0% found this document useful (0 votes)
251 views31 pages

Inquisimunda-Ish 1.3

1. This document provides rules for skirmish games involving various factions like Inquisition Cells, Chaos Covens, and Rogue Traders. 2. It covers warband creation including skills, species, and equipment. Game rules address movement, shooting, close combat, terrain, and psychology. 3. An appendix provides profiles for weapons, armor, bionics, psychic powers, and injury tables. Scenarios and a warband roster are also included.

Uploaded by

aestros
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
251 views31 pages

Inquisimunda-Ish 1.3

1. This document provides rules for skirmish games involving various factions like Inquisition Cells, Chaos Covens, and Rogue Traders. 2. It covers warband creation including skills, species, and equipment. Game rules address movement, shooting, close combat, terrain, and psychology. 3. An appendix provides profiles for weapons, armor, bionics, psychic powers, and injury tables. Scenarios and a warband roster are also included.

Uploaded by

aestros
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 31

V. 1.

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

Ab Human Starting 3 2 3 2 2 1 4 1 6 Small Target, Basic Weapons, Infiltration


20 Skill, Not a leader
Ratling Max: 3 6 7 3 3 3 7 3 9
Starting 4 2 2 3 4 1 2 1 7 Always access to Techno Skills but not
Ab Human
Agility ones, Axe & Hammer Mastery
Squat Max: 4 6 6 4 5 3 5 3 10 35

Starting 4 2 2 3 3 1 3 1 7 Hollow = Any psychic power may be negated by


Ab Human
50 the untouchable only on a D6 roll of 3+., Not a
Untouchable Max: 4 6 6 4 4 3 6 3 10 leader, Not a Psyker

Ab Human Starting 5 2 2 4 3 1 3 1 6 Always access to Ferocity Skills but not


40 Techno ones
Beastman Max: 5 6 6 5 4 3 6 3 9

Xenos Starting 5 2 3 3 3 1 4 1 7 Acute Senses, Always access to Agility


65 Skills but not Muscle ones
Craftworld Max: 5 6 7 4 4 3 7 3 10

Xenos Starting 5 3 2 3 3 1 4 1 7 Night Vision, Always access to Agility


65 Skills but not Muscle ones
Commorrite Max: 5 7 6 4 4 3 7 3 10

Xenos Starting 4 3 1 3 4 1 2 2 6 Always access to Ferocity Skills,


35 Choppa/Big Choppa Mastery
Ork Max: 4 7 3 5 6 3 5 4 9

Xenos Starting 4 1 2 2 2 1 3 1 5 Small Target, Always access to Stealth


10 Skills
Grot Max: 4 4 4 3 3 2 6 3 8

Xenos Starting 4 1 2 3 3 1 3 1 6 Tau Cast, Drone User


25
Tau Max: 4 3 7 4 4 3 6 3 9

Xenos Starting 5 2 2 3 3 1 4 1 7 Fieldcraft, Feed


45
Kroot Max: 5 7 7 4 4 3 7 3 10

Xenos Starting 6 2 3 3 3 1 3 1 7 Flying


85
Vespid Max: 6 6 7 4 4 3 6 3 10

Xenos Starting 4 2 2 2 3 1 5 1 8 Psyker, Limited to 1 per war band


50
Nicassar Max: 4 6 6 3 4 3 8 3 10

Xenos Starting 4 3 3 3 3 1 4 1 7 Hatred: Humans


60
Tarellian Max: 4 7 7 4 4 3 7 3 10

Xenos Starting 5 3 2 3 3 1 4 1 7 Wall Waker, Amphibious


80
Loxatl Max: 5 7 6 4 4 3 7 3 10

Xenos Starting 4 2 2 3 3 1 4 1 6 Acute Senses


50
Hrud Max: 4 6 6 4 4 3 7 3 9

Xenos Starting 5 2 2 4 4 2 4 2 7 Fear, Wall Walker


115
Sslyth Max: 5 6 6 5 5 4 7 4 10

Xenos Starting 4 1 2 3 3 1 3 1 8 Weaponsmith Skill, Always access to


55 Techno Skills, Not a leader
Joekaro Max: 4 4 6 5 5 3 6 3 10
Starting 5 2 2 3 3 1 4 1 5 Slavers, Hatred: Eldars
Xenos
Max: 5 6 6 4 4 3 7 3 8 30
Stryxis

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 -

Starting Experience: Species: Human (only, if Puritan), Abhuman:


