one page kill team complete v0.13.4

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  • 8/10/2019 One Page Kill Team Complete v0.13.4

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    Introduction

    Hello, and welcome to One Page Kill Team!

    One Page Kill Team is a single-page ruleset played with just

    a handful of Warhammer 40.000 miniatures that was

    designed to be fast to learn and simple to play.

    Gameplay is focused around individual models and moving

    through the environment, with features such as leaping

    onto enemies from roofs or pushing them into deadly

    terrain making for an action packed skirmish.

    We recommend printing page 2 and 4 on a single sheet,

    and your army page onto another sheet. This way you will

    always have all rules, weapons and models at hand as you

    are learning the game and getting to know your army.

    You can find various supplements to this ruleset and other

    one page rules atonepagerules.wordpress.com.You can

    find more awesome art atrosscarlisle.tumblr.com.

    If you wish to get involved in the games development or

    have any questions you can head over to our forums at

    onepagerules.proboards.com,or write me an e-mail at

    [email protected].

    Thank you for playing and happy wargaming,

    One Page Anon (Rules) and Ross Carlisle (Art)

    Index

    1. Introduction & Index

    2. Core Rules

    3.

    Advanced Rule

    4.

    Common Special Rules

    5.

    Space Marines

    6.

    Imperial Guard / Astra Militarum

    7.

    Orks

    8.

    Eldar

    9.

    Chaos Space Marines

    10.

    Tau11.

    Necrons

    12.

    Tyranids

    13.

    Dark Eldar

    14. Sisters of Battle / Adepta Sororitas

    15.

    Daemonhunters / Grey Knights

    16.

    Chaos Daemons

    http://onepagerules.wordpress.com/http://onepagerules.wordpress.com/http://onepagerules.wordpress.com/http://rosscarlisle.tumblr.com/http://rosscarlisle.tumblr.com/http://rosscarlisle.tumblr.com/http://onepagerules.proboards.com/http://onepagerules.proboards.com/mailto:[email protected]:[email protected]:[email protected]://onepagerules.proboards.com/http://rosscarlisle.tumblr.com/http://onepagerules.wordpress.com/
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    One Page Kill Team Rules v0.13.4by OnePageAnon (http://onepagerules.wordpress.com/)

    General PrinciplesThe Most Important Rule: Whenever a rule isunclear or does not seem quite right, use commonsense and personal preference.Units: Each unit consists of one or more modelsactivated as a single entity, and is defined by their

    quality, size and whatever equipment and specialrules they have. You can find unit profiles in theirrespective army supplement.Quality Tests:Whenever a rule states that youmust take a Quality test roll one six-sided die tryingto score the units Quality value or higher, and if it

    does that counts as a success.Additional Dice: Whenever a rule refers to addingdice they are added to the unit as a whole, and notto each individual model (dice are added to themost common weapon that is being used).Line of Sight:If you can draw a straight line fromthe attacker to the target without passing throughany solid obstacle, then he has line of sight.

    Before we begin...Preparation: The game is played on a flat 4x4surface, with at least 15 pieces of terrain on it. Theplayers roll-off, and the winner chooses on whatside to deploy and has to start first.The players alternate in placing one unit each within12 of their table edge.Objective:After 4 rounds the game ends, and bothplayers sum the point value of all enemy modelsthey put out of action or that are fleeing.The player with the most points wins.

    Playing the GameThe game is played in rounds, with each roundconsisting of alternating player turns in which asingle unit is activated. Before each round the

    players roll-off to see who goes first, and playerscontinue alternating in activating units until all unitshave been activated.

    Activation

    The player declares which unit he wishes toactivate, and it may do one of the following:

    Action Move Notes

    Hold 0 May shoot.Hunker 0 May not shoot. Gets +1

    die to blocking shots.Guard 0 May react once per round

    by firing at enemymovement across its lineof sight. Target gets +1 dieto blocking.

    Walk 6 May shoot after moving.

    Run 12 May not shoot.Assault 12 Move into close combat

    with enemy, gets +1 die tomelee attacks.

    MovingModels may move and turn in any directionregardless of their facing, and they may only movewithin 1 of other models if assaulting.When a unit is activated each member acts as anindividual, being able to use different actions andtargeting different enemies, as long as it remainswithin 3 of another member and within 6 of allother members. If any member of the unit is further

    than 3/6you must use a Walk, Run or Assaultaction to get it back into coherency.If two or more members of a unit use the sameaction to target the same model, they must use itsimultaneously as a coordinated action.

    ShootingAll models in a unit that are in range and have line

    of sight of an enemy model may shoot one weaponat it. Models may not shoot into or out of closecombat under any circumstance.

    The attacker takes one Quality test per Firepower ofthe model, and each success is a hit.The target then takes as many Quality tests as hits,and each success is a block.

    Subtract the number of blocks from the number ofhits, and the target model takes as many wounds asthe resulting number.

    WoundsFor each wound a model receives roll one die andconsult the following table:

    Result Effect1-2 Out of Action (remove the model as a

    casualty).3-4 Stunned (place the model on its side or

    use a marker).5-6 Pushed (the model moves 2 away from

    the attacker).

    A model that has been stunned must spend oneactivation to get up, and may not use any actionsthat round. If it takes any wounds from anotherattack it is immediately put out of action.

    A model that has been stunned and that is attackedin close combat does not roll any attacks, but canonly block hits it receives.A model that has been stunned and that fails amorale test crawls D3+1. Note that a model does

    not have to take a morale test right after beingstunned.A model that has been pushed and that moves intobase contact with another model or a piece ofimpassable terrain (such as a wall) takes one

    automatic hit (if it takes a wound from that hit treatpushed results as stunned results).A model that has been pushed and that does notmove into base contact with another model or pieceof terrain is stunned unless you roll a 4+.

    Close CombatWhen using an Assault action, move the assaultingmodel into base contact with the target. Any modelthat is in base contact with an enemy may strikewith all its melee weapons.The assaulting model strikes first, which is resolved

    like shooting, and after resolving all wounds thedefending model gets to strike.Note that if two or more models made acoordinated assault and take hits, then they arerandomly allocated to one of them.

    If neither unit is destroyed or flees the combatstarts over as soon as one of the units is activatedagain, which fights close combat as its action forthat round (this does not count as an assault for thepurpose of special rules).

    When a model that is already in close combat isassaulted by another model the assaulting modelgets +1 die to melee attacks for that combat.

    MoraleWhenever a model sees a friendly model within 6

    being stunned or put out of action, its unit musttake a morale test.The unit takes a Quality test and if it is unsuccessfulit flees 2D6 away from the nearest enemy within

    line of sight, or else toward the nearest table edge.If this move brings any model outside of the tableborders or if it is impossible for the unit to completeits full move, then the unit is removed as a casualty.

    A unit that is fleeing must take a morale test to beactivated. If it fails it flees 2D6 again and counts as

    activated for that round (stunned models get upand start fleeing). If a fleeing unit must take amorale test and is successful it does not move,however it still counts as fleeing.

    TerrainCover (forests, ruins, sandbags, etc.): Models incover get +1 die to blocking when being shot. If atleast half of the model is within cover terrain, it

    counts as being in cover. If at least half of the modelis hidden by an obstacle (like a sandbag or boulder)from the perspective of the attacker, the modelcounts as being in cover.Difficult Terrain(woods, mud, rivers, etc.):Modelshalve their movement when crossing this terrain.

    Army CompositionEach player may take up to 150pts or 300pts worthof units and upgrades in his army (you decide), andeach army may have one Hero and one Rare unit.Each unit is made up of as many models as its size,and one model in each unit may equip items from

    the upgrades list it has access to.Models Types

    Heroes:Any unit that is within 6 of this unit mayre-roll failed morale tests. Whenever this modelrolls on the wound table add 1 to the roll (if theresult is 7 the hero is unharmed).

    Rare Units:May fire all of their weapons (even atseparate targets) when using Hold actions, never failmorale tests, dont benefit of cover/elevation, andresolve wounds like heroes.Mounts:Mounted models (like bikers) need twominiatures: the rider on foot, and the rider on

    mount (used when deploying). As long as the rider ison his mount he may use any equipment andspecial rules the mount has, and the mount itselfdoes not attack in melee. The rider may get off its

    mount when it is activated before using any action(replace the rider on mount miniature with the rideron foot and place a mount marker where he gotoff). The rider may use a Walk or Run action to getonto its mount by moving into contact with themarker, which ends its activation (replace the

    miniature and remove marker). Note that a ridermay only get back on his own original mount andnot on other mounts.Whenever a mounted model suffers a stunnedresult it is thrown off its mount, and no mountmarker is placed (the mount is killed or flees).

    WeaponsEach ranged weapon provides as many dice toshooting as its Firepower, and range less weaponsprovide Firepower to close combat.Models that do not have a melee weapon listed in

    their equipment are assumed to use fists/claws.D(n) Firepower weapons roll an (n) sided die to

    determine Firepower for that attack.When using weapons with next to their Firepowerall models (friend or foe) within 3 of the target take

    as many hits as the target (adjacent models are hitfrom the direction of the target for cover purposes).

    Name Range FP

    Fists/Claws - 1Hand Weapon - 2Power/Force Weapon - 3Power Fist - 4

    Dreadnought Fist - 5

    Pistol 12 1Shotgun 12 2Grav Pistol 12 3Plasma Pistol 12 4Meltagun 12 5

    Flamer 12 D3+1Heavy Flamer 12 D6+1Carbine 18 1Gravgun 18 3

    Assault Rifle 24 1Assault Cannon 24 2Grenade Launcher 24 3Plasmagun 24 4Multi-Melta 24 5Rifle 30 1

    Sniper Rifle 36 2Heavy Bolter/Multi-Laser 36 3Plasma Cannon 36 4Mortar/Missile Launcher 48 3

    Autocannon 48 4Battle Cannon 48 5Lascannon 48 6

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    Advanced RulesAdvanced Rules

    Once you have gotten familiar with the way One

    Page Kill Team works, you might want to try usingadvanced rules to spice up the game.

