Post on 22-Apr-2021
transcript
Blitzhund The Deathless – 175pts
Blitzhund cannot be killed by conventional means targeting his
body. His soul is hidden separate from his body inside a Chaos
amulet. As long as his soul is safe, he cannot die. Anyone
possessing the amulet is said to have Blitzhund in their power.
Without his amulet, he begins to weaken, becomes sick and
immediately loses the use of his magic. If the amulet is tossed
about, he likewise is flung around against his will. If the amulet is
broken, it is very likely that a now mortal Blitzhund will die.
‘Rawr!’ – Blitzhund The Deathless
WS BS S T W I A Ld Sv+
5 0 4 4 3 5 5 10 5+
Special Rules
Fearless
Feel no pain
Fleet
(If taken in a Chaos Daemon army, he gains the Daemon
special rule)
Indestructible – Once Blitzhund loses his last wound he is
placed on his side, at the start of the next turn roll a D6, on a 2+
he stands up on D3 wounds, on a 1, he remains on his side. For all
purposes, he counts as dead whilst on his side.
Captured soul – Since releasing the soul from an ancient Chaos
amulet is the only way to kill Blitzhund, he has it kept near him,
select a friendly independent character to ‘Hold the amulet’, if
that independent character is slain, Blitzhund loses his
Indestructible rule.
Wargear
Claws and Teeth – Rending close combat attacks.
Blitzhund The Deathless – 175pts
Blitzhund cannot be killed by conventional means targeting his
body. His soul is hidden separate from his body inside a Chaos
amulet. As long as his soul is safe, he cannot die. Anyone
possessing the amulet is said to have Blitzhund in their power.
Without his amulet, he begins to weaken, becomes sick and
immediately loses the use of his magic. If the amulet is tossed
about, he likewise is flung around against his will. If the amulet is
broken, it is very likely that a now mortal Blitzhund will die.
‘Rawr!’ – Blitzhund The Deathless
WS BS S T W I A Ld Sv+
5 0 4 4 3 5 5 10 5+
Special Rules
Fearless
Feel no pain
Fleet
(If taken in a Chaos Daemon army, he gains the Daemon
special rule)
Indestructible – Once Blitzhund loses his last wound he is
placed on his side, at the start of the next turn roll a D6, on a 2+
he stands up on D3 wounds, on a 1, he remains on his side. For all
purposes, he counts as dead whilst on his side.
Captured soul – Since releasing the soul from an ancient Chaos
amulet is the only way to kill Blitzhund, he has it kept near him,
select a friendly independent character to ‘Hold the amulet’, if
that independent character is slain, Blitzhund loses his
Indestructible rule.
Wargear
Claws and Teeth – Rending close combat attacks.
Contract Assassin – 110pts
A contract assassin is a genetically-enhanced clone, the
culmination of decades of secret research into gene augmentation.
His creation was funded by a cabal of criminal masterminds who
donated their own DNA to the project.
Clients will pay handsomely for a contract assassin to kill their
target without any attention being brought back to them.
"This room. This bullet. There's a bullet for everyone. And a time
and a place. An end. Yes, maybe this is how it has to be. You've
obviously learned too much about me. I can't have that. Even in
my death." – Contract Assassin IV.VIII
WS BS S T W I A Ld Sv+
6 5 4 4 2 4 1 10 5+
Special Rules
Fearless
Stealth
Master of Disguise – Choose any BASIC un-upgraded model of
your opponents and replace them with the contract assassin 1”
away, if there are no basic un-upgraded models, this entrance may
not be used.
Contracted –Choose any enemy Independent Character chosen at
the start of the game, this represents the Contract Assassins target.
Silent Assassin – If the contract assassin manages to survive the
battle, unwounded, and without killing any other model other than
his target, he awards an extra kill point, providing this is the
mission being played.
Wargear
Snare mines – Defensive Grenades.
Silver Ballers – Two twin-linked hot-shot Laspistols.
Garrotte Wire – Close combat weapon, causes instant death.
Contract Rifle – Counts as exodus rifle apart from turbo
penetrator round, shots with this weapon allows the Contract
Assassin to allocate wounds as he wishes.
Creed Assassin – 110pts
Creed assassins are taken as young children and raised in the art
of assassination by elder Creed Assassins. Many Creed Assassins
don’t survive long enough to even reach their first mission,
however those that do are rivals even for those trained by the
Adeptus Assassinatorium.