Sage X - - - X X -
Interrogator: 60 + D6, Acolyte: 30 + D6, Disciple Squat, Abhuman: Untouchable, Wyrd,
60+D3, Assassin/Scum: 20 + 2D6, Tech-Adept: 60 + Mutant. Cleric / Zealot - X X - X X -
D6, Cleric/Zealot: 20 + D6, Sage: 20 + D3, Recruit: Weapons: weapons from the CC, Pistols,
Tech-Adept - X - X X X X
D3. All non-Constructs gain experience as normal. Basic, Special and Grenades list.
Maximum Characteristic Values: Equipment: any from the Armor, Gunsights, Assassin/Scum X X X - - - -
The maximum natural values models may reach and Equipment lists.
Special: Acolytes are given a random Acolyte X X X X X X -
without the benefit of Bionics, drugs, or mutations.
M WS BS S T W I A Ld upgrade roll. Interrogator X X X X X X X
+1 +4 +4 +1 +1 +2 +3 +2 +3
0-2 Disciples Base +40 TG Disciple x x x 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

Massive Weapon, Noisy


Eviscerator - - - - - 6 1 -4 - 30 30+3D6 Rare
Unparriable , Mighty Blow

Electro-Flail - - - - - User D3 SB - Shock , Nullify 35 35+3D6 Rare


Power Axe (1
- - - - - User +3 1 SB - Power 35 35+3D6 Rare
Handed)
Power Axe (2 Massive Weapon, Mighty
- - - - - User +4 1 SB - 35 35+3D6 Rare
Handed) Blow, Power
Shock Maul - - - - - 5 1 -2 - Shock, Injury ( Nec uleBook) 35 35+3D6 Rare
Force Axe (1 handed) - - - - - User +3 1 SB - Force 40 40+3D6 Rare
Massive Weapon, Mighty
Force Axe (2 handed) - - - - - User +4 1 SB - 40 40+3D6 Rare
Blow, Force
Force Sword - - - - - User +2 1 SB - Force , Parry 45 45+3D6 Rare
Power Sword - - - - - User +2 1 SB - Power, Parry 40 40+3D6 Rare
Witchblade Eldar - - - - 5 1 -1 - Parry , Force , 50 50+3D6 Rare
Force Staff - - - - - User+2 1 SB - Force , Focus Power, Parry 55 55+3D6 Rare
Massive Weapon, Mighty
Singing Spear Eldar - - - - 6 1 -1 - 60 60+3D6 Rare
Blow, Force
Zephyrglaive Eldar - - - - User+2 1 SB - Parry, Fleshbane 55 55+3D6 Rare
Power Fist - - - - - User +5 D3 SB - Power 85 85+3D6 Rare
Power Klaw Ork - - - - User +5 D3 SB - Power 85 85+3D6 Rare
Massive Weapon, Stun
Thunder Hammer - - - - - 6 1 -2 - 85 85+3D6 Rare
Unparriable , Mighty Blow
Bonding Knife Tau - - - - User 1 SB - - 5 5 Common
Knive - - - - - User 1 SB - First one is always free 5 5 Common
Stilletto/Dirk/ Punch
- - - - - User -1 1 SB - Nullify 5 5 Common
Knife
Throwing Knife - - - - - User -1 1 SB - - 5 5 Common
Chain & Flail - - - - - User +1 1 SB - Nullify , Clumsy 10 10 Common
Choppa Ork - - - - User 1 SB - - 10 10 Common
Claw - - - - - 3 1 - - Implant 10 10+1D6 Uncommon
Club/Maul/
- - - - - User +1 1 SB - - 10 10 Common
Bludgeon
Hammer - - - - - 3 1 - - Implant 10 10+1D6 Uncommon
Shear - - - - - 4 1 -1 - Implant 10 10+1D6 Uncommon

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

Duelling Pistol - 0-12 12-18 +1 +1 4 1 - 5+ Cannot be used in HtH 20 20+1D6 Uncommon


Combat
Fusion Pistol Eldar 0-4 4-8 - - 8 D3 -4 4+ Melta 70 70+3D6 Rare
Hand Bow - 0-8 8-12 +1 - 3 1 - 2+ Recharge, Silent 5 5 Common
Hand Cannon - 0-8 8-12 +1 -1 4 1 - 4+ - 15 15 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

Nailer Tarel- 0-8 8-16 - - 4 1 - 4+ - 15 15 Common


lian

Spec. Injuries,Silent (
Check Nec Rule Book)
Needle Pistol - 0-8 8-16 +2 - 3 1 -1 6+ 80 80+3D6 Rare

Pistols may generally be used in CC, granting one extra attack.

