Professional Documents
Culture Documents
ttt a.YUST1
waRoDal 1 I
I
This book contains the army lists for all the armies in Warzone, each of which has its own identity and structure. All the army lists follow the same basic format. First you will find the Buying Criteria which tells you the proportions in which particular Units may be bought. Next you will find a brief description of each army to give you an idea of the armies character and the nature of the warriors that fight in its ranks. Following this are the Stat L.ines and Profiles for all the models in the army. Each of the army lists has its own Armory, a list of the weapons that they use and this too varies from army to army. Finally some armies have a list of Supernatural Powers which can be bought for certain models in your army.
Choosing your army is as much a part of Warzone as fighting the battle itself. Your choice will depend on the type of 'battle you are going to play. If you are fighting indoors th en good Close Co m bat troops wi II be essentie I. If you are playi ng a I arge-scale battle
with Irtlle Cover then Snipers and models with good Ranged Combat will be the order of the day. If the battlefield presents a wide variety of combat situations then you will need to choose a versatile force that can deal with any eventuality.
You must try to anticipate what your opponent will choose and decide on the best force to meet the threat and emerge victorious. Skilled models with deadly, heavy weapons can be devastating but they are also expensive. Models with Supernatural Powers might swing the battle in your favor but they are just one model and if they die then the Powers you bought for them will die too. There is no such thing as the perfect model in Warzone. They are each effective in certain circumstances and balancing the effectiveness and cost of one model comparee to another is a large part of the fun and a large part of the skill of Warzone. So choose your forces well for once the battle begins . it is to 0 late to cha nge your mi n d.
Buving Criteria
Yo II may n ever have more Specia I F orces Squads than you have Grunt Squads.
You may not have more Individuals than Squads and some lndividuels can on~ be pu rchased in (0 n junction with particula r Squads.
You may never hsve more than one of a pa rticula r Personal ity in your arm)'.
Capitol
Grunt Squads light I nfa ntry Heavy Inla ntry
speCial Forces
Free Ma rines Desert Scorp ions M artia n Banshees Sea lions
Sunset Strikers
Ai rborn e Range rs
Individuals
Squad- Linked Individuals
Cap~o I Covert Operations Special ist
PersonalWes Mitch Hunter Big Bob Watts Sgt. Carter Jake Kramer
VehiCles
KA-67 Great Grey Purple S ha rk Pegasus Scout Bi ke
...
..
C P-to r V
Ca pitol has a IWays rna i nta i ned a rep utation for 10 gistica I expertise a nd the Ai rb orne Ra n gers a re the periect exa m pie of how th ey use this skiH on the battlefield. The Rangers are deployed by parachute behind enemy lines, a tactic that time and time again has thrown the enemy into confusion.
Apa rt from th e norma I ind wid u als that enha n ce a units com bat ability, such as the hea,vy inlantry grenade launchers and tankbuster in divi dua Is tn e re are Ih I" Cove rt Op er ati ons Speaa lists who are tra i ned to com pro mise enemy positions and ta ke out sp eeific targets.
The citizens of Capiloll'ove a celebrity and they have a number to choose from in the armed forces. Sergeant Carter, a hard nosed veteran who, despite his regime of brutal discipline, has a reputation for achieving his objectives and bringing back his troops in one piece. Then mereis Big Bob Watts a large black guy with a deep hatred for the Dark Legion. He remains calm, even in the most fierce battles and packs an enormous amount of firepower with his twin mounted HMG's. Jake Kramer is a bit of a loose cannon, wh icn is not the most desi rable th i ng co nsidering his favored weapon is a Hame·thrower. Then again thisindividual found salvation in the Free Ma ri nes and gets a kj rk a ut of da n ger. Mitch Hunter is th e guy a II new conscripts wa nt to be. He is a natural lea der a sworn enemy of the Dark Legion and famous for pulling off missions that were deemed impossible. If you were going to war this is one man you would want in your army.
capitol has three flying vehicles in rts armory, the KA.£7 Great Grey, the Pu rple Sha rk and the Pegasus Scout Bike. Th e Great Grey and the Pegasus Scout Bi ke a re both one-man veh id es whil e the Pu rp Ie Sh a rk ca rries two. Wh eth er str afi ng the battleliel d with machine gun fire or dropping grenades on the enemy below, these vehides can have a great impact on the outcome 01 a battle.
Capitol
Ca pita I has one 01 the largest fa rees in the sol a r system with a number of special forces units. However., before conscripts can move into the ranks of the special forces units they must serve their term in the infantry. The light infantry is made up of .young soldiers straight out of boot camp. They soon lose their bravado and in noce nee for the a rena of wa r does not 10 ok kind lyon either, Together with the more armored heavy infantry they are quickly shipped out to whichever warzone needs them most.
When it co me, to a.1 ife in the m i lita ry the Free Ma rines a re at th e opp osite end of the scale to th e new recruits. These seasoned soldiers have seen ~ all and lost much of their self-esteem during long years of horror in the field. Now they are determined to end their service by regaining the honor they have lost. They do not speak 01 the things that drive them but they will go to great lengths, moving behind enemy lines and creeping up on the enemy belore alta cki ng with great ferocity.
The Desert Scorpions are used against the Dark Legion on Ma rs, as are the fa mo us Marti an Ba nshees .. The Ma rtia n Bansh ees have booster ba ck -pecks that all ow th em to fly over the baltl eliel d giving them a d isti n rt adva ntage over grou n d based Ira ops ... Th ey have a reputation for victory and this keeps the unit highly motivated.
Th e Sea Lio ns a rean elite ma rine u nit mostly restricted to the wa rs a n Venus wh ere their ca mouilage trai ni n g ca n be used to the full. While in the caverns 01 Mercury the Sunset Strikers do battle with Mishima using the same Close Combat martial. arts for which they are renowned. Long ago they earned the right to bear the katana, the sword of a Samurai warrior and they wear them with pride and wield them with skill.
Ughtlnlantrv Captain
Hean Inlantrv Captain
Ughtlnlantrv Heavv Intantrv
Ught Infantrv COSI16 Heaw Infantrv COSl18
cc HC PW LD AC W ST MY A S CC RC PW LD AC W S1 MV A S
5 6 6 9 J 1 7 3 7 2 6 7 1 10 3 1 7 3 8 2
UUht Infantrv 1MB SpeCialiSt COSI19 Heaw IRfantrv HMG SPeCialist COSl23
ce HC PW LD AC W ST MY A S ec HC PW LD AC W S1 MV A S
5 6 6 9 3 1 7 3 7 2 6 7 7 10 3 1 1 3 8 2
tight Infantrl Semeant COSl2l Hean Infanln semeant COSl24
ec HC PW LD AC W ST MV A S -cc He PW LD AC W S1 MY A S
6 7 J 11 3 1 1 3 1 2 J 8 8 12 3 1 7 3 8 2 SDucrure: SQUID
Structure: SQUAD
4-12 Light I nla ntry
Up to 1 light Infantry LMG Specialist Up to I Light Infantry Sergeant lQuIpmenl:
4-12 Heavy Infantry
Up to I Heavy Infantry HMG Specialist Up to 1 Heavy Infantry Sergeant
EQaiDlnenl: '
Ught Infantry: Assault Rifle LMG Spedalist: LMG
Sergeant: Assault Rifle, Chainsword, Pistol SpecIal AIIIIIIe8:
Heavy Infantry: Assault Rifle HMG Spe<ialist: HMG
Sergeant: Assault Rifle, Chainsword, Pistol SDedlI Abilities:
Sergeant: Ta ctica I Sense SUeclal Rules,
Sergeant: T actica I Sense SIHM:IaI Rules:
None
None
S1JucIure, ItDMDUIl Structure, IIIIVIIUAl
~~~~~~--------------------
I Light Infantry Captain 1 Heavy Infantry Captain
~~ ~~~"~~OO~I,~ __
Assault Rifie, Shotgun Assault Rifle, Shotgun
SUecI~~, ~~~·~I~Abi~~~·~~,~ __
Tactical Sense, Rally Others Tactical Sense, Rally Others
SpecIal Rules, Sueclal Rilles,
~----~----~----~~-=----~~
You may purchase light Infantry Captains just like any other lndi- You may purchase Heavy Infantry Captains lUst like any other Indi-
vidual so long as you have at least one Squad of light Infantry in vidual so long as you have at least one Squad of Heavy Infantry in
your army. your army.
4
u.
Heavv In'anlry Sniper Heag In'antrY snIPer
I:ost 34
CC HC PW LO AC
6 H 7 10 3
W 1
ST 1
MV A S
3 8 2
1 H eilVy Inla otry So iper .. aa.eot,
SniperRifie SgecIII. AbIIU8s:.
Sniper, Camouftage SPeclalRuI8$:
You may purchase Heavy I nlantry Snip ers just I ike any other Ind ivid u sl so 10 ng as yo u have at least one Squad of Heavy Infa ntry in your army.
Heavv lolanln Tankbuster
Hean In'antrY TanlCbust.Br
Goat 4J
CC HC PW LD AC W ST
6 1 1 10 3 1 1
SIrUcturI: IIIVIIlII1
MV A S
3 8 2
1 Heavy 'I nfa otry Ta n kbuster __ I:
Rocket launcher, Pistol $IIICIaI1bIItieI:
Ta ctical Se nse SlleclllIIUIIIs:
You may purchase Heavy I nfa ntry Ia n kbesters just Ii ke any other I ndivi dual so 10 n g as you have at least on e Sq uad of Heavy Infantry
in your army. .
free Marines
•
Heavvlnlanln Grenade launcher HeaW"'IIID. Grenade launcher
COSl21
" E ~ LD E W ST ~ A S
6 1 1 10 3 I 1 3 8 2
SlnN:blre: ..... 11
1 Heavy Inla ntry Grenade Lau n cher ~1111:
Grenade lallncher,Pisto'l 6P8CI8I UIItIIs,
None SpeclalIIIIeI,
Yo u may purchase Heavy I nfa otry Grell ade La unch ers just Ii ke any other In divid ual so long as you have at least one Squad of Heavy I nlantry in you r army.
Free Marines
Free Marine 1:011 26
CC Be PW LD AC W Sf MY A S
1 8 8 11 3 I 1 3 1 2
fre8 Marine 1MB Specialist ·CUIt 30
CC RC PW LD AC W S1 MY A S
1 H 8 11 3 1 7 3 J 2
Free Marine semeant CUlt. 30 CC RC PW LD A.C W ST MV A S
8 9 9 13 J 1 1 . 3 1 2
Strucbn: SQUAD 4-8 Free Ma rines
Up to 1 Fref Marine LMG Specialist Up to 1 Free Ma rine Sergea nt Etlllmllent.
Fue Marines: Sword, Assault RiHe LMG Specialist: Sword .• LMG .Sergeant: Swo rd, Assault Rille SpecIaIAbIItIes;
Free Marines.: cam ouHa ge, I nfi Ilrate
LMG Specia.lisl: (a mo u nage, I n filtrate Sergeant: (a moullage, Infiltrate, Tarti cal Sense SPIICIBI Rules:
None
•
Oesen ScorPions Martian Banshees
=Dese=n-=-sco==m=-o:.::.:::Io=n -"COII='--'2~8 Maroan BansDee
COlI 50
Free Maltne Hero Desen Scorpion Hera
=Jree=-:;M=a=rto=e:....::H=IfO=-=- CosI=.::.:..4& Desert SCOrpion Hero
tt ~ m W R W n ~ A 5
9 11 10 14 3 2 B 3 9 2
SOUCl1B'8, IIDI/IIUIl
COS146
~ ~ m W R W n ~ A 5
9 10 10 14 3 2 B 3 7 2
Strucrure, IDVDIIl
1 Free Ma ri ne Hero ~,
1 Desert Sea rpio n Hero ....... t,
Sword, HMG SPecIIIIbIIlllll,
HMG, Pistol Speclallb ..... ,
Camouflage, Infiltrate, Tactical Sense SpecIal RII.,
Infiltrate, Tactical Sense 5PeCI8IR""
You may purchase Free Marine Heroes just like any other Individual so long as you have at least one Squad of Free Marines in your army.
You may purchase Desert Scorpion Heroes just like any other Individual so long as you have at least one Squad of Desert Scorpions in your army.
CC HC PW W AC W ST MV A 5 CC ftC PW W AC W ST MV A 5
J 9 8 11 3 1 7 3 9 2 1 10 9 10 3 1 7 Jj5 10 2
Desert 5comlon semaant COSt 30 Martian Banshee seraant COlt 56
cc HC PW W AC W 5T MY A 8 CC HC PW W AC W 8T MY A S
8 10 9 13 3 1 7 J 9 2 8 11 10 12 3 1 1 3/5 10 Z
SbucIure, SQUID StrucbIre: SQUID
4-8 Desert Scorpions 4-8 Martian Banshees
Up to 1 Desert Seo rpion Sergea nt Up to 1 Martian Banshee Sergeant
Ell ... , EaaftJ ... I:
Desert Scorpio.ns: Assault Rifle, Sword Martian Banshees: Assa u It Rffle
Sergeant: Assa u It Rift e, Sword Sergeant: Assault Rill e
1pecIIIIbIIIIeI, SpeclII AbIIII.,
Desert Swrpions: Infiltrate Martian Banshees: High Morale +2
Sergeant: Infiltrate, Tactical Sense Sergeant: High Morale +2, Tactical Sense
SpecIaIR_: SPlClllIIuI8S:
None The Martian Banshees are flying models. free Marine Hero
6
Martian Banshee Hero
•
Sea lion Hero
Martian Banshee Hero CGSI65 Sea Uon Hero COSla2.
ec BC PW LD AC W 81 MV A S ce AC PW LD AC W ST MV A S
9 12 1113 3 2 a 3/5 10 2 g, 10 10 14 3 2 8 3 9 2
Sbucture, IIJIVIDUAl
1 Martian Banshee Hero EquIPment,
Assault Rifle, Pisto I SPecIal AIIIII1Ies,
High Morale +2, Tadical Sense SpecIal RUles,
The Martian Banshee Hero is a flying model, You may purchase Martian Banshee Heroes just like any other Individual so long as you have at least one Squad of Martian Banshees in your army.
Sea Uons
sea,Uon
&08121
StruclUre,INDlVIDU,AI.
1 Sea Lion Hero EqUipment,
Sword,$MG SOeelal AbHltlelh
Camouflage, Tadical Sense Spec;lal Hules,
Yo u may purch ase 5 ea Lio n Heroes just like any oth er Ind ivi dual so 10 ng as you have atl east one Sq ua d of Sea Lio ns in your army.
Airborne Rangers Airborne Ranger .
Cost 2.1
ee Ae PW to Ae W 51 MV A S
1 a B 11 3 1 7 ~ 9 2
SOa Uon lMG SpeCialISt COSt 2.5
ee Ae PW to Ae W . 51 MV A 5 .
7 8 8 11 3 1 7 3 9 2
Sea. Uon sergeant Cost 2.5 CC RC PW lD AC
8 9 9 13 3
Stntcture,SQU,AD
w
5T MV
1 3
A 9
CC BC PW lD AC W 51 MV A S
7 0 a 11 3 1 7 3 9 2
Airborne Ranger lMGSpeCiallst G0SI31 CC BC PW LO At W S1 MV A S
7 a a 11 3 1 7 3 9 2
Airborne Ranger semeant COlt 31 S 2
ee Ae PW LD Ae
8 9 9 13 3
SInIcture, SQUAD
s 2
H Sea Lions
Up to 1 Sea Lion LMG Specialist Up to 1 Sea lion Sergea nt EallilttD8lll,
Sea. Lions: Sword, Assault Rifle i.M(l Special ist:. Sword, lM G Sergeant: Sword, Assault Rifle Spec;laI ADIIUes,
Sea Uons: camouflage
LMG .. Spedalist: Camouflage Sergeant: camouflage, Tactical Sense SIIeCI8(RuIes,
None
W 1
51 M.V 73
A 9
4-8 Airborn e Rangers
Up to 1 Airborne Ranger LMG Specialist Up to 1 Airborne Ranger Sergeant fUUlllmanl,
Ai rborneRangers: Pistol. Assault Rifle LM(l Specialist: Pistol, LMG
Sergeant: Pistol, Assault Rifle SOBGlalIbIlll4l$:
Airborne Rangers: P arach ute Deploymen t
LMG Specialist:. Parachute Deployment Sergeant: Parachute Deployment Tactical Sense Sped8l Rules,
None
S 2
Sunset Strikers Coven Operallons
Sunset StrIller Gast 25 Specialist
cc Be PW to AC W ST MV A S COven OPeraUons SPeCIalISt COSt 40
8 8 9 11 J 1 B J 9 2 cc RC PW UI AC W ST MV A S
sunset Sb1IIer sameant COS126 B 9 9 13 3 2 8 3 B 2 CCRe PW UI AC W
9 9 10 13 3 1
SInJCbn: SQUAD
A 9
ST MV
8 3
4-8 Sunset Strikers
lip to 1 Sunset Striker Sergeant EaulPm8llt.
Sunset Strikers: Assault Rifle, 2 Katana Sergeant: Assault Rifle, 2 Katana &Pedal AblII1Ies.
Sunset Slrik.ers: 1 Extra CC Attack, Enhanced Charge Sergeant: 1 htra CC Attack, En h anced Ch a rge SPal Rules.
None
sunset Striker Hero sunset Stdller Hero
cos. 54
ceRe PW UI AC W
1010 11 14 J 2
A 9
S 2
ST 9
MV 3
1 Sunset Striker Hero EQuIOmenl,
Flame-Thrower, Pistol IPOClII AbIlItIes,
1 Extra CC Attack, Enhanced Charge Special RUles,
You may purchase Sunset Striker Heroes just like any other Individual so long as you have at least one Squad of Sunset Strikers in your army.
Structure. IIIIIIIIIUIL
Kovert Operations Specialist EQUlPJHIt.
Shotgun, Assault Rifle SpecIal_IlleS.
Infiltrate, Climb, camouflage _I Rules:
None
Sut. Caner
sm. Caner COSt 43
CC Re PW to AC W Sf MV A S
10 11 13 14 3 2 9 3 10 2
strucnn, HIVIIIUIL
Sgt. Carter Equipmllllt.
Assa u It Rifle SpecIal AblllUes,
Rally Others, Inspirational Leadership, 1 Extra CC Attack, Immune to Fear
SIIecIIl Rules,
5 gt. Ca rter is a Persona I ity
Big BOb Wans 1A .. 61 Great Grev
=BI:¥.II=IIOb=.c"-,watIS=.=.= .. ~_~ --",&:OII=,,-,J=9 KA-61 Great Gre~llehlCle
« ~ ~ w g w n ~ A S
11 12 12 12 3 2 8 3 11 2
SbUctllre: IIIIVDW
Shoulder Mounted Twin LMG, Pistol SPaCIal AbIIIIes,
camouflage, Infiltrate, Inspiring Leadership, High Morale +4, Give Orders to Free Marines only, Immune to Fear
SPaCIaIRIII8s:
Big Bob Watts is a Persona lity
Jake Kramer
JakaKramer &:01180
cc RC PW W AC W SI MV A S
11 11 12 12 3 2 B 3 11 2 Jake Kramer ElllllHlenl,
F1a me- Thrower, Pistol SIIeetII __ .:
Ca mo Linage, High Mora Ie +2, In fi hrate, 1 Extra CC Attack, Jungle Fighter
SPeclllII8I8I:
Jake Kramer is a Perso n a lity
Mnch Hunter
MItch Hunter
COSI59
« ~ ffl W ~ W U ~ A S
12 11 12 16 32 9 3 12 2
SOlctunh NIVIKIIL
Mitch Hunter B:iIIIPlRent,
Sword, Hi·Power Shotgun SPecIal AbII1I8s,
Inspiring Leadership, 1 Extra CC Attack. 1 Extra RC Attack, Rally others, Give Orderslrnrnune to Fear
SlleclllIIUI8s :
M rtch Hunter is a Persona lity
&:011 12
MPWMV AS 3 4 Oi912 4
DrIVer
« ~ ffl ~ ~ W U ~ A S
1 8 B 11 3 1 1 3 9 2
SInICtII'8,: .HlVllUAJ.
1 KA·67 Great Grey lJpe,
Openj Flying III AIIocItIoD:
1·15=Vehide, 1&20= Crew ~::
Vehicle: Mounted LMG Driver; Pistol
IiPeCIBI AIIIItIes, .
None
SPtM:taI R1II8I:
None
U-61 Greal Grev
Rt1ngArcs ..
Areas A and B show the driver's 180 degree Firing Arc. Area B shows the vehicle's 90 degree Firing Arc
MP W MY A 5
Z 4 015 12 4
DrIVer
cc RC I'W LD AC W 51 MY A 5
J 8 8 11 3 7 3 9 2
Gunner
cc KC PW LD AC W 51 MY A s Firing Arc
1 8 B 11 3 1 1 3 9 2 The shaded area shows ~he driver's 180 degree Fi ri ng Arc. •
PegaSIS ScoulBike
PefJaSIIS SCout Bike Vehicle COlI 61
MP W MV A S
3 3 017 10 3
DrIVer
cc RC PW LD AC W 51 MV A S
1 B 8 11 3 1 7 3 9 2 1 Pegasus Scout Bike lJpe;
Open lAying lit UOC8tIonI
1-13 = Vehide, 14-20 == CreW EIRiIDIIent:
Vehicle: None
Driver: Ma rh i ne Pistol, Ha nd Gre nades SpecIaIAbIIII8s:
The Driver may drop grenades anywhere within Short Range of the vehicle's tabletop position. Roll to hit as normal with a penalty ot - 1 to h~ per Height·band. If the attack misses the target then roll for Deviation as normal. To calculate the range, add the altitude of the vehicle to the horizontal distance to the target.
SPecIal Rilles:
None
Purple Shark PoWe Shalt: VehiCle
COSt 123
1 Purple Shark 1JPI:
Open I Fly.! ng . III Moc:atlOo:
1-15 = Vehicle., 16-20 = Qew EQUIINReId:
Vellide: Mounted HMG Driver: Pistol
Gunner: Pistol, Grenades 1P8CIII.1bB1tIos:
None SPeclllRuI8S.
The G u nn er may d ro p gren a des a rlyWh e re withi n Short Range of the vehicle's tabletop position. Roll to hit as normal with a; penalty of ,·1 to hit per Height-band. It the attack misses the target then roll fOT Deviation as normal. To ca leu late th e ra nge, ad d the altitu de ·of the veh i de to th e horizontal d isla nce to th e ta rget.
Peaasus hout Biku
•••••••• ~ •••• r •••
Pumle Shark
Rdng .Arcs.
Areas A and B sh ow the driver's 180 degree R ri ng Arc. Area B shows th.e vehicle's 90 degree Firing Arc.
Areas A, Band C show the gunner's 360 degree Firing Arc.
r
o
Assault Rille
cc
Shotgun
Hit Dam
Hit Dam Hit Dam -I !
Hit Dam
-.1 10
Two-Handed, Direct Fire, Missile Weapon SPed81.R_~
None
Pistol
Hit Dam
cc
Hil Dam
+2 8
1'YP8:
One-Handed, Direct Fire, Missile Weapon ·SPeclalIlUIeS,
None
Machine Pistol
cc
Two-Handed, Direct Fire, Missile Weapon Spec:t8l1IIdU,
None
Sword
Hit Dam
cc
Hit Dam +OST+O
One-Handed, Melee Weapon Special RUles:
None
Rocket launcher ·(RU
Hit Dam
·6 nlt]1
Hit Dam Hil Dam
Hit Dam
+1~21 8
One- Ha n ded, 0 ired Fi re, M issi Ie Weapon ~·IIUI!IIS:
None
Two-Handed, Direct Fire, Missile Weapon, Anli~Tank SPecIal Rides:
None
Sub Machine Gun (SMGJ Flame- T.hrower
--=-"':CC:':·:::---+-'~==----1.....,.".:==---t---~~---1 ......... =~-+---:-:::-=EXt= .. ~ CC P.B. ShOd M8d IORl EXt
Hit Dam Hit Dam Hit OHm Hit Dam Hit Dam Hit Dam Hit OHm Hit Dam
-I 9
Two-Handed, Direct Fire, Missile Weapon SItecIaI RUles:
None
light Machine Gun (LMG)
00 { ~B_ SlIm Med I IOmI EXt
Hit Dam I Hit OHm Hit Dam Hit Dam I Hit Dam Hit Dam
.J 11 +3(13) 11 +1(x1J 11 ·1 11 Two-Handed, Direct Fire, Missile Weapon SII8CIaI HuleS,
None
Heaw Machine Gun (HMO)
cc . . . I P.B.ISh.Od
Hit Dam
MIld I lOng
Hil Dam I Hit Dam
-I 13 .
Hit Dam I Hit Dam I Hit Dam
-4 I j I +3!l:3) 1J + 1M) 13
Two-Handed, Direct Fire, Missile Weapon SpecIal Rules.:
Two-Handed, Directly Placed Template Weapon SPecIal Rules,
The Flame-Thrower uses the Ramer Template DAM 12. The Flame-Thrower is an incendiary weapon. When a model is hit by an incendiary weapon it is set on fire and must make a successful Armor Roll or take a Wound. If it has more than one Wound ~ must co min u e to make Arm or Ro lis until it succeeds or dies.
Vehicle Mounted LMG
Kit D~m
·1 S
cc
Hil !lam
Mounted, Direct Fire., Missile Weapon SP8CIBI RUI8$:
None
Sniper Rlne Shoulder Mounted. TWin-lMG
~~OO~-r~~~~~~-r~~~~~~-+~=Ed~.~ ~~OO~.~4-~~~-=~~~~~~~~~-r~Ed= .. ~ __
Hit·· Dam Hil Dam. . Hit . Dam Hit Dam
·1 10 ·2 9
00 Ed 00 Ed
~H~il~O~am-.~~~-r~~~~~~~~~~~H~it~O~am- -H=il~=OI-m~~~~~==~-r~~--~~~-r=Hi~I~O-am-·
+D ST + lid) ·6 10
TJpe,
Vehicle Mounted HMG
Hit·· Dam
·1 11
Hil Dalll
Mou oted Direct Fi re, Miss i Ie Weap on SOecIaI RUles:
None
1VDIl:
Two-Handed, Direct Fire, Missile Weapon SPeoI8I RUles:
None
Chainsword
On e.Han ded, Mele€ \lVeapo n Spec:fal Rules,
None
Katana.
Hit Dam
Hit Dam +1 11+1
One.Handed, Melee Weapon SIIeCIaIRIlI8S!
None
Wlnooa
Hi-Power Shotgun
Hil Dam
cc
Hit Dam
·1 11
Two-Handed, Direct Fire, Missile Weapon SPecIal. RUles:
None
Iwo-Handed Direct FiTe, Missile Weapon SPeclalRUI8S:
None
Grenade launcher
Two--Handed, Ranged Templale Weapon, Indirect Fire, Missile Weapon SDedal RUles,
Uses Small Explosioll Template
Hand Grenade
Hit Dam
cc
Hit Dam
One-Handed Ranged Template Weapon, lndirect Fire, Missile Weapon SPecial RuleS:
Uses Small Explosion Template
Assault Rifle
112 I Warzone
Buving Criteria
You may not buy more Elrte Squads than you have Regular Squads,
You may not buy morelndividuals than you have Squads and some lndividuels can only be purchased in conjunction with perti cula r Sq ua ds.
Unless otherwise stated you may not have more th an 1 of a pa rlicula r Pe rso nality in your army.
Bauhaus
Reuular Squads Ducal Militia Hussars
De SQuadS
Venusia n Ra n gers Blitzers
Dragoons
Etoil es Mo rtants
IndIVIduals Squad-linked Individuals Etoil es Mortanl Hero
Ve n usen Ma rsh 31 HMG-85{T with Gunner
PersonalWes Mil)(, Steiner Valerie Duval
VehiCleS
GT-O!froad
= ..
IBAOHiUS •
v
and when su ppo rted by the Dragoon Rocket La uncher special ist they make a formidable terce.
The Etoiles Mortan!, 'The Dying Stars', are close assault troops.
Armed with swords and pistols this all-female division uses the art of ca mo uflage to get cI ose to the enemy b efo re atta eking in concerted groups" They are often used against the Dark legion for these fi eree volunteers kn ow no fear:
Supporting the Rangers on Venus are the Venusian Marshals, These highly trained mounted troops often act in isolation from the ma in army carryi ng out recon na issa n ce rnssi ons an dl ightni n g-tast attacks. Therefore only the most capable warriors ever become Marshals.
When it comes to defensive hardware there is no better piece of ordnance than the HMG-85{T. These hea,vy mounted machine gu ns pack an awesome pu n eh and a re often used to enha nee the defenses of the fam ous Ba u h aus bunks rs,
Cefta in in d ivi duals in th e Bauhaus a rmy have ga in ed such a reputation for outstanding military servire that they have attained the status of heroes, Max Ste1 n er was once a mem ber of the \len usan Rangers but now he fights independently, blazing away with his two hi-power machine pistols. Valerie Duval rose to eminence from the Etoiles Morta nt a n d her star is still risi ng.1 n dose co mbat she is truly devastating. deal i ng out death with her bladed n ightsti rks,
Fi n ally the GT· Offroa d recon naissa n ce vehi cI e comp lements th e Ba II haus army. Th is stu rdy arm ored ca r ca rries a h ood-mounted machine gun and carries a driver and gunner, Its flexibility rna kesit th e ideal support veh id e for a wi de ra nge of battlefield situatio ns,
Bauhaus
The Bauhaus reputation for efiicien.cy and quality engineering extends onto the battlefield. Their equipment and armor is considered to be am ongst th e fi nest ava ila ble. The Duca I Mil itia marks th e first tier of military service in the armies of the Four Duke Electors. Although new recruits they are well trained and well armed and because of thei ncessant ferocity of th e Second Co rporate Wa rs they don't remain new recruits for long, Within a few months the su rvivi n g mem bers of the D u calM il itia are given add itio n el trai n ing and ra ised i nto th e fa n ks of the Hussars.
The Hussars form the main body of the Bauhaus military mach ine giving Bau haus In e best -trai n ed regula r army in In e sola r system,. wh ich in rna ny cases is a match lor some 01 th e oth er cor" potation's more elite forces,
Ris i n g above the ra n ks of the regu lar troops are seve ra i el ile Bau h aus divisions. The Ven usia n Ra n gers we re formed eentu ~i es ago to help defeat the Da rk Legio non Ve nus and to this day they remain one of the most versatile and efficient divisions in exisrenee, It is their expertise in jungle warfare that enables Bauhaus to maintain rts firm hold on the jungle covered planet of Venus, The Ba u heus BI itzers are explosive spedal ists trai ned to take 0 ut vehides and ga ina ccess to even the most heavily gua rded build ings and fortifications. The BI itzers a re often d ep ioym e ot by pa ra chute allow.ing them to drop behind enemy lines and outflank the enemy.
The Dragoo ns are th e Ba u h aus sh ock troops. Th ey a re bette r arm ored tha n other divisions and fight with u nshakab Ie co n lid ence
c BAUIIAIJS I
Ducal Militia
Hussar Kapitan
=Du=ca=I..;:,:M=II=hI=a =Go81~·.~18 Hussar bpbn
COS136
CC HC PW III AC W Sf MV A S
1 J 6 9 3 1 7 3 7 2
Ducal MII11I8 H,.,SSOecianst COSI!!
ce RC PW III AC W S1 MV A S
J J fi 9 3 1 7 J 7 2
Ducal Mllhla Sorgeant COSl21 ce RC PW LD AC
i a 7 11 3
structure; SQUAD
W 1
SI MV
J 3
A J
';'12 Ducal Militia.
Up to 1 HMG Specialist Up loiS ergeant .... ant,
DIKaIMili1ia: Assault Rille HMG Specialist: HMG SIlrgeant: Assault Rifle SoecIII AbIIU8s,
sergeant: Tactical Sense SpeCIII Rules,
None
Hussars
Hussar
COSl21
CC RC PW III AC
8 B 7 n 3
Hussar HMG SpecialiSt
W Sf MY A S
1 J 3 8 2
COSI!S
W S1 MY A S
1 7 3 a 2
COSI.25
W SI MV A S
1 7 3 8 2 CC RC PW III .AC
8 8 7 11. J
Hussar SUm_Dt
ec RC PW III AC
9 9 8 13 3 4·12 H ussa rs
Up to 1 Hussar HMG Specialist Up to 1 Hasse r Sergea n t
fIIIIIIIHId"
Hussars: Assa u It Rifle, Pistol HMe; Specialist: HMG
sergeant: Assa ul tRifle, Shotgu n SDecIaI.MtIes!
sergeant:Tacl]Cal Sense _SpecIal RIlles,
None
CC RC PW LD AC W S1MV A S
10 10 9 1¢· 3 2 8 3 8 2
struCIBre, INIIIVItUIl
1 H ussa r Ka pita n EQuIOmeDt.
S 2
SMG SUocIaIIbllltles,
warzonel13.1
o RealM ilitia HMG Specialist
Ta cti cal Sense, Give Orders S08cIallllles,
You may purch ase Hussar Ka pita ns just I ike a ny other Ind ivid ual so long as you have at least one Squad of Hussars in your army.
