Beruflich Dokumente
Kultur Dokumente
0
-Change the Charge vs Singling up.
-Added Backstory
Kill Teams
The world of Adradis has been covered by the blood of Imperial Troops,
Chaos, and Xenomprphs for Millennia. The last Imperial crusade left what little of
the local inhabitations in complete disarray. Furthermore, the rich trade companies
whose headquarters have been built on the surface, were utterly destroyed by the
Orks just before they were cleansed from the planet. This unclaimed loot, worth
Trillions of credits per building, is the ultimate pirates dream.
Teams from every walk of life have been sent to claim what they can from the
wreckage. As the battle has moved off planet, little is left to protect the local
population, and the items left behind to plunder.
The following groups have been spotted on the surface, either looking to reclaim the
lost goods, or take some for themselves…
Human Factions:
Imperial Patrols
Trade Commission Recovery Team (TCRT)
Slavers
Pirates
Near Human:
Eldar
Dark Eldar
Tau
XenoMorphs:
Tyranid
Ork
Imperial Patrols: Very few imperial guard were left on planet to give the image
that the Emperor cares for this semi-autonomous planet, even though the Trade
Commissions pay for their own hired guns, the Emperor Relies on this planet for
fighting the enemies of the Imperium. In return, it turns its cheek to some of the
more illegal operations the Commissions perform.
Bonus:
- The Patrol is always considered to be equipped with an open topped FA11,
SA11, RA10 troop carrier. When they have gained enough experience to gain
more vehicles, this is upgrades to armor 12 on all sides, and closed topped.
_____________________________________________________________________________________
Trade Commission Recovery Team (TCRT): The Trade commissions are very
rich, intergalactic trade organizations, most have a major operation and distribution
facility on Adradis. Each headquarters and facility was directly targeted, and the
TCRT’s have been hired and dispatched to investigate. Any information given back
to the company grants great rewards for the team.
Bonus:
- The Kill Team always receives the maximum amount of credits per relic sold
after a mission (the Column noted 1-3).
_____________________________________________________________________________________
Slavers/Pirates: Slavers have come to the planet for one thing, “free” slaves.
They could be a poorly controlled group of miscreants or a highly regimental band.
Bonus:
- Every group of slavers is different. The Leader of the Slaver group can be
chosen from the following list.
o Dark Eldar Exile ( +1 WS, +1 BS, +3 Initiative, +1 LD) (More Points)
o Human Slave Captain (Cheap Alternative)
o Adeptis Anima (a secret Imperial “Experiment” Division in need of
obtaining “willing” subjects). (Caster and Leader in one, expensive)
_____________________________________________________________________________________
Chaos Cultists: The Gods of Chaos have chosen this time to begin their conversion
of the planet Adradis. Cultist groups are led by a Chaos Chosen, a mutated leader
chosen by a Chaos God to begin the conversion.
Bonus:
- The Leader of this kill team must roll twice on the chart below when the force
is assembled.
o 1 : Furious Charge Special Rule (if rolled twice, roll again)
o 2: Initiative +2
o 3-4: Weapon and Ballistic Skill +1
o 5-6: Attack +1
Human Team Profiles
WS BS S T W I A Ld
Leader 3 3 3 3 1 3 1 8
Number 2,3 3 3 3 3 1 3 1 7
Psyker 2 2 2 3 1 3 1 8
Hired Gun 2 2 3 3 1 3 1 7
WS BS S T W I A Ld
Warlock 2 2 3 3 1 4 1 9
Aspect Warrior 3 3 3 3 1 5 1 8
Guardian 2 2 3 3 1 3 1 7
Pathfinder 2 3 3 3 1 3 1 7
Movement
Every Model moves 6 inches per turn.
Assaults. Models making an assault gain the Always Strike First for one round. During
subsequent rounds of combat, models fight in initiative order. If a model is armed with
either a pistol or an Assault weapon, they may take a single shot at the target. The shot is
fired before the model is moved, but after the model has made the charge successfully. If
the Assault fails, the model may still make the ranged attack, but must hit on an unmodified
6.