17
APPENDIX 3. BASIC WEAPONS

Weapon Short Long To Hit To Hit Base Market


Races S DMG S/M Amm Special Availability
Name Range Range Short Long Cost cost
Assassin rifle - 0-8 8-32 - +1 3 1 -1 5+ Critical Shot 45 45 Common
Autogun - 0-12 12-24 +1 - 3 1 - 4+ - 20 20 Common
Blunderbuss /
- 0-8 8-16 +2 - 3 1 - 4+ - 10 10 Common
Scattergun
Boltgun - 0-12 12-24 +1 - 4 1 -1 6+ - 35 35 Common
Bow - 0-8 8-12 - -1 3 1 - 4+ Silent 5 5 Common
Discus/Throw
- S*2 S*3 - -1 User 1 - Auto - 20 20 Common
- ing Axe
Flechette
Loxatl 0-12 12-24 - +1 4 D3 - 4+ Pellets 70 70+3D6 Rare
Projector
Grot Blasta Ork 0-6 6-12 +1 - 3 1 - 4+ - 10 10 Common
Hellgun - 0-8 8-24 +1 - 4 1 -2 4+ - 40 40+2D6 Uncommon
Hunting Rifle - 0-8 8-32 -1 - 3 1 - 4+ Critical Shot 25 25 Common
Kroot Rifle Kroot 0-12 12-24 +1 - 4 1 -1 4+ Count as Club in hth 25 25+2D6 Uncommon
Lasgun - 0-8 8-24 +1 - 3 1 - 2+ - 25 25 Common
Musket - 0-8 8-24 -1 - 3 1 - 4+ - 10 10 Common
Pulse Carbine Tau 0-10 10-20 - - 4 1 -1 3+ - 35 35+2D6 Uncommon
Pulse Rifle Tau 0-10 10-20 - - 5 1 -2 3+ - 40 40+2D6 Uncommon
Shoota Ork 0-10 10-20 - -1 4 1 -1 4+ - 25 25+1D6 Uncommon
Shotgun
(Man stopper) - 0-4 4-18 +1 - 4 1 - 4+ Knock Back 25 25 Common
Shells)
Shotgun
- 0-4 4-18 +1 -1 3 1 - 4+ Pellets 20 20 Common
(Scatter)
Shotgun
- 0-4 4-18 +1 -1 4 1 - 4+ Knock Back 20 20 Common
(Solid)
Shotgun
- 0-4 4-24 +1 - 4 1 - 6+ - 20 20 Common
(Bolt)

Shotgun Knock Back, Catch Fire


- 0-4 4-18 +1 - 4 1 - 6+ 25 25 Common
(Hot Shot) 5+

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

Weapon Short Long To Hit To Hit Base Market


Races S DMG S/M Amm Special Availability
Name Range Range Short Long Cost cost

Autoslugger - 0-12 12-24 +1 - 3 1 - 5+ Sustained Fire 1 30 30+3D6 Rare

Tem- Tem- Tem- Tem- Counts as a


2H-Power Axe, Catch 30 30 Common
Burna Ork plate plate plate plate 4 1 -2 4+
Fire 4+, Ammo Roll
Tem- Tem- Tem- Tem- Flamer / Ammo Roll /
Flamer - 4 1 -2 4+ 30 30 Common
plate plate plate plate Catch Fire 4+
Fusion Gun Eldar 0-8 8-16 +1 - 8 D6 -5 2+ Melta, Eldar 25 25+2D6 Uncommon
Grenade Gre- Gre- Gre-
- 0-14 14-28 - -1 6+ Select a Grenade Type 65 65+3D6 Rare
Launcher nade nade nade
Recharge, Ignore Ward
Hrud Fusil Hrud 0-12 12-24 - -1 6 D3 -3 5+ 20 20+1D6 Uncommon
Saves, Hrud Only
Kustom Ork 0-6 6-12 +2 -1 8 D6 -5 4+ Melta 10 10+1D6 Uncommon
Megablasta Tem- Tem- Templat Templat Flamer / Ammo Roll /
Liquifier Eldar 3 D3 -2 4+ 20 20+1D6 Uncommon
plate plate e e Catch Fire 4+
Long-Las - 0-16 16-32 +1 - 3 1 -1 2+ - 10 10 Common

Meltagun - 0-6 6-12 +1 - 8 D6 -5 4+ Melta 120 120+3D6 Rare

Needle Rifle - 0-16 16-32 +1 - 3 1 -1 6+ Spec. Injuries,Silent 45 45 Common


( Check Nec Rule Book)
Neutron
Vespid 0-10 10-20 +1 - 5 1 -3 4+ -
Blaster 55 55 Common