    TerrainHere are some extra terrain types and advancedrules you can use to create more interestingdynamics.

    Dangerous Terrain(quicksand, razor wire, minefields, etc.):Roll one die for every model that movesinto or across dangerous terrain.If you roll a 1 the model takes a hit.Deadly Terrain (acid pools, lava, canyons, etc.):Models that move into or across deadly terrain are

    immediately removed as casualties.Elevation (cliffs, roofs, ledges, etc.): Models get +1die to shooting when being at least 2 above their

    target. Models may move onto and off of steepterrain up to 4 tall by using a Walk or Run action

    and subtracting the height that they climbed from

    their movement, however they may not fire anyweapons after climbing (riders on their mount maynot climb). Models may jump off of steep terrain upto 6 terrain. Roll one Quality test for every 2 they

    jump down, and if all dice were successful then the

    model may continue its movement withoutsubtracting the height that it jumped down. If oneor more dice are unsuccessful then the model falls.Falling models are placed within 2 of the bottom

    base of the terrain they fell from, and they take X+1

    automatic hits, where X is a hit for every 2 they fell.Models may make a diving assault on enemy modelsthat are at least 2 below them and that are within2 of the bottom base of the terrain they want to

    dive from. This works exactly like jumping off ofsteep terrain, however if all dice are successful the

    models immediately engage in close combat, andthe assaulting model gets one extra attack die forevery 2 it dived down. A model that has been pushed and that moves overthe edge of a piece of terrain at least 2 tall

    automatically falls, however if the model takes anywounds it treats pushed results as stunned results.Note that gaps up to 1 wide may be crossed as if

    they were open terrain, and gaps up to 3 wide may

    be jumped across. The model must take a Qualitytest, and if the roll is unsuccessful it falls down.

    Random TerrainA great way to introduce variety in your games is bygiving crossable terrain (such as forests and rivers) a

    random type as you play.When a player wants to move a model into oracross a piece of terrain roll one die and consult thefollowing table before moving any models, and oncethe terrain type is revealed you must finish theoriginal movement.

    Result Type

    1-2 Difficult Terrain3-4 Dangerous Terrain5-6 Deadly Terrain

    Denying the Witch and Perils of the WarpDenying the Witch and Perils of the Warp offer anew tactical element to psyker combat and castingpsychic powers. When an opposing psyker within12 casts a psychic power, or when an opposingpsychic power is cast on a target within 12 of yourpsyker, you may try and deny the witch. Note that a

    psyker that has already cast a psychic power thisround may not deny the witch, and a psyker thatdenies the witch during a round may not castpsychic powers on his turn. To deny the witch roll as

    many dice as the psykers level, and pick the highestresult. If the result beats the casting psykers highestresult, then the powers effects are not resolved. When rolling two or more 6s on casting a psychicpower or when denying the witch, the psyker losescontrol of his power and suffers perils of the warp,taking D6 automatic hits.

    BuildingsBuildings are terrain models that consist of one solid

    block which cannot be opened or reached into. Eachbuilding has a transport capacity, quality value of4+, armor value and the Tough special rule.A model that moves into contact with a buildingmay enter it, and models within a building may usea Walk action to exit. If a model is inside a building

    when it is destroyed it takes D3 automatic hits.

    Resolve the hits as if they were shooting attacks andplace any surviving models within 2 of the building.A model that is within a building may use a Walk or

    Run action to get onto the roof of the building.Models on the roof of the building behave as if theywere in open terrain, and have to leave the roof tobe able to exit the building.Models may shoot into and out of any side of thebuilding that has some sort of firing point, and

    models within the building always count as being incover and shooting from the topmost floor (not theroof). Models may chose to fire at models within abuilding, or at the building itself. When shooting atmodels within the building any missed shot may bere-rolled, and on a 4+ the building is hit instead.

    Buildings are treated like vehicles when taking hits.Models may use an Assault action to get into base

    contact with a building to attack a model inside it.All models attack, and models within the buildinggets +1 attack dice. If the models within the building

    are killed or flee, then the assaulting modelsautomatically enter the building. If a model inside abuilding suffers a stunned or pushed result, itimmediately exits and is placed within 1 of the

    building (enemy player chooses which side it exits).Here are some guidelines for buildings:

    Name Transport Armor

    Clay Hut 6 -Wooden Shed 6 1Brick House 11 2

    Apartment Block 21 3Small Bunker 11 4Large Bunker 21 5

    RuinsRuins are terrain models that consist of one or morepieces which can either be opened or reached into.Ruins count as difficult terrain, and they have aquality value of 4+, an armor value, and the Tough

    special rule. . If a model is inside a ruin when it isdestroyed it takes D3 automatic hits. Resolve thehits as if they were shooting attacks and place anysurviving models within 2 of the ruin.Models may move onto and off of different floors of

    the building by using either a Walk action to moveup/down by one floor, or a Run action to moveup/down by two floors.Models may shoot into and out of any side of theruin that has some sort of firing point.Models may shoot into and out of any side of the

    ruin that has some sort of firing point. Models maychoose to fire at models within a ruin, or at the ruinitself. When shooting at models within the ruin anymissed shot may be re-rolled, and on a 4+ the ruin is

    hit instead.Models may use an Assault action to get into basecontact with the lowest model in the ruin. Theassaulting model automatically climbs as manyfloors necessary to reach the lowest model, and thetarget model gets as many extra dice to attacking as

    floors that the assaulting model had to climb.All models attack, and if the model within the ruin iskilled or flees, then the assaulting model remains onthe floor as the model it fought.Here are some guidelines for ruins:

    Name Armor

    Clay -Wood 1Bricks 2Concrete 3

    Reinforced Steel 4Composite Materials 5

    ObjectivesWhen using advanced objectives the table and

    armies are set up just like a regular game. You caneither choose any of these or play with a randomone by rolling a die on this table:

    Result Objective1 Duel2 Seize Ground

    3 Relic Hunt

    4 Sabotage5 Breakthrough6 Last Stand

    1 - Duel: This objective is the standard gameobjective as described in the Rules section.

    2 - Seize Ground:After 4 rounds the game is over,and the battlefield is divided into four equalquarters, and both players sum the point value of alltheir non-fleeing models in each quarter. Compare

    the points for each quarter, and the player that hasmore points in one quarter counts as having seizedit. The player with most table quarters seized wins.3 - Relic Hunt:Before deploying armies D3+2 relicmarkers are placed on the table. Roll-off to see whogoes first, and then alternate in placing one markereach. The markers must be placed at least 12 away

    from any table edge and from any other marker.

    After 4 rounds the game is over, and both playersmust see how many relics they seized. If a non-fleeing model is within 3 of a relic marker whilst no

    enemy models are within 3 of the same marker, it

    counts as seized. The player with most relics wins.4 - Sabotage:Before deploying armies two relaymarkers are placed on the table. Roll-off to see whogoes first, and place one relay marker within yourdeployment zone, at least 6 away from the table

    edge. A relay marker may only be attacked byassaulting it, it has no attacks and has Quality 4+.After 4 rounds the game is over, and the player thathas managed to destroy the enemy relay marker

    whilst keeping its own relay marker alive wins.5 - Breakthrough:Before deploying armies theplayers roll-off to see who the attacker is, and the

    opposing player becomes the defender.After 4 rounds the game is over, and if at least 25%of the attackers force (worked out by point cost) is

    in the defending players deployment zone he wins.6 - Last Stand:Before deploying armies theplayers roll-off to see who the attacker is, and theopposing player becomes the defender.

    The defending player must split his army in half(worked out by point cost), and deploy one halfwithin 6 of the table centre, this half will be

    referred to as the defenders. The other half of his army must be deployed within 3 of any table

    border. The attacking player then deploys his armyanywhere on the table, at least 12 away from

    enemy models.After 4 rounds the game is over, and if at least 75%of the defenders (worked out by point cost) are still

    alive and not fleeing, the defending player wins.

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    Common Special RulesCommon Special Rules

    Armor(X):This model adds +X dice when blockingattacks.Beacon:If a friendly unit tries to deep strike within6 of this model, it does not scatter.Combi:This weapon may only be used once pergame.Deep Strike:You may choose not to deploy thisunit with your army, and instead keep it in reserve.

    After round 1 you may roll one die at the beginningof each round, before seeing who goes first. On a 4+you may place a marker anywhere on the table, atleast 12 away from enemy models (if there is nospot on the table at least 12 away from enemy

    units, place the deep striking unit on the spotfurthest from any enemy unit). Roll a dice, on a 2+the unit is placed on the position of the marker (ifthe unit has multiple models they must all be in

    base contact with each other). On a 1 the unitscatters, and your opponent may move the markeranywhere within 12 of its original position before

    placing the models. If a unit has not arrived by thelast round it arrives automatically (scatters on 4+).Fast:This model adds 3 to movement actions andfleeing.Fearless:Unit may re-roll failed morale tests.

    Flying:This model may move over models andterrain as if it was moving over open terrain, and itmay move onto and off of elevated terrain without

    having to climb it.Furious:This model gets +1 dice to close combatwhen assaulting.Heavy:This model may never move more than 6at a time, and it may fire all o f its weapons whenusing a Hold action.

    Indirect:This weapon may be fired at enemies thatare not within line of sight, and it ignores coverfrom sight blocking terrain. The target model gets+1 dice to blocking (even if several Indirect weapons

    are fired by the same unit).Linked:May re-roll failed shooting attacks.Poison:Units must re-roll successful blocks when

    attacked by this weapon.Psyker(X): This model may cast one psychic powerduring the shooting phase instead of f iring its

    weapon. To cast a psychic power the psyker musthave line of sight, and the psyker might cast psychicpowers on units engaged in close combat. Psykersthat are in close combat themselves may also cast

    psychic powers on themselves, or on the unit thatthey are fighting. When casting a psychic power youmust first roll X dice and score at least one 4+ andthen you may resolve its effects.Rending:When rolling a 6 to hit with this weapon,the hit automatically causes one wound.Scope:This model has Quality 2+ when shootingwith this weapon.Scout:This unit is deployed after all other non-scout units have been deployed. You may deploy

    this unit anywhere on the table at least 12 awayfrom enemy models (if both players have Scoutunits roll-off to see who deploys first).

    Sidecar:May fire all of its weapons, even atseparate targets, when using a Hold action. Modelsin the sidecar are purely decorative and dont countas riders.

    Strikes First:When fighting close combat youresolve this models hits first and resolve enemywounds before they get to attack.Strikes Last:When fighting close combat youresolve enemy hits first and resolve wounds beforethis model gets to attack.

    Teleporter:When using a Walk action, you mayplace this model anywhere within 6+2D6 of its

    position, passing through any models or terrain.

    Torrent: Add +2D6 to this weapons range everytime you fire it.

    Tough:Whenever this model takes a wound do notroll on the wound table but place a wound markernext to it instead. Whenever this model takes awound which brings its number of wound markersup to 3, or whenever this model takes a wound

    whilst it already has 3 wound markers it must roll onthe wound table.Toxin:Whenever this model attacks in closecombat it gets +D2 dice.

    Space Marines TacticsBlack Templars:All models have the Fast specialrule until the end of this round.Blood Angels:All models have the Furious specialrule until the end of this round.Dark Angels:All models may re-roll failed moraletests (Fearless models may roll twice) until the endof this round.

    Imperial Fists:All models may re-roll failed hitsfrom pistols and assault rifles (Linked weapons mayroll twice) until the end of this round.Iron Hands:All mounted models have Armor(+1)until the end of this round.Raven Guard:All non-mounted models haveArmor(+1) until the end of this round.Salamanders:All flamers and heavy flamers may

    roll one extra die when determining firepower untilthe end of this round.Space Wolves:Roll one die. On a 4+ place a unitof wolves with D3 models within 6 of any table

    edge. On a 1-3 your opponent may choose on whichtable edge you place them.Name Quality EquipmentWolf 4+ Hand Weapon

    Ultramarines:All models may re-roll failed hitswhen fighting in close combat until the end of thisround.

    White Scars:All models may fire their weaponsafter using a Run action as if they had used a Walk

    action until the end of this round.

    Psychic PowersAll psykers may take any of the following

    psychic powers. Note that the point cost of

    the power depends on the psykers level.Psychic Power 1 2 3Prescience (Target unit within12 may re-roll failed attacksuntil the end of this round)

    10 15 20

    Banishment (Target unitwithin 24 must re-rollsuccessful blocks until the endof this round)

    10 15 20

    Assail (Target unit within 18

    takes D6 hits)15 20 25

    Psychic Shriek (Target unitwithin 18 takes a morale test.

    If it fails the unit takes onewound or adds D3 woundmarkers to its Tough count)

    15 20 25

    Flame Breath (Target unitwithin 12 takes 2D6 hits)

    20 30 35

    Summoning (Place a unit of D3

    bloodletters, D3 pink horrors,D3 plaguebearers or D3deamonettes within 12. Once

    successful this psychic powermay not be used again duringthe same game)

    25 40 45

    Smite (Target unit within 18

    takes 2D6 hits)30 45 55

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    Space MarinesName Size Quality Equipment Special Rules Upgrades Cost

    Captain 1 3+ Pistol, Hand Weapon Fearless, Hero, Tactics A, B 40ptsTerminator Captain 1 3+ Linked Assault Rifle, Power Fist Fearless, Hero, Tactics, Tough F 80ptsLibrarian 1 3+ Pistol, Force Weapon Fearless, Psyker(1) A, B 35ptsTechmarine 1 3+ Pistol, Power Fist Fearless, Tough A, B 55pts

    Assault Scout 1 4+ Pistol, Hand Weapon Fearless, Scout A, B, C 20ptsTactical Scout 1 4+ Assault Rifle Fearless, Scout A, B, C 20ptsAssault Marine 1 3+ Pistol, Hand Weapon Fast, Fearless, Flying A, B, D 30ptsTactical Marine 1 3+ Assault Rifle Fearless A, B, D, E 25pts

    Assault Veteran 1 3+ Pistol, Power Weapon Fast, Fearless, Flying A, B, D 35ptsTactical Veteran 1 3+ Assault Rifle, Hand Weapon Fearless A, B, D, E 30pts

    Terminator 1 3+ Linked Assault Rifle, Power Fist Fearless, Tough F 60ptsCenturion 1 3+ Linked Flamer, 3x Linked Assault Rifles Fearless, Heavy, Tough I 85ptsScout Biker 1 4+ Pistol, Hand Weapon Fearless, Mount (Bike), Scout A 30ptsMarine Biker 1 3+ Pistol, Hand Weapon Fearless, Mount (Bike) A, D 35ptsBike - - Linked Assault Rifle Fast G -

    Dreadnought 1 3+ Linked Heavy Flamer, Dreadnought Fist,Linked Assault Rifle

    Rare, Tough J 100pts

    AReplace Pistol/Assault Rifle:

    Grav Pistol +10ptsPlasma Pistol +15pts

    Take one or Replace Hand Weapon:

    Hand Weapon +5ptsPower Weapon +10pts

    Power Fist +15ptsUpgrade Psyker(1):

    Psyker(2) +10pts

    BReplace Pistol:

    Assault Rifle +5ptsTake one Assault Rifle attachment:

    Combi-Flamer +5ptsCombi-Gravgun +5ptsCombi-Meltagun +10pts

    Combi-Plasmagun +10pts

    CReplace Pistol/Assault Rifle:

    Shotgun +5pts

    Assault Rifle +5ptsSniper Rifle (Scope) +25ptsHeavy Bolter +25ptsMissile Launcher +45pts

    DReplace Pistol/Assault Rifle:

    Flamer +10ptsGravgun +15ptsMeltagun +15ptsPlasmagun +30pts

    EReplace Assault Rifle:

    Heavy Bolter +30ptsMulti-Melta +30pts

    Plasma Cannon +40pts

    Missile Launcher +55ptsLascannon +90pts

    Take one:Narthecium (this model or onefriendly model within 3 getsArmor(+1) once per game)

    +15pts

    Standard(friendly models within 6 mayre-roll failed morale tests)

    +10pts

    FReplace Linked Assault Rifle:

    Heavy Flamer +10ptsStorm Shield(Armor(+1) once per game)

    +10pts

    Assault Cannon (Rending) +15pts

    Take one:Cyclone Missiles(Combi-Missile Launcher)

    +15pts

    GTake one:

    Heavy Bolter (Sidecar) +35ptsMulti-Melta (Sidecar) +40pts

    ITake one:

    Linked Dreadnought Fist +25ptsReplace Linked Flamer:

    Linked Meltagun +5ptsLinked Grenade Launcher +20ptsLinked Heavy Bolter +25ptsLinked Lascannon +95pts

    Replace 3x Linked Assault Rifles:

    Missile Launcher +35pts

    JReplace up to two Linked Assault Rifles:

    Heavy Flamer (may take 2x) +10ptsMeltagun +10pts

    Replace Linked Assault Rifle andDreadnought Fist:

    Missile Launcher +35pts

    Linked Autocannon +45ptsReplace Linked Heavy Flamer:

    Assault Cannon (Rending) Free3x Linked Assault Rifle +5ptsDreadnought Fist and LinkedAssault Rifle

    +5pts

    Multi-Melta +10ptsLinked Heavy Bolter +15ptsPlasma Cannon +20ptsLinked Autocannon +50ptsLinked Lascannon +90pts

    Take up to two:

    Hunter-Killer Missile (Combi-Missile Launcher, may take 2x)

    +15pts

    Take one:Ironclad

    (Armor(+1) once per game)

    +10pts

    Army Special RulesTactics:This model has the Fearless specialrule and may use one of the special rules fromthe Space Marines Tactics section once pergame.

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    Imperial Guard / Astra MilitarumName Size Quality Equipment Special Rules Upgrades Cost

    Commander 1 4+ Pistol, Hand Weapon Hero, Officer A 30ptsAssistants 2 4+ Assault Rifles - B, C, E 30ptsCommissar 1 5+ Pistol, Hand Weapon Commissar A 10ptsPriest 1 5+ Pistol, Hand Weapon Spiritual Leader A, C 15pts

    Psyker 1 5+ Pistol, Force Weapon Psyker(1) A 15ptsGuardsmen 3 5+ Assault Rifles - A, B 30ptsWeapons Team 1 5+ Heavy Bolter - D 25ptsLegionnaires 2 5+ Assault Rifles, Hand Weapons Fearless, Scout - 35pts

    Conscripts 5 6+ Assault Rifles - - 25ptsRatling 1 6+ Sniper Rifle (Scope) Scout - 35pts

    Ogryn 1 4+ Grav Pistol, Power Weapon Furious, Tough G 45ptsVeterans 2 4+ Assault Rifles - A, B, C 30ptsStorm Trooper 1 4+ Assault Rifle Deep Strike, Scout A, B 20ptsRough Riders 2 5+ Pistols, Combi-Power Weapons Mount (Horse) F 20ptsHorse - - - Fast - -

    Sentinel 1 4+ Heavy Flamer Rare, Tough H, I 55pts

    AReplace Pistol/Assault Rifle:

    Pistol Free

    Plasma Pistol +10ptsTake one or Replace Hand Weapon:

    Hand Weapon +5ptsPower Weapon +10ptsPower Fist +15pts

    Upgrade Psyker(1):Psyker(2) +5pts

    BReplace Assault Rifle:

    Flamer +5pts

    Heavy Flamer +10ptsMeltagun +10ptsGrenade Launcher +20ptsPlasmagun +20pts

    CReplace Pistol/Assault Rifle:

    Shotgun +5ptsSniper Rifle (Scope) +25pts

    D Replace Heavy Bolter:

    Missile Launcher +15ptsAutocannon +15ptsMortar (Indirect) +20ptsLascannon +30pts

    ETake one:

    Standard (Fearless) +5ptsVox-Caster (24 Officer) +10pts

    Medipack (this model or onefriendly model within 3 gets

    Armor(+1) once per game)

    +15pts

    FReplace Pistol:

    Plasma Pistol +5ptsReplace Combi-Power Weapon:

    Power Weapon +5ptsReplace Pistol and Combi-Power Weapon:

    Flamer +5ptsMeltagun +5ptsGrenade Launcher +10ptsPlasmagun +10pts

    GReplace Power Weapon:

    Power Fist +5ptsTake one:

    Shield (Armor(+1) once per game) +10pts

    H

    Replace Heavy Flamer:Multi-Laser +10ptsPlasma Cannon +20ptsMissile Launcher +30ptsAutocannon +30pts

    Lascannon +55pts

    I

    Take any:Hunter-Killer Missile

    (Combi-Missile Launcher)

    +10pts

    Extra Armor(Armor(+1) once per game)

    +10pts

    Army Special Rules

    Commissar:This model may be deployed aspart of a Guardsmen, Legionnaires orConscripts unit. Whenever a unit this model is

    part of fails a morale test, remove one modelfrom it as a casualty and re-roll.Officer:This model may be deployed as partof an Assistants unit. Once per round, whenthis model is activated, you may declare anyunit within 12, and roll one die. On a 4+ the

    unit may immediately use any action (if theunit consists of more than one model theymust take a coordinated action), even if it hadbeen activated already (this does not count as

    its activation). If failed nothing happens,however if the unit is joined by a commissaryou may remove one model from it as a

    casualty and re-roll.Spiritual Leader: This model may bedeployed as part of a Guardsmen, Conscripts

    or Legionnaires unit. If any model in a unit thismodel is part of uses an Assault action roll adie. On a 4+ the model gets the Furiousspecial rule.

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    OrksName Size Quality Equipment Special Rules Upgrades Cost

    Warboss 1 4+ Pistol, Hand Weapon Fearless, Furious, Hero, Waagh! A, B, C 30ptsBig Mek 1 5+ Pistol, Hand Weapon Fearless, Furious, Hero, Waagh! A, B, C, D, K 25ptsWeirdboy 1 5+ Force Weapon Psyker(1) L 30ptsRuntherd 1 6+ Power Weapon Furious, Tough, Runtherd - 10pts

    Gretchin 5 6+ Pistols Git Shoota - 30ptsChoppa Boyz 3 5+ Pistols, Hand Weapons Fearless, Furious A, C, D 40ptsShoota Boyz 3 5+ Carbines Fearless, Furious A, C, D 35ptsStormboy 1 5+ Pistol, Hand Weapon Deep Strike, Fast, Fearless, Flying, Furious A, C 20pts

    Burna Boy 1 5+ Flamer, Power Weapon Fearless, Furious D 20ptsLoota 1 5+ Mortar (Indirect) Fearless, Furious D 45pts

    Tankbusta 1 5+ Grenade Launcher Fearless, Furious E 25ptsKommandos 2 5+ Pistols, Hand Weapons Fearless, Furious, Scout A, D 30ptsFlash Gitz 2 5+ Assault Cannons Fearless, Furious A, B 35ptsNob 1 4+ Pistol, Hand Weapon Fearless, Furious A, B, C 20ptsWarbiker 1 5+ Pistol, Hand Weapon Fearless, Furious, Mount (Bike) A 20pts

    Bike - - Linked Carbine Fast - -Deffkopta 1 5+ Linked Heavy Bolter Rare, Fast, Flying, Furious, Scout F 50ptsWarbuggy 1 4+ Linked Heavy Bolter Rare, Fast G, J 55ptsKilla Kan 1 4+ Heavy Flamer, Dreadnought Fist Rare G, H 45ptsDeff Dred 1 4+ 4x Dreadnought Fist Rare, Tough G, I 95pts

    ATake one or Replace Hand Weapon:

    Hand Weapon +5ptsPower Weapon +10pts

    Power Fist +15pts

    BReplace Pistol:

    Carbine +5ptsLinked Carbine +10ptsDoks Tools (this model or one

    friendly model within 3 gets

    Armor(+1) once per game, HandWeapon (Poison))

    +15pts

    Take one Carbine attachment:

    Combi-Heavy Flamer +5ptsCombi-Grenade Launcher +5pts

    Take any:Attack Squig (+1 die to melee) +5ptsAmmo Runt (+1 die to shooting

    once per game, may take 3x)

    +5pts

    Grot Orderly (+1 die to blockingonce per game)

    +10pts

    CTake one or Replace equipment:

    Eavy Armor(Armor(+1) once per game)

    +10pts

    Cybork Body(Armor(+1) twice per game)

    +20pts

    Mega Armor (Armor(+1) twice per

    game, Linked Carbine, Power Fist)

    +45pts

    DReplace Pistol/Carbine/Flamer/Mortar:

    Flamer +5pts

    Grenade Launcher +15pts

    Plasmagun +15ptsHeavy Bolter +15pts

    ETake any:

    Bomb-Squig (Combi-GrenadeLauncher, may take 3x)

    +5pts

    Tankhammer (Dreadnought Fist) +10pts

    FReplace Linked Heavy Bolter:

    Plasmagun FreeLinked Grenade Launcher Free

    Take any:Bigbomm (Combi-Dreadnought

    Fist, attacks one enemy model it

    moved over)

    +5pts

    Buzzsaw (Power Fist) +10pts

    GTake any:

    Red Paint Job (+3 movement) +5ptsGrot Riggers

    (on 4+ this model immediately getsup when stunned)

    +10pts

    Armor Plates(Armor(+1) once per game)

    +10pts

    HReplace Heavy Flamer:

    Grotzooka (Gravgun) FreeGrenade Launcher +5ptsPlasmagun +5ptsHeavy Bolter +10pts

    IReplace up to two Dreadnought Fists:

    Heavy Flamer (may take 2x) +5ptsGrenade Launcher

    (may take 2x)

    +10pts

    Plasmagun (may take 2x) +10ptsHeavy Bolter (may take 2x) +10pts

    JReplace Linked Heavy Bolter:

    Heavy Flamer FreeLinked Grenade Launcher Free

    KReplace Pistol:

    Kustom Force Field +15ptsReplace Pistol and Hand Weapon:

    Shokk Attack Gun +65pts

    LUpgrade Psyker(1):

    Psyker(2) +5pts

    Army Special RulesGit Shoota: This model shoots at Quality 4+.Kustom Force Field: This model and allfriendly models within 6 get Armor(+1)

    against shooting once per game.Runtherd:This model may be deployed aspart of a Gretchin unit. If two or more models

    in a unit this model is part of fail a moraletest, remove one model from the unit as acasualty, and the remaining models may re-roll.Shokk Attack Gun: This weapon hasFirepower 2D6 and a 48 Range.

    Consult this table when rolling doubles:Result Effect

    1, 1 This model is immediately removedfrom play.

    2, 2 This model takes D3 automatic hits.3, 3 The opponent may choose any

    other model (or none) to be

    targeted.4, 4 This model is immediately placed inclose combat with the target.

    5, 5 The target model takes D3automatic hits.

    6, 6 The target model is immediatelyremoved from play.

    Waagh!: Once per game you may declareWaagh! during your turn. All models add 3 at

    their end of their movement (not whenfleeing) until the end of that round.

    Army Psychic PowersPsykers from this army may take any ofthe following powers:Psychic Power Cost

    Warpath (The weirdboy gets +1 dieto melee)

    +5pts

    Power Vomit (Target unit within12 takes D6+1 hits)

    +10pts

    Da Jump (The weirdboy mayimmediately deep strike)

    +10pts

    Frazzle (Target unit within 24

    takes D6 automatic hits)

    +15pts

    Eadbanger(Target model within24 takes D6 automatic hits)

    +15pts

    Da Krunch (Target unit within 12

    takes 4D6 automatic hits)+35pts

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    EldarName Size Quality Equipment Special Rules Upgrades Cost

    Autarch 1 3+ Pistol, Power Weapon (Strikes First) Fast, Focus, Hero D, F 45ptsFarseer 1 3+ Pistol, Force Weapon Focus, Hero, Psyker(3) - 60ptsAvatar 1 2+ Dreadnought Fist Fast, Hero, Rare, Tough - 90ptsWarlock 1 3+ Pistol, Force Weapon Focus, Psyker(1) - 35pts

    Storm Guardians 2 4+ Pistols, Hand Weapons Focus D 30ptsGuardians 2 4+ Shotguns Focus - 30ptsWeapon Platform 1 4+ Assault Cannon Focus, Weapon Platform A 20ptsRanger 1 4+ Sniper Rifle (Scope) Focus, Scout - 45pts

    Banshee 1 3+ Pistol, Power Weapon (Strikes First) Fast, Focus - 30ptsScorpion 1 3+ Pistol, Power Weapon Fast, Focus, Scout - 30pts

    Harlequin 1 3+ Grav Pistol, Power Fist Fast, Furious I 40ptsDire Avenger 1 3+ Carbine Focus E 20ptsHawk 1 3+ Assault Rifle Deep Strike, Fast, Flying, Focus F 30ptsFire Dragon 1 3+ Meltagun Fast, Focus C 35ptsWarp Spider 1 3+ Plasma Pistol Deep Strike, Focus, Teleporter G 35pts

    Dark Reaper 1 3+ Missile Launcher - J 75ptsWraithblade 1 3+ 2x Power Weapon Fearless, Tough H 60ptsWraithguard 1 3+ Meltagun Fearless, Tough C 60ptsWraithlord 1 2+ 2x Shotgun, Dreadnought Fist Rare, Tough K, L 95ptsWar Walker 1 4+ 2x Assault Cannon, Hand Weapon Fast, Focus, Rare L 45pts

    Windrider 1 3+ Pistol Focus, Mount (Jetbike) - 30ptsShining Spear 1 3+ Pistol, Power Weapon Focus, Mount (Jetbike) - 40ptsJetbike - - Linked Shotgun Fast, Flying B -

    A

    Replace Assault Cannon:Heavy Bolter +15ptsLinked Heavy Bolter +25ptsPlasma Cannon +25ptsMissile Launcher +35pts

    BReplace Linked Shotgun:

    Assault Cannon +5pts

    CReplace Meltagun:

    Heavy Flamer +5ptsMulti-Melta +20pts

    D

    Replace Pistol:Flamer +10ptsMeltagun +15pts

    Replace Hand Weapon:Power Weapon +5pts

    EReplace Carbine:

    Pistol FreeLinked Carbine +5ptsSimmer Shield

    (Armor(+1) once per game)

    +10pts

    Take one:

    Hand Weapon +5ptsPower Weapon +10pts

    F

    Replace Pistol/Assault Rifle:Assault Cannon +10pts

    Take one:Hand Weapon +5pts

    Power Weapon +10pts

    GReplace Plasma Pistol:

    Gravgun +5ptsLinked Plasma Pistol +5pts

    Take one:

    Linked Hand Weapon +10ptsLinked Power Weapon +15pts

    HReplace up to two Power Weapons:

    Force Shield(Armor(+1) once per game) Free

    Ghost Axe (Power Fist) +5pts

    I

    Replace Grav Pistol:Assault Cannon +5ptsMeltagun +10pts

    Replace Power Fist:Power Fist (Rending) +5pts

    Take one:

    Psyker(1) +10pts

    JReplace Missile Launcher:

    Plasma Cannon Free

    Battle Cannon +30pts

    KTake up to two:

    Flamer (may take 2x) +20pts

    Take one:Ghost Glaive (Dreadnought Fist) +25pts

    LTake up to two:

    Assault Cannon (may take 2x) +20pts

    Heavy Bolter (may take 2x) +45ptsLinked Heavy Bolter(may take 2x)

    +55pts

    Plasma Cannon (may take 2x) +60ptsMissile Launcher (may take 2x) +80pts

    Army Special RulesFocus: This model may move up to 3 aftershooting.Weapon Platform:This model may only bedeployed as part a Guardians unit, it has no

    close combat attacks and is removed fromplay if it is the last model remaining in theunit.

    Army Psychic PowersPsykers from this army may take any ofthe following powers:Psychic Power Cost

    Reveal (Target unit does notreceive any benefits from cover)

    +5pts

    Conceal (The psyker has Armor(+1)until the end of this round)

    +10pts

    Guide (Target unit within 24 may

    re-roll all failed shooting dice)

    +10pts

    Renewer (Remove one woundmarker from a target Tough unit

    within 18)

    +10pts

    Destructor (Target unit within 12

    takes D6 hits)+20pts

    Executioner (Target unit within 24

    takes D6 hits)+35pts

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    Chaos Space MarinesName Size Quality Equipment Special Rules Upgrades Cost

    Chaos Lord 1 3+ Pistol, Hand Weapon Fearless, Hero A, B, C 35ptsTerminator Lord 1 3+ Linked Assault Rifle, Power Weapon Fearless, Hero, Tough A, B, C, G 70ptsSorcerer 1 3+ Pistol, Force Weapon Psyker(1) A, B, C 30pts

    Zombies 5 6+ Power Fists Zombie - 30ptsCultist Cut-throats 3 5+ Pistols, Hand Weapons - F 30ptsCultist Gangers 3 5+ Assault Rifles - F 30ptsChaos Marine 1 3+ Assault Rifle - A,B,C,D,E 20pts

    Chaos Chosen 1 3+ Pistol, Hand Weapon Fearless, Furious B 25ptsPossessed Marine 1 3+ Hand Weapon Mutations , Fast, Fearless - 25pts

    Metal Marine 1 3+ Sonic Guitar (Assault Cannon) Fearless I 30ptsRaptor 1 3+ Pistol, Hand Weapon Deep Strike, Fast, Flying A, B, C, D 25ptsTerminator 1 3+ Linked Assault Rifle, Power Weapon Tough A, B, C, G 55ptsMutilator 1 3+ 2x Power Fist Deep Strike, Tough A 65ptsObliterator 1 3+ Linked Flamer, Power Fist Deep Strike, Heavy, Tough A, E 70pts

    Chaos Biker 1 3+ Pistol, Hand Weapon Mount (Bike) A, B, C, D 30ptsBike - - Linked Assault Rifle Fast - -Chaos Spawn 1 4+ Power Fist Fearless, Furious, Tough A 40ptsDaemon Prince 1 2+ Dreadnought Fist Rare, Tough A, H 75ptsHelbrute 1 3+ Linked Heavy Bolter, Power Fist Rare, Tough J 100pts

    ATake one:

    Slaanesh (+3 movement) +5ptsKhorne (+1 attack when assaulting) +5pts

    Tzeentch (Psyker(1)) +10ptsNurgle (Armor(+1) once per game) +15pts

    BReplace Pistol/Assault Rifle/

    Linked Assault Rifle:

    Plasma Pistol +10ptsTake one or Replace Hand Weapon:

    Hand Weapon +5ptsPower Weapon +10ptsPower Fist +15pts

    Upgrade Psyker(1):

    Psyker(2) +10ptsPsyker(3) +20pts

    C

    Replace Pistol/Linked Assault Rifle:Assault Rifle +5ptsLinked Assault Rifle +10pts

    Take one Assault Rifle attachment:Combi-Flamer +5ptsCombi-Meltagun +5pts

    Combi-Plasmagun +10pts

    DReplace Pistol/Assault Rifle:

    Flamer +10pts

    Meltagun +15ptsPlasmagun +30pts

    ETake one or Replace Assault Rifle:

    Heavy Bolter +35pts

    Missile Launcher +65ptsAutocannon +65ptsLascannon +95pts

    FReplace Pistol/Assault Rifle:

    Shotgun +5ptsFlamer +10ptsHeavy Bolter +15pts

    GReplace Linked Assault Rifle:

    Heavy Flamer +10ptsLinked Heavy Bolter +35pts

    H

    Take any:Wings (Fast, Flying) +10ptsTake one:

    Psyker(1) +10ptsPsyker(2) +20pts

    Psyker(3) +30pts

    IReplace Sonic Guitar:

    Doom Amp (Heavy Flamer) +5ptsSonic Bass (Battle Cannon) +80pts

    JReplace Linked Heavy Bolter:

    Dreadnought Fist FreeMulti-Melta FreePlasma Cannon +5pts

    Linked Lascannon +75ptsReplace Power Fist:

    Dreadnought Fist +5ptsMissile Launcher +50pts

    Take up to two Dreadnought Fistattachments:

    Linked Assault Rifle(may take 2x)

    +10pts

    Heavy Flamer (may take 2x) +20pts

    Army Special RulesMutations: Whenever this model fights inclose combat, roll one dice before combat

    starts. On a 1-2 the model has First Strike, ona 3-4 the model has Rending, and on a 5-6 themodel has +1 attack.Zombie: This model automatically passes allmorale tests and may never move more than6 at a time.

    Army Psychic PowersPsykers from this army may take any ofthe following powers:Psychic Power Cost

    Weapon Virus (Target unit within24 takes one automatic hit forevery 1 rolled when shooting until

    the end of this round)

    +5pts

    Doombolt (Target unit within 6

    takes D3 automatic hits, and hasArmor(+1) until the end of theround if it survives)

    +10pts

    Hysterical Frenzy (Target unitwithin 12 has Strikes First until

    the end of this round)

    +15pts

    Nurgles Rot (All units within 6

    take D3 hits with Poison)+15pts

    Slaaneshs Overload (Target unit

    within 24 takes D3 hits and must

    take a morale test)

    +25pts

    Tzeentchs Firestorm (Target unit

    within 24 takes D3 hits, and for

    each wound suffered from this the

    unit takes another D3 hits)

    +30pts

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    TauName Size Quality Equipment Special Rules Upgrades Cost

    Commander 1 3+ 2x Gravgun Crisis Suit, Hero, Support A, B 95ptsCadre Fireblade 1 4+ Rifle, Power Fist, Markerlight Hero, Support A 40ptsEthereal 1 4+ - Hero, Inspirational D 50pts

    Kroot Carnivores 2 5+ Assault Rifles, Hand Weapons Scout - 30ptsKroot Hounds 3 5+ Hand Weapons Scout - 35ptsKrootox Rider 1 5+ Assault Rifle Mount (Krootox), Scout, Tough - 45ptsKrootox - - Multi-Laser, Krootox (Hand Weapon) - - -

    Vespid 1 4+ Carbine Fast, Flying - 20ptsFire Warrior 1 4+ Rifle Support A, C 20pts

    Pathfinder 1 4+ Carbine, Markerlight Scout, Support A, F 20ptsStealth Suit 1 3+ Gravgun Deep Strike, Flying, Scout, Support A, C, E 40ptsXv8 Crisis Suit 1 3+ 2x Gravgun Crisis Suit, Support, Tough A, B 85ptsXv88 Broadside 1 3+ Linked Battle Cannon, Linked Plasma

    CannonRare, Support, Tough A, G 225pts

    Gun Drone Squad 2 4+ Linked Carbines Flying, Support A 40ptsSniper Drone Team 2 4+ Sniper Rifles, Markerlights Controller, Flying, Support - 70ptsMarker Drone 1 X+ Markerlight Drone - -Inhibitor Drone 1 X+ - Drone, Inhibitor - -Accelerator Drone 1 X+ - Accelerator, Drone - -

    Recon Drone 1 X+ Assault Cannon Beacon, Drone - -Gun Drone 1 X+ Linked Carbine Drone - -Shield Drone 1 X+ Force Shield (one friendly model within 3

    gets Armor(+1) once per game)Drone - -

    Support Drone 1 X+ Plasma Cannon Drone - -

    ATake up to two:

    Marker Drone (may take 2x) +15ptsGun Drone (may take 2x) +20ptsShield Drone (may take 2x) +25pts

    Support Drone (may take 2x) +60pts

    BReplace up to two Gravguns:

    Assault Cannon (may take 2x) Free

    Flamer (may take 2x) FreeLinked Flamer (may take 2x) +5ptsMulti-Melta (may take 2x) +20ptsPlasma Cannon (may take 2x) +30pts

    C Take one:Beacon +5ptsMarkerlight +5pts

    DTake one:

    Hand Weapon +5ptsPower Weapon +10pts

    EReplace Gravgun:

    Multi-Melta +20pts

    FReplace Carbine:

    Rifle +5pts

    Sniper Rifle (Scope) +25ptsTake one:

    Inhibitor Drone +10ptsAccelerator Drone +10pts

    Recon Drone +25pts

    GReplace Linked Battle Cannon:

    2x Linked Plasma Cannon FreeTake one:

    Seeker Missile +15pts

    Army Special RulesAccelerator: All weapons of models in thisunit have +6 range.Controller: Place a marksman model next tothis unit as long as it is alive. All models in thisunit have the Scope special rule, however ifthe unit ever takes hits in close combatremove the marksman model and the models

    no longer have the Scope special rule.Crisis Suit:This model has the Deep Strikeand Flying special rules, and it may fire all ofits weapons when using a Hold action.

    Drone:This model is deployed as part of anyunit that buys it as an upgrade (may not bedeployed outside of other units), and has the

    same Quality value as the upgrading unit.Inhibitor: Enemy units assaulting models inthis unit reduce their movement by 3.

    Inspirational: Frienldy non-rare modelswithin 6 get +1 dice to shooting, +1 dice toblocking and have the Fearless special rule.Markerlight: Models may shoot amarkerlight like a normal weapon with 36

    range. If hit the target model does not roll toblock, nor is it removed as a casualty. Insteadplace 1 markerlight counter on it, which staysuntil the end of the round. When the model isbeing shot at you may remove up to 3markers, and add as many dice to shooting as

    markers you removed. Note that units maynot benefit from their own markerlights whenshooting.

    Seeker Missile (Combi-MissileLauncher): If this weapon is fired at a modelwith markerlight counters, you may fire this

    weapon at it even if it is not within line ofsight by removing one markerlight counter.Support: This model gets +1 dice to shootingwhen using a Guard action.

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    NecronsName Size Quality Equipment Special Rules Upgrades Cost

    Necron Lord 1 3+ Power Weapon, Shotgun Hero, Robot A 35ptsDestroyer Lord 1 3+ Power Weapon Hero, Flying, Robot A 35ptsCryptek 1 3+ Power Weapon, Shotgun Psyker(1), Robot A 40pts

    Warrior 1 3+ Assault Rifle (Rending) Robot - 30ptsImmortal 1 3+ Assault Rifle (Rending) Robot, Tough B 55ptsFlayed One 1 3+ Power Weapon Deep Strike, Robot, Scout - 30ptsDeathmark 1 3+ Sniper Rifle (Scope) Deep Strike, Robot - 50pts

    Lynchguard 1 3+ Power Weapon Robot C 25ptsPraetorian 1 3+ Flamer, Power Weapon Fearless, Flying, Robot D 45pts

    Scarab Swarm 1 5+ Power Weapon (Rending) Fearless, Tough - 25ptsWraith 1 3+ Power Weapon Fast, Fearless, Flying , Tough F 50ptsCtan Shard 1 3+ Power Fist Fearless, Necrodermis, Tough I 50ptsDestroyer 1 3+ Assault Cannon (Rending) Flying, Robot H 40ptsBlade Rider 1 3+ Assault Rifle (Rending) Mount (Tomb Blade), Robot - 45pts

    Tomb Blade - - Linked Assault Rifle (Tesla) Fast, Flying G -Spyder 1 3+ Hand Weapon Hive, Rare, Tough E 100ptsStalker 1 3+ Multi-Melta Rare, Tough H 85pts

    AReplace Power Weapon:

    Power Weapon (Rending) +5ptsTake one:

    Shotgun +10ptsTake any:

    Combi-Power Fist +5ptsMindshackle Scarabs +10ptsWeave (Armor(+1) once per game) +10ptsResurrection Orb (reanimates on a4+ instead of a 5+)

    +10pts

    Tachyon Arrow (Combi-Lascannon) +25pts

    BExchange Assault Rifle (Rending):

    Assault Rifle (Tesla) Free

    CTake one:

    Dispersion Shield(Armor(+1) once per game)

    +10pts

    D Replace Flamer and Power Weapon:

    Shotgun and Power Weapon(Rending)

    Free

    ETake one:

    Linked Assault Cannon +20pts

    FTake any:

    Whip Coil (Strikes First) +5ptsShotgun +10ptsHeavy Flamer +20pts

    GReplace Linked Assault Rifle (Tesla):

    Linked Assault Rifle (Rending) FreeAssault Cannon +5pts

    Take any:Nebuloscope (Scope) +5pts

    Shield Vane (Armor(+1)) +10pts

    H

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

    ITake up to two:

    Grand Illusion (may redeploy D3units after scout moves are made)

    +5pts

    Sentient Singularity (enemiesautomatically scatter when deep

    striking within 18)

    +5pts

    Lord of Fire (enemies firing flamerand melta weapons within 12

    attack themselves on a roll of 1)

    +5pts

    Swarm of Spirit Dust(Armor(+1) once per game)

    +10pts

    Times Arrow (Strikes First evenagainst units with Strikes First)

    +10pts

    Entropic Touch (Rending) +10ptsGaze of Death (+D6 melee attacks) +15ptsWrithing Worldscape (all enemies

    moving in terrain roll a die andtake one automatic hit on a 5+)

    +15pts

    Pyreshards (Gravgun) +20ptsMoulder of Worlds(Grenade Launcher)

    +30pts

    Transdimensional Thunderbolt(Multi-Melta) +40pts

    Army Special RulesHive: As long as this model is not in closecombat, you may target a friendly scarabswarm unit within 6 during its activation. Roll

    one die, on a 4+ add a scarab swarm model tothat unit.Mindshackle Scarabs: Every time anenemy model is about to strike this model inclose combat, it must take a morale test. Iffailed it deals D3 hits to itself before striking.Necrodermis:If this model is killed allmodels within 3 suffer D3 automatic hits.Robot: Whenever this model would beremoved as a casualty roll one die, on a 5+

    the model is stunned instead. This model hasthe Strikes Last special rule.Tesla:For every 6 rolled when firing thisweapon you may roll one additional shot.

    Army Psychic PowersPsykers from this army may take any ofthe following powers:Psychic Power Cost

    Seismic Tremor (All units assaultingthe psyker reduce their assault

    move by D3)

    +5pts

    Gaze of Flame (Enemies assaultingthe psyker do not get +1 melee die

    for assaulting)

    +5pts

    Lightning Field (All units assaultingthe psyker take D6 hits beforeattacking)

    +10pts

    Chronal Charge (Target unit within12 may re-roll a failed roll of any

    type until the end of this round)

    +10pts

    Ether Crystal (Place a crystalmarker within 6 of the psyker,

    enemy units deep striking within12 of the crystal take D6 hits)

    +10pts

    Nightmare Shroud (Target unitwithin 18 must take a morale test)

    +10pts

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    TyranidsName Size Quality Equipment Special Rules Upgrades Cost

    Hive Tyrant 1 2+ Dreadnought Fist Hero, Psyker(2), Rare, Synapse, Tough A,C,D,E,H 125ptsTyrant Guard 1 2+ Power Fist (Rending), Lash Whip (Strikes First) Tough A, E, F 80ptsTyranid Prime 1 3+ Carbine, Power Fist Hero, Synapse, Tough A, B, E 80pts

    Tyranid Warrior 1 3+ Carbine, Hand Weapon Synapse A, B 35ptsGenestealer 1 4+ Hand Weapon (Rending) Fast, Scout A, E 20ptsTermagants 3 5+ Pistols - A, G 25ptsHormagaunts 3 5+ Hand Weapons Fast A 25pts

    Gargoyles 2 5+ Pistols Fast, Flying A 25ptsRipper Swarms 3 6+ Power Weapons Fearless, Tough A, I 35pts

    Skyslasher Swarms 3 6+ Power Weapons Fearless, Flying, Tough A, I 45ptsHive Guard 1 4+ Multi-Melta (Indirect), Hand Weapon Tough A 65ptsZoanthrope 1 4+ - Psyker(1), Synapse, Tough - 50ptsVenomthrope 1 4+ Hand Weapon (Toxin), Lash Whip (Strikes First) Tough - 35ptsLictor 1 4+ Pistol, Power Weapon (Rending) Fast, Scout, Tough - 45pts

    Shrike 1 4+ Carbine, Power Weapon Fast, Flying, Tough A, B 40ptsRaveners 1 4+ Power Weapon Deep Strike, Tough G 40ptsBiovore 1 4+ Hand Weapon Mine Launcher, Tough - 85ptsSpore Mines 3 6+ - Deep Strike, Fearless, Spore Mine - 20ptsPyrovore 1 3+ Heavy Flamer, Dreadnought Fist Acid Blood, Tough - 75pts

    Carnifex 1 3+ Dreadnought Fist Fearless, Tough A, C, E 55ptsTrygon 1 3+ Grav Pistol, Dreadnought Fist Devour, Fast, Rare, Tough A, E 95ptsMawloc 1 3+ Dreadnought Fist Devour, Fast, Rare, Tough A, E 80pts

    A

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

    BTake any:

    Lash Whip (Strikes First) +10ptsPower Fist (Rending) +20pts

    CTake one:

    Linked Carbine +10ptsLinked Gravgun +25ptsMulti-Laser +45ptsPlasma Cannon +60pts

    D Take one:

    Flamer +15ptsFlamer (Rending) +20ptsHeavy Flamer +20pts

    ETake any:

    Power Weapon +15ptsPower Fist +20ptsGravgun +25pts

    FTake one:

    Dreadnought Fist +25pts

    G

    Take one or Replace Pistol:Linked Pistol +5ptsCarbine +5ptsShotgun +5pts

    Gravgun +15pts

    H

    Take one:Wings (Flying) +10pts

    ITake any:

    Linked Pistol +5ptsDeep Strike +10pts

    Army Special Rules

    Acid Blood: If this model is killed in c losecombat the enemy model takes D3 automatichits.

    Adrenal Glands: Every model in this unitgets +1 die to close combat when assaulting.

    Devour: This model may enter the game viaDeep Strike, and you may place its markereven on top of enemy models. After rollingfor scatter, any model within 3 of the marker

    takes D3 automatic hits. Resolve the hits as ifthey were shooting attacks, and placesurviving models in base contact with thedeep striking unit.

    Mine Launcher: This model may spawn aSpore Mines unit with D3 models instead offiring its weapons. Place a marker up to 48

    away from this unit and at least 6 away fromenemy models, and roll one dice. On a 2+place the spawned unit on the position of the

    marker, however on a 1 your opponent mayplace the unit anywhere within 6 of the

    marker.Spore Mine: This model may never movemore than 6 at a time, and when assaulting

    or being assaulted the enemy model takes D3automatic hits and this model is removed as acasualty. If this model takes any wounds it isimmediately put out of action.Synapse: Friendly models within 12 havethe Fearless special rule and automatically

    pass morale tests when fleeing.Toxin Sacs: Every model in this unit gets +D2dice when attacking non-vehicle/walker units

    in close combat.

    Army Psychic PowersPsykers from this army may take any ofthe following powers:Psychic Power CostCatalyst (Target unit within 12 has

    Armor(+1) until the end of thisround)

    +10pts

    Onslaught (Target unit within 24

    may shoot after running until theend of this round)

    +5pts

    Psychic Scream (Target unit within6 takes a morale test. If it fails the

    unit takes 2D6 hits)

    +10pts

    Horror (Target unit within 24

    must take a morale test and re-rollit if successful)

    +15pts

    Paroxysm (Target unit within 24

    has Strikes Last until the end of thisround)

    +10pts

    Warp Blast (Target unit within 24

    takes 2D6 hits)+70pts

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    Dark EldarName Size Quality Equipment Special Rules Upgrades Cost

    Archon 1 4+ Pistol (Poison), Power Fist Fast, Fearless, Hero, Pain A, C, E 30ptsSuccubus 1 4+ Pistol (Poison), Hand Weapon Drugs, Fast, Hero, Pain A, B, C 30ptsHaemonculus 1 4+ Pistol (Poison), Hand Weapon Drugs, Hero, Pain A, C, I 30pts

    Medusae 1 4+ Heavy Flamer Fast, Pain - 30ptsLhamaean 1 4+ Pistol (Poison), Hand Weapon (Poison) Fast, Pain - 25ptsSslyth 1 4+ Carbine (Poison), Power Weapon Fast - 25ptsUr-Ghul 1 4+ Power Weapon Fast, Furious - 20pts

    Warrior 1 4+ Assault Rifle (Poison) Fast, Pain A, C, G 20ptsWych 1 4+ Pistol (Poison), Hand Weapon Drugs, Fast, Pain A, B, C 25pts

    Trueborn 1 4+ Assault Rifle (Poison), Hand Weapon Fast, Pain A, C, G 25ptsHekatrix Bloodbride 1 4+ Pistol (Poison), Power Weapon Drugs, Fast, Pain A, B, C 30ptsIncubus 1 3+ Power Weapon Fast, Pain A 20ptsGrotesque 1 4+ Power Weapon Drugs, Tough, Pain A, I 35ptsWrack 1 4+ Power Weapon (Poison) Drugs, Pain A, I 20pts

    Mandrake 1 4+ Power Weapon Fast, Pain, Scout - 20ptsHarlequin 1 3+ Grav Pistol, Power Fist Fast, Furious F 40ptsClawed Fiend 1 4+ Power Fist Eating Frenzy, Furious, Tough - 40ptsRazorwing Flock 1 4+ Power Weapon Eating Frenzy, Flying, Tough - 35ptsKhymeras 1 4+ Power Weapons Eating Frenzy - 30pts

    Scourge 1 4+ Carbine (Poison) Fast, Flying, Pain A, C, G 20ptsHellion 1 4+ Carbine (Poison), Power Weapon Drugs, Fast, Flying, Pain A 30ptsReaver 1 4+ Pistol (Poison), Hand Weapon Drugs, Mount (Jetbike), Pain A, C 35ptsJetbike - - Assault Rifle (Poison) Fast, Flying H -Talos Pain Engine 1 3+ Linked Heavy Bolter (Poison),

    2x Power Fist

    Rare, Tough, Pain D 125pts

    Cronos Parasite Engine 1 3+ Heavy Flamer, Power Fist Rare, Tough, Share Pain - 85pts

    ATake one or Replace Hand Weapon/

    Power Weapon:

    Hand Weapon (Poison) +10ptsPower Weapon (Poison) +15ptsPower Fist (Poison) +20pts

    Replace Pistol/Carbine/Assault Rifle:Flamer +10pts

    B

    Replace Hand Weapon/Power Weapon:Linked Hand Weapon +5ptsLinked Power Weapon +15pts

    Hydra Gauntlets(D6 melee attacks) +15pts

    CReplace Pistol/Carbine/Assault Rifle:

    Meltagun +10pts

    Multi-Melta +25pts

    DTake one:

    Chain Flail (Toxin) +5pts

    Power Fist +15ptsReplace one Power Fist:

    Linked Heavy Flamer +10ptsReplace Linked Heavy Bolter (Poison):

    Multi-Melta Free

    EReplace Power Fist:

    Power Weapon (Toxin) FreeTake any:

    Drugs +5ptsGhostplate(Armor(+1) once per game)

    +10pts

    Clone Field (Armor(+D3) againstmelee attacks once per game)

    +10pts

    FReplace Grav Pistol:

    Assault Cannon +5ptsMeltagun +10pts

    Replace Power Fist:

    Power Fist (Rending) +5pts

    Take one:Psyker(1) +10pts

    GReplace Carbine/Assault Rifle:

    Grav Pistol FreeHeavy Bolter (Poison) +25ptsPlasma Cannon +30pts

    HTake one:

    Cluster Caltrops(Power Weapon, attacks oneenemy model it moved over)

    +20pts

    I Take one or Replace Pistol:

    Heavy Flamer +15ptsSniper Rifle (Poison, Scope) +35pts

    Army Special RulesEating Frenzy: Place a beastmaster modelnext to this model as long as it is al ive. Onceper game you may remove the beastmastermodel to gain +D3 melee attacks, howeverthe model has Quality 6+ when taking moraletests for the rest of the game.Drugs: This model starts the game with onePain marker.

    Pain: Every time this model kills an enemymodel, place a Pain marker next to it. If themodel has 1 Pain marker it gains Fearless, if it

    has 2 it gains Furious, and i f it has 3 or more itgains Armor(+1) once per game.Share Pain:This model has the Pain abilityand whenever it kills one or more enemymodels in close combat you may either placea Pain marker on it, or on a friendly modelwithin 12.

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    Daemonhunters / Grey KnightsName Size Quality Equipment Special Rules Upgrades Cost

    BrotherhoodChampion

    1 3+ Linked Assault Rifle, Force Weapon (Toxin) Aegis, Fearless, Hero, Psyker(1), Tough - 85pts

    Inquisitor 1 4+ Pistol, Hand Weapon Hero A, C 25pts

    Librarian 1 3+ Pistol, Force Weapon Aegis, Fearless, Psyker(2) A, B 45ptsTechmarine 1 3+ Pistol, Power Fist Fearless, Tough C 55ptsArco Flagellant 1 4+ Power Fist - - 20ptsBanisher 1 4+ Pistol, Power Weapon - - 20pts

    Crusader 1 4+ Power Weapon Tough - 35ptsDaemonhosts 2 4+ Power Weapons - - 30pts

    Servitor 1 4+ Power Fist - D 20ptsJokaero 1 4+ Linked Hand Weapon Tough E 30ptsMystics 2 4+ Pistols Beacon - 25ptsPsyker 1 4+ Pistol Psyker(1) - 20ptsAcolytes 2 4+ Pistols, Hand Weapons - B, C 30pts

    Grey Knights Striker 1 3+ Linked Assault Rifle, Force Weapon Aegis, Deep Strike, Fearless, Psyker(1) F 45ptsGrey KnightsTerminator

    1 3+ Linked Assault Rifle, Force Weapon Aegis, Deep Strike, Fearless, Psyker(1),Tough

    F 70pts

    Callidus Assassin 1 3+ Heavy Flamer, Power Fist (Rending) Fast, Fearless - 55ptsVindicare Assassin 1 3+ Sniper Rifle (Scope), Plasma Pistol, Power Fist Fast, Fearless - 75pts

