Abaddon (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Be'lakor (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Beasts Of Nurgle Hide unused Show unused Move unit to: Delete this unit
0
Normal Cost:
Bloodletters Hide unused Show unused Move unit to: Delete this unit
0
Normal Cost:
Chaos Lord (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Chaos Marines Hide unused Show unused Move unit to: Delete this unit
0
Normal Cost:
Chaos Terminators (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Daemon Prince (Khorne/Nurgle) (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Daemonettes Hide unused Show unused Move unit to: Delete this unit
0
Normal Cost:
Defiler (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Flesh Hounds Hide unused Show unused Move unit to: Delete this unit
0
Normal Cost:
Fulgrim (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Great Unclean One (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Horticulous Slimux (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Keeper Of Secrets (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Kharn (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Nurglings Hide unused Show unused Move unit to: Delete this unit
0
Normal Cost:
Obliterators (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Plague Drones Hide unused Show unused Move unit to: Delete this unit
0
Normal Cost:
Plaguebearers Hide unused Show unused Move unit to: Delete this unit
0
Normal Cost:
Rotigus (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Shalaxi Hellbane (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Skulltaker (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Sorcerer (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Archon (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Archon. The model must be armed with 1 to 3 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Archon | 1. Infantry | 7 | 3 | 5 | 5+ | Character, Inspirational, Power From Pain, Shadowfield |
34 | 1 |
1
1
1
Special Cost:
Cronos Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Cronos. It is equipped with Spirit-leech Tentacles and a Spirit Syphon. It may also be equipped with a Spirit Vortex.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Cronos | 2. Monstrous Creature | 8 | 6 | 8 | 3+ | Feel No Pain (5+), Jump, Power From Pain |
25 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Spirit-leech Tentacles | Melee | 3 | 4+ | 5 | 1 | 1 | Rending | 28 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Spirit Syphon | 8" | 4 | Auto Hits | 3 | 2 | 1 | Rending | 72 | 1 | 1 |
1
1
1
Normal Cost:
Drazhar (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Drazhar. The model is equipped with Demiklaives.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Drazhar | 1. Infantry | 7 | 4 | 5 | 2+ | Character, Power From Pain |
15 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Demiklaives | Must Choose One | 65 | 1 | 1 | ||||||
| Demiklaives (Dual) | Melee | 6 | 2+ | 4 | 2 | 1 | ||||
| Demiklaives (Single) | Melee | 4 | 2+ | 5 | 3 | 1 |
1
1
1
Special Cost:
Haemonculus (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Haemonculus. The model is armed with Haemonculus Tools. The model may take a ranged weapon. In addition, the model may be armed with an Ichor Injector.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Haemonculus | 1. Infantry | 7 | 4 | 5 | 6 | Character, Power From Pain |
8 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Haemonculus Tools | Melee | 5 | 2+ | 3 | 0 | 1 | Poison | 20 | 1 | 1 |
1
1
1
Special Cost:
Incubi Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Incubi. One Incubi may be replaced by a Klaivex. Each model is armed with a Klaive. The Klaivex can replace their Klaive with Demiklaives.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Incubi | 1. Infantry | 7 | 3 | 1 | 3+ | Power From Pain | 4 | + - | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Klaive | Melee | 3 | 3+ | 4 | 3 | 1 | 14 | 1 | 9 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Klaivex | 1. Infantry | 7 | 3 | 1 | 3+ | Power From Pain | 4 | + - | 1 |
10
5
10
Normal Cost:
Kabalite Warriors Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Kabalite Warriors, each armed with a Splinter Rifle. One Warrior may be replaced by a Sybarite.
For every 5 models in the unit, one Warrior may replace their Splinter Rifle with either a Blaster or a Shredder. If the squad numbers 10 models, one Warrior may replace their Splinter Rifle with a Dark Lance or Splinter Cannon.
The Sybarite must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Kabalite Warrior | 1. Infantry | 7 | 3 | 1 | 5+ | Power From Pain | 4 | + - | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 3 | 0 | 1 | 3 | 1 | 9 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Sybarite | 1. Infantry | 7 | 3 | 1 | 5+ | Power From Pain | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Blast Pistol | 32 | + - | 0 | |||||||
| Blast Pistol (Ranged) | 6" | 1 | 3+ | 8 | 4 | 3 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Phantasm Grenade Launcher | 18" | 1 | 3+ | 3 | 0 | 1 | Blast (3) | 8 | + - | 0 |
10
5
10
Normal Cost:
Lelith Hesperax (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Lelith Hesperax. The model is equipped with 2 Penetrating Blades.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Lelith Hesperax | 1. Infantry | 7 | 3 | 5 | 6 | Character, Power From Pain |
7 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Penetrating Blade | Melee | 3 | 2+ | 3 | 4 | 1 | 31 | 2 | 2 |
1
1
1
Special Cost:
Mandrakes Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Mandrakes. One Mandrake can be replaced by a Nightfiend. Each model is armed with a Glimmersteel Blade and a Baleblast.
This unit has the following special rule: Infiltrate.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Mandrake | 1. Infantry | 7 | 3 | 1 | 5+ | Fade, Power From Pain, Shroud |
5 | + - | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Glimmersteel Blade | Melee | 3 | 3+ | 4 | 1 | 1 | 8 | 1 | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Baleblast | 18" | 2 | 3+ | 4 | 1 | 1 | 8 | 1 | 9 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Nightfiend | 1. Infantry | 7 | 3 | 1 | 5+ | Fade, Power From Pain, Shroud |
5 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Glimmersteel Blade | Melee | 4 | 3+ | 4 | 1 | 1 | 10 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Baleblast | 18" | 2 | 3+ | 4 | 1 | 1 | 8 | 1 | 1 |
10
5
10
Normal Cost:
Raider Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Raider. It is equipped with Bladevanes. In addition, it must be equipped with a single ranged weapon.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Raider | 2. Vehicle | 12 | 6 | 8 | 3+ | Open-topped, Power From Pain, Skimmer, Transport (11) |
32 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bladevanes | Melee | 4 | 5+ | 6 | 1 | 1 | Lance | 15 | 1 | 1 |
1
1
1
Normal Cost:
Ravager Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Ravager. It is equipped with Bladevanes. In addition, it must be equipped with three ranged weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Ravager | 2. Vehicle | 12 | 7 | 8 | 3+ | Power From Pain, Skimmer |
23 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bladevanes | Melee | 4 | 5+ | 6 | 1 | 1 | Lance | 16 | 1 | 1 |
1
1
1
Normal Cost:
Razorwing Jetfighter (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Razorwing Jetfighter. It is equipped with Razorwing Missiles.
It must also be equipped with either 2 Dark Lances or 2 Disintegrator Cannons. In addition, it must be equipped with either a Twin Splinter Rifle or a Splinter Cannon.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Razorwing Jetfighter | 2. Vehicle | 48 | 7 | 10 | 3+ | Flyer, Power From Pain |
26 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Razorwing Missiles | Must Choose One | 97 | 1 | 1 | ||||||
| Razorwing Missile (Monoscythe) | 48" | 4 | 3+ | 6 | 0 | 2 | ||||
| Razorwing Missile (Necrotoxin) | 48" | 6 | 3+ | 4 | 0 | 1 | Poison | |||
| Razorwing Missile (Shatterfield) | 48" | 4 | 3+ | 7 | 1 | 1 | Re-roll failed wound rolls |
1
1
1
Special Cost:
Reavers Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-6 Reavers. One Reaver can be replaced by an Arena Champion. Each model is armed with Bladevanes, a Splinter Pistol, and a Splinter Rifle.
For every 3 models in the unit, one model may replace its Splinter Rifle with a Blaster or a Heat Lance.
The Arena Champion may also take either an Agoniser or a Power Weapon.
2
6
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Reaver | 1. Biker | 12 | 4 | 2 | 4+ | Power From Pain, Skimmer |
9 | + - | 2 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bladevanes | Melee | 2 | 3+ | 4 | 1 | 1 | Lance | 9 | 1 | 2 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Splinter Pistol | 10 | 1 | 2 | |||||||
| Splinter Pistol (Ranged) | 12" | 1 | 3+ | 3 | 0 | 1 | Poison | |||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Arena Champion | 1. Biker | 12 | 4 | 2 | 4+ | Power From Pain, Skimmer |
9 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bladevanes | Melee | 3 | 3+ | 4 | 1 | 1 | Lance | 12 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Splinter Pistol | 10 | 1 | 1 | |||||||
| Splinter Pistol (Ranged) | 12" | 1 | 3+ | 3 | 0 | 1 | Poison | |||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
6
3
3
Normal Cost:
Scourges Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Scourges. One Scourge may be replaced with a Solarite. Each Scourge is armed with a Shardcarbine.
Up to four Scourges may replace their Shardcarbine with either a Blaster, a Dark Lance, a Haywire Blaster, a Heat Lance, a Shredder or a Splinter Cannon.
The Solarite must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
This unit has the following special rule: Deep Strike.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Scourge | 1. Infantry | 10 | 3 | 1 | 4+ | Bulky, Jump, Power From Pain |
6 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 3 | 0 | 1 | 4 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Solarite | 1. Infantry | 10 | 3 | 1 | 4+ | Bulky, Jump, Power From Pain |
6 | + - | 1 |
10
5
5
Normal Cost:
Succubus (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Succubus. The model must be armed with 1 or 2 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Succubus | 1. Infantry | 7 | 3 | 5 | 6 | Character, Combat Drugs, Inspirational, Power From Pain |
32 | 1 |
1
1
1
Special Cost:
Venom Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Venom. It is equipped with Bladevanes. In addition, it must be armed with 2 ranged weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Venom | 1. Light Vehicle | 12 | 6 | 6 | 4+ | Power From Pain, Skimmer, Stealth, Transport (6) |
22 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bladevanes | Melee | 3 | 5+ | 6 | 1 | 1 | Lance | 11 | 1 | 1 |
1
1
1
Normal Cost:
Wracks Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Wracks. One Wrack may be replaced by a Acothyst. Every model is armed with Haemonculus Tools.
For every 5 models in the unit, one model may also be equipped with a ranged weapon.4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wrack | 1. Infantry | 7 | 4 | 1 | 6 | Feel No Pain (5+), Power From Pain |
4 | + - | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Haemonculus Tools | Melee | 2 | 3+ | 3 | 0 | 1 | Poison | 5 | 1 | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Hexrifle | 36" | 1 | 3+ | 4 | 1 | 1 | Heavy, Precision, Rending | 14 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Acothyst | 1. Infantry | 7 | 4 | 1 | 6 | Feel No Pain (5+), Power From Pain |
4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Haemonculus Tools | Melee | 3 | 3+ | 3 | 0 | 1 | Poison | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Hexrifle | 36" | 1 | 3+ | 4 | 1 | 1 | Heavy, Precision, Rending | 14 | + - | 0 |
10
5
10
Normal Cost:
Wyches Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Wyches, each armed with a Combat Blade and a Splinter Pistol. One Wych may be replaced by a Hekatrix.
If the unit contains less than 10 models, one Wych may replace their basic weapons with either a set of Hydra Gauntlets, a set of Razorflails, or a Shardnet and Impaler. If the unit contains 10 models, up to three Wyches may do this.
The Hekatrix must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wych | 1. Infantry | 7 | 3 | 1 | 5+ | Combat Drugs, Power From Pain |
4 | + - | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Hydra Gauntlets | Melee | 3 | 3+ | 3 | 1 | 1 | Re-roll failed wound rolls | 9 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Hekatrix | 1. Infantry | 7 | 3 | 1 | 5+ | Combat Drugs, Power From Pain |
4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Blast Pistol | 32 | + - | 0 | |||||||
| Blast Pistol (Ranged) | 6" | 1 | 3+ | 8 | 4 | 3 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
10
5
10
Normal Cost:
Avatar (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Avatar. It is equipped with a Wailing Doom.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Avatar | 2. Monstrous Creature | 7 | 7 | 8 | 3+ | Character, May Not Join Units |
21 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Wailing Doom | 352 | 1 | 1 | |||||||
| Wailing Doom (Melee) | Melee | 5 | 2+ | 8 | 4 | 3 | ||||
| Wailing Doom (Ranged) | 12" | 1 | 2+ | 8 | 4 | 2 | Melta |
1
1
1
Special Cost:
Dire Avengers Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Dire Avengers. One Dire Avenger can be replaced with a Dire Avenger Exarch.
Each Dire Avenger is armed with an Avenger Shuriken Catapult.
The Dire Avenger Exarch is armed with 2 Avenger Shuriken Catapults.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Dire Avenger | 1. Infantry | 7 | 3 | 1 | 4+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 3 | 0 | 1 | 4 | 1 | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Avenger Shuriken Catapult | 18" | 2 | 3+ | 4 | 0 | 1 | 7 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Dire Avenger Exarch | 1. Infantry | 7 | 3 | 2 | 4+ | 6 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 3+ | 3 | 0 | 1 | 6 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Avenger Shuriken Catapult | 18" | 2 | 3+ | 4 | 0 | 1 | 9 | 2 | 2 |
10
5
5
Normal Cost:
Farseer (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Farseer. The model is equipped with a Shuriken Pistol and a Singing Spear.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Farseer | 1. Infantry | 7 | 3 | 5 | 6 | Character, Psyker |
7 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Singing Spear | 42 | 1 | 1 | |||||||
| Singing Spear (Melee) | Melee | 2 | 2+ | 4 | 0 | 2 | Can wound on 2+ | |||
| Singing Spear (Ranged) | 12" | 1 | 2+ | 4 | 0 | 2 | Can wound on 2+ |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Shuriken Pistol | 16 | 1 | 1 | |||||||
| Shuriken Pistol (Ranged) | 12" | 1 | 2+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 2+ | 3 | 0 | 1 | Extra |
1
1
1
Special Cost:
Fire Dragons (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Fire Dragons. One Fire Dragon can be replaced with a Fire Dragon Exarch.
Each model is armed with a Meltagun.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Fire Dragon | 1. Infantry | 7 | 3 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 3 | 0 | 1 | 4 | 1 | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta | 27 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Fire Dragon Exarch | 1. Infantry | 7 | 3 | 2 | 3+ | 7 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 3+ | 3 | 0 | 1 | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta | 34 | 1 | 1 |
10
5
5
Special Cost:
Guardians Hide unused Show unused Move unit to: Delete this unit
This unit contains 10 Guardians. Two Guardians may be replaced by a Guardian Support Platform.
Each Guardian is armed with a Shuriken Catapult. The Guardian Support Platform is armed with a Shuriken Catapult, and must be armed with 1 heavy weapon.
