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2
Introduction
In the Grim Darkness of the Far Future, there is where genetic modification and cybernetic augmentation
often little hope, if any at all, for humanity amongst the are commonplace, available to every man, woman, and
Imperium of Man. In the Dark Age of Technology, humans child. It is not entirely unknown for people to transplant
expanded across the stars, forming vast interplanetary their brain into an entirely new cybernetic body, if money
empires, each with their own cultures, technologies, laws, permits.
and societies. When the God-Emperor of Mankind And given that the general public has access to
ascended and formed the Imperium, he created his vast such technology, the KaeModa military has much greater
Space Marine Legions and scoured the stars, bringing at their disposal. The common infantryman wears armour
back these comparatively small empires back into their composed of advanced polymers, wielding high powered
own, under His guidance. However, his campaign across rifles, and utilizing advanced electronic equipment. More
the stars was cut short by the Horus Heresy, allowing one advanced soldiers are masters of the art of combat, able to
empire in particular to retain its independence. meld into the shadows or provide deadly accurate fire.
Nestled in the Eastern Fringe upon the Centaurus Some of these men are scarcely even human any more.
Arm, the KaeModa Republic has remained in large In addition to elite infantry, they are known to
unbeknownst to the Imperium for millennia, dealing only deploy massive suits of powered armour, dwarfing even
sparsely with the major forces of the Milky Way, its history Space Marines. Often deployed from orbit with guns
spent more against exotic aliens, now either extinct of blazing at multiple targets, or firing from tremendous
removed from the immediate presence of the ancient ranges whilst bouncing from one location to the next,
Republic. However, this has not kept them completely these behemoths can level buildings and cut swaths
hidden, no protected, and they have been brought to the through enemy squads single handedly.
brink of destruction on multiple occasions, at the hands of The KaeModa do not use conventional vehicles in
the Imperium, Chaos, and if things continue as they are, combat as do other armies in the galaxy. They rely mainly
the maw of the Great Devourer itself. on aircraft and support from orbit, maintaining a
philosophy of remaining mobile and striking at enemies
WHY PLAY AS THE KAEMODA REPUBLIC? fast, either eliminating them outright or withdrawing before
a cohesive counter-attack may be made. And while they
The KaeModa Republic is comprised of normal may not utilize more conventional vehicles, this does not
humans, fighting to survive, fighting to protect their homes, mean that they are without armoured support. An array of
their friends and families. They are always surrounded, terrifying machines, many controlled by AI constructs,
always at war, always in dire straights. However, there is support infantry on the field of battle, fulfilling niche roles
much to be said for the espirit de corps of the KaeModa, that humans would not as efficiently be able to preform.
and they have never broken heart, and they have never From a heavily armoured battle walker to swift anti-
given up. They are on the brink of destruction, fighting not personnel striders to hovering support drones, there are
just for their freedom, not just for their ideals, not for any certainly a number of interesting options left open.
higher governing purpose, but for their very existence. Overall, the KaeModa Republic has a diverse
This is not to say that they cannot look after their military that maintains flexibility once on the board, able to
own well being, as unlike the Imperium of Man, the well contend with anything their enemies may through at
KaeModa are not technophobic. In fact, quite the them. With good armour and powerful weapons, they are
opposite. They have entered an age of transhumanism, certainly a forgiving if not devastating army.
3
History of the
KaeModa Republic
4
returned from the front against the Achron. Many systems footnote in the pages of history with a valuable lesson to be
changed hands in this period as often as a dozen times learned from their mistake.
over the course of the war, the KaeModa learning through The Sabben, having built up their military since the
a trial of fire the art of war. fall of the Etrui, decided to take the ruined colonies under
Having lost nearly half their territory due to warring their protection. In AR.127 (265.M28) the Sabben
on two fronts, in AT.28014 (014.M28) the Etrui sued for forcefully took control of the Etrui, pillaging the near
peace with the Achron and KaeModa, gaining it with both defenseless planets. Documents from the time state that
in exchange for further territory and resources. Once the the KaeModa came to the rescue of the Etrui who had
dominate power in the Alba Cluster, the Etrui by this time once looked over them, but this is likely sensationalist
are reduced to a fraction of their former power. The Achron propaganda, and they were likely only interested in
having no enemies with which to fight turn their greedy absorbing the remaining Etrui territory into their own. This
eyes towards the KaeModa and Legato, who they now is an interesting point in history, because this conflict
shared borders with. ultimately embroils the entire Alba Cluster into a state of
In the coming years the KaeModa consolidated war.
themselves and their new territories, giving them many The Sabben allied themselves with the Achron
new challenges they had not expected. Having proved and spent a considerable sum of money to hire the
themselves adept at war, they now had to prove Glacken colonies as mercenaries to fight on their side as
themselves adept at civil management, lest they lose their well against the KaeModa, which would have had them
newly acquired territory. Matters were only complicated surrounded and completely outgunned. However, in
further when they annexed the remaining Cezanne response the Legato instantly declared war on the Achron,
systems under their sphere of influence. but this still left the KaeModa to fight on two fronts, which
The government didnt seem to work too well to had proved fatal for the Etrui before them.
manage these properties, particularly as that they were In the battles that followed, the KaeModa were
being run by rich tycoons interested more in their own able to fend off the Glackens and Achron but steadily lost
purse pockets than in the whims of the masses. In ground to the Sabben. However, fighting against three
AT.28138 (138.M28) one of the primary guild leaders, armies bitterly drained the Republics resources, and to
Ernest Brutias, took matters into his own hands and had all continue fighting like this would have soon left it in ruins.
the other guild leaders arrested and summarily executed Luckily, four years after the warring began, the Vermeer
for corruption. He then single-handidly overthrew the made an alliance of convenience with the KaeModa to
Oligarchy and reformed the government into a Republic, engage the weakened Glackens who the Vermeer shared
with a representative body formed from elected officials borders with.
from every planet under their control. This marked a new An important date in the history of the Alba Cluster
and great era for the KaeModa, and began the Anno Res is AR.138 (276.M28), the first contact with any non-human
Publica at year 0. species. The Glacken colonies had apparently for some
time had contact with an alien civilization, the Samnt, and
had called upon them to fight against the Vermeer who
THE CORPORATE WARS were able to make steady progress into their territory. It
was an aggressive species who initially were able to defeat
This war was the first of its kind in the Alba Cluster. the Vermeer once and again.
All of the colonies had standing militaries and navies, and The KaeModa with the help of their Vermeer allies
all of them had to deal with pirates and policing at one point were able to put more forces on the Sabben front and with a
or another, but never before had one colony turned its guns bolster of fresh troops were able to turn the tide of the war,
on another. Following the uneasy truce the Achron had pushing them back out of their territory and then even
given and the reformation of the KaeModa into a Republic taking the once Etrui stellar systems. Fearing their defeat,
was an era of unprecedented warring. The sheer amount the Sabben draft a peace treaty with the KaeModa, which
of subterfuge and betrayal makes it hard enough for was soon accepted. The Achron swiftly made peace with
historians to piece together an accurate representation of the KaeModa and Legato, who they were having much
the actual proceedings of the wars, and that so many difficulty defeating, only to send their troops into the
planets were pillaged and even razed left many records Sabben systems and take them for their own. The Sabben
destroyed. colonies no longer existed as of AR162 (310.M28).
The next wars were started oddly not by one of the However, all of this warring is brought suddenly to
aforementioned colonies, but instead by the Vermeer who a halt in AR.197 (345.M28) when the Legato were able to
invaded Terra Nova territory in order to attain more bring all of the colonies to hold a giant conference, where
resources. It was in these early engagements that some of they created and enacted the Kobal Accords. This
the first major planetside battles were fought. The document made it such that if any one colony was to wage
Vermeer were able to employ complex war machines, and war against another colony or colonies, then all other
with superior arms and armour were able to overcome the colonies would unite and wage war against it. The people
Terra Nova in most every battle. The other nations sat and were tired of war, and so all parties accepted, even the
watched, learning an important lesson from these early Achron who did so reluctantly. And for a time, there was
engagements; that technological superiority would defeat peace.
sheer tenacity every time. By AR.52 (190.M28) the Terra All things must come to pass, and in AR.803
Novan military was defeated and her colonies completely (941.M28) the Achron broke the Accords and launched an
under the control of the Vermeer and left as naught but a invasion of Legato territory, ravaging the unexpecting
5
forces they encountered. The KaeModa came instantly to
their aid, but the Glackens and Vermeer colonies sent only
token fleets, their interests more on each other. It was
during these battles that the Achron ground forces were
seen for the first time in hundreds of years. They seemed
to employ mutilated and fanatical troops, as well as bizarre
beasts of war, perhaps alien species. Over the course of
the war the Legato were left devastated and forced to
become a protectorate of the KaeModa, who in turn was
able to get the Achron to sign a pact of non-aggression in
AR.875 (013.M29).
After nearly seventy-five years of war, the
KaeModa were once again left to a long period of peace.
This is not to say that nothing was happening in the Alba
Cluster, and in AR.974 (112.M29) the Samnt Kingdom
attacked Glackens, their former ally, and started a
campaign that lasted a few hundred years. The aliens not
being classified as one of the colonies, the Kobal Accords
did nothing to protect the near helpless colonial military
from being conquered. Converse to what was said to have
been expected from other nations at the time, the Samnt
did not exterminate the humans on planets they
conquered, but instead merely occupied and ruled over
them. While they had to pay taxes via resources and were
not permitted to maintain a military, the colonists were
allowed to keep their lives, which was more than enough
for them.
The people of the Republic can only be at peace
for so long, or so it would seem, and in AR.1274 (412.M29)
they secretly made a treaty with the Vermeer to ensure that
the two of them would not war against one another, no
matter what happened. This was done for a very specific
reason, that the KaeModa wished to campaign against the
Achron. They started a protracted war against them, and
made slow but steady gains and victories.
As they started to send down troops to occupy
planets, they would often come to find a sick and depraved
people, unchecked psykers, and Chaos anomalies galore.
In some areas they were welcomed as heroic liberators,
and in others they met stiff opposition, resisted by every
man, woman, and child. For fear of being spread too thin
and unable to regulate their newly acquired territories, by
AR.1429 (567.M29) they are able to coerce the Achron
into signing a cease-fire.
With high hopes, the Vermeer invade Samnt
territory with the intent of liberating their fellow humans in
AR.1577 (689.M29). While the war starts off as a
successful drawn out fight of attrition, they are forced to
maintain a more defensive strategy in response to the
belligerently aggressive Samnt. In an effort to not have
powerful enemies on both sides, the KaeModa launch an
invasion of Samnt space to cull their military power and
desire to expand. Fought to a standstill, the war devolves
into an unofficial cease-fire where fleets dare not enter
enemy territory for fear of not only their destruction but also
the resumption of a costly war.
6
Forces of the KaeModa Republic
This section of the book details the forces used by EQUIPMENT
the KaeModa Republic their weapons, their units, and The army list at the back of the book shows all the standard
some famous special characters you can choose, such as and optional wargear available to a particular model. You
The Black Beret Captain Archibald Stirling or the infamous will find that some items of equipment are unique to
Watcher. Each entry describes the unit and gives the particular characters or units, while others are used by
specific rules you will need to use them in your games. As more than one unit. When an item is unique, it is detailed in
such, the army list given later refers to the page number of the following entry for its owner, and where an item is not
these entries, so you can easily check back as you pick a unique, it is detailed in the wargear section.
force.
A good example is the Harbingers Blades, a potent set of
The Forces of the KaeModa Republic section is sub- weapons wielded by the Magister Konrad Marlsburg. As
divided into two parts. The first part describes all of the such, its rules are detailed in Marlsburgs entry. Marlsburg
troops and vehicles fielded by the KaeModa, including the also carries an Optic pistol. This is a common KaeModa
special characters, while the second part details the weapon, and so its rules are to be found in the wargear
KaeModa armouy of weapons and equipment. section.
There is nothing that can stop me from accomplishing the task at hand.
WS BS S T W I A Ld Sv
Colonel 3 4 3 3 3 3 2 10 3+
Major 3 4 3 3 2 3 2 9 3+
Captain 3 4 3 3 2 3 2 9 3+
Bodyguard 3 4 3 3 1 3 1 7 3+
SPECIAL RULES
Command Skills
DANGER SENSE
Some officers have developed some sort of sixth sense
that tells them when their men may be in danger, and is
able to warn them to take cover.
DIRECT FIRE
Either by an innate talent, a great deal of experience, or by
mechanical augmentation, some officers have a keen eye
to find weaknesses that enemy units may have in their
armour or cover, and is able to direct his men to exploit
these weaknesses.
COVERING FIRE
At times some officers know that is more important to fire
more rounds than it is to use more accuracy. After all, it is
said that quantity has a quality of its own.
Advanced Tactical Command Vehicle
To the KaeModa, military intelligence is as important as this, the ATCV is not a common sight in front line battles,
the battle itself. Knowing when, how, and what to strike is though it makes an excellent transport and resource hub
just as important as that blow itself. Thus not only do they for commanders. Because of such, when an officer is not
employ extensive reconnaissance units and advanced commanding from the front, he is often nearby in one of
satellite imaging, but a constant flow of the most current these trusty vehicles.
information.
Another important tool of the MkIV series of ATCVs is the
The Advanced Tactical Command Vehicle MkIV-A2 is the jamming beacon that it employs. This was initially
most recently developed vehicle in a line of mobile designed to prevent enemy forces from being able to
command vehicles designed to be a hub for information on intercept communications and data sent and received by
the battlefield. They sport an extensive computer network later MkIII series vehicles. However, they soon saw that
which is able to keep track of the location and condition of when this was employed nearby enemy communication
all nearby friendly forces, receive and process all local systems, they could not function. As such, KaeModa
communication, as well as being able to send engineers began to rework this to further its job as a
transmissions to not only all local and nearby friendly jamming beacon, disrupting even teleport homers and
forces, but even those located out in orbit. more bizarre methods of entering the battlefield.
While not a dedicated transport or Infantry Fighting Vehicle All in all, the ACTV is a tried and true support vehicle, and a
by any means, it is designed to take a substantial amount number are necessary on any campaign, large or small.
of firepower and functionally operate, though not However, its usefulness is slightly diminished in skirmishes
necessarily to engage any units. They are not in standard and smaller engagements where its communications and
practice equipped with any weapons excepting an intelligence systems are not put fully to use. The more
occasional pintle mounted machine gun, and because of taxed the system is, the better it is able to preform.
Armour
Type BS F S R
ATCV Tank 4 12 12 10
SPECIAL RULES
Communications array: The ATCV houses a complex
network of communications equipment which allows for
superior communication on and off the field of battle. It
allows all KaeModa units with at least one model within 18
to take Leadership tests with a +1 to their Leadership
Characteristic to a maximum of 10. In addition, once per
turn you may re-roll one Reserves result. These no longer
are in effect is the vehicle is either wrecked or destroyed.
The planet of Legato III is in synchronous orbit around its Black Berets are issued with advanced arms and armour,
star, and as such half the planet never receives any light. some of the best available in the Empire. They have
While the other half of the planet is considered to be of a fair always held the basic training given to them from the days
environment, the side which receives no light is bitingly on Legato III, that the proper application of force in the fight
cold, and the lack of any light often gets to people. Thus, it place at the right time makes all the difference. Thus the
was considered to be the perfect training location for a training of stealth techniques has been key, as well as
special forces group whose original name has been lost in laying traps and ambushes. For this reason and that they
the annals of history. are often called to fight with little support, many members
opt to attain advanced and sometimes bizarre combat
Trained with greater scrutiny and standards than the augmentations, leaving some scarcely human.
average soldier, during the Bellows war it was they who
bore the brunt of the fighting and where by far more
successful than other groups against the Word Bearers. In War is an ugly thing but not the ugliest of things;
later offenses they were deployed in smaller the decayed and degraded state of moral and
engagements, often found to be in almost five times as patriotic feelings which thinks that nothing is
much combat as the average soldier in a campaign. Their worth war is much worse. A man who has nothing
services were so highly sought after that in M35 the for which he is willing to fight, nothing which is
Republic declared them to be an official Republic-wide more important than his own personal safety, is a
force of the KaeModa military, though those trained on miserable creature and has no chance of being free
Legato III still maintain that they are the best. unless made and kept so by the exertions of better
men than himself.
Since then the Black Berets have served in every major Captain J.S. Mill
war, but the important thing to note is how many smaller Tyranid Offensive; M41
engagements they have taken place in. More often than
WS BS S T W I A Ld Sv
Lieutenant 3 4 3 3 2 3 1 8 3+
Black Beret 3 4 3 3 1 3 1 8 3+
SPECIAL RULES
Infiltrate, Fireteams
WARGEAR
Reactive Camouflage
WS BS S T W I A Ld Sv
Sergeant 3 4 3 3 1 3 1 8 4+
Recon Trooper 3 4 3 3 1 3 1 8 4+
SPECIAL RULES
Scouts, Move Through Cover, Fireteams
Little is known of those who are taken by the Sib, and those
who try to pry too far into these matters often find
themselves with a similar fate. Offically they sate that the
psykers are sent to special recovery centers where they
may be recorded for a good period of time, and then
released back to their normal lives. Those taken rarely
return.
_ WS BS S T W I A Ld Sv
Superior 4 4 3 3 1 3 1 8 5+
Detective 4 4 3 3 1 3 1 7 5+
SPECIAL RULES
Preferred Enemy (Psykers)
WS BS S T W I A Ld Sv
Sergeant 3 4 3 3(4) 1 3 1 8 3+
Grenadier 3 4 3 3(4) 1 3 1 8 3+
Myrmidon 2 2 2 2 1 3 1 8 3+
SPECIAL RULES
Deep Strike
WARGEAR
Achilles-class Power Armour: The Heavy Assault
Grenadiers are issued with a special class of armour that
sets them apart from all other infantry, the Ares class. It
substantially increases their ability to shrug off damage as
though it were but as nothing. HAG Troopers are given a
+1 bonus to their Toughness characteristic (already
included in profile).
To represent this, you may re-roll one failed To Hit roll per
turn for every Myrmidon in the squad.
Marauder Team
weapon, and counts as a power weapon with +2 to the
Strength characteristic of the model, however, it is
cumbersome and strikes at Initiate 1.
WARGEAR
Repair Harness: Instead of a modular weapon system,
some suits are equipped with a complex servo harness.
This includes a welder, chainsaw, power spike driver, and
often many other tools and replacement parts. The
harness is used to patch up or reinforce armour that has
been damaged, allowing other suits to continue fighting at
optimal efficiency.
Armour
WS BS S F S R I A
Spectre 4 4 5 11 11 11 4 2
SPECIAL RULES
Furious Charge
Armour
BS F S R
Valravn 4 10 10 10
WARGEAR
Repair Servo: Some Valravne are modified for special
battlefield roles, one of which is to repair other vehicles
whilst under fire. Such are equipped with a special Repair
Servo which includes common spare parts and extra
armour plating to patch up and repair damage done to a
vehicle.
TRANSPORT
The Stalker has a transport capacity of six models. It
cannot transport Marauders.
SPECIAL RULES
Crew-served weapons: The pintle-mounted weapons on
the Stalker are gunned by the passengers, and thusly the
relative ability to hit targets will depend on who is manning
the gun. Weapons mounted to a Stalker use the Ballistic
Skill of the passengers. If it is mixed, use the most
common Ballistic Skill.
WARGEAR
Armoured Compartment: The Stalker is to production
standards without much armour, but many have still been
retrofitted to have enclosed crew and passenger
compartments due to battlefield hazards. This increased
weight also requires a new, heavier engine which in turn
increases the price of the vehicle even further.
TRANSPORT
The Harbinger has a transport capacity of twelve models.
It cannot transport Marauders.
Deathstrike Gunship
Armour
BS F S R
Deathstrike 4 12 11 11
WARGEAR
Cerberus Autocannon
Raptor Suppressor
Armour
BS F S R
Raptor Suppressor 4 12 11 10
Drone 3 9 9 9
SPECIAL RULES
Drone Array: The Raptor Suppressor was originally
outfitted with a few surveillance drones, as it was designed
to operate far into enemy lines and worked as much as a
reconnaissance vehicle as a combat one. Later models
included two new kinds of drones, gun and shield drones.
WS BS S T W I A Ld Sv
Captain Stirling 4 5 4 4 3 4 2 10 3+
SPECIAL RULES
Independent Character, Infiltrate, Covert Ops
WARGEAR
Power Armour, Warp Field, Avenger Carbine, Optic
Pistol, Them-optic Camouflage
Lieutenant Victoria Thera
WS BS S T W I A Ld Sv fight again. Despite how many times hes been taken out,
Commander Kilroy 3 3 3 4 2 3 1 8 5+ his service record is impressive still, and so they keep on
giving him more aircraft to fly.
SPECIAL RULES When the aircraft that Kilroy was piloting has been
Ace Pilot: Kilroy is not deployed as a normal infantry Wrecked or Destroyed, he automatically bails out and is
model, but rather as the pilot of an aircraft. You may represented as an Infantry model on the field with the
choose to have him pilot either a Harbinger (page XX) or statline listed above.
Deathstrike (page XX) Gunship.
This increases the aircraft to BS5, and allows it to ignore Kilroy Was Here: Kilroys a good pilot, and like any pilot
shaken and stunned results on the roll of a 4+. Yes, hes whos been shot down, he knows when to leg it. However,
just that good. this doesnt mean that he doesnt yet still have a surprise or
two.
Wing Commander: You may choose to buy an additional During the Assault phase Kilroy may move an additional 6
two aircraft which will act as a Squadron with Kilroys if it is towards his own board edge. This move may only be
aircraft. Both of these aircraft must be of the same type, done if he has already bailed out of his aircraft. If still in the
though they do not have to be the same as Kilroys. These pilots seat hes more likely to try and ram enemies with it.
aircraft do not benefit from his Ace Pilot special rule.
WS BS S T W I A Ld Sv
Konrad Marlburg 4 4 4 4 2 4 2 10 3+
SPECIAL RULES
Independent Character, Fearless, Preferred Enemy:
Psykers
WARGEAR
Power Armour, Warp Field, Optic Pistol
WS BS S T W I A Ld Sv
The Watcher 5 5 4 5 3 5 3 10 2+
SPECIAL RULES
Indepdent Character, Infiltrate, Fearless, Fleet of Foot,
Relentless, Eternal Warrior
WARGEAR
Warp Field, Cybernetic Body, Optic Rifle,
Flamethrower
WS BS S T W I A Ld Sv
Sergeant Puller 4 4 3 3 2 3 2 10 4+
SPECIAL RULES
Scouts, Move through Cover
WARGEAR
Polymer Armour, Warp Field, Avenger Rifle, Auxiliary
Grenade Launcher, Offensive Grenades
Alginon and Grinx
WS BS S T W I A Ld Sv
Dr. Alginon 3 4 3 3 2 3 1 8 5+
Grinx 4 5 3 3 2 4 1 10 5+
SPECIAL RULES
Independent Character
WARGEAR
Flak Armour, Avenger Pistol
Weapons and equipment that can be used by For example, Gauss rifles are ubiquitous and
more than one type of model or unit are detailed carried by many models, and so are detailed in
here, while equipment that is unique to a single this section. The Repair Harness, however, is
model or unit (including wargear carried by unique to Marauders. While you will find a page
named special characters) is detailed in the reference here, the rules are detailed in the
appropriate entry in the Forces section. Marauders entry.
Weapons
Auxiliary Grenade Launcher
The auxiliary grenade launcher is a tubular device that fires Users may also empty their magazine into the enemy
pre-primed and pre-loaded grenades. It is fixed onto a rather easily in a pinch. Any models equipped with an
rifle, and usually issued to squad and fireteam leaders. An Avenger Carbine may use their weapon as Assault 3 for
auxiliary grenade launcher may be fired in lieu of another one turn, but may not fire in the next Shooting Phase, as
weapon. One time use. they must reload.
Avenger Pistol
The pistol version of the Avenger Rifle, most Special forces
and officers are equipped with one of these are a sidearm,
in case they are in need of some heavy firepower in a close
quarters battle.
Deaths Touch
See the Watchers entry on page XX.
Faust HMG
The Faust Heavy Machine Gun is designed to be utilized
against sturdier targets, or punching through light cover to
eliminate targets that would have sought to use it as
protection.
Harbingers Blades
Range Strength AP Type _ See Magister Konrad Marlsburgs entry on page XX.
48 5 5 Heavy 3
Heavy Flamer
Flamethrower The Heavy Flamer is the ultimate weapon for sweeping
Flamethrowers spew a highly volatile spray of liquid fortifications clear and purging the ranks of the enemy at
chemicals that ignites on contact with the air. close quarters. It bathes its enemies in a conflagration of
Flamethrowers are primarily used to scour the enemy from burning fuel, charring flesh and rusting armour on the spot.
defended positions, their belches of superheated vapour
slaughtering the defenders in a fiery conflagration. Range Strength AP Type _
Template 5 4 Heavy 1
Range Strength AP Type _
Template 4 5 Assault 1 Micro-Ripper
A miniaturized version of the larger Ripper cannon, it is
designed to be carried by individual infantrymen as a close
quarters anti-material rifle, capable of tearing apart near
Flechette Rifle any target.
It operates by firing large darts which are specially
designed to puncture through armour. Its a shotgun that is
AP3 if the target is less than 6 away. Range Strength AP Type _
12 7 1 Assault 1,
Range Strength AP Type _ Melta
12 4 4 Assault 2 Missile Launcher
A common weapon among KaeModa infantry, the missile
Gep SSW launcher is a versatile weapon, lending itself to anti-
The Gep Squad Support Weapon was designed by the gun personnel and anti-vehicle purposes. Each time the
missile launcher fires, the controlling player may choose
which type of missile is being used. Reaper Sniper Rifle
Classified officially as an anti-material rifle, the Reaper is
SABOT used by KaeModa snipers for almost guaranteed long
Range Strength AP Type _ range kills against enemy personnel, with a particular note
48 8 3 Heavy 1 to high profile targets. On the roll of a 6 to hit, the Reaper
Sniper Rifle wounds on a 2+ for that Shooting phase.
Fragmentary
Range Strength AP Type _ Range Strength AP Type _
48 4 6 Heavy 1, 3 blast 36 X 3 Heavy 1, Sniper
Myrmidon-class Drone Ripper Cannon
See the Heavy Assault Grenadiers entry on page XX. The ultimate in anti-material weapons, the Ripper
cannons only flaw is its relatively short range, unable to
Offensive Grenades effectively disable enemy armour until in close proximity.
If it is necessary to assault the enemy, the soldiers of At its core, the Ripper cannon is simply a particle
KaeModa use airburst grenades which utilize the accelerator, projecting uranium isotopes at relativistic
atmosphere around their them to combust into a localized speeds, causing the area of impact (and generally the
inferno, literally setting the air on fire. atmosphere it passes through) to break down into its most
basic elemental properties in a violent reaction. If nothing
On the turn that the squad equipped with Offensive else, the result is absolutely terrifying to behold.
grenades charges into assault, enemy models are
automatically hit with a Strength 4 hit for every model Range Strength AP Type _
equipped with the grenades before combat begins. Roll to 24 7 1 Heavy 1, Melta,
wound as take armour saves as normal. Offensive
grenades may not be used if the assaulted squad is
3 blast
already in combat. Shaped Charges
See the Black Berets entry on page XX.
Storm Rifle
The standard issue weapon of the KaeModa military, the
Storm Rifles works on the same principle as the Avenger
weapons, though on a lesser scale. It is simple and
rugged, able to be given to the masses and properly
utilized, but still advanced enough to be effective enough to
eliminate most any threat its wielder would come across.
Sensors
Some infantry units employ advanced sensors and
targeting systems, allowing them to better detect enemy
units. Weapons that scatter subtract an addition 1 from
the rolled distance.
Shaped Charges
See the Black Berets entry on page XX.
Therm-optic Camouflage
Some infantry units are lucky enough to be gifted with
Therm-optic Camouflage. While it may seem as magic to
those of the Imperium, it is simply a plasmonic cover, fitted
over the uniforms and equipment of the infantryman,
rendering them all but invisible to not only the naked eye,
but also thermal imaging.
Warp Field
By protracting metamaterial field around the wearer, they
are able to quite literally bend oncoming fire around them,
rather than trying to stop it outright. It confers a 4+
Invulnerable save to the wearer.
Armour
Ares-class Power Armour able to penetrated easily by anti-tank weapons and other
See the Special Intelligence Bureau entry on page XX. specialized weaponry, there is little better protection that a
soldier can ask for. And due to the motion-assist servos
other systems, soldiers utilizing this armour are actually
Flak Vest typically more potent, less likely to tire, stronger than a
A crude excuse for armour, the KaeModa wouldnt use this normal man, not needing to eat as long due to feeding
armour for combat troops if there were nothing else tubes and stimulants, and emergency medical systems
available. However, it is small, easily concealed, and can that try to coagulate wounds as soon as they happen. It is
stop much civilian grade weaponry. This makes it very designed in every way to maximize the potential of the
useful for police and soldiers not expected to see combat. wearer, and try to bring him home alive.
Typically though, the only ones who wear it on the field of
battle are the Special Intelligence Bureau. Models equipped with Power Armour are granted a 3+
Armour save.
Models equipped with a Flak Vest are granted a 5+ Armour
save.
Warforge Armour
Warforge armour actually refers to very specifically made
suits of armour that are hand tailoured on one of Vermeer
Marauder Suit IIIs moons, though it is also a catch-all term to describe
Not actually strictly armour itself, but a large exoskeleton any suit of armour that is of such high quality or otherwise
that stands some three meters tall. Suits have to be offers truly superior protection. Armour such as this offers
somewhat personally tailoured to the individual, which nearly the penetration stopping power of Marauder
makes the already expensive suits even more costly. As armour, which is incredibly bulky. Typically this type of
such, these suits are typically rare and commanders who armour is only granted to very high ranking officers, and if
have them at their fingertips are glad that they have them, this is the case it is the ornate, beautiful craftsmanship of
versatile and profound in their ability to eliminate enemy the artisans on Vermeer IIIs moon. Otherwise it can be
targets. granted to some special soldiers as a reward for their
heroic deeds, or perhaps importance outside of the
Models equipped with a Marauder suit are granted a 2+ military.
Armour save, as well as a 6+ Invulnerable save.
Models equipped with Warforge Armour are granted a 2+
Models wearing a Marauder suit may opt to move up to 12 Armour save.
each turn, as if equipped with Jump Packs. If they move in
this fashion, they may not Run or Assault.
Polymer Armour
Consisting of layered plates of complex plastics, Polymer
armour offers good protection against most small arms and
even some anti-personnel weaponry. This is the standard
issue armour of the KaeModa Regulars, as well as all
other light infantry units. Heavier infantry, and units
expected to face more dangerous engagements often
forgo this and utilize powered armour. This does not mean
that it is ill-efficient at protecting the wearers. In fact, the
Force Reconnaissance who often operate alone and deep
in enemy territory enjoy it for that it keeps a lower profile
and is not as easily detectable. How Black Berets remain
hidden so well is a unit secret.
Power Armour
Heavily armoured, environmentally contained, motion-
assist servo powered suits are what make up the armour of
the more elite units in the KaeModa military. Typically only
Vehicle Armoury
Armoured Compartment LRM Missile Rack
See the Stalker entry on page XX. Often used on aircraft, missiles are bound together in pods
or racks for ease of use and rapid successions of firing, and
Chaff Launchers able to engage varied targets without much effort. Long
Aircraft may carry small reactive defense systems which Range Missiles are good for engaging targets from a
fire smalls rockets that explode into a huge cloud of small distance without much repercussion of return fire, but still
debris which interferes with targeting systems and gives deadly effect.
obscures its silhouette of the aircraft, making it more
difficult to hit with direct or guided weapon systems. There Range Strength AP Type _
is a chance that the attack may hit this debris instead of the 48 4 5 Heavy 1, Large blast
aircraft or miss entirely, and confers a 5+ cover save to the 48 9 2 Heavy 1, Ordnance
vehicle.
Optic Cannon
Cloaking Field The precursor to the rifle seen today, the Optic cannon was
Similar to those found on infantrymen, a larger cloaking designed to be mounted on vehicles for anti-armour
system may be placed on a vehicle. These are not as support. It has excelled in this capacity, and for this reason
efficient as those on infantrymen simply due to the sheer continues to be used commonly in this role, proving itself
size of the vehicle as compared to a normal human. very useful against medium and even heavy vehicles.
Enemy models must roll 3D6x3 when checking distance,
and if within range, they may be fired upon.
Range Strength AP Type _
Extra Armour 60 8 3 Heavy 1,
Vehicles equipped with extra armour count Crew Ordnance
Stunned results on the damage tables as Crew Shaken
results instead. Pintle Mounted Gep SSW/Faust HMG
Pintle mounted weapons are located on the outside of a
Gauss Cannon vehicle and can be used by a crewman from an open hatch
See the Intrepid entry on page XX or by remote control from the inside. A pintle mounted
weapon may be fired when the vehicle is eligible to fire
Hard Wiring another non-ordnance weapon, and only one pintle
Using new strives in computer technology, the use of hard mounted weapon may be taken per vehicle.
wiring allows artificial intelligence constructs to function
normally even when under great deals of physical stress Repair Servo
which would toss crew members about, not letting them See the Valravne entry on page XX
perform functionally. With hard wiring, any AI construct
controlled vehicle may ignore both Shaken and Stunned SRM Missile Rack
results. Developed after the normal missile racks, Short Range
Missiles have shorter fuses and are much more compact,
Infrared Targeting allowing for more missiles to be fit into the rack or pod.
Many vehicles commonly have infrared options added to Thus a pilot may make much more liberal use of his
their lenses and other targeting devices, in so that they munitions without fear of running dry, provided that he is
may more easily spot enemies in the dark of night. able to remain close enough to his potential targets.
Vehicles with infrared targeting do not need to make Night
Fight rolls to determine distance, but instead subtract 6 Range Strength AP Type _
from their full range, as that even with this advanced optics, 18 4 5 Heavy 2, Large blast
it is still not as good as in the light of day. 18 9 2 Heavy 2, Ordnance
WS BS S T W I A Ld Sv
Sergeant 3 4 3 3 1 2 1 9 4+
Trooper 3 4 3 3 1 2 1 8 4+
SPECIAL RULES
Relentless, Deep Strike
WARGEAR
Zero-Gravity Suit: The Zero Troopers wear a special suit
that not only provided armoured protection against melee
and ranged attacks, but also from cosmic radiation and the
vacuum of space. It also has small jets to allow
maneuverability and more simply movement in low gravity
atmospheres. To represent this, the squad may be treated
as though it is equipped with Jump Packs.
KaeModa Republic Army List
The following pages contain an army list that
enables you to field a KaeModa Republic army and fight
battles using the scenarios included in the Warhammer
40,000 rulebook. It also provides you with the basic
information youll need in order to field a KaeModa army in
scenarios youve devised yourself, or that form part of a
campaign.
The army list allows you to pick an army based on
the troops that could be fielded by a KaeModa combined
arms joint operation, with attached support drawn from
other units in the army.
The army list is split into five sections. All the
squads, vehicles and characters in the army are placed
into one of these depending upon their role on the
battlefield. Each model is also given a points value which
varies depending on how effective that model is in battle.
Before you choose an army you will need to agree with you
opponent upon a scenario and the total number of points
each of you will spend. Then you can proceed to pick your
army.
The KaeModa Republic is a diverse army that can Now a HQ selection is required, with either a
be approached from a number of ways, with much elite Command Squad or ATCV chosen, both of which can issue
infantry, robotic walkers, and powerful air support. With orders to their subordinates. However, it should be noted
this diversity comes plenty of tactical options, but there are that both Black Berets and SIB squads may be taken as
a few basics to bear in mind as you begin your collection. Troops if a certain special character is taken, which opens
up two new options as Troops, both of which are very
THE BASICS flexible themselves.
The standard force organization chart includes
two compulsory Troops units. Not only do Troops bear a EXPANDING YOUR ARMY
large burden of the fighting but also are used for seizing Once youve decided on your HQ and Troops
objectives a crucial role in many missions. units, the more specialist units of the army become
The KaeModa have but a single Troops choice, available for recruitment. Fast Attack, Elites, and Heavy
the Regulars platoon. It is a group of small units that can Support units all bring something unique to your army,
each be equipped to deal with specific threats. For whether through impenetrable armour, unique abilities,
instance, they can take a Gep SSW or Faust HMG for anti- specialist weaponry, or a mix of all three. Your KaeModa
personnel purposes, or a missile launcher for anti-armour army will likely never stop growing there are always fresh
purposes. tactics to try and new models to collect.
ARMY LIST ENTRIES
Each entry in the army list represents a different unit that you can use in a game. More information about the background and
rules for the troops, vehicles and equipment can be found on pages XX-XX, while information and examples of miniatures you
can use to represent the troops, vehicles and equipment used in the list can be found on pages XX-XX.
Each unit entry in the army list is spilt into seven sections:
WS BS S T W I A Ld Sv 7 Options:
Sergeant 3 4 3 3 1 3 1 8 4+ May include up to eight additional Recon
Recon Trooper 3 4 3 3 1 3 1 8 4+ Troopers: .............................+12 pts per model
The squad may replace their Avenger Rifles
2 Unit Composition: 5 Wargear: with the following:
1 Sergeant Polymer Armour - Avenger Carbine ................. +2 pts per model
3 Recon Troopers Avenger Rifle - Flechette Rifle ..................... +3 pts per model
Avenger Pistol For every six models, you may take one of the
3 Special Rules: following special weapons:
Converge Fire 6 Dedicated Transport: - Optic Rifle .......................................... +10 pts
Scouts If the squad numbers - Gep SSW ........................................... +15 pts
Move through Cover six or less, may take a - Faust HMG ........................................ +15 pts
Stalker (see page XX - Missile launcher ................................. +15 pts
4 Unit Type: for points cost). One model may be upgraded to take a Pilum
Infantry guided missile: .....................................+10 pts
The Squad may be upgraded to have Reactive
Camouflage: ...........................+2 pts per model
The Sergeant may take any of the following:
- Auxiliary grenade launcher ................... +5 pts
1) Unit Profile: At the start of each entry you will find the further detail in the Forces section. Some refer to the
name of the unit, the profile of any models it can include, Universal Special Rules section of the Warhammer
and the points cost of the unit without any upgrades. For 40,000 rulebook. For example, the Force Recon squad
example, the entry shown above is for a Force shown above benefits from the Converge Fire special
Reconnaissance squad that costs 50 points. rule detailed on its page, the Fireteams special rule
located on page XX, as well as the Scouts and Move
2) Unit Composition: Where applicable, this entry lists the through Cover Universal special rules which can be
number and type of models that make up the basic unit. found in the Warhammer 40,000 rulebook.
For example, the 50 point Force Recon squad shown
above is made up of one Sergeant and three Recon 6) Transport: This last entry refers to any transport
Troopers. vehicles the unit may take. These have their own entry
on page XX. The Transport Vehicles section of the
3) Unit Type: This entry refers to the Warhammer 40,000 Warhammer 40,000 rulebook explains exactly how
Unit Type Rules chapter. For example, a unit may be these dedicated transports work.
Infantry, Vehicle or Jump Infantry, and be subject to a
number of rules regarding movement, shooting, assault, 7) Options: This section lists all of the upgrades you may
etc. If the Unit Type box includes the word Unique you add to the unit if you wish to do so. If a model is
may only include one of this unit in your army. equipped with something listed in the Unit Upgrades
section then you must pay the points for it you may not
4) Wargear: This entry details the equipment the models in take an upgrade unless a model in the unit actually has
the squad entry carry. The cost for all of these models it. Some units have additional options regarding how
and all of their equipment is included in the points cost they may be chosen or fielded, often depending on
with the unit profile. whether an associated special character is taken.
Where an option states that you may exhange one
5) Special Rules: Any special rules that apply to the unit weapon and/or another, you may replace either,
are listed here. These special rules are explaned in neither, or both provided you pay the stated points cost.
HQ
KAEMODA COMMAND SQUAD 60 Points Page XX
WS BS S T W I A Ld Sv Model Options:
Colonel 3 4 3 3 3 3 2 10 3+ Any Bodyguard may replace his Avenger rifle
Major 3 4 3 3 2 3 2 9 3+ with the following:
Captain 3 4 3 3 2 3 2 9 3+ - Avenger Carbine .................................... +2 pt
Bodyguard 3 4 3 3 1 3 1 7 3+ - Flechette Rifle ...................................... +3 pts
- Micro-Ripper ...................................... +10 pts
Unit Composition: Dedicated Transport: - Optic Rifle .......................................... +10 pts
1 Captain May select a Stalker or - Laser Designator ............................... +10 pts
4 Bodyguards Harbinger (see page The officer may replace his Avenger pistol with
XX for points cost). any of the following:
Special Rules: - Vermeer MP ............................................ free
Command Skills Wargear: - Optic pistol ........................................... +5 pts
Power Armour The Captain may be upgraded to one of the
Unit Type: Avenger rifle following:
Infantry Avenger pistol - Major ................................................. +10 pts
Defensive Grenades - Colonel .............................................. +20 pts
The officer may take:
- Medi-nanite system ........................... +10 pts
- Warp field ........................................... +20 pts
The officer may select from the following
Unit Options: Command Skills:
The squad may be have: - Tactical Deployment .......................... +10 pts
- Reactive Camouflage .......... +2 pts per model - Misdirection ....................................... +10 pts
- Occular Implants ................. +3 pts per model - Danger Sense .................................... +15 pts
- Ballistic plating ..................... +3 pts per model - Direct Fire........................................... +15 pts
- Microfibre muscles .............. +3 pts per model - Inspirational ....................................... +20 pts
- Cybernetic body .................. +5 pts per model - Covering Fire ..................................... +20 pts
- Therm-optic Camouflage ..... +5 pts per model - Feign ................................................. +20 pts
Armour Options:
Type BS F S R May take any of the following:
ATCV Tank 4 12 12 10 - Infrared targeting ................................... +1 pt
- Extra armour ........................................ +5 pts
Unit Composition: Special Rules: - Pintle mounted Gep SSW .................. +15 pts
1 ATCV Communications Array - Pintle mounted Faust HMG ................ +20 pts
Command Skills - Cloaking field ..................................... +20 pts
Unit Type: Jamming Beacon - Langston shield ................................. +20 pts
Vehicle (Tank) The ATCV may buy one of the following
Command Skills:
- Tactical Deployment .......................... +10 pts
- Misdirection ....................................... +10 pts
- Danger Sense .................................... +15 pts
- Direct Fire........................................... +15 pts
HQ
CAPTAIN ARCHIBALD STIRLING 125 Points Page XX
WS BS S T W I A Ld Sv
Captain Stirling 4 5 4 4 3 4 2 10 3+
WS BS S T W I A Ld Sv
Lieutenant Thera 3 6 5 6 3 2 2 10 2+
WS BS S T W I A Ld Sv
Konrad Marlburg 4 4 4 4 2 4 2 10 3+
WS BS S T W I A Ld Sv
Solomon Cromwell 3 4 3 3 2 3 1 10 5+
WS BS S T W I A Ld Sv
Dr. Alginon 3 4 3 3 2 3 1 8 5+
Grinx 4 5 3 3 2 4 1 10 5+
Psychic Powers:
Conflagration
The Dark Mists
Psychic Assault
Warp Shield
Troops
REGULARS COMMAND FIRETEAM 60 Points Page XX
WS BS S T W I A Ld Sv Options:
Lieutenant 3 4 3 3 2 3 1 8 3+ The entire Fireteam may replace their Storm
Rifleman 3 3 3 3 1 3 1 7 4+ rifles with the following weapons:
- Avenger Rifles ................................... +10 pts
Unit Composition: Wargear: - Flechette Rifles .................................. +20 pts
1 Lieutenant Polymer Armour One model may replace his Storm rifle with the
4 Riflemen Power Armour (Lt. only) following:
Storm rifle - Optic Rifle .......................................... +10 pts
- Laser Designator ............................... +10 pts
Special Rules: Unit Type: One model may be upgraded to take a Pilum
Platoon Infantry guided missile: .....................................+10 pts
The Lieutenant may take one of the following:
Dedicated Transport: - Vermeer MP ......................................... +5 pts
May select a Stalker (see - Avenger pistol ...................................... +5 pts
page XX for points cost). - Optic pistol ......................................... +10 pts
WS BS S T W I A Ld Sv Options:
Sergeant 3 3 3 3 1 3 1 8 4+ The entire Fireteam may replace their Storm
Rifleman 3 3 3 3 1 3 1 7 4+ rifles with the following weapons:
- Avenger Rifles ................................... +10 pts
Unit Composition: Wargear: - Flechette Rifles .................................. +20 pts
1 Sergeant Polymer armour One rifleman may replace his Storm rifle with
4 Riflemen Storm rifle one of the following:
- Flamethrower ...................................... +5 pts
Special Rules: Unit Type: - Optic rifle ........................................... +10 pts
Platoon Infantry - Gep SSW ........................................... +15 pts
- Faust HMG ........................................ +15 pts
Dedicated Transport: - Missile launcher ................................. +15 pts
May select a Stalker (see The Sergeant may take any of the following
page XX for points cost). Upgrades:
- Auxiliary grenade launcher ................... +5 pts
- Vermeer MP ......................................... +5 pts
Dedicated Transports
STALKER TRANSPORT 20 Points Page XX
Armour Options:
Type BS F S R May take any of the following:
Stalker Light Vehicle - 11 10 10 - Extra armour ........................................ +5 pts
- Armoured compartment ..................... +10 pts
Unit Composition: Transport Capacity: - Pintle mounted Gep SSW .................. +10 pts
1 Stalker Six models - Pintle mounted Faust HMG ................ +10 pts
- Cloaking field ..................................... +20 pts
Unit Type: Special Rules:
Vehicle (Open-topped) Crew-served Weapons
Armour Options:
Type BS F S R May take any of the following wing mounted
Harbinger Skimmer 4 12 11 11 pairs of weapons:
- 2x Gep SSW ...................................... +20 pts
Unit Composition: Wargear: - 2x Faust HMG .................................... +20 pts
1 Harbinger Cerberus Autocannon - Twin-linked SRM Rack ....................... +30 pts
- Twin-linked LRM Rack ....................... +30 pts
Transport Capacity: Unit Type: May take any of the following:
Twelve models Vehicle (Fast Skimmer) - Infrared targeting ................................... +1 pt
- Chaff launchers ................................. +15 pts
- Cloaking field ..................................... +20 pts
- Langston shield ................................. +20 pts
Elites
BLACK BERETS 70 Points Page XX
WS BS S T W I A Ld Sv Options:
Lieutenant 3 4 3 3 2 3 1 8 3+ May include up to eight additional Black
Black Beret 3 4 3 3 1 3 1 8 3+ Berets: .................................+15 pts per model
The squad may replace their Avenger Rifles
Unit Composition: Wargear: with the following:
1 Lieutenant Power Armour - Avenger Carbine ................. +2 pts per model
3 Black Berets Avenger Rifle - Flechette Rifle ..................... +3 pts per model
Reactive Camouflage For every six models, you may take one of the
Special Rules: following special weapons:
Infiltrate Dedicated Transport: - Micro-Ripper ...................................... +10 pts
Covert Ops May select a Stalker or - Optic Rifle .......................................... +10 pts
Harbinger (see page - Gep SSW ........................................... +15 pts
Unit Type: XX for points cost). One model may be upgraded to take a Pilum
Infantry guided missile: .....................................+10 pts
The squad may have the following:
- Concussion Grenades ........... +1 pt per mode
- Shaped Charges ................. +3 pts per model
The squad may have the following upgrades:
- Occular Implants ................. +3 pts per model
- Ballistic plating ..................... +3 pts per model
- Microfibre muscles .............. +3 pts per model
- Cybernetic body .................. +4 pts per model
- Therm-optic camouflage ...... +5 pts per model
The Lieutenant may take any of the following:
- Optic Pistol .......................................... +5 pts
- Medi-nanite System ........................... +10 pts
WS BS S T W I A Ld Sv Options:
Sergeant 4 4 3 3 1 3 2 8 3+ May include up to eight additional Tyranid
Tyranid Hunter 4 4 3 3 1 3 1 8 3+ Hunters: ...............................+18 pts per model
For every four models, you may take one of the
Unit Composition: Wargear: following special weapons:
1 Sergeant Power Armour - Flamethrower ...................................... +5 pts
3 Tyranid Hunters Avenger Carbine - Heavy Flamer .................................... +10 pts
Avenger Pistol - Gep SSW ........................................... +15 pts
Special Rules: Close Combat Weapon - Faust HMG ........................................ +15 pts
Counter Attack Offensive Grenades - Missile launcher ................................. +15 pts
Preferred Enemy (Tyranids) Concussion Grenades The squad may have the following upgrades:
- Microfibre muscles .............. +4 pts per model
Unit Type: Dedicated Transport: - Cybernetic body .................. +4 pts per model
Infantry May select a Stalker or The Sergeant may take any of the following:
Harbinger (see page - Auxiliary grenade launcher ...................+ 5 pts
XX for points cost). - Medi-nanite System ........................... +10 pts
Elites
SPECIAL INTELLIGENCE BUREAU 40 Points Page XX
WS BS S T W I A Ld Sv Options:
Superior 4 4 3 3 1 3 1 8 5+ The squad must be upgraded to one of the
Detective 4 4 3 3 1 3 1 7 5+ following types of squads:
- Clean-up squad ................................. +25 pts
Unit Composition: Wargear: - Stalker squad ..................................... +30 pts
1 Superior Flak Armour A Stalker Squad may take up to two of the
7 Detectives following special weapons:
Special Rules: - Bolos rifle ............................................. +5 pts
Unit Type: Psychic Ward - Flechette rifle ....................................... +5 pts
Infantry Preferred Enemy (Psykers) - Reaper sniper rifle .............................. +10 pts
Either squad may take any of the following
upgrades:
- Concussion grenades ........................ +10 pts
- Microfibre muscles ............................. +30 pts
WS BS S T W I A Ld Sv
The Watcher 5 5 4 5 3 5 3 10 2+
Armour Options:
WS BS S F S R I A May include up to two additional Revenants:
Revenant 3 4 4 10 10 10 3 1 .............................................+35 pts per model
May replace the Twin-linked Storm Rifle with
any of the following:
Unit Composition: Unit Type: - Twin-linked Optic Rifle ......................... +5 pts
1 Revenant Vehicle (Walker) - Twin-linked Micro-Ripper ................... +10 pts
- SRM Rack ......................................... +25 pts
Special Rules: Wargear: - LRM Rack .......................................... +25 pts
All-terrain Walker Twin-linked Storm Rifle All Revenants may take any of the following:
Leap - Infrared targeting ................... +1 pt per model
- Cloaking field ..................... +15 pts per model
- Hard Wiring ....................... +15 pts per model
- Langston shield ................. +20 pts per model
Fast Attack
FORCE RECONNAISSANCE 50 Points Page XX
WS BS S T W I A Ld Sv Options:
Sergeant 3 4 3 3 1 3 1 8 4+ May include up to eight additional Recon
Recon Trooper 3 4 3 3 1 3 1 8 4+ Troopers: .............................+12 pts per model
The squad may replace their Avenger Rifles
Unit Composition: Wargear: with the following:
1 Sergeant Polymer Armour - Avenger Carbine ................. +2 pts per model
3 Recon Troopers Avenger Rifle - Flechette Rifle ..................... +3 pts per model
Avenger Pistol For every six models, you may take one of the
Special Rules: following special weapons:
Converge Fire Dedicated Transport: - Optic Rifle .......................................... +10 pts
Scouts If the squad numbers - Gep SSW ........................................... +15 pts
Move through Cover six or less, may take a - Faust HMG ........................................ +15 pts
Stalker (see page XX - Missile launcher ................................. +15 pts
Unit Type: for points cost). One model may be upgraded to take a Pilum
Infantry guided missile: .....................................+10 pts
The Squad may be upgraded to have Reactive
Camouflage: ...........................+2 pts per model
The Sergeant may take any of the following:
- Auxiliary grenade launcher ................... +5 pts
WS BS S T W I A Ld Sv
Sergeant Puller 4 4 3 3 2 4 2 10 4+
Armour Options:
BS F S R You may include up to five additional
Scout Valravn 4 10 10 10 Valravne: ............................+25 pts per model
Valravne may replace their Storm Rifle with any
of the following:
Unit Composition: Wargear: - Repair Servo ........................................ +5 pts
1 Scout Valravn Storm Rifle - Flechette Rifle ...................................... +5 pts
- Bolos Rifle ........................................... +5 pts
Unit Type: - Gep SSW ........................................... +10 pts
Vehicle (Skimmer) - Reaper Sniper Rifle ............................ +10 pts
Fast Attack
SPECTRE 60 Points Page XX
Armour Options:
WS BS S F S R I A May include up to two additional Spectres:
Spectre 4 4 5 11 11 11 4 2 ................................................+60 pts per model
Any Spectre may upgrade their close combat
weapons to power weapons: ................ +20 pts
Unit Composition: Wargear: May replace their Storm Rifle with the following:
1 Spectre Storm Rifle - Avenger Carbine .................................. +5 pts
- Bolos Rifle ........................................... +5 pts
Unit Type: Special Rules: - Heavy Flamer .................................... +10 pts
Vehicle (Walker) Furious Charge - Gep SSW ........................................... +15 pts
Agile Step A single Spectre may take a Pilum: ....... +10 pts
Any Spectre may take the following:
- Infrared targeting ................................... +1 pt
- Extra armour ........................................ +5 pts
- Cloaking field ..................................... +15 pts
- Hard Wiring ........................................+20 pts
Armour Options:
BS F S R May take one of the following nose mounted
