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Kill Teams

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.

Machine: This model is made of metal, it may not gain experience.

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 This is superseded by any weapon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 This is superseded by any weapon rule that effects injury rolls.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.

Climbing. A model which wants to climb a ladder/rope treats it as difficult terrain, in


addition if the model rolls two ones during the test, and then fails an initiative test, the
model is treated as falling from 2”, 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.

Reasons for fleeing test:

All Alone.

Comrade Taken out of action within 6 inches.

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.

Chain weapon: The Weapon gains the parry special rule

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.

Great Weapon: The weapon confers +2 strength. Requires two hands

Thunder Weapon: Power Fist. Great Weapon. Concussive.

2 Handed Polearm: The weapon confers Always Strike First to the wielder.

Vibro-Weapon. The weapon always wounds on a 4+. (regardless of strength) ASF

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

- Scope: -1 to opponents cover save

- Infrared Scope: Can see hidden models

- 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

Ammo can be applied to: Rapid Fire Weapons and Pistols

- Concussion Rounds: Concussion

- Inferno Rounds: Roll under the targets armor save to wound

- Manstopper Rounds: Always wound on a 4+

- Penetration Rounds: AP 4

Attachments can be added to Rapid Fire Weapons and Assault Weapons

- 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

- Grenade Launcher: may launch a single grenade once per game

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.

5-6 Out of action


The target has been badly hurt and falls to the
ground unconscious. He takes no further part in
the game and is immediately removed from the
battle

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.

1-2 Knocked Down


A fighter who has been knocked down falls to the ground either because of a jarring blow he has
sustained, because he has slipped, or because he has thrown himself to the ground to avoid injury.
Turn the model face up to show that he has been knocked down. Knocked down models may crawl 3"
during the movement phase, but may not fight in hand-to-hand combat, shoot or use psychic abilities.
If he is in base-to-base contact with an enemy, a knocked down model can crawl 3" away only if the
enemy is engaged in hand-to-hand combat with another opponent, otherwise he has to stay where he
is. In combat he cannot strike back and the enemy will have a good chance of putting him 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.

Models making attacks against Knocked down models automatically hit.


Models Knocked Down receive a +2 cover save to represent the model crawling for cover on all fours,
having a smaller profile.

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.

5-6 Out of action


A warrior who is out of action is also out of the game. Remove the model from the tabletop. It’s
impossible
to tell at this point whether the warrior is alive or dead, but for game purposes it makes no difference
at this stage. After the battle you can test to see whether he survives and if he sustains any serious
lasting injuries as a result of his wounds. See the Serious Injury Table.
Serious Injury Table One of the Warriors items has been damaged. Roll a D6.
1-2. The Warriors melee weapon is destroyed.
3-4. The Warriors Ranged weapon is destroyed.
11-15 DEAD 5-6. The Warriors Armor is destroyed.
The warrior is dead and his body is abandoned in the
dark pathways of eternity, never to be found again. All 41-55 FULL RECOVERY
the weapons and equipment he carried are lost. The warrior has been knocked unconscious, or
Remove him from the Kill Team’s roster. suffers a light wound from which he makes a full
recovery.
16-21 MULTIPLE INJURIES
The warrior is not dead but has suffered a lot of wounds. Roll 56 BITTER ENMITY
D6 times on this table. Re-roll any ‘Dead’, ‘Captured’ and The warrior makes a full physical recovery, but is
further ‘Multiple Injuries’ results. psychologically scarred by his experience. From now
on the warrior may re-roll to hit in the first turn of close
22 LEG WOUND combat against the following (roll a D6):
The warrior’s leg is broken. The Warrior is always
considered to be in difficult terrain when moving, even over D6 Result
open ground. 1-3 The individual who caused the injury. If it was
a trooper, he hates the enemy leader instead.
23 ARM WOUND
Roll again: 1 = Severe arm wound. The arm must be 4 The leader of the Kill Team that caused the injury.
amputated. The warrior may only use a single one-handed
weapon from now on. 2-6 = Light wound. The warrior must 5 The entire Kill Team of the warrior responsible for the
miss the next game. injury.

