Professional Documents
Culture Documents
The populations on the two inhabitable planets in the Torc system have
revolted and turned to the Chaos gods. The Imperial fleet deemed Adradis, the
smaller of the two planets, beyond the emperor’s mercy. Adradis was firebombed
from orbit to stop the spread of corruption. The Imperial fleet then moved in to
crush the rebellion on the Hive world of Torc Prime. A strange signal was received
from the ruins of the planet Adradis before a warp storm hit the system. The storm
brought a fleet of Chaos warships to reinforce the planet. The Imperial fleet is
currently engaged with the forces of chaos for the planet Torc Prime. Small
detachments have been sent to the ruins of Adradis to investigate the signal that
still emanates from the planet. Unfortunately the strange signal and the promise of
plunder have drawn the attention of Xenos and humans alike. The key to turning
the battle for the system could very well lie in the rubble on Adradis.
Universal Rules:
Commander: Any models within 12” may use this model’s leadership value for leadership
tests they are required to make.
Psyker: This model may use psychic abilities. To use an ability roll 2D6, if the roll is below
the model’s LD value, the ability is successful. When a psyker gains a level, he may choose
another psychic ability instead of a standard skill if he rolls for one.
Frenzied: This model automatically passes all leadership tests he is required to take. The
model must assault the closest enemy model within range. A frenzied model is only taken
out of action on a 6, and treats a 5 as stunned instead. This is superseded by any weapon
rule that effects injury rolls.
Hard Headed: A model with this ability is only taken out of action on a 6, and treats a 5 as
stunned instead. This is superseded by any weapon rule that effects injury rolls.
Concussive: If the target is successfully hit and wounded, but the enemy saves the attack,
roll a D6, if the result is a 1, the model is knocked down, just like the model had made a roll
on the injury table and rolled a 1 or a 2.
Turn Order
Recovery.
During the Recovery phase, a ‘Stunned’ model will become ’Knocked Down.’ A ‘Knocked
Down’ model may stand up. More on this is covered in detail in the Injury table page.
Movement
Every Model moves 6 inches per turn.
Assaults. Models making an assault gain the Always Strike First for one round. During
subsequent rounds of combat, models fight in initiative order.
Jumping. A model may attempt to jump over a gap connecting to point which are not
connected. Take an initiative test for every full 2” of gap attempted to cover. If any are
failed, the model has fallen. See the rules for falling.
Falling. A model that has fallen will be automatically hit by a S2 hit, adding +1 S to the hit
for every full 2” fallen (i.e. a 7” fall will be a single S5 hit), armor saves are taken like
normal.
Shooting
Ranged weapons are used just like the shooting rules in the 40k rulebook. The exception
being weapons using the flame template.
Flame Template Shooting. Any model completely under the template takes an automatic
hit. Any model partially under the template is hit on a D6 roll of 4+.
Pinning. A model that is successfully hit must take a Leadership test. If the test is passed,
the model may continue to act normally. , If the test is passed, the model immediately goes
to ground, conferring a +1 cover save, any model within 6 inches also tests for pinning (LD
test). If this test is failed, it must also go to ground. During the pinned models recovery
phase, the model must take a leadership test, if passed may move only D6 inches and may
shoot and assault as normal. If the test is failed, the model may not move, or assault, but
may shoot. Pinned models must always attempt to fire at the model causing the pinning, if
they are out of range, the closest model has priority and is the only target allowed.
Shooting at targets that are not the closest enemy requires a Leadership test, if passed the
intended model may be fired upon.
Assault
Models fight in close combat just like Warhammer 40,000 rules except assaulting models
gain +3 Initiative.
Fleeing Test: Take Leadership Test, if failed loser rolls D6 plus initiative, winner does the
same. If winner rolls higher loser is destroyed. If loser rolls both move result of their
roll+initiative.
All Alone.
Psychic Abilities
A psychic ability is cast successfully on a successful leadership test. A model may
cast spells after he has stood up from being knocked down.
Weapons of Kill Teams
Melee:
Melee Weapons: (Daggers, Swords, Axes): The model may make a normal close combat
attack. When paired with additional melee weapon the user gains +1 attack in close
combat.
Hammer: Concussive.
Whip: The Model may make attacks as long as the friendly model they are in base to base
contact with, is in base to base contact with an enemy.
Power Weapon: This weapon allows no armor saves in close combat. Parry
Force Weapon: After the opponent has successfully hit the wielder, roll a D6, if
the result is or lower than the wielders Leadership, the attack is parried. The
user can parry an unlimited number of attacks in this way. Power Weapon
Power Fist: The model attacks with double strength. Power Weapon. Always strikes
last.
2 Handed Polearm: The weapon confers Always Strike First to the wielder.
Singing Weapon: The weapon always wounds on a 2+. (regardless of strength) ASF
Ran Type S A Special
ge P Ranged Weapons:
Lasgun 24” Rapid 3 - The following is a list of all
Fire Ranged Weapons and their stat
Laspistol 12” Pistol 3 - values:
Stubber 24” Rapid 3 6
Fire
Stub Pistol 12” Pistol 3 6
Combat 12” Assault 3 6
Shotgun 2
Grenade 36” Assault - - Grenade
Launcher 1
Bolter 24” Rapid 4 5
Fire
Bolt Pistol 12” Pistol 4 5
Flamer - Templa 4 - Flamer
te
Inferno Pistol - Templa 4 - Flamer
te
Heavy Stubber 36” Heavy 4 5
3
Heavy Bolter 36” Heavy 5 4
3
Heavy Flamer - Templa 5 - Flamer
te
Plasma Gun 24” Rapid 7 2 Gets Hot, Plasma
Fire Rounds
Plasma Pistol 12” Pistol 7 2 Gets Hot, Plasma
Rounds
Melta Gun 12” Assault 8 1 Melta Rounds
1
Missile 48” Heavy 8 3 Missile
Launcher 1
Ranged Weapon Enhancements:
There are three types of Ranged Weapon Enhancements. Sights, Ammo and
Attachments. They are not mutually exclusive but can only be applied to certain
weapon types.
