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Adepta Sororitas Combat Patrol 1.

2k • 1200pts
Fanatic Superior [1] - 50pts High Sister [1] - 115pts Pistoleer Sisters [5] - 150pts
Joined to Warrior Sisters
Quality 5+ Defense 5+ Tough 3 Quality 4+ Defense 4+
Quality 4+ Defense 4+ Tough 3
Fearless, Frenzy, Hero, Tough(3) Ambush, Devout, Flying
Devout, Hero, Tough(3), Celestial Infantry
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Dual Plasma Whip - A2 4 - Weapon RNG ATK AP SPE 4x CCWs - A1 - -

Upgrade SPE Master Heavy Pistol 12" A2 1 -


2x Twin Heavy Pistols 12" A2 1 -

Flagellant Regeneration Energy Sword - A2 1 Rending


Energy Sword - A2 1 Rending
Upgrade SPE
2x Twin Light Plasma Pistols 12" A2 2 -
Fanatic Sisters [5] - 100pts Canoness Spiritual Guidance
Fusion Pistol 6" A1 4 Deadly(3)
Quality 5+ Defense 5+
Warrior Sisters [10] - 305pts
APC [1] - 200pts
Fearless, Frenzy
Quality 4+ Defense 4+
Weapon RNG ATK AP SPE Quality 4+ Defense 2+ Tough 6
5x Chainsaw Swords - A2 1 - Devout, Medical Training
Devout, Fast, Impact(6), Tough(6), Transport(11)
Upgrade SPE Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
Flagellants Regeneration 9x CCWs - A1 - -
Storm Rifle 24" A3 1 -
7x Heavy Rifles 24" A1 1 -

Fusion Rifle 12" A1 4 Deadly(3) Support Walker [1] - 280pts

Shred Pistol 9" A2 - Rending Quality 4+ Defense 2+ Tough 9

Energy Sword - A2 1 Rending Fear(2), Fearless, Highly Devout, Regeneration, Tough(9)

Flamer 12" A1 - Blast(3), Reliable Weapon RNG ATK AP SPE

Upgrade SPE Stomp - A3 1 -

Sacred Banner Fear(+2) 2x Heavy Chainsaws - A1 4 Deadly(3)

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Hero.
Ambush: This model may be kept in reserve instead of deploying. At the start of any round after the The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other
first, you may place the model anywhere, over 9” away from enemy units. If both players have Ambush, models have been killed.
roll-off to see who goes first, and alternate deploying units. Units that deploy like this on the last round Highly Devout: When shooting at enemies within 12", hits from unmodified rolls of 5-6 are multiplied
can’t seize or contest objective markers. by 2 (only the original hit counts as a 6).
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in the Impact: Gets X attacks that hit on 2+ when charging.
target unit. Medical Training: This model and its unit get Regeneration.
Celestial Infantry: Gets +1 to hit in melee and shooting. Poison: Targets get -1 to Regeneration rolls, and must re-roll unmodified Defense rolls of 6 when
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, blocking hits.
and these wounds don't carry over to other models if the target is killed. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Defense: Gets +X to Defense rolls. Reliable: Attacks at Quality 2+.
Devout: When shooting at enemies within 12", hits from unmodified rolls of 6 are multiplied by 2 (only Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having AP(4).
the original hit counts as a 6). Spiritual Guidance: This model and its unit get AP(+1) when shooting.
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. Tough: This model must take X wounds before being killed. If a model with tough joins a unit without
Fear: Counts as having dealt +X wounds when checking who won melee. it, then it is removed last when the unit takes wounds. Note that you must continue to put wounds on
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. the tough model with most wounds in the unit until it is killed, before starting to put them on the next
Flying: May go through obstacles and ignores terrain effects when moving. tough model (heroes must be assigned wounds last).
Frenzy: Counts as having Furious and gets AP(+1) when charging. Transport: May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit counts Tough(3) which occupy 3 spaces each. Units may deploy inside or embark by moving into contact, and
as a 6). may use any move action to disembark, but must stay within 6” of it. When a transport is destroyed,
units inside must take a dangerous terrain test, are immediately Shaken, and surviving models must be
placed within 6” of the transport before removing it.
Adeptus Custodes Combat Patrol 1.2k • 1200pts
Master Custodian [1] - 360pts Custodian Jetbikers [1] - 250pts Prosecution Sisters [5] - 155pts

Quality 3+ Defense 2+ Tough 9 Quality 3+ Defense 2+ Tough 6 Quality 4+ Defense 3+

Fearless, Hero, Tough(6) Fast, Fearless, Strider, Tough(6) Fearless, Relentless

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Energy Lance - A6 1 Lance Energy Lance - A3 1 Lance 5x CCWs - A1 - -

Twin Laser Pulser 24" A2 2 Twin Devastator 24" A4 3 - 5x Prosecution Rifles 24" A2 - -
Blast(3)

Upgrade SPE
Vigilant Sisters [5] - 115pts
Custodian Jetbike Fast, Strider, Tough(+3)
Quality 4+ Defense 3+
Custodian Brothers [3] - 320pts
Fearless, Furious

Quality 3+ Defense 2+ Tough 3 Weapon RNG ATK AP SPE

Fearless, Tough(3), Banner 5x Energy Swords - A2 1 Rending

Weapon RNG ATK AP SPE

2x Swords - A3 1 Rending

3x Shot-Mounts 12" A2 1 -

Spear - A3 4 -

Upgrade SPE

Combat Shields Heavy Shield

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Lance: Gets AP(+2) when charging.
Banner: This model and its unit get +1 to morale test rolls. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in Relentless: When using Hold actions and shooting, hits from unmodified rolls of 6 are
the target unit. multiplied by 2 (only the original hit counts as a 6).
Defense: Gets +X to Defense rolls. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. AP(4).
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. Strider: May ignore the effects of difficult terrain when moving.
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit Tough: This model must take X wounds before being killed. If a model with tough joins a unit
counts as a 6). without it, then it is removed last when the unit takes wounds. Note that you must continue to
Heavy Shield: Attacks targeting units where all models have this rule count as having AP(-1), to put wounds on the tough model with most wounds in the unit until it is killed, before starting to
a min. of AP(0). put them on the next tough model (heroes must be assigned wounds last).
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until
all other models have been killed.
Adeptus Mechanicus Combat Patrol 1.2k • 1200pts
High Priest [1] - 125pts Cult Rangers [5] - 155pts Crawler Tank [1] - 525pts

Quality 3+ Defense 3+ Tough 3 Quality 4+ Defense 4+ Quality 3+ Defense 2+ Tough 12

Hero, Regeneration, Tough(3) Strider Fast, Impact(6), Strider, Tough(12)

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Axe-Halberd - A3 4 - 4x CCWs - A1 - - Twin P-Machinegun 30" A6 - Phosphor

Trans Cannon 12" A1 1 Blast(3), Reliable Plasma Carbine 18" A2 4 - Twin P-Cannon 24" A8 - Phosphor
Upgrade SPE Taser Sword - A2 - Taser Upgrade SPE

Engineer Repair P-Pistol 9" A2 - Phosphor Repair Arm Regeneration

3x G-Rifles 30" A1 1 -
Cult Rangers [5] - 155pts

Quality 4+ Defense 4+
Breacher Cyborgs [3] - 240pts

Strider Quality 4+ Defense 3+ Tough 3

Weapon RNG ATK AP SPE Slow, Tough(3)


5x CCWs - A1 - - Weapon RNG ATK AP SPE
Uranium Rifle 30" A1 1 Radiation, Sniper Contortion Cannon 24" A1 3 Deadly(3)

4x G-Rifles 30" A1 1 - 2x Heavy Arc Guns 36" A3 - Rending

3x Arc Claws - A3 1 Rending

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Reliable: Attacks at Quality 2+.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
in the target unit. having AP(4).
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Repair: Once per activation, if within 2” of a model with Tough, roll one die. On a 2+ you may
resolved first, and these wounds don't carry over to other models if the target is killed. remove D3 wounds from that model.
Defense: Gets +X to Defense rolls. Slow: Moves -2” when using Advance, and -4” when using Rush/Charge.
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. Sniper: Shoots at Quality 2+, and may pick one model in a unit as its target, which is resolved
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another as if it’s a unit of 1.
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense Strider: May ignore the effects of difficult terrain when moving.
until all other models have been killed. Taser: Unmodified rolls of 6 are multiplied by 2 (only the original hit counts as a 6).
Impact: Gets X attacks that hit on 2+ when charging. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Phosphor: This weapon ignores cover. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Radiation: Enemies that roll to block hits from this weapon take one additional wound for put wounds on the tough model with most wounds in the unit until it is killed, before starting
each unmodified result of 1 that they roll. to put them on the next tough model (heroes must be assigned wounds last).
Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Aeldari Combat Patrol 1.2k • 1200pts
Elven Noble [1] - 100pts 2x Jetbike Squad [3] - 230pts
Joined to Defenders Squad
Quality 3+ Defense 4+ Tough 3
Quality 3+ Defense 4+ Tough 3
Strider, Tough(3), Very Fast
Fast, Hero, Tough(3)
Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
3x Mounted Shardguns 12" A2 - Rending
CCW - A2 - -
3x Shard Pistols 12" A1 - Rending
Master Shard Pistol 12" A2 - Rending
3x CCWs - A2 - -
Upgrade SPE

High Seer Caster(2) Wraith Walker [1] - 395pts

Quality 3+ Defense 2+ Tough 12


Defenders Squad [10] - 245pts
Fear(2), Fearless, Tough(12)
Quality 4+ Defense 5+
Weapon RNG ATK AP SPE
Fast
2x Shardguns 12" A2 - Rending
Weapon RNG ATK AP SPE
Stomp - A4 1 -
10x CCWs - A1 - -
Ghost Sword - A4 1 Rending
10x Shardguns 12" A2 - Rending
Wraith Fist - A4 4 -
Shard Cannon 24" A3 1 Rending

Upgrade SPE

Gun Platform

Special Rules High Elf Fleets Army Spells


Hide (1): Target enemy unit within 12" gets -1 to hit rolls next time it shoots.
AP: Targets get -X to Defense rolls when blocking hits. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without Soul Seeker (1): Target enemy unit within 12" takes 2 hits with AP(2).
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 another Hero. The hero may take morale tests on behalf of the unit, but must use the Creator (2): Target 2 friendly units within 12" get +1 to defense rolls next time they take
tokens at once. At any point before attacking, spend as many tokens as the spell’s value to unit’s Defense until all other models have been killed. hits.
try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect Regeneration: When taking a wound, roll one die. On a 5+ it is ignored. Destroyer (2): Target enemy unit within 12” takes 6 hits.
on a target in line of sight. This model and other casters within 18” in line of sight may Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as Blessing (3): Target 2 friendly units within 18" get +2 to hit rolls next time they charge.
spend any number of tokens at the same time before rolling, to give the caster +1/-1 to the having AP(4). Curse (3): Target 2 enemy units within 9" take 6 hits each.
roll per token. Strider: May ignore the effects of difficult terrain when moving.
Defense: Gets +X to Defense rolls. Tough: This model must take X wounds before being killed. If a model with tough joins a
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. unit without it, then it is removed last when the unit takes wounds. Note that you must
Fear: Counts as having dealt +X wounds when checking who won melee. continue to put wounds on the tough model with most wounds in the unit until it is killed,
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. before starting to put them on the next tough model (heroes must be assigned wounds
last).
Very Fast: Moves +4” when using Advance, and +8” when using Rush/Charge.
Astra Militarum Combat Patrol 1.2k • 1200pts
Infantry Squad [20] - 310pts Light Walker [1] - 175pts Field Artillery [1] - 200pts

Quality 5+ Defense 5+ Quality 4+ Defense 2+ Tough 6 Quality 4+ Defense 2+ Tough 6

Medical Training, Company Standard Fear(1), Tough(6) Entrenched, Slow, Tough(6)

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

19x CCWs - A1 - - Stomp - A2 1 - Artillery Crew - A3 - -

15x Rifles 24" A1 - - Rapid Heavy Flamethrower 12" A2 1 Blast(3), Reliable Heavy Laser Cannon 36" A1 3 Deadly(6)

4x Drum Rifles 18" A2 - Rending Upgrade SPE

Sgt. Hand Weapon - A2 - - Heavy Frame Protected

Plasma Pistol 12" A1 4 -


Field Artillery [1] - 190pts
Storm Troopers [10] - 325pts
Quality 4+ Defense 2+ Tough 6

Quality 4+ Defense 4+ Entrenched, Slow, Tough(6)

Strider, Medical Training, Company Standard Weapon RNG ATK AP SPE

Weapon RNG ATK AP SPE Artillery Crew - A3 - -

10x CCWs - A1 - - Rocket Battery 24" A3 - Blast(3), Indirect

4x Heavy Rifles 24" A1 1 -

Fusion Rifle 12" A1 4 Deadly(3)

4x Drum Rifles 18" A2 - Rending

Grenade Launcher 24" A1 - Blast(3)

Upgrade SPE

2x Drop Troopers Ambush

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Medical Training: This model and its unit get Regeneration.
Ambush: This model may be kept in reserve instead of deploying. At the start of any round Protected: Attacks targeting units where all models have this rule count as having AP(-1), to
after the first, you may place the model anywhere, over 9” away from enemy units. If both a min. of AP(0).
players have Ambush, roll-off to see who goes first, and alternate deploying units. Units that Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
deploy like this on the last round can’t seize or contest objective markers. Reliable: Attacks at Quality 2+.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
models in the target unit. having AP(4).
Company Standard: Once per activation, pick 2 friendly units within 12”, which get +1 to Slow: Moves -2” when using Advance, and -4” when using Rush/Charge.
their next morale test roll. Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be from over 12" away.
resolved first, and these wounds don't carry over to other models if the target is killed. Strider: May ignore the effects of difficult terrain when moving.
Defense: Gets +X to Defense rolls. Tough: This model must take X wounds before being killed. If a model with tough joins a
Entrenched: Enemies get -2 to hit when shooting at this model from over 12” away, as long unit without it, then it is removed last when the unit takes wounds. Note that you must
as it hasn’t moved since the beginning of its last activation. continue to put wounds on the tough model with most wounds in the unit until it is killed,
Fear: Counts as having dealt +X wounds when checking who won melee. before starting to put them on the next tough model (heroes must be assigned wounds last).
Indirect: May target enemies that are not in line of sight, and ignores cover from sight
obstructions, but gets -1 to hit rolls when shooting after moving.
Blood Angels Combat Patrol 1.2k • 1200pts
Blood Prime Master [1] - 150pts Blood Aggro Squad [3] - 375pts

Quality 3+ Defense 2+ Tough 3 Quality 3+ Defense 2+ Tough 3

Fearless, Hero, Tough(3), Furious Fearless, Tough(3), Furious

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Master Heavy Pistol 12" A2 1 - 3x Dual Energy Fists - A4 4 -

Relic Sword - A1 2 Deadly(3) 3x Twin Fist-Pistols 12" A4 - -

Upgrade SPE
Blood Anti-Grav APC [1] - 460pts
Master Archivist Caster(3)

Quality 3+ Defense 2+ Tough 9


Blood Prime Brothers [5] - 215pts
Fearless, Impact(6), Strider, Tough(9), Transport(11), Very Fast

Quality 3+ Defense 2+ Weapon RNG ATK AP SPE

Fearless, Furious, Medical Training Twin Frag-GL 18" A2 - Blast(3)

Weapon RNG ATK AP SPE Missile Array 30" A2 3 Deadly(3)

4x CCWs - A1 - -

Sgt. Heavy Pistol 12" A1 1 -

Sgt. Hand Weapon - A2 - -

3x Auto-Rifles 18" A2 - -

Gravity Rifle 18" A2 - Rending

Special Rules Blood Prime Brothers Army Spells


Fear (1): Target enemy unit within 12" gets -2" next time it Advances, or -4" next time it
AP: Targets get -X to Defense rolls when blocking hits. Impact: Gets X attacks that hit on 2+ when charging. Charges/Rushes.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models Medical Training: This model and its unit get Regeneration. Lance (1): Target enemy model within 12" takes 1 hit with AP(4).
in the target unit. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored. Quickness (2): Target 2 friendly units within 12" get AP(+2) next time they charge.
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 tokens Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as Blood Curse (2): Target 2 enemy units within 9" take 4 hits each.
at once. At any point before attacking, spend as many tokens as the spell’s value to try casting having AP(4). Break Shields (3): Target 2 enemy units within 6" get -2 to defense rolls next time they take
one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in Strider: May ignore the effects of difficult terrain when moving. hits.
line of sight. This model and other casters within 18” in line of sight may spend any number of Tough: This model must take X wounds before being killed. If a model with tough joins a unit Rage Burst (3): Target enemy unit within 12" takes 6 hits with AP(2).
tokens at the same time before rolling, to give the caster +1/-1 to the roll per token. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be put wounds on the tough model with most wounds in the unit until it is killed, before starting
resolved first, and these wounds don't carry over to other models if the target is killed. to put them on the next tough model (heroes must be assigned wounds last).
Defense: Gets +X to Defense rolls. Transport: May transport up to X models or Heroes with up to Tough(6), and non-Heroes with
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. up to Tough(3) which occupy 3 spaces each. Units may deploy inside or embark by moving into
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original contact, and may use any move action to disembark, but must stay within 6” of it. When a
hit counts as a 6). transport is destroyed, units inside must take a dangerous terrain test, are immediately
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Shaken, and surviving models must be placed within 6” of the transport before removing it.
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense Very Fast: Moves +4” when using Advance, and +8” when using Rush/Charge.
until all other models have been killed.
Chaos Space Marines Combat Patrol 1.2 • 1200pts
Havoc Destroyer Champion [1] - 210pts Havoc Brothers [5] - 245pts Infernal Brute [1] - 390pts

Quality 3+ Defense 3+ Tough 6 Quality 3+ Defense 3+ Quality 3+ Defense 2+ Tough 12

Ambush, Hero, Tough(6) Chosen Veteran Fear(2), Tough(12)

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Champion Heavy Rifle 24" A2 1 - 4x CCWs - A1 - - Stomp - A4 1 -

Flamer-Mod 6" A1 - Blast(3), Reliable 3x Heavy Rifles 24" A1 1 - Brute Hammer - A2 - Blast(3)

Energy Hammer - A2 - Blast(3) Sgt. Heavy Pistol 12" A1 1 - Heavy Reaper Cannon 24" A6 2 -

Upgrade SPE Sgt. Hand Weapon - A2 - -

Master Warlock Caster(3) Laser Cannon 36" A1 3 Deadly(3)

Havoc Champion [1] - 85pts Havoc Support [3] - 270pts


Joined to Havoc Brothers
Quality 3+ Defense 3+
Quality 3+ Defense 3+ Tough 3
Relentless
Hero, Tough(3) Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE 3x CCWs - A1 - -
Champion Plasma Pistol 12" A2 4 -
2x Missile Launchers 30" A1 2 Deadly(3), Lock-On
Energy Sword - A2 1 Rending Autocannon 36" A3 2 -
Upgrade SPE

Apostle War Chant

Special Rules Havoc Brothers Army Spells


Dark Sight (1): Target enemy unit within 12" gets -1 to hit rolls next time it shoots.
AP: Targets get -X to Defense rolls when blocking hits. Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the Havoc Terror (1): Target enemy unit within 12" takes 2 hits with AP(2).
Ambush: This model may be kept in reserve instead of deploying. At the start of any round original hit counts as a 6). Cursed Sludge (2): Target 2 enemy units within 12" get -2" next time they Advance, or
after the first, you may place the model anywhere, over 9” away from enemy units. If both Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without -4" next time they Charge/Rush.
players have Ambush, roll-off to see who goes first, and alternate deploying units. Units another Hero. The hero may take morale tests on behalf of the unit, but must use the Havoc Trauma (2): Target enemy model within 12" takes 2 hits with AP(4).
that deploy like this on the last round can’t seize or contest objective markers. unit’s Defense until all other models have been killed. Warp Passage (3): Target 2 friendly units within 18" get AP(+2) next time they charge.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than Lock-On: Ignores cover and all negative modifiers to hit rolls and range. Daemon Fog (3): Target 2 enemy units within 9" take 6 hits each.
models in the target unit. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 Relentless: When using Hold actions and shooting, hits from unmodified rolls of 6 are
tokens at once. At any point before attacking, spend as many tokens as the spell’s value to multiplied by 2 (only the original hit counts as a 6).
try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect Reliable: Attacks at Quality 2+.
on a target in line of sight. This model and other casters within 18” in line of sight may Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
spend any number of tokens at the same time before rolling, to give the caster +1/-1 to the having AP(4).
roll per token. Tough: This model must take X wounds before being killed. If a model with tough joins a
Chosen Veteran: Gets +1 to hit in melee and shooting. unit without it, then it is removed last when the unit takes wounds. Note that you must
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be continue to put wounds on the tough model with most wounds in the unit until it is killed,
resolved first, and these wounds don't carry over to other models if the target is killed. before starting to put them on the next tough model (heroes must be assigned wounds
Defense: Gets +X to Defense rolls. last).
Fear: Counts as having dealt +X wounds when checking who won melee. War Chant: This model and its unit get Furious. If they already had Furious, they get extra
hits on unmodified rolls of 5-6 instead.
Dark Angels Combat Patrol 1.2k • 1200pts
Dark Prime Master [1] - 140pts Dark Jetpack Squad [3] - 305pts

Quality 3+ Defense 2+ Tough 3 Quality 3+ Defense 2+ Tough 3

Hero, Tough(3), Grim Ambush, Flying, Tough(3), Grim

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

CCW - A2 - - 3x CCWs - A2 - -

Master Heavy Pistol 12" A2 1 - 3x Twin Assault Blasters 12" A4 - -

Upgrade SPE
Dark Attack Walker [1] - 555pts
Master Archivist Caster(3)

Quality 3+ Defense 2+ Tough 15


Dark Prime Brothers [5] - 200pts
Fear(3), Tough(15), Grim
Quality 3+ Defense 2+ Weapon RNG ATK AP SPE

Grim Stomp - A5 2 -

Weapon RNG ATK AP SPE Walker Claw - A6 1 Rending

4x CCWs - A1 - - Chest-GL 18" A1 - Blast(3)


Plasma Pistol 12" A1 4 -
Twin Heavy Rifle 24" A2 1 -
Energy Sword - A2 1 Rending Walker Fist - A4 4 -

4x Auto-Rifles 18" A2 - -

Special Rules Dark Prime Brothers Army Spells


Blurred Sight (1): Target enemy unit within 12" gets -1 to hit rolls next time it shoots.
AP: Targets get -X to Defense rolls when blocking hits. Flying: May go through obstacles and ignores terrain effects when moving. Psychic Terror (1): Target enemy unit within 12" takes 2 hits with AP(2).
Ambush: This model may be kept in reserve instead of deploying. At the start of any round Grim: Whenever this unit fails a morale test, it takes one wound, and the morale test counts as Cursed Ground (2): Target 2 enemy units within 12" get -2" next time they Advance, or -4"
after the first, you may place the model anywhere, over 9” away from enemy units. If both passed instead. next time they Charge/Rush.
players have Ambush, roll-off to see who goes first, and alternate deploying units. Units that Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Cerebral Trauma (2): Target enemy model within 12" takes 2 hits with AP(4).
deploy like this on the last round can’t seize or contest objective markers. Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense Time Passage (3): Target 2 friendly units within 18" get AP(+2) next time they charge.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models until all other models have been killed. Lightning Fog (3): Target 2 enemy units within 9" take 6 hits each.
in the target unit. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 tokens Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
at once. At any point before attacking, spend as many tokens as the spell’s value to try casting having AP(4).
one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in Tough: This model must take X wounds before being killed. If a model with tough joins a unit
line of sight. This model and other casters within 18” in line of sight may spend any number of without it, then it is removed last when the unit takes wounds. Note that you must continue to
tokens at the same time before rolling, to give the caster +1/-1 to the roll per token. put wounds on the tough model with most wounds in the unit until it is killed, before starting
Defense: Gets +X to Defense rolls. to put them on the next tough model (heroes must be assigned wounds last).
Fear: Counts as having dealt +X wounds when checking who won melee.
Dark Templars Combat Patrol 1.2k • 1200pts
Dark Raider Squad [10] - 315pts Dark Prime Brothers [5] - 290pts

Quality 4+ Defense 3+ Quality 3+ Defense 2+

Furious, Strider, Grim, Medical Training Grim, Veteran Infantry, Medical Training

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

8x CCWs - A2 - - 5x CCWs - A1 - -

10x Heavy Pistols 12" A1 1 - Grenade-Mod 12" A1 - Blast(3)

Energy Fist - A2 4 - 5x Auto-Rifles 18" A2 - -

Energy Sword - A2 1 Rending


Dark Anti-Grav APC [1] - 415pts
Upgrade SPE

2x Orbital Drop Ambush Quality 3+ Defense 2+ Tough 9

Fast, Impact(6), Strider, Tough(9), Transport(11), Grim


Dark Prime Master [1] - 180pts
Weapon RNG ATK AP SPE
Joined to Dark Prime Brothers
Twin Frag-GL 18" A2 - Blast(3)
Quality 3+ Defense 2+ Tough 3
Heavy Machinegun 30" A3 1 -
Hero, Tough(3), Grim, Veteran Infantry
Upgrade SPE
Weapon RNG ATK AP SPE Shield Projector Stealth
Master Plasma Pistol 12" A2 4 -

Relic Sword - A1 2 Deadly(3)

Upgrade SPE

Lieutenant Precision Shots

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Medical Training: This model and its unit get Regeneration.
Ambush: This model may be kept in reserve instead of deploying. At the start of any round after Precision Shots: This model and its unit get AP(+1) when shooting.
the first, you may place the model anywhere, over 9” away from enemy units. If both players Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
have Ambush, roll-off to see who goes first, and alternate deploying units. Units that deploy like Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having
this on the last round can’t seize or contest objective markers. AP(4).
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule from
the target unit. over 12" away.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Strider: May ignore the effects of difficult terrain when moving.
resolved first, and these wounds don't carry over to other models if the target is killed. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Defense: Gets +X to Defense rolls. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. put wounds on the tough model with most wounds in the unit until it is killed, before starting to
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit put them on the next tough model (heroes must be assigned wounds last).
counts as a 6). Transport: May transport up to X models or Heroes with up to Tough(6), and non-Heroes with
Grim: Whenever this unit fails a morale test, it takes one wound, and the morale test counts as up to Tough(3) which occupy 3 spaces each. Units may deploy inside or embark by moving into
passed instead. contact, and may use any move action to disembark, but must stay within 6” of it. When a
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another transport is destroyed, units inside must take a dangerous terrain test, are immediately Shaken,
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until and surviving models must be placed within 6” of the transport before removing it.
all other models have been killed. Veteran Infantry: Gets +1 to hit in melee and shooting.
Impact: Gets X attacks that hit on 2+ when charging.
Drukhari Combat Patrol 1.2k • 1200pts
Dark Lord [1] - 135pts Nightmares [5] - 150pts Light Skimmer [1] - 335pts
Joined to Warriors
Quality 3+ Defense 4+ Quality 3+ Defense 2+ Tough 6
Quality 3+ Defense 4+ Tough 3
Fast, Slayer Impact(6), Strider, Tough(6), Transport(11), Very Fast
Fast, Hero, Tough(3), True Raider
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
5x Energy Swords - A2 1 Rending Phantom-GL 18" A1 - Blast(3)
Phantom-GL 18" A1 - Blast(3)
Destroyer Cannon 36" A3 2 -
Light Skimmer [1] - 300pts
Shell Sword - A1 2 Deadly(3) Upgrade SPE
Upgrade SPE Quality 3+ Defense 2+ Tough 6 Energy Ram Impact(+3)
Agony Ruler Pain Fuelled
Impact(6), Strider, Tough(6), Transport(11), Very Fast Shield of Darkness Stealth

Weapon RNG ATK AP SPE


Warriors [10] - 280pts
Destroyer Cannon 36" A3 2 -
Quality 4+ Defense 5+ Upgrade SPE

Fast, 2x True Raider Teleport Gate Ambush

Weapon RNG ATK AP SPE Energy Ram Impact(+3)


7x Barb Rifles 24" A1 - Poison

9x CCWs - A1 - -

EMP Pistol 9" A2 - Rending

Energy Sword - A2 1 Rending

2x Barb Cannons 30" A3 - Poison

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
Ambush: This model may be kept in reserve instead of deploying. At the start of any round having AP(4).
after the first, you may place the model anywhere, over 9” away from enemy units. If both Slayer: This model gets AP(+2) in melee against units where most models have Tough(3) or
players have Ambush, roll-off to see who goes first, and alternate deploying units. Units that higher.
deploy like this on the last round can’t seize or contest objective markers. Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule from
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models over 12" away.
in the target unit. Strider: May ignore the effects of difficult terrain when moving.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Tough: This model must take X wounds before being killed. If a model with tough joins a unit
resolved first, and these wounds don't carry over to other models if the target is killed. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Defense: Gets +X to Defense rolls. put wounds on the tough model with most wounds in the unit until it is killed, before starting
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. to put them on the next tough model (heroes must be assigned wounds last).
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Transport: May transport up to X models or Heroes with up to Tough(6), and non-Heroes with
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense up to Tough(3) which occupy 3 spaces each. Units may deploy inside or embark by moving into
until all other models have been killed. contact, and may use any move action to disembark, but must stay within 6” of it. When a
Impact: Gets X attacks that hit on 2+ when charging. transport is destroyed, units inside must take a dangerous terrain test, are immediately
Pain Fuelled: This model and its unit get Regeneration. Shaken, and surviving models must be placed within 6” of the transport before removing it.
Poison: Targets get -1 to Regeneration rolls, and must re-roll unmodified Defense rolls of 6 True Raider: Gets +1 to hit in melee and shooting.
when blocking hits. Very Fast: Moves +4” when using Advance, and +8” when using Rush/Charge.
Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Genestealer Cults Combat Patrol 1.2k • 1200pts
Neophytes [10] - 270pts Cult Leader [1] - 80pts Mutant Brutes [5] - 165pts
Joined to Acolytes
Quality 4+ Defense 5+ Quality 3+ Defense 4+
Quality 4+ Defense 5+ Tough 3
Scout Regeneration, Scout
Hero, Scout, Tough(3)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

9x CCWs - A1 - - Weapon RNG ATK AP SPE


4x Heavy Picks - A2 1 Rending
CCW - A2 - -
7x Rifles 24" A1 - - Great Weapon - A3 4 -
Cult Pistol 12" A2 - -
2x Heavy Machineguns 30" A3 1 -
Upgrade SPE Grinder Truck [1] - 315pts
Pistol 12" A1 - -
Mage Caster(2)
CCW - A2 - - Quality 4+ Defense 2+ Tough 9

Upgrade SPE
Acolytes [5] - 130pts Fast, Impact(9), Strider, Tough(9), Transport(6)
Cult Standard Fear(+2)
Weapon RNG ATK AP SPE
Quality 4+ Defense 5+
Heavy Machinegun 30" A3 1 -
Neophytes [10] - 240pts
Scout, Strider
Heavy Quake Cannon 24" A2 - Blast(3), Rending
Quality 4+ Defense 5+ Weapon RNG ATK AP SPE

3x Mutant Claws - A2 1 -
Scout
3x Pistols 12" A1 - -
Weapon RNG ATK AP SPE
Sgt. Pistol 12" A1 - -
9x CCWs - A1 - -
Heavy Buzz Saw - A3 4 -
7x Rifles 24" A1 - -
Razor Whip - A2 - Poison, Reliable
2x Quake Cannons 24" A1 - Blast(3), Rending

Pistol 12" A1 - -

CCW - A2 - -

Upgrade SPE

Cult Standard Fear(+2)

