Professional Documents
Culture Documents
They are the ultimate weapon in the god-king’s quest for power
and only find peace in death.
1
–
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Captain [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Relentless, Tough(3) A, B, C 90pts
Champion [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Tough(3) A, B, C 80pts
Engineer [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Repair, Tough(3) A, B 90pts
Psychic [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Psychic(1), Tough(3) A, B, D 100pts
Pathfinder [1] 3+ 4+ Assault Rifle (24”, A1), CCW (A1) Fearless, Strider A, E 30pts
Battle Brother [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless A, F 30pts
Assault Brother [1] 3+ 2+ Pistol (12”, A1), CCW (A2) Fearless A, G 30pts
Support Brother [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Relentless A, H 35pts
Brother Biker [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fast, Fearless, Impact(1) A, I 40pts
Pathfinder Biker [1] 3+ 4+ Assault Rifle (24”, A1), CCW (A1) Fast, Fearless, Impact(1), Scout A, J 45pts
Support Bike [1] 3+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Fearless, Impact(3), Tough(3) A, K 115pts
Assault Rifle (24”, A1), CCW (A1)
Destroyer [1] 3+ 2+ Storm Rifle (24”,A2), Energy Fist (A2,AP(3)) Ambush, Fearless, Tough(3) L 100pts
A Replace Assault Rifle and CCW: F Upgrade with: K Replace Heavy Flamethrower:
Pistol (12”, A1) and CCW (A2) Free Veteran Infantry +10pts Heavy Machinegun (36”, A3, AP(1)) +10pts
Heavy Chainsaw Sword (A6, AP(1)) +10pts Upgrade with one: Heavy Fusion Rifle +30pts
2x Energy Claws (A2,AP(1),Rending) +10pts Battle Standard (Fear) +20pts (24”, A1, AP(4), Deadly(6))
Replace Pistol: Medical Training +45pts Upgrade with:
Gravity Pistol (12”, A2, Rending) +5pts Replace Assault Rifle: Twin Assault Rifles (24”, A2) +10pts
Plasma Pistol (12”, A1, AP(2)) +5pts Gravity Rifle (18”, A2, Rending) +5pts
Storm Rifle (24”, A2) +5pts Plasma Rifle (24”, A1, AP(2)) +5pts L Replace Storm Rifle and Energy Fist:
Combat Shield (Shield Wall) +10pts Flamethrower (12”, A6) +10pts 2x Energy Claws (A2,AP(1),Rending) +5pts
Replace CCW: Heavy Flamethrower (12”, A6, AP(1)) +15pts EnergyHammer(A2,AP(1),Deadly(3)) +10pts
Energy Sword (A2, AP(1), Rending) +5pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts and Combat Shield (Shield Wall)
Energy Fist (A2, AP(3)) +10pts Gravity Cannon (24”, A4, Rending) +20pts Replace Storm Rifle:
EnergyHammer(A2,AP(1),Deadly(3)) +10pts Heavy Machinegun (36”, A3, AP(1)) +25pts Heavy Flamethrower (12”, A6, AP(1)) +10pts
Chainsaw Fist (A4, AP(3)) +20pts Plasma Cannon +30pts Minigun (24”, A4, AP(1) +15pts
Take one Assault Rifle attachment: (36”, A1, Blast(3), AP(2)) Replace Energy Fist:
Gravity Rifle (18”, A2, Rending) +10pts Missile Launcher – pick one to fire: +35pts Energy Sword (A2, AP(1), Rending) -5pts
Plasma Rifle (24”, A1, AP(2)) +15pts HE (48”, A1, Blast(3)) Chainsaw Fist (A4, AP(3) +15pts
Flamethrower (12”, A6) +15pts AT (48”, A1, AP(3), Deadly(3)) Upgrade with:
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Heavy Fusion Rifle +45pts Cyclone Missiles – pick one to fire: +80pts
(24”, A1, AP(4), Deadly(6)) HE (48”, A2, Blast(3))
B Upgrade with one: Laser Cannon +45pts AT (48”, A2, AP(3), Deadly(3))
Jetpack (Ambush, Flying) +15pts (48”, A1, AP(4), Deadly(3))
Combat Bike (Fast, Impact(1), +20pts Special Rules
Twin Assault Rifle (24”,A2)) G Upgrade with any: Advanced Tactics: The hero and all friendly
Destroyer Armor +80pts Veteran Infantry +10pts units within 12” get +3” range when shooting
(Ambush, Tough(+3)) Jetpack (Ambush, Flying) +15pts and +3” range when using charge actions.
Upgrade with: Replace Pistol: Medical Training: This model and all friendly
Veteran Infantry +10pts Flamethrower (12”, A6) +10pts units within 12” get the Regeneration rule.
Repair: Once per turn, if within 2” of a unit
Replace Pistol and CCW:
with Tough, roll one die. On a 2+ you may
C Upgrade with one: Heavy Chainsaw Sword (A6, AP(1)) +10pts
repair 1 wound from the target.
War Chant +10pts
Shield Wall: Enemies get -1 to hit when they
Advanced Tactics +45pts H Replace Assault Rifle: attack units where all models have this rule.
Heavy Flamethrower (12”, A6, AP(1)) +20pts Veteran Infantry: This model gets +1 to its
D Upgrade Psychic(1) Gravity Cannon (24”, A4, Rending) +25pts attack rolls for melee and shooting.
Psychic(2) +15pts Heavy Machinegun (36”, A3, AP(1)) +30pts War Chant: The hero and all friendly units
Plasma Cannon +35pts within 12” get +1 attack when charging.
E Upgrade with: (36”,A1,Blast(3),AP(2))
Stealth Cloak (Stealth) +5pts Missile Launcher – pick one to fire: +40pts Psychic Spells
Forward Sentry (Scout) +10pts HE (48”, A1, Blast(3)) Blurred Sight (4+): Target enemy unit within
Replace Assault Rifle: AT (48”, A1, AP(3), Deadly(3)) 12” gets -1 to hit next time it shoots.
Shotgun (12”, A2) Free Heavy Fusion Rifle +50pts Psychic Terror (4+): Target enemy unit within
Gravity Rifle (18”, A2, Rending) +5pts (24”, A1, AP(4), Deadly(6)) 12” takes 2 automatic hits with AP(2).
Plasma Rifle (24”, A1, AP(2)) +5pts Laser Cannon +50pts Cursed Ground (5+): Target enemy unit within
Flamethrower (12”, A6) +10pts (48”, A1, AP(4), Deadly(3)) 18” moves -6” next time it charges.
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts Cerebral Trauma (5+): Target enemy model
Heavy Machinegun (36", A3, AP(1)) +25pts I Upgrade with: within 12” takes 1 automatic hit with AP(3).
Missile Launcher – pick one to fire: +35pts Twin Assault Rifles (24”, A2) +10pts Time Passage (6+): Target friendly unit within
HE (48”, A1, Blast(3)) Replace Assault Rifle: 12” may immediately move by up to 6”.
AT (48”, A1, AP(3), Deadly(3)) Gravity Rifle (18”, A2, Rending) +5pts Lightning Fog (6+): Target 2 enemy units
Plasma Rifle (24”, A1, AP(2)) +5pts within 6” take 8 automatic hits each.
Flamethrower (12”, A6) +10pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts