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UNA v1.

5a
Special Rules/Equipment
Triple Lens Helmet - +1 BS and may reroll Night Fighting rolls.
Laser Designator - 36 Range, hits on a 4+. A laser designator may be used in addition to any other
weapons fired during the shooting phase, but it must fire before any other weapons in the unit and at the
same enemy target. If it hits, place a marker by the affected unit. Any unit that has not fired that turn
(including the unit using the designator) may expend a designator marker to ignore the effects of cover
when using Laser weapons against that enemy unit.
Tacarm Suit - Deep Strike, Relentless, +1 S, +1 I, +1 A, 2+/6(I) save, may fire two weapons each turn.
G-Pack - Models equipped with G-Packs gain Fleet and Move Through Cover.
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(HQ) Lieutenant 15 points each
WS BS S T W I A Ld Sv
3
4
3 3 1 3 2
8 4+ (additional equipment: Triple Lens Helmet)
4
3
3 3 1 3 2
8 4+
Infantry; Equipment: Frag and Krak Grenades, Combat Knife, Laser Rifle, Reinforced Kevlar Armor
1-4 Lieutenants can be taken as one HQ slot. Each Lieutenant taken must be attached to an infantry unit at
the start of the game and cannot leave that unit. A unit may have up to two attached Lieutenants.
Lieutenants may not be attached to Tacarm units.
Options:
Replace Krak Grenades for Melta Bombs....5 points
Power Blade..5 points
G-Pack (may not combine with Jump Pack).5 points
Refractor Field.10 points
Replace Laser Rifle for Sub-Laser Gun and Jump Pack.....10 points
Replace Laser Rifle for Power Pike and Sub-Machine Gun...15 points
Demolition Charge (Engineer only)25 points
Special Rules:
Specialist - A lieutenant may upgrade to a medic, engineer, or mechanic for +10 points per model. A
medic allows the unit to ignore the first casualty it suffers per turn. A medic cannot save members who
suffer damage from weapons that cause instant death or close combat weapons that ignore armor saves. An
engineer can upgrade the cover save of one ruin, low wall, or fortification by one. An Engineer may only
upgrade a terrain piece on the owning players board side. Terrain cover cannot be improved beyond a 3+
by an Engineer. A mechanic can repair immobilized or destroyed weapons on a 4+ on a vehicle in contact
as long as the mechanic has not run or shot in that turn.
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(HQ) Captain 30 points each
WS BS S T W I A Ld Sv
4
4
3 3 2 4 3
9 4+
Infantry; Equipment: Frag and Krak Grenades, Combat Knife, Laser Rifle, Reinforced Kevlar Armor
Options: (a model in a Tacarm suit may only choose options marked with an asterisk)
Triple Lens Helmet...2 points
Replace Krak Grenades for Melta Bombs....5 points
Power Blade..5 points
*G-Pack.5 points
*Refractor Field...10 points
Replace Laser Rifle for Power Pike and Sub-Machine Gun...15 points
Replace all equipment for a Tacarm suit with Flamer and Power Lance....50 points
*Frag Launchers (Tacarm only)5 points
*Laser Designator (Tacarm only).5 points
*Upgrade Power Lance to an Energy Lance10 points
*Replace Flamer and Power Lance for one of the following options:
*Twin-Linked Volcano Machine Gun..free
*Missile Launcher and Jammer.....5 points
*Twin-Linked Laser Gun.10 points
Special Rules:
Independent Character, Superior Discipline - A unit lead by a Captain may reroll any morale test.
