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Introduction

Hello, and welcome to One Page 40k!


One Page 40k is a single-page ruleset played with
Warhammer 40.000 miniatures that was designed to be
fast to learn and simple to play.
Gameplay is focused around alternating activations and
simple combat mechanics to keep both players on their
toes and engaged at all times.
We recommend printing page 2 and 4 on a single sheet,
and your army page onto another sheet. This way you will
always have all rules, special rules and units at hand as you
are learning the game and getting to know your army.
You can find various supplements to this ruleset and other
one page rules at onepagerules.wordpress.com. You can
find more awesome art at rosscarlisle.tumblr.com.
If you wish to get involved in the games development or
have any questions you can head over to our forums at
onepagerules.proboards.com, or write me an e-mail at
onepageanon@gmail.com.
Thank you for playing and happy wargaming,
One Page Anon (Rules) and Ross Carlisle (Art)
















Index
1. Introduction & Index
2. Core Rules
3. Advanced Rules
4. Common Special Rules
5. Space Marines
6. Imperial Guard / Astra Militarum
7. Orks
8. Eldar
9. Chaos Space Marines
10. Tau
11. Necrons
12. Tyranids
13. Dark Eldar
14. Sisters of Battle / Adepta Sororitas
15. Daemonhunters / Grey Knights
16. Chaos Daemons
One Page 40k Rules v1.27.2
by OnePageAnon (http://onepagerules.wordpress.com/)

General Principles
The Most Important Rule: Whenever a rule is
unclear or does not seem quite right, use common
sense and personal preference.
Units: Each unit consists of one or more models
acting as a single entity, and is defined by their
quality, size and whatever equipment and special
rules they have. You can find unit profiles in their
respective army supplement.
Quality Tests: Whenever a rule states that you
must take a Quality test roll one six-sided die trying
to score the units Quality value or higher, and if it
does that counts as a success.
Additional Dice: Whenever a rule refers to adding
dice they are added to the unit as a whole, and not
to each individual model (dice are added to the
most common weapon that is being used).
Line of Sight: If you can draw a straight line from
the attacker to the target without passing through
any solid obstacle, then he has line of sight.
Before we begin...
Preparation: The game is played on a flat 6x4
surface, with at least 10 pieces of terrain on it. The
players roll-off, and the winner chooses on what
side to deploy and has to start first. Then the
players alternate in placing one unit each within 12
of their table edge.
Objective: After 4 rounds the game ends, and both
players sum the point value of all enemy units they
destroyed or that are fleeing.
The player with the most points wins.
Playing the Game
The game is played in rounds, with each round
consisting of alternating player turns in which a
single unit is activated. Before each round the
players roll-off to see who goes first, and players
continue alternating in activating units until all units
have been activated.
Activation
The player declares which unit he wishes to
activate, and it may do one of the following:
Action Move Notes
Hold 0 May shoot.
Hunker 0 May not shoot. Gets +1
die to blocking shots.
Guard 0 May react once per round
by firing at enemy
movement across its line
of sight. Target gets +1 die
to blocking.
Walk 6 May shoot after moving.
Run 12 May not shoot.
Assault 12 Move into close combat
with enemy, gets +1 die to
melee attacks.

Moving
Units may move and turn in any direction regardless
of the models facing, and they may only move
within 1 of other units if assaulting.
All members of a unit must remain within 1 of at
least one other member and within 12 of all other
members at all times. If any member of the unit is
further than 1/12 you must use a Walk, Run or
Assault action to get it back into coherency.
Shooting
All models in a unit that are in range and have line
of sight of an enemy unit may shoot one weapon at
it. Units may not shoot into or out of close combat
under any circumstance.
The attacker takes one Quality test per Firepower in
the unit, and each success is a hit.
The target then takes as many Quality tests as hits,
and each success is a block.
Subtract the number of blocks from the number of
hits, and remove as many models from the target
unit as the resulting number (defender may remove
them in any order).

Close Combat
When using an Assault action move as many models
as possible into base contact with models in the
target unit. The opponent then moves as many
models into base contact with attacking models by
moving up to 3.
Any model that is in base contact with an enemy
model or that is in base contact with a friendly
model that is in base contact with an enemy model
may strike with all its melee weapons.
Both units strike simultaneously with all weapons,
which is resolved like shooting, and casualties are
removed after all attacks have been resolved.
Compare how many models each unit lost, and if
one unit lost more models than the other it must
take a morale test.
If neither unit is destroyed or flees the combat
starts over as soon as one of the units is activated
again, which fights close combat as its action for
that round (this does not count as an assault for the
purpose of special rules).
When a unit that is already in close combat is
assaulted by another unit do not move models in
the target unit, and the assaulting unit gets +1 dice
to melee attacks for that combat.
Morale
Whenever shooting brings a unit down to half the
size it was before the attack or it loses more models
in close combat, it must take a morale test.
The unit takes a Quality test and if it is unsuccessful
the unit flees 2D6 away from the nearest enemy
within line of sight, or else toward the nearest table
edge. If this move brings any models from the unit
outside of the table borders or if it is impossible for
the unit to complete its full move, then the entire
unit is removed as a casualty.
A unit that is fleeing must take a morale test to be
activated. If it fails it flees 2D6 again and counts as
activated for that round. If a fleeing unit must take
a morale test and is successful it does not move,
however it still counts as fleeing.
Terrain
Cover (forests, ruins, sandbags, etc.): Units in cover
get +1 die to blocking when being shot. If at least
half of the models in a unit are within cover terrain,
the entire unit counts as being in cover. If at least
half of the models in a unit are hidden by a tall
obstacle (like a building or vehicle) from the
perspective of the attacker it counts as in cover.
Difficult Terrain (woods, mud, rivers, etc.): Units
halve their movement when crossing this terrain.
Elevation (cliffs, roofs, ledges, etc.): Units get +1 die
to shots when being at least 2 above their target.
Army Composition
Each player may take up to 750pts or 1500pts worth
of units and upgrades in his army (you decide), and
each army may only have one Hero. You may also
take any combination of up to two special units
from the following: Monsters, Vehicles and Walkers.
Each unit can be made up of as many multiples of
models as * next to its size, and as many models as
multiples taken may equip items from the upgrades
list they have access to.
Units Types
Heroes: May join non-monster/vehicle/walker
units of same Quality when deploying.
Monsters: May fire all of their weapons (even at
separate targets) when using a Hold action, may not
hunker and never fail morale tests. Whenever
assaulting non-monster/walker units the target
must take a morale test after combat, regardless of
casualties. Dont get benefits from cover/elevation.
Walkers: May fire all of their weapons (even at
separate targets) when suing a Hold action. Walkers
may not hunker, never fail morale tests and follow
vehicle damage rules. Dont get any benefits from
cover/elevation.

Vehicles: Vehicles may do one of the following
when activated:
Action Move Notes
Hold 0 May fire all of its weapons,
even at separate targets.
Move 10 May shoot after moving.
Cruise 20 May not shoot.
Ram 20 Move into base contact with
enemy monster, vehicle or
walker.
Vehicles may pivot once by up to 90 when using
Hold actions or by up to 45 at any point during a
Move or Cruise action (may not move sideways, and
move at half speed when reversing). When using
Ram actions the vehicle deals D3 automatic hits to
the enemy, and deals D3 automatic hits to its own
front facing. If a vehicle is attacked in close combat
it may not strike back and it is never locked in
close combat (may freely move away from models
in base contact). Vehicles may move over enemy
units non-monster/vehicle/walker units, as long as
they stop at least 1 away from enemy models. All
units it moved across take as many hits as models
the vehicle passed over in that unit.
Vehicles get no benefit from cover/elevation.
When a vehicle fails to block one or more hits, roll
on this table for each:
Result Effect
1-2 Shaken (must roll a 4+ to activate).
3-4 Tracked (may not move or pivot).
5-6 Destroyed.
If the vehicle is hit in the front roll 2 dice and choose
the lowest result, in the side roll 1 die, and in the
rear roll 2 and choose the highest. If you are not
sure where the hit came from it counts as a side hit.
When destroyed do not remove the model but
instead place a suitable marker on the vehicle.
Each ranged weapon provides as many dice to
shooting as its Firepower, and range less weapons
provide Firepower to close combat.
Units that do not have a melee weapon listed in
their equipment are assumed to use fists/claws.
Weapons with D(n) Firepower roll an (n) sided die to
determine Firepower for that attack.
When attacking vehicles/walkers halve the amount
of hits (rounding down), or double them for
weapons with x next to their Firepower.
Name Range FP
Fists/Claws - 1
Hand Weapon - 2
Power/Force Weapon - 3
Power Fist - 4
Dreadnought Fist - 5x

Pistol 12 1
Shotgun 12 2
Grav Pistol 12 3x
Plasma Pistol 12 4x
Meltagun 12 5x
Flamer 12 D3+1
Heavy Flamer 12 D6+1
Carbine 18 1
Gravgun 18 3x
Assault Rifle 24 1
Assault Cannon 24 2
Grenade Launcher 24 3x
Plasmagun 24 4x
Multi-Melta 24 5x
Rifle 30 1
Sniper Rifle 36 2
Heavy Bolter/Multi-Laser 36 3
Plasma Cannon 36 4x
Mortar/Missile Launcher 48 3x
Autocannon 48 4x
Battle Cannon 48 5x
Lascannon 48 6x
Weapons
Advanced Rules
Advanced Rules
Once you have gotten familiar with the way One
Page 40k works, you might want to try using
advanced rules to spice up the game.

Terrain
A great way to introduce variety in your games is by
giving crossable terrain (such as forests and rivers) a
random type as you play.
When a player wants to move a unit into or across a
piece of terrain roll one die and consult the
following table before moving any models, and once
the terrain type is revealed you must finish the
original movement.
Result Type
1-2 Difficult Terrain
3-4 Dangerous Terrain
5-6 Deadly Terrain

Dangerous Terrain (quicksand, razor wire, mine
fields, etc.): Roll one die for every model that moves
into or across dangerous terrain. The unit takes one
hit for each 1 you roll.
Deadly Terrain (acid pools, lava, canyons, etc.):
Models that move into or across deadly terrain are
immediately removed as casualties.

