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SQUAT SPECIAL RULES


ENGINEER: This unit can re-roll its attacks against a VEHICLE. When attacking a VEHICLE or a target with a Toughness above 5, the AP and
damage of the ENGINEER’s weapons are raised by 1
VENGEFUL BLOW: When this model is reduced to 0 wounds, he may test his Toughness. If this test is passed, he may immediately make a
melee or shooting phase, the attacks made during this phase automatically hit their targets.
WARP ANGELS: This unit may join tactical reserves instead of being placed on the battlefield. Each turn, this unit may either:
- enter play from tactical reserves within 6’’ from your battlefield edge, more than 9’’ from all enemy models at the end of your Movement phase
- forfeit its Shooting phase and leave the battlefield to enter tactical reserve if any of its model is within 1’’ from any battlefield’s edge

ARMY ORGANISATION
YOU MUST CHOOSE A FORCE ORGANISATION, EACH ONE BRINGING ITS OWN ORGANISATION AND RULES

THE BROTHERHOOD FORCE


Patrol, Battalion and Brigade Detachments may host any maximal amount of Heavy Supports choices.
For each HQ choice in your Force, one Brotherhood Warrior Squad may use the “Throng heart” rule (see Brotherhood Combat Squad)

BROTHERHOOD FORCE WARLORD TRAITS


1. WAVECRUSHER OATH: Once per game during your Movement phase, this CHARACTER may target one objective within 6’’. Until the
end of the game, this objective will at least be treated as controlled by a one model SQUAT HQ unit (though any player’s units may also try
to control it).
2. WARDER OF THE LAND: Enemy units must subtract -1 to the Hit rolls of their range weapons against SQUAT units within 6’’ of an
objective or of your battlefield’s edge.
3. CLAN VETERANS: Beside Hearthguards, Auxiliaries & UNIQUE models, members of one Brotherhood Combat Squad or Sappers unit
increase by +1 their BS and A characteristics. Gain 1 CP if the Force Warlord starts the game within 3’’ of this unit.
4. HOLD THE LINE! If this CHARACTER charged, was charged or made a heroic intervention, models in friendly units within 6’’ gain +1 A
during the next Fight phase.
5. INSIGHT OF THE ANCIENTS: The CHARACTER’s unit and one unit per SQUAT PSYKER in the army may make a free 6’’ Movement
when the first game turn begins. This CHARACTER may attempt one extra Deny the Witch during each game turn.
6. JUGGERNAUT: SQUAT units within 6’’ of this CHARACTER can fall back and charge in the same turn. Members of enemy units within 1’’
of this CHARACTER lessen by -1 their Ld and Sv characteristics until the end of the turn.
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THE GUILD EXPEDITIONARY FORCE


You may substitute Fast Attacks choices to Troop or Heavy Support choices to fulfil the requirements of any Detachment
Add +2‘’ to all your VEHICLE Move characteristics (to a maximum of 14’’). Once per HQ choice in your Force, you may grant the Warp
Angels rule to a (non-PLATFORM, non-SUPER HEAVY) unit
GUILD EXPEDITIONARY FORCE WARLORD TRAITS
1. PLANNED AIM: During your Shooting phase, designate one enemy unit within this CHARACTER line of sight. Until the beginning of the
next Squat turn, friendly units within 6’’ of this CHARACTER raise by +1 their Hit rolls when using range attacks against this target.
2. JUST A BLUR: If their Movement characteristic is lower than the one of their target, enemy models must subtract -1 to their range attack
Hit rolls against friendly units within 3’’ of this CHARACTER.
3. GUILD VETERANS: Non Auxiliary members of one Trike Team or Biker Host increase by +1 their BS and A characteristics. Gain 1 CP if
the Force Warlord starts the game within 3’’ of this unit.
4. SHADOW OF THE OVERLORD: At the end of the deployment phase, put one Overlord token (see Stormcaller p. 23) on one enemy unit
5. TACTICAL MASTERY: Friendly units within 6’’ of this CHARACTER may move up to half their M characteristic (rounded up) at the end of
each of the enemy’s Movement phase.
6. CURSORY STRATEGIST: If this CHARACTER is within 3’’ of an objective, no opposing units may contribute to secure it. Each time this
unit contributes to control an objective, the opponent may decide if you gain +1 extra VP or CP.

THE 600 LEAGUES


Numbers in brackets modifie the maximum of allowed auxiliary points in the chosen army (see Auxiliaries p. 20)
(any number of auxiliaries) NO LEAGUE ALLIEGEANCE
(-2) ARHIE: Treat your Plasma pistols, Plasma guns, Plasma cannons and Plasma executionners like Twin weapons
(-1) ARLEY: Your models may raise their BS characteristic by one rank when using a Meltagun or a Multi-melta. These weapons see their
Strength and AP characteristics reduced by one rank when used against your models
(-) BRUGGEN: Any 6+ you roll to Hit an enemy unit with a weapon with a range of at least 36’’ reduces by -1 the Leadership characteristic of
its members for the turn. Your INFANTRY units ignore the number of models slained by enemy range attacks to take Morale tests
(+1) GRINDEL: The Save characteristic of your non-VEHICLE models is raised by one rank against enemy’s range attacks whose Strength
does not exceed their Toughness. Roll one die each time one of your opponents spends a CP, on a roll of 6, gain one CP
(-) KAPELLAR: Treat your Heavy bolters like Heavy 4 weapons and their users raise their BS characteristic by one rank to use them. One non
CHARACTER / non Auxiliary / non named model without personal options in each INFANTRY unit may equip one for free
(+1) KASPELLAN: Your VEHICLES raise their BS characteristic by one rank and reduce by 10pts the price of one option they buy. Your non-
VEHICLE units within 3’’ of your VEHICLES may re-roll their failed Save rolls against enemy range attacks
(-2) MJOLNIA: When setting your Berserkers unit in play, definitively dispatch any BERSERKER amongst other INFANTRY, non-
CHARACTER units. Members of units homing one or more BERSERKER add 1’’ to their Move characteristic, members of enemy units within
1’’of these ones lower by D3 the Leadership characteristic during Morale phases
(-) SVALINN: When a SQUAT unit is charged, its members add +1 to their Attack characteristic for the next Fight phase. Members of
INFANTRY, SQUAT units with a Save characteristic of 4+ or worse receive a Combat shield for free. A Thane Defender may loose its
CHARACTER trait to deploy amongst a Throne Warden, Leviathan Guard or Hearthguard unit for 25pts beside options (this unit retains its
former type but also becomes a HQ unit)
(-1) THOR: The turn a unit uses the Subterranean assault rule, its Heavy weapons are treated like Assault weapons and its targets gain no
benefits from covers. Your Sappers have a BS characteristic of 3+. The Bridgehead stratagem may be used to befit to all Sapper units
(-) THUNGRIM: Your melee weapons never affect their user’s Hit rolls and your HEARTHGUARD models raise their WS characteristic by one
rank. Redeploy all objectives within 3’’ of their original positions before the first player’s Movement phase
(+2) IMPERIAL GUARD ABHUMAN REGIMENT (Brotherhood Force – your force must hosts no Spirits nor Psykers able to manifest
more than one power): The Imperial Advisor is a mandatory unit. All your Brotherhood Combat Squads use the Clan throng rule. Your Ogryn
Auxiliaries host 3 Ogryns at the cost of 2. Your Brotherhood Weapon Teams host 3 warriors per platform. If the Clan veterans Warlord trait
targets a unit of 12 members or less, their Save characteristic become 4+ and their Lasguns / Laspistols become “Hotshot” ones

SQUAT STRATAGEMS
FELL IN GLORY (1CP) Replace your dead HQ unit with a High Lordship objective. Until the end of the game, members of all
SQUAT units add +1 to the result of their Hit dice (and Wound dice if that HQ was a LORD) against enemy units within 6’’ of this objective.
At the end of each turn, this objective grants 1VP to the player controlling it

BRIDGEHEAD (1CP) Choose one of your units with the Fortified rule and set it on the Battlefield immediately after the deployment
zones have been determined. One of your INFANTRY units may later deploy within 6’’ of this one, ignoring all other deployment restrictions

GUARDIAN STRIKE (1CP) You may declare the use of this stratagem and target one of your units before the opponent
declares any charge. During this phase, all INFANTRY and BIKE units within 6’’ of the charged unit may fire Overwatch as if they were
themselves charged. If the unit you targeted is a HQ, unit participating to this Overwatch may re-roll their failed Hit rolls

TACTICAL INSIGHT (1CP) Once per game, before your turn begins, you may target one of your units in play. For the rest of the
game, this unit is treated as being 6’’ closer from all objectives and deployment zones if it hosts one HEARTHGUARD or one PSYKER

CLARITY (0-1CP) Target a SQUAT unit during your Shooting phase. For its duration, the ranges of this unit’s attacks are raised by
6’’ and negative effects affecting this unit’s attacks are nullified. This unit may attack if it fell back this turn or if there is an enemy unit within 1’’.
This stratagem costs 0PC if targetting a VEHICLE in a Guild Expeditionary Force.

STONECLEAVING BARRAGE (2CP) Unless you are the first player to play, you may initiate a bombardment at the start of
the first battle round. Roll 1D6 for each non-transported enemy unit in play. On a roll of 6, that unit suffers D3 mortal wounds

FOR THE CLAN ! (1CP) Target one SQUAT non-VEHICLE unit during the Fight phase. Until the beginning of your next turn,
members of that unit gain the Vengeful blow rule or add +1 to the damage dealt by Vengeful blow if they already had this rule

DEFIANT BLOCADE (1-2CP) Once per game during your Movement phase, deploy up to four Twin boltgun Sentinels, each
within 6’’ of distinct units you control and more than 1’’ from opposing units. Each Sentinel is armed with a Twin plasmagun if 2CP were spent

SUPERIOR EQUIPMENT (1/3 of your total CP, rounded down) From the beginning of the game and until
its end, you can re-roll a single failed hit roll and a single failed wound roll made by a SQUAT unit each time it shoots or fights.

V-TWIN BROTHERS (2CP) Once per game when a Biker Host, Trike Team or Windslicer unit is set up in play using the Warp
Angels rule, it may re-gain up to 2D6 wounds it previously lost (with all equipment it was fitted with when the game began)
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HQ UNITS
LORD
CHARACTER, INFANTRY, LORD SQUAT, IMPERIUM
Unit composition: Lord M WS BS S T W A Ld Sv

LORD 150pts 4’’ 2+ 3+ 3 5 6 3 9 2+

ABILITIES
Defensive stance: Members of all SQUAT faction units within 6’’ of the Lord may never be hit in Melee on rolls below 4
Vengeful blow
WARGEAR
The Lord comes into play with an Exo-armour, a Storm shield, and a Runic Thunder hammer
OPTIONS
The Lord may replace his Storm shield with Spitecliff for 25pts The Lord may equip Andvaranaut for 60pts
Andvaranaut: The Lord adds +1 to his Wounds and Attack characteristics and may re-roll his failed Hit and Wound rolls. Members of all
friendly SQUAT faction units within 6’’ of the Lord subtract 2 to their Leadership characteristic
Spitecliff: This Storm shield grants the Lord a 3+ invulnerable save and subtracts 2 from the Strength of all attacks made against him

BOSCO de CRANGOR
CHARACTER, INFANTRY, BOSCO SQUAT, IMPERIUM, PIRATE, REAVER
UNIQUE Unit composition: Bosco M WS BS S T W A Ld Sv

BOSCO 90pts 4’’ 3+ 3+ 3 4 4 4 8 4+

ABILITIES
Sneaky bastards:This unit may deploy anywhere on the battlefield that it is more than 1’’ away from enemy
units
Reaver: If an enemy CHARACTER within 12’’ is reduced to 0 wounds, gain +1VP
WARGEAR
Bosco comes into play with a Refractor field, an Auspex, Melta-bombs, a Plasma pistol and a Power fist
OPTIONS
Reaver raid: You may designate any number of INFANTRY and/or CAVALRY units up to a total of 1000pts and grant them the Sneaky bastards
and Reaver rules for 10pts per unit

