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Introduction

Hello, and welcome to One Page 40k!


One Page 40k is a single-page ruleset played with
Warhammer 40.000 miniatures and that was designed to
be fast to learn and simple to play.
Gameplay is focused around alternating activations and
simple combat mechanics to keep both players on their
toes and engaged at all times
We recommend printing page 2 and 3 on a single sheet,
and your army page onto another sheet. This way you will
always have all rules, weapons and units at hand as you are
learning the game and getting to know your army.
You can find various supplements to this ruleset and other
one page rules at onepagerules.wordpress.com. You can
find more awesome art at rosscarlisle.tumblr.com.
If you wish to get involved in the games development or
have any questions you can head over to our forums at
onepagerules.proboards.com, or write me an e-mail at
onepageanon@gmail.com.
Thank you for playing and happy wargaming,
One Page Anon (Rules) and Ross Carlisle (Art)

Index
1. Introduction & Index
2. Core Rules
3. Common Special Rules
4. Advanced Rules
5. Space Marines
6. Imperial Guard / Astra Militarum
7. Orks
8. Eldar
9. Chaos Space Marines
10. Tau
11. Necrons
12. Tyranids
13. Dark Eldar
14. Sisters of Battle / Adepta Sororitas
15. Daemonhunters / Grey Knights
16. Chaos Daemons

One Page 40k Rules v1.26


General Principles
The Most Important Rule: Whenever a rule is

Close Combat

When using an Assault action move as many models


unclear or does not seem quite right, use common
as possible into base contact with models in the
sense and personal preference.
target unit. The opponent then moves as many
Units: Each unit consists of one or more models
models into base contact with attacking models by
acting as a single entity, and is defined by their
moving up to 3.
quality, size and whatever equipment and special
Any model that is in base contact with an enemy
rules they have. You can find unit profiles in their
model or that is in base contact within a friendly
respective army supplement.
model that is in base contact with an enemy model
Quality Tests: Whenever a rule states that you
may strike with all its melee weapons.
must take a Quality test roll one six-sided die trying Both units strike simultaneously with all weapons,
to score the units Quality value or higher, and if it
which is resolved like shooting, and casualties are
does that counts as a success.
removed after all attacks have been resolved.
Additional Dice: Whenever a rule refers to adding Compare how many models each unit lost, and if
dice they are added to the most common weapon
one unit lost more models than the other it must
that the unit is attacking with.
take a morale test.
Line of Sight: If you can draw a straight line from If neither unit is destroyed or flees the combat
the attacker to the target without passing through
starts over as soon as one of the units is activated
any solid obstacle or models the attacker has line of again, which fights close combat as its action for
sight.
that round (this does not count as an assault for the
Before we begin...
purpose of special rules).
When a unit that is already in close combat is
Preparation: The game is played on a flat 6x4
surface, with at least 10 pieces of terrain on it. The assaulted by another unit do not move models in
the target unit, and the assaulting unit gets +1 dice
players roll-off, and the winner chooses on what
to melee attacks for that combat.
side to deploy and has to start first.
Morale
The players alternate in placing one unit each within
12 of their table edge.
Whenever shooting brings a unit down to half its
Objective: After 4 rounds the game ends, and both size before the attack or it loses more models in
players sum the point value of all enemy units they close combat, it must take a morale test.
destroyed or that are fleeing.
The unit takes a Quality test and if it is unsuccessful
The player with the most points wins.
the unit flees 2D6 away from the nearest enemy
Playing the Game
within line of sight, or else toward the nearest table
edge. If this move brings any models from the unit
The game is played in rounds, with each round
outside of the table borders or if it is impossible for
consisting of alternating player turns in which a
the unit to complete its full move, then the entire
single unit is activated. Before each round the
unit is removed as a casualty.
players roll-off to see who goes first, and players
continue alternating in activating units until all units A unit that is fleeing must take a morale test to be
activated. If it fails it flees 2D6 again and counts as
have been activated.
activated for that round.
Activation
Terrain
The player declares which unit he wishes to
Cover (forests, ruins, sandbags, etc.): Units in cover
activate, and it may do one of the following:
get +1 die to blocking when being shot. If at least
Action
Move
Notes
half of the models in a unit are within cover terrain,
Hold
0
May shoot.
the entire unit counts as being in cover. If at least
Hunker
0
May not shoot. Gets +1
half of the models in a unit are hidden by a tall
die to blocking shots.
obstacle (like a building or vehicle) from the
Guard
0
May react once per round
perspective of the attacker the unit counts as being
by firing at enemy
in cover.
movement across its line
Difficult Terrain (woods, mud, rivers, etc.): Units
of sight. Target gets +1 die
halve their movement when crossing difficult
to blocking.
terrain.
Walk
6
May shoot after moving.
Elevation (cliffs, roofs, ledges, etc.): Units get +1 die
Run
12
May not shoot.
to shooting when being at least 2 above their
Assault
12
Move into close combat
target
with enemy, gets +1 die to
Army Composition
melee attacks.
Each player may take up to 750pts or 1500pts worth
Moving
of units and upgrades in his army (you decide), and
Units may move and turn in any direction regardless each army may only have one Hero. You may also
take any combination of up to two special units
of the models facing, and they may only move
from the following: Monsters, Vehicles and Walkers.
within 1 of other units if assaulting.
Each unit can be made up of as many multiples of
All members of a unit must remain within 1 of at
least one other member and within 12 of all other models as * next to its size, and as many models as
multiples taken may equip items from the upgrades
members at all times. If any member of the unit is
list they have access to.
further than 1/12 you must use a Walk, Run or
Units Types
Assault action to get it back into coherency.
Shooting
Heroes: May join non-monster/vehicle/walker
units of same Quality when deploying.
All models in a unit that are in range and have line
of sight of an enemy unit may shoot one weapon at Monsters: May fire all of their weapons (even at
separate targets) when using a Hold action, may not
it. Units may not shoot into or out of close combat
hunker and never fail morale tests. Whenever
under any circumstance.
The attacker takes one Quality test per Firepower in assaulting non-monster/walker units the target
must take a morale test after combat, regardless of
the unit, and each success is a hit.
The target then takes as many Quality tests as hits, casualties. Dont get benefits from cover/elevation.
Walkers: May fire all of their weapons (even at
and each success is a block.
Subtract the number of blocks from the number of separate targets) when suing a Hold action. Walkers
may not hunker, never fail morale tests and follow
hits, and remove as many models from the target
unit as the resulting number (defender may remove vehicle damage rules. Dont get any benefits from
cover/elevation.
them in any order).

Vehicles: Vehicles may do one of the following


when activated:
Action
Move
Hold
0

Notes
May fire all of its weapons,
even at separate targets.
Move
10
May shoot after moving.
Cruise
20
May not shoot.
Ram
20
Move into base contact with
enemy monster, vehicle or
walker.
Vehicles may pivot once by up to 90 when using
Hold actions or by up to 45 at any point during a
Move or Cruise action (may not move sideways, and
move at half speed when reversing). When using
Ram actions the vehicle deals D3 automatic hits to
the enemy, and deals D3 automatic hits to its own
front facing. If a vehicle is attacked in close combat
it may not strike back and it is never locked in
close combat (may freely move away from models
in base contact). Vehicles may move over enemy
units non-monster/vehicle/walker units, as long as
they stop at least 1 away from enemy models. All
units it moved across take as many hits as models
the vehicle passed over in that unit.
Vehicles get no benefit from cover/elevation.
When a vehicle fails to block one or more hits, roll
on this table for each:
Result
Effect
1-2
Shaken (must roll a 4+ to activate).
3-4
Tracked (may not move or pivot).
5-6
Destroyed.
If the vehicle is hit in the front roll 2 dice and choose
the lowest result, in the side roll 1 die, and in the
rear roll 2 and choose the highest. If you are not
sure where the hit came from it counts as a side hit.
When destroyed do not remove the model but
instead place a suitable marker on the vehicle.

Weapons
Each ranged weapon provides as many dice to
shooting as its Firepower, and range less weapons
provide Firepower to close combat.
Units that do not have a melee weapon listed in
their equipment are assumed to use fists/claws.
D(n) Firepower weapons roll an (n) sided die to
determine Firepower for that attack and add 1.
When attacking vehicles/walkers halve the amount
of hits (rounding down), or double them for
weapons with x next to their Firepower.
Name
Range
FP
Fists/Claws
1
Hand Weapon
2
Power/Force Weapon
3
Power Fist
4
Dreadnought Fist
5x
Pistol
12
1
Shotgun
12
2
Grav Pistol
12
3x
Plasma Pistol
12
4x
Meltagun
12
5x
Flamer
12
D3
Heavy Flamer
12
D6
Carbine
18
1
Gravgun
18
3x
Assault Rifle
24
1
Assault Cannon
24
2
Grenade Launcher
24
3x
Plasmagun
24
4x
Multi-Melta
24
5x
Rifle
30
1
Sniper Rifle
36
2
Heavy Bolter/Multi-Laser
36
3
Plasma Cannon
36
4x
Mortar/Missile Launcher
48
3x
Autocannon
48
4x
Battle Cannon
48
5x
Lascannon
48
6x

Common Special Rules


Common Special Rules
Armor(X): This unit adds +X dice when blocking

Tough: Whenever this unit would remove a model

as a casualty place a marker next to it instead.


