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Introduction

Hello, and welcome to One Page Kill Team!


One Page Kill Team is a single-page ruleset played with just
a handful of Warhammer 40.000 miniatures that was
designed to be fast to learn and simple to play.
Gameplay is focused around individual models and moving
through the environment, with features such as leaping
onto enemies from roofs or pushing them into deadly
terrain making for an action packed skirmish.
We recommend printing page 2 and 4 on a single sheet,
and your army page onto another sheet. This way you will
always have all rules, weapons and models 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.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.

Introduction & Index


Core Rules
Advanced Rule
Common Special Rules
Space Marines
Imperial Guard / Astra Militarum
Orks
Eldar
Chaos Space Marines
Tau
Necrons
Tyranids
Dark Eldar
Sisters of Battle / Adepta Sororitas
Daemonhunters / Grey Knights
Chaos Daemons

One Page Kill Team Rules v0.13.4


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

Before we begin...
Preparation: The game is played on a flat 4x4
surface, with at least 15 pieces of terrain on it. The
players roll-off, and the winner chooses on what
side to deploy and has to start first.
The players alternate in placing one unit each within
12 of their table edge.
Objective: After 4 rounds the game ends, and both
players sum the point value of all enemy models
they put out of action or that are fleeing.
The player with the most points wins.

Playing the Game


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

Activation
The player declares which unit he wishes to
activate, and it may do one of the following:
Action
Move
Notes
Hold
0
May shoot.
Hunker
0
May not shoot. Gets +1
die to blocking shots.
Guard
0
May react once per round
by firing at enemy
movement across its line
of sight. Target gets +1 die
to blocking.
Walk
6
May shoot after moving.
Run
12
May not shoot.
Assault
12
Move into close combat
with enemy, gets +1 die to
melee attacks.

Moving
Models may move and turn in any direction
regardless of their facing, and they may only move
within 1 of other models if assaulting.
When a unit is activated each member acts as an
individual, being able to use different actions and
targeting different enemies, as long as it remains
within 3 of another member and within 6 of all
other members. If any member of the unit is further
than 3/6 you must use a Walk, Run or Assault
action to get it back into coherency.
If two or more members of a unit use the same
action to target the same model, they must use it
simultaneously as a coordinated action.

Shooting
All models in a unit that are in range and have line
of sight of an enemy model may shoot one weapon
at it. Models may not shoot into or out of close
combat under any circumstance.
The attacker takes one Quality test per Firepower of
the model, and each success is a hit.
The target then takes as many Quality tests as hits,
and each success is a block.

Subtract the number of blocks from the number of


Army Composition
hits, and the target model takes as many wounds as Each player may take up to 150pts or 300pts worth
the resulting number.
of units and upgrades in his army (you decide), and
Wounds
each army may have one Hero and one Rare unit.
For each wound a model receives roll one die and
Each unit is made up of as many models as its size,
consult the following table:
and one model in each unit may equip items from
Result
Effect
the upgrades list it has access to.
1-2
Out of Action (remove the model as a
Models Types
casualty).
Heroes: Any unit that is within 6 of this unit may
3-4
Stunned (place the model on its side or
re-roll failed morale tests. Whenever this model
use a marker).
rolls on the wound table add 1 to the roll (if the
5-6
Pushed (the model moves 2 away from
result is 7 the hero is unharmed).
the attacker).
Rare Units: May fire all of their weapons (even at
separate targets) when using Hold actions, never fail
A model that has been stunned must spend one
morale tests, dont benefit of cover/elevation, and
activation to get up, and may not use any actions
resolve wounds like heroes.
that round. If it takes any wounds from another
Mounts: Mounted models (like bikers) need two
attack it is immediately put out of action.
miniatures: the rider on foot, and the rider on
A model that has been stunned and that is attacked mount (used when deploying). As long as the rider is
in close combat does not roll any attacks, but can
on his mount he may use any equipment and
only block hits it receives.
special rules the mount has, and the mount itself
A model that has been stunned and that fails a
does not attack in melee. The rider may get off its
morale test crawls D3+1. Note that a model does
mount when it is activated before using any action
not have to take a morale test right after being
(replace the rider on mount miniature with the rider
stunned.
on foot and place a mount marker where he got
A model that has been pushed and that moves into off). The rider may use a Walk or Run action to get
base contact with another model or a piece of
onto its mount by moving into contact with the
impassable terrain (such as a wall) takes one
marker, which ends its activation (replace the
automatic hit (if it takes a wound from that hit treat miniature and remove marker). Note that a rider
pushed results as stunned results).
may only get back on his own original mount and
A model that has been pushed and that does not
not on other mounts.
move into base contact with another model or piece Whenever a mounted model suffers a stunned
of terrain is stunned unless you roll a 4+.
result it is thrown off its mount, and no mount
Close Combat
marker is placed (the mount is killed or flees).
When using an Assault action, move the assaulting
Weapons
model into base contact with the target. Any model Each ranged weapon provides as many dice to
that is in base contact with an enemy may strike
shooting as its Firepower, and range less weapons
with all its melee weapons.
provide Firepower to close combat.
The assaulting model strikes first, which is resolved Models that do not have a melee weapon listed in
like shooting, and after resolving all wounds the
their equipment are assumed to use fists/claws.
defending model gets to strike.
D(n) Firepower weapons roll an (n) sided die to
Note that if two or more models made a
determine Firepower for that attack.
coordinated assault and take hits, then they are
When using weapons with next to their Firepower
randomly allocated to one of them.
all models (friend or foe) within 3 of the target take
If neither unit is destroyed or flees the combat
as many hits as the target (adjacent models are hit
starts over as soon as one of the units is activated
from the direction of the target for cover purposes).
again, which fights close combat as its action for
that round (this does not count as an assault for the
Name
Range
FP
purpose of special rules).
Fists/Claws
1
When a model that is already in close combat is
Hand Weapon
2
assaulted by another model the assaulting model
Power/Force Weapon
3
gets +1 die to melee attacks for that combat.
Power Fist
4
Morale
Dreadnought Fist
5
Whenever a model sees a friendly model within 6
Pistol
12
1
being stunned or put out of action, its unit must
Shotgun
12
2
take a morale test.
Grav Pistol
12
3
The unit takes a Quality test and if it is unsuccessful
Plasma Pistol
12
4
it flees 2D6 away from the nearest enemy within
Meltagun
12
5
line of sight, or else toward the nearest table edge.
Flamer
12
D3+1
If this move brings any model outside of the table
Heavy Flamer
12
D6+1
borders or if it is impossible for the unit to complete
Carbine
18
1
its full move, then the unit is removed as a casualty.
Gravgun
18
3
A unit that is fleeing must take a morale test to be
Assault Rifle
24
1
activated. If it fails it flees 2D6 again and counts as
Assault Cannon
24
2
activated for that round (stunned models get up
Grenade Launcher
24
3
and start fleeing). If a fleeing unit must take a
Plasmagun
24
4
morale test and is successful it does not move,
Multi-Melta
24
5
however it still counts as fleeing.
Rifle
30
1
Terrain
Sniper Rifle
36
2
Heavy Bolter/Multi-Laser
36
3
Cover (forests, ruins, sandbags, etc.): Models in
Plasma Cannon
36
4
cover get +1 die to blocking when being shot. If at
Mortar/Missile Launcher
48
3
least half of the model is within cover terrain, it
Autocannon
48
4
counts as being in cover. If at least half of the model
Battle Cannon
48
5
is hidden by an obstacle (like a sandbag or boulder)
Lascannon
48
6
from the perspective of the attacker, the model
counts as being in cover.
Difficult Terrain (woods, mud, rivers, etc.): Models
halve their movement when crossing this terrain.

Advanced Rules
Advanced Rules
Once you have gotten familiar with the way One
Page Kill Team works, you might want to try using
advanced rules to spice up the game.