Auspex: Enemy units within 12’’ of Bosco are never treated like being in cover

GUILDMASTER
CHARACTER, INFANTRY or BIKER, ENGINEER, GUILDMASTER SQUAT, IMPERIUM, GUILD
Unit composition: Guildmaster M WS BS S T W A Ld Sv

GUILDMASTER 80pts 4’’ 3+ 2+ 3 4 4 2 9 6+

ABILITIES
Engineer
Fluid strategy: Your units with a Move characteristic of 14’’ or more may treat any battlefield edge as your own when using the Warp Angels rule
Protecting the investments: Within 6’’ of this model, any effect restoring Wounds to any VEHICLE you control restores one additional Wound
WARGEAR
The Guildmaster comes into play with a Displacer field, a Plasma pistol and a Grav-pistol
OPTIONS
The Guildmaster may equip a MkII Chopper fitted with an additional Autocannon and gains the Warp Angels rule for 50pts
The Guildmaster may equip a XY9 Interceptor fitted with a Twin lascannon (replacing the Interceptor’s Twin multilaser) and gains the Warp Angels
rule for for 100pts
Displacer field: The Guildmaster may use a 3+ invulnerable save.
At the end of a phase during whitch this save has been attempted, the Guildmaster may permanently lower by 1 his Leadership characteristic
to be redeployed within 12’’, more than 1’’ from all enemy models.
If this save succeeded during a turn, the Guildmaster must pass a Leadership test during the Morale phase or suffer a Peril of the Warp.
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THANE You must choose one profile for each Thane, all Thane profiles are unique in a Squat Force
Thane Champion
CHARACTER, INFANTRY or BIKER, THANE, CHAMPION SQUAT, IMPERIUM, BROTHERHOOD
UNIQUE Unit composition: Champion M WS BS S T W A Ld Sv

CHAMPION 100pts 4’’ 2+ 2+ 3 5 5 4 9 4+

ABILITIES
Inspiring leader: You can re-roll hit rolls of 1 made by friendly SQUAT faction units within 6” of this model
Vengeful blow
WARGEAR
The Champion comes into play with a Conversion field, a Laspistol and a Power axe
OPTIONS
The Champion may : Regardless of the armour worn,
- Equip Melta-bombs for 5pts - The Champion may :
- Replace his Power axe with a Power fist for 10pts - Replace his Laspistol with a Boltgun for free
- Replace his Laspitol with a Power axe for 10pts - Replace his Laspitol with a Hand flamer for 2pts
- Replace his Laspitol with a Power fist for 10pts - Replace his Laspitol with a Plasma pistol for 10pts
- Use a Guild bike for 20pts - Any weapon may become a Runic weapon for 10pts
- Equip an Exo-armour for 25pts - One non-Runic weapon may become a Clan heirloom weapon for 30pts
The Champion in Exo-armour may:
- Replace his Power axe with a Thunder hammer for 10pts
- Replace his Boltgun with a Thunder hammer for 10pts Clan heirloom: During each Fight phase, the Champion may sacrifice one
- Use an Exo-trike for 20pts attack to deal D3 Mortal damages to an opposing unit within 1’’

Thane Defender
CHARACTER, INFANTRY, THANE, HEATHGUARD, DEFENDER SQUAT, IMPERIUM, BROTHERHOOD
UNIQUE Unit composition: Defender M WS BS S T W A Ld Sv

DEFENDER 80pts 4’’ 2+ 2+ 3 5 5 3 9 4+

ABILITIES
Living Bulkhead: Members of all SQUAT faction units raise their Attack characteristic by 1 if using a Combat shield or a Storm shield
Stalwart: Members of all SQUAT faction units within 6’’ of this CHARACTER may use their Toughness characteristic instead of their Strength
characteristic during the Fight phase and may improve their armour save by one rank if they are Fortified or if they use a Combat shield or a Storm
shield
Vengeful blow
WARGEAR
The Defender comes into play Fortified, with a Storm shield, a Power axe and a Runic Special issue ammunitions boltgun
OPTIONS
The Defender may: Regardless of the armour worn,
- Equip Melta-bombs for 5pts - The Defender may replace his Power axe with a Power fist for 5pts
- Equip an Exo-armour for 15pts - The Defender may use Escape tunnels for 10 pts
The Defender in Exo-armour may equip an Endo-carapace for 10pts - Any weapon may become a Runic weapon for 10pts

Thane Herald
CHARACTER, INFANTRY or BIKER, THANE, HEARTHGUARD, HERALD SQUAT, IMPERIUM, BROTHERHOOD
UNIQUE Unit composition: Herald M WS BS S T W A Ld Sv

HERALD 90pts 4’’ 2+ 2+ 3 5 5 2 9 4+

ABILITIES
Holding colors aloft: The Clan Banner’s effect is raised to 12’’. Field honours may produce their effect twice in a game turn
Rampage: If within 6’’ of the Force Warlord or if there are more enemy than friend models in his melee, the Herald’s Attack characteristic is raised
by D3 until the end of the Fight phase
Vengeful blow
WARGEAR
The Herald comes into play with a Conversion field and a Power axe
OPTIONS
The Herald may: Regardless of the armour worn, the Herald may either:
- Use a Guild bike for 20pts - Equip an additional Power axe for 5pts
- Equip an Exo-armour for 20pts - Equip the Clan banner for 25pts
The Herald in Exo-armour may use an Exo-trike for 20pts Regardless of the armour worn,
- The Herald may replace his Power axe with a Power fist for 5pts
- Any weapon may become a Runic weapon for 10pts
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LIVING ANCESTOR
CHARACTER, INFANTRY or BIKER, PSYKER, LIVING ANCESTOR SQUAT, IMPERIUM
Unit composition: Living ancestor M WS BS S T W A Ld Sv

LIVING ANCESTOR 80pts 3’’ 4+ 3+ 2 6 4 2 10 6+

ABILITIES
Psyker: The Ancestor may manifest two psychic powers in each friendly Psychic phase and attempt to deny two psychic powers in each enemy
Psychic phase. The Living Ancestor masters Hammerstrike and two chosen Ancestor’s powers
WARGEAR
The Ancestor comes into play with a Refractor field and a Runic power maul
OPTIONS
The Ancestor may replace his Runic power maul with a Runic power sword for free The Ancestor may equip :
The Ancestor may use a Guild side car for 15pts - Homeland’s rune for 10pts
- Errant’s rune for 15pts
ANCESTOR’S PSYCHIC POWERS
HAMMERSTRIKE (Warp charge value 5): The closest visible enemy unit within 18’’ of the psyker suffers D3 mortal wounds (D6 if the result of
the test is 10 or more)
1 FORCE DOME (Warp charge value 4): One friendly unit within 12’’ gains a 4+ invulnerable save (if the result of the test is 8 or more, this
power may not be denied by enemy psykers)
2 ANCESTOR’S GRACE (Warp charge value 7): One friendly non SPIRIT model within 12’’ gains a 4+ invulnerable save, adds 2 to its
Strength characteristic and attacks in the Fight phase as if wielding a RUNIC weapon. This effect lasts until granted to another target
3 RUNE CARVER (Warp charge value 6): Target a friendly unit within 12’’. Until the beginning of the next Squat turn, the armour penetration
of range and melee attacks of its members are raised by one rank, they are raised by two additional ranks on Wound rolls of 6+
4 BASTION (Warp charge value 5): Members of all friendly units within 3’’ add +1 to their Toughness characteristic. If the Psyker tries to
manifest this power with a Warp charge value 7 and succeeds, members of these units also raise the value of their invulnerable saves by 1
rank
5 “I’M THE GATE, I’M THE KEY!” (Warp charge value 4): Permanently add one Spirit (see Spirits p. 23) to a friendly non CHARACTER unit
within 12’’ (adding this Spirit may not reduce the distance between its unit and enemy units). For each Spirit hence brought in game,
permanently raise by 1 the Warp charge value of this Power for all Squat Psykers
6 SPIRITUAL BRIDGE (Warp charge value 6): Remove a friendly unit within 12’’ from play and redeploy it anywhere on the battlefield, more
than 9’’ from all enemy models

URI the impregnable, Lord of Imbach


CHARACTER, INFANTRY, LORD, URI SQUAT, AGE OF ISOLATION
UNIQUE Unit composition: Uri M WS BS S T W A Ld Sv

URI 170pts 4’’ 2+ 2+ 3 5 6 3 10 3+

ABILITIES
Ancient times: During the Fight phase, all SQUAT faction units may re-roll failed Hit rolls against ORK & AELDARI faction units
Lord of Imbach: Once the Force Warlord trait has been chosen, Uri chooses an extra one for himself from the Brotherhood or Guild table
regardless of the type of army you are fielding (he will therefore have two traits if he is the Force Warlord)
Leave my lands! At the end of the opponent’s Movement phase, every (non-Lord of War) SQUAT faction unit within 6’’ of Uri may shoot with a BS
characteristic of 6+
The impregnable: In the Squat terrain half, enemy units with a number of models below Uri’s remaining Wounds are not taken into consideration
to hold objectives or to use the Linebreaker rule
Vengeful blow
WARGEAR
Uri comes into play with a Conversion field, a Runic power fist and Sfangliir
Sfangliir: Range 24’’, Rapid fire 3, Strength 4, AP 0, Dam 2, Sfangliir uses Bolter special issue ammunitions, Runic

BARLGIN, Lord of Volksheim


CHARACTER, INFANTRY or BIKER, LORD, BARLGIN SQUAT, IMPERIUM, BRUGGEN LEAGUE
UNIQUE Unit composition: Barlgin M WS BS S T W A Ld Sv

BARLGIN 200pts 4’’ 2+ 2+ 3 5 5 4 9 4+

ABILITIES
Lord of Volksheim: Barlgin must be set up into play within 3’’ of a Throne Wardens unit witch receives the House Huskàrls, Iron guards and
Scales of the Behemoth option (p.21) for free. This army must host an Imperial advisor
Saga-rörhüng: Members of your SQUAT faction units within 6’’ of any objective or within 6’’ of BARLGIN may re-roll failed Hit & Wound rolls
Vengeful blow
WARGEAR
Barlgin comes into play with a Conversion field, a Runic power axe and Kanda
OPTIONS
Barlgin may replace Kanda with a Runic plasma pistol. In this case, Barlgin and the Throne Wardens unit must equip Guild bikes for free
Kanda: Range 36’’, Assault 2, Strength 8, AP -5, Dam D6, within half range, roll two dices for damage and discard the lowest result, Runic
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SIEGEFORGER THORVALD
CHARACTER, INFANTRY, VEHICLE & PLATFORM (RAGNAROK SUIT), THORVALD SQUAT, IMPERIUM, BROTHERHOOD
UNIQUE Unit composition: Thorvald M WS BS S T W A Ld Sv

THORVALD 80pts 4’’ 3+ 2+ 3 4 4 1 8 4+

ABILITIES
Parabolic artist: Members of SQUAT faction INFANTRY units within 6’’ of Thorvald add +6’’ to the Range of their weapons and raise their BS
score by one rank while using heavy weapons
Hammer of Hel: Thorvald may shoot twice during the Shooting phase
ROLLING THUNDER (1CP) Members of one SQUAT faction INFANTRY Troop or Heavy Support unit within 12’’ of Thorvald
may shoot twice during the Shooting phase
WARGEAR
Thorvald comes into play with Balistic acquisition lenses and a Plasma gun
OPTIONS
Thorvald may:
Ragnarök suit: Thorvald uses a 2+ armour save
- Replace his Plasma gun with a Plasma canon for 15pts
and adds 1 to his Toughness and Wound
- Replace his Plasma gun with a Lascannon for 25pts
characteristics. He befits from the Endo-carapace
- Replace his Plasma gun with a Ragnarök suit and a Thudd-gun for 70pts
rule (see p.24) against enemy range attacks.
- Replace his Plasma gun with a Ragnarök suit and a Plasma destroyer for 90pts
Thorvald takes three places in a transport
Regardless of the armor worn, one weapon may become a Runic weapon for 10pts