“Requiescat in pace” – Creed Assassin
WS BS S T W I A Ld Sv+
6 5 3 3 3 6 3 10 4+
Special Rules
Independent Character
Stealth
Fleet
Blend - May be attached to a unit and doesn’t count as being an
Independent Character, however may leave as normal, attacks to
the squad are allocated as normal.
Eagle Vision - May reroll any hits and misses against any enemy
Independent Character chosen at the start of the game, this
represents the Creed Assassins target.
Eavesdrop - All infiltrators must be an extra 6” away from the
Creed Assassin.
Wargear
Hidden Blade – Power Weapon
Poison Blade – Wound on +2
Smoke Grenade – Hit and Run
Wrist Mounted Pistol - 1 Shot, Str 5, Ap 1
Throwing Knifes – Assault D6, Str 4, Ap 5
Frag + Krak Grenades
Elementals – 50pts.
Elementals are called upon by the dark gods to aid them in their
quest to take over the world. Elementals work together by
defending each other by using their signature body mass to
prevent weapons of certain types to hurt each other, this
impenetrable fighting style often is the downfall of many
enemies.
“Earth? Fire? Water? Air? What is this? Some kind of Jok-” –
The last words of General Tarquinii
WS BS S T W I A Ld Sv+
2 2 5 6 2 1 2 10 -
Unit composition :
1 Elemental
Special Rules
Daemon
Furious Charge
Regeneration – Can regenerate any lost wounds on a 6+ at the
start of each game turn.
Each element type is 0-1 and a type must be chosen for every
Element, maximum amounts of Elements in an army must be
less than 4. Elementals, despite how many, only count as 1
H/Q choice.
Earth: Immune to weapons STR 4 and below.
Fire: Immune to fire/melta weapons.
Water: Can regenerate wounds back on a 4+.
Air: Ethereal rule: Can only be hurt by power weapons or double
toughness weapons.)
Wargear
Elemental Armour – 4+ Invulnerable
Elemental Weapons – Rending close combat attacks.
Teleforce Field gun – 50 pts
An experimental artillery piece which dates back to the Horus
Heresy. The weapon calls upon the warp to fire it directly at an
enemy with the results being disastrous, obliterating the target in
millions of particles.
The weapon is an awesome bit of technology, however with great
risk; the weapon has a tendency to blow itself up.
“I’ll…I’ll…I’ll rip your thoughts right open!” – Gun operator.
BS Front Side Rear
4 11 11 10
Type:
Artillery
Unit composition :
1 Techmarine/Techpriest
4 Servitors/Guardsmen
Special Rules
Teleforce Field Gun– Template*
*To fire the field gun, place the template so that the narrow end is within 12” of the weapon and the large end is no closer to the weapon than the narrow end, the field gun is then treated like any other
template weapon.
Transportable – May be mounted on the following:
• Chimera: +55pts – Loses 7 Capacity and fire points.
• Rhino: +35pts – Loses 5 Capacity and fire points.
Unstable: Due to the experimental nature of the weapon, it is
very dangerous to fire repeatedly. Each time the weapon is
successfully fired, it increases in its level. Roll a D6 to
determine what happens to the gun after it is fired, on the roll of
a 1; consult the ‘Result’ table.
Level STR AP Result
1 6 5 Okay to fire.
2 7 4 Reset to Level
1
3 8 3 Weapon
cannot fire
next turn.
4 9 2 Weapon is
destroyed.
5 10 1 Vehicle and
unit are
‘Annihilated’
Genestealer Magus = 100pts
The Genestealer Magus is a figure within a Genestealer clan. The
Magus plays a vital role in infiltrating a civilized society. Due to
his intelligence, charisma, appearance, and understanding of the
society being infiltrated, he is well suited to his role as
mouthpiece of the clan to the outer society.
The Magus is a special mutation which appears in a clan if a
psychically-active species, such as humanity, is infiltrated. As a
Genestealer Hybrid of the 4th generation, he appears nearly
human, although is invariably bald and heavy boned. He is highly
intelligent and possesses formidable psychic ability. His "normal"
appearance allows him to operate as the public spokesman for the
clan or cult, which is disguised as a legitimate religious, political
or social movement - a role which the purestrain Genestealer
Patriarch cannot take.