Jumping. A model may attempt to jump over a gap connecting to point which are not
connected. Take an initiative test for every full 2” of gap attempted to cover. If any are
failed, the model has fallen. See the rules for falling.
Falling. A model that has fallen will be automatically hit by a S2 hit, adding +1 S to the hit
for every full 2” fallen (i.e. a 7” fall will be a single S5 hit), armor saves are taken like
normal.
Shooting
Ranged weapons are used just like the shooting rules in the 40k rulebook. The exception
being weapons using the flame template.
Flame Template Shooting. Any model completely under the template takes an automatic
hit. Any model partially under the template is hit on a D6 roll of 4+.
Pinning. A model that is successfully hit must take a Leadership test. If the test is passed,
the model may continue to act normally. , If the test is passed, the model immediately goes
to ground, conferring a +1 cover save, any model within 6 inches also tests for pinning (LD
test). If this test is failed, it must also go to ground. During the pinned models recovery
phase, the model must take a leadership test, if passed may move only D6 inches and may
shoot and assault as normal. If the test is failed, the model may not move, or assault, but
may shoot. Pinned models must always attempt to fire at the model causing the pinning, if
they are out of range, the closest model has priority and is the only target allowed.
Shooting at targets that are not the closest enemy requires a Leadership test, if passed the
intended model may be fired upon.
Assault
Models fight in close combat just like Warhammer 40,000 rules except assaulting models
always strike first. Models may only declare an assault if they fired one shot with a rapid fire
weapon, with and assault weapon, or a pistol.
Fleeing Test: Take Leadership Test, if failed loser rolls D6 plus initiative, winner does the
same. If winner rolls higher loser is destroyed. If loser rolls both move result of their
roll+initiative.
All Alone.
Concussive Weapon. A model carrying a concussive weapon will knock down an opponent
on a roll of a 1, and stun on a 2-4.
Power fist. Doubles the user’s strength, always strikes last. Power Weapon. The models
attack profile is set at 1 while the model is using the power fist.
Force Weapon. Power Weapon, After successful wounds, the user rolls a leadership test, if
passed, model is stunned on 1-4 and out of action on 5-6.
Pistol (melee; plasma pistol, bolt pistol, etc.) Counts as a Combat knife when used by itself
as a lone close combat weapon. A pistol will always add +1 attack to the bearer, however
the extra attack will be at the user’s unmodified strength, not the weapons.
Ranged
Only one shot is permitted per ranged weapon per model in any given shooting phase
(except rapid fire weapons).
Rapid Fire: May fire twice while stationary. If the firer has moved, they only hit on a 6.
Heavy Weapon: May not move and fire, nor may the model declare an assault after
shooting.
Assault: The model may always shoot the weapon once, even if the model has moved.
Pistol. Exactly like an assault weapon, with added bonuses in close combat, see the Pistols
section under melee for more details.
Template. Fires exactly like an Assault weapon. See the general shooting rules for firing a
Template based weapon.
Injuries
Injuries Table Injury Roll Modifiers
1-2 Knocked down Instant death: (double
The force of the blow knocks the warrior toughness) +1 to injury roll
down.
Place the model face up to show that he has Witch Blade: +1 to injury roll
been knocked down.
3-4 Stunned
The target falls to the ground where he lies
wounded and barely conscious. Turn the model
face down to show that he has been stunned.
Injuries
Most warriors have a Wounds characteristic of 1, but some have a value of 2 or more. If the target has
more
than 1 wound then deduct 1 from his total each time he suffers a wound. Make a note on the roster
sheet.
So long as the model has at least 1 wound remaining he may continue to fight. As soon as a fighter’s
Wounds are reduced to zero, roll to determine the extent of his injuries. The player who inflicted the
wound rolls a D6 for the wound that reduced the model to zero wounds and for every wound the model
receives after that. If a model suffers several wounds in one turn, roll once for each of them and apply
the highest result.