Special Rules Soul-Snatcher Cults Army Spells


Stimulant (1): Target friendly unit within 12" gets +1 attack next time it charges.
AP: Targets get -X to Defense rolls when blocking hits. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored. Mind Poison (1): Target enemy unit within 12” takes 3 hits.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in Reliable: Attacks at Quality 2+. Hypnosis (2): Target 2 friendly units within 12" get +1 to defense rolls next time they take hits.
the target unit. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having Brain Burst (2): Target enemy model within 12" takes 2 hits with AP(4).
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 tokens at AP(4). Mind Control (3): Target 2 enemy units within 6" get -4" next time they Advance, or -8" next
once. At any point before attacking, spend as many tokens as the spell’s value to try casting one Scout: This model may be deployed after all other units, and may then move by up to 12”, time they Charge/Rush.
or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of ignoring terrain. If both players have Scout, roll-off to see who goes first, and alternate Psychic Blaze (3): Target 2 enemy units within 9" take 6 hits each.
sight. This model and other casters within 18” in line of sight may spend any number of tokens deploying units.
at the same time before rolling, to give the caster +1/-1 to the roll per token. Strider: May ignore the effects of difficult terrain when moving.
Defense: Gets +X to Defense rolls. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Fear: Counts as having dealt +X wounds when checking who won melee. put wounds on the tough model with most wounds in the unit until it is killed, before starting to
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another put them on the next tough model (heroes must be assigned wounds last).
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until Transport: May transport up to X models or Heroes with up to Tough(6), and non-Heroes with
all other models have been killed. up to Tough(3) which occupy 3 spaces each. Units may deploy inside or embark by moving into
Impact: Gets X attacks that hit on 2+ when charging. contact, and may use any move action to disembark, but must stay within 6” of it. When a
Poison: Targets get -1 to Regeneration rolls, and must re-roll unmodified Defense rolls of 6 when transport is destroyed, units inside must take a dangerous terrain test, are immediately Shaken,
blocking hits. and surviving models must be placed within 6” of the transport before removing it.
Grey Knights Combat Patrol 1.2k • 1200pts
Knight Grave Prime Master [1] - 265pts Knight Prime Master [1] - 150pts Knight Light Walker [1] - 350pts
Joined to Knight Guard Squad
Quality 3+ Defense 2+ Tough 6 Quality 3+ Defense 2+ Tough 9
Quality 3+ Defense 2+ Tough 3
Fearless, Hero, Tough(6), Aegis Fear(2), Fearless, Scout, Tough(9), Aegis
Fearless, Hero, Tough(3), Aegis, Veteran Infantry
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
Energy Greatsword - A8 1 Rending Incendiary Cannon 12" A2 1 Blast(3), Reliable
Energy Sword - A2 1 Rending
Upgrade SPE Light Fist - A4 2 -

Master Archivist Caster(3) Master Gravity Pistol 9" A4 - Rending Stomp - A3 1 -


Upgrade SPE
Combat Shield Heavy Shield
Ancient Banner Fear(+3)
Knight Raider Squad [5] - 140pts Combat Shield Heavy Shield

Quality 4+ Defense 3+
Knight Guard Squad [3] - 295pts
Fearless, Furious, Strider, Aegis
Quality 3+ Defense 2+ Tough 3
Weapon RNG ATK AP SPE

4x CCWs - A2 - - Fearless, Heavy Shield, Tough(3), Aegis

5x Heavy Pistols 12" A1 1 - Weapon RNG ATK AP SPE

Energy Sword - A2 1 Rending 3x Energy Swords - A3 1 Rending

3x Heavy Pistols 12" A1 1 -

Special Rules Knight Prime Brothers Army Spells


Ward (1): Target enemy unit within 12" gets -1 to hit rolls next time it fights in melee.
AP: Targets get -X to Defense rolls when blocking hits. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Cleanse (1): Target enemy unit within 12" takes 2 hits with AP(2).
Aegis: When taking a wound, roll one die, and on a 6+ it is ignored. If the wound was from a Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until Warp (2): Target 2 enemy units within 12" get -1 to defense rolls next time they take hits.
spell, then it is ignored on a 4+ instead. all other models have been killed. Doom (2): Target enemy model within 12" takes 2 hits with AP(4).
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in Regeneration: When taking a wound, roll one die. On a 5+ it is ignored. Strike (3): Target 2 friendly units within 12" get +9" range next time they shoot.
the target unit. Reliable: Attacks at Quality 2+. Purge (3): Target 2 enemy units within 9" take 6 hits each.
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 tokens at Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having
once. At any point before attacking, spend as many tokens as the spell’s value to try casting one AP(4).
or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of Scout: This model may be deployed after all other units, and may then move by up to 12”,
sight. This model and other casters within 18” in line of sight may spend any number of tokens ignoring terrain. If both players have Scout, roll-off to see who goes first, and alternate
at the same time before rolling, to give the caster +1/-1 to the roll per token. deploying units.
Defense: Gets +X to Defense rolls. Strider: May ignore the effects of difficult terrain when moving.
Fear: Counts as having dealt +X wounds when checking who won melee. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit put wounds on the tough model with most wounds in the unit until it is killed, before starting to
counts as a 6). put them on the next tough model (heroes must be assigned wounds last).
Heavy Shield: Attacks targeting units where all models have this rule count as having AP(-1), to Veteran Infantry: Gets +1 to hit in melee and shooting.
a min. of AP(0).
Leagues of Votann Combat Patrol 1.2k • 1200pts
Powersuit Champion [1] - 200pts Berserk Veteran [1] - 80pts Dwarf Bikers [3] - 240pts
Joined to Powersuit Guard
Quality 3+ Defense 3+ Tough 6 Quality 4+ Defense 4+ Tough 3
Quality 4+ Defense 5+ Tough 3
Ambush, Hero, Slow, Tough(6) Fast, Tough(3)
Fearless, Furious, Hero, Slayer, Slow, Tough(3)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Rapid Storm Rifle 24" A6 1 - Weapon RNG ATK AP SPE 3x Auto-Guns 24" A2 1 -
Heavy Great Axe - A1 2 Deadly(3) 3x CCWs - A2 - -
Plasma Sword - A4 1 Rending
Upgrade SPE
Upgrade SPE 3x Shotguns 12" A2 1 -
Rage Lord Battle Haste Upgrade SPE
Engineer Repair
Cyber-Augments Regeneration Pioneer Scout
Iron Veterans [10] - 465pts
Powersuit Guard [3] - 215pts
Quality 3+ Defense 3+
Quality 3+ Defense 3+ Tough 3
Slow, Medical Training, Spectrum Scanner

Weapon RNG ATK AP SPE Ambush, Slow, Tough(3)

10x CCWs - A1 - - Weapon RNG ATK AP SPE

8x Iron Blasters 18" A2 1 - 2x Plasma Axes - A1 2 Deadly(3)

Heavy Fusion Rifle 18" A1 4 Deadly(3) Shock Gauntlet - A3 4 -

Plasma Cannon 30" A1 4 3x H-Pistols 9" A2 - Rending


Blast(3)

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Medical Training: This model and its unit get Regeneration.
Ambush: This model may be kept in reserve instead of deploying. At the start of any Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
round after the first, you may place the model anywhere, over 9” away from enemy units. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
If both players have Ambush, roll-off to see who goes first, and alternate deploying units. having AP(4).
Units that deploy like this on the last round can’t seize or contest objective markers. Repair: Once per activation, if within 2” of a model with Tough, roll one die. On a 2+ you
Battle Haste: This model and its unit may ignore the Slow rule. may remove D3 wounds from that model.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than Scout: This model may be deployed after all other units, and may then move by up to
models in the target unit. 12”, ignoring terrain. If both players have Scout, roll-off to see who goes first, and
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be alternate deploying units.
resolved first, and these wounds don't carry over to other models if the target is killed. Slayer: This model gets AP(+2) in melee against units where most models have Tough(3)
Defense: Gets +X to Defense rolls. or higher.
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. Slow: Moves -2” when using Advance, and -4” when using Rush/Charge.
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. Spectrum Scanner: This model and its unit ignore cover when shooting.
Flying: May go through obstacles and ignores terrain effects when moving. Tough: This model must take X wounds before being killed. If a model with tough joins a
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the unit without it, then it is removed last when the unit takes wounds. Note that you must
original hit counts as a 6). continue to put wounds on the tough model with most wounds in the unit until it is
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without killed, before starting to put them on the next tough model (heroes must be assigned
another Hero. The hero may take morale tests on behalf of the unit, but must use the wounds last).
unit’s Defense until all other models have been killed.
Necrons Combat Patrol 1.2k • 1200pts
Annihilator Lord [1] - 230pts Annihilators [3] - 265pts