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(HQ) Colonel 45 points each
WS BS S T W I A Ld Sv
4
4
3 3 3 4 3
9 4+
Infantry; Equipment: Frag and Krak Grenades, Combat Knife, Laser Rifle, Reinforced Kevlar Armor
Options: (a model in a Tacarm suit may only choose options marked with an asterisk)
Triple Lens Helmet...2 points
Replace Krak Grenades for Melta Bombs....5 points
Power Blade..5 points
*G-Pack.5 points
*Refractor Field...10 points
Replace Laser Rifle for Power Pike and Sub-Machine Gun...15 points
Replace all equipment for a Tacarm suit with Flamer and Power Lance....50 points
*Frag Launchers (Tacarm only)5 points
*Laser Designator (Tacarm only).5 points
*Upgrade Power Lance to an Energy Lance10 points
*Replace Flamer and Power Lance for one of the following options:
*Twin-Linked Volcano Machine Gun..free
*Missile Launcher and Jammer.....5 points
*Twin-Linked Laser Gun.10 points
Special Rules:
Independent Character, Superior Discipline - A unit lead by a Colonel may reroll any morale test.
Command Relay - A Colonel may add +1 to any reserve rolls.
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Sergeant Borz 25 points + (cost of Toad if piloting)
WS BS S T W I A Ld Sv
3
3
3 3 1 3 2
9
Infantry; Equipment: Frag and Krak Grenades, Combat Knife, Laser Pistol, Laser Designator
Special Rules:
Expert Pilot - Borz may be the pilot of any Toad. While piloting a vehicle, any Toad in his unit may force
an opponent to reroll the result on the damage table. Borz is removed if his vehicle is destroyed; his profile
is used when Borz is taken instead of a standard Sergeant in a Star or Steel Troopers unit.
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(HQ) Lieutenant Epstone 75 points
WS BS S T W I A Ld Sv
3
4
4 3 1 3 3
8 2+/6(I)
Infantry; Equipment: Twin-Linked Volcano Gun, Laser Designator, Tacarm Suit
Special Rules:
Deep Strike
Independent Character
Marksmanship - Lieutenant Epstone allows all Twin-Linked Volcano Guns in her unit to reroll any damage
rolls of 1.
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(HQ) Captain Newton 45 points + (cost of Snake if piloting)
WS BS S T W I A Ld Sv
4
5
3 3 2 4 3
9
Infantry; Equipment: Frag and Krak Grenades, Combat Knife, Sub-Laser Gun
Special Rules:
Heroic Pilot - Captain Newton may be the pilot of any Defender Snake vehicle. While piloting a vehicle,
Newton has BS 5, ignores crew shaken or stunned results, and can attempt to repair any immobilized or
weapon destroyed result to her Snake on a 4+ if she doesnt move or shoot that turn.
If her vehicle is destroyed, place her within 6 of it. She counts as an independent character with the
mechanic ability and the above equipment from that point on. Newton does not have the Superior
Discipline special rule.
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(HQ) Colonel Stark 75 points
WS BS S T W I A Ld Sv
4
5
3 3 3 4 3 10 4+/5(I)
Infantry; Equipment: Frag and Krak Grenades, Combat Knife, Laser Pistol, RK Armor, Refractor Field
Special Rules:
Independent Character
Leadership - Any friendly (non-allied) unit within 18 may use Starks leadership for morale tests.
Electro Binoculars - Stark may force one enemy unit to reroll its reserve roll each turn.
Superior Discipline - A unit lead by Colonel Stark may reroll any morale test.
Command Relay - Colonel Stark may add +1 to any reserve rolls.
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(Elite) Shock Troopers 17 points each
WS BS S T W I A Ld Sv
4
3
3 3 1 3 1
8 4+ Shock Trooper
4
3
3 3 1 3 2
8 4+ Shock Trooper Sergeant
Infantry; Unit Size: 5-10
Equipment: Frag and Krak Grenades, G-Pack, Sub Machine Gun, Power Pike, Reinforced Kevlar Armor
Options:
Upgrade one member to a Sergeant.......10 points
Replace Krak Grenades for Melta Bombs...3 points per model
One in every five models may replace Machine Gun & Power Pike for a flamer at no additional cost.
