Codex: New Frontiers Feral World: WS BS S 3 2 3 Savage 3 3 Adventurer 3 3 4 3 Veteran Adventurer 4 4 3 Leader 3 3 3 Hunter 3 2 3 Warrior 6 0 4 Small Dinosaur 6 0 5 Medium

Dinosaur 6 0 7 Large Dinosaur 3 2 5 Ogryn 4 0 4 Beast 3 2 3 Beastman 2 0 1 Swarm 4 3 3 Hero 5 3 4 Chieftain 3 4 3 Diviner 4 5 3 Major Diviner Sling: R12" Str 2 Ap -- Assault 1 Bow: R24" Str 2 Ap 6     Crystal Sword (+1 S, -2 to enemy saves in close combat) Shield: Gives a (6+) save or gives +1 to the save. Xeno Cavalry: Cavalry, +1 T, gives a 6+ save or gives +1 to your save. Hunters are armed with slings, may take either bows or poison darts. May take Horses, Xeno Cavalry, or Xeno Flier. May take Stealth, or Infiltrate, or Scouts, Move Through Cover, Acute Senses. Elites Choice. Squad size of 3-10. Warriors are armed with a dagger or some sort of sharp object. (CCW) May take shields which give a (5+) save, or an additional CCW. May take Horses, Xeno Cavalry, or Xeno Flier. May take Furious Charge, Fleet of Foot, Counter-Attack. Spears, which when thrown are R6" Str 3 Ap 6 Assault 1. Squad size of 5-30. Must take a Hero or a Chieftain. Diviner/Major Diviner may be taken as a secondary. squads may take Las/autoguns, flak armor. All Feral World weapons are considered "Primitive". Adventurers may not be taken as a compulsory troops choice, a Leader may not be a compulsory HQ. Large Dino: Heavy Support, Medium and Small Dinos=Elites. Maybe if you don't have a Diviner within 12", some sort of instinctual behavior ala Tyranids? T 3 3 3 3 3 3 4 6 7 5 3 4 3 3 4(3) 3 3 W 1 1 1 2 1 1 2 3 4 3 1 1 3 2 3 1 2 I 3 3 3 4 3 3 4 4 4 3 4 3 3 4 4 3 4 A 2 1 1 2 1 1 2 3 3 3 1 1 10 2 3 1 2 LD 6 7 8 8 7 7 9 9 9 7 6 6 10 8 9 7 8 SV -5+ 5+ 5+ ---6+ 5+ --------Points 2 5 8 20 4 3 22 65 85 25 6 5 25 15 34 20 45

Poison Darts: R6" Str 3 (Poisoned 5+) Ap 6 Assault 1

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HQ Choice: Tribal Chief WS BS S T W I A LD SV Points 4 3 3 3 2 4 2 8 (6+) 15 Hero 3 4 4(3) 3 4 3 9 (6+) 28 Chieftain 5 Composition: 1 Hero or Chieftain Weapons and Wargear: Primitive Armor, 2 Close combat weapons Special Rules: Independent Character, All Warriors within 6" use this model's leadership value. Options: Replace a CCW with:    Crystal Sword+12 Shield+2 Laspistol+1 May purchase: Head-dress+10    Furious Charge+15 Rage+5 Fleet of Foot+6    May take one of the following mounts: Horse+10 PPM Xeno Cavalry+25 PPM Xeno Flier+17 PPM May purchase: Flak Armor +2 Lasgun+1

A Headress means that all Warriors within 12" use this model's LD value instead

HQ Choice: Diviner (0-1) WS 3 4 BS 4 5 S 3 3 T 3 3 W 1 2 I 3 4 A 1 2 LD 7 8 SV --Points 20 35

Diviner Major Diviner

Composition: 1 Diviner or Major Diviner Weapons and Wargear: 1 Close Combat weapon Special Rules: Independent Character, Psyker. Witch Totem gives +2 to LD when taking psychic tests. Options: May choose one of the following psionic powers: Aura of Resistance, Cure Injury, Hammerhand, Mental Blow, Telekinesis, Teleport Aura of Resistance: Grants +1 to the model's invulnerable save or gives a 5+ invulnerable save. Cure Injury: One model within 6" (or this model) regains a lost wound. Hammerhand: The Diviner gets +2 Strength and all enemies get -2 to their saves. Mental Blow: One squad within 24" takes d3 Str 4 hits, no armor saves allowed Telekinesis: Choose one squad or vehicle within 18". You may move it 2d6" but the squad can't be moved off of the board. If the squad comes into contact with other models, both squads take Str X Ap Y hits, X being the toughness and Y being the armor save of the models. Vehicles are considered T8 Sv3+ for this power. If a vehicle hits another vehicle, consider it a ram. If a vehicle hits a squad because of this, consider it a tank shock. Teleport: The model (and any squad that it is in) may move to anywhere on the table it has line of sight to provided that it is not within 1" of an enemy or impassable terrain. It then scatters as if it had Deep Strike. May take one of the following mounts: May replace CCW with: Crystal Sword+12 or a  Horse+10 PPM Witch Totem+15  Xeno Cavalry+25 PPM Force Weapon+15 Xeno Flier+17 PPM May purchase: Psychic crystals+15 (may take an additional psychic power)