Hussar KapRanHMG Hussar bphan HMO
COSI4!
ceRC PW III AC W S1 MY A S·
10 10 9 14 3 2 8 3 8 2
SbUcbIre, INIIIUIIUIl
1 Hussar Kapitan. HMG EQUlnent
HMG
SuecIaI AbiIIIes,
Ia akal Sense, Give Orders SpecIal Rules,
You may purchase a. Hussar Kapitan HMG just like any otherlndividual so 10 ng as you have atl east one Sq uad of H ussa rs in you r anny.
Hussar Grenade Launcher
Hussar Grenade launCher cost 31
ce He PW LD AC W SI MY A S
8 8 J 11 3 1 7 3 8 2 Grenade Launcher, Pistol SIIeCIII.IUIIIIIes,
Tactical Sense ·SpecIaIRIIIeI,
You may purchase H ussa r Grenade La unch ers just Ii ke any oth er I nd ivid ual so long. as yo u have a t least one Sq u ad 01 Hussa rs in your army: .
114 I Warzone
IBAIIfIAUS •
Venusian Rangers Venusian Ranger
COSl22
CC HC PW LD AC W ST MV A S
9 9 a 12 3 I 1 J ~ 2
Venusian Ranger HMG Sleelalist COSl26 ee Re PW LD A.e W Sf MV A S
9 9 8 12 3 I 7 3 9 2
Venusian Rangor serlOanl
COsI28
~ ~ ffl LD ~ W H ~ A S
10 10 9 I~ 3 1 J 3 9 2
SInIcture, SQUAD
4·8 Venusian Ra ngers
Up 00 1 Ven usia n Range r H M G Speda list Up to 1 Ven usia n Range r Se rgea nt EaUIPII8RI,
Vmusian Rangers; Assaull Ri fie HMGSpedalist: HMG
Sergeant: Assa u It Rifi e, Shotgu n SPecI8l AbIlities,
Venusian .Ranger.s: Jungle Fighter
HMG Specialist: Jungle Fighter Sergeant: Jungle Fighter, Tactical Sense SooCial Rules,
Venusian Ranger KaPitan
Venusian Ranger KalRan COSI46
ee Re PW LO AC W Sf MV A S
11 11 10 15 3 2. 8 3 9 2 strucwn,IND!VIWAl
I Ven usia n Ra nger Ka pita n IQUlpmMlI,
lMG, Pistol SPeCIal Dillies,
Jungle Fighter, Ia ctical Sense, Give Orders SPecial Rules,.
Yo U' may purchase Ven usia n Ra n ger Kap ita n 5 i us! like any oth e r Individual, so long as you have at least one Squad of Venusian Ra ngers in your army.
Venusian Rangers
c BIUHAUS
cc
Wanone
ccc a.YlIS1
Blitzers
Blitzers
DragOons
=BI=Hz=e=r ------'COI~=_1 :::..35 Dragoon
cc AC PW LO AC W
9 8 B 12 3
~ ~ m rn E W ~ ~ A S
9 B B 12 3 1 1 3 9 2
BIHzer sargeant COIl 39 StruclUnI: SQUAD
~~--~-------------------------
4-8 Dragoons
Up to 1 Dragoon Rl, Specialist Up to 1 Dragoon Sergeant
E .... 811I,
CCHCPWLOAC W STMV
10 11 10 15 3 2 8 3
Blitzer Kapitan StnIcbn: IBVIIIIJIt
1 Dragoon Kapitan
~BIItz=8~r~~h~a=n __:COSI=~15 1Qulpmea1:
CC HC PW LO At W Sf. MV A S LMG, Pistol
11 10 1 0 15 3 2 8 J 9 2 SpecIal AbIIIUIIs:
_11
BIHzer PI.R
clallSt
ST MY A S
1 3 9 2
COIl 39
Sf MV A S
7 3 9 2
cast 34 CCHCPwrnAC W
9 8 8 12 3 1
BlHzer Grenadier SplClallsl
CC RC PW tn A.C W Sf M.V AS
10 9 9 14 3 1 3 2
SInJcture: SQUAD
408 Blitzers
Up to 1 Blitzer Specialist Up to 1 Blitzer Sergeant __ eot,
Blmers: Machine Pistol, Explosive Charges, Assault Rifle PLR Spedalist: Machine Pistol, Explosive Charges, PLR
Grenadier SpedaIist: Mach i ne Pistol, Explosive Charges, Hand Grenades Sl!rgeant: Machine Pistol, Explosive Charges, Assault Rifle SUecIBIIlbIItIIIs,
Blmers: Para ch ute 0 ep I oyment
PLR Specialist: Parachute Deployment . Grenadier 5pedalist: Pa racbute Deployment Sergeant: Parachute Deployment, Tactical Sense SpeclllIIuIes:
None
1 Blitzer Kapitan EQuIIIInent,
Machine Pistol, Explosive Charges, Flame-Thrower SpeCIII JbIIdeI,
Parachute Deployment Tactical Sense, Rally Others 1PeClll1IIIIeI:
You may purchase Blitzer Kapitans just like any other Individual 50 long as you have at least one Squad of Blitzers in your army.
CC RC PW LD AC W
a 9 8 12 J 1
Dragoon Rl Specialist
cc HC PW LD AC W
B 9 8 12 3 1
Dragoon sergeanl
cc AC PW LO AC W
9 10 9 14 J 1 Cost 25
SI MY A S
7 J 10 2
COSl52
ST MY A S
1 3 10 2
COsI29
ST MY A S
1 3 10 2 Dragoons: Assault Riffe, Pistol
RL Specialist: Rocket Launcher, Pistol Sergeant: Shotgun, Assault Rifle _11bIIII8s:
Dragoons: High Mo ra I e +2 RL 5pe<ialist: High Morale +2
Sergeant: High Morale +2, Tacticill Sense SDecIaI Rules:'
None
Dragoon KapRan Dragoon Ia_n
Cost 41
A S
10 2
High Morale +2, Tactical Sense, Give Orders _lilies,
You may purchase Dragoon Kapitsns Just like any other Individual so long as you have at least one Squad of Dragoons in your army.
116 Iwanone
= ..
IBiiJHAUS •
[Ioi les Mortan! Hero
Etolles Monanl Venusian Marshal
=Eta=· 1=18S=M=o=na=n=I~ __ ~~~---=COSt==-=2=-=-4 VenuSian Marshal
ee ae PW LD AC W SI MV A S 1 Venusian Marshal
10 8 9 14 3 1 8 3 9 2 EQuIP_I:
~~~~----~~-----------------
Assault RiH e, Sh otgun Pistol
Sp8Clal.1bIIII8s:
ee He PW 1II A.C W Sf MY A S
9 a 8 12 3 1 8 3 9 2.
Etalles Monanl Se.raeanl cost 25 SbUctur8: SQUID
4-8 Eta iles Marta nt
Up to 1 Eta iles M ortent Sergea nt EtJlIplllllll,
Etoiles M.ortant Sword, Pistol Sergeant: Sword, Pistol Speclallblldes.:
Bolles Mortan!: Group Attack, Camouflage, Immune to Fear Sergeant: Group Attack, Camouflage, Immune to Fear SII8CI8I Rilles:
None
Eloiles MortanlHero Etalles Monaol Hero
COSt 32
COSl62
CC HC PW 1II AC W SI MY A
11 1110 15 J 2 8 5 11
SbU.ClUr8: IDVIIUAI.
Terti cal Sense, Give Orders, Rally Oth ers SPedBiIlUIII$,
The Venusian Marshal is a Mounted model.
I [toiles Mortant
« ~ ~ 1II ~. W n ~ A S
11 B 10 15 3 2 83 9 2
Sb'IIehIr8: IIIIVIIUIl
1 Etoil es M ortant Hero EQII ........ I,
Sword, Pistol SDeclIII AIIII1I8$,
Group Attack, camouflage, Immune to Fear SOBCIII·-,
You may pu rchase Etoi les M ortant Heroes' just I ike a ny other Ind i· vidual so long as you have at least one Squad of Bailes Mortan! in your army.
cc
HMO-851T Gunner
OT-onroad
HMG·85n Gunner COsta9 =Gl:....:-on=ro=a=d~V=e=hICI=· =e ~COS~I__"15=9
~ ~ m w ~ w n ~ A S
8 8 J 11. 3 1 1 J 8 2
SInIchn, INDIVIIJIl
1 HMG-85/T Gunner ~8II1,
Mounted HMG, Machine Pistol SpecIaIIbIItI8s,
None
SDecIaII Rules,
The HMG-85fT Gunner always counts as being in Cover. The HMG- 85fT has a 90 degree Firing Arc to its Front Facing. The Gunner may spend 1 Action to rotate the gun up to 90 degrees. The gun can only be moved when dismantled and it takes one full Turn to dismantle the gu n. It also til kes a full Turn to reessern ble the gu n.
Max Steiner
Mal Slelner
COSI45
CC RC PW
11 12 1D
to 15
AC J
W 2
$1 B
MY A S
3 12 2
Max Steiner lIIuiIIMat.
Two Hi-Power Machine Pistols SPecIal JIIJIItIII.
Jungle Fighter, Tactical Sense, High Morale +2, Rally Others SpacbII RuI8I,
Max Stei ner is a Perso na lity
Valerie Duval
Valerie Duval
COSl40
~ ~ m w ~ w n ~ A S
13 8 10 16 3 2 9 3 10 2
SlrUCIIr8. IIIIVIIUIl
Villerie Duva I _Mit,
Two Bladed Nightsticks SDecIaIIIbIIIIeI:
MP W MY A S
3 5 6 12 5
Dragoon Driver
cc HC PW LD AC W sr MY A S
8 9 8 12 3 1 7 3 10 2
Kapttan Gunner « ~ m w ~ w n ~ A S
10 11 10 15 3 2 8 3 10 2
1 GT-Offroad 1JDe:
Open / Wheeled 1ll1IOCaUoII:
1-16 = Vehicle, 17-20 = Crew EcJIIPnt8nI,
Ve.hide: Mounted HMG Driver: Pistol
(junner: Pistol _IbIIIIIeS,
Vehide: Weapon Immunity 10 Driver: High Morale +2
(junner: High Morale +2, Tactical Sense, Give Orders SpacIaI..-,
None
GT-OHroad
Group Attack, Immune to Fear Camouflage, 2 Extra CC Attacks, First Strike. Killing Stroke. Give Orders to Etoiles Mortant only
SDecIaII~, =R~=g~A=H$~. _
Valerie Duval is a Personality Areas A and B show the driver's and gunners 180 degree Firing Arc.
Area,B shows the vehicle's 90 degree Firing Arc.
Wlrzone
118 I Warzone
= ..
IBiOHiiiS ~
Pistol
Hit DaRl
or
light Machine Gun (lMGl
cc
Hit Dam
+2 8
One-Handed Direct Fire, Missile We.;pon SPedalRules,
None
.personallight Rocket Launcher (PlR)
Hit Dam
cc
Hit Dam
·1 10
_, ....
On~Handed, Direct. Fire, Missile Weapon
SPecIal Rilles, .
The PLR is an incendiary weapon. When a model is hitby an incendiary weepon it is set on fire and must make a successful Armor Roll or takea Wound. II it has more than one Wound it must ccotinue to make Armor Rolls until it succeeds or dies.
Sub Machine Gun (SMG)
Hit Dim
Ell
cc
Hii Dam
.\ 9
Two-Handed., Direct Fire, Missile Weapon SpectallhlhIs,
None
Machine Pistol
CC p.B.T . StMtrI·· . I MId I.OmI
Ell
Hit Dam Hit Dam I Hit Dam 1 Hit Dam· Hit Dim
+21121 8 +Z{xZ) U +1(11)8. ..
Hit 0.111
One-Handed, Direct Fire, MLssile Weapon SDeci8I RUles,
None
Heaw MaChine Gun (HMB)
Hit DaRl
cc
.00
Hit d8ni
.( 13
Two-Handed, Direct Fire, Missile Weapon SDecIaIIhlJes,.
None
Mounted. Heavv Machine Gun
Hit. Dam
·2 12
cc
Hit Dam
"hIlCh
Two-Handed, Direct Fire, Missile Weapon SPecIal RuIBS,
The HMG-85/T Gunner always counts as being in Cover. The HMG-85/T has a 90 degree Firing Arc to its Front Facing. The Gunner may spend 1 Action to rotate the gun up to 90 degrees. The gu n ca non Iy be moved when d ism antled and it ta kes one full Turn to d isma ntle the gun. It also til kes a full Turn to resssembl e the gu n.
Shotgun
CC I P.I.. I Short
Hit Dall1
·1 S
lODD I bt
Hit
Dlm.I.Hit Dam ... 1 .. H. il Dam
9 + 2 8(121 0 1(121
·1
Two·Handed, Direct Fire, Missile Weapon SPecIal· RIIIII,
None
SWOrd
cc I P.B. SIIor1 Mad lInII 00
Hit Dam I Hit. Dam Hit Dam Hil o alii Hit Dam Hit DI ..
+0 ST+D One-Handed Melee Weapon Sp8ClllRuIeI,
None
ee
Warzone
eee IMIJS1i
bI CC 1 p.1. I &bon I Med
Hit Dam Hit D~m I H~t Dam I H.it D~m I H~t Dam
l'IIJe:
Special
SPeeIaI RUles, Bladed Night SUcks
Hit Dam
+1 ST+fi
P.B. I Short I MIld
long I Ext
One-Handed, Melee Weapon SII8CIII Rules,
NOlle
One-Handed, Direct Fire, Missile Weapon Slleelal Rules,
None
RoCket Launcher (RU
Hit Oilm
·s U(l3)
Hil Dam
Two-Handed, Direct Fire, Missile Weapon, Anti-Tank SPecIIIIIUIes.
None
Ra Rle-Th rower
Hit Da ..
Hit DlIII
Two·Handed, Directly Placed Template Weapon SpecIal Rules.
The Rame-Thrower uses the Flamer Template, DAM 12. The Flame-Thrower is an incendiary weapon, When a model is hit by an incendiary weapon it is set on fire and must make a successful Armor Roll or take a Wound. If it has more than one Wound it must continue to make Armor Rolls until it succeeds or dies.
Vehicle Mounted HMG
CC I P.B. I ShorI I Mad
Hit ·2
Dim 11
lOng
Uses Small Explosion Template
Hit Dam I Hit Dam I Hit Dim I Hit Dam
- 0(12) 13 + 3(13) 13 + 2(12) 13
Hit Dam
0(12) 13
'lWe.
Mounted, Direct Fire, Missile Weapon SPaCIaIIhlIeI.
None
Explosive Charges
lOag Ext
Hit Dam Hit Dim
When in base contact with a Coversd vehicle, building or door, a model armed wrth 'Explosive Charges may spend 1 Action to place 1 Explosive Charge. Place an Explosives Counter beside the target to show that a Charge has been placed. Before rolling for Initiative at the start of the next Turn roll on the following table for each Explosive Charge placed.
1-15: Explosives detonate, causing Dam 14(x3); remove the counter.
16-19: Explosives fail to detonate, nothing happens; remove the counter,
20: Explosives do not detonate this Turn; leave the counter in place and roll again next Turn.
Grenade Launcher
MId Long Ext
Hit Dam
Hit Dam Hit Dam Hit Dam
-1 10 ·4 10 ·8 10
Two-Handed, Ranged Template Weapon, Indirect Fire, Missile Weapon IiP8CI8I B"-,
Uses Small Explosion Template
Hand Grenade
Hit Dim
I:C p.1.
Hit 0811
-2 10
Hit Dam Hit 01111
o 10
l'IIJe,
One-Handed, Ranged Template Weapon, Indirect Fire, Missile Weapon 1PIIdaI1IIIIIB,
Buling Crileria
You may never have more Tokugawa Squads th an you have Kamakura Squads. You may not have more Individuals than Squads and so me In divid uals can 0 n Iy be purch ased in con ju n cti on with particula r Squads.
You may never have more than 1 of a particular Personality in your army.
Ash igaru
Ronin Samurai Bushido Samurai
Hatamoto
Tiger Dragons Crimson Devils Combat Warheads Suicide Warheads Shadow Walkers
Sq ua d-I in ked In divid uals Deathbringer
Demon Hunter
Meka
Dragonbike
rmy
Mishima
The a rmy of M ishi rna is as much a pa rt of their a ncient culture as any other aspect of life. Honor is paramount The code of Bushido 'The Way of the Warrior' is stililhe dominant theme behind the Mishima war machine, However, there are many in the corporation that see that if they cannot adapt to modern tactics then the future of Mishirna rnaybe short indeed. This quandary plays a part in the power struggles of the Lord Heirs who must weigh tradition against military success and failure.
The lowest of the military units are the Ashigaru, poorly trained but great in number they are not so concerned with the code of Bushido. They may be common folk but they still serve the corporation with duty and honor. The Ronin Samurai have lost face in society and have given up the Bushido code to a large extent combining traditional forms of combat with modern firearms. The Bushido Samurai frown upon ranged combat as dishonorable and cowardly. They insist on facing the enemy in Close Combat despite losses they suffer by adopting such a tactic. However, once they have the enemy in sword's reach there are few that can stand before them.
Next upon the path to enlightenment are the Tokugawa units.
The Hatamoto are ohen used as the el~e guard of the Lord Heirs. Because of the tasks they perform they are permitted to use assault rifles without losing face. And yet, given the opportunity, they always favor dispatching the enemy with a lighting-fast charge and a swift sword-cut from their kata na.
The Tiger Dragons are awesome shock troops. Anmed with the power nagineta and dad in superior armor they are used to infil" trate enemy lines before attacking in close quarters. The Crimson Devils are the most versatile of all Mishima units, using the full range of armaments available. Although they serve the corporation with great efficiency still they feel the need to hide their faces and their identity behind ornate masks.
The Combat Warheads do not hide behind masks despite the fact that they are armed with heavy machine guns. There is no hiding when the weapon you use is so fearsome. For the Suicide Warheads there is no point in hiding like the Tiger Dragons, for they ra rely su rvive a battle. They a re fa natical in thei r devoti on to M ish i-
ma and go into battle covered in explosives; human bombs willing to give their lives if it means taking the enemy with them. No matter what a Mishima citizen has done their honor can be restored by giving their I rte as a Suicide Wa mead
Th e a rt of assassi natio n has a Iways been a pa rt of M shirna life and the Shadow Walkers continue the tradition. They are assigned difficult objectives where normal units would never be able to gel close to the enemy. Similar to the Shadow Walkers but acting alone are the Deathbringers. These assailants are much feared by the enemy as they have passed through the Schools of Enlightenment and possess mystical powers that enable them to pass through locked doors and even solid walls, or so their paranoid targets are led to believe.
The Demon Hunters are warriors who have dedicated themselves to the slaughter of the Dark Legion. Students of the martial a rts they also pack a heavy machi n e gun for the mo re stub born of the Dark Souls minions-
The armor of the Samurai Warlords has always been revered for its quality and effectiveness but now it would seem to have been surpassed by the Meka. The Meka is a suit of powered armor, using miniaturized combustion and micro-mechanics to give the wearer enhanced abilities.
The old proverb that the nail that raises its head will get hammered down still holds true in Mishima society but there are certain individuals that have so far escaped the hammer. Tatsu, a swo rd m aster of strong presen ce and great ski II, he has cheated death and is now afforded great respect th rou gh alll.eveis of M ish ima society. And the notorious Toshiro whose skill as an assassin is feared even among his own people. There are many rumors about which of the Lord Heirs he is loyal to but many suspect that his loy· alty is to the Mishima Overlord a suspicion that seems unlikely considering the fact that most view the Overlord as nothing more than a ceremonial figurehead.
The only vehicle of note in the Mishima arsenal is the Dragonbike. An exquis~e one-man vehicle fashioned after the ornate dragon symbolism of old. This high-speed hovering vehicle provides some serious firepower with its twin mounted rocket launchers and heavy machi n e gun.
None
Ashigaru Ronin Samurai
ColIn RoDIn samurai _22
LD AC W ST MV A S CC HC PW lD AC W ST MV A S
9 3 1 1 3 7 2 B 1 1 lD 3 1 1 3 B 2
Rollin sallural HMO SOeclailst Colt 21
cc AC W ST MY A S CC HC PW lD AC W ST MY A S
6 6 6 J 1 1 3 1 2 8 . 1 1 10 3 1 1 3 8 2
IORln Slmunllshllam leader COSl24 Rooln samuni Leader COII24 4-12M1igaru
to I Ashigaru LMG Specialist
Up to 1 Ronin Samurai Ashigaru Leader
-,
~ ~ ~ rn ~ W ST MV A S
9 a 8 12 3 1 1 J H 2
SlnJcllre, SQUID
~ LD ~ W ST MV A S
7 12 3 1 1 3 H 2
4-12 Ronin Samurai
Up to 1 Ronin Samurai HMG Specialist Up to 1 Ronin Samurai Leader _.,
Ronin Samurai: 2 Katana, Assault Rifle HMG Spedalist: 2 Katana, HMG Leader: 2 Katana, Shotgun SIJBcIIIIIbIItIes:
AsIligaru: Assault Rifle LMCi Specialist: LMG
Leader: 2 Katana, Assault Rifie 1DIdaI1bIIdeS,
Leader: Tactjcal Sense, Enhanced Charge .... R_,
Ronin Samurai: Enhanced Charge
HMG Spedalist: Enhanced Charge Leader: Enhanced Charge, Tactical Sense SPIICIII Rills:
None
Ronin Samurai Hero Bushido Samurai
!!.'Ro~n,,!!I",,"-,sa=· =m=u=ra=-I =He=ro=--- ---=cost==-.:3=3 Bushldo Samurai
cost 18
CCHCPWLDAC W 81 MY A 8 CCHCPWLPAC W STMYA 8
10 9 9 13 3 2 8 3 8 2 9 6 7 11 318 3 B 2
SIrUcIUn •. NIIIJU.1l Bushldo samuraill8lne-11IrOWerSPecl8lil1COSI 52
-- ---_ .. -- --------- --_ .. - - _ .. - --_ .. _---- ---- ... ----------
1 Ronin Samurai Hero _mllll,
~~ " ~
::<~iitft~*ift!.t;!~/
2 Kilta n a, Assau It Rifi e _Willes:
Enhanced Cha rge, TactiCa I Se nse 1PeCI8I' .RIII8I:
" ~ PW LD R W ST ~ A S
9 6 7 II 3 I 83 8 2
Bush.do samurai leader Cosl 19
C'C AC PW LD AC W 8I MV A S
10 G 8 13 3 1 8 3 H 2
You may purchase Ronin Samurai Heroes lust like any other lndi- SbUc::.,:·=:,;:::lU::,.:re",,:. ::..:SQ~.U;::ID::........,,-- _
vidual so long as you have at least one Squad of Ronin Samurai in 4-12 Bushido Samurai
your army.
Ronin Sniper
cost 36
CC He PW LD AC W ST MY A S
8 H 7 10 3 1 7 3 8 2
Slnlclure: IfIIIVIDUAl Enhanced charge, Sniper, Camoufiage SpecIal RuIBs:
You may purchase Renin Snipers just like any other Individual so None
long as you have at least one Squad of Ronin Samurai in your
Ronin Grenade Launcher
Ronln Grena.delaunChBr
COlI 33
CC HC PW LD AC
8 1 7 10 3
W 1
81 MY
7 3
A 8
En h anced Chi! rge, Tactica I Sen se ID8CllIRuIes:
You may purchase Ronin Grenade Launchers just like any other In divi dua I so long as you have at least one Sq u ad of Ro n in Sa m u-
Up to 1 Bush ido Sam urai Fla me-Thrower Sp ecial ist Up to 1 Bushido Samurai Leader
EQulpmBllI:
Bushido Samurai: 2 Katana
Bushido Spedalist: 2 Katana, Flame-Thrower Leader: 2 Kata na
SIJ8CIB( AbIIII.81:
.Bushido Samurai: Enhanced Charge, First Strike, 1 Extra CC Attack, High Morale +2
Rame-Thrower SpKialist:Enhanced Charge, First Strike, 1 Extra CC Attack, High Morale +2
leader: Enha need Charge, First Stri ke, 1 Extra CC Attack, High Morale +2
SPaclII Rules:
Bushido Samurai Hero
BuShldo samurai Hero
COlI 21
8 2
CC He PW LD AC W
11 5 9 14 3 2
StruClllre: INDIVIIUAl
SI 8
MV A S
3 8 2
1 Bush ida Sam u ra i Hero E .... ent
2 Katana
SP8CI81 AIJlIlIIes:
En h anced Cha rge, First Strike, 1 Extra CC Alta ck, High M ora Ie +2 SPecIal RUlesl
You may purchase Bushido Samurai Heroes just like any other Individual so long as you have at least one Squad of Bushido Samurai in your army.
=Hata=m=ot=o'-- ----"cost=~. =-28 l1gerDragon
You may purchase Hatamoto Heroes i ust Ii ke a ny other I ndivi dua I CC R C PW LD AC W 5T MY A 5
so long as you have at .1 east one Squad of Hala m oto in yo u r army. 9 9 9 13 3 I 7 3 9 2
Sbuc:IUnI, SOU ...
CeRtPW LD AC W 5T MY AS
11 7 B 13 3 1 8 3 9 2
Hatamoto loader CGsI 29
CeRt PW LD AC W 5T MV AS
11 7 S 14 3 I B 3 9 2
SlruClllr8, SQUAD
4-8 Hatl moto
Up to I Hatamoto Leader ~8II1.
ilatamoto: Assault Rifie, 2 Katana Leader: AssiJ ultRifl e. 2 Kata na .11 .AblIItIeI,
Hatamoto: Firs! Strike,1 Extra C.c Attack., Enhanced Charge Leader: First Strike, 1 Extra CC Attack, Enhanced Charge SpeelaIRules,
None
HatamolO Hero
LDAC W STMY AS
15 3 2 9 3 9 2
Slnctlre,lNIIVIIUAI..
1 Hatamolo Hero "'8111,
HMG
SDDcIII. AbIIIIes,
First Strike, 1 EXira CC A (tack, En ha need en a r ge, Tactical Sense, Give Orders
SpecIal HaleS,
CC HC PW LD AC W
10 6 a 12 3 1
Dg8rDragon lOader
cc RC PW LD .lie W
11 B 9 13 3 1 cost 33
5T MV A 5
8 3 10 2
cost 34
ST MY A S
B ] 10 2 Sbu.c:lUre, SQU.ID
4"8 Tiger Dragons
Up to I Tiger Dragon leader EQulpnMnI,
Tiger Dragons: Power Naginata, SMG Leader: Power Naginata, SMG SpedaJ AbIIIIes,
Tiger Dragons: Enhanced Charge, Infiltrate, Firs! Strike Leader:: En hanced Cha rge,1 nfi hrate, Fi rst Stri ke sPBcIBI RIII.81:
None
Crimson Devils Grlmson DOVII
cost 25
CC HC PW lD AC W ST MV A S
8 8 8 11 3 1 7 3 9 1
CrtmsonDOVII Grenadier SgeCiallst COSl28 CC HC PW LD AC W ST MY A S
B B B 11 3 1 1 3 9 2
Crtmson. DeVil HMGSPoclalisl CGsI31 CC HC PW [D AC
8 8 8 11 3
Grlmson DeUllloader
W 1
ST 1
MV 3
A S
9 2
00$129
4~8 Cr.imson Devils
Up to 1 Cri mso n D evi I Speda list Up to 1 Crimson Devil Leader ~
Crimson Devils: 2 Kala n a, Assault Ri fie
Grenadier Spedalist: 2 Katana, Assault Rifle, Hand Grenades HMG Specialist: 2 Katana, HMG
Leader:. 2 Katana,. Assa u It Rifl e
IIJIII:III DIllIes,.
Crimson Om Is: En h anced Cha rge, High Mo re Ie +2 Grenadier Spedalist: En hanced Cha rge, High Mora I e +2 H MG Special ist.: En hanced Cha rge, Hi gh Mo ra Ie +2 Leader: Enhanced Charge, High Morale +2., Tactical Sense SPlClalIIuI8s:
None
CC RC PW LD AC W 51 MY A 5 Demon Hunter COlI 55
5 5 SB 3 1 6 3 6 2 CC AC PW lD AC W 51 MY A S
11 9 9 14 3 2 9 3 82
StrucIUre: RlVllUAl
PWLDAC W STMYA S
8 13 3 8 3 10 2
Combat Warheads: HMG, Katana SpecII(Mllhles,
COlllbat Warheads:Tactical Sense SPecIal Rn:
Suicide Warheads
Cost 14
SUiddeWarheads: Explosives, Tanto Dagger SoecIIII.IbIIIIIs:
Suicide Warheads: High Morale +4 SpacIal RaIes,
The Suicide Warheads go into battle with high explosives strapped to th ei r bo dies. By sp end ing an Acti on they ca n ane mpt to d etonate the explosives thus sacrificing fheir lives for the good of the M ish ima Corporation. See the Explosives Specia I Ru les fa r deta ils on d etonati ng the explosives.
Dealhbringer
COst 93
CC HC PW LD AC W S1 MY A S
11 7 9 11 3 2 8 3 7 2
SbUctllro, IIIIIVIIUAl
1 Deathbringer EQufIIIneIt:
Katana, Ma ch i ne Pisto I Speclallblllles:
Enha need Cha rge, Unseen Assa ila nt, Fi rst Strike, 1 Extra CC Attack. Killing Stroke, Camouflage
SDecIBI Rules:
You may not have more than 1 Deathbringerin your army.
Demon Hunler
1 Demon Hunter ~"I:
HMG,2 Katana SII8CIII AbIItI8s:
En ha need Cha rge, I nfillr ate, Fi rst Strike, 1m m u ne to Fear, Killi ng Stroke ·SPecIaI RIhII:
None
Mella
Shadow Walkers
Men COlt 55
~ M ~ LD K W S1 ~ A S
==:.:.=....==::...._ -=Cost==32 10 8 B 11 3 3 10 413 4
CC HC PW LD AC
9 7 a 10 3
SJMY 1 3
A 1
W 1
Shadow Walkers:. Stalk, Enhanced Charge; First Strike, Camouflage
S 2
SbU.Cllro: IIIIVIJUAl
1 Meka
may not Go Prone or
For Cover.
Dragon Bike
=::..._ _____:cost=~=46 DraaonBlke Vehicle
LDAC W SJMVA S
14 3 2 9 3 10 Z
.MP W MV A S
3 4 ti 12 5
DrIVer
~ ~ ~ LD ~ W n ~ A S
8 7 1103 1 . 7 3 8 2
bCIIN, IlllVllUAl.
1 Dragon Bike lJDI=
Cha rge, 1 Extra CC Attack. Give Orders
Open / Hovering Hn 1IoCItIoR.
Tashiro
1-16 = Vehicle, 1;7-20 = Crew
===-- ~cost=- ~·~ • .,!;16=_ VehiCle: Mounted Twin Linked Rocket Launchers, Vehicle
PlY LD AC W 51 MV A 5 HMG
13 16 3 2 8 3 8 2 DriYer:SMG
SIIIICIaI AIIIIUas,
Vehicle: Weapons Immunity 5 Driver: None
.......... ,
None
ced Charge, Stelk, First Strike, Killing Stroke, 2 Extra CC
Draaon Bike
Areas A and B show the driver's 180 degree Fi ri ng Arc. Area B shows the vehide's 90 degree Firing Arc
FIlIng Arcs.
28
Assaul.t Rifle
Hit Ball
Two·Handed, Direct Fire, Missile Weapon SpecIal Rula:
None
Sub machine Gun (SMG)
cc
Two·Handed, Direct Fire, Missile Weapon SoBCIIIIRllla:
None
Ughl Machine Gun (LMG)
. EXt
Hi! Dam
Two-Handed, Direct Fire, Missile Weapon SPeclaIIlUles,
HeavvMachio.e Gun (HMG)
P.I.
Hit Dam
·HitDam
+1~2) B
One-Handed, Direct Hre, Missile Weapon SPlClaI RIlIeI:
r
o
Mounted lWinlinked Rockel launcher
Hit Bam -614)13)
Hi! Dam
Mounted, Direct fire, Missile Weapon, Anti-Tank . SPecIal RIItS:
May shoot !wi ce with the sam e!\Ctio n Roll to h it lor both rockets. Must be targeted at the same model.