Buildings

Buildings are terrain models that consist of one solid


block which cannot be opened or reached into. Each
building has a transport capacity, quality value of
4+, armor value and the Tough special rule.
Terrain
A model that moves into contact with a building
may enter it, and models within a building may use
Here are some extra terrain types and advanced
a Walk action to exit. If a model is inside a building
rules you can use to create more interesting
when it is destroyed it takes D3 automatic hits.
dynamics.
Resolve the hits as if they were shooting attacks and
Dangerous Terrain (quicksand, razor wire, mine
fields, etc.): Roll one die for every model that moves place any surviving models within 2 of the building.
A model that is within a building may use a Walk or
into or across dangerous terrain.
Run action to get onto the roof of the building.
If you roll a 1 the model takes a hit.
Models on the roof of the building behave as if they
Deadly Terrain (acid pools, lava, canyons, etc.):
Models that move into or across deadly terrain are were in open terrain, and have to leave the roof to
be able to exit the building.
immediately removed as casualties.
Elevation (cliffs, roofs, ledges, etc.): Models get +1 Models may shoot into and out of any side of the
building that has some sort of firing point, and
die to shooting when being at least 2 above their
models within the building always count as being in
target. Models may move onto and off of steep
cover and shooting from the topmost floor (not the
terrain up to 4 tall by using a Walk or Run action
roof). Models may chose to fire at models within a
and subtracting the height that they climbed from
building, or at the building itself. When shooting at
their movement, however they may not fire any
weapons after climbing (riders on their mount may models within the building any missed shot may be
not climb). Models may jump off of steep terrain up re-rolled, and on a 4+ the building is hit instead.
to 6 terrain. Roll one Quality test for every 2 they Buildings are treated like vehicles when taking hits.
jump down, and if all dice were successful then the Models may use an Assault action to get into base
contact with a building to attack a model inside it.
model may continue its movement without
All models attack, and models within the building
subtracting the height that it jumped down. If one
or more dice are unsuccessful then the model falls. gets +1 attack dice. If the models within the building
are killed or flee, then the assaulting models
Falling models are placed within 2 of the bottom
base of the terrain they fell from, and they take X+1 automatically enter the building. If a model inside a
automatic hits, where X is a hit for every 2 they fell. building suffers a stunned or pushed result, it
Models may make a diving assault on enemy models immediately exits and is placed within 1 of the
that are at least 2 below them and that are within building (enemy player chooses which side it exits).
Here are some guidelines for buildings:
2 of the bottom base of the terrain they want to
Name
Transport
Armor
dive from. This works exactly like jumping off of
Clay Hut
6
steep terrain, however if all dice are successful the
Wooden Shed
6
1
models immediately engage in close combat, and
Brick House
11
2
the assaulting model gets one extra attack die for
Apartment Block
21
3
every 2 it dived down.
Small Bunker
11
4
A model that has been pushed and that moves over
Large Bunker
21
5
the edge of a piece of terrain at least 2 tall
automatically falls, however if the model takes any
Ruins
wounds it treats pushed results as stunned results.
Note that gaps up to 1 wide may be crossed as if
Ruins are terrain models that consist of one or more
they were open terrain, and gaps up to 3 wide may pieces which can either be opened or reached into.
be jumped across. The model must take a Quality
Ruins count as difficult terrain, and they have a
test, and if the roll is unsuccessful it falls down.
quality value of 4+, an armor value, and the Tough
special rule. . If a model is inside a ruin when it is
Random Terrain
destroyed it takes D3 automatic hits. Resolve the
A great way to introduce variety in your games is by hits as if they were shooting attacks and place any
giving crossable terrain (such as forests and rivers) a surviving models within 2 of the ruin.
Models may move onto and off of different floors of
random type as you play.
the building by using either a Walk action to move
When a player wants to move a model into or
across a piece of terrain roll one die and consult the up/down by one floor, or a Run action to move
following table before moving any models, and once up/down by two floors.
Models may shoot into and out of any side of the
the terrain type is revealed you must finish the
ruin that has some sort of firing point.
original movement.
Models may shoot into and out of any side of the
Result
Type
ruin that has some sort of firing point. Models may
1-2
Difficult Terrain
choose to fire at models within a ruin, or at the ruin
3-4
Dangerous Terrain
itself. When shooting at models within the ruin any
5-6
Deadly Terrain
missed shot may be re-rolled, and on a 4+ the ruin is
hit instead.
Models may use an Assault action to get into base
Denying the Witch and Perils of the Warp
contact with the lowest model in the ruin. The
Denying the Witch and Perils of the Warp offer a
new tactical element to psyker combat and casting assaulting model automatically climbs as many
floors necessary to reach the lowest model, and the
psychic powers. When an opposing psyker within
target model gets as many extra dice to attacking as
12 casts a psychic power, or when an opposing
psychic power is cast on a target within 12 of your floors that the assaulting model had to climb.
psyker, you may try and deny the witch. Note that a All models attack, and if the model within the ruin is
killed or flees, then the assaulting model remains on
psyker that has already cast a psychic power this
the floor as the model it fought.
round may not deny the witch, and a psyker that
Here are some guidelines for ruins:
denies the witch during a round may not cast
Armor
psychic powers on his turn. To deny the witch roll as Name
Clay
many dice as the psykers level, and pick the highest
Wood
1
result. If the result beats the casting psykers highest
Bricks
2
result, then the powers effects are not resolved.
Concrete
3
When rolling two or more 6s on casting a psychic
Reinforced Steel
4
power or when denying the witch, the psyker loses
Composite Materials
5
control of his power and suffers perils of the warp,
taking D6 automatic hits.

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 models 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 most table quarters seized 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 model is within 3 of a relic marker whilst no
enemy models are within 3 of the same marker, it
counts as seized. The player with most 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+.
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
in the defending players deployment zone he wins.
6 - Last Stand: Before deploying armies the
players roll-off to see who the attacker is, and the
opposing player becomes the defender.
The defending player must split his army in half
(worked out by point cost), and deploy one half
within 6 of the table centre, this half will be
referred to as the defenders. The other half of his
army must be deployed within 3 of any table
border. The attacking player then deploys his army
anywhere on the table, at least 12 away from
enemy models.
After 4 rounds the game is over, and if at least 75%
of the defenders (worked out by point cost) are still
alive and not fleeing, the defending player wins.

Common Special Rules


Common Special Rules

Tough: Whenever this model takes a wound do not

Armor(X): This model adds +X dice when blocking

roll on the wound table but place a wound marker


next to it instead. Whenever this model takes a
wound which brings its number of wound markers
up to 3, or whenever this model takes a wound
whilst it already has 3 wound markers it must roll on
the wound table.
Toxin: Whenever this model attacks in close
combat it gets +D2 dice.

attacks.

Beacon: If a friendly unit tries to deep strike within


6 of this model, it does not scatter.
Combi: This weapon may only be used once per
game.
Deep Strike: You may choose not to deploy this
unit with your army, and instead keep it in reserve.
After round 1 you may roll one die at the beginning
of each round, before seeing who goes first. On a 4+
you may place a marker anywhere on the table, at
least 12 away from enemy models (if there is no
spot on the table at least 12 away from enemy
units, place the deep striking unit on the spot
furthest from any enemy unit). Roll a dice, on a 2+
the unit is placed on the position of the marker (if
the unit has multiple models they must all be in
base contact with each other). On a 1 the unit
scatters, and your opponent may move the marker
anywhere within 12 of its original position before
placing the models. If a unit has not arrived by the
last round it arrives automatically (scatters on 4+).
Fast: This model adds 3 to movement actions and
fleeing.
Fearless: Unit may re-roll failed morale tests.
Flying: This model may move over models and
terrain as if it was moving over open terrain, and it
may move onto and off of elevated terrain without
having to climb it.
Furious: This model gets +1 dice to close combat
when assaulting.
Heavy: This model 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 model gets
+1 dice to blocking (even if several Indirect weapons
are fired by the same unit).
Linked: May re-roll failed shooting attacks.
Poison: Units must re-roll successful blocks when
attacked by this weapon.
Psyker(X): This model may cast one psychic power
during the shooting phase instead of firing its
weapon. To cast a psychic power the psyker must
have line of sight, and the psyker might cast psychic
powers on units engaged in close combat. Psykers
that are in close combat themselves may also cast
psychic powers on themselves, or on the unit that
they are fighting. When casting a psychic power you
must first roll X dice and score at least one 4+ and
then you may resolve its effects.
Rending: When rolling a 6 to hit with this weapon,
the hit automatically causes one wound.
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 models (if both players have Scout
units roll-off to see who deploys first).
Sidecar: May fire all of its weapons, even at
separate targets, when using a Hold action. Models
in the sidecar are purely decorative and dont count
as riders.
Strikes First: When fighting close combat you
resolve this models hits first and resolve enemy
wounds before they get to attack.
Strikes Last: When fighting close combat you
resolve enemy hits first and resolve wounds before
this model gets to attack.
Teleporter: When using a Walk action, you may
place this model anywhere within 6+2D6 of its
position, passing through any models or terrain.
Torrent: Add +2D6 to this weapons range every
time you fire it.