Denying the Witch and Perils of the Warp
Denying the Witch and Perils of the Warp offer a
new tactical element to psyker combat and casting
psychic powers. When an opposing psyker within
12 casts a psychic power, or when an opposing
psychic power is cast on a target within 12 of your
psyker, you may try and deny the witch. Note that a
psyker that has already cast a psychic power this
round may not deny the witch, and a psyker that
denies the witch during a round may not cast
psychic powers on his turn. To deny the witch roll as
many dice as the psykers level, and pick the highest
result. If the result beats the casting psykers highest
result, then the powers effects are not resolved.
When rolling two or more 6s on casting a psychic
power or when denying the witch, the psyker loses
control of his power and suffers perils of the warp,
taking D6 automatic hits.





































Buildings
Buildings are terrain models that consist of one solid
block which cannot be opened or reached into. Each
building has a transport capacity, quality value of
4+, armor value and the Tough special rule.
Buildings are treated just like transport vehicles in
regards to entering, exiting and their destruction.
A unit that is within a building may use a Walk or
Run action to get onto the roof of the building.
Units on the roof of the building behave as if they
were in open terrain, and have to leave the roof to
be able to exit the building.
Units may shoot into and out of any side of the
building that has some sort of firing point, and units
within the building always count as being in cover
and shooting from the topmost floor (not the roof).
Units may chose to fire at units within a building, or
at the building itself. When shooting at units within
the building any missed shot may be re-rolled, and
on a 4+ the building is hit instead. Buildings are
treated like vehicles when it comes to hits.
Units may use an Assault action to get into base
contact with a building to attack a unit inside it. All
models in both units attack, and the unit within the
building gets +1 attack dice. If the unit within the
building is destroyed or flees, then the assaulting
unit automatically enters the building.
Here are some guidelines for buildings:
Name Transport Armor
Clay Hut 6 -
Wooden Shed 6 1
Brick House 11 2
Apartment Block 21 3
Small Bunker 11 4
Large Bunker 21 5

Ruins
Ruins are terrain models that consist of one or more
pieces which can either be opened or reached into.
Ruins count as difficult terrain, and they have a
quality value of 4+, an armor value, and the Tough
special rule. Ruins are treated just like transport
vehicles in regard to their destruction.
Models may move onto and off of different floors of
the building by using either a Walk action to move
up/down by one floor, or a Run action to move
up/down by two floors.
Units may shoot into and out of any side of the ruin
that has some sort of firing point, and the entire
unit counts as being at the elevation at which most
models are (if an equal amount of models is on
different floors, then elevation is counted from the
position of the higher models).
Units may choose to fire at units within a ruin, or at
the ruin itself. When shooting at units within the
ruin any missed shot may be re-rolled, and on a 4+
the ruin is hit instead. Ruins are treated like vehicles
when it comes to hits.
Units may use an Assault action to get into base
contact with the lowest model in the ruin. The
assaulting unit automatically climbs as many floors
necessary to reach the lowest model, and the target
unit gets as many extra dice to attacking as floors
that the assaulting unit had to climb. All models in
both units attack, and if the unit within the ruin is
destroyed or flees, then the assaulting models are
placed on the same floor as the highest model of
the unit that was within the ruin.
Here are some guidelines for ruins:
Name Armor
Clay -
Wood 1
Bricks 2
Concrete 3
Reinforced Steel 4
Composite Materials 5






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


Common Special Rules
Common Special Rules
Armor(X): This unit adds +X dice when blocking
attacks. If a unit with armor joins another unit (with
or without armor), you must use the highest armor
value for the entire unit. Units of Vehicles/ Walkers
treat each model separately for the purposes of
Armor.
Beacon: If a friendly unit tries to deep strike within
6 of this unit, it does not scatter.
Brothers: This unit counts as having the Psyker(1)
special rule, however only one model may cast
psychic powers with it per round.
Combi: This weapon may only be used once per
game.
Deep Strike: You may choose not to deploy this
unit with your army, and instead keep it in reserve.
After round 1 you may roll one die at the beginning
of each round, before seeing who goes first. On a 4+
you may place a marker anywhere on the table, at
least 12 away from enemy units (if there is no spot
on the table at least 12 away from enemy units,
place the deep striking unit on the spot furthest
from any enemy unit). Roll a dice, on a 2+ the unit is
placed on the position of the marker (if the unit has
multiple models they must all be in base contact
with each other). On a 1 the unit scatters, and your
opponent may move the marker anywhere within
12 of its original position before placing the
models. If a unit has not arrived by the last round it
arrives automatically (scatters on 4+). If a unit with
this ability joins a unit without it, you must pay
+5pts per model without it so that it gets the ability.
Executioner: This model may be deployed as part
of a unit of same Quality. Whenever a unit this
model is part of fails a morale test, remove one
model from it as a casualty and re-roll.
Fast: This unit adds 3 at the end of any movement,
including fleeing. If a unit with this ability joins a
unit without it, you must pay +5pts per model
without it so that it gets the ability.
Fearless: Unit may re-roll failed morale tests.
Flying: This unit may move over units and terrain
as if it was moving over open terrain. If a unit with
this ability joins a unit without it, you must pay
+5pts per model without it so that it gets the ability.
Furious: This model gets +1 dice to close combat
when assaulting, and may use a 6 Assault action to
disembark from transports.
Heavy: This unit may never move more than 6 at a
time, and it may fire all of its weapons when using a
Hold action.
Indirect: This weapon may be fired at enemies that
are not within line of sight, and it ignores cover
from sight blocking terrain. The target unit gets +1
dice to blocking (even if several Indirect weapons
are fired by the same unit).
Linked: May re-roll failed shooting attacks.
Poison: Units must re-roll successful blocks when
attacked by this weapon, and this weapon deals no
damage to vehicles/walkers.
Psyker(X): This model may cast one psychic power
during the shooting phase instead of firing its
weapon. To cast a psychic power the psyker must
have line of sight, and the psyker may cast psychic
powers on units engaged in close combat. Psykers
that are in close combat themselves may also cast
psychic powers on their own unit, or on the unit
that they are fighting. When casting a psychic power
you must first roll X dice and score at least one 4+
and then you may resolve its effects.
Psykers may join non-monster/vehicle/walker units
of same Quality when deploying.
Rending: When rolling a 6 to hit with this weapon,
the hit automatically causes one casualty to non-
vehicle/walker units. This weapon does not halve its
hits when firing at vehicles/walkers.
Repair: Once per turn, if this unit is inside a vehicle
or within 2 of it, you may try to repair it. Roll one
die and on a 4+ the vehicle stops being tracked.
Resilient: This unit activates on 2+ instead of 4+
when suffering shaken results.
Resistance(X): This unit gets +X dice when
defending against psychic powers.
Scope: This model has Quality 2+ when shooting
with this weapon.
Scout: This unit is deployed after all other non-
scout units have been deployed. You may deploy
this unit anywhere on the table at least 12 away
from enemy units (if both players have Scout units
roll-off to see who deploys first). If a unit with this
ability joins a unit without it, you must pay +5pts
per model without it so that it gets the ability.
Sidecar: May fire all of its weapons, even at
separate targets, when using a Hold action.
Strikes First: When fighting close combat you
resolve this models hits first and remove enemy
casualties before they get to attack.
Strikes Last: When fighting close combat you
resolve enemy hits first and remove friendly
casualties before they get to attack.
Teleporter: When using a Walk action, you may
place this unit anywhere within 6+2D6 of its
position, passing through any units or terrain.
If a unit with this ability joins a unit without it, you
must pay +5pts per model without it so that it gets
the ability.
Torrent: Add +2D6 to this weapons range every
time you fire it.
Tough: Whenever this unit would remove a model
as a casualty place a wound marker next to it
instead. Whenever this unit has accumulated 3
wound markers you must remove one model as a
casualty and remove 3 wound markers. If a unit
with this special rule joins a unit without it, only
apply this rule to that unit, and you must either
accumulate wound markers until all models with
this rule have been removed as casualties, or
remove other models as casualties before starting
to accumulate wound markers.
Transport(X): This vehicle may hold X non-
monster/vehicle/walker models. A unit that moves
into contact with a transport may embark, and
embarked units may use a Walk action to
disembark. Units may also be deployed within a
transport at the beginning of the game. Transports
may not move on a round where models
embarked/disembarked.
If a unit is within a transport when it is destroyed it
takes D6 hits. Resolve the hits like shooting and
place the models within 2 of the transport.
Toxin: Whenever this unit attacks in close combat
it gets +D2 dice against non-vehicle/walker units.































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

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

Psychic Powers
All psykers may take any of the following
psychic powers. Note that the point cost of
the power depends on the psykers level.
Psychic Power 1 2 3
Assail (Target unit within 18
takes D6 hits)
15 20 25
Flame Breath (Target unit
within 12 takes 2D6 hits)
20 30 35
Prescience (Target unit within
12 may re-roll failed attacks
until the end of this round)
30 45 50
Banishment (Target unit
within 24 must re-roll
successful blocks until the end
of this round)
30 45 50
Smite (Target unit within 18
takes 2D6 hits)
30 45 55
Psychic Shriek (Target unit
within 18 takes a morale test.
If it fails remove D3 models as
casualties or add D6 wound
markers to its Tough count)
30 45 55
Summoning (Place a unit of 10
bloodletters, 10 pink horrors,
10 plaguebearers or 10
deamonettes within 12. Once
successful this psychic power
may not be used again during
the same game)
85 130 150