“Bloody Genestealers, stealing my genes!” - Anonymous
WS BS S T W I A Ld Sv+
4 4 3 2 3 6 2 10 2+
Special Rules
Independent Character
Fearless
May be upgraded to ride a Carnifex for 25pts + Carnifex points.
May replace Hive Staff with:
Manstopper shotgun for free
Bonesaw for free
Poisoned Scything talons for free
Psycic Powers
Lash of the Hive: Pass Ld test, may move enemy unit 6” in any
direction.
Lightning Arc: Range: 24”, STR 6, AP 5, Assault 2D6
Wargear
Hive Staff – Force Weapon, 2 Psychic Powers.
Hive Shielding - +2 save and +5 Invulnerable
Master Ibo-Naw Ibonek – 150pts
Ibo-Naw Ibonek, later known as Master Ibonek during his exile,
was a legendary psycic who played a significant role in the fate of
the galaxy during the waning days of the Imperium. He was the
mentor of Nikana Redav, training him in the ways of the Warp.
He had a long and tumultuous career that helped shape the fate of
the entire Imperium.
"Ibo-Naw is a great mentor; as wise as Master Adoy, and as
powerful as Master Udinw." – Lord Redav
WS BS S T W I A Ld Sv+
5 0 3 3 3 3 3 10 -
Special Rules
Independent Character
Stubborn
Eternal Warrior
Psychic Master – No psychic tests
Psychic Sense – 3+ Invulnerable
Skilled Rider
Psychic Powers
Psycic Speed: Quickening.
Mind Trick: This power is used at the start of the Psyker’s
Movement phase. If successful, any unit wishing to shoot at the
psyker (or the unit he is with) must first pass a Leadership test of
forego their shooting phase (Vehicles count as Leadership 10 for
the purposes of the Nightshroud). The effects on this power last
until the beginning of the Psykers next Movement phase.
‘Strike me down? Hah! I’ll become stronger than you could
possibly think!’ - When Ibonek loses his last wound, he is placed
on his side, next turn he gains the ethereal rule of which only
power weapons and Double T weapons can kill him. He only has
1 wound in this form.
Wargear
Laser sword – Power Weapon which ignores invulnerable.
Assault grenades.
Mortor Boys = 200pts
Guardsman (sometimes Private, Trooper or other regimental
equivalent) is the generic term for the lowest enlisted rank in the
Imperial Guard, no matter their military occupational specialty. It
is also in use as a generic term for any member of the Imperial
Guard, regardless of rank or gender.
The mortor boys claim to fame came from when their unit was
separated and later abandoned, yet the ever vigilant troopers held
of against savage orks for over a week killing over 500 orks. With
no commander the boys used what little experience they had to
overcome an ork attack which could have lost their regiment the
system.
“Surrounded? Well that simplifies the problem!” - Spotter
WS BS S T W I A Ld Sv+
3 3 3 3 1 3 1 7 5+
3 5 3 3 1 3 1 7 5+
Unit composition :
5 Imperial Guardsmen
1 Imperial Guardsmen spotter
Special Rules
“Let it rain!” – When the first hits, roll a scatter for every mortar
after, and scatter from first hit – Like a Manticore.
“Creep it!” - After the first hits, roll a scatter and put a line of
templates in that direction, a hit allows you to place the barrage.
“Send our lad to the Emperor!” – A friendly model – Even in
combat with a vox-caster, Standard, Icon or Banner may call a
barrage on itself.
Wargear
Heavy mortor: STR 4, AP 4, D6 shots
Master Vox
Binoculars – Place the spotter within 6” of the mortors, he counts
as a separate unit, however is not worth a kill point. Providing
you have line of sight to the target, you may us the spotters BS, if
he is slain, this ability stops.
School Girl Syndicate – 100 pts
All School Girl Syndicate members are female, making them
perhaps the most strikingly different gang out there.
The School Girl Syndicate only accepts members from either the
richest gangs out there or the girls which show the best talent in
the shooting arenas.
Arrogant and heartless, the School Girl Syndicate have a
reputation for cruelty, and are perhaps the most vicious Syndicate.
Their gangs may be all female, but they are as tough and heavily
armed as any all male gang. They are fast and deadly, and tend to
have a strong bias towards shooting than hand-to-hand combat.
“They are the most attractive, beautiful, yet deadly women in the
world” – Anonymous.
