2. DISCLAIMER
IMPORTANT: THIS IS NOT AN OFFICIAL CODEX. IT IS A SUPPLIMENTARY ARMY LIST FOR USE WITH
THE GOOD THE BAD THE BROMLEY (TGTBTB) EVENTS AND SHOULD NOT BE CONSIDERED IN ANY
WAY OFFICIAL OUTSIDE OF THOSE EVENTS. THAT SAID THE UNITS AND RULES WITHIN HAVE BEEN
PLAYTESTED AND DEVELOPED WITH BALANCE AND FAIRNESS IN MIND AND PLAYERS ARE WELCOME
TO USE THESE RULES IN THEIR OWN GAMES OF WARHAMMER 40,000.
The Good The Bad the Bromley (TGTBTB) have designed this list to be (we hope) as enjoyable and fun to use as possible. It is our hope that we
can repay some small part of the kindness that the gaming community has shown us over the years and organise a top notch event that everyone
can enjoy.
The original work found in the Armageddon campaign book laid the groundwork for this document. While that list was designed specially for use
in Games Workshop’s summer campaign a more fully fleshed out list was required for The Good The Bad the Bromley (TGTBTB) campaign
weekends. Any similarity is more likely due to a common point of inspiration rather than any deliberate duplication on our part. That said, one or
two ideas may have in fact originated in the community rather than from the original source material and I apologise in advance if anything
appears here that has not been properly credited.
Dean Carter
4. OVERVIEW
When you arrive each player will be assigned to a faction depending on which army it is that you have brought with you, typically
In order to play at the campaign event you WILLNEED the
this will be ‘Order’ VS ‘Disorder’, we have it known as ‘The Armageddon defence force or the Armageddon invaders’. Once the
following:
factions have been sorted you will be assigned to a Task Force which will be up to a maximum of 10 players. You and the other
players in your Task Force will act as commanders who are allied to each other, it is your job to either defend or capture the A fully painted army
warzones you will play on, whilst fighting opponents whom have their own different agendas, strengths and weaknesses. The Warhammer 40,000 6th Edition Rule Book
The Warhammer 40,000 6th Edition Errata and FAQs
Relevant codices ‐ Army Codex, Imperial Armour
The campaign will be fought in five rounds and take place on a number of warzones located around the planet ‘Armageddon’. Publications etc.
Each round will consist of a series of battles fought using the current Warhammer 40,000 6th Edition game rules. Each player Dice, templates and tape measure
within the campaign will take part in each round. 5 Painted Objective Markers
A way to transport your models
TWO copies of your army lists ‐ These must include
When you purchase your ticket you are assigned a taskforce as stated above. Before the first game on Saturday you will be asked everything. One of these you should keep with you
to muster at the allocated muster points which will be described during the introduction, there you will nominate a General. BE during the entire weekend, and the other should be
SMART ‐ Only elect a General you are sure will guide you well! The role of the General is imperative to the team as at the end of handed in at registration to a Faction Leader.
every game it is the General’s role to collect results and hand those back to your Faction Leader. The Faction Leader will be
represented by a member of the event team dressed up in the correct atttire for your faction.
PRE-BATTLE & ADVANTAGE
Before every game begins each Task Force will attend a briefing of the next battle, here the Faction Leaders will show a tactical battle map explaining the advantages and
disadvantages of the upcoming fields of battle and put forth recommendations on how to lead the Task Force to victory (think Time Commanders!). During the pre‐battle
briefing, each Task Force will receive an objectives list which includes a series of objectives that must be completed. The Task Force General (taking advice from the Task
Force) must then elect which member of the force will fight over which objective. Once decided, the list will be handed to the Faction Leader and the Task Force will take
their places at the assigned table. Each player must then go to his/her assigned table and play for the mission selected ‐ you cannot change it depending on who your
opponent is, more so, players cannot select tables form outside their Warzone to fight on.
Advantage is also known as ‘The Task Force which can choose it’s deployment type first’ ‐ The campaigns first round has it’s advantage determined by the narrative itself
(Differing for each Warzone). Deciding the advantage in each subsequent round is determined by the results of the previous round, it’s as simple as that.
BATTLE PLAN & TRAITS
Prior to each round the Task Force General (taking advice from the Task Force) must now select how your taskforce intends to fight ‐ aggressive, defensive or balanced. Each
stance awards bonus points dependant on what is chosen, these are as follows:
STANCE BONUS
Hostile 6pts for VICTORY, 0pts for DRAW and DEFEAT.
Conservative 3pts for VICTORY, 2pts for DRAW and 1pts for DEFEAT.
Resistive 2pts for VICTORY, 2pts for DRAW and 2pts for DEFEAT.
As your games finish you must report the result to your Task Force General (Victory, Draw or Defeat) along with your opponent (You cannot give your results in without your
opponent present), the Task Force General will then hand the fully collected results to your correct Faction Leader.
Each General has a set of traits that helped him get to the position he is in today, to represent this, after the Task Force scores have been handed in, the General may opt to
trade in 5pts to pull a General Trait out from a box (which only a single adjudicator knows its contents), the trait could be anything, but that’s the risk, a risk which is up to
the Task Force General.
7. TACTICAL WARZONES:
During the Campaign weekend there will be a number of special games which selected players may participate in to aid there task force out. These will be played instead of
one of the above war zones.
TACTICAL WARZONE: ARMAGEDDON PRIME: HIVE
TEMPESTORA
Hive Tempestora is the docks and pipelines from the Fire Wastes. Now an Ok submersible
graveyard, from which the Orks launched their attack. The north holds Ash Wastelands created
from waste from the Tempestora East Factory and the Morpheus Factory Complex. So massive
was the factory that the entire tank battle was fought within. At one point the Imperial Guard
held a line demarcated by a long conveyor belt against an Ork attack and the assembly line
continued to function despite the pitched battle that took place around it.
TACTICAL WARZONE: PISCINA IV: REMAINS
Piscina IV is a world controlled by the Imperium but in constant battle with the Orks. Each time
the Orks seem to be defeated, the Imperial Guard regiments stationed on the world come
under fire from a new place under siege. During the in fighting between the two main forces
Eldar Pirates raid the area and scavenge any equipment which is useful to them.
