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Warhammer 40000

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Skirmish Battles Source Book By Peter L Fontebasso

CHAOS

Contents

Introduction  2

Chaos Space Marines Unit 2

Chaos Psychic Powers 8



Chaos Cultists Unit 12

Chaos Daemon Unit 13

Alpha Legion Unit 15

Iron Warriors Unit 16

Night Lords Unit 16

Word Bearers Unit 17

Black Legion Unit 17

Khorne Berserkers (World Eaters) Unit 18

Death Guard Unit 19

Emperor's Children Unit 20

Thousand Sons Unit 22

Additional Units  23

Bike Mounted Units 23

Space Marine Bike Unit 26

Black Templar Bike Unit 28

Ravenwing Bike Unit 29

White Scar Bike Unit 29

Blood Claws Bike Unit 30

Rough Rider Cavalry Unit 31

Ork Boarboyz Cavalry Unit 32

Ork Biker Unit 33

Eldar Jetbike Unit 34

Wild Riders Of Saim-Hann Jetbike Unit 36

Shining Spear Aspect Warriors 37

Reaver Jetbike Unit 38

Chaos Space Marine Bike Unit 39

Additional Rules  41

Advancement   41

Initiative Phase 43

Reloads & Jams 43

Extra Rules For Flamers 43

Transport Vehicles 44

New Wargear Item - Servo Skulls 45

Introduction

Like a cancer inside the vast Imperium is the Eye of Terror. A rip in the fabric of space where the legions of traitor Space Marines dwell, an area of nightmarish daemons whose only goal is the complete destruction of the Imperium. However chaos activity is not confined to the Eye of Terror, on almost every world across the Imperium there exists cells of cultists who have sold their souls for the promise of everlasting immortality bestowed by the gods of the Warp. Only one thing is for certain, if the vigilance of the Imperium ever wanes then every citizen is doomed.

Welcome to the third source book for Warhammer 40,000 Skirmish Battles - Chaos. This book contains additional units, skills, wargear and rules that players can use in the Warhammer 40,000 Skirmish game for the Traitor Marines and Daemons. The original rulebook contained generic rules for using Chaos Space Marines in skirmish battles; this book allows players to have more individual units such as Daemons or Nurgle Plague Marines.

If you have any questions regarding the rules post an email to the Yahoogroup on https://groups.yahoo.com/group/wh40kskirmish or email [email protected]

Or why not join the group to get the latest rule updates and new material.

Chaos Space Marine Unit

The original rules for creating a Chaos Space Marine unit have been modified. Use the following rules for creating a Chaos Space Marine unit and disregard the rules in the Main Rulebook. If you wish to create a specific Chaos unit, such as Plague Marines or Khorne Berserkers, consult the rules below for creating those types of units. The following rules allow the creation of a Chaos Undivided unit that begins with Chaos Marines, with the option to evolve into a Daemon unit as the Aspiring Champion is granted Chaos Daemon powers.

A Chaos Space Marine unit is lead by an Aspiring Champion and is made up of Standard Chaos Space Marines that can be equipped with Assault & Heavy weapons. You can purchase a Chaos Space Marine unit from the rules below. The minimum number of models in a Chaos Space Marine unit is 3 while the maximum number of models is 12.

Leader Model WS BS S T W I A Ld Sv

Aspiring Champion 4 4 4 4 1 4 2 10 3+

Points Cost: 28 points

Weapons: An Aspiring Champion comes equipped with a close combat weapon and either a Bolter or a Bolt Pistol.

Armoury: An Aspiring Champion may purchase items from the Chaos Armoury List below.

Marks Of Chaos: An Aspiring Champion must select the Mark Of Chaos Undivided. To have any other Mark of Chaos consult the rules for the Individual Chaos forces (Khorne, Nurgle etc)

Pack Models WS BS S T W I A Ld Sv

Chaos Space Marine 4 4 4 4 1 4 1 9 3+

Points Cost: 14 points each

Pack Size: The minimum Pack Size of Chaos Space Marines is 2 and the maximum Pack Size is seven.

Weapons: Each model is armed with a Close Combat Weapon and either a Boltgun or a Bolt Pistol.

Raptors: You may upgrade one standard Pack of Chaos Space Marines to Raptors for +15 points per model. Raptors come equipped with a Jump Pack and are armed with Bolt Pistols & Close Combat Weapons. They may not purchase Heavy weapons but up to three Raptors may purchase Assault Weapons. In addition Raptors have the following special rules:

Daemonic Gifts: Raptors have the Daemonic Flight and Daemonic Visage gifts.

Hit & Run: Each Raptor model has the Skill Jump Back. They do not need to roll under their Initiative to move out of combat and they will move a full 6 inches away from combat.

Heavy Weapons: One Marine in each unit (not Pack) maybe armed with a Heavy Bolter (+5 points), Missile Launcher (+10 points), Autocannon (+10 points) or a Lascannon (+15 points).

Assault Weapons: One Marine in each unit (not Pack) maybe armed with a Flamer (+6 points), Meltagun (+10 points), Plasma Pistol (+10 points) or a Plasma Gun (+10 points). If no other member of the unit is armed with a Heavy weapon then two Marines may be armed with Assault Weapons.

Grenades: Chaos Space Marines may purchase grenades from the Chaos Armoury List below.

Nurglings: A Nurgling Base can accompany a Unit into battle. They cost 9 points per base and have the following statistics:

WS BS S T W I A Ld Sv

3 0 3 3 3 1 3 7 5(I)+

A Chaos Space Marine player can purchase a number of Bases equal to 25% of the number of models in the unit. They are also subject to the following special rules:

Fearless: Nurgling Bases pass all Leadership tests automatically. You may not take Rout Tests on Nurgling Bases.

Vulnerable: Nurgling Bases hit by Blast weapons will suffer double the number of wounds.

Small Target: Nurgling Bases may increase their cover save to 3+ when in difficult terrain.

No Improvements: You may not increase the statistics of Nurgling Bases nor can they have skills. Nurglings may not "Break The Mould"

Invulnerable: Nurglings are made from the very fabric of the Warp so all their saves are Invulnerable.

Possessed Marines: Models that "Break The Mould" become Possessed Marines. They retain their existing characteristic profile unless it is less than the profile below, in which case the models characteristics are increased to the amounts below:

WS BS S T W I A Ld Sv

4 4 5 4 1 4 1 10 3/5(I)+

Possessed Marines automatically come with Daemonic Aura and Daemonic Strength abilities these are included in the profile above.

The model may retain their weapons however some Daemonic Abilities restrict what weapons they can use.

Possessed Marines maybe given additional Daemonic Abilities. The Possessed Marine may never have more Daemonic Abilities than the Leader model (excluding the Daemonic Abilities they automatically come with).

If the Leader model is removed from the unit then one Possessed Marine may become the Leader model. The Daemonic Abilities already possessed by the Upgraded model can count towards the total number of allowed Daemon packs in the unit.

Daemons: A unit may include a single pack of Daemons for every Daemonic Ability the Leader model has. The Daemons can be selected from the list below, you may include any mix of Daemons however each Pack of Daemons must be the same type.

WS BS S T W I A Ld Sv

Bloodletter 4 0 5 4 1 4 2 10 3/5(I)+

Plaguebearer 4 0 4 4(5) 1 4 2 8 5(I)+

Horror 2 3 4 3 2 2 1 8 5(I)+

Daemonette 4 0 4 3 1 4 1+1 8 5(I)+

Points Cost: Bloodletter (26 points), Plaguebearer (16 points), Horror (17 points), Daemonette (15 points).

Pack Size: Each Pack of Daemons has a minimum of 2 models and a maximum of 7. You may not mix the types of Daemons in a single Pack.

Rout Tests: You may never make a Rout Test using a Daemon model. If there are no other models available then the unit automatically Routs.

Break The Moud: When rolling for advances if a result of "Breaking The Mould" is rolled then re-roll to achieve another result.

Bloodletter: A Bloodletter fights with a Hellblade which counts as a Power Weapon. They may make a normal 3+ Armour Save instead of their 5+ Invulnerable Save when wounded. A Bloodletter must charge an enemy model(s) when within 6 inches in the Assault Phase regardless.

Horror: A Horror comes with the Daemonic Fire ability.

Daemonette: A Daemonette has the Warp Scream ability and Daemonic Talons.

Plaguebearer: A Plaguebearer has Nurgle's Rot and Daemonic Venom ability (the extra attack is already included).

Summoned: Daemon Packs must be summoned on to the battlefield.

Invulnerable: All Daemons have the Daemonic Aura ability and a 5+ Invulnerable Save.

Instability: Daemon Packs are subject to Daemonic Instability.

Chaos Space Marine Armoury

Models may be given up to two-singled handed weapons, or a single -handed weapon and a two-handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Bolt Pistol 1 point

Close Combat Weapon 1 point

Plasma Pistol 10 points

Single Lightning Claw 15 points

Power Fist 15 points

Power Weapon 10 points

Two-Handed Weapons

Bolter 2 points

Pair of Lightning Claws 30 points

Combi-Weapons:

Bolter-Flamer 5 points

Bolter-Meltagun 10 points

Combi-Bolter 3 points

Great Weapon 3 points

Wargear

Chaos Hound 12 points each

Bionic Replacement 5 points

Chaos-Crafted Weapon 15 points

Spiky Bits 5 points

Chaos Icon 10 points

Daemon Weapons (One Per Unit Only)

Dark Blade 25 points

Dreadaxe 25 points

Ether Lance 25 points

Kai Gun 25 points

Daemonic Gifts

Daemonic Armour 10 points

Daemonic Aura 10 points

Daemonic Fire 5 points

Daemonic Flight 10 points

Daemonic Mutation 10 points

Daemonic Resilience 10 points

Daemonic Rune 35 points

Daemonic Speed 10 points

Daemonic Strength 5 points

Daemonic Talons 5 points

Daemonic Venom 3 points

Daemonic Visage 2 points

Veteran Skills

Counter-Attack 2 points

Berserk Charge 3 points

Infiltration 3 points

Guerrilla Master 1 point

Night Vision 1 point

Grenades

Frag Grenades 1 point

Krak Grenades 2 points

Blind / Smoke Grenades 2 points

Choke Grenades 2 points

Plasma Grenades 4 points

RAD Grenades 6 points

Meltabombs 5 points

[1] When rolling to hit with any type of Plasma weaponry, if a 1 is rolled then the weapon gets exceedingly hot. Roll a D6 and divide by 2 (rounding up), this number is the number of turns the weapon cannot be used for.

[2] Models hit by Lightning Claws may not make an Armour Saving Throw. In addition you may re-roll any failed To Wound rolls once per turn when using Lightning Claws.

[3] A Power Fist doubles the user's Strength score (up to a maximum of 10) when being used in Close Combat. In addition models hit by a Power Fist may not make any Armour Saving Throw. Due to the weight the model using the Power Fist in Close Combat counts as having an Initiative of 1.

[4] Models hit by a Power Weapon (Sword, Axe, Knife) may not make an Armour Saving Throw.

[5] Only one weapon may be fired per turn from a Combi-Weapon.

[6] A Great weapon adds +1 to the users Strength score in close combat. They must use both hands and therefore can not gain an additional +1 Attack in close combat for having an additional close combat weapon.

[7] A model may be accompanied by up to two Chaos Hounds each costing 12 points. The hounds have the following profile:

WS BS S T W I A Ld Sv

4 4 5 4 1 4 1 10 3/5(I)+

Chaos Hounds move at the same speed as the model they accompany, they do not have to take Difficult Terrain tests. Hounds are removed if their master is killed. They count as a model when determining the total number of models in the unit.

[8] Models may only purchase a Bionic Replacement if they have had limb(s) amputated. The Bionic replacement does not increase statistics but instead allows the model to move and fight without being crippled.

[9] One weapon belonging to a model may be classified as Chaos-Crafted. Chaos-Crafted weapons allow the model to re-roll one to-hit roll with that weapon each turn.

Models with Spiky Bits may re-roll ONE missed To-Hit roll in close combat per turn.

A Chaos Icon can be used to summon a single Daemon Pack on the battlefield per turn.

A Dark Blade is a power weapon that adds +2 to the user's Strength score when used in Close Combat. It is a Daemon Weapon; consult the Special Rules section for the rules on using Daemon Weapons.

A Dreadaxe only rolls a 4+ to Wound regardless of the enemy model(s) Toughness score. The Dreadaxe also ignores Invulnerable saving throws (normal Armour Saving Throws may be used). It is a Daemon Weapon; consult the Special Rules section for the rules on using Daemon Weapons.

A Ether Lance is a Power Weapon that can also be fired in the Shooting phase. It uses the tear-dropped shaped template for range and is a Strength 4, AP 3 Assault 1 weapon. It is a Daemon Weapon; consult the Special Rules section for the rules on using Daemon Weapons.

A Kai Gun is a two-handed archaic Bolter that has a range of 24", Strength 6, AP 3 Assault 2. It is a Daemon Weapon; consult the Special Rules section for the rules on using Daemon Weapons.

The model's Sv score is increased to 2+.

The model gains a 5+ Invulnerable saving throw. It may choose to use this save instead of their usual Sv score.

