Inquisimunda-Ish 1.3
Inquisimunda-Ish 1.3
3
                                                             Index
                                                                                                                    Page
GAME RULES
General Principles:                                                                                                  2
Special rules, summoning and psychic powers:                                                                         3
WARBAND CREATION
Skills:                                                                                                              4
Species and Races:                                                                                                   5
Mutants, Wyrds, Warpcreatures and Constructs:                                                                        6
WARBANDS
Inquisitional Cells:                                                                                                7
Chaos Covens:                                                                                                       8
Mutant Mobs:                                                                                                        9
Arbites/Expugators:                                                                                                 10
AdMech Explorers:                                                                                                   11
Rogue Traders:                                                                                                      12
POSTGAME/CAMPAIGNING
Experience, Injuries and Income:
Territories, The Bazaar:
APPENDIX
   1. Close combat weapons:
   2. Pistols :
   3. Basic Weapons:
   4. Special Weapons:
   5. Heavy Weapons:
   6. Grenades, Missiles and Ammo:
   7. The Bazaar; Armour and Bionics:
       The Bazaar; Miscellaneous and Gunsights:
   8. Minor Psychic Powers:
   9. Major Psychic Powers:
   10. Special Injury and Optional Critical Injury charts:
SCENARIOS
WARBAND ROOSTER
Rules inspired and compiled from: One page Kill Team, YAK Tribe and Original Necromunda & Inquisimunda, and Mordheim.
                                                                                                                               1
General principles                                    moved 2” into the Dangerous Terrain (and                             Psychology and Routing
                                                      may suffer a wound) or it falls off the edge.            A warrior within 6" of his (standing up) leader
The Most Important Rule: Whenever a rule is           Falling Models: A falling model takes D3 hits            may use his leader’s Ld value when taking
unclear or does not seem quite right, use             with a S equal to the fallen distance in inches.         leadership tests.
common sense and personal preference.                 The model is placed Knocked down.                        Rout test: The leader must make a Ld test
Units: Each unit consists of one or more              Hiding: When hidden, a model cannot be seen,             when the first member activates once the
models acting as a single entity.                     shot at or assaulted. Revealed if shooting,              warband has a quarter (25%) or more of its
Line of Sight: If you can draw a straight line        using psychic powers or an enemy moves into              units out of action. If this Rout test is failed,
from the attacker to the target without               LOS. A model will always spot hidden enemies             the game ends immediately. Voluntary rout, if
passing through any solid obstacle, then he           within a range as its I in inches.                       a warband is down 25% of its members it may
has line of sight.                                    Overwatch: A model in Overwatch has a 180                voluntarily rout when the first member
Warband Composition: Each warband is made             degree fire arc and may shoot in the enemy’s             activates in a turn.
from the appropriate warbandslist.                    turn when the first enemy moves or appears               Stupidity: Immune to fear. Make Ld test at
Preparation: The battlefield should be approx.        within its fire arc.                                     activation, if failed the model has -1 WS, -1 BS,
4’ x 4’ to 4’ x 6’ and contain as much scenery                             Shooting                            -1 M and -1 I this turn.
as you can muster, preferably in several levels.      A unit that are in range and have line of sight          Frenzy: A frenzied model must always assault
                Playing the game                      to an enemy unit may fire at it. Models may              the closest enemy within his assault range.
The game is played in turns, in every turn all        fire up to 2 pistol weapons when Holding and             Doubles A and is immune to psychology.
units are activated in a random order. Roll a         only one weapon, regardless of type, when                Hatret: If engaged with hated enemy, gains Ld
dice or make up activation counters and draw          Walking or Running. Use to-hit modifiers                 10 and may reroll to hit and wound in the first
them from a cup.                                      according to weapons stats. Roll to hit using            round of CC.
                    Activation                        table 1. A roll of 1 is always a miss. You can           Fear: Take a Ld test if; 1.assaulted by a
An activated unit may take one action.                never hit a target if you need a better to-hit           fearcausing enemy. If failed run 2d6” straight
                                                      roll than 6. If rolling a natural 6 to hit (or           away. 2. assaulting a fear causing enemy, if
  Action       Move              Notes                weapons states Auto) you must pass an                    failed the model may do nothing this round.
                                                      ammo-roll according to your weapon stats, if
 Recover                 Move one level up the                                                                                        Terrain
                                                      failed the weapon cannot be used more this
                              injury table                                                                     Cover (forests, ruins, sandbags, etc.): Models
  Hold          0”             May shoot
                                                      battle.
                                                                      Close Combat (CC)                        resonably behind cover ignore shooting hits on
  Walk         As M     May shoot after moving,                                                                5+.
                              -1 modifier
                                                      An assaulting model is moved into “base
                                                      contact” with the defender (ignore low walls             Difficult Terrain (woods, mud, rivers, etc.):
   Run         2xM      May shoot after moving,                                                                Units moving through difficult terrain, move at
                         -2 modifier, not heavy       etc.) and strikes first in the resulting CC. In
                                                      subsequent turns all models in a CC strikes              half speed and can never move more than 6”.
                               weapons                                                                         Dangerous Terrain (quicksand, razor wire,
 Assault       2xM      Move into close combat.       according to I, when any of the engaged
                                                      models activate.                                         minefield): A model that moves or activates in
  Hide          M         May walk before and                                                                  dangerous terrain takes one automatic wound
                             while hiding             Parry: If using a weapon with the parry rule,
                                                      roll a D6. If the score is higher than the               on a D6 roll of 1.
Overwatch       0”      May shoot at first visible                                                             Elevation (cliffs, roofs, ledges, etc.): A model
                                 enemy                number your opponent rolled to hit, the blow
                                                      has been parried. Max 1/combat round.                    can leap over a barrier that is less than 1" high.
                                                      Using two weapons: A warrior armed with                  This does not affect its movement in any way.
                      Moving                          two one-handed weapons may make 1 extra                  Anything above 1” is elevated. Units assaulting
Unit may move and shoot in any direction              Attack with the additional weapon. Note that             onto higher elevation must reroll successful
regardless of the models facing, except when          this is added to the total of the warrior’s              to-hit, units taking shots from lower elevation
on overwatch.                                         attacks after other modifiers, such as frenzy,           count as in Cover.
Climbing: Any model can climb up to his total         have been applied.
Movement in a single movement phase. Must                                                                                BS             1          2        3        4        5
be touching what it wants to climb at the start                            Wounds                                   Roll needed         6          5        4        3        2
of his movement phase. Any remaining                  When hitting a model roll to wound according             Table 1. To-hit Shooting
movement can be used as normal. To climb,             to table 3. Take armour saves (AS) modified
make an I test. If he fails it whilst climbing up,    for S according to table 4. When a model loses
he cannot move that turn. If he fails it while                                                                         WS:
                                                      its last wound roll on the injury table:                              defender
climbing down, he falls from the starting point.                                                                Attacker\              1   2   3   4       5    6        7
                                                        Result                       Effect
Jumping: Models may cross gaps up to 1” wide                                                                            1              4   4   5   5       5    5        5
                                                         1-2       Knocked down, may crawl 2” if
as if they were solid ground, however they                         unengaged. If wounded = out of                       2              3   4   4   4       5    5        5
must jump to cross gaps up to 4” wide. Make                        action (is hit automatically in CC)                  3              3   3   4   4       4    4        5
an I test for every 2” jumped. If all tests are          3-4       Stunned, automatically out of action
passed the model may move across the gap as                                                                             4              3   3   3   4       4    4        4
                                                                   if hit by shot or attacked in CC.
if it was solid ground. If test is failed it falls.                                                                     5              3   3   3   3       4    4        4
                                                         5-6       Out of Action, removed from the
May be used during walk, run or assault                                                                                 6              3   3   3   3       3    4        4
                                                                   game
moves.
Jumping down: Models may jump off                                                                              Table 2. To-hit Close combat
                                                      Place knocked down models face-up and
elevation up to 6” high. Make an I test for
                                                      stunned models face-down. A model standing
every 2” jumped. If all tests are passed you                                                                     S\T        1    2     3   4   5   6        7       Table 3.
                                                      up from being knocked down may walk at half
may place the model at the bottom of the                                                                                                                            To
                                                      speed, shoot with a -1 modifier or continue CC              1         4    5     6   6   -       -    -       Wound
steep elevation, and may use its full move. If
                                                      but striking last and with -1 T.
any test is failed, it falls from the starting                                                                    2         3    4     5   6   6       -    -
                                                      Critical hits: a natural 6 to wound, causes a
point.                                                                                                            3         2    3     4   5   6   6        -
                                                      critical hit, roll a D6 on the critical hits table. If
Diving charge: Models may dive charge off
                                                      you need a natural 6 to wound you cannot                    4         2    2     3   4   5   6        7
elevation from 2” to 6” high onto enemies
                                                      cause critical hits.                                        5         2    2     2   3   4   5        6
within 2” of the bottom. Make an I test for
every 2” jumped. If all tests are passed you                                                                      6         2    2     2   2   3   4        5
may place the model in base contact with the           1-2       Hits a vital part. Causes 2 wounds. Roll
                                                                 any armour saves before doubling the             7         2    2     2   2   2   3        4
enemy and it gains +1S and +1A in the first
                                                                 wound.
round of the following CC. If any test is failed,
it falls from the starting point.                      3-4       Hits an exposed spot. Causes 2 wounds.          Strength     3     4      5               6    7            8
Pushing: Whenever a model is knocked down                        The attack ignores all armour saves.           AS modifier   0    -1      -2              -3   -4           -5
or stunned within 2” of a piece of Dangerous           5-6       Master strike! Causes 2 wounds. The           Table 4. Amoursave modifier
Terrain or Elevation roll D6. On 4+ the model is                 attack ignores all armour saves. You gain
                                                                 +2 to any Injury rolls.
                                                                                                                                                                              2
SPECIAL RULES                                         Shock effect: victims hit and wounded by            automatic hit at D6 Strength, with no saves
                                                      Shock weapons automatically go Out of Action        allowed.
Ammoroll Auto: roll for ammo after each shot.         but never suffer Serious Injuries.                  4-5: Possessed: The Psyker takes an immediate
Blast: uses blast template, scatters D6+3. Fully      Silent: may remain hidden whilst firing.
                                                                                                          Ld test. If he succeeds he manages to ward off
covered = auto hit, partially covered = hit on        Small Target: -1 To Hit.
4+.                                                   Stray Shot: may hit all models within 2” of         the daemon’s attack, but can do nothing more
Blind: as stun.                                       target on a 5+.                                     this turn other than defend itself in CC. If he
Catch fire: If a victim is hit and not Stunned or     Sudden Death: If hit in CC roll a D6. On a roll     fails, he suffers from the effects of Possession
Out of Action, roll a D6. On 5+ the victim            of 6, the victim automatically goes Out of          (see below).
catches fire, take I test when activated. If          Action.                                             6: Drawn into the Warp: The Psyker and all
passed, the fire is out. If not, the victim takes a   Stun: if wounded the victim count as having 1       models within 1” make an I test, if failed the
S 3 hit (AS allowed ). If later stunned the fire is   WS/BS until their next turn, if they fail an I
                                                                                                          model is drawn screaming into the Warp! It is
out.                                                  test.
Critical shot: If shooter is stationary and a         Template: flamer template, fully covered =          immediately considered killed and removed
natural 6 to hit = D3 damage.                         auto hit, partially covered = hit on 4+.            from play.
Demo: use against stationary target within 1”.        Toxic: auto wound regardless of Toughness           Possession
Auto hit and does not scatter.                        (Armor saves may be taken as normal).               Once a Psyker is possessed, the controlling
Digital Weapons: may be used as Laspistol,                                                                player loses his or her control over the model.
Needle Pistol or Hand Flamer.
                                                                                                          The model is subject to the following rules:
Entangle: caused no physical damage,                  Summoning: May only be attempted before
Entangled model may only try to break free at                                                             Will not use any weapons or equipment, other
                                                      the battle starts. The summoning player
the start of its turn. Roll a D6 + model’s S, on      selects one Daemonic Creature to summon.            than armor. Causes Fear, are not effected by
9+ the victim is free, if not, the web tightens       Each warband has a list of Daemonic Creatures       knocked down and stunned results. (Though it
more and the victim suffers 1 wound (AS               it can summon; their stats are within the           does help to banish them, see below). WS, S, T
allowed). If the victim or a friendly model           bestiary. The opposing player rolls a D66. The      and A are doubled!
within 1” is armed with a Web weapon, the             total amount is the total amount the                At the start of each turn, roll a scatter die and
victim is immediately freed.                          summoning player must roll equal to or more
                                                                                                          move the possessed model 2D6 accordingly. If
Executioner: may re-roll to-hit.                      then to successfully summon the Daemonic
Exotic: Designation                                   Creature. If the one warband is either an Ordo      this takes it into base contact with another
Fleshbane: reroll to wound on non-construts.          Malleus or a Chaos Coven, it may reroll one (1)     model, it’s considered as charging. If the
Floating: unaffected by terrain, though they          of the dice, but must accept the second result.     possessed model remains unengaged at the
may not end their movement over Impassable            The summoning player then rolls a D6 for each       end of its movement, it will unleash a
terrain. May fall as normal, but never suffer         friendly model in its warband to a maximum of       warpblast at the nearest model (those in LOS
damage from falling.                                  14. Beasts, constructs, Daemons, allies, and        will be targeted first). This attack is a shooting
Force effect: May only be used by Psykers, if         Hired Guns do not count as a “friendly model”
he successfully hits and wounds an enemy he                                                               attack, hitting on 2+, and causing D3 Strength
                                                      when making these rolls added together. If
may take a psychic test. If passed, the victim        this total is equal to or greater than the          5 hits, with no normal armor save allowed.
automatically goes Out of Action, regardless of       opposing players D66 amount, the summoning          Hexagrammic Wards and Field saves may be
Toughness or Wounds.                                  is successful, if the result is unsuccessful, the   used as normal.
Focus Power attribute: user may add or                Daemon is not summoned this scenario. The           At the end of each turn, roll a D6. Add the
subtract 1 from any Psychic Tests they take.          summoning player may try again in the next          following modifiers, if applicable: +1 for each
Gas: Blast template, if hit take T test, if failed    scenario.                                           W the possessed has suffered. +2 if the
the models suffers damage. At the beginning
of every turn, roll a D6.1-2: The gas cloud                                                               possessed model suffered a Knocked Down
                                                                        Psychic powers.
dissipates. 3-5: The gas cloud remains in place.                                                          result (this effect is not cumulative). +3 if the
                                                      Can be used instead of shooting. Psykers who
6: The gas cloud moves D6” in a random                                                                    possessed model has been possessed for 4 or
                                                      wishes to use one of its powers makes a Ld
direction.                                                                                                more turns.
                                                      test, also known as a Psychic Test. If failed the
Grenades: May be thrown according to the                                                                  Any model which takes a possessed model Out
grenade list. Uses blast template, scatters D6.       Psyker ends his turn as normal; with no
                                                                                                          Of Action receives 20 Exp. If the fighter is a
Fully covered = auto hit, partially covered = hit     restrictions (unless it suffers a Peril of the
                                                                                                          Redemptionist or Puritan member of the
on 4+.                                                Warp attack or the power it attempts to use
Haywire: always wound constructs on at least                                                              Inquisition or Ecclesiarchy, it earns 30 Exp.
                                                      has a negative effect, see below). If this test
4+.                                                                                                       These points may be earned in addition to any
                                                      is passed, the chosen power is used as
High Impact: out of action on 4+ on the injury                                                            others, per the scenario rules.
                                                      described.
chart.
Hot Shot: may Catch Fire.                             Multiple instances of Focus Power are NOT
Implant weapons: cannot be disarmed.                  cumulative.
Knockback: if hit = -1 modifier to falling tests.     Perils Of The Warp
Massive weapon: -1 to parryrolls, always 2            If a Psyker rolls a natural 2 or 12 when it takes
handed.                                               its psychic test, he must roll on the Perils of
Mighty blow: Cannot be parried when                   the Warp chart to represent the chance that a
charging.
                                                      daemon may attack the Psyker.
Noisy: might set of sound alarms in
appropriate missions.                                 1: Shadow Of The Warp: The Psyker, and all
Nullify: -1 to parry rolls                            models within 2 , must take a Ld test. If
Pellets: ignore cover.                                passed, all models may act normally (though
Power weapon: can only be parried by power            the Psyker may not use his power this turn). If
or force weapons.                                     failed, no model may make any voluntary
Recharge: may only be fired every other turn.         actions this round.