TACTICAL WARZONE: ULTIMA SEGMENTUM: GOLGOTHA
An Ork world, conquered and infested by forces under the command of Ghazghkull Thraka
after the Second War for Armageddon. An Imperial attempt to purge the world of the alien
taint and execute Ghazghkull took place shortly after the Orks landed on the planet, but met
with failure. In the ensuing battle Yarrick's Baneblade, the Fortress of Arrogance was severely
damaged by an Ork Stompa and abandoned during the fight. when Ghazghkull prepared to
attack Armageddon again, Yarrick requested that the Fortress of Arrogance be salvaged from
Golgotha and repaired. Since then ‐ apart from a brief, significantly smaller, Imperial
expedition to the planet ‐ Golgotha has remained in Ork hands.
TACTICAL WARZONE: ROK DROPSITE: SEASON OF FIRE
The Season of Fire is a natural occurrence on Armageddon, where wind whips the desert sands
into a frenzy and violent storms wrack the skies. When the din of battle grew quiet and the Ork
attacks slowed, the Salamanders did not sit idle, but instead launched several devastating
counterattacks against the Roks landed by the Orks along the Hemlock River. Preferring the
close‐quarter fighting to be had in the maze of crudely carved tunnels that lay within the
interior of the Roks to the long‐range duels in the desert, the Salamanders made their mark. By
the start of the Season of Fire, 9 Roks had been destroyed by the Salamanders' attacks, killing
untold thousands of Greenskins.
8. WARZONES EXPLAINED
WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE SKIRMISH ‐ 1,000pts Doubles
WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE ‐ 2,000pts Singles
WARZONE: ARMAGEDDON SECUNDUS: HIVE HELSREACH ‐ 2,000pts Doubles
WARZONE: EQUATORIAL JUNGLE ‐ 2000pts Singles
WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE AFTERMATH ‐ 2,000pts Doubles OR 3,500pts Singles Apocalypse allowed
TACTICAL WARZONE: ARMAGEDDON PRIME: HIVE TACTICAL WARZONE: ULTIMA SEGMENTUM: GOLGOTHA
3500pts Imperial Guard VS Orks
TEMPESTORA
2000pts ‐ Imperial Guard VS Orks
Secure the Fortress of Arrogance ‐ At the end of each player turn, whatever team is in control of the Tank (The
most objective markers) and providing they are not contested, may take command of the tank for the duration
Secure the Chimera factory ‐ At the end of each player turn, whatever team is in control of the
they are in control of the objectives.
facility (The most objective markers) and providing they are not contested, may control of the 3
Chimeras that guard the factory (See Codex: IG), these act as normal however units may NOT
NOTE: The Fortress of Arrogance may NOT be destroyed ‐ It starts in the centre of the board, it counts as
embark onto them, nor can you target them whilst they are in your control. In addition, at the end
immobilised and may ONLY rotate on the spot. The Baneblade Cannon uses the non‐apocalypse ‘Large Blast’
of every game turn, roll a D6, on a 6 another Chimera is created ‐ which may be used the same way
template, at the strength indicated. In addition, the Fortress of Arrogance causes Fear to ALL units within 12”
as previously described.
unless they are the controlling player.
The winner is the player who owns the Facility at the end of the game.
Benefit:
Imperial Guard Victory: All commissars and the unit they are attached to cause fear.
Benefit:
Ork Victory: One variant of Ork battlewagon with a Killkannon may be upgraded to ‘Fort O’Arraahgance’
Imperial Guard Victory: Unit type: Fast, Tank ‐ Chimeras.
for free, it gains an extra 3 Hull points and all Imperial Guard units within 12” suffer from the ‘Fear’
Ork Victory: Trukk Front Armour increased to 12
universal special rule.
TACTICAL WARZONE: PISCINA IV: REMAINS TACTICAL WARZONE: ROK DROPSITE: SEASON OF FIRE
2000pts Eldar VS Space Marines VS Orks
2000pt Space Marines (Salamanders)VS Orks
Capture the mystical equipment ‐ Treated as a standard game of Warhammer 40k using the Relic Destroy the Roks ‐ There are D3+ 2 Rok objectives that must be destroyed with one Rok being the ‘Rokalypse’
rules set, however the unit in control of the Relic suffers from the ‘Psychich Null Zone’ rules as well the Rokalypse is a fortress which the Ork player must deploy within, whilst the Salamanders may come on from
as being unable to use the Deny the Witch universal special rule. any table edge like the old ‘Last Stand’ special missions.
In addition to the Eldar and Ork setup, the Space Marine player must arrive via Deep Strike, but In addition to this, the battlefield counts as being ‘High Gravity’ due to the mass sand storms as well as all
CANNOT pickup the relic on the turn they deep strike. difficult terrain counting as dangerous.
Relic counts as 5 Victory points. The player who has the most victory points at the end of the game Benefit:
wins. Space Marine (Salamanders): May take an Extra 250pts in the next game.
Ork Victory: May take an Extra 250pts in the next game.
Benefit:
Eldar: Force your opponents to re‐roll successful Deny the Witch rolls.
Space Marine: May re‐roll all psychic tests and Deny the witch rolls.
Ork: Can Deny the Witch on a 4+
“HOWEVER BEAUTIFUL THE STRATEGY, YOU SHOULD OCCASIONALLY LOOK
AT THE RESULTS.”
‐ Ancient Terran General
9. CAMPAIGN GUIDELINES
BASIC RULES
All models within your armies should conform to “What you see is what you get” (WYSIWYG). In other words, all the equipment that can be appropriately shown should be
clearly modelled on each miniature.
With a few notable exceptions, you may not include Special Characters from any army Codex. Any named characters available to the armies participating in the Wars of
Armageddon campaign will be included in the relevant army selection page.
Allies may only be taken providing they conform with the following chart, NOTE: Whilst allies may be taken, your ticket price will only come with a campaign pack for the
primary detachment, which means you will need to either buy a copy for the Allied detachment, or download the relevant PDF.
During your gaming, if anything of note happens during the course of your game, such as a dual between Yarrick and Ghazghkull, an act of extreme heroics, utter failure or
fantastically humorous please let your Faction Leader know about it as your deeds may well be reported during the next briefing, and result in your actions becoming one of
the already many legends of the Wars of Armageddon.