24 TOUCHED BY THE WARP 6 All Kill Teams of that type.


Roll a D6.
On a 1-3 the warrior suffers from warp madness; 61 CAPTURED
On a 4-6 the warrior gains the ‘berserk’ rule from now on The warrior regains consciousness and finds himself
(see the below) held captive by the other Kill Team. He may be ransomed at
a price set by the captor or exchanged for one of their Kill
25 SMASHED LEG Team who is being held captive.
Roll again: 1 = The warrior may not run (or fleet) any more. Captives may be sold to slavers at a price of D6x5 credits.
2-6 = The warrior misses the next game. Tyranids may kill their captive and incorporate genes of the
Warrior into the Leader, giving +1 exp. Chaos may force
26 CHEST WOUND their will on the prisoner. They will gain a new trooper.
The warrior has been badly wounded in the chest. He Captives who are exchanged or ransomed retain all
recovers but is weakened by the injury so his their weapons, armour and equipment; if captives are
Toughness is reduced by -1. sold, killed or turned, their weaponry, etc, is retained by
their captors.
31 BLINDED IN ONE EYE
The warrior survives but loses the sight in one eye; randomly 62-63 HARDENED
determine which. A character that loses an eye has his The warrior survives and becomes inured to the
Ballistic Skill reduced by -1. If the warrior is subsequently horrors of the Universe. The model is Fearless.
blinded in his remaining good eye he
must retire from the Kill Team. 64 WAR VETERAN
The warrior has been through many battles, and has the
32 OLD BATTLE WOUND marks, cuts, and bullet holes to prove it. Any model that is
The warrior survives, but his wound will prevent him not fearless will think twice before Assaulting such an
from fighting if you roll a 1 on a D6 at the start of any adversary. Models must pass a Leadership Test to Assault
battle. Roll at the start of each battle from now on. this model.

33 NERVOUS CONDITION 65 SOLD TO SLAVERS


The warrior’s nervous system has been damaged. His The warrior wakes up in a Slavers Camp. The leader would
Initiative is permanently reduced by -1. like to see the warrior fight against a captured Genestealer
(Standard Tyranid Profile). Roll to see which side charges,
34 HAND INJURY and fight the battle as normal. If the warrior loses, roll to see
The warrior’s hand is badly injured. His Weapon Skill whether he is dead or injured (ie, a D66 roll of 11-35). If he is
is permanently reduced by -1. not dead, he is thrown out, without his armour and weapons
and may re-join his Kill Team. If the warrior wins he gains 50
35 DEEP WOUND credits, +2 Experience and is free to rejoin his Kill Team with
The warrior has suffered a serious wound and must all his weapons and equipment.
miss the next D3 games while he is recovering. He
may do nothing at all while recovering. If the model is part of a Slavers/Pirate group, the team may
pay 25 credits to have him released. Forgoing the above.

66 SURVIVES AGAINST THE ODDS


The warrior survives and rejoins his Kill Team. He
gains +1 Experience.
36 Damaged Equipment

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.

Sky Jump. If the model has this ability, and is


equipped with some sort of Jump Pack, (Swooping

Speed skills Hawk Wings, Wings, Warp Generator, etc.) the


model may make a ‘Sky Jump’. During the
Leap. Any model with the leap ability may ignore movement phase, if the model has not yet
terrain pieces (up to 3’ tall) when moving or moved, mark a place on the board, within 20” of
assaulting. F the model ignores a piece during the model. Roll a scatter die and 1D6 move the
the movement phase, they may not use it again marker to the position indicated. the model will
in the assault phase, and vice versa. land as close to the spot as possible. The model
may fire Assault weapons, and Pistols, but may
Sprint. The warrior may assault 12’ in the Assault not assault.
phase.
If the model lands within 6” of an enemy Warrior,
Acrobat. The warrior is incredibly supple and the Jumping model may make a Sky Assault. A
agile. He may fall or jump from a height of up to model making a Sky Assault gives up their chance
12" without taking any damage if he passes a to shoot (as above) and may make an assault
single Initiative test, and can re-roll failed Diving move. The model may not move over difficult or
Assault rolls. He can still only make a diving dangerous terrain to make contact with the
assault from a height of up to 6". enemy.

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

2-4 Advance. +1 Initiative.

5 Advance. +1 Strength.

6-7 Advance. Choose either +1 BS or +1WS.

8 Advance. +1 Attack.

9 Advance. +1 Leadership.

10-12 The lad’s got talent. One model in the


group
becomes a Hero. If you already have the
End of Battle Sequence
At the end of each battle, a Kill Team may roll on the Exploration chart. This is done as soon as a
game is over so that players can witness each other’s dice rolls. As you can see from the chart, a
Kill Team that is just starting out has little chance of finding the more obscure places after a
battle. However, a Kill Team will make more discoveries as it goes along thanks to its better
equipment and accumulated skills. Roll a D6 for each Hero in your Kill Team who survives without
going out of action. This represents the Kill Team’s efforts to unearth Imperial Relics. Do not roll
for any Heroes who went out of action during the battle; they are taken back to the Kill Team’s
staging area to recuperate instead. So, for example, if your Kill Team includes four Heroes who all
survived the last battle, you can roll four dice. If you won your last game, you may roll one extra
dice. Add the results of the dice together and consult the Exploration chart to see how many
Imperial Relics your Kill Team has found.

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

Number of Warriorsin Warband


1-3 4-6 7-9 10-12 13-15 16+
1to 5 45 40 35 30 30 25
6to 11 60 55 50 45 40 35
12to 17 75 70 65 60 55 50
Dice Result

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

Choose one of your Heroes and roll a D6. If the


result is equal to or lower than his Toughness,
he finds one Relic at the bottom of the well. If
he fails, the Hero swallows tainted water and
must miss the next game through sickness.