FlaRle ... Thrower
lJpe:
Two·Handed, Directly Placed Template Weapon SP8CIaI RUItS:
Uses the Flamer Template DAM 12. The Flame-Thrower is an incendiary weapon. When a mod el is hit by an ince n dia ry wea po n it is set on f re and must make a successful Armor Roll or take a Wound. If it has more than one Wound it must continue to make Armo r Rolls u ntil ~ succeeds or dies.
Dam
VehiCle Mounted .HMG
ce· P.B. J Short T Mad I.OIIg EXt
Hit Dam Hil Dam I Hit Dam I Hit Dam Hit Dam Hit 01111
O(ill 13 +Ml 13 +1(12) 13 -1(ll) 13 .J II Mounted, Direct Fire, Missile Weapon RultS:
Hi! Dam
oJ W
Two-Handed, Direct Fire, Missile Weapon SpecIal RIlItS:
None
Hit Dam!
+OST+2
One-Handed, Melee Weapon SpecIIIRuI8s:
None
TWI}-Handed, Melee Weapon &pedal Rules,
Special
S4MICI1lI Rules:
A model usi ng th is as its prim ary weapo n .i n Close Com bat gets + I to Da m for each add itiona I Action spent toi ncrease its che n os to hit.
Hil Dim
+1 Sl+1
By spend ing a n Action th e mo del equ i pp ed with th e explosives may attempt to detonate them. Roll on the following table:
H8: The Explosives detonate automatically killing the model. armed with them.
Center the Small Explosion Template on the exploding model. Any model touched by the template suffers a hit Dam 10(X2).
19·20: The Exploswes fail to detonate and may not be used again.
Grenade launcher
Katana
Hil Dam
lJpe.:
cc
Hil Pam
·6 10
One-Handed, Melee Weapon _a1Rules:
HilDam
None
Tanto Dagger
Hit Dam
·1 ST·]
Two-Handed, Ranged Template Weapon, Indirect Fire, Missile Weapon SPaclalRul8S:
Uses the Srna II Explosion Tem plate.
Hil. Dam
Hand Grenade
One-Handed, Melee Weapon IPeCIII Rilles:
DC
Hit Dam
None
One-Handed. Ranged Template Weapon. Indirect Fifl~. Missile Weapon SPecIal Rules:
Uses the Small Explosion Template.
Assault Rille
r
Armv
Buving Criteria
You may not have more Army Guards Sq u ads th a n Army Regi mental Sq uads, You may not have more Army Individuals than you have Army Squads and some I nd i1>'idua Is ca n only be p u rchasedi neon" I u nctio n with pa rticu la r Sqaa ds,
Wollbane
Buving Criteria
You may not have more Wolfbane Veteran Squads than Wolfbane Clansmen Squads,
You may not have more Wollbanelndi· viduels than you have Wolfbane Squads and some Individuals can only be purchased in conjunction with particular Squads.
General Buving Criteria
You may not have me re tha n 1 of a par" tieu I er Perso na lity in yo u r army.
The Armv
RUlimental SqUadS
Regulars Trenchers
Guards Squads Bloo d Berets Golden Lions
IndiVidualS
Squad-I inked In divi dua Is lmperial Ordnance Officers Gray Ghosts
Ra ms Ai r Caval ry
PersonalWes Edward S. Murdoch Timothy McGuire
Vehle,les
H urrica n e Wa lker
ARMYlIST ...
I
P ria
rmv
-
Choosing an
Imperial ·Armv
The army of the Imperial Corporation is divided into two distinct forces, the Army and the Wolfbanes. An lrnperial army may consist of any proportion of Army and Wolfbane forces so long as you follow the buying criteria for each force.
The Armv
The Army has no illusions about war. They know it is a, theater of b loa d, via I en ce, mud and sweat. But th ey a lso kn ow it ca n be bring lorth the most astounding acts of heroism and self sacrifice. However, most members of the Army are content to fight well and their only co n cern is that they do not let th ei r co rnrad es down,
. The Regulars 101m the main body of the Army and although they are new recru its they a re still req ui red to serve on so me of th e most bloody battle-lines in the solar system. Soldiers that show pro mise a re raised from the massed fa n ks of th e Regul ers into th e m are special ized units su rh as th e Trench ers. These fierce fighters have a we II. des e rved re pu ta tio n for d iscipl i n e and a gritty resil i e nee.
Those who can endure the savage training regimes might qualify fa r service ,i n the system renowned ran ks of the B I 00 d Berets or the G old en lions. Th e Blood Berets were fo rmed over a tho usend yea rs ago \0 fight the Dark Legio ni n the jungles of Ven us, Ti me an d aga in they h ave shown why th e unit h as en du red th e test of ti m e. The Gold e n Li ons do not have the sa m e gloria u.s legacy but th ware forgi ng a rep u tati on of th ei r own. They are d. versatile unit th at specia lizes ina utmaneuvering in e enemy and com i n g up on th em from an exposed fla n k
With i n these un i.ts are spec a I st troops and in divi duals wh a a cl as an example for new recruits and veterans alike. There s no expla· nation fa r th ese heroes it is sim ply th e case that certa i n i nd ivid uals make damn good soldiers.
The Imperial Ordnance Officers for example have begun to make a name for themselves as good leaders capable of handling command in the field as well as the logistical requirements fm Imperial bases, The Gray Ghosts are more like commando units worki ng alone b eh i nd en emy I ines to d sro pt su pp Iy lin es and draw enemy fire. It takes a particular type of courage to operate as a Gray Ghost.
One unit now giving the Imperial Army a definite ad1>'antage is th e Ra ms Air Caval ry. Th ese in dividua Is fly over the battlefield rnovi ng q u idly over any typ e of terra in to reach their priority ta rgets, normally enemy vehicles or large Dark legion creatures, which tn ey take out with th ei r twi n rocket I au n chers,
Bes; des the normal in dividua I units th ere are specific eha raeters that have made a name for themselves, Edward S. Murdoch is a famous tactician who first rose to prominence in the Golden lions. However, his uncompromising attitude and hotheaded temper have rna de him un pop u la r with th e conservative powers that be. Ti m othy McGu ire on th e oth er hand has ha dad fa mati c impact si n ce he tra nsferred to the Gal de n Lions. He has proven to be a natural 'leader and contributes greatly to the morale of the troops during these da ck times,
, In recent years some of the most hard fought fronts have w~, nessed a new weapon from the Imperial engineers. The Hurricane Walke r is a massive b i-peda I veh ide that is havi n g a nota ble effect on such battle-lines as the McCraig line on Mars, which has seen no progress for many veers, With this vehicle now adding to the determination of the Trenchers they may yet be able to extend the McCra ig li n e a nd push the enemy be ck
Regulars Trenche.rs
Rewlar Cost 11 Trencher Cost 19
cc BC PW LD AC W S1 MV A S CC AC PW LD AC W sr MV A S
6 6 6 11 3 1 7 3 1 2 1 7 7 12 3 1 1 3 8 2
Regular HMG SPecialist CosltO Trencher 11MB SPecialist Cost 23
Ct RC PW LD AC W ST MV A S CC RC PW LD AC W S1 MV A S
R fi fi 11 3 1 7 3 7 2 7 7 7 12 J 1 1 3 B 2
Reaular seraeant Cost 21 Tre.ncher semeant Cost 23 ~ ~ m LD ~ W sr ~ A S
7 7 7 12 J 1 7 3 1 2
SlrUcblre:SQUAD
tt ~ ~ LD ~ W sr ~ A S
B a 8 13 3 1 73 H 2
StI'IIGIlInI: SQUID
4-12 Trenchers
Up to 1 Trencher H M G Special ist Up to 1 Tre n cher Sergeant EaUlDnlllllt:
4-12 Regu la rs
Up to 1 Regul a r H M G Special ist Up to 1 Regu I a r Sergea nl _eat,
Regulars: AssiIu II Rift e
HMCi Spedalist: HMG Sergeant: AssiIull Rifle, Pistol SlleCialIIIII1Ies:
Trenchers: Assault Rifte HMG Spedalist: HMG .Sergea nt Assa ult Rift e, Pisto I SuecIII ames:
Sergeant: Tactical Sense SpeclalIIUIes:
Sergeant: Ta ctical Sense SPecl8lBIIes,
None
None
~ ~ m W E W ~ ~ A S
9 9 9 13 3 2 a 3 B 2
Structure: IIIIDIUAL
Trencher. Hero Trencher Sniper
Tren==c=h=er,--"H=e=ro~ ...:::COSt=··:....:3=4 Trencher Sniper
~ ~ m W E W ~ ~ A S
7 B 7 12 ] 1 7 J 8 2
StruclUre, IIHVIIUAl
COsla5
1 Trencher 5 n iper (Qu.ment,
1 Trencher Hero EQuit1l8ll1,
Sniper Rifte SpeclBI Ablttles:
Assa u It Rifl e, Pistol. Swo rd SpecIal Ablttles:
camouflage, Sniper Speelal RUles:
Give Orders Special RUles:
You may purchase Trencher Heroes just like any other Individual so long as you have at least one Squad of Trenchers in your army.
You may purchase Trencher Sniper just like any other Individual so long as you have at least one Squad of Trenchers in your army.
Trenchers
t:
ccc
Trencher Grenade launcher
Golden Uons
Tren==. =Ch=er,,--,G=re=n=8d=e::;_la==un=ch=· =er=--· __ --=cos=· 1:....:2=.8 Golden Uon
COSt 28
CC He PW LD AC W ST M1J A S CC RC PW LD AC W SI MV A 5
J 7 1 12 3 I 7 3 8 2 8 9 8 13 l III 9 2
Stl1Iclure: INIJIVIIUAl Golden Uon Grenadier SpecIalist COSt 31
I Trencher Gren a d e La u nch er ..... 1:
Grenade La u ncher, Pistol SPecIal' AIIIIIIeI:
None
SpeGIII RUles:.
You may pu rchase Tre ncher G re na de La u ncher just Ii ke a ny other Individual so long as yo u h ave at I east 0 n e Squa d of lrench e rs in your ar:my.
Blood Berets
BIOodBerat Cosl21
CC HG PW LD AC W 5T M1J A S
8 8 B 13 3 I 7 3 10 .2
BlOod B8ret HMG SPecialist COSt 26
tc HG PW LD AC W ST MV A S
B 8 8 13 3 I 1 J 10 2.
Blood Beret. semeant COSt 31 ~ ~ ffi LD ~ W ST ~ A
9 9 9 14 3 1 7 3 10
SIlU£lUra: SQUID
4-8 Blood Berets
Up to 1 Blood Beret H M G Sp ecial st Up to 1 Blood Beret Sergea nt
fIJI .... en ...
Blood Berets: Assault Rifl e HMCi Specialist; HMG
Se.rgeant: Cha i n Sword, Mach i ne Pistol. Assau I tRifle SPecIaIAbIttI""
Blood Berets : Ju ogle Fighter
HMCi Specialist: Jungle Fighter Sergeant: Jungle Fighter, Tactical Sense Suecl81 RIlles:
None
Blood Beret .Hero .Blood Beret Hero
CC He PW LD AC W Sf MV A 5
a 9 H 13 J 1 7 J 9 2
Golden Uon LMG Specialist
COSt 32
tC BC PW lO At W 5J MV A S
8 9 a 13 3 1 1 3 9 2
Golden UOn semeant COSt 31
CC RC PW to At w 51 M1J A S
B 10 9 14 3 I 7 3 9 2 SbUeblr8: SQUID
H Golden lions
Up to 1 G old en Lio 0 Specia list Up to 1 Golden lion Sergeant £lRJ1IJIIIeP1;
Golden lions.: S M G, Pistol
Grenadier Specialist: SM G, Ha n d Grena des, P,istol LMG Speciillist: LMG, Pistol
Sergeant: SMG, Chain Sword
SDecI8IIbIIUes:
S Golden Lions: Infiltrate
2 Grenadier Specialist: Infiltrate I.MG Spedilllst Infiltrate
Sergea nl: Infiltrate, Ia cti cal Sense SillldalIlUIBs:
None
IDlPerial Ordnance OUicer
lm~8r1al.Ordnance. orncer COSt 39
ct HC PW LD AC W Sf MV A 5
9 11 10 14 3 2 8 3 10 2 StruclUftI: HIVIIIUII.
I Imperial Ordnance Officer EQUlPlII8fll:
Assa ult Rifle, Pistol SDeclaI AbIlities:
Tactical Sense, Give Orders SIIecIII .8_;
COSl42 None
Gral Ghost
CC RC PW LD At W ST MV A S
Ie 10 9 14 a 2 8 J. 10 2
SlnlCIW8: .. IDVIJUIl
I Blood Beret Hero _IIIMI:
Shotgun, Assa ult Rifl e SPeCIII 0IIII8S.:.
Jungle Fighter,Tactical Sense, Give Orders SiIICiIf Rilles,
You may pu rrhase Blood Be ret He 10 es just Ii ke a ny other In divi dual so 10 ng as yo u have atl east one Sq u a d of Blood Berets in yo u r army.
COSt 31
CC Ht PW LD AC W SI MV A 5
J 8 10 13 3 1 J 39 2
structure:. NIVIlUIl
I Gray Ghost lQUIPlDent:
Assa u It RiH e, Pistol SpecIaI.IblIIIes:
Infiltrate, Climb, Camouflage SPed" RllIeI,
None
Blood B ere! H MG Spec i ails!
i 32 i JVtlarzllne
I COIIPOIIATIONS ••
II
Rams Air C~valrv Hurricane Walker
~Ra~m~s~AI~ .•. ,,_;r C~a=v=al=rv._ __,cos=t-=10=8 Hurricane Walker Vehlclu
1
COSI114
~ ~ m w ~ w n ~ A S
B 8 H 13 3 1 7 3/5 10 2
belllre: _VlJIlAl
MP W MV A S
3 6 4 12 D
Orivur 1 Rams Air Cavalry EQ .... llUlllt:
CC RC PW to AC W SI MV A S
7 8 a 11 3 1 7 3 9 1
Structure: ItDIVIDUIl
Twin Rocket Lau n ch er, Pistol SpedIlIbllU8s:
1 H urrica n e Wal ker TWe:
Tactical Sense SPecIal RUIBs:
Closed I Walker HhUocaUOn:
Th e Rams Air Cava Iry are flyi n g mo d els They have a' Firi ng Arc of 90 degrees to their Front Facing.
1-20 '" Vehicle BlUlDment:
Edward S. Murdoch EdWard S. Murdoch
Twin Mounted HMG Special AblltllJs,
COSt 42
CC HC PW LD AC W STMV A S Weapons Immunity 10
11 10 12 16 J 2 8 3 11 2 SPecIal RIdes,
~~~~~~~~--~~----~~~ When in Close Combat the Hurricane Walker may spend an Action
to make a Stomp Attack against enemy models in base contact. with a penalty of ·2 to hit. Dam 12.
SlnN:IUre, IlllVllUAl
Edward S_ Murdoch EQ ......... I:
Assau 11 RiB e, Pistol SPecl8I1bIIUeI,
I nfilb: ate, Ra Ily ath ers SlMlClalIIUIes:
EdWard S .. Murdoch is a Personality.
tlmothv McGuire lImOtllLNlCi;lIlre
~ ~ ~ LD ~ W ST ~ A S
10 11 13 14 3 2 7 3 11 2
SbUctUI'8, IIIIVIIUAl.
Timothy McGuire b*JmlJnt:
Assa u It Rifle _ AbIItIes.:
High Morale +2, Tactical Sense, Give Orders _BulBS!
Ti rnothy M cGu i re is a Pe rsona lity.
Hurricane walker
Dring Arc
• The she ded a rea shows the 90 degree Fi ri n g Arc.
, .
etc
Warzone
lUPI
La storia del Lupi nacque molti sewli fa, iii tempi in cui molte delle Corporazioni Imperial si ridefnirnno come Clan. La spirito de; Lupi ha Ie sue origini l1ella Terra, e uno spirito guerriero nato per combattere.
Colora che appertengono al primo cerrhio di fedelt~ sono noti (on il nome di uomini del Clan e Ie Redute dei lupi sene i soldat; piu giovani che prendono parte alle baUaglie non appena raggiungono la giusta e~. Solo quelli rhe dimostrano illoro valore sui campo possono ambire ad entrare a far parte: dei Commandos dei Lupr. Questi combattenti da rnscbia costituiscono I'essatura dell'esercito e sono famosi perrhe prima di irnpegnere il nemico in corpo a corpo lanciano i loro tembili urli di guerra e agitano le loro grosse spade.
Colora che riescono a soprawivere a queste battaglie sono vera mente i migtior;. Molti valorosi guerrieri perdono la vita sui campo e questa spinge Ie vedove ad imbracoare Ie armi in memoria del lore arnato scomparso. Queste donne gueniere scno note con il nome di Lupe Piangenti e illoro unico scopo e la vendetta, attaccano in gruppo e non conosrono la paura.
I Mastini hanna ;1 compito di scovare le creature dell'Oscura Legione ebbanendoie con i lora Martelli a due Mani Polenziati.
I Cacciatori di Tesle sono altrettlllto brutali. Inlotti prendono Ie teste dei loro nemici come trofeo, con Ie loro asce, Ci sono poi i Berserker die seguono I'antica tradizione della femciil. Non si curano minirriemente per la lora incolumitil, I'unico scope di vita e quello di distruggere I'awersario. Gli Apripista sono I'ultima Uni~ di Veteran;, hanno I'abilita di infiltrarsi dietro aile linee nerniche svolgendo attacchi di rappresaglia con i lora tandarezzi,
Molle delle UfJita dei Clan I' dei Veterani hanno capi ed eroi Ira Ie lore fila, rna il personaggio pill famoso e senza dubbio Sean Gallagher. Rinomato per il suo odio nel confronti dell'Oscura Legione la sua sola presenza suI campo di battaglia puo portare le forze Imperial a &Ioriose vittarie.
I Lupi utiliuano due Veicoli per la manovtabiliM ed il supparto pesante La Motocidetta Fellris; che rirbierna la sagorna di un lupo ed e armata can il piu volle sperimentato Landafiamme lupus e 10 Necrofalciatrice, cos1 chiamata per Iii sua peculiaritiJ di faldare i Legionari NOll Marti I" i Necromutanti dell'Oscura tegione,
lUPI
SODADRI DB ClAN
Reclule
" Commando
SOUAOHE DI VflERANI
Lupi Piangenti Mastini
CacciatorT di Teste Berserker Apripista
SlHGOU
Singoli legali aUe $quadre
Personaggl
Sean Gallagher
Velcoll
M olociel etta F enris Necrofalciatrice
34 Warzone
ReC'lule dei: lupi
800lub dei.lu~i eOSlO,18
CC AT PO CO AI FE FO MO AR D
1 6 B 11 J 1 1 3 7 2
ReGiUle del LUlli: SueeiaDlla HMG COSIO 25
cc AT PO CO liZ FE FO MO liB D
7 6 .8 11 ] J 1 .3 7 2
lUlli: GaDD COmmaDdo COSIO 23
cc AT PO CD AI FE FD MO liB D
H 8 9 14 3 1 a 3 1 2 SIJuItura:SQUADRA
4-12 Redute dei Lupi
Fino OJ d 1 Speoa I ista H MG delle Reclute de i tupi Fino ad 1 Capo Commando dei Lupi EQuiJIaglliam en ID:
Reduta: Pistola. Spada
Spedalista HM(i: Mitrgliatrice Pesente, Spada capo: Pistola, Spada a due mani
IbW SIIecf8ll:
!Reduta: Mimetismo
Specialista HM(i: Mimetismo, Formare Squadre capo: Mimelismo, lmpeto Omicida. 1 Attaceo CC Extra RemMe SpeclaD:
Ness una
. Commando dei Lupi: Mimetismo,lmpelo Ornirida 1 Altaceo CC Extra
Specialista HMe: Mimetismo, lmpelo Omicida, 1 Alta ceo C C Extra, Forma re Squad re
Specialista fUcile a Pompa: Mimetismo, lrnpeto Omicde, 1 Attac.eo CC Extra
_s_p_eC_ia_lis_ta_. H_M_G _de_iC_o_rnm_3_nd_D_dB_i Lu_., ,_Pi --I'JI---l' capo: Mimetismo, Impeto Ornidda 1 Attacco CC Extra
Commando dei lupi Commando del.lupi
II' ,
II
..
£081021
liB D
7 Z
COSIO 31
All D
1 Z IJ CC AT POCO III FE FO MO
7 1 8 12 3 1 B 3
Oommandodel.lUpl: SpecianSI8 HMG
CC AT PO CD Al FE FD MO
1 a 12 3 18 3
Dommando deilUPl:
SpeCi8Ijsta Fudle'a Pomua
COSIo,23
ED MO A.R 0
8 3 7 2
C1JS1O 23
fO MO A.R: D'
8 3 7 2 I
cc AT PO CO AZ FE
7 1 8 12 3
CommandOd8lLupl:CaDD
CC Al p·O CO Al FE
a 8 9 14 3 1
Slrultura: SQUADRA
4"1;2 Commando dei Lupi
Fino adl Specialista HMG dei Commando dei Iupi
Fino ad 1 Specia I ista F uci Ie a Pam pa dei Co m rn an do de i l upi Fino ad 1 Capo Commando Lupi
BlUJpagglamento:
-
L
c
Commando dei Lupi: Spada, Pistols
5 pedalista HMCi: Mitragl iatrice Pesa nte, Spada Specialista Fucile a Pompa: Fucile a Pompa, Spada capo: Spada a due mani, Plstola
Ibona SUtcl8H:
c
Eroe dei Comman a dei lupi
Eroe del Commandodei LUlli Costo 29
cc AX PO CO Al FE FO MO AR 0
9 B 10 15 3 Z 9 J 1 2 Sbnnlura:SDtGOlO
1 Eroe dei Commando dei LUpl Eatdpaggiamenlo:
Spada a due manl AbUi:t8 SpeclsU:
Mimelismo, lrnpeto Omicida, 2 Attacchi CC enra lmoenire Ordini solo ai Lupi
RetOia SpeclaD:
Potete comprare un Eroe dei Commando dei lupi esattamente come tutti gli altri Singoli, ['importante e che almeno una Squadra d i L upi sia in d usa nel vostro esereito.
lupe Piangenli
lupa Pian gent. Cosio 14
cc AT PO CO AZ FE
1 6 12 3
Lupe Piangenli: Capo
FO MO AR 0
8 1 2
Costo 25
FD MO AR D
8 ] 7 2 CC AT PO CD Al FE
8 6' 9 14 J 1
StrQIlUr&: SQUADRA
4-8 lupe Piangenti
Rna a 1 Capo delle lupe Piangenti Eualpagglameolo:
lupe Piangenti: Catena, Artiglio di l.upo Capo: Catena, Fucile d'Assalto
AbII13 SpB£laU,
Lupe Piangenti: lrnpeto Ornidda Attaceo dt Gruppo, Immune alia Paura
Capo: Impeto Orniride, Attaceo di Gruppo, Immune alia Paura Regole SpeclaD,
Nessuna
Eroina del e lupe Piangenn
Erolna deDe lupe Piangenli
COSIO 25
CC AT PO CO Al FE FD
9 S 10 15 3 2 9
Strunuta: stNGOLD
Mo AR 0
3 1 2
Commando de! Lopl
I Emina delle Lope Piangenti EQUiPagglamenlo,
Spada 11 due man; Abilitil SpecJaD:
Impeto Omicida, Attacco di Gruppo, Immune alia Paura, 1 Attacco CC Extra
Regole SpeClaR,
Potete comprare una Emina delle lupe Piangenti esattamente come tutti gli altri Singoli, I'importtmte e (he almena una Squadra delle lupe Piangenti sia inclusa nel vostro eseroto,
lupa Piangenle
Lope Piangenti
Mastini
Maslini
Berserker
COSIO 21 Berserker COSto 23
FO MO AR 0 ee AT PO CO AZ FE EO MO An 0
a 3 7 ~ B 7 10 13 3 1 H 3 8 2
COsio 22 Berse.rker: PortastendaJdo COSI.o26
FO 1MB AR 0 ee .AT PO CO AI 'FE FO MO AA D
8 7 2 B 7 10 13 J H 8 Z
Berserker: cauo COSIO .23
ee AT PO CO Al FE FO MO AR D
9 10 14 3 H 3 8 2 Mastini
MasOno
ee AT PO CO A1 FE
H 7 9 13 3 1
Maslini: capo
ee AT PO CO AZ FE
9 a 10 l¢ 3 1 4-8 Mastini
Fino ad 1 Capo dei Masti ni ED.lIIDagglam.enlo:
Mastini: Martello a due Mani Potenziato Capo: Martell 0 a due Ma ni Pete n zlato Abllfli SDeClaH:
Ma.stini: lrnpeto Omicida, Maceo di Cruppo, Infiltrazione,. Immune alia Paura
capo.: lmpeto Omicida, Attacw di Gruppo, Infillrazione, Immune alia Paura
Regole SPBOlaIll
Nessuna
Caccialori di Teste CacCiatore dllesle
CoSIO 21
Strutblra: SQUADHA
cc AT PO CO A1 FE fO MO A1I 0:
8 7 to 12 3 1 B 3 1 2
Cacciatori di lesle: ca~o CoSIO 28
CC AT PO CD A1 H FO M.O All 0
9 1 11 14 J 1 B 3 7 2 Slmlhll'lb SQUAD8I
4-8 (a cdato ri di Teste
Fino ad 1. Capo dei ucciatori di Teste DIUIoaoglamenlO:
(acdalori di Teste: Pistola, Spada 0 Ascia capo: Pistola, Ascia
UiUJ SUeciaU,
Cacdatori di Teste: Impeto Omitida, 1 Attacco CC Extra, Immune alia Paura, Infiltrazione
Capo: .Impelo Ornidda 1 Attac(Q CC Extra., Immune alia Paura, I nfiltraz,i 0 n I'
Regole SDeclaD:
Nessum
Eroe dei Cacciatori di TeSle
boe dei GaCCiatoti di TeSle COslO 3a
ee AT PO eo A1 FE FD MO AR 0
10 1 12 15 3 Z 9 ~ 7 2 1 Eroe dei Caccietori di Teste EQUlpagglamentD:
Ascia
AbWII Special,
impeto Omicida, 1 AttacGO CC Extra, Immune alia Peure, In!il-
trazione ReuoleSDeCi ;
Potete co m pra re un Ewe dei Cacciat06 di Teste esatta mente co m e tutti gli allri Singoli, l'importantee che elrnenoene Squadra di C~craton d i Teste .,ia in d usa nel vostro eserdto.
4-8 Berserker
Fino ad 1 Portastendard 0 d ei Berserker Fino ad 1 Capo dei Berserker EQulpaggiameolo,
Berserker: Pistola, Spada
PoitastendaTdo: Pistola, Stendardo dei Berserker capo: PistOla, Spada
AbBlIBSpeciIW,
Berserker: lmpeto Ornidda 1 Anaceu CC Extra, Immune alia Paure
Portastendardo: Impeto Omidda, 1 Attacco CC Extra, Immune alia Pama, Infondere Discipline
capo: Impeto Omicida, 1 Attaceo CC Extra, Immune alla Paula ReDDleSPBCIaIl:
1.:1 n fond ere 0 isciplina del Portaslen da rdo dei Berserker ha effetto solo sugl i allri Berserker.
Apr.pisla
- .. riJUsta CosIO 30
CC AT PO CO A1 FE FO Mo AR 0
8 B 10 3 7 3 1 2 SbUttll11l:SQUADRA
4-8 Apripista lmIiltllllllamllnlD,
Apripisfa: Pistola, G3 tena, La n cia rani Legge ro AbBltB: SPecllIIl:
Apripista: Infiltrazion.e, Mimetismo Reoole,Speclalll
Nessuna
Sean Gallagher Sean Ganagher
CosiO 41
CC AT PO co AZ FiE fO MO AR :0
1Z 1'0 14 16 3 Z m 3 9 1
SIrutbJra,SDtGDLD
Sean Gallagher EQUlplIDuJamenlO:
Spada a due manl AbIltB:SPeciaIJ;
Infillrazione, Inlondere Disciplina,. Impeto Omicida, 2. Attilcchi CC Extra, I mpartire Ord in j solo (J i Lu pi
Retfole SDeciaIi,
Sea n Ga lIagher e un Perso l1aggio
l'area ombreggiata indica l'AreQ di Fuoco di 180 gradi del Pilota
Motociclena Fenrls MotoCielena Fenrls Veleolo
Costo 62
PM FE MO
3 3 6
ConduceDte
AR 0
11'3
CC RC Pi'll lO AC I'll ST MV A S
H 7 9 12 3 1 7 J 9 2
S1ruttura: S.IHGOlO
1 Motocicletta Fenris llPo:
Aperto / Con Ruote ColD. l.ocalIGne,
1-13:> Veicolo, 14-20 = Equipaggio _pagUlamenlo,
Veicolo: Lanciafiamme Lupus Conducente: Spada, Pistola, Granate IliIilB Speclali,
Conducente: Immune alia Paura, 1 Attacco CC Extra Regole SpeclaO: .
Nessune
MotocicieDa Fenris
Area dl FUoco
MDtocicletta Fenris
Necrofalciatrice
Necrofalciatrice Necrofa ciaDice Veieolo.
PM FE MO AR D
3 4 5 12 4
lUpo Conducente
CC RC Pi'll LD AC I'll 81 MV A S
B 7 9 11 J 9 1
SlnIIIIIra. SlHGOLO
1 Neaofalciatrice lip,
Aperto I Can Ruote CatP.lucaDO e.
1-13 = Veicolo, 14--20 = Equipaggio EilwpaggiamBfllo:
Veicolo.: MilagliatJ"ice Pesanle Montata su Veicolo Conducente: Spada a due mani, Pistolil
Abll18 SpecIal.
Conducente: Immune alia Paura, 1 Attaceo CC Extra RegOIe Sped .:
Nessuna
Le eree A e B indieano l'Areo di Fuoco di 180 gradi del Pilota. terea B indica l'A[co di Fuoco di 90 gradi del Veicolo.
COSiO J1
Eroe del Cacciatori di Teste
Capitano del Cacciatori di Teste
Cace i atore d i Teste
Sean Gallagher
38
00 I m I 00 ~ m I m
SPADA
FUCILE DIASSIlTO
GC m I GC
GM Gl I 01
Colp. Danno Colp. Danno I Colp. Danno
·2 10 +2 10 I +, 10
Colp. Danno Colp. DaJlno I Colp. Danno
., 10 ·3 B I .
naG:
Due Mani, Fuoco Diretto, Arma da Tiro Regale SpeelaO:
Nessuna
PISTOLA
cc I m GC OM Gl G£
Colp. Danno I corp. Danna Culp. Danno Colp. Danno Colp. Danno Culp. Danno
+2 B +2 B 0 8 . lIPO:
Una Mano. Fuoco Diretto. Arma da Tiro RegOIe Spaclall:
Nessuna
mCllE MnRAGUATORE (SMO)
8M Gl BE
Colp. ·1
Colp. Danno Colp. Da.n.no Colp. Danno
·2 B
11PO.
Due Mani, Fuoco Diretto, Armll da Tiro RegDle Speei8I:
Nessunll
MnRAGUATRICE LEGGERA (LMG)
00 I m I 00 I 8M m M
Colp. Danno I Colp. Da.nno I Colp. Danno IColp. Danllo Colp. Dannu Colp. Danna
.j 11 I +3(13) II 1+1(12) 11 1·2 11
TlPo!
Due Mani, Fuoco Diretto, Arma da Tiro Regole SaedaD:
Nessuna
MITRAGUATRICE PESANTE (HMGl
cc m I GC
11M , Gl I BE
Colp. 08 nno . Co I.p. Dann 0.1 Culp. Oa nno
·4 13 +3(13) 13 1+11121 13
Co I p. Dan n 0 I' Colp. Oa.MO I Co Ip. Dan no
·2 13 I· . I .
nuo:
Due Mani. Fuoco Diretto. Arma da TIro Regllle Speetan;
Nessuna
ruCllE A POMPA
ce m GC GM G1 I IE
Colp. Danno Colp. Danna Colp. Danno Colp. Danllo Col·p. Da~no I co~p. Danna
·1 9 +2 8112) 0 1(12) ·1 6 . llpO:
Due Mani, Fuoco Diretto, Arrna de TIro Regole Speclall.
