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ITS Forgeworld Compendium Provvisorio

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ITS Forgeworld Compendium

Sommario

Introduction9Army list index9Eldar Corsair9Space Marine Siege Assault Vanguard10Tyrants Legion10Ork Dread Mob10Death Korps of Krieg Siege Regiment10Death Korps Armoured Battle Group10Death Korps of Krieg Assault Brigade10Armoured Battle Group10Elysian Drop Troops10Detachment D-9910Renegades and Heretics: Servants of Slaughter10Renegades and Heretics10Renegades and Heretics: Servants of Decay10Necron Dark Harvest10F.A.Q.10Allies Matrix10Psykers11Veichles11Lords of war11Imperial Armour II, 2nd Edition11Imperial Armour I, 2nd Edition11Astra Militarum11General Rules11Desert raiders regiment12Headquarters12Colonel Snake Stranski, 225pts12General Myndoras Odon, 115pts12Troops13Sabre weapon battery, 30pts per model13Dedicated Transport14Chimera14Trojan, 35pts14Aquila Lander, 110pts15Elites15Salamander command vehicle, 60pts per model15Hades Breaching drill, 100pts15Atlas recovery tank, 85pts17Fast Attack17Tallarn mukaali rough rider squad, 65pts17Centaur Carrier Squadron, 40pts per model18Salamander recon squadron, 55pts per model18Scout sentinel squadron19Armoured sentinel squadron19Drop Sentinel squadron, 55pts per model19Tauros squadron, 40pts per model20Aquila Lander, 110pts21Vulture Gunship, 105pts21Arvus Lighter, 75pts22Heavy Support23Leman Russ Conqueror, 150pts23Leman Russ Annihilator, 130pts23Destroyer tank hunter squadron, 160pts per model23Thunderer Siege Tank Squadron, 140pts per model24Ordnance Battery24Manticore Battery, 145pts per model25Hydra platform battery, 50pts per model26Manticore platform battery, 100pts per model26Earthshaker platform battery, 75pts per model27Heavy artillery carriage battery, 75pts per model27Field Artillery battery, 50pts per model28Sentry gun Battery, 15pts each28Rapier laser destroyed, 40pts per model29Cyclops Demolition squad, 30pts per Cyclops team30Sentinel Powerlifter squadron, 30pts per model30Thunderbolt Fighter, 180pts31Lightning, 145pts31Valkyrie Sky talon transport, 70pts32Avenger Strike Fighter, 150pts32Lord of War33Crassus Armoured Assault Transport, 250pt33Praetor armoured Assault Launcher, 300pt34Minotaur artillery tank, 275pts34Macharius Heavy Tank, 325pts35Macharius Vanquisher, 375pts35Macharius Omega, 335pts36Malcador Heavy Tank, 235pts36Malcador Defender, 285pts37Malcador Annihilator, 275pts38Malcador Infernus, 275pts38Valdor Tank Hunter, 320pts39Dominus Armoured Siege Bombard, 280pts39Chaos Daemons40Headquarter40Mamon, Daemon prince of Nurgle, 220 pts40Uraka The Warfiend, Daemon Prince of Khorne, 200 pts40Elites41Chaos Decimator Daemon engine, 205 pts41Fast Attack42Blight Drone of Nurgle, 150 pts each42Heavy Support42Blood Slaugherers of Khorne, 130 pts each42Plague Hulk of Nurgle, 150 pts43Spined Chaos Beast, 140 pts43Chaos Space Marine43Headquarters43Zhufor the Impaler, Lord of the Skulltakers, 175pts44Arkos The Faithless, Scion of Alpharius, 130pts44Elites45Chaos Contemptor Dreadnought, 195pts45Chaos Decimator Daemon engine, 205pts46Giant Chaos Spawn, 80pts47Fast Attack47Chaos Storm Eagle Assault Gunship, 205pts48Blight Drone of Nurgle, 150 pts each48Hell Blade, 115pts49Dreadclaw, 85pts49Hell Talon, 185pts49Heavy Support50Chaos Spartan Assault Tank, 285pts50Chaos Relic Predator, 75pts51Blood Slaughterers of Khorne, 130 pts each52Plague Hulk of Nurgle, 150 pts52Dark Eldar53Fast Attack53Raven Strike Fighter, 205 pts53Heavy Support53Tantalus, 215 pts53Reaper, 135 pts54Dedicated Transport54Tantalus, 215 pts54Eldar54Headquarter54Wraithseer, 185 pts54Irillyth, the Shade of Twilight, 220 pts55Farseer Bel-Annath, 175 pts55Fast Attack56Wasp Assault Walker squadron, 40pts per model56Hornet Squadron, 70 pts each56Nightwing Interceptor, 145 pts57Shadow Spectres, 90 pts57Heavy Support57Warp Hunter, 145 pts57Phoenix Bomber, 225 pts57Fire Storm, 180 pts57Grey Knights58Headquarter58Inquisitor Lord Hector Rex, 175 pts58Ordo Xenos Inquisitor Solomon Lok, 60pt58Major Markus Durra, special59Elites59Grey Knights MK IV Doomglaive Pattern Dreadnought, 190 pts60Fast Attack60Inquisitorial Valkyrie Assault Carrier Squadron, 100pts60Heavy support61Grey Knights Vortimer Pattern Land Raider Redeemer, 285 pts61Dedicated Transport61Grey Knights Vortimer Pattern Razorback Armoured Transport, 85 pts61Inquisitorial Land Raider Prometheus, 270 pts62Inquisitorial Valkyrie Assault Carrier Squadron, 100 pts63Aquila lander, 110 pts63Necron63Elites63Canoptek Tomb Stalker, 205 pts63Fast Attack64Canoptek Acanthrites, 150 pts64Canoptek Tomb Sentinel, 195 pts64Heavy Support65Tesseract Ark, 250 pts65Sentry Pylon, 135 pts per model66Night Shroud Bomber, 225 pts66Fortification67Necron Tomb Citadel, 300 pts67Orks68Headquarters68Zhadsnark 'Da Rippa', 150 pts68Mek Boss Buzzgob, 100 pts68Mekboy Junka, 65pts68Fast Attack68Warkopta Skwadron, 65 pts68Grot Tank Battle Mob, 90pts68Grot Mega-Tank, 70 pts68Fighta-Bommer, 170 pts68Attak Fighta, 95 pts69Heavy Support69Big Trakk, 50pts69Gun Wagon, 60pts70Mega-Dread, 175 pts71Kustom Meka-Dread, 180 pts71Lifta wagon, 225 pts72Big Squiggoth, 180 pts73Gun Trukk, 45pts74Flakk Trukk, 75 pts74Flakk Trakk, 90 pts75Lord of War76'Kustom' Battle Fortess, 355 pts76Kill Krusha Tank, pts 27576Kill Bursta, 350 pts77Kill Blasta, 330 pts78Space marine79General Rules79Space Marines Legacies of Glory79Chapter Tactics80Chapter Relics: Red Scorpions80Headquarters81Badab Wars Character81Commander Carab Culln, 165pt81Bran Redmaw, 210 pts81Shadow Captain Korvydae, 155 pts82Damocles command rhino, 75pts83Dedicated Transport83Lucius pattern dreadnought drop pod, 50pts83Infernum pattern Razorback, 65pts84Elites84Dreadnought-brother Halar, 145pt84Veteran Sergeant Hass, 45pt (plus his squad cost)85Hecaton Aiakos, 225 pts85Land Raider Prometheus, 270pts87Chaplain Dreadnought, 135pts87Siege Dreadnought, 120pts88Mark V mortis pattern Dreadnought, 115pts88Contemptor pattern Dreadnought, 175pts89Contemptor-mortis pattern Dreadnought, 175pts90Blood Angels Contemptor pattern Dreadnought, 175pts91Space Wolves Contemptor pattern Dreadnought, 185pts92Fast Attack93Caestus assault ram, 275pts93Land Speeder Tempest squadron, 90pts each93Javelin attack Speeder, 75pts94Heavy Support94Vigilator-Sergeant Hamath Kraatos, pts 6094Land Raider Helios, 260pts96Land Raider Proteus, 200pts96Land Raider Achilles, 325pts96Deimos Predator, 75pts97Relic Sicarian Battle Tank, 135pts98Whirlwind Hyperios air defence tank, 115pts98Relic Whirlwind Scorpius, 125pts99Spartan assault tank, 295pts99Storm Eagle assault gunship, 225pts100Storm Eagle assault gunship roc pattern, 295pts101Fire Raptor Gunship, 225pts102Deathstorm drop pod, 75pts102Tarantula sentry gun battery, 15pts each103Rapier laser destroyed, 40pts per model104Lord of War104Typhon Heavy Siege Tank, 350pts104Cerberus Heavy Tank Destroyer, 355pts105Tau Empire106Additional Signature System106HQ106Commander ShasO RMyr, 145pts106Commander ShasO Ralai, 190pts107Troop108Drone Sentry Turret Team, 30pts108Fast Attack108XV9 Hazard Close Support Team, 75pts108Tau XV109 Yvahra Battlesuit, 230109Barracuda, Air Superiority Fighter, 130pts109DX-6 Remora Drone Fighter Squadron, 90pts110Piranha TX-42 Squadron, 70pts110Tetra Scout Speeder Team, 35pts111Goaded Great Knarloc, 75pts111Mounted Great Knarloc Herd, 85pts112Kroot Knarloc Rider Herd, 75pts113Heavy Support113XV107 Rvarna Battlesuit, 260pts113Heavy Gun Drone Squadron, 50pts114Hammerhead Gunship, 125pts115Fortification116Sensor Tower Grid, 30pts116Lord of War116Orca Dropship, 300pts116Tyranids117Elites117Malanthrope Brood, 85 pts117Fast Attack118Dimachaeron, 200 pts118Meiotic Spore Brood, 45 pts119Heavy Support120Stone Crusher Carnifex Brood, 150 pts120Adepta Sororitas121Dedicated Transport121Repressor, 75pts121Fast Attack121Aquila Lander, 110pts121Arvus Lighter, 75pts122Heavy Support123Avenger Strike Fighter, 150pts123Imperial Knight124Cerastus Knight Lancer, 400 pts124Cerastus Knight-Castigator, 380 pts124Questoris Knight Magaera, 395 pts124Cerastus Knight- Acheron, 415 pts124Ringraziamenti124

IntroductionThis is the official ITS Forgeworld Compendium.In an ITS tournament, all models and rules from Forgeworld are admitted, and due to the high amount of Rulebooks needed to be conscious about rules for all the models (14 plus some PDFs), could be quite hard arriving at the events knowing the enemy just as much as needed .This file will be an useful adding to the Codex of your army, and is not an alternative to buying Forgeworld books.You will find resumed rules and point cost for all the units allowed as codex addings in an ITS tournament (so Lords of War over 375 points are not in).Complete Army Lists are not in, but in the first section you will find an index with all the references to the original sources.This document will be constantly updated with any new Forgeworld rule.Note: equipment or rules that are already explained on the army books are not explained again in this supplement. If a rules still is not explained on the codex, try to find it out in the source Imperial Armour book. Il still you cannot find it, probably it was obsolete. Simply ignore it.Imperial Armour (so this supplement) rules and cost in point ever overwrite army books ones.Latest Imperial Armour books ever overwrite this supplement. Always remember to check the updates.

Last Update: August 2014.Army list index

Eldar CorsairImperial Armour XI

Space Marine Siege Assault Vanguardhttp://www.forgeworld.co.uk/Downloads/Product/PDF/S/Siege_Assault_Van.pdfTyrants Legionhttp://www.forgeworld.co.uk/Downloads/Product/PDF/t/Tyrants-Legion.pdfOrk Dread Mobhttp://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdfDeath Korps of Krieg Siege Regimenthttp://www.forgeworld.co.uk/Downloads/Product/PDF/d/dkksiegelist.pdfDeath Korps Armoured Battle GroupImperial Armour VIIDeath Korps of Krieg Assault BrigadeImperial Armour XIIArmoured Battle GroupImperial Armour I, 2nd editionElysian Drop TroopsImperial Armour I, 2rd editionDetachment D-99Imperial Armour IV, second editionRenegades and Heretics: Servants of SlaughterImperial Armour VIRenegades and HereticsImperial Armour XIIIRenegades and Heretics: Servants of DecayImperial Armour VIINecron Dark HarvestImperial Armour XII

F.A.Q.

Allies Matrixhttp://www.forgeworld.co.uk/Downloads/Product/PDF/a/allies.pdf

Psykershttp://www.forgeworld.co.uk/Downloads/Product/PDF/p/Psykers.pdf

Veichleshttp://www.forgeworld.co.uk/Downloads/Product/PDF/v/vehicle6thupdates.pdf

Lords of warhttp://www.forgeworld.co.uk/Downloads/Product/PDF/L/lordsofwar.pdf

Imperial Armour II, 2nd Editionhttp://www.forgeworld.co.uk/Downloads/Product/PDF/i/IA2faq.pdf

Imperial Armour I, 2nd Editionhttp://www.forgeworld.co.uk/downloads/product/pdf/i/IA12ndEdFAQ_Errata_v2.pdf

Astra MilitarumGeneral RulesImmobile: cannot be moved after its deployment and ignore effects which force it to move. This only affects the platform/vehicle, the crew, if any, are subject to the normal artillery unit type rules. If the crew Falls Back, remove the platforms and complete the Fall Back move.Artillery Tractor: If a Trojan/Centaur begins its Movement Phase in contact with a friendly Artillery type model that has not moved in this turn and does not have more crew than the current transport capacity of the Centaur/Trojan, it may attempt to tow the Artillery model. The Trojan/Centaur makes an immediate move of up to 12. Once it has finished moving, place the Artillery model anywhere in base contact with the transport and place the crew models as if they had Disembarked. The Artillery unit may neither move nor fire in this turn and the Trojan/Centaur cannot fire or move Flat Out.Heat Seeker: this weapon may re-roll failed To hit rolls against Flyers and Fast Skimmers.Armoured cockpit: ignore Crew Shaken and Crew Stunned on a roll of 4+.Chaff launcher: single use item. Declare to use it afterward an enemy unit has declared to shoot at your vehicle with one or more weapon with the rule Missile. On the player turn in which it is used, the vehicle has a 4+ Invulnerable Save against damage inflicted by Missile weapons.Infra-red Targeting: the vehicle has the Night Vision special rule.Illum Flares: the vehicle may drop a single Flare per turn. It is fired as Bombs, placing a marker where it lands after scattering. Leave the marker in place until the end of the turn. Any unit targeting an enemy unit with at least one model within 12 of the marker gains the Night Vision rule for that shooting phase. Distinctive paint scheme or markings: single use item, must be represented on the model. While the vehicle is on the board, one single friendly unit with the vehicle in line of sight may re-roll a single Morale test.Agile: Jink cover saves increased of 1.Engine Damage: when it suffers an Explodes! result, roll a D6. On a 4+ it is Immobilised as well as suffering any other damage. This ignores the normal immunity of Super-heavy vehicles to such damage.Unstable reactor: add +1 to all rolls on the Catastrophic Damage table.Tank raider: count Open-topped for only embarck-disembark purposeEngine Damage: when a Super-Heavy suffer an Explode! result, roll a D6. On 4+, in addition to any other effects, it is Immobilised, despite being a Super-Heavy Overdrive/Super-charged Engine: a super-heavy vehicle with this rule may move up to an additional 6 when it move Flat OutCrushing weight: add 1 to rolls on Thunderblitz table

Desert raiders regiment (Imperial armour 3, 2nd edition)Any of the following units may be upgraded to be Desert Raiders (20pts per unit):Company command squad, Platoon command squad, infantry squad, heavy weapon squad, special weapon squad, conscripts and veteran squad.A unit with this rule gains Move Trough Cover and may re-roll any To hit roll of 1 in the Shooting phase. None of these units may take Carapace Armour if available.The upgrade must be visible on the models.

Headquarters

Colonel Snake Stranski, 225pts (Imperial armour 1, 2nd edition)NameWSBSSTWIALdSv

Col. Stranski443333395+

Veteran Guardsman34331318 5+

Unit composition: Snake Stranski, 4 veteran Guardsmen, Chimera

Unit Type: Vehicle(Tank) (Chimera)Infantry (Unique) (Command squad)

Special Rules: Amphibius, Mobile Command Vehicle (Chimera, see Codex: Astra Militarum)All Guns Blazing: he may fire both plasma pistols from the turret cupola, not occupying fire points. While using this rule, his weapons count as Twin-linked. (Stranski)

Wargear: Chimera: heavy flamer, Hull-mounted heavy bolter, Extra armour, Searchlight, Smoke launchers. Command squad: All models: flack armour, close combat weapon, frag and krak grenades Stranski: two plasma pistols One veteran has a medi-pack and a lasgun One veteran has a vox-caster and a lasgun Two veterans carry meltaguns

General Myndoras Odon, 115pts (Imperial armour 12)NameWSBSSTWIALdSv

General Odon4433333105+

Veteran Guardsman34331317 5+

Unit composition: General Odon (Unique) and 4 Veterans

Unit Type: Infantry

Special Rules (General Odon only): Voice of Command, Senior OfficerSupreme Commander :Odon can issue up to three orders each turn and has a command radius of 24 Careful Planner: if General Odon is your general, the owning player may re-roll any attempt to Steal the Initiative.

Wargear: Command squad: All models: flack armour, close combat weapon, frag and krak grenades Odon: Refractor Field, Laspistol, Power Fist One veteran has a vox-caster and a lasgun One veteran has a regimental banner and a lusgun One veteran carries a meltagun and another veteran has a lusgun

Option: The squad may include any of the Regimental Advisors The squad may take a Chimera or a Valkyrie as dedicated transport

Troops

Sabre weapon battery, 30pts per model (Imperial armour 1, 2nd edition)You may include a sabre weapon battery instead of a Heavy Weapon Squad in a Platoon (note that you may not include it in a infantry/veteran/command squad instead of the single heavy weapon team)NameWSBSSTWIALdSv

Crew333313175+

Platform---72---3+

Unit composition: 1-3 Sabre Gun Platform, each with a single crewman

Unit Type: Artillery (Immobile)

Special Rules: Scout, Skyfire, Interceptor

Wargear: Twin-linked heavy bolter; Flack armour (crew), Close combat weapon(crew), Lasgun (crew)

Options: Any platform may replace the twin-linked heavy bolter with: Two twin-linked heavy stubbers, +10pts each Twin-linked autocannon, +10pts each Twin-linked lascannon, +20pts each Defence Searchlight, free (It uses all the rules of searchlight, but it may illuminate one enemy unit in line of sight per shooting phase, even if it does not have weapons to shoot at the chosen target ) Each platform may have an additional crewman for +2pts per platform

Dedicated Transport

Chimera (Imperial armour 1, 2nd edition)As per Codex: Astra Militarum with the following addition:Options: Replace multi-laser with: Autocannon, +5pts Twin-linked Heavy bolter, +10pts

Trojan, 35pts (Imperial armour 1, 2nd edition)Dedicated transport choice for a Tech-Priest EnginseerArmour

BSFrontSideRearHP

31010103

Unit composition: 1 Trojan

Unit Type: Vehicle (Tank, Trasport)

Transport Capacity: 6 models

Access Points: Top-hatch

Wargear: Heavy bolter; Searchlight, Smoke Launcher

Special Rules: Artillery Tractor, Amphibius (see Codex: Astra Militarum. If towing anything, it no longer count as having this rule); Support vehicle: while within 6 of a Trojan a single vehicle with the Tank type or a single Artillery model gains the Preferred Enemy (Everything!) special rule.

Options: May replace its heavy bolter with: Heavy flamer, free May take any of the following: Pintle-mounted storm bolter or heavy stubber, +5 pts Hunter-killer missile, +10pts Dozer blade, +5pts Extra armour, +10pts Camo-netting, +15pts

Aquila Lander, 110pts (Imperial aeronautica)For both Command Squad, see Fast Attack section

Elites

Salamander command vehicle, 60pts per model (Imperial armour 1, 2nd edition)Armour

BSFrontSideRearHP

41210103

Unit composition: 1 Salamander

Unit Type: Vehicle (Tank, Fast, Open-topped)

Wargear: Heavy flamer, Heavy bolter, Searchlight, Smoke launchers, Auspex Surveyor (has the Night Vision special rule. In addition instead of firing or moving Flat Out, it may select an enemy unit within 18. A unit selected by one or more Salamander has its cover saves reduced by 1 until the end of the phase)

Special Rules: Scout, Amphibious (see Chimera in Codex: Astra Militarum)

Options: A Salamander Command Vehicle may replace its heavy flamer with: Heavy bolter, free Any Salamander Scout may take any of the following: Pintle-mounted heavy stubber or storm bolter, +5pts Hunter-killer missile, +10pts Dozer Blade, +5pts Extra Armour, +10pts Camo-netting, +15pts

Hades Breaching drill, 100pts (including the veterans) (Imperial armour 1, 2nd edition)Armour

NameBSFrontSideRearHP

Hades-1210102

NameWSBSSTWIALdSvUnit type

Veteran343313175+Infantry

Veteran Sergeant343313285+Infantry (Char.)

Unit composition: 1 Hades and one Imperial Guard Hades assault squad (9 Veterans and 1 sergeant). They operate independently as two completely separated units (although part of the same force selection choice).

Unit Type: Hades Drill: Vehicle (Tank, Heavy)Assault squad: Infantry

Wargear: None (Hades)Flack armour, Shotgun, Close combat weapon, Frag and Krak grenades (Assault squad)

Special Rules: Hades: Subterranean Assault (Hades Drill and the assault squad always Deep Strike, with the following modification. Rather than placing the Hades Drill while deep striking, place a blast (3) template. Roll to scatter as normal and determinate where the template is placed. If it is in clear ground, place the Hades Drill on the top of the template. If the template is in contact with an enemy unit, fortification or building, that unit suffer an immediate Tank Shock or Ram attack. If it is sufficient to displace or destroy the enemy unit so that the Drill can be place without enemy units within 1, the deep strike is successful and the Hades Drill is placed over the template (In these two cases leave the template on the table). If not, the Hades drill suffers a Deep Strike Mishap with a -2 modifier to the roll. If the template is even partially over a friendly model or an impassable terrain, the Drill suffers a normal Deep Strike Mishap. If the Hades is destroyed by a Deep Strike Mishap, the assault squad is also destroyed. ) Melta-cutter Drill (Hades drill Ram attacks are treated as S8 Ap1 and with Melta rule, regardless of other factors. In addiction the Hades has a 4+ Invulnerable save against any damage it may suffer while making a Ram attack. When conducting a Tank Shock attack, any affected units suffer D3 S8 Ap2 hits (from the closest model) in addition to the usual effects ) Assault Squad: Follow-up attack (rather than roll normally for reserves, the assault squad arrives automatically the turn after the Hades and may be placed in relation to the template as if they had disembarked from a vehicle. If they cannot be placed, they count as suffering a Deep Strike Mishap and may only attempt to enter the table in the template area on future turns).

Options: The veteran Sergeant may exchange their shotgun and/or close combat weapon for: Laspistol, free Bolt pistol, +1pt Power sword or axe, +10pts Plasma pistol, +15pts Power fist, +15pts One veteran may have a vox-caster, +5pts Up to two Veterans may replace their shotguns with a: Flamer or grenade launcher, +5pts Meltagun, +10pts Plasma gun, +15pts The entire squad may take: Carapace armour, +30pts Melta boms, +20pts

Atlas recovery tank, 85pts (Imperial armour 1, 2nd edition)Armour

BSFrontSideRearHP

31413103

Unit composition: 1 Atlas

Unit Type: Vehicle (Tank)

Wargear: Heavy bolter, Searchlight, Smoke launchers

Special Rules: Recovery vehicle: if it begins its Movement phase in contact with a friendly Immobilized or Immobile vehicle, it can attempt to tow that vehicle. Immediately move both D6+2 (D3+2 if Heavy or Super-heavy). They must finish the move in contact with each other and if either vehicle moves over a terrain, both must take appropriate test. Both can only fire Snap Shot in that turn. This rule can also be used on Immobile Artillery, the same effects apply except that any crew are considering be moving with the Artillery and, once the move is completed, are placed within 1 of their weapon. The artillery may not fire in that turn.In addition, if the vehicle is within 6 of a Tech-priest Enginseer, The Tech-priest may re-roll all Repair tests and may make an additional Repair test (it may be used on the same vehicle or another in base contact with either the Tech-Priest or recovery vehicle).

Options: May take any of the following: Pintle-mounted heavy stubber or storm bolter, +5pts Hunter-killer missile, +10pts Dozer Blade, +5pts Extra Armour, +10pts Camo-netting, +15pts

Fast Attack

Tallarn mukaali rough rider squad, 65pts (Imperial armour 3, 2nd edition)NameWSBSSTWIALdSvUnit type

Mukaali Rough Rider333422175+Cavalry

Mukaali Rough Rider Sergeant333422285+Cavalry (Char.)

Unit composition: 2 Mukaali Rough riders, 1 sergeant

Special Rule: Mukaali Mounts (all Hammer of Wrath attacks of Mukaali Rough Riders (including sgts ones) are resolved at S5, Ap-. In addition they roll only 2d6 for any Fall Back moves)

Wargear: Flack armour, Hunting lance , Laspistol, Frag and Krak grenades

Options: The unit may include: Up to seven additional Mukaali Rough Riders, +20pts each The Mukaali sergeant may exchange his laspistol for one of the following: Power sword, +10pts Plasma pistol, +10pts The Mukaali sergeant may take: Melta bombs, +5pts Up to two Mukaali Rough Riders: Flamer or Grenade launcher, +5pts each Meltagun, +10pts each Plasma gun, +15pts each

Centaur Carrier Squadron, 40pts per model (Imperial armour 1, 2nd edition)Armour

BSFrontSideRearHP

31110102

Unit composition: 1-3 Centaut Carriers

Unit Type: Vehicle (Transport, Fast, Open-topped)

Transport Capacity: five models

Wargear: Heavy stubber, Searchlight, Smoke launchers

Special Rules: Artillery Tractor

Options: Any Centaur may take any of the following: Hunter-killer missile, +10pts per model Dozer Blade, +5pts per model Extra Armour, +10pts per model The entire squadron may take: Camo-netting, +15pts per model

Salamander recon squadron, 55pts per model (Imperial armour 1, 2nd edition)Armour

BSFrontSideRearHP

31210103

Unit composition: 1-3 Salamander Scout Vehicles

Unit Type: Vehicle (Tank, Fast, Open-topped)

Wargear: Autocannon, Heavy bolter, searchlight, Smoke launchers

Special Rules: Scout, Amphibious (see Chimera in Codex: Astra Militarum)

Options: Any Salamander Scout may take any of the following: Pintle-mounted heavy stubber or storm bolter, +5pts per model Hunter-killer missile, +10pts per model Dozer Blade, +5pts per model Extra Armour, +10pts per model The entire squadron may take: Camo netting, +15pts per model

Scout sentinel squadron (Imperial armour 1, 2nd edition)As per Codex: Astra Militarum with the following addition:Any Sentinel may replace its multi-laser with: Multiple rocket pod, +10pts per model

Armoured sentinel squadron (Imperial armour 1, 2nd edition)As per Codex: Astra Militarum with the following addition:Any Sentinel may replace its multi-laser with: Multiple rocket pod, +10pts per model

Drop Sentinel squadron, 55pts per model (Imperial armour 1, 2nd edition)Armour

WSBSSFrontSideRearIAHP

335101010312

Unit composition: 1-3 Drop Sentinels

Unit Type: Vehicle (Walker, Open-topped)

Wargear: Heavy bolter

Special Rules: Move through cover, Deep Strike

Dedicated Transport: A squadron of 1-2 Drop Sentinels may take a Sky Talon as Dedicated Transport

Options: Any Drop Sentinel may replace its heavy bolter with: Heavy Flamer, free Multi-melta, +15pts per model Any Drop Sentinel may take any of the following: Searchlight, +1 pts per model Hunter-killer missile, +10pts per model The entire squadron may take: Smoke launchers, +5pts per model Camo-netting, +15pts per model

Tauros squadron, 40pts per model (Imperial armour 1, 2nd edition)Armour

nameBSFrontSideRearHP

Tauros31010102

Tauros Venator31110102

Unit composition: 1-3 Tauros

Unit Type: Vehicle (Fast, Open-topped)

Wargear: Heavy flamer (Tauros), Twin-linked multi-laser (Venator), Searchlight

Special Rules: Scout, Galvanic Motor (when a Tauros suffers an Immobilised result, it may ignore it on a D6 roll of 4+), All-terrain Vehicle (it may re-roll Dangerous terrain test while travelling at Combat speed)

Options: Any Tauros may be upgraded to: Tauros Venator, +20pts per model

Any Tauros may replace its heavy flamer with: Tauros grenade launcher, +5pts per model (Krak: 36 S6, Ap4, Heavy2; Frag: 36 S3 Ap6, Heavy 2, Blast) Any Tauros Venator may replace its twin-linked multi-laser with: Twin-linked lascannon, +15pts per model Any Tauros may take any of the following: Extra armour, +10pts per model Hunter-killer missile, +10pts per model The entire squadron may take: Smoke launchers, +5pts per model Camo-netting, +15pts per model

Aquila Lander, 110pts (Imperial armour aeronautica)Armour

BSFrontSideRearHP

31111103

Unit composition: 1 Aquila Lander

Unit Type: Vehicle (Flyer, Hover, Transport)

Access Points: one door at Rear

Transport Capacity: 7 models

Wargear: nose mounted heavy bolter

Special Rules: Supersonic, Deep Strike

Options: May replace its heavy bolter with one of the following: Multi-laser, +10pts Autocannon, +15pts May take any of the following additional equipment: Chaff launcher, +10pts Armoured cockpit, +15pts Illum Flares, +5pts Distinctive paint scheme or markings, +10pts

Vulture Gunship, 105pts (Imperial armour aeronautica)Armour

BSFrontSideRearHP

31212103

Unit composition: 1 Vulture Gunship

Unit Type: Vehicle (Flyer, Hover)

Wargear: One nose-mounted heavy bolter, One twin-linked multilaser, Two Hellstrike missiles(see Codex: Astra Militarium, add Missile), Searchlight, Extra armour

Special Rules: Strafing Run, Vector Dancer

Options: May replace its twin-linked multilaser with one of the following: Twin-linked autocannon, free Twin-linked missile launcher, +10pts Twin-linked lascannon, +15pts Two multiple rocket pod, +20pts May replace its two Hellstrike missiles with: Two Hellfury missiles, +20pts (See Codex Astra Militarum, add Missile rule) Two Multiple rocket pods, +30pts Six Tactical Bombs, +40pts ( S6, Ap4, Bomb1, Barrage, Blast, One Use Only) Six hunter-killer missiles, +40pts (see Rulebook, add Missile) May replace both its multi-laser and Hellstrike missile with: One twin-linked Punisher gatling cannon (24 S5 Ap-, Heavy 20) May take any of the following additional equipment: Chaff launcher, +10pts Armoured cockpit, +20pts Illum Flares, +5pts Infra-red targeting, +5pts Distinctive paint scheme or markings, +10pts

Arvus Lighter, 75pts (Imperial armour aeronautica)Armour

BSFrontSideRearHP

31010103

Unit composition: 1-3 Arvus Lighters

Unit Type: Vehicle (Flyer, Hover, Transport)

Access Points: one Rear door

Transport Capacity: 12 models

Wargear: None

Special Rules: Deep strike, Improvised weapons mounts (may only fire Snap Shot, regardless of the situation)

Options: May mount one of the following: Twin-linked Multilaser, +20pts per model Two Hellstrike missiles, +20pts per model Twin-linked autocannon, +25pts per model Two twin-linked heavy stubbers, +25pts per model May take any of the following additional equipment: Chaff launcher, +10pts per model Armoured cockpit, +15pts per model Illum Flares, +5pts per model Searchlight, +1pt per model

Heavy Support

Leman Russ Conqueror, 150pts (Imperial armour 1, 2nd edition) May be taken as part of a Leman Russ squadronArmour

BSFrontSideRearHP

31413103

Unit composition: 1 Leman Russ Conqueror

Unit Type: Vehicle (Tank)

Wargear: Heavy bolter, searchlight, Smoke Launchers, Conqueror battle cannon (48 S8 Ap3, Heavy 1, Blast) with co-axial storm bolter.

Special Rules: Co-axial weapon: must fire at the same target of the weapon it is attached to and any result that affects the main weapon affects it as well. The player must fire the co-axial weapon before the main weapon, if it scores at least one Hit the main weapon may re-roll To Hit rolls.Note: does not have Lumbering Behemoth rule

Options: As for the others Leman Russ Tanks

Leman Russ Annihilator, 130pts (Imperial armour 1, 2nd edition)May be taken as part of a Leman Russ squadronArmour

BSFrontSideRearHP

31413103

Unit composition: 1 Leman Russ Annihilator

Unit Type: Vehicle (Tank)

Wargear: Turret-mounted twin-linked lascannon, Heavy Bolter, Searchlight, Smoke Launchers

Special Rules: Lumbering Behemoth

Options: As for the others Leman Russ Tanks

Destroyer tank hunter squadron, 160pts per model (Imperial armour 1, 2nd edition)Armour

BSFrontSideRearHP

31413103

Unit composition: 1-3 Destroyer Tank Hunters

Unit Type: Vehicle (Tank)

Wargear: Heavy laser destroyer array (36 S9 Ap2, Ordnance 1, Twin-linked), Smoke Launchers, Searchlight

Options: Any Destroyer may take any of the following: Pintle-mounted heavy stubber or storm bolter, +5pts per model Hunter-killer missile, +10pts per model Dozer Blade, +5pts per model Extra Armour, +10pts per model The entire squadron may take: Camo-netting, +15pts per model

Thunderer Siege Tank Squadron, 140pts per model (Imperial armour 1, 2nd edition)Armour

BSFrontSideRearHP

31413113

Unit composition: 1-3 Thunderers

Unit Type: Vehicle (Tank)

Wargear: Demolisher cannon, Searchlight, Smoke Launchers

Options: Any Thunderer may take any of the following: Pintle-mounted heavy stubber or storm bolter, +5pts per model Hunter-killer missile, +10pts per model Dozer Blade, +5pts per model Extra Armour, +10pts per model The entire squadron may take: Camo netting, +15pts per model

Ordnance Battery (Imperial armour 1, 2nd edition):Basilisk, 125pts per model Griffon Heavy Mortar, 75pts per modelMedusa Siege Gun, 135pts per modelColossus Bombard, 140pts per model

Armour

BSFrontSideRearHP

31210103

Unit composition: 1-3 ordnance tank (in any combination)

Unit Type: Vehicle (Tank, Open-topped)

Wargear: Heavy Bolter, Searchlight, Smoke launchersGriffon heavy mortar (Griffon only): 12-48 S6 Ap4, Ordnance 1, Barrage, Large BlastMedusa siege cannon (Medusa only): 36 S10 Ap2, Ordnance 1, Large BlastColossus siege mortar (Colossus only): 24-240 S6 Ap3, Ordnance 1, Barrage, Large Blast, Ignore Cover, cannot fire directly but only with a minimum range of 24.

Special Rules: Accurate Bombardment (Griffon only): when firing its heavy mortar, the controlling player can choose to re-roll the Scatter dice

Options: Any model may replace its heavy bolter with: Heavy flamer, free Any model may take any of the following: Enclose crew compartment, +15pts Pintle-mounted storm bolter or heavy stubber, +5 pts Hunter-killer missile, +10pts Dozer blade, +5pts Extra armour, +10pts The entire squadron may take: Camo-netting, +15pts per model Any Medusa may take: Bastion-breacher shells, +5pts (48 S10 Ap1, Heavy 1, Blast, Armourbane)

Manticore Battery, 145pts per model (Imperial armour 1, 2nd edition)Armour

BSFrontSideRearHP

31210103

Unit composition: 1-3 Manticores

Unit Type: Vehicle (Tank)

Wargear: Heavy bolter, Searchlight, Smoke Launcher,Four Manticore missiles (36-300 S9 Ap2, Ordnance 1, Massive Blast (7))

Special Rules: Limited Ammunition ;

Options: Any Manticore may replace all its Manticore missiles with four: Storm eagle rockets, +25pts per model Sky eagle rockets, free (120 S9 Ap2, Ordnance 1, Skyfire, Missile, Heat Seeker) Any model may replace its heavy bolter with: Heavy flamer, free Any model may take any of the following: Pintle-mounted storm bolter or heavy stubber, +5 pts each Hunter-killer missile, +10pts each Dozer blade, +5pts each Extra armour, +10pts each The entire squadron may take: Camo netting, +15pts per model

Hydra platform battery, 50pts per model (Imperial armour 1, 2nd edition)Armour

BSFrontSideRearHP

31010102

Unit composition: 1-3 Hydra Platforms

Unit Type: Vehicle (Immobile)

Wargear: Two turret-mounted twin-linked Hydra autocannon

Options: The entire squadron may take Camo-netting, +15pts per model

Manticore platform battery, 100pts per model (Imperial armour 1, 2nd edition)Armour

BSFrontSideRearHP

31010102

Unit composition: 1-3 Manticore Platforms

Unit Type: Vehicle (Immobile)

Wargear: Four Manticore missiles (see Manticore Battery entry)

Special rules: Limited Ammunition

Options: Any Manticore Platform may replace all of its Manticore rockets with: Four sky eagle rockets, free (see Manticore Battery entry) The entire squadron may take Camo-netting, +15pts per model

Earthshaker platform battery, 75pts per model (Imperial armour 1, 2nd edition)Armour

BSFrontSideRearHP

31010102

Unit composition: 1-3 Earthshaker Platforms

Unit Type: Vehicle (Immobile)

Wargear: Earthshaker cannon

Options: The entire squadron may take Camo-netting, +15pts per model

Heavy artillery carriage battery, 75pts per model (Imperial armour 1, 2nd edition)NameWSBSSTWIALdSv

Imperial Guard Crew333313175+

Artillery Carriage---74---3+

Unit composition: 1-3 Heavy carriage, each with four Imperial Guard Crewmen

Unit Type: Artillery (Immobile)

Wargear: Earthshaker cannon ; Flack armour (crew), Close combat weapon(crew), Lasgun (crew), Frag granades (crew)

Options: All Artillery pieces may upgrade their Earthshaker cannon to a: Medusa Siege gun (see Ordance Battery entry), +25pts each A battery of heavy Artillery composed of Medusa siege Guns may be upgraded to use: Bastion Breacher shells (see Ordance Battery entry), +5pts each The entire battery may take: Camo-netting, +15pts per model A heavy artillery pieve may include up to three: Trojan Support Vehicles, +35pts each (if chosen, the battery must include a number of Trojans equal to the number of Heavy Artillery pieces. The unit will contain both the artillery and the vehicles. When firing at this unit, the targeting player must choose to resolve any hit against either the Heavy Artillery pieces or Trojan before rolling To hit. Resolve hits as they formed two separated unit, an Artillery one and a vehicle squadron. The coherency was of 2 for the Artillery, 4 for the Vehicles.) Any Heavy Artillery piece may have up to four additional crewman for +6pts each

Field Artillery battery, 50pts per model (Imperial armour 1, 2nd edition)NameWSBSSTWIALdSv

Crew333313175+

Heavy Quad Launcher/ Heavy Mortar---72---3+

Unit composition: 1-3 Heavy Quad Launcher, each with three Imperial Guard Crewmen

Unit Type: Artillery (Immobile)

Wargear: Heavy Quad Launcher (12-60 S5 Ap5, Heavy 4, Barrage, Blast, Shell Shock (-1 to the targets leadership value when taking Pinning test against this attack)) ; Flack armour (crew), Close combat weapon(crew), Lasgun (crew), Frag granades (crew)

Options: Any Artillery piece may have up to two additional crewman for +6pts each Any Quad Cannon Launcher may be exchange for: Heavy Mortar (12-48 S6 Ap4, Ordnance 1, barrage, Large blast), free The entire battery may take: Camo-netting, +15pts per model A Heavy Artillery piece may include up to three: Trojan Support Vehicles, +35pts each Centaur artillery tractors, +45pts eachIf chosen, the battery must include a number of Trojans/Centaurs equal to the number of Heavy Artillery pieces. They form a separate unit.

Sentry gun Battery, 15pts each (Imperial armour 1, 2nd edition)WSBSSTWIALdSvUnit type

-3-62---3+Artillery

Unit composition: 1-3 Sentry Guns

Wargear: Twin-linked heavy bolters

Special Rules: Automated Artillery: It doesnt require crew to function and it is not removed for lack of crew, each gun must be destroyed normally before it is removed. It cannot move, charge, pile in or be locked in combat. If it loses an assault there are no sweeping advances, pile-in or consolidation. It remains in place and can fire normally in the following turn. If it wins, the enemy must take a Morale test as normal, but the artillery piece cannot consolidate or make a Sweeping Advance. Independent character may not join it. Firing Modes: before the start of the game the owning player must decide which fire-mode use. The artillery remains in that mode for the rest of the game: Point defence mode: It may shoot at targets up to 36 away which are in a fixed 90 Front arc Sentry mode: it may shoot at targets within 18. It can fire all aroundA heavy bolter-equipped Sentry Gun will fire at the nearest enemy non-vehicle unit according to its firing mode. A lascannon-equipped one will fire at the nearest enemy vehicle or Monstrous Creature according to its firing mode.I there isnt preferred targets in line of sight, it will simply attack the nearest enemy target in range.

Options: Any Sentry Gun may exchange its twin-linked heavy bolter for: Twin-linked lascannon, +10pts per model The entire squadron may take: Camo-netting, +10pts per model

Rapier laser destroyed, 40pts per model (Imperial armour 1, 2nd edition)NameWSBSSTWIALdSv

Imperial Guard Crew333313175+

Rapier---72---3+

Unit composition: 1-3 Rapiers, each with a single Crewman

Unit Type: Artillery

Special Rule: Extremely Bulky (Rapier and Crew combined)Explosive Demise: when the Rapier loses its last wound roll a D6. If the result is 2-6, remove the Rapier as a casualty as normal. If the result is 1, centre a Large Blast on the Rapier. All model, friendly and enemy, under the template take a single S3 Ap- hit. Once the hits are resolved, remove the Rapier as casualty.

Wargear: Laser destroyer array (36 S9 Ap2, Ordnance 1, Twin-linked) ; Flack armour (crew), Close combat weapon(crew), Lasgun (crew), Frag grenades (crew)

Options: Any Rapier may have one additional crewman for +6pts per Rapier

Cyclops Demolition squad, 30pts per Cyclops team (Imperial armour 1, 2nd edition)NameWSBSSTWIALdSv

Imperial Guard Crew333313175+

Cyclops---62---4+

Unit composition: 1-3 Cyclops teams, each comprised of 1 Cyclops and 1 guardsman operator

Unit Type: Infantry (Crew)Infantry special *(Cyclops) *Remote control: Cyclops units are deployed together but as soon the game begins the different Cyclops Vehicles may be detached from the unit and act separately. If the distance between the Cyclops and its operator become greater than 48 the Cyclops can do nothing until the operator is back in range. If the operator is removed, the Cyclops can do nothing but is left in play. If all operators are killed, the unit counts as being destroyed at the end of the game. The Cyclops carry no ranged weapons and cannot fight in assault, can be targeted and be hit in assault normally. However, they may charge. Units containing Cyclops can never make sweeping advances.

Special Rule: Extremely bulky (Cyclops), Fearless (Cyclops)Accidental Detonation: if a Cyclops is destroyed roll a D6. On a result of 6 it detonates with the Cyclops demolition charge profile.

Wargear: Cyclops Demolition Charge (the Cyclops can detonate in any of the owning players Assault phases (regardless being or not in combat ) or any of their opponents assault phases in which the Cyclops is in combat. The detonation occurs on Initiative step 10 of the fight sub-phase. When it detonates, centre the large blast template on its model and resolve the attack. Then remove the Cyclops. S9 Ap3, ordnance 1, Large blast ).Flack armour, Lasgun, Close combat weapon (Guardmen).

Sentinel Powerlifter squadron, 30pts per model (Imperial armour 1, 2nd edition)Armour

WSBSSFrontSideRearIAHP

335(7)101010322

Unit composition: 1-3 Sentinels Powerlifters

Unit Type: Vehicle (Walker, Open-topped)

Special Rules: Powerlifter: the Sentinel can use its lifting claws in combat using the following profile:melee, S +2, Ap4.

Options: Any Drop Sentinel may take any of the following: Searchlight, +1 pts per model The entire squadron may take: Smoke launchers, +5pts per model Camo-netting, +15pts per model

Thunderbolt Fighter, 180pts (Imperial armour aeronautica)Armour

BSFrontSideRearHP

31111103

Unit composition: 1 Thunderbolt Fighter

Unit Type: Vehicle (Flyer)

Wargear: Two twin-linked autocannon, two twin-linked lascannon, Armoured cockpit

Special Rules: Supersonic, Deep Strike

Options: The Thunderer may carry one of the following: Four Hellstrike missiles, +40pts (see Codex: Astra Militarium, add Missile rule) Six Tactical Bombs, +40pts ( S6, Ap4, Bomb1, Barrage, Blast, One Use Only) Four Skystrike missiles, +50pts (60 S7 Ap3, Heavy 1, Missile, Air to Air, Heathseeker, One use only) May take any of the following additional equipment: Chaff launcher, +10pts Infra-red Targetting, +5pts Illum Flares, +5pts Distinctive paint scheme or markings, +10pts

Lightning, 145pts (Imperial armour aeronautica)Armour

BSFrontSideRearHP

31010102

Unit composition: 1 Lightning

Unit Type: Vehicle (Flyer)

Wargear: one long-barrelled autocannon (72 S7 Ap4, Heavy 2), one twin-linked lascannon, Armoured cockpit .

Special Rules: Agile, Supersonic, Deep Strike

Options: The Lightning may replace its long barreled autocannon with one of the following: Two Hellstrike missiles, free (see Codex: Astra Militarium, add Missile rule) Two Tactical Bombs and Strafing Run special rule, free ( S6, Ap4, Bomb1, Barrage, Blast, One Use Only) The Lightning may also be armed with one of the following: Four Hellstrike missiles, +40pts (see Codex: Astra Militarium, add Missile rule) Six Tactical Bombs, +40pts (see above) Four Hellfury missiles, +40pts (See Codex Astra Militarum, add Missile rule) Four Skystrike missiles, +50pts (60 S7 Ap3, Heavy 1, Missile, Air to Air, Heathseeker, One use only) May take any of the following additional equipment: Chaff launcher, +10pts Infra-red Targetting, +5pts Illum Flares, +5pts Distinctive paint scheme or markings, +10pts

Valkyrie Sky talon transport, 70pts (Imperial armour aeronautica)Does not occupy force organization slotArmour

BSFrontSideRearHP

31212103

Unit composition: 1 Valkyrie Sky Talon

Unit Type: Vehicle (Flyer, Hover)

Wargear: Nose-mounted heavy bolter, Two Hellstrike missiles (see Codex: Astra Militarium, add Missile rule), Searchlight, Extra armour

Special Rules: Deep Strike, Vector DancerSky Lift: may carry one Tauros or Tauros Venator, or two Drop Sentinels. If you have sufficient Sky Talons, they may carry a squadron too, but they must remain in coherency whilst transporting it.