                                                      2-3: Attacked: Raw power of the Warp sears
                                                      into the Psyker s mind. The Psyker suffers one
                                                                                                                                                          3
           WARBAND CREATION                          4 Parry: A model with the Parry skill may parry     2 Fixer: Ganger level models only. If the model
                                                     in CC even if does not have a sword or another      is used to work a piece of territory with a
Starting: You have 1000 Throne Geld (TG) to          weapon suitable for parrying. If the model has      randomly generated income, you may reroll
recruit and equip your warband. All fighters         a weapon that may parry, it may force an            the dice if you do not like the first result. You
start has some experience when recruited,            opponent to re-roll the first failed parry.         must accept the result of the second roll.
level-ups are already included in their profile.     5 Counter Attack: A model with this skill gets      3 Inventor: Roll a D6 after each battle. On a
If you play campaigns fighters may level up          +1 to I in the second round of CC if he initially   roll of 6 the model has invented a randomly
and earn characteristic advances or skills. Skills   charged.                                            selected item from the rare Trade Chart in the
may be choses according the warbandspecific          6 Step Aside                                        Trading Post section.
tables. Each fighter entry specifies which types     The model may step aside and dodge blows in         4 Medic: If your gang includes a fighter with
of weapons and equipment the fighter can             hand-to-hand combat. The model avoids hits          this skill you can re-roll a result on the Serious
use. The warband entry contains a list of which      on a D6 roll of 4+ in CC.                           Injury table for one model after a battle.
weapons and equipment can be bought at the                                                               5 Specialist: This skill may only be taken by
time of hiring. Mutant may also purchase             STEALTH SKILLS                                      juve or ganger level models. It allows the
mutation upon creation.                              1 Ambush: The model is allowed to go into           model to be armed with a special weapon.
                                                     overwatch and hide in the same turn.                6 Weaponsmith: A model with this skill may
Equipment.                                           2 Dive: A model with this skill can run and hide    ignore failed Ammo rolls and weapon
A model can carry a number of weapons equal          in the same turn.                                   explosions on a D6 roll of 4+.
to its S+1, models can carry an unlimited            3 Escape Artist: If you roll a ‘Captured’ result
number of other items.                               on the Serious Injuries table then the fighter      SHOOTING SKILLS
                                                     escapes unharmed with his equipment.                1 Crack Shot: Add 1 to rolls on the Injury chart,
Maximum increase:                                    4 Evade: If not in cover any enemy shooting         (on from shooting).
No model can ever exceed these stats.                from short range suffers a -2 to hit penalty,       2 Fast Shot: The model may shoot as many
                                                     while any enemy shooting at long range              times as his Attacks characteristic. He can
M WS BS S T W I A Ld                                 suffers a -1 penalty.                               shoot at separate targets if you wish. Only
10 7 7 7 7 6 8 6 10                                  5 Infiltration: A model with this skill is always   pistols and basic weapons.
                                                     placed on the battlefield after the opposing        3 Gunfighter: The model may always fire up to
SKILLS                                               gang and can be placed anywhere on the table        two pistols (if he carries two pistols).
                                                     though not within 8" of an enemy model.             4 Hip Shooting: The model doesn’t suffer the -
AGILITY SKILLS                                       6 Sneak Up: If targeted in Overwatch, the           1 to hit penalty for moving before shooting.
1 Catfall: If falling, the may take an Initiative    shooter has -1 BS.                                  5 Marksman: Adds +1 BS if holding.
test. If the test is passed then he lands safely                                                         6 Rapid Fire: If holding, the model can re-roll
and doesn't suffer a hit from the fall. The          MUSCLE SKILLS                                       any failed to hit dice when shooting.
fighter is also no longer restricted to jumping      1 Body Slam: The model adds +2 to its WS
down from heights of no more than 3",                when it charges.
instead he can jump down from any height.            2 Bulging Biceps: This skill may only be taken
2 Dodge: The model receives an additional,           by a heavy. The heavy is allowed to move and
unmodified 6+ saving throw against all hits.         shoot with weapons normally restricted to
3 Jump Back: At the start of any hand-to-hand        either moving or shooting. The model suffers a
combat phase the model may attempt to                -1 to hit penalty.
disengage from combat by making an I test. If        3 Crushing Blow: The model has a +1 S in CC
successful it may immediately jump back 2"           4 Head Butt: If the model inflicts 2 or more
leaving any hand-to-hand opponents behind.           hits in CC it may choose to exchange all hits for
4 Leap: The model may leap D6" during his            a single hit with +1 S for each extra hit scored.
movement phase in addition to his normal             5 Hurl Opponent: If you roll a 6 to hit instead
move if he runs or charges. Note you can roll        of hitting your opponent you can throw him
the D6 before deciding where to move but you         D6" in any direction. The thrown model takes
must commit to a charge before the roll is           a single hit, S = distance thrown. If it hits
made. If the fighter attempts to jump across a       another model, then both models take a hit S
horizontal gap then the leap can be added to a       = half the distance thrown.
jump.                                                6 Iron Jaw: Reduce the S of all hits suffered in
5 Quick Witted: Before the first turn of the         CC and by shots fired within 12” by 1.
game begins, the fighter may activate once
freely.                                              FEROCITY SKILLS
6 Sprint: The model may triple its movement          1 Berserk Charge: Double A when charging,
rate when it runs or charges.                        may not parry in the first round.
                                                     2 Impetuous: Adds 1” to charging range.
COMBAT SKILLS                                        3 Iron Will: Only the gang leader may have this
1 Combat Master: If attacked by multiple             skill. May reroll failed rout tests.
opponents in CC add +1 to the model’s WS for         4 Killer Reputation: Causes fear.
each opponent mora than one.                         5 Nerves of Steel: -1 on all Ld rolls.
2 Disarm: The model may use this skill against       6 True Grit: When rolling on the injury table 1-
one opponent at the start of the CC phase. On        3 = knocked down, 4-5 = stunned, 6 = out of
a successful I test the enemy loses the CC           action.
weapon he is using, and he must fight the
remainder of the CC using only a knife. The          TECHNO SKILLS
weapon is recovered after the fight/game.            1 Armourer: A model in the gang may add +1
3 Feint: The model may ‘convert’ any parries it      to all Ammo rolls (including a roll to determine
is allowed to use into extra attacks at +1 A per     if a weapon explodes). A roll of 1 is always a
parry. The attack is used instead of the parry.      failure.
                                                                                                                                                         4
                                           Species and Races:
M WS BS S T W I A Ld Cost: Attributes:
              Starting   4   2     2   3      3    1    3       1   6
  Human                                                                     20
               Max:      4   6     6   4      4    3    6       3   9
                                                                                  Fear, Stupidity, Basic Weapons, Not a
              Starting   5   3     2   5      5    2    2       2   5
Ab Human                                                                          leader,
                                                                            105
  Ogryn                                                                           Ripper Guns are always available to
               Max:      5   7     4   6      6    5    5       4   8
                                                                                  Ogryns
                                                                                                                               5
                      Mutants:                         Warp Predators are the sharks of the immaterium.       model is shooting at, the linked model gains a +1 to
Mutants are creatures – both human and Xenos –         Unaligned: May be summoned by any warband,             hit modifier.
who have been changed either through a quirk of        regardless of Marks Of Chaos.                                        Combat Servitor Base +30 TG
biology, exposure to toxins, or the corrupting         Etheral: Unaffected by Difficult and Dangerous
                                                                                                              M WS BS S T W I A Ld
influence of the Warp.                                 terrain and may move their full movement up or
Mutants conform to all basic rules of their race, in   down without a ladder or lift.                          4 2        2 3 3 1 2 1 7
addition to their mutations.                                                                                  Simple Program and Cybernetic Construct
Mutants may select up to 3 mutations, the first                             Bloodletter                       Choose 1 program upon creation:
mutation at the cost below, any subsequent             M WS BS S T W I A Ld                                   - Close Combat Program: +1 WS and +1I. May select
mutations cost double the listed amount. No            4    5     5 4 4 1 6 2 10                              up to 2 Common/Uncommon CC weapons at normal
mutation may be taken more than once. Mutants          Bloodletters are lesser Daemons of Khorne. May not     cost. These are implant weapons.
may not select more than three mutations.              be summoned if any model in the summoning
                                                                                                              - Ranged Combat Program: +1 BS and gain
                                                       warband has a Mark Of Slaanesh or Mark of
                    Wyrd Mutation                      Tzeentch.                                              Weaponsmith skill. May select 1 Basic, Special, or
Wyrds are untrained, unsanctioned Psykers.             Bloodlust: Have the Berserk Charge skill.              Heavy Weapon as implant weapon.
Special Rules:                                         Daemon Weapon – Hellblade: Parry, have a -3                           Servo-Skull 15 TG + Variable
Psyker (Level I) +10 TG : may select one Wyrd Minor    armor save modifier, and cause D3 wounds.              M WS BS S T W I A Ld
power                                                                                                          4 2 2 2 2 1 2 1 9
Psyker (Level II) +45 TG: may select one Wyrd Major                         Daemonette                        Simple Program and Small Targets (-1 to hit).
Power and two Wyrd minor Powers.                       M WS BS S T W I A Ld
                                                                                                              Floating and Dodge skill.
Psyker (Level III) +80 TG: may select two Wyrd Major    4 6       5 4 4 1 6 2 10
Powers and two Wyrd minor Powers.                      Daemonettes are the lesser Daemons of                  Choose 1 program upon creation.
Suffer Not Thy Witch To Live: may never be taken in    Slaanesh.                                              Guardian + 100: All ranged attacks are -1S and -1 to
the following warbands: Ecclesiarchal Delegations,     Pleasure Pheromones: Enemy in CC has -1 S. Non-        Save Modifier. Must remain within 2” of its owner.
Puritan Imperial warbands and Expurgator Squads.       Constructs shooting at a Daemonette within 24”         Max 1/warband. Never fights in CC.
Wyrd powers see Appendix 8-9                           suffer a -1 to hit modifier.                           Detector + 25 TG: Has Bio-Scanner and Screamers.
                                                       Sharp Talons: attacks have a -2 armor save modifier.
                                                                                                              Never fights in CC.
        Mutant Base Cost of Race + Variable
                                                                        Horror of Tzeentch                    Medicae + 25 TG: Has a Medikit and Medic skill, that
Eyestalks (+20 TG): squeezing in behind cover better   M WS BS S T W I A Ld                                   may only be used on owner. May defend itself in CC.
= a +1 to any cover saves.                             4 4 4 3 3 1 6 1 10                                     Combat + Weapon Cost: The Servo-skull is armed
Claw (+5 TG): +1 S in CC may only use 1 weapon in      Horrors are a lesser Daemon of Tzeentch                with 1 common/Uncommon Pistol or CC weapon.
CC.                                                    Magic Attacks: Each Horror may choose 1                                  Psyber-Familiar 35 TG
Tentacle (+10 TG): may re-roll tests for falling and   Pyrokinetic or Telekinetic psychic power.              M WS BS S T W I A Ld
enemy models in CC is – 1A (to a minimum of 1).
                                                                                                               5 2 2 2 2 1 2 1 8
Two Heads (+15 TG): may always fire 2 pistols.                           Flamer of Tzeentch
Suffers Stupidity.                                     M WS BS S T W I A Ld                                   Psychic Link, Cybernetic Construct, Advanced
Chitinous Skin (+20 TG): 5+ armor save, may not         6 3 5 3 4 2 4 1 10                                    Program, Float and Dodge skill.
wear any other type of armor.                          Flamers are llesser Daemons of Tzeentch                Choose type:
Extra Arm (+15 TG): The mutant may use 3 Pistols or    Bounding: May move up or down their full               Bird/Avian-type – Prey sense: has Bio-Scanner and
CC weapons (gaining +2 Attack dice), or use 1 Basic    Movement even without a ladder or lift. May leap       Screamers, has the Fly Attribute. Cherubim-type –
weapon and 2 Pistol/CC weapons (gaining +1 Attack      over intervening models and barriers without           Weapon bearer: May carry one “Implantet” Basic,
dice).                                                 penalty.
                                                                                                              Special, or heavy weapon for the linked model, who
Wings (+25 TG): The mutant can Fly.                    Warp Flame: Flamers shoot gouts of crackling warp
Chameleonic Skin (+10 TG): +1 to any cover saves.      energy. Warp Flame uses the flamer template, is        get its full Attack dice and may ignore the
Cannot be combined with the Chitinous Skin             Strength 3, and has a -2 armor save modifier. In       Encumbered modifier. No additional weapons or
mutation.                                              close combat, the Flamer’s attacks cause D3            equipm.
Caustic Blood/Spikes (+30 TG): If injured in CC,       wounds.                                                      Grapplehawk / Cyberhound 35* / 40** TG
enemy models in base contact suffer a S3 hit. Dodge                     Plaguebearer 290 TG                   M WS BS S T W I A Ld
and AS may be taken as normal.                         M WS BS S T W I A Ld
                                                                                                               5 3 2 3 2 1 3 1 8
Snake Tail/Arachnid Legs (+10 TG): +1 M.                4 5 4 4 4 2 3 1 10
Gaping Maw (+20 TG): +1 A, may not wear a              Plaguebearers are the lesserdeamons of                 (* for Arbites Only, ** for all others)
Respirator.                                            Nurgle.                                                Cybernetic Construct, Advanced Program.
Lithe Form (+5 TG): The mutant gains +1 I.             Daemon of Nurgle: may not be summoned if any           Cyberhound: attacks have Shock Attribute and
                                                       model in the                                           Berserk Charge Skill, has Bio-Scanner and Screamers.
  BIG Mutie Base Cost of Race + 20 TG + Variable       summoning warband has a Mark of Tzeentch.              Grapplehawk: Fly + Dodge skill and has Bio-Scanner
M WS BS S T W I A Ld                                   Lord of Flies: Any model in CC with a Plaguebearer     and Screamers.
- +1 -1 +1 +1 +1 -1 +1 -1                              has – 1 WS.
                                                                                                                               Gholam/Chimeric 90 TG
                                                       Daemon Weapon – Plaguebringer: Parry, have a -2
Hulking Form (+20 TG): The Big Mutie gain Bulging      save modifier, cause D3 wounds.                        M WS BS S T W I A Ld
Biceps skill and -1I.                                                                                          5 2 3 3 3 1 2 1 7
Regenerate (+20 TG): The Big Mutie can heal light                            Constructs.                      A Gholam is a nightmare creature fashioned via
injuries. When activated make a T test if successful   May never use any equipment, unless stated             radical genetic engineering.
on wound is regenerated. May not be used if the Big    otherwise. Are never affected by Telepathic Psychic    Cybernetic Construct / Advanced Program
Mutie is Stunned.                                      Powers, are immune to Fear, Terror, and Hatred and     True Grit, Crushing Blow, Hurl Opponent
Implacable/Rotting Form (+15 TG): The Big Mutie
                                                       cannot be detected using a Bio-Scanner. Are never      Skills and cause Fear, Frenzy,
has the True Grit skill.
                                                       taken into account for Routtest. They never gain       • Dangerous To Know: Gholams/Chimerics may only
                  Warp Creatures:                      experience or skills.                                  be taken by the following warbands: Radical
May never use any weapon/equipment unless              Constructs Attributes                                  Adeptus Mechanicus, Radical Ordos Teams,
stated otherwise. Immune to psychology, Telepathic     Simple Program: Stupid if there is no friendly, non-   Chaos Cultists, Pirate/Corsair bands. Non-Radical
and all Minor Wyrd psychic powers. Cause Fear in all   Construct model within 6” at activation.               AdMech and Ecclesiarchal warbands fighting an
non-Warp Creatures. Have a 4+ save against all         Advanced Program: Stupid if there is no friendly,
damage, unless caused by Holy weapons, Force                                                                  enemy warband which includes
                                                       non-Construct model within 12” at activation.
weapons, or Psychic powers. Only ever controlled by                                                           Gholams/Chimerics are affected by Hatred.
the warband which summoned them.                       Cybernetic Construct: 5+ Armor save.
                                                                                                              • Weapon Grafts (Chimeric Only): You may
                                                       Psychic Link: Psyber-Familiars may only be selected
                                                                                                              choose up to two mutations, both at normal cost,
           Warp Predator                               by models with the Psyker ability. If the Psyber-
M WS BS S T W I A Ld                                                                                          for the Chimeric. The Chimeric is NOT considered
                                                       Familiar is within 6” of an enemy model its linked
6  3  3 3 3 1 6 1 10                                                                                          a mutant.