A warrior who has been knocked down may stand up at the start of his next turn. In that turn he may
move 3”, shoot and use psychic abilities, he cannot Assault, or run (but may use Fleet if able). If he is
engaged in hand-to-hand combat, he may not move away and will automatically strike last,
irrespective of weapons or Initiative. After this turn the fighter moves and fights normally, even though
he has zero wounds left. If the model takes any further wounds, then roll for injury once more, exactly
as if the model had just sustained its last wound.
Models Knocked Down receive a +2 cover save to represent the model crawling for cover on all fours,
having a smaller profile.
Shooting at models Knocked Down. Once the model has been successfully wounded (after saves
are failed), roll again on the injury table, only add +2 to the result.
3-4 Stunned
When a warrior is stunned, he is either badly injured or temporarily knocked out. Turn the model face
down to show that he has been stunned. A fighter who is stunned may do nothing at all. A player may
turn the model face up in the next recovery phase, and the warrior is then treated as knocked down.
If an enemy model can make an attack against a stunned model, the model is immediately removed
from the table top. If this model is also in combat with a standing model, this auto-kill attack cannot
be used.
Shooting Stunned Models. Once the model has been successfully wounded (after saves are failed)
the model is removed from the table.
Berserk – The model must assault if within range to do so. Warp Madness - Model Must make a LD test each turn or go
He must forgo his shooting attacks if forced to assault in this to ground, just like he was within 6” of a model that was hit
way.. See Serious Injury Table Entry,’Touched by the Warp’. by a pinning weapon. See Serious Injury Table
Entry,’Touched by the Warp’.
Skills
Combat skills
Strike to Injure. The warrior can land his blows
with uncanny accuracy. Add +1 to all injury rolls
caused by the model in hand-to-hand combat.
Note, if the model already has +1 to injury, (from Shooting skills
a Power Weapon for example) the effect of this
ability instead allows the model to roll twice on
the chart, and choose the higher result, then add Quick Shot. The warrior may shoot one extra
+1. shot per turn with a Rapid Fire, or Pistol. He may
choose a new target for this extra shot. This may
Combat Master. The warrior is able to take on not be combined with the Relentless Special Rule.
several opponents at once. If he fights against
more than one enemy at a time, he gains an extra Pistolier. The warrior is a pistol expert. If he is
Attack in each hand-to-hand combat phase as equipped with a pistol in each hand (they must be
long as he is fighting two or more enemy models. the same type), he may fire each in the Shooting
In addition, the warrior can never be phase. He may use each pistol in close combat,
outnumbered. just as if each was a close combat weapon,
conferring +1 attack.
Weapons Training. A warrior with this skill is
adept at using many different weapons. He may Eagle Eyes. The warrior’s sight is exceptionally
choose to use any hand-to-hand combat weapons keen. He adds +6" to the range of any missile
from one specific Army List, not just those in his weapon he is using.
equipment options. Tyranids may not use this
skill. Weapons Expert. The warrior has been trained
to use some of the more unusual weapons of the
Web of Steel. Few can match the ability of this known world. He may use any missile weapon
warrior. He fights with great skill, weaving a web from one specific Army List (normal equipment
of steel around him. The model gains the Rending rules apply), not just the weapons available from
rule when using a normal Close Combat Weapon. his Kill Team’s list. Tyranids may not use this
Skill.
Powered Weapons. This warrior has been
expertly taught in the art of swordsmanship. He Relentless. The warrior has the ‘Relentless’
may re-roll all missed attacks if he is using a special rule. Note that this skill cannot be
Power Weapon in the hand-to-hand phase of the combined with the Quick Shot skill. Nor can this
turn that he charges. Note that this only applies be used to fire heavy weapons with Strength 7 or
to Power Weapons, not Power Fists, or higher.