WS BS S T W I A Ld Sv+
3 3 2 3 1 3 1 7 5+
3 3 3 3 1 4 3 8 5+
Unit composition :
9 Schoolgirls
1 Teacher
Special Rules
Desperados: See Imperial Guard Codex
Up to 4 Schoolgirls may be upgraded to have:
Shotguns - Free
Boltgun, Slugga – For 2pts
Hot-shot Lasgun – For 3 pts
Flamer, Grenade Launcher, Heavy Stubber – 5pts
Plasma Gun, Big Shoota – 15Pts
The teacher may be replace her Auto-pistol with the
following:
Boltgun, Slugga – For 2pts
Hot-Shot Laspistol – For 3pts
Hand Flamer – For 5pts
Melta Pistol – For 10pts
Wargear
Schoolgirls
Auto pistol
Autoguns
Close Combat Weapon
Teacher
Auto pistol
Close Combat Weapon
The Teacher may be replace her close combat weapon with
the following:
Power weapon – 10pts
Power fist – 15pts
Tin Kan Karvinal = 200pts
Mercenary orks are out for two things – to kill and make money
whilst doing it. The Tin Kan Karnival gets its name because they
protect themselves by getting into barrels and charging at the
enemy using it as armour, often hitting the dirt and literally
rolling into battle.
Often preferring transport for ‘Dem long walks!’ they
commandeered a chimera and travel the world offering their
services to the highest bidder.
“Keep rollin’ rollin’ rollin’ rolling!” – Tin Kan Karnival battle
cry.
WS BS S T W I A Ld Sv+
4 2 3 4 1 2 3 7 3+
4 2 3 5 1 2 3 6 3+
Unit composition :
11 Orks
1 Nob
1 Chimera
Special Rules
“Diz is how we rollz!” – Must start embarked in an Imperial
Guard Codex Chimera.
“Perznal deff rolla!” – Does D3 attacks on charge instead of just
1 to represent them getting inside their barrels and rolling into
combat.
All may replace slugga and chainsaw with a shoota for free.
Nob may replace his Chainsaw with:
“Kan Opena” – Power Weapon – 10pts
“Supa Kan Opena” - Power weapon with 2D6 armour penetration
– 20pts.
Wargear
Orks
Barrel Armour – 3+ Save
Slugga
Chainsaw
Assault Grenades
Nob
Barrel Armour – 3+ Save
Twin-Linked Stormbolter
Chainsaw
Assault Grenades
Chimera
Multilaser
Heavy Bolter
Traders and Smugglers Inc – 100 pts
Traders Inc can be found on any world whose inhabitants were
forced to live in underground shelters due to the hazardous nature
of the environment. There they can trade items that the
inhabitants can’t get themselves. Whilst normally a bunch of
honest people, after the crack down on illegal trading, the Traders
Inc added ‘Smugglers’ to their name, thus Traders and Smugglers
Inc.
The gang specialise in commandeering weapon systems and
armour plating from the other ships, as well as stealing ships from
Imperial ports as well.
“Sell! Sell! Sell! Buy! Buy! Bu- Run! Run! Run!” – A gang
member shortly before his capture by the authorities.
WS BS S T W I A Ld Sv+
4 4 3 3 1 3 2 8 -
4 5 3 3 2 3 2 9 -
Unit composition :
9 Infantry
1 Squad Leader
Special Rules
Infiltrate
Scout
All may be upgraded to have:
Shotguns – Free| Flak Armour – 5pts| Carapace – 20pts
Power Armour – 100pts| Jetpacks (Allows deepstrike) – 50pts
Up to 2 Infantry may be upgraded to have:
Flamer, Grenade Launcher, Sniper rifle – For 5 pts
Boltgun – For 2pts
Up to 2 more basic Infantry may be upgraded to have:
Lascannon – 15pts| Plasma Gun - 10pts| Heavy Stubber – 5 pts
Wargear
Infantry
Lasguns
Frag grenades
Squad Leader
Bolt pistol
Power Weapon
Frag grenades
Squad Leader may be upgraded to have:
Plasma pistol – 10pts
Boltgun – 2 pts
Power fist – 15 pts
Combi-Melta – 10pts
Lord Redav – 175pts
Nikana Redav was a legendary psychic-sensitive human male
who served the Imperial Guard as a Colonel and later served the
under the planetary governor Senator Alaima as a Lord. Born into
poverty and a military career, he fought the ranks and later in life
he became the secret husband of Senator Aladima of the planet.
