Introduction

Hello, and welcome to One Page Kill Team!
One Page Kill Team is a single-page ruleset played with just
a handful of Warhammer 40.000 miniatures and that was
designed to be fast to learn and simple to play.
Gameplay is focused around individual models and moving
through the environment, with features such as leaping
onto enemies from roofs or pushing them into deadly
terrain making for an action packed skirmish.
We recommend printing page 2 and 3 on a single sheet,
and your army page onto another sheet. This way you will
always have all rules, weapons and models at hand as you
are learning the game and getting to know your army.
You can find various supplements to this ruleset and other
one page rules at onepagerules.wordpress.com. You can
find more awesome art at rosscarlisle.tumblr.com.
If you wish to get involved in the game’s development or
have any questions you can head over to our forums at
onepagerules.proboards.com, or write me an e-mail at
onepageanon@gmail.com.
Thank you for playing and happy wargaming,
One Page Anon (Rules) and Ross Carlisle (Art)















Index
1. Introduction & Index
2. Core Rules
3. Common Special Rules
4. Advanced Rules
5. Space Marines
6. Imperial Guard / Astra Militarum
7. Orks
8. Eldar
9. Chaos Space Marines
10. Tau
11. Necrons
12. Tyranids
13. Dark Eldar
14. Sisters of Battle / Adepta Sororitas
15. Daemonhunters / Grey Knights
16. Chaos Daemons

Kill Team Rules v0.12

General Principles
The Most Important Rule: Whenever a rule is
unclear or does not seem quite right, use common
sense and personal preference.
Units: Each unit consists of one or more models
activated as a single entity, and is defined by their
quality, size and whatever equipment and special
rules they have. You can find unit profiles in their
respective army supplement.
Quality Tests: Whenever a rule states that you
must take a Quality test roll one six-sided die trying
to score the unit’s Quality value or higher, and if it
does that counts as a success.
Additional Dice: Whenever a rule refers to adding
dice they are added on a per unit basis, meaning
that the entire unit receives one additional die.
Line of Sight: If you can draw a straight line from
the attacker to the target without passing through
any solid obstacle or models the attacker has line of
sight.
Before we begin...
Preparation: The game is played on a flat 4’x4’
surface, with at least 15 pieces of terrain on it. The
players roll-off, and the winner chooses on what
side to deploy and has to start first.
The players alternate in placing one unit each within
12” of their table edge.
Objective: After 4 rounds the game ends, and both
players sum the point value of all enemy models
they put out of action or that are fleeing.
The player with the most points wins.
Playing the Game
The game is played in rounds, with each round
consisting of alternating player turns in which a
single unit is activated. Before each round the
players roll-off to see who goes first, and players
continue alternating in activating units until all units
have been activated.
Activation
The player declares which unit he wishes to
activate, and it may do one of the following:
Action Move Notes
Hold 0” May shoot.
Hunker 0” May not shoot. Gets +1
die to blocking shots.
Guard 0” May react once per round
by firing at enemy
movement across its line
of sight. Target gets +1 die
to blocking.
Walk 6” May shoot after moving.
Run 12” May not shoot.
Assault 12” Move into close combat
with enemy, gets +1 die to
melee attacks.

Moving
Models may move and turn in any direction
regardless of their facing, and they may only move
within 1” of other models if assaulting.
When a unit is activated each member acts as an
individual, being able to use different actions and
targeting different enemies, as long as it remains
within 3” of another member and within 6” of all
other members. If any member of the unit is further
than 3”/6” you must use a Walk, Run or Assault
action to get it back into coherency.
If two or more members of a unit use the same
action to target the same model, they must use it
simultaneously as a coordinated action.
Shooting
All models in a unit that are in range and have line
of sight of an enemy model may shoot one weapon
at it. Models may not shoot into or out of close
combat under any circumstance.
The attacker takes one Quality test per Firepower of
the model, and each success is a hit.
The target then takes as many Quality tests as hits,
and each success is a block.
Subtract the number of blocks from the number of
hits, and the target model takes as many wounds as
the resulting number.
Wounds
For each wound a model receives roll one die and
consult the following table:
Result Effect
1-2 Out of Action (remove the model as a
casualty).
3-4 Stunned (place the model on its side or
use a marker).
5-6 Pushed (the model moves 2” away from
the attacker).

A model that has been stunned must spend one
activation to get up, and may not use any actions
that round. If it takes any wounds it is immediately
put out of action.
A model that has been stunned and that is attacked
in close combat does not roll any attacks, but can
only block hits it receives.
A model that has been stunned and that fails a
morale test crawls D3”+1. Note that a model does
not have to take a morale test right after being
stunned.
A model that has been pushed and that moves into
base contact with another model or a piece of
impassable terrain (such as a wall) takes one
automatic hit (if it takes a wound from that hit treat
pushed results as stunned results).
A model that has been pushed and that does not
move into base contact with another model or piece
of terrain is stunned unless you roll a 4+.
Close Combat
When using an Assault action, move the assaulting
model into base contact with the target. Any model
that is in base contact with an enemy may strike
with all its melee weapons.
The assaulting model strikes first, which is resolved
like shooting, and after resolving all wounds the
defending model gets to strike.
Note that if two or more models made a
coordinated assault and take hits, then they are
randomly allocated to one of them.
If neither unit is destroyed or flees the combat
starts over as soon as one of the units is activated
again, which fights close combat as its action for
that round (this does not count as an assault for the
purpose of special rules).
When a model that is already in close combat is
assaulted by another model the assaulting model
gets +1 die to melee attacks for that combat.
Morale
Whenever a model sees a friendly model within 6”
being stunned or put out of action, its unit must
take a morale test.
The unit takes a Quality test and if it is unsuccessful
it flees 2D6” away from the nearest enemy within
line of sight, or else toward the nearest table edge.
If this move brings any model outside of the table
borders or if it is impossible for the unit to complete
its full move, then the unit is removed as a casualty.
A unit that is fleeing must take a morale test to be
activated. If it fails it flees 2D6” again and counts as
activated for that round (stunned models get up
and start fleeing).
Terrain
Cover (forests, ruins, sandbags, etc.): Models in
cover get +1 die to blocking when being shot. If at
least half of the model is within cover terrain, it
counts as being in cover. If at least half of the model
is hidden by an obstacle (like a sandbag or boulder)
from the perspective of the attacker, the model
counts as being in cover.
Difficult Terrain (woods, mud, rivers, etc.): Models
halve their movement when crossing difficult
terrain.




Army Composition
Each player may take up to 150pts or 300pts worth
of units and upgrades in his army (you decide), and
each army may have one Hero and one Rare unit.
Each unit is made up of as many models as its size,
and one model in each unit may equip items from
the upgrades list it has access to.
Models Types
Heroes: Any unit that is within 6” of this unit may
re-roll failed morale tests. Whenever this model
rolls on the wound table add 1 to the roll (if the
result is 7 the hero is unharmed).
Rare Units: May fire all of their weapons (even at
separate targets) when using Hold actions, never fail
morale tests, dont benefit of cover/elevation, and
resolve wounds like heroes.
Mounts: Mounted models (like bikers) need two
miniatures: the rider on foot, and the rider on
mount (used when deploying). As long as the rider is
on his mount he may use any equipment and
special rules the mount has, and the mount itself
does not attack in melee. The rider may get off its
mount when it is activated before using any action
(replace the rider on mount miniature with the rider
on foot and place a mount marker where he got
off). The rider may use a Walk or Run action to get
onto its mount by moving into contact with the
marker, which ends its activation (replace the
miniature and remove marker). Note that a rider
may only get back on his own original mount and
not on other mounts.
Whenever a mounted model suffers a stunned
result it is thrown off its mount, and no mount
marker is placed (the mount is killed or flees).
Weapons
Each ranged weapon provides as many dice to
shooting as its Firepower, and range less weapons
provide Firepower to close combat.
Models that do not have a melee weapon listed in
their equipment are assumed to use fists/claws.
D(n) Firepower weapons roll an (n) sided die to
determine Firepower for that attack and add 1.
When using weapons with ° next to their Firepower
all models (friend or foe) within 3” of the target take
as many hits as the target (adjacent models are hit
from the direction of the target for cover purposes).