HERSUNG the undertaker


CHARACTER, INFANTRY, HERSUNG SQUAT, IMPERIUM, MINER
UNIQUE Unit composition: Hersung M WS BS S T W A Ld Sv

HERSUNG 170pts 4’’ 4+ 5+ 3 4 7 3 8 2+

ABILITIES
Very Bulky: Hersung takes three places in a transport
Subterranean assault: During deployment, you can set up Hersung underground instead of placing it on the battlefield. At the same time, you can
set up a SAPPERS or a BROTHERHOOD COMBAT SQUAD unit in Hersung’s tunnel. At the end of any of your Movement phases, set up
Hersung anywhere on the battlefield that is more than 9’’ away from any enemy models. If there is another unit in Hersung’s tunnel, set it up at the
same time wholly within 3’’ of Hersung and more than 9’’ away from any enemy models
Night vision: Hersung ignores the Night Fight shooting penalties
WARGEAR
Hersung comes into play with a Chainfist, a Heavy lascutter, a Demolition charge, Melta bombs, a Servo-arm, a Ceramite coating and may use an
Escape tunnel
OPTIONS
One model with no option in all SAPPERS or BROTHERHOOD COMBAT SQUAD units may equip one of the following:
- Melta bombs for 5pts
- A Meltagun for 10pts
- A Demolition charge for 20pts

HARBARD the pale


CHARACTER, BIKER, ENGINEER, GUILDMASTER, HARBARD SQUAT, IMPERIUM, ARLEY LEAGUE, GUILD
UNIQUE Unit composition: Harbard M WS BS S T W A Ld Sv

HARBARD 130pts 14’’ 3+ 2+ 3 5 5 3 9 4+

ABILITIES
Blessing of the Omnissiah: At the end of the Movement phase, Harbard can repair a single VEHICLE within 1’’, that model regains D3 lost
wounds. A model can only be repaired once per turn
Engineer
Turbo boost: When this model Advances, add 6’’ to its Move characteristic for that Movement phase instead of rolling a dice
Warp angels
WARGEAR
Arhbard comes into play with Lögseims, a Refractor field and a Demolition charge
Lögseims: This bike comes equipped with a Twin Boltgun a Multi-melta and a Servo-arm. Harbard may re-roll one missed hit roll during the
Shooting phase and one during the Fight phase. During the Fight phase, HARBARD uses the bike’s Servo-arm to attack
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TANDERVOLH
CHARACTER, INFANTRY, PSYKER, LIVING ANCESTOR, TANDERVOLH

SQUAT, TZEEENTCH
UNIQUE Unit composition: Tandervolh

TANDERVOLH 195pts

ABILITIES
Keeper of the high world: Add +1 to all Tandervolh’s attempts to take
Psychic tests or to deny psychic powers
Psyker: Tandervolh may manifest three psychic powers in each friendly
Psychic phase and attempt to deny three psychic powers in each enemy
Psychic phase. Tandervolh masters Hammerstrike and all Ancestor’s
powers. He may manifest one ancestor’s power twice in the same turn

M WS BS S T W A Ld Sv
WARGEAR
Tandervolh comes into play with Meath, the Helm of flowing thought and
3’’ 3+ 2+ 2 7 5 3 10 4+
an Errant’s rune

Helm of flowing thoughts: Once per turn, Tandervolh may pass a Leadership test to negate an attack it suffered. This effect permanently
lowers by 1 Tandervolh’s Leadership characteristic and creates a friendly unit composed of D3+3 Pink Horror of Tzeeeentch (if you control
none) within 6’’ or adds 3 Pink Horrors of Tzeeentch to an existing unit of this kind you control. At the end of the game, Tandervolh is removed
from the game as a casualty and the opposing player gains D3 VP if you control more Horrors (of any type) than Tandervol’s Ld Characteristic
Meath: Melee, Sx3, AP-3, Dam3, Tandervolh may re-roll one failed Hit dice

ANCESTOR’S PSYCHIC POWERS


HAMMERSTRIKE (Warp charge value 5): The closest visible enemy unit within 18’’ of the psyker suffers D3 mortal wounds (D6 if the result of the
test is 10 or more)
1 FORCE DOME (Warp charge value 4): One friendly unit within 12’’ gains a 4+ invulnerable save (if the result of the test is 8 or more, this
power may not be denied by enemy psykers)
2 ANCESTOR’S GRACE (Warp charge value 7): One friendly non SPIRIT model within 12’’ gains a 4+ invulnerable save, adds 2 to its
Strength characteristic and attacks in the Fight phase as if wielding a RUNIC weapon. This effect lasts until granted to another target
3 RUNE CARVER (Warp charge value 6): Target a friendly unit within 12’’. Until the beginning of the next Squat turn, the armour penetration of
range and melee attacks of its members are raised by one rank, they are raised by two additional ranks on Wound rolls of 6+
4 BASTION (Warp charge value 5): Members of all friendly units within 3’’ add +1 to their Toughness characteristic. If the Psyker tries to
manifest this power with a Warp charge value 7 and succeeds, members of these units also raise the value of their invulnerable saves by 1
rank
5 “I’M THE GATE, I’M THE KEY!” (Warp charge value 4): Permanently add one Spirit (see Spirits p. 23) to a friendly non CHARACTER unit
within 12’’ (adding this Spirit may not reduce the distance between its unit and enemy units). For each Spirit hence brought in game,
permanently raise by 1 the Warp charge value of this Power for all Squat Psykers
6 SPIRITUAL BRIDGE (Warp charge value 6): Remove a friendly unit within 12’’ from play and redeploy it anywhere on the battlefield, more
than 9’’ from all enemy models
INFANTRY, PSYKER, HORRORS CHAOS, TZEEENTCH, DAEMON
Unit composition: Horrors of Tzeeentch M WS BS S T W A Ld Sv

PINK HORROR 6’’ 4+ 4+ 3 3 1 1 7 6+

BLUE HORROR 6’’ 5+ 4+ 2 3 1 1 7 6+

ABILITIES
Daemons: This unit may use a 5+ invulnerable save
Mark of Tzeentch: TZEEENTCH DAEMONS and TANDERVOLH may re-roll Save rolls of 1
Split: When a Pink horror is removed from the game, replace it with two Blue horrors (more than 1’’ from all enemy models)
Psyker: This unit may manifest one psychic power in each friendly Psychic phase and attempt to deny one psychic power in each enemy Psychic
phase. This unit only rolls one dice to do each of these actions
PSYCHIC POWER
SMITE (Warp charge value 5): The closest visible enemy unit within 18’’ of the psyker suffers D3 mortal wounds (D6 if the result of the test is 10
or more)
8

ELITE UNITS
HOUSE GUARD
You must choose one profile for each House Guard unit
Honour guard: Roll a D6 each time a CHARACTER loses a wound whislt they are within 3’’ of this unit; a THRONE WARDEN / KRAKEN GUARD
from this unit may intercept that hit on a result of 2+ instead of the CHARACTER and suffer a mortal wound.

Throne Wardens
This profile may only be chosen in a Brotherhood Force or if your Force Warlord is a LORD or a THANE
INFANTRY or BIKER, HEARTHGUARD, HOUSE GUARD, THRONE WARDENS SQUAT, IMPERIUM, BROTHERHOOD
Unit composition: 4 Throne wardens M WS BS S T W A Ld Sv

WARDENS 70pts 4’’ 3+ 3+ 3 4 2 2 9 4+

ABILITIES
Vengeful blow
WARGEAR
Each Warden comes into play with a Laspistol and a Close combat weapon
OPTIONS
Any Warden may equip Melta bombs for 5pts Any Warden may replace his equipment with
Any Warden may equip a Combat shield for 1pt - Exo-armour, a Boltgun and a Power axe for 16pts
Any Warden may equip a Power axe for 10pts - Exo-armour and a Pair of power axes for 21pts
Any Warden may equip a Power fist for 15pts - Exo- armour, a Boltgun and a Power fist for 21pts
Any Warden may replace his Laspistol with Any Warden in Exo-armour may replace his Boltgun with a Storm shield for 5pts
- Hand flamer for 2pts One Warden in Exo-armour may replace his Boltgun with:
- Plasma pistol for 10pts - Multi-melta for 10pts
- Boltgun for 1pt - Plasma cannon for 15pts
Wardens equip Guild bikes, Wardens in Exo-armour replace their Power-axes with Power-lances and equip Exo trikes for 80pts
Any Warden on Exo-trike may replace his Power-lance with a Power-fist for 10pts
Regardless of the armor worn, one Warden may equip Battle honours for 15pts
Regardless of the armor worn, one Warden may equip the Clan banner for 45pts
Regardless of the armor worn, any weapon may become a Runic weapon for 10pts

Kraken Guard
This profile may only be chosen in a Guild Expeditionary Force or if your Force hosts a GUILDMASTER
INFANTRY or BIKER, ENGINEER, HOUSE GUARD, KRAKEN GUARD SQUAT, IMPERIUM, GUILD
Unit composition: 4 Kraken guards M WS BS S T W A Ld Sv

GUARDS 100pts 4’’ 3+ 3+ 3 4 2 2 8 6+

ABILITIES
Blessing of the Omnissiah (requires a Servo-arm): At the end of the Movement phase, this model can repair a single VEHICLE within 1’’, that
model regains D3 lost wounds. A model can only be repaired once per turn
Fit for duty: Each guard may replace its additional equipment with another each time he disembarks from a LEVIATHAN, a COLOSSUS or from
the GCV Hussar
Tank hunter: You can re-roll failed hit rolls made by this unit that target VEHICLES
WARGEAR
Each Guard comes into play with a Refractor field, a Laspistol and one of the following additional equipment : Melta bombs, Power axe, Flamer,
Meltagun, Plasma gun, Demolition charge (one per unit), Battle honours (one per unit) or Servo-arm (one per unit)
OPTIONS
All Guards equip MkII Choppers and gain the WARP ANGELS ability for 50pts
Any Guard on MkII Chopper may equip an Autocannon for 10pts

WINDSLICERS
In a Guild Expeditionary Force, WINDSLICER units may be brought as FAST ATTACK units
BIKER, FLY, ENGINEER, WINDSLICERS SQUAT, IMPERIUM, GUILD
Unit composition: 2 Windslicers M WS BS S T W A Ld Sv

WINDSLICERS 80pts 16’’ 3+ 3+ 3 5 2 2 8 3+

ABILITIES
Engineer
Warp angels
WARGEAR
Each Windslicer comes into play with an XY9 Interceptor
OPTIONS
Up to six additional Windslicers may join the unit for 40pts per model One Windslicer may either:
Any Windslicer may equip Melta bombs for 5pts - Equip a Demolition charge for 20pts
Any Windslicer may equip a Nidhrögg launcher (2) for 20pts - Equip a Power axe for 10pts
One Windslicer may equip Balistic acquisition lenses for 5pts
9

JÖTUNN
VEHICLE, JET PACK & FLY (IRONFALL PACK), TRANSPORT (SIEGE TOWER), HEARTHGUARD, JÖTUNN SQUAT, BROTHERHOOD
Unit composition: 1 Jötunn M WS BS S T W A Ld Sv

8’’ 3+ 3+ 8 8 9-16 4 9 2+

JÖTUNN 230pts 6’’ 4+ 4+ 5-8

4’’ 5+ 5+ 1-4

ABILITIES
Explodes: Roll a D6 if this model is reduced to 0 wounds. On a result of 6, it explodes and each unit within 6’’ suffers D6 mortal wounds
Vengeful blow
Wrecker: In the Fight phase, you may re-roll hit rolls of 1 for this model if it is equipped with two melee weapons
WARGEAR
The Jötunn comes into play with a Jötunn weapon, a Power fist, 2 Twin boltguns and a Heavy bolter
OPTIONS
The Jötunn may equip an Endo-carapace for 35pts The Jötunn may replace his Power-fist with
The Jötunn may equip Balistic acquisition lenses for 5pts - Plasma retaliator for 25pts
The Jötunn may equip a Ferrotitanium casing for 15pts - Thunder accelerator for 50pts
The Jötunn may equip Kinetic dumpers for 15pts - Storm shield for 25pts
The Jötunn may equip a Merging field for 15pts The Jötunn may replace his Heavy bolter with
The Jötunn may either: - Multi-melta for 10pts
- Equip an Ironfall pack for 25pts - Plasma cannon for 10pts
- Replace his Power-fist with a Siege tower and a Gehenna puker for 50pts - Lascannon for 15pts
Ironfall pack: Set all the Jötunn’s Move characteristics to 12’’
Jötunn weapon: When attacking with this weapon, choose one of the profiles below:
- Melee, S x2, AP -4, Dam 4
- Melee, S user, AP -2, Dam 2, Make 3 hit rolls for each attack made with this weapon instead of 1
Siege tower: The Jötunn gains a transport capacity of 10 models
Thunder accelerator: Range 360’’, Heavy 2, Strength 16, Dam 3 Mortal wounds, targets do not gain any bonus to their saving throw from
being in cover. If this weapon reduces its target to 0 Wounds, add 3 to the roll made to see if it explodes and 3’’ to the range of the explosion

BERSERKERS
INFANTRY, BERSERKER SQUAT
Unit composition (unique): 1 Berserker M WS BS S T W A Ld Sv

BERSERKER 10pts 5’’ 3+ 4+ 3 4 1 2 7 6+

ABILITIES
Red veil: Within 6’’ of an enemy unit, Berserkers add +1 to their Strength characteristic for each 5 Berserkers composing their unit, may re-roll Hit
and Wound rolls and their Save characteristics becomes 4+. This unit never has to take Morale tests
Unsated: Ignore any Wound lost by a Berserker on a D6 roll of 5+
WARGEAR
Close combat weapon
OPTIONS
Up to nineteen Berserkers may join the unit for 10pts each One Berserker out of five (rounded down) may :
One Berserker out of ten (rounded up) without - Equip a Power axe for 10pts
option may equip a Hellburst cannon for 5pts - Equip a Power fist for 15pts
One Berserker may equip the Black banner for 15pts - Replace his Close combat weapon with an Eviscerator for 20pts
One Berserker may be replaced by Aghir for 100pts - Replace his Close combat weapon with a pair of Power fists for 25pts
Black banner: Members of ALL units within 6’’ add 1’’ to ALL their movements but lessen by 1 their Leadership characteristic. In play and
when building this army, you may treat this unit as composed by ten more Berserkers.
Hellburst cannon: Range 24’’, Assault 3, Strength 5, AP -1, Damage 1

INFANTRY, BERSERKER SQUAT


M WS BS S T W A Ld Sv

(unique) AGHIR 5’’ 2+ 3+ 3 5 * * 7 6+

ABILITIES
Furor arma ministrat: Aghir score of attacks is 4+ the number of BERSERKERS killed this turn. When the first turn begins, Aghir’s enters the
battlefield with 2D3 Wounds
Red veil: This unit never has to take Morale tests. Within 6’’ of an enemy unit, Aghir adds +1 to his Strength characteristic for each 5 Berserkers
composing it, may re-roll Hit and Wound rolls and his Save characteristics becomes 4+.
Unsated: Ignore any Wound lost by Aghir on a D6 roll of 5+ (2+ if Aghir is the only model in this unit). Add +1 Wound to Aghir when each Squat
turn begins
WARGEAR
Aghir comes into play with an Eviscerator
10

MANIPLE
INFANTRY, VEHICLE, ROBOT, MANIPLE IMPERIUM
Unit composition: 1 Cataphract M WS BS S T W A Ld Sv

CATAPHRACT 50pts 6’’ 4+ 4+ 4 6 4 2 - 3+

ABILITIES
Binary mind: This unit never has to take Morale tests while fully composed of Robots. Unless there is a friendly unit within 6’’, a friendly Techpriest
within 18’’ or unless this unit hosts a non robotic model, the Maniple must move / advance (if no shooting is possible) / shoot and consolidate
towards the closest enemy unit
Very bulky: This model takes 3 places in a transport
Curtain of fire: A Robot model always count as stationary for shooting
WARGEAR
A Cataphract comes into play with a Boltgun, a Flamer and a Heavy bolter
OPTIONS
Up to four additional Cataphractii may join the unit for 50pts each Any Cataphract may become a:
Any Cataphractii may replace his Heavy bolter with: - Crusader (replace Boltgun and Flamer with a Pair of power swords) for 5pts
- Multi-melta for 5pts - Colossus (replace Flamer with a Thunder hammer) for 5pts
- Lascannon for 15pts - Castellan (replace Boltgun and Flamer with a Pair of power gloves) for 10pts
- Conqueror Conqueror (replace Boltgun and Flamer with an Autocannon and a
Power-fist) for 15pts

HOUSEHOLD
In a Brotherhood Force, one INFANTRY Household unit out of two (rounded up) may be brought as a TROOP unit
In a Guild Expeditionary Force, one BIKER Household unit out of three (rounded up) may be brought as a FAST ATTACK unit
INFANTRY or BIKER, HEARTHGUARD, HOUSEHOLD SQUAT, IMPERIUM, BROTHERHOOD
Unit composition: 8 Hearthguards M WS BS S T W A Ld Sv

HEARTHGUARDS 75pts 4’’ 3+ 3+ 3 4 1 2 8 4+

ABILITIES
Vengeful blow
WARGEAR
Each Hearthguard comes into play with a Laspistol and a Close combat weapon
OPTIONS
Any Hearthguard may equip Melta bombs for 5pts Any Hearthguard may replace his equipment with
Any Hearthguard may equip a Combat shield for 1pt - Exo-armour, a Boltgun and a Power axe for 16pts
Any Hearthguard may equip a Power axe for 10pts - Exo-armour and a Pair of power axes for 21pts
Any Hearthguard may equip a Power fist for 15pts - Exo- armour, a Boltgun and a Power fist for 21pts
Any Hearthguard may replace his Laspistol with Any Hearthguard in Exo-armour may replace his Boltgun with a Storm shield for 5pts
- Hand flamer for 2pts One Hearthguard in Exo-armour out of four may replace his Boltgun with:
- Plasma pistol for 10pts - Multi-melta for 10pts
- Boltgun for 1pt - Plasma cannon for 15pts
Hearthguards equip Guild bikes, Hearthguards in Exo-armour replace their Power-axes with Power-lances and equip Exo trikes for 80pts
Any Hearthguard on Exo-trike may replace his Power-lance with a Power-fist for 10pts
Regardless of the armor worn, one Hearthguard may equip Battle honours for 15pts
Regardless of the armor worn, one Hearthguard may equip the Clan banner for 45pts
Regardless of the armor worn, any weapon may become a Runic weapon for 10pts
11

TROOP UNITS
SAPPERS
INFANTRY, SAPPERS, VEHICLE (MOLE MORTAR) SQUAT, BROTHERHOOD
Unit composition: 8 Sappers M WS BS S T W A Ld Sv

SAPPERS 4’’ 3+ 4+ 3 4 1 1 8 5+
SAPPERS 75pts
MOLE MORTAR 4’’ - - 5 2 - - - 3+

ABILITIES
Night vision: Sappers ignore the Night Fight shooting penalties
Trench fighters: SAPPERS receiving the benefits of a cover add 2 to their saving throws. Targets of their range attacks do not gain any bonus to
their saving throws from being in cover.
WARGEAR
Each Sapper comes into play with a Boltgun. This unit enters play Fortified
OPTIONS
Any Sapper may replace his Boltgun with a Sniper rifle for 2pts Another Sapper may:
Up to two Sappers may replace their Boltgun with: - Equip a Demolition charge for 20pts
- Heavy bolter for 5pts - Replace his Boltgun with a Mole mortar for 15pts
- Heavy flamer for 5pts - Replace his Boltgun with a Mole mortar with anvil ammunitions for 25pts
The unit may lay up to two Anvil clusters for 10pts each
The unit may use Escape tunnels for 10pts
The unit may buy a Sentry for 5 pts
Olweig may join the unit for 80pts (one per army)
Anvil cluster: For each cluster bought, secretly mark one (non-marked) battlefield terrain before each player’s deployment zone is determined.
The first time a unit moves within that terrain, it suffers 3D3, S5, AP-1, Dam1 hits

INFANTRY, SAPPERS, OLWEIG SQUAT, BROTHERHOOD


M WS BS S T W A Ld Sv

(unique) OLWEIG 4’’ 3+ 2+ 3 4 2 2 8 5+

ABILITIES
Ace of spade: Each time Hrotti successfully wounds a model, permanently reduce this model’s Toughness and Save characteristics by one rank
WARGEAR
Olweig comes into play with Hrotti
Hrotti: Range 72’’, Heavy 1, S 8, AP -4, Dam 3, You may target an enemy Character even if it is not the closest unit. A roll of 6+ to wound
causes an additional mortal wound
12

BROTHERHOOD COMBAT SQUAD


You must choose a profile for each Combat Squad
INFANTRY, VEHICLE (THUDD GUN, RAPIER), HEARTHGUARD (HEARTHGUARD) COMBAT SQUAD SQUAT, IMPERIUM, BROTHERHOOD
Unit composition: 7 Warriors and a Sergeant M WS BS S T W A Ld Sv

WARRIORS 4’’ 3+ 4+ 3 4 1 1 8 5+

SERGEANT 4’’ 3+ 4+ 3 4 1 2 8 5+
COMBAT SQUAD 60pts
RAPIER 6’’ - - - 5 3 - - 3+

THUDD GUN 4’’ - - - 5 4 - - 3+

ABILITIES
Throng heart (Brotherhood Force only, see p.1): If your Force Warlord is in play, this unit rolls a D3 dice (instead of a D6) to pass Morale tests.
Any number of Warriors may join the unit for 5pts each, if this unit hosts at least 15 Warriors, this Force gains 1CP when the game starts
WARGEAR
The Warriors come into play with a Lasgun, the Sergeant comes into play with a Laspistol and a Close combat weapon
OPTIONS
This unit starts the game Fortified for 5pts
One Warrior may replace his equipment with a Laspistol and Field honours for 10pts
The Sergeant may be replaced with:
- Hearthguard for 5pts - Assault profile only - (see Household unit p.10 for Profile, Wargear, Abilities, and individual Options)
- Sigrid for 60pts (this unit may not exceed 12 members)
- Egill Furian for 70pt
Up to two Warriors may replace one Laspistol with a Hand flamer for 2pts
Another Warrior may equip:
ASSAULT PROFILE
- Power axe for 5pts
Warriors must replace their
- Power fist for 10pts
Lasgun with a Laspistol and
The Sergeant may equip:
a Close combat weapon
- Power axe for 10pts
- Power fist for 15pts
Up to four Warriors may replace their Lasgun with:
- Boltgun for free
- Flamer for 5pts
- Meltagun for 10pts
TACTICAL PROFILE - Plasma gun for 10pts
- Destructor rapier (one Rapier per unit) for 35pts
- Scatter rapier (one Rapier per unit) for 20pts
The Sergeant may replace his Laspistol with a Plasma pistol for 5pts
The Sergeant may equip Melta bombs for 5pts
One Warrior may replace his Lasgun with:
- Heavy bolter for 5pts
- Multi-melta for 5pts
- Plasma cannon for 10pts
- Lascannon for 10pts
SUPPORT PROFILE - Thudd gun for 40pts
Another Warrior may replace his Lasgun with:
- Heavy bolter for 5pts
- Plasma gun for 5pts
- Sniper rifle for free
The Sergeant may equip a Boltgun for 1pt
INFANTRY, SIGRID SQUAT, IMPERIUM, MERCENARY
UNIQUE Composition: Sigrid M WS BS S T W A Ld Sv

SIGRID 4’’ 3+ 3+ 3 4 3 2 8 5+

ABILITIES
Commando: This unit may deploy anywhere on the battlefield that it is more than 9’’ from the enemy deployment zone
Umbra Mortalis: Members of this unit use their ordinary BS scores to shoot in Overwatch. Their BS is raised by 1 if they all shoot the same target
WARGEAR
Sigrid comes into play with Ardent defender, Melta bombs, a Plasma pistol and a Refractor field
Ardent defender: Range6’’, Pistol1, S8, AP-4, DamD6, Within half range, roll two dice for damage and discard the lowest result
A unit damaged by this weapon must pass an Initiative test or strike last in the following Melee phase