PAINTING AND BEST ARMY AWARD
Wars of Armageddon was a gritty time of dirt, blood, steel and Orks so we would ask all players who attend to choose painting schemes that reflect the Warhammer 40,000
universe during this time. Doing this will not only increase everyone’s enjoyment of the campaign, but it will also have benefits for doing so!
SCHEME BENEFIT
Steel Legion Imperial Guard Close Order Drill: Whilst the models are in base to base contact with each other they gain +1 WS and +1
Initiative.
Goff Orks Sharpshoota: May reroll any 1’s to hit when shooting.
Relevant Space Marine Chapters painted correctly Overly cautious: Can overwatch on 5+ instead of the normal 6+
Xenos, Chaos and Traitors designed to fit Wars of Armageddon Fighting for the Dictator: Stubborn when within 12” of Warlord.
Squats and Arbites Benefits included within relevant campaign pack.
All models MUST be painted and representative of the appropriate type of troop, if you feel you got abit carried away with your conversion, just tell your opponent before
hand and make everything crystal clear so as to avoid arguments later.
At the event we will give an award for the Best Army. This is awarded to the player who participates in the weekend with a force that, in the opinion of both players and
judges, is the best in terms of painting and character. To qualify as the ‘Best Army’ particular attention will be paid to well themed armies which reflect the time of the
Armageddon Wars. Because we believe that due credit should go to players that have painted their own armies, only players who have painted their armies themselves may
b eligible for the coveted award of Best Army. We ask all participants to be honest if short listed.
A number of armies will be short listed on the Saturday lunch break and then will be voted on by the players during the Sunday lunch break. The winner will be announced at
the end of the campaign weekend.
AWARDS CEREMONY
The Wars of Armageddon was a time of heroism and the Awards Ceremony is an opportunity to give recognition to those who have made great sacrifice on the alter of war.
As soon as possible after the conclusion of the final game we will begin the awards ceremony and we strongly recommend all players to stay for the ceremony to cheer (or
commiserate with) those awarded!
11. HIGH AUTARCH MASHIRAFEN H/Q UNIT ELDAR ONLY 210Pts
The supreme commander of the Magenta Craftworld Katurri, located in the Armageddon Sub Sector between Krourk and Monglor. Mashirafen and his forces are pirates by nature, and due to the recent wars of Armageddon,
Mashirafen has took the liberty of committing piracy against nearly every faction that enters the sector. Whilst Mashirafen himself is skilled in every aspect of the bloody‐handed god, he has always drifted away from the Eldar
jetbikes, which he claims himself that ‘The mighty skill to use such a brutish machine ‐ it’s something I could never get the hang of’.
WS BS S T W I A Ld Sv
Mashirafen 6 6 3 3 4 7 3 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Shuriken Pistol Independent Character
Unique Plasma/Haywire Grenades Fleet
Katurri Grenade Pack Excellent Strategist
Unit Composition: Enhanced Force Shield Blessed Skin
1 Mashirafen Swooping Hawk Wings Expert Shot
Power of Magenta
Options:
Mashirafen is an Autarch and may take any equipment found for the points cost listed
in the Autarch entry in Codex: Eldar pg 60. Note: Mashirafen may not take a jet bike
or laser Lance.
Blessed Skin: Mashirafen is empowered by the Seers of Katurri. He is immune to instant death.
Enhanced Force Shield: Mashirafen always goes for lavish light purple ornate armour and relies heavily on his Enhanced
Force Shield for protection. The Enhanced Force Shield counts as Rune Armour and confers a +3 invulnerable save.
Power of Magenta: Mashirafen calls apon the elements of the craft world to strike at the hearts of his enemies, any
wounds caused by Mashirafen have the Soul Blaze universal special rule.
Katurri Grenade Pack: If Mashirafen uses his Swooping Hawk wings and uses them to move 12”, Mashirafen may use the
Swooping Hawk grenade pack (Codex: Eldar pg 35) as if he had deep‐striked that turn. If Mashirafen does this, he may not
assault or shoot that turn, furthermore this ability may not be used two turns in a row (Katurri packs take a long time to
load!)
Skilled Warrior: Mashirafen has travelled all the warrior paths and is adept in their skills. Any special abilities an aspect
warrior squad that he joins has are passed on to him as well. If the special ability is granted by an item of wargear,
Mashirafen only gets the ability if he has the specific wargear.
Expert Shot: Mashirafen has almost godlike accuracy. He may reroll failed rolls to hit in shooting and models taking cover
saves again Mashirafen’s shooting attacks are at ‐1 to theircover save.
Excellent Strategist: Autarchs are superb strategists able to command the Eldar units in perfect synchronicity. While the
Autarch is alive, you may choose to reroll any rolls for reserves.
12. KATURRI ELDAR HYBRID H/Q UNIT* ELDAR ONLY 80Pts
` *Does not use FOC
The Katurri Eldar Hybrid is a figure within the Katurri hierarchy. The Eldar Hybrid 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 Craftworld to the outer society. The Eldar Hybrid is a special mutation which appears in a Craftworld if a psychically‐active species, such as humanity, is infiltrated. As a hybrid of an Eldar
and a human, he appears nearly fully human, although is invariably abnormally slim and fast moving. He is highly intelligent and possesses formidable psychic ability. His "normal" appearance allows him to operate as the public
spokesman for the Craftworld, which is disguised as a legitimate religious, political or social movement ‐ a role which the purestrain Eldar cannot take.
WS BS S T W I A Ld Sv
Katurri Eldar Hybrid 4 4 3 3 3 6 2 10 4+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Shotgun (12”, STR 3, AP ‐, Assault 2) Independent Character
(Unique) Plasma/Haywire Grenades Psyker
Close‐combat weapon Infiltrate
Unit Composition: Carapace Armour (4+ Save) Fleet
1 Hybrid Scout
Options:
May replace Shotgun with the following: Psychic Powers
Shuriken Pistol ‐ Free Lash of Katurri
Shuriken Catapult ‐ 2pts Lightning Arc
Flamer ‐ 5pts
May exchange Close‐combat weapon for:
Power Weapon ‐ 10pts
Power Fist ‐ 15pts
Lash of Katurri: Pass Ld test, may move enemy unit 6” in any direction.
