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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Guild Lord [1] 3+ 3+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Slow, Tough(3) A, B, C 60pts
Berserker Lord [1] 3+ 4+ 2x Berserker Axes (A3, AP(1)) Fearless, Furious, Hero, Slayer, - 75pts
Slow, Tough(3)
Engineer [1] 3+ 3+ Assault Rifle (24”, A1), CCW (A1) Hero, Repair, Slow, Tough(3) A, B 55pts
Rune Master [1] 3+ 3+ Assault Rifle (24”, A1), CCW (A1) Hero, Psychic(1), Slow, Tough(3) A, B, D 65pts
Dwarf Warriors [5] 4+ 4+ Assault Rifles (24”, A1), CCWs (A1) Slow A, E 55pts
Dwarf Support [5] 4+ 4+ Assault Rifles (24”, A1), CCWs (A1) Slow, Relentless A, F 65pts
Jetpack Warriors [5] 4+ 4+ Pistols (12”, A1), CCWs (A2) Ambush, Flying A, G 145pts
Berserkers [5] 4+ 5+ 2x Berserker Axes (A1, AP(1)) Fearless, Furious, Slayer, Slow - 70pts
Miners [5] 4+ 5+ Pistols (12”, A1), CCWs (A2) Ambush, Slow A, H 75pts
Veterans [5] 3+ 3+ Assault Rifles (24”, A1), CCWs (A1) Slow A, I 70pts
Elites [5] 3+ 3+ Heavy Hammers (A2, AP(1)) Fearless, Slow J 90pts
Power Suits [5] 3+ 3+ Pistols (12”, A1), Heavy Hammers (A2, AP(1)) Ambush, Slow, Tough(3) J, K 280pts
Sniper Team [3] 4+ 5+ Sniper Rifles (36”, A1, AP(1), Sniper), CCWs (A1) Scout, Slow, Stealth - 90pts
Weapon Teams [3] 4+ 4+ Heavy Machineguns (36”, A3, AP(1)), CCWs (A1) Slow, Tough(3) L 155pts
Dwarf Bikers [3] 4+ 4+ Assault Rifles (24”, A1), CCWs (A1) Fast, Impact(1) A, M 75pts
Dwarf Trike [1] 4+ 4+ Assault Rifle (24”, A1), CCWs (A1), Fast, Impact(3), Tough(3) N 70pts
Heavy Flamethrower (12”, A6, AP(1))
A Replace one Assault Rifle and CCW: G Replace up to two Pistols: M Upgrade all models with:
Pistol (12”, A1) and CCW (A2) Free Shotgun (12”, A2) +5pts Twin Assault Rifles (24”, A2) +20pts
Replace one Pistol: Plasma Pistol (12”, A1, AP(2)) +5pts Replace one Twin Assault Rifle:
Shotgun (12”, A2) +5pts Flamethrower (12”, A6) +10pts Grenade Launcher–pick one to fire: +5pts
Heavy Pistol (12”, A1, AP(1)) +5pts Replace one CCW: HE (24”, A1, Blast(3))
Burst Pistol (12”, A3) +10pts Shock Hammer (A4) +5pts AT (24”, A1, AP(1), Deadly(3))
Plasma Pistol (12”, A1, AP(2)) +10pts Heat Hammer (A2, Rending) +5pts Replace all Assault Rifles and CCWs:
Storm Rifle (24”, A2) +10pts Plasma Hammer (A2, AP(2)) +5pts Pistols (12”, A1) and CCWs (A2) Free
Combat Shield (Shield Wall) +10pts Drill Hammer (A2, Deadly(3)) +5pts
Replace one CCW: N Replace Heavy Flamethrower:
Shock Hammer (A4) +5pts H Replace any Pistol: Heavy Machinegun (36”, A3, AP(1)) +5pts
Heat Hammer (A2, Rending) +5pts Burst Pistol (12”, A3) +5pts Autocannon (48”, A2, AP(2)) +10pts
Plasma Hammer (A2, AP(2)) +5pts Flamethrower (12”, A6) +10pts Plasma Cannon +15pts
Drill Hammer (A2, Deadly(3)) +5pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts (36”, A1, Blast(3), AP(2))
Upgrade with: Missile Launcher – pick one to fire: +15pts
B Upgrade with one: Drill Platform +55pts HE (48”, A1, Blast(3))
Jetpack (Ambush, Flying, Swift) +25pts (36”, A1, AP(4), Deadly(6)) AT (48”, A1, AP(3), Deadly(3))
Combat Bike (Fast, Impact(1), Swift, +30pts Heavy Fusion Rifle +25pts
Twin Assault Rifle (24”,A2)) I Replace any Assault Rifle: (24”, A1, AP(4), Deadly(6))
Power Suit +70pts Shotgun (12”, A2) Free Laser Cannon +25pts
Heavy Flamethrower (12”, A6, AP(1)) +15pts (48”, A1, AP(4), Deadly(3))
(Ambush, Tough(+3))
Heavy Machinegun (36”, A3, AP(1)) +25pts Upgrade with:
Explosive Keg (Impact(+3)) +10pts
C Upgrade with one: Plasma Cannon +30pts
Battle Lore +15pts (36”, A1, Blast(3), AP(2))
Guild Defender +15pts Missile Launcher – pick one to fire: +35pts
Special Rules
Battle Lore: The hero and his unit get +1 to hit
HE (48”, A1, Blast(3))
when fighting in melee.
