- Hunter-killer missile, +10pts
- Dozer blade, +5pts
- Extra armour, +10pts
The entire squadron may take:
- Camo-netting, +15pts per model
Any Medusa may take:
- Bastion-breacher shells, +5pts (48 S10 Ap1, Heavy 1, Blast, Armourbane)
Options:
Any Manticore may replace all its Manticore missiles with four:
- Storm eagle rockets, +25pts per model
- Sky eagle rockets, free (120 S9 Ap2, Ordnance 1, Skyfire, Missile, Heat Seeker)
Any model may replace its heavy bolter with:
- Heavy flamer, free
Any model may take any of the following:
- Pintle-mounted storm bolter or heavy stubber, +5 pts each
- Hunter-killer missile, +10pts each
- Dozer blade, +5pts each
- Extra armour, +10pts each
The entire squadron may take:
- Camo netting, +15pts per model
Hydra platform battery, 50pts per model (Imperial armour 1, 2nd edition)
Armour
BS
Front
Side
Rear
HP
3
10
10
10
2
Unit composition: 1-3 Hydra Platforms
Unit Type: Vehicle (Immobile)
Wargear: Two turret-mounted twin-linked Hydra autocannon
Options:
The entire squadron may take Camo-netting, +15pts per model
Manticore platform battery, 100pts per model (Imperial armour 1, 2nd edition)
Armour
BS
Front
Side
Rear
HP
3
10
10
10
2
Unit composition: 1-3 Manticore Platforms
Unit Type: Vehicle (Immobile)
Wargear: Four Manticore missiles (see Manticore Battery entry)
Special rules: Limited Ammunition
Options:
Any Manticore Platform may replace all of its Manticore rockets with:
- Four sky eagle rockets, free (see Manticore Battery entry)
Earthshaker platform battery, 75pts per model (Imperial armour 1, 2nd edition)
Armour
BS
Front
Side
Rear
HP
3
10
10
10
2
Unit composition: 1-3 Earthshaker Platforms
Unit Type: Vehicle (Immobile)
Wargear: Earthshaker cannon
Options:
The entire squadron may take Camo-netting, +15pts per model
Heavy artillery carriage battery, 75pts per model (Imperial armour 1, 2nd edition)
Name
WS BS
S
T
W
I
A
Ld
Sv
5+
Artillery Carriage
3+
Unit composition: 1-3 Heavy carriage, each with four Imperial Guard Crewmen
Unit Type: Artillery (Immobile)
Wargear: Earthshaker cannon ; Flack armour (crew), Close combat weapon(crew), Lasgun (crew), Frag
granades (crew)
Options:
All Artillery pieces may upgrade their Earthshaker cannon to a:
- Medusa Siege gun (see Ordance Battery entry), +25pts each
A battery of heavy Artillery composed of Medusa siege Guns may be upgraded to use:
- Bastion Breacher shells (see Ordance Battery entry), +5pts each
The entire battery may take:
- Camo-netting, +15pts per model
A heavy artillery pieve may include up to three:
- Trojan Support Vehicles, +35pts each (if chosen, the battery must include a number of Trojans
equal to the number of Heavy Artillery pieces. The unit will contain both the artillery and the
vehicles. When firing at this unit, the targeting player must choose to resolve any hit against
either the Heavy Artillery pieces or Trojan before rolling To hit. Resolve hits as they formed two
separated unit, an Artillery one and a vehicle squadron. The coherency was of 2 for the
Artillery, 4 for the Vehicles.)
Any Heavy Artillery piece may have up to four additional crewman for +6pts each
Field Artillery battery, 50pts per model (Imperial armour 1, 2nd edition)
Name
WS BS
S
T
W
Ld
Sv
Crew
5+
3+
Unit composition: 1-3 Heavy Quad Launcher, each with three Imperial Guard Crewmen
Unit Type: Artillery (Immobile)
Wargear: Heavy Quad Launcher (12-60 S5 Ap5, Heavy 4, Barrage, Blast, Shell Shock (-1 to the targets
leadership value when taking Pinning test against this attack)) ; Flack armour (crew), Close combat
weapon(crew), Lasgun (crew), Frag granades (crew)
Options:
Any Artillery piece may have up to two additional crewman for +6pts each
Any Quad Cannon Launcher may be exchange for:
- Heavy Mortar (12-48 S6 Ap4, Ordnance 1, barrage, Large blast), free
The entire battery may take:
- Camo-netting, +15pts per model
A Heavy Artillery piece may include up to three:
- Trojan Support Vehicles, +35pts each
- Centaur artillery tractors, +45pts each
If chosen, the battery must include a number of Trojans/Centaurs equal to the number of
Heavy Artillery pieces. They form a separate unit.
3+
Unit type
Artillery
normal, but the artillery piece cannot consolidate or make a Sweeping Advance. Independent
character may not join it.
Firing Modes: before the start of the game the owning player must decide which fire-mode use.
The artillery remains in that mode for the rest of the game:
Point defence mode: It may shoot at targets up to 36 away which are in a fixed 90 Front arc
Sentry mode: it may shoot at targets within 18. It can fire all around
A heavy bolter-equipped Sentry Gun will fire at the nearest enemy non-vehicle unit according to its
firing mode. A lascannon-equipped one will fire at the nearest enemy vehicle or Monstrous
Creature according to its firing mode.
I there isnt preferred targets in line of sight, it will simply attack the nearest enemy target in range.
Options:
Any Sentry Gun may exchange its twin-linked heavy bolter for:
Twin-linked lascannon, +10pts per model
The entire squadron may take:
Camo-netting, +10pts per model
Rapier laser destroyed, 40pts per model (Imperial armour 1, 2nd edition)
Name
WS BS
S
T
W
I
Ld
Sv
5+
Rapier
3+
Options:
Any Rapier may have one additional crewman for +6pts per Rapier
Cyclops Demolition squad, 30pts per Cyclops team (Imperial armour 1, 2nd edition)
Name
WS BS
S
T
W
I
A
Ld
Sv
5+
Cyclops
4+
Unit composition: 1-3 Cyclops teams, each comprised of 1 Cyclops and 1 guardsman operator
Unit Type:
Infantry (Crew)
Infantry special *(Cyclops)
*Remote control: Cyclops units are deployed together but as soon the game begins the different Cyclops
Vehicles may be detached from the unit and act separately. If the distance between the Cyclops and its
operator become greater than 48 the Cyclops can do nothing until the operator is back in range. If the
operator is removed, the Cyclops can do nothing but is left in play. If all operators are killed, the unit counts
as being destroyed at the end of the game. The Cyclops carry no ranged weapons and cannot fight in
assault, can be targeted and be hit in assault normally. However, they may charge. Units containing Cyclops
can never make sweeping advances.
Special Rule: Extremely bulky (Cyclops), Fearless (Cyclops)
Accidental Detonation: if a Cyclops is destroyed roll a D6. On a result of 6 it detonates with the Cyclops
demolition charge profile.
Wargear:
Cyclops Demolition Charge (the Cyclops can detonate in any of the owning players Assault phases
(regardless being or not in combat ) or any of their opponents assault phases in which the Cyclops is in
combat. The detonation occurs on Initiative step 10 of the fight sub-phase. When it detonates, centre the
large blast template on its model and resolve the attack. Then remove the Cyclops. S9 Ap3, ordnance 1,
Large blast ).
Flack armour, Lasgun, Close combat weapon (Guardmen).
Sentinel Powerlifter squadron, 30pts per model (Imperial armour 1, 2nd edition)
Armour
WS
BS
S
Front
Side
Rear
I
A
HP
3
3
5(7)
10
10
10
3
2
2
Unit composition: 1-3 Sentinels Powerlifters
Unit Type: Vehicle (Walker, Open-topped)
Special Rules: Powerlifter: the Sentinel can use its lifting claws in combat using the following profile:
melee, S +2, Ap4.
Options:
Any Drop Sentinel may take any of the following:
- Searchlight, +1 pts per model
Options:
The Lightning may replace its long barreled autocannon with one of the following:
Two Hellstrike missiles, free (see Codex: Astra Militarium, add Missile rule)
Two Tactical Bombs and Strafing Run special rule, free ( S6, Ap4, Bomb1, Barrage, Blast,
One Use Only)
The Lightning may also be armed with one of the following:
Four Hellstrike missiles, +40pts (see Codex: Astra Militarium, add Missile rule)
Six Tactical Bombs, +40pts (see above)
Four Hellfury missiles, +40pts (See Codex Astra Militarum, add Missile rule)
Four Skystrike missiles, +50pts (60 S7 Ap3, Heavy 1, Missile, Air to Air, Heathseeker, One
use only)
May take any of the following additional equipment:
- Chaff launcher, +10pts
- Infra-red Targetting, +5pts
- Illum Flares, +5pts
- Distinctive paint scheme or markings, +10pts
Lord of War
Wargear: Two Side sponsons with heavy bolters, Searchlight, Smoke launchers, Double Earthshaker cannon
(24-240 S9 Ap3, Primary Weapon 1, Massive Blast (7), Twin-linked)
Special Rules:
-Indirect fire (the cannon may only engage targets using the Barrage universal rule with a minimum range
of 24).
- Engine Damage
- Thunderblitzing and assaulting: models in close combat strike the Minotaur weakest Armour value (Side
value of 12). All Death or Glory, Ram impacts or Thunderblitzs that target the Minotaur are resolved on its
Rear Armour value.
Options:
May have the following upgrades from Codex: Astra Militarum:
- Hunter-killer missile, +10 pts
- Enclosed crew compartment, +15pts
- Pintle-mounted storm bolter or heavy stubber, +5pts
BS
3
Front
13
Armour
Side
12
Rear
11
HP
6
Lascannon, +30pts
BS
Front
Armour
Side
Rear
HP
14
13
12
Chaos Daemons
Headquarter
Mamon, Daemon prince of Nurgle, 220 pts (Imperial Armour: Apocalypse)
WS
BS
Ld
Sv
Unit type
5+
MC (Ch)
BS
Ld
Sv
Unit type
3+
MC (Ch)
Special rules:
Deep Strike, Daemon of Khorne, Daemonic Instability.
Daemonic Gifts:
Collar of Khorne, Warp-forged Armour.
Daemonic Rewards:
Unholy Frenzy.
Elites
Chaos Decimator Daemon engine, 205 pts (Imperial Armour XIII)
Armour
WS
BS
S
Front
Side
Rear
I
3
3
8
13
12
11
3
A
4
HP
3
**May not be fired if the model has moved in the same turn (regardless of the Relentless
rule or if carried by a vehicle, ecc)
May also take any of the following:
- Searchlight, +1pt
- Smoke launchers, +3pts
As long as an Independent Character in the army has the same Daemonic Alignment, it may be
dedicated to*:
- Khorne (rampage), +15pts
- Nurgle (It will not die), +25pts
- Slaanesh (assault and defensive grenades), +15pts
- Tzeentch (heavy flamers have soul blaze, rerolls 1s on to hit rolls), +25pts
*the Decimator counts as a Daemon of the appropriate alignment
Fast Attack
Blight Drone of Nurgle, 150 pts each (Imperial Armour: Apocalypse)
BS
2
Front
12
Side
11
Rear
10
HP
2
Unit type
Flyer, Hover
Heavy Support
Blood Slaugherers of Khorne, 130 pts each (Imperial Armour: Apocalypse)
WS
BS
Front
Side
Rear
HP
Unit type
13
12
10
Walker
Options:
-Impaler (-1 Attacks value), 5 pts. (12 S8 AP3 Ass 1, Impaler)
Impaler: Hits on a 4+. If strikes a penetrating hit on a vehicle or an unsaved wound on a Monstrous
Creature drags it towards himself by 2D6. If the enemy contacts this model, this model count as charging.