Options: May replace its two Hellstrike missiles with: Two multiple rocket pods, +30pts

Avenger Strike Fighter, 150pts (Imperial armour aeronautica)Armour

BSFrontSideRearHP

31210102

Unit composition: 1 Avenger Strike Fighter

Unit Type: Vehicle (Flyer)

Wargear: One hull-mounted Avenger bolt cannon (36 S6 Ap3, Heavy 7), two wing-mounted lascannon, Armoured cockpit , Defensive heavy stubber (may fire at a different target)

Special Rules: Supersonic, Deep Strike, Strafing Run

Options: May be fitted with two extra wing-mounted hardpoints that can carry one of the following option: Two Hellfury missiles, +20pts (See Codex Astra Militarum, add Missile rule) Two Hellstrike missiles, +20pts (see Codex: Astra Militarium, add Missile rule) Two autocannon, +30pts Two multi-laser, +30pts Six Tactical Bombs, +40pts ( S6, Ap4, Bomb1, Barrage, Blast, One Use Only) Two missile launchers, +40pts May take any of the following additional equipment: Chaff launcher, +10pts Infra-red Targetting, +5pts Illum Flares, +5pts Distinctive paint scheme or markings, +10pts

Lord of War

Crassus Armoured Assault Transport, 250pt (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31413126

Unit composition: 1 Crassus

Unit Type: Super-heavy vehicle

Transport Capacity: 35 models

Access Points: One Rear hatch. Up to two units may embark or disembark per turn.

Wargear: Two Front sponsons with heavy bolters; Two Side sponsons with heavy bolters; Searchlight; Smoke launchers

Special Rules: Overdrive

Options: May replace any or all of its heavy bolters with: Heavy flamer, free Autocannon, +5pts per weapon Lascannon, +10pts per weapon May replace its Side sponsons with: Extra Armour, increasing its Side armour to 14, free May have one of the following upgrades from Codex: Astra Militarum: Hunter-killer missile, +10pts Pintle-mounted storm bolter or heavy stubber, +5pts

Praetor armoured Assault Launcher, 300pt (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31413126

Unit composition: 1 Preator

Unit Type: Super-Heavy Vehicle

Wargear: Two Front sponsons with heavy bolters; One Preator Launcher (before the game begins, the controlling player must select one of these three munitions types. It may only use the chosen type during the game: -Foehammer 12-120 S8 Ap3, Ordnance 2, Barrage, Large Blast, Twin-linked-Firestorm 12-120 S6 Ap4, Ordnance 2, Barrage, Massive Blast (7), Twin-linked, Ignores Cover-Pilum 72 S9 Ap3, Heavy2, Twin-linked, Skyfire, Interceptor)

Options: May replace one or both its heavy bolters with: Heavy flamer, free Autocannon, +5pts per weapon Lascannon, +10pts per weapon May have one of the following upgrades from the Codex: Astra Militarum Hunter-killer missile, +10pts Pintle-mounted heavy stubber or storm bolter, +5pts

Minotaur artillery tank, 275pts (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31312146

Unit composition: 1 Minotaur

Unit Type: Super-heavy vehicle (Open-Topped)

Wargear: Two Side sponsons with heavy bolters, Searchlight, Smoke launchers, Double Earthshaker cannon (24-240 S9 Ap3, Primary Weapon 1, Massive Blast (7), Twin-linked)

Special Rules: -Indirect fire (the cannon may only engage targets using the Barrage universal rule with a minimum range of 24).- Engine Damage - Thunderblitzing and assaulting: models in close combat strike the Minotaur weakest Armour value (Side value of 12). All Death or Glory, Ram impacts or Thunderblitzs that target the Minotaur are resolved on its Rear Armour value.

Options: May have the following upgrades from Codex: Astra Militarum: Hunter-killer missile, +10 pts Enclosed crew compartment, +15pts Pintle-mounted storm bolter or heavy stubber, +5pts

Macharius Heavy Tank, 325pts (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31413126

Unit composition: 1 Macharius

Unit Type: Super-heavy vehicle

Wargear: One hull-mounted twin-linked heavy stubber, two sponsos with a heavy stubber each; Turret-mounted macharius battle cannon (72 S8 Ap3, Ordnance1, Massive blast (7))

Options: May take a: Hunter-killer missile, +10pts May be given one of the following vehicle upgrades: Pintle-mounted storm bolter, +5pts Pintle-mounted heavy stubber, +5pts May exchange its sponsons weapons for: Heavy bolters, +10pts Heavy flamers, +10pts

Macharius Vanquisher, 375pts (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31413126

Unit composition: 1 Macharius Vanquisher

Unit Type: Super-heavy vehicle

Wargear: One hull-mounted twin-linked heavy stubber, two sponsos with a heavy stubber each; Turret-mounted twin-linked Macharius Vanquisher battle cannon (You must declare which ammunition you are using before firing. All shots (also due to abilities allowing to fire multiple shots) will use the same shell type. Blast shells 72 S8 Ap3, Ordnance1, Massive Blast (7)Ap shells 72 S8 Ap2, Heavy1, Twin-linked, Armourbane)

Options: May take a: Hunter-killer missile, +10pts May be given one of the following vehicle upgrades: Pintle-mounted storm bolter, +5pts Pintle-mounted heavy stubber, +5pts May exchange its sponsons weapons for: Heavy bolters, +10pts Heavy flamers, +10pts

Macharius Omega, 335pts (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31413126

Unit composition: 1 Macharius Omega

Unit Type: Super-heavy vehicle (Open-topped)

Wargear: Omega pattern plasma blastgun -Pulse bolts 60 S7 Ap2, Primary Weapon 3, Large Blast (5)-Maximal 72 S9 Ap2, Primary Weapon 1, Massive Blast (7), Meltdown** Meltdown: As Gets Hot, but with d3 glacing hits instead of one

Options: May take a: Hunter-killer missile, +10pts May be given one of the following vehicle upgrades: Pintle-mounted storm bolter, +5pts Pintle-mounted heavy stubber, +5pts May take Side sponsons with either: Heavy bolters or Heavy flamers, +10pts Autocannon, +20pts

Malcador Heavy Tank, 235pts (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31312116

Unit composition: 1 Malcador

Unit Type: Super-Heavy vehicle

Wargear: Turret-mounted battle cannon (see Codex. Astra Militarum); Hull-mounted heavy bolter, Two sponsons each with one heavy stubber; Searchlight

Special Rules: Engine Damage

Options: May take the following vehicle update: Hunter-killer missile, +10pts Pintle-mounted storm bolter or heavy stubber, +5pts May exchange its hull-mounted heavy bolter for one of the following: Autocannon, +5pts Lascannon, +15pts May exchange its sponsons weapons for: Heavy bolter, +10pts Autocannon, +20pts Lascannon, +30pts

Malcador Defender, 285pts (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31312116

Unit composition: 1 Malcador Defender

Unit Type: Super-heavy vehicle

Wargear: Five upper hull-mounted heavy bolters; Hull-mounted demolisher siege cannon , Two sponsons each with one heavy bolter, Searchlight

Special Rules: Engine Damage

Options: May take the following vehicle update: Hunter-killer missile, +10pts Pintle-mounted storm bolter or heavy stubber, +5pts May exchange its sponsons weapons for: Heavy stubber, free Autocannon, +20pts Lascannon, +30pts

Malcador Annihilator, 275pts (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31312116

Unit composition: 1 Malcador Annihilator

Unit Type: Super-heavy vehicle

Wargear: Turret-mounted twin-linked lascannon; hull-mounted demolisher siege cannon ; two sponsons with one heavy stubber, Searchlight

Special Rules: Engine Damage

Options: May take the following vehicle update: Hunter-killer missile, +10pts Pintle-mounted storm bolter or heavy stubber, +5pts May exchange its hull weapon for one of the following: Autocannon, +5pts Lascannon, +15pts May exchange its sponsons weapons for: Heavy bolter, +10pts Autocannon, +20pts Lascannon, +30pts

Malcador Infernus, 275pts (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31312116

Unit composition: 1 Malcador Infernus

Unit Type: Super-heavy vehicle

Wargear: Two sponsons each with one heavy stubber; Searchlight, Smoke launchers; Hull-mounted inferno gun (Hellstorm Template S7 Ap3, Heavy 1, Torrent (18 instead of 12))

Special Rules: Engine Damage; Unstable reactor

Options: May Exchange both its sponsons heavy stubber for: Heavy bolters, +10pts Heavy flamers, +5pts Autocannon, +20pts Lascannon, +30pts Can replace its Inferno Gun with Chem Inferno Gun, +10pts(Hellstorm template S1 Ap2, Heavy 1, Poisoned (2+), Torrent (18 instead of 12)) May take any of the following: Pintle-mounted heavy stubber, +10pts Hunter-killer missile, +10pts

Valdor Tank Hunter, 320pts (Imperial armour apocalypse)Armour

BSFrontSideRearHP

31312116

Unit composition: 1 Valdor

Unit Type: Super-heavy vehicles

Wargear: One sponson-mounted heavy stubber, Searchlight, Smoke launchers, One hull-mounted neutron laser projector (72 S10 Ap1, Primary Weapon 1, Feedback*, Concussive, Shock Pulse**)*If the Penetration or To Wound roll is failed (successful armour saves do not count), roll a D6. If the result is a 1, the firing model loses one hull point**Any vehicle (including super-heavy) that suffer a Penetrating hit from this weapon may only fire Snap Shot in the following game turn.

Special Rules: Engine Damage; Unstable reactor

Options: May have the following from Codex: Astra Militarum: Hunter-killer missile, +10pts Pintle-mounted storm bolter, +5pts Pintle-mounted heavy stubber, +5pts May upgrade the sponsons-mounted heavy stubber to one of the following: Heavy bolter or Heavy flamer, +5pts Autocannon, +10 Lascannon, +15

Dominus Armoured Siege Bombard, 280pts (Imperial armour 1, 2nd edition)(No official model, Crassuss hull and 3-barrelled long cannon)

Armour

BSFrontSideRearHP

31413126

Unit composition: 1 Dominus

Unit Type: Super-heavy vehicle (Tank)

Wargear: Two Front sponsons with heavy bolters; One triple-barrelled bombard(if it has moved 12-36 S10 Ap3, Primary Weapon 1, Barrage, Large blastIf stationary 12-60 S10 Ap3, Primary Weapon 3, Barrage, Large blast )

Options: May replace one or both its heavy bolters with: Heavy flamer, free Autocannon, +5pts per weapon Lascannon, +10pts per weapon May have one of the following upgrades from the Codex: Astra Militarum Hunter-killer missile, +10pts Pintle-mounted heavy stubber or storm bolter, +5pts

Chaos DaemonsHeadquarterMamon, Daemon prince of Nurgle, 220 pts (Imperial Armour: Apocalypse)WSBSSTWIALdSvUnit type

756754495+MC (Ch)

Unit composition: unique.

Wargear: Contagion Spray (Template S 1 AP 3 Heavy 1, Poisoned 2+).

Special rules:Deep Strike, Daemon of Nurgle, Daemonic Instability, Poisoned 2+, Feel no Pain 5+.

Uraka The Warfiend, Daemon Prince of Khorne, 200 pts (Imperial Armour: Apocalypse)WSBSSTWIALdSvUnit type

757546593+MC (Ch)

Unit composition: unique.

Wargear: The Executioners Axe (- S User AP 2 Melee, Two-Handed, Fleshbane, Decapitating Blow*).*any To Wound rolls of 6 made with this weapon have the Instant Death special rule

Special rules:Deep Strike, Daemon of Khorne, Daemonic Instability.

