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Thunderhawk Down Beta 0.

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The Warmasters Council presents
THUNDERHAWK DOWN
The Ruins of Icarus Prime
40k Skirmish Beta Version 0.04
Introduction
The Imperial hiveworld of Icarus Prime, once located in the Agrippinaa system, a mere handful of
light years from the Eye of Terror, mysteriously disappeared in the year 850.M41. Ninety-nine years
later, sporadic reports of a world matching its atmospheric signature appeared deep within the
Eastern Fringe, near Tau space and directly in the path of Hive Fleet Leviathan. Forces from all over
the Eastern fringe are being dispatched to investigate the ruins of this once mighty hiveworld.

Welcome to Thunderhawk Down (working Title):
Generally speaking, the rules for Warhammer 40,000 are used for this game. While the final version
will be more complete, for now assume that the normal 40k rules apply with the following additions.

Hopefully you will enjoy playing this game as much as we did putting it together. At this early stage,
we want constructive criticism on everything. We want additional ideas. We want ways to improve
on what we have begun here.

Written by
Adam Laforet
Nate Stevens
June 19, 2009







Legal Disclaimer
This document is completely unofficial and in no way endorsed by Games Workshop Limited, or any other corporate entity.
40k, Adeptus Astartes, Black Library, the Black Library logo, BL Publishing, Blood Angels, Cadian, Catachan, Chaos, the Chaos device, the Chaos
logo, Citadel, Citadel Device, Cityfight, City of the Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark Eldar, Dark Future, Dawn of
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Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the
Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Marauder,
Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, the Nurgle logo, Ork, Ork skull
devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the
Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer 40k Device, Warhammer World logo, White
Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and
images from the Warhammer 40,000 universe are either , TM and/or Copyright Games Workshop Ltd 2000-2007, variably registered in the
UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their
respective owners.
All work not part of the legal disclaimer are the property of Nathan Stevens and Adam Laforet. All Rights Reserved.
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Table of Contents
THUNDERHAWK DOWN........................................................................................................................... 1
Rules Additions and Amendments ........................................................................................................... 5
Additional Phase: Recovery Phase ....................................................................................................... 5
Universal Special Rules (USR) ............................................................................................................... 5
Movement Rule Changes ..................................................................................................................... 5
Climbing, Falling and Jumping .......................................................................................................... 6
Shooting and Combat Additions........................................................................................................... 7
Injuries Table ................................................................................................................................... 7
Critical Injuries ................................................................................................................................. 7
Shooting .......................................................................................................................................... 8
Close Combat .................................................................................................................................. 9
Weapon Definitions. ........................................................................................................................ 9
Terminator Armour .......................................................................................................................... 9
Psychology .......................................................................................................................................... 9
Other New Rules ............................................................................................................................... 10
Auras ............................................................................................................................................. 10
Terrain ........................................................................................................................................... 10
Booby Traps ................................................................................................................................... 11
Starting a Strike Force ........................................................................................................................... 12
Heroes and Henchmen ...................................................................................................................... 12
Strike Force Roster......................................................................................................................... 12
Composition Rules ......................................................................................................................... 12
Mobile Storage Locker ................................................................................................................... 13
Space Marines ................................................................................................................................... 16
Black Templars .................................................................................................................................. 17
Blood Angels...................................................................................................................................... 18
Dark Angels ....................................................................................................................................... 19
Space Wolves .................................................................................................................................... 20
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Company .................................................................................................................................... 21
Imperial Guard ...................................................................................................................................... 22
Daemonhunters................................................................................................................................. 23
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Witch Hunters ................................................................................................................................... 24
Chaos Space Marines ......................................................................................................................... 26
Lost and the Damned......................................................................................................................... 27
Chaos Daemons ................................................................................................................................. 29
Dark Eldar .......................................................................................................................................... 31
Eldar .................................................................................................................................................. 33
Necrons ............................................................................................................................................. 36
Orks ................................................................................................................................................... 38
Tau Empire ........................................................................................................................................ 40
Tyranids............................................................................................................................................. 42
Campaign Rules ..................................................................................................................................... 43
Strike Force Rating ......................................................................................................................... 43
Underdog Bonus ............................................................................................................................ 43
Play the Game ................................................................................................................................... 43
Data-slates:.................................................................................................................................... 43
Deepstrike ..................................................................................................................................... 43
Infiltrate ........................................................................................................................................ 44
Scenarios ....................................................................................................................................... 44
Determine Scenario ....................................................................................................................... 44
Post Battle Sequence ......................................................................................................................... 45
Disbanding Strike Forces ................................................................................................................ 45
Death of a Warrior ......................................................................................................................... 45
Death of a Leader .......................................................................................................................... 45
Injuries .............................................................................................................................................. 45
Experience ..................................................................................................................................... 47
Advance Rolls ................................................................................................................................ 47
Maximums Statlines ...................................................................................................................... 47
Skills Lists .......................................................................................................................................... 48
Combat Skills ................................................................................................................................. 48
Shooting Skills ................................................................................................................................ 48
Academic Skills .............................................................................................................................. 48
Strength Skills ................................................................................................................................ 49
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Speed Skills .................................................................................................................................... 49
Minor Psychic Powers ........................................................................................................................ 50
Roll on the Recon Chart ..................................................................................................................... 51
Data-slate Recovery Table.............................................................................................................. 51
Recon Chart ................................................................................................................................... 52
Selling Data-slates .......................................................................................................................... 54
Trading .............................................................................................................................................. 55
Rarity Rolling ................................................................................................................................. 55
New Recruits ................................................................................................................................. 55
Purchasing New Equipment ........................................................................................................... 56
Selling ............................................................................................................................................ 56
Price Chart ......................................................................................................................................... 56
Exotic Wargear .............................................................................................................................. 56
Techno-Artefacts ........................................................................................................................... 57
Mercenaries and Heroes of Legend ....................................................................................................... 59
Recruiting Mercenaries ...................................................................................................................... 59
Mercenaries for Hire.......................................................................................................................... 60
Recruiting Heroes of Legend .............................................................................................................. 63
Thunderhawk Down Battle Cards .......................................................................................................... 66
Strike Force Roster Sheet....................................................................................................................... 73


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Rules Additions and Amendments

Additional Phase: Recovery Phase
A new phase has been added to the game, which takes place prior to the movement phase, and
before other 40K start of turn actions.
1. Strike Force Rout Test: If your Strike Force has suffered a total of 25% casualties or
greater, you must pass a leadership test to continue. Even fearless models must make this
test. If the test is failed, your Strike Force flees and the game ends. Warriors in combat all
suffer a free strike from their opponents.
2. Voluntary Rout: If your Strike Force has less than 50% of its models remaining, you may
voluntarily flee.
3. Recovery:
a. Knocked Down models stand up
b. Stunned models become knocked down

Universal Special Rules (USR)
Some USRs have slightly different effects in Thunderhawk Down; any rules not listed below are
unchanged
Counter Attack: Aura effect, a model may counter charge when a friendly model within 6 is
assaulted
Night Vision/Acute Senses: Allows a model to re-roll night fight distance and also doubles
the range at which they spot hidden models.

Movement Rule Changes
Group Movement: Normally, all models move as individuals. However, in order to speed up play on
tables with large amounts of difficult terrain, players may opt to have models that are within 2
coherency to move as a group under the following three circumstances and with the following
restrictions:
Movement Phase: Coherent models may choose to roll for difficult terrain together. They
move d3+2 inches in the movement phase. They must end their movement in coherency.
Shooting Phase: Coherent models may choose to roll for difficult terrain together. They move
d3+2 inches as their run movement. They must end their run in coherency.
Assault Phase: Coherent models may choose to roll for difficult terrain together. They move
d3+2 inches as their assault move. The models assault individually, but they must still end
their assault within coherency of each other.
Heroes that are part of a group never grant the move through cover special rule to the group.

Despite moving together, models are never considered to be a unit for any other purposes. The
same models do not have to be involved in each group move. Models can be added or dropped
from the group at each phase freely.

Moving Through Difficult Terrain: All Heroes count as independent characters and thus roll an
extra die when moving through difficult terrain.

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Hiding: A model may hide if it can end its movement with a piece of terrain between itself and all
enemy models with line of sight to it. The terrain piece must be large enough to reasonably conceal
the model from all enemy models. The model may not run, shoot, or assault for the rest of its turn.
The enemy may not shoot a Hidden model unless it is within a number of inches equal to its
Initiative (2 for an Ork boy). Hidden models may be spotted in this way at two specific times in a
turn at the end of the Movement phase, and the end of the Shooting phase. In other words, a
model may not run forward in the shooting phase and reveal hidden enemy models for the rest of his
Strike Force to target.

Hiding will not prevent a model from being charged in the Assault phase. A Hidden enemy may be
assaulted so long as the charging unit can make a legal charge move to reach the model. A Hidden
model that is charged in hand to hand may also not make use of the Bar the Doors special rules
described in the rules for Enclosed buildings.

Climbing, Falling and Jumping
Climbing: In Thunderhawk Down, models move up and down levels differently from 40k. In
addition to rolling for difficult terrain as normal, models must take an Initiative test in order to climb.
If the test is passed, the model may move up or down one level and move normally, at a cost of 3 of
movement per level. If the test is failed, the model must remain on the level it is currently on and
immediately ends its movement for that turn. This test is also required in the assault phase.

Exception: Models in base to base contact with a wall at the start of their movement phase (not the
assault phase) may ignore the difficult terrain test and just take the initiative test to climb one level.

Note: Any model on a bike may not climb.

Ladders: the presence of a ladder allows models to move up or down a level without an initiative test
being required.

Falling: If a model is knocked down or stunned while within 1 of a ledge or perch, the model must
take an Initiative test. If the test is passed then all is well. If the test is failed, then the model falls. The
model suffers a hit with a strength equal to the distance fallen, with normal armour saves. The model
is still knocked down or stunned when they hit the ground.

Jumping: Models may choose to jump from the top of a building. To successfully jump down, a
model must take an Initiative Test for every 3 (rounding up) of vertical movement covered. If all tests
are successful, the model lands safely. Every 3 of vertical movement counts as 1 of the models
normal movement. If the test is failed, the model suffers a hit with a strength equal to the total
distance fallen, with normal armour saves, and is knocked down.

Diving Charges: In the Assault Phase a model may perform a Diving Charge provided they are in an
elevated position, within 1 of the edge of a ledge or perch, and the target of their charge is at least
on level below them and within 1 of where your model will land. The charging model takes one
initiative test for every 3 they are falling. If the tests are passed, the model counts as having the
Furious Charge universal special rule and may be placed in base-to-base with the model they
charged. If the test is failed, the model falls, and does not count as being engaged with the enemy,
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but is knocked down. Models that already have Furious Charge must still pass the Initiative test to
perform a Diving Charge.

Shooting and Combat Additions
Injuries Table
When a model suffers an unsaved wound roll a d6 and consult the table below
D6 Result Effect
1-2 Knocked down
The force of the blow knocks the warrior down. Place the model face up to
represent that it is knocked down.
3-4 Stunned
The warrior falls to the ground, barely conscious. Place the model face down to
represent that it is stunned.
5-6 Out of Action
The warrior is incapacitated for the remainder of the battle. Remove the model from
play.

Knocked Down
A model that was knocked down at the start of its turn and has now stood up has the following
restrictions: half movement; may not assault; and strikes at Initiative 1 in combat.

Stunned
A model that was stunned at the beginning of its turn becomes knocked down in the Recovery
phase, and may move 2 in any direction, unless engaged in combat. This may be done even if the
model has gone to ground.

Critical Injuries
If a model rolls a 6 to wound, a critical effect takes place. Roll on the appropriate table to determine
the bonus effect.

Exception: If a 6 is required to wound the target model, no critical effects take place. Also, any
weapon with the template rule will also not perform a critical hit on the roll of a six (i.e. any weapons
that use the Flame Template)

Ranged Attacks
D6 Result Effect
1-3 Marksman Enemy models must apply a -1 penalty to any armour or cover saves
taken against this wound.
4-5 Sniper
No cover saves are allowed.
6 Bulls eye
No armour or cover saves are allowed.


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Normal Close Combat Weapons
D6 Result Effect
1-3 Blade Storm
Enemy models must apply a -1 penalty to any armour saves taken against this
wound.
4-5 Master Strike
No armour saves are allowed.
6 Decapitation
No armour saves are allowed, and add +1 to the injury roll.

Special Close Combat Weapons (Any melee attack that ignores Armour saves)
D6 Result Effect
1-3 Stab
Add +1 to the injury roll.
4-5 Body Blow
Your opponent staggers, allowing you to take an additional attack.
6 Eviscerated
The enemy model is automatically taken out of action.

Shooting
Target Priority: In Thunderhawk Down, models must shoot the closest enemy model.
Exceptions: Knocked down and stunned models may be ignored.
A model may shoot the closest model outside of cover or the closest model in cover.
Models may choose any target in sight when firing from an elevated position (but not the
other way around).

Note: Hidden models are ignored for determining target priority

Pinning
A model must test for pinning if it suffers an unsaved wound from a weapon with the pinning special
rule. This includes models who are Knocked Down or Stunned by a Pinning weapon. In addition,
any model within 2 of such an affected model must make a separate pinning test of its own.

Specialist Grenades
Thunderhawk Down includes special grenade types that may be thrown instead of firing another
weapon. See the Exotic Wargear section of this rule set for details on grenade effects. Unless
otherwise noted each uses the small blast template and will hit using BS as normal, with a range of
the throwing models S x 2. On a miss the grenade will scatter d6 inches in a random direction.

Following Fire
A model shooting a heavy weapon that fires multiple shots may choose to target more than one
enemy model. The shooter simply allocates dice to models he can see that are within 2 of his
primary target, and rolls to hit for each one. Divide the dice as evenly as possible among all targets.
No secondary model may have more hits allocated to it than the original target. Cover saves should
be determined separately for each model hit. All target priority rules and Line of Sight rules still apply
for the primary target.
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Close Combat
Counter-Assault: Any model within 2 coherency may chose to pile into combat when another
member of their strike force is assaulted. The model(s) do not count as having assaulted.

Finish Him! If an enemy model is in combat with only knocked down or stunned models at the
beginning of its activation in the combat phase (and is not knocked down or stunned itself) then the
following rules apply:
1. A knocked down model is hit automatically in combat. Any successful wounds automatically
take him out of action. Armour saves are allowed
2. A stunned model is automatically taken out of action if in combat with an enemy model. A
single stunned model can be removed per attack. No saves of any kind are allowed.

Leaving Combat. A model may not leave a combat unless all its opponents are knocked down or
stunned.

Weapon Definitions.
Some rules in Thunderhawk Down refer generically to Heavy and Special weapons. These two
terms are defined as follows:

Heavy Weapon: Any weapon with the Heavy X rule, with the exception of Sniper weapons.

