Skirmish Battles Source Book By Peter L Fontebasso
CHAOS
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
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
Advancement 41
Initiative Phase 43
Reloads & Jams 43
Extra Rules For Flamers 43
Transport Vehicles 44
New Wargear Item - Servo Skulls 45
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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.
Nurglings: A Nurgling Base can accompany a Unit into battle. They cost 9 points per base and have the following statistics:
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:
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.
Bolt Pistol 1 point
Close Combat Weapon 1 point
Plasma Pistol 10 points
Power Fist 15 points
Power Weapon 10 points
Pair of Lightning Claws 30 points
Combi-Weapons:
Bolter-Meltagun 10 points
Combi-Bolter 3 points
Great Weapon 3 points
Chaos Hound 12 points each
Bionic Replacement 5 points
Chaos-Crafted Weapon 15 points
Spiky Bits 5 points
Chaos Icon 10 points
Dark Blade 25 points
Dreadaxe 25 points
Ether Lance 25 points
Kai Gun 25 points
Daemonic Armour 10 points
Daemonic Aura 10 points
Daemonic Fire 5 points
Daemonic Flight 10 points
Daemonic Mutation 10 points
Daemonic Rune 35 points
Daemonic Speed 10 points
Daemonic Strength 5 points
Daemonic Venom 3 points
Counter-Attack 2 points
Infiltration 3 points
Guerrilla Master 1 point
Night Vision 1 point
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:
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.
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
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.
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.
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
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).
A model with the Psychic Training skill and who can purchase items from their Armoury may purchase the following wargear items.
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.
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.
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
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.
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.
Nurglings: A Nurgling Base can accompany a Unit into battle. They cost 9 points per base and have the following statistics:
Invulnerable: Nurglings are made from the very fabric of the Warp so all their saves are Invulnerable.
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
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.
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.
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.
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.
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.
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.
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+.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
Bike mounted models may not climb terrain pieces. There must be an existing undamaged ramp or platform for them to leave the tabletop.
Bike mounted models may not go into Overwatch or Hide in their movement phase.
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.
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
Models may be given one single -handed weapon. No model may be given the same item of Wargear twice.
Bolt Pistol 1 point
Close Combat Weapon 1 point
Plasma Pistol 10 points
Power Fist 15 points
Power Weapon 10 points
Bionic Replacement 5 points
Master-Crafted Weapon 15 points
Over-Powered Engine 10 points
Extra Armour 5 points
Searchlight 1 point
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.
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 Units follow the standard Space Marine Special Rules.
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
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.
Black Templar Bike Units follow the standard Space Marine Special Rules and the Special Rules for Black Templars.
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
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.
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
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.
Models may be given one single -handed weapon. No model may be given the same item of Wargear twice.
Power Lance 15 points
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 Units follow the standard Space Marine Special Rules.
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
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.
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
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
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.
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
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
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.
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.
No model may be given the same item of Wargear twice.
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.
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 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.
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.
Models may be given one single -handed weapon. No model may be given the same item of Wargear twice.
Shuriken Pistol 1 point
Close Combat Weapon 1 point
Witchblade 15 points
Bionic Replacement 5 points
Crystal Targeting Matrix 15 points
Holo-Field 10 points
Scythes 5 points
Spirit Stone 10 points
Star Engines 10 points
Vectored Engines 5 points
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.
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
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.
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.
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.
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
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.
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.
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 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.
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
Models may be given one single -handed weapon. No model may be given the same item of Wargear twice.
Bolt Pistol 1 point
Close Combat Weapon 1 point
Plasma Pistol 10 points
Power Fist 15 points
Power Weapon 10 points
Bionic Replacement 5 points
Chaos-Crafted Weapon 15 points
Daemon Armour 10 points
Daemonic Aura 10 points
Daemon Fire 5 points
Daemonic Mutation 10 points
Daemonic Rune 35 points
Daemonic Speed 10 points
Daemonic Strength 5 points
Daemonic Venom 3 points
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.
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 Units follow the standard Chaos Space Marine Special Rules.
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
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.
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.
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