                                                                                                                                                                6
               Inquisitional Cells:                               2+ Acolytes Base +40 TG                                   Agility   Combat Ferocity Muscle Shooting Stealth Techno
Initial Resources: 1000 Throne Geld. Must have a        M WS BS S T W I A Ld
minimum of 5 models.                                    - +1 +1 - - - - - +1                               Recruits           X         X       -       -        -        X       -
Special: all members may select Commlinks/Micro-        M WS BS S T W I A Ld                                              Weapons & Equipment Lists (Items – Costs)
beads at +2 TG/fighter.                                 - +1 +1 - - - - - +1                                              CC
Well-Equipped: Inquisition Cells may purchase           Species: Human (only, if Puritan), Abhuman Squat,                 Knife                             Grenades & Ammo
bionics and drugs from the bazaar at any time when      Abhuman - Untouchable, Wyrd, (Mutant allowed for                  Stiletto, Dirk                    Frag Grenades
purchasing items is normally allowed.                   Radical Cells)                                                    Throwing Knife                    Krak Grenades
Crusader Shield: Cost : 20 TG                           Weapons: weapons from the CC, Pistols, Basic,                     Sword                             Photon Flash
A fighter armed with a Crusader shield receives a +1    Special, Heavies and Grenades list.                               Club, Maul, Bludgeon              Grenades
save modifier against any attack that originates on     Equipment: any from the Armor, Gun sights, and                    Chain, Flail                      Choke/Scare Gas
the 90 degree forward arc of the model using it. In     Equipment lists.                                                  Massive Weapon                    Grenades(1)
addition, a crusader shield counts as a S 3 CC                                                                            Chainsword(1)                     Hallucinogen
weapon and a save modifier of -1. High Impact                     0-3 Assassins/Scum Base +40 TG                          Chain-Axe(1)                      Grenades(4)
weapons will disable the shield cancelling its armor    M WS BS S T W I A Ld                                              Eviscerator(1)                    Fire Bomb
bonus.                                                  - +1 +1 - - - - - +1                                              Electro-Flail(1)                  Tox Bomb
Inquisition Cells must select one of the following      Species: any non-Astartes Human or Abhuman,                       Shock Maul(1)                     Melta-Bombs(1)
Ordos upon creation, which may not be changed or        Wyrd, Mutant.                                                     Man-Catcher(1)                    Frag Missile
removed.                                                Weapons: weapons from the CC, Pistols, and                        Power Sword(1)                    Krak Missile
Ordos Xenos (Radical): part of the Ordo Xenos but       Grenades list.                                                    Power Axe(4)                      Dum-Dums
adheres to radical tenets, such as consorting with      Equipment: any from the Armor, Gunsights, and                     Power Fist(4)                     Man-Stoppers
xenos. All non-Recruits may purchase non-Rare           Equipment lists.                                                  Force Weapon(6)                   Overcharge Cell
Xenos weaponry and any drugs at base cost upon          Special: Assassins has the Sneak Up skill and Scum                Thunder Hammer(5)                 Psycannon Bolts(4)
creation. One Acolyte model may be selected from a      has the Gunfighter skill.                                         Pistols                           Armor
Xenos species.                                                                                                            Hand-bow                          Flak Armor
Ordo Xenos (Puritan): adheres to all common tenets.                 0-1 Tech-Adept Base +30 TG                            Autopistol                        Flak Armor(Encl.)
May purchase implant weaponry from the Bazaar at        M WS BS S T W I A Ld                                              Stubber                           Mesh. Armor
any time. May never hire any Xenos members.              -    -    +1 - +1 - - - +1                                       Hand Cannon                       Mesh.Armor (Encl.)
Interrogators and Acolytes are subject to hatred        Species: any non-Astartes Human, Abhuman Squat,                   Bolt Pistol                       Carapace Armor(1)
when fighting Xenos.                                    Abhuman Untouchable, Wyrd (Level 1 only).                         Laspistol                         Carapace (Encl.(1)
Ordo Malleus (Radical): part of the Ordo Malleus but    Weapons: weapons from the CC, Pistols, Special,                   Hellpistol(1)                     Power Armor(1)
adheres to radical tenets. Daemonhost Posession:        and Grenades list.                                                Hand Flamer                       P. Armor (Encl.)(3)
May create up to 3 Daemonhost templates that may        Equipment: any from the Armor, Gunsights, and                     Plasma Pistol(1)                  Hexagram Wards (5)
attempt to summon the Daemonhost before the             Equipment lists.                                                  Needle Pistol(2)                  Gun-Sights
battle. See rulebook.                                   Special: receive 1 Bionic upon creation. May select               Web Pistol(4)                     Red-Dot Laser
Ordo Malleus (Puritan): adheres to all common           up to 2 Constructs at any time, at normal cost.                   Basic                             Telescopic Sight
tenets. May never hire any Xenos or Mutant                                                                                Bow                               Mono-Sight
members (but may select Psykers). The Ordo is well-                 0-1 Cleric/Zealot Base +40 TG                         Musket                            Equipment
equipped and as such may find rare items on a 4+.       M WS BS S T W I A Ld                                              Scatter Gun                       Bio-Scanner
May reroll any failed Fear save caused by Daemons.       - +1 - - - +1 - - +1                                             Autogun                           (1/warband)
Ordo Hereticus (Radical): part of the Ordo Hereticus    Species: any non-Astartes Human                                   Lasgun                            Blade Venom (1 use)
but adheres to radical tenets. It may select any non-   Weapons: weapons from the CC, Pistols, Special,                   Las Carbine                       Charm
Exotic (Xenos), non-Implant weaponry at base price      and Grenades list.                                                Hellgun(1)                        Clip Harness
at creation and one non-Recruit model may take the      Equipment: any from the Equipment lists.                          Bolt Carbine(1)                   Liquid Courage (1
Weaponsmith skill upon creation. Radical Ordo           Special: may only select flame or melta weaponry                  Bolter(1)                         Use)
Hereticus Wyrds may reroll one of their Wyrd            from the Special list, upon creation. Clerics may re-             Shotgun (Solid/Scatter)           IR Goggles
powers during recruitment, but must accept the          roll one failed Fear test per scenario. Zealots are               Hunting Rifle(2)                  MIU(3/4)
second result, even if it less favorable.               subject to Frenzy.                                                Exterminator Cartridge            Mechadendrites/Serv
Ordo Hereticus (Puritan): adheres to all common                                                                           Special                           o-Arm(3)
tenets. May never hire any Xenos, Abhuman, or                          0-2 Sages Base +15 TG                              Flamer                            Photo-Cont/Visor
Mutant members (including Psykers!). Interrogators,     M WS BS S T W I A Ld                                              Melta-Gun                         Respirator
Acolytes, and Clerics/Zealots have hatred of any         -     - - - - - - - +1                                           Rippergun (Ogryn Only)            Reloads ½ Weap.cost
Mutant or Wyrd (even those in other Puritan             Species: any non-Astartes Human, Abhuman                          Grenade Launcher                  Silencer
bands!). May recruit up to 2 Clerics/Zealots.           Squat, Abhuman: Ratling, Wyrd                                     Plasma Gun                        Shoulder Rig(3/5)
                                                        Weapons: weapons from the CC, Pistols, Basic and                  Long Las
            1 Interrogator Base +100 TG                 Grenades list.                                                                                      1: Not available to
                                                                                                                          Storm Bolter                      Recruits
M WS BS S T W I A Ld                                    Equipment: any equipment from the Equipment                       Stake-crossbow5                   2: Only available to
 - +2 +2 - - - +1 - +2                                  lists.                                                            Webber                            Assassins
Species: Human (only, if Puritan), Abhuman                                                                                Needle Rifle(2)                   3: Only available to Tech-
Untouchable, Mutant, or Wyrd                                            0+ Recruits Base                                  Heavy                             Adepts
Weapons: weapons from the CC, Pistols, Basic,           Species: any non-Astartes Human or Abhuman,                       Autocannon                        4: Only available to
Special, and Grenades list.                             Wyrd, Mutant.                                                     Heavy Stubber                     Acolytes/Interrogator
Equipment: any from the Armor, Gunsights and            Weapons: weapons from the CC, Pistols, Basic, and                                                   5: Only available to
                                                                                                                          Heavy Bolter                      Interrogators
Equipment lists. May have 1 Psyber Familiar or Servo    Grenades list.                                                    Heavy PlasmaGun                   6: Only available to non-
Skull                                                   Equipment: None                                                   Lascannon                         Recruit psykers
Special: may select one Exotic weapon upon              Special: May never make up more than 25% of the                   Missile Launcher
creation, at normal cost.                               warband’s total models. If there is more than 25%,                RPG Launcher
                                                        no more Recruits may be hired until they make up                  Multi-Laser
                                                        less than this.                                                   Heavy Flamer
                                                                                                                                                                                      7
                   Chaos Covens                           random coven member, fighter counts as charging,             Weapons: from the CC, Pistols, Basic, and Grenades
Initial Resources: 1000 TG. Must have a minimum of        lasting until one is out of action. Apply serious            list.
4 models.                                                 injury. 4-6 = commits suicide.                               Equipment: any from the Equipment list.
Starting Experience:                                      Tzeentch’: Tzeentchian warbands with Mutants do                                 0+ Noviciates Base
Magus: 60 + D6, Acolyte: 60 + D6, Rogue Psyker: 60+       not pay double for the second mutation as listed in          Species: any non-Astartes Human, Wyrd, Mutant, or
D6, Cultist: 20 + D6, Daemonhost: 60 + D6,                the Mutant profile of Species and Races. The first           Big Mutie.
Noviciate: D3. Chaos Zealot 40 + D6. All non-             mutation any member selects costs -10 Geld (to a             Weapons: weapons from the CC, Pistols, and
Construct members gain experience as normal.              minimum of 5). May summon ANY Warp Creature.                 Grenades list.
Maximum Characteristic Values:                            Tzeentch’s Mark 20TG: +1Ld, +1BS + Ambush skill.             Equipment: None
The maximum values models may reach without the           After the game; if the fighter didn’t take an enemy
benefit of Bionics, drugs, or mutations.                  out of action make, using psychic powerstake a Ld               0-2 Daemonhosts Base +40 +Mutations/Powers
M WS BS S T W I A Ld                                      test. If failed roll D6; 1-3 = psychic attack against        M WS BS S T W I A Ld
+2 +4 +4 +3 +4 +3 +3 +2 +4                                random coven member, both Ld tests highest result             -       -   - +1 +1 - - +1 +1
                                                          wins. Apply serious injury. 4-6 = warps into an              Species: any non-Astartes Human
Special: May summon 1 deamon before the game.             unusable spawn.                                              Weapons & Equipment: None
All members may select Comm-links/Micro-beads at           ‘Slaanesh’: receive one free Pit Slave or                   Special: max 1/3 Cultists in the coven. It may select
+5 TG/fighter. If selected, all non-Daemon fighters       Beastmaster upon creation, may use the ‚Cultist‘             up to 100pts of mutations and/or psychic powers at
must be equipped in this way.                             skill table. May summon Warp Predators &                     normal cost upon creation. May never be captured.
1 fighter with a minimum of 20 exp may be awarded         Daemonettes. get a 25% discount to buy drugs, but            Daemonhosts are considered Daemons (though they
with a chaos mark.                                        adjust the rating with the normal price. Slaaneshi           never have to be summoned) and have all the
All Puritan warbands fighting Chaos Covens are            fighters may take up to two drugs without using an           special rules as detailed under the ‘Warp Creatures’
subject to Hatred.                                        Injector Rig. Slaaneshi warbands take pleasure in            entry of the Bestiary.
Captured fighter: Fighters captured by a Chaos            pain, each wound a fighter has, he gains +1A &
Coven have two choices: convert or die. War               +1Ld.                                                           Agility Combat Ferocity Muscle Shooting Stealth Techno
Bands can get back captured members by playing a          Slannesh’s Mark 20TG: +1M, +1 I + Leap skill.
                                                                                                             Noviciates      X       -      X       -       -        X       -
Rescue and fighters can still be exchanged if both        After the game, if the fighter did not inflict 2
War Bands have captured models, but Chaos Coven           wounds make a Ld test. If failed roll D6; 1-3 = Daemonho X                X       X       X       -        -       -
                                                          CC against random coven member, fighter               sts
will never pay or ask for ransom demands from
                                                          counts as charging, lasting until one is out of     Cultists       X      X       X       X       -        X       -
Puritan war bands.
If the enemy doesn’t attempt a rescue mission or          action. Apply serious injury. 4-6 = commits         Rogue
                                                                                                                             X      X       X       -       -        X       -
fails it, the Magus can try to convert the prisoner to    suicide.                                            Psykers
the Dark Gods. The Coven player rolls 2D6 and adds                                                              Acolytes    X       X       X       X       X       X       -
the Magus’ Ld, the opposing player rolls 2D6 and                       1 Magus Base +110 TG                 Magus        X       X      X   X               X       X      X
adds the captured model’s Ld. Any Member of               M WS BS S T W I A Ld
Ecclesiarchal Delegations or Inquisition Cells add s 2     - +2 +2 - - - +1 - +2                            Zealots      X       X      X   X                       X
to his result. Any mutant type prisoner will reduce       Species: any non-Astartes Human, Wyrd, or
                                                                                                                    Weapons & Equipment
his result by 2.                                          Mutant.                                                                                       Heavy(1)
                                                                                                                    Lists Items - Costs
If the Magus scores higher than the prisoner, he          Weapons: weapons from the CC, Pistols, Basic,                                                 Heavy Stubber
                                                                                                                    CC
becomes a faithful Cultist. Copy his profile, skills,     Special, and Grenades list.                                                                   RPG Launcher
                                                                                                                    Knife
experience, etc, onto the Chaos Coven roster. The         Equipment: any from the Armor, Gunsights, and                                                 Multi-Laser
                                                                                                                    Stilleto, Dirk1
fighter is classed as a Cultist and may lose access to    Equipment lists.                                                                              Heavy Flamer
                                                                                                                    Throwing Knife
skills, weaponry and abilities. All of the cultist’s      Coven: Upon creation select a below option aligned                                            Grenades & Ammo
                                                                                                                    Sword(1)
equipment is destroyed, he will keep implanted            with the Coven type : Nurgle: +1T. Tzeentch: +1 Ld.                                           Frag Grenades(1)
                                                                                                                    Club, Maul, Bludgeon
bionic equipment.                                         Khorne: +1A. Slaanesh: +1M. Undivided: randomly                                               Krak Grenades(2)
                                                                                                                    Chain, Flail
If the prisoner equals or beats the Magus’s score         select one of the above.                                                                      Smoke Grenad(1)
                                                                                                                    Massive Weapon
then he resists and refuses to convert to the Dark                                                                                                      Fire Bomb
                                                                                                                    Chainsword(2)
Gods. If a prisoner will not devote himself to the                      1-3 Acolytes Base +40 TG                                                        Tox Bomb
                                                                                                                    Chain-Axe(2)
dark gods, cannot be rescued by his war band or           M WS BS S T W I A Ld                                                                          Dum-Dums
                                                                                                                    Man-Catcher(2)
cannot be traded back then he is cannibalized. Their       - +1 +1 - - - +1 - +1                                                                        Man-Stoppers
                                                                                                                    Electro-Flail(3)
tainted equipment is thrown away.                         Species: any non-Astartes Human, Mutant, or Big                                               Bolt Shell
                                                                                                                    Wych Blade(4)
Chaos Covens MUST select 1 of the following               Mutie.                                                                                        Hotshot Shell
                                                                                                                    Agonizer(4)
dedication upon creation. This specialty may not be       Weapons: weapons from the CC, Pistols, Special,                                               Overcharge Cell
                                                                                                                    Pistols
changed or removed.                                       Heavy, and Grenades list.                                                                     Armor
                                                                                                                    Hand Bow
Chaos Undivided: The warband is dedicated                 Equipment: any from the Armor and Equipment                                                   Flak Armor
                                                                                                                    Autopistol
to Chaos in all its forms. Receive an additional D6       lists.                                                                                        Flak Armor ENC
                                                                                                                    Stubber
worth of income after every scenario.                                                                                                                   Mesh Armor(2)
                                                                                                                    Hand Cannon(1)
May summon Warp Predators. Undivided warband                         0-2 Rogue Psykers Base +30 TG                                                      Carapace Armor(2)
                                                                                                                    Laspistol
members may select ANY Mark of Chaos for 30 TG.           M WS BS S T W I A Ld                                                                          Equipment
                                                                                                                    Hellpistol(3)
Khorne: Chainaxes gains Parry. No psychic powers or         - -      -    - - - +1 - +1                                                                 Charm
                                                                                                                    Hand Flamer(1)
Wyrds may be selected for this warband. Instead the       Species: any non-Astartes Human Wyrd Only!                                                    Clip Harness
                                                                                                                    Web Pistol(3)
warband may select 0-3 Beastmen, who may be               Weapons: weapons from the CC, Pistols, and                                                    Liquid Courage (One Use)
                                                                                                                    Splinter Pistol(4)
armed similarly and begin with the same starting          Grenades list.                                                                                Photo-Contacts/Visor
                                                                                                                    Basic(1)
experience and skill tables (replace Stealth with         Equipment: any from the Armor and Equipment                                                   Respirator
                                                                                                                    Bow
Muscle) as Rogue Psykers. May summon                      lists.