Thunderhammers. It does apply to Witch Blades
and Force weapons. Trick Shooter. The warrior can shoot through
the tiniest gap without it affecting his aim. He
Step Aside. The warrior has a natural ability to treats all cover saves as one worse than normal,
avoid injury in combat. Each time he suffers a i.e. a 4+ cover save becomes a 5+.
wound in close combat he may make an
additional saving throw of 5+. This save is never True Grit. The warrior may carry a two handed
modified and is taken after all other armour Ranged weapon in a single hand, it counts as a
saves. Pistol in close combat only.
Psychic Prowess. Any warrior with this skill may Resilient. The warrior is covered in battle scars.
learn and use Psychic abilities. This confers only Deduct -1 Strength from all hits against him in
the ability to learn Psychic abilities, a further close combat.
Learn a New Skill roll must be achieved to learn
Psychic powers. Fearsome. Such is the reputation and physique
of the model that he causes fear in opposing
Scrap Hunter. The warrior has an uncanny models. Enemy models must pass a leadership
ability to find useful items from battlefields and test in order to declare an assault against a model
warzones. If a Hero with this skill is searching the with this Skill. Also, enemy models must pass a
ruins in the exploration phase you may re-roll one leadership test if they are assaulted by a model
dice when rolling on the Exploration chart. The with this skill. If this test is failed, they may only
second result stands. hit on a D6 roll of 6.
Psychic Halo. This skill may only be taken by Strongman. The warrior is capable of great feats
models with the Psyker ability, or psykers. The of strength. He may use a Power Fist/
psyker gains a 5+ invulnerable save. Thunderhammer/ Chainfist without the usual
penalty of always striking last. Work out order of
Anti-Psyker. This character may NOT have this battle using Initiative order; however the model
skill in combination with a psyker himself. strikes at -1 Initiative.
Whenever an enemy psyker within 18”
successfully passes a psychic test, roll a D6, on a Unstoppable Charge. When he charges, the
roll of a 5-6 the psychic ability is nullified. warrior is almost impossible to halt. He adds +1
to his Weapon Skill when charging, in addition to
Apothecary. Whenever another fellow Kill Team +1 attack.
member rolls on the Serious Injury Table, the
player may reroll either the first or second die. Feel no Pain. The model treats all ‘Stunned’
results as knocked down when rolling on the
injury chart.
the effects of pinning (the models surrounding are
Steadfast. When a model with ‘Steadfast’ is still affected as normal).
assaulted, his toughness is increased by +1 for
the duration of the Close combat phase. In the Scale Sheer Surfaces. A warrior with this skill
following close combats it reverts to the normal can scale even the highest wall or fence with
value. This number is not considered when ease. He can climb up or down a height equal to
calculating instant death. twice his normal Movement, and does not need to
make Initiative tests when doing so.
Tactical Skills
And they shall know no Fear. The model can
never be instantly destroyed from a fleeing
maneuver. If he is bested on the flee roll, he will
reenter combat, and will strike with 1 attack at
initiative 1.
Counter Attack. The warrior has the ‘Counter Driver. A model with the ‘Driver’ rule may
Attack’ special rule. When a model with the ‘equip’ a transport vehicle for their Kill Team. See
Counter Attack rule is assaulted, they will also Transport Vehicles for more information.
receive +1 attack for the first round of Close
Combat. Heavy Weapons Training. The character with
this ability may carry and fire Heavy Weapons.
Jump Up. The warrior can regain his footing in an
instant, springing to his feet immediately if he is Stealth. The model may add +2 to the cover
knocked down. The warrior may ignore knocked save allowed, even when in open ground.
down results when rolling for injuries.
Infiltrate. The model may be places, after
Dodge. A warrior with this skill is nimble and as deployment anywhere on the table, 12” from any
fast as quicksilver. He can avoid any hits from a objecting, and 12” from an enemy model, 18” if in
missile weapon on a D6 roll of 5+. Note that this line of sigh
roll is taken against missiles as soon as a hit is
scored to see whether the warrior dodges it or
not, before rolling to wound. He may also ignore
Tank Hunter. The Warrior may re-roll the armor
penetration roll when rolling against vehicles. The
second result must stand, even if worse.