attacks. If a unit with armor joins another unit (with Whenever this unit has accumulated 3 markers you
or without armor), you must use the highest armor must remove one model as a casualty and remove 3
value for the entire unit. Units of Vehicles/ Walkers markers. If a unit with this special rule joins a unit
without it, only apply this rule to that unit, and you
treat each model separately for the purposes of
must either accumulate markers until all models
Armor.
Beacon: If a friendly unit tries to deep strike within with this rule have been removed as casualties, or
remove other models as casualties before starting
6 of this unit, it does not scatter.
to accumulate markers.
Brothers: This unit counts as having Zap!(D3),
Transport(X): This vehicle may hold X nonhowever only one model may attack with it per
monster/vehicle/walker models. A unit that moves
round.
into contact with a transport may embark, and
Combi: This weapon may only be used once per
embarked units may use a Walk action to
game.
disembark. Units may also be deployed within a
Deep Strike: You may choose not to deploy this
unit with your army, and instead keep it in reserve. transport at the beginning of the game. Transports
After round 1 you may roll one die at the beginning may not move on a round where models
of each round, before seeing who goes first. On a 4+ embarked/disembarked.
If a unit is within a transport when it is destroyed it
you may place a marker anywhere on the table, at
takes as many hits as models it has. Resolve the hits
least 12 away from enemy units. Roll a dice, on a
like shooting and place the models within 2 of the
2+ the unit is placed on the position of the marker
transport
(if the unit has multiple models they must all be in
Toxin: Whenever this unit attacks in close combat
base contact with each other). On a 1 the unit
scatters, and your opponent may move the marker it gets +D2 dice against non-vehicle/walker units.
Zap!(DX): This model may shoot a magic bolt with
anywhere within 12 of its original position before
DX Firepower at one enemy unit within 18 instead
placing the models. If a unit has not arrived by the
of firing its weapon.
last round it arrives automatically (scatters on 4+).
Executioner: This model may be deployed as part
of a unit of same Quality. Whenever a unit this
model is part of fails a morale test, remove one
model from it as a casualty and re-roll.
Fast: This unit adds 3 at the end of any movement,
including fleeing.
Fearless: Unit may re-roll failed morale tests.
Flying: This unit may move over units and terrain
as if it was moving over open terrain.
Furious: This model gets +1 dice to close combat
when assaulting, and may use a 6 Assault action to
disembark from transports.
Heavy: This unit may never move more than 6 at a
time, and it may fire all of its weapons when using a
Hold action.
Indirect: This weapon may be fired at enemies that
are not within line of sight, and it ignores cover
from sight blocking terrain. The target unit gets +1
dice to blocking.
Linked: May re-roll failed shooting attacks.
Poison: Units must re-roll successful blocks when
attacked by this weapon, and this weapon deals no
damage to vehicles/walkers.
Rending: When rolling a 6 to hit with this weapon,
the hit automatically causes one casualty to nonvehicle/walker units. This weapon does not halve its
hits when firing at vehicles/walkers.
Repair: Once per turn, if this unit is inside a vehicle
or within 2 of it, you may try to repair it. Roll one
die and on a 4+ the vehicle stops being tracked.
Resilient: This unit activates on 2+ instead of 4+
when suffering shaken results.
Scope: This model has Quality 2+ when shooting
with this weapon.
Scout: This unit is deployed after all other nonscout units have been deployed. You may deploy
this unit anywhere on the table at least 12 away
from enemy units (if both players have Scout units
roll-off to see who deploys first). If a unit without
Scout joins a unit with Scout, both units have it.
Sidecar: May fire all of its weapons, even at
separate targets, when using a Hold action.
Strikes First: When fighting close combat you
resolve this models hits first and remove enemy
casualties before they get to attack.
Strikes Last: When fighting close combat you
resolve enemy hits first and remove friendly
casualties before they get to attack.
Teleporter: When using a Walk action, you may
place this unit anywhere within 6+2D6 of its
position, passing through any units or terrain.
Torrent: Add +2D6 to this weapons range every
time you fire it.

Space Marines Tactics


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

Ultramarines: All units may re-roll failed hits when


fighting in close combat until the end of this round.
White Scars: All non-vehicle/walker units may fire
their weapons after using a Run action as if they had
used a Walk action until the end of this round.

Advanced Rules
Advanced Rules

Ruins

Once you have gotten familiar with the way One


Page 40k works, you might want to try using
advanced rules to spice up the game.

Ruins are terrain models that consist of one or more


pieces which can either be opened or reached into.
Ruins count as difficult terrain, and they have a
quality value of 4+, an armor value, and the Tough
Terrain
special rule. Ruins are treated just like transport
vehicles in regard to their destruction.
A great way to introduce variety in your games is
Models may move onto and off of different floors of
by giving crossable terrain (such as forests and
the building by using either a Walk action to move
rivers) a random type as you play.
up/down by one floor, or a Run action to move
When a player wants to move a unit into or across
up/down by two floors.
a piece of terrain roll one die and consult the
Units may shoot into and out of any side of the ruin
following table before moving any models, and
that has some sort of firing point, and the entire
once the terrain type is revealed you must finish
unit counts as being at the elevation at which most
the original movement.
models are (if an equal amount of models is on
Result
Type
different floors, then elevation is counted from the
1-2
Difficult Terrain
position of the higher models).
3-4
Dangerous Terrain
Units may choose to fire at units within a ruin, or at
5-6
Deadly Terrain
the ruin itself. When shooting at units within the
ruin any missed shot may be re-rolled, and on a 4+
Dangerous Terrain (quicksand, razor wire, mine
the ruin is hit instead. Ruins are treated like vehicles
fields, etc.): Roll one die for every model that
when it comes to hits.
moves into or across dangerous terrain. The unit
Units may use an Assault action to get into base
takes one hit for each 1 you roll.
contact with the lowest model in the ruin. The
Deadly Terrain (acid pools, lava, canyons, etc.):
Models that move into or across deadly terrain are assaulting unit automatically climbs as many floors
necessary to reach the lowest model, and the target
immediately removed as casualties.
unit gets as many extra dice to attacking as floors
that the assaulting unit had to climb. All models in
Buildings
Buildings are terrain models that consist of one solid both units attack, and if the unit within the ruin is
block which cannot be opened or reached into. Each destroyed or flees, then the assaulting models are
placed on the same floor as the highest model of
building has a transport capacity, quality value of
the unit that was within the ruin.
4+, armor value and the Tough special rule.
Here are some guidelines for ruins:
Buildings are treated just like transport vehicles in
Name
Armor
regards to entering, exiting and their destruction.
Clay
A unit that is within a building may use a Walk or
Wood
1
Run action to get onto the roof of the building.
Bricks
2
Units on the roof of the building behave as if they
Concrete
3
were in open terrain, and have to leave the roof to
Reinforced Steel
4
be able to exit the building.
Composite Materials
5
Units may shoot into and out of any side of the
building that has some sort of firing point, and units
within the building always count as being in cover
and shooting from the topmost floor (not the roof).
Units may chose to fire at units within a building, or
at the building itself. When shooting at units within
the building any missed shot may be re-rolled, and
on a 4+ the building is hit instead. Buildings are
treated like vehicles when it comes to hits.
Units may use an Assault action to get into base
contact with a building to attack a unit inside it. All
models in both units attack, and the unit within the
building gets +1 attack dice. If the unit within the
building is destroyed or flees, then the assaulting
unit automatically enters the building.
Here are some guidelines for buildings:
Name
Transport
Clay Hut
6
Wooden Shed
6
Brick House
11
Apartment Block
21
Small Bunker
11
Large Bunker
21

Armor
1
2
3
4
5

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

Space Marines
Name
Captain
Terminator Captain
Librarian
Techmarine
Assault Scouts
Tactical Scouts
Assault Marines
Tactical Marines
Assault Veterans
Tactical Veterans
Terminators
Centurions

Size
1*
1*
1*
1*
5**
5**
5**
5**
5**
5**
5**
3**

Quality
3+
3+
3+
3+
4+
4+
3+
3+
3+
3+
3+
3+

Scout Bikers
Bike Squad
Thunderfire Cannon
Dreadnought

3***
3**
1*
1*

4+
3+
3+
3+

Land Speeder
Storm Speeder
Drop Pod
Rhino
Razorback
Land Raider

1***
1***
1*
1*
1*
1*

4+
4+
3+
4+
4+
3+

1*

3+

Predator

Equipment
Pistol, Hand Weapon
Linked Assault Rifle, Power Fist
Pistol, Force Weapon
Pistol, Power Fist
Pistols, Hand Weapons
Assault Rifles
Pistols, Hand Weapons
Assault Rifles
Pistols, Power Weapons
Assault Rifles, Hand Weapons
Linked Assault Rifles, Power Fists
Linked Flamers, Linked Assault Rifles (3x
each)
Linked Assault Rifles, Hand Weapons
Linked Assault Rifles
Linked Autocannon (Indirect)
Linked Heavy Flamer, Dreadnought Fist,
Linked Assault Rifle
Heavy Flamer
Heavy Flamer
Linked Assault Rifle
Linked Assault Rifle
Linked Heavy Bolter
2x Linked Heavy Flamers, Linked Assault
Cannon (Rending)
Autocannon

Special Rules
Armor(1), Fearless, Hero, Tactics, Tough
Armor(2), Fearless, Hero, Tactics, Tough
Armor(1), Fearless, Tough, Zap!(D3)
Armor(2), Fearless, Repair, Tough
Fearless, Scout
Fearless, Scout
Armor(1), Fast, Fearless, Flying
Armor(1), Fearless
Armor(1), Fast, Fearless, Flying
Armor(1), Fearless
Armor(2), Fearless
Armor(2), Fearless, Heavy

Upgrades
A, B
F
A, B
A, B
A, B, C
A, B, C
A, B, D
A, B, D, E
A, B, D
A, B, D, E
F
I

Cost
65pts
90pts
60pts
65pts
105pts
105pts
150pts
130pts
170pts
150pts
215pts
205pts

A
A, D, H
K

70pts
95pts
135pts
80pts

Fast, Flying, Vehicle


Fast, Flying, Transport Vehicle(6)
Drop Pod, Transport Vehicle(11)
Armor(1), Transport Vehicle(11)
Armor(1), Transport Vehicle(6)
Armor(4), Transport Vehicle(11)

N
N
G, O
M, O
L, O

50pts
55pts
55pts
65pts
85pts
235pts

Vehicle

J, O

115pts

Fast, Fearless, Scout


Armor(1), Fast, Fearless
Armor(1), Fearless, Operator
Walker

Take one or Replace Pistol/Assault Rifle:


Grav Pistol
+15pts
Plasma Pistol
+20pts
Take one or Replace Hand Weapon:
Hand Weapon
+5pts
Power Weapon
+10pts
Power Fist
+15pts

Take one:
Linked Heavy Bolter

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

Take one:
Linked Dreadnought Fist
+30pts
Replace Linked Flamer:
Linked Meltagun
+15pts
Linked Grenade Launcher
+25pts
Linked Heavy Bolter
+30pts
Linked Lascannon
+125pts
Replace 3x Linked Assault Rifles:
Missile Launcher
+35pts

C
Replace Pistol/Assault Rifle:
Shotgun
Assault Rifle
Sniper Rifle (Scope)
Heavy Bolter
Missile Launcher

+5pts
+5pts
+25pts
+25pts
+45pts

D
Take one or Replace Assault Rifle:
Flamer
+10pts
Gravgun
+25pts
Meltagun
+25pts
Plasmagun
+40pts
E
Replace Assault Rifle:
Heavy Bolter
Multi-Melta
Plasma Cannon
Missile Launcher
Lascannon
Take one:
Narthecium (Armor(+1))
Standard (this unit and friendly
units within 12 may re-roll
failed morale tests)

+30pts
+40pts
+50pts
+55pts
+105pts
+10pts
+20pts

F
Replace Linked Assault Rifle:
Heavy Flamer
Storm Shield (Armor(+1))
Assault Cannon (Rending)
Take one:
Cyclone Missiles
(Combi-Missile Launcher)

+10pts
+10pts
+15pts
+15pts

L
+35pts

H
Take one:
Heavy Bolter (Sidecar)
Multi-Melta (Sidecar)

+35pts
+50pts

J
Replace Autocannon:
Linked Mortar (Indirect)
Battle Cannon (Indirect)
2x Missile Launcher
Linked Lascannon
Take one:
2x Heavy Bolters
2x Lascannons

+5pts
+20pts
+50pts
+60pts
+70pts
+225pts

K
Replace up to two Linked Assault Rifles:
Heavy Flamer (may take 2x)
+10pts
Meltagun
+15pts
Replace Linked Assault Rifle and
Dreadnought Fist:
Missile Launcher
+30pts
Linked Autocannon
+65pts
Replace Linked Heavy Flamer:
Assault Cannon (Rending)
+5pts
3x Linked Assault Rifle
+10pts
Dreadnought Fist and Linked
+15pts
Assault Rifle
Linked Heavy Bolter
+25pts
Multi-Melta
+25pts
Plasma Cannon
+40pts
Linked Autocannon
+80pts
Linked Lascannon
+120pts
Take up to two:
Hunter-Killer Missile (Combi+15pts
Missile Launcher, may take 2x)
Take one:
Ironclad (Armor(+1))
+25pts

Replace 2x Linked Heavy Flamers:


6x Linked Assault Rifles
+20pts
2x Linked Lascannons
+240pts
Replace Linked Assault Cannon:
Linked Heavy Bolter
+15pts
M
Replaced Linked Heavy Bolter:
Linked Heavy Flamer
Free
Linked Assault Cannon (Rending)
Free
Linked Lascannon
+75pts
Lascannon and Linked
+90pts
Plasmagun
N
Replace Heavy Flamer:
Assault Cannon (Rending)
Heavy Bolter
Multi-Melta
Take one:
Heavy Flamer
Assault Cannon (Rending)
Heavy Bolter
Multi-Melta
Missile Launcher

+5pts
+15pts
+20pts
+15pts
+20pts
+25pts
+35pts
+50pts

O
Take any:
Dozer Blade
(ignores difficult terrain)
Pintle Mount
(Linked Assault Rifle)
Hunter-Killer Missile
(Combi-Missile Launcher)
Extra Armor (Armor(+1))

+10pts
+10pts
+15pts
+25pts

Army Special Rules


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

Imperial Guard / Astra Militarum


Name
Commander
Assistants
Tank Commander
Commissar
Priest
Psyker
Guardsmen
Weapons Team
Legionnaires
Conscripts
Ratlings
Ogryns
Veterans
Storm Troopers
Rough Riders
Sentinel
Chimera
Taurox
Hellhound
Manticore
Deathstrike
Basilisk
Leman Russ

Size
1*
2**
1*
1*
1*
1*
10***
1***
10*
15***
3***
3***
10*
5**
5**
1***
1*
1*
1*
1*

Quality
4+
4+
3+
5+
5+
5+
5+
5+
5+
6+
6+
4+
4+
4+
5+
4+
4+
4+
4+
4+

1*
1*
1*

4+
4+
4+

Equipment
Pistol, Hand Weapon
Assault Rifles
Battle Cannon, Heavy Flamer
Pistol, Hand Weapon
Pistol, Hand Weapon
Pistol, Force Weapon
Assault Rifles
Heavy Bolter
Assault Rifles, Hand Weapons
Assault Rifles
Sniper Rifles (Scope)
Grav Pistols, Power Weapons
Assault Rifles
Assault Rifles
Pistols, Combi-Power Weapons
Heavy Flamer
Multi-Laser
Linked Assault Rifle
Heavy Flamer, Heavy Bolter
4x Combi-Missile Launcher (Indirect), Heavy
Bolter
Deathstrike Missile, Heavy Bolter
Battle Cannon (Indirect), Heavy Bolter
Battle Cannon, Heavy Flamer

Special Rules
Hero, Officer, Tough
Armor(2), Hero, Officer, Vehicle
Executioner, Tough
Armor(1), Spiritual Leader
Tough, Zap!(D3)
Fearless, Scout
Scout
Furious, Tough
Deep Strike, Scout
Fast
Armor(1), Walker
Armor(1), Transport Vehicle(11)
Armor(1), Fast, Transport Vehicle(11)
Armor(2), Vehicle
Armor(1), Vehicle
Armor(2), Vehicle
Armor(1), Vehicle
Armor(4), Vehicle

Take any:

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

Dozer Blade
(ignores difficult terrain)
Hunter-Killer Missile
(Combi-Missile Launcher)
Extra Armor (Armor(+1))
Pintle Mount (Heavy Bolter)

I
Replace Assault Rifle:

Flamer
Heavy Flamer
Meltagun
Grenade Launcher
Plasmagun

+5pts
+10pts
+10pts
+20pts
+25pts

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

Replace Heavy Flamer:


Heavy Bolter
Lascannon
Replace Battle Cannon:
5x Assault Cannon
Linked Autocannon
Lascannon
Take one:
2x Heavy Flamer
2x Heavy Bolter
2x Multi-Meta
2x Plasma Cannon

+10pts
+10pts
+20pts
+25pts

+20pts
+95pts
Free
+5pts
+15pts
+35pts
+70pts
+95pts
+120pts

D
Replace Heavy Bolter:
Missile Launcher
Mortar (Indirect)
Autocannon
Lascannon

J
+15pts
+20pts
+20pts
+40pts

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

+10pts
+10pts
+10pts

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

F
Replace Heavy Flamer:
Multi-Laser
Plasma Cannon
Missile Launcher
Autocannon
Lascannon

+15pts
+30pts
+35pts
+45pts
+70pts

G
Replace Heavy Flamer:
Heavy Flamer (Torrent)
Multi-Melta
Replace Heavy Bolter:
Heavy Flamer
Multi-Melta

+5pts
+20pts
Free
+10pts

Replace Battle Cannon:


Linked Battle Cannon (Indirect)
3x Mortar (Indirect)

+25pts
+80pts

L
Replace Power Weapon:
Power Fist

+5pts

Take one:
Shield (Armor(+1))

+10pts

M
Replace Linked Assault Rifle:
Linked Autocannon
Take one:
Linked Assault Cannon
Autocannon
Linked Missile Launcher

H
H, K
H, I

Cost
35pts
30pts
200pts
15pts
25pts
20pts
100pts
25pts
170pts
75pts
110pts
105pts
75pts
90pts
55pts
50pts
85pts
65pts
100pts
120pts
115pts
145pts
180pts

Army Special Rules


Deathstrike Missile: Once per game you

H
Replace Pistol/Assault Rifle:

Upgrades
A
B, C, E
H, I
A
A, C
A
A, B
D
L
A, B, C
A, B
J
F, H
H
H, M
G, H
H

+70pts
+15pts
+60pts
+65pts

may place a marker anywhere on the table. At


the beginning of each turn roll one die, and
on a 5+ the missile can be fired. Roll one die,
and on a 2+ the missile lands on the spot of
the marker, dealing 2D6 automatic hits to
each unit within 5 of the marker and the
marker is removed. Else the opposing player
may place the marker anywhere within 12 of
its location and the missile lands there.
Officer: Once per round you may declare one
non-vehicle/walker unit within 12 of this
model and take a Quality test. If successful,
the unit may immediately use any action,
even if it had been activated already. This
does not count as its activation.
Spiritual Leader: This model may be
deployed as part of a unit of same Quality.
Whenever a unit this model is part of uses an
Assault action roll a die. On a 4+ the unit gets
the Furious special rule.

Orks
Name
Warboss
Big Mek
Weirdboy
Runtherd
Gretchin
Choppa Boyz
Shoota Boyz
Stormboyz
Burna Boyz
Lootas
Tankbustas
Kommandos
Flash Gitz
Nobz
Warbikers
Deffkopta
Big Gun
Killa Kan
Deff Dred
Warbuggy
Trukk
Looted Wagon
Battlewagon

Size
1*
1*
1*
1*
10***
10***
10***
5***
5***
5***
5***
5***
5**
5**
3***
1***
1***
1***
1*
1***
1*
1*
1*

Quality
4+
5+
5+
6+
6+
5+
5+
5+
5+
5+
5+
5+
5+
4+
5+
5+
6+
4+
4+
4+
4+
4+
4+

Equipment
Pistol, Hand Weapon
Pistol, Hand Weapon
Force Weapon
Power Weapon
Pistols
Pistols, Hand Weapons
Carbines
Pistols, Hand Weapons
Flamers, Power Weapons
Mortars (Indirect)
Grenade Launchers
Pistols, Hand Weapons
Assault Cannons
Pistols, Hand Weapons
Linked Carbines
Linked Heavy Bolter
Plasma Cannon
Heavy Flamer, Dreadnought Fist
4x Dreadnought Fist
Linked Heavy Bolter
Heavy Bolter
-

Special Rules
Fearless, Furious, Hero, Tough, Waagh!
Fearless, Furious, Hero, Mek Tools, Tough, Waagh!
Hero, Tough, Weirdboy, Zap!(D6)
Executioner, Furious, Tough
Git Shootaz
Fearless, Furious
Fearless, Furious
Deep Strike, Fast, Fearless, Flying, Furious
Fearless, Furious
Fearless, Furious
Fearless, Furious
Fearless, Furious, Scout
Fearless, Furious
Fearless, Furious
Armor(1), Fast, Fearless, Furious
Armor(1), Fast, Fearless, Flying, Furious, Scout
Git Shootaz
Armor(1), Walker
Armor(2), Walker
Vehicle
Transport Vehicle(11)
Armor(1), Transport Vehicle(11)
Armor(3), Transport Vehicle(21)