                                                                                                                    Musket
Bloodletters.                                                                                                                                           1: Not available to
                                                                                                                    Scatter Gun
Khorne’s Mark 20 TG: +1A, +1WS + Frenzy. After the                   0-2 Chaos Zealots Base +35 TG                                                      Noviciates
                                                                                                                    Autogun
game; if the fighter didn’t take an enemy out of          M WS BS S T W I A Ld                                                                          2: Only available to
                                                                                                                    Lasgun
action make a Ld test. If failed roll D6; 1-3 = CC         - +1 - - - +1 - - +1                                                                         Magos and Acolytes
                                                                                                                    Las Carbine
against random coven member, fighter counts as            Species: Any non-Astartes Human, Mutant.                                                      3: Only available to
                                                                                                                    Bolt Carbine(2)
charging, lasting until one is out of action. Apply       Weapons: weapons from the CC, Pistols, and                                                    Magos
                                                                                                                    Shotgun (Solid/Scatter)
serious injury. 4-6 = commits suicide.                    Grenades list.                                                                                4: Only available to
                                                                                                                    Hunting Rifle
Nurgle: Each member may take Tox-Bombs for free           Equipment: any from the Equipment lists.                                                      Slaaneshi warbands
                                                                                                                    Special(2)
upon creation. Members must take an Ammo Roll if          Special: subject to Frenzy. May never wear Armor.                                             that include Eldar or Dark
                                                                                                                    Flamer
they roll 1 or 6. This does not apply to the Magus,                                                                                                     Eldar
                                                                                                                    Grenade Launcher
Acolyte, & Daemonhost. All Ranged weaponry is                            2+ Cultists Base +20 TG
                                                                                                                    Ripper Gun
reduced by -5 TG upon creation (to a minimum of 5).       M WS BS S T W I A Ld
                                                                                                                    Scatter Cannon
May summon Warp Predators & Plaguebearers.                 - +1      - - - - +1 - -
                                                                                                                    Spear Gun
Nurgle’s Mark 20 TG: +1T, +1W + True Grit skill.          Species: any non-Astartes Human, Wyrd, Mutant,
                                                                                                                    Webber
After the game, if the fighter did not inflict 2 wounds   Big Mutie. Abhuman - Ogryn (Max:2).
                                                                                                                    SplinterRifle
make a Ld test. If failed roll D6; 1-3 = CC against
                                                                                                                                                                                8
                  Mutant Mobs                            Mutant.                                                                                 BEASTS
Initial resourses: 1000 TG. Must have a minimum of       Weapons: weapons from the Pistols, Basic, CC and
3 models.                                                Grenades list.                                                  Special:
Starting Experience:                                                                                                     Beasts may never lead warbands and may not use
                                                                        0+ Subs Base +5 TG                               any type of equipment, unless stated otherwise.
Boss: 50+D6, Blaster 40+D6, Masher 40+D6, Spook
                                                         Species: Any non-Astartes Human, abhuman –                      Beasts are always affected by Telepathic Psychic
20+D6, Dreg 10+D3, Sub 0.                                Squat, abhuman – Ratling, abhuman - Beastman or                 Powers, immune to Hatred.
                                                         Mutant.                                                         Beasts are never taken into account for Rout Tests.
Special:                                                 Weapons: weapons from the Pistol, CC and                        Beasts never gain experience or skills.
Poorly Equipped: Mutant weaponry is unreliable,          Grenades list.                                                  The controlling fighter of the beast must have a
old, and of generally low quality. Mutant Mob                                                                            control Collar or the Beast-Whisperer skill
members with the rank of Spook, Dreg or Sub must                Agility Combat Ferocity Muscle Shooting Stealth Techno   Beasts Attributes
                                                                                                                         Acute Senses: Beasts with this Attribute are
take an Ammo Roll if they roll a natural 1 or 6 on     Subs       X       -        X      X       -       -       -      unaffected by Low Light conditions.
their to Hit roll.                                                                                                       Chitin Armor: It grants 5+ Armor.
Shallow end of the Gene Pool: All mutations for       Dregs       X       X        X      X       -       X       -
                                                                                                                         Furious Charge: Beasts with this attribute have the
Mutant Mobs cost -5 TG each (to a minimum of 5).      Spooks      X       X        X      -       -       X       -      Berserk Charge Skill.
One Foot On The Slippery Slope: Mutant Mobs may                                                                          Toxic Attack: Beasts with this attribute always
use Summoning. If so, they are considered a Radical   Masher      -       X        X      X       -       X       -      wound in CC on 4+ unless their S allows better.
warband. Mutant Mobs can only ever summon                                                                                Wall Walker: Beasts with this attribute may move
                                                      Blaster     -       X        X      X       -       X       X
                                                                                                                         up and down any vertical surface and do not need
Warp Predators or Daemons of Tzeentch.
                                                       Boss       X       X        X      X       X       X       X
                                                                                                                         ladders or stairs
Bunch of Animals: Mutants tend to attract various
“pets”. To represent this, a mutant mob may                                                                                               Giant Spider 60 TG
purchase up to 150pts worth of Beasts. All Beasts                                                                        M WS BS S            T W        I   A Ld
selected in this way must be represented by a            Weapons & Equipment Lists                                       6     3 2 3         3 2        3 1      5
suitable model and must be controlled with a                                                                             Attributes: Acute Senses, Chitin Armor, Wall Walker,
                                                         CC                                                              Toxic
character with a control collar.                                                       Grenade & Ammo
                                                         Knife                                                           Web: Arachnids are considered armed with a Web
                                                                                       Frag Grenades(5)
                                                         Stilleto, Dirk(5)                                               Pistol. Arachnids never suffer damage from falling.
                1 Boss Base +85 TG                                                     Krak Grenades(5)
                                                         Throwing Knife
                                                                                       Smoke Grenades(5)
M WS BS S           T W      I   A Ld                    Sword(1)                                                                      Giant Centipede 30 TG
                                                                                       Fire Bomb
- +2 +1 -           -     - +1 -   +2                    Club, Maul, Bludgeon                                            M WS BS S            T W       I   A Ld
                                                                                       Tox Bomb
Species: Any non-Astartes Human, abhuman -               Chain, Flail                                                    4 3 -         2     3 1     3 1         4
                                                                                       Dum-Dums
Beastman, Wyrd, or Mutant.                               Massive Weapon                                                  Attributes: Chitin Armor, Wall Walker, Toxic
                                                                                       Man-Stoppers
Weapons: weapons from the CC, Pistols, Basic,            Chainsword(5)
                                                                                       Bolt Shell
Special, and Grenades list.                              Chain-Axe(5)                                                                    Clawed Fiends 70 TG
                                                                                       Hotshot Shell
Equipment: any from the Armor, Gunsights, and            Man-Catcher(5)                                                  M WS BS S            T W       I    A Ld
                                                                                       Overcharge Cell
Equipment lists.                                         Electro-Flail(3)                                                5    5 -        5    3    1    4    1    6
                                                                                       Armor
                                                         Force Staff(4) (Max. 2)                                         Attributes: Chitin Armor, Furious Charge
                                                                                       Light Armor
             0-2 Blasters Base +40 TG                    Pistols
                                                                                       Flak Armor
M WS BS S           T W       I    A Ld                  Hand Bow                                                                            Razorwings 25 TG
                                                                                       Mesh Armor(5)
- +1 +1 -           - +1 -        -   +1                 Autopistol                                                      M WS BS S               T W     I   A   Ld
                                                                                       Carapace Armor(5)
Species: Human, Abhuman – Squat, abhuman -               Stub Gun                                                        6 3       -     2      3   2   4    3   6
                                                                                       Gun-Sights
Beastman, or Mutant.                                     Hand Cannon(5)                                                  Attributes: Fly
                                                                                       Red-Dot Laser
Weapons: weapons from the CC, Pistols, Special,          Laspistol
                                                                                       Telescopic Sight
Heavy, and Grenades list.                                Hellpistol(3)                                                                    Giant Rats 15 TG
                                                                                       Equipment
Equipment: any from the Armor and Equipment              Hand Flamer(5)                                                  M WS BS S           T W       I   A     Ld
                                                                                       Charm
lists.                                                   Web Pistol(3)                                                   5 3 -          3    2 1      3    1     6
                                                                                       Clip Harness
                                                         Plasma Pistol(2)                                                Attributes: Dodge Skill
                                                                                       Control Collar
               0-2 Mashers Base +40 TG                   Web Pistol
                                                                                       Liquid Courage (One Use)
M WS BS S              T W         I  A Ld               Basic(5)                                                                           Canine 15 TG
                                                                                       Photo-Contacts/Visor
- +1 -           -    - +1 - +1 +1                       Bow                                                             M WS BS S           T W       I A       Ld
                                                                                       Respirator
Species: Abhuman - Ogryn, or Big Mutie.                  Musket                                                          5 3 -          3    2 1      4  1        5
Weapons: weapons from the CC or Grenades &               Scatter Gun                                                     Attributes: Dodge Skill
                                                                                       1. Not available to Subs
Ammo list.                                               Autogun
                                                                                       2. Only available to
Equipment: any from the Armor and Equipment              Lasgun                                                                                Feline 10 TG
                                                                                       Heavies & Bosses
lists.                                                   Las Carbine                                                     M WS BS S              T W       I  A   Ld
                                                                                       3. Only available to
Special: Each Masher may select one Special              Bolt Carbine(5)                                                 4    3    -    2      2 1      5   1    5
                                                                                       Bosses
weapon from the following list: Ripper Gun, Scatter      Bolter(3)                                                       Attributes: Cat fall Skill
                                                                                       4. Only available to
Cannon, Spear Gun. This is subject to the normal         Shotgun
                                                                                       Wyrds
limitations in their species listing.                    (Solid/Scatter)                                                                       Felynx 30 TG
                                                         Hunting Rifle                                                   M WS BS S              T W       I A    Ld
               0-4 Spooks Base +20 TG                    Special(5)                                                      5 3       -     3      3 1      5  1    6
M WS BS S             T W     I   A Ld                   Flamer                                                          Attributes: Cat fall Skill
- +1 -          -    -   -   -    -   +1                 Autoslugger
Species: Any non-astartes human, abhuman - Squat,        Grenade Launcher                                                                Orkoid – Squig 20 TG
abhuman - Ratling, abhuman - Beastman, or mutant.        Ripper Gun                                                      M WS BS S            T W       I   A    Ld
Weapons: weapons from the CC, Pistols, and               Scatter Cannon                                                  5 3 -           4    2    1    3    1    5
Grenades list.                                           Spear Gun                                                       Attributes: Furious Charge, Ork Only
Equipment: any from the Armor and Equipment              Webber(3)
lists.                                                   Scatter Cannon                                                                   Kroothound 25 TG
Special: Spooks must purchase a wyrd upgrade on          Pistol Sword(4)                                                 M WS BS S           T W         I    A Ld
recruitment.                                             Webber                                                          5 3        -   3    3    1     5     2    7
                                                         Needle Rifle(4)                                                 Attributes: Impetuous Skill, Tau or Kroot Only
             2+ Dregs Base +15 TG                        Heavy(5)
M WS BS S          T W        I A Ld                     Heavy Stubber
- +1 -       -    -     -    -  -     -                  RPG Launcher
Species: Any non-Astartes Human, Abhuman –               Multi-Laser
Squat, Abhuman – Ratling, abhuman - Beastman or          Heavy Flamer
                                                                                                                                                                           9
              Arbites/Expurgators                       Weapons: weapons from the CC, Pistols,                        Agility Combat Ferocity Muscle Shooting Stealth Techno
Initial resources: 1000 TG. Must have a minimum of      Basic, and Grenades list.
                                                                                                         Recruits       X      -       -       X        X       -       -
3 models.                                               Equipment: any from the Armor, Gunsights,
Starting Experience:                                    and Equipment lists.                            Legionnaire     X      -       X       X        -       X       -
Marshal/Leader 60+D6, Proctors/Specialists 40+D6,       Special: Detectives have the Infiltration
Detective 30+D6, Arbitrators/Troopers 20+D6,            Skill. If a                                     Custodians      -      X       X       X        X       -       -
Wardens D6, Penal Legionnaires D6, Recruits D3          Detective rolls this skill again, re-roll the
                                                                                                        Arbitrator      X      X       -       X        X       -       -
The Judge/The Executor 70+D6.                           result.
Special Rules: Arbites/Expurgators warbands may                                                         Detectives      X      X       -       X        X       X       X
select Comm-links/Micro-beads at +2 TG per fighter.         2+ Arbitrators/Troopers Base +30 TG
                                                        M WS BS S                 T W        I    A Ld     Proctors  X        X      X      X           X       -       X
All fighters must be equipped in this way.
Max 2 Psykers/Wyrds per warband. Maximum level          - +1 +1 -                -    -     -     - +1    Marshals   X        X      X      X           X       X       X
of 2.                                                   Species: Human, Abhuman-Ogryn,
Law Enforcement Armory Access: Arbites /                Weapons: weapons from the CC, Pistols, The Judge /
                                                        Basic, and Grenades list.                            The     -        X      X      X           X       -       -
Expurgators benefit from the access to the best
                                                                                                          Executor
armories of the Empire. Hence they add +1 to the        Equipment: any from the Armor, Gunsights,
number of Rare Items they can get during the            and Equipment lists.
trading sequence.                                       Special: At least 50% of a warband must be made up          Weapons and equipment
Recruitment Process: when a Arbite / Expurgator         of Arbitrators/Troopers. If this number ever falls
dies roll a D6. Do not apply this rule if the dead      below 50%, you may recruit no further non-                  Hand-to-Hand                      Choke Gas Grenades(1)
fighter is the leader. On 5+ Administrative             Arbitrator models until this number is over 50%.            Knife                             Smoke Grenades
documents are sent to the local precinct. Luckily the                                                               Stilleto, Dirk5                   Hallucinogen
local precinct just finished training new recruits.                      0-3 Wardens Base +15 TG                    Throwing Knife(5)                 grenades(1 5)
Replace the dead fighter with a new one of the same     M WS BS S                 T W        I    A Ld              Sword                             Frag Missile
Unit Type for free. You buy him Weapons &               - +1 -             -     -    -     -     - +1              Club, Maul, Bludgeon              Krak Missile
Equipment as if you just recruited him.                 Species: Human, Abhuman - Ogryn,                            Chainsword(1)                     Dum-Dums
Arbites Warband Special Rules:                          Abhuman-Untouchable                                         Chain-Axe(1)                      Man-Stoppers
Riot Shield: Arbites & Wardens Only, 30 TG.             Weapons: weapons from the CC, Pistols, and Basic            Shock       Maul    (Arbites      Hot Shot Shells
Receive a +2 save modifier against any attack that      lists.                                                      Only)(1)                          Executioner Shells
originates on the 90 degree forward arc. In addition,   Equipment: any equipment from the Armor and                 Power Sword(3)                    Overcharge Cell
counts as a close combat weapon with a S3 and a         Equipment lists.                                            Electro-Flail(2)                  Armor
save modifier of -1. High Impact weapons disable        Special: may only be selected if at least 1 Penal           Shock Maul(2)                     Flak Armor
the force field of the shield cancelling its armor      Legionnaire is part of the warband. If there are no         Power Sword(3)                    Flak Armor (Enclosed)
bonus. The riot shield is genetically bound to its      Legionnaires in an Arbites warband, the Custodian           Force Staff(4)                    Carapace Armor(1)
bearer thus no other war band type may possess a        will not fight until more Legionnaires are hired.           Pistols                           Carapace Armor
Riot Shield.                                                                                                        Autopistol                        (Enclosed)(1)
Expurgators Warband Special Rules :                                0+ Penal Legionnaires Base +5 TG                 Stubber                           Mesh Armor(1)
Expurgators are mind-scrubbed, highly-trained           M WS BS S                 T W        I    A Ld              Hand Cannon                       Mesh Armor
teams of killers under the direct authority of the      - +1 -             -     -    -     -     -  -              Bolt Pistol(1)                    (Enclosed)(1)
High Lords of Terra.                                    Species: Human or Abhuman, Human - Mutant                   Laspistol                         Hexagrammic Wards(6)
Expurgators may not select the Detective, Wardens,      Weapons: weapons from the CC, Pistols, and Basic            Hellpistol(1)                     Refractor Field(3)
and/or Legionnaire unit type and are limited to a       lists.                                                      Needle Pistol(5)                  Conversion Field(2)
total of 2 Recruits at all times. They may never be     Equipment: any from the Equipment lists.                    Hand Flamer(1)                    Gun-Sights
captured and any Capture roll means the fighter is      Special: While Legionnaires may earn experience,            Plasma Pistol(2)                  Red-Dot Laser
killed and his equipment permanently lost. May          gain new skills, etc, they may never advance in rank        Web Pistol (Arbites only)         IR Sight
never select weaponry or equipment outside their        beyond that of Legionnaire.                                 Basic                             Telescopic Sight(2)
lists below.                                                                                                        Autogun                           Equipment
Ignore Telepathic psychic powes on a 4+.                                  0+ Recruits Base +15 TG                   Lasgun                            Bio-Scanner
Expurgators may never be Wyrds.                         M WS BS S                 T W        I    A Ld              Hellgun(1)                        (1/warband)(6)
                                                        - +1 -             -     -    -     -     -  -              Bolter(1)                         Blade Venom (One
           1 Marshal/Leader Base +100 TG                Species: Human or Abhuman                                   Shotgun (Solid/Scatter)           Use)(5)
M WS BS S            T W        I   A Ld                Weapons: weapons from the CC, Pistols, and Basic            Hunting Rifle(2)                  Charm (Arbites Only)
- +2 +2 -            -    - +1 -      +2                lists.                                                      Bolter(2)                         Clip Harness
Species: Human, Abhuman-Untouchable,                    Equipment: any from the Armor and Equipment                 Shotgun (Solid/Scatter)           Frenzon4
Human Wyrd (Level I or II only)                         lists.                                                      Special                           Injector Rig(4)
Weapons: weapons from the CC, Pistols, Basic,                                                                       Flamer                            Kalma(4)
Special, and Grenades list.                                                                                         Melta-Gun(5)                      IR Goggles(5)
Equipment: any from the Armor, Gunsights, and           0-1 The Judge (Arbites) or The Executor                     Ripper Gun (Ogryn Only)           Photo-Contacts/Visor
Equipment lists.                                        (Expurgators) Base +70 TG                                   Grenade Launcher                  Respirator
Special: A Marshal/Leader may select 1 Servo-Skull      M WS BS S                 T W        I    A Ld              Plasma Gun                        Reloads(2)
or Psyber-Familiar, at normal cost.                     - +2 +2 -                -    -     -     - +1              Long Las                          Silencer(5)
                                                        Species: Human, Abhuman-Untouchable                         Needle Rifle(5)                   Spur(4)
        0-3 Proctors/Specialists Base +40 TG            Weapons: weapons from the CC, Pistols, Basic, and           Storm Bolter(3)                   Stummers (One Use)(5)
M WS BS S            T W         I   A Ld               Grenades list.                                              Webber (Arbites only)
- +1 +1 -            -   -      -    -    +1            Equipment: any from the Armor, Gunsights, and               Heavy                             1. Not available to
Species: Human, Abhuman-Untouchable                     Equipment lists.                                            Heavy Stubber                     Recruits/Legionnaires
Weapons: weapons from the CC, Pistols, Basic,           Special: has the Killer Reputation Skill. If the Judge      Heavy Bolter                      2. Not available to
Special, Heavy, and Grenades list.                      rolls this skill again, re-roll the result.                 Heavy Plasma Gun(5)               Recruits, Legionnaires,
Equipment: any from the Armor, Gunsights, and           I am the Law! (Arbites) / You are my Target !               Missile Launcher                  Custodians, or
Equipment lists.                                        (Expurgators): Before any game begins, select an            Multi-Laser                       Arbitrators
Special: If a Proctor/Specialist is not armed with a    enemy fighter from the opposing War Band. This              Multi-Melta(5)                    3. Marshal/Leader only
Heavy weapon, it may select (1) one Cyberhound or       fighter is sentenced to death. The Judge/The                Heavy Flamer(5)                   4. Legionnaires only
Grapplehawk, at normal cost.                            Executor hates the selected fighter. If the                 Heavy Webber (Arbites             5. Detective,
                                                        Judge/executor takes the target out of action, he           Only)                             Legionnaire, and/or
          0-2 Detectives Base +40 TG                    receives 2D3 Exp bonus.                                     Grenade & Ammo                    Expurgators only
M WS BS S            T W       I   A         Ld                                                                     Frag Grenades                     6. Expurgator
- +1 +1 -            -   -    -    -         +1                                                                     Krak Grenades                     Leader/Specialist only
                                                                                                                    Photon Flash Grenades
Species: Human, Abhuman-Untouchable,
                                                                                                                    Melta-Bombs(1)
Human Wyrd (Level I or II only)
                                                                                                                    Scare Gas Grenades(1)
                                                                                                                                                                            10
ADEPTUS MECHANIUS EXPLORATORS                              0-3 Enginseer Base +50 TG                                 Agility Combat Ferocity Muscle Shooting Stealth Tech
                                                  M WS BS S            T W       I    A       Ld
                                                                                                     Menials            X      -       -      X         -      X      -
Initial resources: 1000 TG. Must have a           - +1 +1 -            -   - +1 -             +1
minimum of 3 models.                              Species: Human only.                                   Skiitari       -      X       -      X        X       X      -
Starting Experience:                              Weapons: from the CC, Basic, Pistols,              Electropri
                                                                                                                        -      X      X       X         -       -     X
Magos/Genetor 60+D6, Enginseer 60+D6,             Special, Heavy, and Grenades lists.                   est
Electro-Priest 20+D6, Skitari 20+D6, Sicarian     Equipment: any from the Armor,                     Sicarian           -      X       -      X        X       X      X
60+D6, Menials D3.                                Gunsights, and Equipment lists.