Sights can be applied to: Rapid Fire Weapons and Heavy Weapons
- Target Lock: Bypasses cover saves if the model has not moved in its
movement or assault phase.
- Sniper Scope(Rapid Fire Only): Makes the weapon Heavy 1, but the model
now hits on a 2+ and has Rending
- Multi-tracker: Allows the user to fire at two separate targets when the
model has not moved
- Penetration Rounds: AP 4
- Bayonet: The wielder gains +1 attack in the first round of close combat
- Combi Weapon: The wielder gets one shot of the weapon he chooses
Armor
Padded Armor: 6+
Flak Armor: 5+
Carapace Armor: 4+
Power Armor: 3+
Artificer Armor: 2+
Terminator Armor: 2+ Save, 5+ Invulnerable Save
Injuries
Injuries Table Injury Roll Modifiers
1-2 Knocked down Instant death: (double
The force of the blow knocks the warrior toughness) +1 to injury roll
down.
Place the model face up to show that he has Every Successful wound beyond
been knocked down. the first : +1 to the injury roll
3-4 Stunned
The target falls to the ground where he lies
wounded and barely conscious. Turn the model
face down to show that he has been stunned.
Injuries
Most warriors have a Wounds characteristic of 1, but some have a value of 2 or more. If the target has
more
than 1 wound then deduct 1 from his total each time he suffers a wound. Make a note on the roster
sheet.
So long as the model has at least 1 wound remaining he may continue to fight. As soon as a fighter’s
Wounds are reduced to zero, roll to determine the extent of his injuries. The player who inflicted the
wound rolls a D6 for the wound that reduced the model to zero wounds and for every wound the model
receives after that. If a model suffers several wounds in one turn, roll once for each of them and apply
the highest result.
If a model has been successfully wounded multiple times (saves have been failed) by a single model in
a single turn, roll a single injury table D6, however add +1 to the result for every successful wound
beyond the first. For example, A model has three attack, and successfully wounds with two attacks.
He then rolls a 4 on the injury table, which normally would be a stunned result. However since there
were two successful wounding rolls from the same attacker the model would be placed out of action.
A warrior who has been knocked down may stand up at the start of his next turn. In that turn he may
move 3”, shoot and use psychic abilities, he cannot Assault, or run (but may use Fleet if able). If he is
engaged in hand-to-hand combat, he may not move away and will automatically strike last,
irrespective of weapons or Initiative. After this turn the fighter moves and fights normally, even though
he has zero wounds left. If the model takes any further wounds, then roll for injury once more, exactly
as if the model had just sustained its last wound.
Shooting at models Knocked Down. Once the model has been successfully wounded (after saves
are failed), roll again on the injury table, only add +1 to the result.
3-4 Stunned
When a warrior is stunned, he is either badly injured or temporarily knocked out. Turn the model face
down to show that he has been stunned. A fighter who is stunned may do nothing at all. A player may
turn the model face up in the next recovery phase, and the warrior is then treated as knocked down.
If an enemy model can make an attack against a stunned model, the model is immediately removed
from the table top. If this model is also in combat with a standing model, this auto-kill attack cannot
be used.
Shooting Stunned Models. Once the model has been successfully wounded (after saves are failed)
the add +2 to any further injury table roll.
Berserk – The model must assault if within range to do so. Warp Madness - Model Must make a LD test each turn or go
He must forgo his shooting attacks if forced to assault in this to ground, just like he was within 6” of a model that was hit
way.. See Serious Injury Table Entry,’Touched by the Warp’. by a pinning weapon. See Serious Injury Table
Entry,’Touched by the Warp’.
Skills
Combat skills
Strike to Injure. The warrior can land his blows
with uncanny accuracy. Add +1 to all injury rolls Shooting skills
caused by the model in hand-to-hand combat.
Combat Master. The warrior is able to take on Quick Shot. The warrior may shoot one extra
several opponents at once. If he fights against shot per turn with a Rapid Fire, or Pistol. He may
more than one enemy at a time, he gains an extra choose a new target for this extra shot. This may
Attack in each hand-to-hand combat phase as not be combined with the Relentless Special Rule.
long as he is fighting two or more enemy models.
In addition, the warrior can never be Pistolier. The warrior is a pistol expert. He may
outnumbered. be equipped with a pistol in each hand (they must
be the same type), and he may fire each in the
Weapons Training. A warrior with this skill is Shooting phase. He may use each pistol in close
adept at using many different weapons. He may combat, just as if each was a close combat
choose to use any hand-to-hand combat weapons weapon, conferring +1 attack.
from the Level of weapons currently allowed his
Kill Team Eagle Eyes. The warrior’s sight is exceptionally
keen. He adds +6" to the range of any missile
Web of Steel. Few can match the ability of this weapon he is using.
warrior. He fights with great skill, weaving a web
of steel around him. The model gains the Rending Weapons Expert. The warrior has been trained
rule when using a normal Close Combat Weapon. to use some of the more unusual weapons of the
known world. He may use any missile weapon
Powered Weapons. This warrior has been from one level higher than the weapons currently
expertly taught in the art of swordsmanship. He allowed his Kill Team.
may re-roll all missed attacks if he is using a
Power Weapon in the hand-to-hand phase of the Relentless. The warrior has the ‘Relentless’
turn that he charges. Note that this only applies special rule. Note that this skill cannot be
to Power Weapons, not Power Fists, or combined with the Quick Shot skill. Nor can this
Thunderhammers. It does apply to Witch Blades be used to fire heavy weapons with Strength 7 or
and Force weapons. higher.
Fist Weapons. This warrior has been expertly Trick Shooter. The warrior can shoot through
taught in the art of fisticuffs. He may re-roll all the tiniest gap without it affecting his aim. He
missed attacks if he is using a Fist Weapon in the treats all cover saves as one worse than normal,
hand-to-hand phase of the turn that he charges. i.e. a 4+ cover save becomes a 5+.
Pole Weapons. This warrior has been expertly True Grit. The warrior may carry a two handed
taught in the art of Polearms. He may re-roll all Ranged weapon in a single hand, it counts as a
missed attacks if he is using a Polearm in the Pistol in close combat only.
hand-to-hand phase of the turn that he charges.
Grenade Expert. The warrior is an unrivalled
expert at using grenades for maximum effect. He
Step Aside. The warrior has a natural ability to can throw a grenade in any assault he engages.
avoid injury in combat. Each time he suffers a This is done in lieu of shooting. The model being
wound in close combat he may make an assaulted, loses -3 Initiative during the first turn
additional saving throw of 5+. This save is never of the assault
modified and is taken after all other armour
saves. Advanced Targeting. If the model has a
multiple shot weapon, he may choose where is
shot is targeted. Maximum of two targets.
attains a Requisition Point. If the result is a 5 or a
6, you gain another requisition point. This roll
may only be made once per model with this skill,
per end of action sequence.
Academic skills
Battle Tongue. This skill may only be chosen by
a leader. The warrior has drilled his Kill Team to
follow short barked commands. This increases the
range of his Leader ability by 6". Strength skills
Master Psyker. This skill may only be taken by
models with the Psyker ability. A warrior with this Mighty Blow. The warrior knows how to use his
skill subtracts 1 from his psychic test rolls. strength to maximum effect and has a +1
Strength bonus in close combat. As his Strength is
Streetwise. A warrior with this skill has good used for close combat weapons, the bonus applies
contacts and knows where to purchase rare items. to all such weapons.
He may add +2 to the roll that determines his
chances of finding such items (see the Trading Pit Fighter. The warrior has learned how to fight
section). in enclosed spaces from his time in the many city
fights he has engaged in. He is an expert at
Haggle. The warrior knows all the tricks of fighting in confined areas and adds +1 to his WS
bargaining and haggling. He may deduct 2D6 and +1 to his Attacks if he is fighting inside ruins.
credits from the price of any single item (to a It’s a good idea to define which bits of your terrain
minimum cost of 1 credit) once per post battle collection count as ‘buildings or ruins’ at the start
sequence. of a battle to avoid confusion later.
Psychic Prowess. Any warrior with this skill may Resilient. The warrior is covered in battle scars.
learn and use Psychic abilities. This confers only Deduct -1 Strength from all hits against him in
the ability to learn Psychic abilities, a further close combat.
Learn a New Skill roll must be achieved to learn
Psychic powers. Fearsome. Such is the reputation and physique
of the model that he causes fear in opposing
Scrap Hunter. The warrior has an uncanny models. Enemy models must pass a leadership
ability to find useful items from battlefields and test in order to declare an assault against a model
warzones. If a Hero with this skill is searching the with this Skill. Also, enemy models must pass a
ruins in the exploration phase you may re-roll one leadership test if they are assaulted by a model
dice when rolling on the Exploration chart. The with this skill. If this test is failed, they may only
second result stands. hit on a D6 roll of 6.
Psychic Halo. This skill may only be taken by Strongman. The warrior is capable of great feats
models with the Psyker ability, or psykers. The of strength. He may use a Power Fist/ Thunder
psyker gains a 5+ invulnerable save. May not be Weapon without the usual penalty of always
combined with items that confer invulnerable striking last. Work out order of battle using
saves. Initiative order; however the model strikes at -1
Initiative.
Anti-Psyker. This character may NOT have this
skill in combination with a psyker himself. Unstoppable Charge. When he charges, the
Whenever an enemy psyker within 18” warrior is almost impossible to halt. He adds +1
successfully passes a psychic test, roll a D6, on a to his Weapon Skill when charging and initiative,
roll of a 5-6 the psychic ability is nullified. in addition to +1 attack.
Apothecary. Whenever another fellow Kill Team Feel no Pain. The model treats all ‘Stunned’
member rolls on the Serious Injury Table, the results as knocked down when rolling on the
player may reroll either the first or second die. injury chart.
Requisition Hunter. This for every model with Steadfast. When a model with ‘Steadfast’ is
this ability roll a D6 whenever your kill team assaulted, his toughness is increased by +1 for
the duration of the Close combat phase. In the twice his normal Movement, and does not need to
following close combats it reverts to the normal make Initiative tests when doing so.
value. This number is not considered when
calculating instant death. Hit and Run. The model may deliberately leave
combat after both sides have struck blows, and if
neither is knocked down or stunned. The model
must test on their own leadership, if passed, the
model immediately moves out of combat 2D6
inches in any direction.
Tactical Skills
And they shall know no Fear. The model can
never be instantly destroyed from a fleeing
maneuver. If he is bested on the flee roll, he will
reenter combat, and will strike with 1 attack at
initiative 1.
Counter Attack. The warrior has the ‘Counter Heavy Weapons Training. The character with
Attack’ special rule. When a model with the this ability may carry and fire Heavy Weapons.
Counter Attack rule is assaulted, they will also
receive +1 attack for the first round of Close Stealth. The model may add +2 to the cover
Combat. save allowed, even when in open ground.
Jump Up. The warrior can regain his footing in an Infiltrate. The model may be places, after
instant, springing to his feet immediately if he is deployment anywhere on the table, 12” from any
knocked down. The warrior may ignore knocked objecting, and 12” from an enemy model, 18” if in
down results when rolling for injuries. line of sigh
Dodge. A warrior with this skill is nimble and as Assault Training. This model may shoot any
fast as quicksilver. He can avoid any hits from a non heavy weapon like it is an assault weapon.
missile weapon on a D6 roll of 5+. Note that this
roll is taken against missiles as soon as a hit is Tank Hunter. The Warrior may re-roll the armor
scored to see whether the warrior dodges it or penetration roll when rolling against vehicles. The
not, before rolling to wound. He may also ignore second result must stand, even if worse.
the effects of pinning (the models surrounding are
still affected as normal). Hand Signals. This model mimics the
commander bonus of the Kill Team leader. This is
Scale Sheer Surfaces. A warrior with this skill always based on the current leaders Leadership
can scale even the highest wall or fence with ability.
ease. He can climb up or down a height equal to
Character Improvement
maximum number of Heroes, roll again. The
Advance Rolls new Hero remains the same Trooper type (eg,
Make Advance rolls straight after the battle so a Fire Warrior as a Fire Warrior) and starts with
both players can witness the result. Roll 2D6 the
and consult the appropriate tables below. same experience the Trooper had, with all his
characteristic increases intact. You may choose
Heroes two skill lists available to Heroes in your Kill
Team. These are the skill types your new Hero
2D6 Result
can choose from when he gains new skills. He
2-5 New Skill. Select one of the Skill tables
can immediately make one roll on the Heroes
available to the Hero and pick a skill. If he is a
Advance table. The remaining members of the
psyker he may choose to randomly generate a
Trooper group, if any, roll again for the
new Psychic Ability instead of a skill.
advance that they have earned, re-rolling any
results of 10-12.
6 Characteristic Increase.
Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.
7 Characteristic Increase.
Maximum
Choose either +1 WS or +1 BS. W B S T W I A L
S S d
8 Characteristic Increase. Space Marine 7 6 4 4 3 5 4 1
Roll again: 1-3 = +1 Initiative; 0
4-6 = +1 Leadership. Human 6 5 4 4 3 4 4 1
0
9 Characteristic Increase. Tau 5 7 3 3 3 5 4 1
Roll again: 1-3 = +1 Wound; 0
4-6 = +1 Toughness. Tyranid 5 4 5 6 4 7 5 9
Eldar 7 7 3 3 3 7 4 1
10-12 New Skill. Select one of the Skill tables 0
available to the Hero and pick a skill. If he is a Orc 5 4 4 5 3 4 4 1
psyker he may choose to randomly generate a 0
new Psychic Ability instead of a skill. Necron 5 5 5 5 4 3 5 1
0
Troopers Characteristics
Troopers never add more than +1 point to any
of their initial characteristics. If the dice roll
indicates an increase in a characteristic which
has already been increased (or is at its racial
maximum), roll again until an un-increased
characteristic is rolled. All warriors in the group
gain the same advance.
2D6 Result
5 Advance. +1 Strength.
8 Advance. +1 Attack.
9 Advance. +1 Leadership.
Do not roll for Troopers. This does not mean that they don’t search the ruins, but instead
represents the
efforts of the Heroes in coordinating the search parties.
rolling multiples
As well as finding Imperial Relics, the Kill Team can come across unusual places or encounter
inhabitants of the area. If you roll two or more of the same number while searching, you have
found an unusual building or encountered something out of ordinary. Consult the chart and refer
to the appropriate entry in the Exploration results. For example, you might roll two 3’s or three
5’s, in which case you should refer to the chart. Choose the most numerous multiples if you score
more than one set of multiples. So, if you rolled a double 3 and a triple 5, only look up the triple 5
on the Exploration chart. In the case of two doubles or triples look up the highest result. For
example, if you rolled double 1 and double 3, look up the double 3 result.
Any money or loot you find in these locations is added straight to the Kill Team’s treasury. Any
Imperial Relics you find can be sold as normal.
exploration procedure
1. Roll 1D6 for each of your Heroes who survived the battle and one extra dice if you won, plus
any extra dice allowed by skills or equipment. Note, however, that you must pick a maximum of
six dice out of all the dice you roll, even if you are allowed to roll seven dice or more.
2. Some things, such as skills and equipment, may allow you to re-roll dice.
3. If you rolled any doubles, triples, etc, you have found an unusual location in the area. Consult
the Exploration chart on the next page to see what you find. Refer to the appropriate entry on the
following pages and follow the instructions given there.
4. Add the results together and consult the chart on the next page to see how many Imperial
Relics you have found. Mark down the amount of Imperial Relics on your Kill Team’s roster sheet.
Looting/Selling
18to 24 90 80 70 65 60 55
25to 30 110 100 90 80 70 65
31to 35 120 110 100 90 80 70
36to 41 145 130 120 110 100 90
42+ 155 140 130 120 110 100
Post Operations Chart
DOUBLES
1 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Well
2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shop
3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Corpse
4 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Straggler
5 5 . . . . . . . . . . . . . . . . . . . . . .Destroyed Vehicle
6 6. . . . . . . . . . . . . . . . . . . . . . . . . Ruined Hovels
TRIPLES
1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tavern
2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Smithy
3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . Prisoners
4 4 4 . . . . . . . . . . . . . . . . . Overrun Defense Line
5 5 5 . . . . . . . . . . . . . . . . . . . . Space Port Market
6 6 6. . . . . . . . . . . . . . . . . . . . Returning a Favour
FOUR OF KIND
1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . Gunsmith
2 2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shrine
3 3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . Townhouse
4 4 4 4 . . . . . . . . . . . . . . . . . . . . . . . . . Armourer
5 5 5 5 . . . . . . . . . . . . . . . . . . . . . . . . . Graveyard
6 6 6 6 . . . . . . . . . . . . . . Tyranid Hive Catacombs
FIVE OF KIND
1 1 1 1 1 . . . . . . . . . . . . . . . . . Governor’s House
2 2 2 2 2 . . . . . . . . . . . . .Apothecary’s Laboratory
3 3 3 3 3 . . . . . . . . . . . . . . . . . . . Thieves Hideout
4 4 4 4 4 . . . . . . . . . . . . . . . . . Merchant’s House
5 5 5 5 5 . . . . . . . . . . . . . . . . . Shattered Building
6 6 6 6 6 . . . . . . . . . . Entrance to the Catacombs
SIX OF KIND
1 1 1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . The Pit
2 2 2 2 2 2 . . . . . . . . . . . . . . . . . Hidden Treasure
3 3 3 3 3 3 . . . . . . . . . . . . . . . . . . .Marine Outpost
4 4 4 4 4 4 . . . . . . . . . . . . .Slaughtered Kill Team
5 5 5 5 5 5. . . . . . . . . . . . . . . . . . . .Fighting Arena
6 6 6 6 6 6 . . . . . . . . . . Noble’s Defense Fortress
Doubles You find loot worth D6 credits amidst the ruins.