(2 2) Shop

After a thorough search you find loot worth D6


credits.
If you roll a 1 you will also find a Lucky Charm
(see the Equipment section)

(3 3) Corpse

To see what you find when you search the


corpse, roll a D6:
D6 Result
1-2 Hammers
3-4 Chain weapon
5 a Whip
6 Carapace Armor

(4 4) Straggler

Eldar will and gain 2D6 credits.


Chaos Kill Teams can sacrifice the
unfortunate individual for the glory of the
Chaos gods. The leader of the Kill Team will
gain +1 Experience.
Tyranid Landing Broods can kill the man and
gain a gaunt at no cost.

Any other Kill Team can interrogate the man


and gain insight into the area. Next time you
roll on the Exploration chart, roll one dice more
than is usually allowed, and discard any one
dice. (For example, if you have three Heroes,
roll four dice and pick any three).

(5 5) Destroyed Vehicle

Roll a D6 to see what you find:

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

You could easily sell the barrels for a good


price.
Unfortunately your men are also interested in
the contents! The Kill Team’s leader must take
a Leadership test. If he passes, the Kill Team
gains 4D6 credits worth of goods which can be
sold immediately.
If he fails, the men drink most of the alcohol (4 4 4) Overrun Defense Line
despite their leader’s threats and curses. You
have D6 credits worth of alcohol left when the Roll a D6 to see what you find:
Kill Team leaves. D6 Result
Eldar, Space Marines, Tyranids, Tau, and 1-2 D3 Lasguns
Necrons 3 D3 Lastpistols
Kill Teams automatically pass this test, as they 4 D3 Hammers
are 5 Two –Handed Weapon
not tempted by such worldly things as alcohol. 6 a Heavy Bolter

(2 2 2) Armory (5 5 5) Space Port Market

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

Tyranid Landing Broods can sacrifice the


victims They gain D3 Experience which is
distributed amongst the Heroes of the Brood.
Dark Eldar Slavers can sell the prisoners into
slavery for 3D6 credits.

Other Kill Teams can escort the prisoners out of


the area. For their trouble, they are rewarded
with 2D6 credits. In addition, one of the
prisoners decides he wishes to join the Kill
Team (not Space Marines). If you can afford to
equip the new recruit with weapons and
armour, you may add a new Tropper to any of
your human Trooper groups (with the same
stats as the rest of the group, even if they have
already accumulated experience).
Space Marines gain a Scout, will create a new
Trooper squad.

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.

Your Kill Team may strip the shrine and gain


3D6 credits worth of loot.
Kill Teams of the Imperium (Space Marines,
Witch Hunters, Imperial Guard) may save some
of the shrine’s holy relics. They will gain 3D6
credits from their patrons, and a blessing from
the emperor. One of their weapons (chosen by
the player) will now be blessed and will always
wound any Chaos or Deamonic Enemy on 2+,
regardless of strength.

(3 3 3 3) Native Hovel

Your Kill Team gains +1 requisition.

(4 4 4 4) Armourer

Roll a D6 to see what you find:


D6 Result
1-2 Flak Armor
3-4 Carapace Armor
5 Power Armor
6 a Personal Halo, (confers a 5+ invulnerable,
may be sold for 40 credits)

(5 5 5 5) Graveyard

Any Kill Team may loot the donation bowl and


graves and gains D6x10 credits worth of loot.
(Except imperium forces) If you loot the
graveyard, the next time you play against any
Imperium Forces, the entire enemy Kill Team
will hate all the models in your Kill Team. Make
a note of this on your Kill Team roster sheet.
Imperial Kill Teams may seal the graves. They
will be rewarded for their piety by D6
Experience points distributed amongst the
Heroes of the Kill Team.
Five of a Kind
(1 1 1 1 1) Governor’s House

Inside, hidden amongst the debris, you find (6 6 6 6 6) Entrance to a Catacomb


D6x10 credits. You can use these tunnels to explore the
Battlefield more efficiently. From now on, you
may re-roll one dice when you roll on the
(2 2 2 2 2) Apothecary’s Laboratory Exploration chart. Make a note of this in your
Kill Team’s roster sheet. Second and
In the ruins you find loot worth 3D6 credits and subsequent catacomb entrances you find do
a battered old notebook. One of your Heroes not grant you any additional re-rolls, although
may study the Apothecary’s notebook, and the you may find further re-rolls from other
extra wisdom he gains will enable him to sources.
choose from Academic skills whenever he
gains a new skill in addition to those skills
normally available to him.

(3 3 3 3 3) Thieves Hideout

Roll a D6 to see what you find:


D6 Result
1-2 Quartz stones worth D6x5 credits
3-4 Amethyst worth 20 credits
5 a War Trophy worth 50 credits
6 A ruby worth D6x15 credits

If your Kill Team does not sell the gems, one of


your Heroes may keep them and displays them
proudly. He will gain +1 to the rolls for locating
rare items as merchants flock to such an
obviously wealthy warrior.

(4 4 4 4 4) Merchant’s House

Inside you find several valuable objects which


can be sold for 2D6x5 credits. If you roll a
double, instead of finding money you find the
symbol of the Intergalactic Traders. A Hero in
possession of this gains the Haggle skill.

(5 5 5 5 5) Shattered Building

You gain +1 requisition. In addition take a


Leadership test against the Kill Team leader’s
Leadership value. If passed a Cyber dog joins
the Kill Team as a personal guard of the Kill
Teams Leader that was guarding the 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

Roll a D6 to see what you find:


D6 Result
1 D3 Two-Handed Weapons
2 D3 Carapace Armor
3 Power Weapon
4 Power Armor
5 Power Fist
6 Power Armor and Carapace Armor

(4 4 4 4 4 4) Slaughtered Kill Team

Roll for every item separately (apart from the


gold coins and daggers) to see if you find it.

Item D6 Result Needed


3D6x5 credits Auto
D3 Flak Armor 4+
Carapace Armor 5+
D6 Hammers, Auto
Satellite Image(see p55) 4+
D3 Vibro-Weapons 5+
D3 Bolt Pistols 3+
D3 Bolters 2+
Heavy Bolter 4+
Plasma Pistol 2+
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.

1 The Orb of Destruction

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.

2 Morks Mighty Claw

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).

4 The Emperors Reach

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!).

6 Lemans Battle Hammer

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.

1 The Staff of the C’tan

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.

2 Eldrad’s Spirit Stones

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.

3 Tau Fire Carbine

The bearer of this rifle gains +1 BS. The Tau Fire Carbine is an Assault 2 weapon, with S6 and ap4 shots. Range,
30”.

4 Scorpion King’s Claw

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.

5 Lelith’s Whip of Agony

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.

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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.

Bio Venom Lucky charm


This is a poison extracted from Biovores. The first time a model with a lucky charm
The slightest wound infected by Bio Venom is hit in a battle they roll a D6. On a 4+
causes excruciating pain, incapacitating the the hit is discarded and no damage is
bravest of men. suffered. Owning two or more charms
Any hit caused by a weapon coated with Bio does not confer any extra benefits, the
Venom counts as having +1 Strength, so, for model may
example, if a warrior with Strength 3 still only try to discard the first hit.
wielding a poisoned weapon hits an
opponent, he will cause a Strength 4 hit
instead. This may not be used on any
special hand weapons, only Combat Knives. eldar cloak
Always confers an additional +1 cover save,
Chaos Dust even in the open.
Effect: Any warrior who takes Chaos Dust
before a battle will be subject to ‘Berserk’
(see the special rules from under the Serious
Injury Table). The Chaos Dust has no effect net
on Tyranids. Steel nets, such as those used by Pit
Side effect: After the battle, roll a D6. On a Fighters, can be used in battles. Once per
roll of a 1 the model loses -2 Ld. game, the net may be
thrown in the shooting phase instead of the
Crimson Shade model
Effect: A model using Crimson Shade has shooting a missile weapon. Treat the net as
his a missile weapon in all respects with a range
of 8". Use the model’s BS to determine
whether the net hits or not – there are no
movement or range penalties. If it hits, the one more model than allowed. Space
target must immediately roll a D6. If the Marines, may not use this Item.
result is equal to, or lower than his Strength,
he rips the net apart. If the result is higher,
he may not move, shoot or cast spells in his
next turn, although he is not otherwise Superior Ammunition
affected. In either case the net is lost. The model has acquired a better quality of
ammunition than is normally available (even
Jump Locator for Space Marines). This new batch makes
any ‘Rapid Fire’ weapon an ‘Assault’ weapon
If a model is attempting to use the ‘Sky for the match.
Jump’ skill on a point that is in line of sight of
the bearer of a teleport homer, the jumping
model does not scatter at all.

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

Mind Calmer 1 Fake. The image is a fake, and is


A psyker can subtract 1 from the score when completely worthless. It leads you on astray.
determining whether he (or she) successfully Your opponent may automatically choose
uses a psychic ability. the next scenario you play.

2-3 Vague. Though grainy, the image is


generally accurate (well… parts of it are…
Aid Kit perhaps!). You may re-roll any one dice
A Hero with an aid kit can use them at the during the next exploration
beginning of any of his recovery phases as phase if you wish but you must accept the
long as he is not engaged in hand-to-hand result of the second roll.
combat. This restores all wounds he has
previously lost during the game. 4 Subterranean Image. The map shows a
way through the catacombs of the area. You
may automatically choose the scenario next
Holy (unholy) Relic time you fight a battle.

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.

Will of the Emperor


A model that drinks a vial of the ‘Will of the
Emperor’ at the beginning of a battle will be
completely immune to all poisons for the
duration of combat. There is enough liquid in
a vial of the ‘Will of the Emperor’ to last for
the duration of one battle.
Vehicles
Certain Kill Teams may wish to come prepared
with some extra
‘equipment.’ That will help them maneuver
around the battle field in
relative safety.

Vehicles types in Kill Teams are:

Jetbikes- Move 12” instead of 6, ignore terrain.