Quality 3+ Defense 3+ Tough 6 Quality 3+ Defense 3+ Tough 3

Ambush, Hero, Regeneration, Robot, Strider, Tough(6) Ambush, Regeneration, Robot, Strider, Tough(3)

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Doom Scythe - A1 2 Deadly(3) 3x Dual Hyper Swords - A4 1 Rending

Wrist-Laser 18" A3 3 -
Doom Fighter [1] - 445pts
Upgrade SPE

Technomancer Caster(2) Quality 3+ Defense 2+ Tough 6

Aircraft, Robot, Tough(6)


2x Warriors [5] - 130pts
Weapon RNG ATK AP SPE
Quality 3+ Defense 4+ Doom Ray 30" A6 4 Lock-On

Regeneration, Robot, Slow Twin Flux Cannon 24" A6 1 Flux

Weapon RNG ATK AP SPE

5x CCWs - A1 - -

5x Reaper Rifles 18" A1 2 -

Special Rules Robot Legions Army Spells


Star Bots (1): Target enemy unit within 12" gets -1 to hit rolls next time it fights in melee.
AP: Targets get -X to Defense rolls when blocking hits. Flux: Unmodified rolls of 6 are multiplied by 2 (only the original hit counts as a 6). Meteor Bots (1): Target enemy unit within 12" takes 2 hits with AP(2).
Aircraft: Must deploy before all other units, ignores all units and terrain when Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Assault Bots (2): Target 2 friendly units within 12" get +2" next time they Advance, or +4"
moving/stopping, can’t seize objectives, and can’t be moved in contact with. May only use Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense next time they Rush/Charge.
Advance actions, moving in a straight line by 30”-36” without turning. If it moves off-table, its until all other models have been killed. Thunderbolt Bots (2): Target enemy model within 12" takes 2 hits with AP(4).
activation ends, and it must be deployed on any table edge at the beginning of the next round. Lock-On: Ignores cover and all negative modifiers to hit rolls and range. Arrow Bots (3): Target 2 enemy units within 18" get -1 to hit rolls next time they shoot.
Units targeting this model get -12” range and -1 to hit rolls. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored. Fire Bots (3): Target 2 enemy units within 9" take 6 hits each.
Ambush: This model may be kept in reserve instead of deploying. At the start of any round Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
after the first, you may place the model anywhere, over 9” away from enemy units. If both having AP(4).
players have Ambush, roll-off to see who goes first, and alternate deploying units. Units that Robot: Whenever this unit fails a morale test, it counts as passed instead. Then, roll as many
deploy like this on the last round can’t seize or contest objective markers. dice as remaining models/tough with this rule, and for each result of 1-3 the unit takes one
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 tokens wound, which can’t be ignored.
at once. At any point before attacking, spend as many tokens as the spell’s value to try casting Slow: Moves -2” when using Advance, and -4” when using Rush/Charge.
one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in Strider: May ignore the effects of difficult terrain when moving.
line of sight. This model and other casters within 18” in line of sight may spend any number of Tough: This model must take X wounds before being killed. If a model with tough joins a unit
tokens at the same time before rolling, to give the caster +1/-1 to the roll per token. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be put wounds on the tough model with most wounds in the unit until it is killed, before starting
resolved first, and these wounds don't carry over to other models if the target is killed. to put them on the next tough model (heroes must be assigned wounds last).
Defense: Gets +X to Defense rolls.
Orc Combat Patrol 1.2k • 1200pts
Ultra Boss [1] - 195pts Orc Mob [10] - 225pts Orc Walker [1] - 310pts

Quality 3+ Defense 4+ Tough 6 Quality 4+ Defense 5+ Quality 4+ Defense 2+ Tough 12

Bad Shot, Furious, Hero, Tough(6) Bad Shot, Furious, Mad Doctor Fear(2), Furious, Tough(12)

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Ultra Great Weapon - A6 2 Reliable 10x CCWs - A2 - - 4x Walker Claws - A2 4 -

Heavy Machinegun 30" A3 1 - 8x Pistols 12" A1 - - Stomp - A4 1 -

Upgrade SPE Flamer 12" A1 - Blast(3), Reliable


Pet Gunner Heavy Machinegun 30" A3 1 -

Cyborg Body Regeneration


Orc Mini-Copters [3] - 260pts
Orc Mob [10] - 210pts
Quality 4+ Defense 5+ Tough 3

Quality 4+ Defense 5+ Bad Shot, Fast, Flying, Furious, Shooty, Tough(3), Drop Bombs

Bad Shot, Furious Weapon RNG ATK AP SPE

Weapon RNG ATK AP SPE 6x CCWs - A2 - -

10x Carbines 18" A2 - - 3x Pistols 12" A1 - -

8x CCWs - A1 - - 3x Rapid Plasma Rifles 24" A2 4 -

2x Ultra Claws - A2 4 - Upgrade SPE

Upgrade SPE Rotor Blade Attack Impact(3)

War Banner Fear(+2)

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Impact: Gets X attacks that hit on 2+ when charging.
Bad Shot: This model shoots at Quality 5+. Mad Doctor: This model and its unit get Regeneration.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
the target unit. Reliable: Attacks at Quality 2+.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having
resolved first, and these wounds don't carry over to other models if the target is killed. AP(4).
Defense: Gets +X to Defense rolls. Shooty: When shooting, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit
Drop Bombs: Whenever this model moves over enemy units, pick one of them and roll one die, counts as a 6).
on a 6+ it takes 1 hit. Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule from
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. over 12" away.
Fear: Counts as having dealt +X wounds when checking who won melee. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Flying: May go through obstacles and ignores terrain effects when moving. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit put wounds on the tough model with most wounds in the unit until it is killed, before starting to
counts as a 6). put them on the next tough model (heroes must be assigned wounds last).
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until
all other models have been killed.
Space Marines Combat Patrol • 1200pts
Grave Prime Master [1] - 260pts Heavy Prime Brothers [3] - 345pts

Quality 3+ Defense 2+ Tough 6 Quality 3+ Defense 2+ Tough 3

Fearless, Hero, Tough(6) Fearless, Tough(3)

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Energy Sword - A4 1 Rending 3x CCWs - A2 - -

Energy Fist - A4 4 - Grave Heavy Machinegun 30" A4 1 -

Fist-Pistol 12" A6 - - 2x Grave Heavy Rifles 24" A3 1 -

Upgrade SPE
Heavy Prime Brothers [3] - 325pts
Archivist Caster(2)

Quality 3+ Defense 2+ Tough 3


Prime Brothers [5] - 270pts
Fearless, Tough(3)