Cannot pull through impassible terrains, vehicles, Monstrous creatures, it stops 1 away from them. Ignore
other models (and if needs, reposition the models to allow enough room. Units lock in combat must stay
locked). Building, Super-Heavy and Gargantuan Creatures cannot be dragged.
Plague Hulk of Nurgle, 150 pts (Imperial Armour: Apocalypse)
WS
BS
Front
Side
Rear
HP
Unit type
13
13
11
Walker
Wargear:
Iron Claw, Rancid Vomit (Template S 5 AP 3 Ass 1, Poisoned 3+), Rot Cannon (36 S 6 AP 3 Ord 1, 5 Blast,
Rending).
Special rules:
Deep Strike, Daemon of Nurgle, Daemonic Resilience.
Options:
-Exchange Iron Claw with Warpsword, 25 pts.
Spined Chaos Beast, 140 pts (Imperial Armour: Apocalypse)
WS
BS
Ld
Sv
Unit type
MC
Special rules:
Daemonic Instability, Deep Strike, Fearless, It Will Not Die.
Options:
Must be given one of the following:
-Daemon of Khorne, free
-Daemon of Nurgle, 15 pts
-Daemon of Slaanesh, 15 pts
-Daemon of Tzeentch, 5 pts
WS
5
BS
5
S
4
T
5
W
3
I
5
A
3
Ld
10
Sv
3+
Unit Type
Infantry (Ch)
Zhufor the Impaler, Lord of the Skulltakers, 175pts (Imperial Armour: Apocalypse)
WS
7
BS
5
S
5
T
4
W
3
I
5
A
4
Ld
10
Sv
2+
Unit Type
Infantry (Ch)
BS
5
S
4
T
5
W
3
I
5
A
4
Ld
10
Sv
3+
Unit Type
Infantry (Ch)
Elites
Chaos Contemptor Dreadnought, 195pts (Imperial Armour: Apocalypse)
WS
5
BS
4
S
7
Front
13
Armour
Side
12
Rear
10
I
4
A
3
HP
3
**May not be fired if the model has moved in the same turn (regardless of the Relentless
rule or if carried by a vehicle, ecc)
May replace its Dreadnought close combat weapon and combi-bolter with one:
- Chainfist with in-built combi-bolter, +10pts
- Multi-melta, free
- Twin-linked autocannon, +10pts
- Plasma cannon, +10pts
- Butcher cannon, +25pts
- Twin-linked lascannon, +25pts
May replace any combi- bolter with one of the following:
- Heavy flamer, +10pts each
- Plasma Blaster, +20pts each (18 S7 Ap2, Assault 2, Gets Hot)
- Meltagun, +15pts each
- Soulbourner, +25pts each (24 S4 Ap4, Assault 1, Blast, Rending)
May be equipped with:
- Extra armour, +10pts
May have a Carapace-Mounted Havoc Launcher, +15pts
May be dedicated to one of the Chaos Gods:
- Dedication of Khorne, +20pts (gain Rampage and Rage)
- Dedication of Nurgle, +20pts (gains It Will Not Die)
- Dedication of Tzeentch, +20pts (may re-roll all rolls of 1 when taking invulnerable saves. Its
heavy flamers gain the Soul Blaze rule)
- Dedication of Slaanesh, +15pts (has both assault and defensive grenades)
HP
3
it is arrived via Deep Strike, with every weapons and mobility restored and with D3 Hull points. On a 1
result remove the marker, the Decimator is permanently Wrecked. On a 2-5 result it remains Wrecked, but
on his next turn the controlling player may attempt to roll again.
Options:
May replace either of its Decimator siege claws and in-built heavy flamers with one of the following
weapons. For each claw that is replaced, its Attack value is reduced by 1:
- Butcher cannon, +20pts (36 S8 Ap4, Heavy 4)
- Storm laser, +15pts (36 S6 Ap3, Heavy D3+2)
- Soulburner petard, +10pts (24 S5 Ap5, Ordnance 1, Large Blast, Rending)
Or it may replace a Single Decimator siege claw and the heavy flamer (-1 attacks) with:
- Heavy Conversion Beamer*, +35pts
(Up to 18 S6 Ap-, Heavy 1, Large Blast, firing calibration**
18-42 S8 Ap4, Heavy 1, Large Blast, firing calibration**
42-72 S10 Ap1, Heavy 1, Large Blast, firing calibration**)
*Measure to the center of the Blast after scattering to determine the profile.
**May not be fired if the model has moved in the same turn (regardless of the Relentless
rule or if carried by a vehicle, ecc)
May also take any of the following:
- Searchlight, +1pt
- Smoke launchers, +3pts
As long as an Independent Character in the army has the same Mark of Chaos, it may be dedicated
to:
-Khorne (rampage), +15pts
-Nurgle (It will not die), +25pts
-Slaanesh (assault and defensive grenades), +15pts
-Tzeentch (heavy flamers have soul blaze, rerolls 1s on to hit rolls), +25pts
Giant Chaos Spawn, 80pts (Imperial Armour: Apocalypse)
WS
4
BS
0
S
6
T
6
W
4
I
3
A
D6+2
Ld
10
Sv
4+
Unit Type
MC
Fast Attack
Front
12
Side
11
Rear
10
HP
2
Unit type
Flyer, Hover
Special rules:
Deep Strike, Daemon of Nurgle (Daemon, Hatred(Daemon of Tzeentch), Shrouded, Slow and Purposeful,
defensive grenades ), Daemonic Resilience(on a 2+ ignore Crew Shaken and Stunned).
Explosion of pus: when the last HP is lost, suffer Explodes! instead of becoming Wrecked.
Front
12
Armour
Side
12
Rear
12
HP
3
BS
3
Front
10
Side
10
Rear
10
HP
4
Heavy Support
BS
Front
Side
Rear
HP
Unit type
13
12
10
Walker
13
13
11
HP
Unit type
Walker
Wargear: Iron Claw (Melee S x2 Ap2, Specialist Weapon, Unwieldy ), Rancid Vomit (Template S 5 AP 3
Ass 1, Poisoned 3+), Rot Cannon (36 S 6 AP 3 Ord 1, 5 Blast, Rending).
Special rules:
Deep Strike
Daemon of Nurgle: Daemon, Hatred(Daemon of Tzeentch), Shrouded, Slow and Purposeful, defensive
grenades
Daemonic Resilience: on a 2+ ignore Crew Shaken and Stunned.
Options:
-Exchange Iron Claw with Warpsword, +25 pts (melee S user Ap3, Master-crafted, Specialist Weapon)
Dark Eldar
Fast Attack
Raven Strike Fighter, 205 pts (Imperial Armour: Aeronautica)
BS
Front
Side
Rear
4
10
10
10
HP
2
Unit type
Flyer
Special rules:
Deep Strike, Shrouded, Supersonic, Vector Dancer, Night Vision, Strafing Run
Sky Assassin: rerolls scatter if deep strikes within 12 from an enemy Flyer or Skimmer.
Wargear:
Wing-mounted Twin-Linked Dark Lance
Tail-mounted Splinterstorm Cannon: 36 S X AP 5 Heavy 10, Poisoned (4+)
Option: May take Night Shields (+10pts) and Flickerfield (+10pts)
Heavy Support
Tantalus, 215 pts (Imperial Armour: Apocalypse)
BS
4
Front
12
Side
12
Rear
10
HP
5
Front
11
Side
11
Rear
10
HP
3
Dedicated Transport
Tantalus, 215 pts (see heavy support)
Dedicated transport for the Court of the Archon
Eldar
Headquarter
Wraithseer, 185 pts (Imperial Armour: Apocalypse)
WS
BS
Ld
Sv
Unit type
10
10
3+
MC (Ch)
Unit composition: 1, does not fit the compulsory HQ choice, can be taken only if the force also includes at
least one unit of Wraithguards or Wraithblades
Wargear:
I
5
A
2
Ld
10
Sv
-
Fast Attack
Wasp Assault Walker squadron, 40pts per model (Imperial Armour 11)
Ws
3
Bs
3
S
5
Front
10
Side
10
Rear
10
I
4
A
2
Option:
Front
11
Side
11
Rear
10
HP
2
Unit type
Fast, Skimmer
Front
10
Side
10
Rear
10
HP
2
Unit type
Flyer
HP
3
Unit type
Fast, Skimmer, Tank
Special rules:
Deep Strike, Shrouded, Supersonic, Vector Dancer
Agile: +1 Jink cover saves.
Wargear:
2 Bright Lances, 2 Shuriken Cannon.
Shadow Spectres, 90 pts
http://www.forgeworld.co.uk/Downloads/Product/PDF/s/shadowspectres.pdf
Heavy Support
Warp Hunter, 145 pts (Imperial Armour: Apocalypse)
BS
4
Front
12
Side
12
Rear
10
Wargear:
Twin-Linked Shuriken Catapults
D-Flail, choose the firing mode each turn:
-Blast: 36 S 7 AP 3 Heavy 3, Barrage, Blast 3, Distort
-Rift: Template S 7 AP 3 Heavy 1, Distort
Options:
May exchange the Twin-Linked Shuriken Catapults for a Shuriken Cannon, 10 pts
May take one of the following:
-Holo-Field, 15 pts
-Star Engines, 15 pts
-Vectored Engines, 15 pts
-Spirit Stones, 10 pts.
Phoenix Bomber, 225 pts (Imperial Armour: Aeronautica)
BS
4
Front
10
Side
10
Rear
10
HP
3
Unit type
Flyer
Special rules:
Deep Strike, Shrouded, Supersonic, Vector Dancer, Strafing Run.
Wargear:
Pulse Laser, 2 Shuriken Cannon
Two Phoenix Missile Launcher (48 S 5 AP 3 Heavy 3)
Options:
May replace the Pulse Laser with twin-linked Bright Lances or Starcannon for free.
May replace both Phoenix Missle Launcher for 2 Nightfire Missle Launcher (48 S 4 AP 5 Heavy 3, Blast (3),
Pinning, Ignore Cover) for 10 pts.
Fire Storm, 180 pts (Imperial Armour: Aeronautica)
BS
3
Front
12
Side
12
Rear
10
HP
3
Unit type
Fast, Skimmer, tank
Access point:
Rear Ramp.
Transport Capacity:
6 Models
Wargear:
Twin-Linked Shuriken Catapults
Twin-Linked Fire Storm Scatter Lasers (60 S 6 AP 6 Heavy 6, Skyfire, Interceptor)
Options:
May exchange the Twin-Linked Shuriken Catapults for a Shuriken Cannon, 10 pts
May take one of the following:
-Holo-Field, 35 pts
-Star Engines, 15 pts
-Vectored Engines, 20 pts
-Spirit Stones, 10 pts.
Grey Knights
Headquarter
Inquisitor Lord Hector Rex, 175 pts (Imperial Armour: Apocalypse)
WS
BS
S
T
W
I
4
4
4
3
3
4
A
4
Ld
10
Sv
2+
Unit Type
Infantry (Ch)
Ordo Xenos Inquisitor Solomon Lok, 60pt (Imperial armour 4, 2nd edition)
Hq choice for a Codex: Grey Knight army or a Codex: Inquisition Inquisitorial Detachment
Name
WS
BS
Ld
Sv
Solomon Lok
10
2+
Warlord Trait: Tenacity (Solomon Lok and his retinue have Feel No Pain special rule whilst within 3 of an
objective)
Wargear: Arteficer armour, Refractor field (5+ invulnerable save), Digital weapons, Master-crafted power
sword, Bolt pistol, Krak & Frah grenades, Psyk-out grenades, One servo-skull, Psybolt ammunition.