Nessuna
GG I m Ge OM Gi BE
Colp. Danna I Colp. Danna Colp. Danna Colp. Daooo Colp. Danno Colp. Danno
+0 FO+O . npD:
Una Mano. Arma Bianca Regole SpeclaD:
Nessuna
LANCIARAUI OOPPIO
cc I m Be 8M Gl QE
Colp. Da~Do I Co.lp. Danno Colp. Danno Colp. Danno Colp. Danna Colp. Danno
.( 14(13) ·4 14(x3) ·5 14(13) ·6 14(x3) DaD:
Montato su veicolo, Fuoco Diretto, Arma da Tiro. Anticarro Regole Speclall,
II tanoarazzi Doppio Spare 2 missi)i per ogni Azione. (he devono essere lanciati centro 10 stesso bersaglio rna si tira per colpire separatamente per ogni missile.
LANCIARAMME
CO.IP. Da~no I CO.IP. Da~no I CO.lp. Da~no Culp. Dilnno Colp. Da~no I Co~p. Danoo TIJoI
Due Moni. Arma di Elfetto Area Diretto Regale SpeCiaJi,
II Lanciafiamme unlizza l'lndicatore del Lanciafiamme, DANNa 12, E' un'arrna incendiaria, Quando un modello I:! colpito prende fuoco e deve superere un Tiro Armatura altri· menf su bsce u nil Ferita Se n e ha pi u di una d eve conti nuare a lare TI ri Armalura fin ch e non si salva 0 muore.
LANCIARAMME LUPUS
Be 8M
Culp. Dannu Culp. Danno
Colp. Da_DOO
Colp. Danno
npO:
Montato su veicolo, Arma di Elletto Area Diretto RIIIOIe Saecian,
II Lanciafiamme Lupus ~ un'arma incendiara. Quando un modello e colpito prende luoco e deve superare un TIro Armatura altrimen,ti sublsce una Ferita. Se ne ha piu di una deve continuare a fare Iiri Armatura finc:he non si salva 0 muore.
II Lanciafiamme Lupus e fissato su una pedana rigida quindi pull solo sparare davanti a Sf. Quando dovete slsternare l'lndicatore non seguite la solita procedura, ma sisternatelo direttamente di fronte alia Motoddetta Fenris. II Lanciafiamme Lupus utilizza l'lndicatore del Lanciafiammemaii Danno della fiernrnata dipende dal risultato ottenuto sulla tabella qui di seguito.
1-10: Ogni modello toccato dall'indicatore subisce un colpo a DANNa 11.
11-14: Ogni modello toccato dall'lndicatore subisce un colpo a DANNa 12.
15-18: Ogni modello toccato dall'lndjeillore subisce un colpo a DANNa 13.
19: II Lanciafiamme Lupus non si accende, non viene inflitto aleun danno
20: ll Landafiarrrne Lups espiode, distruggendo la Motoclcletta Fenris e uccidendo il Pilota. Centrate 1'1 ndratore della Grande Esplosione sulla Fenris; ogni modello toccato dallllndicatore subisce un Col po lncendiario da DANNa 13.
- I I
-
i IMPERIAl. (t ...... ,. Inn .. ~. c « USTAtambl.dl Warzone 39
I I
,
MoBAGUATRICE LEGGERA MONTATA SU VEICOIO CATENA - -
IlC TO GC 8M Gt Gl CC TO GC 8M &L BE
Calp. Danno Colp. DanDo Colp. D~nnD Colp. Danno Colp. Dann.o Colp. Danno Colp. Danno Colp_ Daono Colp. Danno Colp. Danno Colp_ Danno Colp. Danno
0(12) 11 +31~J) 11 + 1(x2) 11 O(!:l) 11 ·1 9 +0 FD+O
11ao: TIJIo,
Montata su veicolo, Fuoco Diretto, Arma da Tiro . Una Mano, Arma Bianca
Regole Speclan: Regole SpeciaU:
Nessuna Se un rnodello usa una Catena come arma primaria in C(, allora gli awersari di Dimen-
ITftAOUATRICE PESANTE MONTATA SU VEICOlO sione 4 0 rneno perdono i bonus di Carica.
MARTEllO A DUE MINI PDTENZIATO
cc TO GC 8M Gl BE
Colp. Danno Colp. Danno Colp. Danno Colp. Danno Colp. Danno Colp. Danno CC TO GC GM Gl GE
0(12) 13 +3(13) 13 +qx2) 13 -1(12) 13 ·2 11 Colp. Danno Colp. Danna Carp. Danno Colp. Danno curp. Dannll Colp. Danna
11po: ·z FH3 -
Montata 5U veirolo. Fuoco Diretto, Arma da Tiro 111101
Hegole .Specta", Due Mani, Arma Bianca
Nessuna RegnlD SpeClatj,
MITRAGLIATRICE PESAm DOPPIA MONTArA SU VEICOLO Un modello che utiliz.za quest'arma in (( ottiene un bonus di + 1 al Danno per ogni
ulteriore Azione spesa per aumentere le p05sibilil~ di mlpire.
CC TO GC 8M Gl GE IRTlGlID DR lUPO
Colp. Danno Colp. Danna Colp. Danna Colp. Danno Colp. Danno Colp. Danno
+1(x3) 14 +4{x41 14 +2(13) 14 0(13) 14 -1112) 12 GG m GC 8M Gl GE
llPo, Colp. Danno Colp. Danna Colp. Danno corp. Danno Colp. Danno Colp. Danna
Montala sul vekolo, Fuoco Diretto, Arme da liro +0 fO+1 -
Rqole $JJIIGilID, 11po:
Nessuna Una Mano, Arma Bianca
FOG lE 01 PREGISIONE ASCIA
CC TO GC 8M 81 lIE GG TO BC 8M Gl BE
Colp. Danno Colp. Danno Colp. Danno Colp. Danno Colp. Danno Colp. Danna Colp. Danno Colp. Danno Colp. Danno Colp. Danno Colp. Danno Colp. Danno
·3 10 +1 10(x2) +1 10(x2) 0 10(1Z) ·1 10(12) .J 9 +0 FO+O
11pO: lIpo:
Due Mani, Fuoco Diretto, Anna da Tiro Una Mano, Anma Bianca
Regole Speclali, LANCIADRANATE
Nessuna
SEGA A CATENA CC TO GC 8M Gl BE
Colp. Danno.1 Colp. Danno Colp. Danno Colp. DanDO Colp. Danno Colp. Danno I
CC TO GC 8M Gl GE . . I·' .. 0 10 ·2 10 ·4 10 ·6 10
Colp. Danno Colp. Danno Colp. Danno Colp. Danna Colp. Danno Colp. Danno lIPO:
+0 fO+BI12) . Due Mani, Anma ad E.ffetto Area a Raggio, Fuoco Indiretto, Arma da Tiro
llpo: Regole Speclali:
Una Mano, Arma Bianca Utilizza l'lndicatore della Piccola lsplosione,
Regole SpeclaU, GRANATA A MAND
Nessuna
CC m GC GM Gl GE
SPADA I DUE MINI Colp. Danno Colp. Danno Colp. Danno Colp. Danno Colp. Danno Colp. Danno
0 10 ·2 10 .. .
cc m GC GM Gl 8E
D)lo:
Colp. Danno Colp. Danno Colp. Danno Colp. Danno Colp. Dlnno Colp. Danno
·2 FO+3 Una Mano, Arma ad Effetto Area a Raggio, Fuoco lndiretto, Arma da Tiro
llpo: RegGie SD8G1aB,
Utilizza l'lndicatore della ~i(cola tsplosone.
Due Mani, Arma Bianca I
RIIIOle SPeclall, lANCIARAUILEGGERO (PLR) !
Nessuna
CC TO GO GM Gt II I
PlSTOLA MITRAGUATRICE Culp. Dapnll Colp. Danna Colp. Danna Colp. Danno Colp. Danno Colp. Danno
·1 10 +1 10 0 10 ·1 10 .
CC TO GC 8M GL GE 11ao:
Colp. Danna Colp. Danno Colp. panno Colp. Danna Colp. Danno Colp. Danno "
+1(x2) 8 +2(12) 8 +1~1) B Una Mano, Fuoco Diretto, Arma da Iiro ,I
111101 Regole SpeCiatl,
II tandarezzi teggero e un'erme incendiaria. Quando un modello e (olpito prende
Una Mano, Fuoco Diretto, Arma de Tiro ~
Ilegole SpeclaD: fuoco e deve suoerere un Tiro Armatura altrimenti subisce una Ferita. Se ne ha piu di
Nessuna una deve continuare a fare Tiri Armatura finche non si salva 0 muore.
'I CRITERIO DIACOolSTO
DElLA CYBERTRONIC
Non si POSSOIlD evere piu Squadre di Retaliator di quante sono Ie Squadre di Difl'51!.
Non si possono avere piu Singoli di qusnte sana le Squadre e aleun; Singeli si possono cornprere solo se cte la presenza di una particolare Squadra.
Nen puoi avere piu di un esernplare di ogni Personaggio nel tuo eserdto,
CVbedronic
SQuadre di Dilesa Volontari del Popelo Cacciatori
Squadre iii Retaliator Assaltatori
Machinator
Corazzieri
Uomini Specchio
SingoU
Singoli legati aliI' Squadre Scorpione
personagal
Dr. Diana Vince Diamond Cyril Dent
Vllcon
Droide Eradicator Ricognitore TA-65000
ESEIICRO )))
))
IS
CI
Cvbenronic
L'esercito della Cybertronic cresce piu velocemente di quello di egni altra Corporazione. In qualita di Megacorporazione piu giovane di tutte, non hi! una tradizione storica secolare come Ie altre. E' corsiderata molto avanzatil dal punta di vista tecnologico, enche se oggi non e piu cos! vero. La lora predisposizione alia ricsrra scientifica gli corrersce un grosse vantaggio per il fi.Jluro,
La prima oppornmita ehe i cittadini hanno per s€rvire la propria Corporazione e entrere a fur parte dei Volontari del Popola. 5i tratta per 10 pio di truppe molto fedeli piuttosto che truppe ben addestrate e spesso sono surdassate dal nernico, Nonoslante 6o, grazie alia continua campagna pubblidtarie fatti! dai media della Cybertronic non mancano mai i militari di leva per queste Unit!!, L'ossatura princpale dell'eserci!o sono i Cacciatori, soldati (he ricevono un inl€n,ivo addestrame.nto nei campi miHtari dislocati sugli asteroidi Troiani.
Le Unilil di Retaliator mostrano il grande potenziale della Cybertronic. Sono IrUppe d'elite ben sddestrete e possono contere su un gran numero di specialisti per ironteggiare Ie diverse situazioni dj combattimento. Sono impiegef quando la corporazione non puc permettersi di perdere la posizione,
I Machinator sono un a trup pi! speda lizzalil ne I Co rpo a Corpo.
Hanna una fede incrollabile verso la propria corporszione e attaccano in gruppi per eliminare ,I nemico velocemente. Quando la Cybertronic deve affrontare una grossa minaccia sono impiegati i reparti dei Corazzieri Questi combattenti potenziati meccanica-
mente hanna I'aspetto di grossi androidi, Sono in pesante armatura e non temono skun nemico. Gli Uomini Specchio hanno delle armalur€ trattate in modo speciale da renderll difficilmente ioca!irzabih sui campo di battaglia. Gli Scorpioni, come i Corazzieri, sana impiegati contto nemici molto potenti Dato che sono equipagglati con landarazzi spade potenziete e scudi antiproiettile, sana idonei per rn 0 I te m ssi 0 n i div€fSe_
I Singoli nella Cybertronic ricoprono un ruolo importante nel molivar€ la popolezione, rna sui campo di battaglia mantengono CIllo il morale delle truppe. Dr. Diana e una dottoressa molto rispettata, chI' ha guadagnato l'ammiraziorre della gente, perche non ha paura di mettersi in prima linea per soccorrere i feritL Vince Diamond e un gigante €d e state uno dei primi 11 beneficiare dei nuooi miglioramenti meccanici, E' tina faccia familiare ne! film prodotti dal Oipartimento per l'educazione ed il Tempo Libero. II sempre popolare Cyril Dent e usato spesso come simbolo ed esernpio da segui re per Ie giovan i red ute, E' un leader carism atico e Ie truppe si impegnano fino allo stremo pur di ott€nere la sua approvazione.
Alcuni combattenti feriti in battaglia ma ancora desiderosi di servire la causa della Corpora zion I' possono guadagnare il diritto di plotare uno dei Droidi Eradicator. Questi imponenti bipodi sana equipaggiati can iI terribile Cannone al Fosforo e una Sega a Catena Gigante, In supporto ai Droidi d sono i TA-65000, Veicoli da Ricognizione Leggeri. Questi veicoli sono equipaggjati con un cannone a utornanco.
CC AT PO CO AZ Ff FO MO AR 0 CC AT PO CD AZ FE FD MO AS 0
H 8 8 11 1 1 J H 2 1 9 J 1 7 3 g 2
SbUtlm. SQUAaRA ;:.;SIIUlt~u~ra::.;.:..:..:SING=Dl=O----:----::- _
4-12 Cacdatori 1 Cacciatore con Lanciarazzi
Fino ad 1 Specialista HMG dei Cacdatori EquQiaggiamento,
Fi no ad 1 Sergente dei Ca (data ri La ncia razz I, Pistole Milragl ianice
EQIlIDagglamenlO1 Ibllit~ SDeGlllll,
(acciatori: Fucile d'Assalta Sense Tattleo
Spedalista HMG: Mitragliatrice Pesante RBloie SDedaI,
Sergente: Fucile d'Assalto Potete camprare un Cacciatore can tanoarani esattamente come
IIIImiil SitKIaIII tutti gil altri Singoli, I'impartante e (he almena una Squadra di Cac-
Sergente: Senso Taltica ciatori sia indusa nel vastraesercito.
Regale speclau;
Volonlari del PODOlo Volonlan del Popolo
COSta 16
CC AT PO CO AZ FE FO MO
5 5 B 831 7 3
Volonlan del POpolo; SpeciBJista LMG
A.R 0
7 2
COSIO 18
CC AT PO CD AZ FE FO MO
55 G 8 173
Volontan del Popolo: Semente
AR 0
7 2
COSIo 19
CC AT PO CO Al. FE fO MO
6 G 1 10 3 1 3
S1ndIura: SQUADIA
AS 0
1 2
4-12 Volontari del Papala
Fino ad I Speciali.sIil LMG dei Volontiln del Po polo Rno ad 1 Sergente dei Volantari del Papala EQulpllllallmento,
Volontari del. Popolo: Futile d'AssaJta Speejalista LMCi; Mitragliatrice leggera Sergent!.!: Fucile d'Assalto
1bII1I~ spectaD;
Sergente: Senso Tattica legale Special':
Nessuna
Caeelatori
Cacclalore
COSIo 18
CC AT PO CO AZ FE
T 7 7 9 3 1
CacCiaton: SpeciaDSIa HMO
FO MO AR 0
1 3 8 2
Cosio 22
FO MO AR 0
1 J H 2 CC AT PO CO AZ
7 1 9 3
caeelalOn: Seruente
FE 1
COSIO 21
Nessuna
. Eroe del Caeeiatori
Eroe del CaCClalori
COSIo 32
CC AT PO CD AI
9 9 9 12 3
SbndlUra; SDtGDlQ
MO AR D
J B Z
41
FE 2
FO 8
Wanone
1 Eroe dei Cacciatari Ea aagglamenlO.
Fucile a Pompa Abllltfi SpeCl8lf:
Sensa Tattka, Impartire Ordini RegGie _laD:
Patete comprare un Erae dei Cacciatori esattamente come tutti gli altri Singali, I'importante ~ rhe almena una Squadra di Cacdatori sie i ndasa nel vastra esercita.
Ceechino dei Caccialori
&ecchlno del CaccialO" COsta 35
CC AT PO CD AZ FE FO MO AR 0
7819317382
SbUnura: SINGOlD
1 Cecdilno dei Cacciatori Iqufpagglamanlo:
Fu (I le di Precisiane AbH~ SDaClIll.
Ceanino, Mimetismo 8egola Slteeial,
Potete comprare un Ceechina dei Cacciatari esattamente come tutti gli altri Singoli, I'impartante e rhe almena una Squadra di Caceiaton sial in dusa nel vostro esercita.
Cacciatore con lanciarazzi
Cacclalore con laneiaram
Cosio 50
CaCCiatore
Ca.cciatore
Sergente del Caccialorl
Speclalista HMG del Caccialorl
42 Warzone
...
CaCciatore con lanciagranale
CaCCialore con Lanciagranale COSIo 32
CC AT PO CD AI FE FD MD AR 0
1119311 J HZ
Slnd1ura:.SltGOLO
Eroe degli Assallatori
Eroe degll Assaltalorl COSto n
CC AT PO CD AZ Fl fO MO AR 0
10 10 10 13 3 2 8 J 9 1
SlrUUUI1I; .SDt.GOlO
1 Eroe degli Assaltatori EqUlpsgglamenlo,
1 Cacciatore con Lanciagranate EaUIPagglam8DlO,
lanriagranate, Pistola Mitragliatrice Abl heelaD;
Lanciaiiamme, Pistola Mitragliatrice AbOha Speclail:
Senso Tattico Rqole Special:
Infiltrazione, Senso Tattico, lmpartire Ordini RegOle SPeclaD,
Potete comprare un Eroe degli Assaltatori esattamente come tutti gli altri Singoli, l'importarne e (he elrneno una Squadra di Assaltatori sia inclusa nel vostro eserrito.
Potete comprare un Cacciatore con liIndagranate esattamente come tutti gli altri Singoli, I'importanle ~ the almena una Squadra di Cacciatori sia ind usa neJ vostro e;ercrto.
Assallalore
Machinator
Assaltatori
=As=s=aU=8=lo=ri=--- ----==COS1O==-· 2::..1 Machinator
CC AT PO CO AI FE
a 1 8 11 3 1
Machinalorl SueCiaDsta 1MB
COSIO 19
FO MO AR 0
9 3 9 2
Cosio 3D
Fo MO Aft D
9 3 9 Z CC AT PO CO AZ FE FO MO AR D
H 8 8 10 J 1 7 3 S z
Assallalori: Special.sta GranaUere COSIO 29
CC AT PO CO AI FE FO MO AR 0
8 8 8 10 3 1 7 3 9 Z
Assal18lori: SpeClaUSI8 LMG COSlO 28
CC AT PO CD AZ FE FO MO AR 0
8 8 H 10 3 1 7 J ·9 Z
AssaUalorl: Sergen.e COSIO 29
cc AT PO CO AI FE FO MO AR D
Sergente degli Assaltatori 9 9 9 12 3 1 7 J 9 2
Sbuttura: SQUADRA CC AT PO CO AZ FE
8 7 8 11 J 1
Strunura: SQUADRA
4-8 Ma ch i n ator
Fino ad 1 Spedalista lMG dei Machinator EliulPagglamenlO,
Machinator: Spada PotenlialiJ Specialista L.MG: Mitragliatrice Leggera Abi its Special:
Machinator: Morale Alto +4, Attacco di Gruppo, Immune alia Paura Specialism LMG: Morale Alto +4, Attaceo di Gruppo, Immune alia Paura
Reaol.o Speciall:
4-8 Assaltatori
Fino ad 1 Specialista degli AsSilltatori, LMG 0 Granatiere Fino ad 1 Sergente degli Assaltatori
Ell lPagglamBRto,
Nessuna
Assallatori: Pistola Mitragliatrice
Specialista Granatiere: Granate 11 Mano, Prstola Mitragliatric€ Specialista LMG: Mitragliatrice leggera
Sergente: Fu(ile d' Assalto
AblHti SP8GIaII;
Assaltalori: Infiltrazione Spedalista Granatiere: Infillrazione Specialista LMG: Infiltrazione Sergente: Infiltrazione, Senso Tattico ReuDle SpecIBII:
Nessuna
Assa ItatDre
Assaltatori
A causa della scudo antiproiettile degli Scorpioni, ogni modello che vuole sparargli contro subisce una penal ita di -1 al valore di AT
Corazzieri
~ Coraujere
COSIO 31
CC AT PO CO Al FE FO MO AR D
8 8 s 12 J 2 9 3 11 ]
struUura, SQUADRI
2-4 Corazzieri
EquipaguiamBnlQ:
(orazzieri: Pistola Mitragliatrice, Fucils d'Assalto
Ibuna Speef :
Corazzieri: Immune alia Paura, Morale Alto +2
Rego eSpeCial.:
Nessuna
Domini Specchlo
Domo Sgecchlo CosiO 31
CC AT PO CD AZ FE FO MO AR 0
8 1 9 11 ] 1 1 3 9 2 Scorplone Scorpione
GoSlo 52
Slruuura, SQUADQ
tt U ~ ~ M FE ~ ~ ~ D
10 9 10 12 3 2 9 4 11 3
SInInura; _OlD
4-8 Uomini Specchio lqulpagglamento:
Uomini Spe((hio: Spada, Pistola Mitragliatrice lbuna Speclall:
1 Scorpione EaWPBlliBmenlO:
Uomini Specchio: Infiltrazione Ragole SpIHliBD,
landarazzi Leggero, Spada Potenziata emla speclall:
A causa deHe cap.aeitll camaleontiche dell'armatura dj questi rnodelli chiunque certhi di colpirli subisce una penalitil di -2 ad ogni dlStanza dversa dal Tiro Diretto.
Impartire Ordini, Senso TattieD Regole SPecIa . :
Wanone 43
froe degli Assallatori
Uomini Speccbio
Cyril Dent
$I
•
Utssa Diana Vince Diamond,
=Dt=.SS8=.=- ,-=D=ia=n=I Dos=' =1=--0 -==.33 Vince Diamond
Doslo 49
~ M ~ W M n ro ~ U D
7 7 8 12 3 1 J 3 1 2
smntura, _0l0
CC AT PO CO AZ. FE fO M.II AR II
11 11 11 14 J. 3 10 3 11 3
strumIra, SING OLD Vince Oiamond EquipsQgjamenlD,
Dr. Diana IQUlpgglamenlD,
Pistola
Ibm SIHIGIlD,
M itragliatrite Pesante AbIlllflSpedaU,
Medico, Riorganizzare i Compilgn~ Immune alfa Paure, Intondere Disciplina
RegDloSp8CIall:
Infondere Discipline, Immune alia Paura R_e SpecI8Ih
Vi nee 0 ia m on d e un Personaggi o.
Dr Diana ~ un Persnnaggio I'd e un Medico molto capace, PuO dunque tirare due volte quando ceres di curare la renta di un madelia colpito.
((
(C(
Wanone 45
Cyril Dent
Cyril Dent
caslo 49
CC AT PO CD AZ FE FO MO AR D
10 11 12 14 J Z 0 J 11 ')_
StrunuJa: SIH&DLD
Cyril Dent EQulpaggiamenlo:
Mitragliatrice leggera. Pistnla Mitragliatrice wma &peelali:
Impartire Ordini, Riorganizzare i Cornpagni Senso Tattico Regole SpeCl D:
Personaggio
Ricognitore 11-65000
Areo di FUoco
RicoUDltore IA-65000 Veicolo
&osto 62
tarea ombreggiata indica l'Arco di FLlo~o di 90 gradi.
PM FE MO AR D
] 4 5 11 4
CODducenta
Hicognhore TA-65000
~ ~ ffl ~ ~ W ~ ~ A S
717 9 1382
StrutIuJa, SlNGOlO
1 Ricognitore TA-65000 TiDo;
Chiuso I Con Ruole COIP.LOcazione:
1-20 = Vejeolo (qt'-paugiamenlD:
Cannone Autamatico IbIIII8 Speaall:
Immunita aile Armi 5 Regole SpeCIal:
Droide Eradicator
Nessuna
Areo dl Fuoco
Droide Eradi.calOr Droide lradlcator Velcolo
tarea ombreggiata indica l'Arco di Fuoco di 360 gradi
Goal.o 123
PM FE MO AR D
3 S 4 12 H
ConduceDte
~ ~ m rn ~ w n ~ A S
7 7 1 12 J 1 7 3 B 2
Strunura: SlNGOlO
1 0 roi de Eradi cato r EquJpaggllmento,
Cannone al Fosfaro, Sega it Catena Gigante, Dappio landerazzi Pesante
TIpo:
Cbiuso / Bipode COlO. lOcallone,
1-20 = Veicolo AD nil &pedaD,
Immunita aile armi 10 Regole SlleClaii,
II Droide Eradicator in Corpo a (orpo a\taccil con la sua Sega a catena Gigante, (alp. +0, Danna 12(x3).
Ricognitore TA-65000
46 wanone
FUCILE DIASSUTO
cc I TO I Be 8M Gl BE
Colp. Danno I Colp. 011000 I Colp. Dannll Colp. Daono Colp. Danno Colp. Danno
·2 10 +2 10 +1 10 ·1 10 .J 8 11110:
Due Mani, Fuoco Diretto, Arma da Tiro Reaole Speclali:
Nessuna
PISTOll
BC GM
cc
Colp. Danno Colp. Danno
o 8
Colp. Danoo
+2 8
Colp. Danno
TIIIo,
Una Mano, Fuoco Diretto, Arma de Tiro RegoJe &Peciall,
Nessuna
FUCIlE MnRAGUATORE (SMO)
CC I TO I 00 GM I Gl U
Colp. Danno I Colp. Danno I Colp. Danoo Colp. Danno I Colp. Danno Colp. Danno
·1 9 1+2(12) 9 1+1(12) 9 ·1 8 I .
Due Mani, Fuoco Diretto, Arma da Tiro Regole Spectall:
Nessuna
MITRAGUATRICE LEGGERA (lMGJ
00 I TO I 00 1 GM Gl
Colp.Danno I Colp. Da.nno I Colp. Danno I Colp. Danno Colp. Danno
-3 11 1+3t~3) II 1+1(12) 11 1·1 11
Colp. Danno
npo,
Due Mani, Fuoco Diretto. Arma da Tiro Reaole Spel'llall:
Nessuna
MnRAGllATRICE PESANTE (HMG)
CG TO I BC
Colp. Danno I COlp. Danna I Colp. Danno
·1 13.1· . I
GM I G1 I Bf
Colp. Danno Colp. Daono I Colp.. Danno
·~lJ +3(,3) 13 1+ 1 (xl) 13
Due Mani, Fuoco Diretto, Arma de Tiro Regale SDMilaDI
Nessuna
FOG.IE A POMPA
cc TO BC GM Ol BE
Colp. Danna Colp. Danno Colp. Danno Colp. Danno Colp. Danna Colp. Danoo
·1 9 +2. 8 (Ii) 0 7(11) ·1 6 Due Mani, Fuoco Diretto, Arma da Tiro Reaole SpeelaO,
Nessuna
SPADA
cc TO I BC GM Gl GE
Colp. Danoo Colp. DB~no I Co.lp. Dilnno Colp. Danoo Colp. Danno Colp. Danoo
+0 FO+O 1IPo:
Una Manc, Arma Bianca Regole &paclaU:
Nessuna
SPADA PORNZIATA
CC I TO
Colp. Da~no I Co.lp. Danno Colp. Da~no I Co.lp. Danno
BC 1 GM
Gl I 8f
COIP.' Danoo I Colp. Danno
+0 m+~I· .
npD,
Una Mana, Arma Bianca 8egole Spel'llaH,
Nessuna
lANCIARAMME
CC TO GC 8M G1 I BE
Colp. Danno Colp. Danna Colp. Danno Colp. Danna Colp. Da~nlll CO.1P• Danno
. fJlt
Dpo,
Due Mani, Arma ad Effetto Area Diretto Regole Speciali:
II Lanciafiamme utilizza l'lndicatore del Lanciafiamme, DAN NO 12. E' un'arma incendarla Quando un modello e colpito prende fuoro e deve superare un Tiro Armatura altrirnenti subisee una Ferita. Se ne ha piu di una deve centinuere a fare Tiri Armatura finche non si salva 0 muore.
mGILE 01 PREC.SIONE
cc I m BC GM Gl I BE
Colp. DaODO I Colp. Danno Colp. Danno Colp. Danno Colp. Danno I Colp. Danno
·1 10 +2 10(12) +1 (O(x2) 0 10(12) ·1 10(12) ·2 9 11 DI
Due Mani, Fuoco Diretto, Arma da Tiro neaDie Special,
Nessuna
lANCIARAUI
Ol GE
Colp. Danno Colp. Dana
·5 14(13) ·8 1 ~(1l1
Due Mani, Fuoco Diretto, Arma da Tiro, Anticarro Regole SpeciBII:
Nessuna
((
CANNONE AL F'OSF'ORO
Gil m I GC aM Gl I G£
Colp. DaRRO Colp. Danno I Colp. Danno Colp. Danno Colp. Danno I Colp. Danno
0 11 (IZ) ·1 11(12) ·2 11(12) ·3 11 (x2) . Due Mani, Fuoco Diretto, Anlicarro, Arma da Tiro, Arma ad Efietto Rego e SpeCfaH=
Usate l'lndicatore del Cannone al Fosforo.
ISTOLI MITRAGlIATRICE
00 m DC GM GI. IE
Colp. Danno Colp. Danno Colp. Danno Colp. DanDO Colp. Danno Colp. Danno
+2(x2) 8 +2(x2) B +0(12) B Tlpo:
Una Mano, Fuoco Diretto, Arma da TIro RBUoie SpeGlaD;
Nessuna
lANCIARAllllEGGERO (PlR)
CC I m I DC
GM 8L I GE
Colp. DanDO I Colp. Danno I Culp. Danno
·1 10 I +1 10 I 0 10
Colp. DanDO Colp. Danno I Colp. Danno
·1 10 .J 10 I .
Una Mana, Fuoco Diretto, Arma de Tiro Regole heelaD:
II tanrierazzi Leggero e un'arma incendiaria. Ouando un modello e colpito prende fuoco e deve superare un TIro Armatura altrimenti subsce una Fer~lL Se ne ha piu di una deve continuare a fare Tiri Armalura nnche non si salva 0 muore.
Fuciled' Assalto
LaRe iaram
Wanone
OOPPIO lANCIARAZZlPESANTE
00 I m DC ~ I Gl I G£
Colp. Danno I Colp. Danno Colp. Danno Colp. Danno I Colp. Dan. no I CD.lp. Dan. n.o
- - 1+2(x2} 12 +1(12) 12 ·1 (x2) 12 I· I
Montat1l su cavalletto, Fuoco Diretto, Arma da TIro RegOie SIIeCiaD:
E' un'arma incendiaria. Quando un modello e colpito prende luom e deve superare un TIro ArmatLira altrimenti subsce una Ferita Se ne ha piu di una deve continuare a fare Tiri Armatura finche non si salva 0 rnuere.
CANNONE AUTOMAnCO
IlC I TO I BC 8M GL BE
Colp. Danno I Colp. Danno I Colp. DannD CDlp. Danno Colp. Danno Colp. Danno
. + l(x2) 11(12) + 0112) 10112) ·1 9(12) -J 8(12) TlDo=
Montato su veicolo, FIJOCO Diretto, Arma da Tiro Regole SUeclaD=
Ness1Jna
lANGIAGRANATE
CC TO IC OM I Gl I 8E
Colp. Danno Colp. Danno Colp. Danno Colp. Danno I Colp. Danno I Colp. Dimno
0 10 ·2 10 -4 10 ·5 10 npo:
Due Mani, Arma ad Effetto Area a Raggio. Fuoco \ndiretto, Arma da Tiro Renole Special!:
Utilizza l'lndicatore delia Piccola Esplosione.
GRANATA A MANO
Gl BE
cc
Colp. Danno
Colp. Danno Colp. Danno
'OpO,
Una Mana, Arma ad Effetto Area a Raggio, Fuoco Indiretto, Arma da Tiro Regole SpeCfallr
Utiliua l'lndicatore della Piccola Esplosione.
Mitraglialrice Pesanle (HMG)
Fucile Mitragliatore
Warzone
48
I CRESCEtmANI
Squadre Fedele
Fa nterie J i hi! d Guardia del Khan Compianti
Martin
SingOIi Proleti
I LUnRANI
SQuadre Discepoli Fucilieri
SingOIi Corsari Addolorati Patriarchi
I RGU 01 RASpmN
SQuadre Solda!
Shock Soldat Figli del Nord
Singoli
Kommandant Portastendardo Jaeger Soldat Schwerwaffe Sold a! Rammen Soldat Vicario
I nMPLARI
Squadre
Solda!i dell'Orda Gendarmi Gendarmi Dometcn
Singoli Portastendardo Gendarmi Caccialori
CRITERID OIACQUISTO DRLE TBIBU' DELLA TERRA
se i lore eserciti sono piccoli paragonati a quelli delle Megacorporazioni, vivo no in mondo di continue lotte intestine e spesso sono luna contro I'altra. InollIe spesso Ie Megacorporazioni Ie utilizzano come mercenari. Quando giocate con una delle 5 Megacorporezioni polete spendere lino ad un terzo dei Punti a vostra disposizione per acqustere Ie Uni~ delle TribD della Terra. La Fratellan· za e l'Oscura Legione invece non Ie utilizzano.