Space Marines
Name Size Quality Equipment Special Rules Upgrades Cost
Captain 1* 3+ Pistol, Hand Weapon Armor(1), Fearless, Hero, Tactics, Tough A, B 65pts
Terminator Captain 1* 3+ Linked Assault Rifle, Power Fist Armor(2), Fearless, Hero, Tactics, Tough G 90pts
Librarian 1* 3+ Pistol, Force Weapon Armor(1), Fearless, Tough, Psyker(1) A, B 55pts
Techmarine 1* 3+ Pistol, Power Fist Armor(2), Fearless, Repair, Tough A, B 65pts
Assault Scouts 5** 4+ Pistols, Hand Weapons Fearless, Scout A, B, C 105pts
Tactical Scouts 5** 4+ Assault Rifles Fearless, Scout A, B, C 105pts
Assault Marines 5** 3+ Pistols, Hand Weapons Armor(1), Fast, Fearless, Flying A, B, D 150pts
Tactical Marines 5** 3+ Assault Rifles Armor(1), Fearless A, B, D, E 130pts
Assault Veterans 5** 3+ Pistols, Power Weapons Armor(1), Fast, Fearless, Flying A, B, D 170pts
Tactical Veterans 5** 3+ Assault Rifles, Hand Weapons Armor(1), Fearless A, B, D, E 150pts
Terminators 5** 3+ Linked Assault Rifles, Power Fists Armor(2), Fearless G 215pts
Centurions 3** 3+ Linked Flamers, Linked Assault Rifles (3x
each)
Armor(2), Fearless, Heavy J 205pts
Scout Bikers 3*** 4+ Linked Assault Rifles, Hand Weapons Fast, Fearless, Scout A 70pts
Bike Squad 3** 3+ Linked Assault Rifles Armor(1), Fast, Fearless A, D, I 95pts
Thunderfire Cannon 1* 3+ Linked Autocannon (Indirect) Armor(1), Fearless, Operator - 135pts
Dreadnought 1* 3+ Linked Heavy Flamer, Dreadnought Fist,
Linked Assault Rifle
Walker K 80pts
Land Speeder 1*** 4+ Heavy Flamer Fast, Flying, Vehicle N 50pts
Storm Speeder 1*** 4+ Heavy Flamer Fast, Flying, Transport Vehicle(6) N 55pts
Drop Pod 1* 3+ Linked Assault Rifle Drop Pod, Transport Vehicle(11) - 55pts
Rhino 1* 4+ Linked Assault Rifle Armor(1), Transport Vehicle(11) H, O 65pts
Razorback 1* 4+ Linked Heavy Bolter Armor(1), Transport Vehicle(6) M, O 85pts
Land Raider 1* 3+ 2x Linked Heavy Flamers, Linked Assault
Cannon (Rending)
Armor(4), Transport Vehicle(11) F, O 235pts
Predator 1* 3+ Autocannon Vehicle L, O 115pts

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

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

C
Replace Pistol/Assault Rifle:
Shotgun +5pts
Assault Rifle +5pts
Sniper Rifle (Scope) +25pts
Heavy Bolter +25pts
Missile Launcher +45pts

D
Take one or Replace Assault Rifle:
Flamer +10pts
Gravgun +25pts
Meltagun +25pts
Plasmagun +40pts

E
Replace Assault Rifle:
Heavy Bolter +30pts
Multi-Melta +40pts
Plasma Cannon +50pts
Missile Launcher +55pts
Lascannon +105pts
Take one:
Narthecium (Armor(+1)) +10pts
Standard (this unit and friendly
units within 12 may re-roll
failed morale tests)
+20pts

F
Replace 2x Linked Heavy Flamers:
6x Linked Assault Rifles +20pts
2x Linked Lascannons +240pts
Replace Linked Assault Cannon:
Linked Heavy Bolter +15pts
G
Replace Linked Assault Rifle:
Heavy Flamer +10pts
Storm Shield (Armor(+1)) +10pts
Assault Cannon (Rending) +15pts
Take one:
Cyclone Missiles
(Combi-Missile Launcher)
+15pts

H
Take one:
Linked Heavy Bolter +35pts

I
Take one:
Heavy Bolter (Sidecar) +35pts
Multi-Melta (Sidecar) +50pts

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

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


L
Replace Autocannon:
Linked Mortar (Indirect) +5pts
Battle Cannon (Indirect) +20pts
2x Missile Launcher +50pts
Linked Lascannon +60pts
Take one:
2x Heavy Bolters +70pts
2x Lascannons +225pts

M
Replaced Linked Heavy Bolter:
Linked Heavy Flamer Free
Linked Assault Cannon (Rending) Free
Linked Lascannon +75pts
Lascannon and Linked
Plasmagun
+90pts

N
Replace Heavy Flamer:
Assault Cannon (Rending) +5pts
Heavy Bolter +15pts
Multi-Melta +20pts
Take one:
Heavy Flamer +15pts
Assault Cannon (Rending) +20pts
Heavy Bolter +25pts
Multi-Melta +35pts
Missile Launcher +50pts

O
Take any:
Dozer Blade
(ignores difficult terrain)
+10pts
Pintle Mount
(Linked Assault Rifle)
+10pts
Hunter-Killer Missile
(Combi-Missile Launcher)
+15pts
Extra Armor (Armor(+1)) +25pts

Army Special Rules
Drop Pod: This unit must Deep Strike to enter the
game and may only use Hold actions. It may use all
of its transport slots to embark a single Walker unit.
Operator: Place a techmarine model next to this
unit as long as it is alive. This unit has +D3 close
combat attacks, however if it ever takes hits in close
combat remove the techmarine model, and this unit
has no close combat attacks and Quality 5+ when
shooting for the rest of the game.
Tactics: This unit has the Fearless special rule and
may use one of the special rules from the Space
Marines Tactics section once per game.
Imperial Guard / Astra Militarum
Name Size Quality Equipment Special Rules Upgrades Cost
Commander 1* 4+ Pistol, Hand Weapon Hero, Officer, Tough A 35pts
Assistants 2** 4+ Assault Rifles - B, C, E 30pts
Tank Commander 1* 3+ Battle Cannon, Heavy Flamer Armor(2), Hero, Officer, Vehicle H, I 200pts
Commissar 1* 5+ Pistol, Hand Weapon Executioner, Tough A 15pts
Priest 1* 5+ Pistol, Hand Weapon Armor(1), Spiritual Leader A, C 25pts
Psyker 1* 5+ Pistol, Force Weapon Tough, Psyker(1) A 20pts
Guardsmen 10*** 5+ Assault Rifles - A, B, D 100pts
Weapons Team 1*** 5+ Heavy Bolter - D 25pts
Legionnaires 10* 5+ Assault Rifles, Hand Weapons Fearless, Scout - 170pts
Conscripts 15*** 6+ Assault Rifles - - 75pts
Ratlings 3*** 6+ Sniper Rifles (Scope) Scout - 110pts
Ogryns 3*** 4+ Grav Pistols, Power Weapons Furious, Tough L 105pts
Veterans 5** 4+ Assault Rifles - A, B, C 75pts
Storm Troopers 5** 4+ Assault Rifles Deep Strike, Scout A, B 90pts
Rough Riders 5** 5+ Pistols, Combi-Power Weapons Fast J 55pts
Sentinel 1*** 4+ Heavy Flamer Armor(1), Walker F, H 50pts
Chimera 1* 4+ Multi-Laser Armor(1), Transport Vehicle(11) H 85pts
Taurox 1* 4+ Linked Assault Rifle Armor(1), Fast, Transport Vehicle(11) H, M 65pts
Hellhound 1* 4+ Heavy Flamer, Heavy Bolter Armor(2), Vehicle G, H 100pts
Manticore 1* 4+ 4x Combi-Missile Launcher (Indirect), Heavy
Bolter
Armor(1), Vehicle H 120pts
Deathstrike 1* 4+ Deathstrike Missile, Heavy Bolter Armor(2), Vehicle H 115pts
Basilisk 1* 4+ Battle Cannon (Indirect), Heavy Bolter Armor(1), Vehicle H, K 145pts
Leman Russ 1* 4+ Battle Cannon, Heavy Flamer Armor(4), Vehicle H, I 180pts

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

B
Replace Assault Rifle:
Flamer +5pts
Heavy Flamer +10pts
Meltagun +10pts
Grenade Launcher +20pts
Plasmagun +25pts

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

D
Take one:
Weapons Team +25pts
Replace Heavy Bolter:
Missile Launcher +15pts
Mortar (Indirect) +20pts
Autocannon +20pts
Lascannon +40pts

E
Take one:
Standard (Fearless) +10pts
Vox-Caster (24 Officer) +10pts
Medipack (Armor(+1)) +10pts

F
Replace Heavy Flamer:
Multi-Laser +15pts
Plasma Cannon +30pts
Missile Launcher +35pts
Autocannon +45pts
Lascannon +70pts

G
Replace Heavy Flamer:
Heavy Flamer (Torrent) +5pts
Multi-Melta +20pts
Replace Heavy Bolter:
Heavy Flamer Free
Multi-Melta +10pts


H
Take any:
Dozer Blade
(ignores difficult terrain)
+10pts
Hunter-Killer Missile
(Combi-Missile Launcher)
+10pts
Extra Armor (Armor(+1)) +20pts
Pintle Mount (Heavy Bolter) +25pts

I
Replace Heavy Flamer:
Heavy Bolter +20pts
Lascannon +95pts
Replace Battle Cannon:
5x Assault Cannon Free
Linked Autocannon +5pts
Lascannon +15pts
Take one:
2x Heavy Flamer +35pts
2x Heavy Bolter +70pts
2x Multi-Meta +95pts
2x Plasma Cannon +120pts

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

K
Replace Battle Cannon:
Linked Battle Cannon (Indirect) +25pts
3x Mortar (Indirect) +80pts

L
Replace Power Weapon:
Power Fist +5pts
Take one:
Shield (Armor(+1)) +10pts

M
Replace Linked Assault Rifle:
Linked Autocannon +70pts
Take one:
Linked Assault Cannon +15pts
Autocannon +60pts
Linked Missile Launcher +65pts




Army Special Rules
Deathstrike Missile: Once per game, after
activating this unit, you may place a marker
anywhere on the table. At the beginning of
each turn roll one die, and on a 5+ the missile
can be fired. Roll one die, and on a 2+ the
missile lands on the spot of the marker,
dealing 2D6 automatic hits to each unit within
5 of the marker and the marker is removed.
Else the opposing player may place the
marker anywhere within 12 of its location
and the missile lands there.
Officer: Once per round, when this model is
activated, you may declare one non-
vehicle/walker unit within 12, and roll one
die. On a 4+ the unit may immediately use
any action, even if it had been activated
already (this does not count as its activation).
If failed nothing happens, however if the unit
is joined by a commissar you may remove one
model from it as a casualty and re-roll.
Spiritual Leader: This model may be
deployed as part of a unit of same Quality.
Whenever a unit this model is part of uses an
Assault action roll a die. On a 4+ the unit gets
the Furious special rule.
Orks
Name Size Quality Equipment Special Rules Upgrades Cost
Warboss 1* 4+ Pistol, Hand Weapon Fearless, Furious, Hero, Tough, Waagh! A, B, E 40pts
Big Mek 1* 5+ Pistol, Hand Weapon Fearless, Furious, Hero, Mek Tools, Tough, Waagh! A, B, E, I, M 35pts
Weirdboy 1* 5+ Force Weapon Psyker(1), Tough N 35pts
Runtherd 1* 6+ Power Weapon Executioner, Furious, Tough - 10pts
Gretchin 10*** 6+ Pistols Git Shootaz - 60pts
Choppa Boyz 10*** 5+ Pistols, Hand Weapons Fearless, Furious A, E, I 130pts
Shoota Boyz 10*** 5+ Carbines Fearless, Furious A, E, I 120pts
Stormboyz 5*** 5+ Pistols, Hand Weapons Deep Strike, Fast, Fearless, Flying, Furious A, E 100pts
Burna Boyz 5*** 5+ Flamers, Power Weapons Fearless, Furious I 95pts
Lootas 5*** 5+ Mortars (Indirect) Fearless, Furious I 230pts
Tankbustas 5*** 5+ Grenade Launchers Fearless, Furious F 125pts
Kommandos 5*** 5+ Pistols, Hand Weapons Fearless, Furious, Scout A, I 80pts
Flash Gitz 5** 5+ Assault Cannons Fearless, Furious A, B, E 85pts
Nobz 5** 4+ Pistols, Hand Weapons Fearless, Furious A, B, E 100pts
Warbikers 3*** 5+ Linked Carbines Armor(1), Fast, Fearless, Furious A 50pts
Deffkopta 1*** 5+ Linked Heavy Bolter Armor(1), Fast, Fearless, Flying, Furious, Scout L 50pts
Mek Gun 1*** 6+ Plasma Cannon Git Shootaz G 50pts
Killa Kan 1*** 4+ Heavy Flamer, Dreadnought Fist Armor(1), Walker H, J 65pts
Deff Dred 1* 4+ 4x Dreadnought Fist Armor(2), Walker D, H 120pts
Morkanaut 1* 5+ Plasma Cannon, 2x Linked Heavy
Bolters, 2x Grenade Launchers,
Plasmagun, Dreadnought Fist
Armor(4), Kustom Force Field, Transport Walker(6) H 230pts
Gorkanaut 1* 5+ 6x Linked Heavy Bolters, 2x Grenade
Launchers, Heavy Flamer,
Dreadnought Fist
Armor(4), Transport Walker(6) H 285pts
Warbuggy 1*** 4+ Linked Heavy Bolter Vehicle H, K 70pts
Trukk 1* 4+ Heavy Bolter Transport Vehicle(11) H 70pts
Battlewagon 1* 4+ - Armor(3), Transport Vehicle(21) C, H 110pts

A
Take one or Replace Hand Weapon:
Hand Weapon +5pts
Power Weapon +10pts
Power Fist +15pts

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

C
Take one:
Plasma Cannon +45pts
Mortar (Indirect) +55pts
Take up to five:
Heavy Bolter (may take 4x) +25pts
Grenade Launcher
(may take 4x)
+25pts
Killkannon (Multi-Melta) +35pts

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

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

F
Take any:
Bomb-Squig (Combi-Grenade
Launcher, may take 3x)
+5pts
Tankhammer (Dreadnought Fist) +10pts

G
Replace Plasma Cannon:
Mortar (Indirect) +10pts
Autocannon +15pts

H
Take any:
Red Paint Job (+3 movement) +5pts
Grot Riggers
(roll die once per turn, on 4+
vehicle stops being tracked)
+10pts
Boarding Plank (embarked units
may assault vehicles in base
contact without disembarking)
+10pts
Grabbin Klaw (enemy vehicles cant
move for the rest of the round on a
4+ after being rammed)
+10pts
Reinforced Ram (+D3 hits when
using Ram, ignores difficult terrain)
+20pts
Wreckin Ball (Dreadnought Fist,
attacks one enemy unit within 2
after moving)
+20pts
Armor Plates (Armor(+1)) +20pts

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

J
Replace Heavy Flamer:
Grotzooka (Gravgun) +5pts
Grenade Launcher +10pts
Heavy Bolter +15pts
Plasmagun +15pts

K
Replace Linked Heavy Bolter:
Heavy Flamer Free
Linked Grenade Launcher Free

L
Replace Linked Heavy Bolter:
Plasmagun Free
Linked Grenade Launcher Free
Take any:
Bigbomm (Combi-Dreadnought
Fist, attacks one enemy unit it
moved over)
+5pts
Buzzsaw (Power Fist) +10pts

M
Replace Pistol:
Kustom Force Field +15pts
Replace Pistol and Hand Weapon:
Shokk Attack Gun +65pts

N
Upgrade Psyker(1):
Psyker(2) +5pts

Army Special Rules
Git Shootaz: This unit shoots at Quality 4+.
Kustom Force Field: This unit and all
friendly units within 6 get Armor(+1) against
shooting.
Mek Tools: This unit has the Repair special
rule, and comes with a Grot Oiler (re-roll
failed repairs once per game).
Shokk Attack Gun: This weapon has
Firepower 2D6x and a 48 Range.
Consult this table when rolling doubles:
Result Effect
1, 1 This unit is immediately removed.
2, 2 This unit takes D3 hits.
3, 3 The opponent may choose any
other unit (or none) to be targeted.
4, 4 This unit is immediately placed in
close combat with the target.
5, 5 The target unit takes D3 hits.
6, 6 The target unit is removed.

Waagh!: Once per game you may declare
Waagh! during your turn. All non-vehicle/
walker units add 3 at their end of their
movement until the end of that round.

Army Psychic Powers
Psykers from this army may take any of
the following powers:
Psychic Power Cost
Eadbanger (Target model within
24 takes D6 automatic hits)
+15pts
Power Vomit (Target unit within
12 takes D6+1 hits)
+20pts
Da Jump (The weirdboy and his
unit may immediately deep strike)
+20pts
Warpath (The weirdboy and his
unit get +1 die to melee each)
+25pts
Frazzle (Target unit within 24
takes D6 automatic hits)
+30pts
Da Krunch (Target unit within 12
takes 4D6 automatic hits)
+65pts
Eldar
Name Size Quality Equipment Special Rules Upgrades Cost
Autarch 1* 3+ Pistol, Power Weapon (Strikes First) Fast, Focus, Hero, Tough F, H 45pts
Farseer 1* 3+ Pistol, Force Weapon Focus, Hero, Psyker(3), Tough - 55pts
Avatar 1* 2+ Dreadnought Fist Armor(1), Fast, Fearless, Hero,
Monster, Tough
- 70pts
Warlocks 3*** 3+ Pistols, Force Weapons Brothers, Focus - 85pts
Storm Guardians 10** 4+ Pistols, Hand Weapons Focus F 160pts
Guardians 10** 4+ Shotguns Focus - 160pts
Weapon Platform 1* 4+ Assault Cannon Focus, Weapon Platform A 20pts
Rangers 5** 4+ Sniper Rifles (Scope) Focus, Scout - 215pts
Banshees 5** 3+ Pistols, Power Weapons (Strikes First) Fast, Focus - 190pts
Scorpions 5** 3+ Pistols, Power Weapons Fast, Focus, Scout - 145pts
Harlequins 5** 3+ Grav Pistols, Power Fists Armor(1), Fast, Furious M 225pts
Dire Avengers 5** 3+ Carbines Focus I 95pts
Hawks 5** 3+ Assault Rifles Deep Strike, Fast, Flying, Focus H 140pts
Fire Dragons 5** 3+ Meltaguns Fast, Focus E 190pts
Warp Spiders 5** 3+ Plasma Pistols Deep Strike, Focus, Teleporter J 195pts
Dark Reapers 3*** 3+ Missile Launchers - N 230pts
Wraithblades 5** 3+ Power Weapons (2x each) Armor(2), Fearless K 205pts
Wraithguard 5** 3+ Meltaguns Armor(2), Fearless E 225pts
Support Battery 3** 3+ Mortars (Indirect) - - 235pts
Windriders 3*** 3+ Linked Shotguns Fast, Flying, Focus B 80pts
Shining Spears 3*** 3+ Linked Shotguns, Power Weapons Fast, Flying, Focus - 105pts
Wraithlord 1* 2+ 2x Shotgun, Dreadnought Fist Armor(1), Monster, Tough G, P 90pts
Wraithknight 1* 2+ 2x Lascannon, Power Fist Armor(2), Flying, Monster, Tough O, P 360pts
War Walker 1*** 4+ 2x Assault Cannon, Hand Weapon Fast, Focus, Walker C, P 55pts
Vyper 1*** 4+ Assault Cannon, Linked Shotgun Fast, Flying, Vehicle A, B, C 55pts
Wave Serpent 1* 3+ Linked Assault Cannon, Linked Shotgun Fast, Flying, Transport Vehicle(11) D, C 90pts
Falcon 1* 3+ Autocannon, Assault Cannon, Linked Shotgun Fast, Flying, Transport Vehicle(6) A, B, C, L 140pts

A
Replace Assault Cannon:
Heavy Bolter +20pts
Linked Heavy Bolter +30pts
Plasma Cannon +45pts
Missile Launcher +50pts

B
Replace Linked Shotgun:
Assault Cannon +5pts

C
Take any:
Star Engines (+3 movement) +5pts
Vector Engine (unit may pivot up
to180 after shooting)
+15pts
Spirit Stones (Resilient) +15pts
Power-Field (Armor(+1)) +25pts

D
Replace Linked Assault Cannon:
Linked Heavy Bolter +25pts
Linked Plasma Cannon +55pts
Linked Missile Launcher +60pts

E
Replace Meltagun:
Heavy Flamer Free
Multi-Melta +25pts

F
Replace Pistol:
Flamer +10pts
Meltagun +20pts
Replace Hand Weapon:
Power Weapon +5pts

G
Take up to two:
Flamer (may take 2x) +15pts
Take one:
Ghost Glaive (Dreadnought Fist) +30pts

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




I
Replace Carbine:
Pistol Free
Linked Carbine +5pts
Simmer Shield (Armor(+1)) +10pts
Take one:
Hand Weapon +5pts
Power Weapon +10pts

J
Replace Plasma Pistol:
Gravgun +5pts
Linked Plasma Pistol +5pts
Take one:
Linked Hand Weapon +10pts
Linked Power Weapon +15pts

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

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

M
Replace Grav Pistol:
Assault Cannon Free
Meltagun +10pts
Replace Power Fist:
Power Fist (Rending) +5pts
Take one:
Psyker(1) +10pts

N
Replace Missile Launcher:
Plasma Cannon Free
Battle Cannon +30pts

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






P
Take up to two:
Assault Cannon (may take 2x) +20pts
Heavy Bolter (may take 2x) +45pts
Linked Heavy Bolter
(may take 2x)
+55pts
Plasma Cannon (may take 2x) +75pts
Missile Launcher (may take 2x) +80pts

Army Special Rules
Focus: This unit may move up to 3 after
shooting.
Weapon Platform: This model may only be
deployed as part of a Guardians unit, it has no
melee attacks and is removed from play if it is
the last model remaining in the unit.

Army Psychic Powers
Psykers from this army may take any of
the following powers:
Psychic Power Cost
Conceal (The psyker and his unit
have Armor(+1) until the end of
this round)
+10pts
Reveal (Target unit does not
receive any benefits from cover)
+10pts
Renewer (Remove one wound
marker from a target Tough unit
within 18)
+10pts
Destructor (Target unit within 12
takes D6 hits)
+20pts
Executioner (Target unit within 24
takes D6 hits)
+35pts
Guide (Target unit within 24 may
re-roll all failed shooting dice)
+60pts
Chaos Space Marines
Name Size Quality Equipment Special Rules Upgrades Cost
Chaos Lord 1* 3+ Pistol, Hand Weapon Armor(1), Fearless, Hero, Tough A, B, C 45pts
Terminator Lord 1* 3+ Linked Assault Rifle, Power Weapon Armor(2), Fearless, Hero, Tough A, B, C, G 65pts
Sorcerer 1* 3+ Pistol, Force Weapon Armor(1), Psyker(1), Tough A, B, C 50pts
Zombies 10*** 6+ Power Fists Zombie - 60pts
Cultist Cut-throats 10*** 5+ Pistols, Hand Weapons - F 100pts
Cultist Gangers 10*** 5+ Assault Rifles - F 100pts
Chaos Marines 10** 3+ Assault Rifles Armor(1) A,B,C,D,E 210pts
Chaos Chosen 10** 3+ Pistols, Hand Weapons Armor(1), Fearless, Furious B 270pts
Possessed Marines 10** 3+ Hand Weapons Armor(1), Mutations , Fast, Fearless - 270pts
Metal Marines 10** 3+ Sonic Guitars (Assault Cannons) Armor(1), Fearless J 330pts
Raptors 5*** 3+ Pistols, Hand Weapons Armor(1), Deep Strike, Fast, Flying A, B, C, D 145pts
Terminators 3*** 3+ Linked Assault Rifles, Power Weapons Armor(2) A, B, C, G 115pts
Mutilator 1*** 3+ 2x Power Fist Armor(2), Deep Strike A 65pts
Obliterator 1*** 3+ Linked Flamer, Power Fist Armor(2), Deep Strike, Heavy A, E 65pts
Chaos Bikers 3*** 3+ Linked Assault Rifles Armor(1), Fast A, B, D 80pts
Chaos Spawn 3** 4+ Power Fists Furious, Monster, Tough A 100pts
Daemon Prince 1* 2+ Dreadnought Fist Armor(1), Deep Strike, Monster, Tough A, H 75pts
Helbrute 1* 3+ Linked Heavy Bolter, Power Fist Walker L 85pts
Forgefiend 1* 3+ 2x Plasma Cannon Fast, Walker, Wont Die! - 170pts
Maulerfiend 1* 3+ 2x Power Fist, 2x Dreadnought Fist Fast, Walker, Wont Die! - 125pts
Defiler 1* 3+ Battle Cannon, Linked Heavy Bolter,
Linked Heavy Flamer, 2x Dreadnought Fist
Walker K 235pts
Chaos Rhino 1* 4+ Linked Assault Rifle Armor(1), Transport Vehicle(11) M 65pts
Chaos Land Raider 1* 3+ 2x Linked Lascannons, Linked Heavy
Bolter
Armor(4), Transport Vehicle(11) M 490pts
Chaos Predator 1* 3+ Autocannon Vehicle I, M 115pts

A
Take one:
Slaanesh (+3 movement) +10pts
Khorne (+1 attack when assaulting) +10pts
Nurgle (Armor(+1)) +10pts
Tzeentch (Brothers) +10pts

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

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

D
Take one or Replace Pistol/Assault Rifle:
Flamer +10pts
Meltagun +25pts
Plasmagun +40pts

E
Take one or Replace Assault Rifle:
Heavy Bolter +35pts
Missile Launcher +65pts
Autocannon +80pts
Lascannon +110pts

F
Replace Pistol/Assault Rifle:
Shotgun +5pts
Flamer +10pts
Heavy Bolter +15pts

G
Replace Linked Assault Rifle:
Heavy Flamer +10pts
Linked Heavy Bolter +35pts


H
Take any:
Wings (Fast, Flying) +10pts
Take one:
Psyker(1) +10pts
Psyker(2) +20pts
Psyker(3) +30pts

I
Replace Autocannon:
Linked Mortar (Indirect) +5pts
Linked Lascannon +60pts
Take one:
2x Heavy Bolters +70pts
2x Lascannons +225pts

J
Replace Sonic Guitar:
Doom Amp (Heavy Flamer) +5pts
Sonic Bass (Battle Cannon) +80pts

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

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









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

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

Army Psychic Powers
Psykers from this army may take any of
the following powers:
Psychic Power Cost
Doombolt (Target unit within 6
takes D6 automatic hits, and has
Armor(+1) until the end of the
round if it survives)
+10pts
Weapon Virus (Target unit within
24 takes one automatic hit for
every 1 rolled when shooting until
the end of this round)
+15pts
Hysterical Frenzy (Target unit
within 12 has Strikes First until
the end of this round)
+25pts
Nurgles Rot (All units within 6
take D3 hits with Poison)
+25pts
Slaaneshs Overload (Target unit
within 24 takes D3 hits and must
take a morale test)
+25pts
Tzeentchs Firestorm (Target unit
within 24 takes D3 hits, and for
each casualty suffered from this
the unit takes another D3 hits)
+30pts
Tau
Name Size Quality Equipment Special Rules Upgrades Cost
Commander 1* 3+ 2x Gravgun Armor(1), Crisis Suit, Hero, Support,
Tough
A, B 90pts
Cadre Fireblade 1* 4+ Rifle, Power Fist, Markerlight Hero, Support, Tough A 35pts
Ethereal 1* 4+ - Hero, Inspirational, Tough D 45pts
Kroot Carnivores 10** 5+ Assault Rifles, Hand Weapons Scout - 150pts
Kroot Hounds 5** 5+ Hand Weapons Scout - 55pts
Krootox Squad 3* 5+ Multi-Lasers, Krootox (Power Weapons) Scout, Tough - 105pts
Vespids 5** 4+ Carbines Fast, Flying - 90pts
Fire Warriors 5** 4+ Rifles Support A, C 85pts
Pathfinders 5** 4+ Carbines, Markerlights Scout, Support A, F 100pts
Stealth Team 3** 3+ Gravguns Deep Strike, Flying, Scout, Support A, C, E 130pts
Xv8 Crisis Suit 1*** 3+ 2x Gravgun Armor(1), Crisis Suit, Support, Tough A, B 90pts
Xv88 Broadside 1*** 3+ Linked Battle Cannon, Linked Plasma
Cannon
Armor(2), Monster, Support, Tough A, J 245pts
Xv104 Riptide 1* 3+ Linked Assault Cannon, Linked Plasma
Cannon, Power Weapon
Armor(3), Deep Strike, Flying, Monster,
Support, Tough
A, K 175pts
Piranha 1*** 4+ Gravgun, 2x Gun Drone Armor(1), Fast, Flying, Vehicle G 95pts
Devilfish 1* 4+ Gravgun, 2x Gun Drone Armor(2), Flying, Transport Vehicle(11) H 130pts
Hammerhead 1* 3+ Lascannon, 2x Gun Drone Armor(1), Flying, Vehicle H, I 205pts
Gun Drone Squad 5** 4+ Linked Carbines Flying, Support A 90pts
Sniper Drone Team 3*** 4+ Sniper Rifles, Markerlights Controller, Flying, Support - 100pts
Marker Drone 1* X+ Markerlight Drone - -
Inhibitor Drone 1* X+ - Drone, Inhibitor - -
Accelerator Drone 1* X+ - Accelerator, Drone - -
Recon Drone 1* X+ Assault Cannon Beacon, Drone - -
Gun Drone 1* X+ Linked Carbine Drone - -
Shield Drone 1* X+ - Armor(+1), Drone - -
Support Drone 1* X+ Plasma Cannon Drone - -

A
Take up to two:
Marker Drone (may take 2x) +15pts
Gun Drone (may take 2x) +20pts
Shield Drone (may take 2x) +25pts
Support Drone (may take 2x) +70pts

B
Replace up to two Gravguns:
Assault Cannon (may take 2x) Free
Flamer (may take 2x) Free
Linked Flamer (may take 2x) +5pts
Multi-Melta (may take 2x) +25pts
Plasma Cannon (may take 2x) +35pts

C
Take one:
Beacon +5pts
Markerlight +5pts

D
Take one:
Hand Weapon +5pts
Power Weapon +10pts

E
Replace Gravgun:
Multi-Melta +25pts

F
Replace Carbine:
Rifle +5pts
Sniper Rifle (Scope) +25pts
Take one:
Inhibitor Drone +15pts
Accelerator Drone +15pts
Recon Drone +25pts

G
Replace Gravgun:
Multi-Melta +20pts
Take up to two:
Seeker Missile (may take 2x) +10pts

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


I
Replace 2x Gun Drones:
Linked Gravgun Free
Replace Lascannon:
Linked Lascannon +30pts