Space Marines Tactics


Black Templars: All models have the Fast special
rule until the end of this round.
Blood Angels: All models have the Furious special
rule until the end of this round.
Dark Angels: All models may re-roll failed morale
tests (Fearless models may roll twice) until the end
of this round.
Imperial Fists: All models may re-roll failed hits
from pistols and assault rifles (Linked weapons may
roll twice) until the end of this round.
Iron Hands: All mounted models have Armor(+1)
until the end of this round.
Raven Guard: All non-mounted models 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 D3 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 models may re-roll failed hits


when fighting in close combat until the end of this
round.
White Scars: All models may fire their weapons
after using a Run action as if they had used a Walk
action until the end of this round.

Psychic Powers
All psykers may take any of the following
psychic powers. Note that the point cost of
the power depends on the psykers level.
Psychic Power
Prescience (Target unit within
12 may re-roll failed attacks
until the end of this round)
Banishment (Target unit
within 24 must re-roll
successful blocks until the end
of this round)
Assail (Target unit within 18
takes D6 hits)
Psychic Shriek (Target unit
within 18 takes a morale test.
If it fails the unit takes one
wound or adds D3 wound
markers to its Tough count)
Flame Breath (Target unit
within 12 takes 2D6 hits)
Summoning (Place a unit of D3
bloodletters, D3 pink horrors,
D3 plaguebearers or D3
deamonettes within 12. Once
successful this psychic power
may not be used again during
the same game)
Smite (Target unit within 18
takes 2D6 hits)

1
10

2
15

3
20

10

15

20

15

20

25

15

20

25

20

30

35

25

40

45

30

45

55

Space Marines
Name
Captain
Terminator Captain
Librarian
Techmarine
Assault Scout
Tactical Scout
Assault Marine
Tactical Marine
Assault Veteran
Tactical Veteran
Terminator
Centurion
Scout Biker
Marine Biker
Bike
Dreadnought

Size
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

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

Equipment
Pistol, Hand Weapon
Linked Assault Rifle, Power Fist
Pistol, Force Weapon
Pistol, Power Fist
Pistol, Hand Weapon
Assault Rifle
Pistol, Hand Weapon
Assault Rifle
Pistol, Power Weapon
Assault Rifle, Hand Weapon
Linked Assault Rifle, Power Fist
Linked Flamer, 3x Linked Assault Rifles
Pistol, Hand Weapon
Pistol, Hand Weapon
Linked Assault Rifle
Linked Heavy Flamer, Dreadnought Fist,
Linked Assault Rifle

Replace Pistol/Assault Rifle:


Grav Pistol
+10pts
Plasma Pistol
+15pts
Take one or Replace Hand Weapon:
Hand Weapon
+5pts
Power Weapon
+10pts
Power Fist
+15pts
Upgrade Psyker(1):
Psyker(2)
+10pts

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

B
Replace Pistol:
Assault Rifle
+5pts
Take one Assault Rifle attachment:
Combi-Flamer
+5pts
Combi-Gravgun
+5pts
Combi-Meltagun
+10pts
Combi-Plasmagun
+10pts
C
Replace Pistol/Assault Rifle:
Shotgun
Assault Rifle
Sniper Rifle (Scope)
Heavy Bolter
Missile Launcher

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

D
Replace Pistol/Assault Rifle:
Flamer
Gravgun
Meltagun
Plasmagun

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

E
Replace Assault Rifle:
Heavy Bolter
Multi-Melta
Plasma Cannon
Missile Launcher
Lascannon
Take one:
Narthecium (this model or one
friendly model within 3 gets
Armor(+1) once per game)
Standard
(friendly models within 6 may
re-roll failed morale tests)

+30pts
+30pts
+40pts
+55pts
+90pts
+15pts
+10pts

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

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

Special Rules
Fearless, Hero, Tactics
Fearless, Hero, Tactics, Tough
Fearless, Psyker(1)
Fearless, Tough
Fearless, Scout
Fearless, Scout
Fast, Fearless, Flying
Fearless
Fast, Fearless, Flying
Fearless
Fearless, Tough
Fearless, Heavy, Tough
Fearless, Mount (Bike), Scout
Fearless, Mount (Bike)
Fast
Rare, Tough

+35pts
+40pts

I
Take one:
Linked Dreadnought Fist
+25pts
Replace Linked Flamer:
Linked Meltagun
+5pts
Linked Grenade Launcher
+20pts
Linked Heavy Bolter
+25pts
Linked Lascannon
+95pts
Replace 3x Linked Assault Rifles:
Missile Launcher
+35pts
J
Replace up to two Linked Assault Rifles:
Heavy Flamer (may take 2x)
+10pts
Meltagun
+10pts
Replace Linked Assault Rifle and
Dreadnought Fist:
Missile Launcher
+35pts
Linked Autocannon
+45pts
Replace Linked Heavy Flamer:
Assault Cannon (Rending)
Free
3x Linked Assault Rifle
+5pts
Dreadnought Fist and Linked
+5pts
Assault Rifle
Multi-Melta
+10pts
Linked Heavy Bolter
+15pts
Plasma Cannon
+20pts
Linked Autocannon
+50pts
Linked Lascannon
+90pts
Take up to two:
Hunter-Killer Missile (Combi+15pts
Missile Launcher, may take 2x)
Take one:
Ironclad
+10pts
(Armor(+1) once per game)

Army Special Rules


Tactics: This model has the Fearless special
rule and may use one of the special rules from
the Space Marines Tactics section once per
game.

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
A
A, D
G
J

Cost
40pts
80pts
35pts
55pts
20pts
20pts
30pts
25pts
35pts
30pts
60pts
85pts
30pts
35pts
100pts

Imperial Guard / Astra Militarum


Name
Commander
Assistants
Commissar
Priest
Psyker
Guardsmen
Weapons Team
Legionnaires
Conscripts
Ratling
Ogryn
Veterans
Storm Trooper
Rough Riders
Horse
Sentinel

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

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

Equipment
Pistol, Hand Weapon
Assault Rifles
Pistol, Hand Weapon
Pistol, Hand Weapon
Pistol, Force Weapon
Assault Rifles
Heavy Bolter
Assault Rifles, Hand Weapons
Assault Rifles
Sniper Rifle (Scope)
Grav Pistol, Power Weapon
Assault Rifles
Assault Rifle
Pistols, Combi-Power Weapons
Heavy Flamer

Special Rules
Hero, Officer
Commissar
Spiritual Leader
Psyker(1)
Fearless, Scout
Scout
Furious, Tough
Deep Strike, Scout
Mount (Horse)
Fast
Rare, Tough

I
Replace Pistol/Assault Rifle:

Pistol
Free
Plasma Pistol
+10pts
Take one or Replace Hand Weapon:
Hand Weapon
+5pts
Power Weapon
+10pts
Power Fist
+15pts
Upgrade Psyker(1):
Psyker(2)
+5pts
B
Replace Assault Rifle:
Flamer
Heavy Flamer
Meltagun
Grenade Launcher
Plasmagun

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

C
Replace Pistol/Assault Rifle:
Shotgun
+5pts
Sniper Rifle (Scope)
+25pts
D
Replace Heavy Bolter:
Missile Launcher
Autocannon
Mortar (Indirect)
Lascannon

+15pts
+15pts
+20pts
+30pts

E
Take one:
Standard (Fearless)
Vox-Caster (24 Officer)
Medipack (this model or one
friendly model within 3 gets
Armor(+1) once per game)

+5pts
+10pts
+15pts

F
Replace Pistol:
Plasma Pistol
+5pts
Replace Combi-Power Weapon:
Power Weapon
+5pts
Replace Pistol and Combi-Power Weapon:
Flamer
+5pts
Meltagun
+5pts
Grenade Launcher
+10pts
Plasmagun
+10pts
G
Replace Power Weapon:
Power Fist

+5pts

Take one:
Shield (Armor(+1) once per game)

+10pts

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

+10pts
+20pts
+30pts
+30pts
+55pts

Take any:
Hunter-Killer Missile
(Combi-Missile Launcher)
Extra Armor
(Armor(+1) once per game)

+10pts
+10pts

Army Special Rules


Commissar: This model may be deployed as
part of a Guardsmen, Legionnaires or
Conscripts unit. Whenever a unit this model is
part of fails a morale test, remove one model
from it as a casualty and re-roll.
Officer: This model may be deployed as part
of an Assistants unit. Once per round, when
this model is activated, you may declare any
unit within 12, and roll one die. On a 4+ the
unit may immediately use any action (if the
unit consists of more than one model they
must take a coordinated action), even if it had
been activated already (this does not count as
its activation). If failed nothing happens,
however if the unit is joined by a commissar
you may remove one model from it as a
casualty and re-roll.
Spiritual Leader: This model may be
deployed as part of a Guardsmen, Conscripts
or Legionnaires unit. If any model in a unit this
model is part of uses an Assault action roll a
die. On a 4+ the model gets the Furious
special rule.

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

Cost
30pts
30pts
10pts
15pts
15pts
30pts
25pts
35pts
25pts
35pts
45pts
30pts
20pts
20pts
55pts

Orks
Name
Warboss
Big Mek
Weirdboy
Runtherd
Gretchin
Choppa Boyz
Shoota Boyz
Stormboy
Burna Boy
Loota
Tankbusta
Kommandos
Flash Gitz
Nob
Warbiker
Bike
Deffkopta
Warbuggy
Killa Kan
Deff Dred

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

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

Equipment
Pistol, Hand Weapon
Pistol, Hand Weapon
Force Weapon
Power Weapon
Pistols
Pistols, Hand Weapons
Carbines
Pistol, Hand Weapon
Flamer, Power Weapon
Mortar (Indirect)
Grenade Launcher
Pistols, Hand Weapons
Assault Cannons
Pistol, Hand Weapon
Pistol, Hand Weapon
Linked Carbine
Linked Heavy Bolter
Linked Heavy Bolter
Heavy Flamer, Dreadnought Fist
4x Dreadnought Fist

Special Rules
Fearless, Furious, Hero, Waagh!
Fearless, Furious, Hero, Waagh!
Psyker(1)
Furious, Tough, Runtherd
Git Shoota
Fearless, Furious
Fearless, Furious
Deep Strike, Fast, Fearless, Flying, Furious
Fearless, Furious
Fearless, Furious
Fearless, Furious
Fearless, Furious, Scout
Fearless, Furious
Fearless, Furious
Fearless, Furious, Mount (Bike)
Fast
Rare, Fast, Flying, Furious, Scout
Rare, Fast
Rare
Rare, Tough

Take one or Replace Hand Weapon:


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

Take any:
Red Paint Job (+3 movement)
Grot Riggers
(on 4+ this model immediately gets
up when stunned)
Armor Plates
(Armor(+1) once per game)

B
Replace Pistol:
Carbine
+5pts
Linked Carbine
+10pts
Doks Tools (this model or one
+15pts
friendly model within 3 gets
Armor(+1) once per game, Hand
Weapon (Poison))
Take one Carbine attachment:
Combi-Heavy Flamer
+5pts
Combi-Grenade Launcher
+5pts
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
+10pts
once per game)

Replace Heavy Flamer:


Grotzooka (Gravgun)
Grenade Launcher
Plasmagun
Heavy Bolter

Replace up to two Dreadnought Fists:


Heavy Flamer (may take 2x)
+5pts
Grenade Launcher
+10pts
(may take 2x)
Plasmagun (may take 2x)
+10pts
Heavy Bolter (may take 2x)
+10pts
J
Replace Linked Heavy Bolter:
Heavy Flamer
Linked Grenade Launcher

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

+5pts
+10pts

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

Free
Free
+5pts
+10pts

Free
+5pts
+5pts
+10pts

Take one or Replace equipment:


Eavy Armor
+10pts
(Armor(+1) once per game)
Cybork Body
+20pts
(Armor(+1) twice per game)
Mega Armor (Armor(+1) twice per
+45pts
game, Linked Carbine, Power Fist)
Replace Pistol/Carbine/Flamer/Mortar:
Flamer
+5pts
Grenade Launcher
+15pts
Plasmagun
+15pts
Heavy Bolter
+15pts

+10pts

+5pts
+10pts

Free
Free

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

Cost
30pts
25pts
30pts
10pts
30pts
40pts
35pts
20pts
20pts
45pts
25pts
30pts
35pts
20pts
20pts
50pts
55pts
45pts
95pts

Army Special Rules


Git Shoota: This model shoots at Quality 4+.
Kustom Force Field: This model and all
friendly models within 6 get Armor(+1)
against shooting once per game.
Runtherd: This model may be deployed as
part of a Gretchin unit. If two or more models
in a unit this model is part of fail a morale
test, remove one model from the unit as a
casualty, and the remaining models may reroll.
Shokk Attack Gun: This weapon has
Firepower 2D6 and a 48 Range.
Consult this table when rolling doubles:
Result
Effect
1, 1
This model is immediately removed
from play.
2, 2
This model takes D3 automatic hits.
3, 3
The opponent may choose any
other model (or none) to be
targeted.
4, 4
This model is immediately placed in
close combat with the target.
5, 5
The target model takes D3
automatic hits.
6, 6
The target model is immediately
removed from play.

Waagh!: Once per game you may declare


K
Replace Pistol:
Kustom Force Field
+15pts
Replace Pistol and Hand Weapon:
Shokk Attack Gun
+65pts
L
Upgrade Psyker(1):
Psyker(2)

+5pts

Waagh! during your turn. All models add 3 at


their end of their movement (not when
fleeing) until the end of that round.

Army Psychic Powers


Psykers from this army may take any of
the following powers:
Psychic Power
Warpath (The weirdboy gets +1 die
to melee)
Power Vomit (Target unit within
12 takes D6+1 hits)
Da Jump (The weirdboy may
immediately deep strike)
Frazzle (Target unit within 24
takes D6 automatic hits)
Eadbanger (Target model within
24 takes D6 automatic hits)
Da Krunch (Target unit within 12
takes 4D6 automatic hits)

Cost
+5pts
+10pts
+10pts
+15pts
+15pts
+35pts

Eldar
Name
Autarch
Farseer
Avatar
Warlock
Storm Guardians
Guardians
Weapon Platform
Ranger
Banshee
Scorpion
Harlequin
Dire Avenger
Hawk
Fire Dragon
Warp Spider
Dark Reaper
Wraithblade
Wraithguard
Wraithlord
War Walker
Windrider
Shining Spear
Jetbike

Size
1
1
1
1
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
-

Quality
3+
3+
2+
3+
4+
4+
4+
4+
3+
3+
3+
3+
3+
3+
3+
3+
3+
3+
2+
4+
3+
3+
-

Equipment
Pistol, Power Weapon (Strikes First)
Pistol, Force Weapon
Dreadnought Fist
Pistol, Force Weapon
Pistols, Hand Weapons
Shotguns
Assault Cannon
Sniper Rifle (Scope)
Pistol, Power Weapon (Strikes First)
Pistol, Power Weapon
Grav Pistol, Power Fist
Carbine
Assault Rifle
Meltagun
Plasma Pistol
Missile Launcher
2x Power Weapon
Meltagun
2x Shotgun, Dreadnought Fist
2x Assault Cannon, Hand Weapon
Pistol
Pistol, Power Weapon
Linked Shotgun

Special Rules
Fast, Focus, Hero
Focus, Hero, Psyker(3)
Fast, Hero, Rare, Tough
Focus, Psyker(1)
Focus
Focus
Focus, Weapon Platform
Focus, Scout
Fast, Focus
Fast, Focus, Scout
Fast, Furious
Focus
Deep Strike, Fast, Flying, Focus
Fast, Focus
Deep Strike, Focus, Teleporter
Fearless, Tough
Fearless, Tough
Rare, Tough
Fast, Focus, Rare
Focus, Mount (Jetbike)
Focus, Mount (Jetbike)
Fast, Flying

Replace Assault Cannon:


Heavy Bolter
Linked Heavy Bolter
Plasma Cannon
Missile Launcher

+15pts
+25pts
+25pts
+35pts

B
Replace Linked Shotgun:
Assault Cannon

+5pts

+5pts
+20pts

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

+10pts
+15pts

+5pts
+10pts

Free
+30pts

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

+20pts
+25pts

L
+5pts

E
Replace Carbine:
Pistol
Linked Carbine
Simmer Shield
(Armor(+1) once per game)
Take one:
Hand Weapon
Power Weapon

+5pts
+10pts

J
Replace Missile Launcher:
Plasma Cannon
Battle Cannon

C
Replace Meltagun:
Heavy Flamer
Multi-Melta

Replace Grav Pistol:


Assault Cannon
Meltagun
Replace Power Fist:
Power Fist (Rending)
Take one:
Psyker(1)

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

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)

+20pts
+45pts
+55pts
+60pts
+80pts

Army Special Rules


Focus: This model may move up to 3 after
shooting.