Daemonic Gifts:Collar of Khorne, Warp-forged Armour.

Daemonic Rewards:Unholy Frenzy.

Elites

Chaos Decimator Daemon engine, 205 pts (Imperial Armour XIII)Armour

WSBSSFrontSideRearIAHP

338131211343

Unit composition: 1 Decimator Daemon Engine

Unit Type: Vehicle (Walker)

Wargear: Two Decimator siege claws with in-built heavy flamers (melee, S user, Ap 2, Shred, Smash*)*When an occupied building or transport takes a Penetrating hit from a Decimator Smash attack, any units inside suffer D6 heavy flamer hits for every flamer the Decimator has, in addition to any other damage. The Decimator can only benefit from the Smash special rule as long as it has at least one siege claw

Special Rules: Daemon, Deep Strike, Daemon Resilience.Unholy Vigour: Weapon destroyed and Immobilised results can be ignored on a D6 roll of 4+. In addition, if it is Wrecked (but does not suffer an Explode!) place it on its back or Side, or leave a marcher to represent its position. At the start of the controlling players subsequent turns, roll a D6. On a 6 result the Decimator returns in play (place it as close to its original position as possible, but 1 away from any enemy models) as it is arrived via Deep Strike, with every weapons and mobility restored and with D3 Hull points. On a 1 result remove the marker, the Decimator is permanently Wrecked. On a 2-5 result it remains Wrecked, but on his next turn the controlling player may attempt to roll again).

Options: May replace either of its Decimator siege claws and in-built heavy flamers with one of the following weapons. For each claw that is replaced, its Attack value is reduced by 1: Butcher cannon, +20pts (36 S8 Ap4, Heavy 4) Storm laser, +15pts (36 S6 Ap3, Heavy D3+2) Soulburner petard, +10pts (24 S5 Ap5, Ordnance 1, Large Blast, Rending) Or it may replace a Single Decimator siege claw and the heavy flamer (-1 attacks) with: Heavy Conversion Beamer*, +35pts(Up to 18 S6 Ap-, Heavy 1, Large Blast, firing calibration**18-42 S8 Ap4, Heavy 1, Large Blast, firing calibration**42-72 S10 Ap1, Heavy 1, Large Blast, firing calibration**)*Measure to the center of the Blast after scattering to determine the profile.**May not be fired if the model has moved in the same turn (regardless of the Relentless rule or if carried by a vehicle, ecc) May also take any of the following: Searchlight, +1pt Smoke launchers, +3pts As long as an Independent Character in the army has the same Daemonic Alignment, it may be dedicated to*: Khorne (rampage), +15pts Nurgle (It will not die), +25pts Slaanesh (assault and defensive grenades), +15pts Tzeentch (heavy flamers have soul blaze, rerolls 1s on to hit rolls), +25pts *the Decimator counts as a Daemon of the appropriate alignment

Fast AttackBlight Drone of Nurgle, 150 pts each (Imperial Armour: Apocalypse)BSFrontSideRearHPUnit type

21211102Flyer, Hover

Unit composition: 1-3

Wargear: Mawcannon (Vomit and Phlegm), Reaper Autocannon.(Vomit: Template S6 Ap4, Assault 1Phlegm: 36 S8 Ap3, Assault 1, Large Blast)

Special rules:Deep Strike, Daemon of Nurgle, Daemonic Resilience.Explosion of pus: when the last HP is lost, suffer Explodes! instead of becoming Wrecked.

Heavy SupportBlood Slaugherers of Khorne, 130 pts each (Imperial Armour: Apocalypse)WSBSSFrontSideRearIAHPUnit type

516131210433Walker

Unit composition: 1-3

Wargear:Dreadnought Close Combat Weapon.

Special rules: Deep Strike, Daemon of Khorne, Daemonic Resilience, Fleet, RampageBlind Fury: must always move, run (if chooses to) and consolidate toward the closest visible enemy at top speed. Fury of Khorne: gains D3 A in charge instead the normal 1.

Options:-Impaler (-1 Attacks value), 5 pts. (12 S8 AP3 Ass 1, Impaler)Impaler: Hits on a 4+. If strikes a penetrating hit on a vehicle or an unsaved wound on a Monstrous Creature drags it towards himself by 2D6. If the enemy contacts this model, this model count as charging. Cannot pull through impassible terrains, vehicles, Monstrous creatures, it stops 1 away from them. Ignore other models (and if needs, reposition the models to allow enough room. Units lock in combat must stay locked). Building, Super-Heavy and Gargantuan Creatures cannot be dragged.

Plague Hulk of Nurgle, 150 pts (Imperial Armour: Apocalypse)

WSBSSFrontSideRearIAHPUnit type

326131311244Walker

Wargear: Iron Claw, Rancid Vomit (Template S 5 AP 3 Ass 1, Poisoned 3+), Rot Cannon (36 S 6 AP 3 Ord 1, 5 Blast, Rending).

Special rules:Deep Strike, Daemon of Nurgle, Daemonic Resilience.

Options:-Exchange Iron Claw with Warpsword, 25 pts.

Spined Chaos Beast, 140 pts (Imperial Armour: Apocalypse)WSBSSTWIALdSvUnit type

51764435-MC

Special rules: Daemonic Instability, Deep Strike, Fearless, It Will Not Die.

Options:Must be given one of the following:-Daemon of Khorne, free-Daemon of Nurgle, 15 pts-Daemon of Slaanesh, 15 pts-Daemon of Tzeentch, 5 pts

Chaos Space Marine

Headquarters

Necrosius the Undying, 160pts (Imperial Armour: Apocalypse)WSBSSTWIALdSvUnit Type

5545353103+Infantry (Ch)

Unit Composition: 1 (Unique)

Wargear: Power armour, Force Sword, Bolt pistol with plague bolts (12 S4 Ap5, Pistol, Poisoned(4+)), Krak, frag and blight grenades

Special Rules: Independent Character, Champion of Chaos, Veterans of the Long War, Fearless, Feel No Pain, Mark of Nurgle (Toughness bonus already included), Plague Zombies (p61 Codex: Chaos Space Marines), Psyker (Mastery level 2), Master of the Dead (Plague Zombies units gain the Furious Charge special rule)

Warlord trait: enemy units within 12 must use their lowest Leadership value instead of the highest

Psychic Powers: Has Nurgles Rot and Gift of Contagion (Codex: Space Marines), and also know: Wasting Disease (Warp Charge 1): Focussed witchfire power, automatically hits the target. Damage is resolved with this profile 24 S3 Ap2, Assault 1, Fleshbane

Zhufor the Impaler, Lord of the Skulltakers, 175pts (Imperial Armour: Apocalypse)WSBSSTWIALdSvUnit Type

7554354102+Infantry (Ch)

Unit Composition: 1 (Unique)

Wargear: Terminator armour Skulltaker chainaxe* (gains +2 attacks. Melee S4 Ap4, Two-handed)Claw of Demnos*: -Melee S x2 Ap2, Specialist weapon, unwieldy. - 24 S4 Ap5, Assault 3.*you must chose which weapon to use in close combat, you cannot mix and match the abilities

Special Rules: Independent Character, Champion of Chaos, Fearless, Eternal Warrior, Mark of Khorne, Furious Charge, Adamantium Will

Warlord trait: an army that include Zhufor gains 1 Victory point for each enemy character slain by him in a challenge

Skulltaker Bodyguard: may be accompanied by a squad of Chaos Terminator. It is chose as normal, but must take the Mark of Khorne. Both Chaos Terminator and Zhufor count as a single Hq choice, and Zhufor must be deployed as part of the squad, though he may leave it after the game has begun

Arkos The Faithless, Scion of Alpharius, 130pts (Imperial Armour: Apocalypse)WSBSSTWIALdSvUnit Type

6545354103+Infantry (Ch)

Unit Composition: 1 (Unique)

Wargear: Power armour, Combi-melta, Dark Blade (melee S +2 Ap3, Rending), Krak and frag grenades, Aura of Dark Glory (Chaos Reward)

Special Rules: Independent Character, Champion of Chaos, Veterans of the Long War, Counter-AttackSon of Alpharius: any squad joined by Arkos gain Counter-Attack special rule. If he leave the unit or is removed as casualty he no longer provides them this benefit.

Warlord Trait: the player may re-roll the dice when determining which player selects their deployment zone and attempting to Seize the Initiative

Elites

Chaos Contemptor Dreadnought, 195pts (Imperial Armour: Apocalypse)Armour

WSBSSFrontSideRearIAHP

547131210433

Unit composition: 1 Chaos Contemptor Dreadnought

Unit Type: Vehicle (Walker)

Wargear: twin-linked heavy bolters, Dreadnought close combat weapon with built-in combi-bolter, Searchlight, Smoke launchers

Special Rules: Fleet, Adamantium WillHellfire Reactor: 4+ invulnerable save against Glacing hits, 6+ against Penetrating hits. In close combat any model with the Psyker special rule receives an automatic S2 Ap2 hit at initiative step 10 if it is in combat with the Contemptor. Add +d3 to the explosion radius and treat it as it had the Soul Blaze rule when the Contemptor suffer an Explode! result.

Options: May replace its twin-linked heavy bolter with one of the following: Multi-melta, free Twin-linked autocannon, +5pts Plasma cannon, +10pts Butcher cannon, +25pts (36 S8 Ap4, Heavy 4) Twin-linked lascannon, +25pts Dreadnought close combat weapon with built-in combi-bolter (+1A), free Heavy conversion beamer*, +35pts(Up to 18 S6 Ap-, Heavy 1, Large Blast, firing calibration**18-42 S8 Ap4, Heavy 1, Large Blast, firing calibration**42-72 S10 Ap1, Heavy 1, Large Blast, firing calibration**)*Measure to the center of the Blast after scattering to determine the profile.**May not be fired if the model has moved in the same turn (regardless of the Relentless rule or if carried by a vehicle, ecc) May replace its Dreadnought close combat weapon and combi-bolter with one: Chainfist with in-built combi-bolter, +10pts Multi-melta, free Twin-linked autocannon, +10pts Plasma cannon, +10pts Butcher cannon, +25pts Twin-linked lascannon, +25pts May replace any combi- bolter with one of the following: Heavy flamer, +10pts each Plasma Blaster, +20pts each (18 S7 Ap2, Assault 2, Gets Hot) Meltagun, +15pts each Soulbourner, +25pts each (24 S4 Ap4, Assault 1, Blast, Rending) May be equipped with: Extra armour, +10pts May have a Carapace-Mounted Havoc Launcher, +15pts May be dedicated to one of the Chaos Gods: Dedication of Khorne, +20pts (gain Rampage and Rage) Dedication of Nurgle, +20pts (gains It Will Not Die) Dedication of Tzeentch, +20pts (may re-roll all rolls of 1 when taking invulnerable saves. Its heavy flamers gain the Soul Blaze rule) Dedication of Slaanesh, +15pts (has both assault and defensive grenades)

Chaos Decimator Daemon engine, 205pts (Imperial Armour: Apocalypse)Armour

WSBSSFrontSideRearIAHP

338131211343

Unit composition: 1 Decimator Daemon Engine

Unit Type: Vehicle (Walker)

Wargear: Two Decimator siege claws with in-built heavy flamers (melee, S user, Ap 2, Shred, Smash*)*When an occupied building or transport suffer a Penetrating hit from a Decimators Smash attack, any units inside suffer D6 heavy flamer hits for every flamer the Decimator has, in addition to any other damage. The Decimator can only benefit from the Smash special rule as long as it has at least one siege claw

Special Rules: Daemon, Deep Strike.Daemon Resilience: on a 2+ ignore Crew Shaken and Stunned.Unholy Vigour: Weapon destroyed and Immobilised results can be ignored on a D6 roll of 5+. In addition, if it is Wrecked (but does not suffer an Explode!) place it on its back or Side, or leave a marcher to represent its position. At the start of the controlling players subsequent turns, roll a D6. On a 6 result the Decimator returns in play (place it as close to its original position as possible, but 1 away from any enemy models) as it is arrived via Deep Strike, with every weapons and mobility restored and with D3 Hull points. On a 1 result remove the marker, the Decimator is permanently Wrecked. On a 2-5 result it remains Wrecked, but on his next turn the controlling player may attempt to roll again.