Plasma Gun - Gets Hot, Sustained


- 0-12 12-24 +1 - 6 1 -3 6+ 80 80 Common
High Energy Fire 1
Plasma Gun -
- 0-8 8-24 +1 - 5 1 -2 4+ - 80 80 Common
Low Energy
Tem- Tem- Tem- Tem-
Rad-Cleanser - 4 1 - Auto Toxic / No Armor Save 60 60+3D6 Rare
plate plate plate plate
Rail Rifle Tau 0-16 16-32 - - 6 1 - 4+ Tau 100 100+2D6 Uncommon
Count as Club in HtH
Ripper Gun - 0-8 8-16 +1 - 4 1 -1 4+ Combat, Sustained Fire 55 55+2D6 Uncommon
1
Stake Cross- Toxic against Psyker
- 0-12 12-24 - - 3 1 -1 Auto 80 80+3D6 Rare
bow Silent
Storm Bolter - 0-12 12-24 +1 - 4 1 -1 6+ Sustained Fire 1 45 45+3D6 Rare
Webbed Targets, Sol-
Webber - 0-10 10-20 +1 -1 Special Special Special 6+ 160 Rare
vent, Capture

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

Weapon Short Long To Hit To Hit Base Market


Races S DMG S/M Amm Special Availability
Name Range Range Short Long Cost cost
Heavy Plasma
- 0-20 20-72 - - 8 D6 -5 6+ Gas Cloud, High Impact 240 240 Common
Gun (High)
Heavy Plasma
- 0-20 20-72 - - 7 D3 -4 4+ Blast, High Impact 240 240 Common
Gun (Low)
Heavy
- 0-20 20-40 - - 4 1 -1 4+ Sustained Fire 2 120 120 Common
Stubber
Lascannon - 0-20 20-60 - - 9 2D6 -6 2+ High Impact 300 300 Common
Missile
Launcher
- 0-20 20-72 - - 4 1 -2 4+ Gas Cloud 140 140 Common
(Frag)
Missile
Launcher
- 0-20 20-72 - - 8 D6 -5 4+ High Impact 140 140 Common
(Krak)
Multi-Laser - 0-16 16-32 +1 - 6 1 -2 4+ Sustained Fire 2 170 170 Common
Multi-Melta - 0-12 12-24 - - 10 2D6 -6 4+ High Impact, Melta 300 300 Common
Reaper
Eldar 0-20 20-72 - - 5 1 -2 4+ Blast 170 170 Common
Launcher
Rokkit Laun- Move or Fire, Blast,
Ork 0-12 12-24 - -1 7 1 -2 Auto 100 100 Common
cha Ork
RPG Launcher - 0-24 24-48 +1 - Special Special Special Special Buy a Grenade Type 110 110 Common
Scatter
- 0-8 8-16 +3 -1 4 1 -1 6+ Gas Cloud 50 50 Common
Cannon
Spear Gun - 0-12 12-24 +1 - 6 D3 -3 6+ - 50 50 Common
Splinter
Eldar 0-18 18-36 +1 - 1 1 -1 3+ Toxic, Sustained Fire 2 220 220+2D6 Uncommon
Cannon
Assault - 0-20 20-40 - - 7 D3 -2 4+ High Impact, Sustained 240 240 Common
Cannon Fire 1
Autocannon - 0-20 20-72 - - 8 D6 -5 4+ Sustained Fire 1, High 260 260 Common
Impact
Big Shoota Ork 0-20 20-40 - - 5 D3 -2 6+ Sustained Fire 2 180 180 Common
Dark Lance Eldar 0-20 20-60 - - 9 2D6 -6 2+ High Impact 300 300 Common
Deffgun Ork 0-24 24-48 - - 7 D3 -2 4+ High Impact, Sustained 240 240 Common
Fire 1
Gauss Cannon Necron 0-18 18-36 - - 9 D3 -4 6+ High Impact, Sudden 300 300 Common
Death
Heavy Bolter - 0-20 20-40 - - 5 D3 -2 6+ Sustained Fire 2 180 180 Common
Heavy Flamer - Tem- Tem- Tem- Tem- 5 D3 -3 3+ Flamer, Ammo Roll, 80 80 Common
plate plate plate plate Catch Fire 3+

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

Weapon Short Long To Hit To Hit Base Market


Type S DMG S/M Amm Special Availability
Name Range Range Short Long Cost cost
Choke
Grenade Special Special Special Special Gas Cloud, Choke 15 15+3D6 Rare
Grenades
Grenade Demo Charge 10 2D6 -5 - Demolition, 1/game 40 40+3D6 Rare
Grenade Fire bomb 3 1 -1 - Blast, Catch Fire (5+) 20 20+3d6 Rare
Grenade Frag Grenades 3 1 -1 - Gas Cloud, 25 25 Common
Grenade Hallucinogen Special Special Special Special Gas Cloud, Hallucinogen 40 40+3D6 Rare
Grenade Haywire / EMP 0 D3 -3 - Gas Cloud 25 25+3d6 Rare
Grenade Krak Grenades 6 D6 -3 - -1 to Hit, Demolition 40 40 Common
User Str x 2 +2
Grenade Melta Bombs 8 2D6 -5 - Demolition, 1/game 40 40+3D6 Rare
Photon Flash
Grenade Special Special Special Special Blast, Blind 20 20+3D6 Rare
Flares

Grenade Plasma 5 1 -2 - Blast 35 35+3D6 Rare


Grenade Scare Grenade Special Special Special Special Gas Cloud, Scare 20 20+3D6 Rare
Grenade Smoke Bombs Special Special Special Special Gas Cloud, Somke 10 10+3D6 Rare
Gas Cloud, Toxic, Ignore
Grenade Tox Bomb* 4 1 - - 20 20+3D6 Rare
Armor

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

Ammo Stray Shot, Ingore Cover,


Metal Storm - - - - 3 1 - Auto 15+D6 Rare
Bolt Ammo
Ammo Inferno - - - - - 1 - Auto Catch Fire, Bolt Ammo 15+D6 Rare
Ammo Kraken - - - - +1 1 -2 Auto Bolt Ammo 20+D6 Rare
Ammo Psycannon - - - - +1 1 special Auto Bolt Ammo 20+D6 Rare
for warp
creature Ammo Laspistol/
Ammo Overcharge Negates negative hit
- - +1 - -1
s Auto Lasgun/LasCarbine/Long 10+D6 Common
Cell modifiers
Las
Ammo Re-roll Miss, Shotgun,
Executioner - +2“ +1 - 4 1 -1 Auto 15+D6 Rare
Exotic for non-abites

Type Name Cost Availabitlity


Ammo Frag Missiles 35 Common

Ammo Krak Missiles 50 Common

Ammo Plasma Missile 40+D6 Rare

Psycanon: negates 4+ AS for Warp Creatures.


Scare Gas: Models affected by Scare must take an immediate Leadership test. If failed, they Rout.
Choke Gas: Models affected by Choke are considered to be Down as long as they remain within the gas cloud. If the crawl out of the cloud or it dissipates, the victim
recovers at the end of the turn.
Hallucinogen: Models affected by Hallucinogen roll a D6 and consult the Hallucinogen Chart below. If the victim moves outside the gas cloud, it recovers at the end of the
turn.
1 Resist!: Roll a further D6. On a 1-3, the victim is unaffected and acts as normal. 4-6, roll again on this chart.
2 Crawling All Over Me!: The victim suffers -1 Ld.
3 Over There!: The victim cannot voluntarily move and begins firing at shadows. Any model in the victim’s front arc is targeted, roll to hit (with a -1 to hit modifier) and
wound each. The victim expends his ammo by doing so and cannot shoot during the next turn.
4 Run For It!: The victim is immediately broken and moves 2D6” away from the nearest model, friend or foe. He may perform no further voluntary actions this turn.
5 Traitor!: The victim may not voluntarily move and shoots at the nearest friendly model.
6: Errrr….: The victim stumbles away from the battle. The model is removed from play but does not have to roll on the Serious Injuries chart and does not factor for Rout
tests.
Photon Flash: Sometimes referred to as Blind or Flash bang grenades. Any victim hit by a Photon Flash grenade is I -2 if they fail an Initiative test and count as having 1
WS/BS until their next turn.
Smoke: Smoke bombs or grenades are used to cover the advance of friendly models. Smoke grenades have the Gas attribute add -2 to-hit modifier for models in cover.

21
APPENDIX 7: THE BAZAAR

Type Name Cost Availabitlity Special:


Armour Cameoline 15+D6 Uncommon
Armour Carapace Armour 60+3D6 Rare
Armour Carapace Armour (Enc) 70+3D6 Rare
Armour Flak Armour 10+2D6 Rare
Armour Ghosthelm 20+2D6 Rare Void Pirates & Eldars Only
Armour Hexagrammic Wards 50+3D6 Rare
Armour Mesh Armour 25+2D6 Rare
Armour Mesh Armour (Enc) 30+2D6 Rare