Special Rules:
Furious Charge
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(Elite) Shock Tacarms 29 points each
WS BS S T W I A Ld Sv
4
3
4 3 1 4 2
8 2+/6(I) Shock Tacarm
4
3
4 3 1 4 3
8 2+/6(I) Shock Tacarm Sergeant
Infantry; Unit Size: 3-10
Equipment: Flamer, Power Lance, Tacarm Suit
Options:
Frag Launchers3 points per model
G-Packs...5 points per model
Upgrade one member to a Sergeant.......10 points
Laser Designator (Sergeant only)5 points
Replace Power Lance for the following (the unit must be armed the same):
Energy Lances.5 points per model
Special Rules:
Deep Strike
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(Troop) Star Troopers 5 points each
WS BS S T W I A Ld Sv
3
3
3 3 1 3 1
7 5+ Star Trooper
3
3
3 3 1 3 2
8 5+ Star Trooper Sergeant
Infantry; Unit Size: 10-20
Equipment: Frag Grenades, Combat Knife, Assault Rifle, Flak Vest Armor
Options:
Krak Grenades.1 point per model
Triple Lens Helmet.1 point per model
Upgrade one member to a Sergeant........5 points
Power Blade (Sergeant only)..5 points
Melta Bombs (Sergeant only).5 points
One in every six models may replace their Assault Rifle for one of the following:
Flamer.5 points per model
Volcano Machine Gun5 points per model
Missile Launcher10 points per model
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(Troop) Steel Troopers 8 points each
WS BS S T W I A Ld Sv
3
3
3 3 1 3 1
7 4+ Steel Trooper
3
3
3 3 1 3 2
8 4+ Steel Trooper Sergeant
Infantry; Unit Size: 5-10
Equipment: Frag and Krak Grenades, Combat Knife, Laser Rifle, Reinforced Kevlar Armor
Options:
Defensive Grenades1 point per model
Triple Lens Helmet.3 points per model
Replace Krak Grenades for Melta Bombs..3 points per model
Upgrade one member to a Sergeant........5 points
Power Blade (Sergeant only)..5 points
One in every five models may replace their Laser Rifle for one of the following:
Volcano Machine Gun5 points per model
Missile Launcher...10 points per model
Laser Gun..15 points per model
Special Rules: Infiltrate
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(Transport) Camel 65 points each [or replace Camel entry with Rhino entry]
BS | Front Armor | Side Armor | Rear Armor
Any infantry unit may take a camel.
3
11
10
10
Tank, Skimmer; Unit Size: 1; 90 Weapon Arc
Equipment: Twin-Linked Laser Gun
Special Rules:
Transport - May transport 10 models (Tacarms count as two) of any non-jump pack unitrear/side exits.
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(Fast) Wing Troopers 15 points each
WS BS S T W I A Ld Sv
3
3
3 3 1 3 1
7 4+ Wing Trooper
3
3
3 3 1 3 2
8 4+ Wing Trooper Sergeant
Jump Infantry; Unit Size: 5-10
Equipment: Frag Grenades, Jump Pack, Sub-Laser Gun, Reinforced Kevlar Armor
Options:
Upgrade one member to a Sergeant........5 points
Power Blade (Sergeant only)..5 points
Melta Bombs (Sergeant only).5 points
Krak Grenades.1 point per model
Triple Lens Helmet.3 points per model
One in every five models may replace their Sub-Laser Gun for one of the following:
Sniper Gun.10 points per model
Missile Launcher...10 points per model
Laser Gun..15 points per model
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(Fast) Fire Toad 60 points each
WS | BS | S | I | A | Front Armor | Side Armor | Rear Armor
3
3 5 3 1
11
11
10
Walker; Unit Size: 1-3; 90 Weapon Arc
Equipment: Two Volcano Machine Guns
Options:
Replace both Volcano Machine Guns for one of the following options:
Volcano Machine Gun and Laser Gun...10 points per model
Two Laser Guns.20 points per model
Two Thunder Grenade Launchers..30 points per model
Special Rules:
Scouts
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(Heavy) Heavy Tacarms 35 points each
WS BS S T W I A Ld Sv
3
3
4 3 1 4 2
8 2+/6(I) Heavy Tacarm
3
3
4 3 1 4 3
8 2+/6(I) Heavy Tacarm Sergeant
Infantry; Unit Size: 3-6
Equipment: Twin-Linked Volcano Machine Gun, Tacarm Suit
Options:
Upgrade one member to a Sergeant....5 points
Laser Designator (Sergeant only)5 points
G-Packs...5 points per model
Replace Twin-Linked Volcano Gun for one of the following (the unit must be armed the same):
Missile Launcher and Jammer...10 points per model
Twin-Linked Laser Gun.15 points per model
Special Rules:
Deep Strike
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(Heavy) Defender Snake 120 points each
WS | BS | S | I | A | Front Armor | Side Armor | Rear Armor
3
3 5 3 2
12
12
10
Walker; Unit Size: 1; 180 Weapon Arc
Equipment: Two Firestorm Missile Launchers
Options:
Replace a Firestorm Missile Launcher for one of the following:
Laser Cannon.10 points
Heavy Mortar.25 points
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(Heavy) Fire Crawler 215 points each
WS | BS | S | I | A | Front Armor | Side Armor | Rear Armor
3
3 6 3 3
14
13
11
Walker; Unit Size: 1; 90 Weapon Arc
Equipment: Two Heavy Grasers
Special Rules:
Crush Attack - A Fire Crawler can use its legs as powerful close combat attacks, they ignore armor saves.