INFANTRY, IRONBREAKER, FURIAN SQUAT, IMPERIUM, BROTHERHOOD


UNIQUE Composition: Egill Furian M WS BS S T W A Ld Sv

EGILL FURIAN 4’’ 3+ 3+ 3 4 3 2 8 4+

ABILITIES
Ironbreaker assault: Furian’s unit may disembark within 6’’ of a transport. If this unit starts aboard a dedicated transport, this VEHICLE recieves
the Endo-carapace option for free
Mailed fist: Egill Furian adds D3 to his Attack characteristic while within 6’’ of a friendly SQUAT VEHICLE
WARGEAR
Furian comes into play with a Hand flamer and a Power axe
13

FAST ATTACK UNITS


GUILD HOST
BIKER, ENGINEER, HOST SQUAT, IMPERIUM GUILD
Unit composition: 4 Bikers M WS BS S T W A Ld Sv

BIKERS 52pts 14’’ 3+ 4+ 3 5 2 1 8 6+

ABILITIES
Engineer
Turbo boost: When this unit Advances, add 6’’ to its Move characteristic for that Movement phase instead of rolling a dice
Warp angels
WARGEAR
Each Biker comes into play with a Guild bike
OPTIONS
Up to four additional Bikers may join the unit for 13pts each One Biker on a Guild bike out of four (rounded down) may equip:
All Bikers replace their Guild bikes with MkII Choppers for 5pts each - Demolition charge (one per unit) for 20pts
One Biker on a MkII Chopper out of two (rounded down) may equip an - Flamer for 5pts
Autocannon for 10pts - Meltagun for 10pts
One Guild bike may be replaced with a Trike (see Trike team for stats and - Plasma gun for 10pts
options) for 15pts

TRIKE TEAM
BIKER, ENGINEER, TRIKE TEAM SQUAT, IMPERIUM GUILD
Unit composition: 1 Trike M WS BS S T W A Ld Sv

TRIKE 28pts 14’’ 3+ 4+ 3 5 4 2 8 6+

ABILITIES
Engineer
Turbo boost: When this unit Advances, add 6’’ to its Move characteristic for that Movement phase instead of rolling a dice
Warp angels
WARGEAR
Each Trike comes into play with a Guild trike
OPTIONS
This unit may include up to three additional Trikes for 28pts each Any Trike may replace his Heavy bolter with:
All Trikes may equip Refractor fields for 4pts each - Multi-melta for 5pts
- Plasma cannon for 10pts
- Nidhrögg launcher (4) for 10pts
- Lascannon for 15pts

DIGGER
VEHICLE, DIGGER SQUAT, MINER
Unit composition: 1 Digger M WS BS S T W A Ld Sv

DIGGER 120pts 7’’ 4+ 5+ 6 8 8 2 8 3+

ABILITIES
Explodes: Roll a D6 if this model is reduced to 0 wounds. On a result of 6, it explodes and each unit within 6’’ suffers D3 mortal wounds
Subterranean assault: During deployment, you can set up the Digger underground instead of placing it on the battlefield. At the end of any of
your Movement phases, set up the Digger anywhere on the battlefield that is more than 9’’ away from any enemy models
WARGEAR
The Digger comes into play with a Ceramite coating, a Chainfist, a Demolition charge, a Heavy lascutter, a Twin multi-melta and an Escape tunnel
OPTIONS
The Digger may replace his Demolition charge with a Heavy flamer for free
The Digger may replace his Twin multi-melta with a Gehenna puker for 20pts
14

SUPPORT UNITS
IRON EAGLE GYROCOPTER
VEHICLE, FLY, GYROCOPTER SQUAT, GUILD
Unit composition: 1 Gyrocopter M WS BS S T W A Ld Sv

20-45’’ 6+ 4+ 8 7 8-14 3 8 3+

GYROCOPTER 150pts 20-30’’ 5+ 4-7 D3

20’’ 6+ 1-3 1

ABILITIES
Airborne: This model can only charge or be charged by units that can FLY, can only attack or be attacked in the Fight phase by units that can FLY
Crash and burn: Roll a D6 if this model is reduced to 0 wounds. On a result of 6, it explodes and each unit within 6’’ suffers D3 mortal wounds
Hard to hit: Your opponents must subtract 1 from hit rolls made to hit this unit in the Shooting phase
Power of the machine spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons
WARGEAR
The Gyrocopter comes into play with Balistic acquisition lenses, a Battlecannon and a Twin autocannon
OPTIONS
The Gyrocopter may equip up to two Nidhrögg launchers (2) for 20pts each The Gyrocopter may equip Kinetic dumpers for 20pts
The Gyrocopter may replace his Battlecannon with a Plasma retaliator for 20pts

THUNDERFIRE CANNON
VEHICLE, HEAVY PLATFORM, ARTILLERY, THUNDERFIRE SQUAT, GUILD
Unit composition: 1 Thunderfire M WS BS S T W A Ld Sv

- - 2+ - 9 11-20 - 9 3+
THUNDERFIRE 380pts
3+ 1-10

ABILITIES
Anchored: This unit must deploy immediately after your deployment zone has been determined
Explodes: Roll a D6 if this model is reduced to 0 wounds. On a result of 3+, it explodes and each unit within 9’’ suffers D3+3 mortal wounds
Interception: Beside deployment, when an enemy unit enters play within sight and range of this weapon, you may open fire on it with BS 6+
Immobile: This model cannot move nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase. This model
may shoot if enemy models are within 1’’ of it and friendly units may shoot at enemy units within 1’’ of it
WARGEAR
The Thunderfire comes into play with a Tri-tube thunder-accelerator
OPTIONS
The Thunderfire may equip an Endo-carapace for 25pts The Thunderfire may equip Kinetic dampers for 15pts
The Thunderfire may equip Balistic acquisition lenses for 5pts The Thunderfire may equip a Merging field for 20pts
The Thunderfire may equip a Ferrotitanium casing for 10pts The unit may buy up to four Sentinels for 5pts each
Thunder accelerator (tri-tube): Range 360’’, Heavy 6, S16, Dam 3 Mortal wounds. If this weapon reduces its target to 0 Wounds, add +3 to
the roll made to see if it explodes and 3’’ to the range of the explosion

PREDATOR
VEHICLE, PREDATOR SQUAT, IMPERIUM, BROTHERHOOD
Unit composition: 1 Predator M WS BS S T W A Ld Sv

12’’ 6+ 4+ 6 7 6-11 3 8 3+

PREDATOR 120pts 6’’ 5+ 3-5 D3

3’’ 6+ 1-2 1

ABILITIES
Explodes: Roll a D6 if this model is reduced to 0 wounds. On a result of 6, it explodes and each unit within 6’’ suffers D3 mortal wounds
WARGEAR
The Predator comes into play with a Twin boltgun and a Predator autocannon
OPTIONS
The Predator may equip a Ferrotitanium casing for 10pts The Predator may equip an Endo-carapace for 20pts
The Predator may equip Kinetic dumpers for 10pts The Predator may equip Balistic acquisition lenses for 5pts
The Predator may equip a Merging field for 10pts The Predator may replace his Predator autocannon with:
The Predator may equip: - Plasma executioner for free
- Heavy bolter for 5pts - Twin lascannon for 20pts
- Multi-melta for 5pts The Predator may equip Side sponsons with:
- Plasma cannon for 10pts - Heavy bolters for 20pts
- Lascannon for 15pts - Lascannons for 40pts
Predator autocannon: Range 48’’, Heavy 2D3, S 7, AP -1, Dam 3
15

THUNDERERS
INFANTRY, THUNDERERS SQUAT, IMPERIUM, BROTHERHOOD
Unit composition: 8 Thunderers M WS BS S T W A Ld Sv

THUNDERERS 100pts 4’’ 3+ 3+ 3 4 1 2 8 5+

ABILITIES
Spotter: One Thunderer may forfeit his Shooting phase to generate one of the following effects until the beginning of the next Squat turn:
- All Thunderers in the unit add +1 to their hit rolls when using range weapons
- All Thunderers in the unit use their Boltguns like Twin weapons
- One Thunderer in the unit uses his weapon like a Twin weapon
WARGEAR
Each Thunderer comes into play with a Boltgun
OPTIONS
Any Thunderer may replace his Boltgun with: The unit may come into play Fortified for 5pts
- Heavy bolter for 10pts One Thunderer with no options may equip Field honours for 15pts
- Multi-melta for 10pts
- Conversion beamer for 15pts (one per unit)
- Plasma cannon for 15pts
- Graviton cannon for 15pts (one per unit)
- Lascannon for 20pts

BROTHERHOOD WEAPON TEAM


INFANTRY, VEHICLE (MOLE MORTAR, THUDD GUN, TARANTULA), WEAPON TEAM SQUAT, IMPERIUM, BROTHERHOOD
Unit composition: 1 Weapon team (2 Warriors and a Mole mortar) M WS BS S T W A Ld Sv

WARRIORS 4’’ 3+ 4+ 3 4 1 1 8 5+

MOLE MORTAL - - - 5 2 - - 3+
WEAPON TEAM 20pts 4’’
THUDD GUN 4

TARENTULA 0’’ 3

WARGEAR
Each Warrior comes into play with a Laspistol. One Mole mortar
OPTIONS
Up to three additional Weapon teams may join the unit for 15pts each Each Mole Mortar may be replaced by a Tarantula fitted with
The unit enters play Fortified for 5pts - Twin multi-melta for 10pts
One Warrior may replace his Laspistol with a Heavy bolter for 5pts - Twin heavy bolter for 15pts
Each Mole Mortar may be replaced with a Thudd gun for 25pts - Twin plasma cannon for 20pts
- Twin conversion beamer for 10pts (one per unit)
- Twin Lascannon for 30pts

WATCHER PLATFORM
VEHICLE, HEAVY PLATFORM, ARTILLERY, WATCHER SQUAT, BROTHERHOOD
Unit composition: 1 Watcher platform M WS BS S T W A Ld Sv

WATCHER PLATFORM 100pts - - 3+ - 8 8 - 8 3+

ABILITIES
Explodes: Roll a D6 if this model is reduced to 0 wounds. On a result of 6, it explodes and each unit within 6’’ suffers D3 mortal wounds
Immobile: This model cannot move nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase. This model
may shoot if enemy models are within 1’’ of it and friendly units may shoot at enemy units within 1’’ of it
WARGEAR
Each Platform comes into play with a Merging field and a Plasma retaliator
OPTIONS
The Platform may equip Balistic acquisition lenses for 5pts The unit may buy up to two Sentinels for 5pts each
The Platform may equip Kinetic dampers for 10pts
16

SPOTTING BALLOONS
FLY, VEHICLE, BALLOONS SQUAT
Unit composition: 1 Balloon M WS BS S T W A Ld Sv

SPOTTING BALLOONS 40pts 3’’ 5+ 4+ 3 5 3 1 8 3+

ABILITIES
Airborne: This model can only charge or be charged by units that can FLY, can only attack or be attacked in the Fight phase by units that can FLY
Hard to hit: Your opponents must subtract 1 from hit rolls made to hit this unit in the Shooting phase
WARGEAR
Each Balloon comes into play with Balistic acquisition lenses and an Autocannon
OPTIONS
Up to three Balloons may join the unit for 40pts each Any Balloon may equip a Nidhrögg launcher (2) for 20pts
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DEDICATED TRANSPORTS
A Squat force may include one Dedicated Transport choice for each non-auxiliary choice

RHINO APC
VEHICLE, TRANSPORT, RHINO SQUAT, IMPERIUM
Unit composition: 1 Rhino M WS BS S T W A Ld Sv

12’’ 6+ 4+ 6 7 6-10 3 8 3+

RHINO 55pts 6’’ 5+ 3-5 D3

3’’ 6+ 1-2 1

ABILITIES
Explodes: Roll a D6 if this model is reduced to 0 wounds. On a result of 6, it explodes and each unit within 6’’ suffers D3 mortal wounds
Self repair: Roll a D6 at the start of each of your turns, on a 6, this model regains one lost wound
Transport: This model may transport 10 INFANTRY / WEAPON models; it may not transport models taking more than 1 place in a transport
WARGEAR
The Rhino comes into play with a Twin boltgun and Smoke launchers
OPTIONS
The Rhino may equip Balistic acquisition lenses for 5pts The Rhino may equip one of those (two if this Rhino uses a Shield wall):
The Rhino may equip Kinetic dampers for 5pts - Heavy bolter for 5pts
The Rhino may equip a Merging field for 5pts - Multi-melta for 10pts
The Rhino may equip a Shield wall for 15pts - Plasma cannon for 15pts
- Lascannon for 20pts
Shield wall: Reduce this vehicle’s Move characteristics by 6’’ and raise its Toughness characteristic to 8 against range attacks. Up to two
embarked models may use range weapons during the Shooting phase

GCV HUSSAR
VEHICLE, TRANSPORT, ENGINEER, HUSSAR SQUAT, GUILD
UNIQUE Unit composition: 1 Hussar M WS BS S T W A Ld Sv

14’’ 4+ 2+ 6 7 3-12 3 9 3+
HUSSAR 250pts
7’’ 5+ 3+ 1-2 2

ABILITIES
Blessing of the omnissiah: At the end of the Movement phase, this model can repair a VEHICLE within 1’’, that model regains D3 lost wounds. A
model can only be repaired once per turn
Engineer
Explodes: Roll a D6 when this model is reduced to 0 wounds. On a result of 6, it explodes and each unit within 6’’ suffers D3 mortal wounds
Power of the machine spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons
The winged hammer: The Hussar may only bought in a Guild Expeditionary Force or if your army hosts a GUILDMASTER
Transport: This model may transport 6 INFANTRY models
Warp angels
“We’ve got our firepower”: If the GUILDMASTER and HUSSAR are both on the battlefield, destroyed GUILD HOSTS (p.13) and TRIKE TEAM
(p.13) follow the SUSTAINED ASSAULT rule (always treat this army as the attacker for this purpose only)
WARGEAR
The Hussar comes into play with a Plasma executioner, a Multi-melta, a Merging field, a Twin boltgun, a Servo-arm and Balistic acquisition lenses
OPTIONS
The Hussar may replace its Plasma executioner with a Pandora cannon for 25pts
The Hussar may equip:
- Nidhrögg launcher (6) for 75pts
- Endo-carapace for 30pts
Pandora cannon: Range 48’’, Heavy D3+3, S 7, AP -1, Dam 2, Guardian strike: Add +3 Attacks per increment of -12’’ to the weapon’s range
Servo-arm: The Hussar’s melee attacks use the following characteristics: S12, AP-2, Dam3
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PROTEUS LAND RAIDER


VEHICLE, TRANSPORT, HEARTHGUARD, LAND RAIDER SQUAT, IMPERIUM, BROTHERHOOD
UNIQUE Unit composition: 1 Land raider M WS BS S T W A Ld Sv

10’’ 6+ 3+ 8 8 9-16 6 9 2+

PROTEUS LAND RAIDER 320pts 5’’ 4+ 5-8 D6

3’’ 5+ 1-4 1

ABILITIES
Explodes: Roll a D6 if this model is reduced to 0 wounds. On a result of 6, it explodes and each unit within 6’’ suffers D3 mortal wounds
Power of the machine spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons
Token of lordship: The Proteus may only bought if your army’s Force Warlord is an INFANTRY typed LORD or THANE
Transport: This model may transport 10 INFANTRY / WEAPON models
WARGEAR
The Proteus land raider comes into play with 2 Twin boltguns, Smoke launchers and two Side sponsons with Twin lascannons
OPTIONS
The Land raider may equip an Endo-carapace for 30pts The Land raider may equip an Explorator augury web for 15pts
The Land raider may equip a Balistic acquisition lenses for 5pts The Land raider may equip:
The Land raider may equip a Ferrotitanium casing for 15pts - Heavy bolter for 5pts
The Land raider may equip Kinetic dampers for 15pts - Multi-melta for 10pts
The Land raider may equip a Merging field for 15pts - Plasma cannon for 15pts
The Land raider may equip a Ceramite coating for 10pts - Lascannon for 20pts
Explorator augury web: No enemy unit may deploy or come into play within 12’’of the Land Raider. You may re-roll all your Reserve rolls

TERMITE
VEHICLE, TRANSPORT, TERMITE SQUAT, IMPERIUM
Unit composition: 1 Termite M WS BS S T W A Ld Sv

Termite 45pts - - 4+ - 7 8 - 8 3+

ABILITIES
Immobile: This model cannot move nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase. This model
may shoot if enemy models are within 1’’ of it and friendly units may shoot at enemy units within 1’’ of it, no unit may embark upon it
Subterranean assault: During its deployment, you may set this unit beneath the surface instead of placing it on the battlefield. At the end of any of
your Movement phases, this model may dig up into battle and be set anywhere on the battlefield that is more than 9’’ from any enemy models. Any
model embarked inside must immediately disembark, but they must be set up more than 9’’ away from any enemy models. Any models that cannot
be set up because there is not enough room are slain
Transport: The Termite transports INFANTRY / WEAPON models for a total of 10 Wounds. Embarked Ambulls take 0 places in a Termite
Subterranean barrage: A Termite may shoot even if not on the battlefield (rise its weapon’s Range to unlimited)
WARGEAR
Each Termite comes into play with a Ceramite coating
OPTIONS
The Termite may equip a Mole mortar for 15pts

MOLE May only be bought as the Dedicated Vehicle of a unit hosting a Guild engineer (see p.21)
VEHICLE, TRANSPORT, MOLE SQUAT, IMPERIUM
Unit composition: 1 Mole M WS BS S T W A Ld Sv

Mole 130pts - - 4+ - 8 16 - 8 3+

ABILITIES
Immobile: This model cannot move nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase. This model
may shoot if enemy models are within 1’’ of it and friendly units may shoot at enemy units within 1’’ of it, no unit may embark upon it
Subterranean assault: During its deployment, you may set this unit beneath the surface instead of placing it on the battlefield. At the end of any of
your Movement phases, this model may dig up into battle and be set anywhere on the battlefield that is more than 9’’ from any enemy models. Any
model embarked inside must immediately disembark, but they must be set up more than 9’’ away from any enemy models. Any models that cannot
be set up because there is not enough room are slain
Transport: The Mole transports INFANTRY / BIKER / WEAPON / VEHICLE models up to Rhino’s size (see chart p.25) for a total of 40 Wounds.
Embarked Ambulls take 0 places in a Mole
Subterranean barrage: A Mole may shoot even if not on the battlefield (rise its weapon’s Range to unlimited)
WARGEAR
Each Mole comes into play with a Ceramite coating and a Twin mole mortar
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AUXILIARIES
You may spend 1 Auxiliary Point per 500pts in your army + 1 per HQ choice. League alliegeances may affect this total (see p.2)
AUXILIARY units may not be bought to satisfy the minimum requirements of any Detachment

Of Auld Age Single non-Unique model upgrade for 1 AP


One SQUAT model gains the PSYKER Keyword and the ability to deny +1 Psychic power in each enemy Psychic phase for 5pts
One SQUAT PSYKER may manifest +1 Psychic power in each friendly Psychic phase (he also gains the mastery of Hammerstrike and +1
Ancestor’s power) for 15pts

Line veteran Single unit upgrade. This model may join any non-character INFANTRY unit for 1 AP
INFANTRY, LINE VETERAN SQUAT, IMPERIUM, BROTHERHOOD
Composition: 1 Line veteran M WS BS S T W A Ld Sv

LINE VETERAN 15pts 4’’ 3+ 3+ 3 4 2 2 8 4+

ABILITIES
Line enforcer: Members of this unit can re-roll Hit and Wound rolls of 1 when using range weapons
Fire lead: The Line Veteran may forfeit his Shooting phase and target a model in his unit. Until the beginning of the next Squat turn, this model
adds +1 to his Hit rolls when using range weapons
WARGEAR
The Line veteran comes into play with a Special issue ammunition boltgun
OPTIONS
All members of the Line veteran’s unit must replace their Boltgun with a Special issue ammunition boltgun for 2pts each

Mecanicum cohort { Single unit upgrade. This / these model(s) may join any non-character INFANTRY unit for 1 AP
HQ unit. This unit may pick options with a # for 2 AP
INFANTRY, VEHICLE, COHORT, TECHPRIEST SQUAT (TECHPRIEST), MARS ADEPTUS MECHANICUS, CULT MECHANICUS
Unit composition: 1 Techpriest M WS BS S T W A Ld Sv

TECHPRIEST 5’’ 3+ 3+ 4 4 4 2 8 3+

COHORT 50pts THRALL SERVITOR 5’’ 5+ 5+ 3 3 1 1 6 4+

RAPIER 6’’ - - - 5 3 - - 3+

ABILITIES
Blessing of the Omnissiah (Techpriest): At the end of the Movement phase, this model can repair a single VEHICLE within 1’’, that model
regains D3 lost wounds. A model can only be repaired once per turn
Legio Cybernetica (Techpriest option): Robots in all units within 18’’ have BS 3+ and WS 3+. One Maniple may be bought as a Troop choice
Mindlock Thrall servitors): Thrall Servitors have WS 4+, BS 4+ and LD 9 whilst they are within 6’’ of a friendly Techpriest
WARGEAR
The Thrall servitors come into play with a Servo-arm, the Techpriest comes into play with Bionics, an Omnissian axe and a Servo-arm
OPTIONS
# The Techpriest may equip a Conversion field for 2pts The Techpriest may belong to the Legio cybernetica for 10pts
The Techpriest may equip a Mechadendrite hive for 10pts One Thrall servitor may join the unit for 10pts
# The Techpriest may equip: # Up to nine extra Thrall servitors may join the unit for 10pts each
- Conversion beamer for 20pts Up to two Thrall servitors may equip:
- Grav-cannon for 25pts - Destructor rapier for 35pts
- Volkite blaster for 20pts - Scatter rapier for 20pts
The Techpriest may replace his Laspistol with: One Robot may join the unit for a variable cost (see Maniple p.10 for
- Flechette blaster for 5pts stats, price and options)
- Grav-pistol for 10pts # Up to four extra Robots may join the unit for a variable cost
20

1 or 2 Ambulls Single unit upgrade. This / these model(s) may join any non-character INFANTRY unit for 1 AP
INFANTRY, AMBULL XENOS
Composition: 1 Ambull M WS BS S T W A Ld Sv

AMBULL 30pts 7’’ 3+ - 5 4 3 4 6 5+

ABILITIES
Territorial wrath: If this model is inside a cover during the Fight phase, add +1 to its damages
Very bulky: Model takes three places in a transport
WARGEAR
The Ambull comes into play with Rending claws
OPTIONS
One extra Ambull may join the unit for 30pts

Rending claws: Melee, S User, AP -1, Dam 1, On a Wound roll of 6, this hit is resolved with AP -4

1 or 2 Ogryns Single unit upgrade. This / these model(s) may join any non-character INFANTRY unit for 1 AP
INFANTRY, OGRYN IMPERIUM, MILITARUM AUXILIA, ABHUMAN
Composition: 1 Ogryn M WS BS S T W A Ld Sv

OGRYN 30pts 6’’ 3+ 4+ 5 5 3 3 7 5+

ABILITIES
Avalanche of muscle: On a turn in which this unit made a successful charge, models in it can make one additional attack in the Fight phase
Very bulky: Model takes three places in a transport
WARGEAR
The Ogryn comes into play with a Ripper gun
OPTIONS
One extra Ogryn may join the unit for 30pts

Ripper gun: Range 12’’, Assault 3, Strength 5, AP 0, Damage 1

Grimm ELITE unit for 2 AP


INFANTRY / BIKER, CHARACTER, ENGINEER, GRIMM SQUAT, IMPERIUM, GUILD, ORDO MALEUS
UNIQUE Unit composition: Grimm M WS BS S T W A Ld Sv

GRIMM 60pts 4’’ 3+ 3+ 3 4 4 2 10 5+

ABILITIES
Blessing of the Omnissiah: At the end of the Movement phase, Grimm can repair a single VEHICLE within 1’’, that model regains D3 lost
wounds. A model can only be repaired once per turn
Engineer
Range of expertise: Before the Deployment phase, apply each upgrade to a non-UNIQUE range weapon (one weapon may befit from multiple
upgrades). Grimm always masters level I and II while further levels are optional.
Level I : Add +12’’ to the weapon’s maximal range
Level II: The weapon’s user has a BS characteristic of 2+ to use it
Level III: Raise by +1 the weapon’s Strength characteristic
Level IV: Add +1 to the weapon’s Armour penetration
Level V: Raise by +1 the weapon’s type, this weapon becomes Runic
Tempered by divinity: Within 12’’ of Grimm, friendly Psykers can re-roll Deny the witch dice rolls of 1 or 2
WARGEAR
Grimm comes into play with a Refractor field and the Emperor’s peace
OPTIONS
Grimm may equip Melta bombs for 5pts Grimm may master extended ranges of expertise levels:
Grimm may equip an Mk2 Chopper for 15pts - Level III for 10pts
Grimm may equip a Servo-arm for 10pts - Level III and IV for 25pts
Grimm may buy one Sentinel for 5pts - Level III, IV and V for 45pts

Emperor’s peace: Range 12’’, Pistol 2, Strength 4, AP -2, Damage 1. For each wound suffered, a PSYKER or DEMON suffers an automatic
Peril of the Warp
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Imperial advisor HQ unit for 0 AP (this Auxiliary choice may only be bought once)
INFANTRY / BIKER, CHARACTER, COMMISSAR IMPERIUM, ASTRA MILITARUM, OFFICIO PREFECTUS
Unit composition (unique): 1 Advisor M WS BS S T W A Ld Sv

COMMISSAR 15pts 6’’ 3+ 3+ 3 3 3 3 8 5+

WARGEAR
The Imperial advisor comes into play with a Laspistol
OPTIONS
The Imperial advisor may equip: The Imperial advisor may equip a Guild bike for 10pts
- Power sword for 10pts The Imperial advisor may replace his Laspistol with an
- Power fist for 15pts Imperial pattern plasma pistol for 10pts
Imperial pattern plasma pistol: When attacking with this weapon, choose one of the profiles below:
- Standard: Range 12’’, Pistol 1, Strength 7, AP -3, Damage 1
- Supercharge: Range 12’’, Pistol 1, Strength 8, AP -3, Damage 2, on a hit of 1, the bearer is slain after all the shot has been resolved

Single unit upgrade. This model may join any non-character INFANTRY unit for 1 AP (+1 if buying a
Guild engineer Mole, +1 if buying Skyfall thrusters, -1 in a Guild Expeditionary Force)
INFANTRY, ENGINEER SQUAT, IMPERIUM, GUILD
Composition: 1 Guild engineer M WS BS S T W A Ld Sv

GUILD ENGINEER Variable cost 4’’ 3+ 4+ 3 4 1 1 8 5+

ABILITIES
Blessing of the Omnissiah (requires a Servo-arm): At the end of the Movement phase, this model can repair a single VEHICLE within 1’’, that
model regains D3 lost wounds. A model can only be repaired once per turn
Engineer
It depends on the job! The price of the Guild engineer is set to 5 + the strength of the strongest range weapons in the unit
WARGEAR
The Guild engineer comes into play with a Laspistol
OPTIONS
The Guild engineer may equip a Demolition charge for 20pts All members of this unit must equip Skyfall thrusters for 2pts each (if
The Guild engineer may equip Melta bombs for 5pts no members are equipped with Exo-armors)
The Guild engineer may equip a Servo-arm for 10pts The Guild engineer may buy a Sentinel for 5pts
Skyfall thrusters: A Brotherhood Combat Squad joined by the Engineer gains the JUMP PACK and FLY Keyword, its member’s Move
characteristic is increased to 12’’ and each model takes two places in a transport

Inner circle Unit upgrade (affects the Force Warlord and one chosen HOUSE GUARD unit) for 1 AP
ABILITIES
Hoggva: During your deployment, you may set the Force Warlord and and / or a House Guard unit in a Leviathan’s teleportarium instead of
placing them on the battlefield. At the end of any of your Movement phases (even the first), these two units may teleport into battle. Their models
may be set anywhere on the battlefield that is more than 9’’ from any enemy models, and no more than 3’’ from one another.
OPTIONS
Iron guards: Target an House Guard unit. Once per game turn, negate a mortal wound lost by this unit when using the Honor guards rule for 5 pts
Scales of the Behemoth: The Force Warlord raises his Save characteristic by one rank or uses the Endo-carapace rule (if wearing an Exo-
armour) for 10pts. Members of a chosen House Guard unit raise by one rank their Save characteristics or use the Endo-carapace rule (if wearing
an Exo-armour) for 20pts.
Still mind: You may add +1 to the results of all your attempts to deny enemy psychic powers within 12’’ of the Force Warlord for 5pts
Crippling assault: During the Shooting phase following an Hoggva deployment, a chosen enemy unit within 12’’ of the Force Warlord suffers
D6+3 S7, AP-3, Dam2 attacks for 40pts
Escalation: Respecting the limits of each Thane profile’s uniqueness, add one Thane to a House Guard unit (this model loses the CHARACTER
Keyword, see Thane p.4 for Prices, Profile, Abilities, Wargear and Options)
Heavy cavalry: A GCV Hussar or Proteus Land Raider may equip a Squat field deflector for 80 pts
House Huskàrls: You may raise to 5 the printed Toughness characteristic of the Force Warlord and of members of a House Guard unit for 15pts
Strategical command: If there is a LORD, a THANE and a LIVING ANCESTOR in your army, re-gain one spent Command Point when the Squat
turn begins for 5pts

Multiple units upgrade. Any number of Spirits may join non-CHARACTER, INFANTRY units for 1 AP (the number of
Spirit bought Spirits may not exceed twice the number of SQUAT PSYKERS in your force)
INFANTRY, SPIRIT SQUAT
Composition: 1 Spirit M WS BS S T W A Ld Sv

SPIRIT 25pts 4’’ 2+ - 5 4 1 2 10 -

ABILITIES
Spiritual might: This model may use a 4+ invulnerable save
Vengeful blow
WARGEAR
Each Spirit comes into play with a Runic Power sword
OPTIONS
Any number of extra Spirits (respecting limits) may join the army for 25pts each
22

Medic Single / Multiple units upgrade. Each Medic may join a non-character unit for 1AP / 2 Medics in the army (rounded down)
INFANTRY / BIKER, MEDIC SQUAT, IMPERIUM
Composition: 1 Medic M WS BS S T W A Ld Sv

MEDIC 20pts 4’’ 3+ 3+ 3 4 2 2 8 4+

ABILITIES
Battle medic: Roll a D6 each time a non-VEHICLE model of this unit loses a wound. On a result of 5+, this loss is negated
WARGEAR
The Medic comes into play with a Lasgun
OPTIONS
The Medic may equip a Guild bike for 10pts The medic may replace his Lasgun with a Laspistol and a Close combat weapon

Stormcaller HEAVY SUPPORT unit for 2 AP


INFANTRY, CHARACTER, STORMCALLER SQUAT, GUILD
Composition: 1 Stormcaller M WS BS S T W A Ld Sv

STORMCALLER 70pts 4’’ 3+ 3+ 3 4 3 2 8 4+

ABILITIES
Nights of fire: During your Shooting phase when activating this unit, you may put one Overlord token on an enemy unit within the Stormcaller’s
sight (or within the sight of any unit you control with Ballistic acquisition lenses).
You must then roll a die for each unit with at least one token on it (even if the Stormcaller has been removed from the battlefield): On a roll below 6
minus the number of tokens, add a token to the unit. On any higher roll, the unit looses all its tokens and suffers D6+3 S7, AP-3, Dam2 attacks (If
the unit is hit while transported, its TRANSPORT suffers the attack instead).
OPTIONS
The Stormcaller may become an Overlord battery master for 40pts
Overlord battery master: During your Movement phases, you may put one additional Overlord token in play
23

EQUIPMENTS
Balistic acquisition lenses: During your Movement phase, you may designate an enemy unit within this model’s sight and either:
- Allow one Heavy weapon belonging to another unit you control to re-roll its failed hit rolls against that designated unit
- Allow one teleporting unit to enter play more than 8’’ from that target enemy unit’s models but more than 9’’ from other unit’s models
Ceramite coating: Reduce by 2 all damages inflicted by “Melta” weapons to this model (to a minimum of 1)
Clan banner (UNIQUE): Members of all SQUAT units within 3’’ of the banner make an additional attack during the Fight phase. Once per Fight phase,
a model passing a Toughness test while using the Vengeful blow rule may re-gain one lost Wound
Endo-carapace: Roll two dice and add their results to pass saving throws with this model. If this equipment was bought as an option, lessen by 2
ranks the printed Save characteristic of this model. This unit may not perform Advance moves.
Errant’s rune: Once per turn, you may add - / +1 to the result of one die this model rolled to manifest or to Deny a Psychic Power
Escape tunnel: This unit may forfeit its opportunity to fire in Overwatch or its Movement phase to redeploy wholly within 10’’, more than 1’’ from all
enemy units
Exo-trike: Bearer must wear an Exo-armour to buy this equipment. This model must replace its INFANTRY Keyword by the BIKER Keyword, add +1
to its Wound and Toughness characteristics and set its Move characteristic to 10’’. He may perform Advance moves up to 16’’.
CRUSHING ASSAUT: During the Fight phase after charging, being charged or after an heroic intervention, each Hit roll of 6+ or at least equal to the
opposing unit’s Toughness score inflicts three attacks instead of one
Ferrotitanium casing: Ignore four damages suffered by this VEHICLE to determine its characteristic’s evolution
Field honors: Once per game turn, negate the loss of one wound suffered by one non-VEHICLE, SQUAT faction model in a unit within 3’’
Fortified: This unit automatically uses the benefits of a cover and may re-roll any Save rolls of 1 against enemy’s range attacks when set into play.
This effect remains as long as no member of the unit made any movement
Guild bike: This equipment comes equiped with a Twin boltgun and may perform Advance moves up to 20’’
If this equipment is bought as an option, this model must replace its INFANTRY Keyword by the BIKER Keyword, add 1 to its Wounds and Toughness
characteristics and set its Move characteristic to 14’’
Guild side car: This model comes equiped with a Twin boltgun and may perform Advance moves up to 20’’. This model must replace its INFANTRY
Keyword by the BIKER Keyword, add +1 to its Toughness characteristic, +2 to its Wounds characteristic and set its Move characteristic to 14’’
Guild trike: This equipment comes fitted with a Twin boltgun and a Heavy bolter and may Advance up to 20’’,
SCREEEECH! During the Shooting phase if this unit made an Advance move, fell back or forfeited its Shooting phase (Warp Angels ), this model may
decide to roll a D6: on a roll of 1, it suffers D3 Mortal wounds while on a roll of 2+, it may fire its heavy weapon
Kinetic dampers: For as long as this vehicle has not lost 2 or more wounds in the game, all damage dealt to it are reduced to 1
Homeland’s rune: In all friendly unit within 3’’, roll a D6 each time a non-VEHICLE model loses a wound. On a result of 6, this loss is negated.
MkII Chopper: This equipment comes equiped with a Twin boltgun and may perform Advance moves up to 20’’
If this equipment is bought as an option, this model must replace its INFANTRY Keyword by the BIKER Keyword, add 1 to its Wound and Toughness
characteristics, set it’s Save characteristic to 4+ and set its Move characteristic to 14’’
Sentinel: A Sentinel that has not been deployed at the end of your Deployment phase is destroyed. Each Sentinel forms an independent unit that
must be deployed within 6’’ of the unit it originates from. A Sentinel may not hold an objective and its destruction grants no VP.