8
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Guardian | 1. Infantry | 7 | 3 | 1 | 5+ | 4 | + - | 8 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 2 | 1 | 8 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Shuriken Catapult | 12" | 2 | 3+ | 4 | 0 | 1 | 6 | 1 | 8 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Guardian Support Platform | 1. Infantry | 7 | 3 | 2 | 5+ | 5 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 4+ | 3 | 0 | 1 | 4 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Shuriken Catapult | 12" | 2 | 3+ | 4 | 0 | 1 | 8 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Shuriken Cannon | 24" | 3 | 3+ | 6 | 0 | 1 | 14 | 1 | 1 |
10
8
9
Normal Cost:
Howling Banshees Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Howling Banshees. One Howling Banshee can be replaced with a Howling Banshee Exarch.
Each Howling Banshee is armed with a Shuriken Pistol and a Power Weapon.
The Howling Banshee Exarch must be armed with either an Executioner, or 2 Mirrorswords.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Howling Banshee | 1. Infantry | 7 | 3 | 1 | 4+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Weapon | Melee | 2 | 3+ | 3 | 2 | 1 | 8 | 1 | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Shuriken Pistol | 8 | 1 | 4 | |||||||
| Shuriken Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
10
5
5
Normal Cost:
Striking Scorpion Phoenix Lord (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Striking Scorpion Phoenix Lord. It is equipped with a Scorpion's Bite, a Scorpion Chainsword, and a Scorpion's Claw.
This unit has the following special rule: Infiltrate.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Striking Scorpion Phoenix Lord | 1. Infantry | 7 | 4 | 5 | 2+ | Character, May Only Join Striking Scorpions |
16 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Scorpion's Bite | Melee | 2 | 2+ | 4 | 0 | 1 | Extra | 19 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Scorpion Chainsword | Melee | 5 | 2+ | 5 | 0 | 1 | Re-roll 1s to hit | 46 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Scorpion's Claw | 139 | 1 | 1 | |||||||
| Scorpion's Claw (Melee) | Melee | 4 | 2+ | 8 | 3 | 2 | ||||
| Scorpion's Claw (Ranged) | 12" | 2 | 2+ | 4 | 0 | 1 |
1
1
1
Special Cost:
Striking Scorpions Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Striking Scorpions. One Striking Scorpion can be replaced with a Striking Scorpion Exarch.
Each Striking Scorpion is armed with a Shuriken Pistol, a Scorpion Chainsword, and a Mandiblaster.
The Striking Scorpion Exarch is armed with a Mandiblaster. In addition, it must be armed with either a Biting Blade, or a Shuriken Pistol and Scorpion Chainsword.
This unit has the following special rule: Infiltrate.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Striking Scorpion | 1. Infantry | 7 | 3 | 1 | 3+ | 5 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Mandiblaster | Melee | 1 | 3+ | 3 | 0 | 1 | Extra | 4 | 1 | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Scorpion Chainsword | Melee | 2 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 7 | 1 | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Shuriken Pistol | 9 | 1 | 4 | |||||||
| Shuriken Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Striking Scorpion Exarch | 1. Infantry | 7 | 3 | 2 | 3+ | 8 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Mandiblaster | Melee | 1 | 3+ | 3 | 0 | 1 | Extra | 5 | 1 | 1 |
10
5
5
Normal Cost:
War Walker Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 War Walker. It is armed with 2 Scatter Lasers.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| War Walker | 2. Walker | 7 | 6 | 6 | 4+ | 14 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 4+ | 5 | 0 | 1 | 10 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Scatter Laser | 36" | 4 | 3+ | 6 | 0 | 1 | Heavy | 30 | 2 | 2 |
1
1
1
Normal Cost:
Warlock (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Warlock. The model is armed with a Shuriken Pistol and a Witchblade.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Warlock | 1. Infantry | 7 | 3 | 2 | 6 | Character, Psyker |
5 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Witchblade | Melee | 2 | 3+ | 3 | 0 | 2 | Can wound on 2+ | 12 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Shuriken Pistol | 10 | 1 | 1 | |||||||
| Shuriken Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
1
1
1
Special Cost:
Wave Serpent Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Wave Serpent. It is armed with a Twin Shuriken Catapult. In addition, it must be armed with either a Twin Shuriken Cannon, or a Twin Bright Lance.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wave Serpent | 2. Vehicle | 12 | 7 | 8 | 3+ | Skimmer, Transport (12) |
35 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 6 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Twin Shuriken Catapult | 12" | 4 | 3+ | 4 | 0 | 1 | 26 | 1 | 1 |
1
1
1
Normal Cost:
Wraithlord (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Wraithlord. It is armed with 2 Shuriken Catapults and a Ghostglaive.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wraithlord | 2. Walker | 6 | 7 | 8 | 3+ | 18 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Ghostglaive | Melee | 4 | 3+ | 8 | 3 | 3 | 131 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Shuriken Catapult | 12" | 2 | 3+ | 4 | 0 | 1 | 16 | 2 | 2 |
1
1
1
Special Cost:
Callidus Assassin (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Eversor Assassin (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Inquisitor (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Inquisitorial Henchmen Hide unused Show unused Move unit to: Delete this unit
0
Normal Cost:
Ministorum Priest (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Vindicare Assassin (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Baneblade (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Baneblade.
The model is equipped with a Baneblade Cannon, an Autocannon, a Demolisher Cannon and a Twin Heavy Bolter.
It may take 2 or 4 sponsons. Each sponson has a Lascannon, and either a Twin Heavy Flamer or a Twin Heavy Bolter.
It may also take a Hunter Killer Missile. It may also take either a Heavy Stubber or a Storm Bolter.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Baneblade | 4. Super Heavy Vehicle | 10 | 8 | 18 | 3+ | 31 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 8 | 6 | 8 | 2 | 1 | 22 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Baneblade Cannon | 72" | 10 | 4+ | 9 | 3 | 3 | Heavy | 364 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Autocannon | 48" | 2 | 4+ | 7 | 1 | 2 | Heavy | 51 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Demolisher Cannon | 24" | 3 | 4+ | 10 | 3 | 3 | Blast (2), Heavy | 203 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Twin Heavy Bolter | 36" | 6 | 4+ | 5 | 1 | 1 | Heavy | 48 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Hunter Killer Missile | 48" | 1 | 4+ | 8 | 2 | 3 | Heavy, One Use Only | 15 | + - | 0 |
1
1
1
Special Cost:
Chimera Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Chimera.
The model is equipped with 6 Manned Lasguns. It must take either a Heavy Bolter, Heavy Flamer, or a Multi-laser. In addition, it must take either a Heavy Bolter or a Heavy Flamer.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Chimera | 2. Vehicle | 10 | 7 | 10 | 3+ | 20 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Manned Lasgun | 24" | 1 | 4+ | 3 | 0 | 1 | Rapid Fire, Requires User | 7 | 6 | 6 |
1
1
1
Normal Cost:
Commissar Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Commissar.
It must be equipped with either 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Commissar | 1. Infantry | 6 | 3 | 3 | 5+ | Character | 7 | 1 |
1
1
1
Normal Cost:
Commissar Yarrick (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Commissar Yarrick. Yarrick must be equipped with a Storm Bolter, a Power Fist, and a Bale Eye.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Commissar Yarrick | 1. Infantry | 6 | 4 | 4 | 4+ | Character | 10 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Fist | Melee | 3 | 3+ | 6 | 3 | 3 | 87 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bale Eye | 24 | 1 | 1 | |||||||
| Bale Eye (Ranged) | 6" | 1 | 2+ | 3 | 2 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 2+ | 3 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Bolter | 24" | 2 | 2+ | 4 | 0 | 1 | Rapid Fire | 29 | 1 | 1 |
1
1
1
Special Cost:
Guardsmen Hide unused Show unused Move unit to: Delete this unit
This unit contains 10 Guardsmen. One Guardsman may be replaced by a Guard Sergeant.
Every Guardsman is armed with a Lasgun. The Guard Sergeant must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
Any Guardsman with a Lasgun may also take a combat blade. One Guardsman may take a special weapon instead of their normal weapons.
Two Guardsmen with Lasguns may be replaced by a Heavy Weapon Team. The Heavy Weapon Team is armed with a Lasgun, and must also be armed with a heavy weapon.
7
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Guardsman | 1. Infantry | 6 | 3 | 1 | 5+ | 3 | + - | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Grenade Launcher | Must Choose One | 12 | + - | 0 | ||||||
| Grenade Launcher (Frag) | 24" | 2 | 4+ | 3 | 0 | 1 | Blast (3) | |||
| Grenade Launcher (Krak) | 24" | 1 | 4+ | 6 | 1 | 2 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Guard Sergeant | 1. Infantry | 6 | 3 | 1 | 5+ | 3 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 5+ | 3 | 0 | 1 | Re-roll 1s to hit | 3 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 5 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 4+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 5+ | 3 | 0 | 1 | Extra |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Heavy Weapon Team | 1. Infantry | 6 | 3 | 2 | 5+ | 5 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 5+ | 3 | 0 | 1 | 3 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lasgun | 24" | 1 | 4+ | 3 | 0 | 1 | Rapid Fire | 6 | 1 | 0 |
10
9
10
Normal Cost:
Heavy Weapons Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 3 Heavy Weapons Teams. Each model is equipped with a Lasgun, and must also be equipped with a heavy weapon.
3
3
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Heavy Weapon Team | 1. Infantry | 6 | 3 | 2 | 5+ | 5 | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 5+ | 3 | 0 | 1 | 3 | 1 | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lasgun | 24" | 1 | 4+ | 3 | 0 | 1 | Rapid Fire | 6 | 1 | 3 |
3
3
3
Normal Cost:
Hellhammer (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Hellhammer.
The model is equipped with a Hellhammer Cannon, an Autocannon, a Demolisher Cannon and a Twin Heavy Bolter.
It may take 2 or 4 sponsons. Each sponson has a Lascannon, and either a Twin Heavy Flamer or a Twin Heavy Bolter.
It may also take a Hunter Killer Missile. It may also take either a Heavy Stubber or a Storm Bolter.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Hellhammer | 4. Super Heavy Vehicle | 10 | 8 | 18 | 3+ | 31 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 8 | 6 | 8 | 2 | 1 | 22 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Autocannon | 48" | 2 | 4+ | 7 | 1 | 2 | Heavy | 51 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Demolisher Cannon | 24" | 3 | 4+ | 10 | 3 | 3 | Blast (2), Heavy | 203 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Hellhammer Cannon | 36" | 10 | 4+ | 10 | 4 | 3 | Heavy, Ignores Cover | 353 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Twin Heavy Bolter | 36" | 6 | 4+ | 5 | 1 | 1 | Heavy | 48 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Hunter Killer Missile | 48" | 1 | 4+ | 8 | 2 | 3 | Heavy, One Use Only | 15 | + - | 0 |
1
1
1
Special Cost:
Hellhound Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Hellhound. It must be equipped with an Inferno Cannon. In addition, it must be equipped with either a Heavy Bolter or a Heavy Flamer.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Hellhound | 2. Vehicle | 10 | 7 | 10 | 3+ | 20 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Inferno Cannon | 12" | 4 | Auto Hits | 6 | 2 | 2 | Heavy | 121 | 1 | 1 |
1
1
1
Normal Cost:
Imperial Guard Command Squad (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 4 or 5 Veteran Guardsmen. Two Veteran Guardsmen may be replaced with a Veteran Heavy Weapon Team.
One Veteran Guardsman may be replaced with an Imperial Guard Medic.
One Veteran Guardsman may be replaced by an Imperial Guard Standard Bearer.
Each Veteran Guardsman must be armed with either a Lasgun, Laspistol, or special weapon. One Veteran Guardsman may take a Heavy Flamer instead of any other weapon. Any Veteran Guardsman with a Lasgun or Laspistol may also take either a Combat Blade or a Chainsword.
The Heavy Weapon Team is armed with a Lasgun, and must also take a heavy weapon.
The Medic and Standard Bearer must be armed with either a Lasgun, Laspistol, Combat Blade, or Chainsword.
0
5
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Veteran Guardsman | 1. Infantry | 6 | 3 | 1 | 5+ | 3 | + - | 5 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 2 | 4+ | 3 | 0 | 1 | Re-roll 1s to hit | 4 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Heavy Flamer | 8" | 4 | Auto Hits | 5 | 1 | 1 | Heavy | 17 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Laspistol | 5 | + - | 0 | |||||||
| Laspistol (Ranged) | 12" | 1 | 4+ | 3 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 4+ | 3 | 0 | 1 | Extra |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Veteran Heavy Weapon Team | 1. Infantry | 6 | 3 | 2 | 5+ | 5 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 4+ | 3 | 0 | 1 | 4 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lasgun | 24" | 1 | 4+ | 3 | 0 | 1 | Rapid Fire | 6 | 1 | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Imperial Guard Medic | 1. Infantry | 6 | 3 | 1 | 5+ | Healer | 28 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Imperial Guard Standard Bearer | 1. Infantry | 6 | 3 | 1 | 5+ | Battle Standard | 28 | + - | 0 |
5
3
5
Special Cost:
Imperial Guard Officer (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Imperial Guard Officer.
The Officer must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Imperial Guard Officer | 1. Infantry | 6 | 3 | 4 | 5+ | Character | 8 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 3 | 0 | 1 | Re-roll 1s to hit | 15 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 14 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Imperial Guard Officer With Refractor Field | 1. Infantry | 6 | 3 | 4 | 5+ | Character, Feel No Pain (5+) |
10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 3 | 0 | 1 | Re-roll 1s to hit | 20 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 19 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Imperial Guard Officer In Carapace Armour | 1. Infantry | 6 | 3 | 4 | 4+ | Character | 9 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 3 | 0 | 1 | Re-roll 1s to hit | 18 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 16 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Imperial Guard Officer In Carapace Armour With Refractor Field | 1. Infantry | 6 | 3 | 4 | 4+ | Character, Feel No Pain (5+) |
12 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 3 | 0 | 1 | Re-roll 1s to hit | 23 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 21 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
1
1
1
Special Cost:
Leman Russ Tank (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Leman Russ Tank. It must be equipped with either a Battlecannon, a Demolisher Cannon, an Executioner Plasma Cannon or a Punisher Gatling Cannon.
In addition, it must also be equipped with either a Heavy Bolter, a Heavy Flamer, or a Lascannon.