WS
BS
Ld
Sv
Major Durra
4+
Wargear: Carapace armour, Shotgun (12 S3 Ap- Assault2), Laspistol, Krak & Frah grenades, Refractor
field (5+ invulnerable save), Heavy chainsword (S +2 Ap5 Melee, Two-handed)
Elites
Grey Knights MK IV Doomglaive Pattern Dreadnought, 190 pts (Imperial Armour 2, 2nd edition )
WS
BS
S
Font
Side
Rear
I
A
5
5
6
12
12
10
4
2
HP
3
Fast Attack
Inquisitorial Valkyrie Assault Carrier Squadron, 100pts (Imperial Armour 2, 2nd edition and Ia2 faqs)
Can be taken if the detachment contains at least one Inquisitor. Can be taken by Codex: Inquisition as Fast
Attack choice (it is an addition to the its own Force Organization Chart)
BS
Front
Side
Rear
HP
3
12
12
10
3
Unit composition: 1 Valkyrie
Unit type: Vehicle (Flyer, Hover, Transport)
Transport capacity: 12 models
Access points: one access point on each Side of the hull and one at the Rear
Wargear: Multi-laser, 2 hellstrike missiles (72 S8 Ap3, Ordnance 1, One use, Missile), Searchlight, Extra
armour
Fire Points: none
Options:
- May include up to 2 additional Valkyries (100 pts per model)
- Any Valkyrie may replace its multi-laser with a Lascannon (15 pts per model)
- Any model may replace both of its hellstrike missiles with 2 multiple rocket pods (10 pts per model,
24" S 4 AP 6 TYPE Heavy 1, Large Blast (5"))
- Any model may take a pair of sponsons with heavy bolters (10 pts per model)
Heavy support
Grey Knights Vortimer Pattern Land Raider Redeemer, 285 pts (Imperial Armour 2, 2nd edition )
BS
Front
Side
Rear
HP
4
14
14
14
4
Unit type: Vehicle (Tank, Transpot)
Transport Capacity: 12 models
Access point: one access point on each Side of the hull and one at the Front
Wargear: 2 sponson-mounted flamestorm cannon, Hull mounted twin-linked psycannon, Psyk-out assault
launcher (any unit charging on the same turn as it disembarks from the vehicle counts as having frag
grenades. If the target contains any Daemons or Psykers, these are reduced to Initiavive 1 for the remainder
of the phase) , Smoke launchers, Psyflame ammunition (granting flamestorm cannon +1 Str)
Special rules: Assault Vehicle, Power of the Machine Spirit, The Aegis, Psychic Pilot
Psychic powers: Banishment and Sanctuary from the Daemonology (Sanctic) discipline.
Fire Points: none
Options: may take up to one each of any of the following:
- Searchlight (1 pt)
- Hunter-killer missile (10 pts)
- Dozer blade (5 pts)
- Pintle-mounted storm bolter (5 pts)
- Pintle-mounted multi-melta (10 pts)
- Extra armour (10 pts)
- Psybolt ammunition (5 pts)
- Warp stabilisation field (5 pts)
- Truesilver armour (10 pts)
Dedicated Transport
Grey Knights Vortimer Pattern Razorback Armoured Transport, 85 pts (Imperial Armour 2, 2nd edition )
May be taken by any Grey Knights squad with access to Rhinos.
BS
Front
Side
Rear
HP
4
11
11
10
3
Inquisitorial Land Raider Prometheus, 270 pts (Imperial Armour 2, 2nd edition and Ia2 faqs )
May be taken by an Inquisitorial Henchmen Warband in Codex: Inquisition and by an Inquisitor in Codex:
Grey Knights
BS
Front
Side
Rear
HP
4
14
14
14
4
Inquisitorial Valkyrie Assault Carrier Squadron, 100 pts (see Fast Attacks)
Dedicated transport for an Inquisitional Henchman Warband in Codex: Grey Knight
Front
11
Side
11
Rear
10
HP
3
Necron
Elites
Canoptek Tomb Stalker, 205 pts (Imperial Armour 12)
WS
4
BS
4
S
6
T
7
W
4
I
4
A
4
Ld
10
Sv
3+
Wargear: 2 gauss flayers, sense cluster (Night Vision and Acute Senses universal special rules)
Special Rules:
Fearless
Rampage
War Construct: immune to Fleshbane and Poisoned special rules - instead either the
attacking model's or weapon's basic Strength is used. If the attack has no Strength listed, it
wounds only on a D6 roll of a 6.
Phase Tunnelling: it has the Fleet, Deep Strike, Outflank and Hit & Run universal special
rules.
Options:
Can be equipped with any of the following:
Gloom prism (15 pts, every time an enemy unit target with a psychic power the Tomb Stalker or a
friendly unit within 3, roll a D6 if the Psychic test is passed and after Perils of the Warp. On a 4+,
the power has no effect)
Fast Attack
Canoptek Acanthrites, 150 pts (Imperial Armour 12)
WS
4
BS
4
S
4
T
5
W
3
I
2
A
2
Ld
10
Sv
3+
A
2
Ld
10
Sv
3+
BS
4
S
6
T
7
W
4
I
4
Wargear: Exile cannon (12" S X AP - TYPE Heavy 1, Blast (3"), Exile Blast*)
*Exile Blast: when a shot strikes a unit, it inflicts as many hits as models caught under the blast template.
The models must pass a Strength test or be removes, with no saves of any kind allowed. Models with no
Strenght value automatically pass, but a vehicle without a Strength value or a building suffer an automatic
penetrating hit instead with no saves possible.
Special Rules:
Fearless
Rampage
War Construct: immune to Fleshbane and Poisoned special rules - instead either the
attacking model's or weapon's basic Strength is used. If the attack has no Strength listed, it
wounds only on a D6 roll of a 6.
Phase Tunnelling: it has the Fleet, Deep Strike, Outflank and Hit & Run universal special
rules.
Options: can be equipped with Sepulchral Scarabs (gains It Will Not Die, 15 pts), Gloom prims (15 pts, every
time an enemy unit target with a psychic power the Tomb Stalker or a friendly unit within 3, roll a D6 if the
Psychic test is passed and after Perils of the Warp. On a 4+, the power has no effect)
Heavy Support
Tesseract Ark, 250 pts (Imperial Armour: Apocalypse)
BS
4
Front
12
Side
12
Rear
12
HP
4
Tesseract singularity chamber: can be taken out of action with a Weapon Destroyed
damage result*, and while active provides several abilities as well as being used as a
ranged weapon:
o Containment field: 5+ invulnerable save
o Gravitational Flux: any model trying to assault or ram the Tesseract Ark must take a
Dangerous Terrain test, and any unit charging the Tesseract Art is always forced
into making a Disordered Charge by doing so.
o Unleashed Power: Pick one of the following energy modes each time the Tesseract
is fired:
Solar Fire: 48" S 7 AP 2 TYPE Heavy 3, Blast (3")
Particle Hurricane: Template S 3 AP 3 TYPE Heavy 1, Fleshbane
Seismic Lash: 24" S 5 AP 4 TYPE Heavy 1, Quake (all units hit treat open
ground as difficult terrain during their next Movement phase), Armourbane,
Ground Lash (pick a target point and trace a line between this and the Front
of the Tesseract. The attack automatically hits all models under the line.
Units take a number of hits equal to the number of models in them caught
under the line. Doesn't affect Zooming of Gliding models).
Two tesla cannon
Quantum shielding
*Tesseract Implosion: If the Tesseract Ark suffers a Weapon Destroyed result against its Singularity
Chamber, roll a D6. On a 4+, the Ark is destroyed and removed from play and all models within 6" suffer a S
6 AP - hit. If it suffers an Explodes! result on the Vehicle Damage chart, a S 6 AP - hit is inflicted on all the
models within 6".
Special rules:
- Living Metal
- Tesseract Implosion
Options:
- May exchange its two tesla cannon for: 2 gauss cannon (free), 2 particle beamers (20 pts)
BS
4
S
-
T
7
W
3
I
-
A
-
Ld
10
Sv
3+
Fearless
Canoptek Artillery: it doesn't require a crewman to move or fire, it's not removed from play
due to absence of crew and may never declare charge. Canopek artillery that are charged
do not fight, all the assaulting unit's attacks hit automatically and damage is resolved as
normal, no morale check is made and the attackers must consolidate after that round of
combat is resolved. It cannot be locked in combat and any surviving models act normally
on their following turn. Coherency distance for models of Canoptek Artillery is 4.
Options:
BS
4
Front
12
Side
12
Rear
12
HP
4
Fortification
Necron Tomb Citadel, 300 pts (Imperial Armour: Apocalypse)
Terrain type:
The surface of the Tomb Citadel counts as open terrain. To move onto or off the Tomb Citadel
counts as moving through difficult terrain. Enemy models attempting to Deep Strike onto the
surface of the Tomb Citadel will suffer a Deep Strike mishap on any 'double' rolled on the
Scatter dice, in addition to that due to any other cause.
Has two components which can be targeted: the Tomb Ziggurat and the Power Crucible. These
components count as being AV 14. Roll D6 for each penetrating hit inflicted on them - on a 5+
the component is destroyed and its special rules no longer apply.
Wargear: none
Special rules:
1 Tomb Ziggurat: equipped with an Eternity Gate which operates exactly as the one found on a
Necron Monolith and a Scarab Hive. Scarab Hive differs in that generated Scarabs may be
placed within 6" of the Ziggurat and if a 1 is rolled when creating Scarabs, the hive can no
longer be used for the rest of the game.
1 Ziggurat Dock: the controlling player can opt to have either a Necron Monolith or a Sentry
Pylon from their primary detachment docked atop. While docked, all weapons used by the
docked war machine are at +1 Strenght, while the Necron Monolith cannot use its Eternity
Gate. The war machine can be undocked and move normally at the beginning of the
movement's phase. If the Ziggurat is destroyed, the docked war machine takes an automatic S
10 AP 2 hit.
Resurrection Amplifier: all friendly Necron units on its surface may re-roll results od a 1 on
Reanimation protocol tests.
1 Power Crucible: unless the Power Crucible is destroyed, the following rules apply to all units
on the surface of the Citadel:
o Defence Field: units have a 3+ invulnerable save against shooting attacks (also Tomb
Ziggurat and Power Crucible).
o Sprawling Fortification: at least one 2x2 section should be within the player's
deployment zone. If any section, or part of thereof, is placed outside of the controlling
player's deployment zone, than no enemy units may be deployed within the bounds of
the Necron Tomb Fortess, not even through the use of the infiltrate or Scout special
rules.
Option:
- May have one Gun emplacement Tesla Destructor with Skyfire and Interceptor rules (+65pts)
- The Tomb Ziggurat can be upgraded to have a Comms relay (+20pts) (see Rulebook, battlefield
debris section)
Orks
Headquarters
Zhadsnark 'Da Rippa', 150 pts
http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf
Fast Attack
Warkopta Skwadron, 65 pts
http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf
Grot Tank Battle Mob, 90pts
http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf
Grot Mega-Tank, 70 pts
http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf
Front
11
Side
10
Rear
10
HP
3
Options:
Front
10
Side
10
Rear
10
HP
2
Heavy Support
Big Trakk, 50pts (Imperial Armour 8)
Bs
2
front
12
side
11
rear
10
hp
3
Fire/Access Points: If an Ard Case is taken has one fire points on each side and one on the rear, and a rear
access door
Wargear: Two Big Shoota, Extra Armour
Special Rules:
Rumbler: may re-roll Difficult and Dangerous Terrain tests as long as it is moving at Combat
Speed.