After defeating an uprising on the planet he was left horribly
maimed and left for dead. He now resides in his life support
system purely so he can continue to serve for his wife.
“I'm not the Emperor. I don't kill for amusement—only when it
serves my purposes.” – Lord Redav
WS BS S T W I A Ld Sv+
5 0 5 5 4 2 3 10 2+
Special Rules
Fearless
Feel no pain
Eternal Warrior
Psychic Master – No psychic tests
Psychic Sense – 3+ Invulnerable
501st Legion – If taken with Imperial guard, allows Stormtroopers
as troop.
Psychic Powers
Grip: Shooting attack that auto hits an enemy in base to base
combat, one model in that unit must do a T test, if failed, Redav
‘wins’ and the target model is slain.
Sword Flurry: Gets an extra D3 attacks on the charge instead of
the basic 1.
Wargear
Laser sword – Power Weapon which ignores invulnerable.
Assault grenades.
Virus – 200pts
Known throughout the warp as the bane of all technology, the
virus travels light-years at a time, finding worlds with new
technologies on them only to corrupt them in wake of a Necron
invasion.
Virus has a flowing matrix under his Necron shell, of which re-
knits itself if any external damage is suffered, making him hard to
get rid of, especially for macs.
“010011100110010101101111” - Virus
WS BS S T W I A Ld Sv+
4 4 4 4 5 2 2 5 2+
Special Rules
Fearless
Firewall – Psycic test, draw a ‘ring’ of wire within 12” of the
caster, any enemy model moving through or within the wall must
take a difficult and dangerous terrain test.
Ctrl+Alt+Del – Quickening.
Power Down - When Virus is slain, any Necron model within 6”
suffers from the effects of the ‘Matrix Skin’ rule.
Wargear
Code Lance – Allows 2 Psychic powers per turn, counts as a
rending CCW.
Matrix Skin – With skin teetering in and out of reality, being
near him can trip computer mainframes, he must be at least 2”
away from any Necrons, if not the model must do a T test or be
removed from play.
Re-knit – Can regenerate on a 6+ for every wound lost per full
game turn.
Creed Assassin – 110pts
Creed assassins are taken as young children and raised in the art
of assassination by elder Creed Assassins. Many Creed Assassins
don’t survive long enough to even reach their first mission,
however those that do are rivals even for those trained by the
Adeptus Assassinatorium.
“Requiescat in pace” – Creed Assassin
WS BS S T W I A Ld Sv+
6 5 3 3 3 6 3 10 4+
Special Rules
Independent Character
Stealth
Fleet
Blend - May be attached to a unit and doesn’t count as being an
Independent Character, however may leave as normal, attacks to
the squad are allocated as normal.
Eagle Vision - May reroll any hits and misses against any enemy
Independent Character chosen at the start of the game, this
represents the Creed Assassins target.
Eavesdrop - All infiltrators must be an extra 6” away from the
Creed Assassin.
Wargear
Hidden Blade – Power Weapon
Poison Blade – Wound on +2
Smoke Grenade – Hit and Run
Wrist Mounted Pistol - 1 Shot, Str 5, Ap 1
Throwing Knifes – Assault D6, Str 4, Ap 5
Frag + Krak Grenades
Elementals – 50pts.
Elementals are called upon by the dark gods to aid them in their
quest to take over the world. Elementals work together by
defending each other by using their signature body mass to
prevent weapons of certain types to hurt each other, this
impenetrable fighting style often is the downfall of many
enemies.
“Earth? Fire? Water? Air? What is this? Some kind of Jok-” –
The last words of General Tarquinii
WS BS S T W I A Ld Sv+
2 2 5 6 2 1 2 10 -
Unit composition :
1 Elemental
Special Rules
Daemon
Furious Charge
Regeneration – Can regenerate any lost wounds on a 6+ at the
start of each game turn.
Each element type is 0-1 and a type must be chosen for every
Element, maximum amounts of Elements in an army must be
less than 4. Elementals, despite how many, only count as 1
H/Q choice.
Earth: Immune to weapons STR 4 and below.
Fire: Immune to fire/melta weapons.
Water: Can regenerate wounds back on a 4+.
Air: Ethereal rule: Can only be hurt by power weapons or double
toughness weapons.)
Wargear
Elemental Armour – 4+ Invulnerable
Elemental Weapons – Rending close combat attacks.
Teleforce Field gun – 50 pts
An experimental artillery piece which dates back to the Horus
Heresy. The weapon calls upon the warp to fire it directly at an
enemy with the results being disastrous, obliterating the target in
millions of particles.
The weapon is an awesome bit of technology, however with great
risk; the weapon has a tendency to blow itself up.
“I’ll…I’ll…I’ll rip your thoughts right open!” – Gun operator.
BS Front Side Rear
4 11 11 10
Type:
Artillery
Unit composition :
1 Techmarine/Techpriest
4 Servitors/Guardsmen
Special Rules
Teleforce Field Gun– Template*
*To fire the field gun, place the template so that the narrow end is within 12” of the weapon and the large end is no closer to the weapon than the narrow end, the field gun is then treated like any other
template weapon.
Transportable – May be mounted on the following:
• Chimera: +55pts – Loses 7 Capacity and fire points.
• Rhino: +35pts – Loses 5 Capacity and fire points.
Unstable: Due to the experimental nature of the weapon, it is
very dangerous to fire repeatedly. Each time the weapon is
successfully fired, it increases in its level. Roll a D6 to
determine what happens to the gun after it is fired, on the roll of
a 1; consult the ‘Result’ table.
Level STR AP Result
1 6 5 Okay to fire.
2 7 4 Reset to Level
1
3 8 3 Weapon
cannot fire
next turn.
4 9 2 Weapon is
destroyed.
5 10 1 Vehicle and
unit are
‘Annihilated’
Genestealer Magus = 100pts
The Genestealer Magus is a figure within a Genestealer clan. The
Magus plays a vital role in infiltrating a civilized society. Due to
his intelligence, charisma, appearance, and understanding of the
society being infiltrated, he is well suited to his role as
mouthpiece of the clan to the outer society.
The Magus is a special mutation which appears in a clan if a
psychically-active species, such as humanity, is infiltrated. As a
Genestealer Hybrid of the 4th generation, he appears nearly
human, although is invariably bald and heavy boned. He is highly
intelligent and possesses formidable psychic ability. His "normal"
appearance allows him to operate as the public spokesman for the
clan or cult, which is disguised as a legitimate religious, political
or social movement - a role which the purestrain Genestealer
Patriarch cannot take.
“Bloody Genestealers, stealing my genes!” - Anonymous
WS BS S T W I A Ld Sv+
4 4 3 2 3 6 2 10 2+
Special Rules
Independent Character
Fearless
May be upgraded to ride a Carnifex for 25pts + Carnifex points.
May replace Hive Staff with:
Manstopper shotgun for free
Bonesaw for free
Poisoned Scything talons for free
Psycic Powers
Lash of the Hive: Pass Ld test, may move enemy unit 6” in any
direction.
Lightning Arc: Range: 24”, STR 6, AP 5, Assault 2D6
Wargear
Hive Staff – Force Weapon, 2 Psychic Powers.
Hive Shielding - +2 save and +5 Invulnerable
Master Ibo-Naw Ibonek – 150pts
Ibo-Naw Ibonek, later known as Master Ibonek during his exile,
was a legendary psycic who played a significant role in the fate of
the galaxy during the waning days of the Imperium. He was the
mentor of Nikana Redav, training him in the ways of the Warp.
He had a long and tumultuous career that helped shape the fate of
the entire Imperium.
"Ibo-Naw is a great mentor; as wise as Master Adoy, and as
powerful as Master Udinw." – Lord Redav
WS BS S T W I A Ld Sv+
5 0 3 3 3 3 3 10 -
Special Rules
Independent Character
Stubborn
Eternal Warrior
Psychic Master – No psychic tests
Psychic Sense – 3+ Invulnerable
Skilled Rider
Psychic Powers
Psycic Speed: Quickening.
Mind Trick: This power is used at the start of the Psyker’s
Movement phase. If successful, any unit wishing to shoot at the
psyker (or the unit he is with) must first pass a Leadership test of
forego their shooting phase (Vehicles count as Leadership 10 for
the purposes of the Nightshroud). The effects on this power last
until the beginning of the Psykers next Movement phase.
‘Strike me down? Hah! I’ll become stronger than you could
possibly think!’ - When Ibonek loses his last wound, he is placed
on his side, next turn he gains the ethereal rule of which only
power weapons and Double T weapons can kill him. He only has
1 wound in this form.
Wargear
Laser sword – Power Weapon which ignores invulnerable.
Assault grenades.
Mortor Boys = 200pts
Guardsman (sometimes Private, Trooper or other regimental
equivalent) is the generic term for the lowest enlisted rank in the
Imperial Guard, no matter their military occupational specialty. It
is also in use as a generic term for any member of the Imperial
Guard, regardless of rank or gender.
The mortor boys claim to fame came from when their unit was
separated and later abandoned, yet the ever vigilant troopers held
of against savage orks for over a week killing over 500 orks. With
no commander the boys used what little experience they had to
overcome an ork attack which could have lost their regiment the
system.
“Surrounded? Well that simplifies the problem!” - Spotter
WS BS S T W I A Ld Sv+
3 3 3 3 1 3 1 7 5+
3 5 3 3 1 3 1 7 5+
Unit composition :
5 Imperial Guardsmen
1 Imperial Guardsmen spotter
Special Rules
“Let it rain!” – When the first hits, roll a scatter for every mortar
after, and scatter from first hit – Like a Manticore.
“Creep it!” - After the first hits, roll a scatter and put a line of
templates in that direction, a hit allows you to place the barrage.
“Send our lad to the Emperor!” – A friendly model – Even in
combat with a vox-caster, Standard, Icon or Banner may call a
barrage on itself.
Wargear
Heavy mortor: STR 4, AP 4, D6 shots
Master Vox
Binoculars – Place the spotter within 6” of the mortors, he counts
as a separate unit, however is not worth a kill point. Providing
you have line of sight to the target, you may us the spotters BS, if
he is slain, this ability stops.
School Girl Syndicate – 100 pts
All School Girl Syndicate members are female, making them
perhaps the most strikingly different gang out there.
The School Girl Syndicate only accepts members from either the
richest gangs out there or the girls which show the best talent in
the shooting arenas.
Arrogant and heartless, the School Girl Syndicate have a
reputation for cruelty, and are perhaps the most vicious Syndicate.
Their gangs may be all female, but they are as tough and heavily
armed as any all male gang. They are fast and deadly, and tend to
have a strong bias towards shooting than hand-to-hand combat.
“They are the most attractive, beautiful, yet deadly women in the
world” – Anonymous.
WS BS S T W I A Ld Sv+
3 3 2 3 1 3 1 7 5+
3 3 3 3 1 4 3 8 5+
Unit composition :
9 Schoolgirls
1 Teacher
Special Rules
Desperados: See Imperial Guard Codex
Up to 4 Schoolgirls may be upgraded to have:
Shotguns - Free
Boltgun, Slugga – For 2pts
Hot-shot Lasgun – For 3 pts
Flamer, Grenade Launcher, Heavy Stubber – 5pts
Plasma Gun, Big Shoota – 15Pts
The teacher may be replace her Auto-pistol with the
following:
Boltgun, Slugga – For 2pts
Hot-Shot Laspistol – For 3pts
Hand Flamer – For 5pts
Melta Pistol – For 10pts
Wargear
Schoolgirls
Auto pistol
Autoguns
Close Combat Weapon
Teacher
Auto pistol
Close Combat Weapon
The Teacher may be replace her close combat weapon with
the following:
Power weapon – 10pts
Power fist – 15pts
Tin Kan Karvinal = 200pts
Mercenary orks are out for two things – to kill and make money
whilst doing it. The Tin Kan Karnival gets its name because they
protect themselves by getting into barrels and charging at the
enemy using it as armour, often hitting the dirt and literally
rolling into battle.
Often preferring transport for ‘Dem long walks!’ they
commandeered a chimera and travel the world offering their
services to the highest bidder.
“Keep rollin’ rollin’ rollin’ rolling!” – Tin Kan Karnival battle
cry.
WS BS S T W I A Ld Sv+
4 2 3 4 1 2 3 7 3+
4 2 3 5 1 2 3 6 3+
Unit composition :
11 Orks
1 Nob
1 Chimera
Special Rules
“Diz is how we rollz!” – Must start embarked in an Imperial
Guard Codex Chimera.
“Perznal deff rolla!” – Does D3 attacks on charge instead of just
1 to represent them getting inside their barrels and rolling into
combat.
All may replace slugga and chainsaw with a shoota for free.
Nob may replace his Chainsaw with:
“Kan Opena” – Power Weapon – 10pts
“Supa Kan Opena” - Power weapon with 2D6 armour penetration
– 20pts.