It may additionally take two sponsons, armed with either Heavy Bolters, Heavy Flamers, Multimeltas or Plasma Cannons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Leman Russ Tank | 2. Vehicle | 10 | 8 | 10 | 3+ | 21 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Demolisher Cannon | 24" | 3 | 4+ | 10 | 3 | 3 | Blast (2), Heavy | 177 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Executioner Plasma Cannon | 36" | 4 | 4+ | 7 | 3 | 1 | Heavy, Plasma | 40 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Heavy Flamer | 8" | 4 | Auto Hits | 5 | 1 | 1 | Heavy | 51 | + - | 0 |
1
1
1
Special Cost:
Manticore (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Manticore. It is equipped with 4 Storm Eagle Rockets and a Heavy Bolter.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Manticore | 2. Vehicle | 10 | 7 | 10 | 3+ | 20 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Heavy Bolter | 36" | 3 | 4+ | 5 | 1 | 1 | Heavy | 24 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Eagle Rocket | 100" | 6 | 4+ | 10 | 2 | 2 | Heavy, One A Turn, One Use Only | 36 | 4 | 4 |
1
1
1
Special Cost:
Master Of Ordnance (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Master Of Ordnance. The model must be equipped with a Laspistol and an Artillery Barrage.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Master Of Ordnance | 1. Infantry | 6 | 3 | 3 | 5+ | Character | 7 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 4+ | 3 | 0 | 1 | 6 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Artillery Barrage | 72" | 6 | 3+ | 8 | 2 | 2 | First Fire Only, One Use Only | 31 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Laspistol | 11 | 1 | 1 | |||||||
| Laspistol (Ranged) | 12" | 1 | 3+ | 3 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 4+ | 3 | 0 | 1 | Extra |
1
1
1
Special Cost:
Ratling Snipers Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Ratling Snipers. Each model is armed with a Sniper Rifle.
5
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Ratling Sniper | 1. Infantry | 4 | 2 | 1 | 6 | 2 | + - | 5 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 5+ | 2 | 0 | 1 | 2 | 1 | 5 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Sniper Rifle | 36" | 1 | 3+ | 4 | 0 | 1 | Heavy, Precision, Rending | 8 | 1 | 5 |
10
5
5
Normal Cost:
Shadowsword (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Shadowsword.
The model is equipped with a Volcano Cannon and a Twin Heavy Bolter.
It may take 2 or 4 sponsons. Each sponson has a Lascannon, and either a Twin Heavy Flamer or a Twin Heavy Bolter.
It may also take a Hunter Killer Missile. It may also take either a Heavy Stubber or a Storm Bolter.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Shadowsword | 4. Super Heavy Vehicle | 10 | 8 | 18 | 3+ | 31 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 8 | 6 | 8 | 2 | 1 | 22 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Twin Heavy Bolter | 36" | 6 | 4+ | 5 | 1 | 1 | Heavy | 48 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Volcano Cannon | 100" | 6 | 4+ | 16 | 5 | 4 | Heavy | 458 | 1 | 1 |
1
1
1
Special Cost:
Storm Troopers Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Storm Troopers. One Storm Trooper may be replaced with a Storm Trooper Sergeant.
Each Storm Trooper is armed with a Hot-shot Lasgun. For every 5 models in the unit, 1 Storm Trooper may replace their Hot-shot Lasgun with a special weapon.
The Storm Trooper Sergeant must be armed with 1 or 2 weapons, only one of which can be a two-handed ranged weapon.
The entire squad can take carapace armour.
This unit has the following special rule: Deep Strike.
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Trooper | 1. Infantry | 6 | 3 | 1 | 5+ | 3 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 2 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Trooper Sergeant | 1. Infantry | 6 | 3 | 1 | 5+ | 3 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 4+ | 3 | 0 | 1 | 4 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 7 | 1 | 1 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 4+ | 3 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Laspistol | 6 | 1 | 1 | |||||||
| Laspistol (Ranged) | 12" | 1 | 3+ | 3 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 4+ | 3 | 0 | 1 | Extra |
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Trooper In Carapace Armour | 1. Infantry | 6 | 3 | 1 | 4+ | 4 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 3 | 1 | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Trooper Sergeant In Carapace Armour | 1. Infantry | 6 | 3 | 1 | 4+ | 4 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Weapon | Melee | 3 | 4+ | 3 | 2 | 1 | 8 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Hot-shot Laspistol | 9 | 1 | 0 | |||||||
| Hot-shot Laspistol (Ranged) | 6" | 1 | 3+ | 3 | 2 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 4+ | 3 | 0 | 1 | Extra |
10
5
5
Normal Cost:
Veteran Guardsmen Hide unused Show unused Move unit to: Delete this unit
This unit contains 10 Veteran Guardsmen. One Veteran Guardsman may be replaced by a Veteran Guard Sergeant.
Every Veteran Guardsman is armed with a Lasgun. One Veteran Guardsman may replace their Lasgun with a Heavy Flamer. Up to three Veteran Guardsmen may each replace their Lasgun with a special weapon.
Two Veteran Guardsmen may be replaced by a Veteran Heavy Weapon Team. The Heavy Weapon Team is armed with a Lasgun, and must also be equipped with a heavy weapon.
The Veteran Guard Sergeant must be equipped with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
7
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Veteran Guardsman | 1. Infantry | 6 | 3 | 1 | 5+ | 3 | + - | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 2 | 1 | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Grenade Launcher | Must Choose One | 12 | + - | 0 | ||||||
| Grenade Launcher (Frag) | 24" | 2 | 4+ | 3 | 0 | 1 | Blast (3) | |||
| Grenade Launcher (Krak) | 24" | 1 | 4+ | 6 | 1 | 2 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Heavy Flamer | 8" | 4 | Auto Hits | 5 | 1 | 1 | Heavy | 17 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Veteran Guard Sergeant | 1. Infantry | 6 | 3 | 1 | 5+ | 3 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 4+ | 3 | 0 | 1 | Re-roll 1s to hit | 5 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 6 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 4+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 4+ | 3 | 0 | 1 | Extra |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Veteran Heavy Weapon Team | 1. Infantry | 6 | 3 | 2 | 5+ | 5 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 4+ | 3 | 0 | 1 | 4 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lasgun | 24" | 1 | 4+ | 3 | 0 | 1 | Rapid Fire | 6 | 1 | 0 |
10
10
10
Normal Cost:
Battlewagon Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Battlewagon. The model may be equipped with any/all of the following: Ard Case, Boomgun, Deff Rolla.
The model may be equipped by up to 4 Big Shootas.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Battlewagon | 3. Heavy Vehicle | 10 | 8 | 12 | 4+ | Open-topped, Transport (20) |
43 | 1 |
1
1
1
Normal Cost:
Beastboss On Squigosaur (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Beastboss On Squigosaur. The model is armed with a Slugga, a Big Choppa and Squigosaur Jaws. The model may also take a Thump Gun.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Beastboss On Squigosaur | 1. Cavalry | 8 | 6 | 7 | 3+ | Character, Feel No Pain (5+) |
22 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Big Choppa | Melee | 5 | 2+ | 7 | 1 | 2 | 156 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Squigosaur Jaws | Melee | 3 | 4+ | 6 | 2 | 3 | Extra | 102 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Slugga | 30 | 1 | 1 | |||||||
| Pistol (Melee) | Melee | 1 | 2+ | 5 | 0 | 1 | Extra | |||
| Slugga (Ranged) | 12" | 1 | 5+ | 4 | 0 | 1 |
1
1
1
Special Cost:
Big Mek (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Big Mek. The model must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Big Mek | 1. Infantry | 6 | 4 | 5 | 4+ | Character, Mechanic |
11 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-launcha | Combi | 37 | + - | 0 | ||||||
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | ||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-skorcha | Combi | 52 | + - | 0 | ||||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka | |||
| Skorcha | 8" | 4 | Auto Hits | 5 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kustom Mega-blasta | 24" | 1 | 5+ | 8 | 3 | 3 | Dakka Dakka Dakka | 34 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kustom Shoota | 18" | 4 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka | 13 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Big Mek With Kustom Force Field | 1. Infantry | 6 | 4 | 5 | 4+ | Bulky, Character, Force Field, Mechanic |
11 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-launcha | Combi | 37 | + - | 0 | ||||||
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | ||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-skorcha | Combi | 52 | + - | 0 | ||||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka | |||
| Skorcha | 8" | 4 | Auto Hits | 5 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kustom Mega-blasta | 24" | 1 | 5+ | 8 | 3 | 3 | Dakka Dakka Dakka | 34 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kustom Shoota | 18" | 4 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka | 13 | + - | 0 |
1
1
1
Special Cost:
Boss Snikrot (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Boss Zagstruk (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Boyz Hide unused Show unused Move unit to: Delete this unit
This unit contains 10-30 Ork Boyz. One Ork Boy may be replaced by a Nob. Each Boy is armed with either a Shoota, a Slugga and Choppa, or two Choppas.
For every 10 models in the unit, one Boy may instead be armed with either a Big Shoota, a Burna, or a Rokkit Launcha.
The Nob must be armed with either 1 or 2 weapons.
9
30
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Ork Boy | 1. Infantry | 6 | 4 | 1 | 6 | 3 | + - | 19 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Nob | 1. Infantry | 6 | 4 | 2 | 4+ | 6 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 3 | 3+ | 5 | 1 | 1 | Re-roll 1s to hit | 15 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-launcha | Combi | 23 | + - | 0 | ||||||
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | ||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka |
30
10
20
Normal Cost:
Burna Boyz Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-15 Burna Boyz. Each Burna Boy is armed with a Burna and a Power Weapon.
5
15
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Burna Boy | 1. Infantry | 6 | 4 | 1 | 6 | 3 | + - | 10 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Weapon | Melee | 2 | 3+ | 4 | 2 | 1 | 8 | 1 | 10 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Burna | 6" | 3 | Auto Hits | 4 | 0 | 1 | 10 | 1 | 10 |
15
5
10
Normal Cost:
Dakkajet (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Dakkajet. The model is equipped with 4 Supa-shootas.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Dakkajet | 2. Vehicle | 48 | 7 | 10 | 4+ | Flyer | 24 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Supa-shoota | 36" | 3 | 5+ | 6 | 1 | 1 | Dakka Dakka Dakka | 17 | 4 | 4 |
1
1
1
Special Cost:
Deff Dread Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Deff Dread. The model must be equipped with 2-4 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Deff Dread | 2. Walker | 6 | 7 | 8 | 3+ | 18 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 4 | 3+ | 6 | 1 | 1 | Re-roll 1s to hit | 35 | + - | 0 |
1
1
1
Normal Cost:
Deffkilla Wartrike (Special) Hide unused Show unused Move unit to: Delete this unit
0
Special Cost:
Deffkoptas Hide unused Show unused Move unit to: Delete this unit
This unit contains 1-6 Deffkoptas. Each Deffkopta is armed with a Slugga, and either a Twin Big Shoota or Kopta Rokkits.
1
6
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Deffkopta | 1. Light Vehicle | 12 | 5 | 4 | 4+ | Skimmer | 12 | + - | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 3+ | 4 | 0 | 1 | 10 | 1 | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Slugga | 11 | 1 | 3 | |||||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra | |||
| Slugga (Ranged) | 12" | 1 | 5+ | 4 | 0 | 1 |
6
1
3
Normal Cost:
Ghazghkull Thraka (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Ghazghkull Thraka. The model is equipped with Mork's Roar and Gork's Klaw.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Ghazghkull Thraka | 2. Monstrous Creature | 6 | 7 | 12 | 2+ | Character, Waaargh! |
27 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Gork's Klaw | Melee | 6 | 2+ | 12 | 3 | 3 | 383 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Mork's Roar | 36" | 8 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka, Rapid Fire | 68 | 1 | 1 |
1
1
1
Special Cost:
Gorkanaut (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Gorkanaut. The model is equipped with a Deffstorm Mega-shoota, a Skorcha, 2 Rokkit Launchas, 2 Twin Big Shooas, and a Klaw Of Gork.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Gorkanaut | 3. Heavy Walker | 8 | 8 | 12 | 3+ | Transport (6) | 30 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Klaw Of Gork | Must Choose One | 301 | 1 | 1 | ||||||
| Klaw Of Gork (Crush) | Melee | 6 | 3+ | 14 | 4 | 3 | ||||
| Klaw Of Gork (Smash) | Melee | 18 | 3+ | 7 | 2 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Deffstorm Mega-shoota | 36" | 18 | 5+ | 6 | 1 | 1 | Dakka Dakka Dakka, Heavy | 86 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Skorcha | 8" | 4 | Auto Hits | 5 | 1 | 1 | 53 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | 33 | 2 | 2 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Twin Big Shoota | 36" | 6 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka | 28 | 2 | 2 |
1
1
1
Special Cost:
Gretchin Hide unused Show unused Move unit to: Delete this unit
This unit contains 10-30 Gretchin. Each Gretchin must be armed with a Grot Blasta or a Grot Shoota.
10
30
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Gretchin | 1. Infantry | 6 | 2 | 1 | 6 | 3 | + - | 20 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 5+ | 2 | 0 | 1 | 2 | 1 | 20 |
30
10
20
Normal Cost:
Killa Kans Hide unused Show unused Move unit to: Delete this unit
This unit contains 1-3 Killa Kans. Each model must be equipped with 2 weapons.
1
3
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Killa Kan | 2. Walker | 6 | 6 | 6 | 3+ | 15 | + - | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 4 | 5+ | 5 | 1 | 1 | Re-roll 1s to hit | 14 | + - | 0 |
3
1
3
Normal Cost:
Kommandos Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-15 Kommandos. 1 Kommando may be replaced by a Nob. Each Kommando is armed with a Slugga and a Choppa.
The Nob must be equipped with 1 or 2 weapons, only one of which may be a ranged weapon.
This unit has the following special rule: Infiltrate.
4
15
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Kommando | 1. Infantry | 6 | 4 | 1 | 6 | 4 | + - | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Choppa | Melee | 2 | 3+ | 4 | 0 | 1 | 5 | 1 | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Slugga | 5 | 1 | 9 | |||||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra | |||
| Slugga (Ranged) | 12" | 1 | 5+ | 4 | 0 | 1 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Kommando Nob | 1. Infantry | 6 | 4 | 2 | 4+ | 7 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 3 | 3+ | 5 | 1 | 1 | Re-roll 1s to hit | 15 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-launcha | Combi | 23 | + - | 0 | ||||||
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | ||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka |
15
5
10
Normal Cost:
Lootas Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-15 Lootas. Each model is equipped with a Deffgun.
5
15
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Loota | 1. Infantry | 6 | 4 | 1 | 6 | 3 | + - | 10 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 4 | 0 | 1 | 3 | 1 | 10 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Deffgun | 48" | 2 | 5+ | 7 | 1 | 2 | Dakka Dakka Dakka, Heavy | 11 | 1 | 10 |
15
5
10
Normal Cost:
Looted Tank Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Looted Tank. A Looted Tank that is not open-topped may take a turret armed with either a Boomgun, a Skorcha or a Zzap Gun. Any looted tank may take up to 3 weapons which can be either a Big Shoota or Skorcha.