Special Weapon: Any Assault or Rapid Fire weapon with any of: Range -Template; Strength 5 or
more; AP 3 or less. Exceptions include the Tau Plasma Rifle and Imperial Guard Hot-Shot Las
Weapons. Combi weapons are not special weapons and can include more than one type of
Weapon, and any Gun Mods or abilities will affect any allowable combi-weapon shooting (generally
the Mods and Skills wont work on the Special portion of the combi-weapon).

Special Close Combat Weapon: Any weapon that ignores armour saves (including rending wounds)
is considered a special close combat weapon.

Terminator Armour
Terminator Armour works slightly differently in Thunderhawk Down than it does in standard 40K.
The Armour still provides a 2+ Armour Save, a 5+ Invulnerable Save, gains the relentless USR, and
may enter play via Deep Strike if they wish. In addition, models in Terminator Armour are also
immune to Critical Hits and Instant Death.

In any Strike Force only the Captain may ever wear Terminator Armour.

Psychology
Leader: A unit with the leader ability allows all models within 6 to use that models leadership for
any required morale and pinning tests.

Stupidity: A model that suffers from stupidity must take a leadership test each turn. If passed, the
model may behave as normal. If failed, the model wanders D6 in a random direction, determined
by the scatter dice, and may not shoot or assault. Models subject to Stupidity can use the Leadership
of models with the Leader ability for this test.
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Other New Rules
Auras: There are some abilities in 40k that augment certain units (Eldar Exarch abilities and Ork Mob
Size as examples). In Thunderhawk Down, these abilities affect any eligible model within 6 of the
model with the effect. For example, the Dire Avenger Ability Bladestorm affects all Dire Avenger
models within 6. Orks may replace their leadership with the number of Orks within 6 of
themselves.

Terrain
Enclosed Buildings: For Thunderhawk Down, ignore the normal 40K rules for enclosed buildings
altogether. Instead, treat the building in the following manner.

Buildings can be entered from any opening, both windows and doors (and any other openings you
might have modelled). Models inside a building can be placed on the roof to show their rough
location, but remember to mark them as inside with a die or a counter. Remember, these rules only
apply to fully enclosed buildings, not ruins.

Hard Cover: For shooting purposes, unless hidden, a model inside a building may be
targeted if it is within 1 of an opening that the shooting model has line of sight to, which
means that strict Line of Sight to the actual model is not necessary. Models inside the building
receive a 3+ cover save from such shooting, modified as normal. Such models are
considered to be in hard cover. As well, models may shoot from one level of a building to the
level directly above or below, but all target models will benefit from the hard cover save.

Models inside buildings may be directly assaulted. Use the following process to combat in
enclosed buildings. Assaults are declared as normal, and models are moved into base to base
in the normal fashion, treating the building as difficult terrain. If a model is assaulted through
an opening from which it could have claimed hard cover then the Bar the Doors! (see below)
special rule applies. Otherwise treat the assault as any normal assault into terrain.

Any assaults from one level of an enclosed building to another will also be subject to the Bar
the Doors! special rule below.

Bar the Doors! Models gain an additional advantage in combat if they are defending an
entrance to a building. Any time a model is assaulted through an opening that would have
provided it hard cover, as described above, then that model will count as Initiative 10 against
any enemies that assault through that opening. This Initiative 10 is not modified by any kind
of grenade, although it may be matched or altered by other special rules.

Note that model can be assaulted as normal even when in a building, provided the assaulting
model makes its assault move into the building via an entrance that would not have provided
the target model with hard cover.


Multi-level Enclosed Buildings: In the case of enclosed buildings with more than one floor treat
each floor as separate. It is possible to have opposing Strike Forces occupying different floors of the
same building. In these cases a model can only move into an enemy occupied floor by assaulting it,
and these assaults use the rules above. It is possible to bypass an occupied floor by climbing the
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exterior of the building, any such attempt uses the standard climbing rules and the climbing model
must have a window or opening to exit and/or enter from.

Booby Traps
Heroes that have both the Demolitions Expert skill and booby traps in their possession have the
ability to booby trap D3 pieces of terrain before the battle.

Setting the Trap: Each hero with the Demolitions Expert skill may booby trap D3 pieces of terrain.
Roll for the number of traps in full view of your opponent, then secretly note down which pieces are
trapped on a scrap of paper and which type of trap is being used.

Triggering the Trap: A trap is triggered at the end of a movement phase in which a model enters the
terrain piece. The first model to enter the terrain is the point of origin for the trap. Be sure to keep
track of this model, for if the player forgets, the trap is wasted. Any critical hits caused by a Booby
Trap are resolved using the table for Ranged attacks.

Traps Special Rules: Ignore Cover saves, cause pinning

Trap Types
Plasma Charge: St 7 AP 2
Automatically hits the model that triggers it.

Shredder Mine: St 3 AP 5
The mine is located D6 from the triggering model, determined using the Scatter Dice (use the arrow
on the hit facing as well). The player in control of the mine places the flame template, in such a
manner that the triggering model is hit by the template.
Spring Mine St 4 AP 6
Centre the large blast template over the triggering model, then scatter the template a D6.


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Starting a Strike Force
The following section details how to select a Strike Force.

Each Strike Force starts with 750 Imperial Credits to spend on models and their equipment. Use the
briefing pages that follow to determine eligible heroes and henchmen for your Strike Force, as well as
the credit cost per model. Use the appropriate codex entry to determine which equipment is
available to each model.

The briefing pages also include which skill sets are available for each hero type in your army. They
will gain access to these skills via experience gained in battle (explained in the campaign section)

Heroes and Henchmen
All models in 40k Skirmish are divided into heroes and henchmen.

Heroes have the potential to become great warriors of their races, with access to equipment and
skills that set them apart from mere mortals. A Strike Force can never have more than 6 heroes. All
Heroes have the Skilled Rider and Move Through Cover special rules.

Henchmen make up the bulk of your forces. Most are capable of gaining experience and a lucky few
become true heroes themselves. A few others are savage beasts that cannot gain experience.

Henchmen may use any special, heavy weapons or wargear allowed in their Codex entry. They
cannot use the special equipment and items found throughout a campaign or from any other source.

Henchmen are usually grouped into gangs of 1-5 individuals.

Strike Force Roster
A Strike Force roster sheet is required to track the progress of your forces. This allows you to track the
skills, experience, equipment, and injuries suffered by your band. (A Roster sheet can be found at the
back of this book.)

Composition Rules
1. A Strike Force is led by one (and only one) Captain. Any model with the Captain rule in its
notes may be selected as the rosters captain. This model gains the leader ability.
2. A Strike Force may only purchase up to 5 heroes.
3. The only way to reach a total of 6 heroes is through one of your henchmen advancing
through a Lad with Talent result (see pg46 for details).
4. A starting Strike Force must contain at least 2 henchmen.
5. Units with enhanced movement are limited to 2 models in starting Strike Forces.
6. The 0-X reference for henchmen means that the maximum number of models of that type
allowed in a Strike Force is X.
7. All heroes and henchmen are limited at all times to taking heavy and special ranged weapons
allowed by their Codex entry. (Heroes may gain skills that allow them to purchase a wider
variety of ranged weapons)
8. Heroes may select any item from their armoury, except for heavy and special ranged
weapons, unless specified otherwise in their codex entry.
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9. All Strike Forces that can use Equipment will start with one Medi-pack at Force creation.

Mobile Storage Locker
A Strike Forces capacity to carry and maintain heavy and special ranged weapons and special close
combat weapons is limited. To represent this in the game, each strike force has a mobile storage locker.
All heavy and special ranged and special combat weapons have been assigned mass rating. Each point of
Mass takes up one storage location in your mobile locker. A strike forces total combination of these
weapon types cannot exceed a strike forces storage capacity.
For example, if you Strike Force had one Heavy Bolter (Mass four) and two Melta Guns (Mass two each),
those three weapons would take up a total of 8 Storage locations in your Mobile Locker.

The Following lists use the Grand Imperial Armour
Space Marines
Black Templars
Blood Angels
Dark Angels
Space Wolves
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Company
Imperial Guard
Daemonhunters
Witchhunters

The Following lists use the Chaos Amoury
Chaos Space Marines Lost and the Damned
The Following lists use their own Armouries
Chaos Daemons
Dark Eldar
Eldar
Necrons
Orks
Tau
Tyranids

Items are assumed to be those from the most recently published Codex (i.e. Storm Shields provide a 3+
Invulnerable Save)

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Cost Rarity Mass Notes Cost Rarity Mass Notes
Cl ose Combat Weapon 5 C 0 Auspex 10 6 0
Combat Shield 50 9 0 Bi onics 25 10 0
Force Weapon 200 12 1 Frag Grenades 5 C 0
Li ghtni ng Cl aw 75 11 1 1 Jump Pack 125 11 0
Pai r of Li ghni ng Claws 150 2 2 1 Krak Grenades 5 C 0
Power Fi st 75/125 12 1 Locator Beacon 75 10 0
Power Weapon 50/75 10 1 Marine Digital Weapons 50 11 0
Storm Shield 75 10 1 1 Master Crafted Weapon 75 10 0
Thunder Hammer 150 12 1 Mel ta Bombs 25 6 0
Power Armour 50 11 0
Description Cost Rarity Mass Notes Refractor Field 50 9 0
Auto Cannon 100 10 4 Hvy Space Mari ne Bi ke 175 12 1
Bol t Pi stol 5 C 0 Teleport Homer 25 9 0
Bol ter 5 C 0 Termi nator Armour 200 12 1 2,3
Combi -Bol ter 30 7 0
Combi -Fl amer 50 10 0
Combi -Melta 50 10 0 Description Cost Rarity Mass Notes
Combi -Plasma 50 10 0 Adamanti ne Mantle 175 12 0
Fl amer 30 9 2 Spcl Arti ficer Armour 75 10 0
Grenade Launcher 40 9 2 Spcl Aux. Grenade Launcher 75 9 0
Heavy Bol ter 100 10 4 Hvy Hell fi re Rounds 50 10 0
Heavy Fl amer 100 10 4 Spcl Iron Halo 125 11 0
Hotshot Lasgun 30 9 0 Reli c Bl ade 175 12 2
Las Pistol 3 C 0 Signum 50 10 0
Lascannon 175 11 4 Hvy
Lasgun 3 C 0
Mel ta Gun 60 10 2 Spcl Cost Rarity Mass Notes
Missil e Launcher 100 10 4 Hvy Belt of Russ 125 11 0
Mortar 50 10 4 Hvy Frost Bl ade 100 11 1
Multi -Mel ta 100 10 4 Hvy Mark of the Wol fen 50 10 0
Pl asma Cannon 125 11 4 Hvy Rune Weapon 200 12 1
Pl asma Gun 75 10 2 Spcl Runi c Armour 75 10 0
Pl asma Pi stol 75 9 1 Spcl Runi c Charm 50 9 0
Ri pper Gun 50 8 2 Spcl, 3 Wol f Helm 200 12 0
Shotgun 5 C 0 Wol f Pelt 15 9 0
Sni per Ri fl e 50 10 1 Wol f Tail Tal isman 5 7 0
Storm Bolter 40 9 0 Wol f Tooth Necklace 50 9 0
Notes: 1 - Power Armour or Termi nator Armour onl y
2 - Marine Captai n Only
3 - Inqui si tor Onl y Cost Rarity Mass Notes
4 - Requi res St 4 or more to use Holy Orb of Anti och 50 10 0
5 - Grey Knight Onl y
6 - Si ster of Battle Only
Ranged Weapons
Description
Black Templars
Description
Grand Imperial Armoury
Description
Close Combat Weapons Wargear
Description
Space Marines Only (all Codexes)
Space Wolves
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Description Cost Rarity Mass Notes Mancatcher 25 6 0
Death Mask 50 10 0 Power Stake 100 11 1 3
Inferno Pi stol 75 10 1 Praesidium Protectiva 50 10 0 6
Description Cost Rarity Mass Notes
Inferno Pistol 75 10 1 3,6
Description Cost Rarity Mass Notes Brazier of Hol y Fi re 50 10 1
Annointed Weapon 100 11 1 3,5 Bolter-Stake Crossbow 50 10 0
Daemonhammer 150 12 1 3,5
Evi scerator 125 12 1 Description Cost Rarity Mass Notes
Nul l Rod 100 11 1 3 Book of St. Lucius 25 10 0 6
Carapace Armour 25 8 0
Description Cost Rarity Mass Notes Cloak of St. Aspira 100 10 0 6
Incinerator 100 10 4 Spcl, 5 Excruci ators 25 9 0 3
Needle Pi stol 25 9 0 3 Hexagrammi c Wards 25 8 0 3
Psy Cannon 150 10 4 Hvy,3,5 Inqui si tori al Mandate 200 12 0 3
Hel l Pi stol 5 C 0 Liber Heresi us 100 11 0 3
Hel lgun 5 C 0 Litani es of Fai th 125 11 0 6
Mantl e of Opheli a 75 10 0 6
Description Cost Rarity Mass Notes Psi-tracker 75 10 0 3
Consecrated Scrol ls 25 8 0 3 Psycannon Bolts 50 9 0 3
Emperor's Tarot 75 10 0 3 Psychic Hood 100 11 0 3
Gri moire of True Names 50 9 0 3,5 Psyoccul um 15 8 0 3
Hol y Rel ic 150 12 0 3,5 Puri ty Seal s 25 8 0
Icon of the Just 125 11 0 3,5 Rosarius 125 11 0
Psycannon Bol ts 50 9 0 3,5 Sari ssa 25 7 0 6
Psychi c Hood 100 11 0 3,5
Sacred Incense 50 9 0 3,5 Description Cost Rarity Mass Notes
Targeter 10 8 0 Di vi ne Pronouncement 150 9 0 3
Unguents of Warding 50 9 0 3,5 Hammer of the Witches 100 9 0 3
Hammerhand 50 9 0 3
Description Cost Rarity Mass Notes Hi s Wil l Be Done 75 9 0 3
Bani shment 100 9 0 3,5 Purgatus 75 9 0 3
Destroy Daemon 75 9 0 3 Scourgi ng 100 9 0 3
Hammerhand 50 9 0 3 Word of the Emperor 50 9 0 3
Hol ocaust 100 9 0 3
Sanctuary 75 9 0 3
Scourging 100 9 0 3 Description Cost Rarity Mass Notes
Word of the Emperor 50 9 0 3 Camo Cloak 20 8 0
Carapace Armour 20 8 0
Demoli ti on Charge 100 11 0
Eviscerator 125 12 0
Description Cost Rarity Mass Notes Hotshot Las Pi stol 15 8 0
Blessed Weapon 150 11 1 6 Heavy Stubber 50 8 3 Hvy
Evi scerator 125 12 1
Witch Hunters
Close Combat Weapons
Imperial Guard
Close Combat Weapons
Ranged Weapons
Witch Hunters cont.
Wargear
Psychic Powers
Ranged Weapons
Wargear
Psychic Powers
Blood Angels
Daemonhunters
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Space Marines
Maximum Roster Size: 15