Take Dangerous Terrain test in landing in
anything other than flat ground. Roll of 6
means they take an automatic wound, saves as
normal, injuries as normal. May not use two
close combat weapons. Adds +1T.

Jump Packs- Move 12”, may fight in close


combat like normal.

Troop Carriers – See Below

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.

Anti-Tank Weapons. These weapons are


anything with S6 or higher. They follow the
normal rules for Vehicle Damage in the Main
Rule Book. However replace the ‘Immobilized’
result and replace it with ‘Ricochet.’
Kill Team Lists
All Kill Teans begin with 500 credits and 1 requisition point for only
the Commander Model to use.

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

- Your Kill team may include one Psyker


- Every Imperial Patrol must be lead by a
Sergeant -Has the Psyker ability. Begins the Game with 10
Experience.
- Has the Commander ability

- Sergeants start the game with 20 Troopers:


experience

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

-Every kill team may have a “special need.” The


- Your Kill team may include one Corporal. Specialists begins the game with either+1 WS or +1
BS.
- Begins the Game with 8 experience
-A Kill Team may take one unit of Specialists.
Inquisitorial Squad:
The Inquisition believes the corruption of the entire system could be linked to whatever is causing the
signal on the surface of Adradis. Some believe mind control could be the cause of the mass revolts in
the system. Inquisitors have been dispatched to destroy whatever is causing the corruption in the
system. However, mind control technology is of great interest to some members of the Inquisition and
some Inquisitors have been sent in to quietly retrieve anything of potential use.
- The Kill Team always receives the maximum amount of credits found after a mission (the
Column noted 1-3).
- Inquisitorial Squads start a campaign with one requisition.
- They may take any number of Specialist Squads.

Shootin Acade Strengt Tactica


Combat g mic h Speed l
Inquisitor X X X X X
Interrogator X X X X
Psyker X X
Heroes:
Inquisitor 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

- Your Kill team may include one Psyker


-You must take one Inqusitor, no more no less.
-Has the Psyker ability. Begins the Game with 10
- The Inquisitor has the Commander ability. Experience.

- An Inquisitor begins the game with 20 Experience.


Troopers:
Interrogator
Guardsman

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.

- Begins the Game with 8 experience Servitor


Inquisitorial Specialists

WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 7 30

-Every kill team may have a “special need.” The


Specialist begins the game with either+1 WS or +1
BS.

- Inquisitorial Squads may take any number of


Specialist Squads.
Chaos Cultists:
Underground Chaos cults that survived the firebombing of the planet stalk the ruins of the planet
defending their holy places. Now is the time of the gods and the cultists look for anything to advance
their favor in the eyes of their chosen god. Cultist groups are led by a Chaos Chosen, a mutated leader
chosen by a Chaos God to sow destruction and despair
- The Leader of this kill team may choose two bonuses from the chart below when the force is
assembled.
o 1) Furious Charge Special Rule (if rolled twice, roll again)
o 2) Initiative +2
o 3) Weapon and Ballistic Skill +1
o 4) Attack +1
- The Mutants may choose one entry from above.
- A Cult may have up to a maximum of 3 specialists, however, they may not have veterans.
Comb Shooti Acade Streng Tactica
at ng mic th Speed l
Cult Leader/Acolyte X X X X
Chaos Adept
(Novice) X X X X
Chaos Invoker X X X
Heroes:
Aspiring Champion Chaos Invoker

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

- Your Kill team may include one Invoker, he has the


-You must take one Squad leader, no more no less. Psyker ability. Begins the Game with 10 Experience.
He has the Commander ability, begins the game with
20 Experience.
Troopers:
Initiate
Grunts

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

- Your Kill team may include one Veteran. Begins the


-A unit of Dregs may consist of up to 3 models. They
Game with 8 experience
must be armed and armored the same.

-A Kill Team may have up to two units of Dregs.

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

Heavy - Template Flamer Melee Weapon(1st free, secondcost -->)


5 - 35 - 5
Flamer
Plasma Gun 24” Rapid Fire Gets Hot, Hammer
7 2 60 1 5
Plasma Rounds
Plasma 12” Pistol Gets Hot, Whip
7 2 55 1 8
Pistol Plasma Rounds
Melta Gun 12” Assault 1 8 1 Melta Rounds 65 2 ChainWeapon 10
Missile 48” Heavy1 Missile
8 3 75 2
Launcher

MeleeHeroWeapons Cost Req WeaponAttachements Cost Req

Melee Weapon (1st free, secondcost -->) 5 - Scope 5 -


Hammer 5 - InfraredScope 10 -
Whip 8 - Target Lock 35 1
Chain Weapon 10 - Telescopic Scope 35 1
Power Weapon 30 1 Concussive Rounds 10 -
Force Weapon 50 2 Inferno rounds 15 -
Power Fist 45 1 Manstopper Rounds 30 1
Great Weapon 30 - Penetrator Rounds 15 -
Thunder Weapon 60 2 Bayonet 5 -
Two-Handed Polearm 30 - Combi Weapon 15+Weapon -
Vibro-Weapon 30 1
SingingWeapon 45 2

Misc. Cost Req


IronHalo 75 2
Jump Pack 35 1
OpenTruck 100 2
Chimera 150 4

Armor Cost Req


Padded 10 0
Flak 20 1
Carapace 30 2
Power 50 4
Human Psychic Abilities
D6 Result

1 The Will of the Gods.

• The user gains +2 strength in melee in the following assault phase.