Name Range FP
Fists/Claws - 1
Hand Weapon - 2
Power/Force Weapon - 3
Power Fist - 4
Dreadnought Fist - 5

Pistol 12” 1
Shotgun 12” 2
Grav Pistol 12” 3
Plasma Pistol 12” 4
Meltagun 12” 5
Flamer 12” D3°
Heavy Flamer 12” D6°
Carbine 18” 1
Gravgun 18” 3
Assault Rifle 24” 1
Assault Cannon 24” 2
Grenade Launcher 24” 3°
Plasmagun 24” 4
Multi-Melta 24” 5
Rifle 30” 1
Sniper Rifle 36” 2
Heavy Bolter/Multi-Laser 36” 3
Plasma Cannon 36” 4
Mortar/Missile Launcher 48” 3°
Autocannon 48” 4
Battle Cannon 48” 5°
Lascannon 48” 6
Common Special Rules
Common Special Rules
Armor(X): This model adds +X dice when
blocking attacks.
Beacon: If a friendly unit tries to deep strike
within 6” of this model, it does not scatter.
Combi: This weapon may only be used once
per game.
Deep Strike: You may choose not to deploy
this unit with your army, and instead keep it
in reserve. After round 1 you may roll one die
at the beginning of each round, before seeing
who goes first. On a 4+ you may place a
marker anywhere on the table, at least 12”
away from enemy models. Roll a dice, on a 2+
the unit is placed on the position of the
marker (if the unit has multiple models they
must all be in base contact with each other).
On a 1 the unit scatters, and your opponent
may move the marker anywhere within 12” of
its original position before placing the models.
If a unit has not arrived by the last round it
arrives automatically (scatters on 4+).
Fast: This model adds 3” at the end of any
movement, including fleeing.
Fearless: Unit may re-roll failed morale tests.
Flying: This model may move over models
and terrain as if it was moving over open
terrain, and it may move onto and off of
elevated terrain without having to climb it.
Furious: This model gets +1 dice to close
combat when assaulting.
Heavy: This model may never move more
than 6” at a time, and it may fire all of its
weapons when using a Hold action.
Indirect: This weapon may be fired at
enemies that are not within line of sight, and
it ignores cover from sight blocking terrain.
The target model gets +1 dice to blocking.
Linked: May re-roll failed shooting attacks.
Poison: Units must re-roll successful blocks
when attacked by this weapon.
Rending: When rolling a 6 to hit with this
weapon, the hit automatically causes one
wound.
Scope: This model has Quality 2+ when
shooting with this weapon.
Scout: This unit is deployed after all other
non-scout units have been deployed. You may
deploy this unit anywhere on the table at
least 12” away from enemy models (if both
players have Scout units roll-off to see who
deploys first).
Sidecar: May fire all of its weapons, even at
separate targets, when using a Hold action.
Models in the sidecar are purely decorative
and don’t count as riders.
Strikes First: When fighting close combat
you resolve this models hits first and resolve
enemy wounds before they get to attack.
Strikes Last: When fighting close combat
you resolve enemy hits first and resolve
wounds before this model gets to attack.
Teleporter: When using a Walk action, you
may place this model anywhere within
6+2D6” of its position, passing through any
models or terrain.
Torrent: Add +2D6” to this weapon’s range
every time you fire it.
Tough: Whenever this model takes a wound
do not roll on the wound table but place a
marker next to it instead. Whenever this
model takes a wound which brings its number
of markers up to 3, or whenever this model
takes a wound whilst it already has 3 markers
it must roll on the wound table.
Toxin: Whenever this model attacks in close
combat it gets +D2 dice.
Zap!(DX): This model may shoot a magic bolt
with DX Firepower at one enemy model
within 18” instead of firing its weapon.


Space Marines Tactics
Black Templars: All models have the Fast
special rule until the end of this round.
Blood Angels: All models have the Furious
special rule until the end of this round.
Dark Angels: All models may re-roll failed
morale tests (Fearless models may roll twice)
until the end of this round.
Imperial Fists: All models may re-roll failed
hits from pistols and assault rifles (Linked
weapons may roll twice) until the end of this
round.
Iron Hands: All mounted models have
Armor(+1) until the end of this round.
Raven Guard: All non-mounted models have
Armor(+1) until the end of this round.
Salamanders: All flamers and heavy flamers
may roll one extra die when determining
firepower until the end of this round.
Space Wolves: Roll one die. On a 4+ place a
unit of wolves with D3 models within 6” of
any table edge. On a 1-3 your opponent may
choose on which table edge you place them.
Name Quality Equipment
Wolf 4+ Hand Weapon

Ultramarines: All models may re-roll failed
hits when fighting in close combat until the
end of this round.
White Scars: All models may fire their
weapons after using a Run action as if they
had used a Walk action until the end of this
round.
Advanced Rules
Advanced Rules
Once you have gotten familiar with the way
One Page Kill Team works, you might want to
try using advanced rules to spice up the game.

Terrain
Here are some extra terrain types and
advanced rules you can use to create more
interesting dynamics.

Dangerous Terrain (quicksand, razor wire,
mine fields, etc.): Roll one die for every model
that moves into or across dangerous terrain.
If you roll a 1 the model takes a hit.
Deadly Terrain (acid pools, lava, canyons,
etc.): Models that move into or across deadly
terrain are immediately removed as
casualties.
Elevation (cliffs, roofs, ledges, etc.): Models
get +1 die to shooting when being at least 2”
above their target
Models may move onto and off of steep
terrain up to 4” tall by using a Walk or Run
action and subtracting the height that they
climbed from their movement, however they
may not fire any weapons after climbing
(riders on their mount may not climb).
Models may jump off of steep terrain up to 6”
terrain. Roll one Quality test for every 2” they
jump down, and if all dice were successful
then the model may continue its movement
without subtracting the height that it jumped
down. If one or more dice are unsuccessful
then the model falls.
Falling models are placed within 2” of the
bottom base of the terrain they fell from, and
they take X+1 automatic hits, where X is one
hit for every 2” they fell.
Models may make a diving assault on enemy
models that are at least 2” below them and
that are within 2” of the bottom base of the
terrain they want to dive from. This works
exactly like jumping off of steep terrain,
however if all dice are successful the models
immediately engage in close combat, and the
assaulting model gets one extra attack die for
every 2” it dived down.
A model that has been pushed and that
moves over the edge of a piece of terrain at
least 2” tall automatically falls, however if the
model takes any wounds it treats pushed
results as stunned results.
Note that gaps up to 1” wide may be crossed
as if they were open terrain, and gaps up to
3” wide may be jumped across. The model
must take a Quality test, and if the roll is
unsuccessful it falls down the gap.

Random Terrain
A great way to introduce variety in your
games is by giving crossable terrain (such as
forests and rivers) a random type as you play.
When a player wants to move a model into or
across a piece of terrain roll one die and
consult the following table before moving any
models, and once the terrain type is revealed
you must finish the original movement.
Result Type
1-2 Difficult Terrain
3-4 Dangerous Terrain
5-6 Deadly Terrain


Buildings
Buildings are terrain models that consist of
one solid block which cannot be opened or
reached into. Each building has a transport
capacity, quality value of 4+, armor value and
the Tough special rule.
A model that moves into contact with a
building may enter it, and models within a
building may use a Walk action to exit. If a
model is inside a building when it is destroyed
it takes D3 automatic hits. Resolve the hits as
if they were shooting attacks and place any
surviving models within 2” of the building.
A model that is within a building may use a
Walk or Run action to get onto the roof of the
building. Models on the roof of the building
behave as if they were in open terrain, and
have to leave the roof to be able to exit the
building.
Models may shoot into and out of any side of
the building that has some sort of firing point,
and models within the building always count
as being in cover and shooting from the
topmost floor (not the roof). Models may
chose to fire at models within a building, or at
the building itself. When shooting at models
within the building any missed shot may be
re-rolled, and on a 4+ the building is hit
instead. Buildings are treated like vehicles
when it comes to hits.
Models may use an Assault action to get into
base contact with a building to attack a model
inside it. All models attack, and models within
the building gets +1 attack dice. If the models
within the building are killed or flee, then the
assaulting models automatically enter the
building. If a model inside a building suffers a
stunned or pushed result, it immediately exits
and is placed within 1” of the building (enemy
player chooses which side it exits from).
Here are some guidelines for buildings:
Name Transport Armor
Clay Hut 6 -
Wooden Shed 6 1
Brick House 11 2
Apartment Block 21 3
Small Bunker 11 4
Large Bunker 21 5

Ruins
Ruins are terrain models that consist of one or
more pieces which can either be opened or
reached into. Ruins count as difficult terrain,
and they have a quality value of 4+, an armor
value, and the Tough special rule. . If a model
is inside a ruin when it is destroyed it takes D3
automatic hits. Resolve the hits as if they
were shooting attacks and place any surviving
models within 2” of the ruin.
Models may move onto and off of different
floors of the building by using either a Walk
action to move up/down by one floor, or a
Run action to move up/down by two floors.
Models may shoot into and out of any side of
the ruin that has some sort of firing point.
Models may shoot into and out of any side of
the ruin that has some sort of firing point.
Models may choose to fire at models within a
ruin, or at the ruin itself. When shooting at
models within the ruin any missed shot may
be re-rolled, and on a 4+ the ruin is hit
instead.
Models may use an Assault action to get into
base contact with the lowest model in the
ruin. The assaulting model automatically
climbs as many floors necessary to reach the
lowest model, and the target model gets as
many extra dice to attacking as floors that the
assaulting model had to climb. All models
attack, and if the model within the ruin is
killed or flees, then the assaulting model
remains on the floor as the model it fought.
Here are some guidelines for ruins:
Name Armor
Clay -
Wood 1
Bricks 2
Concrete 3
Reinforced Steel 4
Composite Materials 5