Take one or Replace Hand Weapon:


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

Take any:
Red Paint Job (+3 movement)
Grot Riggers
(roll die once per turn, on 4+
vehicle stops being tracked)
Boarding Plank (embarked units
may assault vehicles in base
contact without disembarking)
Grabbin Klaw (enemy vehicles cant
move for the rest of the round on a
4+ after being rammed)
Reinforced Ram (+D3 hits when
using Ram, ignores difficult terrain)
Wreckin Ball (Dreadnought Fist,
attacks one enemy unit within 2
after moving)
Armor Plates (Armor(+1))

B
Replace Pistol:
Carbine
+5pts
Linked Carbine
+10pts
Doks Tools (Armor(+1), Hand
+10pts
Weapon (Poison))
Take one Carbine attachment:
Combi-Heavy Flamer
+5pts
Combi-Grenade Launcher
+10pts
Take any:
Attack Squig (+1 die to melee)
+5pts
Ammo Runt (+1 die to shooting
+5pts
once per game, may take 3x)
Grot Orderly (+1 die to blocking
+5pts
once per game)
C
Take one:
Plasma Cannon
Mortar (Indirect)
Take up to five:
Heavy Bolter (may take 4x)
Grenade Launcher
(may take 4x)
Killkannon (Multi-Melta)

+45pts
+55pts

+35pts

+5pts
+10pts
+10pts
+10pts

E
Take one or Replace equipment:
Eavy Armor (Armor(+1))
+10pts
Cybork Body (Armor(+2))
+20pts
Mega Armor (Armor(+2), Linked
+30pts
Carbine, Power Fist)

+10pts

G
Replace Plasma Cannon:
Mortar (Indirect)

+10pts

+15pts
+45pts
+25pts
+25pts

+20pts

Take one:
Warphead (may re-roll mad die)

+20pts

Army Special Rules


Git Shootaz: This unit has Quality 4+ when

+10pts

shooting.
I

Mek Tools: This unit has the Repair special

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

rule, and comes with a Grot Oiler (re-roll


failed repairs once per game).
Shokk Attack Gun: This weapon has
Firepower 2D6x and a 48 Range.
When rolling for Firepower consult the
following table if a double is rolled:
Result
Effect
1, 1
This unit is immediately removed
from play.
2, 2
This unit takes D3 automatic hits.
3, 3
The opponent may choose any
other unit (or none) to be targeted.
4, 4
This unit is immediately placed in
close combat with the target.
5, 5
The target unit takes D3 automatic
hits.
6, 6
The target unit is immediately
removed from play.

Replace Heavy Flamer:


Grotzooka (Gravgun)
Grenade Launcher
Heavy Bolter
Plasmagun

+5pts
+10pts
+15pts
+15pts

K
Replace Linked Heavy Bolter:
Heavy Flamer
Linked Grenade Launcher

Free
Free

L
Replace Linked Heavy Bolter:
Plasmagun
Linked Grenade Launcher
Take any:
Bigbomm (Combi-Dreadnought
Fist, attacks one enemy unit it
moved over)
Buzzsaw (Power Fist)

Waagh!: Once per game you may declare


Free
Free
+5pts
+10pts

N
+5pts

+25pts

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

Take one:
Deff Rolla (+D6 hits when using
Ram, ignores difficult terrain)
Take one:
Heavy Flamer
Plasma Cannon
Take up to two:
Heavy Bolter (may take 2x)
Grenade Launcher
(may take 2x)

+20pts

D
Replace up to two Dreadnought Fists:
Heavy Flamer (may take 2x)
Free
Grenade Launcher
+5pts
(may take 2x)
Heavy Bolter (may take 2x)
+10pts
Plasmagun (may take 2x)
+10pts

Cost
40pts
35pts
25pts
10pts
60pts
130pts
120pts
100pts
95pts
230pts
125pts
80pts
85pts
100pts
50pts
50pts
50pts
65pts
120pts
70pts
70pts
60pts
110pts

J
+25pts
+25pts

Upgrades
A, B, E
A, B, E, I, N
O
A, E, I
A, E, I
A, E
I
I
F
A, I
A, B, E
A, B, E
A
L
G
H, J
D, H
H, K
H
H, M
C, H

Replace Pistol:
Kustom Force Field
+5pts
(Armor(+1) against shooting)
Replace Pistol and Hand Weapon:
Shokk Attack Gun
+65pts

Waagh! during your turn. All nonvehicle/walker units add 3 at their end of
their movement until the end of that round.
Weirdboy: When this unit uses a Zap! attack
roll one die to see if it goes mad. On a 3+
resolve it as usual, else roll another die:
Result
Effect
1-2
The unit takes D6 automatic hits.
3-4
The unit must use the Teleporter
ability once (moves full distance).
5-6
A Waagh! is declared.

Eldar
Name
Autarch
Farseer
Avatar

Size
1*
1*
1*

Quality
3+
3+
2+

Warlocks
Storm Guardians
Guardians
Weapon Platform
Rangers
Banshees
Scorpions
Harlequins
Dire Avengers
Hawks
Fire Dragons
Warp Spiders
Dark Reapers
Wraithblades
Wraithguard
Support Battery
Windriders
Shining Spears
Wraithlord
Wraithknight
War Walker
Vyper
Wave Serpent
Falcon

3***
10**
10**
1*
5**
5**
5**
5**
5**
5**
5**
5**
3***
5**
5**
3**
3***
3***
1*
1*
1***
1***
1*
1*

3+
4+
4+
4+
4+
4+
3+
3+
3+
3+
3+
3+
3+
3+
3+
3+
3+
3+
2+
2+
4+
4+
3+
3+

Equipment
Pistol, Power Weapon (Strikes First)
Pistol, Force Weapon
Dreadnought Fist
Pistols, Force Weapons
Pistols, Hand Weapons
Shotguns
Assault Cannon
Sniper Rifles (Scope)
Pistols, Power Weapons (Strikes First)
Pistols, Power Weapons
Grav Pistols, Power Fists
Carbines
Assault Rifles
Meltaguns
Plasma Pistols
Missile Launchers
Power Weapons (2x each)
Meltaguns
Mortars (Indirect)
Linked Shotguns
Linked Shotguns, Power Weapons
2x Shotgun, Dreadnought Fist
2x Lascannon, Power Fist
2x Assault Cannon, Hand Weapon
Assault Cannon, Linked Shotgun
Linked Assault Cannon, Linked Shotgun
Autocannon, Assault Cannon, Linked Shotgun

Special Rules
Fast, Focus, Hero, Tough
Focus, Hero, Tough, Zap!(2D6)
Armor(1), Fast, Fearless, Hero,
Monster, Tough
Focus, Zap!(D3)
Focus
Focus
Focus, Weapon Platform
Focus, Scout
Fast, Focus
Fast, Focus, Scout
Armor(1), Fast, Furious
Focus
Deep Strike, Fast, Flying, Focus
Fast, Focus
Deep Strike, Focus, Teleporter
Armor(2), Fearless
Armor(2), Fearless
Fast, Flying, Focus
Fast, Flying, Focus
Armor(1), Monster, Tough
Armor(2), Flying, Monster, Tough
Fast, Focus, Walker
Fast, Flying, Vehicle
Fast, Flying, Transport Vehicle(11)
Fast, Flying, Transport Vehicle(6)

Replace Assault Cannon:


Heavy Bolter
Linked Heavy Bolter
Plasma Cannon
Missile Launcher
B
Replace Linked Shotgun:
Assault Cannon

+5pts

Pistol
Linked Carbine
Simmer Shield (Armor(+1))
Take one:
Hand Weapon
Power Weapon

Free
+5pts
+10pts
+5pts
+10pts

Take any:
Star Engines (+3 movement)
Vector Engine (unit may pivot up
to180 after shooting)
Spirit Stones (Resilient)
Power-Field (Armor(+1))

+5pts
+15pts
+15pts
+25pts

D
Replace Linked Assault Cannon:
Linked Heavy Bolter
+25pts
Linked Plasma Cannon
+55pts
Linked Missile Launcher
+60pts
E
Replace Meltagun:
Heavy Flamer
Multi-Melta

Free
+25pts

F
Replace Pistol:
Flamer
Meltagun
Replace Hand Weapon:
Power Weapon

+10pts
+20pts

Gravgun
Linked Plasma Pistol
Take one:
Linked Hand Weapon
Linked Power Weapon

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

+15pts
+30pts

H
Replace Pistol/Assault Rifle:
Assault Cannon
+10pts
Take one:
Hand Weapon
+5pts
Power Weapon
+10pts

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

+75pts
+80pts

deployed as part of a Guardians unit, it has no


melee attacks and is removed from play if it is
the last model remaining in the unit.

Replace up to two Power Weapons:


Force Shield (Armor(+1))
Free
Ghost Axe (Power Fist)
+5pts

Replace Missile Launcher:


Plasma Cannon
Battle Cannon

+20pts
+45pts
+55pts

+10pts
+15pts

Replace Grav Pistol:


Assault Cannon
Meltagun
Replace Power Fist:
Power Fist (Rending)
Take one:
Zap!(D3)

Take up to two:
Assault Cannon (may take 2x)
Heavy Bolter (may take 2x)
Linked Heavy Bolter
(may take 2x)
Plasma Cannon (may take 2x)
Missile Launcher (may take 2x)

shooting.

Free
+10pts
+5pts
+10pts

N
Take up to two:
Flamer (may take 2x)
Take one:
Ghost Glaive (Dreadnought Fist)

110pts
160pts
160pts
20pts
215pts
145pts
145pts
225pts
95pts
140pts
190pts
195pts
230pts
205pts
225pts
235pts
80pts
105pts
90pts
360pts
55pts
55pts
90pts
140pts

+5pts
+5pts

+5pts

F
A
M
I
H
E
J
N
K
E
B
G, P
O, P
C, P
A, B, C
D, C
A, B, C, L

Army Special Rules


Focus: This unit may move up to 3 after

J
Replace Plasma Pistol:

Cost
45pts
75pts
70pts

P
Replace Carbine:

+20pts
+30pts
+45pts
+50pts

Upgrades
F, H
-

Free
+30pts

Free
Free

Weapon Platform: This model may only be

Chaos Space Marines


Name
Chaos Lord
Terminator Lord
Sorcerer
Zombies
Cultist Cut-throats
Cultist Gangers
Chaos Marines
Chaos Chosen
Possessed Marines
Metal Marines
Raptors
Terminators
Mutilator
Obliterator
Chaos Bikers
Chaos Spawn
Daemon Prince
Helbrute
Forgefiend
Maulerfiend
Defiler

Size
1*
1*
1*
10***
10***
10***
10**
10**
10**
10**
5***
3***
1***
1***
3***
3**
1*
1*
1*
1*
1*

Quality
3+
3+
3+
6+
5+
5+
3+
3+
3+
3+
3+
3+
3+
3+
3+
4+
2+
3+
3+
3+
3+

Chaos Rhino
Chaos Land Raider

1*
1*

4+
3+

Chaos Predator

1*

3+

Equipment
Pistol, Hand Weapon
Linked Assault Rifle, Power Weapon
Pistol, Force Weapon
Hand Weapons (2x each)
Pistols, Hand Weapons
Assault Rifles
Assault Rifles
Pistols, Hand Weapons
Hand Weapons
Sonic Guitars (Assault Cannons)
Pistols, Hand Weapons
Linked Assault Rifles, Power Weapons
2x Power Fist
Linked Flamer, Power Fist
Linked Assault Rifles
Power Fists
Dreadnought Fist
Linked Heavy Bolter, Power Fist
2x Plasma Cannon
2x Power Fist, 2x Dreadnought Fist
Battle Cannon, Linked Heavy Bolter,
Linked Heavy Flamer, 2x Dreadnought Fist
Linked Assault Rifle
2x Linked Lascannons, Linked Heavy
Bolter
Autocannon

Take one:
Slaanesh (+3 movement)
Khorne (+1 attack when assaulting)
Nurgle (Armor(+1))
Tzeentch (Zap!(D2), if Sorcerer
then upgrade to Zap!(D6))

Take any:
Wings (Fast, Flying)
Zap!(D6)

+10pts
+10pts
+10pts
+10pts

B
Take one or Replace Pistol/Assault
Rifle/Linked Assault Rifle:
Plasma Pistol
+20pts
Take one or Replace Hand Weapon:
Hand Weapon
+5pts
Power Weapon
+10pts
Power Fist
+15pts

Special Rules
Armor(1), Fearless, Hero, Tough
Armor(2), Fearless, Hero, Tough
Armor(1), Tough, Zap!(D3)
Zombie
Armor(1)
Armor(1), Fearless, Furious
Armor(1), Mutations , Fast, Fearless
Armor(1), Fearless
Armor(1), Deep Strike, Fast, Flying
Armor(2)
Armor(2), Deep Strike
Armor(2), Deep Strike, Heavy
Armor(1), Fast
Furious, Monster, Tough
Armor(1), Deep Strike, Monster, Tough
Walker
Fast, Walker, Wont Die!
Fast, Walker, Wont Die!
Walker
Armor(1), Transport Vehicle(11)
Armor(4), Transport Vehicle(11)
Vehicle

+10pts
+30pts

+5pts
+60pts
+70pts
+225pts

Replace Sonic Guitar:


Doom Amp (Heavy Flamer)
Sonic Bass (Battle Cannon)

+5pts
+80pts

K
Replace Linked Heavy Flamer:
Dreadnought Fist
+5pts
Missile Launcher
+45pts
Replace Linked Heavy Bolter:
Power Fist
Free
Autocannon
+35pts
Linked Lascannon
+95pts

D
Take one or Replace Pistol/Assault Rifle:
Flamer
+10pts
Meltagun
+25pts
Plasmagun
+40pts
E
Take one or Replace Assault Rifle:
Heavy Bolter
+35pts
Missile Launcher
+65pts
Autocannon
+80pts
Lascannon
+110pts
F
Replace Pistol/Assault Rifle:
Shotgun
+5pts
Flamer
+10pts
Heavy Bolter
+15pts
G
Replace Linked Assault Rifle:
Heavy Flamer
+10pts
Linked Heavy Bolter
+35pts

M
M

65pts
490pts

I, M

115pts

Take any:
Dozer Blade
+10pts
(ignores difficult terrain)
Pintle Mount
+10pts
(Linked Assault Rifle)
Extra Armor (Armor(+1))
+25pts
Havoc Launcher
+80pts
(Linked Missile Launcher)
Take one Pintle Mount attachment:
Combi-Flamer
+5pts
Combi-Melta
+10pts
Combi-Plasma
+15pts

C
Replace Pistol/Linked Assault Rifle:
Assault Rifle
+5pts
Linked Assault Rifle
+10pts
Take one Assault Rifle attachment:
Combi-Flamer
+5pts
Combi-Meltagun
+10pts
Combi-Plasmagun
+15pts

Cost
45pts
65pts
55pts
60pts
100pts
100pts
210pts
270pts
270pts
330pts
145pts
115pts
65pts
65pts
80pts
100pts
75pts
85pts
170pts
125pts
235pts

I
Replace Autocannon:
Linked Mortar (Indirect)
Linked Lascannon
Take one:
2x Heavy Bolters
2x Lascannons

Upgrades
A, B, C
A, B, C, G
A, B, C
F
F
A,B,C,D,E
B
J
A, B, C, D
A, B, C, G
A
A, E
A, B, D
A
A, H
L
K

L
Replace Linked Heavy Bolter:
Dreadnought Fist
Free
Multi-Melta
+5pts
Plasma Cannon
+15pts
Linked Lascannon
+95pts
Replace Power Fist:
Dreadnought Fist
+10pts
Missile Launcher
+50pts
Take up to two Dreadnought Fist
attachments:
Linked Assault Rifle
+10pts
(may take 2x)
Heavy Flamer (may take 2x)
+20pts

Army Special Rules


Mutations: Whenever this unit fights in
close combat, roll one dice before combat
starts. On a 1-2 every model has First Strike,
on a 3-4 every model has Rending, and on a 56 every model has +1 attack.
Wont Die!: Roll one die whenever this unit
suffers a destroyed result on the vehicle
damage table, on a 5+ it suffers a shaken
result instead.
Zombie: This unit automatically passes all
morale tests and may never move more than
6 at a time.

Tau
Name
Commander

Size
1*

Quality
3+

Cadre Fireblade
Ethereal
Kroot Carnivores
Kroot Hounds
Krootox Squad
Vespids
Fire Warriors
Pathfinders
Stealth Team
Xv8 Crisis Suit
Xv88 Broadside

1*
1*
10**
5**
3*
5**
5**
5**
3**
1***
1***

4+
4+
5+
5+
5+
4+
4+
4+
3+
3+
3+

1*

3+

1***
1*
1*
5**
3***
1*
1*
1*
1*
1*
1*
1*

4+
4+
3+
4+
4+
X+
X+
X+
X+
X+
X+
X+

Xv104 Riptide
Piranha
Devilfish
Hammerhead
Gun Drone Squad
Sniper Drone Team
Marker Drone
Inhibitor Drone
Accelerator Drone
Recon Drone
Gun Drone
Shield Drone
Support Drone

Equipment
2x Gravgun
Rifle, Power Fist, Markerlight
Assault Rifles, Hand Weapons
Hand Weapons
Multi-Lasers, Krootox (Power Weapons)
Carbines
Rifles
Carbines, Markerlights
Gravguns
2x Gravgun
Linked Battle Cannon, Linked Plasma
Cannon
Linked Assault Cannon, Linked Plasma
Cannon, Power Weapon
Gravgun, 2x Gun Drone
Gravgun, 2x Gun Drone
Lascannon, 2x Gun Drone
Linked Carbines
Sniper Rifles, Markerlights
Markerlight
Assault Cannon
Linked Carbine
Plasma Cannon

Take up to two:
Marker Drone (may take 2x)
Gun Drone (may take 2x)
Shield Drone (may take 2x)
Support Drone (may take 2x)

Replace 2x Gun Drones:


Linked Gravgun
Replace Lascannon:
Linked Lascannon

+15pts
+20pts
+25pts
+70pts

Special Rules
Armor(1), Crisis Suit, Hero, Support,
Tough
Hero, Support, Tough
Hero, Inspirational, Tough
Scout
Scout
Scout, Tough
Fast, Flying
Support
Scout, Support
Deep Strike, Flying, Scout, Support
Armor(1), Crisis Suit, Support, Tough
Armor(2), Monster, Support, Tough
Armor(3), Deep Strike, Flying, Monster,
Support, Tough
Armor(1), Fast, Flying, Vehicle
Armor(2), Flying, Transport Vehicle(11)
Armor(1), Flying, Vehicle
Flying, Support
Controller, Flying, Support
Drone
Drone, Inhibitor
Accelerator, Drone
Beacon, Drone
Drone
Armor(+1), Drone
Drone

Replace up to two Gravguns:


Assault Cannon (may take 2x)
Flamer (may take 2x)
Linked Flamer (may take 2x)
Multi-Melta (may take 2x)
Plasma Cannon (may take 2x)

Free
Free
+5pts
+25pts
+35pts

C
Take one:
Beacon
Markerlight

+5pts
+5pts

D
Take one:
Hand Weapon
Power Weapon

+5pts
+10pts

E
Replace Gravgun:
Multi-Melta

+25pts

F
Replace Carbine:
Rifle
Sniper Rifle (Scope)
Take one:
Inhibitor Drone
Accelerator Drone
Recon Drone

+5pts
+25pts
+15pts
+15pts
+25pts

G
Replace Gravgun:
Multi-Melta

+20pts

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

+10pts

H
Replace 2x Gun Drones:
Linked Plasma Cannon
+35pts
Take up to two (Devilfish) or six
(Hammerhead):
Seeker Missile (may take 6x)
+15pts

Cost
90pts

A
D
A, C
A, F
A, C, E
A, B
A, J

35pts
45pts
150pts
55pts
105pts
90pts
85pts
100pts
130pts
90pts
245pts

A, K

175pts

G
H
H, I
A
-

95pts
130pts
205pts
90pts
100pts
-

Army Special Rules


Accelerator: All weapons of models in this
Free
+30pts

J
B

Upgrades
A, B

Replace Linked Battle Cannon:


2x Linked Plasma Cannon
+30pts
Take one:
Seeker Missile
+15pts
K
Replace Linked Assault Cannon:
Linked Battle Cannon
+100pts

unit have +6 range.