Hero Options Cost Starting XP Notes
Tactical Veteran Sergeant 105 8 Captain
Scout Sergeant 90 8 Captain, may buy Camo Cloak for 20 IC
0-3 Sternguard Sergeant 140 15 Captain
0-3 Vanguard Sergeant 200 15 Captain, may buy a jump pack for 75 IC
0-1 Devastator Sergeant 105 12 May take a heavy weapon at Devastator cost
0-1 Tech Marine 250 20 Captain, Unlocks Servitors

Henchmen (0-5 Each Group)
Tactical Marines 80
Scouts 60 May purchase Camo Cloak for 20 I.C.
Servitors 50+weapon Unlocked by Tech Marine, may not gain
experience

Henchmen (0-3 Each Group)
Devastators 80

Henchmen (0-2 Each Group)
Assault Marines 100 Movement Enhanced

Henchmen (0-1 Each Group)
Marine Biker 125 Movement and Toughness Enhanced
Scout Biker 100 Movement and Toughness Enhanced
Attack Bike 200 Movement and Toughness Enhanced
Legion of the Damned 150

Starting Skills
Character Combat Shooting Academic Strength Speed
Veteran Sgt
Sternguard
Vanguard
Scout
Devastator
Techmarine

Note Strike Force Captain gains access to Academic Skills

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Black Templars
Terminator Honours may be purchased for allowed models at a cost of 75 Credits
Maximum Roster Size: 15

Hero Options Cost Starting XP Notes
Veteran Sword Brother 130 12 Captain, incl Terminator Honours, no
Hvy Wpn upgrades allowed to start
Assault Initiate 120 8 Movement Enhanced, incl T. Honours

Henchmen (0-5 Each Group)
Initiates 80
Neophytes 50
Sword Brethren 95

Henchmen (0-2 Each Group)
Assault Initiates 100 Movement Enhanced

Henchmen (0-1 Each Group)
Initiate Biker 160 Movement and Toughness Enhanced
Attack Bike 250 Movement and Toughness Enhanced

Starting Skills
Character Combat Shooting Academic Strength Speed
Sword Brthn
Assault

Note The Captain of the Templars Strike Force also has access to Academic Skills

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Blood Angels
Maximum Roster Size: 15

Blood Angels may have one more Movement Enhanced unit than normal

Hero Options Cost Starting XP Notes
Veteran Assault Marine Sgt 125 12 Captain, Movement Enhanced
Tactical Veteran Sergeant 105 8 Captain
Scout Sergeant 90 8 Captain

Henchmen (0-5 Each Group)
Tactical Marines 80
Scouts 65

Henchmen (0-2 Each Group)
Assault Marines 100 Movement Enhanced
Devastators 75
Death Company 150 Movement Enhanced if Jump-pack purchased
Veteran Assault Marines 125 Movement Enhanced

Henchmen (0-1 Each Group)
Marine Biker 150 Movement and Toughness Enhanced
Attack Bike 250 Movement and Toughness Enhanced

Starting Skills
Character Combat Shooting Academic Strength Speed
Tac Vet. Sgt
Vet Assault Sgt
Scout Sgt

Notes Captain gains access to Academic Skills

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Dark Angels
Maximum Roster Size: 15

Hero Options Cost Starting XP Notes
Techmarine 375 20 Captain
Veteran Sergeant 110 8 Captain,
Assault Sergeant 130 12 Captain, Movement Enhanced,
Scout Sergeant 90 8 Captain,
0-1 Devastator Sergeant 110 12 Captain, May take a heavy weapon at Devastator
cost

Henchmen (0-5 Each Group)
Scouts 65 13pts
Tactical Marines 80 15pts
Servitors 125 Unlocked by Tech Marine, may not gain Experience

Henchmen (0-3 Each Group)
Company Veterans 105
Devastators 80

Henchmen (0-2 Each Group)
Assault Marines 100 Movement Enhanced

Henchmen (0-1 Each Group)
Ravenwing Biker 165 Movement and Toughness Enhanced
Attack Bike 250 Movement and Toughness Enhanced

Starting Skills
Character Combat Shooting Academic Strength Speed
Veteran Tac
Assault
Techmarine
Devastator
Scout Sgt
Note Strike Force Captain gains access to Academic Skills

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Space Wolves
Maximum Roster Size: 15

Hero Options Cost Starting XP Notes
Wolf Guard Leader 115 12 Captain
Long Fang 90 12

Henchmen (0-5 Each Group)
Grey Hunters 85
Bloodclaws 70

Henchmen (0-1 Each Group)
Bloodclaw Biker 150 Movement and Toughness Enhanced

Starting Skills
Character Combat Shooting Academic Strength Speed
Wolf Guard
Long Fang

Note The Captain of the Space Wolves Insertion Strike Force also has access to Academic Skills

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13
th
Company
Maximum Roster Size: 15

Hero Options Cost Starting XP Notes
Storm Claw Wolf Guard 130 12 Captain
Grey Slayer Wolf Guard 130 12 Captain

Henchmen (0-5 Each Group)
Storm Claws 105
Grey Slayers 105

Henchmen (0-2 Each Group)
Wulfen 120
Fenrisian Wolves 50 May not gain Experience
Long Fangs 90

Henchmen (0-1 Each Group)
Storm Claw Biker 180 Counts as Movement and Toughness Enhanced

Starting Skills
Character Combat Shooting Academic Strength Speed
Storm Claw
Grey Hunter

Note The Strike Force Captain gains access to Academic Skills

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Imperial Guard
Maximum Roster Size: 20

Hero Options Cost Starting XP Notes
0-1 Company Commander 130 12 Captain
Platoon Commander 50 8 Captain
Commissar 175 12 Captain
Storm Trooper Sergeant 95 8
Veteran Sergeant 80 8
Ministorum Priest 225 12 Righteous Fury is an Aura
Techpriest Enginseer 225 12 Unlocks Servitors as Henchmen

Henchmen (0-5 Each Group)
Infantry 25
Conscripts 20

Henchmen (0-3 Each Group)
Storm Troopers 80
Ratlings 50
Veterans 30 Doctrines may be purchased at 15 Credits per model
Penal Legion 40
Psykers 50

Henchmen (0-2 Each Group)
Heavy Weapon Team 20 + Weapon (purchased from Imperial Armoury)
Rough Riders 50
Servitors 75 + weapon (purchased from Imperial Armoury)
Unlocked by Techpriest Enginseer, may not gain experience

Henchmen (0-1 Each Group)
Ogryn 200

Starting Skills
Character Combat Shooting Academic Strength Speed
Company Cmd
Platoon Cmd
Commissar
Priest
Veteran Sgt
Techpriest

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Daemonhunters
Maximum Roster Size: 15

Hero Options Cost Starting XP Notes
Ordo Malleus Inquisitor 100 15 Captain, Unlocks Inquisitorial Henchmen
Grey Knight Justicar 250 18 Captain, starts with Brother-Captain
Grey Knight 140 15 Captain
Storm Trooper Veteran Sgt 65 8

Henchmen (0-5 Each Group)
Storm Trooper 50
Inquisitorial Henchmen 5 x Codex Cost Unlocked by Inquisitor; Each different type must be its
own henchman group

Henchmen (0-1 Each Group)
Death Cult Assassin 200

Starting Skills
Character Combat Shooting Academic Strength Speed G. Knight
Inquisitor
Grey Knight *
Storm Trpr

Grey Knight Skills
Brother-Captain: Requires 20 Experience; The Grey Knights Nemesis Force Weapon becomes a
power weapon
Grandmaster: Requires 50 Experience; The Grey Knights Nemesis Force Weapon becomes a Force
Weapon

Note: A Grey Knight Hero only gets access to Academic Skills if he is the Captain of the Strike Force

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Witch Hunters
Maximum Roster Size: 15

Faith Points can be used in two ways:
As an Aura as described in the main rules for 40K Skirmish. The act must be initiated by, and
centred on, a faith generating model. Count all the Adeptus Sororitas models within the Aura
for purposes of determining the roll required to pass the test.
All Adeptus Sororitas Heroes count as Independent Characters in that they may use an Act of
Faith on themselves (only) on a successful unmodified Leadership test.

Hero Options Cost Starting XP Notes
Ordo Hereticus Inquisitor 100 15 Captain, Unlocks Witch Hunters
Henchmen
0-1 Palatine 175 15 Captain, 1 Faith Point
Veteran Sister 100 8 Captain, 1 Faith Point
Celestan Superior 115 12 Captain, 1 Faith Point
Storm Trooper Veteran Sgt 65 8
Priest 200 15 Fanatical and Righteous Fury are Auras

Henchmen (0-5 Each Group)
Battle Sisters 55
Storm Troopers 50
*Inquisitorial Henchmen 5x Codex cost Unlocked by Inquisitor. Each different
type must be its own henchman group
Henchmen (0-3 Each Group)
Celestans 65 1-3 Celestans produces 1 total Faith Point
Dominions 55
Retributors 55
Henchmen (0-2 Each Group)
Seraphim 100 1-2 Seraphim produces 1 total faith point Movement Enhanced
Sister Repentia 100

Henchmen (0-1 Each Group)
Death Cult Assassin 200
Arco-flagellant 175 Requires a Priest or Inquisitor to field, may not gain
experience

Starting Skills
Character Combat Shooting Academic Strength Speed
Palatine
Sister Sup
Celestan
Inquisitor
Priest
Storm trooper
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Cost Rarity Mass Notes Cost Rarity Mass Notes
Cl ose Combat Weapon 5 C 0 Bol t of Change 125 9 0 6
Daemon Weapon 200 12 2 Doombol t 50 9 0
Li ghtning Claw 75 11 1 1 Gift of Chaos 150 9 0
Pai r of Li ghning Cl aws 150 2 2 1 Nurgles Rot 75 9 0 5
Power Fist 75/125 12 1 Lash of Submission 100 9 0 4
Power Weapon 50/75 10 1 Warptime 100 9 0
Cost Rarity Mass Notes Cost Rarity Mass Notes
Auto Cannon 100 10 4 Hvy Mark of Khorne 50 9 0
Bl ast Master 200 11 4 Hvy,4 Mark of Nurgle 100 9 0
Bol t Pi stol 5 C 0 Mark of Sl aanesh 25 9 0
Bol ter 5 C 0 Mark of Tzeentch 100 9 0
Combi -Bolter 30 7 0
Combi -Fl amer 50 10 0
Combi -Mel ta 50 10 0 Cost Rarity Mass Notes
Combi -Pl asma 50 10 0 Bl ight Grenades 25 9 0 5
Doom Siren 75 10 2 Spcl,4 Chaos Mari ne Bi ke 175 12 1
Fl amer 30 9 2 Spcl Frag Grenades 5 C 0
Heavy Bolter 100 10 4 Hvy Inferno Bolts 50 10 0 6
Heavy Flamer 100 10 4 Spcl Krak Grenades 5 C 0
Heavy Stubber 50 8 3 Hvy Melta Bombs 25 6 0
Hotshot Lasgun 30 9 0 Raptor Jumpack 125 11 0
Las Pistol 3 C 0 Terminator Armour 200 12 1 2
Lascannon 175 11 4 Hvy
Lasgun 3 C 0 Notes:
Melta Gun 60 10 2 Spcl 1 - Power Armour or Termi nator Armour only
Mi ssil e Launcher 100 10 4 Hvy 2 - Chaos Mari ne Captain onl y
Multi-Melta 100 10 4 Hvy 3 - Mark of Khorne Only
Pl asma Cannon 125 11 4 Hvy 4 - Mark of Sl aanesh Onl y
Pl asma Gun 75 10 2 Spcl 5 - Mark of Nurgle Onl y
Pl asma Pistol 75 9 1 Spcl 6 - Mark of Tzeentch Only
Sonic Bl aster 30 7 2 4
Forces of Chaos Armoury
Close Combat Weapons
Description
Description
Description
Psychic Powers
Description
Marks of Chaos
Description
Wargear
Ranged Weapons
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Chaos Space Marines
Maximum Roster Size: 15

Captains with a Mark of Chaos allow one more marked Marine of that type, see below.

Hero Options Cost Starting XP Notes
0-2 Plague Marine Champion 150 15 Captain
0-2 Noise Marine Champion 130 12 Captain
0-2 Berserker Champion 130 12 Captain
0-2 Aspiring Sorcerer 300 12 Captain, may buy one psychic power
Chosen Aspiring Champion 120 12 Captain

Henchmen (0-5 Each Group)
Chaos Marines 80

Henchmen (0-3 Each Group)
Chaos Havocs 80
Summoned Daemons 65 Summoned, Captain counts as Icon

Henchmen (0-2 Each Group)
Plague Marines 115 0-3 if Captain has same mark
Noise Marines 100 0-3 if Captain has same mark
Berserkers 105 0-3 if Captain has same mark
Thousand Sons 115 0-3 if Captain has same mark, no XP
Raptors 100 Movement Enhanced
Chosen 90
Possessed Marines 130

Henchmen (0-1 Each Group)
Chaos Bike 165 Movement and Toughness Enhanced
May only be marked as Captain
Chaos Spawn 200 May not gain Experience

Starting Skills
Character Combat Shooting Academic Strength Speed
Veteran
Nurgle
Slaanesh
Khorne
Sorcerer
Note Strike Force Captain gains access to academic skills
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Lost and the Damned
Maximum Roster Size: 20

Wargear: Ignore references to the Chaos Space Marine Armoury; instead, choose items from the
option list for Aspiring Champions in Codex: Chaos Space Marines.