Armour Power Armor 80+3D6 Rare Request a MIU


Armour Power Armor (Enc) 90+3D6 Rare Request a MIU

Bionics Bionic Arm 80+3D6 Rare


Bionics Bionic Chest 50+3D6 Rare
Bionics Bionic Eye 50+3D6 Rare
Bionics Bionic Leg 80+3D6 Rare
Bionics Electoos 40+3D6 Rare Ad Mech Only
Bionics Injector Rig/ BioBooster 10 Common
Bionics Lobo-Chip 10 Common
Bionics Mechadendrites/ Servo-Arm 45+D6 Uncommon Request a MIU

Bionics MIU 10+D6 Uncommon


Bionics Shoulder Rig 20+3D6 Rare Request a MIU
Bionics Skull Chip 25+2D6 Uncommon

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

Miscellaneous Bottle of Wildsnake 10+D6 Rare

Miscellaneous Charm 20+2D6 Uncommon


Miscellaneous Clip Harness 10 Common

Miscellaneous Comm-Link/Mi- crobead 5 Common

Miscellaneous Concealed Blade 10+D6 Rare


Miscellaneous Control Collar 5 Common
Miscellaneous Drum Magazine 15+2D6 Rare
Miscellaneous Filter Plugs 10 Common
Miscellaneous Flects 20+3D6 Rare
Miscellaneous Frenzon 40+3D6 Rare
Miscellaneous Grapnel 30+4D6 Rare
Miscellaneous Grav Chute 40+4D6 Rare
Miscellaneous Icrotic Slime 50+3D6 Rare
Miscellaneous Infra-red Goggles 30+3D6 Rare
Miscellaneous Isotropic Fuel Rod 50+4D6 Rare
Miscellaneous Kalma (per dose) 5+D6 Rare

Miscellaneous Lobo-chip 20 Common


Miscellaneous Local Map D6x10 Rare

Miscellaneous Master-Crafted Weapon Weapon ÷2 Rare

Miscellaneous Medi-pack 80+4D6 Rare


Miscellaneous Mung Vase D6x10 Rare
Miscellaneous Photo-Visor
Miscellaneous Respirator 15+2D6 Rare
Miscellaneous Screamers 10+3D6 Rare
Miscellaneous Silencer 10+2D6 Rare
Miscellaneous Skull Chip 30+3D6 Rare
Miscellaneous Slaught (per dose) 5+3D6 Rare
Miscellaneous Spur (per dose) 5+3D6 Rare
Miscellaneous Stinger Pouch 10+3D6 Rare
Miscellaneous Suspensor 50+3D6 Rare
Miscellaneous Weapon Reload Weapon ÷2 Common
Sight Infra-red Sight 30+3D6 Rare
Sight Mono Sight 40+3D6 Rare

Sight Red-dot Laser Sight 40+3D6 Rare

Sight Telescopic Sight 30+3D6 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.

1 - Divination (Roll D6)


1 Precognition: After setup, take a Psychic Test. If failed, nothing happens. If passed, the Psyker s controller may re-deploy D3 friendly models
anywhere within their deployment zone.
2 Guide: The Psyker may guide the shots of one friendly model within 12’’. If the model is in Overwatch, it does not suffer the to hit penalty when it
takes its shot. If it shoots this turn, it may re-roll one failed to hit roll.
3 Righteous Cause The Psyker and two friendly models within 6 are +1 I and +1 Ld for the scenario. The effects of this power are not cumulative.
4 Preternatural Awareness: The Psyker strikes first in CC and has +1 WS, until his next activation. This power cannot be used against Warp Creatures.
5 Sense Danger: The Psyker cannot be targeted by models in Overwatch. Persistent - a psychic test does not need to be taken to use this power.
6 Augury: Choose freely among the above.

2 - Telepathy (Roll D6)


1 Dominate: The Psyker may attempt to use this power at any point during the enemy’s turn. If the Psychic Test is passed, he may try to take over the
mind of one enemy model within 24 and LOS. The victim takes a Ld test. If passed, this power has no effect but the model loses it’s next activation. If
failed, the Psyker may control the actions of the victim until the end of the turn. The victim may NOT act suicidal (I.e. it may not shoot itself, jump off a
high ledge, etc.).
2 Impending Doom: May be used once per scenario. One non-Leader enemy model within 24 of Ld 9 or less within LOS, must pass a Ld test using its
own Ld or immediately leave play. The model does NOT roll on the Injury chart, it collects experience as applicable.
3 Cloud Mind: Target the closest enemy model within 24’’ within LOS, which may not target the Psyker or any friendly model until the next turn, unless
it first passes a Ld test. If the victim is in CC its WS is halved.
4 Hallucinate: Target one enemy model within 36’’ and within LOS. The victim suffers the same effects of a Hallucinogen grenade attack.
5 Mind War: Target one enemy model within 18’’ within LOS. Both the Psyker and the victim roll D6 and add their unmodified Ld value. The loser
suffers one automatic wound, with no saves allowed. If the enemy is not taken Out of Action, it is affected by Hatred towards the Psyker.
6 Astral Projection: This power may never be used if the Psyker is in CC or is within LOS of any enemy model when the test is made. If successful, the
Psyker may add any of its characteristic values to any one friendly model until the end of the turn. If attacked while using this power, the psyker get one
automatic hit in CC, if the Psyker survives, it immediately returns to its body, this power is cancelled, and may defend it self as normal.