Options: May replace either of its Decimator siege claws and in-built heavy flamers with one of the following weapons. For each claw that is replaced, its Attack value is reduced by 1: Butcher cannon, +20pts (36 S8 Ap4, Heavy 4) Storm laser, +15pts (36 S6 Ap3, Heavy D3+2) Soulburner petard, +10pts (24 S5 Ap5, Ordnance 1, Large Blast, Rending) Or it may replace a Single Decimator siege claw and the heavy flamer (-1 attacks) with: Heavy Conversion Beamer*, +35pts(Up to 18 S6 Ap-, Heavy 1, Large Blast, firing calibration**18-42 S8 Ap4, Heavy 1, Large Blast, firing calibration**42-72 S10 Ap1, Heavy 1, Large Blast, firing calibration**)*Measure to the center of the Blast after scattering to determine the profile.**May not be fired if the model has moved in the same turn (regardless of the Relentless rule or if carried by a vehicle, ecc) May also take any of the following: Searchlight, +1pt Smoke launchers, +3pts As long as an Independent Character in the army has the same Mark of Chaos, it may be dedicated to:-Khorne (rampage), +15pts -Nurgle (It will not die), +25pts -Slaanesh (assault and defensive grenades), +15pts -Tzeentch (heavy flamers have soul blaze, rerolls 1s on to hit rolls), +25pts

Giant Chaos Spawn, 80pts (Imperial Armour: Apocalypse)WSBSSTWIALdSvUnit Type

406643D6+2104+MC

Unit Composition: 1 Giant Chaos Spawn

Special rules: Fear, Fearless, Rage, Random Attacks (roll the D6 for the number of Attacks at the start of each Fight sub-phase), Mutated Beyond Sanity: at the beginning of each Fight sub-phase, before rolling random attacks, roll a D3. The result affects the Spawn for the rest of that turn.1- Sword-spines: all models in base contact with the Spawn take an automatic S6 Ap- hit at the Initiative step 102- Gibbering Jaws: all models locked in combat suffer a -2 modifier to the initiative. Fearless models ignore this penalty3- Frenzied Regeneration: The Spawn model gains Feel No Pain (2+) special rule )

Fast Attack

Chaos Storm Eagle Assault Gunship, 205pts (Imperial Armour: Apocalypse)Armour

BSFrontSideRearHP

41212124

Unit composition: 1 Chaos Storm Eagle Gunship

Unit Type: Vehicle (Flyer, Hover, Transport)

Transport Capacity: 20 models

Access Points: One at the Front, one on the Rear and one on each Side

Fire Points: None

Wargear: Twin-linked heavy bolterArmoured Ceramite: Weapon with the Melta special rule may never roll an additional D6Vengeance launcher: 48 S5 Ap4, Heavy 2, Large Blast.

Special Rules: Assault vehicle, Deep Strike

Options: May exchange its twin-linked heavy bolter for: Twin-linked multi-melta, +15pts Single havoc launcher, +5pts Single Reaper autocannon, free May take one of the following: Four Hellstrike missile, +40pts (72 S8 Ap3, Ordnance 1, One use, Missile) Two twin-linked lascannon, +60pts May take one of the following: Extra armour, +10pts Dirge Caster, +5pts Warpflame Gargoyles, +5pts Daemonic possession, +15pts

Blight Drone of Nurgle, 150 pts each (Imperial Armour XIII)The detachment must also include at least one unit of Plague Marines.

BSFrontSideRearHPUnit type

21211102Flyer, Hover

Unit composition: 1-3

Wargear: Mawcannon (Vomit and Phlegm), Reaper Autocannon.(Vomit: Template S6 Ap4, Assault 1Phlegm: 36 S8 Ap3, Assault 1, Large Blast)

Special rules:Deep Strike, Daemon of Nurgle (Daemon, Hatred(Daemon of Tzeentch), Shrouded, Slow and Purposeful, defensive grenades ), Daemonic Resilience(on a 2+ ignore Crew Shaken and Stunned).Explosion of pus: when the last HP is lost, suffer Explodes! instead of becoming Wrecked.

Hell Blade, 115pts (Imperial Armour: Aeronautica)Armour

BSFrontSideRearHP

31010102

Unit composition: 1 Hell Blade

Unit Type: Vehicle (Flyer)

Wargear: Two reaper autocannon

Special Rules: Supersonic, Agile (Jink cover saves increased of 1), Deep Strike

Options: May take Daemonic Possession, +20pts

Dreadclaw, 85pts (Imperial Armour: Aeronautica)Armour

BSFrontSideRearHP

-1212123

Unit composition: 1 Dreadclaw

Unit Type: Vehicle (Flyer, Hover, Transport)

Transport Capacity: 10 models or a single Dreadnought

Access Points: passengers can disembark at ground level within 2 of the hull

Special Rules: Assault vehicleFrag assault launcher: any unit charging into close combat on the same turn it disembark counts as having frag grenades.Dreadclaw assault: if a Dreadclaw is present, one eligible unit must be placed within it before the games begins. They begins the game in reserve and enter play using the Deep Strike rules. After it has arrived, it may move normally.

Hell Talon, 185pts (Imperial Armour: Aeronautica)Armour

BSFrontSideRearHP

31010104

Unit composition: 1 Hell Talon

Unit Type: Vehicle (Flyer)

Wargear: Fuselage-mounted reaper autocannon, Fuselage-mounted twin-linked lascannon, Eight tactical bombs ( S6, Ap4, Bomb1, Barrage, Blast, One Use Only)

Special Rules: Supersonic, Strafing run, Deep Strike

Options: May take Daemonic Possession, +20pts May replace its reaper autocannon with Havoc launcher, free

Heavy Support

Chaos Spartan Assault Tank, 285pts (Imperial Armour: Apocalypse)Armour

BSFrontSideRearHP

41414145

Unit composition: 1 Chaos Spartan assault tank

Unit Type: Vehicle (Tank, Transport)

Transport Capacity: 25 models

Access Points: One at the Front and two on each Side

Fire Points: None

Wargear: Two sponsons-mounted quad lascannon (48 S9 Ap2, Heavy 2, Twin-linked), Hull-mounted twin-linked heavy bolter, Searchlight, Smoke launchers, Extra armour

Special Rules: Assault vehicle

Options: May exchange its hull mounted twin-linked heavy bolter for: Twin-linked heavy flamer, free May exchange its two quad lascannon sponsons for: Laser destroyers, free (36 S9 Ap2, Ordnance 1, Twin-linked) May take frag assault launchers, +10pts (Any unit charging into close combat on the same turn it disembark counts as having frag grenades) May take any of the following: Hunter-killer missile, +10pts Armoured Ceramite, +20pts (Weapon with the Melta special rule may never roll an additional D6) May take one of the following pintle-mounted weapons: Combi- Bolter, +5 Havoc launcher, +12pts Heavy bolter or Heavy flamer, +15pts Multi-melta, +20pts May take one of the following: Dirge Caster, +5pts Warpflame Gargoyles, +5pts Daemonic possession, +25pts

Chaos Relic Predator, 75pts (Imperial Armour: Apocalypse)Armour

BSFrontSideRearHP

41311103

Unit composition: 1 Chaos Relic Predator

Unit Type: Vehicle (Tank)

Wargear: Turret-mounted autocannon, Searchlight, Smoke Launchers

Options: May take one of the following sets of two sponson weapon: Heavy flamer or heavy bolters, +20pts Lascannon, +50pts May take up to one each of any of the following: Dozer blade, +5pts Pintle-mounted combi- bolter, +5pts Combi-flamer, melta or plasma, +10pts Havoc launcher, +12pts Destroyer blades, +15pts Extra armour, +10pts Dirge Caster, +5pts Warpflame Gargoyles, +5pts Daemonic possession, +15pts May replace its autocannon with: Flamestorm cannon, +15pts (template, S6, Ap3, Heavy 1) Magna-melta cannon, +45pts (18, S8, Ap1, Heavy 1, Large Blast, Melta) Plasma destroyer, +35pts (36, S7 Ap2, Heavy3, Blast) Twin-linked lascannon, +25pts Heavy conversion beamer**, +65pts(Up to 18 S6 Ap-, Heavy 1, Large Blast, firing calibration*18-42 S8 Ap4, Heavy 1, Large Blast, firing calibration*42-72 S10 Ap1, Heavy 1, Large Blast, firing calibration*)*May not be fired if the model has moved in the same turn (regardless of the Relentless rule or if carried by a vehicle, ecc)**Measure to the center of the Blast after scattering to determine the profile.

Blood Slaughterers of Khorne, 130 pts each (Imperial Armour: Apocalypse)The detachment must also include at least one unit of Khore Berserkers.

WSBSSFrontSideRearIAHPUnit type

516131210433Walker

Unit composition: 1-3

Wargear:Dreadnought Close Combat Weapon.

Special rules: Deep Strike, Daemon of Khorne (Daemon, Furious Charge, Hatred(Daemon of Slaanesh)), Daemonic Resilience(on a 2+ ignore Crew Shaken and Stunned), Fleet, RampageBlind Fury: must always move, run (if chooses to) and consolidate toward the closest visible enemy at top speed. Fury of Khorne: gains D3 A in charge instead the normal 1.

Options:-Impaler (-1 Attacks value), 5 pts. (12 S8 AP3 Ass 1, Impaler)Impaler: Hits on a 4+. If strikes a penetrating hit on a vehicle or an unsaved wound on a Monstrous Creature drags it towards himself by 2D6. If the enemy contacts this model, this model count as charging. Cannot pull through impassible terrains, vehicles, Monstrous creatures, it stops 1 away from them. Ignore other models (and if needs, reposition the models to allow enough room. Units lock in combat must stay locked). Building, Super-Heavy and Gargantuan Creatures cannot be dragged.

Plague Hulk of Nurgle, 150 pts (Imperial Armour: Apocalypse)The detachment must also include at least one unit of Plague MarinesWSBSSFrontSideRearIAHPUnit type

326131311244Walker

Wargear: Iron Claw (Melee S x2 Ap2, Specialist Weapon, Unwieldy ), Rancid Vomit (Template S 5 AP 3 Ass 1, Poisoned 3+), Rot Cannon (36 S 6 AP 3 Ord 1, 5 Blast, Rending).

Special rules:Deep StrikeDaemon of Nurgle: Daemon, Hatred(Daemon of Tzeentch), Shrouded, Slow and Purposeful, defensive grenadesDaemonic Resilience: on a 2+ ignore Crew Shaken and Stunned.

Options:-Exchange Iron Claw with Warpsword, +25 pts (melee S user Ap3, Master-crafted, Specialist Weapon)

Dark EldarFast AttackRaven Strike Fighter, 205 pts (Imperial Armour: Aeronautica)BSFrontSideRearHPUnit type

41010102Flyer

Special rules:Deep Strike, Shrouded, Supersonic, Vector Dancer, Night Vision, Strafing RunSky Assassin: rerolls scatter if deep strikes within 12 from an enemy Flyer or Skimmer.

Wargear:Wing-mounted Twin-Linked Dark LanceTail-mounted Splinterstorm Cannon: 36 S X AP 5 Heavy 10, Poisoned (4+)

Option: May take Night Shields (+10pts) and Flickerfield (+10pts)

Heavy SupportTantalus, 215 pts (Imperial Armour: Apocalypse)BSFrontSideRearHP

41212105

Unit type: Vehicle (Fast, Skimmer, Tank, Open-Topped, Transport)

Transport Capacity: 16 models.