Marks of Chaos: The Effects of the Marks of Chaos are as per Codex: Chaos Space Marines

Hero Options Cost Starting XP Notes
Aspiring Champion 120 12 Captain
Big Boss Mutant 150 20
Agitator 90 8 Captain
Mutant Boss 80 8 Captain

Henchmen (0-5 Each Group)
Chaos Marines 80 Chosen from Codex Chaos Marines
Traitors 40
Mutants 30

Henchmen (0-3 Each Group)
Summoned Lesser Daemons 75 Summoned, Chosen from Codex Chaos
Chaos Hounds 50 May not gain experience

Henchmen (0-1 Each Group)
Big Mutant 125
Chaos Spawn 100 May not gain experience

Starting Skills
Character Combat Shooting Academic Strength Speed
Aspiring Chp
Agitator
Big Mutant
Mutant

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Cost Rarity Mass Notes Cost Rarity Mass Notes
Boon of Mutati on 200 12 4 Bl essi ng of the Blood God 25 10 0
Breath of Chaos 175 12 4 Death Strike 75 10 2
Chaos Icon 125 10 0 Fury of Khorne 50 10 0
Daemoni c Gaze 100 10 2 Hel lbl ade 75 10 1
Instrument of Chaos 25 10 0
Iron Hide 75 10 0
Unhol y Might 75 10 0 Cost Rarity Mass Notes
Aura of Aquiesence 20 9 0
Pavane of Sl aanesh 150 10 2
Description Cost Rarity Mass Notes Rending Cl aws 40 10 0
Juggernaut of Khorne 200 12 3 Soporific Musk 75 9 0
Chariot of Khorne 125 11 2 Transfixi ng Gaze 25 8 0
Mount of Slaanesh 125 11 1
Chariot of Sl aanesh 125 11 2
Di sc of Tzeentch 150 11 1 Cost Rarity Mass Notes
Chariot of Tzeentch 200 12 2 Aura of Decay 75 11 2
Pal anqui n of Nurgle 125 11 1 Cl oud of Fl ies 25 8 0
Noxi ous Touch 50 11 1
Pl ague Sword 50 9 0
Cost Rarity Mass Notes
Bol t of Tzeentch 150 11 4 Model s can only ever chose gifts that correspond with
Master of Sorcery 25 9 0 their codex entry
Soul Devourer 100 10 0
Warpfire 75 9 1
We Are Legion 75 10 0
Description
Chaos Daemon Armoury
Gifts of Chaos Gifts of Khorne
Daemonic Steeds
Gifts of Tzeentch
Description
Description
Gifts of Slaanesh
Description
Gifts of Nurgle
Description
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Chaos Daemons
Maximum Roster Size: 12
Daemonic Assault: Daemons may enter play using these rules OR deploy normally.
Daemonic Instability: When a hero or henchman dies in the post-battle sequence, take a leadership
test on the models unmodified leadership. If passed, the model misses D3 games. If failed, the
model is banished to the warp forever.

Hero Options Cost Starting XP Notes
0-2 Herald of Khorne 350 20 Captain, may not have a mount to start.
0-2 Herald of Slaanesh 250 20 Captain, may not have a mount to start.
0-2 Herald of Tzeentch 250 20 Captain, may not have a mount to start.
0-2 Herald of Nurgle 250 20 Captain, may not have a mount to start.
0-2 Daemonette Hero 95 8 Has Transfixing Gaze
0-2 Horror Hero 135 8 Has Bolt of Tzeentch
0-2 Bloodletter Hero 130 8 Has Fury of Khorne
0-2 Plaguebearer Hero 125 8 Has Noxious Touch

Henchmen (0-5 Each Group)
Daemonettes 70 No access to Transfixing Gaze
Horrors 85 No access to Bolt of Tzeentch

Henchmen (0-3 Each Group)
Bloodletters 80 No access to Fury of Khorne
Plaguebearers 75 No access to Noxious Touch

Henchmen (0-2 Each Group)
Nurglings 65 May not gain experience
Fleshhounds 75
Screamers 80
Seekers of Slaanesh 85
Furies 75

Henchmen (0-1 Each Group)
Fiend of Slaanesh 150 May not gain experience
Beast of Nurgle 175 May not gain experience
Bloodcrusher 200
Flamer 175
Starting Skills
Character Combat Shooting Academic Strength Speed
H. Khorne
H. Slaanesh
H. Tzeentch
H. Nurgle
Daemonette
Horror
Bloodletter
Plaguebearer
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Cost Rarity Mass Notes Cost Rarity Mass Notes
Agoniser 100 11 1 Crucible of Malediction 100 11 0
Hellglaive 25 9 0 Combat Drugs 125 11 0
Poisoned Blades 25 8 0 Haywire Grenades 20 7 0
Punisher 100 11 1 Hell Mask 25 8 0 3
Scissorhand 25 9 0 1 Hellion Skyboard 125 11 0
Wych Weapons 10 6 0 Reaver Jetbike 175 12 1
Plasma Grenades 10 6 0
Shadow Field 125 12 0
Cost Rarity Mass Notes Soul Seeker Ammunition 50 9 0
Blaster 40 10 2 Spcl Terrorfex 75 10 0
Dark Lance 75 11 4 Hvy Tormentor Helm 25 8 0
Destructor 75 11 2 1 Trophy Rack 25 8 0
Shredder 50 9 2 Spcl Webway Portal 250 12 0
Splinter Cannon 75 10 3 Spcl
Splinter Pistol 3 C 0
Splinter Rifle 3 C 0 Cost Rarity Mass Notes
Stinger 25 8 0 1 Animus Vitae 75 10 0
Archangel of Pain 25 9 0
Notes: Goblet of Spite 75 10 0 2
1 - Haemonculi only Mask of the Damned 75 10 0 3
2 - Succubi Only Nightmare Doll 100 10 0
3 - Mask, only one may be worn at a time Vexanthrope 50 9 0 3
Xenoplasm 100 11 0
Arcane Wargear
Description
Dark Eldar Armoury
Close Combat Weapons
Description
Ranged Weapons
Description
Wargear
Description
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Dark Eldar
Maximum Roster Size: 15
May have 3 movement enhanced units to start

Hero Options Cost Starting XP Notes
0-1 Haemonculus 125 20 Captain
Incubi 125 12 Captain
Wych Succubus 85 8 Captain;
Sybarite 55 8
0-1 Beastmaster 100 12 Unlocks Warp Beasts

Henchmen (0-5 Each Group)
Warrior 40
Wych 60

Henchmen (0-2 Each Group)
Mandrake 75
Warp Beast 60 May not gain experience
Hellions 90
Scourges 80

Henchmen (0-1 Each Group)
Grotesque 75 May not gain experience
Reaver Jetbike 125

Starting Skills
Character Combat Shooting Academic Strength Speed
Haemonculus
Incubus
Wych Suc.
Sybarite
Beast Master

Note: Dark Eldar are not automatically the attacker in Thunderhawk Down scenarios.

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Cost Rarity Mass Notes Cost Rarity Mass Notes
Bi ti ng Bl ade 50 10 0 2 Banshee Mask 30 11 0 3
Chai n Sabres 50 10 0 2 El dar Jetbi ke 150 12 1
Cl ose Combat Weapon 5 C 0 Force Shi el d 125 11 0
Di re Sword 75 10 1 2 Mandi bl asters 50 11 0 3
Executi oner 75 11 1 2 Runes of Wardi ng 75 10 0
Harl equi n's Ki ss 30 10 0 Runes of Wi tnessi ng 50 9 0
Laser Lance 50 10 0 2 Spi ri t Stones 100 11 0
Mi rror Swords 75 11 1 2 Swoopi ng Hawk Wi ngs 100 11 0 3
Power Bl ades 75 10 1 2 Warp Jump Generator 125 11 0 3
Power Weapon 50 10 1 2
Scorpi on Chai n Sword 25 7 0 2
Shi mmershi el d 30 10 0 2 Cost Rarity Mass Notes
Si ngi ng Spear 60 11 0 Doom 125 9 0 3
Star Lance 75 11 0 2 El dri tch Storm 100 9 0 3
Wi tchbl ade 40 11 0 Fortune 150 9 0 3
Gui de 100 9 0 3
Description Cost Rarity Mass Notes Conceal 75 9 0
Avenger Shuri ken Catapul t 15 7 0 2 Destructor 75 9 0
Bri ght Lance 150 11 4 Hvy, 1 Embol den 25 9 0
Death Spi nner 60 10 2 Spcl , 2 Enhance 75 9 0
Dragon's Breath Fl amer 75 10 4 Spcl , 2
Dual Death Spi nner 75 10 2 Spcl , 2 Notes:
El dar Mi ssl e Launcher 100 10 4 Hvy 1 - Guardi ans Onl y
Fi re Pi ke 90 10 2 Spcl ,2 2 - Speci fi c Aspect onl y
Fl amer 25 9 2 Spcl 3 - Farseer Ski l l Requi red
Fusi on Gun 50 10 2 Spcl 4 - Autarch Ski l l Requi red
Fusi on Pi stol 50 10 1 Spcl
Hawk's Tal on 50 9 2 Spcl , 2
Lasbl aster 10 6 0
Ranger Ri fl e 60 10 1
Reaper Launcher 125 11 4 Hvy, 2
Scatter Laser 75 10 4 Spcl , 1
Shri eker Cannon 75 11 4 Spcl
Shuri ken Cannon 50 10 4 Spcl , 1
Shuri ken Catapul t 5 C 0
Shuri ken Pi stol 5 C 0
Spi nneret Ri fl e 50 9 2 Spcl , 2
Star Cannon 125 11 4 Hvy, 1
Sunri fl e 100 11 2 Spcl , 2
Tri skel e 50 10 2 Spcl , 2
Twin Avenger Catapul t 40 9 1
Wrai th Cannon 100 11 2 Spcl
Eldar Armoury
Close Combat Weapons
Description
Wargear
Description
Psychic Powers
Description
Ranged Weapons
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Eldar
Maximum Roster Size: 15

Eldar Unit Abilities and psychic powers that affect units count as Auras

Exarch Powers: Exarchs may not start with their Exarch abilities. Instead, they may choose their skill
options from the codex when they roll as skill result on the Advancement Table (see page 47).

Hero Options Cost Starting XP Notes
Warlock 125 15 Captain
Dire Avenger Exarch 120 12 Captain
0-2 Fire Dragon Exarch 140 12 Captain
0-2 Howling Banshee Exarch 140 12 Captain
0-2 Striking Scorpion Exarch 140 12 Captain
0-1 Swooping Hawk Exarch 165 12 Captain
0-1 Warp Spider 170 12 Captain
0-1 Dark Reaper Exarch 235 15 Captain;
0-1 Harlequin Troupe Master 190 15 Captain, makes Harlequins 0-5 if hes
the captain
0-2 Death Jester 140 12 Unlocked by Troupe Master
0-1 Shadow Seer 240 15 Unlocked by Troupe Master

Henchmen (0-5 Each Group)
Guardians 40
Storm Guardians 40
Dire Avengers 60
Rangers 95 May upgrade to pathfinder for 25 credits/model

Henchmen (0-2 Each Group)
Fire Dragons 80
Howling Banshees 80
Harlequins 90 Troupe Master as Captain makes them 0-5
Striking Scorpions 80
Swooping Hawks 105 Movement Enhanced
Warp Spiders 110 Movement Enhanced
Dark Reapers 175

Henchmen (0-1 Each Group)
Eldar Jetbike 110 Movement Enhanced
Shining Spear 175 Movement Enhanced
Wraithguard 175 May not gain experience

Continued on next page
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Starting Skills
Character Combat Shooting Academic Strength Speed
Warlock
Exarch * *
Harlequin
Death Jester
Shadowseer
Note: The Striking Scorpion Exarch gains access to Strength Skills instead of Shooting skills
Eldar Skills
Farseer: Warlock Only; Captain Only, 50 XP required: The Warlock gains access to Farseer
Psychic Powers
Autarch: Exarch Only; Captain Only; 50 XP required: The Exarch gains access to Autarch only
items




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Cost Rarity Mass Notes Cost Rarity Mass Notes
Staff of Light 125 10 2 Destroyer Body 200 11 1
Warscythe 150 10 1 Gaze of Flame 75 8
Nightmare Shroud 150 10
Phylactery 75 10
Description Cost Rarity Mass Notes Resurrection Orb 200 10
Gauss Flayer 5 C 0 Solar Pulse 100 8
Gauss Blaster 60 9 2
Gauss Cannon 125 11 4
Heavy Gauss Cannon 175 11 4
Description
Ranged Weapons
Necron Armoury
Close Combat Weapons
Description
Wargear
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Necrons
Maximum Roster Size: 12

Necron Special Rules:
Well be back can be used if within 6 of the captain or following the normal restrictions.
Phase Out applies as normal
Necron heroes treat results of 24, 32-33,36 on the injury table as full recovery
Necron Henchmen only die on a one.
Necrons do not use additional equipment


Hero Options Cost Starting XP Notes
Immortal 140 15 Captain
Pariah 180 20 Captain

Henchmen (0-5 Each Group)
Warrior 90
Flayed One 90

Henchmen (0-2 Each Group)
Scarabs 60 May not gain experience

Henchmen (0-1 Each Group)
Destroyer 250
Heavy Destroyer 325
Wraith 205

Necron Skills
Adamantium Body: All injury results except Dead are treated as full recovery
Phase Shifter Components: The hero gains +1 to his invulnerable save. This skill may be
taken three times (providing a maximum of a 4+ Invulnerable Save).
Nano-bot Information Assimilation: Immortals gain warscythes, Pariahs gain Well be back
Advanced Gauss Weapons Gauss weapons gain rending
Lightning Field:- Aura inflicts a strength 1 hit each time a Necron is wounded (after saves);
may be stacked 3 times, providing +1 strength each time it is taken
Veil of Darkness. As codex, but is an Aura. May only be taken by the captain after he has
taken all 5 other skills at least once.

Starting Skills
Character Combat Shooting Academic Strength Speed Necron
Immortal
Pariah

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Cost Rarity Mass Notes Cost Rarity Mass Notes
Big Choppa 25 8 0 Ere We Go 125 9 0 Aura
Choppa 5 C 0 Frazzle 100 9 0
Grabba Stikk 25 6 0 Waaagh! 125 9 0
Power Claw 125 12 1 Warpath 75 9 0 Aura
Tankhammer 75 10 0 Zzap 100 9 0
Cost Rarity Mass Notes Cost Rarity Mass Notes
Big Shoota 75 10 3 Spcl Ammo Runt 15 5 0
Burna 50 10 2 Spcl Attack Squig 75 9 0
Deffgun 100 10 4 Hvy Bosspole 25 8 0
Grot Blasta 2 C 0 Cybork Body 50 9 0
Kustom Mega-Blasta 75 10 2 Spcl Eavy Armour 25 8 0
Rokkit Launcha 75 10 3 Spcl Kustom Force Field 250 11 1
Shokk Attack Gun 300 12 4 Hvy Stormboyz Rokkit Pack 125 11 0
Shoota 5 C 0 Waaagh Banner 75 10 0 Aura
Shoota/rokkit Combi 50 10 0 Warbike 175 12 2
Shoota/skorcha combi 50 10 0
Skorcha 100 10 4 Spcl
Slugga 5 C 0 Snazzguns may purchase the additional upgrades
Snazzgun 50 12 0 * listed below.
Blastas +25
M. Dakka +25
Shootier +25
Ranged Weapons
Description
Wargear
Ork Armoury
Close Combat Weapons Psychic Powers
Description Description
Description
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Orks
Maximum Roster Size: 20

May call the Waaagh!
Mob Rule: This is an Aura.