Objectives
When using advanced objectives the table
and armies are set up just like a regular game.
You can either choose any of these or play
with a random one by rolling a die on this
table:
Result Objective
1 Duel
2 Seize Ground
3 Relic Hunt
4 Sabotage
5 Breakthrough
6 Last Stand
1 - Duel: This objective is the standard game
objective as described in the Rules section.
2 - Seize Ground: After 4 rounds the game
is over, and the battlefield is divided into four
equal quarters, and both players sum the
point value of all their non-fleeing models in
each quarter. Compare the points for each
quarter, and the player that has more points
in one quarter counts as having seized it. The
player with the most seized table quarters
wins.
3 - Relic Hunt: Before deploying armies
D3+2 relic markers are placed on the table.
Roll-off to see who goes first, and then
alternate in placing one marker each. The
markers must be placed at least 12” away
from any table edge and from any other
marker.
After 4 rounds the game is over, and both
players must see how many relics they seized.
If a non-fleeing model is within 3” of a relic
marker whilst no enemy models are within 3”
of the same marker, it counts as seized. The
player with the most seized relics wins.
4 - Sabotage: Before deploying armies two
relay markers are placed on the table. Roll-off
to see who goes first, and place one relay
marker within your deployment zone, at least
6” away from the table edge. A relay marker
may only be attacked by assaulting it, it has
no attacks and has Quality 4+.
After 4 rounds the game is over, and the
player that has managed to destroy the
enemy relay marker whilst keeping its own
relay marker alive wins.
5 - Breakthrough: Before deploying armies
the players roll-off to see who the attacker is,
and the opposing player becomes the
defender.
After 4 rounds the game is over, and if at least
25% of the attackers force (worked out by
point cost) is within the defending players
deployment zone he wins.
6 - Last Stand: Before deploying armies the
players roll-off to see who the attacker is, and
the opposing player becomes the defender.
The defending player must split his army in
half (worked out by point cost), and deploy
one half within 6” of the table centre, this half
will be referred to as “the defenders”. The
other half of his army must be deployed
within 3” of any table border. The attacking
player then deploys his army anywhere on the
table, at least 12” away from enemy models.
After 4 rounds the game is over, and if at least
75% of the defenders (worked out by point
cost) are still alive and not fleeing, the
defending player wins
Space Marines
Name Size Quality Equipment Special Rules Upgrades Cost
Captain 1 3+ Pistol, Hand Weapon Fearless, Hero, Tactics A, B 40pts
Terminator Captain 1 3+ Linked Assault Rifle, Power Fist Fearless, Hero, Tactics, Tough F 80pts
Librarian 1 3+ Pistol, Force Weapon Fearless, Zap!(D3) A, B 40pts
Techmarine 1 3+ Pistol, Power Fist Fearless, Tough A, B 55pts
Assault Scout 1 4+ Pistol, Hand Weapon Fearless, Scout A, B, C 20pts
Tactical Scout 1 4+ Assault Rifle Fearless, Scout A, B, C 20pts
Assault Marine 1 3+ Pistol, Hand Weapon Fast, Fearless, Flying A, B, D 30pts
Tactical Marine 1 3+ Assault Rifle Fearless A, B, D, E 25pts
Assault Veteran 1 3+ Pistol, Power Weapon Fast, Fearless, Flying A, B, D 35pts
Tactical Veteran 1 3+ Assault Rifle, Hand Weapon Fearless A, B, D, E 30pts
Terminator 1 3+ Linked Assault Rifle, Power Fist Fearless, Tough F 60pts
Centurion 1 3+ Linked Flamer, 3x Linked Assault Rifles Fearless, Heavy, Tough I 85pts
Scout Biker 1 4+ Pistol, Hand Weapon Fearless, Mount (Bike), Scout A 30pts
Marine Biker 1 3+ Pistol, Hand Weapon Fearless, Mount (Bike) A, D 35pts
Bike - - Linked Assault Rifle Fast G -
Dreadnought 1 3+ Linked Heavy Flamer, Dreadnought Fist,
Linked Assault Rifle
Rare, Tough J 100pts

A
Replace Pistol/Assault Rifle:
Grav Pistol +10pts
Plasma Pistol +15pts
Take one or Replace Hand Weapon:
Hand Weapon +5pts
Power Weapon +10pts
Power Fist +15pts

B
Replace Pistol:
Assault Rifle +5pts
Take one Assault Rifle attachment:
Combi-Flamer +5pts
Combi-Gravgun +5pts
Combi-Meltagun +10pts
Combi-Plasmagun +10pts

C
Replace Pistol/Assault Rifle:
Shotgun +5pts
Assault Rifle +5pts
Sniper Rifle (Scope) +25pts
Heavy Bolter +25pts
Missile Launcher +45pts

D
Replace Pistol/Assault Rifle:
Flamer +10pts
Gravgun +15pts
Meltagun +15pts
Plasmagun +30pts

E
Replace Assault Rifle:
Heavy Bolter +30pts
Multi-Melta +30pts
Plasma Cannon +40pts
Missile Launcher +55pts
Lascannon +90pts
Take one:
Narthecium (this model or one
friendly model within 3” gets
Armor(+1) once per game)
+15pts
Standard
(friendly models within 6” may
re-roll failed morale tests)
+10pts

F
Replace Linked Assault Rifle:
Heavy Flamer +10pts
Storm Shield
(Armor(+1) once per game)
+10pts
Assault Cannon (Rending) +15pts
Take one:
Cyclone Missiles
(Combi-Missile Launcher)
+15pts

G
Take one:
Heavy Bolter (Sidecar) +35pts
Multi-Melta (Sidecar) +40pts


I
Take one:
Linked Dreadnought Fist +25pts
Replace Linked Flamer:
Linked Meltagun +5pts
Linked Grenade Launcher +20pts
Linked Heavy Bolter +25pts
Linked Lascannon +95pts
Replace 3x Linked Assault Rifles:
Missile Launcher +35pts

J
Replace up to two Linked Assault Rifles:
Heavy Flamer (may take 2x) +10pts
Meltagun +10pts
Replace Linked Assault Rifle and
Dreadnought Fist:
Missile Launcher +35pts
Linked Autocannon +45pts
Replace Linked Heavy Flamer:
Assault Cannon (Rending) Free
3x Linked Assault Rifle +5pts
Dreadnought Fist and Linked
Assault Rifle
+5pts
Multi-Melta +10pts
Linked Heavy Bolter +15pts
Plasma Cannon +20pts
Linked Autocannon +50pts
Linked Lascannon +90pts
Take up to two:
Hunter-Killer Missile (Combi-
Missile Launcher, may take 2x)
+15pts
Take one:
Ironclad
(Armor(+1) once per game)
+10pts

Army Special Rules
Tactics: This model has the Fearless special
rule and may use one of the special rules from
the Space Marines Tactics section once per
game.



Imperial Guard / Astra Militarum
Name Size Quality Equipment Special Rules Upgrades Cost
Commander 1 4+ Pistol, Hand Weapon Hero, Officer A 30pts
Assistants 2 4+ Assault Rifles - B, C, E 30pts
Commissar 1 5+ Pistol, Hand Weapon Commissar A 10pts
Priest 1 5+ Pistol, Hand Weapon Spiritual Leader A, C 15pts
Psyker 1 5+ Pistol, Force Weapon Zap!(D3) A 20pts
Guardsmen 3 5+ Assault Rifles - A, B 30pts
Weapons Team 1 5+ Heavy Bolter - D 25pts
Legionnaires 2 5+ Assault Rifles, Hand Weapons Fearless, Scout - 35pts
Conscripts 5 6+ Assault Rifles - - 25pts
Ratling 1 6+ Sniper Rifle (Scope) Scout - 35pts
Ogryn 1 4+ Grav Pistol, Power Weapon Furious, Tough G 45pts
Veterans 2 4+ Assault Rifles - A, B, C 30pts
Storm Trooper 1 4+ Assault Rifle Deep Strike, Scout A, B 20pts
Rough Riders 2 5+ Pistols, Combi-Power Weapons Mount (Horse) F 20pts
Horse - - - Fast - -
Sentinel 1 4+ Heavy Flamer Rare, Tough H, I 55pts

A
Replace Pistol/Assault Rifle:
Pistol Free
Plasma Pistol +10pts
Take one or Replace Hand Weapon:
Hand Weapon +5pts
Power Weapon +10pts
Power Fist +15pts

B
Replace Assault Rifle:
Flamer +5pts
Heavy Flamer +10pts
Meltagun +10pts
Grenade Launcher +20pts
Plasmagun +20pts

C
Replace Pistol/Assault Rifle:
Shotgun +5pts
Sniper Rifle (Scope) +25pts

D
Replace Heavy Bolter:
Missile Launcher +15pts
Autocannon +15pts
Mortar (Indirect) +20pts
Lascannon +30pts

E
Take one:
Standard (Fearless) +5pts
Vox-Caster (24” Officer) +10pts
Medipack (this model or one
friendly model within 3” gets
Armor(+1) once per game)
+15pts

F
Replace Pistol:
Plasma Pistol +5pts
Replace Combi-Power Weapon:
Power Weapon +5pts
Replace Pistol and Combi-Power Weapon:
Flamer +5pts
Meltagun +5pts
Grenade Launcher +10pts
Plasmagun +10pts

G
Replace Power Weapon:
Power Fist +5pts
Take one:
Shield (Armor(+1) once per game) +10pts

H
Replace Heavy Flamer:
Multi-Laser +10pts
Plasma Cannon +20pts
Missile Launcher +30pts
Autocannon +30pts
Lascannon +55pts



I
Take any:
Hunter-Killer Missile
(Combi-Missile Launcher)
+10pts
Extra Armor
(Armor(+1) once per game)
+10pts