Wargear:2 Pulse Disintegrator: 36 S 5 AP 2 Heavy 6Enhanced Aethersails, Flickerfield Scythevanes: during Flat Out, a single enemy unit which the Tantalus passes over may suffer D6 S 7 AP 2 hits or, if against a vehicle, a single S 7 AP 2 Armourbane hit on the armour Side facing the Tantalus approaching direction. When Ramming, adds a D6 to the armour penetration roll.

Special Rules:Night vision, Deep Strike, Aerial Assault.

Options:Take any of the following:-Shock Prow, 5 pts-Torment Grenade Launchers, 5pts-Retrofire jets, 5 pts-Grisly Trophies, 5 pts-Night Shields, 10 pts.

Reaper, 135 pts (Imperial Armour: Apocalypse)BSFrontSideRearHP

41111103

Unit type: Vehicle (Fast, Skimmer, Open-Topped)

Wargear:Enhanced AethersailsStorm Vortex Projector: -Beam 36 S 7 AP 3 Heavy 1, Haywire, Concussive, Kill Shock (Instant Death on a To Wound roll of 5+; D3 Haywire rolls against vehicles)-Blast 24 S 5 AP 4 Heavy 1, Blast (5), Haywire, Concussive, Pinning

Special Rules:Night Vision, Aerial Assault.

Options:Take any of the following:-Shock Prow, 5 pts-Torment Grenade Launchers, 5pts-Retrofire Jets, 5 pts-Chain-snares, 5 pts-Envenomed Blades, 5 pts-Grisly Trophies, 5 pts-Night Shields, 10 pts-Flickerfield, 10 pts.

Dedicated Transport

Tantalus, 215 pts (see heavy support)Dedicated transport for the Court of the Archon

EldarHeadquarterWraithseer, 185 pts (Imperial Armour: Apocalypse)WSBSSTWIALdSvUnit type

54108443103+MC (Ch)

Unit composition: 1, does not fit the compulsory HQ choice, can be taken only if the force also includes at least one unit of Wraithguards or Wraithblades

Wargear:Ghostspear: - S User AP 2 Melee, Master-Crafted, Sunder (re-rolls failed Armour Penetration).Wraithshield: 5+ invulnerable save.

Special rules:Fearless, Spirit Mark, Ancient Doom, Psyker (Mastery Level 1)Wraithseer Powers: does not generates Psychic powers from the rulebook. Instead, has the following:-Foreboding (Carp Charge 1)Witchfire 18 S - AP - Ass 1 Enhanced Pinning (if hits, target tests pinning with -2 Ld)-Enliven (Warp Charge 1)Blessing. Target unit of Wraithguards, Wraithblades or a single Wraithlord, gains Fleet.-Deliverance (Warp Charge 1)Blessing. Target unit of Wraithguards, Wraithblades or a single Wraithlord, gains Feel No Pain 5+.

Options:May take one of the following weapons:-Bright Lance, 20 pts-Scatter Laser, 20 pts-Eldar Missile Launcher (plasma and starshot), 30 pts-Starcannon, 20 pts-Wraithcannon, 40 pts-Shuriken Cannon, 15 pts.

Irillyth, the Shade of Twilight, 220 pts http://www.forgeworld.co.uk/Downloads/Product/PDF/I/Irillyth-2.pdf

Farseer Bel-Annath, 175 pts (Imperial Armour 11)WSBSSTWIALdSv

653335210-

Unit Type: Infantry (Ch)

Unit Composition: Unique

Wargear:Ghostelm, Rune Armour, Shuriken Pistol, Runes of Witnessing (pag28 Codex: Eldar), Spirit StonesThe Sundred Spear: -Witchblade-Template S 5 AP 2 Ass 1, One Use Only.Special Rules:Fleet, Independent Character, Psyker (Mastery Level 1)The Doom of Mymeara: Bel-Annath and Elder Infantry within 12 are Stubborn; may not include other Farseers (even named ones).Psichic Powers: may choose Eldritch Storm, Fortune and Mindwar, or roll 3 times on the Disciplines available to Eldar.Alternate Army Selection: you may choose to use the following detachment .1-2 HQ2-4 Troops0-2 Elites0-3 Fast Attack0-4 Heavy SupportFast AttackWasp Assault Walker squadron, 40pts per model (Imperial Armour 11)WsBsSFrontSideRearIA

33510101042

Unit Composition: 1-3 Wasp War WalkersType: Vehicle (Walker)Special Rules: Deep strike, Wasp Jump Jets (treated as Jet Pack Infantry for Movement purpose. In the Shooting phase, instead of firing, may make a jump move of 12, ignoring terrains an units. After this move they cannot assault or use special jet pack move, but they gain a 5+ cover save until they next turn)

Option: Each War walker must chose two of the following: Shuriken cannon, +5 pts Scatter laser, +15pts Eldar Missile launcher, +20pts Starcannon, +25pts Bright lance, +30pts The entire squadron may have Spirit Stones for 10pts per model

Hornet Squadron, 70 pts each (Imperial Armour: Apocalypse)BSFrontSideRearHPUnit type

41111102Fast, Skimmer

Unit composition: 1-3

Wargear:Star Engines, 2 Shuriken Cannon

Special Rules:Scout, Acute SensesSkimmer Assault: may move Flat Out and fire all weapons as Snap Shots in the same turn.

Options:Either Shuriken Cannon may be upgraded to one of the following:-Bright Lance, 5 pts-Scatter Laser, 5 pts-Eldar Missile Launcher (plasma and starshot), 15 pts-Starcannon, 5 pts-Pulse Laser 5 pts.May take one of the following:-Holo-Field, 15 pts-Vectored Engines, 15 pts-Spirit Stones, 10 pts.

Nightwing Interceptor, 145 pts (Imperial Armour: Aeronautica)BSFrontSideRearHPUnit type

41010102Flyer

Special rules:Deep Strike, Shrouded, Supersonic, Vector DancerAgile: +1 Jink cover saves.

Wargear:2 Bright Lances, 2 Shuriken Cannon.Shadow Spectres, 90 pts http://www.forgeworld.co.uk/Downloads/Product/PDF/s/shadowspectres.pdf Heavy SupportWarp Hunter, 145 pts (Imperial Armour: Apocalypse)BSFrontSideRearHPUnit type

41212103Fast, Skimmer, Tank

Wargear:Twin-Linked Shuriken CatapultsD-Flail, choose the firing mode each turn:-Blast: 36 S 7 AP 3 Heavy 3, Barrage, Blast 3, Distort-Rift: Template S 7 AP 3 Heavy 1, Distort

Options:May exchange the Twin-Linked Shuriken Catapults for a Shuriken Cannon, 10 ptsMay take one of the following:-Holo-Field, 15 pts-Star Engines, 15 pts-Vectored Engines, 15 pts-Spirit Stones, 10 pts.

Phoenix Bomber, 225 pts (Imperial Armour: Aeronautica)BSFrontSideRearHPUnit type

41010103Flyer

Special rules:Deep Strike, Shrouded, Supersonic, Vector Dancer, Strafing Run.

Wargear:Pulse Laser, 2 Shuriken CannonTwo Phoenix Missile Launcher (48 S 5 AP 3 Heavy 3)

Options:May replace the Pulse Laser with twin-linked Bright Lances or Starcannon for free.May replace both Phoenix Missle Launcher for 2 Nightfire Missle Launcher (48 S 4 AP 5 Heavy 3, Blast (3), Pinning, Ignore Cover) for 10 pts.

Fire Storm, 180 pts (Imperial Armour: Aeronautica)BSFrontSideRearHPUnit type

31212103Fast, Skimmer, tank

Access point:Rear Ramp.

Transport Capacity:6 Models

Wargear:Twin-Linked Shuriken CatapultsTwin-Linked Fire Storm Scatter Lasers (60 S 6 AP 6 Heavy 6, Skyfire, Interceptor)

Options:May exchange the Twin-Linked Shuriken Catapults for a Shuriken Cannon, 10 ptsMay take one of the following:-Holo-Field, 35 pts-Star Engines, 15 pts-Vectored Engines, 20 pts-Spirit Stones, 10 pts.

Grey KnightsHeadquarter

Inquisitor Lord Hector Rex, 175 pts (Imperial Armour: Apocalypse)WSBSSTWIALdSvUnit Type

4443344102+Infantry (Ch)

Unit composition: 1 (Unique)

Wargear: Arteficer Armour, Bolt pistol, Psybolt ammunition, Storm Shield, Arias (melee S user Ap3, Force, Slayer*(Daemon and Daemon Lord)), Frag, krak and Psyk-out grenades*Slayer: a weapon with this special rule will wound any targets of the type specified by the rule on a To Wound roll of 2+, regardless of the Toughness value. The target can take saves as normal. (so arias slayer works on models with the Daemon or Daemon Lord special rule)

Special Rules: Independent Character, Stubborn, Psyker (Mastery Level 2)

Psychic Powers: Sanctuary, Smite, Dark Excommunication

Retinue: as an Inquisitor, he allows you to include a unit of 3-12 Henchmen as elite choice that does not take up a force organization slot

Ordo Xenos Inquisitor Solomon Lok, 60pt (Imperial armour 4, 2nd edition)Hq choice for a Codex: Grey Knight army or a Codex: Inquisition Inquisitorial Detachment NameWSBSSTWIALdSv

Solomon Lok5433353102+

Unit composition: 1 (Unique)

Unit Type: Infantry (Character)

Special Rules: Independent Character, Stubborn, Retinue (may be accompanied by a Inquisitorial Henchmen Warband as described in Codex: Inquisition. In addition, Solomon Lok may include Major Durra in his retinue for +35pts)

Warlord Trait: Tenacity (Solomon Lok and his retinue have Feel No Pain special rule whilst within 3 of an objective)

Wargear: Arteficer armour, Refractor field (5+ invulnerable save), Digital weapons, Master-crafted power sword, Bolt pistol, Krak & Frah grenades, Psyk-out grenades, One servo-skull, Psybolt ammunition.

Major Markus Durra, special (Imperial armour 4, 2nd edition)See Solomon Loks Retinue special ruleNameWSBSSTWIALdSv

Major Durra543335394+

Unit composition: Unique

Unit Type: Infantry (Character)

Special Rules: Deep Strike, Preferred Enemy (Tyranids), Stubborn

Wargear: Carapace armour, Shotgun (12 S3 Ap- Assault2), Laspistol, Krak & Frah grenades, Refractor field (5+ invulnerable save), Heavy chainsword (S +2 Ap5 Melee, Two-handed)

Elites

Grey Knights MK IV Doomglaive Pattern Dreadnought, 190 pts (Imperial Armour 2, 2nd edition )WSBSSFontSideRearIAHP

556121210423

Unit type: Vehicle (Walker)

Special rules: Venerable, Preferred Enemy (Daemons), Psychic Pilot, Reinforced Aegis

Psychic powers: Banishment and Sanctuary from the Daemonology (Sanctic) discipline

Wargear: Psycannon, Smoke launcher, Nemesis doomglaive with built-in incinerator (follows the rules for Nemesis force weapons, counts as a Dreadnought close combat weapon. May choose to strike at Initiative step 1 in return for gaining an additional D6 attacks that step)

Options: may take up to one of each of the following: Searchlight (1 pt) Warp stabilisation field (5 pts) Truesilver armour (10 pts) Extra armour (15 pts)

Fast Attack

Inquisitorial Valkyrie Assault Carrier Squadron, 100pts (Imperial Armour 2, 2nd edition and Ia2 faqs)Can be taken if the detachment contains at least one Inquisitor. Can be taken by Codex: Inquisition as Fast Attack choice (it is an addition to the its own Force Organization Chart)BSFrontSideRearHP

31212103

Unit composition: 1 Valkyrie

Unit type: Vehicle (Flyer, Hover, Transport)

Transport capacity: 12 models

Access points: one access point on each Side of the hull and one at the Rear