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

Seeker Missile (Combi-Missile


Launcher): If this weapon is fired at a unit
with markerlight counters, you may fire this
weapon at it even if it is not within line of
sight by removing one markerlight counter.
Support: This unit gets +1 dice to shooting
when using a Guard action.

Necrons
Name
Necron Lord
Destroyer Lord
Cryptek
Warriors
Immortals
Flayed Ones
Deathmarks
Lynchguard
Praetorians
Scarab Swarms
Wraiths
Ctan Shard
Tomb Blades
Destroyers
Spyder
Stalker
Ghost Ark
Command Barge
Annihilation
Barge
Doomsday Ark
Monolith

Size
1*
1*
1***
5***
5**
10**
5**
5**
5**
3***
3**
1*
3**
3**
1***
1*
1*
1*
1*

Quality
3+
3+
3+
3+
3+
3+
3+
3+
3+
5+
3+
3+
3+
3+
3+
3+
3+
3+
3+

1*
1*

3+
3+

Equipment
Power Weapon, Shotgun
Power Weapon
Power Weapon, Shotgun
Assault Rifles (Gauss)
Assault Rifles (Gauss)
Power Weapons
Sniper Rifles (Scope)
Power Weapons
Flamers, Power Weapons
Power Weapons (Gauss)
Power Weapons
Power Fist
Linked Assault Rifles (Tesla)
Assault Cannon (Gauss)
Hand Weapon
Multi-Melta
5x Assault Rifles (Gauss)
Assault Cannon (Tesla)
Assault Cannon (Tesla),
5x Assault Rifles (Gauss)
Plasma Cannon, 5x Assault Rifles (Gauss)
4x Assault Cannon (Tesla), Multi Melta

Special Rules
Armor(1), Hero, Robot, Tough
Armor(1), Hero, Flying, Robot, Tough
Armor(1), Robot, Tough, Zap!(D3)
Robot
Armor(1), Robot
Deep Strike, Robot, Scout
Armor(1), Deep Strike, Robot
Armor(1), Robot
Armor(1), Fearless, Flying, Robot
Fearless, Tough
Armor(2), Fast, Fearless, Flying
Armor(1), Fearless, Necrodermis, Tough
Fast, Flying, Robot
Armor(1), Flying, Robot
Armor(2), Hive, Monster, Tough
Armor(1), Resilient, Vehicle
Armor(1), Resilient, Transport Vehicle(11)
Armor(1), Resilient, Transport Vehicle(1)
Armor(1), Resilient, Vehicle
Armor(1), Resilient, Vehicle
Armor(4), Deep Strike, Resilient,
Transport Vehicle(21)

Replace Power Weapon:


Power Weapon (Gauss)
Take one:
Shotgun
Take any:
Combi-Power Fist
Mindshackle Scarabs
Weave (Armor(+1))
Resurrection Orb (reanimates on a
4+ instead of a 5+)
Tachyon Arrow (Combi-Lascannon)

Take up to two:
Entropic Touch (Rending melee)
Grand Illusion (may redeploy D3
units after scout moves are made)
Sentient Singularity (enemies
automatically scatter when deep
striking within 18)
Lord of Fire (enemies firing flamer
and melta weapons within 12
attack themselves on a roll of 1)
Swarm of Spirit Dust (Armor(+1))
Gaze of Death (+D6 melee attacks)
Times Arrow (Strikes First even
against units with Strikes First)
Writhing Worldscape (all enemies
moving in terrain roll a die and
take one automatic hit on a 5+)
Pyreshards (Gravgun)
Moulder of Worlds
(Grenade Launcher)
Transdimensional Thunderbolt
(Multi-Melta)

+5pts
+10pts
+5pts
+10pts
+10pts
+15pts
+30pts

B
Exchange Assault Rifle:
Assault Rifle (Tesla)

Free

C
Exchange Assault Cannon:
Assault Cannon (Gauss)

+5pts

D
Take one:
Dispersion Shield (Armor(+1))

+10pts

E
Replace Flamer and Power Weapon:
Shotgun and Power Weapon (Gauss)
Free
F
Take one:
Linked Assault Cannon

+20pts

G
Take any:
Whip Coil (Strikes First)
Shotgun
Heavy Flamer

+10pts
+10pts
+20pts

H
Replace Linked Assault Rifle:
Linked Assault Rifle (Gauss)
Assault Cannon
Take any:
Nebuloscope (Scope)
Shield Vane (Armor(+1))

+5pts
+5pts
+5pts
+10pts

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

Upgrades
A
A
A
B
D
E
G
J
H
I
F
I
C
C
-

Cost
50pts
45pts
65pts
125pts
135pts
260pts
250pts
125pts
220pts
55pts
110pts
50pts
90pts
125pts
90pts
110pts
130pts
85pts
130pts
175pts
310pts

Army Special Rules


Gauss: This weapon does not halve its hits
+5pts
+10pts
+10pts
+10pts
+10pts
+15pts
+20pts
+20pts
+25pts
+30pts
+50pts

when firing at vehicles/walkers.


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

Tyranids
Name
Hive Tyrant

Size
1*

Quality
2+

Equipment
Dreadnought Fist

Tyrant Guard
Tervigon

1***
1*

2+
3+

Power Fist (Rending), Lash Whip (Strikes First)


Gravgun, Power Weapon

Tyranid Prime
Tyranid Warriors
Genestealers
Termagants
Hormagaunts
Gargoyles
Ripper Swarms
Skyslasher Swarms
Hive Guard
Zoanthrope
Venomthrope

1*
3***
5***
10***
10***
10***
3***
3***
1***
1***
1***

3+
3+
4+
5+
5+
5+
6+
6+
4+
4+
4+

Lictor
Shrikes
Raveners
Biovore
Spore Mines
Pyrovore
Carnifex
Trygon
Mawloc
Exocrine
Tyrannofex
Haruspex

1***
3***
3***
1***
3**
1***
1***
1*
1*
1*
1*
1*

4+
4+
4+
4+
6+
3+
3+
3+
3+
3+
3+
3+

Carbine, Power Fist


Carbines, Hand Weapons
Hand Weapons (Rending)
Pistols
Hand Weapons
Pistols
Power Weapons
Power Weapons
Multi-Melta (Indirect), Hand Weapon
Hand Weapon (Toxin),
Lash Whip (Strikes First)
Pistol, Power Weapon (Rending)
Carbines, Power Weapons
Power Weapons
Hand Weapon
Heavy Flamer, Dreadnought Fist
Dreadnought Fist
Grav Pistol, Dreadnought Fist
Dreadnought Fist
Plasmagun, Power Weapon
Gravgun, Heavy Flamer, Power Weapon
Shotgun, Dreadnought Fist

Special Rules
Hero, Monster, Synapse, Tough,
Zap!(D6)
Tough
Armor(2), Hero, Monster, Spawn,
Synapse, Tough, Zap!(D3)
Hero, Synapse, Tough
Synapse, Tough
Fast, Scout
Fast
Fast, Flying
Fearless, Tough
Fearless, Flying, Tough
Tough
Synapse, Tough, Zap!(D2)
Armor(1), Tough

Upgrades
A,C,D,E,I

Armor(1), Fast, Scout, Tough


Fast, Flying, Tough
Deep Strike, Tough
Mine Launcher, Tough
Deep Strike, Fearless, Spore Mine
Acid Blood, Tough
Monster, Tough
Fast, Monster, Tough
Devour, Fast, Monster, Tough
Monster, Tough
Monster, Tough
Acid Blood, Monster, Tough

J
Take any:

Adrenal Glands
Toxin Sacs

Take any:
+10pts
+15pts

Linked Pistol
Deep Strike

+5pts
+10pts

Take any:
Lash Whip (Strikes First)
Power Fist (Rending)

Take any:
+15pts
+20pts

Take one:
+10pts
+35pts
+45pts
+75pts

D
Take one:
Flamer
Flamer (Rending)
Heavy Flamer

+15pts
+20pts
+20pts

E
Take any:
Power Weapon
Power Fist
Gravgun

+15pts
+20pts
+30pts

F
Take one:
Dreadnought Fist

+30pts

G
Replace Heavy Flamer:
5x Carbine
Lascannon

+10pts
+95pts

H
Take one or Replace Pistol:
Linked Pistol
+5pts
Carbine
+5pts
Shotgun
+5pts
Gravgun
+20pts
I
Take one:
Wings (Flying)

+15pts
+45pts

Army Special Rules


Acid Blood: If this unit is killed in close

C
Linked Carbine
Linked Gravgun
Multi-Laser
Plasma Cannon

Adrenal Glands
Toxin Sacs

+5pts

combat the enemy that killed it takes D3


automatic hits.
Adrenal Glands: Every model in this unit
gets +1 die to close combat when assaulting.
Devour: This model may enter the game via
Deep Strike, and you may place its marker
even on top of enemy models. After rolling
for scatter, any unit within 3 of the marker
takes as many hits as models in it (vehicles
and walkers count as being hit in the side).
Resolve the hits as if they were from shooting,
and place surviving units in base contact with
the deep striking unit.
Mine Launcher: This unit may spawn a
Spore Mines unit with D3 models instead of
firing its weapons. Place a marker up to 48
away from this unit and at least 6 away from
enemy models, and roll one dice. On a 2+
place the spawned unit on the position of the
marker, however on a 1 your opponent may
place the unit anywhere within 6 of the
marker.
Spawn: This unit may spawn a Termagants
unit with 2D6 models instead of firing its
weapons. Place all spawned models within 6
of this unit and at least 1 away from enemy
models.
Spore Mine: This model may never move
more than 6 at a time, and when assaulting
or being assaulted the enemy unit takes D3
automatic hits and this model is removed as a
casualty.
Synapse: Friendly units within 12 have the
Fearless special rule and automatically pass
morale tests when fleeing.
Toxin Sacs: Every model in this unit gets +D2
dice when attacking non-vehicle/walker units
in close combat.