Troops Choices. Note that 0-1 troops choices (except Aliens) may take Lasguns for +1 PPM and 0-1 may take Flak Armor for +2 PPM. These could be artifacts from when the world was civilized. Troops Choice: Savages/Primitives WS BS S T W I 2 3 3 1 3 Savages/Primitives 3 Composition: 5-45 Savages Weapons and Wargear: Club or other blunt instrument (1 CCW) Special Rules: Options: May be armed with an additional CCW for +1 PPM Horse+3 PPM Xeno Cavalry+6 PPM Xeno Flier+5 PPM May take up to 1 of the following abilities for the cost listed: Furious Charge+2 PPM Rage+1 PPM Fleet of Foot+2 PPM A 2 LD 6 SV -Points 2

May take one of the following mounts:

Troops Choice: Warriors WS BS S T W I 2 3 3 1 3 Warrior 3 Composition: 5-30 Warriors Weapons and Wargear: Knife/dagger/sharp weapon (1 CCW) Special Rules: Options: May be armed with either shields for +1 PPM or an additional CCW for +1 PPM Replace CCW with Spear: +1 PPM Horse+3 PPM Xeno Cavalry+6 PPM Xeno Flier+5 PPM May take up to 1 of the following abilities for the cost listed: Furious Charge+2 PPM Counter Attack +1 PPM A 1 LD 7 SV -Points 3

May take one of the following mounts:

Troops Choice*: Aliens Perhaps while on this feral world, the Empire comes across a new species of aliens. Perhaps they are an advance force for an invasion? Perhaps they are scouting out the galaxy? Maybe they want peace but that's pretty doubtful because it looks like they're packing some military-grade weaponry. Maybe they just want you to get off of their metaphorical lawn. WS BS S T W I A LD SV Points D6 D6 D3+1 D3+1 1 D6 1 4+D6 5+ 5 Aliens Composition: 5-20 Aliens Weapons and Wargear: Lasgun, Flak Armor Special Rules: Before the beginning of deployment, roll 4d6 and 2d3. You will then apply the 4 d6 results to the stats that have a d6 and the 2 d3 results to the d3 slots. For example, say on the d6 you get a 1, a 5, a 4, and a 3. You could have the Alien have WS1, BS5, I4, and LD7. Same with the 2 d3's. if you get a 1 and a 3, you could have the alien be S2 and T4. Note that even though lasgun and bolter are used, they are supposed to be equivalents. Model them how you want, but let your opponent know. Use your imagination dammit! Options:  Replace lasgun with: Shuriken Catapult+1 PPM Bolter+2 PPM Pulse Rifle +3 PPM  Replace Flak Armor with: Carapace+2 PPM Powered Armor+4 PPM  The squad may take frag or krak grenades for +1 PPM  The squad may take: Laspistols+1 PPM Shuriken Pistol/Bolt Pistol+2 PPM The squad may also purchase a CCW for +1 PPM  Every 10th may replace their weapon with: Melta Gun/Plasma Gun+10 Flamer+5 Grenade Launcher+8 Heavy Stubber+10

The Aliens may be fleet of foot/hoof/whatever for +1 PPM. Or they may instead be like the reviled Pan Fo and hover above the ground and be Jump Infantry for +4 PPM.

*Note that Aliens may not be taken as a compulsory troops choice.

Composition: Weapons and Wargear: Special Rules: Options:

Medieval World: WS Footman 3 Knight 4 Soldier 3 BS 2 3 3 S 3 3 3 T 3 3 3 W 1 1 1 I 3 3 3 A 1 1 1 LD 6 8 7 SV (6+) (4+) (5+) Points

Parenthesis indicate that the model gets the save in close combat (unless of course against power weapons!) and also against "primitive" weapons but otherwise does not get a save.

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