    Eversor Assassin 1 3+ Pistol (Poison), Linked Power Fist (Toxin) Fast, Fearless, Furious - 50ptsCulexus Assassin 1 3+ Linked Shotgun (Scope), Power Fist Fast, Fearless, Scout - 45ptsDreadnought 1 3+ Linked Heavy Flamer, Dreadnought Fist, Linked

    Assault RifleAegis, Rare, Tough H 115pts

    Dreadknight 1 2+ 2x Dreadnought Fist Aegis, Deep Strike, Psyker(1), Rare,

    Tough

    G 120pts

    AReplace Pistol:

    Pistol (Poison) +5ptsAssault Rifle (Linked and Poison

    against Psykers)

    +10pts

    Sniper Rifle (Scope) +25ptsHeavy Flamer (Torrent) +30ptsPlasmagun (Rending) +35ptsLascannon +90pts

    Replace Hand Weapon:

    Hand Weapon (Poison) +5ptsTake any:

    Psyker(1) +10pts3x Servo-Skull +10pts

    Power Armor(Armor(+1) once per game) +10pts

    Terminator Armor(Armor(+1) twice per game)

    +20pts

    BReplace Pistol:

    Flamer +10ptsMeltagun +15ptsPlasmagun +30pts

    Take one:

    Shield (Armor(+1) once per game) +10ptsUpgrade Psyker(2):

    Psyker(3) +10pts

    CReplace Pistol:

    Assault Rifle +5ptsLinked Assault Rifle +10ptsPlasma Pistol +10pts

    Take one Assault Rifle attachment:

    Combi-Flamer +5ptsCombi-Meltagun +10ptsCombi-Plasmagun +10pts

    Replace Hand Weapon:Force Weapon +5ptsPower Fist +10pts

    DReplace Power Fist:

    Heavy Bolter +15ptsMulti-Melta +20pts

    Plasma Cannon +25pts

    ETake one:

    Heavy Flamer +15ptsMulti-Melta +30pts

    Lascannon +70pts

    FReplace Linked Assault Rifle:

    Assault Cannon (Rending) +15ptsHeavy Flamer (Torrent) +25pts

    Plasmagun (Rending) +30ptsReplace Force Weapon:

    Power Fist +5ptsLinked Force Weapon +5ptsWarding Stave (Armor(+1) in

    melee once per game)

    +5pts

    Halberd (Strikes First) +10ptsBanner (friendly models within 3get +1 attack in melee)

    +10pts

    Take one:

    Teleporter +5pts

    GTake up to two:

    Linked Assault Cannon (Rending) +35ptsLinked Heavy Flamer (Torrent) +50pts

    Linked Plasmagun (Rending) +60ptsTake any:

    Teleporter +10ptsLinked Dreadnought Fist +30ptsLinked Dreadnought Fist (Rending) +35pts

    HReplace up to two Linked Assault Rifles:

    Heavy Flamer (may take 2x) +10ptsMeltagun +10pts

    Replace Linked Assault Rifle and

    Dreadnought Fist:Missile Launcher +35ptsLinked Autocannon +45pts

    Replace Linked Heavy Flamer:

    Assault Cannon (Rending) Free3x Linked Assault Rifle +5ptsDreadnought Fist and LinkedAssault Rifle

    +5pts

    Multi-Melta +10ptsLinked Heavy Bolter +15pts

    Plasma Cannon +20ptsLinked Autocannon +50ptsLinked Lascannon +90pts

    Take up to two:Hunter-Killer Missile (Combi-

    Missile Launcher, may take 2x)

    +15pts

    Take one:Ironclad(Armor(+1) once per game)

    +10pts

    Army Special RulesAegis: This model gets +1 dice to blockingwhen defending against Psychic Powers.Fortitude:This model immediately gets upon a 3+ when stunned.Servo-Skull:This model may be placedanywhere outside of the enemy deployment

    zone before deploying either force. EnemyScouts may not deploy within 12 of it, and it

    has the Beacon special rule. This model maynot be attacked in any way, however if an

    enemy model moves within 6 of it is

    immediately removed from play.

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    Chaos DaemonsName Size Quality Equipment Special Rules Upgrades Cost

    Bloodthirster 1 2+ Grav Pistol, Dreadnought Fist Deep Strike, Flying, Furious, Hero,Tough

    - 100pts

    Lord of Change 1 2+ Power Fist Deep Strike, Flying, Hero, Psyker(2),Tough

    A 100pts

    Great Unclean One 1 2+ Power Fist (Poison) Deep Strike, Hero, Psyker(1), Tough A 90ptsKeeper of Secrets 1 2+ Power Fist (Strikes First) Deep Strike, Fast, Hero, Psyker(1),

    ToughA 95pts

    Herald of Khorne 1 4+ Power Weapon Deep Strike, Furious, Hero B 30pts

    Herald of Tzeentch 1 4+ Hand Weapon Deep Strike, Fast, Flying, Hero,Psyker(1) C 35pts

    Herald of Nurgle 1 4+ Hand Weapon (Poison) Deep Strike, Hero D 25ptsHerald of Slaanesh 1 4+ Hand Weapon (Strikes First) Deep Strike, Fast, Hero F 30ptsBloodletters 2 4+ Hand Weapons Deep Strike, Furious E, G 35ptsPink Horrors 2 4+ - Deep Strike, Horror, Psyker(1) E, H 40ptsPlaguebearers 2 4+ Fists/Claws (Poison) Deep Strike E, I 30pts

    Daemonettes 2 4+ - Deep Strike, Fast E, J 25ptsNurglings 1 5+ Power Fist Deep Strike, Scout, Tough - 25ptsJuggernaut Rider 1 4+ Hand Weapon Deep Strike, Furious, Mount

    (Juggernaut)E, G 25pts

    Juggernaut - - Juggernaut (Hand Weapon) Fast - -

    Flamer 1 4+ Flamer, Hand Weapon Deep Strike, Fast, Flying, Psyker(1) - 35ptsBeast 1 4+ Power Fist (Poison) Deep Strike - 25ptsFiends 2 4+ Hand Weapons Deep Strike, Fast - 30ptsFlesh Hounds 2 4+ Hand Weapons Deep Strike, Furious, Scout - 35ptsScreamer 1 4+ Power Weapon (Rending), Slashing Attack

    (Fists/Claws, attacks one enemy model itmoved over)

    Deep Strike, Fast, Flying, Psyker(1) - 35pts

    Plague Drone Rider 1 4+ Hand Weapon Deep Strike, Mount (Plague Drone) E, I 20ptsPlague Drone - - Plague Drone (Fists/Claws) Fast, Flying K -Seeker Rider 1 4+ Hand Weapon Deep Strike, Mount (Seeker) E, J 20ptsSeeker - - Seeker (Fists/Claws) Fast - -

    Chaos Furies 2 4+ - Deep Strike, Flying L 30ptsDaemon Prince 1 2+ Dreadnought Fist Rare, Tough L, M 75pts

    AUpgrade Psyker(2):

    Psyker(3) +10ptsUpgrade Psyker(1):

    Psyker(2) +10ptsPsyker(3) +20pts

    B Take one:

    Locus (+1 die when blocking psychicpowers once per game)

    +5pts

    Locus (Furious) +5ptsLocus (Toxin) +10pts

    CTake one:

    Locus (pink horrors within 3 dealD6 hits when dying)

    +5pts

    Locus (may re-roll failed psychicpowers)

    +10pts

    Locus (+D6 melee attacks) +10pts

    DTake one:

    Locus (Toxin) +10ptsLocus (enemies must re-roll forpoisoned attacks twice)

    +10pts

    Locus (Armor(+1) oncer per game) +10pts

    ETake one:

    Chaos Icon (Beacon) +5pts

    FTake one:

    Locus (Fast) +5ptsLocus (Strikes First even againstmodels with Strikes First)

    +5pts

    Locus (all melee attacks are Linked) +5pts

    G Take one:

    Blood Banner (once per game move+6 when assaulting)

    +5pts

    HTake one:

    Blasted Standard (once per gamemay use either the Assail or theFlame Breath psychic powers as ifhaving Psyker(1))

    +10pts

    I Take one:

    Plague Banner (once per gameenemies must re-roll for poisonedattacks twice)

    +5pts

    JTake one:

    Rapturous Standard(once per game get+D3 dice whenblocking melee attacks)

    +10pts

    KTake one:

    Linked Pistol (Poison) +5ptsPower Weapon (Rending) +10pts

    Power Weapon (Poison) +10pts

    LTake one:

    Slaanesh (+3 movement) +5pts

    Khorne (+1 attack when assaulting) +5ptsTzeentch (Psyker(1)) +10ptsNurgle (Armor(+1) once per game) +15pts

    MTake one:

    Wings (Fast, Flying) +10ptsTake one:

    Psyker(1) +10ptsPsyker(2) +20ptsPsyker(3) +30pts

    Army Special RulesHorror: If this model is killed in close combatthe enemy model takes D3 automatic hits.

    Army Psychic PowersPsykers from this army may take any ofthe following powers:Psychic Power Cost

    Acquiescence (Target unit within18 has Strikes Last until the endof this round)

    +10pts

    Nurgles Corruption (Target unitwithin 12 takes D6 hits with

    Poison)

    +20pts

    Plague Wind (Target unit within12 takes D6 hits with Poison)

    +30pts

    Lash of Slaanesh (Target unitwithin 24 takes D6 hits with

    Rending)

    +40pts

    Fire of Tzeentch (Target unitwithin 24 takes 2D6 hits, and for

    each wound suffered from this theunit takes another D3 hits)

    +90pts

    Bolt of Change (Target unit within24 takes 2D6 hits, and for each

    wound suffered from this the unittakes another D3 hits)

    +100pts