D Upgrade Psychic(1) AT (48”, A1, AP(3), Deadly(3))
Guild Defender: The hero and his unit get +1
Psychic(2) +15pts Heavy Fusion Rifle +45pts to hit when shooting.
(24”, A1, AP(4), Deadly(6)) Repair: Once per turn, if within 2” of a unit
E Replace any Assault Rifle: with Tough, roll one die. On a 2+ you may
Shotgun (12”, A2) Free J Replace any Heavy Hammer: repair 1 wound from the target.
Replace one Assault Rifle: Shock Hammer (A4, AP(1)) +5pts Shield Wall: Enemies get -1 to hit when they
Flamethrower (12”, A6) +5pts Heat Hammer (A2, AP(1), Rending) +5pts attack units where all models have this rule.
Shred Rifle (18”, A2, Rending) +5pts Plasma Hammer (A2, AP(3)) +5pts Slayer: This model gets AP(+2) when fighting
Plasma Rifle (24”, A1, AP(2)) +5pts Drill Hammer (A2, AP(1), Deadly(3)) +5pts units with Tough(3) or higher.
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts Swift: The hero may ignore the Slow rule.
Heavy Machinegun (36”, A3, AP(1)) +15pts K Replace all Pistols:
Missile Launcher – pick one to fire: +25pts Plasma Pistols (12”, A1, AP(2)) +10pts Psychic Spells
HE (48”, A1, Blast(3)) Storm Rifles (24”, A2) +30pts Spite Rune (4+): Target enemy unit within 12”
AT (48”, A1, AP(3), Deadly(3)) Combat Shields (Shield Wall) +50pts gets -1 to hit in melee next time it fights.
Replace one Storm Rifle: Smiting Rune (4+): Target enemy unit within
F Replace any Assault Rifle: Heavy Machinegun (36”, A3, AP(1)) +20pts 12” takes 4 automatic hits.
Shotgun (12”, A2) Free Heavy Fusion Rifle +40pts Battle Rune (5+): Target friendly unit within
Heavy Flamethrower (12”, A6, AP(1)) +15pts (24”, A1, AP(4), Deadly(6)) 12” gets +6” next time it moves.
Heavy Machinegun (36”, A3, AP(1)) +20pts Upgrade one model with: Breaking Rune (5+): Target enemy model
Plasma Cannon +30pts Heavy Missiles – pick one to fire: +40pts within 12” takes 2 automatic hits with AP(2).
(36”, A1, Blast(3), AP(2)) HE (48”, A1, Blast(3)) Drill Rune (6+): Target piece of terrain within
Missile Launcher – pick one to fire: +30pts AT (48”, A1, AP(3), Deadly(3)) 6” may be moved by up to 6” in any direction
HE (48”, A1, Blast(3)) or may be removed from play.
AT (48”, A1, AP(3), Deadly(3)) L Replace any Heavy Machinegun: Cleaving Rune (6+): Target 2 enemy units
Heavy Fusion Rifle +40pts Mortar (48”, A1, Blast(3), Indirect) +5pts within 12” take 6 automatic hits each.
(24”, A1, AP(4), Deadly(6)) Autocannon (48”, A2, AP(2)) +5pts
Laser Cannon +40pts Missile Launcher – pick one to fire: +10pts
(48”, A1, AP(4), Deadly(3)) HE (48”, A1, Blast(3))
AT (48”, A1, AP(3), Deadly(3))
Laser Cannon +15pts
(48”, A1, AP(4), Deadly(3))
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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Half-Track [1] 4+ 2+ Heavy Machinegun (36”, A3, AP(1)) Fast, Impact(6), Tough(6), A, B 165pts
Transport(6)
APC [1] 4+ 2+ Heavy Machinegun (36”, A3, AP(1)) Fast, Impact(6), Tough(6), A, B 175pts
Transport(11)
Assault Drill [1] 4+ 2+ Tunneling Drill (A8, AP(4)) Ambush, Fast, Impact(6), C 305pts
Tough(12), Transport(11)
Battle Tank [1] 4+ 2+ Flamethrower Cannon (18”, A6, AP(1)) Fast, Impact(6), Tough(12) A, D 260pts
Battle Train [1] 4+ 2+ Battle Cannon (48”, A1, AP(3), Blast(6)) Fast, Impact(6), Tough(12) E 330pts
Dwarf Walker [1] 3+ 2+ 2x Heavy Hammer (A4, AP(2)), Stomp (A2, AP(1)) Fear, Slow, Tough(12) F 285pts
Artillery [1] 4+ 2+ Twin Heavy Fusion Rifle (24”, A2, AP(4), Deadly(6)) Slow, Tough(6) G 170pts
Dwarf Gunship [1] 4+ 2+ Twin Minigun (24”, A8, AP(1)) Aircraft, Tough(6) H 160pts