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Looted Tank | 2. Vehicle | 10 | 7 | 10 | 3+ | 20 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Big Shoota | 36" | 3 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka | 15 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Looted Tank (Open-topped) | 2. Vehicle | 10 | 7 | 10 | 3+ | Open-topped, Transport (12) |
32 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 0 |
1
1
1
Normal Cost:
Makari (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Makari.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Makari | 1. Infantry | 6 | 6 | 1 | 6 | Battle Standard, Feel No Pain (2+) |
5 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 5 | 1 | 1 |
1
1
1
Special Cost:
Meganobz (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-10 Meganobz. Each Meganob must be armed with 1 or 2 weapons, only one of which may be a ranged weapon.
3
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Meganob | 1. Infantry | 4 | 5 | 3 | 2+ | Bulky | 10 | + - | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 3 | 3+ | 5 | 1 | 1 | Re-roll 1s to hit | 20 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-launcha | Combi | 29 | + - | 0 | ||||||
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | ||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka |
10
3
3
Special Cost:
Megatrakk Scrapjet Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Megatrakk Scrapjet. The model is armed with a Nose Drill, a Rokkit Kannon, two Twin Big Shootas and Wing Missiles.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Megatrakk Scrapjet | 2. Vehicle | 10 | 6 | 8 | 4+ | 16 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Nose Drill | Melee | 4 | 6 | 8 | 2 | 2 | Lance | 18 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Rokkit Kannon | 24" | 4 | 5+ | 8 | 2 | 2 | 42 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Twin Big Shoota | 36" | 6 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka | 22 | 2 | 2 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Wing Missiles | 24" | 1 | 5+ | 9 | 2 | 3 | 29 | 1 | 1 |
1
1
1
Normal Cost:
Mek Gunz Hide unused Show unused Move unit to: Delete this unit
This unit contains 1-3 Mek Gunz. Each model is armed with Grot Crew. In addition, each model must be armed with either a Bubblechukka, a Kustom Mega-kannon, a Smasha Gun, or a Traktor Kannon.
1
3
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Mek Gun | 1. Light Artillery | 4 | 5 | 6 | 5+ | 9 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Grot Crew | Melee | 6 | 5+ | 2 | 0 | 1 | 15 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bubblechukka | Random Profile | 110 | + - | 0 | ||||||
| Bubblechukka (Lil' Weedy Bubbles) | 48" | 12 | 4+ | 4 | 1 | 1 | ||||
| Bubblechukka (Bigga Bubbles) | 48" | 6 | 4+ | 7 | 2 | 2 | ||||
| Bubblechukka (Ded Killy Bubble) | 48" | 3 | 4+ | 10 | 3 | 3 |
3
1
1
Normal Cost:
Morkanaut (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Morkanaut. The model is equipped with a Kustom Mega-blasta, a Kustom Mega-zappa, 2 Rokkit Launchas, 2 Twin Big Shootas, and a Klaw Of Gork.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Morkanaut | 3. Heavy Walker | 8 | 8 | 12 | 3+ | Transport (6) | 30 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Klaw Of Gork | Must Choose One | 301 | 1 | 1 | ||||||
| Klaw Of Gork (Crush) | Melee | 6 | 3+ | 14 | 4 | 3 | ||||
| Klaw Of Gork (Smash) | Melee | 18 | 3+ | 7 | 2 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kustom Mega-blasta | 24" | 1 | 5+ | 8 | 3 | 3 | Dakka Dakka Dakka | 38 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kustom Mega-zappa | 36" | 6 | 5+ | 8 | 3 | 2 | 80 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | 33 | 2 | 2 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Twin Big Shoota | 36" | 6 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka | 28 | 2 | 2 |
1
1
1
Special Cost:
Mozrog Skragbad (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Mozrog Skragbad. The model is armed with a Gutrippa, a Thump Gun and Squigosaur Jaws.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Mozrog Skragbad | 1. Cavalry | 8 | 6 | 7 | 3+ | Character, Feel No Pain (5+) |
22 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Gutrippa | Melee | 6 | 2+ | 6 | 1 | 3 | 253 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Squigosaur Jaws | Melee | 3 | 4+ | 6 | 2 | 3 | Extra | 102 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Thump Gun | 18" | 2 | 5+ | 5 | 0 | 2 | Blast (2) | 46 | 1 | 1 |
1
1
1
Special Cost:
Nob With Banner Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Nob With Banner. The model must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Nob With Banner | 1. Infantry | 6 | 4 | 2 | 4+ | Battle Standard, Character |
7 | 1 |
1
1
1
Normal Cost:
Nobz Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Nobz. Each Nob must be armed with 1 or 2 weapons, only one of which may be a ranged weapon.
For every 5 Nobz, 1 Ammo Runt may be added to the unit.
5
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Nob | 1. Infantry | 6 | 4 | 2 | 4+ | 6 | + - | 5 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 3 | 3+ | 5 | 1 | 1 | Re-roll 1s to hit | 15 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-launcha | Combi | 23 | + - | 0 | ||||||
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | ||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka |
0
2
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Ammo Runt | 1. Infantry | 6 | 2 | 1 | 6 | Ammo Runt | 6 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 5+ | 2 | 0 | 1 | 2 | 1 | 0 |
12
5
5
Normal Cost:
Nobz On Warbikes (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-10 Nobz On Warbikes. Each model is equipped with 2 Dakkaguns.
In addition, each model may be equipped with 1 or 2 other weapons, only one of which may be a ranged weapon.
3
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Nob On Warbike | 1: Biker | 10 | 5 | 3 | 4+ | 9 | + - | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 4 | 3+ | 5 | 1 | 1 | Re-roll 1s to hit | 22 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Dakkagun | 18" | 3 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka | 8 | 2 | 6 |
10
3
3
Special Cost:
Painboy (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Painboy. The model is equipped with a Power Klaw and an Urty Syringe.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Painboy | 1. Infantry | 6 | 4 | 3 | 6 | Character, Healer |
6 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Klaw | Melee | 3 | 4+ | 8 | 3 | 3 | 60 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Urty Syringe | Melee | 1 | 3+ | 4 | 0 | 1 | 6 | 1 | 1 |
1
1
1
Special Cost:
Squighog Boyz Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-10 Squighob Boyz. One Squighob Boy can be replaced by a Squighog Nob.
Each Squighog Boy is armed with a Stikka, a Saddlegit Shoota, and Squig Jaws.
The Squighog Nob is armed with a Big Choppa, a Slugga and Squig Jaws.
2
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Squighog Boy | 1. Cavalry | 8 | 5 | 2 | 5+ | Feel No Pain (5+) | 7 | + - | 2 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Stikka | 36 | 1 | 2 | |||||||
| Stikka (Melee) | Melee | 2 | 3+ | 5 | 1 | 2 | Lance | |||
| Stikka (Ranged) | 12" | 1 | 5+ | 5 | 1 | 2 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Squig Jaws | Melee | 2 | 4+ | 5 | 1 | 2 | Extra | 20 | 1 | 2 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Saddlegit Shoota | 8 | 1 | 2 | |||||||
| Saddlegit Shoota (Melee) | Melee | 1 | 5+ | 3 | 0 | 1 | Extra | |||
| Saddlegit Shoota (Ranged) | 12" | 1 | 4+ | 3 | 0 | 1 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Squighog Nob | 1. Cavalry | 8 | 5 | 3 | 5+ | Feel No Pain (5+) | 9 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Big Choppa | Melee | 2 | 3+ | 7 | 1 | 2 | 35 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Squig Jaws | Melee | 2 | 4+ | 5 | 1 | 2 | Extra | 22 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Slugga | 13 | 1 | 1 | |||||||
| Pistol (Melee) | Melee | 1 | 3+ | 5 | 0 | 1 | Extra | |||
| Slugga (Ranged) | 12" | 1 | 5+ | 4 | 0 | 1 |
10
3
3
Normal Cost:
Stompa (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Stompa. The model is armed with 3 Big Shootas, a Twin Big Shoota, a Skorcha and 3 Supa-rokkits.
The model must be armed with 2 of the following weapons, in any combination: Deffkannon with linked Supa-gatler, Lifta-droppa, Mega-choppa.
In addition, the model may be equipped with a Belly Gun and/or a Gaze Of Gork.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Stompa | 4. Super Heavy Walker | 10 | 9 | 20 | 3+ | Transport (20) | 53 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Mega-choppa | Must Choose One | 533 | + - | 0 | ||||||
| Mega-choppa (Slash) | Melee | 18 | 3+ | 8 | 2 | 2 | ||||
| Mega-choppa (Smash) | Melee | 6 | 3+ | 16 | 5 | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Big Shoota | 36" | 3 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka | 19 | 3 | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Skorcha | 8" | 4 | Auto Hits | 5 | 1 | 1 | 62 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Supa-rokkit | 100" | D3+3 | 5+ | 8 | 3 | 3 | Heavy, One Use Only | 35 | 3 | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Twin Big Shoota | 36" | 6 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka | 32 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Belly Gun | 72" | 4 | 5+ | 7 | 3 | 2 | Blast (3), Heavy | 185 | + - | 0 |
1
1
1
Special Cost:
Stormboyz Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-30 Stormboyz. One Stormboy may be replaced by a Nob.
Each Stormboy is equipped with a Slugga and a Choppa. The Nob must be equipped with 1 or 2 weapons, only one of which may be a ranged weapon.
4
30
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Stormboy | 1. Infantry | 10 | 4 | 1 | 6 | Bulky, Jump |
5 | + - | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Choppa | Melee | 2 | 3+ | 4 | 0 | 1 | 5 | 1 | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Slugga | 5 | 1 | 9 | |||||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra | |||
| Slugga (Ranged) | 12" | 1 | 5+ | 4 | 0 | 1 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Stormboy Nob | 1. Infantry | 10 | 4 | 2 | 4+ | Bulky, Jump |
8 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 3 | 3+ | 5 | 1 | 1 | Re-roll 1s to hit | 15 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-launcha | Combi | 23 | + - | 0 | ||||||
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | ||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka |
30
5
10
Normal Cost:
Tankbustas Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-15 Tankbustas. One Tankbusta may be replaced by a Nob. Each model in the unit is armed with a Rokkit Launcha.
For every 5 models in the unit, 1 model may replace their Rokkit Launcha with a Tankhamma or Rokkit Pistols.
For every 5 models in the unit, 2 Bomb Squigs may be added to the unit. Each Bomb Squig is armed with a Squig Bomb.
This unit has the following special rule: Tank Hunters.
0
6
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Bomb Squig | 1. Infantry | 6 | 4 | 1 | 6 | 3 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 2+ | 3 | 0 | 1 | 4 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Squig Bomb | 18" | 1 | 2+ | 8 | 2 | 3 | Cannot Target Flyers, Use Kills Bearer | 5 | 1 | 0 |
21
5
10
Normal Cost:
Trukk Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Trukk. The model is equipped with a Big Shoota.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Trukk | 1. Light Vehicle | 10 | 6 | 6 | 4+ | Open-topped, Transport (12) |
24 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 5+ | 5 | 0 | 1 | 8 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Big Shoota | 36" | 3 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka | 12 | 1 | 1 |
1
1
1
Normal Cost:
Ufthak Blackhawk (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Ufthak Blackhawk. The model is equipped with a Shokk Rifle, a Snazzhammer and Princess.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Ufthak Blackhawk | 1. Infantry | 6 | 5 | 6 | 4+ | Bulky, Character |
13 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Princess | Melee | 2 | 3+ | 4 | 0 | 1 | 14 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Snazzhammer | Melee | 4 | 2+ | 10 | 2 | 2 | 115 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Shokk Rifle | 24" | 1 | 5+ | 8 | 2 | 3 | Hazardous, Precision | 39 | 1 | 1 |
1
1
1
Special Cost:
Warbikers Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-15 Warbikers. 1 Warbiker may be replaced by a Nob. Each model is equipped with 2 Dakkaguns.
Warbikers may all be equipped with a Slugga. The Nob may be equipped with 1 or 2 additional weapons, only one of which may be a ranged weapon.
2
15
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Warbiker | 1: Biker | 10 | 5 | 2 | 4+ | 7 | + - | 5 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 4 | 0 | 1 | 6 | 1 | 5 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Dakkagun | 18" | 3 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka | 7 | 2 | 10 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Nob On Warbike | 1: Biker | 10 | 5 | 3 | 4+ | 9 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 4 | 3+ | 5 | 1 | 1 | Re-roll 1s to hit | 22 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Dakkagun | 18" | 3 | 5+ | 5 | 0 | 1 | Dakka Dakka Dakka | 8 | 2 | 0 |
15
3
5
Normal Cost:
Warboss (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Warboss. The model must be equipped with 1-3 weapons, only one of which may be a two-handed ranged weapon. The model may also be equipped with an Attack Squig.
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Warboss | 1. Infantry | 6 | 5 | 6 | 4+ | Bulky, Character, Waaargh! |
13 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 6 | 2+ | 5 | 1 | 1 | Re-roll 1s to hit | 58 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-launcha | Combi | 40 | + - | 0 | ||||||
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | ||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-skorcha | Combi | 56 | + - | 0 | ||||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka | |||
| Skorcha | 8" | 4 | Auto Hits | 5 | 1 | 1 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Warboss In Mega Armour | 1. Infantry | 4 | 6 | 7 | 2+ | Very Bulky, Character, Waaargh! |
19 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Killsaw | Melee | 6 | 2+ | 5 | 1 | 1 | Re-roll 1s to hit | 72 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-launcha | Combi | 48 | + - | 0 | ||||||
| Rokkit Launcha | 24" | 1 | 5+ | 8 | 2 | 3 | ||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Kombi-skorcha | Combi | 70 | + - | 0 | ||||||
| Shoota | 18" | 2 | 5+ | 4 | 0 | 1 | Dakka Dakka Dakka | |||
| Skorcha | 8" | 4 | Auto Hits | 5 | 1 | 1 |
1
1
1
Special Cost:
Weirdboy (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Weirdboy. The model is equipped with a Weirdboy Staff.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Weirdboy | 1. Infantry | 6 | 4 | 4 | 6 | Character, Psyker |
7 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Weirdboy Staff | Melee | 3 | 3+ | 6 | 1 | 2 | 38 | 1 | 1 |
1
1
1
Special Cost:
Battle Sister Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 10 Battle Sisters, all armed with Boltguns. One Battle Sister may be replaced by a Sister Superior.
One Battle Sister may replace her Boltgun with a special or heavy weapon. One other Battle Sister may replace her Boltgun with a special weapon.
The Sister Superior must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
9
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Battle Sister | 1. Infantry | 6 | 3 | 1 | 3+ | 4 | + - | 9 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 3 | 1 | 9 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Sister Superior | 1. Infantry | 6 | 3 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 4+ | 3 | 0 | 1 | Re-roll 1s to hit | 6 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 8 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 4+ | 3 | 0 | 1 | Extra |
10
10
10
Normal Cost:
Canoness (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Canoness. The model must be equipped with 1 to 3 weapons, only one of which may be a two-handed ranged weapon.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Canoness | 1. Infantry | 6 | 3 | 5 | 3+ | Character | 12 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 5 | 2+ | 3 | 0 | 1 | Re-roll 1s to hit | 32 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Inferno Pistol | 78 | 1 | 1 | |||||||
| Inferno Pistol (Ranged) | 6" | 1 | 2+ | 8 | 4 | 2 | Melta | |||
| Pistol (Melee) | Melee | 1 | 2+ | 3 | 0 | 1 | Extra |
1
1
1
Special Cost:
Celestian Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Celestians, all armed with Boltguns. One Celestian may be replaced by a Celestian Superior.
One Celestian may replace her Boltgun with a special or heavy weapon. One other Celestian may replace her Boltgun with a special weapon.
The Celestian Superior must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Celestian | 1. Infantry | 6 | 3 | 1 | 3+ | 4 | + - | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Celestian Superior | 1. Infantry | 6 | 3 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 3 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 9 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
10
5
5
Normal Cost:
Dominion Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Battle Sisters, all armed with Boltguns. One Battle Sister may be replaced by a Sister Superior.
Up to 4 Battle Sisters may each replace their Boltgun with a special weapon.
The Sister Superior must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Battle Sister | 1. Infantry | 6 | 3 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 3 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Sister Superior | 1. Infantry | 6 | 3 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 4+ | 3 | 0 | 1 | Re-roll 1s to hit | 6 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 8 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 4+ | 3 | 0 | 1 | Extra |
10
5
5
Normal Cost:
Imagifier (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Imagifier. The model must be armed with either a Boltgun, a Bolt Pistol or a Chainsword.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Imagifier | 1. Infantry | 6 | 3 | 4 | 3+ | Battle Standard, Character |
11 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 3 | 0 | 1 | Re-roll 1s to hit | 20 | + - | 0 |
1
1
1
Special Cost:
Immolator Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Immolator. The model must be equipped with either a Twin Heavy Bolter, a Twin Heavy Flamer or a Twin Multimelta. It may also be equipped with a Heavy Bolter.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Immolator | 2. Vehicle | 10 | 7 | 10 | 3+ | Transport (6) | 26 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Twin Heavy Flamer | 8" | 8 | Auto Hits | 5 | 1 | 1 | Heavy | 87 | 1 | 1 |
1
1
1
Normal Cost:
Retributor Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Battle Sisters, all armed with Boltguns. One Battle Sister may be replaced by a Sister Superior.
Up to 4 Battle Sisters may each replace their Boltgun with a heavy weapon.
The Sister Superior must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Battle Sister | 1. Infantry | 6 | 3 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 3 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Sister Superior | 1. Infantry | 6 | 3 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 4+ | 3 | 0 | 1 | Re-roll 1s to hit | 6 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 8 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 4+ | 3 | 0 | 1 | Extra |
10
5
5
Normal Cost:
Saint Celestine (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Saint Celestine. It may additionally contain 1 or 2 Geminae. Celestine is equipped with the Ardent Blade. Each Geminae is equipped with a Bolt Pistol and Power Weapon.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Saint Celestine | 1. Infantry | 10 | 3 | 6 | 2+ | Character, Jump |
19 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| The Ardent Blade | 193 | 1 | 1 | |||||||
| The Ardent Blade (Melee) | Melee | 6 | 2+ | 5 | 3 | 2 | ||||
| The Ardent Blade (Ranged) | 8" | 4 | Auto Hits | 5 | 1 | 1 |
0
2
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Geminae | 1. Infantry | 10 | 3 | 2 | 3+ | Jump | 8 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Weapon | Melee | 4 | 3+ | 3 | 2 | 1 | 17 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 12 | 1 | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
3
1
1
Special Cost:
Seraphim Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Seraphim. One Seraphim can be replaced by a Seraphim Superior.
Each Seraphim is equipped with 2 Bolt Pistols. Up to 2 Seraphim may replace their 2 Bolt Pistols for either 2 Hand Flamers or 2 Inferno Pistols.
The Seraphim Superior must be armed with 1 or 2 weapons.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Seraphim | 1. Infantry | 10 | 3 | 1 | 3+ | Bulky, Jump |
6 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 3 | 0 | 1 | 4 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Seraphim Superior | 1. Infantry | 10 | 3 | 1 | 3+ | Bulky, Jump |
6 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 3 | 0 | 1 | Re-roll 1s to hit | 8 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 9 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 3 | 0 | 1 | Extra |
10
5
5
Normal Cost:
Aggressor Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-6 Aggressors. 1 Aggressor may be replaced by an Aggressor Sergeant. Every model must be armed with 2 Power Fists.
In addition, each model must be armed with either a Twin Boltstorm Rifle and a Fragstorm Grenade Launcher, or a Twin Flamer.
2
6
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Aggressor | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 2 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Fist | Melee | 1 | 4+ | 8 | 3 | 3 | 29 | 2 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Aggressor Sergeant | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Fist | Melee | 2 | 4+ | 8 | 3 | 3 | 41 | 2 | 2 |
6
3
3
Normal Cost:
Apothecary (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Apothecary. The Apothecary must be armed with either 1 or 2 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Apothecary | 1. Infantry | 6 | 4 | 3 | 3+ | Character, Healer |
10 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 22 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 18 | 1 | 1 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
1
1
1
Special Cost:
Apothecary With Jump Pack (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Apothecary With Jump Pack. The Apothecary must be armed with either 1 or 2 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Apothecary With Jump Pack | 1. Infantry | 10 | 4 | 3 | 3+ | Bulky, Character, Jump, Healer |
13 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 22 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 18 | 1 | 1 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
1
1
1
Special Cost:
Assault Squad On Foot Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Space Marines, all armed with Bolt Pistols and Chainswords. 1 Space Marine may be replaced by a Space Marine Veteran Sergeant.
If the unit numbers less than 10 models, 1 Space Marine may replace their Bolt Pistol with a Plasma Pistol, or replace their Bolt Pistol and Chainsword with a special weapon.
If the unit numbers 10 models, 2 Space Marines may replace their Bolt Pistol with a Plasma Pistol, or replace their Bolt Pistol and Chainsword with a special weapon.
The Space Marine Veteran Sergeant must be armed with 1 or 2 weapons.
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 2 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 8 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Veteran Sergeant | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 12 | + - | 0 |
10
5
5
Normal Cost:
Assault Squad With Jump Packs Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Space Marines With Jump Packs, all armed with Bolt Pistols and Chainswords. 1 Space Marine may be replaced by a Space Marine Veteran Sergeant.
If the unit numbers less than 10 models, 1 Space Marine may replace their Bolt Pistol with a Plasma Pistol, or replace their Bolt Pistol and Chainsword with a special weapon.
If the unit numbers 10 models, 2 Space Marines may replace their Bolt Pistol with a Plasma Pistol, or replace their Bolt Pistol and Chainsword with a special weapon.
The Space Marine Veteran Sergeant must be armed with 1 or 2 weapons.
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine With Jump Pack | 1. Infantry | 10 | 4 | 1 | 3+ | Bulky, Jump |
6 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 2 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 8 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Veteran Sergeant With Jump Pack | 1. Infantry | 10 | 4 | 1 | 3+ | Bulky, Jump |
6 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 12 | + - | 0 |
10
5
5
Normal Cost:
Assault Terminator Squad (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 5 to 10 Assault Terminators. 1 Assault Terminator may be replaced by an Assault Terminator Sergeant.
Each model must be armed with either 2 Lightning Claws, or Thunder Hammer and Storm Shield.
This unit has the following special rule: Deep Strike.
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Assault Terminator With Lightning Claws | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 17 | 2 | 8 |
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Assault Terminator With Thunder Hammer | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 8 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Thunder Hammer | Melee | 2 | 4+ | 8 | 3 | 3 | 51 | 1 | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Assault Terminator Sergeant With Lightning Claws | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 22 | 2 | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Assault Terminator Sergeant With Thunder Hammer | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 10 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 8 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Thunder Hammer | Melee | 3 | 4+ | 8 | 3 | 3 | 66 | 1 | 1 |
10
5
5
Special Cost:
Chaplain (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Chaplain. The Chaplain must be armed with either 1 or 2 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Chaplain | 1. Infantry | 6 | 4 | 4 | 3+ | Character, Motivational |
12 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Weapon | Melee | 4 | 2+ | 4 | 2 | 1 | 37 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 22 | 1 | 1 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 2+ | 4 | 0 | 1 | Extra |
1
1
1
Special Cost:
Chaplain With Jump Pack (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Chaplain With Jump Pack. The Chaplain must be armed with either 1 or 2 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Chaplain With Jump Pack | 1. Infantry | 10 | 4 | 4 | 3+ | Bulky, Character, Jump, Motivational |
15 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Weapon | Melee | 4 | 2+ | 4 | 2 | 1 | 37 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 22 | 1 | 1 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 2+ | 4 | 0 | 1 | Extra |
1
1
1
Special Cost:
Devastator Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Space Marines, all armed with Boltguns. 1 Space Marine may be replaced by a Space Marine Veteran Sergeant.
4 Space Marines may replace their Boltgun with a heavy weapon.
The Space Marine Veteran Sergeant must be armed with 1 or 2 weapons.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 4 | 0 | 1 | 5 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Veteran Sergeant | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 12 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 10 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 23 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 37 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 25 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
10
5
5
Normal Cost:
Dreadnought Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Dreadnought. The Dreadnought must be armed with 2 of the following weapons: Assault Cannon, Dreadnought Combat Weapon, Missile Launcher, Multi-melta, Plasma Cannon, Twin Lascannon.
In addition, the Dreadnought may be armed with up to 2 of the following weapons, in any combination: Heavy Flamer, Storm Bolter.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Dreadnought | 2. Walker | 6 | 7 | 8 | 3+ | 18 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Dreadnought Combat Weapon | Melee | 3 | 3+ | 12 | 3 | 3 | 126 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Heavy Flamer | 8" | 4 | Auto Hits | 5 | 1 | 1 | Heavy | 47 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Missile Launcher | Must Choose One | 73 | + - | 0 | ||||||
| Missile Launcher (Frag) | 48" | 2 | 3+ | 4 | 0 | 1 | Blast (3), Heavy | |||
| Missile Launcher (Krak) | 48" | 1 | 3+ | 8 | 2 | 3 | Heavy |
1
1
1
Normal Cost:
Drop Pod Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Drop Pod.
This unit has the following special rule: Deep Strike.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Drop Pod | 2. Vehicle | 0 | 6 | 8 | 3+ | Transport (10) | 26 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 6 | 6 | 0 | 1 | 3 | 1 | 1 |
1
1
1
Normal Cost:
Land Raider (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Land Raider. The Land Raider must be armed with either 2 Twin Lascannons, 2 Hurricane Bolters, or 2 Flamestorm Cannons.
In addition, the Land Raider must be armed with either a Twin Heavy Bolter or a Twin Assault Cannon.
Optionally, the Land Raider may be armed with a Storm Bolter and/or a Multi-melta.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Land Raider | 3. Heavy Vehicle | 10 | 8 | 12 | 2+ | Power Of The Machine Spirit, Transport (12) |
39 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 6 | 6 | 7 | 1 | 1 | 19 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Flamestorm Cannon | 12" | 4 | Auto Hits | 6 | 2 | 2 | Heavy | 137 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Hurricane Bolter | 24" | 6 | 3+ | 4 | 0 | 1 | Rapid Fire | 79 | + - | 0 |
1
1
1
Special Cost:
Land Speeders Hide unused Show unused Move unit to: Delete this unit
This unit contains 1-3 Land Speeders. Each model must be equipped with either 1 or 2 weapons, only one of which may be a Typhoon Missile Launcher.
1
3
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Land Speeder | 1. Light Vehicle | 12 | 5 | 4 | 3+ | Skimmer | 14 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 3+ | 4 | 0 | 1 | 11 | 1 | 1 |
3
1
1
Normal Cost:
Librarian (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Librarian. The Librarian must be armed with a Force Weapon. The Librarian may also be armed with 1 other weapon.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Librarian | 1. Infantry | 6 | 4 | 4 | 3+ | Character, Psyker |
12 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Force Weapon | Melee | 4 | 3+ | 4 | 2 | 2 | 59 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 20 | 1 | 1 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
1
1
1
Special Cost:
Librarian In Terminator Armour (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Librarian In Terminator Armour. The Librarian must be armed with a Force Weapon. The Librarian may also be armed with 1 other weapon.
This unit has the following special rule: Deep Strike.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Librarian In Terminator Armour | 1. Infantry | 4 | 5 | 5 | 2+ | Bulky, Character, Psyker |
15 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Force Weapon | Melee | 4 | 3+ | 4 | 2 | 2 | 73 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Bolter | 24" | 2 | 3+ | 4 | 0 | 1 | Rapid Fire | 31 | 1 | 1 |
1
1
1
Special Cost:
Librarian With Jump Pack (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Librarian With Jump Pack. The Librarian must be armed with a Force Weapon. The Librarian may also be armed with 1 other weapon.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Librarian With Jump Pack | 1. Infantry | 10 | 4 | 4 | 3+ | Bulky, Character, Jump, Psyker |
15 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Force Weapon | Melee | 4 | 3+ | 4 | 2 | 2 | 59 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 20 | 1 | 1 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
1
1
1
Special Cost:
Razorback Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Razorback. The model must be equipped with either a Lascannon and Twin Plasma Gun, a Twin Assault Cannon, a Twin Heavy Bolter or a Twin Lascannon.
The model may additionally be equipped with a Storm Bolter.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Razorback | 2. Vehicle | 10 | 7 | 10 | 3+ | Transport (6) | 26 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 1 |
1
1
1
Normal Cost:
Rhino Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Rhino. The model is equipped with a Storm Bolter.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Rhino | 2. Vehicle | 10 | 7 | 10 | 3+ | Transport (10) | 30 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Bolter | 24" | 2 | 3+ | 4 | 0 | 1 | Rapid Fire | 29 | 1 | 1 |
1
1
1
Normal Cost:
Scout Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Space Marine Scouts. One Scout may be replaced by a Scout Sergeant.
Each Scout must be armed with either a Bolt Pistol and Combat Knife, a Boltgun, a Boltgun and Combat Knife, or a Sniper Rifle.
The Scout Sergeant must be armed with either 1 or 2 weapons.
This unit has the following special rule: Infiltrate.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Scout | 1. Infantry | 6 | 4 | 1 | 4+ | 5 | + - | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Scout Sergeant | 1. Infantry | 6 | 4 | 1 | 4+ | 5 | + - | 1 |
10
5
5
Normal Cost:
Space Marine Captain (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Space Marine Captain. The Space Marine Captain must be armed with 1 to 3 weapons, only one of which may be a two-handed ranged weapon.