Hero Options Cost Starting XP Notes
Nob 100 12 Captain
0-1 Mega Nob 200 20 Captain
0-1 Stormboy Nob 150 15
0-1 Flash Git 125 15
Mek 75 4

Henchmen (0-5 Each Group)
Ork Boy 30
Gretchin 15 May not gain experience

Henchmen (0-2 Each Group)
Kommando 50
Burna Boy 75
Stormboy 60

Henchmen (0-1 Each Group)
Loota 75
Tankbusta 75
Ork Biker 125
Deffkopta 175

Exceptional Stats: Strength/Toughness
Max Stats WS BS ST T W I A Ld
Nob 6 3 5 4 3 4 4 9
Mek 6 3 4 4 2 3 3 8
Boy 6 3 4 4 1 3 3 8


Starting Skills
Character Combat Shooting Academic Strength Speed
Nob
Mega Nob
Stormboy
Flash Git
Mek

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Cost Rarity Mass Notes Cost Rarity Mass Notes
Close Combat Weapon 5 C 0 Blacksun Filter 15 6 4
Honour Blade 50 12 0 1 Drone Controller 0 7 4
Ejection System 75 9 2
Failsafe Detonator 75 9 2
Cost Rarity Mass Notes Iridium Armour Plates 100 12 2
Airbursting Frag. Projector 100 12 3 2, Spcl Multi-tracker 25 6 2
Burst Cannon 40 7 1 4, Spcl Photon Grenades 5 C
Twin Linked Burst Cannon 60 9 2 2, Spcl Positional Relay 75 10 2
Cyclic Ion Blaster 75 12 3 2, Spcl Shield Generator 100 10 4
Flamer 30 9 2 2, Spcl Stimulant Injector 50 10 2
T-L Flamer 45 10 3 2, Spcl Targetting Array 50 9 4
Fusion Blaster 60 10 2 4, Spcl Vectored Retro-thrusters 50 10 2
T-L Fusion Blaster 90 11 3 2, Spcl
Missile Pod 60 10 3 2, Spcl
T-L Missile Pod 90 11 4 2, Spcl Cost Rarity Mass Notes
Plasma Rifle 75 10 2 2, Spcl Gun Drone 50 8 0
T-L Plasma Rifle 125 11 3 2, Spcl Marker Drone 150 10 0
Pulse Carbine 5 C 0 Shield Drone 75 9 0
Pulse Pistol 5 C 0
Pulse Rifle 5 C 0 Notes:
Rail Rifle 50 8 2 5 1 - Ethereal Only
Kroot Gun N/A 2 - Tau Crisis Suit Only
Kroot Rifle 5 C 0 6 3 - Stealth Suit Only
Vespid Neutron Blaster N/A 4 - Crisis and Stealth Suits Only
5 - Pathfinders Only
6 - Kroot Only
Drones
Description
Ranged Weapons
Description
Wargear
Tau Armoury
Close Combat Weapons
Description Description
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Tau Empire
Maximum Roster Size: 15

Hero Options Cost Starting XP Notes
0-1 Crisis Suit Shasui 125 20 Captain
0-2 Stealth Suit 150 12 Captain
0-1 Ethereal 250 12 Captain
0-1 Kroot Shaper 140 12 Captain; if captain Allows 0-7 Kroot, 0-4 Kroot
Hounds, 0-2 Krootox; 0-1 limit is removed if
The entire roster is Kroot
Fire Warrior Shasui 65 4


Henchmen (0-5 Each Group)
Fire Warriors 50
Kroot 35/40 35= no save; 40 = 6+ save

Henchmen (0-2 Each Group)
Pathfinder 60
Kroot Hound 30 May not gain experience
Vespid 80 Movement enhanced
Gun Drones 60 May not gain experience; do not count
Towards max speed enhanced units

Henchmen (0-1 Each Group)
Krootox 175 May not gain experience
Sniper Drone Spotter 100 Unlocks Sniper Drones
Sniper Drone 100 May not gain experience

Starting Skills
Character Combat Shooting Academic Strength Speed
Crisis Suits
Stealth Suits
Ethereal
Kroot Shaper
F. W. Shasui

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Cost Rarity Mass Notes Cost Rarity Mass Notes
Bonesword 50 11 0 Acid Maw 20 9 0
Lash Whip 25 9 0 Adrenal Glands 15 6 0
Rending Claws 30 8 0 Bio-plasma 15 8 0
Scything Talons 20 C 0 Enhanced Senses 10 6 0
Extended Carapace 15 7 0
Feeder Tendrils 5 9 0
Cost Rarity Mass Notes Flesh Hooks 5 9 0
Barbed Strangler 65 10 4 Implant Attack 60 12 1 1
Devourers 45 8 0 Leaping 40 10 1
Deathspitter 35 7 1 Scuttlers 15 9 2
Fleshborer 25 6 0 Toxic Miasma 30 10 1
Spinefist 15 C 0 Toxin Sacs 15 9
Venom Cannon 80 11 4 Tusked 50 12 1
Winged 70 10 1
Cost Rarity Mass Notes 1 - Tyranid Warrior Only
Catalyst 25 9 0 2 - Genestealer Only
The Horror 25 9 0
Psychic Scream 50 9 0
Synapse Creature 50 9 0
The Shadow in the Warp 50 9 0
Warp Blast 100 9 1
Warp Field 175 9 0
Wargear
Tyranid Bio-Morphs
Close Combat Weapons
Psychic Powers
Description Description
Ranged Weapons
Description
Description
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Tyranids
Maximum Roster Size: 15

Synapse applies as normal.
Re-rolls from Living Ammunition may not score critical hits.

Hero Options Cost Starting XP Notes
Warrior 70 15 Captain
0-1 Lictor 400 20
0-3 Genestealer Hero 100 12

Henchmen (0-5 Each Group)
Genestealer 80
Hormagaunt 50
Gaunt 20 may not be Without Number

Henchmen (0-2 Each Group)
Gargoyle 60
Ripper 50 May not gain experience

Henchmen (0-1 Each Group)
Ravenors 150
Zoanthropes 175

Tyranid Skills
Regenerate - the model gains +1 to its invulnerable save. This may stack up to three times
Superior Exo-skeleton the model gains +1 armour save
Extended synapse +6 to synapse.

The Tyranid Max Statline is based on a Tyranid with full biomorph enhancements.

Starting Skills
Character Combat Shooting Academic Strength Speed Tyranid
Ty. Warrior
Lictor
Genestealer

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Campaign Rules
The following section details the rules for your Strike Force to take part in a campaign.

To participate in a campaign, several steps are required.
1. Determine Strike Force rating
2. Determine underdog bonus (if any)
3. Play a Game
4. Post battle sequence

Strike Force Rating
A Strike Force rating is the number of models in the band multiplied by five plus its total experience.

Underdog Bonus
Occasionally, a matchup will take place between an experienced strike force and a relative new
comer. In order to quickly bring the inexperienced strike force up to par with its opponents, an
experience bonus is awarded to the underdog.
Difference in Rating Experience Bonus
0-50 None
51-100 +1
101-150 +2
151-200 +3
201+ +4


Play the Game

Data-slates:
There are several rules about Data-slates that apply in Thunderhawk Down.
1. Models may only pick up a Data-slate by ending their movement phase on top of the Data-
slate marker.
2. No model may begin the game in possession of or on top of a Data-slate.
3. At the end of a game, each unclaimed Data-slate may only be claimed by the winning Strike
Force if that Force has a model within 6 of that Data-slate. That model counts as holding the
Data-slate for experience purposes.
4. A model holding a Data-slate may leave the table by moving off his own board edge. Models
removed in the way count as casualties for all Rout tests.

Optional Rule: Distribute Battle Cards

Deepstrike
The rules for Deepstriking in Thunderhawk Down differ slightly from the standard 40K rules. Players
make a separate reserve roll for each model with the Deepstrike ability, and any Codex rules that
allow a set portion of the army to Deepstrike together will apply, counting each model as a separate
unit for this purpose.

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For example, Codex: Daemons allows half of the army to Deepstrike on the first turn, so in
Thunderhawk Down that would mean that half of the individual Daemon models would Deepstrike on
the first turn.

Place each Deepstriking model on the board, and then scatter it 2d6 inches as normal. If a model
appears in impassable terrain (like in the middle of a wall) move the model out of the terrain by the
shortest route, and then that model must make an Initiative test. If that test is failed the model must
roll on the Injuries Chart (with no saves of any kind allowed). This replaces the normal 40k rules for
Deepstriking into terrain.

Infiltrate
Infiltrate works as normal, with the additional rule that Infiltrating models may start the game Hidden,
and that in order to do so the model must satisfy all the requirements in the Hidden rules. This could
allow a model to begin the game technically within line of sight of an enemy model. Each player
must declare that a model is hiding when that model is placed. Note that an enemy Scout move
might reveal that Hidden model before the game begins.

Scenarios
Thunderhawk Down is generally played on a 4 x 4 table. The game is designed to be played on
tables that are at least 50% covered with terrain. Heavy urban terrain, especially multi-level ruins and
buildings, best suit the rules.

The Standard 40K rules for Deployment and determining first turn should be used. The players each
roll a D6, and the player with the highest roll will chose a deployment zone and deploy his strike
force. The other player then deploys his strike force.
Any model with the Deepstrike ability may be kept in reserve and enter play via Deepstrike,
unless the scenario dictates otherwise.
Any model with Scout or Infiltrate that is kept in reserve may outflank.
After initial deployment the players take turns placing any Infiltrating models, with the player
who deployed first deploying his infiltrating models first.

Seize the Initiative: The player that deployed second may attempt to take the first turn. Roll a D6.
On the result of 6, the player takes first turn.

Determine Scenario
A scenario is determined by three factors: Deployment, Tactical Objectives, and Time of Day. Before
each game use the following three tables to determine the scenario.

Deployment: Roll a d6
1-3: Board Edges. Players deploy on opposite board edges, within 8 of the board edge.
4-6 Board Quarters. Players deploy in opposite board quarters. No model may be set up
within 12 of an enemy model or 12 of the centre of the board. The player that is to deploy
second may choose which two table edges (they must be the opposite edges) are to be used
for Outflanking.


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Tactical Objectives: Roll a d6
1-2: Data-slate Recovery. Players take turns placing at total of 1d3 Data-slates on the board.
The player with the lowest Force Rating always places the first marker. Each Data-slate must
be place at least 8 away from other Data-slates. Any model holding a Data-slate at the end
of the game gains +1 experience.
3-4: Take and Hold. Players take turns identifying 1d3 terrain features as Locations of
Interest. Again, the player with the lowest Force Rating chooses first. A Strike Force
successfully holds a Location of Interest at the end of the game if they have at least one
friendly model in the terrain piece and the enemy does not. Any Hero inside a successfully
held Location of Interest at the end of the game gains +1 experience.
5-6: Head Hunting. Any time a Hero or Henchman puts an enemy Hero Out of Action roll a
die on a 4+ that Hero or Henchman gains an additional+1 Experience.

Time of Day: Roll a d6
1-3: Daytime. No additional effect.
4: Dawn. Turns 1 and 2 use the Nightfight rules.
5: Dusk. Turns 5+ use the Nightfight rules
6: Night. The Nightfight rules will be used for every turn.


Post Battle Sequence
1. Injuries. Determine the extent of the injuries for each model that went out of action
2. Allocate Experience. Heroes and Henchmen gain experience for surviving battles.
3. Roll on the Recon Chart
4. Trade
a. Recruit New Warriors
b. Purchase New Equipment
5. Recalculate your rating

Disbanding Strike Forces: you may disband your band after any game and start a new one

Death of a Warrior: A dead Force Members equipment and items are lost upon his death.

Death of a Leader: If your Captain dies, the hero with the next highest leadership takes his place. If
there are multiple models with the same leadership, the one with the most experience becomes the
leader. If that is still tied, the player may choose.

Injuries: All models that go out of action must test to see if they have suffered serious injuries.

Henchmen with serious injuries must roll a D6. On a roll of a one or a two the model dies of its
injuries. On a 3+ the model will be available for the next battle, ready for action.

Heroes with injuries must roll on the table below to determine the extent of their injuries. Roll one
D6 for the 10s column and a second D6 for the 1s column.


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11-15 Dead
The hero dies and all his equipment is lost

16-21 Multiple Injuries
The hero is not dead but suffers a number of
serious wounds. Roll D6 results on this table. Re-roll
any results of Dead, Captured or multiple
injuries

22 Leg Wound
The heros leg is broken. The hero must deduct 1
from all his movement and may not run (or fleet).

23 Arm Wound
Roll D6: on a 1, the arm must be amputated. The
hero can only use a single one handed weapon
from now on. On a 2+, the hero misses the next
game.

24 Madness
Roll a D6. On a 1-3 the hero suffers from stupidity.
On a 4+ the hero gains furious charge.

25 Smashed Leg
Roll D6: on a 1, the hero must roll for difficult
terrain every time be moves. If equipped with a
bike or jump pack, the hero must test for dangerous
terrain every time he moves. On a 2, the hero+
misses the next game.

26 Chest Wound
The hero suffers from -1 toughness.

31 Blinded in One Eye
The hero suffers -1 BS. If blinded twice, the hero
must retire.

32 Old Battle Wound
At the start of every battle, roll a D6. On a 1, the
hero misses the game

33 Nervous Condition
The hero suffers -1 initiative.

34 Hand Injury
The hero suffers -1 Weapon Skill

35 Deep Wound
The hero misses the next D3 games
36 Robbed
The hero survives, but is robbed of 20+4D6 credits

41-55 Full Recovery
The hero suffers from no ill effects

56 Bitter Enemy
The hero recovers, and now has preferred enemy
against (roll a D6):
1-3 The enemy that put him out of action
4 The captain of the enemy Strike Force
5 The entire enemy Strike Force
6 All Strike Forces of that race

61 Captured
The hero has been captured by the enemy. The
enemy Strike Force must ransom the hero, at a rate
of 20 credits plus 1 per point of experience. The
model is held captive until the price is paid.

62-63 Horrible Scars
The hero becomes fearless

64 Hardened
The hero gains Feel No Pain

65 Sold to the Pits
The hero awakes in the fighting pits.
The hero must battle a Dark Eldar Wych Succubus
before he can leave. Her Combat Drugs and Wych
Weapons mean: she re-rolls misses in close
combat; attackers do not count the extra attack for
an Additional Close Combat Weapon; and any
attacker with a Strength of less than 6 halve their
WS for attacks made against the Wych. The Wych
also has a 4+ Invulnerable save in Close Combat.
The Wychs profile is as follows:

WS BS S T W I A Ld Sv
4 4 3 3 1 6 2 8 6+


To see who charges, roll a D6 with the high roller
charging.