                                                                                                     Enginseer          -      X      X       X        X        -     X
Special Rules: Arbites/Expurgators warbands
may select Comm-links/Micro-beads at +2 TG              0-2 Electro-Priest Base +40 TG           Magos      X   X     -    X        X     X                           X
per fighter. All fighters must be equipped in     M WS BS S             T W        I   A Ld
                                                                                                 Genetor    X   X     X    X        X     X                           X
this way.                                         - +1 -          -    -     - +1 -        +1
Construct Bodyguards: Magos/Genetor may           Species: Human only.
purchase 1 construct bodyguard if they are        Weapons: from the CC, Pistols, and Grenades
equipped with a MIU. There can be only 1          list.                                                 Weapons and equipment
Construct Bodyguard per war band at any           Equipment: any from the Equipment lists.
time. The construct is bound to the leader.       Special: Electro-Priests have Electoos and may        CC
                                                                                                        Knife                 Grenade & Ammo
                                                  never wear armor.                                                           Frag Grenades
     Amesa Thallax Bodyguard        175 TG                                                                          Stilleto, Dirk
                                                                                                                    Throwing Knife                Krak Grenades
M WS BS S            T W        I    A Ld                     0+ Skiitari Base +30 TG                                                             Melta-Bomb(1)
                                                                                                                    Sword
4 2 4 4 3 2                 2     2    8          M WS BS S            T W        I   A Ld                          Club, Maul, Bludgeon          Photon Flash Grenades(1)
Species: Construct                                - +1 +1 -            -    -    -    -   +1                        Chain, Flail                  Frag Missile
Weapons: Autoslugger and a knife.                 Species: Human or any Abhuman.                                    Massive Weapon                Krak Missile
Equipment: heavy armor (4+ AS).                   Weapons: from the CC, Pistols, Basic, and                         Chainsword(1)                 Dum-Dums
                                                                                                                                                  Man-Stoppers
Special: Floating, Extra Clip (Ignore the first   Grenades list.                                                    Chain-Axe(1)
                                                                                                                    Power Sword(2)                Metal Storm(3)
Failed Ammo Roll per game).                       Equipment: any from the Armor, Gunsights,                                                       Inferno(3)
                                                  and Equipment lists.                                              Power Axe(2)
                                                                                                                    Power Fist(2)                 Kraken(3)
          Scyllax Bodyguard 150 TG                                                                                                                Overcharge Cell(1)
                                                                                                                    Shock Maul(1)
M WS BS S            T W       I   A Ld                      0+ Menials Base +20 TG                                 Buzzsaw                       Armor
5 4        2    4    3 2      2    2      8       M WS BS S          T W         I   A Ld                           Chainsaw                      Flak Armor
Species: Construct                                - +1 -        -    -    -     -    -   +1                         Pneumatic Hammer              Flak Armor (Enclosed)
Weapons: Mechadendrite Combat Array.              Species: Human or any Abhuman.                                    Rock Drill/Breacher           Carapace Armor(1)
                                                                                                                                                  Carapace Armor
Equipment: heavy armor (4+ AS).                   Weapons: from the CC, Pistols, and Grenades                       Shears
                                                                                                                    Pistols                       (Enclosed)(1)
Special: Rad Furnace (models in CC suffer -1T).   list.                                                                                           Mesh Armor(1)
                                                  Equipment: any from the Equipment list.                           Autopistol
                                                                                                                    Stubber                       Mesh Armor (Enclosed(1)
Must select 1 of the following factions upon                                                                                                      Power Armor(2)
                                                                                                                    Hand Cannon(1)
creation, which cannot be changed or                    0-2 Sicarian Inflitrators Base +100 TG                      Bolt Pistol(1)                Power Armor (Enclosed)(2)
removed once selected.                            M WS BS S              T W           I    A Ld                    Laspistol                     Gun-Sights
Puritan: (Magos Leader) The war band follows      +1 +1 +1 +1 - +1 -                         - +1                   Hellpistol(1)                 Red-Dot Laser
the strict Universal Laws laid down by the        Species: Human only.                                              Hand Flamer                   Telescopic Sight
                                                                                                                                                  Mono-Sight
Ommnisiah. The warband may not be                 Weapons: from the CC, Pistols and Grenades                        Plasma Pistol(1)
                                                                                                                    Inferno Pistol(2)             IR-Sight
equipped with any Xenos weaponry or               list.                                                                                           •Equipment
equipment. When facing any war bands              Equipment: any from the Gunsights and                             Basic
                                                                                                                    Autogun                       Bio-Scanner
possessing Xenos weaponry or equipment or         Equipment lists.                                                                                (1/warband)(1)
                                                                                                                    Lasgun
Radical Admech war bands or including a           Special: Infiltration Skill. (If the fighter gets it              Las Carbine                   Clip Harness
Xenos, the entire war band may choose to be       once more, reroll the result). Sicarians have an                  Hellgun                       MIU(2)
affected by Hatred when the scenario begins.      included 5+ armor save than cannot be                             Bolt Carbine                  Mechadendrites/Servo-
                                                  upgraded.                                                                                       Arm(2)
The Magos and Enginseers/Secutors may                                                                               Bolter
                                                                                                                    Shotgun (Solid/Scatter)       Photo-Contacts/Visor
select 1 servo-skull each, at normal cost.
                                                                                                                    Special                       Respirator
Radical: (Genetor Leader) The war band seeks                     0-4 Servitors Base                                                               Weapon Reloads
to extend its knowledge regardless of the         M WS BS S            T W        I   A Ld                          Flamer
                                                                                                                    Melta-Gun                     Shoulder Rig(2)
consequences. May be equipped with Xenos          -    -     -    -     -    -    -   -     -                                                     Skull Chip(1)
                                                                                                                    Melta-Lance
weaponry and equipment. The Genetor and           Species: Species: Servitors, Gun-/Combat-                         Grenade Launcher              Silencer
Enginseers/Secutors may select 1 servo-skull      Servitors.                                                        Plasma Gun
or Drone each, at normal cost. War bands led      Weapons: from the CC, Pistols, Basic, and                         Long Las                      1. Not available to Menials
by a Genetor may replace their Sicarian           Grenades list.                                                    Storm Bolter                  2. Not available to Menials
                                                                                                                                                  or Skiitari
allowance with 0-3 Gholams or Chimerics.          Equipment: None.                                                  Ripper Gun
                                                                                                                    Rad-Cleanser                  3. Magos/Genetors Only
                                                                                                                    Heavy                         4. Only available to
                                                           0-2 Praetorian Base +140 TG                                                            Servitors or models with
                                                                                                                    Autocannon
            1 Magos Base +110 TG                  M WS BS S            T W        I   A Ld                                                        Bionics
                                                                                                                    Assault Cannon
M WS BS S            T W       I   A Ld           - +1 +1 +1 +1 +1 -1 +1                   -                        Heavy Stubber
- +2 +2 -            - +1 +1 -          +2        Species: Human only.                                              Heavy Bolter
                      OR                          Weapons: from the CC, Pistols, Basic, Special,                    Heavy Plasma Gun
           1 Genetor Base +110 TG                 Heavy, and Grenades list.                                         Lascannon
M WS BS S            T W       I   A Ld           Equipment: any from the Equipment lists.                          Missile Launcher
- +2 +2 - +1 - +1 -                     +2        Special: have a 4+ armor save. Have the bulky                     Multi-Melta
Species: Human only.                              rule: may have up to 2 Implant Weapons OR                         Multi-Laser
Weapons: from the CC, Pistols, Basic, Special,    the giant rule: may have up to 3 Implant
and Grenades list.                                Weapons. Slow and purposeful: Counts as
Equipment: any from the Armor, Gunsights,         being equipped with suspensors and
and Equipment lists.                              may never run or climb ladders.
                                                                                                                                                                      11
               ROGUE TRADERS                              1 Rogue Trader Base +100 TG
                                                                                                                    Agility Combat Ferocity Muscle Shootin Stealth Techno
                                                    M WS BS S            T W        I   A Ld
Initial resources: 1000 TG. Must have a             - +2 +2 -            -     - +1 -        +2          Rogue        X       X       X       X         g
                                                                                                                                                        X      X     X
minimum of 4 models.                                Species: any non-Astartes Human or
                                                                                                       Trader
                                                                                                     Representa       X       -       X       -         X      X     -
Starting Experience: Rogue Trader 60+D6,            Abhuman
Representative 60+D6, Arch Militant 60+D6,          Weapons: from the CC, Pistols, Basic,                tive
                                                                                                     ArchMilitan      X       -       X       -         X      -     -
Navigator 20+D6, Crewmen 20+D6, Rating D3.          Special, and Grenades list.
                                                                                                            t
                                                                                                        Navigator     X       -       X       -         -      X     X
                                                    Equipment: any from the Armor,
Special Rules: may select Commlinks/                Gunsights, and Equipment lists.                  Crewmen          X       X       X       X         -      X     -
Microbeads at +5 TG per fighter. If selected, all   Special: may select 1 Beast or Construct
                                                    model.                                               Rating       X       X       X       X         -      -     -
fighters must be equipped in this way.
Xenos Friendly: allows Xenos members to
become part of the crew. May start with 1                      1 Navigator Base +25 TG
Xenos in any of the following ranks: Arch-          M WS BS S              T W      I     A Ld                 Weapons & Equipment Lists
Militant, Crewman. That model may select            -     -    -     -     -   - +1 -       +1
weapons appropriate to its rank and race from       Species: Human Wyrd Only!                                  Hand-to-Hand
                                                                                                                                                  Grenade & Ammo
the Xenos weapons lists, at maximum cost.           Weapons: from the CC, Pistols, and Grenades                Knife
                                                                                                                                                  Frag Grenades(1)
                                                    list.                                                      Stiletto, Dirk
Traders: In a campaign setup, the Rogue                                                                                                           Krak Grenades(1)
                                                                                                               Throwing Knife
Trader might use his Warrant of Trade, to           Equipment: any from the Armor and                                                             Photon Flash
                                                                                                               Sword
trade with other players. The price is up to the    Equipment lists.                                                                              Grenades(1)
                                                                                                               Club, Maul, Bludgeon
players involved, but the rating increase is        Special: Once each scenario, a Navigator may                                                  Fire Bomb
                                                                                                               Chain, Flail
                                                                                                                                                  Tox Bomb
adjusted by the standard bazaar price.              reroll one Perils of the Warp result.                      Massive Weapon
                                                                                                                                                  Melta-Bomb(2)
Pirate’s scums: Non-Construct Rogue Trader                                                                     Chainsword(1)
                                                                                                                                                  Scare Gas Grenades(2)
warband members suffer from hatred when                      0-1 Representative Base +40 TG                    Chain-Axe(1)
                                                                                                                                                  Smoke Grenades(1)
fighting members of a Void Pirate warband.             M WS BS S               T W        I  A Ld              Electro-Flail(2)
                                                                                                                                                  Frag Missile(2)
                                                       - +1 +1 -               -    - +1 -        +1           Shock Maul(2)
                                                                                                                                                  Krak Missile(2)
                                                                                                               Power Sword(3)
According to the Rogue Trader’s Warrant of          Species: any non-Astartes Human or Abhuman                                                    Dum-Dums
                                                                                                               Force Staff(4)
Trade, the warband must select 1 of the             Weapons: from the CC, Pistols, and Grenades                                                   Man-Stoppers
following charters upon creation, which             list.                                                                                         Overcharge Cell(1)
                                                                                                               Pistols
cannot be changed or removed once selected.         Equipment: any from the Armor and                          Dueling Pistol(2)
                                                                                                                                                  Armor
Charter of Commerce: The Warband is part of         Equipment lists.                                           Autopistol
                                                                                                                                                  Light Armor
a vast commercial organization dealing in           Special: Representative has the “Ambush” and               Stubber
                                                                                                                                                  Flak Armor
nearly any trade item. It reduces the price of      “Escape Artist” skills. If a representative rolls          Hand Cannon
                                                                                                                                                  Flak Armor (Enclosed)
                                                    this skill again, re-roll the result.                      Bolt Pistol(1)
all rare items in the bazaar by 1D6. After each                                                                                                   Medium Armor(1)
                                                                                                               Laspistol
game the warband gains an additional 2D6 TG                                                                                                       Medium Armor
                                                                                                               Hellpistol(1)
income.                                                    0-3 Arch-Militants Base +40 TG                                                         (Enclosed)(1)
                                                                                                               Hand Flamer
Charter of Exploration: The Warband travels         M WS BS S           T W        I   A Ld                                                       Heavy Armor(2)
                                                                                                               Plasma Pistol(1)
                                                                                                                                                  Heavy Armor
beyond the boundaries of the Imperium. The          - +1 +1 -          -      -   -    -    +1
                                                                                                                                                  (Enclosed)(2)
Warband fighters may use weapons from both          Species: any Human, Abhuman or Mutant                      Basic
                                                                                                                                                  Hexagrammic Wards(4)
the Xenos and human weapon lists (as long as        Weapons: from the CC, Pistols, Basic, Special,             Scatter Gun
                                                                                                                                                  Refractor Field(2)
their rank allows it).                              Heavy, and Grenades list.                                  Autogun
                                                                                                                                                  Conversion Field
                                                    Equipment: from the Armor, Gunsights, and                  Lasgun
The warband must include one Ad Mech
                                                                                                               Las Carbine
Enginseer to reflect its focus on lost              Equipment lists.                                                                              Gun-Sights
                                                                                                               Hellgun(2)
Technology and may only include 0-2 Arch                                                                                                          Red-Dot Laser
                                                                                                               Bolt Carbine(2)
Militants. After each game the warband gains                  1+ Crewmen Base +20 TG                                                              Telescopic Sight
                                                                                                               Bolter(2)
                                                                                                                                                  Mono-Sight
an additional 3D6 TG income.                        M WS BS S          T W         I   A Ld                    Shotgun (Solid/Scatter)
Unknown Charter: The Rogue Trader’s family          - +1 +1 -         -     -     -    -     -                                                    Equipment
line was given a charter when the Emperor           Species: Human, Abhuman or Mutant                          Special
                                                                                                                                                  Injector Rig
walked among men and its details have been          Weapons: from the CC, Pistols, Basic, and                  Flamer
                                                                                                                                                  (1/warband)(2)
                                                    Grenades list.                                             Melta-Gun
lost over time. One of the Rogue Trader’s                                                                                                         Bio-Scanner
                                                                                                               Ripper Gun (Ogryn Only)
weapons (Pistols & Basic weapons only)              Equipment: any from the Equipment lists.                                                      (1/warband)(2)
                                                                                                               Grenade Launcher
receives the Master Crafted upgrade for free                                                                                                      Charm
                                                                                                               Plasma Gun
upon creation and adjust the warband rating                      0+ Rating Base +5 TG                                                             Clip Harness
                                                                                                               Storm Bolter(2)
                                                                                                                                                  Control Collar
with its actual cost (Weapons ½ Value). After       M WS BS S            T W       I   A Ld                    Scatter Gun
                                                                                                                                                  Liquid Courage (One
each game the warband gains an additional           -     -    -    -    -    -   -    -     -                 Pistol Sword(3)
                                                                                                                                                  Use)
1D6 TG income, add +1 to the result of the          Species: Human, Abhuman or Mutant                                                             Kalma
number of Rare Items they can find.                 Weapons: from the CC, Pistols, and Grenades                Heavy
                                                                                                                                                  Photo-Contacts/Visor
                                                    list.                                                      Heavy Stubber
Xenos Trader: The Rogue trader is a freelance                                                                                                     Respirator
                                                                                                               Heavy Bolter
trader. His focus is to create new commercial       Equipment: any from the Equipment lists.                                                      Reloads
                                                                                                               Heavy Plasma Gun
agreements for his own profit. The warband          Special: Ratings may never make up more                    Missile Launcher
may include up to 40% Xenos and must have           than 25% of the warband’s total models. If                 RPG Launcher
                                                                                                                                                  1. Not available to
at least 3 xenos members, including its leader      Ratings make up more than 25% of the total                 Multi-Laser
                                                                                                                                                  Ratings
and it cannot recruit any non Xenos as long as      model count for the warband, no further                    Heavy Flamer
                                                                                                                                                  2. Only available to
this is not respected. The fighters may use         Ratings may be hired.                                      Multi-Meta
                                                                                                                                                  Arch-Militants,
weapons from both the Xenos and human                                                                                                             Navigators, & Rogue
weapon lists as long as their rank and species                                                                                                    Trader
allow it and suffer no penalty to access them.                                                                                                    3. Only available to
In the recruitment tables below, for all entries,                                                                                                 Rogue Trader
add in the Species “Xenos”. After each game                                                                                                       4. Only available to
                                                                                                                                                  Navigator
the warband gains an additional 2D6 TG
income.