Army Special Rules
Commissar: This model may be deployed as
part of a Guardsmen, Legionnaires or
Conscripts unit. Whenever a unit this model is
part of fails a morale test, remove one model
from it as a casualty and re-roll.
Officer: This model may be deployed as part
of an Assistants unit. Once per round you may
declare any unit within 12” of this model and
take a Quality test. If successful, the unit may
immediately use any action (if the unit
consists of more than one model they must
take a coordinated action), even if it had been
activated already. This does not count as its
activation.
Spiritual Leader: This model may be
deployed as part of a Guardsmen, Conscripts
or Legionnaires unit. If any model in a unit this
model is part of uses an Assault action roll a
die. On a 4+ the model gets the Furious
special rule.
Orks
Name Size Quality Equipment Special Rules Upgrades Cost
Warboss 1 4+ Pistol, Hand Weapon Fearless, Furious, Hero, Waagh! A, B, C 30pts
Big Mek 1 5+ Pistol, Hand Weapon Fearless, Furious, Hero, Waagh! A, B, C, D, K 25pts
Weirdboy 1 5+ Force Weapon Hero, Weirdboy, Zap!(D6) L 30pts
Runtherd 1 6+ Power Weapon Furious, Tough, Runtherd - 10pts
Gretchin 5 6+ Pistols Git Shoota - 30pts
Choppa Boyz 3 5+ Pistols, Hand Weapons Fearless, Furious A, C, D 40pts
Shoota Boyz 3 5+ Carbines Fearless, Furious A, C, D 35pts
Stormboy 1 5+ Pistol, Hand Weapon Deep Strike, Fast, Fearless, Flying, Furious A, C 20pts
Burna Boy 1 5+ Flamer, Power Weapon Fearless, Furious D 20pts
Loota 1 5+ Mortar (Indirect) Fearless, Furious D 45pts
Tankbusta 1 5+ Grenade Launcher Fearless, Furious E 25pts
Kommandos 2 5+ Pistols, Hand Weapons Fearless, Furious, Scout A, D 30pts
Flash Gitz 2 5+ Assault Cannons Fearless, Furious A, B 35pts
Nob 1 4+ Pistol, Hand Weapon Fearless, Furious A, B, C 20pts
Warbiker 1 5+ Pistol, Hand Weapon Fearless, Furious, Mount (Bike) A 20pts
Bike - - Linked Carbine Fast - -
Deffkopta 1 5+ Linked Heavy Bolter Rare, Fast, Flying, Furious, Scout F 50pts
Warbuggy 1 4+ Linked Heavy Bolter Rare, Fast G, J 55pts
Killa Kan 1 4+ Heavy Flamer, Dreadnought Fist Rare G, H 45pts
Deff Dred 1 4+ 4x Dreadnought Fist Rare, Tough G, I 95pts

A
Take one or Replace Hand Weapon:
Hand Weapon +5pts
Power Weapon +10pts
Power Fist +15pts

B
Replace Pistol:
Carbine +5pts
Linked Carbine +10pts
Dok’s Tools (this model or one
friendly model within 3” gets
Armor(+1) once per game, Hand
Weapon (Poison))
+15pts
Take one Carbine attachment:
Combi-Heavy Flamer +5pts
Combi-Grenade Launcher +5pts
Take any:
Attack Squig (+1 die to melee) +5pts
Ammo Runt (+1 die to shooting
once per game, may take 3x)
+5pts
Grot Orderly (+1 die to blocking
once per game)
+10pts

C
Take one or Replace equipment:
‘Eavy Armor
(Armor(+1) once per game)
+10pts
Cybork Body
(Armor(+1) twice per game)
+20pts
Mega Armor (Armor(+1) twice per
game, Linked Carbine, Power Fist)
+45pts

D
Replace Pistol/Carbine/Flamer/Mortar:
Flamer +5pts
Grenade Launcher +15pts
Plasmagun +15pts
Heavy Bolter +15pts

E
Take any:
Bomb-Squig (Combi-Grenade
Launcher, may take 3x)
+5pts
Tankhammer (Dreadnought Fist) +10pts

F
Replace Linked Heavy Bolter:
Plasmagun Free
Linked Grenade Launcher Free
Take any:
Bigbomm (Combi-Dreadnought
Fist, attacks one enemy model it
moved over)
+5pts
Buzzsaw (Power Fist) +10pts





G
Take any:
Red Paint Job (+3” movement) +5pts
Grot Riggers
(on 4+ this model immediately gets
up when stunned)
+10pts
Armor Plates
(Armor(+1) once per game)
+10pts

H
Replace Heavy Flamer:
Grotzooka (Gravgun) Free
Grenade Launcher +5pts
Plasmagun +5pts
Heavy Bolter +10pts

I
Replace up to two Dreadnought Fists:
Heavy Flamer (may take 2x) +5pts
Grenade Launcher
(may take 2x)
+10pts
Plasmagun (may take 2x) +10pts
Heavy Bolter (may take 2x) +10pts

J
Replace Linked Heavy Bolter:
Heavy Flamer Free
Linked Grenade Launcher Free

K
Replace Pistol:
Kustom Force Field (Armor(+1)
against shooting once per game)
+5pts
Replace Pistol and Hand Weapon:
Shokk Attack Gun +65pts

L
Take one:
Warphead (may re-roll “mad” die) +10pts






















Army Special Rules
Git Shoota: This model has Quality 4+ when
shooting.
Runtherd: This model may be deployed as
part of a Gretchin unit. If two or more models
in a unit this model is part of fail a morale
test, remove one model from the unit as a
casualty, and the remaining models may re-
roll.
Shokk Attack Gun: This weapon has
Firepower 2D6° and a 48” Range.
When rolling for Firepower consult the
following table if a double is rolled:
Result Effect
1, 1 This model is immediately removed
from play.
2, 2 This model takes D3 automatic hits.
3, 3 The opponent may choose any
other model (or none) to be
targeted.
4, 4 This model is immediately placed in
close combat with the target.
5, 5 The target model takes D3
automatic hits.
6, 6 The target model is immediately
removed from play.

Waagh!: Once per game you may declare
Waagh! during your turn. All models add 3” at
their end of their movement (not when
fleeing) until the end of that round.
Weirdboy: When this model uses a Zap!
attack roll one die to see if it goes “mad”. On
a 3+ resolve it as usual, else roll another die:
Result Effect
1-2 The model takes D3 automatic hits.
3-4 The model must use the Teleporter
ability once (moves full distance).
5-6 A Waagh! is declared.
Eldar
Name Size Quality Equipment Special Rules Upgrades Cost
Autarch 1 3+ Pistol, Power Weapon (Strikes First) Fast, Focus, Hero D, F 45pts
Farseer 1 3+ Pistol, Force Weapon Focus, Hero, Zap!(2D6) - 80pts
Avatar 1 2+ Dreadnought Fist Fast, Hero, Rare, Tough - 90pts
Warlock 1 3+ Pistol, Force Weapon Focus, Zap!(D3) - 35pts
Storm Guardians 2 4+ Pistols, Hand Weapons Focus D 30pts
Guardians 2 4+ Shotguns Focus - 30pts
Weapon Platform 1 4+ Assault Cannon Focus, Weapon Platform A 20pts
Ranger 1 4+ Sniper Rifle (Scope) Focus, Scout - 45pts
Banshee 1 4+ Pistol, Power Weapon (Strikes First) Fast, Focus - 25pts
Scorpion 1 3+ Pistol, Power Weapon Fast, Focus, Scout - 30pts
Harlequin 1 3+ Grav Pistol, Power Fist Fast, Furious I 40pts
Dire Avenger 1 3+ Carbine Focus E 20pts
Hawk 1 3+ Assault Rifle Deep Strike, Fast, Flying, Focus F 30pts
Fire Dragon 1 3+ Meltagun Fast, Focus C 35pts
Warp Spider 1 3+ Plasma Pistol Deep Strike, Focus, Teleporter G 35pts
Dark Reaper 1 3+ Missile Launcher - J 75pts
Wraithblade 1 3+ 2x Power Weapon Fearless, Tough H 60pts
Wraithguard 1 3+ Meltagun Fearless, Tough C 60pts
Wraithlord 1 2+ 2x Shotgun, Dreadnought Fist Rare, Tough K, L 95pts
War Walker 1 4+ 2x Assault Cannon, Hand Weapon Fast, Focus, Rare L 45pts
Windrider 1 3+ Pistol Focus, Mount (Jetbike) - 30pts
Shining Spear 1 3+ Pistol, Power Weapon Focus, Mount (Jetbike) - 40pts
Jetbike - - Linked Shotgun Fast, Flying B -

A
Replace Assault Cannon:
Heavy Bolter +15pts
Linked Heavy Bolter +25pts
Plasma Cannon +25pts
Missile Launcher +35pts

B
Replace Linked Shotgun:
Assault Cannon +5pts

C
Replace Meltagun:
Heavy Flamer +5pts
Multi-Melta +20pts

D
Replace Pistol:
Flamer +10pts
Meltagun +15pts
Replace Hand Weapon:
Power Weapon +5pts

E
Replace Carbine:
Pistol Free
Linked Carbine +5pts
Simmer Shield
(Armor(+1) once per game)
+10pts
Take one:
Hand Weapon +5pts
Power Weapon +10pts