Lightning Arc: Range: 24”, STR 6, AP 5, Assault 2D6
13. KATURRI CORSAIR troop UNIT ELDAR ONLY 45PTS
There are many bands of so-called Corsairs scattered across the galaxy, and all are savage and deadly raiders. Outcasts from the strict confines of the Craftworlds, the Corsairs live in self-imposed exile, seeking to explore the galaxy
and experience the full gamut of emotion and sensation accessible to the Eldar’s sensitive psyche. Most are young and adventurous Eldar who will eventually return to their homes older, wiser and tempered by warfare. Some,
however, embrace the raider’s life completely and fall further still, becoming ever more bloodthirsty and psychotic, indulging their darkest impulses and eventually seeking out the infamous Dark City.
WS BS S T W I A Ld Sv
Felarch 4 4 3 3 1 4 2 9 5+
Corsair 3 4 3 3 1 4 1 8 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Shuriken Pistol Fleet
Plasma Grenades
Unit Composition: Close‐combat Weapon
5 Corsairs Corsair Armour (5+ Save)
Options:
May take an additional 15 Corsairs for +9pts each.
Any model in the squad may exchange its Shuriken Pistol for a Shuriken Catapult for free.
The entire squad may be given Corsair Jet Packs for 25pts.
For every five models in the squad, one may replace its Shuriken Pistol with one of the following:
Flamer ‐ 5pts
Fusion Gun ‐ 10pts
Shuriken Cannon ‐ 10pts
Eldar Missile Launcher ‐ 15pts
One Corsair not already upgraded to carry one of the optional weapons listed above may be upgraded to a Felarch for 10pts
The Felarch may exchange its Shuriken Pistol for a Shuriken Catapult for free.
The Felarch may upgrade his Close‐combat weapon to a Power Sword for 10pts
The Felarch may carry Haywire Grenades for 5pts.
14. BARDS OF DESTINY TROOP UNIT ELDAR ONLY 80PTS
On the Craftworld of Katurri many Eldar go looking for their own special Destiny that it outside the standard paths which most Eldar societies follow. The most popular path to follow on Katurri is that of destiny (Thus the name, Path
of Destiny) and there are a group of Bards who aid any Eldar along their way. Bards are used not only as guides but also as a fantastic killing machine. The Bards of Destiny use their songs to fill their own hearts with ideals of glory
which can lead them to do great and wonderful things which can turn the tide of battle in the favour of the rest of the army.
WS BS S T W I A Ld Sv
Bard of Destiny 4 4 3 3 1 4 1 8 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Shuriken Catapult Fleet
Plasma Grenades Song of Destiny
Unit Composition: Close‐combat Weapon Destiny Heart
8 Bards of Destiny Guardian Armour (5+ Save)
(Unique)
Options:
Up to three Bards may replace their Shuriken Catapults with:
Flamer ‐ 5pts
Ranger Long Rifle ‐ 5pts
Fusion Pistol ‐ 10pts
Dragon’s Breath Flamer ‐ 15pts
Every member of the squad may learn an extra song for 25pts each:
Song of the Path: The Bards gain Hit and Run.
Song of Darkness: The Bards gain Stealth and Infiltrate.
Song of the Craftworld: The Bards gain Preferred Enemy: Necrons, Preferred Enemy: Slannesh and
Furious Charge.
Song of Praise: The Bards shooting attacks are twin‐linked and cause Pinning.
Song of Fortitude: The Bards are +1 Strength and Toughness.
The entire squad may be upgrade their Close‐combat weapons to Power Swords for +80pts
Song of Destiny: The Bards count as Stubborn.
Destiny Heart: The Bards may attempt an extra saving throw similar to that of the Feel No Pain Special Rule but
modified in that it is only successful on a d6 roll of 6.
15. ETHEREAL MINIONS ELITES UNIT ELDAR ONLY 100PTS
Since the destruction of the Craftworlds many Eldar souls have been trapped in the void and flutter in and out of existence. It is here where they can still aid the rebuilding of the Eldar - by sending their souls into battle. An Ethereal
Minion uses their apparition like appearance to scare the enemies of the Eldar world before delivering a chilling blow which tears their opponent from existence. The usefulness of the Ethereal Minions cannot be questions as it is all
but the most deadliest of weapons which can hurt them, rendering most basic weaponry useless.
WS BS S T W I A Ld Sv
Ethereal Minion 4 4 3 3 1 4 1 10 ‐
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Power Swords Fleet
Fear
Unit Composition: Ethereal
5 Ethereals Fearless
(Unique) Adamantium Will
Options:
May take an additional 5 Etherals for + 20pts each.
Ethereal: Due to the ghostly nature of the Ethereal Minions, nearly all weaponry passes through them with no effect, it is only weapons which can penetrate to their soul which can
cause there demise. Ethereal Minions cannot be hurt be anything other than Power Weapons, Psychic Powers or weapons which remove from play.
Soul Shield: The void always holds onto to the minions soul no matter what existence it is in. A Soul Shield
Confers a 6+ Invulnerable save.
16. DARK AVATAR H/Q UNIT DARK ELDAR ONLY 160Pts
As far as the Dark Eldar are concerned, the Eldar gods died in the Fall, and they despise them for it. That the gods had become so weak that they could be consumed by the ascendancy of the Eldar's collective depravity is a sign they
did not deserve to exist in the first place. The exception is Khaine, who is still held in high regard in Commorragh. To the Dark Eldar, the act of murder is an art, or an intricate dance, something to be enjoyed and made beautiful. It is
this that has given rise to the murder‐cults within the ranks of the Kabalite warriors. While all Dark Eldar are proficient killers, the murder‐cults are killers without peer, each giving themselves over to a particular clandestine art of
killing in vainglorious homage to the bloody handed god. Joining such loose organizations is often another excuse for the Dark Eldar to enjoy wanton blood spilling, there is a closely guarded secret held by senior sybarites – the
awakening of a murderous avatar of Kaela Mensha Khaine.
Throughout Commorragh’s history it has come in possession of several Avatars of Khaine from derelict craftworlds. While no sane Dark Eldar would ever sacrifice himself to awaken the avatar, the murder‐cults are all too willing to
sanctify the ritual chamber with the blood of the weak. Lacking martial focus and discipline, most sacrifices serve no practical function, but on the eve of battle a captured and tortured Aspect Warrior of the craftworlds will be brought
forth to the darkened chambers. In a perverse mockery of the craftworld rituals, the murder‐cults will sacrifice the warrior whose tortured essence awakens a dark and sinister murderer.