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Captain | 1. Infantry | 6 | 4 | 5 | 3+ | Character, Inspirational |
38 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 5 | 2+ | 4 | 0 | 1 | Re-roll 1s to hit | 38 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Captain With Storm Shield | 1. Infantry | 6 | 4 | 5 | 3+ | Character, Inspirational |
42 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 2+ | 4 | 0 | 1 | Extra, Storm Shield | 14 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 5 | 2+ | 4 | 0 | 1 | Re-roll 1s to hit | 44 | + - | 0 |
1
1
1
Special Cost:
Space Marine Captain With Jump Pack (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Space Marine Captain With Jump Pack. The Space Marine Captain must be armed with 1 to 3 weapons, only one of which may be a two-handed ranged weapon.
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Captain With Jump Pack | 1. Infantry | 10 | 4 | 5 | 3+ | Bulky, Character, Jump, Inspirational |
41 | + - | 1 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Captain With Jump Pack And Storm Shield | 1. Infantry | 10 | 4 | 5 | 3+ | Bulky, Character, Jump, Inspirational |
46 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 2+ | 4 | 0 | 1 | Extra, Storm Shield | 14 | 1 | 0 |
1
1
1
Special Cost:
Space Marine Special Weapon Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 5 Space Marines. 1 Space Marine may be replaced by a Space Marine Veteran Sergeant.
All models in the unit must be armed with the same special weapon from the following list: Flamer, Meltagun, Plasma Gun.
4
5
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 4 | 0 | 1 | 5 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Veteran Sergeant | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 3+ | 4 | 0 | 1 | 7 | 1 | 1 |
5
5
5
Normal Cost:
Space Marine Special Weapon Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 5 Space Marines. 1 Space Marine may be replaced by a Space Marine Veteran Sergeant.
All models in the unit must be armed with the same special weapon from the following list: Flamer, Meltagun, Plasma Gun.
4
5
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 4 | 0 | 1 | 5 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Veteran Sergeant | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 3+ | 4 | 0 | 1 | 7 | 1 | 1 |
5
5
5
Normal Cost:
Space Marine Veteran Squad (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 5 to 10 Space Marine Veteran Sergeants. All models must be armed with either 1 or 2 weapons, only one of which may be a 2-handed weapon.
5
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Veteran Sergeant | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 5 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 12 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 10 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 23 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 37 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 25 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
10
5
5
Special Cost:
Tactical Squad Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Space Marines, all armed with Boltguns. 1 Space Marine may be replaced by a Space Marine Veteran Sergeant.
If the unit numbers less than 10 models, 1 Space Marine may replace their Boltgun with a special or heavy weapon.
If the unit numbers 10 models, 1 Space Marine may replace their Boltgun with a special weapon, and 1 Space Marine may replace their Boltgun with a heavy weapon.
The Space Marine Veteran Sergeant must be armed with 1 or 2 weapons.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 4 | 0 | 1 | 5 | 1 | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Missile Launcher | Must Choose One | 34 | + - | 0 | ||||||
| Missile Launcher (Frag) | 48" | 2 | 3+ | 4 | 0 | 1 | Blast (3), Heavy | |||
| Missile Launcher (Krak) | 48" | 1 | 3+ | 8 | 2 | 3 | Heavy |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Space Marine Veteran Sergeant | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 12 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 10 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 23 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 37 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 25 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
10
5
5
Normal Cost:
Techmarine (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Techmarine. The Techmarine is equipped with a Servo-Arm (Power Fist). In addition, the Techmarine must be armed with another 1 or 2 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Techmarine | 1. Infantry | 6 | 4 | 3 | 2+ | Character, Mechanic |
12 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Fist | Melee | 3 | 4+ | 8 | 3 | 3 | 74 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Weapon | Melee | 4 | 3+ | 4 | 2 | 1 | 29 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 20 | 1 | 1 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
1
1
1
Special Cost:
Terminator Squad (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 5 to 10 Terminators, all armed with Storm Bolter and Power Fist. 1 Terminator may be replaced by a Terminator Sergeant, armed with Storm Bolter and Power Weapon.
If the unit numbers less than 10 models, 1 Terminator may take a heavy weapon, and if the unit numbers 10 models, 2 Terminators may do this.
The Assault Cannon and Heavy Flamer replace the Storm Bolters. The Cyclone Launcher can be taken in addition to other weapons, or may replace the Power Fist.
Any Terminator may replace their Power Fist with a Chain Fist.
This unit has the following special rule: Deep Strike.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Terminator | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Cyclone Missile Launcher | Must Choose One | 47 | + - | 0 | ||||||
| Missile Launcher (Frag) | 48" | 2 | 3+ | 4 | 0 | 1 | Blast (3), Heavy | |||
| Missile Launcher (Krak) | 48" | 1 | 3+ | 8 | 2 | 3 | Heavy |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Terminator Sergeant | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Power Weapon | Melee | 4 | 3+ | 4 | 2 | 1 | 22 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Bolter | 24" | 2 | 3+ | 4 | 0 | 1 | Rapid Fire | 19 | 1 | 1 |
10
5
5
Special Cost:
Vindicator Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Vindicator. The model is equipped with a Demolisher Cannon. The model may also be equipped with a Storm Bolter.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Vindicator | 2. Vehicle | 10 | 8 | 10 | 3+ | 21 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Demolisher Cannon | 24" | 3 | 3+ | 10 | 3 | 3 | Blast (2), Heavy | 236 | 1 | 1 |
1
1
1
Normal Cost:
Whirlwind Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Whirlwind. The model is equipped with a Whirlwind Launcher. The model may additionally be equipped with a Storm Bolter.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Whirlwind | 2. Vehicle | 10 | 7 | 10 | 3+ | 20 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 3 | 6 | 6 | 1 | 1 | 7 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Whirlwind Launcher | 72" | 6 | 3+ | 6 | 0 | 1 | 64 | 1 | 1 |
1
1
1
Normal Cost:
Bjorn The Fell-Handed (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Bjorn The Fell-Handed. Bjorn must be armed with Trueclaw and a Heavy Flamer. In addition, Bjorn must be armed with either an Assault Cannon, a Helfrost Cannon, a Plasma Cannon, or a Twin Lascannon.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Bjorn The Fell-Handed | 2. Walker | 6 | 8 | 12 | 3+ | Feel No Pain (5+), Ancient Tactician |
27 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Trueclaw | Melee | 5 | 2+ | 12 | 4 | 3 | Re-roll failed wound rolls | 456 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Heavy Flamer | 8" | 4 | Auto Hits | 5 | 1 | 1 | Heavy | 71 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Helfrost Cannon | Must Choose One | 140 | + - | 0 | ||||||
| Helfrost Cannon (Dispersed) | 24" | 3 | 2+ | 6 | 2 | 1 | Heavy | |||
| Helfrost Cannon (Focused) | 24" | 1 | 2+ | 8 | 4 | 3 | Heavy |
1
1
1
Special Cost:
Blood Claws Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-15 Blood Claws. A Blood Claw may be replaced by a Blood Claw Pack Leader.
Each Blood Claw is armed with a Bolt Pistol and Chainsword. One Blood Claw may replace their Bolt Pistol with a Plasma Pistol.
One Blood Claw can replace their normal weapons with a special weapon. If the unit contains at least 15 models, a second Blood Claw may do this.
The Blood Claw Pack Leader must be armed with either 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
The unit may also include either a Wolf Guard Pack Leader, or a Wolf Guard Terminator Pack Leader.
The Wolf Guard Pack Leader must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon. The Wolf Guard Terminator Pack Leader must be armed with 2 weapons, one of which must be a melee weapon.
4
15
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Blood Claw | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 2 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 8 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Blood Claw Pack Leader | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Pack Leader | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 12 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 15 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 10 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 23 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 37 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 25 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Pack Leader With Storm Shield | 1. Infantry | 6 | 4 | 1 | 3+ | 5 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 6 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 14 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 18 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 12 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 27 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 43 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 29 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Terminator Pack Leader | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 21 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 33 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 50 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Terminator Pack Leader With Storm Shield | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 8 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 25 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 38 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 58 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
16
5
5
Normal Cost:
Grey Hunters Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Grey Hunters. A Grey Hunter may be replaced by a Grey Hunter Pack Leader.
Each Grey Hunter must be armed with either a Boltgun, a Boltgun and Chainsword, or a Bolt Pistol and Chainsword. For every 5 models in the unit, one Grey Hunter may instead take a special weapon instead of their normal weapons.
The Grey Hunter Pack Leader must be armed with either 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
The unit may also include either a Wolf Guard Pack Leader, or a Wolf Guard Terminator Pack Leader.
The Wolf Guard Pack Leader must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon. The Wolf Guard Terminator Pack Leader must be armed with 2 weapons, one of which must be a melee weapon.
4
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Grey Hunter | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 2 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 8 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Grey Hunter Pack Leader | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Pack Leader | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 12 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 15 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 10 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 23 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 37 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 25 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Pack Leader With Storm Shield | 1. Infantry | 6 | 4 | 1 | 3+ | 5 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 6 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 14 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 18 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 12 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 27 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 43 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 29 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Terminator Pack Leader | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 21 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 33 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 50 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Terminator Pack Leader With Storm Shield | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 8 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 25 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 38 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 58 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
11
5
5
Normal Cost:
Long Fangs Hide unused Show unused Move unit to: Delete this unit
This unit contains 5 or 6 Long Fangs. One Long Fang may be replaced by a Long Fang Pack Leader.
Each Long Fang must be armed with either a Boltgun or a heavy weapon.
The Long Fang Pack Leader must be armed with either 1 or 2 weapons, only one of which may be a two handed ranged weapon.
The unit may also include either a Wolf Guard Pack Leader, or a Wolf Guard Terminator Pack Leader.
The Wolf Guard Pack Leader must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon. The Wolf Guard Terminator Pack Leader must be armed with 2 weapons, one of which must be a melee weapon.
4
6
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Long Fang | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 3+ | 4 | 0 | 1 | 5 | 1 | 4 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Long Fang Pack Leader | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 10 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire | 16 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Pack Leader | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 12 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 15 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 10 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 23 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 37 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 25 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Pack Leader With Storm Shield | 1. Infantry | 6 | 4 | 1 | 3+ | 5 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 6 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 14 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 18 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 12 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 27 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 43 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 29 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Terminator Pack Leader | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 21 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 33 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 50 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Terminator Pack Leader With Storm Shield | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 8 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 25 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 38 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 58 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
7
5
5
Normal Cost:
Ragnar Blackmane (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Ragnar Blackmane. Ragnar must be armed with a Bolt Pistol and Frostfang.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Ragnar Blackmane | 1. Infantry | 6 | 4 | 5 | 3+ | Character, Inspirational |
38 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Frostfang | Melee | 5 | 2+ | 5 | 4 | 2 | 127 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 26 | 1 | 1 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 2+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 2+ | 4 | 0 | 1 | Extra |
1
1
1
Special Cost:
Wolf Guard Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Wolf Guard. One Wolf Guard may be replaced by a Wolf Guard Pack Leader. Each model must be armed with 1 or 2 weapons, only one of which may be a two-handed ranged weapon.
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 12 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 10 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 23 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 37 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 25 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard With Storm Shield | 1. Infantry | 6 | 4 | 1 | 3+ | 5 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 6 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 3 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 12 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 14 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 12 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 27 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 43 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 29 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Pack Leader | 1. Infantry | 6 | 4 | 1 | 3+ | 4 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 12 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 15 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 10 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 23 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 37 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 25 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Pack Leader With Storm Shield | 1. Infantry | 6 | 4 | 1 | 3+ | 5 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 6 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 4 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 14 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 18 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bolt Pistol | 12 | + - | 0 | |||||||
| Bolt Pistol (Ranged) | 12" | 1 | 3+ | 4 | 0 | 1 | ||||
| Pistol (Melee) | Melee | 1 | 3+ | 4 | 0 | 1 | Extra |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 27 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 43 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 29 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
10
5
5
Normal Cost:
Wolf Guard Terminators (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Wolf Guard Terminators. One Wolf Guard Terminator may be replaced by a Wolf Guard Terminator Pack Leader.
All models must be equipped with at least one melee weapon, plus either another melee weapon, a Storm Bolter or a Combi weapon.
If the unit numbers less than 10 models, 1 Wolf Guard Terminator may take a heavy weapon, and if the unit numbers 10 models, 2 Wolf Guard Terminators may do this.
The Assault Cannon and Heavy Flamer must take the place of a ranged weapon. The Cyclone Launcher can be taken either in addition to or instead of a melee weapon, but may only be taken if the model also has a Storm Bolter
This unit has the following special rule: Deep Strike.
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Terminator | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 4 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 17 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 35 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 52 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 35 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Cyclone Missile Launcher | Must Choose One | 47 | + - | 0 | ||||||
| Missile Launcher (Frag) | 48" | 2 | 3+ | 4 | 0 | 1 | Blast (3), Heavy | |||
| Missile Launcher (Krak) | 48" | 1 | 3+ | 8 | 2 | 3 | Heavy |
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Terminator With Storm Shield | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 8 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 20 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 40 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 61 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-plasma | Combi | 41 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Plasma Gun | 24" | 1 | 3+ | 7 | 3 | 1 | Plasma, Rapid Fire |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Cyclone Missile Launcher | Must Choose One | 55 | + - | 0 | ||||||
| Missile Launcher (Frag) | 48" | 2 | 3+ | 4 | 0 | 1 | Blast (3), Heavy | |||
| Missile Launcher (Krak) | 48" | 1 | 3+ | 8 | 2 | 3 | Heavy |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Terminator Pack Leader | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 8 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 22 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 35 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 52 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Guard Terminator Pack Leader With Storm Shield | 1. Infantry | 4 | 5 | 2 | 2+ | Bulky | 10 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 8 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lightning Claw | Melee | 3 | 3+ | 4 | 2 | 1 | Re-roll failed wound rolls | 26 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-flamer | Combi | 40 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Flamer | 6" | 3 | Auto Hits | 4 | 0 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Combi-melta | Combi | 61 | + - | 0 | ||||||
| Boltgun | 24" | 1 | 3+ | 4 | 0 | 1 | Rapid Fire | |||
| Meltagun | 12" | 1 | 3+ | 8 | 4 | 2 | Melta |
10
5
5
Special Cost:
Wolf Lord (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Wolf Lord. The Wolf Lord must be armed with 1 to 3 weapons, only one of which may be a two-handed ranged weapon
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Lord | 1. Infantry | 6 | 4 | 5 | 3+ | Character, Inspirational |
38 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 5 | 2+ | 4 | 0 | 1 | Re-roll 1s to hit | 38 | + - | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wolf Lord With Storm Shield | 1. Infantry | 6 | 4 | 5 | 3+ | Character, Inspirational |
42 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 2+ | 4 | 0 | 1 | Extra, Storm Shield | 14 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Chainsword | Melee | 5 | 2+ | 4 | 0 | 1 | Re-roll 1s to hit | 44 | + - | 0 |
1
1
1
Special Cost:
Wulfen Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-10 Wulfen. One Wulfen may be replaced by a Wulfen Pack Leader.