F
Replace Pistol/Assault Rifle:
Assault Cannon +10pts
Take one:
Hand Weapon +5pts
Power Weapon +10pts

G
Replace Plasma Pistol:
Gravgun +5pts
Linked Plasma Pistol +5pts
Take one:
Linked Hand Weapon +10pts
Linked Power Weapon +15pts

H
Replace up to two Power Weapons:
Force Shield
(Armor(+1) once per game)
Free
Ghost Axe (Power Fist) +5pts





I
Replace Grav Pistol:
Assault Cannon +5pts
Meltagun +10pts
Replace Power Fist:
Power Fist (Rending) +5pts
Take one:
Zap!(D3) +10pts

J
Replace Missile Launcher:
Plasma Cannon Free
Battle Cannon +30pts

K
Take up to two:
Flamer (may take 2x) +20pts
Take one:
Ghost Glaive (Dreadnought Fist) +25pts

L
Take up to two:
Assault Cannon (may take 2x) +20pts
Heavy Bolter (may take 2x) +45pts
Linked Heavy Bolter
(may take 2x)
+55pts
Plasma Cannon (may take 2x) +60pts
Missile Launcher (may take 2x) +80pts

Army Special Rules
Focus: This model may move up to 3” after
shooting.
Weapon Platform: This model may only be
deployed as part a Guardians unit, it has no
close combat attacks and is removed from
play if it is the last model remaining in the
unit.
Chaos Space Marines
Name Size Quality Equipment Special Rules Upgrades Cost
Chaos Lord 1 3+ Pistol, Hand Weapon Fearless, Hero A, B, C 35pts
Terminator Lord 1 3+ Linked Assault Rifle, Power Weapon Fearless, Hero, Tough A, B, C, G 70pts
Sorcerer 1 3+ Pistol, Force Weapon Zap!(D3) A, B, C 35pts
Zombies 5 6+ Hand Weapons (2x each) Zombie - 30pts
Cultist Cut-throats 3 5+ Pistols, Hand Weapons - F 30pts
Cultist Gangers 3 5+ Assault Rifles - F 30pts
Chaos Marine 1 3+ Assault Rifle - A,B,C,D,E 20pts
Chaos Chosen 1 3+ Pistol, Hand Weapon Fearless, Furious B 25pts
Possessed Marine 1 3+ Hand Weapon Mutations , Fast, Fearless - 25pts
Metal Marine 1 3+ Sonic Guitar (Assault Cannon) Fearless I 30pts
Raptor 1 3+ Pistol, Hand Weapon Deep Strike, Fast, Flying A, B, C, D 25pts
Terminator 1 3+ Linked Assault Rifle, Power Weapon Tough A, B, C, G 55pts
Mutilator 1 3+ 2x Power Fist Deep Strike, Tough A 65pts
Obliterator 1 3+ Linked Flamer, Power Fist Deep Strike, Heavy, Tough A, E 70pts
Chaos Biker 1 3+ Pistol, Hand Weapon Mount (Bike) A, B, C, D 30pts
Bike - - Linked Assault Rifle Fast - -
Chaos Spawn 1 4+ Power Fist Fearless, Furious, Tough A 40pts
Daemon Prince 1 2+ Dreadnought Fist Rare, Tough A, H 75pts
Helbrute 1 3+ Linked Heavy Bolter, Power Fist Rare, Tough J 100pts

A
Take one:
Slaanesh (+3” movement) +5pts
Khorne (+1 attack when assaulting) +5pts
Tzeentch (Zap!(D2), if Sorcerer
then upgrade to Zap!(D6))
+10pts
Nurgle (Armor(+1) once per game) +15pts

B
Replace Pistol/Assault Rifle/
Linked Assault Rifle:
Plasma Pistol +10pts
Take one or Replace Hand Weapon:
Hand Weapon +5pts
Power Weapon +10pts
Power Fist +15pts

C
Replace Pistol/Linked Assault Rifle:
Assault Rifle +5pts
Linked Assault Rifle +10pts
Take one Assault Rifle attachment:
Combi-Flamer +5pts
Combi-Meltagun +5pts
Combi-Plasmagun +10pts

D
Replace Pistol/Assault Rifle:
Flamer +10pts
Meltagun +15pts
Plasmagun +30pts

E
Take one or Replace Assault Rifle:
Heavy Bolter +35pts
Missile Launcher +65pts
Autocannon +65pts
Lascannon +95pts

F
Replace Pistol/Assault Rifle:
Shotgun +5pts
Flamer +10pts
Heavy Bolter +15pts

G
Replace Linked Assault Rifle:
Heavy Flamer +10pts
Linked Heavy Bolter +35pts

H
Take any:
Wings (Fast, Flying) +10pts
Zap!(D6) +30pts







I
Replace Sonic Guitar:
Doom Amp (Heavy Flamer) +5pts
Sonic Bass (Battle Cannon) +80pts

J
Replace Linked Heavy Bolter:
Dreadnought Fist Free
Multi-Melta Free
Plasma Cannon +5pts
Linked Lascannon +75pts
Replace Power Fist:
Dreadnought Fist +5pts
Missile Launcher +50pts
Take up to two Dreadnought Fist
attachments:
Linked Assault Rifle
(may take 2x)
+10pts
Heavy Flamer (may take 2x) +20pts

Army Special Rules
Mutations: Whenever this model fights in
close combat, roll one dice before combat
starts. On a 1-2 the model has First Strike, on
a 3-4 the model has Rending, and on a 5-6 the
model has +1 attack.
Zombie: This model automatically passes all
morale tests and may never move more than
6” at a time.
Tau
Name Size Quality Equipment Special Rules Upgrades Cost
Commander 1 3+ 2x Gravgun Crisis Suit, Hero, Support A, B 95pts
Cadre Fireblade 1 4+ Rifle, Power Fist, Markerlight Hero, Support A 40pts
Ethereal 1 4+ - Hero, Inspirational D 50pts
Kroot Carnivores 2 5+ Assault Rifles, Hand Weapons Scout - 30pts
Kroot Hounds 3 5+ Hand Weapons Scout - 35pts
Krootox Rider 1 5+ Assault Rifle Mount (Krootox), Scout, Tough - 45pts
Krootox - - Multi-Laser, Krootox (Hand Weapon) - - -
Vespid 1 4+ Carbine Fast, Flying - 20pts
Fire Warrior 1 4+ Rifle Support A, C 20pts
Pathfinder 1 4+ Carbine, Markerlight Scout, Support A, F 20pts
Stealth Suit 1 3+ Gravgun Deep Strike, Flying, Scout, Support A, C, E 40pts
Xv8 Crisis Suit 1 3+ 2x Gravgun Crisis Suit, Support, Tough A, B 85pts
Xv88 Broadside 1 3+ Linked Battle Cannon, Linked Plasma
Cannon
Rare, Support, Tough A, G 225pts
Gun Drone Squad 2 4+ Linked Carbines Flying, Support A 40pts
Sniper Drone Team 2 4+ Sniper Rifles, Markerlights Controller, Flying, Support - 70pts
Marker Drone 1 X+ Markerlight Drone - -
Inhibitor Drone 1 X+ - Drone, Inhibitor - -
Accelerator Drone 1 X+ - Accelerator, Drone - -
Recon Drone 1 X+ Assault Cannon Beacon, Drone - -
Gun Drone 1 X+ Linked Carbine Drone - -
Shield Drone 1 X+ Force Shield (one friendly model within 3”
gets Armor(+1) once per game)
Drone - -
Support Drone 1 X+ Plasma Cannon Drone - -

A
Take up to two:
Marker Drone (may take 2x) +15pts
Gun Drone (may take 2x) +20pts
Shield Drone (may take 2x) +25pts
Support Drone (may take 2x) +60pts

B
Replace up to two Gravguns:
Assault Cannon (may take 2x) Free
Flamer (may take 2x) Free
Linked Flamer (may take 2x) +5pts
Multi-Melta (may take 2x) +20pts
Plasma Cannon (may take 2x) +30pts

C
Take one:
Beacon +5pts
Markerlight +5pts

D
Take one:
Hand Weapon +5pts
Power Weapon +10pts

E
Replace Gravgun:
Multi-Melta +20pts

F
Replace Carbine:
Rifle +5pts
Sniper Rifle (Scope) +25pts
Take one:
Inhibitor Drone +10pts
Accelerator Drone +10pts
Recon Drone +25pts

G
Replace Linked Battle Cannon:
2x Linked Plasma Cannon Free
Take one:
Seeker Missile +15pts