WS BS S T W I A Ld Sv
Dark Avatar 10 5 6 6 4 6 4 10 3+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Monstrous Creature The Wailing Doom Daemon
Bloodlust
Unit Composition: Eternal Hate
1 Dark Avatar (Unique) Fearless
Molten Body
The Wailing Doom: The Wailing Doom is a weapon of immense power that may take the form of a vicious spear.
A mighty sword or a many‐bladed axe. It can be used to project a nimbus of burning psychic energy, using the
following profile: 12”, STR 8, AP 1, Assault 1, Melta
Bloodlust: When led by their Avatar, the Dark Eldar are filled with thoughts of bloodshed, and its presence
inspires them to great acts of violence and depravity. Any Dar Eldar unit with a model within 12” of the
Avatar becomes Fearless.
Eternal Hate: The Aspect Warrior sacrificed to awaken the Avatar was driven insane from torture and his broken
psyche has awakened the worst aspect of Kaela Mensha Khaine. Any Dark Eldar unit with a model within 12” of
the Dark Avatar gains the Furious Charge and Rage universal special rules.
Molten Body: The Dark Avatars body is fashioned from burning iron flooded with glowing magma. Melta weapons,
flamers and heavy flamers cannot wound the Dark Avatar.
17. CREED ASSASSIN ELITES UNIT DARK ELDAR ONLY 110Pts
Creed assassins are taken as young children and raised in the art of assassination by Dark Eldar 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
Creed Assassin 6 5 3 3 3 6 3 10 4+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Plasma Grenades Independent Character
Creed Attire Stealth
Unit Composition: Smoke Grenades (Hit and Run) Fleet
1 Creec Assassin Close‐combat Weapon Blend
Dark Vision
Eavesdrop
Counter
Blend: The blending abilities of the Creed Assassins mean that they can join a unit and act as if a standard member
of the squad. A Creed Assassin may be attached to a unit, and doesn’t count as being an Independent Character,
however may leave as normal per the Independent Character special rules. Attacks to the squad are allocated as
normal.
Eavesdrop: After days of secretly listening to the private conversation of their enemies, the Creed Assassins
are able to manipulate the tide of the battle with ease. All enemy reserves are at ‐1 whilst a Creed Assassin is alive.
Counter: Due to the quick wittedness and observation, the Creed Assassin can predict his opponents next move,
as a result the Creed assassin may re‐roll any hits and misses against any enemy Independent Character.
Eagle Vision: All infiltrators must be an extra 6” away from the Creed Assassin.
Creed Attire: All Creed Assassins have suitable attire which contains equipment that will aid them when performing
a quick kill. The relevant attire is intended to be used for a special purpose and must be set up before it’s usage,
before the attire is used, at the start of the Creed Assassins Shooting Phase the controlling player must state which
version the Creed Assassin will use, if a Close‐combat only choice is selected, then it may only be used in close‐combat.
The set up choices are as follows:
Hidden Blade: Close‐combat only Power Sword
Poison Blade: Close‐combat only Wound on +2
Wrist Mounted Pistol: 1 Shot, Str 5, Ap 1
Throwing Knifes: Assault D6, Str 4, Ap 5
18. CONTRACT ASSASSIN ELITES UNIT DARK ELDAR ONLY 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 Dark Eldar 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.
WS BS S T W I A Ld Sv
Contract Assassin 6 5 4 4 2 4 1 10 5+
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Unit Type: Wargear: Special Rules:
Infantry Snare Mines (Defensive Grenades) Independent Character
Twin‐Linked Splinter Pistols Stealth
Unit Composition: Wire Blade Fearless
1 Contract Assassin Contract Rifle Master Shot
Kabalite Armour
Master of Disguise: The Contract Assassin’s ability to infiltrate is unmatched. The Contract Assassin may opt to be
held in reserves even if the mission doesn’t allow it, if he enters play this way he may be placed anywhere on the
battlefield that is more than 1” away from an enemy model. Despite how fantastic the Contract Assassin is at
infiltrating, he still may not assault in the turn he arrives.
Master Shot: The contact assassin may always shoot at full BS no matter what action he is performing.
Contracted: Choose any enemy Independent Character chosen at the start of the game, this represents the
Contract Assassins target. For the remainder of the game until the target is killed, the Contract Assassin has
Preferred Enemy and Hatred against that Independent Character.
Silent Assassin: If the contract assassin manages to survive the battle, unwounded, he awards an extra kill
point, providing this is the mission being played.
Wire Blade: The Wire Blade is a long thin wire covered in deadly blades used to choke the enemies to death
in seconds. The Wire Blade is a close‐combat weapon that causes instant death, regardless of toughness.
Contract Rifle: The Contract Rifle is treated as a sniper rifle (Range 36”, hits on BS, wounds on a 4+) with an AP value of 2. In addition, the contract assassin has one of each of the
following special rounds, which may be fired instead of a normal shot. The special rounds are used one at a time and you must declare that you are using one of the special shots before
you roll the dice to hit. The special rounds are as follows:
Phase Round: The shot ignores any Invulnerable save.
Shredder Round: D3 wounds on any model wounded. If fire at a vehicle, the shot has an Armour Penetration value of 3D6.
Poison Shot: The shot wounds on a 2+ instead of a 4+
19. DARK ELDAR SCAVENGERS troop UNIT DARK ELDAR ONLY 40PTS
Dark Eldar Scavengers provide a source of livelihood to the extremely poor Dark Eldar tribes, especially more so when they have few other employment opportunities. Though many Scavengers practice their trade as a full‐time
profession, during times of need, the most experienced Scavengers serve as a safety net to the poorest Eldar street children, orphans, elderly and victims of armed conflicts. It is the aspiration of many Dark Eldar Scavengers to be used
in the actual fighting force.
WS BS S T W I A Ld Sv
Scavenger 2 2 3 3 1 5 1 8 5+
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Unit Type: Wargear: Special Rules:
Infantry Splinter Pistol Fleet
Close‐combat Weapon Stubborn
Unit Composition: Kabalite Armour Night Vision
5 Scavengers Power from Pain
Options:
May take an additional 25 Scavengers for +5pts each.
Any model in the squad may exchange its Shuriken Pistol for a Shuriken Catapult for free.