(1 1) Well
(2 2) Shop
(3 3) Corpse
(4 4) Straggler
(5 5) Destroyed Vehicle
D6 Result
1-2 Satellite Image (see Equipment)
3-4 A trophy worth 2D6 credits
5-6 1 requisition point
(6 6) Ruined Huts
Triples
(1 1 1) Tavern
Roll a D6 to determine what you find inside: You find several items worth 2D6 credits in
D6 Result total.
1 Chain Weapon
2 Bolter or Zenos Ammunition
3 Two-Handed Weapon (6 6 6) Artifact Remnant
4 D3 Laspistols or Shuriken Pistols
5 Power Weapon Your Kill Team gains +2 Requisition Points.
6 2D6 credits worth of metal
(3 3 3) Prisoners
W B
S S S T W I A Ld Sv
5
3 3 3 3 1 3 1 7 +
Four of a Kind
(1 1 1 1) Gunsmith
(6 6 6 6) Tyranid Hive Catacombs
Roll a D6 to see what you find:
D6 Result You can use the new tunnels you found in the
1 a Bolter next battle you play. Position up to three
2 D3 Laspistols (worth 10 credits each) fighters (not vehicles or Monstrous creatures)
3 Plasma Gun anywhere on the battlefield at ground level.
4 D3 Lasguns They are set up at the end of the player’s first
5 Heavy Bolter turn and cannot be placed within 8" of any
6 Upgraded Bolter Sniper Rifle enemy models. This represents the warriors
making their way through the tunnels,
infiltrating enemy lines and emerging suddenly
(2 2 2 2) Shrine from below ground.
(3 3 3 3) Native Hovel
(4 4 4 4) Armourer
(5 5 5 5) Graveyard
(3 3 3 3 3) Thieves Hideout
(4 4 4 4 4) Merchant’s House
(5 5 5 5 5) Shattered Building
W B
S S S T W I A Ld Sv
5
2 0 4 3 1 2 1 7 +
Six of a Kind
(1 1 1 1 1 1) The Pit
(5 5 5 5 5 5) Arena
If you wish, you can send one of your Heroes to
search for any Imperial Trophies hidden here. You find a training manual, which you can
Roll a D6. On a roll of 1 the Hero is devoured either sell for 100 credits or let one of your
by the guardians of the Pit and never seen Heroes read. The extra knowledge your Hero
again. On a roll of 2 or more he returns with +1 gleans from reading the manual entitles him to
Requisition. choose from Combat skills whenever he gains a
new skill, and his WS may now be increased by
an extra point above his normal racial
(2 2 2 2 2 2) Hidden Treasure maximum (for example, a Human who has the
book would now have a maximum Weapon Skill
When you open the vault you find the following of 7).
items. Roll for every item on the list separately
(apart from the credits) to see whether you
have found it. For example, on a roll of a 4+ (6 6 6 6 6 6) Noble’s Defense Fortress
you find the Imperial Trophy.
Items D6 Result Needed Roll a D6. If you roll 1-2, gain +1 requisistion.
1 Requisition 4+ On a roll of 3-4, you find D6 vials of Crimson
5D6x5 credits Auto Shade. On a roll of 5-6 you find a hidden piece
Holy relic 5+ of Legendary Wargear carefully concealed in a
Power Armor 5+ hidden cellar or behind a secret door. Roll on
D3 Gems worth 10 credits each 4+ the Legendary Wargear table.
Eldar cloak 5+
Holy relic 5+
Piece of Legendary Wargear 5+
(3 3 3 3 3 3) Abandoned Marine
Outpost
Grants the bearer immunity to psychic abilities. In addition, once per game, during the owning players shooting
phase, draw a straight line 8” in any direction from the bearer. All models touched (friend or foe) must pass an
initiative test or be instantly removed. (Invulnerable Saves as normal) The bearer may not assault the same turn
this ability is used.
This is a Power Claw, it combines the rules for Thunder Hammers and Chainfists, and the users Strength is always
considered to be 10. In addition, Enemy Models may never take an invulnerable save better than 5+. (i.e. a 4+
invulnerable save is reduced to a 5+). Consequently, the bearers profile Initiative value is treated as 1 while the
bearer has the weapon in his inventory (this is in addition to the rules for thunder hammers). For example, a model
with this ability tests for jumping and pursuing using an initiative of 1 rather than his normal value.
3 Grey Armor
This armor upgrade Grants the Wearer a 2+ armor save and a 4+ invulnerable save. It also allows the bearer to go
in and out of phase with reality. The wearer can move through any type of terrain without any penalty. (He may
not end in that terrain though).
Bolter. May Be used by any race (except Tyranid). The Emperors Reach is an Assault 4 weapon, with S5 and ap4
shots. Range, 24”.
5 Demonic Weapon
Power Weapon, +1 S. The model bearing a Demonic Weapon Gains D6+1 Attacks on any assault he makes. In
addition, the model suffers from uncontrollable rage. To represent this, roll a D6 every controlling players
movement phase that the model is on the board, standing. On a roll of 1, the model is filled with rage and moves
D6” towards the closest model, if he makes contact he counts as assaulting. If he contacts a friendly model in this
fashion, he will attack during the turns assault phase. At the end of the phase he comes to and is moved out of
base contact (if the victim is still alive!).
In addition to counting as a Thunder Hammer, Lemans Battle Hammer will strike at normal initiative order and back
enemies hit by 3”.
Galactic Legendary Wargear
Roll a D6 and use this table to determine which item you find when a result in the
Exploration
chart indicates that you have found a Weapon of Legend. In a campaign none of these
items can
appear more than once, so if you find a magic item which is already in someone else’s
possession
roll again – even if the warrior carrying it has been killed.
This staff, created by the C’Tan was given to the first of the Necron Lords, it has been lost for ages, after the first
battle the Necrons encountered the Space Marines, the result of this first battle was a crushing Space Marine
defeat, but the Necrons had a slow start against the unknown “Super-Humans” they had never seen before.
The Staff grants the bearer immunity to weapons with strength lower than 5, however, the model may not assault.
The model is considered to be floating, so the model may move as if he were riding a jetpack, without the added
movement.
The bearer of Eldrad’s Spirit Stones can see all models on the table top, even if they are out of sight. He treats all
cover saves as 2 worse for the target (i.e. a 4+ cover save would become a 6). He can guide his fellow Kill Team
members through the ruins (this allows you to roll two dice for the bearer after battle when rolling on the
Exploration chart). The bearer also has an additional 6+ save (which is not modified by Strength or weapon
modifiers) against all shooting attacks and strikes in close combat, as he can sense the attacks before they are
made.
The bearer of this rifle gains +1 BS. The Tau Fire Carbine is an Assault 2 weapon, with S6 and ap4 shots. Range,
30”.
Power Fist. The Claw of the scorpion king allows the bearer to attack two models with every point of attack
characteristic the model possesses. Choose the better of any value when values are different (if one model has a
WS of 5 and the other has a WS of 3, the attack is made against the WS 5 model, same with Toughness). The
Bearer may always forgo this ability of the attack.
The whip Carried by Lelith has tortured millions over the life of the death Witch.
The Whip can be used three ways, 1) a close combat weapon with the rending special rule, 2) an Assault 1 weapon
with strength of the bearer. With a range of 8 inches, 3) a range 8 weapon, without any strength, when target
model is hit by this version of the whip, the model instantly must take an initiative test, or immediately be stunned.
The model is then dragged to base to base with Lelith. If this third attack is used, Lelith may not fight in the
ensuing assault phase. She is considered to be in close combat however.
6 Orb of Souls
The orb Orb of Souls gives the bearer +1 strength. In addition, for every model taken out of action, the bearer
gains one wound, this effect can bring the bearer’s wound total above his starting amount.
Tyranid Legendary Biomorphs
Roll a D6 and use this table to determine which item you find when a result in the
Exploration
chart indicates that you have found a Weapon of Legend. In a campaign none of these
items can
appear more than once, so if you find a magic item which is already in someone else’s
possession
roll again – even if the warrior carrying it has been killed.
1 Gland of Death
All attacks from the Tyranid add +3 to injury rolls.
2 Rending Maw
For every successful hit in close combat, the Tyranid may make an additional attack at its base strength. These
attacks have the rending ability.
3 Rock Carapace
This is the hardest type of Tyranid Carapace known. The model gains a 2+ save and a 4+ invulnerable save. Every
time the model is the target of a psychic ability, roll a D6, if the result is a 4+ the ability is nullified. The model
loses 2 initiative for this biomorph.
4 Flying Barbs
This biomorph grants the Tyranid an additional ranged attack that may always be fired. (even when engaged in
close combat, although when used in close combat, the target must be one in base contact). Shoots at BS 3, S6,
ap4, Assault 3. Range 18”
5 Monstrous Growth
The Model grows to become a Carnifex Monstrosity. The Model gains the following profile and loses all previous
stat line changes. All the models attacks ignore armor saves. From This point on, the new Carnifex may only gain
experience at a half rate.
W B
S S S T W I A Ld Sv
3
3 2 7 6 5 2 3 7 +
6 Lictor
The Model becomes a Lictor. It loses all skills and may replace each lost skill with one from the speed Skills list, or
Combat Skill list.. The Model gains +1 WS, +1S, and +2 I. The model also gains the ‘Lictor Deployment special
Rule.’
Lictor Deployment. Before the start of a match, choose a specific point on the table. This point may not be
within 18” or an enemy model, or the enemies table entrance. The Lictor deploys from this point.
The Lictor has a +1 bonus to any cover save, even in the open.
Initiative increased by +D3 points, and
Miscellaneous Movement and Strength by +1 (this effect
Equipment lasts for one game).
Crimson Shade has no effect on Tyranids.
Side effects: After the battle, roll 2D6. On a
roll of
Grappling Shot & hook 2-3, the model becomes addicted and you
must try to buy him a new batch of Crimson
A warrior using a rope & hook will find it Shade before every battle from now on. If
much easier to move amongst ruins and you fail to buy any, he will leave your Kill
destroyed structures. Team. On a roll of 12 the model’s Initiative is
A warrior (and any models in his Trooper increased permanently by +1.
group) equipped with a rope & hook may re-
roll failed Initiative tests when climbing up
Combat Stimulants
and down.
Combat Stimulants increase the users
awareness and pain threshold, however the
user becomes addicted to the drug.
Effect: Stims make a man almost oblivious
poisons and drugs to pain. His Toughness is increased by +1
for the duration of a battle and he treats all
Black Metal Residue
stunned results as knocked down instead.