Army Special Rules
Accelerator: All weapons of models in this
unit have +6” range.
Controller: Place a marksman model next to
this unit as long as it is alive. All models in this
unit have the Scope special rule, however if
the unit ever takes hits in close combat
remove the marksman model and the models
no longer have the Scope special rule.
Crisis Suit: This model has the Deep Strike
and Flying special rules, and it may fire all of
its weapons when using a Hold action.
Drone: This model is deployed as part of any
unit that buys it as an upgrade (may not be
deployed outside of other units), and has the
same Quality value as the upgrading unit.
Inhibitor: Enemy units assaulting models in
this unit reduce their movement by 3”.
Inspirational: Frienldy non-rare models
within 6” get +1 dice to shooting, +1 dice to
blocking and have the Fearless special rule.
Markerlight: Models may shoot a
markerlight like a normal weapon with 36”
range. If hit the target model does not roll to
block, nor is it removed as a casualty. Instead
place 1 markerlight counter on it, which stays
until the end of the round. When the model is
being shot at you may remove up to 3
markers, and add as many dice to shooting as
markers you removed. Note that units may
not benefit from their own markerlights when
shooting.
Seeker Missile (Combi-Missile
Launcher): If this weapon is fired at a model
with markerlight counters, you may fire this
weapon at it even if it is not within line of
sight by removing one markerlight counter.
Support: This model gets +1 dice to shooting
when using a Guard action.
Necrons
Name Size Quality Equipment Special Rules Upgrades Cost
Necron Lord 1 3+ Power Weapon, Shotgun Hero, Robot A 35pts
Destroyer Lord 1 3+ Power Weapon Hero, Flying, Robot A 35pts
Cryptek 1 3+ Power Weapon, Shotgun Robot, Zap!(D3) A 45pts
Warrior 1 3+ Assault Rifle (Rending) Robot - 30pts
Immortal 1 3+ Assault Rifle (Rending) Robot, Tough B 55pts
Flayed One 1 3+ Power Weapon Deep Strike, Robot, Scout - 30pts
Deathmark 1 3+ Sniper Rifle (Scope) Deep Strike, Robot - 50pts
Lynchguard 1 3+ Power Weapon Robot C 25pts
Praetorian 1 3+ Flamer, Power Weapon Fearless, Flying, Robot D 45pts
Scarab Swarm 1 5+ Power Weapon (Rending) Fearless, Tough - 25pts
Wraith 1 3+ Power Weapon Fast, Fearless, Flying , Tough F 50pts
C’tan Shard 1 3+ Power Fist Fearless, Necrodermis, Tough I 50pts
Destroyer 1 3+ Assault Cannon (Rending) Flying, Robot H 40pts
Blade Rider 1 3+ Assault Rifle (Rending) Mount (Tomb Blade), Robot - 45pts
Tomb Blade - - Linked Assault Rifle (Tesla) Fast, Flying G -
Spyder 1 3+ Hand Weapon Hive, Rare, Tough E 100pts
Stalker 1 3+ Multi-Melta Rare, Tough H 85pts

A
Replace Power Weapon:
Power Weapon (Rending) +5pts
Take one:
Shotgun +10pts
Take any:
Combi-Power Fist +5pts
Mindshackle Scarabs +10pts
Weave (Armor(+1) once per game) +10pts
Resurrection Orb (reanimates on a
4+ instead of a 5+)
+10pts
Tachyon Arrow (Combi-Lascannon) +25pts

B
Exchange Assault Rifle (Rending):
Assault Rifle (Tesla) Free

C
Take one:
Dispersion Shield
(Armor(+1) once per game)
+10pts

D
Replace Flamer and Power Weapon:
Shotgun and Power Weapon (Gauss) Free

E
Take one:
Linked Assault Cannon +20pts

F
Take any:
Whip Coil (Strikes First) +5pts
Shotgun +10pts
Heavy Flamer +20pts

G
Replace Linked Assault Rifle (Tesla):
Linked Assault Rifle (Rending) Free
Assault Cannon +5pts
Take any:
Nebuloscope (Scope) +5pts
Shield Vane (Armor(+1)) +10pts

H
Replace Assault Cannon/Multi-Melta:
Lascannon +70pts
















I
Take up to two:
Grand Illusion (may redeploy D3
units after scout moves are made)
+5pts
Sentient Singularity (enemies
automatically scatter when deep
striking within 18”)
+5pts
Lord of Fire (enemies firing flamer
and melta weapons within 12”
attack themselves on a roll of 1)
+5pts
Swarm of Spirit Dust
(Armor(+1) once per game)
+10pts
Times Arrow (Strikes First even
against units with Strikes First)
+10pts
Entropic Touch (Rending) +10pts
Gaze of Death (+D6 melee attacks) +15pts
Writhing Worldscape (all enemies
moving in terrain roll a die and
take one automatic hit on a 5+)
+15pts
Pyreshards (Gravgun) +20pts
Moulder of Worlds
(Grenade Launcher)
+30pts
Transdimensional Thunderbolt
(Multi-Melta)
+40pts

Army Special Rules
Hive: As long as this model is not in close
combat, you may target a friendly scarab
swarm unit within 6” during its activation. Roll
one die, on a 4+ add a scarab swarm model to
that unit.
Mindshackle Scarabs: Every time an
enemy model is about to strike this model in
close combat, it must take a morale test. If
failed it deals D3 hits to itself before striking.
Necrodermis: If this model is killed all
models within 3” suffer D3 automatic hits.
Robot: Whenever this model would be
removed as a casualty roll one die, on a 5+
the model is immediately reanimated. This
model has the Strikes Last special rule.
Tesla: For every 6 rolled when firing this
weapon you may roll one additional shot.
Tyranids
Name Size Quality Equipment Special Rules Upgrades Cost
Hive Tyrant 1 2+ Dreadnought Fist Hero, Rare, Synapse, Tough, Zap!(D6) A,C,D,E,H 130pts
Tyrant Guard 1 2+ Power Fist (Rending), Lash Whip (Strikes First) Tough A, E, F 80pts
Tyranid Prime 1 3+ Carbine, Power Fist Hero, Synapse, Tough A, B, E 80pts
Tyranid Warrior 1 3+ Carbine, Hand Weapon Synapse A, B 35pts
Genestealer 1 4+ Hand Weapon (Rending) Fast, Scout A, E 20pts
Termagants 3 5+ Pistols - A, G 25pts
Hormagaunts 3 5+ Hand Weapons Fast A 25pts
Gargoyles 2 5+ Pistols Fast, Flying A 25pts
Ripper Swarms 3 6+ Power Weapons Fearless, Tough A, I 35pts
Skyslasher Swarms 3 6+ Power Weapons Fearless, Flying, Tough A, I 45pts
Hive Guard 1 4+ Multi-Melta (Indirect), Hand Weapon Tough A 65pts
Zoanthrope 1 4+ - Synapse, Tough, Zap!(D2) - 50pts
Venomthrope 1 4+ Hand Weapon (Toxin), Lash Whip (Strikes First) Tough - 35pts
Lictor 1 4+ Pistol, Power Weapon (Rending) Fast, Scout, Tough - 45pts
Shrike 1 4+ Carbine, Power Weapon Fast, Flying, Tough A, B 40pts
Raveners 1 4+ Power Weapon Deep Strike, Tough G 40pts
Biovore 1 4+ Hand Weapon Mine Launcher, Tough - 85pts
Spore Mines 3 6+ - Deep Strike, Fearless, Spore Mine - 20pts
Pyrovore 1 3+ Heavy Flamer, Dreadnought Fist Acid Blood, Tough - 75pts
Carnifex 1 3+ Dreadnought Fist Fearless, Tough A, C, E 55pts
Trygon 1 3+ Grav Pistol, Dreadnought Fist Devour, Fast, Rare, Tough A, E 95pts
Mawloc 1 3+ Dreadnought Fist Devour, Fast, Rare, Tough A, E 80pts

A
Take any:
Adrenal Glands (Furious) +5pts
Toxin Sacs (Toxin) +10pts

B
Take any:
Lash Whip (Strikes First) +10pts
Power Fist (Rending) +20pts

C
Take one:
Linked Carbine +10pts
Linked Gravgun +25pts
Multi-Laser +45pts
Plasma Cannon +60pts

D
Take one:
Flamer +15pts
Flamer (Rending) +20pts
Heavy Flamer +20pts

E
Take any:
Power Weapon +15pts
Power Fist +20pts
Gravgun +25pts

F
Take one:
Dreadnought Fist +25pts

G
Take one or Replace Pistol:
Linked Pistol +5pts
Carbine +5pts
Shotgun +5pts
Gravgun +15pts