For every five models in the squad, one may replace its Shuriken Pistol with one of the following:
Shredder ‐ 5pts
Splinter Cannon ‐ 10pts
Blaster ‐ 15pts
Dark Lance ‐ 25pts
20. ARTISAN OF DEATH ELITES UNIT DARK ELDAR ONLY 175PTS
The Artisans of Death are an ancient faction of the Eldar, and the most enigmatic members of that mysterious alien race, more so even than the Harlequins. They roam the Webway, fighting Chaos and its influence. Their sole purpose
is to seek out Chaos and destroy its power wherever they can, and Chaos and its minions are their most hated enemies. They are the keepers of Death and know of all ways it is achieved. They are welcomed by all of the other Eldar
factions, but tend to go into battle mainly with the Dark Eldar of Commorragh. Artisans of Death are known for their brightly coloured clothing, incredible agility (even for an Eldar), and use of unusually powerful weapons.
WS BS S T W I A Ld Sv
Artisan of Death 5 5 3 3 2 7 3 10 5+
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Unit Type: Wargear: Special Rules:
Infantry Splinter Pistol Fleet
Arm Blades Stubborn
Unit Composition: Kabalite Armour Night Vision
5 Artisan of Death Psychic hood Power from Pain
Plasma Grenades Adamantium Will
Artisan Cape (Stealth) Psyker*
Options: Psychic Powers:
May take an additional 35pts per model. Mind Over Matter
Ruination
The Artisans may be upgraded to have: Tempest of Time
Artisan Armour (+3 save) + 50 points
The Artisans may take an augmentation to increase a single stat figure (‘S’,’T’,’I’) by 1 for 50 points each.
Arm Blades: Counts as a pair of Klaives (Codex: DE pg 31)
Unyielding: Artisans of Death are not easily removed from their goals. This determination has always served
to heighten their abilities spurring them to ever greater achievements The Artisans of Death may choose to
pass or fail any Morale or Pinning Checks.
Mind over Matter: The air grows misty, hiding the squads passage and enemy rounds ricochet off of bare
skin. At the beginning of the owning players turn the Artisans must pass a Psychic test. If successful the
Artisans may only be wounded on a roll of 5+ regardless of the strength of the attack. Weapons that
automatically wound (e.g. poison weapons) are likewise affected by this power.
Ruination: A psychic shooting attack. If the psychic test is passed one enemy unit within 18” must take a number of Toughness tests equal to the number of Artisans of Death. Each
failed test results in a wound with no saves of any kind.
Tempest of Time: This power is used at beginning of the owning players movement phase. If successful the player may place two markers anywhere within 18” of an Artisan. These
markers may be as many inches apart as there are Artisans in the unit. No model may pass through or over the imaginary line between the markers until the owning player’s next turn.
*Note: If an Artisan should suffer a Perils of the Warp one model is chosen to make a save on behalf of the group. If the requisite saves are failed only the model that took the save is
lost.
21. BU’KET, HERALD OF RUST H/Q UNIT NECRONS ONLY 200PTS
Bu'Ket is the Armageddon Necron Overlord, also known as the Herald of Rust, at his command are uncountable legions of Armageddon Necron Warriors, terrifying war machines, and a vast array of devastating weaponry. Bu'Ket is a
brilliant strategist, capable of calculating every possible outcome in the ensuing conflict and formulating strategies to ensure that everything goes to plan. Only the most unlikely situations can outfox him and only the most potent
foes have any chance of beating him in combat.
WS BS S T W I A Ld Sv
Bu’Ket 6 5 5 6 3 2 3 10 2+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Eternal Scythe Fearless
Flux Bombardment Feel No Pain
Unit Composition: Resurrection Orb Slow and Purposeful
1 Bu’Ket Living Metal Armour It Will Not Die
(Unique) Necron
Independent Character
Living Metal Armour: Due to the constant reanimation protocol happening within Bu’Ket which means his
armour and skin is constantly trying to fix itself it seems as if it was living. To represent this, Bu’Ket counts as
having a 2+ Armour Save as well as a 4+ Invulnerable.
Flux Bombardment: One per game, he may launch a Flux bombardment from the sunken Monolith on
Armageddon. Decide an entry point, and roll a Scatter Dice + 2d6, and take away Bu’Ket’s Ballistic Skill.
Then roll d6x2 to see the impact size. All models under the template must pass an Initiative test or take
a wound with no saves allowed.
Eternal Scythe: Bu’Ket’s scythe is a rusty dread weapon which cleaves through all with consumptive ease. It
is a Power Sword which is coated in rust which in turn gives the bearer Poisoned Attacks (5+). For each model
killed by the Eternal Scythe consult the following:
22. GAUSS PRIEST ELITES UNIT NECRON ONLY 200PTS
Known throughout both the warp and throughout history as the bane of all technology, the Gauss Priests are Necron Psykers who travel light‐years at a time, finding worlds with new technologies on them only to corrupt them in
wake of a Necron invasion. Necron Psykers are rare and it is often thought that all Necrons are psychic nulls, Gauss Priests are the exception. Each Gauss Priest 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 Mac orientated weaponry.
WS BS S T W I A Ld Sv
Gauss Priest 4 4 5 3 3 2 D6 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Guass Lance Power Down
Matrix Skin
Unit Composition: Re‐knit
Gauss Priest
Psychic Powers:
Controlling Alternate Deletion
Firewall
Gauss Lance: The Gauss Lance is a Staff of Light that burns with the power of Gauss Weaponry, It Allows 2 Psychic
powers per turn, and counts as a rending close‐combat weapon.
Matrix Skin: With skin teetering in and out of reality, being near a Gauss Priest can trip even the most hardy computer
mainframes, any Necron within 2” of a Gauss Priest must do a Toughness test, if failed the model must be removed
from play.
Re‐knit: Can regenerate on a 6+ for every wound lost per full game turn.
Firewall: The Gauss Priest lays down a wall of fire to protect himself. Do a Psycic test, if passed, draw a ‘ring’ of fire within 12” of the caster, any enemy model moving through or
within the wall must take a difficult and dangerous terrain test.
Controlling Alternate Deletion: The Gauss Priest reaches into it’s inner workings and forcibly quickens it’s processes leading the Gauss Priest to become Initiative 10.