Weapon Platform: This model may only be


F
Replace Pistol/Assault Rifle:
Assault Cannon
+10pts
Take one:
Hand Weapon
+5pts
Power Weapon
+10pts
G
Replace Plasma Pistol:
Gravgun
Linked Plasma Pistol
Take one:
Linked Hand Weapon
Linked Power Weapon

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

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

deployed as part a Guardians unit, it has no


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

Army Psychic Powers


Psykers from this army may take any of
the following powers:
Psychic Power
Reveal (Target unit does not
receive any benefits from cover)
Conceal (The psyker has Armor(+1)
until the end of this round)
Guide (Target unit within 24 may
re-roll all failed shooting dice)
Renewer (Remove one wound
marker from a target Tough unit
within 18)
Destructor (Target unit within 12
takes D6 hits)
Executioner (Target unit within 24
takes D6 hits)

Cost
+5pts
+10pts
+10pts
+10pts
+20pts
+35pts

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

Cost
45pts
60pts
90pts
35pts
30pts
30pts
20pts
45pts
30pts
30pts
40pts
20pts
30pts
35pts
35pts
75pts
60pts
60pts
95pts
45pts
30pts
40pts
-

Chaos Space Marines


Name
Chaos Lord
Terminator Lord
Sorcerer
Zombies
Cultist Cut-throats
Cultist Gangers
Chaos Marine
Chaos Chosen
Possessed Marine
Metal Marine
Raptor
Terminator
Mutilator
Obliterator
Chaos Biker
Bike
Chaos Spawn
Daemon Prince
Helbrute

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

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

A
Take one:
Slaanesh (+3 movement)
Khorne (+1 attack when assaulting)
Tzeentch (Psyker(1))
Nurgle (Armor(+1) once per game)

Equipment
Pistol, Hand Weapon
Linked Assault Rifle, Power Weapon
Pistol, Force Weapon
Power Fists
Pistols, Hand Weapons
Assault Rifles
Assault Rifle
Pistol, Hand Weapon
Hand Weapon
Sonic Guitar (Assault Cannon)
Pistol, Hand Weapon
Linked Assault Rifle, Power Weapon
2x Power Fist
Linked Flamer, Power Fist
Pistol, Hand Weapon
Linked Assault Rifle
Power Fist
Dreadnought Fist
Linked Heavy Bolter, Power Fist

Special Rules
Fearless, Hero
Fearless, Hero, Tough
Psyker(1)
Zombie
Fearless, Furious
Mutations , Fast, Fearless
Fearless
Deep Strike, Fast, Flying
Tough
Deep Strike, Tough
Deep Strike, Heavy, Tough
Mount (Bike)
Fast
Fearless, Furious, Tough
Rare, Tough
Rare, Tough

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

B
Replace Pistol/Assault Rifle/
Linked Assault Rifle:
Plasma Pistol
+10pts
Take one or Replace Hand Weapon:
Hand Weapon
+5pts
Power Weapon
+10pts
Power Fist
+15pts
Upgrade Psyker(1):
Psyker(2)
+10pts
Psyker(3)
+20pts

Replace Sonic Guitar:


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

+5pts
+80pts

J
Replace Linked Heavy Bolter:
Dreadnought Fist
Free
Multi-Melta
Free
Plasma Cannon
+5pts
Linked Lascannon
+75pts
Replace Power Fist:
Dreadnought Fist
+5pts
Missile Launcher
+50pts
Take up to two Dreadnought Fist
attachments:
Linked Assault Rifle
+10pts
(may take 2x)
Heavy Flamer (may take 2x)
+20pts

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

Army Special Rules


Mutations: Whenever this model fights in

close combat, roll one dice before combat


starts. On a 1-2 the model has First Strike, on
a 3-4 the model has Rending, and on a 5-6 the
model has +1 attack.
Zombie: This model automatically passes all
morale tests and may never move more than
6 at a time.

Replace Pistol/Assault Rifle:


Flamer
+10pts
Meltagun
+15pts
Plasmagun
+30pts

Army Psychic Powers


Psykers from this army may take any of
the following powers:

E
Take one or Replace Assault Rifle:
Heavy Bolter
+35pts
Missile Launcher
+65pts
Autocannon
+65pts
Lascannon
+95pts
F
Replace Pistol/Assault Rifle:
Shotgun
+5pts
Flamer
+10pts
Heavy Bolter
+15pts
G
Replace Linked Assault Rifle:
Heavy Flamer
+10pts
Linked Heavy Bolter
+35pts
H
Take any:
Wings (Fast, Flying)
Take one:
Psyker(1)
Psyker(2)
Psyker(3)

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

Psychic Power
Weapon Virus (Target unit within
24 takes one automatic hit for
every 1 rolled when shooting until
the end of this round)
Doombolt (Target unit within 6
takes D3 automatic hits, and has
Armor(+1) until the end of the
round if it survives)
Hysterical Frenzy (Target unit
within 12 has Strikes First until
the end of this round)
Nurgles Rot (All units within 6
take D3 hits with Poison)
Slaaneshs Overload (Target unit
within 24 takes D3 hits and must
take a morale test)
Tzeentchs Firestorm (Target unit
within 24 takes D3 hits, and for
each wound suffered from this the
unit takes another D3 hits)

Cost
+5pts

+10pts

+15pts
+15pts
+25pts
+30pts

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

Cost
35pts
70pts
30pts
30pts
30pts
30pts
20pts
25pts
25pts
30pts
25pts
55pts
65pts
70pts
30pts
40pts
75pts
100pts

Tau
Name
Commander
Cadre Fireblade
Ethereal
Kroot Carnivores
Kroot Hounds
Krootox Rider
Krootox
Vespid
Fire Warrior
Pathfinder
Stealth Suit
Xv8 Crisis Suit
Xv88 Broadside

Size
1
1
1
2
3
1
1
1
1
1
1
1

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

Gun Drone Squad


Sniper Drone Team
Marker Drone
Inhibitor Drone
Accelerator Drone
Recon Drone
Gun Drone
Shield Drone

2
2
1
1
1
1
1
1

4+
4+
X+
X+
X+
X+
X+
X+

Support Drone

X+

+15pts
+20pts
+25pts
+60pts

B
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
+20pts
+30pts

C
Take one:
Beacon
Markerlight

+5pts
+5pts

D
Take one:
Hand Weapon
Power Weapon

+5pts
+10pts

E
Replace Gravgun:
Multi-Melta

+20pts

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

Special Rules
Crisis Suit, Hero, Support
Hero, Support
Hero, Inspirational
Scout
Scout
Mount (Krootox), Scout, Tough
Fast, Flying
Support
Scout, Support
Deep Strike, Flying, Scout, Support
Crisis Suit, Support, Tough
Rare, Support, Tough

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

G
Replace Linked Battle Cannon:
2x Linked Plasma Cannon
Free
Take one:
Seeker Missile
+15pts

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

Cost
95pts
40pts
50pts
30pts
35pts
45pts
20pts
20pts
20pts
40pts
85pts
225pts

Flying, Support
Controller, Flying, Support
Drone
Drone, Inhibitor
Accelerator, Drone
Beacon, Drone
Drone
Drone

A
-

40pts
70pts
-

Drone

Army Special Rules


Accelerator: All weapons of models in this

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

Equipment
2x Gravgun
Rifle, Power Fist, Markerlight
Assault Rifles, Hand Weapons
Hand Weapons
Assault Rifle
Multi-Laser, Krootox (Hand Weapon)
Carbine
Rifle
Carbine, Markerlight
Gravgun
2x Gravgun
Linked Battle Cannon, Linked Plasma
Cannon
Linked Carbines
Sniper Rifles, Markerlights
Markerlight
Assault Cannon
Linked Carbine
Force Shield (one friendly model within 3
gets Armor(+1) once per game)
Plasma Cannon

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 model 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.
Inhibitor: Enemy units assaulting models in
this unit reduce their movement by 3.
Inspirational: Frienldy non-rare models
within 6 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 model 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 model 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 model
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 model gets +1 dice to shooting
when using a Guard action.