Cost
110pts

A, E, F
A, D, E

60pts
350pts

A, B, E
A, B
E, K
H, K
K
K
A, J
A, J
A
-

70pts
120pts
95pts
80pts
90pts
120pts
25pts
35pts
60pts
50pts
40pts

A, B
H
A, C, E
A, E
A, E
A, E
A, D, E, G
A, E

40pts
90pts
70pts
75pts
20pts
60pts
45pts
65pts
65pts
75pts
75pts
55pts

Dark Eldar
Name
Archon
Succubus
Haemonculus
Medusae
Lhamaean
Sslyth
Ur-Ghuls
Warriors
Wyches
Trueborn
Hekatrix Bloodbrides
Incubi
Grotesques
Wracks
Mandrakes
Harlequins
Clawed Fiend
Razorwing Flock
Khymeras
Scourges
Hellions
Reavers
Talos Pain Engine

Size
1*
1*
1*
1**
1**
1***
2***
5***
5***
5**
5**
5**
5**
5**
5**
5**
1***
1***
3***
5**
5***
3***
1*

Quality
4+
4+
4+
4+
4+
4+
4+
4+
4+
4+
4+
3+
4+
4+
4+
3+
4+
4+
4+
4+
4+
4+
3+

Cronos Parasite Engine


Venom

1*
1*

3+
4+

Raider
Ravager

1*
1*

4+
4+

Equipment
Pistol (Poison), Power Fist
Pistol (Poison), Hand Weapon
Pistol (Poison), Hand Weapon
Heavy Flamer
Pistol (Poison), Hand Weapon (Poison)
Carbine (Poison), Power Weapon
Power Weapons
Assault Rifles (Poison)
Pistols (Poison), Hand Weapons
Assault Rifles (Poison), Hand Weapons
Pistols (Poison), Power Weapons
Power Weapons
Power Weapons
Power Weapons (Poison)
Power Weapons
Grav Pistols, Power Fists
Power Fist
Power Weapon
Power Weapons
Carbines (Poison)
Carbines (Poison), Power Weapons
Assault Rifles (Poison), Hand Weapons
Linked Heavy Bolter (Poison),
2x Power Fist
Heavy Flamer, Power Fist
Heavy Bolter (Poison),
Linked Assault Rifle (Poison)
Plasma Cannon
3x Plasma Cannon

Special Rules
Fast, Fearless, Hero, Pain, Tough
Armor(1), Drugs, Fast, Hero, Pain
Drugs, Hero, Pain
Court, Fast, Pain
Court, Fast, Pain
Armor(1), Court, Fast
Armor(1), Court, Fast, Furious
Fast, Pain
Armor(1), Drugs, Fast, Pain
Fast, Pain
Armor(1), Drugs, Fast, Pain
Fast, Pain
Drugs, Tough, Pain
Drugs, Pain
Armor(1), Fast, Pain, Scout
Armor(1), Fast, Furious
Eating Frenzy, Furious, Tough
Eating Frenzy, Flying, Tough
Armor(1), Eating Frenzy
Fast, Flying, Pain
Drugs, Fast, Flying, Pain
Drugs, Fast, Flying, Pain
Monster, Tough, Pain
Monster, Tough, Share Pain
Armor(1), Fast, Flying,
Transport Vehicle(6)
Fast, Flying, Transport Vehicle(11)
Armor(1), Fast, Flying, Vehicle

Take one or Replace Hand Weapon/


Power Weapon:
Hand Weapon (Poison)
+5pts
Power Weapon (Poison)
+10pts
Power Fist (Poison)
+15pts
Replace Pistol/Carbine/Assault Rifle:
Flamer
+10pts

Replace Grav Pistol:


Assault Cannon
Meltagun
Replace Power Fist:
Power Fist (Rending)
Take one:
Zap!(D3)

Replace Hand Weapon/Power Weapon:


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

Replace Carbine/Assault Rifle:


Grav Pistol
+5pts
Heavy Bolter (Poison)
+20pts
Plasma Cannon
+40pts

Free
+10pts
+5pts
+10pts

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

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

J
Take one:

Chain Flail (Toxin)


+5pts
Power Fist
+15pts
Replace one Power Fist:
Linked Heavy Flamer
+5pts
Replace Linked Heavy Bolter:
Multi-Melta
+5pts
E
Replace Linked Assault Rifle:
Heavy Bolter (Poison)
+20pts
F
Replace Power Fist:
Power Weapon (Toxin)
Take any:
Drugs
Ghostplate (Armor(+1))
Clone Field (Armor(+D3) against
melee attacks)

+5pts
+10pts
+10pts
+15pts

Cost
30pts
30pts
20pts
25pts
15pts
30pts
45pts
85pts
110pts
100pts
125pts
110pts
125pts
95pts
110pts
225pts
25pts
25pts
55pts
80pts
140pts
80pts
100pts

70pts
90pts

90pts
180pts

Army Special Rules


Eating Frenzy: Place a beastmaster model

Upgrades
A, C, F
A, B, C
A, C, J
A, C, H
A, B, C
A, C, H
A, B, C
A
A, J
A, J
G
A, C, H
A
A, C, I
D

+20pts

Take one or Replace Pistol:


Heavy Flamer
+15pts
Sniper Rifle (Poison, Scope)
+30pts

next to this unit as long as it is alive. Once per


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

Sisters of Battle / Adepta Sororitas


Name
Canoness

Size
1*

Ministorum Priest
Arco Flagellants
Cult Assassins
Crusaders
Battle Sisters
Dominion Squad
Inferno Squad
Retributor Squad
Annihilator Squad
Seraphim
Celestians
Sisters Repentia
Penitent Engine
Sororitas Rhino
Exorcist

1*
3***
3***
3***
5***
5**
5**
5**
5**
5**
5**
5**
1***
1*
1*

Quality
3+
4+
4+
4+
4+
4+
4+
4+
4+
4+
3+
3+
3+
4+
4+
4+

A
Replace Pistol/Assault Rifle/Heavy Flamer:
Shotgun
+5pts
Assault Rifle
+5pts
Linked Assault Rifle
+10pts
Flamer
+10pts
Plasma Pistol
+15pts
Meltagun
+20pts
Take one Assault Rifle attachment:
Combi-Assault Rifle (Linked and
+5pts
Poison against units with Zap!)
Combi-Flamer
+5pts
Combi-Meltagun
+10pts
Combi-Plasmagun
+15pts
Take one or Replace Hand Weapon:
Hand Weapon
+5pts
Power Weapon
+10pts
Power Fist
+15pts
B
Replace Pistol:
Plasmagun

+35pts

Take one:
Rosarius (Armor(+1))

+10pts

C
Take one:
Chirurgeons Tools (Armor(+1))
Simulacrum
(use Faith twice per game)
Hailer (units within 12 re-roll
failed Faith rolls)
Standard (this unit and friendly
units within 12 may re-roll failed
morale tests)

+10pts
+10pts
+10pts

+15pts
+30pts
+45pts

+10pts
+20pts
+30pts
+40pts

+10pts
+25pts

G
Replace Power Fist:
Linked Power Fist

Take one:
Dozer Blade
(ignores difficult terrain)
Linked Assault Rifle
Hailer (units within 12 re-roll
failed Faith rolls)
Hunter-Killer Missile
(Combi-Missile Launcher)
Extra Armor (Armor(+1))

+10pts
+10pts
+10pts
+10pts
+20pts

Army Special Rules


Conclave: All models with this special rule
may be deployed as one unit, and the unit
may have a maximum of 9 models.
Faith(X): Once per game, when you activate
this unit, you may try to use its act of faith.
Roll one dice, and if you score the units
Quality value or higher the unit receives a
bonus until the end of the round:
Act of Faith
Effect
Deliver
All models get Linked Hand
Weapons.
Fusillade
Unit gets +1 dice to shooting.
Guidance
All shots are Rending.
Hand
All models get the Furious
special rule.
Light
All models may re-roll failed
hits.
Martyr Spirit
The unit gets Armor(+1).
Passion
All models may re-roll failed
hits in close combat.
automatically score their Quality value when
rolling for Faith until the end of this round.
Rage: This unit automatically recovers from
shaken results when damaged.

F
Replace Linked Pistol:
Linked Flamer
Linked Meltagun

Martyr: If this model is killed all friendly units

E
Replace Linked Assault Rifle:
Linked Heavy Flamer
Linked Heavy Flamer (Torrent)
Linked Heavy Bolter
Linked Multi Melta

Pistol, Hand Weapon


Power Fists
Power Weapons
Power Weapons
Assault Rifles
Assault Rifles
Heavy Flamers
Heavy Bolters
Multi-Meltas
Linked Pistol
Assault Rifles
Power Fists
2x Dreadnought Fist, 2x Heavy Flamer
Linked Assault Rifle
Linked Battle Cannon (Indirect)

Special Rules
Faith(Passion), Fearless, Hero, Martyr,
Tough
Fearless, Hero, Martyr
Conclave
Conclave, Fast
Armor(1), Conclave
Armor(1), Faith(Light)
Armor(1), Faith(Fusillade), Scout
Armor(1), Faith(Guidance)
Armor(1), Faith(Guidance)
Armor(1), Faith(Guidance)
Armor(1), Faith(Deliver), Flying
Faith(Hand)
Faith(Martyr Spirit), Fast, Fearless, Furious
Furious, Rage, Walker
Armor(1), Transport Vehicle(11)
Armor(2), Vehicle

+20pts

D
Replace Assault Rifle:
Heavy Flamer
Heavy Bolter
Multi Melta

Equipment
Pistol, Hand Weapon

+5pts

Upgrades
A, B
A, B
A, C, D
A, C
A, C
A, C
A, C
A, F
A, C, D
G
E, H
H

Cost
37
25pts
55pts
50pts
55pts
90pts
85pts
135pts
200pts
245pts
115pts
110pts
160pts
110pts
65pts
160pts