Power Down: When a Guass Priest is slain a giant explosion of Gauss power emerges ‐ Any model within 6” suffers from the ‘Matrix Skin’ rule.
23. ARMAGEDDON WARRIORS TROOP UNIT NECRONS ONLY 65PTS
The Necrons are a group of undead metal warriors, created from the Necrontyr race. They have lain dormant in their stasis‐tombs for millions of years. They are ancient beyond reckoning, pre‐dating even the Eldar. At long last,
however, they are beginning to awaken, seeking to reestablish the supremacy of the Necron Dynasties over the Galaxy once more. Normally silver in appearance the Necrons which seem to have risen on Armageddon are a orange
rust colour, this is due to the heavy toxic waste levels the planet contains ‐ Apart from appearance, the Toxic has seemed to have weakened the Necrons physically too.
WS BS S T W I A Ld Sv
Armageddon Warrior 4 4 5 3 1 2 1 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Gauss Flayer Reanimation Protocols
Unit Composition: Transport:
5 Armageddon Warriors May select either a Ghost
Ark or Night Scythe as a
dedicated transport.
Options:
May take an additional fifteen Armageddon Warriors for +13pts each.
24. NECRON RECOMBINANTS ELITES UNIT NECRON ONLY 60Pts
Necron Recombinants are incomplete Necron beings constructed by derelict and faulty Tomb complex’ self-repair malfunctions. Over successive millennia of destruction and self repair, these particular tomb worlds
go haywire: reconstituting fallen warriors with armatures and components from varying warrior classes resulting in the ad-hoc aberrant. These hapless creatures are completely deranged, for not only are the
physical remnants recombined, but also the last shimmering fragments of their once living souls as well. Of all Necron warriors the Recombinants are the most vocal and terrifying to behold on the battlefield. They
usher shrieks and howls of torment and pain as they shamble forward. These garbled and uncommunicative screams are hollow indeed – the Necron composite mind recoiling at half memories and the faint
imprints of repulsion. Their bodies reflect their mind’s haphazard design – warrior limbs, destroyer arms, gauss rifles inexplicably incorporated in torsos, limbs, or throats. The only common feature amongst them is
the array of exposed cables, over lapping components, misfit connections and erratic compositions. Recombinants possess all the lethality of their warrior brethren, plus a more insidious danger. Due to the
malfunctioning nature of their construction, their esoteric weaponry is prone to a multitude of horrendous explosions and mishaps. Destroying a Recombinant does not guarantee a ghostly fading as other Necrons,
but may very well induce temporal disturbances, gauss explosions, or worse.
WS BS S T W I A Ld Sv
Necron Recombinant 4 4 4 4 1 2 2 8 3+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Gauss Rifle Fearless
Disruption Field Apotheosis
Unit Composition: Necron
3 Necron Recombinants Options:
May add up to an additional 7 Necron Recombinants for 20pts each.
Apotheosis: Recombinants are composed of many elements outside the normal warrior design – half
completed chronometrons, solar pulses, and Phase Shifters are all equally to be incorporated in their
cannibalized designs. Upon destruction, any of these elements may activate unintentionally and cause
a destructive backlash that can rip a hole in reality. Even though Recombinants are fearless they must
still take morale checks for losing 25% or more during any given round. Whenever the unit has failed a
test, a catastrophic malfunctioning has occurred. Nominate a model (which is destroyed), roll a D6 and
apply the following:
1: Solar Flare ‐ Models within D6” suffer Instant Death, whether friend or foe.
2‐3: Etheric Tempest ‐ All models within 6” must be pushed back away from the nominated model by 2d6”
inches, this can force units out of combat.
4‐5: Temporal Distortion ‐ All models within 12” gain the Slow and Purposeful rule and count as initiative 1.
6: Lightning Arc ‐ All enemy models within 2D6” suffer a strength 5, AP 3 hit.
25. NECRON KEEPERS ELITES UNIT NECRON ONLY 150Pts
Necron Keepers are collective and ghoulish constructs which are skeletal, gaunt, and of goliath proportion. Ponderous and as inescapable as death itself, the only echo of life left to them an overly emphasized predatory urge to kill.
These blighted automatons shamble and pry upon battlefields with silent macabre stares, searching out the living with a cold and incomprehensible desire. Keepers are implacable giants that were first observed during the dawning
days of Armageddon.
WS BS S T W I A Ld Sv
Necron Keepers 5 0 5 5 3 2 3 10 3+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Beast Gauss Garrote Necron
Slow and Purposeful
Unit Composition: Fear
3 Necron Keepers Smash
Options:
May add up to an additional 2 Necron Recombinants for 50pts each.
Gauss Garrotte: A Gauss Garrotte is a sickly whip like extension that crackles and pops with baleful gauss
energy. It can be used in the shooting phase as an STR 5, AP 4 Template or as a powerful close combat weapon
that ignores saves.
26. ARMAGEDDON FLAYED ONE ELITE UNIT NECRONS ONLY 65PTS
Whilst Flayed Ones are Necrons who have succumbed to the Flayer Virus of the C'tan Llandu'gor, a process which drives them insane with hunger for blood and gore, Flayed Ones are Flayed Ones who have gone the extra step of trying
to consume their enemies, despite not needing to do so. They wear the skin and body parts of their opponents, spreading mass terror across enemy lines. Flayed Ones are loathed by other Necrons, fearing their virus. Due to this, any
Necron infected will be exiled or destroyed, although some of them will always escape into another dimension to join their degenerate kind. They have no regard for strategy nor tactics, just appearing on battlefields, lured by the
smell of blood and carnage, and will attack anything they get their eyes on. This being said, they are not dumb: Flayed Ones have been known to stalk prey and wait for long periods for an exposed weakness, giving them the perfect
oppurtunity to attack. A Nemesor won't rely on Flayed Ones, nor change his tactic, as they are far from predictable, and won't take orders. When a battle is over, the commander usually orders the destruction of the Flayed Ones, but
just like before, some of them always escape back to their dimension, waiting to once again materialize onto the battlefield to slake their eternal thirst and hunger for blood and flesh.
WS BS S T W I A Ld Sv
Armageddon Flayed One 4 1 4 4 1 2 3 10 4+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Rippers Reanimation Protocols
Infiltrate
Unit Composition: Deep Strike
5 Armageddon Flayed Ones Fear
Options:
May take an additional fifteen Armageddon Flayed Ones for +13pts each.