2 Inspiring Presence

• All friendly models within 8” are immune e to psychology effects until the
follow friendly turn.

3 Soulfire

• Enemy Models within 4” suffer -1 toughness when struck by the caster of


this ability.

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.

5 The Hand of the Gods.

• Any friendly model is instantly healed one wound, and any model within 2”
can immediately stand up and fight like normal.

6 Psychic Move.

• Target model (vehicle or character) is moved D6” in a random direction. If


he makes contact with any obstacle, he takes a strength 2 hit.
Dark Eldar Slavers:

- 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

-You must take one Paingiver, no more no less.


-A unit of Grunts may consist of up to 5 models, they
- A Dark Eldar Exile has the Commander Ability. must be armed and armored the same.

- 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

-A unit of Slaves may consist of up to 3 models.


- You may have up to two Novices in your Kill Team They must be armed and armored the same.

- Begins the Game with 4 experience. -A Kill Team may have up to three units of Slaves.

Overseer Slave Witches

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

- Your Kill team may include one Veteran.


-Every kill team may have a “special need.” The -A Kill Team may take one unit of Slave Witches.
Specialist begins the game with either+1 WS or +1
BS.
Dark Eldar Weapons

Rang Type S A Range Type (up.) S (up.) AP (up.)


e P (up.)
Splinter Rifle 24” Rapid Fire 3 6 24” Rapid Fire Pois. 5
4+
Splinter Cannon 36” Assault 4 4 6 36” Assault 3 Pois. 5
4+
Splinter Pistol 12” Pistol 3 6 12” Pistol Pois. 5
4+
Stinger Pod 24” Assault 2 3 6 24” Assault 2 5 5
Shredder 12” Assault 1, 4 - 12” Assault 1, 6 -
Blast Blast
Fusion Gun 12” Assault 1 6 3 12” Assault 1 8 1
Missile Launcher 48” Heavy 1, 4 5 48” Heavy 1 8 3
Blast
Disintegrator 24” Heavy 1 5 2 24” Heavy 3 5 2
Cannon
Spirit Vortex 18” Assault 1 3 5 18” Assault 1 3 3
Blaster 18” Assault 1 6 3 18” Assault 1 8 1
Flamer - Template 3 6 - Template 4 5
Heavy Flamer - Template 4 4 - Template 5 4
Dark Eldar Equipment
Hero Cost Req.
Grunt Cost

Splinter Rifle 15 - Splinter Rifle 15


Splinter Cannon 20 - Spl inter Pistol 10
Splinter Pistol 10 - Flamer 20
Stinger Pod 40 1 Stinger Pod 12
Shredder 12 -
Fusion Gun 35 -
Missile Launcher 75 2 Melee Grunt Weapons Cost
Disintegrator Cannon 65 2 Melee Weapon (1st free, second cost -->) 5
Spirit Vortex 45 1 Hammer 5
Blaster 60 2 Whip 8
Flamer 25 - Chain Weapon 10
Heavy Flamer 40 1

Melee Hero Weapons Cost Req Weapon Attachements Cost Req

Melee Weapon (1st free, second cost -->) 5 - Scope 5 -


Hammer 5 - Infrared Scope 10 -
Whip 8 - Target Lock 35 1
Chain Weapon 10 - Telescopic Scope 35 1
Power Weapon 30 1 Mono-filament Rounds 10 -
Force Weapon 60 3 Bayonet 5 -
Power Fist 45 2
Great Weapon 30 1
Thunder Weapon 60 3
Two-Handed Polearm 20 -
Vibro-Weapon 50 -
Singing Weapon 40 1

Misc. Cost Req


Rune Armor (4+invulnerable) 75 2
Jump Pack 35 1
Flip Belt (5+invulnerable in CC) 20 1
Mandiblasters 35 1
Wave Serpeant 150 2
Shadow Generator (can't shoot model unless 2D6"
away) 25 1

Raider 75 3

Armor Cost Req


Padded 10 0
Flak 20 0
Carapace 30 2
Power 50 4
Eldar
Special Rules:

Eldar have the Fleet Ability

Comb Shootin Academ Streng Tactica


at g ic th Speed l
Aspect
Warrior X X X X
Warlock X X X
Guardian
Ascen. X X X X

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 must take one Warlock, no more no less. WS BS S T W I A Ld Cost


3 3 3 3 1 4 1 8 30
-The Warlock is sent by the Craftworld to determine
what the origin of the disturbance is. He has the
Commander and Psyker abilities. -A unit of Guardian may have up to 4 models. They
must all be armed and armored the same.
- Begins the game with 20 Experience.
Wraithguard
Aspect Warrior
WS BS S T W I A Ld Cost
4 4 5 6 2 2 1 6 95
WS BS S T W I A Ld Cost
4 4 3 3 1 5 1 8 40
- Machine.