Options:
May replace either of its big shoota with one of the following: rokkit launcha for 10pts or Skorcha
(5pts)
May take any of the following: Red paint job (+5pts), Grot riggers (5pts), Stikkbomb chukka (+5pts),
Boarding plank (5pts), Ard Case (10pts)
May have up to two additional pintle-mounted weapons: Big shootas (5pts each), Skorchas (10pts
each), Rokkit launchas (+15pts each)
May also have one of the following: Reinforced ram (10pts), Deff Rolla (10pts), Wreckin Ball
(10pts), Grabbin Klaw (10pts)
May have up to two Grot Sponsons (5pts each, 24 S4 Ap5 Assault 2, always fire at Bs3 regardless
the movement and the vehicle it is mounted upon. May fire at different targets)
May replace have one of the following (transport capacity reduced to 6):
- Kannon (10pts)
- Lobba (10pts)
- Supa-skorcha (10pts, Template S6 Ap3, assault 1)
- Zzap gun (15pts)
- Big lobba (20pts 48 S6 Ap4, Ordnance 1, Large Blast, Barrage)
- Killkannon (45pts)
- Supa-kannon (70pts 60 S9 Ap3, Ordnance 1, Large Blast. Loose transport capacity)
- Big-zzappa (30pts 48 S 2D6* Ap2 , Heavy D3)
*if 11 or 12 automatically cause Crew shaken if it made a Glacing or Penetrating hit in
addition to any other effetcs
front
13
side
12
rear
10
hp
3
May take any of the following: Ard case (10pts), Extra Armour (10pts), Red paint job (+5pts), Grot
riggers (5pts), Stikkbomb chukka (+5pts), Wreckin ball (10pts), Reinforced Ram (5pts)
BS
2
S
10
Front
13
Side
13
Rear
11
I
2
A
3
HP
3
Special rules:
Ramshackle Monster: 5+ invulnerable save against attacks
Options:
May replace killkannon with an additional rippa klaw or kill saw (+1 attack), Free
May replace its rippa klaw or kill saw for one additional killkannon (35 pts) OR Supaskorcha (free. Template S6 Ap3 Assault 1). -1 attack
May replace one or both of its big shootas for: Skorcha (free), Rokkit launcha (5 pts each),
Kustom Mega-blastas (10 pts each)
May take any of the following: Grot riggers (5 pts), Mega-Charga* (15 pts)
* Can only be used once per game. Use declared at the start of Movement phase. Roll a D6: if the result is
1, the Mega-Dread is immobilised (no saves, but the vehicle doesn't lose any Hull Points). On any other
result, the Mega-Dread gains the Fleet special rule for the duration of the turn.
BS
2
S
10
Front
13
Side
13
Rear
11
I
2
A
3
HP
3
Unit composition: can be included only in armies that contain at least one Mega-Dread and a HQ choice in
an Ork Dread Mob
Unit type: Vehicle (Walker)
Wargear:
Fixin' Klaws (the Meka-Dread counts as having a set of Mek's Tools and it may attempt to
fix itself, when not affected by a a Crew Stunned or Crew Shaken damage result, as well as
other vehicles. Rage special rule)
Two rippa klaws ( -, S 10, AP 2, TYPE Melee, Sunder*) OR kill saws (-, S 10, AP 2, TYPE
Melee, Shred)
* re-rolls any failed Armour Penetration
Grot Riggers
Special rules:
Ramshackle Monster (5+ invulnerable save), Rage
Options:
Front
14
Side
12
Rear
10
HP
4
2-5: target is thrown D6" in a random direction (roll a Scatter dice and re-roll any Hit
results) stopping if it moves to within 1" away from any other model, and takes D3
Glancing hits as it is flung about by the Lifta-droppa beam.
6: target is thrown 2D6" in a random direction (roll a Scatter dice and re-roll any Hit results)
stopping if it moves to within 1" away from any other model, and suffers an Explodes!
result on the Vehicle Damage table.
May take any of the following: Red Paint Job (5 pts), Grot Riggers (5 pts), Stikkbomb chukka
(5 pts), Extra Armour (10 pts), Boarding plank (5 pts), Wreckin' ball (10 pts), Grabbin klaw
(5 pts), Deff rolla (20 pts), Reinforced Ram (5 pts). May not take both a Deff Rolla and a
Reinforced Ram.
May take up two of the following: Big shoota (5 pts each), Rokkit launcha (10 pts each)
BS
2
S
6
T
7
W
6
I
1
A
2
Ld
5
Sv
3+
Trample: when the model charges, it inflicts D3+1 Hammer of Wrath attacks instead of 1.
Wild Rampage: after it has lost at least 1 wound, it gains an additional D6 attacks at the
start of any Fight sub-phase in which it is locked in combat with an enemy unit that
contains more models than the number of friendly models involved in the same combat.
Monstrous Transport: counts as an Open-topped transport vehicle with a Transport
capacity of 15 models for the purposes of allowing Infantry models to embark and
disembark from it. It follows the Transport Vehicle rules when embarking and disembarking
models. This rule doesn't affect attacks or movement, and does not bestow the ability to
Tank Shock or Ram, or to use any other part of the Vehicle rules.
Orkish War Beast: as long as the Big Squiggoth is transporting at least five friendly Ork
models or is within 3" of a unit composed of at least five friendly models it gains the
Fearless special rule.
Options:
May be given one of the following: Kannon (20 pts), Zzap gun (30 pts), Lobba (25 pts)
May be upgraded to have Snakebite Combat Drugs special rule (15 pts) - must roll on the
following table after deployment, but before the first turn has begun:
- 1: begins the game having already lost 1 wound.
- 2: Gains the Fleet special rule.
- 3: May re-roll the dice when rolling for the random for the random number of
attacks provided by its Wild Rampage and Trable special rules.
- 4: Gains the Preferred Enemy (infantry) special rule.
- 5: Feel No Pain (5+).
6: roll two more D6, applying both results (re-roll results of 6).
front
10
side
10
rear
10
hp
3
Special Rules: Ramshackle: if it suffers a Vehicle Explodes! Resul or become Wrecked, roll on the
Ramshackle table and apply the result instead of the usual effects. If the Trukk suffers more than
Vehicle Explodes! result, roll one D6 per result but only apply the lowest dice roll:
o 1-2: Kaboom! the Trukk is destroyed , all models within D6" take a Strenght 3 hit.
o 3-4: move the Trukk 3D6" as far as possible in a random direction (the player
chooses where if he rolls a Hit). Then apply the Kaboom! result. If the Trukk would
careen into enemy models or terrain, stop 1" away.
o 5-6: The Trukk is wrecked.
Options:
May replace its big shoota with a rokkit launcha for 5pts
May take any of the following: Red paint job (+5pts), Grot riggers (5pts), Stikkbomb chukka (+5pts),
Wreckin ball (10pts), Reinforced Ram (5pts)
May replace its Lobba with one of the following:
- Kannon (free),
- Supa-skorcha (10pts, Template S6 Ap3, assault 1)
- Zzap gun (5pts)
- Big lobba (10pts 48 S6 Ap4, Ordnance 1, Large Blast, Barrage)
- Big-zzappa (20pts 48 S 2D6* Ap2 , Heavy D3)
*if 11 or 12 automatically cause Crew shaken if it made a Glacing or Penetrating hit in
addition to any other effetcs
Front
10
Side
10
Rear
10
HP
3
Special rules:
Options:
A Gun Trukk may take: Red paint job (5 pts), Grot riggers (5 pts), Stikkbomb chukka (5 pts),
Wreckin' ball (10 pts), Reinforced ram (5 pts)
May replace its big shoota with: Rokkit launcha (5 pts)
Front
12
Side
11
Rear
10
HP
3
Rumbler: may re-roll Difficult and Dangerous Terrain tests as long as it is moving at Combat
Speed.
Go, go, go!: can move flat out and still fire its Flakka gunz, provided their target is a Flyer.
Options:
May excahnge either of its Big Shootas for one of the following: Skorchas (5 pts each),
Rokkit Launchas (10 pts each)
Can also have up to 2 additional pintle-mounted weapons: big shootas (5 pts each),
skorchas (10 pts each), rokkit launchas (15 pts each)
May have any of the following upgrades: boarding plank (5 pts), 'Ard case (10 pts),
Stikkbomb chukkas (5 pts), red paint job (5 pts), Grot riggers (5 pts)
May also have one of the following: Reinforced ram (10 pts), Deff rolla (10 pts), Wreckin'
ball (10 pts), Grabbin' klaw (10 pts)
May also have up to 2 Grot sponsons (5 pts each, 24 S4 Ap5 Assault 2, always fire at Bs3
regardless the movement and the vehicle it is mounted upon. May fire at different targets)
Lord of War
'Kustom' Battle Fortess, 355 pts (Imperial Armour: Apocalypse)
BS
2
Front
14
Side
13
Rear
11
HP
9
May have any of the following: 'Ard Case (25 pts), up to 4 Grot Sponsons (5 pts each, 24
S4 Ap5 Assault 2, always fire at Bs3 regardless the movement and the vehicle it is
mounted upon. May fire at different targets), Boarding plank (10 pts)
May also have a Grabbing Klaw OR Wreckin' Ball (15 pts)
May also have 3 Grot Bomms (one use each - 20 pts each: 72 S8 Ap3, Ordnance1, Large
Blast, Barrage, Twin-linked) OR 3 Supa-Rokkits (one use each - 15 pts each: )
May replace any of its kannon or Zzap guns with: a lobba, kannon or another Zzap gun
(free)
May be given up to a total of four extra pintle-mounted weapons chosen from: Big shoota
(5 pts each), Skorcha (5 pts each), Rokkit launcha (10 pts each), twin-linked big shoota (15
pts each), twin-linked rokkit launcha (20 pts each)
Any one of its turret-mounted big gunz can be upgraded to one of the following:
- Killkannon (35 pts)
- Big lobba: 48" S 6 AP 4 SPECIAL Ordnance 1, Large Blast (5"), Barrage (25 pts)
- Big-Zzappa: 48" S 2D6 AP 2 SPECIAL Heavy D3 (30 pts)
- Flakka-gunz: 48" S 7 AP 4 SPECIAL Assault 4, Skyfire, Interceptor (35 pts)
- Supa-kannon*: 60 S9 Ap3, Primary Weapon 1, Large Blast(65 pts)
- Supa-lobba*: 48" S 7 AP 4 Ordnance 1, Massive Blast (7") (45 pts)
*For each supa-kannon or supa-lobba chosen, the carrying capacity is reduced by 10.
BS
2
Front
14
Side
12
Rear
10
HP
7
Boom shell: 60" S 8 AP 3 SPECIAL Ordnance 1, Large Blast (5"), Loader Gubbins
Tankhamma shell: 60" S 10 AP 2 SPECIAL Heavy 1, Armourbane, Loader Gubbins
Scrap kanister: Hellstorm S 2 AP - SPECIAL Heavy 1, Shred, Rending, Loader Gubbins
Blast burna: 48" S 4 AP 5 SPECIAL Heavy 1, Massive blast (7"), Ignore Cover, Loader Gubbins
Special rules: Engine Damage, Super-charged Engine, Tank Riders, Crushing Weight,
Loader Gubbins: every time the kannon is fired, declare which kind of shell you are trying to use and roll a
D6. If you roll a '1', roll again on the following table:
Options:
May be given up to a total of five extra weapons chosen from the following: : Big shoota (5
pts each), Skorcha (5 pts each), Rokkit launcha (10 pts each), twin big shoota (10 pts each),
twin rokkit launcha (15 pts each)
May be equipped with up to 2 Grot bombs (20 pts each, 72 S8 Ap3, Ordnance1, Large
Blast, Barrage, Twin-linked, One Use Only)
May have up to two Grot sponsons (5 pts each, 24 S4 Ap5 Assault 2, always fire at Bs3
regardless the movement and the vehicle it is mounted upon. May fire at different targets)
Rear
10
HP
7
Hull-mounted belly gun: 72", S 7 AP 3 SPECIAL Primary Weapon 1, Blast 3D6 (roll 3D6 to
determine the radius of the blast. Treat the area within this distance as if it had been
covered by a blast marker of the indicated size).