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

K
Replace Linked Assault Cannon:
Linked Battle Cannon +100pts






































Army Special Rules
Accelerator: All weapons of models in this
unit have +6 range.
Controller: Place a marksman model next to
this unit as long as it is alive. All models in this
unit have the Scope special rule, however if
the unit ever takes hits in close combat
remove the marksman model and the models
no longer have the Scope special rule.
Crisis Suit: This unit has the Deep Strike and
Flying special rules, and it may fire all of its
weapons when using a Hold action.
Drone: This model is deployed as part of any
unit that buys it as an upgrade (may not be
deployed outside of other units), and has the
same Quality value as the upgrading unit.
Note that drones dont take transport space.
Inhibitor: Enemy units assaulting this unit
reduce their movement by 3.
Inspirational: Friendly non-monster/vehicle
units within 12 of this model get +1 dice to
shooting, +1 dice to blocking and have the
Fearless special rule.
Markerlight: Models may shoot a
markerlight like a normal weapon with 36
range. If hit the target unit does not roll to
block, nor is it removed as a casualty. Instead
place 1 markerlight counter on it, which stays
until the end of the round. When the unit is
being shot at you may remove up to 3
markers, and add as many dice to shooting as
markers you removed. Note that units may
not benefit from their own markerlights when
shooting.
Seeker Missile (Combi-Missile
Launcher): If this weapon is fired at a unit
with markerlight counters, you may fire this
weapon at it even if it is not within line of
sight by removing one markerlight counter.
Support: This unit gets +1 dice to shooting
when using a Guard action.
Necrons
Name Size Quality Equipment Special Rules Upgrades Cost
Necron Lord 1* 3+ Power Weapon, Shotgun Armor(1), Hero, Robot, Tough A 50pts
Destroyer Lord 1* 3+ Power Weapon Armor(1), Hero, Flying, Robot, Tough A 45pts
Cryptek 1*** 3+ Power Weapon, Shotgun Armor(1), Psyker(1), Robot, Tough A 60pts
Warriors 5*** 3+ Assault Rifles (Gauss) Robot - 125pts
Immortals 5** 3+ Assault Rifles (Gauss) Armor(1), Robot B 135pts
Flayed Ones 10** 3+ Power Weapons Deep Strike, Robot, Scout - 260pts
Deathmarks 5** 3+ Sniper Rifles (Scope) Armor(1), Deep Strike, Robot - 250pts
Lynchguard 5** 3+ Power Weapons Armor(1), Robot D 125pts
Praetorians 5** 3+ Flamers, Power Weapons Armor(1), Fearless, Flying, Robot E 220pts
Scarab Swarms 3*** 5+ Power Weapons (Gauss) Fearless, Tough - 55pts
Wraiths 3** 3+ Power Weapons Armor(2), Fast, Fearless, Flying G 110pts
Ctan Shard 1* 3+ Power Fist Armor(1), Fearless, Necrodermis, Tough J 50pts
Tomb Blades 3** 3+ Linked Assault Rifles (Tesla) Fast, Flying, Robot H 90pts
Destroyers 3** 3+ Assault Cannon (Gauss) Armor(1), Flying, Robot I 125pts
Spyder 1*** 3+ Hand Weapon Armor(2), Hive, Monster, Tough F 90pts
Stalker 1* 3+ Multi-Melta Armor(1), Resilient, Vehicle I 110pts
Ghost Ark 1* 3+ 5x Assault Rifles (Gauss) Armor(1), Resilient, Transport Vehicle(11) - 130pts
Command Barge 1* 3+ Assault Cannon (Tesla) Armor(1), Resilient, Transport Vehicle(1) C 85pts
Annihilation
Barge
1* 3+ Assault Cannon (Tesla),
5x Assault Rifles (Gauss)
Armor(1), Resilient, Vehicle C 130pts
Doomsday Ark 1* 3+ Plasma Cannon, 5x Assault Rifles (Gauss) Armor(1), Resilient, Vehicle - 175pts
Monolith 1* 3+ 4x Assault Cannon (Tesla), Multi Melta Armor(4), Deep Strike, Resilient,
Transport Vehicle(21)
- 310pts

A
Replace Power Weapon:
Power Weapon (Gauss) +5pts
Take one:
Shotgun +10pts
Take any:
Combi-Power Fist +5pts
Mindshackle Scarabs +10pts
Weave (Armor(+1)) +10pts
Resurrection Orb (reanimates on a
4+ instead of a 5+)
+15pts
Tachyon Arrow (Combi-Lascannon) +30pts

B
Exchange Assault Rifle:
Assault Rifle (Tesla) Free

C
Exchange Assault Cannon:
Assault Cannon (Gauss) +5pts

D
Take one:
Dispersion Shield (Armor(+1)) +10pts

E
Replace Flamer and Power Weapon:
Shotgun and Power Weapon (Gauss) Free

F
Take one:
Linked Assault Cannon +20pts

G
Take any:
Whip Coil (Strikes First) +10pts
Shotgun +10pts
Heavy Flamer +20pts

H
Replace Linked Assault Rifle:
Linked Assault Rifle (Gauss) +5pts
Assault Cannon +5pts
Take any:
Nebuloscope (Scope) +5pts
Shield Vane (Armor(+1)) +10pts

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







J
Take up to two:
Entropic Touch (Rending melee) +5pts
Grand Illusion (may redeploy D3
units after scout moves are made)
+10pts
Sentient Singularity (enemies
automatically scatter when deep
striking within 18)
+10pts
Lord of Fire (enemies firing flamer
and melta weapons within 12
attack themselves on a roll of 1)
+10pts
Swarm of Spirit Dust (Armor(+1)) +10pts
Gaze of Death (+D6 melee attacks) +15pts
Times Arrow (Strikes First even
against units with Strikes First)
+20pts
Writhing Worldscape (all enemies
moving in terrain roll a die and
take one automatic hit on a 5+)
+20pts
Pyreshards (Gravgun) +25pts
Moulder of Worlds
(Grenade Launcher)
+30pts
Transdimensional Thunderbolt
(Multi-Melta)
+50pts


































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

Army Psychic Powers
Psykers from this army may take any of
the following powers:
Psychic Power Cost
Seismic Tremor (All units assaulting
the psyker and his unit reduce
their assault move by D3)
+5pts
Gaze of Flame (Enemies assaulting
the psyker and his unit do not get
+1 melee die for assaulting)
+5pts
Lightning Field (All units assaulting
the psyker and his unit take D6 hits
before attacking)
+10pts
Chronal Charge (Target unit within
12 may re-roll a failed roll of any
type until the end of this round)
+10pts
Ether Crystal (Place a crystal
marker within 6 of the psyker,
enemy units deep striking within
12 of the crystal take D6 hits)
+10pts
Nightmare Shroud (Target unit
within 18 must take a morale test)
+15pts
Tyranids
Name Size Quality Equipment Special Rules Upgrades Cost
Hive Tyrant 1* 2+ Dreadnought Fist Hero, Monster, Synapse, Psyker(2),
Tough
A,C,D,E,I 105pts
Tyrant Guard 1*** 2+ Power Fist (Rending), Lash Whip (Strikes First) Guardian, Tough A, E, F 70pts
Tervigon 1* 3+ Gravgun, Power Weapon Armor(2), Hero, Monster, Spawn,
Synapse, Psyker(1), Tough
A, D, E 345pts
Tyranid Prime 1* 3+ Carbine, Power Fist Hero, Synapse, Tough A, B, E 70pts
Tyranid Warriors 3*** 3+ Carbines, Hand Weapons Synapse, Tough A, B 120pts
Genestealers 5*** 4+ Hand Weapons (Rending) Fast, Scout E, K 95pts
Termagants 10*** 5+ Pistols - H, K 80pts
Hormagaunts 10*** 5+ Hand Weapons Fast K 90pts
Gargoyles 10*** 5+ Pistols Fast, Flying K 120pts
Ripper Swarms 3*** 6+ Power Weapons Fearless, Tough A, J 25pts
Skyslasher Swarms 3*** 6+ Power Weapons Fearless, Flying, Tough A, J 35pts
Hive Guard 1*** 4+ Multi-Melta (Indirect), Hand Weapon Tough A 60pts
Zoanthrope 1*** 4+ - Synapse, Psyker(1), Tough - 50pts
Venomthrope 1*** 4+ Hand Weapon (Toxin),
Lash Whip (Strikes First)
Armor(1), Tough - 40pts
Lictor 1*** 4+ Pistol, Power Weapon (Rending) Armor(1), Fast, Scout, Tough - 40pts
Shrikes 3*** 4+ Carbines, Power Weapons Fast, Flying, Tough A, B 90pts
Raveners 3*** 4+ Power Weapons Deep Strike, Tough H 70pts
Biovore 1*** 4+ Hand Weapon Mine Launcher, Tough - 75pts
Spore Mines 3** 6+ - Deep Strike, Fearless, Spore Mine - 20pts
Pyrovore 1*** 3+ Heavy Flamer, Dreadnought Fist Acid Blood, Tough - 60pts
Carnifex 1*** 3+ Dreadnought Fist Monster, Tough A, C, E 45pts
Trygon 1* 3+ Grav Pistol, Dreadnought Fist Fast, Monster, Tough A, E 65pts
Mawloc 1* 3+ Dreadnought Fist Devour, Fast, Monster, Tough A, E 65pts
Exocrine 1* 3+ Plasmagun, Power Weapon Monster, Tough A, E 75pts
Tyrannofex 1* 3+ Gravgun, Heavy Flamer, Power Weapon Monster, Tough A, D, E, G 75pts
Haruspex 1* 3+ Shotgun, Dreadnought Fist Acid Blood, Monster, Tough A, E 55pts
Mycetic Spore 1* 4+ 3x Shotgun Mycetic Spore, Transport Vehicle(21) - 50pts

A
Take any:
Adrenal Glands +10pts
Toxin Sacs +15pts

B
Take any:
Lash Whip (Strikes First) +15pts
Power Fist (Rending) +20pts

C
Take one:
Linked Carbine +10pts
Linked Gravgun +35pts
Multi-Laser +45pts
Plasma Cannon +75pts

D
Take one:
Flamer +15pts
Flamer (Rending) +20pts
Heavy Flamer +20pts

E
Take any:
Power Weapon +15pts
Power Fist +20pts
Gravgun +30pts

F
Take one:
Dreadnought Fist +30pts

G
Replace Heavy Flamer:
5x Carbine +10pts
Lascannon +95pts

H
Take one or Replace Pistol:
Linked Pistol +5pts
Carbine +5pts
Shotgun +5pts
Gravgun +20pts

I
Take one:
Wings (Flying) +5pts


J
Take any:
Linked Pistol +5pts
Deep Strike +10pts

K
Take any:
Adrenal Glands +15pts
Toxin Sacs +45pts

Army Special Rules
Acid Blood: If this unit is killed in close
combat the enemy that killed it takes D3
automatic hits.
Adrenal Glands: Every model in this unit
gets +1 die to close combat when assaulting.
Devour: This model may enter the game via
Deep Strike, and you may place its marker
even on top of enemy models. After rolling
for scatter, any unit within 3 of the marker
takes as many hits as models in it (vehicles
and walkers count as being hit in the side).
Resolve the hits as if they were from shooting,
and place surviving units in base contact with
the deep striking unit.
Guardian: You may only have one copy of
this unit in your army.
Mine Launcher: This unit may spawn a
Spore Mines unit with D3 models instead of
firing its weapons. Place a marker up to 48
away from this unit and at least 6 away from
enemy models, and roll one dice. On a 2+
place the spawned unit on the position of the
marker, however on a 1 your opponent may
place the unit anywhere within 6 of the
marker.
Mycetic Spore: This unit must Deep Strike
to enter the game and may only use Hold
actions. It may use all of its transport slots to
embark a single Monster unit.
Spawn: This unit may spawn a Termagants
unit with 2D6 models instead of firing its
weapons. Place all spawned models within 6
of this unit and at least 1 away from enemy
models.