In alcune rare occasioni Ie Tribu della Terra si sono ribellate aile corpora~ioni 'che Ie avevano essoldete, 5i tratta tuttavia di piccoli gruppi che portano avanti una semplice guerriglia in akune delle zone piu remote dei mondi abitati. Questi piccoli eserdti devono far parte della stessa Irlbu,
I. CRESCENDANI
Molte delle lribu sono legate a prerisi anlichi nsegnamemi religiosi.1 Crescentiani seguono dogmi (he derivano dagli insegnarnenli dell'lslam, benche la saggezza e la purezza della fede siano orrnai svanite per lasdare il peste alia Jihad.
1 Fedeli costituiscono I'ossatura dell'eserdto Crescentiano e in battaglia sana leali e temibili. La Fanteria Jihad lomisee un enorme potenza di fuoco e sono rinomati per illoro impeto omicida nelle mischie.
La Guardia del Khan sana scelti gill in tenera eta per diventare la Guardia pretoriane del Capo della Tribu. Si dice (he i Compianti abbano visto ta loro morte e quindi non conoscano la paura, data che il Fato e per loro git! seritto. I Marnri sono guerrieri me hanno perduto tutto. L'unica rosa (he rimane lora e ia fedelta alia Tribu per la quale sono pronti 11 dare lInche la vila.
Rlspettati da tutti sana i Proleti. Infondono coraggio Ira i combattenti eli guidano personalmente in battaglia con Ie loro mane a due mani potenziate.
Non si possono m isch ia re Un ita che a ppa rten gono 11 T ribu d ifferenti.
Non si posson a avere piu Singoli di Quante sana Ie Squadre e alcuni Singoli si possono comprare solo se e'e la presenza di una particolare Squadra.
Quando acquistate Ie Unita Tribali come mercenari dovete attenervi al Criterio d' Acquisto del vostro eseroro,
Ci sono molti modi per combattere con Ie Tribu della Terra. Anche
Fedele
Fedele
COSIo 18
Fanterialihad Fantena Jihad
COSiO 22
(0
FE FO MO
1 8 3
AR 0
7 2
4-8 Fanteria Jihad Equlpagglamenlo,
fanteria Jihad: Fucile Mitragliatare, Spa done AbUilil SpedaU,
CC AT PO CO AZ FE
7 7 9 12 3 1
Fedeli: Speciallsta HMO
FO 1
MD 3
AR D
1 2
COSID 21
Fanteria Jihad: Immune alia Paure, impeto Omidda R8IIoIIlSoBCIBD,
CC AT PD CO AZ
8 8 9 12 3
S1ndIUr8. S1JUADU
Nessuna
CC AT PO CO AZ FE
7 J 9 12 J 1
Fette.i: sergenle
FO
MO J
AD 0
7 Z
GoSio 20
CC AT PD
H 8 10
CO AZ
13 3
FE 1
FO 7
MO 3
A.R D
7 2
StnmUra; SQUADftA
4-8 Fedele
Fino ad I Specialista HMG del Fedeli Fino ad 1 Sergente dei Fedeli EqulpaggiamenlD:
Fedeli: Fucile d'Asselto, Arma ad Asta Spedalista HMG: Mitragliatrice Pesante Sergente: Pistola Mitragliatrice, Spadone IbIltB SpllGlaD:
Nessuna
Regole Specl8U,
Nessuna
c c tHE 1IUBES Of EARTH
Warzone
Khan's Guard
=~=M='=s~G=ua=~=· ~~=~1==20 ~M=a=nI~r~ ~~==1~25
Mal'lVrs
CC RC PW lD AC W SI MV A S
R 7 9 13 3 1 B 3 J 2
Dan's Gua~HMG Sueclalist ~26
cc HC PW lD AC W SI MV A S
8 7 9 13 3 1 B 3 1 2
Khan's Gua~seraeant COSl21 CC BC PW LD AC
9 a 10 15 3
&tnIcIln, SQUID
51 MV
8 3
W I
A 7
~8 Khan's Guard
Up to I Klian's Guard HMG Specialist Up to 1 Khan's Guard Serg~nt _.,
Khan's Guard; 2 Pistols HMe; ~pedalist; HMG Sergea.nl: Pol ea rm, Pisto I SDocIaIIIIIIItI8s~
Kban's Guard; Immune to Fear, Ferocious Charge HMG .SpedaUst: Immune to Fear, Ferocious Charge Sergeant: Immune to Fea r, Fe rocio us Cha rge SPeelIl Rules,
None
The Lamented The lamented
COII2S
CC RC PW LD AC W 51 MV A 5
B 9 10 15 3 1 1 3 a 2
StrIctUr8: SQUID 4-8 lam ented El!UiPmem,
The Lamented; LMG 5DDGI8I.AbIIUBs:
The Lamented: Immune to Fear SiI8CI8IRUIes:
None
" ~ ~ lD ~ W 51 ~ A 5
1 7 a 12 3 1 7 3 7 2
SblctUre: SQUAD
4-8 Martyrs 1IJIIIDm1Jlll:
s 2
Martyrs: Explosives, P~tol . SPacIal AbIIII8s:
Martyrs: Immune to Fear, High Morale +4, Camoullage S08CIIIIIUI8s:
Ma rtyrs go into battle wfth high explosives stra p ped to th ei r bod ies. By spending an Action they attempt to detonate the explosives th us saci fidng th ei r lives to r th e greater glo ry of th e Tribe. See th e ExplOSives Special Rules for details on deton~ting the explosives. Ma rtyrs a re a so eq ui pped wfth a grapp Ii n g hook la u n ch er, which allows them to Climb twice the normal distance for each Action spent Climbing.
Prophets
Prophet ~. 3S
« ~ ffi W ~ W n ~ A 5
9 II 16 2 9 l 8 2
SlnlClUr8.: IIIVIJUAL
Two-Handed Power Mace SPecIlI.mas,
Immune to Fear, Ferocious Charge, Inspiring leadership to Crescentia ns 0 n!y.
SPecIal RIUs,
None
150 lwanon
:
- ------- ----
The lutherans
The Lutherans fo How a creed derived from ancient Christian dodri n e but li ke much about life on Eilrth, i I is now a sickly m utstio n of the benevolent faith that it was. The Disciples form the greater part of the Lutheran army. Armed wrth two sawn"'0ff shotguns they are deadly in com bat and uns h a kebte in the stre n gth of thei r fa ith. Also strong in fa ith are th e Fusil i e rs who a IWilYS attem pt to outfl an k the en emy and come upon them unawares.
Stridi ng eo n lid ently thro u gh th e Luth era n fa nks a re the Corsai rs. These stro n g-will ed i ndividua Is cali a ut orders even as th ey cut the enemy down with their two-handed power scythes. The Greymourns provide some much-needed firepower, choosing their targets carefu Ity before firi n g th e i r gre na de I au n eh ers. Fi nally the Patria rchs lend thei r cons i dere ble lea dership to til e troops but they do not lead fro m afar, they prefer to get close to the enemy before pulling the trigger on their sawn-off shotguns.
~=.=.·=.~pl=e ~~==~23 =CO=R=· a=l~r ~~~~28
CC AC PW LD AC
7 7 9 11 J
=1JIscI=. =. ""'pl=e'-=S=ergea.:..oo..::=n=I=--- ~===_. 26 SbucIwe; IIIIVIIUAl
1 Corsair
lQuIIInIent
DisciPles
W 1
ST MV
7 J
A 7
CC RC PW LD AC W Sf MV A S
8 8 10 12 3 1 1 3 J 2
SInIctUrt, SQUAD
4-12 [)isdples
Up to 1 Disci pie Se rgea nt
-.m;
Disciples: 2 Sawn-off Shotgu ns
Sergeant Sawn-off Shotgun, Power Sick.le
SDeaaI AbIIUeI:
Disciples: High Morale +4
sergeant: High Morale +4
SIIICIII RItIItI,
None
Fusiliers
fUliler cost 26
cc RC PW LD AC W SJ MV A S
8 8 10 12 3 1 7 3 1 2
FusIlIer seraeant ~. 21
CC RC PW LD AC W Sf MV A S
9 9 11 13 3 1 1 3 1 Z
SInIcbIr8.: SQU.ID
4-8 Fusi liers Fusilien! In fil trete Sergeanl:lnfiltrate,. High Morale +2 _ ..... :
None
Corsair
S 2
CC RC PW
10 H 11
LD A.e
14 3
W 2
SI MV
8 3
A a
S 1
Sawn-off Shotgun, Two-Handed Power Scythe SDectII.IIIIItIeI:
1 Extra CC Attack, Give Orders to Lutherans only SDecIII. RIIIIes:
None
Grevmourn
Gnoonoum
CGst 21
CC RC PW LD Ae W SJ MY A S
7 8 B 12 3 1 7 3 B 1.
SIn ...... ;1IIII1IIHW
1 Greymourn
BHdDII.1IIIt
Grenade Launcher, Pistol
SitICIIII· ...... :
High Morale +2, Tactical Sense
SDeclllIIIIIeI:
None
Patriarch
Patrlarcb. COst a&
cc RC PW LD AC W ST MY A S
10 9 11 H 3 1. 9 3 B I
SInIcIJrI: IIIIVIIIJII. Inspiring Leadership for Lutherans only, 1 Extra C( Attack SIIIcIII .... :
None
=
I
f- C C C IRMYUSTI
wanonal 51 I
C C .... 1RIBES OF URIH I
The Sons 01 Rasputin
The Sons of Rasputin are a powerful Tribe and the most technologically advanced of all, though even their achievements languish in the dark ages compared to those of the Megacorporations. Unlike the religions of the other Tribes the Sons of Rasputin are governed by an imperialistic code.
The core of the army are the Soldat Troopers who boast an impressive array of weapons for their troops from a shotgun and pistol to the heavy machine gun. Backing up the standard Soldats are the Shock Soldats armed with the much feared Toxic Gas Siphon, a weapon that spews forth a cloud of corrosive gases. The Northern Sons are known for their liIctical maneuvers as they attack the enemy from the most unlikely direction causing mayhem with their two machine pistols.
Adding to the strength of the Sons of Rasputin army are a number of individuals. The Soldat Standard Bearer acts as a natural rallyin_g point for troops on the battlefield. The Jaeger Commando Soldat, a gliding warrior that swoops down on unsuspecting foes. The Soldat Schwerwaffe pinning down the enemy with its heavy machine gun and the Soldat Flammen his arms fastened into the awesome Heavy Flame-Thrower. And the Soldat Vicar barking fierce orders and holding the Sons of Rasputin together as they fight for the territory Iilat is rightfully theirs.
None
SOldat Troopers Shock Soldats
SOldat TroD,. CosI1J ShOeil SOldal Cost 3D
ct: HC PW LD AC W ST MV A 5 CC HC PW LD AC W ST MV A 5
R 7 7 11 3 I 7 3 8 2 8 6 7 13 3 I 7 3 a 2
SOIdat TroDger HMO SaeelallSt Cosl20 ShDCII SOldal S8raeanl Costa1 CC HC PW LD AC W 5T MV A 5
6 7 7 11 J 1 7 3 8 2
u ~ ~ LD ~ W n ~ A S
9 6 7 14 3 I 7 3 a 2
ceRCPW LD AC W
1 8 B 12 3
S1Juctun, SQUID
~~~~~~~~~ ~Cos~I~24 hma.M,~
5T MV A S 4-8 Shock So Idats
7 3 B 2 Up to 1 Shock Soldat Sergeant EquIlJnlelt
4· t 2 So Idat Troopers
Up to 1 501 dat Trooper H M G Speria list Up to 1 Soldat Trooper Sergeant -'l1li,
Sotdat Troopers: Assault Rine, Sword HMe Specialist: HMG
Sergeant: Shotgun, Machine Pistol lII8dIIlblll1l8l:
Sergeant: Tactical Sense lII8dIIlIUIeI,
None
SOldat Trooper Kommandant
SOId.1 Trooper Komman.danl
C81136
CCRCPW LD AC W ST MV A 5
B 9 9 13 3 2 8 3 9 2
SlnClUre, IUVDW
1 Soldat Kommandant ~ .... ,
Assault Rifle, 2 Pistols 1Ded8I ...... ,
Mical Sense, Give Orders to Sons of Rasputin only IDed8I RaI8I.,
You may purchase Soldat Trooper Kommandants just like any other Individual so long as you have at least one Squad of Sold at Troopers in your army.
Sho<k Soldats: Toxic Gas Siphon, Sword Sergeant: Toxic Gas Siphon, Sword SDecIIII AIIIIUes:
5ho<k Soldats: Infiltrate Sergeant: t nfi Ilrate SDecIII Rules,
Northern Sons Northern SOn
Cost 29
CC RC PW LD AC W Sf MY
S 7 8 12 3 1 J 3
SInIcture, SQUAD
A 8
S 2
4-8 Northern Sons --
Northern Sons: 2 Machine Pistols 1iPIIC*II ..... ,
Northern Sons: Infiltrate, 1 Extra RC Attack SUIcIII ...... :
None
152 lwanona
:
Soldal SlandardBearer
Soldal Rammen '
50=· ·=1d=8=-ISta=D=da=nI=-=Bea=rBI'==- •. -=COIt=:....::3=.8 SOIdat RaDmlan
ColI. 41
CC RC PW LD AC W ST MY A
a 9 9 15 3 2 8 3 0
S01Ictunh HJIVItUIL
I Soldat Standard Bearer EaIIlPm8ll.1,
Assault Rifle, Machine Pistol, Sword SuoclallbllllBs,
Rally Others,lnsp.iring Leadership lor Sons 01 Ra.,putin only SpcciIai RUles,
None
Jaeger Commando Solda.
S cc RC PW LD Ae W ST MY A S
2 6 0 8 12 3 1 1 3 9 2
SIrIcbn., IIIIVIIIIIl
I Soldat Flammen None SlJeCIII·RIHI,
None
So Ida. Vicar
« K PW LD ~ W ST ~ A S
7 9 R 13 J 1 1 ] f 4 B 2
SInI.CIUJ8, HIVDI.1l
=Ja=eaor.:e=r..=C=om=m=a=D=d=o..=SO=I=da=I'-- __ ----"'CosI==-=3=2 SOldalVJcar
CC RCPWLD AC W SIMYA S
9 9 10 14 3 2 8 3 8 1
StructIIre, IIHVIIUIl
Soldat SChwerwane
SOldB.1 Schwerwafte COSt 38
« K PW LD ~ W ST ~ A S
6 8 8 13 3 1 B 3 8 2
Strucnmh NJIVIJUAl
lSoldat Schwerwaffe EII __ .
Mounted HMG, Machine Pistol SIIecIIIIbIIbII,
Tactical Sense SPtcI8I RIIIeI,
The Soldat Schwerwaffe always counts as being in Cover. The Mounted HMG has a so-degree Firing Arc to its Front Facing. The Soldat Schwerwaffe may spend 1 Action to rotate the gun up to 90 degrees. The gun can only be moved when dismantled and it takes one lull Turn to dismantle the gun .. It also takes a full Turn to reassem bl e the gu n.
CosI38
1 So I dat Vicar EII*leIt,
Machine Pistol, Sword $IJICIII.IbIIDBs:
Give 0 rders to So ns of Rasputi non Iy, Ra Ily Others SP8CIII RIles:
None
I Jaeger Commando Soldat EQUipm8ll1,
Assa u It Rifle SDechlI Ab11118S:
Ta cti ca I Sense SPedaillUllls,
The Jaeger COmmand()Soldat is a Gliding model.
The TelDPlars
The Templars boast many claims of divine ancestry but their great physical strength and brutal savagery remain unquestioned. The main body of the Templar army is made up of Horde Troopers who sweep across the barren plains and rally round the Horde Standard Bearer. They are known for their terrifying charge and are lead by the fanatical Centurs strong warriors who wield their swords with deadly skill. When it comes to versatility the Templars have the Gendarmes. These elite warriors have assault rifles and heavy swords and benefit from the support of a light machi n e gu n specia I ist
There are many strange animals roaming across the surface of the ruined Earth and the Gendarme Bestal has brought one of them into the ranks of the Iemplar army. They possess a strong bond with the animals known as Purger Beasts and always go into battle with a brace of these savage creatures by their side. The Gendarme Hunters are skilled in using terrain for cover and now their hunting skills are being brought to bear on the battlefield as they use their heavy harpoons to hunt the enemies of tlie Templar Tribe.
Horde Troopers Gendarme Besta.
Horde Troogll' COlI 22 Geodame Bestal COSt 25
tt Ie M' &f tIC '" U rIN' " § cor .ref 1ft' &I' N W ", JfJ' .I s
9 7 8 13 3 S 3 2 B B g 13 3 2 S a B z
Horde Gentur Cieader) COIl 26 Purger Beast COlI 11
cc HC PW LD A.C W ST MV A S CC RC PW LD AC W ST MV A S
lU B 9 15 3 2 S 3 7 2 10 0 G 11 3 2 8 J !l 1
1InIctln, SQUID Stnelll"" SQUAD
4-8 Horde Troopers 1 Gendarme Bestal
Up to I Horde Centur 2 Purger Beasts
EuIIIIIII8nt: _I,
Horde Troopers: Pistol, Assault Rifle Gendarme Bestal: Pistol
Horde Centur: Pistol. Sword Pu rgef Beast: No n e
SpeclllIIIIIII8I, Spe&tal1bIIlI8s,
Horde Troopers: Ferocio us Cha rge G enda nne Bestal: Ferocio u 5 Cha rge
Horde centur: Fe rodo us Charge Purger BeiHt: Fe ro oo us Cha rge
IIIICtII RIIIiI, Speclat Rules,
None The Purger Beasts attack with their savage teeth in CC, Hit +0, Dam
Gendarme 51 +0.
Horde Standard Bearer
Gendanne COst!!
cc He PW LD AC W ST MY A 5 Horde Standard Baarer CosI29
9 9 9 14 3 1 9 3 1 2 CC HC PW LD AC W ST MV A S
Bandanna lMG SOecI8I1S1 . COSt 24 8 8 9 13 J 2 9 3 8 2 SlnleIlIre, IIIIIVDI.AI.
~ ~ PW LD ~ W ST ~ A
9 9 9 14 3 1 9 3 7
SIrucIIrI, SQUID
s 2
1 Horde Standard Bearer ~,
Pistol
Spe&taI AbmIIII,
4-8 Gendarme
Upto 1 Gendarme lMG Specialist _.,
Ferocious Charge, Inspiring Leadership for Templars only _l1li88,
Gendarme: Assault Rine, Heavy Sword IMe Specialist: LMG 1DeClal1IIIIdes,
None
Gendarme Hunter Gendarme H.untar
Gendarme: Ferocious Charge
LMe Specialist: Ferocious Cha rge IP8I:III RIIII,
" ~ PW LD ~ W ST MY A S
9 10 10 14 3 2 9 3 8 2
Slnn:blre, IIIIVDJIL
None
1 Gendarme Hunter ..........
Heavy Harpoon SullclallIIIIIIIIS,
Camouflage, Immune to Fear, Give Orders to Templars only _IIUI8s,
None
COsI43
154 I warzone
IARMYlIST ...
:
of
orv
.aaunRille
Hit Dim Hit Dam
., 12
Hit Dam
.£ 9
1JIMI:
Iwo-Harded, Direct Fire, Missile Weapon IDeCIII RUles:
None
Pisiol
Hit Dam
cc
Hit Dam.
+2 J
One-Handed, Direct Fire, Missile Weapon S&JIcI8I. Rilles:
None
Sub Machine Gun (SMO)
Hit Dim
cc
Hit Dam
·1 8
Two·Handed, Direct Fire, Missile Weapon SDlClIII RIlles:
None
Machine PISIOI
Hit Dam
cc
Hit Dam
H(12) 7
1JIMI:
One-Handed, Direct Fire, Missile Weapon ·SUecllllllllkII:
None
Uahl Machine Gun (LMG)
CC I P.B. ShorI
MId I·· tong I
Dim I Hit
10 .
Hit Dam I Hil0am Hit Dam
·3 10 +3112) 10 + 1(xl110
bill:
Two-Handed, Direct Fire, Missile Weapon SUecIIII Ruill.
None
Heavv Machine Gun (HMG)
Ext.
Hil Dam
Two-Handed, Direct Fire, Missile Weapon· SUecIIIIRlkII,
None
Mounled HMB
HitOam
.J 11
cc
Hit Dam
1Jpe:
Two-Handed, Direct Fire, Missile Weapon SD8CI8I Riles,
The gu nne r always cou nts as bei n g .i n Cover The M ou nted HM G h as a 9 o.d egree Fi ri ng Arc toils Front Facing. The gunner may spend 1 Action to rotate the gun up to SO degrees. The gtl neon 0 n Iy be moved wh en d ismantl ed and it ta kes 0 n e fu II Tu rn to dismantle the gun. It also takes a full Turn to reassemble the gun.
Sawn-on shotgun
Hit Dam
Hit Dam
+1 9{xl)
One-Handed, Direct Fire, Missile Weapon S8ecIII RIIII:
None
SWord
cc P.B. ShOrt MId Long EXt
Hit Dam Hit D~m I Hil Dam Hit Dam Hit. Dam Hil Dam
+0 ST +0 .. One-Handed, Melee Weapon SDecIII RIIIII,
None
Dam
HeavvSwOrd
Hit
cc
Hit Dall
·1 SI+l
1Jp8:
One-Handed, Melee Weapon SPedlI Rllill:
None
:
« TIl TRIIES Of EAIITIII
ccclRMYUSTl
WaRone I. 55 I
I
Poleann
bt
Hil Dam
Tw~Handed, Melee Weapon SDocIaI RUI8S:
None
Two-Handed Power Mace
HitDali Hit Dam
·2 13
Hit· Dam
Hit Dim, ·lS1 +3
tne:
Two-Handed, Mel ee Wea p on SII8CiaI Rales,
A model usi n g th is as its p ci rna ry weap on in Close Com bat gets + I to Dam for ea en additiona I Action spent to in ceasei Is ch ence to hit
TWo-Handed Power Scythe
Hit. Dam
ec
Hit DUll!
·1 SI +2
IJDI.:
Two-Handed, Melee Weapon SPecIal Rales:
The mode I usi ng the Two·H and ed Power Scythe gets + 1 to Dam for each extra Acti on spent in Close (0 m bat to increase its cba nee to hit.
Power Sickle
Hit Dam
·1 Si~(tll
Hit Dalll cc bt
-H~jl~~D-lm-+~~~-r~~~'_~~~~~~--~H~it~D~a-m
·1 S
bt.
On~Handed, Melee Weapon SDethd Rules;
None
Power Claw
Hil Dim
Hit Dam +B Si+I[J21
g,
On~Handed, Melee Weapon Suecl81 Riles:
None
bPlosiVes
SIIIM I
DC P.B.
1.0IIII bt
Hit Dam Hit Dim
Hil Dam· HilD11II
Dam
Special
SpecIII RuIts,
By spe nd i ng a n Actio n the model equ ipp ed with the expi osives m ayattem pI to detonate them. Roll on the following table:
1-18: The Explosives detonate automatically killing the model armed with them. (enter the Small Explosion Template on the exploding model. Any model to uched by th e temp late suffers ab it. Da m 10(:<2) ..
Th e Explosives. fa il to d eto n ate and ma,y not be used aga in.
TOXic Gas SiPhon
Hit· Da ..
Hit Dalll
tJPII:
Two-Handed, Directly Placed Template Weapon. SUeclallIUI8s:
Uses the Corrosive Spray Template DAM 10(:<2).
HeavvFlame-Thrower
bt
cc
Two·Handed, Directly Placed Template Weapon sP8CllllIUI8S:
Uses the Heavy Flamer Template DAM 13. This is an incendiary weapon. When a model. is hit by an incendiary weapon it is set on fire and must make a successful Armor Roll or take a Wound. If it has more than one Wound it must continue to make Armor Rolls until it su creeds or dies.
Heaw Hamoun
Hit Dam
cc
ElIt
Hit Dalll
·3 l31X3)
Two·Handed, Direct Fire, Missile Weapon SPeClllIIUIIS:
None
Shotgun
TVDe:
Two-Handed., Direct Fire, Missile Weapon sPecIal RUles:
None
Grenade launcher
cc
ElIt.
Hil Dam
Hil Dam
two~Handed, Ranged Template Weapon,lndirect Fire, Missile Weapon SPocIII RIles,
Uses the Small. Explosion Template.
Hand Grenade
Hit 01111
Hit Dam
'QIJ8:
One-Handed, Range<l Template Weapon,. Indirect Fire, MIsSile Weapon SpocIII RIlles:
Uses to e Sill all. Exp I os i on Tern plate.
Buving Crileria
You may never have more Primaris Squa ds tha n yo u have Secu nd us Squa ds, You may not have more Individuals than Squads and some Individuals can only be purchased in con I u n ctio n with particu I ar Squads.
For every 3 Units that do not have Supernatural Powers yo u may have 1 that does. You may never have more than 1 of a partiOJlar PersonaHty in your army.
Brotherhood
Cohones Secundus SQualb;
Troopers
EI ite Troopers Pilgrims
Cohones Prlmads S.ualb; Fu ry EI ite Gua rd
Sacred Wi! roars
Arch Primates
M ortificators
Valkyries
IIIl1v1duals
SQ uad-li n ked In div:i duals Pilgrim Executio n ers Assassins
Inquisitors
Inquisitor Milioris Mystics
Keepers of the Art Vestals
Watchmen Crucifiers
Persona.lllas
BI essed Vesta I La u ra Inquisitor Nicodemus Crenshaw the Mortifieato r Cardinal Dominic
The Death Angel
The Brotherhood
The Brotherhood is th e only force in the sola r syste m thath as even the vaguest un dersta n di n g of til e true nature of the Da rk So ul and it is til is dreadful un dersta n di n g th at drives them to such extreme and uncompromising vigilance. They will do almost anything in their struggle to defeat the evil 01 the Dark Soul and its terrible Legions,
The main congregation of the Broiherhood army is made up of th e Tro opers, Anyo ne j oi n ing the mil ita nt a rrn of the Broth erhoo d will begin service as a Trooper. Those who show promise and dedication will in time become Elite Troopers or Pilgrims. Elite Troope rs are holy Wi! ni ors eq u ip ped and lrai n ed to d ea I with every eventua~ity while the P.ilgrims are fearless warriors often used in dire situations and su pp orte d by the Pil grim Exec:uti on e r with his awesome power shields.
After years of prayer and stern discipline warriors might enter the ra n ks of tM e Fu ry Elite Gu ard wh 0 a ct as personal gua rd tol ea ders of th e chu reh or the Sa ced Wa rrio rs who are al most exclus iveIy u sed to co mba! the Dark legio n. Both th ese units a re Close Combat specialists while the Arch Primates are a more versatile combat unit led by elder brethren that have some knowledge of Art and are able to use Supernatural Powers.
When th e Broth erh ood needs to ma ke a surgica latta ck 0 r seek out evil in a cia ndestine fashion they sen d the Mortifi caters, Small units trai n ed in the a rt of stea lin and disposi ng of Heretics wh erever they may try ton id e. Th e Val kyri es are fea rsome sisters of Ih e order lr~quently used at the head of a charge, screaming out their prayers of war as they attack the enemy with their power spears.
Others in the Brotherhood act independently. The Assassins for instance are hand- picked from the Mortificators and used when the B roiherhood can n at afford even. the slightest margin of error. The Inquisitors seek out Heresy on the battlefield or anywhere else. They are armed with com hi nati on eha i nsaW-(lssau It rifl es and earry the Book of Law which they enforce to the letter. The Inquisitor Majoris are much like their lesser brothers but they carry the fiamer-assault rifles and wherever they fight the eternal flame of truth bu rns brightly.
The supernatural powers of the first Grdinal played a major part in u niling h urnen ity when first they faced til e Dark Legion. Ar d what cardinal Durand I started the Mystics strive to maintain. They are enl ightened scho I ers wh a have gon e a long way to mastering the Art. Those Mystics of outsta n di ng pu rity may become Keepers 01 the Art to wh am th e use of Supernatural Powers comes as easiIy a s speech. Ma ny emo n.g the Brnthe eh ood combine th e i r kn owledge of the art with the m artial s~ills of com bat and the Vestals are su eh. They are fi erce opp onents in cI ose qua rters and often lead the Va Ikyries i nto battle.
Travelling throughout the solar system and joining battle wher· ever they are needed are Ih e Watchmen. They a re co n 51antly alert for the p resen ce of evil a nd a Iways seek to broaden the extent 01 the Broth erh 00 d's i nflu e n ce. When il co mes to having an .i nA u ence on the battlefi el d itself few wa rriors of I ight can match the Cruofiers. Whether in close combat or not these ind ivid ua Is a re blessed with a ta lent for com bat
The Brotherh ood kn ows only too well that van ity is a 5i nand they do not encourage sell-glorification. However, there are certain i nd ivid ua Is th at p assess an outsten di ng rep utilti on. Th e fearless
Troo~er bl18 Elne Troo~er COlI 20
cc RC PW LD AC W ST MY A S CC RC PW LD AC W SJ MY A S
1 1 8 10 3 1 7 3 B 2 8 8 10 11 3 1 1 J 9 2
Troo~er LMG SPecialist COSt!l Elne Trooaer Grenadier Specialist COlI 21
cc RC PW LD AC W ST MV A S CC RC PW LD AC W ST MY A S
J 7 8 10 3 , 7 3 8 2 B 8 10 11 3 1 7 3 9 2
Troo~er Semeant CUlt 24 Elhe Troo~er lMG SPecialsl Cosl23
ceRe PW LD AC W S1 MV A s CC RC PW LD AC W $1 MV A S
8 8 9 12 3 1 7 3 8 2 8 B 10 11 3 1 7 J 9 2
SIrucIUr8, SQUAD Elhe Troo~er serueant CoII2S
4·12 Troopers CC RC PW LD AC W ST MV A s
Up to 1 Trooper LMG Specialist 9 9 11 13 J 1 7 3 9 2
Up to 1 Trooper Sergeant SlnIClUre, SQUID
ElI_ani, 4-8 Elite Troopers
Troopers: Assault Rifle
lMG Spedalist: LMG Up to 1 Elite Trooper Specialist
5ergeant: Assault Rifle, Pistol, Chainsword Up to 1 Elite Trooper Sergeant
EllldPlDllIIt
1pedII-, Elite Troopers: Assa u It Rill e
5ergeant: Tactical Sense
1PICIaI· Ruil8S, Grenadier Spedalist: Assault Rifle, Hand Grenades
None lMG Specialist: LMG
Sergea nt: Assa u It Rift e, Pisto I, Cha insword
Speclalibllll8s:
Sergeant: Tactical Sense
SPecIal RUles:
NOrJe Blessed Vesta I La U fa is ani nspi rali on to th e fe male mem be rs of th e Brotherhood as she combines a deep knowledge of the Art with 'outstan(ling combat ability. Inquisitor Nicodemus on the other is renowned for his tireless efforts in hunting down even the ~ightest shadow of Darkness_ Few people have a conscience clear enough to feel comfortable in his presence. WherJ the Brotherdeems a mission to be impossible yet too dangerous to they send for Crenshaw the Mortificator. This master of iISSiIssins has knowledge of Supernatural Powers and a deeper understanding of the art of dealing death. And then there is the Cordinal Cardinal Dominic is rarely seen upon the field of battle
Troopers
but Ii ke his d i sta nt pred ecesso r he bel i eves it .is im po rtant to jo in his congregation in the struggle against the rancid flesh of the Dark Legion. even as he strives to resist the unholy presence of the Dark Soul. And while many of his congregation surpass his martial skills there are none that come close to his understanding of the Art. He is an uncompromising leader steering humanity through the darkest of times and those who disapprove of his ruthlessness would do well to consider the alternative should he fail.
The only vehicle of any note in the Brotherhood army is the Death Angel. This light reconnaissance vehicle is as much an icon and symbol of the wrath of angels as it is a practical vehicle of war.
Elne Troopers
~ ~ w ~ w u ~ A S
9 10 11 J 1 7 J 9 2
Elite Trooper Grenade launcher
Cost 29
« ~ ffl W ~ W U ~ A S
8 8 10 11 J 1 7 J 9 2
StruclUre:1IJIVIJU1L
1 Elite Trooper Grenade Launcher ~
Grenade Launcher, Pistol SiIIeIIIIbIldes:
None
Special Rul8l,
You may purchase Elite Trooper Snipers just like any other lndivid- You may purchase Elite Trooper Grenade Launchers just like any
ual so long as you have at least one Squad of Elite Troopers in your other Individual so long as you have at least one Squad of Elite Troopers in your army.