Twin-linked big shootas
Grot Riggers
Special rules: Engine Damage, Super-charged Engines, Tank Riders, Crushing Weight
Transport capacity: 12 models
Options:
May be given up to 2 extra weapons chosen from the following: Big shoota (5pts each),
Skorcha (5 pts each), Rokkit launcha (10 pts each), twin big shoota (15 pts each), twin
rokkit launcha (20 pts each)
May be equipped with up to 2 Grot Bomms (20 pts each, 72 S8 Ap3, Ordnance1, Large
Blast, Barrage, Twin-linked, One Use Only)
May have up to 2 Grot Sponsons (5 pts each, 24 S4 Ap5 Assault 2, always fire at Bs3
regardless the movement and the vehicle it is mounted upon. May fire at different targets)
May have Grot Gunners, increasing its BS to 3 (25 pts)
May exchange its Belly gun for a Bursta kannon: 36" S D AP 2 SPECIAL Primary Weapon 1,
Massive Blast (7"). (50 pts)
Front
14
Side
13
Rear
10
HP
7
Special rules: Engine Damage, Super-charged Engines, Tank Riders, Crushing Weight
Transport capacity: 12 models
Options:
May be given up to 2 extra weapons chosen from the following: Big shoota (5pts each),
Skorcha (5 pts each), Rokkit launcha (10 pts each), twin big shoota (15 pts each), twin
rokkit launcha (20 pts each)
May be equipped with up to 2 Grot Bomms (20 pts each, 72 S8 Ap3, Ordnance1, Large
Blast, Barrage, Twin-linked, One use Only)
May have up to 2 Grot Sponsons (5 pts each, 24 S4 Ap5 Assault 2, always fire at Bs3
regardless the movement and the vehicle it is mounted upon. May fire at different targets)
May have Grot Gunners, increasing its BS to 3 (25 pts)
Space marine
General Rules
Armoured Ceramite: Weapon with the Melta special rule may never roll an additional D6 against a vehicle
with Armoured Ceramite
Relic of the armoury:
Primay detachment: one relic vehicle of any type may be chosen normally. If more than one model
is taken, you must purchased as Hq choice a: Master of the Forge in a Codex: Space Marines
detachment, Interrogator-Chaplain in a Dark Angels detachment, Reclusiarch in a Blood angel
detachment, Rune Priest with the Saga of the Beast Slayer in a Space Wolves detachment.
Other detachments: may take Relics of the armoury within the usual detachment provisions, but
you must include one of the characters above as compulsory Hq choice.
Battle of Keylek. May be taken by a vehicle with Blast weapons for 35pts, 75pt if super-heavy: any
of the vehicles weapons that use any size of Blast marker gain the Ignores Cover rule.
Ullanor Crusade. May be taken by a single tank for 25 pt, 50pt if super-heavy: it gains Preferred
Enemy (Orks). May also be taken by a walker for 20pt, it gains Hatred (Orks). In addition, enemy
models charging a vehicle with the Ullanor Crusade must re-roll successful To Hit rolls in the first
round of each combat.
War of Murder. May be taken by a vehicle for 20pt, 40pt if super-heavy: it gains the Monster
Hunter rule. Additionally, friendly Space Marine units within 6 of the vehicle gain Fearless.
Battle of Sarosh. May be taken by a vehicle at 30pt, 60pt if super-heavy: once per game, one of its
weapons gains Skyfire, Interceptor, Tank Hunters and Night Vision rules. Declare you use it before
any To Hit rolls.
Isstvan III. May be taken by a vehicle for 30pt, 60pt if super-heavy: it has Preferred Enemy (Chaos
Space Marines). Additionally, it automatically passes Dangerous Terrain tests for passing through
ruins and similar terrain.
Burning of Prospero. May be taken by a vehicle for 20pt, 40pt for a super-heavy: it gains
Adamantium Will, the bonus granted by this rule is increased to +2 against Witchfire type powers.
Isstvan V Dropsite Massacre. May be taken by a vehicle with Deep Strike at 20pt: the vehicle never
scatters when entering in play via Deep Strike.
Battle of Calth. May be taken by a vehicle for 20pt, 40 if super-heavy: it gains Preferred Enemy
(Chaos Space Marines) and the enemies Warlords suffer -1 to their Ld characteristic whilst within
12
Battle of Signus Prime. May be taken by a vehicle for 35pt, 70pt if super-heavy: it gains Preferred
Enemy (Chaos Daemons) and friendly Space Marines who begin the turn within 6 of it gain Furious
Charge until the end of the turn.
Battle of Phall System. May be taken by a Thunderhawk or StormEagle (including variants) for 40pt:
the models Jink save is improved by +1. A Super-heavy Flyer gains a Jink save of 6+, even if its not
allowed to do it usually.
Thramas Crusade. May be taken by a vehicle for 40pt, 80pt if super-heavy: all friendly Space Marine
models within 12 of it gain Fearless whilst within this distance
Schism of Mars. May be taken by a tank for 25pt, 50pt if super-heavy. It gains Tank Hunter and has
+1BS when targeting models with the Daemonforge rule. In addition, it ignores Haywire effects on a
d6 roll of 4+.
Battle of Terra. May be taken by a vehicle for 40pt, 80pt if super-heavy: it gains It Will Not Die.
Icon of Glory. May be taken by a vehicle for 50pt, 100pt if super-heavy. The vehicle has either +1BS
or +1WS (declare before the game begins). If the armys Warlord is within 2 of the vehicle, the
range of any Command Trait he has rolled is increase by 6. However, its destruction counts as an
additional Secondary Objective, earning the opposing player an extra 1 Victory point.
Shrouded Provenance. May be taken by a vehicle for 30pt, 60pt if super-heavy. It gains Venerable
special rule (if it doesnt already have it). This allows you to make your opponent re-roll the Vehicle
Damage table result (in the case of a Super-heavy this means re-rolling the Explode! result).
However the vehicle is an Ally of Convenience to units in its own detachment, and a Desperate Ally
to units in any allied detachment (if it is not a Not before Apocalypse).
Ancient Mariner. May be taken by a tank with the Transport type for 10pt. When the vehicle or any
models it has transported triggers a roll on the Archeotech Artefact table or any Mysterious Terrain
table, the result may be re-rolled.
Chapter Tactics
http://www.forgeworld.co.uk/Downloads/Product/PDF/F/FWchaptertactics.pdf
Maul:
S+3 Ap4
*Attacks with this rule cause Instant Death on a To Wound roll of 6. Roll any viable saves against these
wound separately to any other wounds the attack inflicts.
**Reduce the models Initiative by 1 when determining when he may fight in close combats, but not for the
purpose of Initiative tests.
***Use the second values of strength and Ap when the wielder is counted as having charged into combat
Headquarters
Badab Wars Character
http://www.forgeworld.co.uk/Downloads/Product/PDF/C/Charcterupdate.pdf
Commander Carab Culln, 165pt (Imperial armour 4, 2nd edition)
Hq choice for a Codex: Space Marines army or a Siege Assault Vanguard army with Red Scorpions Chapter
Tattics. He may not be fielded in the same army as Lord High Commander Culln (from Badab War
Characters pdf)
Name
WS
BS
Ld
Sv
Solomon Lok
10
2+
I
5
A
4
Ld
10
Sv
2+
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Wolftooth Necklace, Runic Armour, Bolt Pistol, Frag and Krak Grenades, Belt of Russ, The Axe
Langnvast (unusual power weapon. +1 Strength, Two-handed, allows to re-roll any failed To wound roll in
close combat)
Special Rules: And They Shall Know No Fear, Independent Character, Acute Senses, Counter-attack
- Saga of the Hunter: gains Stealth special rule. He (and any Fenrisian Wolves he is leading) may
Outflank.
- Patient killer: If he is your warlord, a single Grey Hunter squad may use Infiltrate and Behind
Enemy Lines as if they were Wolf Scout
Course of the Redmaw: at the start of each of his Movement phase (except the first turn), you
must roll a D6. On turn 2 bran will succumb on a 6+, on turn 3 on a 5+, on turn 4 on a 4+ and on any
other turns on a 3+ roll. Add 1 to the D6 roll for each Space Wolves unit locked in combat when
taking the test.
Once he succumbs, replace the model with the Redmaw. It comes in play with the Wounds that
Bran had when he succumbed, and has only the wargear and special rule listed on the following
Redmaw profile. He remains an Hq choice, but he is not affected by any friendly or enemy effects
previously applied to Bran.
I
6
A
5
Ld
8
Sv
-
Composition: 1 (Unique)
Unit type: Infantry
Wargear: Wolftooth Necklace
Special Rule: Independent Character, Acute Senses, Counter-attack, Fleet, Saga of the Hunter, Patient
Killers, Eternal Warrior, Feel No Pain, Furious Charge, Fearless
BS
5
S
4
T
4
W
3
I
5
A
3
Ld
10
Sv
2+
Composition: 1 (Unique)
Unit Type: Indipendent Character
Wargear:
- Artificer Armour
- Jump Pack
- Iron Halo
- Bolt Pistol
- Frag and Krak grenades
- Melta-bombs
- Thunderhammer
Special Rules:
Indipendent Character
Swift Strike - Korvydae and any Jump Pack equipped squad he is leading gain the Hit and
Run special rule.
Raiding tactics - If your army is led by Korvidae then it must include at least one Space
Marine Scout squad. It may also take any Assault squads as a troops choice instead of a Fast Attack
choice.
Dedicated Transport
Lucius pattern dreadnought drop pod, 50pts (Imperial Armour 2, 2nd edition )
Dedicated transport for any type of Dreadnought of Space Marines, Dark Angels, Blood Angels, Space
Wolves, Tyrants legion and space Marines Siege Assault Vanguard
Armour
BS
Front
Side
Rear
HP
12
12
12
3
Unit composition: 1 Dreadnought Drop Pod
Unit Type: Vehicle (Open-topped, Transport)
Transport Capacity: One Dreadnought of any type
Special Rules: Drop Pod Assault (as per Codex: Space Marines, but the Dreadnought must be embarked on
it, for the first turn deployment consider any type of drop pod all together when choosing half of them and
the Dreadnought can choose not to disembarck in the turn when it arrives, although the doors are
automatically opens), Immobile, Inertial Guidance System, Assault Vehicle, Burning Retros (Has the
Shrouded special rules on the game turn it arrives (also for interceptor and similar). If the Dreadnought
remain on any part of the structure (including its doors) on this time period, it benefits from the Shrouded
rule too, as also does any units targeted by any fire whose line of sight passes through or over the Drop Pod
in the game turn of its arrival)
Elites
Dreadnought-brother Halar, 145pt (Imperial Armour 4, 2nd edition )
Can be chosen by Codex Space Marines or Siege Assault Vanguard army with Chapter Tactics (Red
Scorpions)
WS
5
BS
4
S
6
Front
12
Armour
Side
12
Rear
10
I
4
A
3
HP
3
Wargear: Power fist with built-in storm bolter, Flamestorm cannon, Extra Armour, Searchlight, Smoke
launchers
Special Rules: Monster Hunter, A glorious death (If Halar loses his last Hull Point, but does not suffer an
Explode! result or is not struck by a weapon with the Destroyer special rule, he is nor removed. He remains
in play until the end of his next turn, after which he is removed from play as normal. During this last turn he
gains the Preferred Enemy (Everything) and any glancing hits, or penetrating hits that do not result in a
Explode! are ignored. If struck by a Destroyer weapon or if he suffers an Explode! during this final turn he is
removed from play)
Veteran Sergeant Hass, 45pt (plus his squad cost) (Imperial armour 4, 2nd edition)
He replaces the Space marines sergeant in a Sternguard Squad chosen from Codex: Space Marines with
Chapter Tactics (Red Scorpions). He cannot take any options, although his unit may take them as normal.