Character Improvement
maximum number of Heroes, roll again. The
Advance Rolls new Hero remains the same Trooper type (eg,
Make Advance rolls straight after the battle so a Fire Warrior as a Fire Warrior) and starts with
both players can witness the result. Roll 2D6 the
and consult the appropriate tables below. same experience the Trooper had, with all his
characteristic increases intact. You may choose
Heroes two skill lists available to Heroes in your Kill
Team. These are the skill types your new Hero
2D6 Result
can choose from when he gains new skills. He
2-5 New Skill. Select one of the Skill tables
can immediately make one roll on the Heroes
available to the Hero and pick a skill. If he is a
Advance table. The remaining members of the
psyker he may choose to randomly generate a
Trooper group, if any, roll again for the
new Psychic Ability instead of a skill.
advance that they have earned, re-rolling any
results of 10-12.
6 Characteristic Increase.
Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.
7 Characteristic Increase.
Maximum
Choose either +1 WS or +1 BS. W B S T W I A L
S S d
8 Characteristic Increase. Space Marine 6 6 4 4 3 5 4 1
Roll again: 1-3 = +1 Initiative; 0
4-6 = +1 Leadership. Imperial 6 5 4 4 3 4 4 1
Guard 0
9 Characteristic Increase. Tau 5 7 3 3 3 5 4 1
Roll again: 1-3 = +1 Wound; 0
4-6 = +1 Toughness. Tyranid 5 4 5 6 4 7 5 9
Eldar 7 7 3 3 3 7 4 1
10-12 New Skill. Select one of the Skill tables 0
available to the Hero and pick a skill. If he is a Orc 5 4 4 5 3 4 4 1
psyker he may choose to randomly generate a 0
new Psychic Ability instead of a skill. Necron 5 5 5 5 4 3 5 1
0
Troopers Characteristics
Troopers never add more than +1 point to any
of their initial characteristics. If the dice roll
indicates an increase in a characteristic which
has already been increased (or is at its racial
maximum), roll again until an un-increased
characteristic is rolled. All warriors in the group
gain the same advance.
2D6 Result
5 Advance. +1 Strength.
8 Advance. +1 Attack.
9 Advance. +1 Leadership.
Kill Team experience is gained from different places, completing missions is an easy way to
gain experience.
OR
Experien Small Heavy
ce Arms Arms
Upgrad Upgrad
e e
Light -
Vehicle
s
availabl
e
Heavy
Vehicle
s
Availabl
e
End of Battle Sequence
At the end of each battle, a Kill Team may roll on the Exploration chart. This is done as soon as a
game is over so that players can witness each other’s dice rolls. As you can see from the chart, a
Kill Team that is just starting out has little chance of finding the more obscure places after a
battle. However, a Kill Team will make more discoveries as it goes along thanks to its better
equipment and accumulated skills. Roll a D6 for each Hero in your Kill Team who survives without
going out of action. This represents the Kill Team’s efforts to unearth Imperial Relics. Do not roll
for any Heroes who went out of action during the battle; they are taken back to the Kill Team’s
staging area to recuperate instead. So, for example, if your Kill Team includes four Heroes who all
survived the last battle, you can roll four dice. If you won your last game, you may roll one extra
dice. Add the results of the dice together and consult the Exploration chart to see how many
Imperial Relics your Kill Team has found.
Do not roll for Troopers. This does not mean that they don’t search the ruins, but instead
represents the
efforts of the Heroes in coordinating the search parties.
rolling multiples
As well as finding Imperial Relics, the Kill Team can come across unusual places or encounter
inhabitants of the area. If you roll two or more of the same number while searching, you have
found an unusual building or encountered something out of ordinary. Consult the chart and refer
to the appropriate entry in the Exploration results. For example, you might roll two 3’s or three
5’s, in which case you should refer to the chart. Choose the most numerous multiples if you score
more than one set of multiples. So, if you rolled a double 3 and a triple 5, only look up the triple 5
on the Exploration chart. In the case of two doubles or triples look up the highest result. For
example, if you rolled double 1 and double 3, look up the double 3 result.