                                                                                                                                                                     12
          CAMPAIGNING/POSTGAME                        100-149                      +3/+2                   ransom – it is a matter for the players to
                                                      150-199                      +4/+3                   decide for themselves. Finally, fighters who
EXPERIENCE                                            200-249                      +5/+4                   are neither exchanged nor ransomed may be
All fighters starting exp is specified in the         250-499                      +6/+5                   sold as slaves earning the captor D6 x 5
warband entry. The exp the fighters earn will         500-749                      +7/+6                   Guilder credits. Captives who are exchanged
depend on the scenario played. Exp are always         750-999                      +8/+7                   or ransomed retain all of their weapons and
added to the fighter’s total after the game. A        1,000-1,499                  +9/+8                   equipment; if captives are sold their weaponry
fighter always earns D6 exp for surviving a           1,500+                      +10/+9                   and equipment is kept by the captors.
battle.                                                                                                    64 HORRIBLE SCARS: The fighter causes fear.
Experience advances: As fighters reach a new          SERIOUS INJURIES                                     65 IMPRESSIVE SCARS: Add +1 to the fighter’s
exp levels, they are entitled to make Advance         If a fighter goes out of action, roll on the         Leadership characteristic. This bonus applies
rolls, which must be taken immediately after          Serious Injury Table after the game.                 only once, further impressive scars have no
the game.                                             Serious injuries Table (d66)                         additional effect.
                                                      11-16 DEAD: The fighter is killed in action and      66 SURVIVES AGAINST THE ODDS: Despite his
Experience Advance table                              his body abandoned, all the weapons and              injuries he makes his way back home. He
Exp              Title                                equipment carried by the fighter are lost.           recovers fully and his uncanny survival earns
0-5              Green Juve                           21 MULTIPLE INJURIES: The fighter has                him an additional D6 Experience points.
6-10             Juve                                 suffered many serious wounds. Roll a further
11-15            Juve                                 D6 times on this chart. Re-roll any ‘Dead’ and
16-20            Top Juve                             ‘Full Recovery’ results.                             INCOME
21-30            New Ganger                           22 CHEST WOUND: The fighter is weakened by           Territory: Every gang begins with five
31-40            Ganger                               the injury and his T is reduced by -1.               territories generated from the Territory table.
41-50            Ganger                               23 LEG WOUND: The fighter’s M is reduced by          At the end of a battle a gang can collect
51-60            Ganger                               -1. Randomly determine which leg has been            income from its territories. Juves, leaders and
61-80            Gang Champion                        hurt.                                                heavies does not collect income. Each ganger
81-100           Gang Champion                        24 ARM WOUND: The fighter’s S is reduced by          (starting Exp 21-60) who survives the game
101-120          Gang Champion                        -1 when using that arm. Randomly determine           without going out of action can generate
121-140          Gang Champion                        which arm has been hit.                              income from any one of the gang’s territories.
141-160          Gang Champion                        25 HEAD WOUND: At the start of each game             Regardless of how many territories or how
161-180          Gang Champion                        roll a D6 to determine how he is affected. On a      many gangers a gang has it may never collect
181-200          Gang Champion                        1-3 the fighter is dazed and confused – he is        income from more than ten. The gang must
201-240          Gang Hero                            affected by the rules for stupidity. On a roll of    spend a proportion of its income on basic
241-280          Gang Hero                            4-6 the fighter is enraged and uncontrollable –      necessities. The number indicated on the chart
281-320          Gang Hero                            he is affected by the rules for frenzy.              below is the profit in credits earned after
321-360          Gang Hero                            26 BLINDED IN ONE EYE: The fighter’s BS is           deducting basic maintenance costs. The profit
361-400          Gang Hero                            reduced by -1. Randomly determine which              is added to the gang’s stash.
401+             Mighty Ganger                        eye. If the fighter is subsequently blinded in
A gang fighter that reaches this level may not        his remaining good eye then he must retire                      NUMBER OF MODELS IN GANG
advance any further.                                  from the gang.                                       INCOME    1-3 4-6 7-9 10-12 13-15 16-18 19-21
                                                      31 PARTIALLY DEAFENED: An individual                 0-29       15 10 5      0     0     0     0
ADVANCE ROLLS                                         suffers no penalty if he is partially deafened,      30-49      25 20 15 5          0    0     0
Roll 2D6 and consult the Advance Roll table           but if he is deafened for a second time he           50-79      35 30 25 15         5     0    0
2D6 Result                                            suffers -1 from his Leadership characteristic.       80-119     50 45 40 30       20     5    0
2-5 New Skill. Select one of the Skill tables         32 SHELL SHOCK: The fighters I is reduced by -       120-169   65 60 55 45         35 15       0
available to the fighter and pick a skill. If he is   1.                                                   170-229   85 80 75 65         55 35      15
a wyrd he may choose to randomly generate a           33 HAND INJURY: Wounds to a hand result in           230-299   105 100 95 85 75         55 35
new Minor power instead of a skill.                   the loss of D3 fingers. Randomly determine           300-379   120 115 110 100 90        65 45
6 Characteristic Increase.                            which hand is affected. The fighter’s WS is          380-459   135 130 125 115 105       80 55
Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.       reduced by -1. If a fighter loses all five fingers   460-559   145 140 135 125 115 90         65
7 Characteristic Increase.                            on a hand then he may no longer use that             560-669   155 150 145 135 125 100 70
Choose either +1 WS or +1 BS.                         hand.
8 Characteristic Increase.                            34-36 OLD BATTLE WOUND: Roll a D6 before             GIANT KILLER BONUS
Roll again: 1-3 = +1 Initiative;                      each game. On the roll of a 1 the fighter is         Difference In  Income Bonus
4-6 = +1 Leadership.                                  unable to take part in the forthcoming battle.       Gang Rating    for Winning
9 Characteristic Increase.                            41-55 FULL RECOVERY: The fighter makes a             1-49            +5
Roll again: 1-3 = +1 Wound;                           full recovery.                                       50-99           +10
4-6 = +1 Toughness.                                   56 BITTER ENMITY: The fighter develops a             100-149         +15
10-12 New Skill. Select one of the Skill tables       bitter enmity for the gang responsible for his       150-199         +20
available to the fighter and pick a skill. If he is   injury. From now on, the fighter hates the           200-249         +25
a wyrd he may choose to randomly generate a           following (roll a D6).                               250-499         +50
new Major Power instead of a skill.                   1-2 The individual enemy who inflicted the           500-749         +100
                                                      injury (if unknown, the gang leader).                750-999         +150
GANG RATING = VALUE OF FIGHTERS +                     3-4 The leader of the gang who inflicted             1,000-1,499     +200
EXPERIENCE                                            the injury.                                          1,500+          +250
                                                      5 The entire gang responsible for his injury.
Underdogs: A gang fighting against the odds           6 All gangs from the same House as the gang
may earn extra experience.                            that inflicted his injury. If the same House as
Difference In         Experience Bonus                the fighter, roll again.
Gang Rating              Win/Lose                     61-63 CAPTURED: The fighter is captured.
1-49                       +1/+0                      Captives may be exchanged, ransomed back or
50-99                      +2/+1                      sold into slavery. There is no fixed value for
                                                                                                                                                      13
TERRITORY TABLE                                    this still isn’t enough to cover the gang’s debts   Hexagrammic Wards: protect the user from
                                                   then weapons or equipment must be sold off.         psychic powers on a D6 roll of 4+ (no saves
Roll a D66 to randomly select your territories.    64 Spore Cave 2D6x10                                against normal attacks).
The Income is indicated after the name.            If you roll double 1 when harvesting fungus         Cameleoline: an additional -1 cover save from
11 Chem Pit 2D6                                    the collecting ganger has contracted Spore          shooting attacks.
If you collect chemicals from the pit you gain     Sickness. The ganger will not be able to take       Ghosthelm: Allows a re-roll of one Perils of
2D6 credits. The work is extremely hazardous.      part in future battles until he recovers by         The Warp resultor Psychic power per scenario
If you roll a double or a 6 when working out       rolling a 4, 5 or 6 at the start of a game.         and grants the wearer the Focus power
your credits then the ganger falls into the        65 Archeotech Dome 2D6x10                           attribute. A Ghosthelm is considered Exotic to
chem. from now on he causes fear. No income        As long as your gang is careful not to sell too     all non-Eldar races.
is collected.                                      many items at once no one will suspect that
12-16 Old Ruins 10                                 you have discovered a new dome. No risk is          Bionics
21-25 Slag 15                                      incurred by collecting 2D6x10 credits.              Bionics may be selected upon recruitment or
26 Mineral Outcrop D6x10                           However, if you want to work the dome more          to replace a damaged body part. If used as a
You will earn D6x10 credits by searching the       intensely you can do so. A ganger can collect       replacement, it cancels out the negative
outcrop for precious stones.                       3D6x10, 4D6x10, 5D6x10 or even 6D6x10 from          modifiers for that body part and may be
31-35 Settlement 30                                the hoard, but if he rolls any doubles at all       damaged just as a body part can.
If a ganger visits his family in the settlement    then he has been spotted entering the dome.         Bionic Eye: The user may re-roll a failed
he collects 30 credits. In addition, whether the   You still collect the income rolled but the         Initiative test against the effects of a Photon
territory is used or not, there is a chance of a   hoard is secret no longer and it is immediately     Flash grenade or equivalent. Additionally, the
young relative leaving the settlement to join      stripped bare by treasure hunters. The              user suffers no penalties when shooting
your gang. Roll a D6 after each game. On the       territory then becomes an area of Old Ruins         through smoke.
roll of a 6 you may recruit a juve for free. You   instead.                                            Bionic Leg: The user gains +1 Attack in CC. Kick
will have to pay for his weapons though.           66 Green Hivers Choose                              attack instead of all normal attacks. This kick
36 Mine Workings D6x10                             Thanks to your contacts and influence you are       adds +2 Strength and inflicts D3 damage.
You can collect D6x10 credits as your share of     able to give the green hivers a good start, and     Bionic Arm: Gains +1 Strength in CC with
the mining profits to date. If you capture an      naturally they are grateful for your assistance     weapons used by that arm or when throwing
enemy fighter then you can put him to work in      and only too pleased to help in the future. You     grenades. Gains +1 Initaitive in CC.
your mine instead of selling him to slavers.       may choose any type of territory from the           Electoos: Rare outside the AdMech. Models
Each captive worker adds +1 to your D6 dice        chart.                                              with Electoos are armed with a Medi-pack
roll for income from the mine.                                                                         when attempting to repair Constructs hit by
41-42 Tunnels 10                                   SPENDING THE GELD                                   EMP or haywire grenades. May be used in CC,
When the gang fights a battle it can use these     You can spend Geld on weapons, hiring new           must be declared before charging or before
ducts to position up to three fighters             fighters, or any of the items available at the      being charged. Then counts as being armed
anywhere on the battlefield at ground level.       trading post.                                       with 2 HtH weapons, +1 S to its attacks which
Models are set up at the end of the player’s       Recruiting new members: New recruits are            have the Shock attribute.
first turn and cannot be placed within 8" of       selected in the same way as new members             MIU: A neural uplink rarely seen outside the
enemy models.                                      were selected upon warband creation. New            AdMech, allowing control of Constructs and
43-44 Vents 10                                     members may be equipped with weapons and            equipment via thought. No penalties for
When the gang fights a battle it can use these     equipment available in the warband’s stash, as      wearing Power Armor and doubles the
vents to position up to three fighters             long as their type may use that weaponry or         distance for Constructs control.
anywhere on the battlefield above ground           equipment.                                          Mechadendrites/Servo-Arm (M/S): Does not
level. Models are set up at the end of the         Purchasing from the Bazaar: Common items            replace a limb. Only non-Construct models
player’s first turn and cannot be placed within    may always be purchased. Uncommon items             may select M/S and only if it has a MIU. No
8" of enemy models.                                may be purchased on a D6 roll of 3+. Rare           model may have more than their T-
45-46 Holestead D6x10                              items may be purchased on a D6 roll of 5+, a        characteristic. Grants +1 S in CC , does not
51-52 Water Still D6x10                            max of D4 -1 rare items can be purchased by a       suffer the Encumbered modifier, and +1 A in
53-54 Drinking Hole D6x10                          warband after each scenario. Bionics may be         CC.
55-56 Guilder Contact D6x10                        purchased on a D6 roll of 3+.                       Injector Rig: or “Bio - Booster”, allows the
If you recover any loot during a fight you can     Selling: Any warband may sell as many items         model to use any drug it is equipped with at
trade it in to your Guilder contact for an extra   as it wishes each post-game sequence and the        any time during its turn. Additionally, on the
+5 credits income for each item.                   sold items are worth half their fixed value (i.e.   model’s first Injury roll, the model may take
61 Friendly Doc D6x10                              an item worth 10+D6 Geld, may be sold for 5         one re-roll.
The Doc will also give you D6x5 credits for the    Geld, etc.).                                        Lobo-Chip: does not have to test for Stupidity
body of any of your fighters who dies in                                                               or Frenzy, its I is reduced to 1.
combat, providing him with a useful supply of                          THE BAZAAR                      Shoulder Rig: used to mount an independent
organs and limbs for transplant.                   For prices and availability see appendix 7.         weapon upon the wearer’s shoulder, may
62 Workshop D6x10                                  Armor                                               onlybe used by models with an MIU. A
In addition, thanks to your workshop’s             Armor comes in two forms: regular and               shoulder rig may be fitted with any basic
meticulous care, you always ignore the first       Enclosed. Enclosed armor incorporates both a        weapon, at normal cost. Additional shot within
Ammo test during a battle.                         re-breather and photo-contacts/visor.               its forward 90° arc, at -1 BS (in addition to any
63 Gambling Den 2D6x10                             Flak Armor: 6+ Armor Save and 5+ Armor Save         other To Hit modifiers).