Raptor Suppressor 4 12 11 10 weapons:
Drone 3 9 9 9 - Gep SSW ........................................... +10 pts
- Faust HMG ........................................ +10 pts
- Optic Cannon ..................................... +15 pts
Unit Composition: Special Rules: - Ripper Cannon .................................. +20 pts
1 Raptor Suppressor Drone Array May take one of the following wing mounted
Weapon systems:
Unit Type: - Twin-linked Missile launcher .............. +20 pts
Vehicle (Fast Skimmer) - Twin-linked SRM Rack ....................... +30 pts
- Twin-linked LRM Rack ....................... +30 pts
Any Raptor may take any of the following:
- Infrared targeting ................................... +1 pt
- Subsystems ....................................... +15 pts
- Cloaking field ..................................... +20 pts
- Langston shield ................................. +20 pts
- Hard Wiring ........................................ +25 pts
WS BS S T W I A Ld Sv Options:
Sergeant 3 4 3 3(4) 1 3 1 8 3+ The squad may have up to six Myrmidon
Grenadier 3 4 3 3(4) 1 3 1 8 3+ Drones for :..............................+10 pts per model
Myrmidon 2 2 2 2 1 3 1 8 3+ You may select up to three of the following
special weapons:
Unit Composition: Wargear: - Micro-Ripper ...................................... +10 pts
1 Sergeant Achilles-class Armour - Optic Rifle .......................................... +10 pts
8 HAG Troopers Avenger Rifle - Missile launcher ................................. +15 pts
Avenger Pistol - Gep SSW ........................................... +15 pts
Special Rules: (Myrmidon only) - Faust HMG ........................................ +15 pts
Deep Strike - Ripper Cannon .................................. +25 pts
The squad may have the following upgrades:
Unit Type: - Sensors ............................................. +10 pts
Infantry - Occular Implants ................................ +25 pts
- Ballistic plating ................................... +25 pts
- Microfibre muscles ............................. +30 pts
- Cybernetic body ................................. +40 pts
The Sergeant may take any of the following:
- Medi-nanite System ........................... +10 pts
- Warp Field ......................................... +15 pts
WS BS S T W I A Ld Sv _ Options:
Lieutenant 3 4 4 5 2 2 1 8 2+/6+ May include up to three additional Marauders:
Marauder 3 4 4 5 2 2 1 8 2+/6+ ................................................+45 pts per model
Any model may replace either Storm Rifle with
Wargear: Unit Composition: any of the following:
Marauder Suit 1 Lieutenant - Flechette Rifle ...................................... +2 pts
2x Storm Rifle 2 Marauders - Micro-Ripper ........................................ +5 pts
Sensors - Reaper Sniper Rifle .............................. +5 pts
Personal Drop Pods Special Rules: - Heavy Flamer ...................................... +5 pts
Relentless - Gep SSW ............................................. +5 pts
Unit Type: Firing Drill - Faust HMG .......................................... +5 pts
Jump Infantry - Optic Cannon ..................................... +10 pts
- Missile Launcher ................................ +10 pts
- Cerberus Autocannon ........................ +15 pts
- Ripper Cannon .................................. +15 pts
The squad may have the following upgrades:
- Occular Implants ................. +5 pts per model
- Warp Field ...................... +10 pts per model
One Marauder may replace his weapons with a
Repair Harness: .................................. +25 pts
The Lieutenant may take any of the following:
- Auxiliary Grenade Launcher ................ +5 pts
- Medi-nanite System ........................... +10 pts
- Cybernetic Body ................................ +10 pts
Heavy Support
DEATHSTRIKE GUNSHIP 100 Points Page XX
Armour Options:
BS F S R May take the following on the inner hard-point:
Deathstrike 4 12 11 11 - 2x Faust HMG .................................... +20 pts
- Twin-linked SRM Rack ....................... +30 pts
- Twin-linked LRM Rack ....................... +30 pts
Unit Composition: Wargear: May take the following on the outer hard-point:
1 Deathstrike Cerberus Autocannon - 2x Faust HMG .................................... +20 pts
- Twin-linked SRM Rack ....................... +30 pts
Unit Type: - Twin-linked Optic Cannon .................. +30 pts
Vehicle (Fast Skimmer) May take any of the following:
- Infrared targeting ................................... +1 pt
- Chaff launchers ................................. +15 pts
- Subsystems ....................................... +15 pts
WS BS S T W I A Ld Sv
Commander Kilroy 3 3 3 4 2 3 1 8 5+
Armour Options:
BS F S R May replace Twin-linked Faust HMG with one of
Intrepid 4 13 13 13 the following:
- Ripper cannon ................................... +30 pts
- Twin-linked SRM Rack ....................... +30 pts
Unit Composition: Wargear: - Twin-linked LRM Rack ....................... +30 pts
1 Intrepid Twin-linked Faust HMG - Twin-linked Optic cannon ................... +30 pts
- Gauss cannon ................................... +50 pts
Unit Type: Special Rules: May take any of the following nose mounted
Vehicle (Tank) Lumbering Walker weapons:
- Twin-linked Gep SSW ........................ +15 pts
- Twin-linked Faust HMG ...................... +15 pts
May take any of the following:
- Infrared targeting ................................... +1 pt
- Subsystems ....................................... +15 pts
- Langston shield ................................. +20 pts
Summary
TROOP TYPES WEAPON TYPES
WS BS S T W I A Ld Sv Weapon Range Str. AP Type _
Black Beret 3 4 3 3 1 3 1 8 3+ Auxiliary Grenade 24 6 4 Heavy 1
Bodyguard 3 4 3 3 1 3 1 7 3+ Launcher
Captain 3 4 3 3 2 3 2 9 3+ Avenger Carbine 18 5 5 Assault 2*
Captain Stirling 4 5 4 4 3 4 2 10 3+ Avenger Pistol 12 5 5 Pistol
Colonel 3 4 3 3 3 3 2 10 3+ Avenger Rifle 30 5 5 Rapid Fire
Commander Kilroy 3 3 3 4 2 3 1 8 5+ Bolos Rifle 18 - - Assault 1*
Dr. Alginon 3 4 3 3 2 3 1 8 5+ Cerberus Autocannon 36 6 3 Heavy 3*
Gren. Sergeant 3 4 3 3(4) 1 3 1 8 3+ Faust HMG 48 5 5 Heavy 3
Grenadier 3 4 3 3(4) 1 3 1 8 3+ Flamethrower template 4 5 Assault 1
Grinx 4 5 3 3 2 4 1 10 5+ Flechette Rifle 24 4 4 Assault 2*
Konrad Marlsburg 4 4 4 4 2 4 2 10 3+ Gep SSW 24 4 - Heavy 4, Pinning*
Lieutenant 3 4 3 3 2 3 1 8 3+ Heavy Flamer template 5 4 Assault 1
Lieutenant Thera 3 6 5 6 3 2 2 10 2+ Micro-Ripper 12 7 1 Assault 1, Melta
Major 3 4 3 3 2 3 2 9 3+ Missile Launcher
Marauder 3 4 4 5 2 2 1 8 2+ (Frag) 48 4 6 Heavy 1, Blast
Marauder (Lt.) 3 4 4 5 2 2 1 8 2+ (SABOT) 48 8 3 Heavy 1
Myrmidon 2 2 2 2 1 3 1 8 3+ Optic Rifle 24 7 3 Rapid Fire
Recon Trooper 3 4 3 3 1 3 1 8 4+ Optic Pistol 12 6 3 Pistol
Recon Sergeant 3 4 3 3 1 3 1 8 4+ Pilum 36 8 3 Assault 1*
Rifleman 3 3 3 3 1 3 1 7 4+ Reaper 36 X 3 Heavy 1, Sniper*
Rifleman Sergeant 3 3 3 3 1 3 1 8 4+ Ripper Cannon 24 7 1 Heavy 1,
Sergeant Puller 4 4 3 3 2 3 2 10 4+ Melta, Blast
SIB Agent 4 4 3 3 1 3 1 7 5+ Storm Rifle 24 4 - Rapid Fire
SIB Superior 4 4 3 3 1 3 1 8 5+ Vermeer MP 12 2 - Assault 3
The Watcher 5 5 4 5 3 5 3 10 2+
Tyranid Hunter 4 4 3 3 1 3 1 8 3+
T.Hunter Sergeant 4 4 3 3 1 3 2 9 3+ ORDNANCE
Weapon Range Str. AP Type _
Gauss Cannon 96 9 1 Heavy 1*
VEHICLES LRM Rack
Armour (Frag) 48 4 5 Heavy 1, Large blast
BS F S R (SABOT) 48 9 2 Heavy 1, Ordnance
ATCV 4 12 12 10 Optic Cannon 60 8 3 Heavy 1, Ordnance
Deathstrike 4 12 11 11 SRM Rack
Harbinger 4 12 11 11 (Frag) 18 4 5 Heavy 2, Large blast
Intrepid 4 13 13 13 (SABOT) 18 9 2 Heavy 2, Ordnance
Raptor Drone 3 9 9 9
Raptor Suppressor 4 12 11 10
Stalker 4 11 10 10 *These weapons have additional rules detailed in their entries
Valravn 4 10 10 10
Armour
WS BS S F S R I A
Revenant 3 4 4 10 10 10 3 1
Spectre 4 4 5 11 11 11 4 2