Quality 3+ Defense 2+ Weapon RNG ATK AP SPE

Fearless, Medical Training, Veteran Infantry 3x CCWs - A2 - -

3x Grave Heavy Rifles 24" A3 1 -


Weapon RNG ATK AP SPE

4x CCWs - A1 - -

Sgt. Heavy Pistol 12" A1 1 -

Energy Sword - A2 1 Rending

4x Auto-Rifles 18" A2 - -

Special Rules Prime Brothers Army Spells


Blurred Sight (1): Target enemy unit within 12" gets -1 to hit rolls next time it shoots.
AP: Targets get -X to Defense rolls when blocking hits. Medical Training: This model and its unit get Regeneration. Psychic Terror (1): Target enemy unit within 12" takes 2 hits with AP(2).
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 tokens Regeneration: When taking a wound, roll one die. On a 5+ it is ignored. Cursed Ground (2): Target 2 enemy units within 12" get -2" next time they Advance, or -4"
at once. At any point before attacking, spend as many tokens as the spell’s value to try casting Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as next time they Charge/Rush.
one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in having AP(4). Cerebral Trauma (2): Target enemy model within 12" takes 2 hits with AP(4).
line of sight. This model and other casters within 18” in line of sight may spend any number of Tough: This model must take X wounds before being killed. If a model with tough joins a unit Time Passage (3): Target 2 friendly units within 18" get AP(+2) next time they charge.
tokens at the same time before rolling, to give the caster +1/-1 to the roll per token. without it, then it is removed last when the unit takes wounds. Note that you must continue to Lightning Fog (3): Target 2 enemy units within 9" take 6 hits each.
Defense: Gets +X to Defense rolls. put wounds on the tough model with most wounds in the unit until it is killed, before starting
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. to put them on the next tough model (heroes must be assigned wounds last).
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Veteran Infantry: Gets +1 to hit in melee and shooting.
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense
until all other models have been killed.
Space Wolves Combat Patrol 1.2k • 1200pts
Wolf Elite Raider [1] - 90pts Wolf Prime Brothers [10] - 565pts
Joined to Wolf Raider Squad
Quality 3+ Defense 2+
Quality 4+ Defense 3+ Tough 3
Fearless, Counter-Attack, 2x Veteran Infantry, Medical Training
Fearless, Furious, Hero, Strider, Tough(3), Counter-Attack
Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE 10x CCWs - A1 - -
Master Gravity Pistol 9" A4 - Rending
Fusion Rifle 12" A1 4 Deadly(3)
Energy Sword - A2 1 Rending 9x Auto-Rifles 18" A2 - -
Upgrade SPE
Grenade-Mod 12" A1 - Blast(3)
Judge War Chant

Orbital Drop Ambush


Wolf Light Walker [1] - 355pts

Quality 3+ Defense 2+ Tough 9


Wolf Raider Squad [5] - 190pts
Fear(2), Fearless, Scout, Tough(9), Counter-Attack
Quality 4+ Defense 3+
Weapon RNG ATK AP SPE
Fearless, Furious, Strider, Counter-Attack, Medical Training Incendiary Cannon 12" A2 1 Blast(3), Reliable
Weapon RNG ATK AP SPE Light Fist - A4 2 -
4x CCWs - A2 - -
Stomp - A3 1 -
5x Heavy Pistols 12" A1 1 -

Energy Sword - A2 1 Rending

Upgrade SPE

Orbital Drop Ambush

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Medical Training: This model and its unit get Regeneration.
Ambush: This model may be kept in reserve instead of deploying. At the start of any round Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
after the first, you may place the model anywhere, over 9” away from enemy units. If both Reliable: Attacks at Quality 2+.
players have Ambush, roll-off to see who goes first, and alternate deploying units. Units that Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
deploy like this on the last round can’t seize or contest objective markers. having AP(4).
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models Scout: This model may be deployed after all other units, and may then move by up to 12”,
in the target unit. ignoring terrain. If both players have Scout, roll-off to see who goes first, and alternate
Counter-Attack: Strikes first when charged. deploying units.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Strider: May ignore the effects of difficult terrain when moving.
resolved first, and these wounds don't carry over to other models if the target is killed. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Defense: Gets +X to Defense rolls. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Fear: Counts as having dealt +X wounds when checking who won melee. put wounds on the tough model with most wounds in the unit until it is killed, before starting
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. to put them on the next tough model (heroes must be assigned wounds last).
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original Veteran Infantry: Gets +1 to hit in melee and shooting.
hit counts as a 6). War Chant: This model and its unit get Furious. If they already had Furious, they get extra hits
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another on unmodified rolls of 5-6 instead.
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense
until all other models have been killed.
Tau Combat Patrol 1.2k • 1200pts
Grunt Leader [1] - 90pts Grunt Squad [10] - 285pts Heavy Stealth Suit [1] - 480pts

Quality 4+ Defense 4+ Tough 3 Quality 5+ Defense 4+ Quality 4+ Defense 2+ Tough 12

Hero, Tough(3) Good Shot Ambush, Fear(2), Stealth, Tough(12), Stealth Drone

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Holy Halberd - A1 2 Deadly(3) 10x CCWs - A1 - - Stomp - A4 1 -

Upgrade SPE Pulse Pistol 12" A1 1 - Heavy Ion Carbine 18" A1 1 Blast(6)

High Elder Caster(2) 9x Pulse Rifles 30" A1 1 - Twin Fusion Carbine 18" A2 4 Deadly(3)

Mini-Shield Drone Stealth Missile Pod 30" A2 2 Lock-On

Upgrade SPE
Grunt Leader [1] - 100pts
2x Spotter Drone Spotting Laser
Joined to Grunt Squad
Support Turret
Quality 4+ Defense 4+ Tough 3
Stealth Suits [3] - 245pts
Hero, Tough(3)

Weapon RNG ATK AP SPE Quality 4+ Defense 4+ Tough 3

Ritual Blade - A2 - -
Ambush, Stealth, Tough(3), Spotting Laser
Leader Pulse Rifle 30" A2 1 -
Weapon RNG ATK AP SPE
Upgrade SPE
2x Rapid Burst Carbines 18" A4 - Rending
Spotter Drone Spotting Laser
3x CCWs - A1 - -
Captain Volley Fire
Fusion Carbine 18" A1 4 Deadly(3)

Special Rules DAO Union Army Spells


Patience (1): Target friendly unit within 12" gets Stealth next time it is shot at.
AP: Targets get -X to Defense rolls when blocking hits. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored. Killing Blow (1): Target enemy model within 12" takes 1 hit with AP(4).
Ambush: This model may be kept in reserve instead of deploying. At the start of any round after Relentless: When using Hold actions and shooting, hits from unmodified rolls of 6 are Boldness (2): Target 2 friendly units within 12" get +2" next time they Advance, or +4" next
the first, you may place the model anywhere, over 9” away from enemy units. If both players multiplied by 2 (only the original hit counts as a 6). time they Rush/Charge.
have Ambush, roll-off to see who goes first, and alternate deploying units. Units that deploy like Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having Devastating Strike (2): Target enemy unit within 12” takes 6 hits.
this on the last round can’t seize or contest objective markers. AP(4). Pacification (3): Target 2 enemy units within 6" get -2 to hit rolls next time they fight in melee.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in Spotting Laser: Once per activation, before attacking, this model may pick one enemy unit Deadly Surge (3): Target 2 enemy units within 9" take 6 hits each.
the target unit. within 30” in line of sight and roll one die, on a 4+ place a marker on it. Friendly units may
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 tokens at remove markers from their target to get +X to hit rolls when shooting, where X is the number of
once. At any point before attacking, spend as many tokens as the spell’s value to try casting one removed markers.
or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule from
sight. This model and other casters within 18” in line of sight may spend any number of tokens over 12" away.
at the same time before rolling, to give the caster +1/-1 to the roll per token. Stealth Drone: Enemy units over 18” away get -1 to hit rolls when shooting per drone.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Tough: This model must take X wounds before being killed. If a model with tough joins a unit
resolved first, and these wounds don't carry over to other models if the target is killed. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Defense: Gets +X to Defense rolls. put wounds on the tough model with most wounds in the unit until it is killed, before starting to
Fear: Counts as having dealt +X wounds when checking who won melee. put them on the next tough model (heroes must be assigned wounds last).
Good Shot: This model shoots at Quality 4+. Volley Fire: This model and its unit get Relentless. If they already had Relentless, they get extra
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another hits on unmodified rolls of 5-6 instead.
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until
all other models have been killed.
Thousand Sons Combat Patrol 1.2k • 1200pts
Change Destroyer Champion [1] - 235pts Change Birdmen [20] - 290pts Change Destroyers [3] - 365pts

Quality 3+ Defense 3+ Tough 6 Quality 4+ Defense 5+ Quality 3+ Defense 3+ Tough 3

Ambush, Hero, Tough(6), Stealth Stealth Ambush, Tough(3), Stealth

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Champion Heavy Rifle 24" A2 1 - 20x Pistols 12" A1 - - 2x Storm Rifles 24" A3 1 -

Flamer-Mod 6" A1 - Blast(3), Reliable 20x Hexed Swords - A1 - Warp 3x Energy Swords - A3 1 Rending

Energy Hammer - A2 - Blast(3) Heavy Flamer 12" A1 1 Blast(3), Reliable


Change Destroyer Champion [1] - 175pts
Upgrade SPE Upgrade SPE
Joined to Change Destroyers
Master Warlock Caster(3) Warlock Apprentice Caster(+1)
Quality 3+ Defense 3+ Tough 6