Daemonhunters / Grey Knights


Name
Brotherhood
Champion
Inquisitor
Librarian
Techmarine
Arco Flagellants
Banishers
Crusaders
Daemonhosts
Servitors
Jokaeros
Mystics
Psykers
Acolytes
Strike Squad

Size
1*

Quality
3+

1*
1*
1*
3***
3***
3***
3***
3***
3***
3***
3***
3***
5**

4+
3+
3+
4+
4+
4+
4+
4+
4+
4+
4+
4+
3+

Equipment
Linked Assault Rifle, Force Weapon
(Toxin)
Pistol, Hand Weapon
Pistol, Force Weapon
Pistol, Power Fist
Power Fists
Pistols, Power Weapons
Power Weapons
Power Weapons
Power Fists
Linked Hand Weapons
Pistols
Pistols
Pistols, Hand Weapons
Linked Assault Rifles, Force Weapons

Grey Knights
Terminators
Callidus Assassin
Vindicare Assassin

5**

3+

Linked Assault Rifles, Force Weapons

1*
1*

3+
3+

Eversor Assassin
Culexus Assassin
Dreadknight

1*
1*
1*

3+
3+
2+

Heavy Flamer, Power Fist (Rending)


Sniper Rifle (Scope), Plasma Pistol,
Power Fist
Pistol (Poison), Linked Power Fist (Toxin)
Linked Shotgun (Scope), Power Fist
2x Dreadnought Fist

Special Rules
Aegis, Armor(3), Fearless, Hero, Tough,
Zap!(D3)
Hero, Tough
Aegis, Armor(1), Fearless, Tough, Zap!(D3)
Aegis, Armor(2), Fearless, Repair, Tough
Warband
Warband
Armor(1), Warband
Warband
Warband
Armor(1), Warband
Beacon, Warband
Brothers, Warband
Warband
Aegis, Armor(1), Brothers, Deep Strike,
Fearless
Aegis, Armor(2), Brothers, Deep Strike,
Fearless
Armor(1), Fast, Fearless
Fast, Fearless
Fast, Fearless, Furious
Fast, Fearless, Scout
Aegis, Deep Strike, Fearless, Monster,
Tough, Zap!(D3)

E
Replace Pistol:

Pistol (Poison)
Assault Rifle (Linked and Poison
against units with Zap!)
Heavy Flamer (Torrent)
Sniper Rifle (Scope)
Plasmagun (Rending)
Lascannon
Replace Hand Weapon:
Hand Weapon (Poison)
Take any:
Zap!(D3)
Power Armor (Armor(+1))
Terminator Armor (Armor(+2))
3x Servo-Skull

+5pts
+10pts
+20pts
+25pts
+35pts
+80pts
+5pts
+10pts
+10pts
+20pts
+20pts

B
Replace Pistol:
Flamer
Meltagun
Plasmagun

+5pts
+15pts
+25pts

Take one:
Shield (Armor(+1))

+10pts

C
Replace Pistol:
Assault Rifle
+5pts
Linked Assault Rifle
+10pts
Plasma Pistol
+15pts
Take one Assault Rifle attachment:
Combi-Flamer
+5pts
Combi-Meltagun
+10pts
Combi-Plasmagun
+15pts
Replace Hand Weapon:
Force Weapon
+5pts
Power Fist
+10pts

Replace Power Fist:


Heavy Bolter
Multi-Melta
Plasma Cannon

+15pts
+25pts
+35pts

F
Take one:
Heavy Flamer
Multi-Melta
Lascannon

+15pts
+35pts
+85pts

G
Take up to two:
Linked Assault Cannon (Rending)
Linked Heavy Flamer (Torrent)
Linked Plasmagun (Rending)
Take any:
Teleporter
Linked Dreadnought Fist
Linked Dreadnought Fist (Rending)

+35pts
+40pts
+70pts
+10pts
+35pts
+40pts

Army Special Rules


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

D
Replace Linked Assault Rifle:
Assault Cannon (Rending)
Heavy Flamer (Torrent)
Plasmagun (Rending)
Replace Force Weapon:
Power Fist
Linked Force Weapon
Warding Stave
(Armor(+1) in melee)
Halberd (Strikes First)
Banner (+1 attack dice per model
in melee)
Take one:
Teleporter

Notes
+15pts
+15pts
+40pts
+5pts
+5pts
+5pts
+10pts
+20pts
+15pts

When using this army you may take the


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

Upgrades
-

Cost
95pts

A, C
C
E
F
B, C
D

20pts
65pts
70pts
55pts
55pts
55pts
45pts
55pts
50pts
40pts
45pts
45pts
215pts

225pts

65pts
80pts

45pts
45pts
110pts

Chaos Daemons
Name
Bloodthirster

Size
1*

Quality
2+

Equipment
Grav Pistol, Dreadnought Fist

Lord of Change

1*

2+

Power Fist

Great Unclean One

1*

2+

Power Fist (Poison)

Keeper of Secrets

1*

2+

Power Fist (Strikes First)

Herald of Khorne
Herald of Tzeentch

1*
1*

4+
4+

Power Weapon
Hand Weapon

Herald of Nurgle
Herald of Slaanesh
Bloodletters
Pink Horrors
Plaguebearers
Daemonettes
Nurglings
Bloodcrushers
Flamers
Beasts
Fiends
Flesh Hounds
Screamers

1*
1*
10**
10**
10**
10**
3***
3***
3***
3***
3***
5***
3***

4+
4+
4+
4+
4+
4+
5+
4+
4+
4+
4+
4+
4+

Plague Drones
Seekers
Chaos Furies
Daemon Prince
Soul Grinder
Skull Cannon
Blood Throne
Hellflayer
Seeker Chariot
Burning Chariot

3***
5***
10**
1*
1*
1*
1*
1*
1*
1*

4+
4+
4+
2+
3+
3+
4+
4+
4+
4+

Hand Weapon (Poison)


Hand Weapon (Strikes First)
Hand Weapons
Power Fist
Power Weapons
Flamers, Hand Weapons
Power Fists (Poison)
Hand Weapons
Hand Weapons
Power Weapons (Rending),
Slashing Attack (Fists/Claws, attacks one
enemy unit it moved over)
Power Weapons
Power Weapons
Dreadnought Fist
Autocannon, Dreadnought Fist, Power Fist
Battle Cannon
Heavy Shredder (+D6 hits when using Ram)
Shredder (+D3 hits when using Ram)
Flamer, Heavy Flamer

Special Rules
Deep Strike, Flying, Furious, Hero,
Monster, Tough
Deep Strike, Flying, Hero, Monster, Tough,
Zap!(2D6)
Armor(1), Deep Strike, Hero, Monster,
Tough, Zap!(D3)
Deep Strike, Fast, Hero, Monster, Tough,
Zap!(D3)
Deep Strike, Furious, Hero, Tough
Deep Strike, Fast, Flying, Hero, Tough,
Zap!(D6)
Armor(1), Deep Strike, Hero, Tough
Deep Strike, Fast, Hero, Tough
Deep Strike, Furious
Brothers, Deep Strike, Horrors
Armor(1), Deep Strike
Deep Strike, Fast
Armor(1), Deep Strike, Scout, Tough
Deep Strike, Fast, Furious, Tough
Brothers, Deep Strike, Fast, Flying, Tough
Armor(1), Deep Strike, Tough
Deep Strike, Fast, Tough
Deep Strike, Furious, Scout, Tough
Brothers, Deep Strike, Fast, Flying, Tough
Armor(1), Deep Strike, Fast, Flying, Tough
Deep Strike, Fast
Deep Strike, Flying
Armor(1), Deep Strike, Monster, Tough
Armor(2), Deep Strike, Resilient, Walker
Deep Strike, Fast, Vehicle
Armor(2),Deep Strike,Transport Vehicle(1)
Armor(1), Deep Strike, Fast, Vehicle
Armor(1), Deep Strike, Fast, Vehicle
Deep Strike, Fast, Vehicle

H
Upgrade Zap!(D3) to:

Zap!(D6)

+15pts
Upgrade Zap!(2D6) to:

Zap!(3D6)

Take one:
Blasted Standard (once per game
may use Zap!(D3))

Upgrades
-

Cost
85pts

105pts

80pts

85pts

B
C

25pts
45pts

D
F
E, G
E, H
E, I
E, J
E, G
-

30pts
30pts
170pts
140pts
130pts
130pts
65pts
80pts
110pts
90pts
65pts
115pts
120pts

E, I, K
E, J
L
L, M
L, N
O

95pts
95pts
150pts
75pts
200pts
135pts
65pts
60pts
55pts
60pts

O
+10pts

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

+10pts

+25pts

Army Special Rules


Horrors: Every time a model is removed as a

I
B
Take one:
Locus (+1 die when blocking Zap!)
Locus (Toxin)
Locus (Furious)

+5pts
+5pts
+10pts

C
Take one:
Locus (+1 die when using Zap!)
Locus (place D3 markers instead of
1 when Horror dies)
Locus (+D6 melee attacks against
non-vehicles/walkers)

+5pts
+10pts

+5pts
+5pts
+10pts

E
Take one:
Chaos Icon (Beacon)

+5pts

Take one:
+10pts
+10pts
+10pts

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

J
Take one:
Rapturous Standard
(once per game get+D3 dice when
blocking melee attacks)
Take one:
Linked Pistol (Poison)
Power Weapon (Poison)
Power Weapon (Rending)

+10pts

+5pts

+5pts
+10pts
+15pts

L
Take one:
Slaanesh (+3 movement)
Khorne (+1 attack when assaulting)
Nurgle (Armor(+1))
Tzeentch (Zap!(D2))

+10pts
+10pts
+10pts
+10pts

M
Take one:
Wings (Fast, Flying)
Zap!(D6)

F
Locus (Fast)
Locus (Strikes First)
Locus (all melee attacks are Linked)

+5pts

K
+10pts

D
Take one:
Locus (Toxin)
Locus (roll one die before melee on
a 6 all attacks have Poison)
Locus (Armor(+1))

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

+10pts
+30pts

N
Take one:
Heavy Flamer (Torrent)
Multi-Melta
Plasma Cannon (Indirect)
Take one:
Linked Dreadnought Fist

+25pts
+50pts
+65pts
+30pts

casualty in close combat place one marker


next to this unit. If it is not completely
destroyed in melee the enemy unit takes as
many hits as markers.

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