The model may project warp flame from themselves. This is done in the shooting phase instead of firing a weapon with a range of 12 inches, Strength of 4, AP 6 and is treated as an Assault 2 weapon.

The model moves as if they have a Jump Pack.

The model gains a +1 to their A score.

The model gains a +1 to their T score.

The +1 added to the dice roll on the Damage Table for weapons with a Strength greater than twice the Chaos models Toughness score is ignored.

The model gains a +1 to their I score.

The model gains a +1 to their S score.

The model may not use any other weapons but will always count as having an additional close combat weapon. When fighting in close combat any rolls to hit of 6 will automatically wound with no Armour Save allowed.

In close combat the model will always wound on a 4+ regardless of the Toughness of the enemy model(s). The may have no other weapons but counts as having an additional close combat weapon.

All enemy models within line of sight of the chaos model must reduce their Ld by 1 when making an Ld test.

The model may re-roll the range they can see when fighting at Night. The second result stands.

Consult the Grenades section in THE BATTLE section for rules on using grenades.

Available Skills

When selecting skills for Chaos Space Marine models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Leader A A 2 1 2

Possessed Marines 3 3 1 1 1

Chaos Space Marine Unit Special Rules

Hard To Kill When rolling for injuries at the end of a battle, Pack models are only killed if a 1 is rolled on a D6 instead of the usual 1 or 2.

Daemons Daemons must be summoned to the battlefield to be used during the movement phase. Make a D6 roll for each Daemon Pack and on a 3+ they will appear. If a model in the unit has a Chaos Icon then the Daemons may be summoned next to them, place the Ordnance template in base contact with the model with a Chaos Icon and then place the Daemons on the template. Any Daemons that do not fit on the template do not appear in that turn. If there is no Chaos Icon in the unit then place the Ordnance template where the Chaos player wishes the models to appear. Roll the scatter dice and a D6 and move the template that number of inches in the direction indicated. If the template centre hole ends its move in difficult terrain then the Daemons will not appear this turn. Daemons that are summoned on the battlefield may act as normal in the turn they appear (they may move, shoot and attack in close combat). Daemons are subject to Daemonic Instability.

Daemonic Instability: Every time a Chaos unit with Daemon Pack is required to take a Rout Test, one Daemon Pack (owing players choice) must be removed from the board. This is done before the Ld test is made, so whether the test is successful or not one Daemon Pack is removed from the battlefield.

Daemon Weapons: Weapons identified as Daemon weapons are subject to a special rule. For every enemy model taken Out of Action by a Daemon Weapon have the user make an Ld test (even if they are Fearless and pass all Ld Tests automatically). If the test is failed then the model is considered Pinned in their next turn. If an enemy model was Killed by a Daemon Weapon then the user makes the Ld test with their Ld reduced to half it's normal value.

Chaos Psychic Powers

There are a number of psychic powers and equipment available to Chaos units. As normal only a model with the Psychic Training skill can acquire psychic powers or purchase psychic equipment. In addition if a model is aligned to a particular Chaos god then they will automatically specialise in that discipline and cannot use powers aligned to the other Chaos gods except for powers listed as Undivided.

Miscellaneous Power

The power below is in addition to the list of Miscellaneous Powers found in the Imperium Sourcebook.

Nullify: Difficulty (0). Phase (Any). A model can nullify any Psychic Power that requires an Ld test to be taken. When the opposing player makes an Ld test to use a Psychic Power the model rolls 2D6. If the result is greater than the roll of the opposing player (after adding or subtracting any extra dice) then the Psychic Power is nullified. The model does not require a Line of Sight in order to do this.

Undivided Powers

Models that have the Mark of Chaos Undivided and have the Psychic Training skill can select from the following powers.

Fleshcage: Difficulty (3). Phase (Shooting). Any model within 24 inches can be hit by this power; line of sight is not required. Make a to-hit roll and if successful then the model is suffers D6 wounds with D6 strength. Normal Armour Saves apply. Every wound suffered (that is every armour save that is failed) then model is Stunned for that many turns.

Brainflayer: Difficulty (3). Phase (Shooting). A model within 18 inches and line of sight can be attacked by this power. Immediately fight a round of Close Combat but substitute WS for Ld. No special skills can be used to affect the combat. The model that loses the combat (scores the lowest wounds) is Pinned. If the combat is a draw then nothing further occurs.

Daemonic Shield: Difficulty (3). Phase (Any). Any model wishing to charge the Chaos model once this power has been invoked must first pass an Ld test. If the test is failed then the model is not moved and they are considered to have failed their charge. Once invoked the shield will last until the start of the Chaos players next turn.

Eyes of Chaos: Difficult (2). Phase (Any). If the Chaos model invokes this power successfully then they may re-roll one single dice until the end of their turn for any test.

Hatestorm: Difficulty (4). Phase (Close Combat). When invoked the Chaos Player must select a Pack of models. All models in that Pack will gain +D3 attacks, +1 WS and +1 Initiative until the start of the Chaos player's next turn.

Quicksilver: Difficulty (4). Phase (Movement). When invoked the Chaos model will gain +1 to their Initiative and move an additional D6 inches in the movement phase (ignoring Difficult Terrain). The increase will last until the end of the Chaos model's turn.

Lashblade: Difficult (4). Phase (Close Combat). When used in Close Combat, a Lashblade will drain an enemy model(s) of their will to fight. For every wound an enemy model(s) suffers do not roll on the Damage Table, instead reduce the models WS by 1. This can be reduced to a minimum of 1. This reduction will remain until the end of the game, after that their WS will return to normal.

Warp Walk: Difficulty (4). Phase (Movement). The Chaos model may move D6x4 inches to anywhere on the battlefield. They do not require a line of sight to the location they intend to move to. The model may not appear inside of difficult or impassible terrain.

Etheric Leech: Difficulty (2). Phase (Shooting). One model within line of sight and 12 inches can be targeted by this power. Roll to hit as normal. If successful then the model loses one Ld point immediately. The target model will regain this and any other lost points after the game.

Curse of Charybdis: Difficulty (3). Phase (Close Combat). When invoked this power will draw all enemy models 2D6 inches towards the Chaos model. They may attempt to resist by passing an Ld test. If the movement brings the model into base-to-base combat then the Chaos model counts as charging.

Nurgle Powers

Models that have the Mark of Nurgle and have the Psychic Training skill can select from the following powers.

Effluent Form: Difficultly (2). Phase (Close Combat). Enemy models in close combat with a Chaos model using this power must halve their Weapon Skill. Once the close combat is over the Weapon Skill score of the enemy model returns to normal.

Putrid Torrent: Difficulty (3). Phase (Shooting). Treat this power as an attack from a Flamer however it will not set the target on fire. Instead any model hit by the power must move D6 inches away from the Chaos model ignoring difficult terrain.

Rain of Foulness: Difficulty (2). Phase (Shooting). Select a target spot within Line of Sight. Place the Ordnance Template on that spot. All models under the template (even partial) are Pinned.

Choir of Poxes: Difficulty (2). Phase (Movement). All models within line of sight to the Chaos model using this power must reduce their Initiative by 1 for the rest of the game. This reduction can only occur once per game.

Putrefying Embrace: Difficultly (5). Phase (Close Combat). If the Chaos model succeeds in hitting a single enemy model in close combat then the victim is locked in the Embrace. The enemy model is Stunned until the end of the game however at the beginning of each turn the model may roll a D6 and if they get under their T score then they break free from the embrace and act as normal.

Curse of the Leper: Difficultly (5). Phase (Shooting). Select a single model within line of sight. So long as the Chaos model that used this power is on the battlefield the enemy model must halve all their characteristics (excluding Sv). Once the Chaos model has left the board the models characteristics return to normal.

Inviolable Flesh: Difficulty (5). Phase (Any). The Chaos model reduces their Initiative by 1 but increases their Sv to 2+ until the end of their turn.

Pestilent Earth: Difficulty (2). Phase (Close Combat). Place the Ordnance template over the Chaos model using this power. The area around the Chaos model is considered Impassable terrain. Models may not charge the Chaos model.

Vigour Mortis: Difficulty (4). Phase (Any). The Chaos model increases their Initiative value by D6 points (to a maximum of 10) until the end of their current turn.

Sanguinary Explosion: Difficulty (6). Phase (Shooting). Select an enemy model within Line of Sight. The model must roll a D6. If the roll is under the victim's Strength & Toughness scores then nothing occurs. If the roll is over either the models' Strength or Toughness score then the model is Killed.

Slaanesh Powers

Models that have the Mark of Slaanesh and have the Psychic Training skill can select from the following powers.

Gift of Agony: Difficultly (2). Phase (Shooting). Any enemy model within 2D6 inches of the Chaos model using this power are Pinned.

Torturer's Touch: Difficulty (4). Phase (Close Combat). When this power is used the Chaos model will do double the number of wounds in close combat until the start of their next turn.

Dark Bliss: Difficulty (5). Phase (Shooting). The Chaos model selects a single enemy model within line of sight. That model must roll for the range of their weapon identical to Night Fight rules. As this is a psychic power no wargear or equipment can counter this (skills however can).

Ophidian Maw: Difficulty (1). Phase (Close Combat). Any enemy model in close combat with a Chaos model using this power will strike last regardless of skills and special rules.

Phantasm: Difficulty (3). Phase (Movement). Select an enemy model within line of sight. This model must spend their next movement phase heading towards a spot selected by the Chaos player. The Chaos player may decided whether the model Force Marches or not. This power can be used to walk enemy models off higher elevations.

Hellshriek: Difficultly (3). Phase (Shooting). All enemy models within line of sight of the Chaos model using this power must reduce their Ld score by 1 until the end of the game. After the game the model's Ld score will return to normal.

Primal Horror: Difficulty (2). Phase (Close Combat). All enemy models attempting to charge the Chaos model must pass an Ld test or fail their charge. This power lasts until the beginning of the Chaos players next turn.

Symphony of Pain: Difficulty (5). Phase (Any). All enemy models within Line of Sight of the Chaos model using this power all move as if they are in Difficult Terrain. If the enemy model is in Difficult Terrain then they will only roll 1 dice when determining movement. This power lasts until the start of the Chaos players next turn.

Mastery of the Soul: Difficulty (6). Phase (Any). Select one enemy model within Line of Sight to target this power on. While under this power the model is controlled by the Chaos player and will do anything the Chaos player wants (excluding suicide). At the beginning of the enemy model's turn they may attempt to make an Ld test using only half their Ld amount. If passed then they break free of the power but are considered to be Stunned until the start of their next turn.

Tzeentch Powers

Models that have the Mark of Tzeentch and have the Psychic Training skill can select from the following powers.

Kiss of Change: Difficulty (4). Phase (Close Combat). When this power is used against an enemy model(s) in base-to-base contact the victims suffer one additional wound. The wound is automatic but can be saved using an Armour Saving Throw.

Psyphon: Difficulty (4). Phase (Any). Select an enemy model 12 inches of the Chaos model and not Engaged in close combat. Have the enemy model make an Ld test. If the test is failed then reduce their Ld by 1 and add it to the Chaos models Ld. Scores will return to normal after the game is over.

Golem Sign: Difficulty (4). Phase (Any). Select an enemy model within Line of Sight. Have the model make an Ld test. If the test is failed then the Chaos Player will control the model in their next phase only (that is if the power is used in the target models Movement Phase then the Chaos Player will control the target model during the Shooting Phase). A Chaos Player cannot control a model during the Rout Test phase.

Protean Form: Difficulty (4). Phase (Any). When this power is invoked the Chaos model may raise any of its characteristics by D6 points until the end of the turn. The maximum score that a characteristic can be raised to is 10.

Cerebral Splinter: Difficulty (3). Phase (Shooting). Select a single enemy model within Line of Sight. The power does no damage during the shooting phase however when the target model enters the Close Combat phase it is considered Pinned. After the Close Combat phase the target model becomes automatically Stunned.

Fluxleech: Difficulty (2). Phase (Any). The power is used on the Chaos model themselves and once invoked lasts the whole game. For the rest of the game any Psychic power used against the Chaos Model can be used by the Chaos Model as if they were specialised in that use of that power. After the end of the game the Chaos Model will lose any acquired powers.

Flicker: Difficulty (5). Phase (Movement). For the whole of the Chaos Model's movement phase they may move through terrain as if it did not exist. The model may not stop inside of a terrain piece.

Childmind: Difficulty (6). Phase (Shooting). Select an enemy model within Line of Sight. Roll To-Hit. If successful then the targeted model must reduce all their characteristics to 1 for the rest of the game. Following the game the target model's characteristics will return to their previous amounts.

Changeling: Difficulty (2). Phase (Any). The Chaos model can cloak themselves, turning into any object around them. The model is considered to be Hidden and cannot be detected except by psychic power Detection or if they make an attack (Ranged or Close Combat).

Psychic Wargear

A model with the Psychic Training skill and who can purchase items from their Armoury may purchase the following wargear items.

Wargear

Warp Focus 10 points

Warp Talisman 5 points

[1] This wargear item is associated with a close combat weapon carried by the model. The model can focus their psychic abilities through the weapon making it more deadly. Any model hit in close combat by this weapon must make an Ld test. If the test is failed then the model being hit incurs the next worst damage result on the damage table. If the model does not have to roll on the Damage Table then the result is an automatic Pinned.