3 - Telekinesis (Roll D6)


1 Catch Bullets: non-energy based ranged attacks made against the Psyker have no effect. The firing model must still roll to see if an Ammo Roll is
necessary. This power has no effect against energy-based shots or psychic powers. This power lasts until the Psyker s next turn.
2 Psychic Shove: may target D3 enemy models within 24’’ and LOS. Roll to hit. Each hit target may be moved D6 in any direction. If this takes a victim
into contact with a vertical surface, the movement stops and the victim suffers one Strength 3 hit. If this takes a victim into contact with another model,
both suffer one Strength 3 hit. If a victim falls, if applicable. The Psyker suffers a S3 hit if the Psychic Test is failed.
3 Crush: Target the closest enemy model within 18’’ and within LOS. The victim rolls D6 and adds its Strength. The Psyker rolls 2D6 and compares totals.
If the Psyker has a higher total, the difference is the number of wounds the victim suffers. If the victim S total is higher by 3 or more points, the Psyker is
broken and flees 2D6’’. He may recover next turn.
4 Debris Field: The Psyker and any models within 2” receive a 5+ save from any ranged attacks. Any models in CC inside the debrid field suffer one
Strength 2 hit. This power may not be used if the Psyker is in CC.
5 Psychic Weapon: The Psyker adds +2 WS, +1 Attack, and this weapon acts as a a two-handed weapon Force weapon. ThePsyker may use no other
weapons (though he may use armor, equipment, and grenades). Lasts until the Psyker s next activation.
6 Teleport: allows the Psyker or one friendly model within 12” and LOS to immediately move 3D6 in any direction, ignoring intervening terrain, may not
end its move in impassable terrain. Eldar and Dark Eldar using this power(and any models within 1’’ ) may move up to 36’’.

4 - Pyromancy (Roll D6)


1 Molten Body: The Psyker is immune to attacks caused by Flame and Melta weapons and receives a 3+ save against any Pyromancy attacks. The
Psyker also receives an unmodified save of 4+ against any other type of normal attack, except those made by Force weapons. Any model in CC with the
Psyker takes an automatic S6 hit at the start of each CC round.
2 Spontaneous Combustion: Target one model within 12” and LOS, who must take a Ld test. If passed, the victim is unscathed but must take a Break
Test. If failed, the victim suffers D3 Strength 4 hits with no armor save.
3 Thermal Agitation: The Psyker may attempt to agitate the atoms of a small area within 24 and LOS. If the Psychic Test is passed, the Psyker can lay
the small blast template anywhere within 24 and LOS. Any models fully under the template suffer a Strength 4 hit and may Catch Fire. Any models
partially under the template are hit on a 4+ and suffer a Strength 3 hit. If the Psychic Test is passed and the Psyker rolls doubles (i.e. two 2s, etc.), the
Psyker may use the Large blast template. This power may not be used in Void Conditions.
4 Wall Of Fire: mark two spots within 8 of the Psykerand within 16” from each other. The Wall Of Fire is produced on a straight line between these two
points. This barrier and its effects last until the Psyker s next activation or until the Psyker go Out Of Action. Models touching thewall when it forms are
immediately moved 1 away. No model may cross the Wall Of Fire, unless it possesses Power Armor or Hexagrammic Wards. Models wishing to shoot
though it have a -4 to hit modifier. Flame weapons may not shoot through the Wall.
5 Flame Burst: creates a burst of flame, exactly as if the model were armed with a Flamer. Place the template anywhere with 2’’ of the Psykers base.
This power may NOT be used while engaged in CC.
6 Holocaust: This power may only be taken by Level 3 Psykers or above. If successful, the Psyker places the large blast template centered over its base.
The Psyker takes one automatic S3 hit, with no save allowed. All other models fully under the template suffer D3 S4 hits, with no armor save allowed.
Warp Creatures do not receive their 4+ invulnerable save from Holocaust. Models touched by the template are hit on a 4+ and suffer one S4 hit. MAY
be used while engaged in CC.

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.

