You are on page 1of 100

I

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:.

1 0

You might also like