Every model must be armed with either a set of Wulfen Claws, two Frost Claws, a Great Frost Axe, or a Thunder Hammer and Storm Shield.
In addition, any model may take a Stormfrag Auto-launcher.
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wulfen | 1. Infantry | 7 | 4 | 2 | 4+ | Feel No Pain (5+) | 8 | + - | 4 |
0
10
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wulfen With Thunder Hammer | 1. Infantry | 7 | 4 | 2 | 4+ | Feel No Pain (5+) | 9 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 8 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Thunder Hammer | Melee | 2 | 4+ | 8 | 3 | 3 | 57 | 1 | 0 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wulfen Pack Leader | 1. Infantry | 7 | 4 | 2 | 4+ | Feel No Pain (5+) | 8 | + - | 1 |
0
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Wulfen Pack Leader With Thunder Hammer | 1. Infantry | 7 | 4 | 2 | 4+ | Feel No Pain (5+) | 9 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Storm Shield | Melee | 1 | 3+ | 4 | 0 | 1 | Extra, Storm Shield | 8 | 1 | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Thunder Hammer | Melee | 3 | 4+ | 8 | 3 | 3 | 74 | 1 | 0 |
10
5
5
Normal Cost:
Biovores Hide unused Show unused Move unit to: Delete this unit
This unit contains 1-3 Biovores. Each model is equipped with a Spore Mine Launcher.
1
3
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Biovore | 1. Monster | 4 | 4 | 4 | 4+ | Instinctive | 8 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 4+ | 4 | 0 | 1 | 8 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Spore Mine Launcher | 48" | 1 | 4+ | 6 | 1 | 2 | Blast (3), Heavy | 41 | 1 | 1 |
3
1
1
Normal Cost:
Broodlord (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Broodlord. The Broodlord is equipped with a set of Rending Claws and a set of Scything Talons.
This unit has the following special rule: Infiltrate.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Broodlord | 1. Infantry | 7 | 5 | 5 | 4+ | Character, May Only Join Genestealers, Psyker, Synapse |
13 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Rending Claws | Melee | 3 | 2+ | 5 | 2 | 1 | Rending | 39 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 4 | 2+ | 5 | 1 | 1 | Re-roll 1s to hit | 40 | 1 | 1 |
1
1
1
Special Cost:
Carnifex Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Carnifex. It is equipped with Bio-plasma. In addition, it must be equipped with 2 other weapons. It may additionally take a set of Tusks.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Carnifex | 2. Monstrous Creature | 6 | 7 | 8 | 3+ | Instinctive | 18 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Crushing Claws | Melee | 2 | 5+ | 12 | 3 | 3 | 53 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 3 | 4+ | 6 | 2 | 1 | Re-roll 1s to hit | 26 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Tusks | Melee | 1 | 4+ | 6 | 1 | 2 | Charge Only, Extra | 23 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bio-plasma | 12" | 3 | 4+ | 7 | 3 | 1 | 30 | 1 | 1 |
1
1
1
Normal Cost:
Deathleaper (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Deathleaper. It is equipped with Flesh Hooks, a set of Grasping Talons and a set of Rending Claws.
This unit has the following special rule: Deep Strike.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Deathleaper | 1. Monster | 7 | 4 | 6 | 5+ | 9 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Grasping Talons | Melee | 2 | 2+ | 6 | 1 | 2 | 37 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Rending Claws | Melee | 3 | 2+ | 6 | 1 | 1 | Rending | 29 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Flesh Hooks | 4" | 2 | 4+ | 6 | 0 | 1 | 10 | 1 | 1 |
1
1
1
Special Cost:
Gargoyles Hide unused Show unused Move unit to: Delete this unit
This unit contains 10-30 Gargoyles. Each model is equipped with a Fleshborer.
This unit has the following special rule: Deep Strike.
10
30
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Gargoyle | 1. Infantry | 10 | 3 | 1 | 6 | Bulky, Jump |
5 | + - | 10 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 2 | 1 | 10 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Fleshborer | 12" | 1 | 4+ | 4 | 0 | 1 | 3 | 1 | 10 |
30
10
10
Normal Cost:
Genestealers Hide unused Show unused Move unit to: Delete this unit
This unit contains 5-20 Genestealers. Each model is armed with a set of Rending Claws. Any model may also be equipped with a set of Scything Talons.
This unit has the following special rule: Infiltrate.
5
20
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Genestealer | 1. Infantry | 7 | 4 | 1 | 5+ | 5 | + - | 10 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Rending Claws | Melee | 2 | 3+ | 4 | 1 | 1 | Rending | 8 | 1 | 10 |
20
5
10
Normal Cost:
Hive Guard Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-6 Hive Guard. Each model must be armed with either an Impaler Cannon or a Shockcannon.
3
6
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Hive Guard | 1. Monster | 6 | 5 | 4 | 4+ | Instinctive | 9 | + - | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 2 | 4+ | 4 | 0 | 1 | 8 | 1 | 3 |
6
3
3
Normal Cost:
Hive Tyrant (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Hive Tyrant. The Hive Tyrant must be armed with 2 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Hive Tyrant | 2. Monstrous Creature | 6 | 7 | 12 | 3+ | Character, Psyker, Synapse |
24 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lash Whip & Bonesword | Melee | 5 | 2+ | 6 | 2 | 1 | Distraction | 79 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Boneswords | Melee | 5 | 2+ | 6 | 2 | 1 | Re-roll 1s to hit, Re-roll 1s to wound | 90 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Rending Claws | Melee | 4 | 2+ | 6 | 2 | 1 | Rending | 73 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 5 | 2+ | 6 | 1 | 1 | Re-roll 1s to hit | 74 | + - | 0 |
1
1
1
Special Cost:
Hive Tyrant With Wings (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Hive Tyrant With Wings. The Hive Tyrant must be armed with 2 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Hive Tyrant With Wings | 2. Monstrous Creature | 10 | 7 | 12 | 3+ | Character, Jump, Psyker, Synapse |
29 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Lash Whip & Bonesword | Melee | 5 | 2+ | 6 | 2 | 1 | Distraction | 79 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Boneswords | Melee | 5 | 2+ | 6 | 2 | 1 | Re-roll 1s to hit, Re-roll 1s to wound | 90 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Rending Claws | Melee | 4 | 2+ | 6 | 2 | 1 | Rending | 73 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 5 | 2+ | 6 | 1 | 1 | Re-roll 1s to hit | 74 | + - | 0 |
1
1
1
Special Cost:
Hormagaunts Hide unused Show unused Move unit to: Delete this unit
This unit contains 10-30 Hormagaunts. Each model is armed with a set of Scything Talons.
10
30
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Hormagaunt | 1. Infantry | 7 | 3 | 1 | 6 | Instinctive | 3 | + - | 10 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 2 | 4+ | 3 | 0 | 1 | Re-roll 1s to hit | 3 | 1 | 10 |
30
10
10
Normal Cost:
Lictor Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Lictor. The Lictor is equipped with Flesh Hooks, a set of Grasping Talons and a set of Rending Claws.
This unit has the following special rule: Deep Strike.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Lictor | 1. Monster | 7 | 4 | 4 | 5+ | 7 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Grasping Talons | Melee | 2 | 2+ | 6 | 1 | 2 | 33 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Rending Claws | Melee | 2 | 2+ | 6 | 1 | 1 | Rending | 20 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Flesh Hooks | 4" | 2 | 4+ | 6 | 0 | 1 | 9 | 1 | 1 |
1
1
1
Normal Cost:
Neurogaunts Hide unused Show unused Move unit to: Delete this unit
This unit contains 10-20 Neurogaunts.
This unit has the following special rule: Neurocytes.
10
20
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Neurogaunt | 1. Infantry | 6 | 3 | 1 | 6 | 3 | + - | 10 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 2 | 1 | 10 |
20
10
10
Normal Cost:
Neurotyrant Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Neurotyrant. It is equipped with a Psychic Scream.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Neurotyrant | 2. Monstrous Creature | 6 | 7 | 8 | 4+ | Character, Psyker, Synapse |
19 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 6 | 3+ | 5 | 0 | 1 | 40 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Psychic Scream | 18" | 6 | Auto Hits | 5 | 1 | 1 | 81 | 1 | 1 |
1
1
1
Normal Cost:
Norn Emissary (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Norn Emissary. The model is equipped with a Psychic Tendril, a set of Scything Talons, and a set of Rending Claws.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Norn Emissary | 3. Giant Monstrosity | 6 | 8 | 12 | 3+ | Psyker, Synapse |
24 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Rending Claws | Melee | 3 | 2+ | 7 | 2 | 1 | Rending | 51 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 4 | 2+ | 7 | 1 | 1 | Re-roll 1s to hit | 54 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Psychic Tendril | Must Choose One | 82 | 1 | 1 | ||||||
| Psychic Tendril (Neuroblast) | 18" | 4 | 3+ | 4 | 1 | 1 | Blast (2) | |||
| Psychic Tendril (Neurolance) | 18" | 1 | 3+ | 10 | 3 | 2 | Melta | |||
| Psychic Tendril (Neuroparasite) | 18" | 1 | 3+ | 6 | 2 | 2 | Precision |
1
1
1
Special Cost:
Parasite Of Mortrex (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Parasite Of Mortrex. The model is armed with a Barbed Ovipositor and a set of Scything Talons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Parasite Of Mortrex | 1. Monster | 10 | 5 | 5 | 4+ | Character, Jump |
15 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Barbed Ovipositor | Melee | 1 | 2+ | 5 | 2 | 3 | 53 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 4 | 2+ | 5 | 1 | 1 | Re-roll 1s to hit | 40 | 1 | 1 |
1
1
1
Special Cost:
Psychophage Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Psychophage. The model is equipped with a Psychoclastic Torrent and a Betentacled Maw.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Psychophage | 2. Monstrous Creature | 6 | 7 | 8 | 3+ | Feel No Pain (5+), Instinctive |
22 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Betentacled Maw | Melee | 5 | 3+ | 6 | 1 | 2 | 110 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Psychoclastic Torrent | 12" | 4 | Auto Hits | 6 | 1 | 1 | Ignores Cover | 75 | 1 | 1 |
1
1
1
Normal Cost:
Raveners Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-6 Raveners. Each model is equipped with two sets of Scything Talons.
This unit has the following special rule: Deep Strike.
3
6
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Ravener | 1. Monster | 7 | 4 | 3 | 5+ | Instinctive | 7 | + - | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 2 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | 2 | 6 |
6
3
3
Normal Cost:
Ripper Swarms Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-9 Ripper Swarms.
This unit has the following special rule: Deep Strike.
3
9
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Ripper Swarm | 1. Swarm | 6 | 3 | 3 | 6 | Instinctive | 5 | + - | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 4 | 5+ | 3 | 0 | 1 | 5 | 1 | 3 |
9
3
3
Normal Cost:
Swarmlord (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Swarmlord. The model is equipped with 2 sets of Bone Sabres. In addition, the model may be equipped with a Prehensile Pincer Tail and/or a Synaptic Pulse.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Swarmlord | 2. Monstrous Creature | 7 | 7 | 12 | 3+ | Character, Psyker, Synapse |
24 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Bone Sabres | Melee | 5 | 2+ | 8 | 2 | 2 | Re-roll 1s to hit, Re-roll 1s to wound | 200 | 2 | 2 |
1
1
1
Special Cost:
Termagants Hide unused Show unused Move unit to: Delete this unit
This unit contains 10-30 Termagants. Each model must be armed with either a Devourer or a Fleshborer.
10
30
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Termagant | 1. Infantry | 6 | 3 | 1 | 6 | Instinctive | 3 | + - | 10 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 3 | 0 | 1 | 2 | 1 | 10 |
30
10
10
Normal Cost:
Trygon (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Trygon. It is equipped with a Bio-electric Pulse, and 3 sets of Monstrous Scything Talons.
This unit has the following special rule: Deep Strike.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Trygon | 3. Giant Monstrosity | 6 | 8 | 12 | 3+ | Instinctive | 24 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 2 | 3+ | 7 | 2 | 1 | Re-roll 1s to hit | 34 | 3 | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Bio-electric Pulse | 12" | 6 | 4+ | 5 | 0 | 1 | 38 | 1 | 1 |
1
1
1
Special Cost:
Tyranid Prime (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Tyranid Prime. The Tyranid Prime must be armed with 2 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Tyranid Prime | 1. Infantry | 6 | 5 | 5 | 3+ | Bulky, Character, May Only Join Tyranid Warriors, Synapse |
14 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Boneswords | Melee | 3 | 2+ | 5 | 2 | 1 | Re-roll 1s to hit, Re-roll 1s to wound | 44 | + - | 0 |
1
1
1
Special Cost:
Tyranid Prime With Wings (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Tyranid Prime With Wings. The Tyranid Prime must be armed with 2 weapons.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Tyranid Prime With Wings | 1. Infantry | 10 | 5 | 5 | 3+ | Very Bulky, Character, Jump, May Only Join Tyranid Warriors, Synapse |
17 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Boneswords | Melee | 3 | 2+ | 5 | 2 | 1 | Re-roll 1s to hit, Re-roll 1s to wound | 44 | + - | 0 |
1
1
1
Special Cost:
Tyranid Warriors Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-9 Tyranid Warriors.
Each Warrior must be armed with 2 weapons from the following list: a set of Boneswords, Deathspitter, Devourer, a set of Rending Claws, a set of Scything Talons.
For every 3 Warriors in the unit, 1 Warrior may take a Barbed Strangler or a Venom Cannon instead of any other ranged weapons.
3
9
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Tyranid Warrior | 1. Infantry | 6 | 5 | 3 | 4+ | Bulky, Synapse |
8 | + - | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Boneswords | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll 1s to hit, Re-roll 1s to wound | 16 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Rending Claws | Melee | 1 | 3+ | 4 | 1 | 1 | Rending | 9 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 2 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
9
3
3
Normal Cost:
Tyranid Warriors With Wings Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-9 Tyranid Warriors With Wings.
Each Warrior must be armed with 2 weapons from the following list: a set of Boneswords, Deathspitter, Devourer, a set of Rending Claws, a set of Scything Talons.
For every 3 Warriors in the unit, 1 Warrior may take a Barbed Strangler or a Venom Cannon instead of any other ranged weapons.