Necrons
Name
Necron Lord
Destroyer Lord
Cryptek
Warrior
Immortal
Flayed One
Deathmark
Lynchguard
Praetorian
Scarab Swarm
Wraith
Ctan Shard
Destroyer
Blade Rider
Tomb Blade
Spyder
Stalker

Size
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

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

Equipment
Power Weapon, Shotgun
Power Weapon
Power Weapon, Shotgun
Assault Rifle (Rending)
Assault Rifle (Rending)
Power Weapon
Sniper Rifle (Scope)
Power Weapon
Flamer, Power Weapon
Power Weapon (Rending)
Power Weapon
Power Fist
Assault Cannon (Rending)
Assault Rifle (Rending)
Linked Assault Rifle (Tesla)
Hand Weapon
Multi-Melta

Replace Power Weapon:


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

Take up to two:
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) once per game)
Times Arrow (Strikes First even
against units with Strikes First)
Entropic Touch (Rending)
Gaze of Death (+D6 melee attacks)
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
+10pts
+25pts

B
Exchange Assault Rifle (Rending):
Assault Rifle (Tesla)
Free
C
Take one:
Dispersion Shield
(Armor(+1) once per game)

+10pts

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

+20pts

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

+5pts
+10pts
+20pts

G
Replace Linked Assault Rifle (Tesla):
Linked Assault Rifle (Rending)
Free
Assault Cannon
+5pts
Take any:
Nebuloscope (Scope)
+5pts
Shield Vane (Armor(+1))
+10pts
H
Replace Assault Cannon/Multi-Melta:
Lascannon
+70pts

Special Rules
Hero, Robot
Hero, Flying, Robot
Psyker(1), Robot
Robot
Robot, Tough
Deep Strike, Robot, Scout
Deep Strike, Robot
Robot
Fearless, Flying, Robot
Fearless, Tough
Fast, Fearless, Flying , Tough
Fearless, Necrodermis, Tough
Flying, Robot
Mount (Tomb Blade), Robot
Fast, Flying
Hive, Rare, Tough
Rare, Tough

+5pts
+5pts
+5pts
+10pts
+10pts
+10pts
+15pts
+15pts
+20pts
+30pts
+40pts

Army Special Rules


Hive: As long as this model 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 model is about to strike this model in
close combat, it must take a morale test. If
failed it deals D3 hits to itself before striking.
Necrodermis: If this model is killed all
models within 3 suffer D3 automatic hits.
Robot: Whenever this model would be
removed as a casualty roll one die, on a 5+
the model is stunned instead. This model has
the Strikes Last special rule.
Tesla: For every 6 rolled when firing this
weapon you may roll one additional shot.

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

Cost
35pts
35pts
40pts
30pts
55pts
30pts
50pts
25pts
45pts
25pts
50pts
50pts
40pts
45pts
100pts
85pts

Army Psychic Powers


Psykers from this army may take any of
the following powers:
Psychic Power
Seismic Tremor (All units assaulting
the psyker reduce their assault
move by D3)
Gaze of Flame (Enemies assaulting
the psyker do not get +1 melee die
for assaulting)
Lightning Field (All units assaulting
the psyker take D6 hits before
attacking)
Chronal Charge (Target unit within
12 may re-roll a failed roll of any
type until the end of this round)
Ether Crystal (Place a crystal
marker within 6 of the psyker,
enemy units deep striking within
12 of the crystal take D6 hits)
Nightmare Shroud (Target unit
within 18 must take a morale test)

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

+10pts

Tyranids
Name
Hive Tyrant
Tyrant Guard
Tyranid Prime
Tyranid Warrior
Genestealer
Termagants
Hormagaunts
Gargoyles
Ripper Swarms
Skyslasher Swarms
Hive Guard
Zoanthrope
Venomthrope
Lictor
Shrike
Raveners
Biovore
Spore Mines
Pyrovore
Carnifex
Trygon
Mawloc

Size
1
1
1
1
1
3
3
2
3
3
1
1
1
1
1
1
1
3
1
1
1
1

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

Equipment
Dreadnought Fist
Power Fist (Rending), Lash Whip (Strikes First)
Carbine, Power Fist
Carbine, Hand Weapon
Hand Weapon (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)
Carbine, Power Weapon
Power Weapon
Hand Weapon
Heavy Flamer, Dreadnought Fist
Dreadnought Fist
Grav Pistol, Dreadnought Fist
Dreadnought Fist

Army Special Rules


Acid Blood: If this model is killed in close

A
Take any:
Adrenal Glands (Furious)
Toxin Sacs (Toxin)

+5pts
+10pts

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

+10pts
+20pts

C
Take one:
Linked Carbine
Linked Gravgun
Multi-Laser
Plasma Cannon

+10pts
+25pts
+45pts
+60pts

D
Take one:
Flamer
Flamer (Rending)
Heavy Flamer

+15pts
+20pts
+20pts

E
Take any:
Power Weapon
Power Fist
Gravgun

+15pts
+20pts
+25pts

F
Take one:
Dreadnought Fist

+25pts

G
Take one or Replace Pistol:
Linked Pistol
+5pts
Carbine
+5pts
Shotgun
+5pts
Gravgun
+15pts
H
Take one:
Wings (Flying)

+10pts

I
Take any:
Linked Pistol
Deep Strike

Special Rules
Hero, Psyker(2), Rare, Synapse, Tough
Tough
Hero, Synapse, Tough
Synapse
Fast, Scout
Fast
Fast, Flying
Fearless, Tough
Fearless, Flying, Tough
Tough
Psyker(1), Synapse, Tough
Tough
Fast, Scout, Tough
Fast, Flying, Tough
Deep Strike, Tough
Mine Launcher, Tough
Deep Strike, Fearless, Spore Mine
Acid Blood, Tough
Fearless, Tough
Devour, Fast, Rare, Tough
Devour, Fast, Rare, Tough

+5pts
+10pts

combat the enemy model 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 model within 3 of the marker
takes D3 automatic hits. Resolve the hits as if
they were shooting attacks, and place
surviving models in base contact with the
deep striking unit.
Mine Launcher: This model 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.
Spore Mine: This model may never move
more than 6 at a time, and when assaulting
or being assaulted the enemy model takes D3
automatic hits and this model is removed as a
casualty. If this model takes any wounds it is
immediately put out of action.
Synapse: Friendly models within 12 have
the Fearless special rule and automatically
pass morale tests when fleeing.
Toxin Sacs: Every model in this unit gets +D2
dice when attacking non-vehicle/walker units
in close combat.