If the warrior loses, roll on the table limiting the roll
to 11-35.
If the warrior wins, he gains +2 experience, and 50
credits., and returns to his Strike Force with all his
weapons and equipment

66 Survives against the odds
The hero gains +1 experience
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Experience
Every hero and henchman group gains experience in the following manner:
+1 For participating in and surviving a battle (i.e. doesnt roll a 11-15 on the hero chart
or a 1-2 on the henchmen roll) gains one experience point.
+X Extra experience may also be gained via the Underdog rules described above.
+1 The Tactical Objective of each scenario grants experience for completing specific in-
game tasks see the Scenario rules for more details.
+1 The winning Captain gains an additional experience

Some heroes will begin the game with experience, reflecting the skills that they have already earned.
Heroes gain no advances for this experience. You should track your Hero and Henchmen experience
on your roster sheet using the chart provided.

Experience Advances
As warriors earn experience, they are entitled to make Advance Rolls. The Strike Force Roster Sheet
indicates when heroes and henchmen are entitled to make a roll on the table. This is indicated by
the bold boxes on the experience chart. Note that henchmen in a group all gain the same advance.

Advance Rolls
Roll 2d6 for each advance and consult the appropriate table below. If the model has maxed out a
stat, you may re-roll any further results for that stat.

Heroes
Roll Result
2-5 New Skill. Choose a skill from the appropriate skill list
6 +1 Attack (or strength if available)
7 +1 WS or BS
8 Roll a D6: on a 1-3 gain +1 initiative; on a 4-6 gain +1 Ld
9 +1 Wound (or toughness if available)
10-12 New Skill. Choose a skill from the appropriate skill list

Henchmen
2 +1 Ballistic Skill
3-4 +1 Initiative
5 +1 Attack
6-8 +1 Weapon Skill
9 +1 Leadership
10-12 The lads got talent. One model in the group becomes a hero. Choose two skill
sets for the hero to choose from. The new hero may make an immediate roll on
the hero table. Roll again for the group, ignoring further results of 10-12.

Maximums Statlines
Warriors can only push themselves so far. As such they have maximum stats that they can reach.
Max Stats WS BS ST T W I A Ld
General Hero +2 +1 - - +1 +1 +1 +1
General Warrior +2 +1 - - - +1 +1 +1

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Skills Lists
The skill lists are used to pick skills as heroes advance. Your heroes are restricted to choosing from the
skill lists allowed in the appropriate briefing page. Each skill may only be chosen once per character.
Some skills have other skills as prerequisites which a hero must have to take such a skill.

Combat Skills
Melee Expert. The hero may re-roll one missed
attack on the turn he charges.
Combat Master. The hero gains +1 attack when
fighting two or more enemy models.
Precision Strike. The hero gains +1 to rolls on
the injury table when fighting in close combat
Requires Melee Expert
Weapons Training. The hero may use any close
combat weapon from his Codex, purchased at
the listed cost. All rarity rules apply as normal.
Weapons from other Codexes may be purchased
at 50% over the listed cost, and the rarity is
increased by +2 (max 12)
Assassin. The Character gains +1 on the critical
hits table in close combat
Requires Melee Expert
Interjection. While within 6 of the captain, on a
4+the hero and the captain switch positions
during close combat.
Evasion. The hero gains a 5+ invulnerable save
against all close combat wounds.
Requires Melee Expert and Combat Master


Shooting Skills
Gunslinger. The hero may re-roll one die to hit
when using a non-special or heavy weapon.
Trick Shooter. The hero reduces the cover save
of his opponent by -1
Double Tap. The hero may fire one additional
shot per turn, if he does not move and does not
have a heavy or a special weapon.
Requires Gunslinger
Weapons Expert. The hero may use any ranged
weapon from his Codex, purchased at the listed
cost. All rarity rules apply as normal. Weapons
from other Codexes may be purchased at 50%
over the listed cost, and the rarity is increased by
+2 (max 12)
Nimble. The hero may move and fire with a
heavy weapon
Requires Gunslinger and Trick Shooter
Bionic Eye. The hero may add 6 to the range of
any weapon he uses.

Academic Skills
Haggle. The hero reduces the cost of one item
by D6 points per post-game sequence.
Psychic Control. May only be taken by psykers.
This skill adds +1 to the psykers leadership
when testing for psychic powers.
Streetwise. The hero gains +2 to his roll when
searching for rare items
Requires Haggle
Forbidden Lore. The hero may learn a lesser
psychic power if he possesses a Psychic Amplifier
Data Tech. The hero allows one re-roll on the
exploration chart per exploration phase.
Demolitions Expert. The hero may use booby
traps. The hero may place D3 traps per game.
Battle Vox. Captain only. The leader ability is
increased to 12



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Strength Skills
Unstoppable Charge. The Warrior adds +1 WS
when he charges.
Shake It Off. Enemies must subtract one from
any the die roll to determine critical hits against
the hero in hand to hand.
Mighty Blow. The hero gains +1 strength in
combat.
Requires Unstoppable Charge
Resilient. Apply a -1 strength modifier to all
close combat attacks against the hero
Requires Shake it Off
Bionic Strength. The warrior may wield initiative
reduced weapons (powerfists, etc) at their normal
initiative.
Requires Mighty Blow and Unstoppable Charge
Hardened. The warrior gains Feel No Pain.
Requires Shake it Off and Resilient
Urban Warrior. The Warrior gains +1 WS and
+1 Attack when fighting inside a ruin.


Speed Skills
Leap. The Warrior may leap a D3 + 3 instead
of moving in the movement phase. The distance
rolled for the leap may be used to jump from
one ledge to another or over top of an enemy
model. The commitment to leap must be made
before rolling. If the distance rolled isnt enough
to cross the gap, the hero falls.
Acrobat. The Warrior ignores damage from
jumping or falling from heights of up to 12 if he
passes an additional initiative test, and is not
knocked down.
Sprint. The warrior gains fleet. If he naturally has
fleet, he may roll two dice and pick the highest.
Lightning Reflexes. The hero gains +1 initiative
in the first round of combat, regardless of
whether he charged or not.
Scale Sheer Surfaces. The hero does not have to
roll for difficult terrain when moving vertically.
Jump Up. The hero ignores knocked down
results on the injury table.
Requires Lightning Reflexes

Bodyguard. While within 6 of the captain, on a
4+ the hero can take one ranged hit for the
captain per round.
Dodge. The hero gains a 5+ invulnerable save
against ranged attacks.
Requires Lightning Reflexes & Jump Up

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Minor Psychic Powers
Any Hero may choose to roll on one of the following Tables instead of acquiring a skill, provided he
is equipped with a Psychic Amplifier. As in 40K, a hero may use a psychic power in any phase of his
own turn unless it is a shooting attack, in which case it must be used in the shooting phase. Any
power below that is labelled as a ranged attack or which has both a range and a strength must be
used in the shooting phase.

Powers of Light roll a d6
1 - Hammer of Faith The Psyker gains +2 S
until the end of the enemys next Close Combat
Phase
4 Psychic Shield All models within 3 of the
psyker gain a 4+ Invulnerable save vs Shooting
attacks until the beginning of the psykers next
turn
2 Adrenal Boost The Psyker gains Fleet of
Foot and +2 Initiative until the beginning of his
next turn
5 Lightning Assault range 18 -Shoots 1d6
Strength 4 shots that ignore cover saves
3 Healing Mind All friendly models within 3
of the Psyker which are knocked down or
stunned may immediately stand up.
6 Mind Pulse ranged attack All models
within 3 of the Psyker take a Str 5 AP hit.

Powers of Darkness roll a d6
1 Warp Madness ranged attack Must target
the closest enemy model within 6 (including
base-to-base). The affected model is immediately
Stunned.
4 Chaos Gate The Psyker may immediately
make a 12 move. This ignores all terrain and
may be used to place the model into Assault,
where he will count as assaulting that round
2 Eye of the Gods You may only use Eye of
the Gods successfully once per battle, and it may
be targeted at any model within 6. Roll a d6 to
see what happens.
1= The model is taken out of action
2-5 = The model gains +1 to any one stat for
the duration of the battle (no effect on Mv)
6= The model gains +1 to all its stats for the
duration of the battle (no effect on Mv)
5- Miasma of Chaos Ranged attack - All
models within 3 of the psyker take a Str 2 AP 2
hit
3 Warp Lightning ranged attack - Range 12
Assault 4 St 5 AP 5
6 Fury of Chaos The Psyker gains +1 St and
+1 Int until the beginning of his next turn


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Roll on the Recon Chart
At the end of each battle the Strike Force may roll on the Recon chart. This should be done while
players can witness each others die rolls. Roll a d6 for every hero on your Strike Force who was
neither killed nor missed the game due to injury. This represents the Strike Forces recon sweeps into
nearby locations. If your Strike Force won the last game you may roll an extra d6. Add the results of
the dice together and consult the following chart to see how many Data-slates your Strike Force
recovered.
Rolling Multiples: In addition to retrieving Data-slates, the Strike Force may come across other
interesting locations and salvage. If you rolled two or more of the same number for Recon then the
Strike Force has found something else of value. Consult the Recon Chart and refer to the appropriate
entry for details. Any salvage found in these locations is added directly to the Strike Forces treasury.

Recon Procedure
1. Roll 1d6 for each of your heroes who survived the battle, plus one extra d6 if you won. You
may only roll a maximum of 6 dice, regardless of how many you roll.
2. Some skills and equipment allow you to re-roll Recon dice; each die may only be rerolled
once.
3. If you roll any double, triples, etc you have found a location of interest. Refer to the following
Recon chart to see what youve found. Always refer to the largest and then highest multiple.
4. Add the dice together and consult the Data-slate Recovery table below to see how many you
found.
Data-slate Recovery Table
Dice Result Data-slates Found
1-5 1
6-11 2
12-17 3
18-24 4
25-30 5
31-35 6
36+ 7

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Recon Chart
Two of a Kind
(11) Data Cache Chose a hero, if he can pass a
toughness test you recover one Data Slate.
(44) Imperial Refugee Information; on your next
exploration roll you may role an extra d6 and discard a die
of your choice
(22) Corpse Roll a d6:
1-4 = d6 credits;
5= 2d6 Credits
6 = Medi-pack
(55) Wrecked Transport Roll a d6:
1-2= Holo Map
3-4= 2d6 Credits
5-6= Ornate Chainsword (worth 3D6 credits)
(33) Ministorum Stores find 1d6 Credits (66) Ruined Housing find 1d6 credits worth of loot

Three of a Kind
(111) Seedy Bar You found Imperial Ale! Your Captain
must make a Leadership test or the Strike Force will drink
all the beer. If he passes you get 4D6 credits, if he fails you
get 1D6 credits for the dregs. Witch Hunters, Daemon
Hunters, Necrons, and Daemons automatically pass this
test.
(444) Weapons Cache You may purchase a Special
Weapon upgrade for your Strike Force at half cost
(222) Manufactorium Roll a d6:
1-3= 2d6 credits worth of raw materials;
4-5= 10 Credits;
6= 15 credits
(555) Hover Market You find 2d6 credits worth of loot in
the ruins.
(333) Prisoners They can be interrogated for
information, which grants D3 experience to split amongst
your heroes; or they can be ransomed off, which gains the
Strike Force 3D6 Credits
(666) Returning a Favour Your Strike Force may add one
Mercenary for the next game. The Mercenary can be
retained by the Force if you chose to begin paying his
upkeep at the end of that first game.

Four of a Kind
(1111) Techpriest's Workshop Choose one of the
following for your Strike Force:
Receive one free Special Weapon upgrade,
OR purchase one half price Heavy weapon
upgrade (which must be purchased this recon
phase)
(4444) Imperial Armory Roll a D6:
1-5 2D6 credits;
6 Nano-bonded Armour
(2222) Imperial Shrine - You find artifacts worth 3D6
credits. Daemonhunters and Witch Hunters may instead
bless one of their heroes' weapons, which will count as
Master crafted for the next battle.
(5555) Saint's Tomb 1D6 x 10 Credits in loot. Witch
Hunters or Daemon Hunters restore the tomb and gain D6
experience to split amongst their heroes.
(3333) Magistrate's Quarters 3D6 credits worth of loot (6666) Catacombs You find a tunnel system. In its next
game your Strike Force may set up three models anywhere
on the board that is more than 8 away from an enemy
model. Models with enhanced movement or on 40mm
bases may not be set up this way.

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Five of a Kind
(11111) Rogue Trader Compound D6 x 10 credits in
loot
(44444) Imperial Bank 2D6 x 5 Credits
(22222) Chem Lab you find 3D6 credits and an Adeptus
Mechanicus Tome of Instruction. One of your heroes may
read the Tome and gain one the following:
Gain access to Academic skills
If the hero already knows Academic skills, gain a
new skill from the Academic skill set
(55555) Com Center you find d3 Data Slates
(33333) Jewel Trader's Shop Roll a D6:
1-2= d6 x 5 Credits;
3-4= 20 Credits;
5= 50 Credits;
6= d6 x 15 Credits
(66666) Entrance to the Catacombs Your Strike Force
may permanently re-roll one exploration die every game

Six of a Kind
(111111) Astropath's Corpse Booby traps! A hero may
choose to try and avoid the traps and loot the corpse. If
he does roll a d6
on the roll of a one the corpse explodes and the
hero is killed,
on a roll of 2+ your Strike Force finds d6+1 Data
Slates
(444444) Slaughtered Insertion Strike Force Roll once
for the presence of each of the following:
3D6 x 5 Credits automatically;
d3 Data Slates on a 4+;
Free Close Combat or Special Weapon Upgrade
on a 5+;
Free Heavy Weapon on a 5+
(222222) Legendary Encounter
The Strike Force encounters a Hero of Legend,
who agrees to fight for the Force in its next
engagement. A Strike Force can, at its discretion,
choose to keep the hero on by paying the
appropriate upkeep cost. The Hero must be one
that the Force is allowed access to in the Heros
description.
(555555) Pit fighting Arena You find a Training Manual,
which can either be sold for 100 credits or read by one of
your heroes.

A hero who reads the manual gains one of the following
Access to Close Combat Skills
If the hero already knows Close Combat skills,
gain a new skill from the Close Combat skill set
Gains +1 Weapon Skill which may be beyond
the normal racial cap.
(333333) Techmarine's Cache Roll a D6:
1-2= d3 Master Crafted Close Combat weapons
3-4= Power Weapon
5= Power Fist
6= Nano-Bonded Armour
(666666) Governor's Villa Roll a d6:
1-2= 1d6 x 10 Credits
3-4= d6 vials of Combat Drugs
5-6= Techno-artifact, roll on the Artifact table to
determine what is found.