3
9
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Tyranid Warrior With Wings | 1. Infantry | 10 | 5 | 3 | 4+ | Very Bulky, Jump, Synapse |
10 | + - | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Boneswords | Melee | 2 | 3+ | 4 | 2 | 1 | Re-roll 1s to hit, Re-roll 1s to wound | 16 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Rending Claws | Melee | 1 | 3+ | 4 | 1 | 1 | Rending | 9 | + - | 0 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 2 | 3+ | 4 | 0 | 1 | Re-roll 1s to hit | 10 | + - | 0 |
9
3
3
Normal Cost:
Tyrannofex (Special) Hide unused Show unused Move unit to: Delete this unit
This unit contains 1 Tyrannofex. The model must be armed with either an Acid Spray, Fleshborer Hive or a Rupture Cannon.
1
1
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Tyrannofex | 2. Monstrous Creature | 6 | 8 | 12 | 3+ | Instinctive | 21 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 4 | 4+ | 6 | 0 | 1 | 26 | 1 | 1 |
1
1
1
Special Cost:
Von Ryan's Leapers Hide unused Show unused Move unit to: Delete this unit
This unit contains 3-6 Von Ryan's Leapers. Each model is equipped with a set of Grasping Talons and a set of Scything Talons.
This unit has the following special rule: Deep Strike.
3
6
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Von Ryan's Leaper | 1. Infantry | 7 | 4 | 3 | 5+ | Bulky | 7 | + - | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Grasping Talons | Melee | 2 | 3+ | 5 | 1 | 2 | 22 | 1 | 3 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Set Of Scything Talons | Melee | 2 | 3+ | 5 | 0 | 1 | Re-roll 1s to hit | 10 | 1 | 3 |
6
3
3
Normal Cost:
Zoanthropes Hide unused Show unused Move unit to: Delete this unit
This unit contains 1-3 Zoanthropes. Each model is equipped with a Warp Blast.
1
3
Class Cl | M | T | W | Sv | Special Sp | Pts | Up/Down U/D | No. # | |
| Zoanthrope | 1. Monster | 6 | 4 | 3 | 5+ | Synapse | 6 | + - | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Basic Combat | Melee | 1 | 4+ | 4 | 0 | 1 | 4 | 1 | 1 |
Range R | Attacks Att | To Hit TH | Str St | AP | Dam D | Special Sp | Pts | Up/Down U/D | No. # | |
| Warp Blast | 24" | 4 | 3+ | 7 | 2 | 2 | 55 | 1 | 1 |
3
1
1
Normal Cost:
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Total points: 0. Normal points: 0. Special points: 0.
Before choosing their armies, players must agree on four things. Firstly, they must decide how big their game is going to be, by choosing an amount of points. This is how many points each player can spend on their army.
They must also decide on how many detachments they are going to control. Like their army point value, players should have control of the same number of detachments.
In addition, players need to decide on if there are any limits on the type of units they can add to their army. In 40K-S, by default, there are no limits, and players can add whatever units to their force that they like. However, players may decide to limit their choices to a particular army type, like Space Marines or Orks, for example.
Also, the army picker tracks how many points are being spent on "special" units, which are units considered to be powerful or rare. Players can also decide on if they wish to implement a limit on how many points can go towards these types of units.
Finally, they should decide on how they are going to balance their detachments, which can be by points value, or by unit count.
If the players decide to balance by points value, their total army points value should be split between all of their detachments, and players should try to get each detachment as close to this number as possible. For example, if players are playing a 3000pt game, they may decide to use 3 detachments, and split their armies into detachments of 1000pts each.
If they decide to balance by number of units, then players should take the units they've chosen for the game, and try to split them so that each detachment has the same number of units in it, or as close as possible.
Whichever method of balancing is being used, players can agree on how strict or how loose they can be with these limits. The only main limit is the total army points cost.
One player sets up the board and terrain and the other player chooses which side they want to deploy on, or both players set up the terrain and the players roll off to see who chooses their deployment zone.
Remember to try and make the terrain interesting and fair, so that the game will be as close and as fun as possible.
Objectives are an optional part of the game, giving players areas of the battlefield to fight over in order to score extra points.
If one player set up the battlefield, then they should also place the objective counters. If both players set up the battlefield, then they should either discuss where the objectives should be placed, or take it in turns placing them. This should be done before rolling off to see who chooses their deployment zone.
There are no strict rules on the number of objective counters that should be used. But in general, the more points in the game, and the bigger the board, then the more counters should be placed. This of course will depend on the terrain layout.
Objective counters should not be placed in terrain that is impassable to infantry, and unless both players agree, they should not be placed within 8" of each other, or within 2" of the table edge.

Deployment zones
Armies are set up 12" away from the battlefield mid point, and therefore 24" away from each other. Players roll off, with the winner choosing who will deploy a unit first. Players then alternate placing units until all units are deployed.
Models within a unit must remain within 2" coherency (this may need increasing for units of larger models).
There are four phases that make up a turn of 40K-S, and during a turn both players will get to activate and use all of their units.
At the start of each turn, players roll off to see who has the initiative. On the first turn, whoever finished setting up their models first gets +1 to this roll. On all other turns, the player who did not have the initiative last turn gets +1 to their roll. Re-roll ties.
Players alternate using their psykers. The player with the initiative decides who will go first.
Each psyker can perform one of the special psychic powers from their army's available powers.
Psykers do not use psychic shooting attacks during this phase - they will instead use those when they normally get to shoot.
Psychic powers used in this phase can always be used even if the unit is engaged in combat.
Unless stated in the power's description, powers that can target friendly units can be used on the psyker itself.
In this phase, players will alternate activating a detachment each, which will allow them to use all of the units within that detachment. Play will then pass to the other player, who will activate one of their detachments, and so on, until all of the detachments have been used.
The player with the initiative decides who will activate one of their detachments first.
In this phase, players are given the chance to bring units that are not on the board yet into play. This will mostly be to bring in units that can deep strike, though other methods of using reserves may be decided upon by the players themselves.
If both players wish to bring in reserves this turn, then they should roll off, with the winner deciding who will place a unit first. Having the initiative has no effect during this phase.
When a detachment is activated, each unit within the detachment can be issued orders and used. Each order will allow a unit to perform one or more actions. An action must be completed before moving on to the next, but unlike in most wargames, a unit does not have to perform all of its allowed actions before the next unit can be used.
For example, a player could choose advance orders for a unit, and perform that unit's shoot action. Then they could choose charge orders for another unit, and perform both the move and fight actions one after the other. Then, if they wished, they could go back to the first unit to take their move action.
The orders available are as follows:
This order allows a unit to make two actions: move and shoot. When they make the move action they can move up to their normal movement allowance, and may engage enemy units. If they engage an enemy unit, they may then make a fight action.
If they engage the enemy before making the shoot action, they may only make the shoot action if they are not fire locked.
This order may not be used if any model in the unit is pinned.
This order allows a unit to make two actions: move and fight. The move action can not be made after making the fight action. When they make the move action they can move up to double their normal movement allowance, and may engage enemy units. If they engage an enemy unit, they may claim charge bonuses when they make the fight action.
If the move action is used to disengage from one or more enemy units, they may not re-engage any of those same units this turn.
This order may not be used if any model in the unit is pinned.
Charge bonus: When a unit successfully charges into combat, for that turn each model gets +1 attack when they fight. This bonus attack may be added to any of the model's melee profiles, except for any profile with the "Extra" special rule, as these profiles are always a fixed number of attacks.
This order allows a unit to make a move action. When they make the move action, they may move up to their normal move allowance, and must disengage from all enemy units.
This order may only be used if at least one model in the unit is pinned.
This order allows a unit to make a shoot action. They may claim the first fire bonus when they make the shoot action.
This order may not be used if any model in the unit is fire locked. If engaged with an enemy unit but not fire locked, this order may not be used to shoot at the engaged enemy unit(s).
First fire bonus: Models in this unit may re-roll hit rolls of 1 when they shoot.
This order allows a unit to make a shoot action. The shoot action may only be used to attack enemy units they are engaged with.
When they make the shoot action, they must subtract 2 from their to hit rolls, but the action can still be taken even if models in the unit are fire locked.
This order may not be used if the unit was already engaged at the start of the turn.
This order allows a unit to make two actions: move and fight. The move action can not be made after making the fight action. Only models that are not pinned may move.
This order may only be used by a unit that is engaged.
Models that move may engage other enemy units besides those that they may already be engaged with, but their unit must remain engaged with the unit(s) they were already engaged with.
There are 5 "pinning classes" in the game, each made up of one or more "model classes":
When models of two opposing units enter base to base contact, their units become engaged. It is only when two units are engaged that they may attack each other in close combat. Ordinarily, opposing units that are engaged may not be fired upon.
In addition, units may become pinned and/or fire locked when engaged. Ordinarily, a unit engaged with another unit that is of the same or higher pinning class becomes pinned. If a unit is engaged with an opposing unit that is of a smaller pinning class, then it is not pinned.
If a unit is pinned, it may not use advance, first fire or charge orders. If it wishes to retreat from the combat it must use fall back orders. If it wishes to attack back in combat it must use pile-in orders. And in some situations it may be able to shoot at the unit(s) it is engaged with by using overwatch orders.
A unit is fire locked (meaning it can not shoot any weapons) if it is engaged with any enemy units, unless all of the enemy units are two or more pinning classes smaller. If a unit is engaged but not fire locked then it can shoot its weapons out of the combat (but not into it), and may also have enemy units from outside of the combat shoot at it.
Each time a unit shoots or fights in close combat, then every model in the unit may attack with all of its available weapon profiles suitable for that action, provided there are no limitations stated elsewhere.
A player may freely split their unit's available weapon profiles against different enemy units, but each individual profile/weapon must direct its attacks at the same enemy unit.
For example, if a model has two guns, it may shoot one gun at one enemy unit, and the other gun at another enemy unit. But it may not split the attacks from the first gun between both enemy units.
Each time a model is allowed to fire, it may fire with all the ranged weapons it is armed with. Some weapons have multiple profiles. Some of these, such as the Missile Launcher, may only use one profile each time it fires. But some are able to fire multiple profiles at once. The special rules of the weapon will explain.
When a unit fights in combat, each model in base contact with a model in an enemy unit may direct its attacks against that unit. In addition, any other models in the attacking unit that are not in base contact may still attack, provided they are within 4" of a visible model in an enemy unit they are engaged with.
First roll to hit, then roll to wound. The following rules determine the score needed to wound:
When rolling to hit or wound, a hard roll of a 1 is always a fail, and a hard roll of a 6 is always successful, no matter the modifiers involved.
WHAT KIND OF WOUND ALLOCATION ARE WE GOING TO USE?
Note that models that have been destroyed do not have to be removed from the tabletop unless they have already been used that turn. If that unit has not been used yet, then keep note of how many casualties have been sustained, and they will be removed after the unit is used.
Whenever any kind of vehicle, walker, praetorian or titan loses its last wound, the attacker must roll to see if it explodes.
The attacker rolls a D6, and adds on the AP of the weapon that took the final wound. If the score is 7 or more, the model explodes.
Every unit within 6" of the exploding model is hit a number of times equal to the amount of models in that unit that are within 6". The strength of this hits is 1 less than the toughness of the exploding model, and there is no AP.
This same procedure is followed for any units that might be embarked on a transport vehicle that explodes.
Note that the effects of an exploding vehicle are determined at the point of attack, but the vehicle itself, and any models that were destroyed by the explosion, can still be used that turn if they have not already been, just as normal.
In 40K-S an attempt has been made to make it feel like the combat all over the table is happening simultaneously. This means ordinarily it does not matter how much damage a unit takes before it is used that turn, as it is still possible to use the unit normally before applying the effects of the damage.
There is however one exception to this, and this is when a heavily damaged unit is chosen to move into close combat with the enemy. As the unit would be taking this damage from enemy fire while moving into combat, it has been deemed necessary to apply some negative effects if the damage is severe.
If, since the start of the turn, a unit has lost at least 50% of its models (or wounds, for units of 1 large model) before having the chance to act, it is considered to be "beleaguered".
A beleaguered unit may still act normally that turn, but if they move into combat (via charge or advance orders) all models in that unit must subract 1 from their to melee hit rolls that turn.
If a unit has been completely wiped out before it gets a chance to act, then it is considered "decimated".
A decimated unit may still be used that turn, with the following limiations:
If a decimated unit charges into combat, then it must subtract 1 from its melee hit rolls that turn. In addition, it may not claim any additional bonuses for charging into combat. These include the extra attack, and also other bonuses like the Lance special rule.
If a decimated unit advances into combat, then its melee attacks that turn will only hit on 6s.
Models can always trace line of sight through friendly models. Enemy units will block line of sight but only if they are of equal or higher pinning class than both the firing unit and the target unit.
If a firing unit or target unit has an elevated position, then a model's eye view will be required to see if the firing unit has line of sight.
If a unit is in soft cover, for example in a ruin or in a forest, then they become harder to hit, and anyone shooting at them must subtract 1 from their hit rolls. It is possible to shoot through soft cover at a unit on the other side, but this will incur a -2 penalty.
Hard cover, such as being in a building, also incurs a -1 to hit modifier, but also gives the models inside +1 to their saving throw if they get hit (or a save of 6+ if they do not have one). Hard cover such as a building can not be shot through.
If a model or unit is fairly obscured by solid cover, like the corner of a building or the brow of a hill, but can still be seen, then it too will gain a -1 to hit cover bonus.
By default, infantry and monsters can embark upon transports. Some other specialist vehicles may be able to carry other types of models, but this will be stated in the model's profile.
Infantry each take up 1 slot in a transport.
Bulky infantry each take up 2 slots in a transport.
Very bulky infantry and monsters each take up 3 slots in a transport.
A unit may start the battle embarked upon a transport. They may also embark or disembark during the game by using the following rules:
A transport vehicle may not have a unit embark and disembark from it on the same turn. Likewise, a unit may not both embark and disembark on the same turn.
An objective is brought under the control of an army if at least one model from that army is within 2" of the objective counter, while no model from the enemy army is within 2".
The objective will remain under the control of that army provided no enemy model moves to within 2" of it, so the model or models that claimed the objective do not have to remain within 2".
Whenever it is required to count up victory points, each objective counter is worth 500pts to the player that controls it.
Unless players agree otherwise, a game will end after 5 turns. At this time, victory points should be totalled to see who has won the battle and by how much.
Of course, there are other ways to win, such as if a player surrenders, which automatically means the other player wins.
The players can also agree to play to a victory point target. To do this, victory points will need to be totalled at the end of every turn, and if either player has reached the target then the game is over. This means games can be over very quickly, or go on for much longer, depending on how the battle goes.
Each time they are asked total up victory points, players should add up how many points they have acquired from breaking and wiping out enemy units. If objectives are being used, the points for any under their control should also be added.
Players can set whatever points total they wish. But the following guidelines can be used as a good place to start:
So, in a 6000pt game with 6 objectives, for example, the victory point target would be 5500pts. This target is made of 4000pts for killing the enemy, plus 1500pts for claiming 3 objectives.