A weapon coated with the Residue will
Stims have no effect on Tyranids.
wound its target automatically if you roll a 6
Side effects: If the model took stims in the
to hit.
previous game, (and is not taking any for the
Note that you can still roll a dice for every
current one) roll a D6, if the result is a 1 or
wound inflicted in this way. If you roll a 6,
2, the model strikes at -2 I in close combat,
you will inflict a critical hit with that roll. If
and is considered to be at -1 T for the battle.
you do not roll a 6, you will cause a normal
(this does not affect his ability to be
wound. Take armour saves as normal. This
instantly killed).
may not be used on any special hand
weapons, only Combat Knives.
Mind Amplifier
If a psyker has a Mind Amplifier may attempt
to use a second psychic ability in a single
turn. The model must pass a leadership test
to do so. Satellite Image
When you buy/find an image, roll a D6:
D6 Result
A model with a holy relic will automatically 5 Accurate. The map is recently taken and
pass the first Leadership test he is required very detailed. You may re-roll up to three
to make in the game. If worn by the leader, dice during the next exploration phase if you
it will allow him to automatically pass the wish. You must accept the result of the
first Rout test if he has not taken any second roll.
Leadership tests before. You can only ignore
the first Leadership test in any single game – 6 Satellite Updated Map. This map is
owning two or more holy relics will not allow electronic, it shows the image of the area in
you to ignore second and subsequent tests. real time from an overhead satellite. From
now on you may always re-roll one dice
when rolling on the Exploration chart as long
IMK’s as the Hero who possesses this map was not
taken out of action in the battle.
The Kill Team makes great use of IMK’s
(Injected Meal Kit), the Kill Team can carry
Commissar’s Cloak
Any Human(-like) Kill Team (Not
Tyranids/Necrons) whose leader is wearing a
Commissar’s Cloak may re-roll the first failed
Rout test. However, after each battle in
which the leader is taken out of action, roll a
D6. On a roll of 1-3 the clothes are ruined
and must be discarded.
Troop Carriers
Troop Carriers are vehicles that can carry troops
into battle. A troop carrier may carry a
maximum of 10 troops. A model wearing
ancient armor, or having a toughness of 5 or
higher counts as two models when entering a
transport.
Imperial Patrols: The Imperial Fleet has dispatched patrols to the surface of Adradis to
investigate the mysterious signal that is believed to be causing the warpstorm in the system. Although
members of the Inquisition have been dispatched to destroy the cause of the signal as well, Imperial
High Command believes they would potentially destroy an artifact that could create warpstorms. A
weapon of that magnitude in the hands of the Imperium could change Imperial warfare forever.
Bonus:
- The Patrol gains in addition to the starting 500 credits, 2 requisition points. One to be spent on
the leader, the second to be spent on any model in the Patrol (even the Leader).
- The Maximum Size of a Imperial Patrol Kill Team is 20 models.
Heroes:
Lieutenant Psyker
WS BS S T W I A Ld Cost
WS BS S T W I A Ld Cost 3 3 3 3 1 3 1 8 40
4 4 3 3 1 4 1 8 60
Guardsman
Corporal
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 6 20
WS BS S T W I A Ld Cost
2 2 3 3 1 3 1 6 15
-A unit of Grunts may consist of up to 5 models, they
must be armed and armored the same.
- You may have up to two Novices in your Kill Team
-Any number of Grunt Units may be chosen.
- Begins the Game with 0 experience.
Specialists
Sergeant
WS BS S T W I A Ld Cost
WS BS S T W I A Ld Cost 3 3 3 3 1 3 1 7 25
3 3 3 3 1 3 1 7 25
WS BS S T W I A Ld Cost
WS BS S T W I A Ld Cost 3 3 3 3 1 3 1 8 40
4 4 3 3 1 4 1 8 60
WS BS S T W I A Ld Cost WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 6 25 3 3 3 3 1 3 1 6 25
- Your Kill team may include up to three -A unit of Grunts may consist of up to 5 models, they
Interrogators. must be armed and armored the same.
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 7 30
WS BS S T W I A Ld Cost
WS BS S T W I A Ld Cost 3 3 3 3 1 3 1 8 40
4 4 3 3 1 4 1 8 60
WS BS S T W I A Ld Cost WS BS S T W I A Ld Cost
2 2 3 3 1 3 1 6 15 3 3 3 3 1 3 1 6 25
- You may have up to two Novices in your Kill Team. -A unit of Grunts may consist of up to 5 models, they
must be armed and armored the same.
Begins the Game with 0 experience.
-Any number of Grunt Units may be chosen.
Acolyte
Cultist Fanatics
WS BS S T W I A Ld Cost
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 6 25
1 1 3 3 1 3 1 5 15
Mutants
WS BS S T W I A Ld Cost -A Kill Team may take one unit of Mutants.
3 3 3 3 1 3 1 7 30
-A unit of Mutants may consist of up to 5 models.
They must be armed and armored the same.
Human Equipment
Rn. Type S AP Special Cost Req. Rn. Type S AP Special Cost
Hero Grunt
Lasgun 24” Rapid Fire 3 - 15 - Lasgun 24” Rapid Fire 3 - 15
Laspistol 12” Pistol 3 - 10 - Laspistol 12” Pistol 3 - 10
Stubber 24” Rapid Fire 3 6 18 - Stubber 24” Rapid Fire 3 6 18
StubPistol 12” Pistol 3 6 12 - StubPistol 12” Pistol 3 6 12
Combat 12” Assault 2 Combat 12” Assault 2
3 6 20 - 3 6 20
Shotgun Shotgun
Grenade 36” Assault 1 Grenade Grenade 36” Assault 1 Grenade
- - 25 - - - 25
Launcher Launcher
Bolter 24” Rapid Fire 4 5 25 - Bolter 24” Rapid Fire 4 5 25
Bolt Pistol 12” Pistol 4 5 20 - Bolt Pistol 12” Pistol 4 5 20
Flamer - Template 4 - Flamer 15 - Flamer - Template 4 - Flamer 15
Inferno - Template Flamer
4 - 20 -
Pistol
Heavy 36” Heavy3
4 5 25 -
Stubber
Heavy 36” Heavy3
Bolter
5 4 35 - MeleeGruntWeapons Cost
2 Inspiring Presence
• All friendly models within 8” are immune e to psychology effects until the
follow friendly turn.