SENTINEL
PLATFORM, VEHICLE, SENTINEL SQUAT
Unit composition: 1 Sentinel M WS BS S T W A Ld Sv

SENTINEL - - 5+ - 3 2 - 10 3+

ABILITIES
Immobile: This model cannot move or fight in the Fight phase. Enemy models automatically hit this model in the Fight phase. This model may
shoot if enemy models are within 1’’ of it and friendly units may shoot at enemy units within 1’’ of it
Interdiction zone: This model opens fire at it’s closest enemy unit at the beginning of every player’s Shooting phase
WARGEAR
A Sentinel comes into play with a Twin boltgun
OPTIONS
The Sentinel may replace its Twin boltgun with a Twin plasma gun for 10pts

Squat field deflector: This model may not suffer attacks from enemy range weapons while any deflector is up. Each deflector has a Toughness score
of 9 and 2 Wounds. A deflector is snuffed out and ceases to deflect attacks once its Wounds are reduced to 0.
When the Squat turn begins, each deflector recovers its lost Wounds on a roll of 5+
XY9 Interceptor: This equipment comes equiped with a Twin multilaser and may perform Advance moves up to 22’’
If this equipment was bought as an option, this model must replace its INFANTRY Keyword by the BIKER and FLY Keywords, add 1 to its Wound and
Toughness characteristics, set it’s Save characteristic to 3+ and Move characteristic to 16’’.
24

CHARTS
ALL SAVES
ARMOUR INVULNERABLE SPECIAL RULES
BIONICS - 6+ -
If this equipment is bought as an option, this model adds 1 to its Wounds characteristic.
If all members of the unit are equipped with Exo-armors, you may set it in a Leviathan’s
EXO-ARMOUR 2+ 5+ teleportarium instead of placing them on the battlefield. At the end of any of your second or
subsequent Movement phases, these models may teleport into battle and be set anywhere on the
battlefield that is more than 9’’ from any enemy models. This model takes 2 places in transports
CONVERSION - 4+ -
At the end of a phase where this save was successfully used, the Guildmaster must pass a
Leadership test or suffer the effects of a Peril of the Warp. Once per game, the Guildmaster may
DISPLACER - 3+
decide to permanently lower by 1 his Leadership characteristic before this test and may be
FIELDS
redeployed within 24’’ if this one is passed
This unit’s members always fulfil the conditions granting them an increased save from being in
MERGING Spe 6+
cover if any of them is within one
REFRACTOR - 5+ -
This unit enters play with the benefits of a cover and its members may re-roll results of 1 when
FORTIFIED - - taking armour saves against range attacks. These effects permanently end if any member of the
unit makes any kind of move
COMBAT - 5+ -
SHIELD
STORM - 3+ -
SPITECLIFF - 3+ Reduce by 2 the Strength of all attacks hitting this model

MELEE WEAPONS

STRENGTH AP DAMAGE SPECIAL RULES


CLOSE COMBAT WEAPON User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon
EVISCERATOR X2 -4 D3 When attacking with this weapon, you must subtract 1 from the hit rolls
D6 Mortal 1 additional attack each time this model fights, may only target a Fortification or a Vehicle with a
HEAVY LASCUTTER 10 na
wounds maximum Move characteristic of 4’’
JÖTUNN WEAPON X2 -4 4
(choose one profile) User -2 2 Make 3 hit rolls for each attack made with this weapon instead of 1
MEATH X3 -3 4 Tandervolh may re-roll one hit dice with this weapon
Add 1 to the Attack characteristic of the user if he wields 2 of these weapons. Add 1 to the user’s Attack
AXE +1 -2 1
characteristic if he wields 2 of these weapons
When attacking with this weapon, you must subtract 1 from the hit rolls. Add 1 to the Attack
FIST X2 -3 D3
POWER characteristic of the user if he wields 2 of these weapons
LANCE +2 -1 1
MAUL +1 -1 1
SWORD User -3 1
RENDING CLAWS User -1 1 On a Wound roll of 6, this attack is resolved with AP-4
1 additional attack each time this model fights. When attacking with this weapon, you must subtract 1
SERVO ARM X2 -2 3
from the hit rolls
When attacking with this weapon, you must subtract 1 from the hit roll. Add 1 to the user’s Attack
THUNDER HAMMER X2 -3 3
characteristic if he wields 2 of these weapons
Once per Fight phase, the Champion may sacrifice one attack to deal D3 Mortal damages to an
CLAN HEIRLOOM Use weapon’s characteristics
opposing unit within 1’’
Use weapon’s User may re-roll one hit dice with this weapon. Add +1 to the weapon’s Dam if there is a friendly
RUNIC *
characteristics SQUAT PSYKER within 6’’
25

RANGE WEAPONS
RANGE TYPE STRENGTH AP DAMAGE SPECIAL RULES
Within half range, roll two dice for damage and discard the lowest
ARDENT DEFENDER 6’’ Pistol 1 8 -4 D6 result. If this weapon damages a unit, this unit must pass an Initiative
test or strike last in the following Melee phase
AUTOCANNON 48’’ Heavy 2 7 -1 2
BATTLECANNON 72’’ Heavy D6 8 -2 D3
BOLTGUN 24’’ Rapid fire 1 4 0 1
Against targets at over half range, this weapon becomes S8, AP -1,
CONVERSION BEAMER 42’’ Heavy D3 6 0 1
Dam2
DEMOLITION CHARGE 6’’ Grenade D6 8 -3 D3 May only be used once per game
EMPEROR’S PEACE 12’’ Pistol 2 4 -2 1 A Psyker or Demon suffers a Peril of the Warp for each wound
FLAMER 8’’ Assault D6 4 0 1
This weapon automatically hits its target
HAND FLAMER 6’’ Pistol D3 3 0 1
HEAVY BOLTER 36’’ Heavy 3 5 -1 1
HEAVY FLAMER 8’’ Heavy D6 5 -1 1 This weapon automatically hits its target
Add 2 to the roll made to see if that model explodes. This weapon
GEHENNA PUKER 16’’ Heavy 2D6 6 -1 2
automatically hits its target
GRAV-CANNON 24’’ Heavy 4 5 -3 1 If the target has a Save characteristic of 3+ or better, this weapon has a
GRAV-PISTOL 12’’ Pistol 1 5 -3 1 Damage characteristic of D3
LASGUN 18’’ Rapid fire 1 3 -2 1
HOTSHOT
LASPISTOL 6’’ Pistol 1 3 -2 1
You may always target an enemy Character. A wound roll of 6+ causes
HROTTI 72’’ Heavy 1 8 -4 3
an additional mortal wound
LASCANNON 48’’ Heavy 1 9 -3 D6
LASGUN 24’’ Rapid fire 1 3 0 1
LASPISTOL 12’’ Pistol 1 3 0 1
MELTA BOMBS 4’’ Grenade 1 8 -4 D6
MELTAGUN 12’’ Assault 1 8 -4 D6 Within half range, roll two dice for damage and discard the lowest result
MOLE MORTAR 36’’ Heavy D6+3 4 0 1 Targets do not gain any bonus to their saving throw from being in
cover, This weapon may target units that are not visible from the
MOLE MORTAR (Anvil amo) 36’’ Heavy D6+3 5 -1 1 bearer. This weapon may fire if a model of this unit is within 3’’ and fires
it instead of shooting another weapon
MULTI-MELTA 24’’ Heavy 1 8 -4 D6
This weapon may shoot X times in the game. This weapon is treated
NIDHRÖGG LAUNCHER (X) 72’’ Heavy 2 8 -2 3
lika an Assault weapon against FLYER and targets at over half range
PANDORA CANNON 48’’ Heavy D3+3 7 -1 2 Add 3 Attacks per increment of -12’’ to the weapon’s range
PLASMA EXECUTIONNER 36’’ Heavy D6 7 -3 2
PLASMA CANNON 36’’ Heavy D3 7 -3 2
PLASMA GUN 24’’ Rapid fire 1 7 -3 2
PLASMA PISTOL 12’’ Pistol 1 7 -3 2
PLASMA RETALIATOR 48’’ D6+3 7 -3 2
DESTROYER 48’’ Assault 2 9 -3 D6 This weapon may fire if a model of this unit is within 3’’ and fires it
RAPIER
SCATTER 36’’ Assault 6 6 0 1 instead of shooting another weapon
RIPPER GUN 12’’ Assault 3 5 0 1
SFANGLIIR 24’’ Rapid fire 2 4 0 2 Sfangliir may use special issue ammunitions, Runic
This weapon may fire if a model of this unit is within 3’’ and fires it
instead of shooting another weapon.
TARANTULA Varies according to weapon
Interception: Beside deployment, when an enemy unit enters play
within sight and range, this weapon may open fire on it with BS 6+
3 Mortal
THUNDER ACCELERATOR 360’’ Heavy 2 16 na
wounds If this weapon reduces a VEHICLE to 0 Wounds, add 3 to the roll made
THUNDER ACCELERATOR 3 Mortal to see if it explodes and 3’’ to the range of the explosion
360’’ Heavy 6 16 na
(Tri-tubed) wounds
This weapon may target units that are not visible from the bearer. This
THUDD GUN 48’’ Heavy 4D6 4 0 1 weapon may fire if a model of this unit is within 3’’ and fires it instead of
shooting another weapon
User may re-roll one hit dice with this weapon. Add +1 to the weapon’s
RUNIC Use weapon’s characteristics *
Dam if there is a friendly SQUAT PSYKER within 6’’
Use weapon’s
TWIN * Use weapon’s characteristics Multiply by 2 the Weapon’s Type
characteristics

MODELS SIZES
MODEL PLACES TAKEN IN A TRANSPORT MODEL PLACES TAKEN IN A TRANSPORT
SQUAT HUSSAR GCV
1
SQUAT MOLE MORTAR PREDATOR 20
EXO ARMOUR 2 RHINO
3 30
AMBULL
0 in a Termite or a Mole JÖTUNN +5 for an Ironfall pack
CHOPPER MKII +10 for a Siege tower
EXO TRIKE PROTEUS LAND RAIDER 30
GUILD BIKE 40
GUILD SIDE CAR IRON EAGLE GYROCOPTER Requires a Landing pod to be
GUILD TRIKE transported
OGRYN 3 BANEBLADE (or equivalent) 80
ROBOT
RAGNARÖK SUIT
RAPIER
TARANTULA
THUDD GUN

This fan-dex has been tested 594 times since created in V4, 57 times in 8th ed (still a lot to do...).
Like every “living” work, it’s evolution feeds on player’s C&C and battle-reports so these are more than welcomed,
therefore don’t hesitate to push any returns to Le_dark_sensei@yahoo.fr
Plz dont publish these rules and illustrations without asking me before.
2/7/2018, DS
BBTS !
RELICS
Ancestral warders: When each game turn begins, add a Spirit to the CHARACTER’s unit (see Spirits p.21).
Eternity rune: When the Squat turn begins, the aura of the rune affects a number of chosen SQUAT models within 6’’up to the sum of this
CHARACTER’s remaining wounds. Affected models increase by one rank their Save characteristic until the next Squat turn begins. Once per game
when this CHARACTER is reduced to 0 Wounds, he immediately re-gains D3 Wounds
Fierce crown of Okündi: This CHARACTER may use this power during the Squat Psychic phase regardless of the maximum of Psychic powers he
may use. LIGHTNING PILAR (Warp charge value 5): Target an enemy unit within 18’’, roll 3D6 and substract the unit’s Movement score to the
result. For each point of difference, this unit suffers one Strength 7, AP-2, Dam D3 attack
Runescale mantle: On any save roll of 6+, the bearer may re-gain 1 lost wound. Reduce by -1 (to a minimum of 1) all damages suffered by the
bearer
Short sword of the Ykesha: Each time the bearer fights, it can make D3 additional attacks with this profile: Melee, S User, AP-2, Dam2, On a Wound
roll of 6 with this weapon, the opposing unit suffers 1 additional mortal wound
Antique ancestor’s shaped gem: The bearer gains the PSYKER keyword who may use and may deny 1 power per turn. Randomly determine 3
different Ancestor powers, any of witch may be used once per game.