Spore Mine: This model may never move
more than 6 at a time, and when assaulting
or being assaulted the enemy unit takes D3
automatic hits and this model is removed as a
casualty.
Synapse: Friendly units within 12 have the
Fearless special rule and automatically pass
morale tests when fleeing.
Toxin Sacs: Every model in this unit gets +D2
dice when attacking non-vehicle/walker units
in close combat.

Army Psychic Powers
Psykers from this army may take any of
the following powers:
Psychic Power Cost
Catalyst (Target unit within 12 has
Armor(+1) until the end of this
round)
+15pts
Onslaught (Target unit within 24
may shoot after running until the
end of this round)
+15pts
Psychic Scream (Target unit within
6 takes a morale test. If it fails the
unit takes 2D6 hits)
+15pts
Horror (Target unit within 24
must take a morale test and re-roll
it if successful)
+25pts
Paroxysm (Target unit within 24
has Strikes Last until the end of this
round)
+45pts
Warp Blast (Target unit within 24
takes 2D6x hits)
+70pts
Dark Eldar
Name Size Quality Equipment Special Rules Upgrades Cost
Archon 1* 4+ Pistol (Poison), Power Fist Fast, Fearless, Hero, Pain, Tough A, C, F 30pts
Succubus 1* 4+ Pistol (Poison), Hand Weapon Armor(1), Drugs, Fast, Hero, Pain A, B, C 30pts
Haemonculus 1* 4+ Pistol (Poison), Hand Weapon Drugs, Hero, Pain A, C, J 20pts
Medusae 1** 4+ Heavy Flamer Court, Fast, Pain - 25pts
Lhamaean 1** 4+ Pistol (Poison), Hand Weapon (Poison) Court, Fast, Pain - 15pts
Sslyth 1*** 4+ Carbine (Poison), Power Weapon Armor(1), Court, Fast - 30pts
Ur-Ghuls 2*** 4+ Power Weapons Armor(1), Court, Fast, Furious - 45pts
Warriors 5*** 4+ Assault Rifles (Poison) Fast, Pain A, C, H 85pts
Wyches 5*** 4+ Pistols (Poison), Hand Weapons Armor(1), Drugs, Fast, Pain A, B, C 110pts
Trueborn 5** 4+ Assault Rifles (Poison), Hand Weapons Fast, Pain A, C, H 100pts
Hekatrix Bloodbrides 5** 4+ Pistols (Poison), Power Weapons Armor(1), Drugs, Fast, Pain A, B, C 125pts
Incubi 5** 3+ Power Weapons Fast, Pain A 110pts
Grotesques 3*** 4+ Power Weapons Drugs, Tough, Pain A, J 75pts
Wracks 5** 4+ Power Weapons (Poison) Drugs, Pain A, J 95pts
Mandrakes 5** 4+ Power Weapons Armor(1), Fast, Pain, Scout - 110pts
Harlequins 5** 3+ Grav Pistols, Power Fists Armor(1), Fast, Furious G 225pts
Clawed Fiend 1*** 4+ Power Fist Eating Frenzy, Furious, Tough - 25pts
Razorwing Flock 1*** 4+ Power Weapon Eating Frenzy, Flying, Tough - 25pts
Khymeras 3*** 4+ Power Weapons Armor(1), Eating Frenzy - 55pts
Scourges 5** 4+ Carbines (Poison) Fast, Flying, Pain A, C, H 80pts
Hellions 5*** 4+ Carbines (Poison), Power Weapons Drugs, Fast, Flying, Pain A 140pts
Reavers 3*** 4+ Assault Rifles (Poison), Hand Weapons Drugs, Fast, Flying, Pain A, C, I 80pts
Talos Pain Engine 1* 3+ Linked Heavy Bolter (Poison),
2x Power Fist
Monster, Tough, Pain D 100pts
Cronos Parasite Engine 1* 3+ Heavy Flamer, Power Fist Monster, Tough, Share Pain - 70pts
Venom 1* 4+ Heavy Bolter (Poison),
Linked Assault Rifle (Poison)
Armor(1), Fast, Flying,
Transport Vehicle(6)
E 90pts
Raider 1* 4+ Plasma Cannon Fast, Flying, Transport Vehicle(11) - 90pts
Ravager 1* 4+ 3x Plasma Cannon Armor(1), Fast, Flying, Vehicle - 180pts

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

B
Replace Hand Weapon/Power Weapon:
Linked Hand Weapon +5pts
Linked Power Weapon +10pts
Hydra Gauntlets
(D6 melee attacks)
+10pts

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

D
Take one:
Chain Flail (Toxin) +5pts
Power Fist +15pts
Replace one Power Fist:
Linked Heavy Flamer +5pts
Replace Linked Heavy Bolter:
Multi-Melta +5pts

E
Replace Linked Assault Rifle:
Heavy Bolter (Poison) +20pts

F
Replace Power Fist:
Power Weapon (Toxin) +5pts
Take any:
Drugs +10pts
Ghostplate (Armor(+1)) +10pts
Clone Field (Armor(+D3) against
melee attacks)
+15pts









G
Replace Grav Pistol:
Assault Cannon Free
Meltagun +10pts
Replace Power Fist:
Power Fist (Rending) +5pts
Take one:
Psyker(1) +10pts

H
Replace Carbine/Assault Rifle:
Grav Pistol +5pts
Heavy Bolter (Poison) +20pts
Plasma Cannon +40pts

I
Take one:
Cluster Caltrops
(Power Weapon, attacks one
enemy unit it moved over)
+20pts

J
Take one or Replace Pistol:
Heavy Flamer +15pts
Sniper Rifle (Poison, Scope) +30pts


























Army Special Rules
Eating Frenzy: Place a beastmaster model
next to this unit as long as it is alive. Once per
game you may remove the beastmaster
model to gain +D3 melee attacks, however
the unit has Quality 6+ when taking morale
tests for the rest of the game.
Court: All models with this special rule may
be deployed as one unit.
Drugs: This unit starts the game with one
Pain marker.
Pain: Every time this unit destroys an enemy
non-vehicle/walker unit place a Pain marker
next to it. If the unit has 1 Pain marker it gains
Fearless, if it has 2 it gains Furious, and if it
has 3 or more it gains Armor(+1).
Share Pain: This unit has the Pain ability and
whenever it kills one or more enemy models
in close combat you may either place a Pain
marker on it, or on a friendly non-
vehicle/walker unit within 12.
Sisters of Battle / Adepta Sororitas
Name Size Quality Equipment Special Rules Upgrades Cost
Canoness 1* 3+ Pistol, Hand Weapon Faith(Passion), Fearless, Hero, Martyr,
Tough
A, B 40pts
Ministorum Priest 1* 4+ Pistol, Hand Weapon Fearless, Hero, Martyr A, B 25pts
Arco Flagellants 3*** 4+ Power Fists Conclave - 55pts
Cult Assassins 3*** 4+ Power Weapons Conclave, Fast - 50pts
Crusaders 3*** 4+ Power Weapons Armor(1), Conclave - 55pts
Battle Sisters 5*** 4+ Assault Rifles Armor(1), Faith(Light) A, C, D 90pts
Dominion Squad 5** 4+ Assault Rifles Armor(1), Faith(Fusillade), Scout A, C 85pts
Inferno Squad 5** 4+ Heavy Flamers Armor(1), Faith(Guidance) A, C 135pts
Retributor Squad 5** 4+ Heavy Bolters Armor(1), Faith(Guidance) A, C 200pts
Annihilator Squad 5** 4+ Multi-Meltas Armor(1), Faith(Guidance) A, C 245pts
Seraphim 5** 3+ Linked Pistol Armor(1), Faith(Deliver), Flying A, F 115pts
Celestians 5** 3+ Assault Rifles Faith(Hand) A, C, D 110pts
Sisters Repentia 5** 3+ Power Fists Faith(Martyr Spirit), Fast, Fearless, Furious G 160pts
Penitent Engine 1*** 4+ 2x Dreadnought Fist, 2x Heavy Flamer Furious, Rage, Walker - 110pts
Sororitas Rhino 1* 4+ Linked Assault Rifle Armor(1), Transport Vehicle(11) E, H 65pts
Exorcist 1* 4+ Linked Battle Cannon (Indirect) Armor(2), Vehicle H 160pts

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

B
Replace Pistol:
Plasmagun +35pts
Take one:
Rosarius (Armor(+1)) +10pts

C
Take one:
Chirurgeons Tools (Armor(+1)) +10pts
Simulacrum
(use Faith twice per game)
+10pts
Hailer (units within 12 re-roll
failed Faith rolls)
+10pts
Standard (this unit and friendly
units within 12 may re-roll failed
morale tests)
+20pts

D
Replace Assault Rifle:
Heavy Flamer +15pts
Heavy Bolter +30pts
Multi Melta +45pts

E
Replace Linked Assault Rifle:
Linked Heavy Flamer +10pts
Linked Heavy Flamer (Torrent) +20pts
Linked Heavy Bolter +30pts
Linked Multi Melta +40pts

F
Replace Linked Pistol:
Linked Flamer +10pts
Linked Meltagun +25pts

G
Replace Power Fist:
Linked Power Fist +5pts






H
Take one:
Dozer Blade
(ignores difficult terrain)
+10pts
Linked Assault Rifle +10pts
Hailer (units within 12 re-roll
failed Faith rolls)
+10pts
Hunter-Killer Missile
(Combi-Missile Launcher)
+10pts
Extra Armor (Armor(+1)) +20pts

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

Martyr: If this model is killed all friendly units
automatically score their Quality value when
rolling for Faith until the end of this round.
Rage: This unit automatically recovers from
shaken results when damaged.