6 Shamanism (Roll D6)


1 Call Tempest: Target one piece of terrain within 30” and within LOS. Any models within 1” of the terrain are suffers 1 S4 hit. ANY model (even those
unaffected by psychic powers) treat the terrain piece as one level worse (i.e. open becomes difficult, etc.) than it already is until the start of the next
turn.
2 Fault Line: Pick one spot within 18” and within LOS and describe a straight line starting from the Psyker and ending at the chosen point. Any models
bases on this line must make an I test. If passed, they are unaffected. If failed, they take one Strength 6 hit. If the Psyker fails its Psychic Test he suffers
1 S3 hit. This power has no effect on models that Hover or Fly Models with the Wings mutation may re-roll their Initiative Test, if they fail. The second
result must be accepted.
3 Control Environs: The Psyker may choose to cancel or re-instate (after cancelling via this power) the Environmental Conditions for the entire board
until its next activation.
4 Tar Heels: Target one enemy model within 24’’ within LOS. That model halves its movement on its next activation. If the victim is in difficult terrain
when affected by this power, it may instead make no move on its next activation.
5 Hail Storm: Target one enemy model within 24 and within LOS and place the Large blast template centered over this model. Roll the scatter die and
D6. The template is moved that number of inches in the direction indicated. Any models fully under the template suffer D3 Strength 3 hits. Any model
partially under the template is hit on a roll of 5+ and will suffer one Strength 3 hit. All models wounded in this way are broken and will flee 2D6 . They
may recover next turn, if applicable.
6 Toxic Gas Cloud: Target one enemy model within 24 and within LOS, place the Large blast template centered over this model. Roll the scatter die and
D6. The template is moved that number of inches in the direction indicated. Any models fully under the template suffer one Strength 4 hit. Any model
partially under the template is hit on a roll of 4+ and will suffer one Strength 3 hit. Any models (whether fully or partially under the template) without a
respirator, enclosed armor, and/or Power Armor suffer an additional Strength 3 hit with the Toxic attribute.

26
APPENDIX 10. Special Injuries

Shock Maul OPTIONAL CRITICAL CHARTS


Injury: Due to the unique nature of the shock
maul, any models taken out of action by it Missile weapons
must roll on the following injury chart instead 1-2. Hits a Weak Spot. The missile penetrates
of the normal Serious Injuries chart. its target’s armour. Ignore all armour saves.
3-4. Ricochet. If there are any other models
D6 Result within 6", the closest enemy model is also hit.
Roll to wound and take any saves as normal
1. Chest Wound for both targets.
2. Shell Shock 5-6. Master Shot. The missile hits an eye, the
3. Old Battle Wound throat, or some other vulnerable part. The
4. Full Recovery target suffers 2 wounds.
5. Captured
Bludgeoning weapons
(Clubs, maces, hammers,
flails, double-handed hammers etc.)
Needle Weapons 1-2. Hammered. The target is knocked off
Injuries: A target suffering his final wound balance. Your opponent may not fight this
from a toxic dart does not roll on the standard turn if he hasn’t already fought.
Injury chart. Instead, roll on the chart below 3-4 .Clubbed. The hit ignores armour saves
both when the injury is inflicted and in and
subsequent recovery phases. saves from helmets.
5 Wild Sweep. Your opponent’s weapon is
D6 Result knocked from his hand. If he is carrying two
weapons, roll to see which one he loses. He
1. No Effect: The toxin has no effect or must fight with whatever back-up weapon he
wears off. The target may continue has in his equipment for the rest of this
to fight in the same way as if he’d combat (or fight unarmed if he has no other
suffered a flesh wound except that weapons). Roll to wound and take armour
he suffers no penalties on his WS/BS. saves as normal.
2-4. Comatose: The target is knocked 6 Bludgeoned. The victim automatically goes
comatose and falls to the ground. out of action if he fails his armour save. Even if
The model counts as down except he he has several wounds remaining, he will be
cannot move. taken out of action by this attack.
5-6. Out of Action: The target slumps
lifelessly to the ground. He may be Bladed weapons
dead or barely living, but is (Swords, axes, double-handed swords etc.)
overcome by the toxin for the rest of 1-2. Flesh Wound. This attack hits an
the game. Remove the model as you unprotected area, so there is no armour save.
would any other that was out of 3-4. Bladestorm. The warrior unleashes a
action virtual hail of blows. The attack causes 2
wounds instead of 1. Take armour saves
separately for each wound. Remember that, as
with other critical hits, if an attack causes
multiple wounds for other reasons as well, you
choose the highest number of wounds.
5-6. Sliced! The strike ignores armour saves,
causes 2 wounds, and your warrior gains +2 to
any Injury rolls.

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

29
30

You might also like