If you roll a double you lose that number of       from hits caused by Blast or template weapons       Skull Chip: may re-roll all I based test.
credits from that turn’s income instead of         Mesh Armor: 5+ Armor Save.
earning them – eg, double 4 you lose 80            Carapace: 4+ Armor Save. If wearer is below S       Gunsights
credits. Note that losses are deducted from        5, it suffers -1 Initiative.                        May not be used with template weapons.
your income before making reductions for           Power Armor: 3+ Armor Save. If wearer is            Mono-Sight: adds +1 to Hit rolls, no bonus
basic running costs. If a gang is unable to pay    below S 5, it suffers -1 Initiative (Astartes and   when firing from Overwatch.
gambling debts out of its income then the          models equipped with an MIU ignore this             Psyocculum: Psyker models adds +1 to Hit
difference must be made up from its stash. If      penalty).                                           rolls, +2 if the target is a Psyker or Daemon,
                                                                                                       no bonus when firing from Overwatch.
                                                                                                                                                    14
IR Sight: reduces the to Hit modifier of normal     its comrades. The model, and all weapons and        Ammo: Stubber attribute, granting the
cover by 1, no bonus when firing from               equipment, is permanently lost.                     weapon the Silent attribute.
Overwatch.                                          Grav Chute: no damage falling. In certain           Slaught: A combat drug that can be consumed
Telescopic Sight: doubles the short range of        scenarios, it grants the user the Deep Strike       at any time during the model’s turn and its
the weapon (minus pistols), no bonus when           ability, may not be used by Large models.           effects last until the end of the game. Adds D3
firing from Overwatch.                              Holy Weapon: The Holy weapon attribute can          to the user’s I and WS. Roll a 2D6 after the
Red-Dot Laser Sight: adds +1 to Hit rolls. A        be applied to any non-Power/Shock CC                battle, on a roll of 2 or 12 the user becomes
fighter with I of 5+ may spot the laser before      weapon. Against Daemons, double S and               addicted = no further benefit from that drug
the shot lands and dodge out of the way, on a       reduce all Warp Creatures’ saves by -1.             and suffer -2 I and WS permanently.
D6 roll of 6.                                       IR Goggles: doubles the range for spotting          Spur: A drug that can be consumed at any
                                                    Hidden models. In scenarios which involve           time during the model’s turn and its effects
Miscellaneous equipment                             intruders/sentries, the model may double the        last until the end of the game. Adds D3 to M, I
Bio-Scanner: triples the range at which the         distance it can spot intruders and adds +1 to       and WS. However, if the user is hit and
user can spot Hidden models. In scenarios           their Spotting rolls.                               injured, it will go Out of Action on a roll of 4+.
which involve intruders/sentries, the user may      Liquid Courage: a warband may use Liquid            Roll a 2D6 after the battle on a roll of 2 or 12
triple the distance it can spot intruders and       Courage once and for one scenario only. Once        the user becomes addicted = derive no further
adds +1 to their Spotting rolls.                    consumed, all non-Construct warband fighters        benefit from that drug and suffer -1 M, I, and
Blade Venom: any toxic substance used to            gain +1 Ld to a max of 9 and -2 I for the           WS permanently.
envenom a CC weapon. Usable for one                 duration of the scenario.                           Stummers: can only be used once per game. In
scenario only. The weapon becomes toxic.            Kalma: A drug that can be consumed at any           scenarios which include intruders or
May only be used on “normal” weapons.               time during the model’s turn and its effects        infiltrators, all intruding models reduce the
Charm: On a D6 roll of 5+, the model avoids         last until the end of the game. Kalma negates       chances of Raising the Alarm by -1. Stummers
Overwatch shots the shot.                           the effects of any drug the user is currently       also nullify the abilities of Screamers
Clip Harness: The model may secure it if it did     affected by. If Stunned, the model recovers in      completely.
not move, the model may re-roll tests for           the next Recovery phase. Roll 2D6 after the
falling. The harness is automatically unsecured     battle, on a roll of 2 or 12 the user becomes
if the model voluntarily moves in its turn.         addicted = derive no further benefit from that      Weapon Mountings
Comm-Link/Micro-Bead: Warbands equipped             drug and suffer -1 I permanently.                   Any model with access to the Equipment list of
with comm-links may always user the leader’s        Master-Crafted: automatically passes any            their roster has access to the following
Ld characteristic.                                  Ammo Roll. Weapons with the ‘Auto” Ammo             weapon mounting options at the cost listed. If
Concealed Cavity: A model with a concealed          Roll will pass on a roll of 4+.                     that model goes Out of Action, the weapon is
cavity can attempt to escape if captured. Roll      Medi-Pack: can be used upon a friendly              removed as well.            “[Heavy; Adeptus
a D6: 1: The fighter is killed attempting to        stunned model within 1” its wounds. Can be          Mechanicus]” means the option is only
escape. 2: recaptured. 3: escapes but loses all     used after moving. During recovery the              available for Heavy Weapons in a Mechanicus
weapons/equipment. 4-6: escapes to safety,          downed model takes rolls D6: 1-4 the fighter        warband.
weapons and equipment intact                        recovers, 5: the fighter is still stunned, 6: the   Tripod/Bipod Mount: removes -1 from any To
Frenzon: A combat drug that can be consumed         fighter is Out of Action.                           Hit penalties the weapon normally has at both
at any time during the model’s turn and its         Photo-Contacts/Photo-Visor: re-roll failed test     Short and Long range, as long as the user did
effects last until the end of the game. Models      against Photon Flash grenades, does not suffer      not move. This bonus is not applicable in
without Injector Rigs may only use one type of      -1 to-Hit modifier when shooting through            Overwatch.
drug per scenario. Frenzon allows the user to       Smoke.                                              Self-propelled Mount: removes the “Move Or
immediately Frenzy. Roll 2D6 after the battle       Respirator: re-roll a failed T test caused by Gas   Fire” attribute of the weapo. Must use ramps
on a roll of 2 or 12 the user becomes addicted      grenades, may re-roll failed T tests for Void       or elevators to move up/down.
= no further benefit from that drug and suffer      conditions.                                         Anti-Grav Mount: removes the “Move Or Fire”
-2 to I and WS permanently.                         Reloads: specify which weapon it is for before      attribute of the weapon, may move as usual,
Flects: A combat drug that can be consumed          the game begins. Add +1 to any Ammo Rolls           limit 1/warband +20 Geld.
at any time during the model’s turn and its         made for that weapon. In case of weapon with        Gun Shield: provides a additional 6+ save to
effects last until the end of the game. Rolla D6    a 2+ Ammo Roll, the first roll is considered to     the gunner from any shots within the front
1: The model must roll on the Perils of The         automatically pass but further rolls are taken      180 degree arc of the weapon This may be
Warp chart. 2-3: The model may add D3 to any        as stated above. Carrying extra ammo around         added to any of the above mountings. If
characteristic. 4: The user permanently gains       can be dangerous, if a model equipped with          purchased for Tripod/Bipod the weapon gets
either D3 to one characteristic or one skill of     Reloads is hit and injured, a roll of 4+ on the     the “Move Or Fire” if user is below 5 S.
their choice. 5: The user gains one minor Wyrd      Injuries chart = Out of Action.                     Extra Ammo: Adds +1 to any Ammo Rolls
power until the end of the battle and one           Screamers: Screamers alarms can be used             made for the weapon. In the case of weapon
random mutation. 6: immediately suffers 1           once per game. In scenarios which include           with a 2+ Ammo Roll, the first roll is
wound, with no armor or field saves allowed.        intruders or infiltrators, all intruding models     considered to automatically pass but further
If the user survives, it suffers from Stupidity     must roll a D6 if they move On a roll of 6, the     rolls are taken as stated above. This may be
until the end of the battle. Roll 2D6 after each    model Raised the Alarm.                             added to the Self- Propelled or Anti-Grav
battle on a roll of 2 or 12 the user is driven      Silencer: A silencer may be used to muffle          mountings.
utterly insane and is either mercifully killed by   the discharge of any weapon with the Special
                                                                                                                                                      15
APPENDIX 1. CLOSE COMBAT WEAPONS                                            Evicerator: may be fittet with Exterminator Cartridge.
                                Short    Long   To Hit   To Hit                                                                   Base   Market
   Weapon Name          Races                                        S        DMG     S/M    Amm              Special                             Availability
                                Range   Range   Short    Long                                                                     Cost    cost
   Axe (1 Handed)         -       -       -       -        -      User +1      1       SB      -                  -               15       15      Common
                                                                                                     Massive Weapon, Mighty
   Axe (2 Handed)         -       -       -       -        -      User +2      1       SB      -                                  15       15      Common
                                                                                                              Blow,
      Buzz Saw            -       -       -       -        -         5         1       -2      -          Noisy, Implant          15     15+1D6   Uncommon
     Chainsaw             -       -       -       -        -         4         1       -1      -          Parry, Implant          15     15+3D6      Rare
Massive Axe, Sword                                                                                   Massive Weapon, Mighty
                          -       -       -       -        -      User +2      1       SB      -                                  15       15      Common
      or Club                                                                                                 Blow,
     Rock Drill           -       -       -       -        -         4         D3      -3      -              Implant             15     15+1D6   Uncommon
        Staff             -       -       -       -        -       User        1       SB      -               Parry              15       15      Common
       Sword              -       -       -       -        -       User        1       SB      -               Parry              15       15      Common
   Web of Skulls        Eldar     -       -       -        -       User        1       SB      -          Nullify , Clumsy        15     15+3D6      Rare
                                                                                                     Massive Weapon, Mighty
    Big Choppa          Ork       -       -       -        -      User +3      1       SB      -                                  20       20      Common
                                                                                                              Blow,
      Agonizer          Eldar     -       -       -        -       User        1       SB      -               Toxic              25     25+2D6   Uncommon
Chain Axe (1 anded)       -       -       -       -        -      User +2      1       SB      -               Noisy              25     25+2D6   Uncommon
                                                                                                     Massive Weapon, Mighty
Chain Axe (2 handed)      -       -       -       -        -      User +3      1       SB      -                                  25     25+2D6   Uncommon
                                                                                                           Blow, Noisy
    Chainsword            -       -       -       -        -         4         1       -2      -           Parry , Noisy          25       25      Common
     Diresword          Eldar     -       -       -        -       User        1       SB      -           Parry , Toxic          25     25+3D6      Rare
  Harlequin's Kiss      Eldar     -       -       -        -         4         D3      SB      -            Fleshbane             25     25+3D6      Rare
                                                                                                     Shock , 2 Handed , Oppo-
    Man-Catcher           -       -       -       -        -       User        1       SB      -                                  25     25+3D6      Rare
                                                                                                              nent -1A
    Neural Whip         Eldar     -       -       -        -       User        1       SB      -       Nullify , Stun , Exotic    25     25+2D6   Uncommon
     Razorflail         Eldar     -       -       -        -       User        1       SB      -           Parry , Nullify        25     25+2D6   Uncommon
      Triskele          Eldar     -       -       -        -         5         1       -1      -              Power               25     25+3D6      Rare
                                                                                                                                                            16
 APPENDIX 2. PISTOLS
  Weapon          Races    Short    Long     To Hit    To Hit      S   DMG   S/M   Amm          Special            Base   Market    Availability
   Name                    Range   Range     Short      Long                                                       Cost    cost
 Neuro Dis-       Eldar     0-6     6-12       +1        -         3    1    -4    4+          Fleshbane           30     30+3D6       Rare
   ruptor
Plasma Pistol       -       0-8     8-16       +1        -         4    1    -1    4+               -              30       30      Common
    ( low)
Plasma Pistol       -       0-8     8-16       +2        -         5    1    -2    6+          Gets Hot            30       30      Common
    (high)
 Pulse Pistol     Tau       0-8     8-16       +1        -         5    1    -1    2+               -              25     25+2D6    Uncommon
  Shredder        Eldar     0-4     4-8        -         -         8   D3    -4    4+                              65     65+3D6       Rare
  Shuriken        Eldar     0-8     8-16       2+        -         4    1    -1    4+               -              20     20+1D6    Uncommon
   Pistol
   Slugga         Ork       0-8     8-12       +1        -1        4    1    -1    4+               -              10     10+1D6    Uncommon
Splinter Pistol   Eldar     0-6     6-12       +2        -         1    1    -1    3+            Toxic             20     20+1D6    Uncommon
  Stub Gun          -       0-8     8-16       +1        -1        3    1     -    4+               -              10       10      Common
 Web Pistol         -       0-6     6-9        -         -1        -    -     -    6+      Webbed Targets,         120    120+3D6      Rare
                                                                                           Solvent, Capture
  Autopistol        -       0-8     8-16       +2        -         3    1     -    4+               -               15      15       Common
  Bolt Pistol       -       0-8     8-16       +2        -         4    1    -1    6+               -               25      25       Common
Hand Flamer         -      Tem-     Tem-    Templat Templat        3    1    -1    5+    Flamer / Ammo Roll /       25      25       Common
                           plate    plate      e       e                                     Catch Fire 5+
  Hellpistol        -       0-8     8-12       +2        -         3    1    -1    4+               -               20    20+1D6    Uncommon
Inferno Pistol      -       0-4      4-8        -        -         8   D3    -4    4+            Melta              70    70+3D6       Rare
  Laspistol         -       0-8     8-16       +1        -         3    1     -    2+               -               15      15       Common
                                                                                         Spec. Injuries,Silent (
                                                                                         Check Nec Rule Book)
Needle Pistol       -       0-8     8-16       +2        -         3    1    -1    6+                               80    80+3D6       Rare
                                                                                                                                              17
 APPENDIX 3. BASIC WEAPONS
  Shuriken
                 Eldar    0-10    10-20    +1        -       4      1    -1    4+                -             25   25+2D6   Uncommon
  Catapult
Splinter Rifle
                 Eldar    0-12    12-24    +1        -       1      1    -1    3+             Toxic            40            Uncommon
                                                                                                                                       18
APPENDIX 4. SPECIAL WEAPONS
Spear Gun: If a model is wounded roll D6. The victim is hurled that many inches directly away from the firing model. If the victim is hurled into another
model, that model suffers a Str 5 hit with a -1 save modifier. If the second model is wounded, he is hurled back along with the original victim. If the first
two victims are hurled into a third model, that model suffers a Str 4 hit. If any subsequent models aren’t wounded in this way, the hit models
immediately cease being hurled back. The un-wounded model is then moved 1” in any direction, chosen by the controlling player.
                                                                                                                                                          19
 APPENDIX 5. HEAVY WEAPONS
 SUSTAINED FIRE: When you shoot with a weapon of this kind declare whether you are firing a normal single shot or a sustained shot. A single shot is
 worked out as normal following the usual shooting rules, while a sustained shot is worked out as follows. First roll to determine how many shots the
 weapon makes by rolling a number of D3s equal to the weapon's sustained fire value. If the weapon has a sustained fire value of greater than 1 then
 you can either roll the number of dice indicated, or you can choose to roll fewer dice which reduces the chance of the weapon running out of ammo.
 The number of shots rolled is how many ranged attacks the fighter can make which follow the usual shooting rules. Each shot is treated as a separate
 shot and must be worked through one at a time with all shots being resolved before moving on to another fighter. Each of the shots follow the usual
 targeting restrictions and must be made at the same target, or another model within 4” of the original target. All of the shots indicated by the sustained
 fire dice must be fired. However, if an Ammo roll is failed then any remaining shots are not made. If the fighter can no longer see any targets but he still
 has shots remaining then they are wasted. Wasted shots must still roll a to hit dice in case it causes an Ammo roll
                                                                                                                                                          20
APPENDIX 6. GRENADES, MISSILES & AMMO
            Dum-Dum
Ammo                          -          -          -            -       +1         -         -        Auto          Stubber Ammo                   5               Common
             Bullets
Ammo                                                                                                            Stubber/Handcannon and
          Man-Stopper         -          -          -         -1         +1        D3         -         4+                                          5               Common
                                                                                                                     shotgun Ammo
Ammo
          Hot shot shell                           +1         -1         +1         1         ´-        6+      Shotgun ammo, Catch fire            5               Common
Ammo
            Bolt shell      0-4        4-24        +1            -       +1         1         -1        6+           Shotgun ammo                  15               Common
                                                                                                                                                                             21
APPENDIX 7: THE BAZAAR
                                                                                                            22
    Type                Name              Cost      Availabitlity   Special:
Miscellaneous       Auto-repairer        80+4D6        Rare
Miscellaneous       Berserker Chip       25+3D6        Rare
Miscellaneous        Bio-scanner         50+3D6        Rare
Miscellaneous        Blade Venom         10+D6         Rare
Miscellaneous     Blindsnake Pouch       30+2D6        Rare
                                                                               23
APPENDIX 8. Minor Psychic Powers (Roll D66)
• 11-16 Cursed Luck: The Psyker may re-roll any one roll it makes this turn (NOT the sychic Test used to take this power though!). However, the
opposing player may also force the Psyker to re-roll any one roll this turn! The second result of both re-rolls must be accepted.