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Selling Data-slates
Data-slates from the fallen world are tremendously valuable, and the Strike Force will be well
rewarded for any slates they decide to sell or pass on to their superiors. Consult the following chart
to determine the profit from selling Data-slates. The numbers in the middle of the chart represent the
profit from the sale in Imperial Credits.
N
o
.

O
f

D
a
t
a
-
s
l
a
t
e
s

S
o
l
d

Number of Strike Force Members
1-3 4-6 7-9 10-12 13-15 16+
1 65 60 55 50 45 40
2 80 75 70 65 60 55
3 95 90 85 80 75 70
4 110 105 100 95 90 80
5 125 120 115 110 100 90
6 140 135 130 120 110 100
7 155 150 140 130 120 110
8+ 170 160 150 140 130 120

Spending Income
You can spend your accumulated Imperial Credits on new henchmen weapons, armour and various
sorts of exotic Wargear. See the Trading section for more details.

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Trading
Spending Credits Planet Agrippa is an industrial planet, and even in the midst of war there are always
Rogue Traders willing to drop supplies into even the most hotly contested landing zone.

There is one key component to making purchases in Thunderhawk Down: Rarity Rolling.


Replacing Dead Henchmen and Heroes: If a Strike Force is replacing a hero or henchman who
died in their most recent game, they may do so by paying 50% of its listed cost. If the Strike Force is
replacing a dead henchman or hero who requires a rarity role they must still pass that role in order to
purchase his replacement at the reduced rate. The rules for adding henchmen to an existing
henchman group also apply if appropriate.

Rarity Rolling: Henchmen, Items and Equipment are often difficult to acquire. Heroes must spend
time searching for these items. A Strike Force may make a rarity roll for each hero that was not killed
in the game or missed the game due to injury. A Strike Force always gets at least one Rarity Roll. A
rarity roll is taken in the following manner:

1. Pick a surviving hero (or make your one minimum roll) to attempt the search.
2. Pick a henchman, item or piece of equipment to search for.
3. Roll 2d6 If the roll is equal to or greater than the listed rarity the item is found.
If the roll is lower that the listed rarity, the hero finds nothing

New Recruits
New Strike Force members may be recruited if the following conditions are met:
Pay for the models Imperial Credit cost.
New Heroes that are basically equipped with any wargear, weapon or movement
enhancements require a single Rarity Roll of 9. Any weapon upgrades or other enhancements
must be rolled for and paid for as normal.
Henchmen Models with any wargear, weapon or movement enhancements require a single
Rarity Roll of 7.

For example, finding a henchman on a bike armed with a powerfist will require one roll to find both
pieces of equipment.

New Recruits and Existing Henchmen Groups
You may also add recruits to existing Henchmen groups. If the Henchman group is relatively
inexperienced you will have no trouble adding a raw recruit to their number, but finding a recruit for
a more veteran group could be difficult. Between each battle roll 2d6: this is the total experience of
the potential recruits you can hire. That total may be split between multiple hires if you wish. So if
you rolled a 7 you could either hire one recruit with 7 experience, or, for example, one with 2
experience and one with 5. Disregard any excess experience points.

As with other new Henchmen, you must pay the cost in credits for any extra equipment he carries. In
addition, you must also pay a premium of 2 Credits for every point of experience the recruit comes
with.

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Purchasing New Equipment
Strike Forces buy equipment in one of two ways: Purchasing from an Armoury or from Exotic
Wargear.

Purchasing from an Armoury: Strike Forces may purchase new wargear and weapons from their
armoury. This equipment is paid using the Imperial Credits and by making the appropriate Rarity
Roll. Any item with a number listed in the Roll Required column is a rare item and requires a Rarity
Roll to be found.

Purchasing from Exotic Wargear: Strike Forces may also purchase equipment from the Exotic
Wargear chart. Items on this chart are paid for in Imperial Credits and may also require rarity rolls,

Selling
Any weapons or wargear that are no longer in use by the band may be sold. The Strike Force will
receive half of the new purchase cost in credits when they sell an item. In the case of items with
variable costs, take the lowest variable and the Strike Force will receive half of that cost for their sale.
A Strike Force may also horde any extra equipment they have to equip future recruits.

Price Chart

Exotic Wargear Cost Roll Notes

Gun Mods (one per weapon)
Infrared Sight 60 9 Reduces Enemy Cover Save by 1
Gyro Stabilizers 75 10 Hvy Wpn may be fired as Assault at range
Flash Suppressor 75 10 May fire and remain hidden (St 5 or less only); may not be
used on Hvy or Spcl weapons except Sniper Weapons
Extended Magazine 100 11 Weapon shoots one extra shot per turn

Combat Drugs (one use only)
Slaught 20 9 +1 Init, pass T test at game end or be out of action
Reflex 20 9 gain Lightning Reflexes Skill, Ld is halved
Psychon 50 11 +1 S/T/A; -3 Ld; pass T test every turn or go out of action
Spur 50 11 +1 S/I/WS; pass T test every turn or go out of action

Specialist Grenades
These special grenade types may be thrown instead of firing another weapon. Unless otherwise
noted each uses the small blast template and will hit using BS as normal, with a range of the throwing
models S x 2. On a miss the grenade will scatter d6 inches in a random direction.

Blind Grenades 20 7 Target Ground Template blocks LoS, Dissipates
every round on a 3+
Tanglefoot Grenades 30 7 Any model touched must pass an In test or be knocked
down
Psyk-Out Grenades 30 8 Any model touched must pass a Ld test at -2 or fall back
Demo Charge (one use) 40 8 Large Blast St 8 AP 3

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Booby Traps
Plasma Charge 20 7 See Booby Traps, one use only
Shredder Charge 15 6 See Booby Traps, one use only
Spring Mine 15 6 See Booby Traps, one use only

Miscellaneous
Psychic Amplifier 100 12 Allows access to minor psychic powers as skills
Medi-pack 25 6 Re-roll one injury role for either a hero or henchman (one
use only)
Digi-Weapons 75 10 One extra attack at basic S and +2 In
Grapple Gun 25 5 Re-roll failed climbing tests
Night vision Goggles 30 7 Re-roll Nighfighting spotting rolls.
Psychic Wards 25 8 5+ cancels any psychic power targeted at bearer
Camelioline 50 8 +1 Cover save
Bio-Scanner 25 7 reveals hidden models within 2d6, use instead of
shooting
Locator Beacon 100 10 see Codex Space Marines
Bionics 50 10 If put out of action the model will stand back up on a roll
Of 6+
Refractor Field 50 8 6+ Invulnerable save
Conversion Field 100 9 5+ Invulnerable save
Displacer Field 120 10 4+ Invulnerable save, in addition, a successful save
teleports the bearer d6 in a random horizontal direction;
In assault, all attacks are resolved before the teleport.
Nano-Bonded Armour 100 10 Increases a models base armour save by +1
Holomap 20 + 9 See table below
4d6
Cyber-Surgery 50 9 One use only, a hero may remove one permanent Injury
suffered on the Injury Chart.

If you purchase a Holo Map, roll a d6 and consult the following table:
1. Fake. The map is a fake! You opponent may chose the scenario in your next battle
2-3 Data Corruption. You may reroll one Recon die after your next game
4 Map of the Service Tunnels. You may choose the scenario in your next game.
5 Accurate. The map is in excellent condition. You may re-roll up to three dice during the next
Recon phase.
6 Master Survey Map. You may always re-roll one die in the recon phase provided the Hero
who carries the map was not taken out of action in the previous game.

Techno-Artefacts
This table can be accessed in one of two ways.
First, a roll of six sixes on the recon chart might allow a Strike Force to randomly acquire one
of these powerful artefacts.
Second, a Strike Force can spend 10 credits greasing the right palms and this allows one (and
only ever one) of their heroes to roll a rarity check for one of the items. Which item is
available is determined by rolling a d6 after the 10 credits have been spent (there are no
refunds in the black market techno-artefact trade). To see which artefact is available, roll 1d6
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and consult the following table. All the listed artefacts can only be found on an unmodified
rarity roll of 12.

Item Price Description
1 Slayer of Kings 275 Cr Two-handed Power Weapon. Bearer gains +1 Strength
and +1 Attack for every enemy Hero within 6
2. Stealthwave Generator 250 Cr Provides the bearer with a 4+ Invulnerable Save. In
addition, any enemy targeting the bearer or any friendly
model within 6 of the bearer must use to the Nightfight
spotting rules to determine if they can see their target.
3. Orb of the Ancients 250 Cr The Orb contains the following three abilities which may
each be used once per game. Teleport - The bearer may
teleport 12 instead of normal movement (no scatter,
assault as normal). Mind Blast template, S 9, AP 1, rolls
to wound using enemy Ld instead of Toughness.
Obfuscation all enemies wishing to shoot or assault the
bearer must fist pass a Ld test at -3 (no exceptions for
fearless etc). If a model fails the test it may not redirect
its shooting or assault move (whichever was failed)
4. Dawn Sabre 300 Cr Single handed Power Weapon. Provides +1 Initiative
and allows the bearer to reroll all missed attacks in close
combat. The Sabre can also be used to deflect incoming
shooting attacks, and provides a 5+ save against
shooting hits (rolled before wounding).
5. Vorpal Blade 300 Cr always wounds on a 2+, reduces enemy armour saves
by -3, and reduces enemy Invulnerable saves by -1 save
of 5+, requires two hands to use
6. Daemon Weapon 300 Cr d6 extra attacks, power weapon, +1 St, requires two
hands, a roll of one for the number of attacks mean the
Daemon has rebelled and the bear suffers one wound
with no armour save allowed.


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Mercenaries and Heroes of Legend

Agrippa is a hotbed of war and intrigue and the opportunities these circumstances provide is a strong
pull for mercenaries and hired guns of all sorts. A Strike Force looking to bolster their numbers need
look no further than the closest trader camp or battlefield to find all manner of scum willing to take up
arms for a price of course.

In Ruins of Agrippa, Strike Forces may seek out the services of various sorts of mercenaries. These
guns for hire are divided into two general categories: Mercenaries and Heroes of Legend. Mercenaries
represent general types of Warriors that can be found for hire across Agrippa, while Heroes of
Legend are unique individuals who have carved their names into Agrippas bloody history. Following
are the rules for including these fell warriors in you Strike Force.

Recruiting Mercenaries

The following rules govern Mercenaries that you include in your Strike Force

Mercenaries do not count towards the maximum size of the Strike Force
Mercenaries do not affect your income from Selling Data-slates
Players may not buy extra Weapons or Equipment for Mercenaries
Players may not sell a Mercenarys Weapons or Equipment
Players may not remove equipment from mercenaries and give it to their warriors
Only one of each type of Mercenary may be included in a Strike Force
Mercenaries use the henchman injury rules if they are put Out of Action
Mercenaries start with no experience and use the Henchman progression chart to record
their earned experience (14 boxes long with 4 bolded boxes for advances)
When Mercenaries role for an Experience Advance they roll on the Hero table (and so may
have skills etc.)
Dark Angels and Necrons may not hire Mercenaries
Chaos Daemons can only hire Mercenaries or Heroes of Legend if the entry specifically
allows it
Mercenaries are hired differently from standard Heroes and Henchmen in Ruins of Agrippa. There
are two factors to a Mercenaries total cost the Hire Fee and the Upkeep Cost.

Mercenaries can be hired in the Recon phase after any game. First, you must pay the Mercenaries
Hire Fee, which is listed in the individual Mercenary entries. As well, Mercenaries must be paid every
game, and the player must pay the Mercenaries Upkeep Cost after every game they play, including
the first. The credits to pay the Mercenary come from the proceeds of the Strike Forces sales of
Data-slates. If, after any game, the Strike Force does not have the Credits to pay a Mercenary then he
will leave the Strike Force. If a Mercenary dies then all his experience is lost, even if the Strike Force
hires another Mercenary of the same type. Each Mercenary can be hired only by certain Strike
Forces, which will be listed in each Mercenaries entry.


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Mercenaries for Hire

Battle Psyker
100 Credit Hire Fee + 20 Credit Upkeep Cost

May be hired by Any Marine (except DA), Imperial Guard, Chaos Marines, and Lost and the Damned Strike
Forces



Gland War Veteran
125 Credit Hire Fee + Upkeep of one dose of any combat drug per game

May be hired by Any Marine (except DA), Daemonhunters, Witch Hunters, Imperial Guard, Chaos Marines,
Lost and the Damned, and Ork Strike Force



WS BS S T W I A Ld Sv
4 3 4 4 1 4 2 8 4+
Skills: Hardened, Step Aside Special Rules:
The Gland War Veteran has access to Combat, Strength, and Speed Skills
Mercenary Experience oooooooooooooo Total Experience:
Gland War Veteran
Equipment: Las Pistol, Close Combat Weapon, Carapace
Armour, 1 Dose of Psychon
WS BS S T W I A Ld Sv
3 3 3 3 1 4 1 9 5+
Mercenary Experience

ooooo oooooooo o Total Experience:
Battle Psyker
Equipment: Close Combat Weapon, Laspistol, Flak Armour,
Psychic Amplifier, Psychic Wards
Skills:

Lightning Reflexes,

Two rolls on either the Powers of
Light or the Powers of Darkness Minor Psychic Powers table
Special Rules:
The Battle Psyker has access to Combat, Academic, and Speed skills
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Gunslinger
100 Credit Hire Fee + 20 Credit Upkeep

May be hired by Any Marine (except DA), Daemonhunters, Witch Hunters, Imperial Guard, Chaos Marines,
Lost and the Damned, and Tau Strike Force



Kroot Bounty Hunter
150 Credit Hire Fee + 25 Credit Upkeep Cost

May be hired by Tau, Eldar, Imperial Guard, and Lost and the Damned Strike Force



Ogryn Body Guard
175 Credit Hire Fee + 30 Credit Upkeep Cost

May be hired by Imperial Guard, Daemonhunters, Witch Hunters, Chaos Marines, Lost and the Damned, and
Ork Strike Force



WS BS S T W I A Ld Sv
3 4 4(3) 3 1 4 1 8 5+
Gunslinger
Equipment: Two Bolt Pistols, Flak Armour, Frag Grenades
Skills: Dodge, Eagle Eye, Gunslinger Special Rules: Gun-fu - The Gunslinger may use his Bolt Pistols
in HtH, providing him with Stregnth 4 in close combat.
The Gunslinger has access to Shooting and Speed Skills
Mercenary Experience oooooooooooooo Total Experience:
WS BS S T W I A Ld Sv
4 3 4 3 2 4 2 7 6+
Skills: Dodge, Gunslinger, Lightning Reflexes Special Rules:
The Kroot Bounty Hunter has access to Combat, Shooting, and Speed skills
Mercenary Experience oooooooooooooo Total Experience:
Kroot Bounty Hunter
Equipment: Kroot Gun, Plasma Grenades, Camo Cloak
WS BS S T W I A Ld Sv
4 3 5 5 3 2 3 6 5+
Mercenary Experience oooooooooooooo Total Experience:
Equipment: Ripper Gun, Flak Armour, Frag Grenades
Skills: Interjection Special Rules:
The Ogryn Body Guard has access to Combat and Strength skills
Ogryn Body Guard
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Rogue Trader
150 Credit Hire Fee + 20 Credit Upkeep Cost

May be hired by All Marines (except DA), Daemon Hunters, Witch Hunters, Imperial Guard, Eldar, Dark Eldar,
Tau, Chaos Space Marines, and Lost and the Damned Strike Force



Sniper
125 Credit Hire Fee + 25 Credit Upkeep Cost

May be hired by All Marines (except DA), Daemonhunters, Witch Hunters, Imperial Guard, Chaos Space
Marine, Lost and the Damned, and Tau Strike Force




WS BS S T W I A Ld Sv
3 4 3 3 1 4 1 8 5+/5+
Mercenary Experience oooooooooooooo Total Experience:
Rogue Trader
Equipment: Close Combat Weapon, Hot-shot Las Pistol,
Conversion Field, Digi-weapons
Skills: Expert Swordsman, Haggle Special Rules:
The Rogue Trader has access to Combat, Shooting, and Academic Skills
WS BS S T W I A Ld Sv
3 4 3 3 1 4 1 8 5+
The Sniper has access to Shooting and Speed Skills
Mercenary Experience oooooooooooooo Total Experience:
Sniper
Equipment: Sniper Rifle, Camo Cloak, Flash Supressor
Skills: Scale Sheer Surfaces, Trick Shooter Special Rules:
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Recruiting Heroes of Legend

After a battle you may send any number of your heroes to look for these special characters. Heroes
who are looking for a Hero of Legend may not make rare rolls to search for equipment or weapons,
and only heroes who were not put Out of Action last game may participate in the search. Each hero
who is searching may make one rarity roll to see if they can locate the Hero of Legend. This works
just like an Equipment search and the Streetwise skill will apply if your hero has it.