[2] This item allows a Chaos model to re-roll their Ld test when invoking a Psychic power. The item can only be used once per game.

Chaos Cultist Unit

A Chaos Cultist unit is lead by a Cult Champion with the remainder being Cultists. You can purchase a Chaos Cultist unit from the rules below. The minimum number of models in a Chaos Cultist unit is 4 while the maximum number of models is 16.

Leader Model WS BS S T W I A Ld Sv

Cult Champion 3 3 3 3 1 3 2 8 6+

Points Cost: 11 points

Weapons: A Cult Champion comes armed with a Laspistol or Autopistol & a Close Combat Weapon.

Armoury: A Cult Champion may purchase weaponry & equipment from the Chaos Armoury List.

Pack Models WS BS S T W I A Ld Sv

Chaos Cultist 3 3 3 3 1 3 1 7 6+

Points Cost: 6 points each

Pack Size: The minimum Pack Size of Chaos Cultist is 3 and the maximum Pack Size is nine.

Weapons: Each Chaos Cultist is armed with a Laspistol or Autopistol and a close combat weapon.

Heavy Weapons: Two Cultists in each Pack maybe formed into a Heavy Weapon Team armed with a Heavy Stubber (+10 points), Missile Launcher (+15 points), Autocannon (+15 points) or Mortar (+15 points). The Heavy Weapon team members must stay within 2 inches of one another. If one member of the team is Pinned, Stunned or removed from the game then the other model may still fire the weapon however the player must roll 4+ on a D6 first. This will continue until the second model is able to continue in the game.

Assault Weapons: One Cultist in each Pack maybe armed with a Flamer (+3 points), Plasma Gun (+8 points),or a Grenade Launcher (+8 points).

Grenades: Cultists can only purchase Frag, Krak or Smoke Grenades from the Chaos Armoury list.

Available Skills

When selecting skills for Chaos Cultist models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Cult Champion 3 A 1 1 2

Upgraded Models 2 2 1 0 1

Chaos Cultist Unit Special Rules

Restricted Armoury: A Cult Champion and upgraded models are restricted in the items they can purchase. They may purchase One or Two handed weapons, only the Bionic Replacement and Chaos Icon wargear items, and 1 Daemonic Ability per model. They may not purchase Daemon Weapons. They may purchase and acquire Chaos psychic powers but only if they have the Psychic Training skill. They may purchase Veteran Skills without restriction.

Chaos Daemon Unit

A Chaos Daemon unit is lead by a Lesser Daemon and is made up of Daemons & Daemonic Beasts. You can purchase a Chaos Daemon unit from the rules below. The minimum number of models in a Chaos Daemon unit is 3 while the maximum number of models is 20.

Choice of Daemons

Daemons from different Chaos gods have intense rivalry that spans millennia. As a result a Chaos Daemon unit can only be made up of only one type of Daemon. This choice must be made before the unit is created and can never be changed. The choices are Khorne, Slaanesh, Nurgle or Tzeentch Daemons.

Leader Model WS BS S T W I A Ld Sv

Lesser Daemon Of:

Khorne 5 0 6 5 2 4 3 10 3+/5+(I)

Slaanesh 5 0 5 4 2 5 2+1 9 5+(I)

Nurgle 5 0 5 5(6) 3 4 2 9 5+(I)

Tzeentch 3 4 5 4 3 3 2 9 5+(I)

Points Cost: Khorne: 35 points, Slaanesh: 22 points, Nurgle: 28 points, Tzeentch: 23 points

Special Abilities: Each Lesser Daemon has special abilities that are unique to them. Consult the Special Rules section for a description of these abilities.

Weapons: Lesser Daemons can only purchase Daemon Weapons from the Chaos Space Marine Armoury. Lesser Daemons with a 0 BS can purchase ranged weapons but cannot use them in the shooting phase.

Armoury: Lesser Daemons may purchase Daemonic Gifts only from the Chaos Space Marine Armoury.

Daemons: The Daemons of a Chaos Daemon unit can be selected from the list below. You may only have Daemons in the unit that is aligned to the same Chaos god as the Leader model.

WS BS S T W I A Ld Sv

Bloodletter 4 0 5 4 1 4 2 10 3/5(I)+

Plaguebearer 4 0 4 4(5) 1 4 2 8 5(I)+

Horror 2 3 4 3 2 2 1 8 5(I)+

Daemonette 4 0 4 3 1 4 1+1 8 5(I)+

Points Cost: Bloodletter (26 points), Plaguebearer (16 points), Horror (17 points), Daemonette (15 points).

Pack Size: Each Pack of Daemons has a minimum of 2 models and a maximum of 7.

Invulnerable: All Daemons have the Daemonic Aura ability and a 5+ Invulnerable Save.

Instability: Daemon Packs are subject to Daemonic Instability.

Nurglings: A Nurgling Base can accompany a Unit into battle. They cost 9 points per base and have the following statistics:

WS BS S T W I A Ld Sv

3 0 3 3 3 1 3 7 5(I)+

Fearless: Nurgling Bases pass all Leadership tests automatically. You may not take Rout Tests on Nurgling Bases.

Vulnerable: Nurgling Bases hit by Blast weapons will suffer double the number of wounds.

Small Target: Nurgling Bases may increase their cover save to 3+ when in difficult terrain.

No Improvements: You may not increase the statistics of Nurgling Bases nor can they have skills. Nurglings may not "Break The Mould"

Invulnerable: Nurglings are made from the very fabric of the Warp so all their saves are Invulnerable.

Daemonic Beasts: Daemonic Beasts of a Chaos Daemon unit can be selected from the list below. You may only have Daemonic Beasts in the unit that is aligned to the same Chaos god as the Leader model.

WS BS S T W I A Ld Sv

Flesh Hounds 4 0 5 4 1 5 2 8 5(I)+

Screamers 4 0 4 4 1 5 1 8 5(I)+

Fury 4 0 5 4 1 5 2 7 5(I)+

Points Cost: Flesh Hound (21 points), Screamer (15 points), Fury (15 points)

Pack Size: Each Pack of Daemonic Beasts has a minimum of 1 model and a maximum of 5.

Invulnerable: All Daemonic Beasts have the Daemonic Aura ability and a 5+ Invulnerable Save.

Instability: Daemonic Beasts are subject to Daemonic Instability.

Flesh Hounds: Flesh Hounds wear Collars Of Khorne and have a standard movement of 12 inches (24 inches Forced March and Charge 12 inches) and make a 6-inch Follow Up Move. Flesh Hounds must charge enemy model(s) when within 12 inches in the Assault Phase regardless. Flesh Hounds are aligned with Khorne.

Screamers: Screamers are aligned with Tzeentch. Each Screamer has the skill Berserk Charge and has the Daemonic Flight ability. Screamers are never considered to be ENGAGED in close combat so both they and the models they are attacking may move away in the movement phase and not suffer any automatic hits.

Fury: A Fury is not aligned with any Chaos god so they maybe used in any Chaos Daemon unit. You may not mix a Fury into a Pack with Flesh Hounds or Screamers. They have the Daemonic Flight ability.

Available Skills

When selecting skills for Daemon Unit models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category. Khorne Daemon models may never have the Psychic Training skill.

Combat Shooting Strength Agility Intelligence

Lesser Daemon

Khorne A 0 4 2 2

Slannesh A 0 3 4 2

Nurgle A 0 3 2 3

Tzeentch 3 A 2 4 4

Upgraded Models

Khorne 3 0 3 1 1

Slannesh 3 0 2 3 1

Nurgle 3 0 2 1 2

Tzeentch 2 3 1 3 3

Chaos Daemon Unit Special Rules

Daemonic Instability: Every time a Chaos Daemon unit is required to take a Rout Test, one Daemon model (owing players choice) must be removed from the board. This is done before the Ld test is made, so whether the test is successful or not one Daemon is removed from the battlefield.

Khorne Bloodletters: Bloodletter Daemons & Lesser Daemons fight with a Hellblade which counts as a Power Weapon. They may make a normal 3+ Armour Save instead of their 5+ Invulnerable Save when wounded. Bloodletter Daemons must charge an enemy model(s) when within 6 inches in the Assault Phase regardless.

Tzeentch Horrors: Tzeentch Horrors come with the Daemonic Fire ability.

Slaanesh Daemonette: Slaanesh Daemonettes has the Warp Scream ability and Daemonic Talons.

Nurgle Plaguebearers: Nurgle Plaguebearers have Nurgle's Rot and Daemonic Venom ability (the extra attack is already included).

Alpha Legion Unit

An Alpha Legion unit is lead by an Aspiring Champion with the remainder being Chaos Space Marines & Cultists. You can purchase an Alpha Legion unit from the rules below. The minimum number of models in an Alpha Legion unit is 3 while the maximum number of models is 12.

Use the rules for creating a normal Chaos Space Marines unit with the following modifications:

Chaos Cultists: You may include Packs of Chaos Cultists in an Alpha Legion unit. You may only have one Cultist pack per Chaos Space Marine pack in the unit. Use the rules for Chaos Cultists found in the Chaos Cultist unit rules.

Daemons: You may only ever have one Pack of Daemons in an Alpha Legion unit in total. This Pack has a maximum size of four models.

Infiltrators: Every model in an Alpha Legion unit may have the Infiltration skill for +1 point per model. This does not count towards the total number of skills a Leader or Upgraded models may have.

Iron Warriors Unit

An Iron Warriors unit is lead by an Aspiring Champion with the remainder being Chaos Space Marines. You can purchase an Iron Warriors unit from the rules below. The minimum number of models in an Iron Warriors unit is 3 while the maximum number of models is 12.

Use the rules for creating a normal Chaos Space Marines unit with the following modifications:

Daemons: You may not have any Daemons in an Iron Warriors unit. Models may still purchase Daemonic Gifts and purchase Daemon weapons.

Obstacles: Obstacles set up by an Iron Warriors player only allow 1 dice to be rolled when moving through that area instead of the usual 2.

Stubborn Defence: If an enemy model charged into close combat with an Iron Warriors model through cover then the Iron Warrior model may ignore any results of Pinned in that close combat.

Heavy Weapons: Iron Warrior units may have up to three models armed with Heavy Weapons instead of the usual 1. This increase in heavy weapons means that Iron Warrior units may not field as many Raptor models as a normal unit. For every extra Heavy Weapon model reduce the number of allowed Raptor models by 2.

Heavy Bombardment: Attacks by Iron Warriors are normally preceded by heavy bombardments. In scenarios where an Iron Warriors unit is the Attacker they may make a bombardment. Before the first turn for the Iron Warrior player roll a D6 for each enemy model. If a 1, 2 or 3 is rolled then there is no effect. If a 4 is rolled the model is Pinned from the Bombardment, on a 5 the model is Stunned and on a 6 the model is taken Out of Action.

Servo Arm: Upgraded or Leader models may purchase a Servo Arm for 30 points. When used in close combat the model may make one additional attack with the Servo Arm, counting as a Power Fist.

Night Lords Unit

A Night Lords unit is lead by an Aspiring Champion with the remainder being Chaos Space Marines. You can purchase a Night Lords unit from the rules below. The minimum number of models in a Night Lords unit is 3 while the maximum number of models is 12.

Use the rules for creating a normal Chaos Space Marines unit with the following modifications:

Daemons: You may not have any Daemons in a Night Lords unit. Models may still purchase Daemonic Gifts and purchase Daemon weapons.

Night Vision: All models in a Night Lords unit have the Night Vision Veteran skill at no extra cost. This skill does not count towards the maximum number of skills Leader or Upgraded models can have.

Raptors: You may upgrade up to three packs of Space Marines to Raptors instead of the usual 1.

Raiders: Night Lords prefer hit and run tactics and as such may not purchase Heavy Weapons but may purchase twice as many Assault Weapons.

Stealth Adept: Upgraded or Leader models may have the Stealth Adept skill for 5 points. This allows them to increase their Cover Save to 3+ instead of the usual 4+.

Word Bearers Unit

A Word Bearers unit is lead by an Aspiring Champion with the remainder being Chaos Space Marines & Daemons. You can purchase a Word Bearers unit from the rules below. The minimum number of models in a Word Bearers unit is 3 while the maximum number of models is 12.

Use the rules for creating a normal Chaos Space Marines unit with the following modifications:

Daemonic Beasts: Word Bearers may include a single pack of Daemonic Beasts in the unit. Use the rules for Daemonic Beasts from the Chaos Daemon unit.

Daemonic Gifts: Word Bearer units may purchase any number of Daemon Packs. It is not dependent on the number of Daemonic Gifts the Leader model has.

Apostles: The Aspiring Champion may be upgraded to an Apostle for no points cost. As an Apostle they may purchase an Accursed Crozius and have the Demagogue Ability.

Daemonic Instability: Daemons in a Word Bearer unit have a better attachment to the material plane. If a Word Bearer unit must make a Rout Test they will not automatically lose a Daemon Pack. Instead roll a D6 and if a 3+ is rolled then the Daemon Pack does not have to be removed. Select the Daemon Pack before the roll is made.