Name
WS
BS
Ld
Sv
Hass
2+
Wargear: Arteficer armour, Power sword, Bolt pistol, Frag & krak grenades
Special Rules: And They Shall Know No Fear, Combat Squads, Chapter Tactics (Red Scorpions), Always
Advance (whilst he is alive his squad has the Relentless special rule)
WS
BS
Front
Side
Rear
HP
13
12
10
Hecaton
Aiakos
Smoke Launchers
Searchlight
Plasma cannon
Dreadnought close combat weapon with inbuilt storm bolter
Special Rules:
Augmented Atomantic Shielding: Hecaton Aiakos has a 4+ invulnerable save against shooting
attacks and explosions, and a 5+ invulnerable save against attacks suffered in close combat. In
addition, if Aiakos suffers a Vehicle Explodes damage result, add +2 to the radius of the blast
Venerable: Hecaton Aiakos' controlling player may force results on the Vehicle Damage chart
against him to be re-rolled. If this is done the second result applies
Groundstrike: Instrad of making his usual attacks in combat, Hecaton Aiakos may instead make a
special groundstrike attack. This attack is carried out at Initiative step 1 of the fight sub-phase, and
automatically inflicts 1 hit to each model contactc with Hekaton Aiakos model. So, for example, if
Aiakos is in base contactct with three models from an enemy unit, the unit suffers 3 hits, and so
on.
Groundstrike
Range
Str
AP
Type
Melee, Strikedown
Special Rules: Venerable (when suffers a penetrating hit, you can make your opponent re-roll the Damage
Chart table result. You must accept the second roll, even if worse), Litany of Hate (on the turn in which it
charges, it may re-roll failed To hit rolls in assault)
Dedicated Transport: May select a Lucius Pattern Dreadnought drop pod
Options:
May replace its multi-melta with one of the following:
- Twin-linked heavy Flamer, free
- Assault cannon, +10pts
- Twin-linked heavy bolter, +5pts
- Twin-linked autocannon, +10pts
- Plasma cannon, +10pts
- Flamestorm cannon, +20pts (template, S6, Ap3, heavy 1)
- Twin-linked lascannon, +30pts
- Dreadnought close combat weapon with built-in storm-bolter (+1A), +15pts
May exchange one of its storm bolter for a:
- Heavy flamer, +10pts
May take Extra armour, +10pts
Can be chosen by Codex Space Marines, Dark Angels, Space Marine Siege Assault Vanguard and Tyrants
Legion (as Astral Claws Chapter Support). A part from Dark Angels, only one can be taken per detachment
Armour
WS
BS
S
Front
Side
Rear
I
A
HP
4
4
6
12
12
10
4
2
3
Unit composition: 1 Mark V Mortis Dreadnought
Unit Type: Vehicle (Walker)
Wargear: Two missile launcher, Searchlight, Smoke launchers
Special Rules: Helical targeting array (if stationary that turn, gains Skyfire and Interceptor special rules for
that game turn)
Dedicated Transport: May select a Lucius Pattern Dreadnought drop pod
Options:
May replace its two missile launcher with one of the following:
- Two twin-linked heavy bolter, +5pts
- Two twin-linked autocannon, +10pts
- Two twin-linked lascannon, +30pts
May take Extra armour, +10pts
WS
4
BS
4
S
7
Front
13
Armour
Side
12
Rear
10
I
4
A
2
HP
3
Special Rules: Helical targeting array (if stationary, gains Skyfire and Interceptor special rules for that game
turn), Atomantic Shielding (5+ Invulnerable save against Shooting attacks and explosions, 6+ against
attacks in close combat. In addition, add +1 to the Blast radius when it suffers an Explode! Damage result)
Dedicated Transport: May select a Lucius Pattern Dreadnought drop pod
Options:
May replace its two twin-linked heavy bolters with one of the following:
- Two multi-meltas, free
- Two twin-linked autocannon, +10pts
- Two Kheres pattern assault cannon, +25pts (24 S6 Ap4, Heavy 6, Rending)
- Two twin-linked lascannon, +30pts
May take Extra armour, +10pts
May also take a Carapace-mounted cyclone missile launcher, +35pts
Fast Attack
Caestus assault ram, 275pts (Imperial Armour 2, 2nd edition )
Can be chosen by Codex Space Marines, Blood Angels, Dark Angels, Space Wolves, Space Marine Siege
Assault Vanguard and Tyrants Legion (as Astral Claws Chapter Support)
Armour
BS
Front
Side
Rear
HP
4
13
13
11
3
Unit composition: 1 Caestus assault ram
Unit Type: Vehicle (Flyer, Hover, Transport, Tank*)
*Despite being a Flayer, a Caestus Ram may make Ram attack in the same way of a Tank when Zooming.
Transport Capacity: 10 models
Access Points: Two frontal assault ramp
Fire Points: None
Wargear: One hull-mounted twin-linked magna-melta (18 S8 Ap1, Heavy 1, Large Blast, Melta), Extra
armour, wing-mounted Firefury missile battery (36 S6 Ap4, Heavy4, Blast, Twin-linked, One use)
Special Rules: Assault vehicle, Deep Strike, Supersonic (only when Zooming), Caestus Ram (when
conducting a ram attack, the controlling player rolls two D6 and pick the highest result to penetrate and
adds +1 to any rolls on the damage chart. In addition it has a 5+ Invulnerable save against any attack against
its Front armour, including when ramming); Misericorde (It can transport models in power, artificer or
Terminator armour. Its transport capacity is not affect by the Bulky rule)
Options:
May take up to one each of any of the following:
- Teleport Homer, +15pt (Terminator deep striking within 6 of the model will not scatter. This
applies so long as the Caestus has not moved Flat Out whilst hovering or is operating as a Flyer
that turn)
- Frag assault launcher, +10pts (Any unit charging into close combat on the same turn it
disembark counts as having frag grenades)
- Armoured Ceramite, +20pts
Land Speeder Tempest squadron, 90pts each (Imperial Armour 2, 2nd edition )
Can be chosen by Codex Space Marines, Blood Angels, Dark Angels, Space Wolves, Space Marine Siege
Assault Vanguard and Tyrants Legion (as Astral Claws Chapter Support)
BS
4
Front
11
Armour
Side
10
Rear
10
HP
2
Heavy Support
Vigilator-Sergeant Hamath Kraatos, pts 60 (plus the cost of his squad) (Imperial armour 12)
Vigilator-Sergeant Kraatos replaces the Space Marine Sergeant in a Devastator unit in a Codex:
Space Marine or Space Marine Siege Assault Vanguard army representing the Minotaurs Chapter.
He must be used as shown here and cannot take any options, although his unit may take options as
usual.
WS
BS S T W I A Ld Sv
5 4 4 2 4 2 9
Unit Composition: 1 (Special: replaces Sergeant in Space Marine Devastator Squad, unique)
Unit Type: Infantry (Character)
Wargear:
Power Armour
Bolt pistol
Heavy Bolter
Frag and Krak grenades
Signum
Assassin bolts
Special Rules:
Signum: A model with this can use it in lieu of making a shooting attack of their own. If this is
done, one model in their unit counts as BS 5 for this Shooting phase. Declare that the Signum is
being used before any rolls To Hit are made.
Assassin Bolts: rather than firing his heavy bolter using its standard profile, kraatos may instead
use an Assassin bolt. This has the following profile:
Assassin Bolt
Range
Str
AP
Type
48
Heavy 1, Sniper
May take up to one each of any of the following (if not already equipped):
- Hunter-killer missile, +10pts
- Dozer blade, +5pts
- Extra armour, +10pts
Relic Sicarian Battle Tank, 135pts (Imperial Armour 2, 2nd edition and Ia 2 faqs)
Can be chosen by Codex Space Marines, Blood Angels, Dark Angels and Space Wolves
Armour
BS
Front
Side
Rear
HP
4
13
12
12
3
Unit composition: 1Relic Sicarian battle tank
Unit Type: Vehicle (Tank, Fast)
Wargear: Hull-mounted heavy bolter, Extra armour, Searchlight, Smoke Launcher, Turret-mounted twinlinked accelerator cannon (48, S7 Ap4, Heavy 6, Rending, Rapid Tracking (no Jink saves allowed))
Special Rules: Relic of the armoury
Options:
May take up to one each of the following:
- Hunter-killer missile, +10pts
- Dozer blade, +5pts
- Armoured Ceramite, +20pts
May take one of the following sets of two sponsons weapon:
- Heavy bolters, +20pts
- Lascannon, +40pts
Whirlwind Hyperios air defence tank, 115pts (Imperial Armour 2, 2nd edition )
Can be chosen by Codex Space Marines, Blood Angels, Dark Angels, Space Wolves, Space Marine Siege
Assault Vanguard and Tyrants Legion (as Astral Claws Chapter Support)
Armour
BS
Front
Side
Rear
HP
4
11
11
10
3
Options:
May take up to one each of any of the following:
- Hunter-killer missile, +10pts
- Dozer blade, +5pts
- Pintle-mounted storm bolter, +5pts
- Extra armour, +10pts
Wargear: Twin-linked heavy bolter, Armoured Ceramite, Vengeance launcher (48 S5 Ap4, Heavy 2, Large
Blast)
Special Rules: Assault vehicle, Power of the Machine spirit, Deep Strike
Options:
May exchange its twin-linked heavy bolter for:
- Twin-linked multi-melta, +15pts
- Single typhoon missile launcher, +25pts
May take one of the following:
- Four Hellstrike missile, +40pts (72 S8 Ap3, Ordnance 1, One use, Missile)
- Two twin-linked lascannon, +60pts
May take one of the following:
- Searchlight, +1pt
- Extra armour, +15pts
Fire Raptor Gunship, 225pts (Imperial Armour 2, 2nd edition and Ia2 faqs)
Can be chosen by Codex Space Marines, Dark Angels, Blood Angel, Space Wolves, Space Marine Siege
Assault Vanguard and Tyrants Legion (as Astral Claws Chapter Support)
Armour
BS
Front
Side
Rear
HP
4
12
12
12
4
Unit composition: 1 Fire Raptor Gunship
Unit Type: Vehicle (Flyer, Hover)
Wargear: One hull-mounted twin-linked Avenger bolt cannon (36 S6 Ap3, Heavy 7), Two turret-mounted
quad heavy bolters (36 S5 Ap4, Heavy6, Twin-linked), Four wing-mounted Stormstrike missiles (72 S8
Ap2, Heavy 1, Concussive, One Use, Missile), Extra armour
Special Rules: Relic of the armourt, Power of the Machine spirit, Deep Strike, Strafing Run, Independent
Turret fire (as long as it can fire a weapon in the shooting phase, each waist turret may fire at a targets of
its own and do not count towards the number of weapons the gunship may fire each turn)
Options:
May change any quad heavy bolter for:
- Independent turret-mounted twin-linked autocannon, free
May take:
- Drop pod assault special rule, +25pts (count all type of Drop Pod together when choosing half
drop pod to arrive in the first turn. When it lands the doors automatically open)
Tarantula sentry gun battery, 15pts each (Imperial Armour 2, 2nd edition )
Can be chosen by codex Space Marines, Dark Angels, Blood Angels, Space Wolves, Space Marine Siege
Assault Vanguard and Tyrants Legion (as Astral Claws Chapter Support)
WS BS
S
T
W
I
A
Ld
Sv
Unit type
-
3+
Artillery
- Hyperios command platform, +10pts per model (as long as Hyperios command platform is on
the table, all Hyperios missile launcher equipped sentry guns in the same unit has the rule
Split fire)
The entire squadron may take:
- Camo-netting, +10pts per model (has the Stealth special rule. Cannot deploy by Deep Strike)
- Deep Strike special rule, +10pts per model
Rapier laser destroyed, 40pts per model (Imperial Armour 2, 2nd edition )
Can be chosen by codex Space Marines, Dark Angels, Blood Angels, Space Wolves, Space Marine Siege
Assault Vanguard and Tyrants Legion (as Astral Claws Chapter Support)
Name
WS BS
S
T
W
I
A
Ld
Sv
Space Marine Crew
3+
Rapier
3+
Unit composition: 1-3 Rapiers, each with two Space Marines crew
Unit Type: Artillery
Special Rule: Extremely Bulky (Rapier and Crew combined), Explosive Demise (Only if it has the laser
destroyer. When the Rapier loses its last wound roll a D6. If the result is 2-6, remove the Rapier as a
casualty as normal. If the result is 1, centre a Large Blast on the Rapier. All model, friendly and enemy,
under the template take a single S3 Ap- hit. Once the hits are resolved, remove the Rapier as casualty),
Chapter tactics (Crew), And They Shall Know no Fear (Crew)
Wargear: Quad Heavy bolter (Rapier) (36 S5 A4, Heavy 6, Twin-linked) ; Power armour (crew), Bolt
pistol (crew), Frag and krak grenades (crew)
Options:
Any Rapier may exchange its quad heavy bolter with:
- Laser destroyer, +15pts per model (36 S9 Ap2, Ordnance 1, Twin-linked)
Lord of War
Typhon Heavy Siege Tank, 350pts (Imperial Armour 2, 2nd edition and Ia2 faqs)
Can be chosen by Codex Space Marines, Blood Angels, Dark Angels, Space Wolves, Space Marine Siege
Assault Vanguard and Tyrants Legion
Armour
BS
Front
Side
Rear
HP
4
14
14
14
6
Unit composition: 1 Typhon
Cerberus Heavy Tank Destroyer, 355pts (Imperial Armour 2, 2nd edition and Ia2 faqs)
Can be chosen by Codex Space Marines, Blood Angels, Dark Angels, Space Wolves, Space Marine Siege
Assault Vanguard.