• 21 Tragic Suggestion: The Psyker may target any model within 16” and 1’’ of a ledge or gap. The unfortunate victim believes they can fly - suffers
damage as normal from falling.
• 22 Levitate: Until the end of the turn, the Psyker floats a foot above the ground.
• 23 Deus Ex Machina: Until the next turn, any model making a ranged attack specifically targeting the Psyker must make an Ammo Roll.
• 24 Beastmaster: The Psyker can control beasts without the use of a control collar. If there is a neutral or enemy beast within 6’’, the Psyker may
attempt to control it. Roll D3 and add the Psyker’s Ld. If the result is higher than the beast s Ld, the Psyker may control the beast as if it were a friendly
model.
• 25 Sunder Veil: The Psyker attempts to break down the barriers between the material world and the Warp. If successful, all models (excluding the
Psyker) of Ld 6 of less within 6’’ must pass a Ld test or knocked down. During the subsequent turn, any Psychic tests suffer a Peril of the Warp attack on
a natural roll of 2, 3, 11’’, or 12’’.
• 26 Ground Swell: Any model wishing to charge the Psyker must pass an I test. If passed, it may charge as normal. If failed, it ends its move 2’’from the
Psyker s base and knocked down. This power has no effect on Daemons or Large models. This power is Persistent - a psychic test does not need to be
taken to use this power.
• 31 Distracting Sound: any models within 24” in Overwatch are immediately removed from
Overwatch. Affected models may attempt to negate this effect by passing an Initiative test.
• 32 Fearful Aura: The Psyker causes Fear until its next activation. If the Psyker already causes Fear (without the help of this power), the charger suffers
-1 Ld.
• 33 Trigger Spasm: The Psyker may force one enemy model within 24’’ and LOS to make one ranged attack with a weapon of the controllers choice at
the nearest enemy model in LOS. If the target is out of range, a to hit roll must still be made to determine if an Ammo Roll must be made.
• 34 Sixth Sense: The Psyker can sense the presence of any models within 12’’, even if he could not normally detect them. This power is Persistent a
Psychic Test does not need to be taken to use this power.
• 35 Wall Walker: The Psyker may move up and down vertical surfaces at its normal movement rate, even if there is no ladder or stairs available.
• 36 Unerring Aim: The Psyker may make one normal shooting attack with one of its ranged weapons this turn at one target within LOS and range. This
attack automatically hits.
• 41 Cast Glow: If in Low Light Conditions, the Psyker immediately negates the conditions for the remainder of the scenario. If in normal conditions, the
Psyker changes this to Blinding Conditions.
• 42 Bend Shadows: The Psyker is considered to possess powers equivalent to Cameoline. This power is Persistent a Psychic Test does not need to be
taken to use this power.
• 43 Doppelganger: At the end of a CC activation, if the Psyker wishes, he may move out of CC, up to 2 away. This power is Persistent - a psychic test
does not need to be taken to use this power.
• 44 Embolden: The Psyker may attempt to stoke the courage of one non-Construct, non-Beast friendly model in LOS. The targeted model may
immediately test to recover from being knocked down.
• 45 Riddle Me This!: The targeted enemy model must be within 24” and LOS. The enemy model immediately takes a Ld test. If passed, the power has
no effect. If failed, the model is subject to Stupidity until its next activation.
• 46 Healing Hands: The Psyker may use this power if it moves into base contact with another friendly model. That model makes a Recovery roll with a
-2 modifier. If this roll is failed, and the friendly model goes
Out of Action, the Psyker may not use this power again in this scenario!
• 51 Stigmata: The Psyker has +1 Toughness until its next activation.
• 52 Walk Through Walls: The Psyker may walk through ANY intervening terrain 1 wide or less during this movement with no penalties.
• 53 Distort Perception: causes one enemy model within 24 (it does NOT have to be within LOS) to suffer a -2 to hit modifier on its next ranged attack.
This is in addition to any other negative modifiers.
• 54 Freeze Time: The Psyker adds D6 to its move and +1 Initiative in CC this turn.
• 55 Inner Calm: The Psyker naturally possesses the Focus Power attribute. This power is Persistent – a psychic test does not need to be taken to use
this power.
• 56 Resist Possession: If the Psyker were to suffer a possessed result due to a Peril of The Warp roll, the Psyker may re-roll that result. The second
result must be accepted. This power is Persistent - a psychic test does not need to be taken to use this power.
• 61 Terrify: The Psyker may target one enemy model within 24’’ and LOS. That model takes an immediate Rout test using its own Ld. If failed; the
victim is broken and flees 2D6. The victim recovers automatically on its next turn.
• 62-65 Well Of Power: The Psyker may roll an additional D3 minor psychic powers. If the Psyker rolls this power again, it has no further effect.
• 66 Warp Tap: The Psyker may select one additional major psychic power at random out of one Major Area. Make a note of which major power is
taken. When taking a Psychic Test for this power, the Psyker will suffer a Peril of the Warp on a natural roll of 2, 11, or 12. If the Psyker rolls this power
again, it has no further effect.
                                                                                                                                                           24
APPENDIX 9. Major Psychic Powers
To select major psychic powers, first roll D6 to establish Power area. Note that some Psykers may choose their area of power. Once the Psyker has its
major area of power, roll D6 and consults the powers under that major power chart. In each major area, the last power cannot be selected by lvl-1
Psykers, re-roll the result. Major Psychic Power can always be rerolled once, but the second result must be kept.
                                                                                                                                                           25
5 - Biomancy (Roll D6)
1 Regenerate: may regenerate 1 W, if he rolls under his unmodified Toughness.
2 Boil Blood: The Psyker may target the closest enemy model within 12” (does not have to be in LOS). Roll 2D6, subtracting -1 for every 2 the victim is
closer to the Psyker. If the total is less than the victims unmodified Toughness, the victim suffers one automatic wound, with no save allowed. This
power has no effect on Warp Creatures or Constructs.
3 Cellular Control: adds +2 T, +1 S and is immune to the effects of Toxic and Stun weapons (though he may still suffer damage from them). Last until the
Psyker s next activation. If the Psyker fails its Psychic Test to use this power, he suffers 1 S3 hit.
4 Hammerhand: adds +1A, +1WS, and strikes at double Strength in CC, with a -3 armor save modifier. Counts as a 2-handed weapon. Last until the
Psyker s next activation. If the Psyker fails its Psychic Test to use this power, he suffers 1 S3 hit.
5 Destructor: If the Psyker is currently in CC, all models in base contact with the Psyker receive one Strength 5 hit, with a -2 armor save modifier. If the
Psyker is not in CC, he may target the closest enemy model within 12” causing 1 S4 hit, with a -1 armor save modifier.
6 Knit Flesh: gains +1 Move, +2 WS, -1 BS, +1 S, +2 T, +1A, +1 I. It may use none of its weapons while this power is in effect (though it may use any
equipment and armor). The Psyker is considered to be armed with two Toxic hand weapons and has a 4+ armor save while this power is in effect. These
effects last until the Psyker s next activation. If the Psyker fails its Psychic Test to use this power, it suffers one automatic wound.
                                                                                                                                                             26
APPENDIX 10. Special Injuries
                                                  Unarmed combat
                                                  (beasts, Zombies, etc.)
                                                  1-2. Body Blow. Your opponent staggers,
                                                  allowing you to seize the initiative and make
                                                  an additional attack. Immediately roll to hit
                                                  and to wound. Any saves are taken as normal.
                                                  3-4. Crushing Blow. The blow lands with
                                                  tremendous force. You gain +1 to the Injury
                                                  roll if your opponent fails his save.
                                                  5-6. Mighty Blow. With a mighty punch or
                                                  flying kick, you send your opponent sprawling
                                                  to the ground. The attack ignores armour
                                                  saves and you gain +2 to any Injury rolls.
                                                                                                       27
                                                                        SCENARIOS
Randomize which scenario to play or simply choose one you would like to play. Any scenarios designed for Necromunda/Inquisimunda should work fine
too. Unless otherwise stated setup zones are within 8” of the table edge. Roll a D6 to see who gets to choose table edge and also sets up first. Some
scenarios have special victory conditions that will end the game, but most ends when one warband routs, in all cases the game automatically ends after
seven rounds, if the victory condition have not been met.
In the vastness of the ruins there is always the risk of running into a rival       Scattered in the ruins are innumerable bits that can be used to
Strike team. While two groups sometimes pass each other without a fight,            enhance chances of survival. It often happens that two strike teams
more often than not there is a vicious battle amongst the ruins. If a strike        come upon the same area and only a battle can determine who will
team can drive their rivals away, they will have a larger area in which to          pick the spoils. In this scenario, teams encounter each other while
search for loot.                                                                    scavenging in the same ruined warehouse, vault, temple or other
                                                                                    such potentially rich building.
Ending the game: When one of the teams fails its Rout test, the game
ends. The routing team loses.                                                       Special rules: Once you have placed the terrain, set up D3+1 loot
Experience:                                                                         counters to represent where the good bits are.
D6 Exp to any fighter that survives.                                                Each player takes it in turn to place a counter. Roll a d6 to see which
10 Exp to the Winning Leader                                                        player goes first. The counters must be placed more than 10" from
5 Exp pr enemy taken Out of Action                                                  the edge of the table and at least 6" away from each other. Note that
                                                                                    counters are placed before deciding which edge the teams will play
                                                                                    from.
                                                                                    Fighters can pick up the counters simply by moving into contact with
                                                                                    them. A fighter can carry any amount of counters without any
                                                                                    penalty. Fighters cannot transfer their counters to another warrior. If
Often a strike team finds a building perfect for setting up fortifications,         the fighter who is carrying a counter is taken out of action, place the
with a weapon stash, an old safe or other treasure inside, only to be               counter on the table where he fell.
challenged by a rival strike team.                                                  Ending the game: The game ends when one strike team fails its Rout
                                                                                    test or after 7 rounds. Routing the other strike team earns you 2
Terrain: The first building should be placed in the center of the table, and        victory points. Each team gets 1 victory point per loot counter in
the objective of the scenario is to take control of this building.                  their possession at the end of the game. The team with most victory
Defender & Attacker: The warband with the lowest number of warriors in              points wins.
it is automatically the defender. If both sides are equal, roll to decide. The      Experience:
defender is deployed first inside or within 6" of the objective building. The       D6 Exp to any fighter that survives.
attacking team is deployed within 6" of any table edge. Note that you can           10 Exp to the Winning Leader
split the attacking team to enter from different edges if you wish.                 5 Exp pr enemy taken Out of Action
Ending the game: This game will not automatically end after seven rounds.           2 Exp pr loot counter.
If, at the end of the defender’s turn, the attacker has more standing
models within 6" of the objective than the defender, the attacker wins.
Alternatively, when one of the teams fails its Rout test the game ends.
Experience:
D6 Exp to any fighter that survives.
10 Exp to the Winning Leader
5 Exp pr enemy taken Out of Action                                                  This scenario takes place in a part of the city where the ruins are full
                                                                                    of vital objectives. Taking and holding these buildings means that
                                                                                    your strike team gains a tactical advantage. Unfortunately, your
                                                                                    opponent has the same idea.
                                                                                    Set up: Each player rolls a D6. The player with the highest score
                                                                                    decides which strike team sets up first.
                                                                                    Special rules: Place D3+2 objective markers in the ruins/buildings. To
When news of an unexplored area starts circulating, strike teams will               take control of an objective you must occupy the building/ruin with
mount expeditions to unearth the wealth. However, their rivals often try            the objective. A building is occupied if at least one of your standing
to block them, eager to claim all the goods for themselves.                         models is inside and no enemy models are inside the building.
                                                                                    Ending the game: There is no need to take any Rout tests – as the
Attacker & defender: Roll off to see who is the attacker. Then each player          game lasts for a maximum of eight turns. You earn 1 victory point per
rolls a dice. Whoever scores higher decides which table edge the attacker           objective you control at the end of the game. The team with most
sets up on. The attacker sets up first, within 8" of his table edge. The            victory points wins.
defender sets up anywhere on the table as long as all his fighters are at           Experience:
least 14" away from any attacker, the defenders table edge is opposite the          D6 Exp to any fighter that survives.
attacker’s.                                                                         10 Exp to the Winning Leader
Ending the game: If one of the strike teams fails a Rout test, the game             5 Exp pr enemy taken Out of Action
ends immediately and the routing team loses. If the attacker manages to
move two or more standing fighters to within 2" of the defender’s table
edge, they have broken through and he wins the game.
Experience:
D6 Exp to any fighter that survives.
10 Exp to the Winning Leader
5 Exp pr enemy taken Out of Action                                                                                                                       28
The warbands have completed their sweep of the ruins and are on their          Your strike team is out on a recon patrol when attacked by an
way back to their encampment or extraction zone when they run into each        enemy Strike team. The defenders are spread thinly and must
other. Neither side was expecting a fight, and the warband that reacts the     muster a defense quickly to drive off their attackers.
quickest has the advantage.
                                                                               Roll-off to decide who is the attacker.
Set-up: Each player rolls a D6. The player with the higher score can choose    Set-up: 1. The defending player rolls a D6 for each fighter in the
to deploy first or second. The first player to deploy sets up his warband      team. On a 1-3, they are elsewhere in the ruins and turn up later
team in deployment zone A as shown below. He may choose which                  as reinforcements. On a 4-6 they are deployed at the start of the
quarter of the table to nominate as deployment zone A.                         game.
The second warband is then set up in deployment zone B, but no model           Note that at least one fighter will be present at the start. If all roll
may be set up within 14" of any enemy model.                                   1-3, the last fighter will automatically be deployed at the start of
Special rules: Each warband is carrying D3 loot counters at the beginning      the battle. 2. The defender deploys his available fighters on the
of the battle. Distribute the counters among your fighters. Fighters cannot    table. No model may be closer than 8" to another model, as the
transfer their counters to another warrior. If the fighter who is carrying a   strike team is spread out wide to search the ruins. No model may
counter is taken out of action, place the counter on the table where he        be deployed closer than 8" to any table edge. 3. The attacker
fell. Fighters can pick up the counters simply by moving into contact with     deploys his whole team within 8" of a random table edge.
them. A fighter can carry any amount of counters without any penalty.          Special rules: At the start of the second and subsequent turns
Ending the game: The battle ends when one team fails a Rout test. Routing      (before any activations), the defender, may roll a D6 for each of
the other strike team earns you 2 victory points. Each team gets 1 victory     his fighters not yet on the table. On a 4+ they are placed within
point per loot counter in their possession at the end of the game. The         8” of a random table edge. All reinforcements for that turn arrive
team with most victory points wins.                                            from the same edge and may activate on the turn in which they
Experience:                                                                    arrive.
                                                  A                            Ending the game: The game ends when one team fails a Rout
D6 Exp to any fighter that survives.
10 Exp to the Winning Leader                                                   test. The routing team loses.
5 Exp pr enemy taken Out of Action                         B                   Experience:
2 Exp pr loot counter.                                                         D6 Exp to any fighter that survives.
                                                                               10 Exp to the Winning Leader
                                                                               5 Exp pr enemy taken Out of Action
There is a rumor that one of the ruined buildings has a concealed vault        Sole survivors are sometimes found among the ruins, most times
containing some sort of device with some valuable corporate secrets.           these survivors are lost, written of as MIA, if anyone even knows
Two rival warbands have heard about the vault and are now searching            they are missing. Once in a while someone cares about bringing
the area.                                                                      back an individual whom was thought lost. Rumors are that a
                                                                               young astropath from a powerful family is wandering the ruins
Special rules: All the fighters know roughly what they are looking for and     and a handsome reward will be paid for his return.
can inspect the buildings to find the vault. Each time a fighter enters a
building which has not been previously searched by either side roll 2D6.       Special rules: The astropath is initially placed in the center of the
On a score of 12, he has found the vault. Buildings in the deployment          board. He will wander D6" in a random direction twice each turn,
zones are not searched (since they have already been thoroughly                until someone “rescues” him. If a fighter comes into contact with
ransacked) and each building may only be searched once.                        the astropath, through normal movement, he will attach himself
If you have not scored 12 with any roll when there is only one building        to that fighter and follow him around. If the “rescuer” is taken
left to search, the vault will automatically be found there. After finding     out of action, flees or routs, the astropath will attach himself to
the vault, the warrior must then take the device to safety via his own         the next fighter to contact him.
table edge. Use a counter to identify the fighter carrying the device.         Ending the game: The game ends when one team manages to
Carrying the device will slow the fighter carrying it to half speed. Two or    get the astropath off the table. That strike team is the winner.
more models may carry the device without any penalty. If the carrier is        Experience:
put out of action, place the device at the spot where he fell. Any at least    D6 Exp to any fighter that survives.
man-sized model may pick it up by moving into base contact with it.            10 Exp to the Winning Leader
Ending the game: When one strike team gets the device to safety, or a          5 Exp pr enemy taken Out of Action
team fails a Rout test, the game ends. The game does not end after             5 Exp to the fighter escorting the astropath of the table
seven rounds.
Experience:
D6 Exp to any fighter that survives.
10 Exp to the Winning Leader
5 Exp pr enemy taken Out of Action
5 Exp to the fighter carrying the device of the table
5 Exp to the fighter finding the device
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