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*ROSTER NOTE: ALL BONUSES FROM EQUIPMENT HAVE BEEN ADDED TO THE PROFILES
LISTED ABOVE; ONLY EXTRA ATTACKS FROM ADDITIONAL CLOSE COMBAT WEAPONS
HAVE BEEN OMMITTED. SEE THE ARMORY SECTION FOR WEAPONS THAT HAVE THE CC
WEAPON OR PISTOL PROFILE TO DETERMINE IF A MODEL GAINS AN ADDITIONAL
CLOSE COMBAT ATTACK WHEN CARRYING TWO SUCH WEAPONS.

Vehicle Options
Any Vehicle may have: Searchlight...1 point
Smoke Launchers3 points
Extra Armor5 points
[Fire Crawler only] Weapon Plating..15 points (ignore weapon destroyed results on 4+)

Armory
Combat Knife: cc weapon
Power Blade: cc weapon, ignores armor saves
Power Pike: cc weapon; +1 S, ignores armor saves
Power Lance: +1 S in close combat, ignores armor saves, 2D6 armor penetration
Energy Lance: +1 S in close combat, ignores armor saves, rerolls failed wounds, 2D6 armor penetration
Flamer----------------------Template; S4; AP5; Assault 1
Demolition Charge--------6 Range; S8; AP2; Assault 1, Large Blast, one use only
Sub-Machine Gun-------12 Range; S3; AP-; Assault 2, Pistol
Laser Pistol---------------12 Range; S4; AP5; Assault 1, Pistol
Sub-Laser Gun: Multi---18 Range; S3; AP5; Assault 3
Burst---24 Range; S5; AP5; Heavy 1
Assault Rifle--------------24 Range; S3; AP-; Rapid Fire
Laser Rifle----------------24 Range; S4; AP5; Assault 1
Thunder GL---------------30 Range; S6; AP6; Heavy 2, Blast
Volcano Machine Gun---30 Range; S5; AP5; Heavy 3, Rending
Sniper Gun----------------36 Range; wounds on 3+ (S3 against vehicles); AP3; Heavy 1
Jammer---------------------36 Range; Heavy 1, against vehiclesglances on 3-4, penetrates on 5-6
Against infantryhalves distance of all ranged weapons in the unit on a 5+ for their next shooting phase
Only affects mechanical weapons (no effect on tyranids, demons, etc).
Missile Launcher: Frag 48 Range; S4; AP6; Heavy 1, Blast
Krak 48 Range; S8; AP3; Heavy 1
Firestorm M Launcher--48 Range; S8; AP2; Heavy D3
Heavy Mortar-------------48 Range; S7; AP4; Heavy 1, Large Blast, Barrage
Laser Gun-----------------48 Range; S8; AP1; Heavy 1
Laser Cannon-------------48 Range; S9; AP1; Heavy 1
Heavy Graser-------------60 Range; S10; AP1; Heavy 2

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