Army Psychic Powers


Psykers from this army may take any of
the following powers:
Psychic Power
Catalyst (Target unit within 12 has
Armor(+1) until the end of this
round)
Onslaught (Target unit within 24
may shoot after running until the
end of this round)
Psychic Scream (Target unit within
6 takes a morale test. If it fails the
unit takes 2D6 hits)
Horror (Target unit within 24
must take a morale test and re-roll
it if successful)
Paroxysm (Target unit within 24
has Strikes Last until the end of this
round)
Warp Blast (Target unit within 24
takes 2D6 hits)

Cost
+10pts
+5pts
+10pts
+15pts
+10pts
+70pts

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

Cost
125pts
80pts
80pts
35pts
20pts
25pts
25pts
25pts
35pts
45pts
65pts
50pts
35pts
45pts
40pts
40pts
85pts
20pts
75pts
55pts
95pts
80pts

Dark Eldar
Name
Archon
Succubus
Haemonculus
Medusae
Lhamaean
Sslyth
Ur-Ghul
Warrior
Wych
Trueborn
Hekatrix Bloodbride
Incubus
Grotesque
Wrack
Mandrake
Harlequin
Clawed Fiend
Razorwing Flock
Khymeras
Scourge
Hellion
Reaver
Jetbike
Talos Pain Engine
Cronos Parasite Engine

Size
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
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+
3+

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 Weapon
Assault Rifle (Poison)
Pistol (Poison), Hand Weapon
Assault Rifle (Poison), Hand Weapon
Pistol (Poison), Power Weapon
Power Weapon
Power Weapon
Power Weapon (Poison)
Power Weapon
Grav Pistol, Power Fist
Power Fist
Power Weapon
Power Weapons
Carbine (Poison)
Carbine (Poison), Power Weapon
Pistol (Poison), Hand Weapon
Assault Rifle (Poison)
Linked Heavy Bolter (Poison),
2x Power Fist
Heavy Flamer, Power Fist

Special Rules
Fast, Fearless, Hero, Pain
Drugs, Fast, Hero, Pain
Drugs, Hero, Pain
Fast, Pain
Fast, Pain
Fast
Fast, Furious
Fast, Pain
Drugs, Fast, Pain
Fast, Pain
Drugs, Fast, Pain
Fast, Pain
Drugs, Tough, Pain
Drugs, Pain
Fast, Pain, Scout
Fast, Furious
Eating Frenzy, Furious, Tough
Eating Frenzy, Flying, Tough
Eating Frenzy
Fast, Flying, Pain
Drugs, Fast, Flying, Pain
Drugs, Mount (Jetbike), Pain
Fast, Flying
Rare, Tough, Pain
Rare, Tough, Share Pain

A
Take one or Replace Hand Weapon/
Power Weapon:
Hand Weapon (Poison)
+10pts
Power Weapon (Poison)
+15pts
Power Fist (Poison)
+20pts
Replace Pistol/Carbine/Assault Rifle:
Flamer
+10pts
B
Replace Hand Weapon/Power Weapon:
Linked Hand Weapon
+5pts
Linked Power Weapon
+15pts
Hydra Gauntlets
+15pts
(D6 melee attacks)

G
Replace Carbine/Assault Rifle:
Grav Pistol
Free
Heavy Bolter (Poison)
+25pts
Plasma Cannon
+30pts
H
Take one:
Cluster Caltrops
(Power Weapon, attacks one
enemy model it moved over)

+20pts

Take one or Replace Pistol:


Heavy Flamer
+15pts
Sniper Rifle (Poison, Scope)
+35pts

Replace Pistol/Carbine/Assault Rifle:


Meltagun
+10pts
Multi-Melta
+25pts

Army Special Rules


Eating Frenzy: Place a beastmaster model

D
Take one:
Chain Flail (Toxin)
+5pts
Power Fist
+15pts
Replace one Power Fist:
Linked Heavy Flamer
+10pts
Replace Linked Heavy Bolter (Poison):
Multi-Melta
Free
E
Replace Power Fist:
Power Weapon (Toxin)
Take any:
Drugs
Ghostplate
(Armor(+1) once per game)
Clone Field (Armor(+D3) against
melee attacks once per game)

Free
+5pts
+10pts
+10pts

F
Replace Grav Pistol:
Assault Cannon
Meltagun
Replace Power Fist:
Power Fist (Rending)
Take one:
Psyker(1)

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

next to this model as long as it is alive. Once


per game you may remove the beastmaster
model to gain +D3 melee attacks, however
the model has Quality 6+ when taking morale
tests for the rest of the game.
Drugs: This model starts the game with one
Pain marker.
Pain: Every time this model kills an enemy
model, place a Pain marker next to it. If the
model 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) once per game.
Share Pain: This model 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 model
within 12.

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

Cost
30pts
30pts
30pts
30pts
25pts
25pts
20pts
20pts
25pts
25pts
30pts
20pts
35pts
20pts
20pts
40pts
40pts
35pts
30pts
20pts
30pts
35pts
125pts
85pts

Sisters of Battle / Adepta Sororitas


Name
Canoness
Ministorum Priest
Arco Flagellant
Cult Assassins
Crusader
Battle Sister
Dominion Sister
Inferno Sister
Retributor Sister
Annihilator Sister
Seraphim
Celestian
Repentia Sister

Size
1
1
1
2
1
1
1
1
1
1
1
1
1

Penitent Engine

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

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

Equipment
Pistol, Hand Weapon
Pistol, Hand Weapon
Power Fist
Power Weapons
Power Weapon
Assault Rifle
Assault Rifle
Heavy Flamer
Heavy Bolter
Multi-Melta
Linked Pistol
Assault Rifle
Power Fist
2x Dreadnought Fist, 2x Heavy Flamer

Special Rules
Faith(Passion),Fearless, Hero, Martyr
Fearless, Hero, Martyr
Fast
Tough
Faith(Light)
Faith(Fusillade), Scout
Faith(Guidance)
Faith(Guidance)
Faith(Guidance)
Faith(Deliver), Flying
Faith(Hand)
Faith(Martyr Spirit), Fast, Fearless,
Furious
Furious, Rare, Tough

Army Special Rules


Faith(X): Once per game, when you activate
this model, you may try to use its act of faith.
Roll one dice, and if you score the models
Quality value or higher the model receives a
bonus until the end of the round:
Act of Faith
Effect
Deliver
The model gets Linked Hand
Weapons.
Fusillade
The model gets +1 dice to
shooting.
Guidance
All shots are Rending.
Hand
The model gets the Furious
special rule.
Light
The model may re-roll failed
hits.
Martyr Spirit
The model gets Armor(+1)
once.
Passion
The model may re-roll failed
hits in close combat.

Replace Pistol:
Plasmagun

+30pts

Martyr: If this model is killed all friendly

+10pts

models automatically score their Quality


value when rolling for Faith until the end of
this round.

Take one:
Rosarius
(Armor(+1) once per game)
C
Take one:
Chirurgeons Tools
(Armor(+1) once per game)
Simulacrum
(use Faith twice per game)
Hailer (models within 6 re-roll
failed Faith rolls)
Standard (friendly models within
6 get Fearless)

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

D
Replace Assault Rifle:
Heavy Flamer
Heavy Bolter
Multi Melta

+15pts
+30pts
+30pts

E
Replace Linked Pistol:
Linked Flamer
Linked Meltagun

+15pts
+20pts

F
Replace Power Fist:
Linked Power Fist

+5pts

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

Cost
45pts
30pts
20pts
30pts
35pts
20pts
20pts
30pts
40pts
45pts
25pts
25pts
35pts
100pts

Daemonhunters / Grey Knights


Name
Brotherhood
Champion
Inquisitor
Librarian
Techmarine
Arco Flagellant
Banisher
Crusader
Daemonhosts
Servitor
Jokaero
Mystics
Psyker
Acolytes
Grey Knights Striker
Grey Knights
Terminator
Callidus Assassin
Vindicare Assassin
Eversor Assassin
Culexus Assassin
Dreadnought
Dreadknight

Size
1

Quality
3+

Equipment
Linked Assault Rifle, Force Weapon (Toxin)

Special Rules
Aegis, Fearless, Hero, Psyker(1), Tough

1
1
1
1
1
1
2
1
1
2
1
2
1
1

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

Pistol, Hand Weapon


Pistol, Force Weapon
Pistol, Power Fist
Power Fist
Pistol, Power Weapon
Power Weapon
Power Weapons
Power Fist
Linked Hand Weapon
Pistols
Pistol
Pistols, Hand Weapons
Linked Assault Rifle, Force Weapon
Linked Assault Rifle, Force Weapon

1
1
1
1
1

3+
3+
3+
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
Linked Heavy Flamer, Dreadnought Fist, Linked
Assault Rifle
2x Dreadnought Fist

Hero
Aegis, Fearless, Psyker(2)
Fearless, Tough
Tough
Tough
Beacon
Psyker(1)
Aegis, Deep Strike, Fearless, Psyker(1)
Aegis, Deep Strike, Fearless, Psyker(1),
Tough
Fast, Fearless
Fast, Fearless
Fast, Fearless, Furious
Fast, Fearless, Scout
Aegis, Rare, Tough

A
Pistol (Poison)
Assault Rifle (Linked and Poison
against Psykers)
Sniper Rifle (Scope)
Heavy Flamer (Torrent)
Plasmagun (Rending)
Lascannon
Replace Hand Weapon:
Hand Weapon (Poison)
Take any:
Psyker(1)
3x Servo-Skull
Power Armor
(Armor(+1) once per game)
Terminator Armor
(Armor(+1) twice per game)

+10pts
+10pts
+10pts

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 once per game)
Halberd (Strikes First)
Banner (friendly models within 3
get +1 attack in melee)
Take one:
Teleporter

+20pts

+5pts
+10pts
+25pts
+30pts
+35pts
+90pts
+5pts

B
Replace Pistol:
Flamer
Meltagun
Plasmagun

+10pts
+15pts
+30pts

Take one:
Shield (Armor(+1) once per game)
Upgrade Psyker(2):
Psyker(3)

+15pts
+25pts
+30pts
+5pts
+5pts
+5pts
+10pts
+10pts
+5pts

+35pts
+50pts
+60pts
+10pts
+30pts
+35pts

+10pts
H
+10pts

C
Replace Pistol:
Assault Rifle
+5pts
Linked Assault Rifle
+10pts
Plasma Pistol
+10pts
Take one Assault Rifle attachment:
Combi-Flamer
+5pts
Combi-Meltagun
+10pts
Combi-Plasmagun
+10pts
Replace Hand Weapon:
Force Weapon
+5pts
Power Fist
+10pts
D
Replace Power Fist:
Heavy Bolter
Multi-Melta
Plasma Cannon

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)

+15pts
+20pts
+25pts

E
Take one:
+15pts
+30pts
+70pts

Cost
85pts

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

25pts
45pts
55pts
20pts
20pts
35pts
30pts
20pts
30pts
25pts
20pts
30pts
45pts
70pts

55pts
75pts
50pts
45pts
115pts

120pts

Army Special Rules


Aegis: This model gets +1 dice to blocking

F
Replace Pistol:

Heavy Flamer
Multi-Melta
Lascannon

Aegis, Deep Strike, Psyker(1), Rare,


Tough

Upgrades
-

Replace up to two Linked Assault Rifles:


Heavy Flamer (may take 2x)
+10pts
Meltagun
+10pts
Replace Linked Assault Rifle and
Dreadnought Fist:
Missile Launcher
+35pts
Linked Autocannon
+45pts
Replace Linked Heavy Flamer:
Assault Cannon (Rending)
Free
3x Linked Assault Rifle
+5pts
Dreadnought Fist and Linked
+5pts
Assault Rifle
Multi-Melta
+10pts
Linked Heavy Bolter
+15pts
Plasma Cannon
+20pts
Linked Autocannon
+50pts
Linked Lascannon
+90pts
Take up to two:
Hunter-Killer Missile (Combi+15pts
Missile Launcher, may take 2x)
Take one:
Ironclad
+10pts
(Armor(+1) once per game)

when defending against Psychic Powers.


Fortitude: This model immediately gets up
on a 3+ when stunned.
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 model moves within 6 of it is
immediately removed from play.

Chaos Daemons
Name
Bloodthirster

Size
1

Quality
2+

Equipment
Grav Pistol, Dreadnought Fist

Lord of Change

2+

Power Fist

Great Unclean One


Keeper of Secrets

1
1

2+
2+

Power Fist (Poison)


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
Juggernaut Rider

1
1
2
2
2
2
1
1

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

Hand Weapon (Poison)


Hand Weapon (Strikes First)
Hand Weapons
Fists/Claws (Poison)
Power Fist
Hand Weapon

Juggernaut
Flamer
Beast
Fiends
Flesh Hounds
Screamer

1
1
2
2
1

4+
4+
4+
4+
4+

Plague Drone Rider


Plague Drone
Seeker Rider
Seeker
Chaos Furies
Daemon Prince

1
1
2
1

4+
4+
4+
2+

Juggernaut (Hand Weapon)


Flamer, Hand Weapon
Power Fist (Poison)
Hand Weapons
Hand Weapons
Power Weapon (Rending), Slashing Attack
(Fists/Claws, attacks one enemy model it
moved over)
Hand Weapon
Plague Drone (Fists/Claws)
Hand Weapon
Seeker (Fists/Claws)
Dreadnought Fist

Special Rules
Deep Strike, Flying, Furious, Hero,
Tough
Deep Strike, Flying, Hero, Psyker(2),
Tough
Deep Strike, Hero, Psyker(1), Tough
Deep Strike, Fast, Hero, Psyker(1),
Tough
Deep Strike, Furious, Hero
Deep Strike, Fast, Flying, Hero,
Psyker(1)
Deep Strike, Hero
Deep Strike, Fast, Hero
Deep Strike, Furious
Deep Strike, Horror, Psyker(1)
Deep Strike
Deep Strike, Fast
Deep Strike, Scout, Tough
Deep Strike, Furious, Mount
(Juggernaut)
Fast
Deep Strike, Fast, Flying, Psyker(1)
Deep Strike
Deep Strike, Fast
Deep Strike, Furious, Scout
Deep Strike, Fast, Flying, Psyker(1)
Deep Strike, Mount (Plague Drone)
Fast, Flying
Deep Strike, Mount (Seeker)
Fast
Deep Strike, Flying
Rare, Tough

H
Upgrade Psyker(2):

Psyker(3)

+10pts
Upgrade Psyker(1):

Psyker(2)
Psyker(3)

+10pts
+20pts

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

Take one:
Locus (+1 die when blocking psychic
powers once per game)
Locus (Furious)
Locus (Toxin)

Take one:
Plague Banner (once per game
enemies must re-roll for poisoned
attacks twice)

+5pts
+5pts
+10pts

+10pts

+5pts

J
C
Take one:
Locus (pink horrors within 3 deal
D6 hits when dying)
Locus (may re-roll failed psychic
powers)
Locus (+D6 melee attacks)

+5pts

K
+10pts

+10pts
+10pts
+10pts

E
Take one:
Chaos Icon (Beacon)

+10pts

+10pts

D
Take one:
Locus (Toxin)
Locus (enemies must re-roll for
poisoned attacks twice)
Locus (Armor(+1) oncer per game)

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

+5pts
+10pts
+10pts

L
Take one:
Slaanesh (+3 movement)
Khorne (+1 attack when assaulting)
Tzeentch (Psyker(1))
Nurgle (Armor(+1) once per game)

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

+5pts
M

F
Take one:
Locus (Fast)
Locus (Strikes First even against
models with Strikes First)
Locus (all melee attacks are Linked)

+5pts
+5pts
+5pts

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

Army Special Rules


Horror: If this model is killed in close combat

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

Take one:
Wings (Fast, Flying)
Take one:
Psyker(1)
Psyker(2)
Psyker(3)

+5pts

the enemy model takes D3 automatic hits.

Upgrades
-

Cost
100pts

100pts

A
A

90pts
95pts

B
C

30pts
35pts

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

25pts
30pts
35pts
40pts
30pts
25pts
25pts
25pts

35pts
25pts
30pts
35pts
35pts

E, I
K
E, J
L
L, M

20pts
20pts
30pts
75pts

Army Psychic Powers


Psykers from this army may take any of
the following powers:
Psychic Power
Acquiescence (Target unit within
18 has Strikes Last until the end
of this round)
Nurgles Corruption (Target unit
within 12 takes D6 hits with
Poison)
Plague Wind (Target unit within
12 takes D6 hits with Poison)
Lash of Slaanesh (Target unit
within 24 takes D6 hits with
Rending)
Fire of Tzeentch (Target unit
within 24 takes 2D6 hits, and for
each wound suffered from this the
unit takes another D3 hits)
Bolt of Change (Target unit within
24 takes 2D6 hits, and for each
wound suffered from this the unit
takes another D3 hits)

Cost
+10pts
+20pts
+30pts
+40pts
+90pts

+100pts

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