Armour
BS
Front
Side
Rear
HP
4
14
14
13
6
Unit composition: 1 Cerberus
Unit Type: Super-heavy Vehicle
Wargear: Searchlight, Smoke Launchers, Twin Linked neutron laser battery (72 S10 Ap1, Primary
weapon D3, Concussive, Feedback*, Shock Pulse**)
*If this weapon fails to Penetrate or To wound an enemy model (successful armour saves do not count) roll
a D6. If the result is a 1, the firing vehicle loses 1 Hull Point.
**Any Vehicle (including Super-heavy) that suffer a Penetrating hit may only fire Snap Shot in the following
game turn.
Special Rules: Reactor Blast (When it loses its last Hull Point, it rolls on the Catastrophic Damage table with
a +1 modifier)
Options:
May be equipped with one set of two of the following:
- Heavy Bolters, +20pts
- Lascannon, +40pts
May take up to one each of any of the following:
- Hunter-killer missile, +10pts
- Armoured Ceramite, +20pts
Tau Empire
Additional Signature System (one each per army) (Imperial Armour 3, 2nd edition)
-
HQ
Commander ShasO RMyr, 145pts (Imperial Armour 3, 2nd edition)
WS
BS
Ld
Sv
10
3+
Unit Composition
1 Commander RMyr(Unique).
Unit Type
Jet Pack Infanty(Character).
Wargear
Target Lock, drone controller, double-barreled plasma rifle.
Upgraded shield generator: 4+ invulnerable save against shooting attacks. 3+ invulnerable save against
close combat attacks.
Name
Range
Str
Vp
Type
Double-barrelled
plasma rifle
24"
Assault 2,
twink-linked
Special Rules
Independent Character, Supporting Fire, Very Bulky, Preferred Enemy(Imperial Guard), Bongind Knife
Ritual.
Signature Systems
XV89-02: this grant a 3+ armour save, blacksun filter and a miniaturized flechette discharger that inflicts a
single Strength 3 Ap- hit on every enemy model in base contact with ShasO RMyr during the Initiative 10
step of any fight sub-phase.
Warlord Trait
Through Unity, Devastation.
Options
ShasO RMyr may take:
up to two drones from the Drone List in Codex: Tau Empire.
an XV8 Crisis Bodyguard Team in Codex: Tau Empire.
BS
Ld
Sv
Shas'O R'alai
10
3+
Blacklight Marker
Drone
4+
Unit Composition
1 Commander Ralai (Unique).
2 Blacklight marker drones.
Unit Type
Commander Ralai: Jet Pack Infanty (Character).
-Blacklight marker drones: Jet Pack Infanty (Drone).
Wargear
Blacklight marker drones: blacksun filter, markerlight.
ShasO Ralai: drone controller, multi-tracker, blacksun filter, vectored retro-thrusters, defensive
grenades.
Special Rules (Shaso Ralai only)
Supporting fire, Extremely Bulky, Indipendent Character, Stubborn.
Lone Warrior: ShasO Ralai cannot leave or join units other than the unit he forms with his blacklight
drones. In addition he may not take an XV8 Crisis Bodyguard Team.
Signature Systems (Shaso Ralai only)
Eclipse shield generator: grants a 4+ invulnerable save, increasing to a 3+ invulnerable save against
attackers more than 12 away.
Experimental pulse submunitions rifle: during a battle he may choose with wich profile his weapon will
shoots that turn.
Name
Range
Str
Vp
Type
Pulse submunition
rifle
24"
EMP ammunition
24"
24"
Hyper-density
ammunition
36"
Troop
Drone Sentry Turret Team, 30pts (Imperial Armour 3, 2nd edition)
BS
Front
Side
Rear
HP
2
11
11
11
2
*This unit does not count as one of the armys compulsory troops choice.
Unit Composition
1 Drone Sentry Turret.
Unit Type
Vehicle(Immobile): cannot move after deployment, every special rules which force it to move cause it a
Glacing Hit instead. If it sustained a Vehicle Immobilised result it loses an additional Hull Point. The
Automated Repair System cannot be use to restore these lost Hull points, nor any successful repair attempt
grants any ability to move
Wargear
Twink-linked burst cannon.
Options
The team:
may include up to three additional Drone Sentry Turrets at +30pts per model.
may entirely upgraded to have the Deep Strike special rules at +10pts per model.
Any Drone Sentry Turret may:
exchange its twink-linked burst cannon for a twink-linked missile pod at +10pts per model.
exchange its twink-linked burst cannon for a twink-linked fusion blaster at +15pts per
model.
exchange its twink-linked burst cannon for a twink-linked plasma rifle at +15pts per model.
take items from the Vehicle Battle System list in Codex: Tau Empire.
Fast Attack
XV9 Hazard Close Support Team, 75pts (Imperial Armour 3, 2nd edition)
WS
BS
Ld
Sv
3+
Unit Composition
1 Hazard Shasyr
Unit type
Jet Pack Infantry
Wargear
Two twink-linked burst cannon.
XV9 Close Support Battlesuit: multi-tackers, blacksun filters, vectored retro thrusters, defensive grenades.
Special Rules
Supporting Fire, Extremely Bulky, Bonding Knife Ritual.
Options
The Team may include up to two additional Hazard Shasyr at +75pts per model.
Any Hazard Shasyr may exchange one or both of their twink-linked burst cannon for one of the
following:
phased ion gun at +10pts per weapon.
fusion cascade at +15pts per weapon.
pulse submunition rifle at +20pts per weapon.
Every Hazard Shasyr must take one of the following additional system:
drone controller at +8pts per model.
target lock at +5pts per model.
shield generator at +25pts per model.
advanced targeting system at +3pts per model.
counterfire defence system at +5pts per model.
early warning override at +5pts per model.
positional relay at +5pts per model.
stimulant injector at +25pts per model.
velocity tracker at +20 pts per model.
Any Hazard Shasyr may take up to two drones from the Drone List in Codex: Tau Empire.
Name
Range
Str
Vp
Type
Phased Ion Gun
18
4
4
Assault 4,
Rending
Fusion Cascade
12
6
1
Assault D3,
Melta
Pulse Submunition
24
5
6
Assault 1,
Rifle
Large Blast,
Ignore Cover
BS
Front
Side
Rear
HP
11
11
10
Units Composition
1 Barracuda.
Unit Type
Vehicle (Flyer).
Wargear
One ion cannon, Two auto-targeting* burst cannon, One twink-linked missile pod.
* Auto-Targetin: Weapons with this special rule ignore any cover saves or cover saves bonuses provided by
the Supersonic or Jink special rules, as well as any provided by moving Flat Out
Special Rules
Supersonic, Deep Strike.
Agile: Jinks cover saves increased by +1.
Options
The barracuda may take:
up to four Seeker missiles at +8pts each.
items from the Vehicle Battle Systems list in Codex: Tau Empire.
DX-6 Remora Drone Fighter Squadron, 90pts (Imperial Armour 3, 2nd edition)
BS
Front
Side
Rear
HP
10
10
10
Unit Composition
1 DX-6 Remora
Unit Type
Vehicle (Flyer, Hover)
Wargear
One twink-linked long-barrelled burst cannon, blacksun filter, networked markerlight, two seeker missiles.
Name
Range
Str
Vp
Type
Long-barrelled
burst cannon
36"
Heavy 6
Special Rules
Shrouded, Deep Strike.
Options
The Squadron may include up to four additional DX-6 Remoras at +90pts per model.
Piranha TX-42 Squadron, 70pts (Imperial Armour 3, 2nd edition)
BS
Front
Side
Rear
HP
11
11
10
Unit Composition
1 Piranha TX-42.
Unit Type
Vehicle (Skimmer, Fast, Open-topped).
Wargear
Twink-linked fusion blasters.
Options
The squadron may include up to four additional piranha TX-42 at +70pts per model.
Any Piranha TX-42 may:
replace its Twink-linked fusion blasters for a Twink-linked missile pods for free.
replace its Twink-linked fusion blasters for a Twink-linked plasma rifles at +10pts per
model.
replace its Twink-linked fusion blasters for a Twink-linked rail rifles at +20pts per model.
take up to two seeker missiles at +8pts per missile.
take items from the Vehicle Battle Systems list of Codex: Tau Empire.
Tetra Scout Speeder Team, 35pts (Imperial Armour 3, 2nd edition)
BS
Front
Side
Rear
HP
10
10
10
Unit Composition
1 Tetra Scout Speeder
Unit Type
Vehicle (Skimmer, Fast, Open-topped)
Wargear
Twink-linked pulse rifles, Homing beacon, High intensity markerlight.
Name
Range
Str
Vp
Type
36"
Special Rules
Scout
Options
The team may include up to three additional Tetras at +35pts per model.
Any Tetra may take items from the Vehicle Battle Systems list of Codex: Tau Empire.
Goaded Great Knarloc, 75pts (Imperial Armour 3, 2nd edition)
WS
BS
S
T
Ld
Sv
Great Knarloc
6+
Kroot Goads
6+
Shaper
Unit Composition
1 Great Knarloc
4 Kroot Goads
Unit Type
Great Knarloc: monstrous creature.
Kroot Goads: infantry.
Shapers: infantry(character).
Wargear (Kroot Goads and Shaper only)
Kroot armour, kroot rifle with pulse rounds.
Special Rules
Move Through Cover, Stealth(Forest).
Herd: if at the beginning of any of the owning players turn all the Kroot Goads and Shapers in the unit are
dead and the unit is not fleeing, then the Greater Knarloc must take an immediate Morale Check.
Feeding Frenzy(Greater Knarloc only): when rolling to hit with the Great Knarloc in close combat, if he rolls
more 1s than 6s, he eats one of its Kroot goads. Immediately remove the nearest Kroot Goad from play. He
cant eat Shapers. This death is not add to the combat resolution score.
Options
The unit may:
take up to four additional Kroot Goads at +6pts per model.
upgrade one Kroot Goad to a Shaper for +15pts.
upgrade all models with kroot rifles to take sniper rounds at +1pts per model.
A Shaper may exchange his kroot rifle for a pulse rifle or pulse carbine for +4pts.
The Greater Karloc may have Baggage Laden special rule for free (Greater Knarloc attack scores
reduced by -1 and its amour save is increased to 4+.).
BS
Ld
Sv
6+
Unit Composition
1 Mounted Great Knarloc
Unit Type
Monstrous Creature
Wargear
Kroot bolt thrower with iron bolts.
Name
Kroot bolt thrower with iron bolts
Range
36"
Str
4
Vp
-
Type
Assault 2
6+
36"
48"
6
7
6
4
Assault 1, blast(3")
Rapid Fire
Special Rules
Move Throught Cover, Stealth(Forest), Fleet.
Options
The herd may include up to two additional Mounted Great Knarloc at +85pts per model.
All the herd may upgrade their kroot bolt throwers to fire explosive bolts at +15pts per model.
Any Mounted Great Knarloc may exchange their kroot bolt thrower for one twin-linked kroot gun
at +20pts per model.
Kroot Knarloc Rider Herd, 75pts (Imperial Armour 3, 2nd edition)
WS
BS
Ld
Sv
6+
Unit Composition
3 Knarloc Riders.
Unit Type
Cavalry.
Wargear
Kroot rifle with pulse rounds, kroot armour.
Special Rules
Move Through Cover, Stealth(Forest), Outflank.
Eaters of the Dead: this unit may never make a sweeping advance after defeating an enemy unit in close
combat but they must consolidate.
Option:
May include up to six additional Knarloc Riders at 25 pts per model
The heard may upgrade all Kroot rifles to take Sniper rounds at 1 pt per model
Heavy Support
XV107 Rvarna Battlesuit, 260pts
WS
BS
Ld
Sv
2+
4+
Unit Composition
1 Rvarna Shasvre.
Unit Type
Rvarna Shasvre: Monstrous Creature.
Shielded Missile Drone: Jet Pack Infantry (Drone).
Wargear (XV107)
Rvarna battlesuit: multi-tracker, blacksun filter, flechette discharger.
Riptide shield generator, two pulse submunition cannon.
Range
Str
Vp
Type
60"
BS
Ld
Sv
4+
Unit Composition
Front
Side
Rear
HP
13
12
10
Unit Composition
1 Hammerhead Gunship
Unit Type
Vehicle (Tank, Skimmer)
Wargear
Railgun with solid shot, Two gun drones.
Options
Both Gun Drones may be exchanged for one of the following:
twink-linked burst cannon for free.
twink-linked smart missile system for free.
The Hammerheads railgun may take submunition rounds for +5pts.
The Hammerheads railgun may be exchanged for one of the following:
ion cannon for free.
two twink-linked missile pods and velocity tracker for free.
two long barreled burst cannon for free.
two fusion cannon for +15pts.
two plasma cannon for +10pts.
A Hammehead may take:
up to two seeker missiles at +8pts per missile.
items from the Vehicle Battle Systems list of Codex: Tau Empire.
Name
Range
Str
Vp
Type
Long-barrelled
burst cannon
36"
Heavy 6
Fusion cannon
24"
Heavy 1,
Blast(3"), Melta
Plasma cannon
48"
Heavy 2
Fortification
Sensor Tower Grid, 30pts (Imperial Armour 3, 2nd edition)
WS
BS
Ld
Sv
4+
Unit Composition
1 Sensor Tower
Terrain Type
Battlefield Debris (Drone Tower): counts as Impassable Terrain and provides no cover. During deployment,
each Drone Tower deployed after the first must be placed no more than 6 away from another Drone
Tower. A Drone Tower may be shot at and automatically hit in close combat. A Drone Tower may make
shooting attacks in the Shooting Phase using its own BS score and does not require the presence of friendly
models to do so. When reduced to zero wounds, a Drone Tower is removed from the board.
Wargear
Twink-linked markerlight
Special Rules
Multi-phasic Sensor Suite: once per turn, a single friendly unit selected from Codex: Tau Empire that is
within 2 of any Sensor Tower in the unit may re-roll all failed To Hit rolls of a 1 and gain the Night Vision
special rule for the duration of that Shooting Phase.
Options
The unit may include up to three additional Sensor Tower at +30pts per model.
All Sensor Tower in the unit may be upgraded to have one of the following:
positional relay at +10pts per model.
homing beacon at +15pts per model.
Lord of War
Orca Dropship, 300pts (Imperial Armour: Apocalypse)
BS
Front
Side
Rear
HP
12
12
10
Unit Composition
1 Orca.
Unit Type
Super-Heavy Flyer (Hover).
Access Point
Rear Transport Ramp.
Wargear
One twink-linked long-barrelled burst cannon, Missile pod, Blacksun filter, Disruption pod.
Name
Range
Str
Vp
Type
Long-barrelled
burst cannon
36"
Heavy 6
Special Rules
Transport Ramp: up to four separate units may disembark from the Orcas Rear ramp each turn.
Transport
The Orca may transport 57 models. It may transport models with the Jet Pack Infantry (Drones), and up to
six Tau Battlesuit with the type Jet Pack Infanty. These units take up transport capacity as normal.
Option: may take items from Vehicle Battle System list
Tyranids
Elites
Malanthrope Brood, 85 pts
WS
3
BS
3
S
5
T
5
W
4
I
5
A
3
Ld
10
Sv
3+
Toxic miasma
Grasping tail: at the beginning of the Fight sub-phase, before any blows are struck, the
Malanthrope may issue a Challenge, even though it does not have the Character type. If this
Challenge is accepted, roll a D6. On the result of a 4+, the enemy model nominated to fight the
Malanthrope is enveloped in the Tyranid beast's grasping tail and has its Attacks reduced by half
(rounding down) and Initiative reduced to 1 for the duration of the Challenge. If an enemy
Character uses the Clorious Intervention special rule to replace the model fighting the Malanthrope
in a Challenge, then all effects of this rule are negated and the intervening Character suffers no
penalties.
Regeneration
Special Rules:
Fleet
Move Through Cover
Very Bulky
Shrouded
Poisoned (2+)
Synapse Creature
Shadow in the Warp
Prey Adaptation: if a Malanthrope Brood is involved in any close combat which results in an enemy
unit or units being destroyed in combat, it may not perform a Sweeping Advance but instead stops
to feed on the dead. From the end of that phase onwards all friendly Tyranid units gain the
Preferred Enemy (all units from the same Codex as the destroyed enemy unit) special rule while
they remain within Synapse range of the Malanthrope Brood - this includes the Malanthrope Brood
too.
Spore Cloud
Options: The unit may include up to 2 additional Malanthropes (+85 pts per model)
Fast Attack
Dimachaeron, 200 pts
WS
8
BS
3
S
6
T
6
W
6
I
6
A
5
Ld
10
Sv
3+
Movement phase: if a Leaping model Leaps during the Movement phase, it can move up to 6"
Assault phase: if a Leaping model Leaps during the Assault phase, it gains the Hammer of Wrath
special rule, and all Hammer of Wrath attacks are resolved at +1 Strength and gain the Strikedown
special rule.
Sickle claws: RANGE - STR User AP 2 TYPE Melee, Sickle Strike (Instant Death on a 4+ on wounding)
Grasping talons: RANGE - STR +1 AP 2 TYPE Melee, Spine-maw Strike : when an attack with this
special rule results in least one 6 To Hit, it may make a single additional Spine-maw attack in
Initiative step 1:
o Thorax spine-maw: RANGE - STR +4 AP 1 TYPE Instant Death, Digestion Spine, Melee (may
target any Infantry models that do not have the Extremely Bulky special rule, and no more
than one spine-maw attack may be made in a single phase by any one model). If kills a
model with this attack, he gains a plasma token for each wound on the killed models
profile. At the end of each following turn, remove a token. If the Dimachaeron has at least
one plasma token, gains Feel no Pain (4+).
Adrenal glands
BS
-
S
1
T
3
W
1
I
1
A
-
Ld
1
Sv
-
Fearless
Outriders of the Swarm: Meiotic Spores must be deployed at the start of the game, just before the
first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve
in missions that force other friendly units to begin the game in reserve.
Shrouded
Floating Brood Bomb: the Meiotic Spore Brood moves 3+D6" in each of its controlling player's
Movement phases. When they Run, they move only half the distance rolled. Meiotic Spores are
never slowed dy difficult terrain, but must take Bangerous Terrain tests as normal. Meiotic Spores
may not declare Charges and if successfully Charged by any enemy unit, they detonate and are
removed from play before any blows are struck or other effects are triggered, causing D6 Str 5 AP 4
hits on the Charging unit per Meiotic Spore in the unit when it was removed from play.
If any Meiotic Spore is removed as a casuality due to Shooting attacks, then its controlling player
may place a new unit of D3+1 Spore Mines anywhere within 6" of the destroyed models. These
Spore Mines may act normally on the turn following their placement.
In addition, whenever a Meiotic Spore Brood moves within 6" of an enemy unit, or during any
friendly SHooting phase, the Meiotic Spore Brood may be detonated outside of close combat. To
resolve an out of combat detonation, its controlling player may make one attack per Meiotic Spore
using the profile below. Each attack may target a different enemy unit. After these attacks are
resolved, all models in the Meiotic Spore Brood are removed from play as casualties.
o
Bomb: RANGE 6" Str 5 AP 4 TYPE Assault 1, Large Blast (5"), Strikedown, Ignores Cover
Saves, Brood Bombs (if any template from a Meiotic Spore Bomb scatters so that it misses
all enemy units, then the controlling player may immediately place a unit of D3+1 Spore
Mines anywhere under the template that is at least 1" away from any models or
Impassable terrain. If there is not enouugh space to place any or all of there Spore Mines,
then those models which cannot be placed are removed from play.
Living Bomb
Options: the brood may include up to 6 additional Meiotic Spores (+15 pts per model)
Heavy Support
Stone Crusher Carnifex Brood, 150 pts
WS
BS
S
T
3
3
10
6
W
4
I
2
A
2
Ld
7
Sv
3+
Adepta Sororitas
Dedicated Transport
Repressor, 75pts (Imperial Armour 2, 2nd edition and Ia2 faqs)
bs
3
front
13
Armour
side
11
rear
10
hp
3
Transport Capacity: 10 models. Cannot carry Bulky, Very Bulky and Extremely Bulky models
Wargear: cupola-mounted storm bolter, pintle-mounted heavy flamer, Dozer blade, Smoke launcher
Options:
Fast Attack
Aquila Lander, 110pts (Imperial Armour: Aeronautica)
bs
3
front
11
Armour
side
11
rear
10
hp
3
Options:
front
10
Armour
side
10
rear
10
hp
3
Wargear: None
Special Rules: Deep strike, Improvised weapons mounts (may only fire Snap Shot, regardless of the
situation)
Options:
Heavy Support
front
12
Armour
side
10
rear
10
hp
2
Wargear: One hull-mounted Avenger bolt cannon (36 S6 Ap3, Heavy 7), two wing-mounted lascannon,
Armoured cockpit , defensive heavy stubber (may fire at a different target)
Options:
May be fitted with two extra wing-mounted hardpoints that can carry one of the following option:
Two Hellfury missiles, +20pts (72 S8 Ap3, Ordnance 1, Missile, One use only)
Two Hellstrike missiles, +20pts (72 S4 Ap5, Heavy 1, Large Blast, Ignore Cover Save, One
use only)
Two autocannon, +30pts
Two multi-laser, +30pts
Six Tactical Bombs, +40pts ( S6, Ap4, Bomb1, Barrage, Blast, One Use Only)
Two missile launchers, +40pts
May take any of the following additional equipment:
- Chaff launcher, +10pts
- Infra-red Targetting, +5pts
- Illum Flares, +5pts
- Distinctive paint scheme or markings, +10pts
Imperial Knight
Cerastus Knight Lancer, 400 pts
http://www.forgeworld.co.uk/Downloads/Product/PDF/L/lancer.pdf
Ringraziamenti
Si ringraziano per il lavoro svolto Gabriele Favorido, Tommaso Migliorini, Carlotta Cavallanti, Niccol Lucioli,
Andrea Barberio, Lorenzo Dolcetti, Marco Melli e la comunit GW Tilea.