3 Soulfire
4 Shield
• Any model within 8” of the caster gains Lvl 3 armor for one round. Once 5
successful saves have been made, the shield vanishes.
• Any friendly model is instantly healed one wound, and any model within 2”
can immediately stand up and fight like normal.
6 Psychic Move.
- A non-Ganger hero may be allocated one group of slaves. If this is done, that set of slaves is
fearless as long as they are within 8” of the Hero chosen. If the chosen model has the
Commander ability, they also gain “Life is cheap”. A model with life as cheap, may sacrifice 1
slave within 2” of him after an enemy model has successfully wounded. If the sacrifice is
made, the Commander gains a 2+ invulnerable save. The slave sacrificed is immediately
removed from the table.
- Psykers are not found in a Slaver Group.
Comba Shooti Academ Streng Spee Tactic
t ng ic th d al
Dark Eldar Paingiver X X X X
Overseer (Veteran) X X X X
Slavers (Novice) X X X
Heroes: Troopers:
- Begins the Game with 8 experience
Dark Eldar Paingiver
Slave Drivers
WS BS S T W I A Ld Cost
5 4 3 3 1 5 1 9 105 WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 6 25
- He begins the game with 20 Experience. -Any number of Grunt Units may be chosen.
Ganger Slaves
WS BS S T W I A Ld Cost
WS BS S T W I A Ld Cost 1 1 3 3 1 3 1 5 15
3 3 3 3 1 4 1 7 20
- Begins the Game with 4 experience. -A Kill Team may have up to three units of Slaves.
WS BS S T W I A Ld Cost WS BS S T W I A Ld Cost
4 4 3 3 1 5 1 8 40 3 3 3 3 1 4 1 7 30
Raider 75 3
Heroes: Troopers:
- Begins the Game with 4 experience.
Warlock
WS BS S T W I A Ld Cost
3 3 3 3 1 4 1 9 65 Guardians
- You may have up to two Aspect Warrior in your Kill -A total of 3 Wraithguard are allowed.
Team
-May not Choose Melee weapons.
- Begins the Game with 8 experience.
Rangers
Guardian Ascendant
WS BS S T W I A Ld Cost
3 3 3 3 1 4 1 8 30
WS BS S T W I A Ld Cost
3 3 3 3 1 4 1 7 20
- Rangers begins the game with “Ranger Cloaks”,
this adds +1 to any cover save they may acquire.
Note: A ranger who has become a “hero” through
- Your Kill team may include one Guardian
“The Lad’s got Talent” roll, may choose armor as
Ascendant.
normal, and keep the bonus.
Eldar Equipment
Cost Req. Cost
Hero Grunt
Shuriken LongRifle 15 - ShurikenLongRifle 15
Shuriken Pistol 10 - ShurikenPistol 10
Flamer 20 - Flamer 20
HeavyFlamer 40 1 SurikenCatapult 12
SurikenCatapult 12 -
Shuriken Cannon 35 -
Missile Launcher 75 2 MeleeGruntWeapons Cost
FusionGun 65 2 Melee Weapon(1st free, secondcost -->) 5
Star Cannon 45 1 Hammer 5
Triskele 60 2 Whip 8
Lasblaster 25 - ChainWeapon 10
Scatter Laser 40 1
Wraithgun 80 2
ModifiedFalcon 200 4
1. Force Dome. Target model (it may the Librarian himself) within 12" gains a 5+ invulnerable
save until the beginning of the Librarian's next Shooting phase.
2. The Avenger. Psychic shooting attack. Template. Place the template at the base of the
Librarian. Any model under the template must take an initiative test, if failed, the model may
not assault the Librarian during its next turn.
3. Null Zone. Used in the movement Phase. Place the small blast template over target model
within 15", roll to hit just like a Blast weapon, any model touched by the template must re-roll
successful armor saves for the remainder of the turn.
4. Primarch’s Might. Use at the beginning of the Movement Phase. If successful, The Librarian
Gains +1 A and +1 S.
5. The Gate. Used at the beginning of the Movement Phase. Once Passed, the Librarian is
removed from the table, and his original position is marked. He may then be placed back on
the table anywhere within 8" of his original position. He may shoot like normal, but may not
assault.
6. The Emperor’s Will: Once cast, any single friendly model in base contact gains a 2+
invulnerable save (the Librarian may NOT be targeted). Every time the save is made, roll a D6,
on a result of a 1, the power is exhausted, and may not be used for the remainder of the
battle.
Necron
Necron Special Rules:
- Machines. All Necrons are Machines, and therefore do not gain experience from
killing, taking objectives.
- Necron-Technology: For every Point of Requisition the Necron Team gains, the
Player may either “Sell” the point and allocate 4 experience to his “Hero” type
models. Or Keep the point, and give out 2 experience. Grunts do not gain any
experience.
- Fearless: All Necrons have the Fearless Skill.
- Feel No Pain: All Necron Models have the feel no pain special skill.
Scarab Swarm
Pariah
WS BS S T W I A Ld Cost
WS BS S T W I A Ld Cost 2 0 3 3 3 2 3 10 40
4 3 4 4 1 3 1 10 55
Immortal
WS BS S T W I A Ld Cost
3 3 4 4 1 2 1 7 40