Hire Fee and Upkeep

Like Mercenaries, the cost of including a Hero of Legend on your Strike force is governed by the Hire
Fee and Upkeep costs of each particular Hero of Legend. Failure to pay the Heros upkeep cost will
result in his leaving the Strike Force, just as with a Mercenary.

Experience, Injuries, and Equipment

Heroes of Legend come with their own equipment which may not be changed in any way, nor sold.

Heroes of Legend do not gain experience, although they do suffer serious injuries if they are taken
out of action, just like Strike Force Heroes.

Each Hero of Legends entry below tells you what his Hire Fee and Upkeep is, as well as which Strike
Forces may hire him, as well as how much they add to your Strike Forces rating for including them
(taking into account their experience and abilities).


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Heroes of Legend for Hire

Iracian Genestealer Brood Lord
380 Credit Hire Fee + 40 Credit Upkeep Cost
Rating: The Brood Adds +100 to you Strike Force Rating
May be hired by Tyranid Strike Forces



AranRath the Bloody Avatar of Khorne
325 Credit Hire Fee + 35 Credit Upkeep Cost
Rating: AranRath adds +90 to your Strike Force Rating
May be hired by Chaos Marines, Lost and the Damned, and Ork Strike Forces



High Inquisitor Balthazar Sandoval Hand of the Emperor
275 Credit Hire Fee + 35 Credit Upkeep Cost
Rating: Balthazar adds +75 to your Strike Force Rating
May be hired by All Marines (except DA), Daemonhunters, Witch Hunters, Imperial Guard,
and Eldar Strike Forces



WS BS S T W I A Ld Sv
6 3 5 5 2 7 3+1 10 3+
Special Rules: Inhuman Strength - All attack made by the
Brood Lord in Hand to Hand ignore armour save in the same
manner as a Power Weapon.
Skills: Regenerate (6+ Invulnerable), Infiltrate,
Synapse
Agrippan Genestealer Brood Lord
Bio Weapons: Rending Claws, Scything Talons, Flesh Hooks,
Extended Carapace (included in 3+),
WS BS S T W I A Ld Sv
5 4 5 4 2 5 3 9 3+
Aran'rath the Bloody - Avatar of Khorne
Equipment: Khornate Chain Axe, Bolt Pistol, Frag Grenades,
Power Armour, Collar of Khorne's Favourite
Special Rules: Khornate Chain Axe - Close Combat Weapon
that reduces enemy armour saves of better than 4+ to 4+.
Collar of Khorne's Favourite - provides a 5+ Invulnerable save
and makes Aran'rath immune to Psychic Powers.
Skills: Combat Master, Expert Swordsman,
Hardened, Jump Up. Aran'rath also has the
Furious Charge and Fearless special rules.
WS BS S T W I A Ld Sv
5 4 3 3 2 5 2 10 5+
High Inquisitor Bathazar Sandoval - Hand of the Emperor
Equipment: Flak Armour, Rosarius, Force Weapon, Bolt Pistol
Skills: Balthazar has the following Minor Psychic
Powers: Adrenal Boost, Hammer of Faith, Healing
Mind, and Psychic Shield
Special Rules:
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Commodus - Deathwatch Marine Veteran
300 Credit Hire Cost + 35 Credit Upkeep
Rating: Commodus adds +85 to your Strike Force Rating
May be hired by All Marines (except DA), Daemonhunters, Witch Hunters, and Imperial
Guard Strike Forces



Hoec Legendary Alaitoc Pathfinder
225 Credit Hire Fee + 30 Credit Upkeep Cost
Rating: Hoec adds +70 to your Strike Force Rating
May be hired by Eldar, Dark Eldar, Tau, and Imperial Guard Strike Forces



Kairoth the Corruptor Chaos Magus
275 Credit Hire Fee + 35 Credit Upkeep Cost
Rating: Kairoth adds +75 to you Strike Force Rating
May be hired by Chaos Marines, Lost and the Damned, and Chaos Daemons Strike Forces



WS BS S T W I A Ld Sv
5 4 4 4 2 5 2 9 3+
Commodus - Deathwatch Marine Veteran
Equipment: Power Armour, Custodes Pattern Storm Bolter,
the Sword of Vigilance, Frag Grenades
Special Rules: Custodes Pattern Stormbolter - Assault 2,
Range 24", S 4, AP 4; Sword of Vigilance - CCW with Rending;
True Grit allows Commodus to gain the extra attack for being
armed with an additional weapon when he wields his sword
and Storm Bolter in close combat
Skills: Dodge, Expert Swordsman, Hardened,Step
Aside, True Grit
WS BS S T W I A Ld Sv
4 5 3 3 2 5 1 9 5+
Equipment: Ranger Sniper Rifle, Flash Supressor, Camo Cloak
Skills: Nimble, Scale Sheer Surfaces. Hoec also has
the USRs Infiltrate, Scout, Move Through Cover,
and the Crackshot skill (see Codex: Eldar)
Special Rules: Hoec is a Pathfinder and has all the associated
special skills and abilities listed in Codex: Eldar
Hoec - Legendary Alaitoc Pathfinder
WS BS S T W I A Ld Sv
2 4 3 3 2 4 1 10 N/A
Kairoth the Corruptor - Chaos Magus
Equipment: Las Pistol, Close Combat Weapon, Bionics,
Skills: Kairoth has the following Minor Psychic
Powers: Chaos Gate, Eye of the Gods, Warp
Madness, Warp Lightning
Special Rules: Favour of the Gods - Kairoth has a 4+
invulnerable save
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Thunderhawk Down Battle Cards
Thunderhawk Down features the optional rule to use battle cards to add additional suspense to your
games. There are three types of battle cards described below
Pre-game Stratagems: These cards provide players with an advantage during the set-up portion
of the game.
Dirty Tricks: These cards provide players with in-game bonuses that can be used to benefit
themselves or harm their foes
Post-game Bonuses: These cards provide players with post game bonuses in the post-game
sequence.
How many cards to players receive?
Each player automatically starts the game with one battle card.
Players with an underdog bonus gain one card for each underdog bonus point they receive
Players receive one card for every 50 Data-slates they collect over a campaign. This will require
players to keep track of the number of slates they collect.
Selecting Cards
A players first card may come from the deck of their choice.
Players must select a card from each deck before taking a second card from the same deck.


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SURPRISE ASSAULT
Add +1 to your Seize
the Initiative Roll
MASTER PLAN
Automatically Seize the
Initiative
OUT-MANUEVRE
Redeploy D3+1 friendly
models
FORWARD ACTION
One model gains
infiltrate or scout
MASTER OF STEALTH
D3 +1 models may
begin the game hidden
HEROIC
INTERVENTION
1 model may enter play
via deepstrike and may
assault the turn it arrires
TACTICAL GENIUS
Gain +1 to your roll for
deployment zones
PRECISION PLANNING
Automatically win the
roll to your deployment
zone
A WORD IN YOUR EAR
You may move d3
enemy models up to 6",
but they must remain in
their deployment zone
THE TIME OF YOUR
CHOOSING
You may pick the time
of day that the battle
takes place
POISONED WATER
SUPPLY
Each enemy model rolls
a D6, on a result of a 1 it
misses the game
MISDIRECTION
D3 random enemy
models are placed in
reserve.
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PRE-GAME
STRATAGEMS

PRE-GAME
STRATAGEMS

PRE-GAME
STRATAGEMS












PRE-GAME
STRATAGEMS

PRE-GAME
STRATAGEMS

PRE-GAME
STRATAGEMS












PRE-GAME
STRATAGEMS

PRE-GAME
STRATAGEMS

PRE-GAME
STRATAGEMS












PRE-GAME
STRATAGEMS

PRE-GAME
STRATAGEMS

PRE-GAME
STRATAGEMS





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MALFUNCTION
One enemy model
suffers a Gets Hot roll
IT WAS MERELY A
FLESH WOUND
A friendly model ignores
a critical hit
QUALITY ARMOUR
One friendly model may
re-roll a failed armour
save
TURBO PENETRATOR
After rolling to hit, but
before rolling to wound,
a single die roll ignores
armour and cover saves
SLIME
Immediately after the
recovery phase, one
enemy model suffers a
knocked down result
DIVINE INTERVENTION
Cancel a Dirty Trick
FOUL!
Add +1 to an injury roll
FOCUSED STRIKE
Re-roll a single To
Wound dice roll
PRESS THE
ADVANTAGE
One model may re-roll
all To Wound dice rolls
for one turn
STEADY, AIM, FIRE!
One Model may re-roll
all failed To Hit rolls for
one turn
COVER OF DARKNESS
Your opponent must roll
for Night Fighting for
one turn; if the game is
taking place at night,
halve the spotting
distance
POLYMORPHINE
One model may not be
shot at or assaulted for
one turn
Thunderhawk Down Beta 0.4

70



DIRTY TRICKS DIRTY TRICKS DIRTY TRICKS
DIRTY TRICKS DIRTY TRICKS DIRTY TRICKS
DIRTY TRICKS DIRTY TRICKS DIRTY TRICKS
DIRTY TRICKS DIRTY TRICKS DIRTY TRICKS
Thunderhawk Down Beta 0.4

71


YOU CAN'T HURT
ME! Re-roll an Injury
result


INCREDIBLE
FORTITUDE
One hero does not roll
on the injury table


LUCKY FIND
Modify one Recon roll
by +1/-1












THANKS FOR THE TIP
Re-roll a single Recon
dice roll


DATA CACHE
Gain D3 Data-slates

I KNOW A GUY WHO
KNOWS A GUY...
Lower the rarity of one
item by two points
(except techno
artefacts)












HAVE I GOT A DEAL
FOR YOU...
Lower the cost of one
item by 3D6 credits
(stacks with haggle)


TREASURE TROVE
Roll an extra recon die

A VISIT FROM AN
OLD FRIEND
Gain a free Mercenary
for the next game












EXTRA TRAINING
One hero gains +1
experience


SUPERIOR TRAINING
One hero gains D3
experience


YOUR FIRST TRY IS
FREE
You find D3 free doses
of the combat drug of
your choice



Thunderhawk Down Beta 0.4

72



POST-GAME BONUS POST-GAME BONUS POST-GAME BONUS
POST-GAME BONUS POST-GAME BONUS POST-GAME BONUS
POST-GAME BONUS POST-GAME BONUS POST-GAME BONUS
POST-GAME BONUS POST-GAME BONUS POST-GAME BONUS
Thunderhawk Down Beta 0.4

73

Strike Force Roster Sheet
Strike Force Type:
Strike Force Rating
XP ( ) +[ Members ( ) x 5]=
Strike Force Name:
9 10
Mobile Storage Locker - One mass point fills one storage location
1
Total Rating:
Data Cache
Data Slates: Credits:
Stored Equipment:
Notes:
11 12
**Removed by Inquisitorial Mandate 7655.934.21**
2 3 4
7 8 5 6

oooooooooooooooooooooooooooooo
Name: Equipment: Skills, Injuries. Etc
Type:
WS BS S T W I A Ld
Strike Force Captain
Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo

Thunderhawk Down Beta 0.4

74





Henchmen

Name:
Equipment: Special Skills:
Number: Type:
WS BS S T W I A Ld

oooooooooooooo Group Experience:
Name:
Equipment: Special Skills:
Number: Type:
WS BS S T W I A Ld

oooooooooooooo Group Experience:

Name:
Equipment: Special Skills:
Number: Type:
WS BS S T W I A Ld

oooooooooooooo Group Experience:

Name:
Equipment: Special Skills:
Number: Type:
WS BS S T W I A Ld

oooooooooooooo Group Experience:

Name:
Equipment: Special Skills:
Number: Type:
WS BS S T W I A Ld

oooooooooooooo Group Experience:

Name:
Equipment: Special Skills:
Number: Type:
WS BS S T W I A Ld

oooooooooooooo Group Experience:

Name:
Equipment: Special Skills:
Number: Type:
WS BS S T W I A Ld

oooooooooooooo Group Experience:


Thunderhawk Down Beta 0.4

75

Heroes
Name:
Equipment: Skills, Injuries. Etc
Type:
WS BS S T W I A Ld


Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo

oooooooooooooooooooooooooooooo


Name:
Equipment: Skills, Injuries. Etc
Type:
WS BS S T W I A Ld


Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo

oooooooooooooooooooooooooooooo

Name:
Equipment: Skills, Injuries. Etc
Type:
WS BS S T W I A Ld


Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo

oooooooooooooooooooooooooooooo

Name:
Equipment: Skills, Injuries. Etc
Type:
WS BS S T W I A Ld


Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo

oooooooooooooooooooooooooooooo

Name:
Equipment: Skills, Injuries. Etc
Type:
WS BS S T W I A Ld


Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo

oooooooooooooooooooooooooooooo

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