Wargear
Orks
Barrel Armour – 3+ Save
Slugga
Chainsaw
Assault Grenades
Nob
Barrel Armour – 3+ Save
Twin-Linked Stormbolter
Chainsaw
Assault Grenades
Chimera
Multilaser
Heavy Bolter
Traders and Smugglers Inc – 100 pts
Traders Inc can be found on any world whose inhabitants were
forced to live in underground shelters due to the hazardous nature
of the environment. There they can trade items that the
inhabitants can’t get themselves. Whilst normally a bunch of
honest people, after the crack down on illegal trading, the Traders
Inc added ‘Smugglers’ to their name, thus Traders and Smugglers
Inc.
The gang specialise in commandeering weapon systems and
armour plating from the other ships, as well as stealing ships from
Imperial ports as well.
“Sell! Sell! Sell! Buy! Buy! Bu- Run! Run! Run!” – A gang
member shortly before his capture by the authorities.
WS BS S T W I A Ld Sv+
4 4 3 3 1 3 2 8 -
4 5 3 3 2 3 2 9 -
Unit composition :
9 Infantry
1 Squad Leader
Special Rules
Infiltrate
Scout
All may be upgraded to have:
Shotguns – Free| Flak Armour – 5pts| Carapace – 20pts
Power Armour – 100pts| Jetpacks (Allows deepstrike) – 50pts
Up to 2 Infantry may be upgraded to have:
Flamer, Grenade Launcher, Sniper rifle – For 5 pts
Boltgun – For 2pts
Up to 2 more basic Infantry may be upgraded to have:
Lascannon – 15pts| Plasma Gun - 10pts| Heavy Stubber – 5 pts
Wargear
Infantry
Lasguns
Frag grenades
Squad Leader
Bolt pistol
Power Weapon
Frag grenades
Squad Leader may be upgraded to have:
Plasma pistol – 10pts
Boltgun – 2 pts
Power fist – 15 pts
Combi-Melta – 10pts
Lord Redav – 175pts
Nikana Redav was a legendary psychic-sensitive human male
who served the Imperial Guard as a Colonel and later served the
under the planetary governor Senator Alaima as a Lord. Born into
poverty and a military career, he fought the ranks and later in life
he became the secret husband of Senator Aladima of the planet.
After defeating an uprising on the planet he was left horribly
maimed and left for dead. He now resides in his life support
system purely so he can continue to serve for his wife.
“I'm not the Emperor. I don't kill for amusement—only when it
serves my purposes.” – Lord Redav
WS BS S T W I A Ld Sv+
5 0 5 5 4 2 3 10 2+
Special Rules
Fearless
Feel no pain
Eternal Warrior
Psychic Master – No psychic tests
Psychic Sense – 3+ Invulnerable
501st Legion – If taken with Imperial guard, allows Stormtroopers
as troop.
Psychic Powers
Grip: Shooting attack that auto hits an enemy in base to base
combat, one model in that unit must do a T test, if failed, Redav
‘wins’ and the target model is slain.
Sword Flurry: Gets an extra D3 attacks on the charge instead of
the basic 1.
Wargear
Laser sword – Power Weapon which ignores invulnerable.
Assault grenades.
Virus – 200pts
Known throughout the warp as the bane of all technology, the
virus travels light-years at a time, finding worlds with new
technologies on them only to corrupt them in wake of a Necron
invasion.
Virus has a flowing matrix under his Necron shell, of which re-
knits itself if any external damage is suffered, making him hard to
get rid of, especially for macs.
“010011100110010101101111” - Virus
WS BS S T W I A Ld Sv+
4 4 4 4 5 2 2 5 2+
Special Rules
Fearless
Firewall – Psycic test, draw a ‘ring’ of wire within 12” of the
caster, any enemy model moving through or within the wall must
take a difficult and dangerous terrain test.
Ctrl+Alt+Del – Quickening.
Power Down - When Virus is slain, any Necron model within 6”
suffers from the effects of the ‘Matrix Skin’ rule.
Wargear
Code Lance – Allows 2 Psychic powers per turn, counts as a
rending CCW.
Matrix Skin – With skin teetering in and out of reality, being
near him can trip computer mainframes, he must be at least 2”
away from any Necrons, if not the model must do a T test or be
removed from play.
Re-knit – Can regenerate on a 6+ for every wound lost per full
game turn.