Accursed Crozius: This weapon costs 40 points and can only be purchased by a Word Bearer Apostle. It is counted as a Daemon Weapon. The Accursed Crozius is a power weapon and also gives the model using it a 4+ Invulnerable Save.

Demagogue Ability: Only a Word Bearer Apostle may purchase this skill. This skill costs 20 points and does not count towards the Leader or Upgraded models skill total. Once per game the model with this skill can raise a speech that allows all models in the unit (excluding Daemons) to ignore or shake off the effects of being Stunned and Pinned. This may be done in either players turn.

Black Legion Unit

A Black Legion unit is lead by an Aspiring Champion with the remainder being Chaos Space Marines & Daemons. You can purchase a Black Legion unit from the rules below. The minimum number of models in a Black Legion unit is 3 while the maximum number of models is 12.

Use the rules for creating a normal Chaos Space Marines unit with the following modifications:

Daemons: Daemon Packs in a Black Legion unit may be a mixture of Daemon types, they do not have to be all of one type.

Khorne Berserkers Unit

A Khorne Berserkers unit is lead by an Aspiring Champion with the remainder being Khorne Marines & Daemons. You can purchase a Khorne Berserkers unit from the rules below. The minimum number of models in a Khorne Berserkers unit is 3 while the maximum number of models is 12.

Use the rules for creating a normal Chaos Space Marines unit with the following modifications:

Daemons: The only Daemon type allowed in a Khorne Berserker unit is Bloodletter. Use the rules for Daemonic Beasts found in the Chaos Daemon Unit rules.

Mark of Khorne: All models in a Khorne Berserker unit may have the Mark of Khorne. The cost to purchase the mark is 10 points for the Leader model and 5 points for all other models. Models with the Mark of Khorne may never have the Psychic Training skill and have the Blood Frenzy ability.

Blood Frenzy: Models with the Mark of Khorne have the Blood Frenzy ability. This means:

The models has +1 Attack

Becomes Fearless

Must always charge enemy models when they are within 6 inches at the start of the Assault phase.

Roll a D6 at the start of the movement phase. On a 1 or 2 they advance their normal movement rate plus D6 inches. Do not roll if the model is moving into, through or out of Difficult Terrain. Do not roll for Daemons. The model may not shoot in the shooting phase.

If the model takes an enemy model Out of Action or Kills them and is no longer Engaged in close combat then they may move 6 inches as a Follow Up move instead of the usual 3.

Fearless: Models that are Fearless automatically pass all Ld tests except for Rout Tests.

Khorne Weapons: Models with the Mark of Khorne may exchange their close combat weapons for Khornate Chainaxes for +1 point per model. A Khornate Chainaxe only allows a maximum armour save of 4+ for models with a 3+ or 2+ Armour Saving Throw.

Khorne Armoury: The following items can be purchased by Leader & Upgraded models in a Khorne Unit in addition to the items listed in the Chaos Space Marine armoury.

Axe of Khorne 20 points

Berserker Glaive 40 points

Collar of Khorne 5 points

Feel No Pain 5 points

Rage of Khorne 15 points

[1] An Axe of Khorne ignores armour saving throws. In addition any to-hit roll of 6 allows the model to make an additional attack. As long as a 6 is rolled the model can keep making additional attacks.

[2] A Berserker Glaive is a Daemon Weapon. Refer to the rules for Daemon Weapons in the Chaos Space Marine special rules. It is a two handed power weapon that subjects the wearer to the Blood Frenzy rules without needing to make any D6 roll. The Glaive confers a 4+ Invulnerable Save and doubles the basic attacks of the model.

[3] A Collar of Khorne will prevent the model wearing it from being the target of a psychic attack. Roll a D6 when the model is targeted or in the area of effect of a psychic power, on a 2+ the power is nullified. Force weapons have no extra effect on models with a Collar of Khorne.

[4] When a Khorne model with this ability suffers a wound roll a D6 before rolling on the Damage Table. On a 4+ the wound is ignored. The wound cannot be negated if the strength of the attack is at least twice the Toughness of the model.

[5] The model gains +D3 extra attacks when charging into close combat instead of the normal +1.

Death Guard Unit

A Death Guard unit is lead by an Aspiring Champion with the remainder being Nurgle Marines & Daemons. You can purchase a Death Guard unit from the rules below. The minimum number of models in a Death Guard unit is 3 while the maximum number of models is 12.

Use the rules for creating a normal Chaos Space Marines unit with the following modifications:

Daemons: The only Daemon type allowed in a Death Guard unit is Plaguebearer.

Mark of Nurgle: All models in a Death Guard unit may have the Mark of Nurgle. The cost to purchase the mark is 10 points for the Leader model and 5 points for all other models. Models with the Mark of Nurgle are Fearless and gifted with Daemonic Resilience. All models with the Mark of Nurgle have the True Grit ability.

True Grit: Models with the Mark of Nurgle have the True Grit ability. They may count their Bolter as a Bolt Pistol in close combat, therefore getting an extra Attack if they are equipped with a second pistol or close combat weapon. However a model using their Bolter in this way may not gain the +1 attack for charging into close combat.

Heavy Weapons: Models with the Mark of Nurgle may not purchase Heavy Weapons.

Nurgle Armoury: The following items can be purchased by Leader & Upgraded models in a Death Guard Unit in addition to the items listed in the Chaos Space Marine armoury.

Blight Grenades 25 points

Manreaper 25 points

Nurgle's Rot 5 points

Nurgling Infestation 20 points

Pandemic Staff 25 points

Plague Sword 15 points

[1] An enemy model that charged a Death guard model with Blight Grenades suffers a -1 modifier to their To-Hit roll in that close combat round.

[2] A Manreaper is a Daemon Weapon. Refer to the rules for Daemon Weapons in the Chaos Space Marine special rules. It is a two-handed power weapon that gives the user an extra +D6 attacks in close combat if fighting more than one enemy model in close combat. If only fighting one then the model only receives their normal attacks.

[3] At the end of the shooting phase any enemy model within 6 inches of a model with Nurgle's Rot may be affected. Roll a D6 and on a 6 the model takes a wound. Armour and Invulnerable saves are allowed but not cover saves. Only enemy models are affected.

[4] When in close combat with a model with a Nurgling Infestation any enemy model(s) will be subjected to an extra D6 Strength 3 attacks at Initiative 3.

[5] A Pandemic Staff is a Daemon weapon. Refer to the rules for Daemon Weapons in the Chaos Space Marine special rules. It is a may be used in the shooting phase instead of firing another weapon. A single enemy model(s) within 12 inches can be targeted. Roll to hit, hitting on a 2+ regardless of the models BS. Hits are at Strength D6 with normal Armour Saving Throws allowed.

[6] Roll a D6 when an enemy models is hit by a Plague Sword. On a 4+ the model is taken Out of Action immediately. On a 1-3 the attack hits as per a normal close combat weapon. No Armour Saves are allowed against a Plague Sword.

Emperor's Children Unit

An Emperor's Children unit is lead by an Aspiring Champion with the remainder being Slaanesh Marines & Daemons. You can purchase An Emperor's Children unit from the rules below. The minimum number of models in An Emperor's Children unit is 3 while the maximum number of models is 12.

Use the rules for creating a normal Chaos Space Marines unit with the following modifications:

Daemons: The only Daemon type allowed in an Emperor's Children unit is Daemonettes.

Mark of Slaanesh: All models in an Emperor's Children unit may have the Mark of Slaanesh. The cost to purchase the mark is 10 points for the Leader model and 5 points for all other models. Models with the Mark of Slaanesh are Fearless and have the Warp Scream special ability.

Warp Scream: Models with the Mark of Slaanesh have the Warp Scream ability. An enemy model(s) charging an Emperor's Children model with the Warp Scream ability reduces their Initiative value by 1 to a minimum of 1.

Sonic Weapons: Models with the Mark of Slaanesh may replace a combi-bolter with a Sonic Blaster for +2 points or replace a Boltgun at +5 points. They may also replace a Meltagun with a Doom Siren, Bolt Pistol and Close Combat weapon at no cost. A single heavy weapon can be swapped for a Blastmaster at no cost. A Blastmaster has a range of 36 inches and can hit at either Strength 5, AP 5 Assault 2 or Strength 8, AP 4 Heavy 1 Blast (players choice). If the Assault 2 option is chosen then any model hit by the Blastmaster will be automatically Pinned even if they do not have to roll on the damage table.

Nurgle Armoury: The following items can be purchased by Leader & Upgraded models in an Emperor's Children Unit in addition to the items listed in the Chaos Space Marine armoury.

Allure of Slaanesh 25 points

Combat Drugs 25 points

Doom Siren 10 points

Lash of Torment 25 points

Needle Of Desire 25 points

Sonic Blaster 5 points

[1] Instead of firing a weapon in the shooting phase the model can project a siren song up to 12 inches at a single enemy model. Make an Ld test for the target model. If they fail the test then they are moved D6 inches towards the projecting model (ignoring Difficult Terrain). Stop the model short by 1 inch if they would enter base-to-base contact.

[2] A model may take combat drugs at the start of any assault phase. When taken the player may chose any number of options below:

a)     May make 12" assault move and 6" inch Follow Up move.

b)     +1 to the models WS

c)      +1 to the models Strength

d)     Always Strikes first in close combat regardless of cover or weapons.

e)     Re-roll any failed To-Hit rolls in close combat.

f)        +1 to the models A score.

Roll a D6 for each option selected. If a double is rolled on the dice then the model is instantly Stunned. If a triple is rolled then the model is taken Out of Action. You cannot be hurt if you select only one option. The combat drugs effect(s) last for one assault phase only.

[3] A Doom Siren uses the Tear Drop shaped template and hits with Strength 4, AP5 and is an Assault 1 weapon. Models hit by a Doom Siren cannot take Cover Saves. When a model with a Doom Siren attacks in close combat they will cause models behind Cover to strike at their normal Initiative value.

[4] A Lash of Torment is a Daemon Weapon. Refer to the rules for Daemon Weapons in the Chaos Space Marine special rules. It is a one-handed power weapon that can be used by a model in shooting phase. The model must be within 12 inches of an enemy model to use the Lash. Use the model's S score for the attack.

[5] A Needle of Desire is a Daemon Weapon. Refer to the rules for Daemon Weapons in the Chaos Space Marine special rules. It always wounds on 2+ regardless of the enemy model(s) Toughness score. If the model must roll on the Damage Table make an Ld test. If failed then roll an additional D3 times on the damage table adding +1 to each dice roll. The Needle does not ignore armour saves.

[6] A Sonic Blaster has a range of 24 inches and hits with a Strength of 4, AP 5 and can either be an Assault 2 or Heavy 3 weapon (players choice).

Thousand Sons Unit

A Thousand Sons unit is lead by an Aspiring Champion with the remainder being Slaanesh Marines & Daemons. You can purchase A Thousand Sons unit from the rules below. The minimum number of models in A Thousand Sons unit is 3 while the maximum number of models is 12.

Use the rules for creating a normal Chaos Space Marines unit with the following modifications:

Daemons: The only Daemon type allowed in a Thousand Sons unit is Horror.

Mark of Tzeentch: All models in a Thousand Sons unit may have the Mark of Tzeentch. The cost to purchase the mark is 10 points for the Leader model and 5 points for all other models. The Leader with the Mark of Tzeentch automatically has the Psychic Training skill. All other models are Fearless and follow the 'Slow & Purposeful' special rule. Models with the Mark of Tzeentch cannot have any skills. Models with the Mark of Tzeentch are powerful psychics so they may specialise in two disciplines instead of the usual one. Select the additional discipline when the model gains the psychic training skill.

Slow & Purposeful: Models with the Mark of Tzeentch are subject to this special rule. Non-Leader & Upgraded Models always count as stationary when firing, even if they moved in the same turn. Models with the Mark always move as if they were in difficult terrain, even in open terrain. They never get the +1 Attack for charging into close combat, may not Force march and always strike at Initiative 1 in close combat.

Upgrading Weapons: You may not upgrade the weapons of any model with a Mark of Tzeentch (excluding Leader and Upgraded Models) once purchased. If say a Lascannon is required for the unit then a whole new Pack must be created for the purchase.

Terminators: You may upgrade a single Pack of Thousand Son Marines to Terminators. This costs 18 points per model and replaces their normal weaponry with a Power Weapon and a Combi-Bolter. Terminator armour provides an 2+ Armour save or a 5+ Invulnerable Armour Save. It is dependent on the Weapon's AP that is hitting the model as to which Armour Save is used. Only one maybe used. Terminator Armour hinders the movement of a model; models in Terminator Armour may not Force March and will never move more than 3 inches for their Follow Up move after close combat. Models in Terminator armour are completely protected from Gas type grenades. Models in Terminator Armour may not use Grenades.

Tzeentch Armoury: The following items can be purchased by Leader & Upgraded models in a Thousand Sons Unit in addition to the items listed in the Chaos Space Marine armoury.

Bedlam Staff 25 points

Bolt of Change 30 points

Disc of Tzeentch 25 points

Eye of Tzeentch 20 points

Inferno Bolts 25 points

Talisman of Tzeentch 5 points

Thrall Wizard 5 points

Twisting Path 5 points

Warp Blade 5 points

[1] A Bedlam Staff is a Daemon Weapon. Refer to the rules for Daemon Weapons in the Chaos Space Marine special rules. It is a power weapon that automatically makes models wounded by it Stunned even if they do not have to roll on the Damage Table.