- 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

MeleeHeroWeapons Cost Req WeaponAttachements Cost Req

Melee Weapon (1st free, secondcost -->) 5 - Scope 5 -


Hammer 5 - InfraredScope 10 -
Whip 8 - Target Lock 35 1
Chain Weapon 10 - Telescopic Scope 35 1
Power Weapon 30 1 Mono-filament Rounds 10 -
Force Weapon 60 3 Bayonet 5 -
Power Fist 45 2
Great Weapon 30 1
Thunder Weapon 60 3
Two-Handed Polearm 20 -
Vibro-Weapon 30 1
SingingWeapon 40 1

Misc. Cost Req


Rune Armor (4+invulnerable) 75 2
Jump Pack 35 1
FlipBelt (5+invulnerable inCC) 20 1
Mandiblasters 35 1
Wave Serpeant 150 2
ShadowGenerator (can't shoot model unless 2D6"
away) 25 1

ModifiedFalcon 200 4

Armor Cost Req


Padded 10 0
Flak 20 0
Carapace 30 2
Power 50 4
Eldar Psychic Abilities
D6 Result
1 Doom. The Eldar player may re-roll to wound rolls against target modelwithin 8” until the end
of the turn.
2 Fortune. All models that stay within 6” of the Warlock may re-roll failed armor and cover
saves, lasts until the next Eldar turn..
3 Eldritch Storm. Enemy models within 8” of the warlock must pass a leadership test to fire a
ranged weapon, or assault the Warlock.
4 Guide. Target Eldar Model within 12” may re-roll to hit roll until the end of the turn.
5 Spirit Seer. Once successfully cast, until end of the turn attacks made by the Warlock may
not be parried, even with force weapons.
6 Mind War. Cast on the Eldar players turn. Target model must pass a Leadership test with a -2
penalty, if the test is failed, the model is considered to be in difficult terrain until the following
turn.

Eldar Special Skills:


Witness: Can re-roll the result of a failed psychic test. Warlock Only.
Ghost Helm: Hasa 3+ save from Peril’s of the Warp. Warlock Only
Spirit Stones: Can use 2 psychic abilities in a single turn. Warlock Only
War Shout: When a model with this ability assaults, the enemy must pass a leadership test, or strike
at WS 1 until the end of the phase.
Defend: When a model with this skill is the target of an assault, the assaulting model gains no benefit
for assaulting.
Bladestorm: Once per game, this model may make double the amount of shots his weapon could
Ran Type S A Range Type (up.) S AP
ge P (up.) (up.) (up.)
Shuriken Long 24” Rapid Fire 3 6 36” Heavy 1 Snipe Sniper
Rifle r
Shuriken 18” Assault 2 3 6 18” Assault 2 4 5
Catapult
Shuriken Pistol 12” Pistol 3 6 12” Pistol 4 5
Lasblaster 24” Assault 1 3 6 24” Assault 2 3 5
Shuriken 36” Heavy 2 4 5 36” Heavy 3 5 4
Cannon
Scatter Laser 36” Assault 3 4 6 36” Assault 4 6 6
Fusion Gun 12” Assault 1 6 3 12” Assault 1 8 1
Missile 48” Heavy 1, 4 5 48” Heavy 1 8 3
Launcher Blast
Starcannon 24” Heavy 1 6 2 24” Heavy 2 6 2
Triskele 12” Assault 2 3 5 12” Assault 2 3 3
Wraithgun 8” Heavy 1 X - 12” Heavy 1 X -
Flamer - Template 3 6 - Template 4 5
Heavy Flamer - Template 4 4 - Template 5 4
normally fire.
Space Marines

Space Marines Special Rules:


- All models have the “And they shall know no fear skill.
- The Space Marine Kill Team may never have more than 5 Members.
- The team may be lead by either a Librarian or a Commander, but not both.

Comb Shootin Acade Streng Tactica


at g mic th Speed l
Commander X X X X
Librarian X X X
Lieutenant X X X X
Brother
Marine X X X X
Heroes:

Space Marine Commander

Space Marine Commander


Lieutenant
WS BS S T W I A Ld Cost
4 4 4 4 1 4 2 9 115
WS BS S T W I A Ld Cost
4 4 4 4 1 4 1 8 45
Librarian

WS BS S T W I A Ld Cost - You may have up to one Lieutenant in your Kill


4 4 4 4 1 4 1 9 115 Team

- Begins the Game with 8 experience.


-You must take one Commander or Librarian, no
more no less.
Brother Marine
- A Space Marine Commander has the Commander
Ability.
WS BS S T W I A Ld Cost
-A Librarian has the Commander and Psyker Ability. 4 4 4 4 1 4 1 7 40
Both begin the game with 20 Experience.