H
Take one:
Wings (Flying) +10pts

I
Take any:
Linked Pistol +5pts
Deep Strike +10pts










Army Special Rules
Acid Blood: If this model is killed in close
combat the enemy model takes D3 automatic
hits.
Adrenal Glands: Every model in this unit
gets +1 die to close combat when assaulting.
Devour: This model may enter the game via
Deep Strike, and you may place its marker
even on top of enemy models. After rolling
for scatter, any model within 3” of the marker
takes D3 automatic hits. Resolve the hits as if
they were shooting attacks, and place
surviving models in base contact with the
deep striking unit.
Mine Launcher: This model may spawn a
Spore Mines unit with D3 models instead of
firing its weapons. Place a marker up to 48”
away from this unit and at least 6” away from
enemy models, and roll one dice. On a 2+
place the spawned unit on the position of the
marker, however on a 1 your opponent may
place the unit anywhere within 6” of the
marker.
Spore Mine: This model may never move
more than 6” at a time, and when assaulting
or being assaulted the enemy model takes D3
automatic hits and this model is removed as a
casualty. If this model takes any wounds it is
immediately put out of action.
Synapse: Friendly models within 12” have
the Fearless special rule and automatically
pass morale tests when fleeing.
Toxin Sacs: Every model in this unit gets +D2
dice when attacking non-vehicle/walker units
in close combat.
Dark Eldar
Name Size Quality Equipment Special Rules Upgrades Cost
Archon 1 4+ Pistol (Poison), Power Fist Fast, Fearless, Hero, Pain A, C, E 30pts
Succubus 1 4+ Pistol (Poison), Hand Weapon Drugs, Fast, Hero, Pain A, B, C 30pts
Haemonculus 1 4+ Pistol (Poison), Hand Weapon Drugs, Hero, Pain A, C, I 30pts
Medusae 1 4+ Heavy Flamer Fast, Pain - 30pts
Lhamaean 1 4+ Pistol (Poison), Hand Weapon (Poison) Fast, Pain - 25pts
Sslyth 1 4+ Carbine (Poison), Power Weapon Fast - 25pts
Ur-Ghul 1 4+ Power Weapon Fast, Furious - 20pts
Warrior 1 4+ Assault Rifle (Poison) Fast, Pain A, C, G 20pts
Wych 1 4+ Pistol (Poison), Hand Weapon Drugs, Fast, Pain A, B, C 25pts
Trueborn 1 4+ Assault Rifle (Poison), Hand Weapon Fast, Pain A, C, G 25pts
Hekatrix Bloodbride 1 4+ Pistol (Poison), Power Weapon Drugs, Fast, Pain A, B, C 30pts
Incubus 1 3+ Power Weapon Fast, Pain A 20pts
Grotesque 1 4+ Power Weapon Drugs, Tough, Pain A, I 35pts
Wrack 1 4+ Power Weapon (Poison) Drugs, Pain A, I 20pts
Mandrake 1 4+ Power Weapon Fast, Pain, Scout - 20pts
Harlequin 1 3+ Grav Pistol, Power Fist Fast, Furious F 40pts
Clawed Fiend 1 4+ Power Fist Eating Frenzy, Furious, Tough - 40pts
Razorwing Flock 1 4+ Power Weapon Eating Frenzy, Flying, Tough - 35pts
Khymeras 1 4+ Power Weapons Eating Frenzy - 30pts
Scourge 1 4+ Carbine (Poison) Fast, Flying, Pain A, C, G 20pts
Hellion 1 4+ Carbine (Poison), Power Weapon Drugs, Fast, Flying, Pain A 30pts
Reaver 1 4+ Pistol (Poison), Hand Weapon Drugs, Mount (Jetbike), Pain A, C 35pts
Jetbike - - Assault Rifle (Poison) Fast, Flying H -
Talos Pain Engine 1 3+ Linked Heavy Bolter (Poison),
2x Power Fist
Rare, Tough, Pain D 125pts
Cronos Parasite Engine 1 3+ Heavy Flamer, Power Fist Rare, Tough, Share Pain - 85pts

A
Take one or Replace Hand Weapon/
Power Weapon:
Hand Weapon (Poison) +10pts
Power Weapon (Poison) +15pts
Power Fist (Poison) +20pts
Replace Pistol/Carbine/Assault Rifle:
Flamer +10pts

B
Replace Hand Weapon/Power Weapon:
Linked Hand Weapon +5pts
Linked Power Weapon +15pts
Hydra Gauntlets
(D6 melee attacks)
+15pts

C
Replace Pistol/Carbine/Assault Rifle:
Meltagun +10pts
Multi-Melta +25pts

D
Take one:
Chain Flail (Toxin) +5pts
Power Fist +15pts
Replace one Power Fist:
Linked Heavy Flamer +10pts
Replace Linked Heavy Bolter (Poison):
Multi-Melta Free

E
Replace Power Fist:
Power Weapon (Toxin) Free
Take any:
Drugs +5pts
Ghostplate
(Armor(+1) once per game)
+10pts
Clone Field (Armor(+D3) against
melee attacks once per game)
+10pts

F
Replace Grav Pistol:
Assault Cannon +5
Meltagun +10pts
Replace Power Fist:
Power Fist (Rending) +5pts
Take one:
Zap!(D3) +10pts







G
Replace Carbine/Assault Rifle:
Grav Pistol Free
Heavy Bolter (Poison) +25pts
Plasma Cannon +30pts

H
Take one:
Cluster Caltrops
(Power Weapon, attacks one
enemy model it moved over)
+20pts

I
Take one or Replace Pistol:
Heavy Flamer +15pts
Sniper Rifle (Poison, Scope) +35pts

Army Special Rules
Eating Frenzy: Place a beastmaster model
next to this model as long as it is alive. Once
per game you may remove the beastmaster
model to gain +D3 melee attacks, however
the model has Quality 6+ when taking morale
tests for the rest of the game.
Drugs: This model starts the game with one
Pain marker.
Pain: Every time this model kills an enemy
model, place a Pain marker next to it. If the
model has 1 Pain marker it gains Fearless, if it
has 2 it gains Furious, and if it has 3 or more it
gains Armor(+1) once per game.
Share Pain: This model has the Pain ability
and whenever it kills one or more enemy
models in close combat you may either place
a Pain marker on it, or on a friendly model
within 12”.
Sisters of Battle / Adepta Sororitas
Name Size Quality Equipment Special Rules Upgrades Cost
Canoness 1 3+ Pistol, Hand Weapon Faith(Passion),Fearless, Hero, Martyr A, B 45pts
Ministorum Priest 1 4+ Pistol, Hand Weapon Fearless, Hero, Martyr A, B 30pts
Arco Flagellant 1 4+ Power Fist - - 20pts
Cult Assassins 2 4+ Power Weapons Fast - 30pts
Crusader 1 4+ Power Weapon Tough - 35pts
Battle Sister 1 4+ Assault Rifle Faith(Light) A, C, D 20pts
Dominion Sister 1 4+ Assault Rifle Faith(Fusillade), Scout A, C 20pts
Inferno Sister 1 4+ Heavy Flamer Faith(Guidance) A, C 30pts
Retributor Sister 1 4+ Heavy Bolter Faith(Guidance) A, C 40pts
Annihilator Sister 1 4+ Multi-Melta Faith(Guidance) A, C 45pts
Seraphim 1 3+ Linked Pistol Faith(Deliver), Flying A, E 25pts
Celestian 1 3+ Assault Rifle Faith(Hand) A, C, D 25pts
Repentia Sister 1 3+ Power Fist Faith(Martyr Spirit), Fast, Fearless,
Furious
F 35pts
Penitent Engine 1 4+ 2x Dreadnought Fist, 2x Heavy Flamer Furious, Rare, Tough - 100pts

A
Replace Pistol/Assault Rifle/Heavy Flamer:
Shotgun +5pts
Assault Rifle +5pts
Linked Assault Rifle +10pts
Flamer +10pts
Plasma Pistol +10pts
Meltagun +15pts
Take one Assault Rifle attachment:
Combi-Assault Rifle (Linked and
Q2+ against models with Zap!)
+5pts
Combi-Flamer +5pts
Combi-Meltagun +10pts
Combi-Plasmagun +10pts
Take one or Replace Hand Weapon:
Hand Weapon +5pts
Power Weapon +10pts
Power Fist +15pts

B
Replace Pistol:
Plasmagun +30pts
Take one:
Rosarius
(Armor(+1) once per game)
+10pts

C
Take one:
Chirurgeon’s Tools
(Armor(+1) once per game)
+10pts
Simulacrum
(use Faith twice per game)
+10pts
Hailer (models within 6” re-roll
failed Faith rolls)
+10pts
Standard (friendly models within
6” get Fearless)
+10pts

D
Replace Assault Rifle:
Heavy Flamer +15pts
Heavy Bolter +30pts
Multi Melta +30pts

E
Replace Linked Pistol:
Linked Flamer +15pts
Linked Meltagun +20pts

F
Replace Power Fist:
Linked Power Fist +5pts














Army Special Rules
Faith(X): Once per game, when you activate
this model, you may try to use its act of faith.
Roll one dice, and if you score the model’s
Quality value or higher the model receives a
bonus until the end of the round:
Act of Faith Effect
Deliver The model gets Linked Hand
Weapons.
Fusillade The model gets +1 dice to
shooting.
Guidance All shots are Rending.
Hand The model gets the Furious
special rule.
Light The model may re-roll failed
hits.
Martyr Spirit The model gets Armor(+1)
once.
Passion The model may re-roll failed
hits in close combat.