Elite Trooper Roclletlauncher Pilgrims
« ~ ffl W ~ W U ~ A S
H 8 111 11 J 1 1 3 9 2
=B=h8~nu==o~"=r~R=O=~=8=I=b=u=nOO==8~r =Cost~4=9 ~"~lg~~=m~ ~~~1~24
« ~ m w ~ w u ~ A S
8 H 11 12 3 1 7 3 9 2
StnJClUre: SQUID
You may purchase Elite Trooper Rocket Launchers just like any None
other Individual 50 long as you have at least one Squad of Elite Troopers in your army.
4-8 Pilgrims lQUlIJmenI,
Pilgrims: Assault Rifle SPeclallbllUBs:
Pilgrims: Immune to Fear, Camouflage SPedal HUlas:
PilgrimExe~uUoner
sacred warriors Cost 22 S8credW8ntor
.~~~~~~~------------~~~
COlI 23
PW lD Ae w ST MV A S
11 12 3 1 B 3 S Z
SIJUID'a, INDIVI1UIl
1 Pilgri m Executioner
&It*mlllJl,
2 Power Shiel ds
$PICIIIlbIIfdBs,
Immune to Fear, Killing Stroke
SIIetllII RUles:
None
Furl Elite Guard
Fa!] Elbo Guard Cost 21
CC RC PW lD Ae w 51 MV A 5
g 9 11 12 J 1 B J 10 2
fU!]Bhe Guard sameant Cost2S
cc HC PW lO AC W 51 MY A S
10 10 12 14 3 1 8 3 10 2 4-8 Fury EI ite Gua rd
Up to 1 Fury Elite Guard Sergeant EaliHnent:
Fury Elite Guard: Two-Handed Sword, Pistol Sergeant: Two-Handed Sword, PL510l 1P8I:I8I1b1l'das:
Fury Elite Guard: Immune to Fear Sergeant: Immune to Fear .... RII8I,
None
CC H.C PW to Ae W ST MV A S
11 B 12 13 3 1 H 3 10 Z
Sacred warrior Sergeant COSltS
CC He PW Ul AC W SI MV A S
12 a 12 15 3 1 8 3 10 2 SInIClDre,SQUAD
4-8 Sacred Wa rri ors
Up to 1 Sacred Warrior Sergeant EouIIHnent"
Sacred Warriors: Sword, Pistol Se.rgeant: Sword, Pistol SIIecIIII1bIIII8I,
Sacred WalT.iors:lmmune to Fear, Ferocious Charge Sergeant: 1m m u n e to Fear, Ferocio us Cha rge SPecIal RullI,
Due 10 the Sacred Warrior Sergeant's Anti-Ballistic Shields any model Firi n g at it suffers an R C penalty of -t.
CC RC PW LD AC W ST MY A S
10 8 12 14 3 1 8 3 10 2
Arch Prlmale F-Aft SPeCia1lS1 I:OIt 45
cc RC PW LD AC W 51 MV A S
B 10 12 14 3 1 1 3 10 2
Arch PrIIIale seraeanl I:OIt 33
CC HC PW LD AC W 51 MV " s
11 11 13 15 3 1 B 3 10 2 4-8 Arch Primates
Up to 1 Arch Primate F-AR Specialist Up to 1 Arch Primate Sergeant EQIJIIImeIU,
Arch Primates: Assault Rifte, Machine Pistol F-AR Spedal Lst: FI a m er - Assa u It Rine (F-AR) Sergeant: Assault Rifle, Machine Pistol 1P1ldlll1IftUeS,
Ar(h Primates: Immune to Fear F-AR Spedalist: Immune to Fear
Sergeant: Immune to Fear, Supernatural Powers 1 SDtcI8I RIllS,
Arch Primate Sergeants may choose 1 Supernatural Power from either th e Brotherhood Exorcism or BI essi ng lists.
Morti1icators
Cost 53
~ ~ PW LD R W n MY A 5
10 10 13 13 3 1 8 3 9 2
Mortificators: Machine Pistol. Sword 1DedaI1bIItIes,
Moi1ificalors: Sta I k, 1 Extra CC Atta ck, Fi rst Sin ke lPadaI Hillis,
You may not have more tha n 1 Sq u ad of Mortiiicators in you r arrny.
CC RC PW LD AC W 51 MV A S
10 8 12 13 J 1 8 3 9 2
SbUctunI, SQUID
2-6 Vakyrie _I,
Valkyrie: Two-Handed Power Spear, Pistol SP8CI8I1bIII1I8I:
Valkyrie: Ferocious Charge, Supernatural Powers 1,Immune to Fear
SDeeI8I Riles,
Valkyrie may choose 1 Supernatural Power from the Brotherhood Exorcism list. You must purchase a Supernatural Power for each member of the Squad and it must be the same Supernatural Power.
Assassin
Assassin
CoaIS2
~ ~ PW LD R W n ~ A S
12 11 14 14 3 2 9 3 9 2
SblcIUn: ItIllVDlJl
I Assassin EQUIPment.
2 Swords SPedalIblIItIeS:
Stalk. Killing Stroke, 1 Extra CC attack, Su pernatu ral Powers I, Fi rst Strike
SPecIal 8ul.8I:
Assassins may choose 1 Supernatural Power from the Brotherhood Exorci.sm list. You may not have more than 1 Assassn in your army.
InquiSnor'
"qul*nor
cc HC PW LD A,C W
i 9 13 15 3 2 Keepers Of The An
~==-=--- =Cos=t:....::4=3 Keeper.OI The An
~ ~ m LD ~ W U ~ A S
9 9 16 13 3 2 7 3 9 2
SlnCbn, .."....
ST MV A 5
8 3, 10 2
S1lUcIUre, IIJIVIIUIl
1 Inquisitor fI1IbHIol:
ella i nSilw-Assault RiHe (C ·AR) 1D8r;IaI'1bIIDes,
Supernatural Powers 2, Immune to Fear, Give Orders SIeCIII RId!Is:
Inq u isito rs may purchase Supernatu ra I Powers from the Brotherhood Exorcism list.
Cost 35
1 Keeper of the Art EIIUIPIneRt,
Machine Pistol, Heavy Sword SHeIII AbIId8s:
Supernatural Powers 3, Immune to Fear SpecIal Rules,
Keepers of the Art ma,y purchase Supernatural Powers from the B rolherh ood BI ess i ngs list.
InquisUor Malods
"=q~U=.'bft=o=r~M=mruo~'=ds=·~ ~~=~~=' '=V~===I ~,Cost==.~~
" ~ ~ LD ~ W n ~ A S
In 10 14 16 l 2 8 3 10 2
SIrIc;bn: IIIJIdIUIl
1 Inq uis~or M ajo ris _I:
Flamer -Assa u It Rine (F·AR) IIIICIII __ ,
Supernatural Powers 3, Immune to Fear, Give Orders, Rally Others 1PBc:IIII, lilies,
The I nquisito r M ajoris may purchase Sup ernaura I Powers fro m th e Brotherhood ~xor(ismlist
M Ii JSC
MVsUc
CC HC PW LD
B 8 15 12 Cost. 33
AC W
J 2
ST MY A S watchman CosI42
7 3 9 2 CC HC PW LD AC W 5T MY A S
9 9 12 14 3 2 J J 8 Z IIrUeIIrI,:, NIVDJII.
1 Mystic
Supernatural Powers 2, Immune to Fear 1PecIII.1IUIII:
Mystics may purchase Supernatural Powers from the Brotherhood 81essings list.
Vestals
~ ~ ~ LD ~ W U ~ A S
11 8 13 14 3 2 8 3 . 9 2
SbUelllnl:. RIVIIUAI.
1 Vestal ftlUlINUnt,
Two-Handed Power Spear, Pls!() I ... SPecIIl AIII_;
Ferocious Charge, Supernatural. Powers 2, Immune to Fear, Give Orders to Va Ikyries on'ly
SpBCIalRulas.: .
Vestals may pu rchase Supematu ra I Powers from the Broth erhood Exorcism list.
Watchmen
1 Watchman EQItpm ... :
2 Mach ine Pistols SP8cIaIIbMIBI:
Supernatural Powers 1, Inspiring leadership, Immune to Fear .... l1li181:.
Watchmen may purchase Supernatural Powers from the Brotherhood Exorcism list.
.nqulsnor Nicodemus
==~ --=Cos=.:...t .:::..39 InqulsnorHlcodemus
cc RC PW LD AC W 51 MV A 5
12 10 15 15 a 2 9 J 11 2
StrucbJre: .vIIUIl
Crucmers
~ ~ ~ LD E W U ~ A 5
11 11 14 13 3 2 1 3 8 1
1 Extra CC Attack, 1 Extra RC Attack, Immune to Fear $lllGl8l1IUIeS:
Blessed Vestal Laura
COSl51
LD 15
AC J
S1 MV A S
9 3 11 2
w 2
Two-Handed Power Spear, Pistol _01I11III,
S u pematu ral Powers 3, 1 Extra CC Attack, Give Orders, Rally Others, Ferocious Charge, Immune to Fear
Blessed Vestal laura is a Personality and may purchase 2 Supernatural Powers from the Brotherhood Exorcism list and 1 from the Brotherhood Blessings list.
CosI46
Inquisitor Nicodemus EaufDmenl:
Chainsaw-Assault Rifle (C-AR) Special 01I11III,
Supernatural Powers 4, Give Orders, Immune to Fear, Rally Others, 1 Extra CC Attack
SpedaI RuI8s,
Inquisitor Nicodemus is a Personality and may purchase Supernalu ra I Powe rs fro m th e Brotherhood Exorcism list.
Crenshaw the Mortllicator
Crenshaw lIIe Morllllcator
COIISI
~ ~ ~ LD E W U ~ A S
13 11 14 15 J 2 9 3 11 2
Strucblre, .........
Crenshaw the Mortificator EQuIPlnenl,
Mach i ne Pistol, Kata n a SPICIaI AblIIlII:
Unseen Assailant, Killing Stroke, 2 Extra CC Attacks, Immune to Fear, First Strike, Supernatural Powers 1
SDecIII Rules:
Crenshaw is a Personality and may purchase a Supernatural Power from the Brotherhood Exorcism List.
Areas A and B show the driver's 180 degree Firing Arc. Area B shows the vehide's 90 degree Rring Arc.
PWLDAC W STMV
16 16 3 2 7 J
1tncIIn, IIIVIJUAl
cardinal Dominic
Powers 6, Immune to Fear, Inspiring Leadership, Rally Others
lulls,
Dominic is a personality and may purchase 3 Supernatural Powers from the Brotherhood Exorcism list and 3 from the Brotherhood Blessings list. If Ca rdi na I Dam in i c fa i Is a Power roll he may re-roll the attempt. However, he must abide by the second i"€Sull
Death Angel
II8a1h An .. Vehicle
MP IV MY A S
3 4 5 10 5
DrIVer
CC HC PW LD AC W ST MY A S
9 9 11 12 3 1 8 3 10 2 SIncbIIa, IIIIIVIIUIl
1 Death Angel 'bill,
Open / Wheeled "IIOcIIIoo,
1-14 = Vehicle, 15-20 = Crew --.at,
Vehicle: Mounted HMG Driver: Pistol
---,
Vehicle: Weapons Immunity 8 Driver: Non e
IIPIdII RIdeI,
None
FIIIII Arcs.
rOlherhoo
One-Handed, Direct Fire, Missile Weapon Sped8lR ... ,
U9ht Machine Gun (lMG)
Two-Handed, Direct Fire, Missile Weapon .... Rules,
Vehicle Mounted HMG
CC P.B. Shon I Mad I . lOng I EXt
Hit Dam Hit 01.. Hit Dam 1 Hit Dam I Hit Da"l Hit Dim
• • D(x2) 13 +3(13) 13 +1(12) 13 -1(12) 13 -3 11
'IlIPB,
Mounted, Direct Fire, Missile Weapon _',Rules,
P.B. ShorII MIld I lOnII I Ell
orv
One-Handed Heaw Sword
Ell
Hil 01111
One-Handed, Melee Weapon SOeeIaII Rules:
None
Rocketlauncher(RU
ee
Long bI
Dam
Hit Dam
Hil Dim Hit D.RI
·5 14(11) ·6 14(13)
Two-Handed, Direct Fire, Missile Weapon, Anti-Tank SpecIal Rilles:
None
TWo-Handed Sword
Ell
bI
Hit Dam
Dim Hit Dam
·1 Sl+3
'llP8,
Two-Handed, Melee Weapon WII:
Sniper Rine
bI
Hit Dam
·2 9
Dall
Hil Dam
·3 10
Two-Handed, Direct Fire, Missile Weapon SPecIal Rides:
None
Chalnsword
Dam
Hil Dam
+0 ST+DI!2J
One-Handed, Melee Weapon _Rules,
None
Hil Dam
·1 51+1(12)
Hit Dain Hit
Chainsaw-AssaunHme (C-AH)
lVIII,
Two-Handed, Direct Fire, Missile/Melee Weapon .SpcciaI Rules,
Two-Handed, Ranged Template Weapon, Indirect Fire, Missile Weapon SPatIal RullS,
When used in Close Combat the chainsaw is activated and the C-AR becomes a fearsome Melef Weapon.
Uses th e Sm all Expl osio n Tern plate.
Flamer-Assaull Hifle (F-AH)
HitDllnl
·1 IH
Hit Dam
Two·Handed, Direct Fire, Missile and Directly Placed Template Weapon. SIIecI8ll1Ules,
One-Handed, Ranged Template Weapon., Indirect Fire, Missile WeaponspeCl8IRUIeS,
Uses the Small Explosion Template.
A model armed with this weapon may choose to use either the Assault Rifle or the Flame-Thrower, except in Close Combat where it must use the Assault Rifle. The AameThrower uses the Flamer Template, Dam 12. A model hit by the Flame-Thrower is seton fire and must make an Armor Roll to avoid taking a Wound. II it has more than one Wound it must cooti n ue to make Arm or rolls unti I it succeeds or dies.
Hii ·1
Power Shield
1YP8:
Two-Handed, Melef Weapon SDec181 Rules.::
Hit Dam
-I SI+I(il)
Hit Dam The model uS'ing the Power Spear gets + 1 to Dam for each extra Action spent in Close Combat to increase its chance to hit.
o ne-H a nded, Melee Weapo n SPecIal Rilles:
None
-One-Handed, Melee Weapon SDecl8I Rilles:
None
Assaull Rifle
upernatura Powers
Shield 01 Fahh
Blessings
15
24 inches & LOS 10
1
N/A
EIfIct. The model using this Supernatural Power needs LOS to the Individual or any member of the target Unit that is in Command Distance of th'e Leader. When targeting Squad members that are outside Command Distance treat them as Individuals. If successful the target Unit receives a Close Combat bonus of + 1 to hit and + 1 Dam. Place a Holy Fury Counter beside the affected Unit. The effect lasts until the end of the Unifs next Turn at which point the Holy Fury Cou nter is rem oved. Th is S u pern atura I Power ca n n 01 be used on a Unit that is already under the influence of Holy Fury.
Guiding Hand of lIIe cardinal
1011. 21
a.ae. 16 inches & LOS 1IIIcUItY: 12
Acaons: 2
N/A
mllC'l, The model using this Supernatural Power needs LOS to the Individual or any member of the target Unit that is in Command Distance of the Leader. When targeting Squad members that are outside Command Distance treat them as Individuals. If successful the target Unit receives a Ranged Combat bonus of +2 to hit. Place a Guiding Hand of the Cardinal Counter beside the affected Unit The effect lasts until the end of the Units next Turn at which point the Counter is removed. This Supernatural Power can not be used on a Unit that is already under the influence of Guiding Hand of the Cardinal.
Steadfast FaI1h
I0Il, 30
lange, 12 inches & LOS
1IImcuItv, 11
ledou, 2
"V., N/A
mllC'l. The model using this Supernatural Power needs LOS to the Individual or any member of the target Unit that is in Command Distance of the Leader. When targeting Squad members that are outside Command Distance treat them as Individuals. If successful the target Unit receives the Immune to Panic Special Ability. Place a Steadfast Faith Counter beside the affected Unit. The effect lasts until the end of the Unit's next Turn at which point the Counter is removed.
CosI, 30
Ranae, 18 inches & LOS
1lllllCU1tY, 9
ACIIons: 2
&alii: N/A
meel, The model using this Supernatural Power needs LOS to the Individual or any member of the target Unit that is in Command Distance of the Leasler. When targeting Squad members that are outside Command Distance treat them as Individuals. If successful the target Unit receives a bonus of +3 to their Armor. Place a Shield of Faith Counter beside the affected Unit. The effect lasts until the end of the Unifs next Turn at which point the Counter is removed. Th is Supernatural Power can n 01 be used on a Un it that is el ready under the inftuence of Shield of Faith.
Righteous Spead
Cost. 27
_III. 20 inches & LOS DIfIIcuItv: 8
AcdonI: 1
&ave: N/A
mllC'l, The model using this Supernatural Power needs LOS to the Individual or any member of the target Unit that is in Command Distance of the leader. When targeting Squad members that are outside Command Distance treat them as Individuals. If successful the target Unit receives a bonus of + 1 to their Movement. Place a Righteous Speed Counter beside the affected Unit. The effect lasts untilthe end of the Unifs next Turn at which point the Counter is removed. This Supernatural Power can not be used on a Unrt that is already under the influence of Righteous Speed.
Cleansing Flame
Exorcism
Gladlus Gardlnalis
cest: 6
lllllae: 24 inches & LOS
IIHICUftV, 9
1CdDnI: 1
lIVe: PW
meet, When 11 model successfully uses this Supernatural power it may target a single Dark Legion model. 11 the target fails its Save it takes 1 Wound as the Gladius Cardinalis cuts into it, a physical manifestation of the spiritual Sword of Faith.
Bonds 01 Jusdea
cest: 45
Ranae, 20 inches & LOS
1IIIfICII1tY: 10
ICdons: 1
lIVe: PW
Eneet: When a model successfully uses this Supernatural power it may target 11 single Dark legion model. If the target fails its Save it is held fast by ethereal restraints, The target may still fight in Close Combat 11 n d Fire its wea pons but it is una b le to Move fro m its rurrent positi on. Place a Bonds of Justi ce Co u nte r beside th e model, The effects last until the end of the target's next Turn, at which point the Counter is removed.
HolY Boh
COSt: 35
._., 24 inches & LOS
1IIffIcuIIv: 11
1CIIonI: 2
live: Armor Roll
meet, When a model successfully uses this Supernatural Power a rift is torn in th e lab ri c of real ity and a blind i ng, incandescent bolt bursts forth to shrivel and bum any Dark Legion creatures caught in its area of effect. The model using the Supernatural Power targets any point within range and centers the Small Explosion Template on the target point Any Dark Legion models under the template are successfully hit, Dam 10Cx2).
BasI, 41
111I11III: Directly Placed Template
1IIIftCII1ty, 9
AcIIORI: 1
San, Armor Roll
mea: When a model successfully uses this Supernatural Power a searing burst of blue-white flames shoots forth. Center the Flamer Template on the target as normal. Any Dark Legion models under the template are successfully hit by a Dam 15 incendiary attack. Any model touched by the template is set on fire and must make an Armor Roll to avoid taking a Wound. If it has more than one Wound it must continue to make Armor Rolls until it succeeds or dies.
Blinding lJQh[
BasI: 13
111II1II, 24 inches & LOS
DIf1IcIIItY: 13
1tIIOns: 2
SIVe, PW
meet: The model using this Supernatural Power needs LOS to the Individual or any member of the target Unit that is in Command Distance of the Leader. When targeting Squad members that are outside Command Distance treat them as Individuals. II successful, the target Unit is blinded by the light of truth and suffers a penalty of -3 to CC and RC. Place a Blinding Light Counter beside the affected Unit. The effect lasts until the end of the Unifs next Turn at which point the Counter is removed. This Supernatural Power can not be used on a Unit that is already under the influence of Blinding light.
legion rmv
Horde Buving Criteria
Yo u may n ever have mo re greater Horde Squads than lesser Horde Squads,
You may never have more Horde Individuals than Horde Squads,
Cult Buving Criteria
You may never have more greater Cult Squads than lesser Cult Squads.
You may never have more Cu It Ind ivid ua Is tha n Cu It Squads.
General
You may not have more Individuals than Squads in your army.
For every 2 Units that do not have Supernatural Powers you may have J that does. You may never have more than 1 of a parlicular Personality in your army.
Choosing a Dark Legion Armv
d1 oosi n g a Dark Legio n a rmy yo u must first deo dean the
rk Apostle you are going to play. The Dark Legion is divided into main bodies - the Horde and the Cults. Each of the Dark Apostles also have there own specific servants. Once you have decided on a Dark Apostle you may then choose forces from the Horde the Cults and from the servants of your chosen Apostle. The Horde and the Cults are made up of lesser and greater Squads. A Dark Legion army may consist of any proportion of Horde and Cult forces so long as you follow the buying criteria for each force,
Undead Legionnaires Necromutants
Greater SQuads
Centurians
Unholy Carronade
Golem of Darkness Preto ria n Sta Iker Razide
Pretorian Behemoth Mercurian Maculator
'The Horde
Horde is a vast host of unholy creatures that appear in the . of all the Apostles. The hateful truth is that much of the consists of human beings that fell in battle or were taken alive even as they fought to resist the Dark Legion. Nothing of their humanity remains and they return to the battlefield to kill their lor-
comrades, kept alive by the unholy power of the Dark Symmetry.
The most pitiful of all are the Undead Legionnaires. Little more n shambling corpses they stumble across the battlefield driven by the memory of pain and the instinct to kill. Leading the Legion-
naires are the Necromutants. These too were once human and th ey are cu rsed with a th e merest spa rk of spiteful intellect They look u po n hu mans with hate.
Far fro m being a corpse but furth e r f [0 m being h uma n are the Centurions. Taken alive into the Dark Citadels these strong warriors
• have been defiled in ways beyond description and perverted beyond redemption. Now they fight for the Dark Legion with every beat of their black hearts.
Supporting the Horde and pounding the human defenders are such weapons as the Unholy Carronade. This cannon has an unsettling organic appearance and while quite inaccurate it shakes
the battlefield with its impact, .
Striding over the field are a number of demonic creatures. The Golems of Darkness, their bodies formed from stone-hard minerals, a walking shield for the more vulnerable ranks of the Horde who march behind them. The Pretorian Stalkers whose frail body and evil mind is fused into powerful, mechanically-enhanced armor. The mighty Razides whose crimson skin is as hard as steel. These powerfully muscled creatures carry the devastating Nazgaroth HMG a truly fearsome weapon. Toweriflg above all is the Pretorian Behemoth. These massive four-armed giants are bristling with wicked spikes and heavy weapons. They stride across the battlefield causing untold damage and literally flinging the bodies of humans aside. And finally the Mercurian Maculator, a nightmare creature originally summoned from a demented plane by Algeroth himself.
RC
5 6 7 J
Necromutant (Leader)
W 1
ST 6
MV 3
A S
7 2
COSt 2J
CC HC PW LO AC
B 8 8 12 3
lD'IIC .. re. SQUID
ST 8
A S
8 2
W 1
MV 3
t1-12 Undead legionnaires Up to 1 Necromutant leader _ment,
Undead Legion~ires: Assault R~le Necromutant: Assault Rille lPecIallbIIIIes,
Undead Legionnaires: Zombie
Ne<romutant: Immune 10 Panic, Immune to Fear _Rules:
None
NecroDlulanlS Necromutant
Cost 22
CCHCPWLOAC W SIMV
8 8 8 12 J 1 8 3
Necromutant fIInIe- T1nw8r IiP8Clll!SI
CC AC PW LO AC W ST MV
8 8 8 12 J 1 8 3
centurion (leader)
CCHCPWLOAC W STMV
9 9 9 13 3 9 J
Sbucture. SQUAD
A S
8 2
Gas142
A S
8 2
Cost 21
A S
9 2
Up to 1 Necromutant Flame-Thrower Specialist to 1 Centurio n (lea d e r)
Centurions
16
centurion
CosI26
CC HC PW LO AC W
9 9 9 13 3 1
SInIctur8, SQUID
Sl 9
MV J
A S
9 2
4-8 Centurions EII_t,
Centurions: Machine Pistol Chopper SpecIal AbIIUII.
Centurions: Immune to Fear SpaclaIIlUl8s,
None
Unholv Carronade and Crew
Unholl canonllle
cc HC PW LO AC W ST MV S
NJA B 8 8 2 4 N/A 2
Undead l8IIIonnaire
cc HC PW LO AC W ST MV A S
5 5 6 7 3 1 5 J 7 2
Necromutanl o.eader)
cc HC PW LD AC W ST MV A S
B B B 12 J 1 J H 2
SInI£I18'8: SQUID 1 Unholy Carronade
2 Undead legionnaires
1 Necromutant (Leader) Eal1II1I8II1,
Unholy carronade: Carronade Cannon Undead Legionnilires: Assault Rifle Necromutant: Assault Rifle
SpeCIIl AIIIIIU8S.
Unholy carronade: Immune to Panic, Immune to Fear, Weapons Immunity 10
Undead Legion~ires: Zombie
Ne(fomutant: Immune 10 Panic, Immune to Fear SUldalIIUI8s:
You may not have more than 1 Unholy Carronade per army, The Unholy Carronade cannot Dive for Cover or Charge. Models automatically hit when attacking the Unholy Carronade in Close Combat The Unholy Carronade does not count towards the bonus for Multiple Attackers in Close Combat. The Unholy Carronade is a Necrolech Construct.
Necrumulant Flame-Thruwer Specialist
Unholv Carronade
LD AC W
12 3 3
ST MY A
11 3 13
The Golem of Darkness cannot be Activated unless it is in Command Distance of a friendly Squad leader or Individual.
Prelorian Stalker
COSl54
AC J
ST MY A S
10 j 12 j
W 2
Ralide
ceRC PW LD AC W
9 9 10 H 3 4
SUUCl1H'e, IIIIVDIIl
ST MY A
14 J 15
S j
EQulPlII8IIl,
Nazgaroth HMG SPecIaIlbiliU8S:
Immune to Panic, Immune to Fear, 1 Extra CC Attack SPecl8I1181es:
The Razide can attack in Close Combat with its fists, to Hit +0, Dam ST(X2).
Pretorian Behemoth Pretorlan Behemoth
COSt 165
CC RC PW LO
9 a 12 11
SbUCtUr8., IIDMDUAl
AC J
w B
Sf MV
14 4
A 14
1 Pretorian Behemoth EQuIpIlBIII:
Giant Azogahr, Dec:imator Handcannon Special AbIltUes,
Immune to Panic, Immune to Fear, Cause Fear, Weapons lrnmunity 10
SpecIal Rules, .
The Pretorian Behemoth cannot Dive for Cover or go Prone. It may throw models of size 3 or less. The Behemoth can spend an Action to throw friendly models in base contact with it However, in order throw an enemy model, the Behemoth must first make a successful CC hit. The Behemoth can then throw the model up to Short Range, just like a thrown weapon - PB. Hit +0, Short Range Hit -2
The player indicates the target point and it the Behemoth misses then roll for Deviation. If the thrown model hits Terrain then calculate the Damage by referring to the Jumping and Falling table in the main rules. Take the distance that the model was thrown as the height of the fall. If the thrown model hits another model calculate the Damage as you would for two Ramming vehicles (see 'Calculating The Damage For Collisions' in the main rules). The thrown model can only ever hit one target model. If two or more models are under the new target point the thrown model hits the model nearest to the target point. I! the thrown model and the target model survive then place the thrown model in base contact with the target model. If the Behemoth wanls to throw the model through an Open ~ccess Point, roll to hit as normal. The Access Point must be equal to or larger than the model being thrown.
You may not have more than 1 Pretorian Behemoth in your
army.
Mercurian Maculator
Mercurlan Maculator
COSl152
CCRCPWlDAC W
10 7 9 9 j 7 SInIcnn, IIIIIMDUAl
Sf MV A S
13 5 13 7
1 Mercurian Maculator EQu .... IIIII,
Gatling Cannon SUecl8I ..... ,
Immune to Panic, Immune to Fear, Regenerate 10, Cause Fear SpeclalIilIeI:
You may not have more than 1 Mercurian Maculator in your army. The Mercurian Maculator can not Dive For Cover or Go Prone and fights with its fists in CC, Hit +0, Dam Sf +0(x4). For the Purpose of Weapons 1m mu n ity I h is co u nts as a n Anti-Tan k attilck.
=Aoo~·~b1~e~ ~Qq~. 1~1=B =lmuT.·~a~.~~. ~Qm=~1B
CC HC PW lD AC W ST MV A S
J 7 7 11 3 1 1 J 7 2
Initiate Ram(t-Thrower.SpeClaHst Cost 36
the human population there are many who find themdrawn to the Dark Soul, either by virtue of a malicious heart, by pai nand a sense of despa ir 0 r sed u ced by prom ises of power beyond their wildest dreams. The Brotherhood brands such people as Heretics but th ose who give th ei r service to the Dark Soul know they have made the right choice .. They know that they will be saved at the end of all, wh en In e i r master co mes to claim the livi ng fl esh and eternal souls of those who were fool ish eno ugh to 0 P P ose him. Members of the Cult meet in secret livi n g out th e i Ilusio n of corporate loyalty eve n as they seek to furth er th e goals of the Dark Legion.
Those in the f rst cirtl e of a cceptance are known as Acolytes.
They have I iltle in the way of mil itary Irai n ing and must first prove themselves worthy of greater trust by performing some of the most dangerous missions. Those who survive and remain true become I n ~ijates. Th ey may have a pen rha nl for com bat or sim ply a depth of devotion that a 1I0ws them to be drawn into the secon d orde of acceptance. To them are revealed some 01 the deeper secrets 01 the Cu It and Ih ey a re often branded with some m ark of the Da rk Legi on or ! h e Apostle to who m they have sworn thei r loyalty
AcolVles
GC Re PW lD AC W ST MY A S
6 6 6 10 3 1 6 3 6 2
A.colVle HMG S~eclaHst CGsl21
(;C He PW LD AC W ST MV II S
5 S 6 10 1 1 6 3 6 2
Inillates (leader) COst 18
CC RC PW LD Ae w 51 MV A S
1 7 7 11 J 1 7 3 1 2
SlruCbIf8; SQUAD
4· 12 Acolytes
Up 10 1 Acolyte H MG Specialist
U D to 1 I nitiate (Lead er)
EQUlllllent:
Acolyte: ASsiI u It Rille, Pistol
Specialist: H M G
Assault Rine, Sword The Sacristans are I of the Cult. They are
given add itio na I trai n ing and blessed with more extrem e stigmata. When moving in normal human cirdes they are often forced to go to extrern e measures to keep the mark of th ei r a lIegi ence hidden. Destroyers are wa rped beyond any anem pt to conceal it. Th ey are hi d den away by the Cult and trai n consta ntly to m ei otei n themselves in prime condition ready to launch themselves into battle whenever their master has need of them.
Certain Cult members have given themselves $0 completely to th e Da rkn ess that they are abl e to use Supern a tural Powers. The Supreme NecTomagus are the strongest of these bonding their souls dosely to the Dark Symmetry and leading other members of th e Cu It into battle.
The T edmorn a ncsrs h ave a cI oseaffin i ty with th e secrets of NecTotech n ology and a re a ble to hes I N ecrotech constru cts that ere damaged or wounded in battle. The Reaper of the Souls knows nothi ng of heal ing. Th ei r gift is for dee Ii ng death a task th at they perform with ceaseless joy.
There are few in-the Cult that are willing to speak their real names openly. But there is one who knows no such modesty and his name is Billy. A spiteful youth from the Capitol Corporation, he h as fo u n d his ca IIi ng in rh e Dark Legio n and is often seen le~di n g members of the Cult.
Acolytes tnitiates
GrealerSquads
Saoistsns /
Destroyers
IndiVIduals
Supreme Necromagus Technomancer
Reaper of Sou Is
personaiWes
Initiates
CC He PW LD AC
1 7 7 11 3
sacrtstans (leader)
ST MV
7 3
A S
7 2
cost 21
W 1
~ ~ ffi LD ~ W 51 ~ A
a a 8 12 3 1 8 3 8
Structure: SQUID
4·8 Initiates
Up to 1 I nitiate Flame-If rower Specialist Up to 1 Sacristan (Leader)
£QdIlienl:
Iniliat.es: Assault Rifle, Sword
Flame-Thrower Specialist: i=lame-Thrower, Pistol Sacristan: Assault Rifl e, Pistol
SPeCIal AIIIIIIes,
None soectalllUl8S:
None
LD AC W SI MV A S
8 8 8 12 3 1 B ] a 2
Sacristan HMO SPeclalst Cost 25
HG PW LO AG W ST MV A S
8 B 8 12 3 1 8 J B 2
oestrolBr hader) Cost 22
AG PW LD AC W S1 MY A S
9 9 13 J 1 9 3 9 2 Destrovers
Cost 22
CC HC PW LD AC W 51 MY A S
10 9 9 13 3 1 9 3 9 z
D~lrOver sergeant CosI26
HC PW LD AC W SI MV A S
10 10 14 3 1 9 3 9 2 COSt 4J
CCHCPWLDAC W STMVA S
12 11 13 14 3 2 9 3 10 2
SIrUcIUr8: 1NDIVIJUAl.