Rippers: Due to the many arms and augmentations, the Armageddon Flayed Ones gain an extra
attack when they charge and they count as having the Rending special rule.
27. FREAKS TROOP UNIT XENOS ONLY 150Pts
A unit of freaks tends to consist of a large force of the physically disabled or the mentally broken. Freaks are sometimes even come from one of the Legions of Space Marines. They worship and devote themselves exclusively to the
person who maimed and tortured them. As a result of the torturers mutational "gifts" they have become Freaks; Humans, Xenos and even Astartes who are eternally rotting away within their Armour and infected with every known
form of drug but who are immune to all pain or minor injury.
WS BS S T W I A Ld Sv
Freaks 4 4 4 5 1 4 1 10 3+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Rending Claws Overdose
Executioners Implant
Unit Composition: Rage
10 Freaks Fear
Smash
Feel No Pain
Rending Claws: Close‐combat attacks have the Rending universal special rule.
Overdose: Before Freaks run into combat, they get a boost of Adrenaline from the drugs which
flow through their bodies. When Freaks charge they get D3 attacks instead of the normal 1.
Executioners Implant: Due to the horrific process of turning someone into a Freak, the torturers
put in a fail‐safe known as the ‘Executioners Implant’ which in the rare case a Freak may start to
feel fear, the Freak is automatically destroyed. If a unit of Freaks ever fails a Leadership test,
rather than falling back as per normal, remove a model as a causality to auto pass the test.
28. GENESTEALER CULT TROOP UNIT XENOS ONLY 50PTS
A Genestealer Cult is a community of Genestealers, Genestealer‐hybrids, as well as the completely human convert‐hosts, infected victims and genetic relatives known as Brood Brothers, existing within another society. Such a cult
forms if a Genestealer infects members of another species with its genotype. The resultant changes in the genome of the host cause a fanatical loyalty to the Genestealers as well as a drastic change to their reproduction system; their
firstborn children will be Hybrids, a grotesque mixture of the host's race and Genestealers. These hybrids infect further victims, and the infection spreads exponentially. Fourth generation hybrids produce Purestrain Genestealers, and
the cycle starts once again. This brood of Purestrains, hybrids and Brood Brothers is held together by strong psychic and genetic bonds, and assembles around the original Genestealer which becomes the Patriarch. Because this
community is often hidden behind the facade of a religion or political movement, it is called a Genestealer Cult by the Imperium.
WS BS S T W I A Ld Sv
Magus 4 4 3 3 2 5 2 9 4+
Genestealer Cultist 2 2 3 3 1 2 1 5 6+
_____________________________________________________________________________________________________________________________________________________
Unit Type: (Hive Slave) Wargear: Special Rules:
Infantry Autogun (24”, STR 3, AP ‐, Assault 2) Fleet
Close‐combat Weapon Zealot
Unit Composition: Protectors (Hive Slaves)
1 Magus (Magus) Wargear:
9 Genestealer Cultists Carapace Armour (4+ Save)
Magus Staff
Options:
May take an unlimited amount of Genestealer Cultists for +3pts each.
Magus Staff: Counts as a Force Weapon using the Mace weapon type.
Protectors: The Magus has a ‘Look out, Sir!’ roll of 2+ and may re‐roll any failed rolls,
but must use the second result.
29. SCOUTS TROOP UNIT XENOS ONLY 75PTS
Scouts tend to be locals who know the area and scout it out for a faction's enemies for a price. Their duties are to infiltrate the enemy positions or to fight as lightly armed skirmishers ahead of the rest of the army. Operating behind
enemy lines, Scouts set ambushes for their foes, spy out the enemy's movements, and gather what information they can about their opponent's plans. Sometimes Scouts will covertly attack an enemy camp, capturing a commander for
interrogation or alternatively sabotaging equipment and supplies. Striking fast and hard, the Scouts usually accomplish their mission and leave before the enemy has the chance to respond. Each Squad consists of a Scout Leader and
up to nine Scouts.
WS BS S T W I A Ld Sv
Scout Leader 4 3 4 3 2 3 1 9 6+
Scout 4 3 4 3 1 3 1 8 6+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Scout Rifle (24”, STR 3, AP 6, Rapid Fire) Fleet
Scout Pistol (12”, STR 3, AP 6, Rapid Fire) Fieldcraft
Unit Composition: Close‐combat Weapon Infiltrators
1 Scout Leader Scout
4 Scouts
(Unique)
Options:
The squad may take an additional 5 Scouts for 5pts each.
The Scouts may be upgraded to have the following:
Frag Grenades +5 pts
Krak Grenades +10 pts
Meltabombs +20 pts
The Leader may replace his Scout Rifle with:
Flamer + 5pts
Sniper + 5 pts
Storm Bolter + 5pts
Meltagun + 10pts
Plasma Gun + 15pts
Eviscerator +25 pts
Infiltrators: Scouts were born to infiltrate, to represent this the unit may start the battle deployed in terrain providing it is not in the opponents deployment zone.
Fieldcraft: Scouts may forgo a shooting phase to bolster any terrain they are in, that confers a 4+ cover save or less to give it +1 to its Cover save, in addition if they are in base to base
contact with any vehicle during their shooting phase, they may try and repair a hull point, weapon destroyed or immobilised result on a 6+.
30. OGRYN ELITE UNIT XENOS ONLY 75Pts
Ogryns are large and bulky, standing between 2½ and 3 metres tall. Ogryns vary in appearance according to world, but all are tough and powerful. Some forms are well‐muscled, while others tend more towards grotesque obesity.
Stupid and repulsively unhygienic, Ogryns have earned such names as Fats, Flabs, Slobs and Stenches. Ogryn populations produce mutant individuals to the same extent as humans. The psychic mutation however is unknown among
Ogryns.
WS BS S T W I A Ld Sv
Ogryn 4 3 5 5 3 2 3 6 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules: Options:
Infantry Ripper Gun Bulky The Squad may be joined by up to seven additional Ogryns at +25pts each
It’z dark in dere!
Unit Composition: Furious Charge
3 Ogryns
It’z dark in dere!: Ogryns must do a Ld test before embarking on
Any vehicle.
Ripper Gun: 12” STR 5, AP ‐, Assault 3.