- Your Kill team may include up to three Brother


Marines.
- Begins the Game with 8 experience

Hero Rn. Type S AP Special Space Marine


Cost Req. Equipment
WeaponAttachements
Cost Req

Lasgun 24” Rapid Fire 3 - 15 - Scope 5 -


Laspistol 12” Pistol 3 - 10 - InfraredScope 10 -
Combat 12” Assault 2 Target Lock
3 6 20 - 35 1
Shotgun
Grenade 36” Assault 1 Grenade TelescopicScope
- - 25 - 35 1
Launcher
Bolter 24” Rapid Fire 4 5 25 - Concussive Rounds 10 -
Bolt Pistol 12” Pistol 4 5 20 - Inferno rounds 15 -
Flamer - Template 4 - Flamer 15 - Manstopper Rounds 30 1
Inferno - Template Flamer Penetrator Rounds
4 - 20 - 15 -
Pistol
Heavy 36” Heavy3 Bayonet
5 4 35 - 5 -
Bolter
Heavy - Template Flamer Combi Weapon
5 - 35 - 15+Weapon -
Flamer
Plasma Gun 24” Rapid Fire Gets Hot,
7 2 60 1
Plasma Rounds
Plasma 12” Pistol Gets Hot,
7 2 55 1
Pistol Plasma Rounds
Melta Gun 12” Assault 1 8 1 Melta Rounds 65 2
Missile 48” Heavy1 Missile
8 3 75 2
Launcher

MeleeHeroWeapons Cost Req

Melee Weapon (1st free, secondcost -->) 5 -


Hammer 5 -
Whip 8 -
Chain Weapon 10 -
Power Weapon 30 -
Force Weapon 50 2
Power Fist 50 1
Great Weapon 40 -
Thunder Weapon 60 2
Two-Handed Polearm 20 -
Vibro-Weapon 35 2
SingingWeapon 50 4

Misc. Cost Req


IronHalo 75 1
Jump Pack 35 1
Rhino 185 2
Land Speeder 100 3

Armor Cost Req


Padded 10 0
Flak 20 0
Carapace 30 0
Power 50 0
RunicArmor 100 1
Terminator 150 3
Librarian Psychic Abilities
D6 Result

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.

Comba Shootin Academi Strengt Tactica


t g c h Speed l
Necron Lord X X X
Pariah X X
Immortal X X
Heroes:
Necron Lord
Troopers:
WS BS S T W I A Ld Cost
3 3 4 4 2 2 2 8 120 Warrior

-You must take a Necron Lord. WS BS S T W I A Ld Cost


3 3 4 4 1 2 1 8 35
- All entries above begin the game with 20
Experience.
Warriors have the machine special rule.

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

Scarabs are always equipped with Power Armor, and


- You may have up to one Paraiah in your Kill Team may never be equipped with any weapons. They
have the machine special rule.
- Begins the Game with 8 experience.

Immortal

WS BS S T W I A Ld Cost
3 3 4 4 1 2 1 7 40

- Your Kill team may include up to three Brother


Marines.

- Begins the Game with 8 experience


Necron Equipment
Rn. Type S AP Special Cost Req.
Hero WeaponAttachements
Cost Req

Lasgun 24” Rapid Fire 3 - 15 - Scope 5 -


Laspistol 12” Pistol 3 - 10 - InfraredScope 10 -
Combat 12” Assault 2 Target Lock
3 6 20 - 35 1
Shotgun
Grenade 36” Assault 1 Grenade TelescopicScope
- - 25 - 35 1
Launcher
Bolter 24” Rapid Fire 4 5 25 - Concussive Rounds 10 -
Bolt Pistol 12” Pistol 4 5 20 - Inferno rounds 15 -
Flamer - Template 4 - Flamer 15 - Manstopper Rounds 30 1
Inferno - Template Flamer Penetrator Rounds
4 - 20 - 15 -
Pistol
Heavy 36” Heavy3 Bayonet
5 4 35 - 5 -
Bolter
Heavy - Template Flamer Combi Weapon
5 - 35 - 15+Weapon -
Flamer
Plasma Gun 24” Rapid Fire Gets Hot,
7 2 60 1
Plasma Rounds
Plasma 12” Pistol Gets Hot,
7 2 55 1
Pistol Plasma Rounds
Melta Gun 12” Assault 1 8 1 Melta Rounds 65 2
Missile 48” Heavy1 Missile
8 3 75 2
Launcher

MeleeHeroWeapons Cost Req

Melee Weapon (1st free, secondcost -->) 5 -


Hammer 5 -
Whip 8 -
Chain Weapon 10 -
Power Weapon 30 -
Force Weapon 50 2
Power Fist 50 1
Great Weapon 40 -
Thunder Weapon 60 2
Two-Handed Polearm 20 -
Vibro-Weapon 35 2
SingingWeapon 50 4

Misc. Cost Req


IronHalo 75 1
Jump Pack 35 1
Rhino 185 2
Land Speeder 100 3

Armor Cost Req


Padded 10 0
Flak 20 0
Carapace 30 0
Power 50 0
RunicArmor 100 1
Terminator 150 3

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