1 Supreme Necromagus EQIURtaII:
lMG SPedallblltl8S:
Supernatura I Powers 2, I mm une to Fea~, Give Orders to Acolytes, Initiates, Sacrista ns a nd Destroyers on Iy
SPecIal Rules:
The Supreme Necromagus. may purchase Supernatural Powers from the list of the Apostle you have chosen to play ..
Technomancer TeChnomancer
Cosl50
I:C He PW LD AI: W ST MV A S
109 12 13 3 2 B 3 9 2
StructuJe.: NlVlJUIl
1 Technomancer EQu_8Id:
Nazgaroth HMG SPecIaI.AlJllmes,
Technomancy, Give Orders 10 Acolytes, Initiates, Sacristans and Destroyers only
SIJocIlIIRIlI8s:
None
Reaper 01 Souls Reaper 01 SOuls
Cosl36
ec HC PW LD AC W ST MV A S
12 9 9 11 3 1 103 a 2
SUU.ctur8. INDIVIDUAl
1 Rea per of Souls fQIIlPnI8nl:
Soulscythe SPflClal Mlldes:
Sial k. Ca mo uflage, 1 Extra C C Attack, I(i II i ng Stroke SP8GIaI Rules:
You may not have more than 1 Reaper of Souls in your army ..
BiliV
BIlII
Cosl59
CCRCPWLDAC W 51MV AS
10 10 1012 J 2 11 J 11 2
sncture.: HlMlJUAl
Billy EQIIIpIllBIII:
Machine Pistol, Sword SDICI81 AbIID8s:
Immune to Pani.;;, Immune to Fear, 1 Extra CC Attack, Infiltration, I nspi ring Leaders h ip to Acolytes,. In iti etes and Sa(nsta n 5 only SPecIaI.RulIIS;
Billy is a Personal ity.
is the Apostle of War and every aspect of his nature the violence of this fact. The Nepharite<; of Algeroth are the most fearsome of all. Devastating in Close Combat they are able to draw upon the Supernatural Powers of their master. The Infernal Corroders were once human but even as their h uma n ity has wa sted away so thei r Aci d- S prayer- Cha i nsaws eat into the ftesh and armor of those who oppose them.
The demonic Ezoghouls are creatures from beyond nightmare and are often seen herding the Undead legionnaires into battle. The carnal Harvesters move quickly over the battlefield, raining
with their heavy rnachine guns and feasting on their victims 10 revitalize their strength. The Gamorrian Imasculators are heavily muscled beasts armed with huge power hammers and rocket launchers fused into the flesh of their shoulders. The Nasca Razides are bound to the service of Aigeroth, they are faster than the rest of their kind and more brutal in Close Combat. Finally
there is the titanic Bio-Giant. These monstrous abominations shake the earth as they lay waste to anything that stands before them. The sound of the Bio-Cents bellowing can stun opponents, rendering them helpless for many terrifying moments.
There are rnany notable Individuals in the service of Algeroth • Alakhai the Cunning, the first and one of the most powerful N e p h a rites ever to reveal .itself to manki n d. He is. the m ost fa mo us of Aigeroth' s genera Is. Go I gotha, wh ose vii e a ra ch n oid ap pea ra n ce possesses an unsettling femininity. Stahler, a servant of Algeroth and the Dark Soul who manages to conceal his true allegiance from the Bauhaus Corporation where he still holds a high position. He has the power to transform from a normal, elderly man into a dernon of unholy strength, encased in Carcass Armor. Valpurgis is the most favored Nepharite of Alakhai. He is gifted in the use of Supernatural Powers. Finally there is Ragalhol a master of intrigue who constantly tries to satisfy his ambition to become Aigeroth's warlord.
Servants of Aloeroth IndiViduals
Nepharite
Infernal Corroder
Ezoghoul
Carnal Harvester Gomorrian Imasculator Nasca Razi de Bio-Giant
Personalllles Alakhai Golgotha Stahler Valpurgis Ragathol
Nepharite of Aigeroth 'Infernal Corroder
=Nap~ha=rtI=e~' ---=COSt===-::=.91 Infemal COrroder
CCftCPWlDAC W
14 11 12 15 4 3
sncture: NIVDIIi.
Sf MY A S
13 3 13 3
I Nephari!e of Aigeroth EQti1H18II1,
A.zogar Powered Polearm SpecIal AIIIItI8s,
Give Orders, Immune to Panic, Immune to Fear, Cause Fear, Supernatural Powers 3, 2 Extra CC Attacks, First Strike
SDDcIaI Rulli:
Nepharites of Aigeroth may choose Supernatural Powers from the Algeroth list of Supernatural Powers.
COSt 44
CC HC PW lD AC
10 J 8 12 3
S1JUcmre, IIIVDIIi.
Sf MV A
9 J 8
S 3
W 2
1 Infernal Corroder EQuIPIlem:
Acid-Sprayer·Chainsaw SPecIIIIbIIItIes,
Immune to Fear SPeclBI 8"81,
None
bOOhoUI
bogholl
CC ftC PW
13 11 12
LD AC
14 3
Sf MY
12 4
W 3
1 Ezoghoul EQuDnBat
Handcannon, Dimension Blade SpecIII JIIJIItIas:
Give Orders, Enhanced Charge, 1 Extra CC Attack, Immune to Panic. Immune to Fear, Cause Fear, Supernatural Powers 1 Special Rules,
The Ezoghoul may choose Supernatural Powers from the Algeroth I ist of S u pernatur al Powers.
Feast, Immune to Panic, Immune to Fear Immune to Panic, Immune to Fear, cause Fear, Weapons lrnrrumi-
_ .... , tyl0
The Cam31 Harvester can attack with its fists in CC, Hit +0, Dam ST SpeclallIuIeS:
~~~~--~~~~~~~~~=-~
The Bio-Giant can attack with its fist in Cc. Hit +0, DAM ST +0(:0).
For the purposes of Weapons Immunity this attack counts as an Anti-Tank attack. The Bio-Giant cannot Dive For Cover or Go Prone. The Bio-Ciant may spend 1 A.ctian each Turn to Bellow .. Any models of Size 4 or less within 3 inches lose 1 Action during their next Turn. Any Waiting models lose their reserved Action and their Wait Counters are removed. You may not have more than I Bio-Giant in
AC W ST MV A S
3 3 9 4 11 3
Gomonian Emasculator
Gomontan Emasculator COSt 56
~ m w ~ W n ~ A S
8 11 11 3 3 11 3 11 3
. Nasca Rallde
ACW STMVA S
3 4 14 4 15 3
The Nasca Razide can attack with its fists in Cc. Hit +0, Dam +O(x2).
Nasca Hazide
HC PW LD AC W sr MV A
9 10 11 3 4 14 4 15
Nasca Razide can attack with its fists In CC, +O(x2).
COSI199
CCHCPWlDAC W nMVA S
8 7 10 9 3 9 15 3 15 7
SbUcture, IUVlDUAl
1 Bio-Giant
Bia cannon SPecIIIIbIIhI8I,
your army .
CC HC PW LD AC
15 13 13 16 4
S1ructur8, HIVIIIIAL
W 4
ST MV A S
13 3 n 3
A1akhai the Cu nni n g ___ 811,
Two·Handed Dimension Blade SDecIaI Jlblllill,
Give Orders, Immune to Panic, Immune to Fear, Cause Fear, 2 Extra CC Attacks, First Strike, Supernatural Powers 4, Inspiring leadership, Tactical Sense
__ Rules,
Alakhai the Cunning is a Personality and may choose Supernatural Powers from the Aigeroth list of Supernatural Powers. Alakhai and Golgotha can not be bought for the same army.
Golgotha
Golgotha
Cosln
CC HC PW LD
12 10 15 15
ShctuJl: ..... Al
ST MV
12 3
A S
12 3
AC 4
W J
Golgotha ~I,
Necrotech Claw SOedIIIIIII1I8S,
Give Orders, Immune to Panic, Immune to Fear, Cause Fear, Supematural Powers 4, 1 Exira CC Attack
SpecIal Rules,
Golgotha is a Personality and may choose Supernatural Powers from the Algeroth list of Supernatural Powers. Golgotha and Alakhai can not be bought for the same army.
Alakhai the CURning
Stahler
COSl81
CC HC PW LD AC
11 12 13 15 3
ST MV A S
10 J 10 2
W 2
Stabler In carcass Annor
" ~ ~ LD ~ W ST ~ A S
13 B 13 15 4 2 12 3 13 2
SlnlcIUJI: IlllllllUIL
Stahler ---,
Stahler: Pistol
Stahler in Carcass Armor: 2 Necrotech Claws SpacIal AbIIIIIes,
Stahler: Give Orders, Immune to Panic, Immune to Fear, I Extra RC Attack
Stahler in Carcass Armor:Give Orders, Immune to Panic, Immune 10 Fear, 2 Exira CC Attacks, First Strike
SPecIIIIIkd8s,
Stahler is a Personality and is Deployed as Stahler. When Stahler is reduced to 0 wounds he is transformed by the Carcess.Arrnor and regains 2 Wounds. If these 2 Wounds are reduced to 0 he is killed and removed from the table,
ValPurgiS
Valpugls
cosln
CC HC PW LD
14 \I 16 14
StrucIunI, IUVDJJl
AC 4
W 3
ST \I
MV 3
A S
14 2
Valpurgis EllUlPln8Rl:
Dimension Blade SpecIal JbIIUBs,
Give Orders, Immune to Panic, Immune to Fear, Supernatural Powers 5
5PeCIaI RI*Js,
Valpurgis is ~ Personality and may choose Supernatural Powers from the Aigeroth list of Supernatural Powers. If Valpurgis fails a Power roll he may re-roll the attempt. However, he must abide by the second result.
Ha.athol
bgatbol
CCHCPWLDAC W
14 12 13 15 4 4
SUUCllr8, NIVDW
SI MV A S
13 3 \3 3
1 Ragathol _I,
Bla de of Lost So u Is SpecIal ........ ,
Give Orders, Immune to Panic, Immune to Fear, Cause Fear, 2 Extra CC Attacks, First Strike, Supernatural Powers 3 SPICIIIIlUI8s,
Ragathol is a Personality and may choose Supernatural Powers from the Aigeroth list of Supernatural Powers.
servants 01 Demnogonls
servants 01 DeDlnogonis
Demonogonis is the Apostle of Disease, the Prince of Pestilence and the abominations that serve his purpose are vile beyond belief, The Blessed Legionnaires are blessed with nothing but decay, their undead flesh is craWling with maggots and the stench of rot precedes them onto the battlefield. The last Ritesmen are equally nauseating. Stitched together from the rotting remains of corporate soldiers they attack with the blades and spikes which are fused to th e i r hands.
The Kadavers are walking corpses enhanced and made strong by the enhancing diseases of Demnogonis. The Cairath is little
Blessed legionnaires last Ritesmen
Greater SQuads Kadavers
Cairaths
Nepharites
Spawn of Demnogonis Curator
CosI21
W 1
S1 MV A S
7 3 B Z
Blessed Legionnaires: Assault Rifle 1DecIaI1bIIUIs:
Blessed Legionnaires: Zombie, Revolting SueclllIIUI8S :
Last Rnesmen
PWLDAC W STMV
8 8 J I 7 3
A 7
last Ritesmen do not have equipment as such, in
CC with the sharp and blade-like claws that are fused to their hands, Hit-t, Dam ST +0.
Kadavers
RC PW
6 8
W 2
ST MV
9 3
LD AC
7 J
Cairaths
more than a pile of rotting flesh animated and armed with mecha n ica I eppenda ges by the power of Necrotechno logy.
The Nepharites of Demnogonis use Supernatural Powers in keeping with their master's foul essence. They are host to a multitude of diseases and parasites but their bodies have the power to regenerate themselves after being wounded. The Spawn 01 Demnogonis are the favorite children 01 the Prince of Pestilence his eyes and ears on the battlefield. He delights in the corruption they cause. last but not least are the Curators, depraved surgeons who heal the forces of Demnogonis on the battlefield. Tending the wounded and administering treatments that would devour the flesh of a h ea Ithy m an btl! soothe the putrid flesh 01 this diseased army.
Calralh
COSl15
CC RC PW
6 9
SInIcbB'Il SQUID
LD 8
W 2
Sf 9
MV A S
3 73
AC 2
2-8 Cairaths EQalpment:
None SpecIaIIbIIIIes.:
Cairatbs: 1 Extra CC Attack, Revolting. Feast, Immune to Panic, Immune to Fear
SPedai RIftS:
S 2
Cairaths may climb any surface without making Climbing rolls. However, if they take a Wound while Climbing they must make a Climbing roll as normal. They may also squeeze through Size 0 Access points and gaps down to 0.5 inch in diameter. The cairath attacks in CC with its Pseudopods. Hit +0, Dam ST +0,
Nepharile of DeDlnoDonis
i~~~~~~~Gh!Utrnn)L_~~~ Spawn 01 O_nopnls COSl43
~ ~ ~ w ~ w ~ ~ A S ~c ffl W ~ W ~ ~ A S
12 12 13 15 4 4 12 3 12 3 117 10 12 3 3 11 3 12 3
SbuCIUre, INIJIVDW
1 Nepharite __ eat,
Plague Gun, Sword SDecIaI AbIII1IeS:
Give Orders, Immune to Panic, Immune to Fear, Cause Fear, Supematural Powers 3, Revolting
SiIeCIal Rilles,
Nepharites of Demnogonis choose Supernatural Powers from the Demnogonis list of Supernatural Powers.
NePhame Of DeDlnoDonis
Sbuctunl, IDVIIUII.
1 Spawn of Demnogonis EQIIlPm8ll1:
None SiJeCIIllUJliIies,
Immune to Panic, Immune to Fear, Revolting, Supernatural Powers 1 5Peclal1IOIes,
The Spawn of Demnogonis may choose Supernatural Powers from the Demnogonis list of Supernatural Powers. It attacks with its clawed hand in CC, Hit +0, Dam ST +0.
Curator
_barite (WIllI Azopar Powered PoIearat) Cosl 98 =CU=ra=I=O:.:_r --=:;COS::;=..;1 3=.2
CC RC PW lD AC W SI MV A S CC HC PW W AC W 5T MV A 5
1Z 12 12 15 4 '2 J 12 3 7 8 9 11 3 2 8 3 8 2
Slructura, IIIIIVIIOII.
1 Nepharite with Azogar Powered Polearm EQuIPment:
AlOgar Powered Polearm SIIeIDI ...... ,
Give Orders, Immune to Panic, Immune to Fear, Cause Fear, Supernatural Powers 3, Revolting
saectaI Rules:
Neph a rites of Dem n ogo n is may choose Su p ernatu ra I Powers from the Demnogonis list of Supernatural Powers.
1 Curator EQadpntenI,
Sword, Pistol SpecIII AbIllllllS,
Immune to Panic, Immune to Fear, Medic for Demnogonis forces only SpeclalIIuIes,
None
servants olilian
is the First Mistress of the Dark Soul and was the first of the Apostles to be encountered by humankind. She is a creature the Dark Symmetry living in perfect disharmony with its unfatho mabie chaos. Th e Chi I d ren of II i an are a vicious pa ro dy of hum a n children. They are small in stature and relatively weak compared to
full-grown human soldier but what they lack in size they make up in numbers, attacking the enemy in concerted groups, dragging them down and beating them to death with their Skull Maces. leading the Children of lliiln are the Scions of lIian. Brutish warriors armed with sub machine guns and a crude chopper which they use to dismember those who fall victim to the Children that they lead.
Children of Dian
W Sf MV A S
1 5 J 6 1
W STMVA S
1 8 3 6 2
Child of llian: Skull Mace Scion of 1Iian: S M G, (ho pper 1PedII1bIItIes:
Child of llian: Group Attack of !lian: G roup Attack Biles:
The Templars are an ancient warrior-race that closely resemble human beings. Brought through the rifts from another plane they are powerfully built and fight with an unholy lust for the greater glory of their mistress lIian. The Brass Apocalypts make up a heavy assault Squad. Bound together by the power of the Dark Symmetry they ma ke a large im pact on any bam e as they blaze away with their Ii g ht rna chi n e guns.
Of all the Nephariles in the Dark legion none are more skilled in the use of Supernatural Powers than the Nepharites of lIian. Whether they wield heavy machine guns or the wicked Dimension Blade they are terrifying foes. Karak tne Keeper carries the favor of his mistress. This powerful Individual is often found leading large bands of Templars in the course of his mistresses bloody crusade.
Scions of llian
Scion 01 IIlan COSt 21
CC RC PW i.D AC W ST MV A S
B B 10 12 3 1 8 3 6 2
Structure: SQUAD
4-8 Scions of Ilian
EQu1ll1l8llt:
SMG, Chopper
Special Ablllles:
Group Attack
Sped81 Buies:
None
Templars
Temllar COSt 31
CC RC PW LD AC W ST MV A S
10 10 11 13 3 1 9 3 16 Z
Tem lar VOid &annon eeiallst COSI41
cc RC PW LD AC W ST MV A S
10 10 11 13 3 1 9 3 10 2
High Temllar Deader) COSt3l
cc RC PW LD A.C W ST MV A S
11 11 11 14 3 1 9 3 10 2 Structure: SQUAD
4-8 Templars
Up to 1 Templar Void cannon Specialist Up to I High Templar (leader) EQuIPment:
Templars: Templar Mace, Assault Rifle
Void Cannon Specialist: Void Cannon, Sword High Templar: Templar Sword, Assault Rifle SIJecIIIIlbIIII8S:
Templars: Immune to Panic, Immune to Fear Void Cannon Special.ist: Immune 10 Panic, Immune to Fear
High Templar: Immune to Panic, Immune to Fear, Tactical Sense
SpeclallIUIes:
None
Brass _oea. COlI 41
~ ~ m w ~ w " ~ A S
9 9 10 13 3 2 9 3 12 Z
Slrudlre. SQUAD
2-4 Brass Apocafypts 1WIDm8lll,
Brass Apocalypts: LMG 1PeC1a11IIIIII8s:
Brass ApocalyPl5: Immune to Panic, Immune to Fear SPeclaIIllI8S,
None
Hephame oillian lephame (WIth HMID
COSI9D
~ ~ m W E W n ~ A S
12 13 15 15 4 3 11 3 12 3
Structure. __ II.
I Nepharite of lIian ~1IIIt,
HMG, Chains of llian SpecIII AbIItI8s:
Supematural Powers 4, Give Orders, Immune to Panic, Immune to Fear
saeetli Rales.
Nephariles of lIian may choose Supernatural Powers from the lIian list of Supernatural Powers.
Hepharite of llian
Nephartle (WIllI IlllneRSllaIllade .... PllIOO COlI n
~ ~ m W E W n ~ A S
12 13 15 15 4 J 11 3 12 3
S1rucbml, IIIJIVIIIUAl
I Nepharite of lIian EIIUI .. t:
Dimension Blade and Pistol, Chains of lIian 1iDeeIII1bIIUes:
Supernatu ra I Powers 4, Give a rd ers.: m m u n e to Pa n ic. 1m mu n e 10 Fear
SPecIal RulBS:
Nepharites of llian may choose Supernatural Powers from the lIian I~ 01 Supernatural Powers.
Karak The Keeper btU The leeper
COSI12!
~ ~ m W ~ w n ~ A S
12 13 14 14 4 3 11 3 13 3
StnmbInI, INDIVDJIl
Karak The Keeper EaliPllenl.
HMG, HMP SDeclaI AIJIII1Ie$,
Immune to Panic, Immune to Fear, 1 Extra RC Attack, Inspiring Leadership for Templars only, Give Orders 10 Templars only, Supernatural Powers 2
SpecIal Rules:
Karak the Keeper is a Personality and may choose Supernatural Powers from the llian list of Supernatural Powers.
Kamophag8S Immaculate Furv
20 Immaculate Furv Cosl38
lD AC W S1 MV A S CC He PW LD AC W S1 MY A S
12 3 1 9 3 8 2 8 10 9 12 3 2 8 3 11 J
ImmacUlate furv HMG SPecialist Cosl52 Kamophages Screaming Legionnaires
Greater Squads Immaculate Fury Zenithian Soulslayer
is the Lord of Insanity and wherever his presence is felt follows dose behind. The Kamophages are humans that foolish enough to believe they could bargain with insanity. N ow they a re lost in the twisted ha lis of the mind with no hope of escape. When they enter battle their naked bodies are animated
. manic energy and they tear at the enemy with teeth and claws. Marching with the frantic Karnophages are the Screaming Legionnaires, more pitiful humans whose tortured minds know only confusion, pain and the simple desire to cause harm. The unnerving sound of the Screaming Legionnaires has caused many a hardened veteran to lose his nerve and couch in fear before the forces of Muawijhe.
Adding some heavy firepower to Muawijhe's army are the 1m rna culate Fury. Oil rk legio n creatures bro ugh! through from iI
Nepharite
Doomsday Proclaimer Zenith ian Siaughtermaster
K.arnophages: Enhanced Charge, Extra CC Attack, Immune to Panic, Immune to Fear
$II8CIaII RIIIIS,
Karnophages use their teeth and claws in CC, Hit +0, Dam ST +0.
Screaming legiOnnaires
lD AC
9 3
W 1
ST MY
7 3
A 7
8-12 Screaming Legionnaires
Up to 1 Screaming Legionnaire Nightmare Projector Specialist Up to 1 Zenith ian Soulslayer (Leader)
legiondilires: Assault Rifle
Nil!hlmlilre Projector Spedalist: Nightmare Projector, Sword i Zenlithi;ln Soulslayer. None
Legionnaires: Zombie Nil!htmlilre Projector Specialist: Zombie
'lenlithi;ln Soulslayer: Enhanced Charge, Immune to Panic, Immune to Fear, 1 Extra CC Attack
RuleS:
to their incessant screaming all human models within 6 inchof a Screaming legionnaire suffer an LD penalty of -2.
violent realm of madness. The Zenithian Soulslayers are nightmares in the flesh. large demons with blue--black skin they slash and rend their victims with blade-like claws and rows of sharp teeth. And related to these but many times more powerful are the Zenithian Siaughtermasters larger and stronger than their cousins the Siaughtermasters are able to use Supernatural Powers adding greatly to the fear they instill.
The Nepharites of Muawilhe bring the insanity of their master to the battlefield. The Supematural Powers they use are all tainted by their Lord's warped mind and in many ways are more terrifying than attacks of the flesh. Also serving his masters quest to corrupt the sound mind of humanity is the Doomsday Proclaimer. This creature floats over the battlefield preying on the insecurity of humankind, questioning their sanity. And in a world so full of suffering and war is anyone completely free of madness?
CC At PW lD AC W
8 10 9 12 l 2
SblCbn, SQUID
ST MV A
8 3 11
S 1
2-4 Immaculate Fury
Up to 1 Immaculate Fury HMG Specialist EulllPmaal:
Immawlate FUry: ScatteFgun HMG 5pedalist: Nazgaroth HMG SPed8lIbIIUes:
S 2
Immaculate Fury: Immune to Panic, Immune to Fear HMG Specialist: Immune to Panic, Immune to Fear Spada. RUleS:
None
Zenl1hian Soulsla"ers lenlthlan SOulsiayar
COlt 38
CC HC PW lD AC
12 NIA 9 12 3
W 2
ST MV A S
10 4 9 l
StrucIure, SQUID
4-8 Soulslayers EaIIIJIIMII,
None _liliiii81:
5oulslayers: Enhanced Charge, Immune to Panic, Immune to Fear; 1 Extra CC Attack SPeclllIIIIIeI:
Soulslayers fight with their razor sharp claws in CC, Hit +(l, Dam ST +0.
~ ~ ~ ~ w ~ ~ A S
10 13 15 4 3 12 J 12 3
1 Nephar~e of Muawijhe
ElI_III:
Enhanced Charge, Supernatural Powers 3, Immune to Panic. Immune to Fear, Cause Fear, 1 Extra CC Attack
SUeelalIIuIes:
Nepharites of Muawijhe may choose Supernatural Powers from the Muawijhe list of Supernatural Powers. They use their teeth and claw.; in Cc. Hit +0, Dam ST +0.
Doomsdav PrOClaimer Doomsdav Proclalmer
COSI51
« ~ ~ W ~ W ~ ~ A S
11 11 10 13 ] 2 B ] 10 3
1 Doomsday Proclaimer Equfpmeat,
2 Doomsday Shotguns SUIlClalIblll1f8s,
1 Extra RC Attack, 1 Extra C C Atta tk, 1 m mune 10 Pan i c, 1m m u n e to Fear
SpecIal Rules:
The Doomsday Prodaimer floats over the ground so is not affected by rough Terrain and can move over obstructions less than half its height without spending an Action to clamber over them.
Zenilhian SlaughlermaSler
COIl 62
~ " m w ~ w ~ ~ A S
13 N/A 11 14 ] 3 12 4 10 3
StJucblr8 .. ItIIIVIIUAl
1 Zenith ian Siaughte rmaste r 1l1li_ ... 1:
None SpeclIllIblMUes,
Immune to Panic. Immune to Fear, Cause Fear, 1 Extra CC Attack, Supernatural Powers I, Give Orders to Zenithian Soulslayers only SlleclBI Rules:
Zenithian Siaughtermasters may choose Supernatural Powers from the Muawijhe list of Supernatural Powers. Slaughtermasters fight with their razor sharp claws in Cc. Hit +0, Dam ST +0.
Nepharite of Muawijhe
• , Heretic Legionnaires
servants 01 SeHlai
is the Betrayer and the Speaker of Lies, He delights in turncomrades against each other and sowing the seeds of betrayal, to entre p followers with blata nt untruths and such is his that his ranks are swelling, The Heretic Legionnaires were , by prom i ses of great glory and 0 nly wh en it was 1001 ate
them to turn back did they learn the truth of their deception. they are bound to their master's cause with no hope of redemption. The Dark Huntsmen are human soldiers and still have a mind of their own, or at least that is what they believe! The web of lies is wound so tightly around them that they are not even aware of the brainwashing they have endured. All they know is the belief that humanity should be eradicated,
The Nepharites of Semai follow their master's lead as they use their Supernatural Powers to deceive the enemy tempting even the steadfast heart to betray his brother and slaying those who
Grealer SQuadS Da rk H u ntsmen
Neobarite
Callistonian Sundancer Callistonian Intruder
W 1
SI MV A 731
Celt 22
LD AC W
12 3
ST MV .l
3 7
~onnaires: Assault Rifle Assault rifle, Pistol ..... ,
Legionnaires: Immune to Fear Immune 10 Fear
..... ,
Dark HunlS.en
PWLDAC W
H 12 3 1
ST. MY A 838
prove strong enough to resist. The Cal1istonian Sundancer prefers a more direct approach. Making the most of camouflage it maneuvers into position until it can dispatch the enemy with a single shot from its sniper rifle. The Caillstonian Intruder also likes to engage the enemy in combat it uses ils skill to outflank the enemy forces coming up on them from the least expected direction and bringing death alon g with ft
Eaonian Justifiers are much hated for their cruel minds. They enJoy listening to the lies their torture victims invent when the truth has failed to set them free. But the tragedy is, the better they are at lying the longer their suffering will continue, for to Sernai the master of lies. their pitiful attempts at deception are music to his ears.
The Metroploitan Prophet is an assassin that uses the art of illusion to get close to his victims. He might appear as a comrade and friend before taking your life without a seccnd thought. Know that yo u ca n n ever be safe fro m the Metropol itan Prophet!
Hephame of Semal Nepharlle
CC HC PW LD
12 12 13 15
~,NIVDJIl
AC 4
W 3
ST MV
12 3
A 12
S 3
S 1 Nepharite of Semai
2 __ ,
Dimension Blade, Jahkt Throwing Disc SpeclalIIIIIUIs,
Immune to Panic. Immune to Fear, Give Orders, Supernatural Powers 3
SpecIal ..... ,
The Nepharite of Semai may choose Supernatural Powers from the Semai list of Supernatural Powers. When a human model attempts to Fire at a Nepharite of Semai they suffer an RC penalty of -2 due to the incessant whispering voices that fill their mind with seductive lies and false promises .
Callisionian Sundancer
C8lllslOnlan Sundancer
COsl45
CC HC PW lD AC W ST MV A S
S 8 8 8 12 3 1 H J 8 2
2 S1nIcIIn, HnIDIJII.
1 Callistonian Sundancer
~.
Sniper Rifle
SIICIIIIbIIIIeI.
Camouflage, Sniper, Infiltrate
SPlClllIIUIIs.
None ~ ffl W ~ W n ~ A S
11 9 13 3 1 9 3 9 2
Dimension Blade, Jahkt Throwing Oisc
_UIIId8I,
COlI 25
Eaonian Justifier
~ ~ m w ~ W M ~ A S
S 1 9 12 3 2 9 3 10 2
None
SpIClal AIIIIIII8s,
Inspiring Leadership for Heretics only, cause Fear SpedllIIIII8I,
Eaonian Justifiers attack with their claws in CC, Hit +0, Dam ST +0.
MetroPOlitan Prophet
_tropollan Prophet COlt 114
CC He PW W At w S1 MY A S
11 10 10 12 3 3 10 3 11 3
StJucbn, INIIIVDIIl
1 Metropolitan Prophet IaulPm8ll1,
Heavy Machine Pistol SPecIal AbII1Ies,
Unseen Assaila nt 1 Extra CC Attack, 1m m u n e to Pa n ie, I mm une to Fear
IPedaI RUI8I,
You may not have more th ani Metro polila n Prop he! in you r army.
One-Handed, Oirect Fire, Missile Weapon SDeCIII Ra,
Heavv Machine Pistol (HMP)
'Long Ext
Hit Dam Hit Dam
On e-H anded, 0 irect Fi re, Missile Weapon Spac:l8lRuI8s,
GaUing Cannon
cc P;I. I 5bo11 I Mod lOIll Ext
Hit Dam Hit Dam I Hit 1~~~) I Hit Dam Hit Dam Hit Dam
+1!~2) 11112) +1(11) 11(12) +H~) 0 ID(~) One-Handed, Direct Fire, Missile Weapon SpecIal Rules,
rmorv
Scanergun
HitDall1
Hit Dam,
·1 10
One-Handed, Oirect Fire, Missile Weapon SP8CIaI RIdes.,
None
Ught Machine Gun (LMID
Dam
cc
Hit Dam
.] 11
Two-Handed, Direct Fire, Missile Weapon S08CI8I RuI8s::
None
Handcannon
Dam
Hit Dam
Hil Dim
·3 11
One- Ha nded, 0 irect Fi re, Missile Wea p on SpecIal RuleS:
None
Decimator Handcannon
CC I P.B.I .. $hort Med
woo I Ext
Hit bam I· Hit Dam I Hit Dam Hit Dam
·2 14 +2(12) 1M) +l{ll) 14(12) ·2 14(12)
One-Handed, Direct Fire, Missile Weapon SOecIaI Rilles:
None
Heavv MaChine Gun (HMG)
cc
Hil Dam
·4 13
Two-Handed. Direct Fire. Missile Weapon SPecIal RUies,
None
Darll Scvthe Heavv Machine Gun
cc
Hit Dam
o 13(12)
Two-Handed, Direct Fire, Missile weapon· SPeelatR_,
fit 00·
~~~+'~~_'~~~~~~~~~~-+~~D~B--m ~H~.~~~Da-m~~~--~~~-+~~~1-~~~rw~~-
+1 $It~{~
Two.Handed, Direct Fire, Missile Weapon One-Handed, Melee Weapon
SlllClalllUles: ;':;!SII;::.81::_:CIII:::. . .:;.:RI:::.:Ies::.::.;_' __ None
Two·Handed, Direct Fire, Missile Weapon· SDocIaIR_,
Mecrolech. Claw
Hit DBm +1 81+1
Hit Dam
One-Handed, Melee Weapon SPeeIaI RUIIIS:
None
Hit Dalll
On e- Ha n d ed Melee and M issil e Wea p on SPedaI Rilles:
Ohopper
CC I .. . Pol. Sbol1
Dim Hit Dim
Dam Hit Dim
., 81+1
Hit Dam
One-Handed, Melee Weapon SPecl8lIIUIfII,
None
Dimension Blade
lWo-Handed Dimension Blade
Hit Dam
cc
Dam Hit DBm
., S1+J(!2)
Two-Handed, Melee Weapon SPec:taII R"es,
None
Two-Handed,. Melee Weapon special RIdes:
Whenever a Wound s caused with the Blade 01 Lost Souls the wielder may attempt to recover a lost Wound by spending an Action and making a su(cessfulleadership Test. If successtol the bearer regains a lost Wound though it may never exceed the number of Wo u n ds it sta rted with. II unsuccessful th e 8 earer loses a Wou nd due to Ih e random and chaotic effects of the hungry blad e as it seeks new souls to devo u r.