Martyr: If this model is killed all friendly
models automatically score their Quality
value when rolling for Faith until the end of
this round.
Daemonhunters / Grey Knights
Name Size Quality Equipment Special Rules Upgrades Cost
Brotherhood
Champion
1 3+ Linked Assault Rifle, Force Weapon (Toxin) Aegis, Fearless, Hero, Tough, Zap!(D3) - 90pts
Inquisitor 1 4+ Pistol, Hand Weapon Hero A, C 25pts
Librarian 1 3+ Pistol, Force Weapon Aegis, Fearless, Zap!(D3) A, B 40pts
Techmarine 1 3+ Pistol, Power Fist Fearless, Tough C 55pts
Arco Flagellant 1 4+ Power Fist - - 20pts
Banisher 1 4+ Pistol, Power Weapon - - 20pts
Crusader 1 4+ Power Weapon Tough - 35pts
Daemonhosts 2 4+ Power Weapons - - 30pts
Servitor 1 4+ Power Fist - D 20pts
Jokaero 1 4+ Linked Hand Weapon Tough E 30pts
Mystics 2 4+ Pistols Beacon - 25pts
Psyker 1 4+ Pistol Zap!(D3) - 20pts
Acolytes 2 4+ Pistols, Hand Weapons - B, C 30pts
Striker 1 3+ Linked Assault Rifle, Force Weapon Aegis, Deep Strike, Fearless, Zap!(D3) F 50pts
Grey Knights
Terminator
1 3+ Linked Assault Rifle, Force Weapon Aegis, Deep Strike, Fearless, Tough,
Zap!(D3)
F 75pts
Callidus Assassin 1 3+ Heavy Flamer, Power Fist (Rending) Fast, Fearless - 55pts
Vindicare Assassin 1 3+ Sniper Rifle (Scope), Plasma Pistol, Power Fist Fast, Fearless - 75pts
Eversor Assassin 1 3+ Pistol (Poison), Linked Power Fist (Toxin) Fast, Fearless, Furious - 50pts
Culexus Assassin 1 3+ Linked Shotgun (Scope), Power Fist Fast, Fearless, Scout - 45pts
Dreadnought 1 3+ Linked Heavy Flamer, Dreadnought Fist, Linked
Assault Rifle
Aegis, Rare, Tough H 115pts
Dreadknight 1 2+ 2x Dreadnought Fist Aegis, Deep Strike, Rare, Tough,
Zap!(D3)
G 120pts

A
Replace Pistol:
Pistol (Poison) +5pts
Assault Rifle (Linked and Q2+
against models with Zap!)
+10pts
Sniper Rifle (Scope) +25pts
Heavy Flamer (Torrent) +30pts
Plasmagun (Rending) +35pts
Lascannon +90pts
Replace Hand Weapon:
Hand Weapon (Poison) +5pts
Take any:
Zap!(D3) +10pts
3x Servo-Skull +10pts
Power Armor
(Armor(+1) once per game)
+10pts
Terminator Armor
(Armor(+1) twice per game)
+20pts

B
Replace Pistol:
Flamer +10pts
Meltagun +15pts
Plasmagun +30pts
Take one:
Shield (Armor(+1) once per game) +10pts

C
Replace Pistol:
Assault Rifle +5pts
Linked Assault Rifle +10pts
Plasma Pistol +10pts
Take one Assault Rifle attachment:
Combi-Flamer +5pts
Combi-Meltagun +10pts
Combi-Plasmagun +10pts
Replace Hand Weapon:
Force Weapon +5pts
Power Fist +10pts

D
Replace Power Fist:
Heavy Bolter +15pts
Multi-Melta +20pts
Plasma Cannon +25pts

E
Take one:
Heavy Flamer +15pts
Multi-Melta +30pts
Lascannon +70pts




F
Replace Linked Assault Rifle:
Assault Cannon (Rending) +15pts
Heavy Flamer (Torrent) +25pts
Plasmagun (Rending) +30pts
Replace Force Weapon:
Power Fist +5pts
Linked Force Weapon +5pts
Warding Stave (Armor(+1) in
melee once per game)
+5pts
Halberd (Strikes First) +10pts
Banner (friendly models within 3”
get +1 attack in melee)
+10pts
Take one:
Teleporter +5pts

G
Take up to two:
Linked Assault Cannon (Rending) +35pts
Linked Heavy Flamer (Torrent) +50pts
Linked Plasmagun (Rending) +60pts
Take any:
Teleporter +10pts
Linked Dreadnought Fist +30pts
Linked Dreadnought Fist (Rending) +35pts

H
Replace up to two Linked Assault Rifles:
Heavy Flamer (may take 2x) +10pts
Meltagun +10pts
Replace Linked Assault Rifle and
Dreadnought Fist:
Missile Launcher +35pts
Linked Autocannon +45pts
Replace Linked Heavy Flamer:
Assault Cannon (Rending) Free
3x Linked Assault Rifle +5pts
Dreadnought Fist and Linked
Assault Rifle
+5pts
Multi-Melta +10pts
Linked Heavy Bolter +15pts
Plasma Cannon +20pts
Linked Autocannon +50pts
Linked Lascannon +90pts
Take up to two:
Hunter-Killer Missile (Combi-
Missile Launcher, may take 2x)
+15pts
Take one:
Ironclad
(Armor(+1) once per game)
+10pts





Army Special Rules
Aegis: This model gets +1 dice to blocking
when defending against Zap! attacks.
Fortitude: This model immediately gets up
on a 3+ when stunned.
Servo-Skull: This model may be placed
anywhere outside of the enemy deployment
zone before deploying either force. Enemy
Scouts may not deploy within 12” of it, and it
has the Beacon special rule. This model may
not be attacked in any way, however if an
enemy model moves within 6” of it is
immediately removed from play.
Chaos Daemons
Name Size Quality Equipment Special Rules Upgrades Cost
Bloodthirster 1 2+ Grav Pistol, Dreadnought Fist Deep Strike, Flying, Furious, Hero,
Tough
- 100pts
Lord of Change 1 2+ Power Fist Deep Strike, Flying, Hero, Tough,
Zap!(2D6)
A 130pts
Great Unclean One 1 2+ Power Fist (Poison) Deep Strike, Hero, Tough, Zap!(D3) A 95pts
Keeper of Secrets 1 2+ Power Fist (Strikes First) Deep Strike, Fast, Hero, Tough, Zap!(D3) A 100pts
Herald of Khorne 1 4+ Power Weapon Deep Strike, Furious, Hero B 30pts
Herald of Tzeentch 1 4+ Hand Weapon Deep Strike, Fast, Flying, Hero, Zap!(D6) C 45pts
Herald of Nurgle 1 4+ Hand Weapon (Poison) Deep Strike, Hero D 25pts
Herald of Slaanesh 1 4+ Hand Weapon (Strikes First) Deep Strike, Fast, Hero F 30pts
Bloodletters 2 4+ Hand Weapons Deep Strike, Furious E, G 35pts
Pink Horrors 2 4+ - Deep Strike, Horror, Zap!(D3) E, H 45pts
Plaguebearers 2 4+ Fists/Claws (Poison) Deep Strike E, I 30pts
Daemonettes 2 4+ - Deep Strike, Fast E, J 25pts
Nurglings 1 5+ Power Fist Deep Strike, Scout, Tough - 25pts
Bloodcrusher 1 4+ Power Weapon Deep Strike, Fast, Furious E, G 20pts
Flamer 1 4+ Flamer, Hand Weapon Deep Strike, Fast, Flying, Zap!(D3) - 40pts
Beast 1 4+ Power Fist (Poison) Deep Strike - 25pts
Fiends 2 4+ Hand Weapons Deep Strike, Fast - 30pts
Flesh Hounds 2 4+ Hand Weapons Deep Strike, Furious, Scout - 35pts
Screamer 1 4+ Power Weapon (Rending), Slashing Attack
(Fists/Claws, attacks one enemy model it
moved over)
Deep Strike, Fast, Flying, Zap!(D3) - 40pts
Plague Drone Rider 1 4+ Hand Weapon Deep Strike, Mount (Plague Drone) E, I 20pts
Plague Drone - - Plague Drone (Fists/Claws) Fast, Flying K -
Seeker Rider 1 4+ Hand Weapon Deep Strike, Mount (Seeker) E, J 20pts
Seeker - - Seeker (Fists/Claws) Fast - -
Chaos Furies 2 4+ - Deep Strike, Flying L 30pts
Daemon Prince 1 2+ Dreadnought Fist Rare, Tough L, M 75pts

A
Upgrade Zap!(D3) to:
Zap!(D6) +15pts
Upgrade Zap!(2D6) to:
Zap!(3D6) +25pts

B
Take one:
Locus (+1 die when blocking Zap!
once per game)
+5pts
Locus (Furious) +5pts
Locus (Toxin) +10pts

C
Take one:
Locus (pink horrors within 3” deal
D6 hits when dying)
+5pts
Locus (+1 die when using Zap!) +10pts
Locus (+D6 melee attacks) +10pts

D
Take one:
Locus (Toxin) +10pts
Locus (enemies must re-roll for
poisoned attacks twice)
+10pts
Locus (Armor(+1) oncer per game) +10pts

E
Take one:
Chaos Icon (Beacon) +5pts

F
Take one:
Locus (Fast) +5pts
Locus (Strikes First even against
models with Strikes First)
+5pts
Locus (all melee attacks are Linked) +5pts

G
Take one:
Blood Banner (once per game move
+6” when assaulting)
+5pts

H
Take one:
Blasted Standard (once per game
may use Zap!(D3))
+10pts





I
Take one:
Plague Banner (once per game
enemies must re-roll for poisoned
attacks twice)
+5pts

J
Take one:
Rapturous Standard
(once per game get+D3 dice when
blocking melee attacks)
+10pts

K
Take one:
Linked Pistol (Poison) +5pts
Power Weapon (Rending) +10pts
Power Weapon (Poison) +10pts

L
Take one:
Slaanesh (+3” movement) +5pts
Khorne (+1 attack when assaulting) +5pts
Tzeentch (Zap!(D2)) +10pts
Nurgle (Armor(+1) once per game) +15pts

M
Take one:
Wings (Fast, Flying) +10pts
Zap!(D6) +30pts

Army Special Rules
Horror: If this model is killed in close combat
the enemy model takes D3 automatic hits.