[2] This is a psychic power that can be used in the shooting phase at no difficulty instead of firing a weapon. It has a range of 24 inches and hits at Strength 8, AP2 and Assault 1. Roll to-hit as normal.

[3] A model with a Disc of Tzeentch gives the model the abilities of Daemonic Flight and Daemonic Mutation. Only one model may ride the Disc.

[4] The model may re-roll either a single armour save, single to-hit roll or single to-wound roll each turn.

[5] The weapon the model is using is turned into a Blast type weapon and now uses the small blast template to determine models that are hit by an attack.

[6] A unit with a Talisman of Tzeentch force all other psychic power users to increase the difficulty of any power they use by 1. If a power they are using has no difficulty then it becomes difficulty 1.

[7] A model may have up to 4 Thrall Wizards in their command. Only a model with the Psychic Training skill may command the Thrall Wizards. Use the stats for a standard Imperial Guardsman, they may not have weapons or be given wargear nor count towards the total number of models in the unit. Each turn the commanding Chaos model may sacrifice a single Thrall Wizard, allowing a single Psychic Power to be used automatically with no roll required.

[8] Instead of firing a weapon in the shooting phase this power can be used. It requires no roll and occurs automatically. It can only be used once per game. Each enemy model must make an Ld test immediately. If the test is failed then the model is considered Pinned. If the test is successful then the Thousand Sons player gains +5 points to their points pool per successful test.

[9] A Warp Blade is a Daemon Weapon. Refer to the rules for Daemon Weapons in the Chaos Space Marine special rules. If an enemy psychic power is used with 12 inches of the Warp Blade roll a D6, on a 1-3 the enemy caster is instantly affected by the power they just cast instead of the originally intended target.

Additional Units

The following additional units can be used with your games of Warhammer 40,000 Skirmish. These rules either supersede or are in addition to the rules found in the Main Rulebook.

Bike Mounted Units

A number of specialised forces in the Imperium make use of motorized bikes to roar across the battlefield and get to grips with their enemies quickly. The following rules allow you to use bike-mounted units in a Warhammer 40,000 Skirmish game.

Movement

All models mounted on a bike move 12 inches in the movement phase. They may "Gun" the engines and move 18 inches however when they do this they may not shoot any weapons or charge into close combat (except for a RAM attack). Mark the model as if it Force Marched. Models moving 18 inches may not attempt to enter, exit or move through difficult terrain. Models that "Gun" their bike may move in the close combat phase but only to make a Ram attack. Models may not move into base-to-base contact with enemy models in the Movement phase, they also may not pass between enemy models unless there is enough space to pass between them.

Terrain

Models on bikes are very aware of the terrain they travel through. Models on bikes that attempt to exit or go through difficult terrain most roll a D6. On the roll of a 1 move the model only 6 inches and then they are treated as Stunned immediately. Mark the model as Stunned. If they attempt to enter, exit or go through difficult terrain in their next turn after they were Stunned and roll a 1 then they are taken Out of Action. Models that are attempting enter difficult terrain and roll a 1 are moved into base contact, even if the distance is greater than 6 inches, with the terrain piece and are treated as being within difficult terrain and Stunned.

Climbing

Bike mounted models may not climb terrain pieces. There must be an existing undamaged ramp or platform for them to leave the tabletop.

Overwatch & Hiding

Bike mounted models may not go into Overwatch or Hide in their movement phase.

Firing Weapons

Models on a bike may shoot a One-Handed weapon in the shooting phase in addition to any bike-mounted weaponry. Weapons mounted on a bike are treated as being stationery when fired, even if the model moved.

Shooting At Bike Mounted Models

When an enemy model(s) shoots at a Bike Mounted model the hits are randomized between the bike and the rider. For every shot that hits a bike-mounted model roll a D6, on a 1-3 the shot hits the bike and on a 4-6 the rider is hit. Both the rider and the bike have the same Toughness and Sv scores when determining if the shot wounds and a roll on the Damage Table is required. If the rider is wounded then follow the normal procedure and roll on the damage table. If the bike must roll on the Damage Table then it is considered destroyed and the rider is Thrown.

Pinned Bike-Mounted Models

All rules for Pinned models apply and in addition the model must move at least 6 inches forward in their next Movement phase in a straight line. If this move brings them into difficult terrain then they must end their movement immediately at the edge of the difficult terrain piece. If this move brings them into contact with Impassible Terrain then they are Thrown and the bike is destroyed.

Stunned Bike-Mounted Models

All rules for Stunned models apply and in addition the model falls off their bike. Lie the bike model on its side. This is different to being Thrown as once the Stunned period is over the model remounts their bike and acts as normal.

Thrown Models

Models that are Thrown from their bikes will suffer D3 hits (or D6 hits if they Gunned the engine in their last turn) with a Strength of D6+2 (roll for each hit individually). Normal armour saves are allowed. In addition roll a scatter dice and roll a D6 (2D6 if they Gunned the engine in their last turn), move the model the distance rolled and in the direction of the scatter dice. This is where the model will land after being Thrown. The model may act as normal on their next turn unless they are Pinned or Stunned from being Thrown. Make sure you replace the Bike model with a normal Foot soldier. The model can now only act as a normal foot soldier. After the game the player must purchase a new bike for the Thrown model.

Height Advantage

Bike-mounted models may only use the Height Advantage rules if they have access to upper terrain levels - see Climbing above.

Grenades

Models on bikes may still throw grenades however they must roll a natural 6 to hit (that is a six must be rolled on the dice, not say a 5 with a +1 modifier). Models that throw a Meltabomb / Tankbusta Bomb do not have to halve their throwing range.

Close Combat

Models on bikes may fight as normal in close combat. They charge into combat moving the normal 6 inches but may not claim the +1 Attack for an additional close combat attack as they must keep one hand on the controls. Bike-mounted models may gain the +1 Attack for charging as normal. Because bike-mounted models are normally very mobile they are never considered to be Engaged in Close Combat so models may move apart from each other after close combat. As the models are not Engaged in Close Combat there is no follow-up move to be made.

Ignore the normal rules for friendly models that are Killed when fighting a close combat with Bike-Mounted models.

Ram Attack

Models that "Gunned" their engines in the movement phase may charge 6 inches into Close Combat and perform a Ram attack. The bike-mounted model must get into base-to-base contact with the target model or the Ram will fail and the bike-mounted model will become Stunned immediately. You may only Ram one enemy model.

Instead of a normal close combat the enemy model will suffer a single hit with a Strength of 10 without an attack back. Normal amour saving throws are allowed. In addition roll the scatter dice and a D6 and move the enemy model the distance rolled and the direction of the scatter dice. No additional damage will occur from this movement. The models are not considered to be in close combat so both may move away in their next turn (if the target model is able).

The target model may attempt to leap out of the way of the bike. Roll a D6 and if they roll under their Initiative value then the Ram does not occur, halve the model's I score if the bike model Gunned their engine in the movement phase. Move the bike-mounted model as normal then place the target model in base-to-base contact to the side of the bike-mounted model. The target model may make a single attack at the bike-mounted model using their normal Strength score. They may not use any special attacks such as Power Fist, Poisoned Weapons etc. Power Weapons however can be used as normal.

Skills

Bike-Mounted models cannot use the following skills:

Main Rulebook

Counter-Attack Berserk Charge Impetuous

Fast Shot Marksman Pistolier

Body Slam Head Butt Pit Fighter

Controlled Fall Dodge Jump Back

Jump Up Infiltration

Imperium Sourcebook

Acrobatic

Bike-Mounted models may choose from the following skills in addition to the skills they are allowed to choose.

Terrain Foresight The model may re-roll the D6 they roll for Difficult Terrain if a 1 is rolled however the second result stands.

Balanced Fighter The model may use an additional close combat weapon in close combat, gaining the +1 Attack as normal.

Jink The model can "jink" his bike to avoid incoming fire. The model gains a 6+ Invulnerable saving throw.

Forward Scout The model may set up outside of the deployment zone but no closer then 18 inches to enemy models.

Born In The Saddle The model is an experienced rider and can counter the effects of being injured. When the model is "Thrown" roll a D6, on a 5+ ignore the result and treat the model as Stunned.

Psychic Powers

Bike-Mounted models may still use Psychic Powers however the Difficulty of the power being used is increased by 1. If the power has not difficultly then the Difficulty is 1.

Unit Rating

All bike-mounted units have an additional +14 points applied to their Rating.

Space Marine Bike Unit

A Space Marine Bike unit is lead by a Veteran Sergeant with the remainder being Space Marines Bikers. The whole unit is mounted on bikes. You can purchase a Space Marine Bike unit from the rules below. The minimum number of models in a Space Marine Biker unit is 2 while the maximum number of models is 10

Leader Model WS BS S T W I A Ld Sv

Veteran Sergeant 4 4 4 5 1 4 2 9 3+

Points Cost: 50 points

Weapons: A Veteran Sergeant comes armed with a Bolt Pistol. They may exchange their Bolt Pistol for a Close Combat Weapon for free.

Armoury: The Veteran Sergeant may purchase items from the Space Marine Biker Armoury List below.

Pack Models WS BS S T W I A Ld Sv

Space Marine Bikers 4 4 4 5 1 4 1 8 3+

Points Cost: 35 points each

Pack Size: The minimum Pack Size of Space Marine Bikers is 1 while the maximum is three.

Weapons: Each Space Marine Biker is armed with a Bolt Pistol. Each Space Marine Bike is armed with Twin-Linked Bolters.

Assault Weapons: One Space Marine Biker in each Pack may replace their Bolt Pistol with a Meltagun (+10 points) or a Plasma Gun (+10 points) or a Flamer (+6 points).

Grenades: Space Marine Bikers may purchase grenades from the Space Marin Biker Armoury List below.

Pack Models WS BS S T W I A Ld Sv

Attack Bike 4 4 4 5 1 4 2 8 2+

Points Cost: 50 points

Number Allowed: You may only include a single Attack bike in the unit. The Attack Bike forms a Pack on it's own.

Weapons: The Attack bike is armed with Twin-Linked Bolters & a Heavy Bolter but can be exchanged for a Multi-Melta for +15 points. The Attack Bike always counts as stationary when firing the heavy weapon even if it moved in the current turn.

Dual Crew: Shots at an Attack Bike are randomized between the driver, gunner and the bike itself.

Driver: Use the rules above for Pinned or Stunned models if the driver is injured. If an Out of Action (or Killed) result occurs then the bike stops and can no longer move.

Gunner: Use the standard Pinned and Stunned rules from the Main Rulebook if the gunner is injured. If an Out of Action (or Killed) result occurs then the Heavy Weapon cannot be fired any more.

Grenades: Attack Bike crew cannot purchase grenades.

Space Marine Biker Armoury

Models may be given one single -handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Bolt Pistol 1 point

Close Combat Weapon 1 point

Plasma Pistol 10 points

Single Lightning Claw 15 points

Power Fist 15 points

Power Weapon 10 points

Wargear

Bionic Replacement 5 points

Master-Crafted Weapon 15 points

Bike Upgrades

Over-Powered Engine 10 points

Extra Armour 5 points

Searchlight 1 point

Grenades

Frag Grenades 1 point

Krak Grenades 2 points

Blind / Smoke Grenades 2 points

Choke Grenades 2 points

Plasma Grenades 4 points

RAD Grenades 6 points

Meltabombs 5 points

[1] When rolling to hit with any type of Plasma weaponry, if a 1 is rolled then the weapon gets exceedingly hot. Roll a D6 and divide by 2 (rounding up), this number is the number of turns the weapon cannot be used for.

[2] Models hit by Lightning Claws may not make an Armour Saving Throw. In addition you may re-roll any failed To Wound rolls once per turn when using Lightning Claws.

[3] A Power Fist doubles the user's Strength score (up to a maximum of 10) when being used in Close Combat. In addition models hit by a Power Fist may not make any Armour Saving Throw. Due to the weight the model using the Power Fist in Close Combat counts as having an Initiative of 1.

[4] Models hit by a Power Weapon (Sword, Axe, Knife) may not make an Armour Saving Throw.

[5] Models may only purchase a Bionic Replacement if they have had limb(s) amputated. The Bionic replacement does not increase statistics but instead allows the model to move and fight without being crippled.

[6] One weapon belonging to a model may be classified as Master-Crafted. Master-Crafted weapons allow the model to re-roll their to-hit roll with that weapon each turn.

[7] An Over-Powered Engine allows the model to move an extra D6 inches in the shooting phase. They may not fire any weapons. This move ignores difficult terrain.

[8] The model may re-roll one failed Armour Saving Throw each turn.

[9] The model may double the range they roll for when fighting at night.

Consult the Grenades section in THE BATTLE section for rules on using grenade

Available Skills

When selecting skills for Space Marine Biker models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Leader A A 2 1 2

Upgraded Models 3 3 1 1 1

Space Marine Bike Unit Special Rules

Space Marine Bike Units follow the standard Space Marine Special Rules.

Black Templar Bike Unit

A Black Templar Bike unit is lead by a Champion with the remainder being Black Templar Initiates and Neophytes. The whole unit is mounted on bikes. You can purchase a Black Templar Bike unit from the rules below. The minimum number of models in a Black Templar Biker unit is 2 while the maximum number of models is 10

Use the rules for creating a normal Space Marines Bike unit with the following modifications:

Champion: Black Templar units do not have Veteran Sergeants, instead the unit is lead by a Champion. Use the statistics and rules for a Veteran Sergeant from the Space Marine Bike Unit rules.

Attack Bike: Black Templar units do not field Attack Bikes.

Initiate Bikers: Use the rules and characteristics for Space Marine bikers when purchasing Initiates. In addition to the Assault Weapons options Initiates can be armed with a Power Weapon (+10 points), also the cost for Flamers is reduced to +3 points and the Plasma Gun is reduced to +6 points.

Neophyte Bikers: Black Templar units field Neophyte's mounted on bikes. Use the following rules for Neophytes.

Pack Models WS BS S T W I A Ld Sv

Neophyte Biker 3 3 4 5 1 4 1 7 4+

Points Cost: 25 points each

Pack Size: The minimum Pack Size of Neophyte Bikers is 1 while the maximum is three.

Weapons: Each Neophyte is armed with a Bolt Pistol. Each Space Marine Bike is armed with Twin-Linked Bolters.

Grenades: Neophytes may purchase grenades from the Space Marin Biker Armoury List below.

Black Templar Bike Unit Special Rules

Black Templar Bike Units follow the standard Space Marine Special Rules and the Special Rules for Black Templars.

Ravenwing Bike Unit

A Ravenwing Bike unit is lead by a Veteran Sergeant with the remainder being Ravenwing Space Marine Bikers. The whole unit is mounted on bikes. You can purchase a Ravenwing Bike unit from the rules below. The minimum number of models in a Ravenwing Biker unit is 2 while the maximum number of models is 10

Use the rules for creating a normal Space Marines Bike unit with the following modifications:

Ravenwing Bikers: Ravenwing Bikers cost 40 points instead of 35 points.

Attack Bike: The Attack Bike costs 55 points instead of 50 points.

Skill: Every model in a Ravenwing unit has the skill 'Jink' including Pack models. This skill does not count towards the total number of skills allowed for Leader and Upgraded models.

Dark Angel Special The Ravenwing Bike Unit is subject to the special rule Stubborn

Rules: as mentioned in the Dark Angels Special Rules. They do not

follow the special rule Intractable.

White Scar Space Marine Bike Unit

A White Scar unit is lead by a Sergeant or Veteran Sergeant with the remainder being Space Marines. The whole unit is mounted on bikes. You can purchase a White Scar unit from the rules below. The minimum number of models in a White Scar unit is 2while the maximum number of models is 10

Use the rules for creating a normal Space Marines Bike unit with the following modifications:

Armoury: Models that can purchase items from the Space Marine Biker Armoury may also purchase items from the White Scar Armoury below.

Pack Models: Pack models maybe armed with a close combat weapon and a Bolt Pistol, giving them a +1 Attack in close combat from an additional close combat weapon. Models armed with Assault weapons may not have this extra attack.

White Scar Special Rules:  White Scars follow all the standard special rules for Space Marine Bike units. In addition each model (including Pack models) has the skills Terrain Foresight and Born In The Saddle. These skills do not count towards the total number of skills allowed for Leader and Upgraded models.

White Scar Armoury

Models may be given one single -handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Power Lance 15 points

Wargear

Horsetail Talisman 40 points

[1] A White Scar model that charges into close combat may add +1 to their Initiative value. If the White Scar model is charged by an enemy model(s) they will suffer a -1 to their Initiative value. A Power Lance is a power weapon.

[2] A Horsetail Talisman maybe revealed in the Movement Phase of the White Scar players turn. When revealed all White Scar models within Line of Sight of the Talisman may move an additional D6 inches in the shooting phase instead of shooting. This movement ignores Difficult Terrain.

White Scar Bike Unit Special Rules

White Scar Bike Units follow the standard Space Marine Special Rules.

Blood Claws Bike Unit

A Blood Claws Bike unit is lead by a Wolf Guard with the remainder being Blood Claws. The whole unit is mounted on bikes. You can purchase a Blood Claws unit from the rules below. The minimum number of models in a Blood Claws Bike unit is 2 while the maximum number of models is 10

Use the rules for creating a normal Space Marines Bike unit with the following modifications:

Blood Claw Bikers: Use the following rules for Blood Claw Bikers.

Pack Models WS BS S T W I A Ld Sv

Blood Claw Biker 3 3 4 5 1 4 1 8 3+

Points Cost: 30 points each

Pack Size: The minimum Pack Size of Blood Claw Bikers is 1 while the maximum is three.

Weapons: Each Blood Claw is armed with a Bolt Pistol or a close combat weapon. Each Space Marine Bike is armed with Twin-Linked Bolters.

Options: One model in the unit may replace their close combat weapon with a Power Weapon (+8 points). One more model in the unit may replace their close combat with a Power Fist (+12 points). Another model in the unit may replace their close combat weapon with a Plasma Pistol (+8 points).

Assault Weapons: One Blood Claw Biker in the unit may replace their Bolt Pistol & Close Combat weapon with a Meltagun (+8 points) or a Plasma Gun (+10 points) or a Flamer (+6 points).

Grenades: Blood Claw bikers may purchase grenades from the Space Marine Biker Armoury List.

Berserk Charge: When a Blood Claw biker charges into close combat they receive +2 attacks instead of the normal +1. This only applies to the Blood Claws and not the Wolf Guard leading them.

Wolf Guard: Use the rules and statistics for a Space Marine Veteran Sergeant as stated in the Space Marine Bike Unit rules to purchase a Wolf Guard leader. A Wolf Guard Leader may purchase items from the Space Wolf Armoury (See Imperium Sourcebook).

Special Rules: A Blood Claws Bike Unit follows all the special rules for Space Marines and for Space Wolves.

Rough Rider Cavalry Unit

A Rough Rider Cavalry unit is lead by a Sergeant or Veteran Sergeant with the remainder being Rough Riders. The whole unit is mounted on horses. You can purchase a Rough Rider Cavalry unit from the rules below. The minimum number of models in a Rough Rider Cavalry unit is 3 while the maximum number of models is 14

Leader Model WS BS S T W I A Ld Sv

Sergeant 3 3 3 3 1 3 1 7 5+

Points Cost: 9 points

Weapons: A Sergeant or Veteran Sergeant comes armed with a Close Combat Weapon and a Laspistol. The Sergeant or Veteran Sergeant may exchange their Close Combat Weapon for a Hunting Lance (+3 points) and may exchange their Laspistol for a Lasgun (+1 point).

Options: The Sergeant maybe upgraded to a Veteran Sergeant for +10 points. This upgrades the models A & Ld scores by +1.

Armoury: Sergeants and Veteran Sergeants may purchase weaponry & equipment from the Imperial Guard Armoury List.

Vox-Caster Set: A Sergeant may purchase a Vox-Caster set for 5 points. All models equipped with a Comm-Link may use the Sergeant's Ld score when making a Ld test so long as the Sergeant model is still on the board.

Pack Models WS BS S T W I A Ld Sv

Rough Riders 3 3 3 3 1 3 1 7 5+

Points Cost: 9 points each

Pack Size: The minimum Pack Size of Rough Riders is 2 while the maximum is seven.

Weapons: Each Rough Rider is armed with a Laspistol & a Close Combat Weapon. Any model may exchange their Close Combat Weapon for a Hunting Lance (+3 points). Any model may exchange their Laspistol for a Lasgun (+1 point).

Assault Weapons: One Rough Rider in each Pack may replace their Laspistol and Close Combat Weapon with a Meltagun (+10 points) or a Plasma Gun (+8 points), Flamer (+5 points) or a Grenade Launcher (+8 points).

Grenades: Rough Riders may purchase grenades from the Imperial Guard Armoury List.

Available Skills

When selecting skills for Rough Rider models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Veteran Sergeant 3 A 1 1 2

Sergeant 2 3 1 0 1

Upgraded Models 2 2 1 0 1

Rough Rider Unit Special Rules

Horses: Even though Horses are not bikes the same rules apply to Rough Rider units as it does to Bike Mounted units.

Hunting Lance: Hunting Lances can only be used when charging into close combat. When the Rough Rider charges they make only one attack but this attack is at +2 to their Strength and ignores Armour Saves. The Lance also doubles the models Initiative score. The model has the option not to use the Lance, in which case they fight as per normal using their Laspistol and Close Combat weapons.

Use All Weapons: Rough Riders may use both their Laspistol and Close Combat weapons in close combat, thereby gaining the +1 Attack in close combat for having an additional close combat weapon. Two-Handed weapons such as Lasguns and Assault Weapons also suffer no penalty.

Ork Boarboyz Cavalry Unit

An Ork Boarboyz Cavalry unit is lead by a Nob with the remainder being Boarboyz. The whole unit is mounted on Boars or Cyboars. You can purchase an Ork Boarboyz Cavalry unit from the rules below. The minimum number of models in an Ork Boarboyz Cavalry unit is 3 while the maximum number of models is 14

Leader Model WS BS S T W I A Ld Sv

Nob 4 2 4 4 2 3 3 7 6+

Points Cost: 34 points

Weapons: A Nob comes armed with a Choppa & Slugga or a Shoota.

Armoury: A Nob may purchase weaponry & equipment from the Feral Orks Armoury List (Refer Xenos Sourcebook).

Pack Models WS BS S T W I A Ld Sv

Boarboyz 3 3 3 4 1 2 1 7 6+

Points Cost: 12 points each

Pack Size: The minimum Pack Size of Boarboyz is 2 while the maximum is seven.

Weapons: Each Boarboyz is armed with a Choppa & Slugga or a Shoota. Any model may exchange their Close Combat Weapon for a Bang Stikk (+5 points).

Grenades: Boar Boyz may purchase grenades from the Ork Armoury List. The only grenades available to them are Frag, Krak, Smoky and Choky Stikkbombz.

Available Skills

When selecting skills for Ork Boarboyz models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Nob A 1 A 2 1

Upgraded Models A 1 A 1 0

Ork Boarboyz Unit Special Rules

Boars: Even though Boars are not bikes the same rules apply to Ork Boarboyz units as it does to Bike Mounted units. Ignore the rules for Boars as noted in the Feral Orks unit entry in the Xenos Sourcebook when playing with a Boarboyz unit only.

Use All Weapons: Ork Boarboyz may use both their Slugga and Choppa in close combat, thereby gaining the +1 Attack in close combat for having an additional close combat weapon. Two-Handed weapons such as Shootas also suffer no penalty.

Ork Biker Unit

An Ork Biker unit is lead by a Nob with the remainder being Boyz. The whole unit is mounted on bikes. You can purchase an Ork Biker unit from the rules below. The minimum number of models in an Ork Biker unit is 2 while the maximum number of models is 12.

Leader Model WS BS S T W I A Ld Sv

Nob 4 2 4 5 2 3 3 7 6+/5+

Points Cost: 45 points

Weapons: A Nob comes armed with a Slugga and Choppa. An Ork Bike is armed with Twin-Linked Big Shootas.

Armoury: The Nob may purchase items from the Ork Armoury List (excluding Mega Armour items).

Pack Models WS BS S T W I A Ld Sv

Boyz 4 2 3 5 1 2 2 7 6+/5+

Points Cost: 30 points each

Pack Size: The minimum Pack Size of Ork Bikers is 1 while the maximum is five.

Weapons: Each Ork Biker is armed with a Slugga & a Choppa. Each Ork Bike is armed with Twin-Linked Big Shootas.

Dual Crew: Any Ork bike maybe stripped of it's Big Shootas and an additional Ork carried. The Bike now costs 20 points instead of 30. Increase the A score of the bike to 3. Shots at a stripped Ork Bike are randomized between the driver, passenger and the bike itself.

Driver: Use the rules above for Pinned or Stunned models if the driver is injured. If an Out of Action (or Killed) result occurs then the bike stops and can no longer move.

Passenger: Use the standard Pinned and Stunned rules from the Main Rulebook if the gunner is injured. If an Out of Action (or Killed) result occurs then the Bike loses its additional 1 Attack.

Grenades: Ork Bikers may purchase grenades from the Ork Armoury List.

Ork Biker Armoury

No model may be given the same item of Wargear twice.

Bike Upgrades

Armour Plates 5 points

Grot Rigger 2 points

Red Paint Job 3 point

Searchlight 1 point

Spikes N Blades 5 point

Turbo Boosta 3 point

[1] A Bike fitted with Armour Plates may re-roll one failed Armour Saving Throw per turn.

[2] A Bike with a Grot Rigger may re-roll the dice when a 1 is rolled when moving through difficult terrain.

[3] A Red Paint job adds 1 extra inch of movement to the bike in the Movement and Close Combat phases.

[4] The model may double the range they roll for when fighting at night.

[5] The model may re-roll one failed to-hit roll in close combat per turn.

[6] A Turbo Boosta allows the model to move an extra D6 inches in the shooting phase. They may not fire any weapons. This move ignores difficult terrain.

Available Skills

When selecting skills for Ork Biker models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Nob A 2 A 3 2

Upgraded Models A 2 3 2 1

Ork Bike Unit Special Rules

Ork Bike Units follow the standard Ork Special Rules and the following special rules:

Short Ranged: The Twin-Linked Shootas on Ork bikes have a limited range of 18 inches only.

Hard To Hit: Ork Bike models have a 5+ Cover Save when being shot by ranged weapons even in the open.

Speed Freaks: Ork Bike models automatically pass all Ld tests required for Pinned models.

Psycho Blastas: Ork Bike models have the option to make a shooting attack with their Twin-Linked Big Shootas when they charge into close combat instead of a normal close combat attack. They will strike first with this attack regardless of the Initiative values of models.

Eldar Bike Unit

An Eldar Bike unit is lead by a Warlock with the remainder being Eldar Guardians. The whole unit is mounted on bikes. You can purchase an Eldar Bike unit from the rules below. The minimum number of models in an Eldar Bike unit is 2 while the maximum number of models is 12.

Leader Model WS BS S T W I A Ld Sv

Warlock 4 4 3 4 1 4 1 8 3+

Points Cost: 41 points

Weapons: A Warlock comes armed with a Shuriken Pistol. Their Jetbike is armed with Twin-Linked Shuriken Catapults.

Armoury: The Warlock may purchase items from the Eldar Bike Armoury List below.

Psychic Powers: A Warlock comes with the skill Psychic Training. They must select a Discipline and choose a Power. They may also purchase Eldar Psychic Powers from the Eldar Armoury found in the Main Rulebook.

Pack Models WS BS S T W I A Ld Sv

Guardian Jetbiker 3 3 3 4 1 4 1 8 3+

Points Cost: 35 points each

Pack Size: The minimum Pack Size of Guardian Jetbikers is 1 while the maximum is three.

Weapons: Each Guardian is armed with a Shuriken Pistol. Each Jetbike is armed with Twin-Linked Shuriken Catapults.

Heavy Weapons: One Guardian Jetbiker in each Pack may replace their Twin-Linked Shuriken Catapults with a Shuriken Cannon (+20 points).

Grenades: Guardian Jetbikers may purchase grenades from the Eldar Bike Armoury List.

Eldar Biker Armoury

Models may be given one single -handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Shuriken Pistol 1 point

Close Combat Weapon 1 point

Witchblade 15 points

Wargear

Bionic Replacement 5 points

Bike Upgrades

Crystal Targeting Matrix 15 points

Holo-Field 10 points

Scythes 5 points

Spirit Stone 10 points

Star Engines 10 points

Vectored Engines 5 points

Grenades

Plasma Grenades 1 point

Haywire Grenades 2 points

Anti-Plant Grenades 2 points

Conceal Grenades 2 points

Psychic Grenades 5 points

Photon Flash Grenades 3 points

Tanglefoot Grenades 2 points

[1] A Witchblade hits on a 4+ and wounds on a 2+ regardless of the WS and T scores of the enemy model.

[2] Models may only purchase a Bionic Replacement if they have had limb(s) amputated. The Bionic replacement does not increase statistics but instead allows the model to move and fight without being crippled.

[3] The model may make a single re-roll once per turn when rolling to hit with ranged weapons on the bike only.

[4] The model may re-roll one failed armour saving throw per turn.

[5] The model may re-roll one failed to-hit roll in each close combat phase.

[6] The model may re-roll their Ld test when testing for being Pinned.

[7] The model can move an additional +D6 inches in the movement phase.

[8] The model can re-roll the dice when moving through difficult terrain if a 1 is rolled.

[9] Consult the Grenades section in THE BATTLE section for rules on using grenade

Available Skills

When selecting skills for Eldar Bike models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Leader 3 3 2 A A

Upgraded Models 2 2 1 A 3

Eldar Bike Unit Special Rules

Members of an Eldar Bike Unit have the same special rules as an Eldar unit except for Fleet of Foot. They also have the following special rules:

Eldar Jetbikes Eldar Jetbikes are extremely fast. As well as moving in the Movement phase an Eldar Jetbike can move 6 inches in the Close Combat Phase. The model is free to move in any direction, if this move brings them into base-to-base contact with an enemy model(s) then they count as charging. In addition Jetbikes are still affected by terrain despite the fact they hover above the ground. If a Jetbike enters Difficult Terrain then they must still roll a D6 as normal.

Wild Riders Of Saim-Hann Bike Unit

A Wild Riders Bike unit is lead by a Wild Rider Chief with the remainder being Wild Riders. The whole unit is mounted on jetbikes. You can purchase a Wild Riders unit from the rules below. The minimum number of models in a Wild Riders Bike unit is 2 while the maximum number of models is 12.

Use the rules for creating a normal Eldar Jetbike unit with the following modifications:

Wild Rider Chief: Use the following rules for the Wild Rider Chief.

Pack Models WS BS S T W I A Ld Sv

Wild Rider Chief 5 4 3 4 2 5 3 10 3+

Points Cost: 65 points

Weapons: The Wild Rider Chief is armed with a Close Combat Weapon. This can be upgraded to a Power Weapon (+12 points). The Jetbike is armed with Twin-Linked Shuriken Catapults that can be upgraded to a Shuriken Catapult for +25 points.

Armoury: The Wild Rider Chief may purchase items from the Eldar Bike Armoury List.

Never Pinned: The Wild Rider Chief can never be Pinned even automatically.

Wild Riders: Use the rules for purchasing Guardian Jetbike riders in the Eldar Jetbike unit rules.

Expert Pilots: All models in a Wild Rider unit have the skill Terrain Foresight. This skill does not count towards the total number of skills a Leader or Upgraded model can have.

Special Rules: A Wild Rider unit follows all the Eldar special rules (except Fleet of Foot) and the Eldar Jetbike unit special rules.

Shining Spear Aspect Warrior Unit

A Shining Spear Aspect Warrior unit is lead by an Exarch and is made up of Shining Spear Aspect Warriors. The whole unit is mounted on Jetbikes. The minimum number of models in a Shining Spear Aspect Warrior unit is 1 and the maximum number of models is 12. You can purchase a Shining Spear Aspect Warrior unit using the rules below.

Leader Model WS BS S T W I A Ld Sv

Exarch 5 5 3 4 1 6 2 9 3+

Points Cost: 50 points

Weapons: The Exarch comes armed with a Laser Lance. The Jetbike is armed with Twin-Linked Shuriken Catapults.

Options: The Exarch can exchange his Laser Lance for a Bright Lance (+25 points) or a Power Weapon (+5 points).

Warrior Powers: The Exarch can have the following warrior powers: Skilful Rider (+5 points) and Evade (+10 points).

Armoury: The Exarch may purchase grenades and the Bionic Replacement warger item from the Eldar Armoury List only. They may also purchase items from the Eldar Bike Armoury list.

Pack Models WS BS S T W I A Ld Sv

Shining Spears 4 4 3 4 1 5 1 9 3+

Points Cost: 50 points each

Pack Size: The minimum Pack Size of Shining Spears is 1 while the maximum is four.

Weapons: Each Shining Spear is armed with a Laser Lance. Each Jetbike is armed with Twin-Linked Shuriken Catapults.

Grenades: Shining Spears may purchase grenades from the Eldar Armoury List.

Available Skills

When selecting skills for Shining Spear models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Exarch 3 A 2 A 3

Upgraded Models 2 A 1 A 3

Shining Spear Special Rules

Special Rules: A Shining Spear unit follows all the Eldar special rules (except Fleet of Foot), Aspect Warrior Unit rules and the Eldar Jetbike unit special rules.

Shining Spear Special Equipment

Laser Lance Shining Spear models use their Laser Lance to make a shooting attack when they charge into close combat instead of a normal close combat attack. They will strike first with this attack regardless of the Initiative values of models. A Laser Lance is a Strength 5 weapon, AP 5 Assault 1. In close combat a model using a Laser Lance hits with a Strength of 5.

Warp Spider Exarch Warrior Powers

Skilful Rider The Exarch never has to make Difficult Terrain rolls. The Exarch is assumed to pass all those tests automatically.

Evade The Exarch's Sv becomes an Invulnerable Save.

Reaver Jetbike Unit

A Reaver Jetbike unit is lead by a Succubus and is made up of Reaver riders. The whole unit is mounted on Jetbikes. The minimum number of models in a Reaver Jetbike unit is 1 and the maximum number of models is 12. You can purchase a Reaver Jetbike unit using the rules below.

Leader Model WS BS S T W I A Ld Sv

Succubus 4 4 4 4 1 6 2 8 4+

Points Cost: 41 points

Weapons: The Succubus comes armed with a Splinter Pistol. The Jetbike is armed with a Splinter Rifle.

Armoury: The Succubus may purchase grenades and the Bionic Replacement wargear item from the Dark Eldar Armoury List only.

Pack Models WS BS S T W I A Ld Sv

Reavers 4 4 4 4 1 6 1 8 4+

Points Cost: 25 points each

Pack Size: The minimum Pack Size of Reavers is 1 while the maximum is four.

Weapons: Each Reaver is armed with a Shuriken Pistol. Each Jetbike is armed with a Splinter Rifle.

Assault Weapons: One model in each Pack may upgrade their Splinter Rifle to a Shredder (+15 points) or a Blaster (+10 points).

Grenades: Reavers may purchase grenades from the Dark Eldar Armoury List.

Available Skills

When selecting skills for Reaver models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Leader A 2 2 A 2

Upgraded Models A 1 1 3 1

Reaver Special Rules

Special Rules: A Reaver Jetbike unit follows all the Dark Eldar special rules (except Fleet of Foot).

Combat Drugs: All models in a Reaver Jetbike unit have Combat Drugs. Refer to the Dark Eldar armoury listing for the rules on using these.

Reaver Special Equipment

Reaver Jetbike Reaver Jetbikes are exceptionally fast. As well as moving in the Movement phase a Reaver Jetbike can move 6 inches in the Close Combat Phase. The model is free to move in any direction, if this move brings them into base-to-base contact with an enemy model(s) then they count as charging. In addition Jetbikes are still affected by terrain despite the fact they hover above the ground. If a Jetbike enters Difficult Terrain then they must still roll a D6 as normal.

Turbo Booster: Once per game each Reaver model can activate their Turbo Booster to speed across the board. The booster allows the Reaver model to move 24 inches in the movement phase instead of 12. They may not 'Gun' the engine in the same turn and a Ram attack will inflict two hits instead of 1. For the entire turn the Reaver's Sv score will be Invulnerable. The Reaver may not fight in close combat or shoot in the same turn they use their Turbo Booster.

Chaos Space Marine Bike Unit

A Chaos Space Marine Biker unit is lead by an Aspiring Champion with the remainder being Chaos Space Marines Bikers. The whole unit is mounted on bikes. You can purchase a Chaos Space Marine Biker unit from the rules below. The minimum number of models in a Chaos Space Marine Biker unit is 2 while the maximum number of models is 10

Leader Model WS BS S T W I A Ld Sv

Apsiring Champion 4 4 4 4(5) 1 4 3 10 3+

Points Cost: 47 points

Weapons: An Aspiring Champion comes armed with a Bolt Pistol or a Close Combat Weapon.

Armoury: The Aspiring Champion Sergeants may purchase items from the Chaos Space Marine Biker Armoury List below.

Pack Models WS BS S T W I A Ld Sv

Chaos Bikers 4 4 4 4(5) 1 4 2 9 3+

Points Cost: 34 points each

Pack Size: The minimum Pack Size of Chaos Bikers is 1 while the maximum is three.

Weapons: Each Chaos Biker is armed with a Bolt Pistol or a close combat weapon. Each Chaos Bike is armed with Twin-Linked Bolters.

Assault Weapons: One Chaos Bikers in each Pack may replace their Twin-Linked Bolters with a Meltagun (+10 points) or a Plasma Gun (+10 points) or a Flamer (+6 points).

Grenades: Chaos Bikers may purchase grenades from the Chaos Space Marine Armoury List.

Chaos Space Marine Biker Armoury

Models may be given one single -handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Bolt Pistol 1 point

Close Combat Weapon 1 point

Plasma Pistol 10 points

Single Lightning Claw 15 points

Power Fist 15 points

Power Weapon 10 points

Wargear

Bionic Replacement 5 points

Chaos-Crafted Weapon 15 points

Daemonic Gifts

Daemon Armour 10 points

Daemonic Aura 10 points

Daemon Fire 5 points

Daemonic Mutation 10 points

Daemonic Resilience 10 points

Daemonic Rune 35 points

Daemonic Speed 10 points

Daemonic Strength 5 points

Daemonic Talons 5 points

Daemonic Venom 3 points

Daemonic Visage 2 points

Grenades

Frag Grenades 1 point

Krak Grenades 2 points

Blind / Smoke Grenades 2 points

Choke Grenades 2 points

Plasma Grenades 4 points

RAD Grenades 6 points

Meltabombs 5 points

[1] When rolling to hit with any type of Plasma weaponry, if a 1 is rolled then the weapon gets exceedingly hot. Roll a D6 and divide by 2 (rounding up), this number is the number of turns the weapon cannot be used for.

[2] Models hit by Lightning Claws may not make an Armour Saving Throw. In addition you may re-roll any failed To Wound rolls once per turn when using Lightning Claws.

[3] A Power Fist doubles the user's Strength score (up to a maximum of 10) when being used in Close Combat. In addition models hit by a Power Fist may not make any Armour Saving Throw. Due to the weight the model using the Power Fist in Close Combat counts as having an Initiative of 1.

[4] Models hit by a Power Weapon (Sword, Axe, Knife) may not make an Armour Saving Throw.

[5] Models may only purchase a Bionic Replacement if they have had limb(s) amputated. The Bionic replacement does not increase statistics but instead allows the model to move and fight without being crippled.

[6] One weapon belonging to a model may be classified as Chaos-Crafted. Master-Crafted weapons allow the model to re-roll their to-hit roll with that weapon each turn.

[7] The model's Sv score is increased to 2+.

[8] The model gains a 5+ Invulnerable saving throw. It may choose to use this save instead of their usual Sv score.

[9] The model may project warp flame from themselves. This is done in the shooting phase instead of firing a weapon with a range of 12 inches, Strength of 4, AP 6 and is treated as an Assault 2 weapon.

The model gains a +1 to their A score.

The model gains a +1 to their T score.

The +1 added to the dice roll on the Damage Table for weapons with a Strength greater than twice the Chaos models Toughness score is ignored.

The model gains a +1 to their I score.

The model gains a +1 to their S score.

The model may not use any other weapons but will always count as having an additional close combat weapon. When fighting in close combat any rolls to hit of 6 will automatically wound with no Armour Save allowed.

In close combat the model will always wound on a 4+ regardless of the Toughness of the enemy model(s). The may have no other weapons but counts as having an additional close combat weapon.

All enemy models within line of sight of the chaos model must reduce their Ld by 1 when making an Ld test.

Consult the Grenades section in THE BATTLE section for rules on using grenade

Available Skills

When selecting skills for Chaos Biker models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Leader A A 2 1 2

Possessed Marines 3 3 1 1 1

Chaos Space Marine Bike Unit Special Rules

Chaos Space Marine Bike Units follow the standard Chaos Space Marine Special Rules.

Additional Rules

The following additional rules and scenarios can be used with your games of Warhammer 40,000 Skirmish. These rules either supersede or are in addition to the rules found in the Main Rulebook.

Advancement

During play-testing it was found that models advance rather quickly, far quicker than what was anticipated when the original advancement rules were written. The following rules replace the ones found in the Main Rulebook.

As models fight in battles they can increase their statistics and gain new skills. These are called Advances. Not all models are eligible for advances, consult the table below to determine if the unit gains any advances. If you are using the table below, do not use the table for additional points gained for differences in points amounts (as found in the Xenos Sourcebook).

Number Of Advances Available To The Unit: D6

Apply Modifiers:

Every Friendly Model Killed -2

Every Friendly Model OOA -1

Every Enemy Model Killed +2

Every Enemy Model OOA +1

Unit Routed -3

Other Unit Routed +3

Unit Completed Objective +3

Unit Did Not Complete Objective  -3

Difference In Ratings +/- per full 10 points (rounded)

The minimum number of advances a unit will receive per turn is 1 while the maximum is equal to one advance per Leader & Upgraded model and eligible Packs.

For Example: Peter's Space Wolves beat Grant's Chaos unit. Peter rolls a 4 on a D6 and then applies the modifiers. He did not lose any models but 2 went OOA (4-2=2), he managed to kill one of Grant's models during the game (2+2=4), Grant's unit Routed (4+3=7) but Peter did not complete the Objective (7-3=4). The difference in Ratings between Peter and Grants unit's is 15, that being Peter's unit is 15 points more than Grant's. Peter has to reduce his number of advances by 1 (per full 10 points, 10=1, 5=0) so Peter has 6 advancements to roll for.

Once the number of advance rolls are determined apply the advances to the unit models, starting with the Leader model followed by Upgraded Models and finally Pack models. If the number of advances exceeds the number of models/packs in the unit those additional advances are lost.

For Example: Peter applies his advances. He has a Leader model, and upgraded model and 2 Packs. The first advance goes to the Leader, the next to his Upgraded model, the next two to his 2 Packs. He still has 2 advances to allocate which are lost.

Roll on the required table below for the model/pack with an Advance. Roll for a Pack as a whole and not for each individual model in the Pack.

Leader / Upgraded Advancement Pack Advancement

2D6 Roll Advance 2D6 Roll Advance

New Skill 2 Breaking The Mould

3 +1 Wounds 3 +1 Toughness

4 +1 Initiative 4 +1 Strength

5-6 +1 Leadership 5-6 +1 Ballistic Skill

7-8 +1 Weapon Skill 6-7 +1 Weapon Skill

9 +1 Ballistic Skill 8-9 +1 Leadership

10 +1 Strength 10 +1 Initiative

11 +1 Toughness 11 +1 Wounds

12 New Skill 12 Breaking The Mould

No characteristic can be upgraded by more than 2 points from its starting amount. No characteristic may exceed 10 (including Leadership). If a model has already reached its maximum characteristic then roll again on the table above until a result that can be done is obtained. Statistics that started at a value of 0 may never been increased (the model never had and never will have the ability to use that characteristic), re-roll until a result is obtained that the model can use.

For Example: Lets see how many advances Grant gets. He rolls a 3, he took 2 of Peter's models OOA (3+1+1=5), lost one of his (5-2=3), his unit Routed (3-3=0), didn't complete the objective (0) but his rating is 15 points less than Peter's (+1 per full 10 points = 1). Grant manages to get only 1 advance for his whole unit, which goes to his Leader first. If there was no difference in the ratings then Grant would still have 1 advance as this is the minimum number of advances a unit gets per game.

Initiative Phase

Who goes first and second in a game is determined by the scenario being played and who is the attacker and who is the defender. As an option you can introduce an Initiative phase that changes who goes first each turn. This rule is optional - that is both players must be in full agreement before its use.

The attacking and defending units are still determined as per normal however ignore the instruction in the scenario, as too who will go first. Instead roll a D6 and add the Leadership value of the Leader of each unit. The unit with the highest score has the option of going first or second in the current turn. Once both players have had their turns roll the D6 again and add the Leadership scores again. If the Leader model of either unit has been removed from the table use the next highest Leadership value in the unit, beginning with Upgraded models, identical to rolling for Rout tests. Continue this through to the end of the game. If the unit has the ability to carry on the game a further turn then do not roll, instead that unit will go first.

This optional rule can also be used in Multi-Player games, however it may prove a hassle if the sequence of play jumps around and across the table.

Reloads & Jams

Almost every weapon used in Warhammer 40,000 Skirmish requires a reload of ammunition and can be subject to Jamming. The following optional rule allows you to add a sense of suspense to the shooting phase. Being an optional rule both players must be in full agreement about its use.

Roll to-hit in the shooting phase as normal however if a 1 is rolled on any of the dice then the weapon has suffered a malfunction and that shot will not hit the target. If the weapon is firing more than one shot then only the To-Hit rolls that are a 1 are affected, any others still hit (or miss) as normal.

Plasma weapons are not affected by this rule and still follow the normal rules as found in the Main Rulebook.

While weapons used by all races are different and rely on different power systems, ammunition etc. To keep the system fair all weapons are treated as the same for reloads and jams. Just because a Space Marine Boltgun is a better design than say a Kroot Gun does not mean that something would not go wrong with it at the worst possible time.

Roll a D6 for every 1 rolled for the To-Hit roll. On a 4+ the weapon is quickly fixed and can be used again in the next Shooting Phase. If a 1-3 is rolled then the weapon must be fixed. The weapon cannot be fired in the models next Shooting Phase. The model may choose to not move in their next Movement phase in the hope of fixing the weapon. If they choose to do this roll a D6 on a 3+ the weapon can be used in the Shooting phase. On a 1-2 the weapon is not corrected and must be fixed in the Shooting Phase. Once the Shooting phase is over the weapon is fixed and maybe used in the model's next Shooting phase.

This rule is not recommended for use in Multi-Player games.

Extra Rules For Flamers

Unlike other weapons, flamers have the ability to cause damage long after they have been fired. The chances of a target of a Flamer attack being ignited by the weapon are highly possible. The following optional rule allows you to add a sense of suspense to the shooting phase. Being an optional rule both players must be in full agreement about its use.

After resolving an attack by a Flame weapon roll a D6, on a 1 the target has ignited and will continue to burn into the next turn. The model is treated as Stunned however they will move in the movement phase. Roll a Scatter dice and a D6. Move the model in the direction indicated for a number of inches equal to the D6 roll. The model may move into Difficult Terrain but not into Impassable Terrain. If the move brings the model into base-to-base contact with another model (friendly or not), resolve a single Flamer attack on that model (they may also catch on fire so remember to test for that).

Roll a D6 at the start of the next turn (this is the next occurring turn and not the next turn of the model on fire). On a 1-5 the model stays on fire, on a 6 the fire goes out. While the model is on fire they will suffer a single Strength 4 hit with an AP of 5 however no Armour Save is allowed. The model will continue to take damage and stay Stunned until the fire is put out.

Friendly models may attempt to help put out the fire. Every friendly model within 3 inches of the model on fire at the start of the turn contribute a +1 to the dice roll the on fire model makes. When a 6 is rolled the fire is out and the model can act as normal (unless they are Stunned or Pinned by the last flame attack).

Transport Vehicles

No vehicles (except Bikes) are used in Warhammer 40,000 Skirmish however that does not stop units from using Transports to speed them to the battle zone quickly. Any unit can purchase a Transport vehicle to assist them.

A Transport Vehicle costs 50 points and can carry the entire unit into battle. The Vehicle itself has no weapons and will only provide protection to models that use it as cover.

Having a transport vehicle allows a unit to roll only 2+ when rolling for reserves entering the game, models that are using Aerial Assault rules still make the normal Reserves roll. The vehicle may be placed anywhere in the players deployment zone at the beginning of the game. It is treated as a piece of impassible terrain and cannot be destroyed during the game.

The following scenario uses a Transport vehicle as the objective.

Scenario Name: Breakdown

Designers Note: This scenario requires at least one unit to have a Transport Vehicle.

Overview: Of all the times your transport vehicle can breakdown down, this is the worst. You are far behind enemy lines and have indications of the enemy moving closer. Unless you can get your vehicle going you might have to leave it and fall back.

Scenario Special Rules: Repair Vehicle (See Below), Night Fight on 4+

Terrain: Both players should set up terrain pieces in a mutually agreeable manner.

Deployment: Place the Defender's Transport vehicle in the centre of the table. The Attacker will start on a randomly determined table edge.

Starting The Scenario: The Attacker gets first turn for the entire game.

Ending The Scenario: The Attacking player must force the defender to Rout from the battlefield and leave their Transport vehicle. The Defender must complete repairs on the transport vehicle and then use it to leave the area.

Bonus Points: If the Attacker forces a Rout then they will receive 75 bonus points for their points pool. The Defender loses their transport vehicle from their roster however the Attacker does not gain it as it was to damaged to ever be used again. If the Defender manages to fix the vehicle and leave the board they will gain 75 bonus points for their points pool.

Repair Vehicle: At the start of each turn after the first the Defender can attempt to repair their vehicle. Roll a D6. On a 6 roll the dice again. If a 6 is rolled again then the vehicle is repaired and the Defender's unit leaves the board at the end of the turn (and wins the scenario). If a 2-5 is rolled on the second roll then the vehicle is still not repaired but on the next turn the player counts as already rolled a 6 on the first D6 roll. If a 1 is rolled on the second D6 roll then the vehicle is not repaired and at the start of the next turn the player needs to roll the 6 on the first dice to roll the second.

Models in the player's unit may assist in the repair of the vehicle. For each model that assists in the repair the player may add +1 to the first dice roll. Models that are assisting in the repair are treated as Stunned.

New Wargear Item - Servo Skulls (Imperium Only)

Available to Imperium players are Servo Skulls. These are the skulls of Imperial citizens that have been fitted with anti-gravity motors and a variety of tools and weapons. Any Imperium model (Space Marines, Imperial Guard, Sisters Of Battle, Inquisitors) that can purchase items from their armoury may purchase a Servo Skull.

A single model may have up to 2 Servo Skulls, each Skull counts as half a model towards the total number of models allowed in the unit (round up - that is if there is only one Servo Skull then it is 1 model, if there are two then it counts as 1 model). There are three types of Servo Skulls available; a model may have more than one type.

Medical Skull: 20 points. For every Medical Skull a model has they may increase their Wounds score by 1.

Gun Skull: 15 points. For every Gun Skull a model has they may increase their Ballistic Skill score by 1.

Combat Skull: 15 points. For every Combat Skull a model has they may increase their Weapon Skill score by 1.

When a model is hit by ranged or close combat attacks the first wound the model suffers will remove one Servo Skull. Servo Skulls have no armour and so are easily destroyed. When destroyed remove the increase they afforded the model they are attached to. Once a model has lost all the Servo Skull's accompanying them all other wounds after that will start affecting the model themselves.


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