Daemonhunters / Grey Knights
Name Size Quality Equipment Special Rules Upgrades Cost
Brotherhood
Champion
1* 3+ Linked Assault Rifle, Force Weapon
(Toxin)
Aegis, Armor(3), Fearless, Hero, Psyker(1),
Tough
- 95pts
Inquisitor 1* 4+ Pistol, Hand Weapon Hero, Tough A, C 20pts
Librarian 1* 3+ Pistol, Force Weapon Aegis, Armor(1), Fearless, Psyker(2),
Tough
H 65pts
Techmarine 1* 3+ Pistol, Power Fist Aegis, Armor(2), Fearless, Repair, Tough C 70pts
Arco Flagellants 3*** 4+ Power Fists Warband - 55pts
Banishers 3*** 4+ Pistols, Power Weapons Warband - 55pts
Crusaders 3*** 4+ Power Weapons Armor(1), Warband - 55pts
Daemonhosts 3*** 4+ Power Weapons Warband - 45pts
Servitors 3*** 4+ Power Fists Warband E 55pts
Jokaeros 3*** 4+ Linked Hand Weapons Armor(1), Warband F 50pts
Mystics 3*** 4+ Pistols Beacon, Warband - 40pts
Psykers 3*** 4+ Pistols Brothers, Warband - 40pts
Acolytes 3*** 4+ Pistols, Hand Weapons Warband B, C 45pts
Grey Knights Strike
Squad
5** 3+ Linked Assault Rifles, Force Weapons Aegis, Armor(1), Brothers, Deep Strike,
Fearless
D 210pts
Grey Knights
Terminators
5** 3+ Linked Assault Rifles, Force Weapons Aegis, Armor(2), Brothers, Deep Strike,
Fearless
D 220pts
Callidus Assassin 1* 3+ Heavy Flamer, Power Fist (Rending) Armor(1), Fast, Fearless - 65pts
Vindicare Assassin 1* 3+ Sniper Rifle (Scope), Plasma Pistol,
Power Fist
Fast, Fearless - 80pts
Eversor Assassin 1* 3+ Pistol (Poison), Linked Power Fist (Toxin) Fast, Fearless, Furious - 45pts
Culexus Assassin 1* 3+ Linked Shotgun (Scope), Power Fist Fast, Fearless, Scout - 45pts
Dreadknight 1* 2+ 2x Dreadnought Fist Aegis, Deep Strike, Fearless, Monster,
Psyker(1), Tough
G 105pts

A
Replace Pistol:
Pistol (Poison) +5pts
Assault Rifle (Linked and Poison
against Psykers)
+10pts
Heavy Flamer (Torrent) +20pts
Sniper Rifle (Scope) +25pts
Plasmagun (Rending) +35pts
Lascannon +80pts
Replace Hand Weapon:
Hand Weapon (Poison) +5pts
Take any:
Psyker(1) +10pts
Power Armor (Armor(+1)) +10pts
Terminator Armor (Armor(+2)) +20pts
3x Servo-Skull +20pts

B
Replace Pistol:
Flamer +5pts
Meltagun +15pts
Plasmagun +25pts
Take one:
Shield (Armor(+1)) +10pts

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

D
Replace Linked Assault Rifle:
Assault Cannon (Rending) +15pts
Heavy Flamer (Torrent) +15pts
Plasmagun (Rending) +40pts
Replace Force Weapon:
Power Fist +5pts
Linked Force Weapon +5pts
Warding Stave
(Armor(+1) in melee)
+5pts
Halberd (Strikes First) +10pts
Banner (+1 attack dice per model
in melee)
+20pts
Take one:
Teleporter +15pts

E
Replace Power Fist:
Heavy Bolter +15pts
Multi-Melta +25pts
Plasma Cannon +35pts

F
Take one:
Heavy Flamer +15pts
Multi-Melta +35pts
Lascannon +85pts

G
Take up to two:
Linked Assault Cannon (Rending) +35pts
Linked Heavy Flamer (Torrent) +40pts
Linked Plasmagun (Rending) +70pts
Take any:
Teleporter +10pts
Linked Dreadnought Fist +35pts
Linked Dreadnought Fist (Rending) +40pts

H
Upgrade Psyker(2):
Psyker(3) +10pts

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

Notes
When using this army you may take the
following vehicles and their upgrades from
the Space Marines and Imperial Guard army:
Dreadnought, Rhino, Razorback, Land Raider,
Chimera. Vehicles bought this way cost an
extra 20pts and have the Aegis and Fortitude
special rules.
Chaos Daemons
Name Size Quality Equipment Special Rules Upgrades Cost
Bloodthirster 1* 2+ Grav Pistol, Dreadnought Fist Deep Strike, Flying, Furious, Hero,
Monster, Tough
- 85pts
Lord of Change 1* 2+ Power Fist Deep Strike, Flying, Hero, Monster,
Psyker(2), Tough
A 70pts
Great Unclean One 1* 2+ Power Fist (Poison) Armor(1), Deep Strike, Hero, Monster,
Psyker(1), Tough
A 75pts
Keeper of Secrets 1* 2+ Power Fist (Strikes First) Deep Strike, Fast, Hero, Monster,
Psyker(1), Tough
A 80pts
Herald of Khorne 1* 4+ Power Weapon Deep Strike, Furious, Hero, Tough B 25pts
Herald of Tzeentch 1* 4+ Hand Weapon Deep Strike, Fast, Flying, Hero, Psyker(1),
Tough
C 30pts
Herald of Nurgle 1* 4+ Hand Weapon (Poison) Armor(1), Deep Strike, Hero, Tough D 30pts
Herald of Slaanesh 1* 4+ Hand Weapon (Strikes First) Deep Strike, Fast, Hero, Tough F 30pts
Bloodletters 10** 4+ Hand Weapons Deep Strike, Furious E, G 170pts
Pink Horrors 10** 4+ - Brothers, Deep Strike, Horrors E, H 135pts
Plaguebearers 10** 4+ - Armor(1), Deep Strike E, I 130pts
Daemonettes 10** 4+ - Deep Strike, Fast E, J 130pts
Nurglings 3*** 5+ Power Fist Armor(1), Deep Strike, Scout, Tough - 65pts
Bloodcrushers 3*** 4+ Power Weapons Deep Strike, Fast, Furious, Tough E, G 80pts
Flamers 3*** 4+ Flamers, Hand Weapons Brothers, Deep Strike, Fast, Flying, Tough - 110pts
Beasts 3*** 4+ Power Fists (Poison) Armor(1), Deep Strike, Tough - 90pts
Fiends 3*** 4+ Hand Weapons Deep Strike, Fast, Tough - 65pts
Flesh Hounds 5*** 4+ Hand Weapons Deep Strike, Furious, Scout, Tough - 115pts
Screamers 3*** 4+ Power Weapons (Rending),
Slashing Attack (Fists/Claws, attacks one
enemy unit it moved over)
Brothers, Deep Strike, Fast, Flying, Tough - 115pts
Plague Drones 3*** 4+ Power Weapons Armor(1), Deep Strike, Fast, Flying, Tough E, I, K 95pts
Seekers 5*** 4+ Power Weapons Deep Strike, Fast E, J 95pts
Chaos Furies 10** 4+ - Deep Strike, Flying L 150pts
Daemon Prince 1* 2+ Dreadnought Fist Armor(1), Deep Strike, Monster, Tough L, M 75pts
Soul Grinder 1* 3+ Autocannon, Dreadnought Fist, Power Fist Armor(2), Deep Strike, Resilient, Walker L, N 200pts
Skull Cannon 1* 3+ Battle Cannon Deep Strike, Fast, Vehicle - 135pts
Blood Throne 1* 4+ - Armor(2),Deep Strike,Transport Vehicle(1) - 65pts
Hellflayer 1* 4+ Heavy Shredder (+D6 hits when using Ram) Armor(1), Deep Strike, Fast, Vehicle - 60pts
Seeker Chariot 1* 4+ Shredder (+D3 hits when using Ram) Armor(1), Deep Strike, Fast, Vehicle - 55pts
Burning Chariot 1* 4+ Flamer, Heavy Flamer Deep Strike, Fast, Vehicle O 60pts

A
Upgrade Psyker(2):
Psyker(3) +10pts
Upgrade Psyker(1):
Psyker(2) +10pts
Psyker(3) +20pts

B
Take one:
Locus (+1 die when blocking
psychic powers)
+5pts
Locus (Toxin) +5pts
Locus (Furious) +10pts

C
Take one:
Locus (may re-roll failed psychic
powers)
+10pts
Locus (place D3 markers instead of
1 when Horror dies)
+10pts
Locus (+D6 melee attacks against
non-vehicles/walkers)
+10pts

D
Take one:
Locus (Toxin) +5pts
Locus (roll one die before melee on
a 6 all attacks have Poison)
+5pts
Locus (Armor(+1)) +10pts

E
Take one:
Chaos Icon (Beacon) +5pts

F
Take one:
Locus (Fast) +10pts
Locus (Strikes First) +10pts
Locus (all melee attacks are Linked) +10pts

G
Take one:
Blood Banner (once per game move
+6 when assaulting)
+5pts

H
Take one:
Blasted Standard (once per game
may use either the Assail or the
Flame Breath psychic powers as if
having Psyker(1))
+10pts

I
Take one:
Plague Banner (once per game
melee attacks have Poison)
+5pts

J
Take one:
Rapturous Standard
(once per game get+D3 dice when
blocking melee attacks)
+10pts

K
Take one:
Linked Pistol (Poison) +5pts
Power Weapon (Poison) +10pts
Power Weapon (Rending) +15pts

L
Take one:
Slaanesh (+3 movement) +10pts
Khorne (+1 attack when assaulting) +10pts
Nurgle (Armor(+1)) +10pts
Tzeentch (Brothers) +10pts

M
Take one:
Wings (Fast, Flying) +10pts
Take one:
Psyker(1) +10pts
Psyker(2) +20pts
Psyker(3) +30pts







N
Take one:
Heavy Flamer (Torrent) +25pts
Multi-Melta +50pts
Plasma Cannon (Indirect) +65pts
Take one:
Linked Dreadnought Fist +30pts

O
Take one:
Horror Crew (enemy units within
6 re-roll passed morale tests)
+10pts

Army Special Rules
Horrors: Every time a model is removed as a
casualty in close combat place one marker
next to this unit. If it is not completely
destroyed in melee the enemy unit takes as
many hits as markers.

Army Psychic Powers
Psykers from this army may take any of
the following powers:
Psychic Power Cost
Nurgles Corruption (Target unit
within 12 takes D6 hits with
Poison)
+20pts
Plague Wind (Target unit within
12 takes D6x hits with Poison)
+30pts
Lash of Slaanesh (Target unit
within 24 takes D6 hits with
Rending)
+40pts
Acquiescence (Target unit within
18 has Strikes Last until the end
of this round)
+40pts
Fire of Tzeentch (Target unit
within 24 takes 2D6 hits, and for
each casualty suffered from this
the unit takes another D3 hits)
+90pts
Bolt of Change (Target unit within
24 takes 2D6x hits, and for each
casualty suffered from this the
unit takes another D3x hits)
+100pts

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