Change Champion [1] - 135pts Ambush, Hero, Tough(6), Stealth


Joined to Change Birdmen Weapon RNG ATK AP SPE

Quality 3+ Defense 3+ Tough 3 Champion Heavy Rifle 24" A2 1 -

Hero, Tough(3), Stealth CCW - A4 - -

Weapon RNG ATK AP SPE Plasma-Mod 12" A1 4 -

Hex-Shot 12" A2 - Warp

Hexed Staff - A1 - Warp

Hexed Pistol 9" A2 - Warp

Upgrade SPE

Master Warlock Caster(3)

Special Rules Change Disciples Army Spells


Breath of Change (1): Target 2 friendly units within 12" get +1" next time they Advance, or +2"
AP: Targets get -X to Defense rolls when blocking hits. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another next time they Rush/Charge.
Ambush: This model may be kept in reserve instead of deploying. At the start of any round after Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until Blaze (1): Target enemy unit within 12" takes 2 hits with AP(2).
the first, you may place the model anywhere, over 9” away from enemy units. If both players all other models have been killed. Steal Power (2): Target 2 enemy units within 12" get -1 to hit rolls next time they shoot.
have Ambush, roll-off to see who goes first, and alternate deploying units. Units that deploy like Regeneration: When taking a wound, roll one die. On a 5+ it is ignored. Inferno (2): Target enemy unit within 18” takes 1 hit with Blast(6).
this on the last round can’t seize or contest objective markers. Reliable: Attacks at Quality 2+. Loyalty (3): Target 2 friendly units within 18" get Regeneration next time they take wounds.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having Bolt of Change (3): Target enemy unit within 9" takes 1 hit with AP(2) and Deadly(6).
the target unit. AP(4).
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 tokens at Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule from
once. At any point before attacking, spend as many tokens as the spell’s value to try casting one over 12" away.
or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of Tough: This model must take X wounds before being killed. If a model with tough joins a unit
sight. This model and other casters within 18” in line of sight may spend any number of tokens without it, then it is removed last when the unit takes wounds. Note that you must continue to
at the same time before rolling, to give the caster +1/-1 to the roll per token. put wounds on the tough model with most wounds in the unit until it is killed, before starting to
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be put them on the next tough model (heroes must be assigned wounds last).
resolved first, and these wounds don't carry over to other models if the target is killed. Warp: Enemies that roll to block hits from this weapon take one additional wound for each
Defense: Gets +X to Defense rolls. unmodified result of 1 that they roll.
Tyranids Combat Patrol 1.2k • 1200pts
Prime Warrior [1] - 165pts Support Grunts [3] - 100pts Psycho-Rex [1] - 495pts

Quality 4+ Defense 4+ Tough 6 Quality 5+ Defense 5+ Quality 4+ Defense 2+ Tough 12

Fearless, Hero, Tough(6) Relentless, Strider Fear(2), Fearless, Caster(3), Stealth, Tough(12)

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

2x Slashing Blades - A4 1 Rending 3x Razor Claws - A1 - - Heavy Psy-Blast 18" A2 1 Blast(3)

Upgrade SPE 3x Bio-Cannons 24" A1 - Blast(3), Rending, Indirect 4x Heavy Razor Claws - A3 1 -

Wings Ambush, Flying Stomp - A4 1 -


Shadow Leapers [3] - 190pts
Bio-Recovery Regeneration
Quality 4+ Defense 4+ Tough 3
Assault Grunts [20] - 250pts
Ambush, Fast, Stealth, Strider, Tough(3)

Quality 5+ Defense 5+ Weapon RNG ATK AP SPE

Fast, Strider 6x Razor Claws - A2 - -

Weapon RNG ATK AP SPE

20x Razor Claws - A2 - -

Upgrade SPE

2x Heavy Bite Furious

2x Toxic Cysts Poison in Melee

Special Rules Alien Hives Army Spells


Terror (1): Target 2 enemy units within 12" get -1 to their next morale test roll.
AP: Targets get -X to Defense rolls when blocking hits. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Psychic Blast (1): Target enemy unit within 9" takes 1 hit with AP(2) and Deadly(3).
Ambush: This model may be kept in reserve instead of deploying. At the start of any round Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense Animate Flora (2): Target 2 friendly units within 12" get Flying next time they activate.
after the first, you may place the model anywhere, over 9” away from enemy units. If both until all other models have been killed. Shriek (2): Target 2 enemy units within 9" take 4 hits each.
players have Ambush, roll-off to see who goes first, and alternate deploying units. Units that Indirect: May target enemies that are not in line of sight, and ignores cover from sight Infuse Life (3): Target 2 friendly units within 18" get Regeneration next time they take
deploy like this on the last round can’t seize or contest objective markers. obstructions, but gets -1 to hit rolls when shooting after moving. wounds.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models Poison: Targets get -1 to Regeneration rolls, and must re-roll unmodified Defense rolls of 6 Overwhelm (3): Target enemy model within 12" takes 3 hits with AP(4).
in the target unit. when blocking hits.
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more than 6 tokens Poison in Melee: This model gets Poison in melee.
at once. At any point before attacking, spend as many tokens as the spell’s value to try casting Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in Relentless: When using Hold actions and shooting, hits from unmodified rolls of 6 are
line of sight. This model and other casters within 18” in line of sight may spend any number of multiplied by 2 (only the original hit counts as a 6).
tokens at the same time before rolling, to give the caster +1/-1 to the roll per token. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be having AP(4).
resolved first, and these wounds don't carry over to other models if the target is killed. Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule from
Defense: Gets +X to Defense rolls. over 12" away.
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. Strider: May ignore the effects of difficult terrain when moving.
Fear: Counts as having dealt +X wounds when checking who won melee. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Flying: May go through obstacles and ignores terrain effects when moving. put wounds on the tough model with most wounds in the unit until it is killed, before starting
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original to put them on the next tough model (heroes must be assigned wounds last).
hit counts as a 6).
World Eaters Combat Patrol 1.2k • 1200pts
War Destroyer Champion [1] - 205pts War Berserkers [10] - 410pts

Quality 3+ Defense 3+ Tough 6 Quality 3+ Defense 3+

Ambush, Hero, Tough(6), Furious Fearless, Frenzy

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Champion Heavy Rifle 24" A2 1 - 6x Heavy Pistols 12" A1 1 -

Fusion-Mod 6" A1 4 Deadly(3) 10x Energy Swords - A2 1 Rending

Energy Axe - A2 2 Deadly(3) 4x Plasma Pistols 12" A1 4 -

Upgrade SPE
War Berserkers [10] - 410pts
Havoc Lord Dark Tactics

Quality 3+ Defense 3+
War Cultists [10] - 175pts
Fearless, Frenzy

Quality 5+ Defense 5+ Weapon RNG ATK AP SPE

Furious 6x Heavy Pistols 12" A1 1 -

Weapon RNG ATK AP SPE 10x Energy Swords - A2 1 Rending

10x Pistols 12" A1 - - 4x Plasma Pistols 12" A1 4 -

10x CCWs - A2 - -

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the
Ambush: This model may be kept in reserve instead of deploying. At the start of any original hit counts as a 6).
round after the first, you may place the model anywhere, over 9” away from enemy units. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without
If both players have Ambush, roll-off to see who goes first, and alternate deploying units. another Hero. The hero may take morale tests on behalf of the unit, but must use the
Units that deploy like this on the last round can’t seize or contest objective markers. unit’s Defense until all other models have been killed.
Dark Tactics: Once per activation, before attacking, pick one other friendly unit within Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
12”, which may move by up to 6". Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be having AP(4).
resolved first, and these wounds don't carry over to other models if the target is killed. Tough: This model must take X wounds before being killed. If a model with tough joins a
Defense: Gets +X to Defense rolls. unit without it, then it is removed last when the unit takes wounds. Note that you must
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. continue to put wounds on the tough model with most wounds in the unit until it is
Frenzy: Counts as having Furious and gets AP(+1) when charging. killed, before starting to put them on the next tough model (heroes must be assigned
wounds last).

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