Templar Sword
CC·· I P.I. I SIIDd
Hit Dam
lOOI I
Hit DI.III I Hit Dam I Kit
., $Itl{x2JI· . .
Dam
Iwo-Handed, Melee Weapon SlleelallItIIt$,
Dam
None
Templar Mace
CC I P.B. I Short
M.edl Loog
Hit Dam I Hit Dam I '"
·2 ST+3 . . ..
Dam
Two·Handed, Melee Weapon $pec:IaI Rilles:
None
The Flame-Thrower uses the Ramer Template DAM 12. The Flame-Thrower is an incendiary weapon. When a model is hit by an incendiary weapon it is set on fire and must
The Soulscythe IS a weapon can change . Without spending any Actions the. make a successlul Armor Roll or take a Wound. If it has more than one Wound it must
wielder of this weapon may transform it into one of two forms, the Scythe or the Chain. continue to make Armor Rolls until it succeeds or dies.
It may only ever use one form per attack. When the wielder uses the Chain any oppo-
nents of Size 4 or less lose their Charge bonuses when Charging it Plalue Gun
AzOlar Powered Polearm
cc I P.1l. I SIIorI MId a.. Ext
Hit Dim II Hit D~ I H.it Dam Hit Dam Hit 01. Hit Dam
+8 $1+0(14) • One-Handed, Melee Weapon, Anti Tank 1llllGlll1IIIes,
ce p.1l. Dan .... I Long I Ext
Hit Dalll Hit Dam Hit Dalll Hit D~m I H.it D~m I H.it Dalll
·1 +2(12) cc P.1l. SIIGrI MId I l8nII I Ext
Hit Dam Hit 01111 Hit 01111 Hit D~m I H.it O~m I H.it Dal1
+0 +0 Sniper 8me
cc p.1l. SIIorI MId J l8IIII I EXt
Hit Oall Hit Dam Hit 0.111 Hit Dlln I Hit Dam I Hit Dam
·3 10 +2 10(~2) +1 ID(Kl) D 10(12) ., 10112) -2 9 Two-Handed, Direct Fire, Missile Weapon 1IUI8I,
Two-Handed, Melee Weapon, Directly Placed Template Weapon SpecIal RUIIS,
Only the Chainsaw can be used to attack models in Cc. The Acid-Sprayer uses the Corrosive Spray Template and does Dam lO(Xl).
Hit Dim
'IlIPIIl
Mounted, Direct Fire, Missile Weapon SPeCIIIIluIBs:
The PlR is an incendiary Weapon. When a model is hil by an incendiary weapon it is set on fire and must make a successful Armor Roll or take a Wound. If it has more than one Wound it must continue to make Armor Rolls until it succeeds or dies.
Power Hammer
Hit Dim Hit Dam
cc
lOng Ext
Hit Dim
-t ST+2
One-Handed, Melee Weapon SPeCIIIIlUIBS;
A model using this as its primary weapon in Close Combat gets + 1 to Dam for each additional Attion spent to increase its chance to hit.
Flame-Thrower
cc
Hit Dam
P.I.
SboIt I Mad I lOIIII I EXt
Hit Dam
Two-Handed, Directly Placed Template Weapon SDec:I8I RIHS,
cc
Hit Dam
Hit 0111
Two-Handed,. Directly Placed Template Weapon SP8CI8I RUles:
Uses the Plague Template DAM 11 (Xl).
lANCIARAMME TORMENTOR
co I TO I Be
1M I GL
Co.lp. Da~no I CO.II" DB~no I CO.II" DIi~o CO.II" Da~no I CO.II" Danno Colp. Danna 1Ipo=
Due mani, Indiratore ad Effetto Area Diretto Regole SPlCiaD:
I Landaframme Tormentor utilizza I'lndir.alore del Landafiamme, DANNO 13. E' un'arrna inrendiaria Quando un rnodelle e mlpito prende fuoco e cleve superare un TIro Armatura altrimenti subisce Una Ferita. Se ne ha piu dj una deve continuare a fare Tiri Armatura finch~ non SI 5<llva 0 muore.
PROlmORE D.INCUBI
Colp.. Danna Colp. Danno
Gl GI
Co Ip. D.8onll
11Po:
Due rnani Indicatore ad Effetto Area Diretto RIIfJOI8 Spectal:
Usare l'lndicatore Proiettore di Incubi. Ie miniature colpite devono superare 2 test di Comando allrimenti subscono una Ferita.
CANNONE DEL VUOTO
co TO BC 8M GI. I BE
Colp. Danno Colp, DaM.O Colp. Danno Colp. Danno Colp. Da~no I Co.lp. Danno
. Due mani, Indica!ore ad Effetto Area Diretto Hegole SpeClIII=
Usare l'lndicatore del Cannone del Vuoto, Denno 11. I modelli colpiti ma non uccisi devono SUperare un Test di Comando altrimenti perdono 1 Azione nelloro successivo Turno.
FUeilE INFERNAlE
CG TO I Be 8M I GL Gl
Colp. Danno Colp. Danna I Colp. Daouo Colp. Danno I Colp. Danna Colp. Danno
·1 11 + 2 10(x2) 0 9(lZ) ·1 B • DUO,
Due mani, Fuoco Diretto/ Anna da TIro R891th1 Speclal,
Nessuna
Cannoncino Multiplo
wanone
FOelLE DElG.ORNOoR Gluomo
00 j TO 00 I 8M m I m
Colp. Danno I corp. Danno corp. Danno I Colp. Dann7 0 Colp. Dan_ no I CO.'p. Danno
+1 10 I +2 9(K2} D 8(x2) I -I I
11PO:
Una Mano, Fuoco Diretto, Arma da Tiro Il8gOle SpeelaD,
NeSSLJna
CANNONE SACRILEGO
cc TO Be I 8M Gl I BE
Colp. Danno Colp. DanDO Colp. Danno lcolP. Danno Colp. Dann 0 I Colp. Danno
·1 tz -~ 12 ·5 12 ·7 12 1Ipo:
Mantala sui veieolo, Arma ad Effetto Area Diretto, Fuoco Indiretto, Arma da Tiro RegolB Speclatl,
Usare l'lndicatore del Cannone Sacrilego.
CATENE DI.WlN
cc TO BC I GM Gl GE
Colp. Danno Colp. Danno Colp. Da~no I CO!P, Danna Colp. Danno Colp .. Oa.nno
+0 ID+O DIIo=
Arma Bianca Ragole SpedIII,
Le Cetene di llian in Corpo a Corpo sono considerate un'arma addizionale quindi if giocetore deve scegliere qual/e queUa primaria. Dopa aver dedso si PUQ procedere con la rsolozione dell'anacco e SI he un bonus di +1 solo se la si uti1iw come seconds arma lin caso sa quell a prima ria, tutti gli awersari di Dimensione 4 a meno perdono i bonus di Carica.
BIO~CANNONE
cc m Be I 8M Gl. I Sl
Colp. Danno Colp. Danno Colp. Danno I Colp. Danno Colp. DaoDO I Colp. Danno
0 11(12) ·2 11 (12) ·3 11(12) ·4 11(12) • Una Mana, Fuoco Diretto, Anna da Tiro, Arma ad Effetto Area a Raggio Rag. SplGlall;
Uti I ina I' In di satore della Piccola Esp losione,
89
f ueile diAssa Ito
upernatura owers
Alaeroth
12
12 inches & LOS 10
1
N/A
A model successfully using this Supematural Power may a single friendly model. Place an Ultimate Sacrifice Counter beside the affected model. The next time the model is Activated it receives an MV bonus of +2. It also receives a bonus when fighting in CC, +2 to hit and +2 Dam with any weapons. However, at the end of the target model's Turn it slumps to the ground dead, the last of its life force spent in one final burst of aggression. This cann 01 be used more tha n once on th e sa me ta rgel.
24
12 inches & lOS 1II1Ic:a1ty: 12
2
N/A
A model using this Supernatural Power needs LOS to the Individual or any member of the target Unit that is in Command D sta nee of th e leader. Wh e n targeting Sq u ad me mbers that are outside Command Distance treat them as Individuals. II successful entire to rget Unit rece ives an RC bonus of + 1 to h it and + 1 Dam. Place a Dark Enhancement Counter beside the affected Unit. effect I asts until th e end of the U nit' s next Turn at wh i ch point the Counter is removed. This Supernatural Power cannot be used on a Unit that is already under the influence of Dark Enhancement
15
8 inches & LOS !ImC8ltJ: 9
1
N/A
A model using this Supernatural Power needs LOS to the Individual or any member of the target Unit that is in Command of the leader. When targeting Squad members that are Command Distance treat them as Individuals. If successful entire target Un~ receives a CC bonus of + 1 to hit and + 1 Dam. Place a Bloodlust Counter beside the affected Unit. The effect lasts until the end of the Unit's next Turn at which point the Counter is removed. This Supernatural Power can not be used on a Unit that is already under the influence of Bloodlust.
warcry
CoSl:. 34
Range: 6 inches
0IIIIcIdtV, 8
AcIIoDS: 1
Save, N/A
Eneet, When a model successfully uses this Supernatural Power all friendly Units within 6 inches get the Enhanced Charge Special Abilily during their next Turn. In order for a Squad to benefit from the Warcry at least one member must be within range of the model using the Power and also in Command Distance of the leader of their Squad. Place a Warcry Counter beside each affected U nil. The effects last until the en d 01 I h e Units' next Turn, at which point the Counter is removed. Blocked Access Points and walls in buildings SlOP the Warcry.
Bloodlesl
CoSI: 64
Range, 12 inches & LOS
DIffICUlty: 13
IcHons: 3
Save: N/A
meet: A model using this Supernatural Power needs lOS to the Individual or any member of the target Unit that is in Command Distance of the Leader. When targeting Squad members that are outside Command Distance treat them as Individuals. If successful the nexllime the target Unit is Activated all the models in it, except those in CC, burst into lIame and must use all their Actions to Move as far as Ihey can in a direction determined by rolling for Deviation. When all models have Moved they Simultaneously explode killing themselves and possibly damaging any other models in the vicinity.
Work out the effect as follows:
Any affected models killed before all the models in the target Unit have finished Moving do not explode.
The range of the explosion is 1 inch for every point of Size of the exploding model. The explosion bits any models in range and LOS to the exploding model. The Damage for the explosion is 10 for every 2 of the exploding model's remaining Wounds (rounded up). For example, if the exploding model has 1 Wound the Damage would be 10, if it has 3 Wounds the Damage would be 1O(X2).
Demnogonis
Putrescent Spray
COSI, 35
1BIItIe, Directly Placed Template
1ItfICu1lY, 10
ICtIORS, I
save, Armor
EReet, When a model successfully uses this Supernatural Power a gout of putrid and corrosive slime shoots forth, burning and rotting its way th rou gh Armor and flesh. Ce nter the P Lague Tern plate over the target as n arm a 1. Any models touch ed by th e tem plate are hit by the Putrescent Spray, Dam 13, and must make an Armor Roll to avoid taking a Wound. If they have more than 1 Wound they must continue to make Armor Rolls until they succeed or die.
COlI, 29
RaIlUll. 6 inches & LOS
lIIf1ICuIIv, 14
kUoOS: 2
save, Armor
meet: When a mod el su «esstu lIy uses th is S u pe matu ra I Power it may target a singl e, t ivi ng, enemy rna d el. The til [get must make an Armor Roll against a Dam 12 attack, rolling once for each of its remaining Wounds. If the model fails to make at least one successful Armor Roll it turns into a seething mound of mutated, rotling flesh under the control of the Demnogonis player. The characteristics of the Reborn depend upon the Size of the@rgel model.
Size 1-2 model
Reborn
COSI Hll
tC HC PW LO
5 7 S
At 2
5T 7
MV A 5
3 5 1
W 1
GosI NlA
RC PW LD
9 . 8
At 2
W 2
5T 9
MV A S
3 7 3
COSt Nil
to 10
AC 2
51 MV A S
11 3 9 5
w ¢
GosI NIl
LO 10
At 2
W 6
ST MV A S
12 3 10 7
The Reborn may climb any surface without making Climbing rolls and must only make a Climbing roll if they take a Wound. They may squeeze through any gap of up to 0.5 inch. The Reborn can only attack in CC, Hit +0, Dam ST -+'0.
Nauseous Ague
GosI: . 42
Ranll8: 14 inches & lOS
DlfflCUttJ, 11
Acuoas: 2
SIva, PW
m8CI: A model successfully using this Supernatural Power needs LOS to the Individual or any member of the target Unit that is in Command Distance of the leader. When targeting Squad memo bers that are outside Command Distance treat them as Individuals. If the target fails its Save all the models in the Unit suffer a penalty of -2 to CC, RC, PW, lD, ST. Place a Nauseous Ague Counter beside the affected Unit The effects last until the end of the Unit's next Turn at which point the Counter is removed. This Supernatural Power can not be used on a Unit that is already under the influence of Nauseous Ague.
FOuntain 01 Rhh
COlI, 15
Ra .... , 18 inches & lOS
DIfIIcuIly, 12
Actions, 1
save, Armor
EH8CI: A model successfully using this Supernatural Power may target any point on the batt1efield within the range. The ground at the target point erupts and spews out a cascade of corrosive mucus and puss that showers over any unfortunate models in the vicinity. Center the Fountain of Filth Template on the target point where it remains for the rest of the game. Any models touched by the template suffer a Dam 8 attack. 11 used in a building this Supernatural Power can only be used on the lowest level of the building.
In.ect
COSI: 22
Range: 8 inches & lOS
1IIIOcuIIJ, 9
ActIonS: 1
SIve: PW
meet: When a model successfully uses this Supernatural Power rt may target a single, livin& enemy model. If the target fails its Save it is considered to be Infected. Place an Irlfected Counter beside it Once infected the model must make a Save each time it is Activat· ed and if it fails it suffers a Wound.
Any other models that start their Turn within 3 inches of Ihe Infected model must also make a Save or they 100 will become Infected. When used in buildings Walls and Blocked Access Points stop the effect.
2 Armor
EII8CI. When a model successfully uses this Supernatural Power a vicious blast of frigid air and sharp ice-crystal shards shoots forth. Center the Freezing Blast Template on the target model as normal. Any models touched by the template suffer a Dam 10 attack.
12
Directly Placed Template . Mllll!HlliII. 10
Armor
l'I'rffi a model S{K,[essk.~1· liSes this 56~7d\t\'d\1 Aslm" it a hole in the fabric of reality and stands at the center of the violent distortion. Center the Warpstrike Template on the model using the Supernatural Power. Any models touched by the template suffer a Dam 13 attack. The model using the Supernatural Power is not affected by the Warpstrike.
29
18 inches & LOS
Armor
When a model successfully uses this Supernatural Power it target a single enemy model, calling forth the wild, electro-sta-
energy of the Void. The target model suffers a Dam 8(X2) attack.
If the Chain Lightning kills the target model the model using the Power may direct the Chain Lighting to the next dosmodel within range so long as it is within 4 inches of the original target. However, in order to do this it must first make a successful Leadership Test This may be repeated until there are no models in range or the model using the Supernatural Powerfails its Leadersh ip Test
39
8"l1li: 10 inch es & LOS
1IIfIIcutIJ. 16
1CUonS. 2
Slve. PW
meet, When a model successfully uses this Supernatural Power it may target any point on the battlefield within the range. The model calls forth a writhing Vortex of despair that sucks the life force alii of models that are touched by it before disappearing from whence it came. Center the Vortex Template on the target point. Any models touched by the template must make a Save for each of their remaining Wounds. Affected rnodels take one Wound for each fa iled Save .
Warn Shield
COSI, 15
"""""" ~SOl7d\1
DllDCIdty, 9
AedGaS: 1
SIve. N/A
m_ When a model successfully uses this Supernatural Power it begins to phase in and out of reality, making it very difficult to see or hit. Place a Warp Shield Counter beside the model. Any models attempting to target the shielded rnodel suffer a penalty of -2 to CC and RC If a model wants to shift its target priority to the shielded model it suffers a pen alty of -2 to its Lea dersh i p ro II. The Warp Shield remains intact until the shielded rnodel takes a Wound at which point the counter is removed. This may not be used on a target already affected by Warp Shield.
COst:
Bage, 12 inches & LOS
.rncunv, 13
1cIkJI$, 1
SIR: Armor
Bleet: When a model successfully uses this Supernatural Power it summons a hellish creature from the Plane of Madness and targets a single enemy model. The creature is the size of a small dog but it has the mass of large rhinoceros. The hellish fiend attacks with the speed of a bullet flashing from victim to victim in the blink of an eye as it attacks with ripping teeth and savage claws.
The presence of the Demonic Fiend diminishes as it attacks.
The attacks automatically hrt and the first attack is Dam 12(x2). The Da mage 01 subsec u ent atta clts is reduced by 2, u nlil Ih e Dam is O(X2) at which point the Demonic Fiend disappears. For example, the first attack is Dam 12(x2), the second is IO(x2) etc.
II the original target is killed the Demonic Fiend immediately hits the next nearest model in 6 inches and LOS with any of its remaining attacks. This model could be friendly or enemy the Demonic Fiend does not care. If there are no models in 6 inches or lOS then the Demonic Fiend disappears regardless of whether or not it has remaining attacks.
GamlVOrous SWann
CO$I, 36
Range, 18 inch es & LO S
1IIIfIWIW, 12
Acdols, 2
save, Armor
BIeet, When a model successfully uses this Supernatural Power it may target any point in range on the battlefield. A seething swarm of vicious, fist-sized creatures is summoned from the Plane of Insanity. These creatures have large jaws and row upon row of needle sharp teeth. Center the Carnivorous Swarm Template over the target point and all models touched by the template suffer a Dam 6(X2) attack.
waking Hlghlmare
CIsI, 24
.... , 24 inches & LOS
1IU1IcuIQ, 9
1Cdons: I
San: lD
meet, A model successfully using this Supernatural Power needs lOS to the Individual or any member of the target Unit that is in Command Distance of the Leader. When targeting Squad members that are outside Command Distance treat them as Individuals. The target Unit experiences terrifying visions and will succumb to Pa nie if th ey fai I their Save. I ndivid ua Is use th ei r own LD stat fa r the Save while Squads make one Save for all members using the Leader's lD stat.
InsanItY
Cost, 18
R1IHI8: 24 inches & LOS
1JIIIIcU1Q, 10
Actions: 2
Save, PW
meet: When a model successfully uses this Supernatural Power it may target a single, living. human, enemy model.!f the model fails its Save it has succumbed to Insanity. Place an Insanity Counter beside the model. The next time it is Activated roll on the following chart to determine the effects of Insanity. The effects last until the end of the target model's next Turn at which point the counter is removed.
ROil EffeCt
1-5 Rage: The· model will use all available Actions in an attempt to get into Close Combat with the nearest enemy model.
6-10 Confusion The model will use all available Actions in an attempt to get into Close Combat with the nearest friendly model.
11-15 Paranoia: If the model has Missile Weapons it Fires at the nearest model in LOS. If the model has only Melee Weapons it will use all available Actions in an attempt to get into Close Combat with the nearest model.
16-20 False Sense of Security: The model seems cornpletelv unconcerned by the battle and does nothing for the rerna inder of the T u in.
HellSpawn
COSt: 34
RaOIlll: 12 inches & lOS
1IIfIICtIIIJ, 14 IGUons, 2
save, Armor
meet: When a model successfully uses this Supernatural Power it surnmons a nightmarish creature inside the body of the target. The target must make a successful Armor Roll against a Dam 14 attack. as the su m mo ned entity tries to d oW its way a ut of the host. The target must make an Armor Roll for each remaining Wound it possesses. For each failed Armor Roll the target suffers a Wound. This counts as an Anti-Tank attack when used on models with Weapon Immunity.
Ranae: 16 inches & LOS
IIIIIICIIIIJ: II
1ctIons: 2
save: N/A
Efl8CI: A model u~ing this Supernatural Power needs LOS to the Individual or any member of the target Unil that is in Command Distance 01 the leader. When targeting Squad members that are outside Command Distance treat them as Individuals. The Cloak of Deceit is used 10 conceal friendly Units from the enemy. When successfully used place a Cloak of Deceit Counter beside the affedeci Unit. Enemy models can not target or Charge a Cloaked Unit unless they first make a successful Leadership Test and if they lail lest they lose the Action. Cloak of Deceit can not be used on Units in Close Combat.
If a Waiting model wants to use its reserved Adion to interrupt or Countercharge a Cloakeci model it suffers a penalty of ·3 to its leadership lest when rolling to see if it can use its reserved Action. If successful it may then target the Cloaked model as normal. The effects of the Cloak 01 Deceit last until the end 01 the Cloaked Unirs Turn at which pointlhe counter is removed.
Betraval
CosI: 70
Raaae: 14 inches & LOS
IJIIIIcuIty :14
1CtIo1S: 3
Slve: LD
mll&t: Wh en a mod 1'1 su ccessfu Ily uses this Supernatu ra I. Power it may target a single enemy model. If the target fails its Save, then the next time it is Adivated it swaps sides and joins the army of the model that used the Supernatural Power. Place a Betrayal Counter beside the affected model. The model will not deliberately harm itself in any way. If targeted on a model consisting of several components such as a Vehicle with several crew use the highest lD stat among the crew adding +2 for each additional crew-member. The of Betrayal last until the end of the target Unit's Turn, at
im point the counter is removed. .
21
Ralge: Self
0IfIIcu1ty, 8
ICIIOII$, 1
Slve: N/A
Bract, When a model successfully uses this Supernatural Power il appears friendly to enemy models. Place an Illusionary Friendship beside the model. If a model wishes to attack the affected model it must spend an Action to attempt 10 break through the illuof friendship. The method used to attempt to break the illuis the same as the method used to make an Armor Roll. Simply replace Damage with the PW of the Illusionary Friend and Armor with the PW of the model attempting to break the illusion. If the Illusionary Friend attacks any enemy model, the effect wears off and the counter is removed.
False Orders
CosI: 28
Range, 24 inches & LOS
1IIIfICII1IJ: 10
1cIIOBI, 2
Slve: lD
Bract: A model using this Supernatural Power needs LOS to the Individual or any member of the target Unit that is in Command Distance of the leader. When targeting Squad members that are outside Command Distance treat them as I ndividuals. This can only be used on Units thai have not yet been Adivated in the current Game Turn. II the Squad Leader or Individual fails to Save then this Unit must be the next Unit to be Adivated by the enemy.
Veil or Darkness
COSt, 28
Range: 20 inches and lOS
DIIIIeUIIJ: 9
IctloRs: 1
save: PW
Effecl: A model successfully using this Supernatural Power needs lOS to the Individual or any member of the target Unit that is in Command Distance of the Leader. When targeting Squad members that are outside Command Distance treat them as Individuals. If the target Unit fails its Save its vision is shrouded in darkness. Place a Veil of Darkness Counter beside the affecteci Unit. While the Veil remains the Unit can not see lurther than Short Range. The effed lasts until the end of the Unit's next Tum at which point the counter is removed.
196 lwanona
IHIEX H
I
THE ARMY LISTS 1
THE CAPITOL ARMY 2
light Infa ntry 3
light Infantry Ca plai n 3
Heavy I nf a nlry 3
Heavy I nfa n try Capta in 3
Heavy I nf a olry Sn i per 4
Heavy I nla nlry Tan kb u ster 4
Heavylnfanlry Grenade Launcher 4
Fre€ Marines 4
Free Marine Hero 5
Desert Scorpions 5
Desert Scorp i on Hero 5
Marti an Sa n shees 5
Marti an Sa nshee Hero 6
Sea Lions 6
Sea lio n Hero
Ai rborn e Ra ngers Sunset Slri kers
Su nset Stri ker Hero
Cove rt 0 P eratio ns S pecia list Sgt. Carter
Big Bob Watts
Jake Kramer
Mitch Hunter
KA·67 Great Grey
Pegasus Scout Bike
Purple Shark
capitol Armory
THE B.AUHAUS ARMY Ducal Militia
Hussars
Hussar Kapitan Hussar Kapitan HMG
H ussa r Gren ade La uncher Ven us ian Ra n gers
Venusi an Ra nger Ka p itan Blitzers
Blitzer Ka pita n Dragoons
Dragoon Kap itan Etoil es M 0 rtant Etoil.es Mortanl Hero Ven usia n Ma rsh al HMG-85(f Gunner Max Steiner
Valerie Duval GT-Offroad Bauhaus Armory
THE MISHIMA ARMY Ashigaru
Ronin Samurai
Ronin Samurai Hero Ro n in Sn iper
Ro n in Grenad e Launcher Bushido Samurai
B u shi do Sa mu ra i Hero Hatamolo
Hatamoto Hero
Tiger Dragons Crimson Devils Combat Warheilds Suicide Warheads
8 8 9 9
10-11 12 13 13 13 13 13 14 14 15 15 15 15 15 15 , 16 17 17 17 17
1IJ..l9 20 21 21 22 22 22 22 22 23 23 23 23 24 24
Shadow Walkers
D eathbri nger Demon Hunter Mekil
Tatsu
Toshiro
Dragon Bike Mishima .Armory
THE IMPERIAL ARMY Regulars
Trencher
Tren ch er Hero Trencher Sniper
Trencher Grenade launcher BI 00 d Berets
Blood Beret Hero
6 Go lden lio ns
6 lmperial Ordnance Officer
7 Gray Ghost
7 Rams Air Cavalry
7 Edward S. Murdoch
Timothy McGuire Hurricane Walker
7 8 8 Wolfbanes
Wolfbaim
Wolfbane Commandos Wolfbane Commando hero Mourning Wolves Mourning Wolf Heroine Warhounds
Head hunters
Headhunter Hero Berserkers
Pathfi n ders
Sea n Ga II agher Fenris Bike
Hedgehog Necrnmower Imperial Armory
THE CYBERTRONIC ARMY People's Volunteers Chesseurs
Ch ssseur Hero Ch asseur Sn i per
Ch asseur Rocket tau n ch er Chasseur Grena de leu n th er Shock Troops
Shock Trooper Hero Ma eh i nators
Alilla Cu i rassiers Mirrormen
Scorpion
Dr Diana
Vince Diamond Cyril Dent TA·65000
Erad i cator Deathd roid Cybertroni.( Armory
THE TRIBES OF EARTH The crescentia ns Brotherbou nd
J iha ell nla ntry
Khan's Guard
The Lamented
24 Martyrs
24 Prophets
24 The Lutberans
24 Disciples
25 F us; liers
2S Corsair
25 Greymourn
26"27 Patna reh
28 The Sons of Rasp uti n.
29 Soldat Troopers
29 Soldat Trooper Kommandant
30 Shock Soldats
30 Northern Sons
31 Sol eI at Sta n da rd Bea rer
31 Jaeger Commando Sold at
31 Soldat Schwerwaffe
31 Soldat Flammen
31 Sold al Vicar
31 The Templars
32 Horde Troopers
32 Gendarme
32 Gendarme Beslal
32 Horde Standard Bearer
33 Gendarme Hunter
34 Tribes ofEarlh Armory
34 THE BROTHERHOOD ARMY
35 Troopers
35 Elite Troopers
35 Elite Trooper Sniper
36 EI ite Tro oper Rocket La u ncher
35 EI ite Ire oper G rena de La u ncher
35 Pilgrims
36 P.ilgrim Executioner
35 Fury Elite Guard
35 Sacred Wa rrinrs
37 Arch Pri mates
37 Mo rtificators
38"39 Va I kyrie
40 Assassin
41 In qu isitor
41 In qu isitor Ma joris
41 Mystic
41 Keepers of Th e Art
41 Vestals
42 Watchmen
42 Cruofiers
42 Blessed Vestill Laura
42 Inquisitor Nicodemus
43 Crenshaw the Mortificator
43 Cardinal Dominic
43 Death Angel
44 Brotherhood Armory
44 Brotherhood Supematural
45 Powers
45THEDAR.K LEGION ARMY
45
46--47 48 48 48 48 49' 49
The Horde
Undead legionnaires Necrom uta n ts Centurions
Unholy Carronade and Crew Golemot Darkness Pretorian Stal kef
Razide
51 51 51 51 51 52 52 52 52 52 53 53 S3 53 53 53
54·55 56 57 57 58 58 58 58 59 59 59 60 50 60 50 61 61 61 51 61 51 62 52 62 62 53 53
64·65
49 Pretorian 8ehemoth
72 72 71 73 73 74 74 74 74 74 74 75 75 75 75 76
Mercurian Ma.culator 50 The Cults
50 50 50 50 50
49
Acolytes Initiates Sacristans Destroyers
Supreme Necromagus Technomancer
Rea per of So u Is Billy
Servants of Algeroth N ep h erite of Alge roth Infernal Corroder Ezoghoul
Ca In al Harvester
66--67 70 70 71 71 71 71 72 72 72
Gomorrian Emasculator 76
Nasca Razide 76
Bier Giant 76
Alakhai the Cunning n
Golgotha 77
Stahler 77
Val purgis 77
Ra.gatho'l 77
Servants of Demnogonis 78
Blessed legi on na ires 78
Last Ritesmen 78
Kadavers 78
Cairaths 78
Nepharile of Demnogonis 79
Spawn 01 Demnogonis 79
Curator 79
Servants of Ulian 80
Children of lilian 80
Scio ns of Illia n 80
Thm~rs 00
Brass Apocalypt 81
Nepharite 01 lilian 81
Karak the Keeper 81
Servants of MuawiJhe 82
Ka rnophsges 82
Screaming legionnaires 82
Immaculate Fury 82
Zenthia n Sou Islayer 82
Nephar.ite of Muawijhe 83
Doomsday Proda i mer 83
Zenth ian Sia ugh termaste r 83
Servants of Semai 84
Heretic legionnaires 84
Dark Huntsmen 84
Nepharite of Semai 84
Calliston i an Su n dancer 84
Ca lIiston ian Intruder 85
Eaonian Justifier 85
Metropolitan Prophet 85
Dark Legion Armory 86-89
AJgeroth Supernatural Powers 90 Demnogonis Supernatural
Powers 91
lilian Supernatural Powers 92
Muawijhe Supernatural Powers 93 .Semai Supematural Powers 94
Warzone 2nd Edition
The Forces 01 War
There is no respite for the armies that do battle on the Warzones of the solar system. They are locked in the violent embrace of the Second Corporate Wars and now the demonic forces of the Dark Legion threaten to engulf them all. Only the spiritual guidance of the Brotherhood offers humanity any hope of resisting the forces of darkness.
This 96 page book details each of the armies that banle for supremacy in a world of unceasing conflic~
it The dYRamic forces of Capitol.
it The military machine of Bauhaus. 'i The Bushido warriors of Mishima. ii The indomitable spirit of Imperial. 'i The enhanced arniy of Cybertronic. '·i The fierce Tribes of Earth.
ii The Brotherhood's soldiers of faith. Ii The unholy forces of the Dark legion.
Printed in full color, this book is packed with illustrations and photographs of t.he miniatures used in Warzone 2nd Edition. Each of the nies has its own structure and identity to give players the widest possible choice when choosing their armies. All that remains is for you 10 choose your army and lead it to victory on the batllefield·s of Warzone.
Target Sames U,S. P.O. BOI 544, Secane, PA 19018 U.S.A.
Target Sames U.1t 2 Commercial Street. Edinburgh. Scotland. EH6 6JA.
Target Sames AB, Asi:igalan 121, 5TR, Box 4628, S-116 91 stockhulm, Sweden Target Games Pulska Sp. Z u.u. 28 Krucza street. 00-522 Warszawa. Puland.
~Ie 1998 JaIJdIlamBS AS All RiO!l~. R!ser¥!iI. WARlONE, MUTAIiT CKRONlClES® n It cl\nci&' ~ n Ihe dii1i1l:\iYs leoesslBS) lhereol are TIldemm If IaIJ!lIiarn!! AlL MUTHT IlHIIlIN IctES'JIi ~ II!eoisInI TrademaiI:.
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