Any money or loot you find in these locations is added straight to the Kill Team’s treasury. Any
Imperial Relics you find can be sold as normal.
exploration procedure
1. Roll 1D6 for each of your Heroes who survived the battle and one extra dice if you won, plus
any extra dice allowed by skills or equipment. Note, however, that you must pick a maximum of
six dice out of all the dice you roll, even if you are allowed to roll seven dice or more.
2. Some things, such as skills and equipment, may allow you to re-roll dice.
3. If you rolled any doubles, triples, etc, you have found an unusual location in the area. Consult
the Exploration chart on the next page to see what you find. Refer to the appropriate entry on the
following pages and follow the instructions given there.
4. Add the results together and consult the chart on the next page to see how many Imperial
Relics you have found. Mark down the amount of Imperial Relics on your Kill Team’s roster sheet.
NUMBER OF TRADE RELICS FOUND
Dice Result Relics Found
1-5 1
6-11 2
12-17 3
18-24 4
25-30 5
31-35 6
36+ 7
Selling Trade Relics
4 90 80 70 65 60 55
5 110 100 90 80 70 65
6 120 110 100 90 80 70
7 145 130 120 110 100 90
8+ 155 140 130 120 110 100
Post Operations Chart
DOUBLES
1 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Well
2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shop
3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Corpse
4 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Straggler
5 5 . . . . . . . . . . . . . . . . . . . . . .Destroyed Vehicle
6 6. . . . . . . . . . . . . . . . . . . . . . . . . Ruined Hovels
TRIPLES
1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tavern
2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Smithy
3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . Prisoners
4 4 4 . . . . . . . . . . . . . . . . . Overrun Defense Line
5 5 5 . . . . . . . . . . . . . . . . . . . . Space Port Market
6 6 6. . . . . . . . . . . . . . . . . . . . Returning a Favour
FOUR OF KIND
1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . Gunsmith
2 2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shrine
3 3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . Townhouse
4 4 4 4 . . . . . . . . . . . . . . . . . . . . . . . . . Armourer
5 5 5 5 . . . . . . . . . . . . . . . . . . . . . . . . . Graveyard
6 6 6 6 . . . . . . . . . . . . . . Tyranid Hive Catacombs
FIVE OF KIND
1 1 1 1 1 . . . . . . . . . . . . . . . . . Governor’s House
2 2 2 2 2 . . . . . . . . . . . . .Apothecary’s Laboratory
3 3 3 3 3 . . . . . . . . . . . . . . . . . . . Thieves Hideout
4 4 4 4 4 . . . . . . . . . . . . . . . . . Merchant’s House
5 5 5 5 5 . . . . . . . . . . . . . . . . . Shattered Building
6 6 6 6 6 . . . . . . . . . . Entrance to the Catacombs
SIX OF KIND
1 1 1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . The Pit
2 2 2 2 2 2 . . . . . . . . . . . . . . . . . Hidden Treasure
3 3 3 3 3 3 . . . . . . . . . . . . . . . . . . .Marine Outpost
4 4 4 4 4 4 . . . . . . . . . . . . .Slaughtered Kill Team
5 5 5 5 5 5. . . . . . . . . . . . . . . . . . . .Fighting Arena
6 6 6 6 6 6 . . . . . . . . . . Noble’s Defense Fortress
Doubles
(1 1) Well
(6 6) Ruined Huts
Choose one of your Heroes and roll a D6. If the
result is equal to or lower than his Toughness, You find loot worth D6 credits amidst the ruins.
he finds one Imperial Relic at the bottom of the
well. If he fails, the Hero swallows tainted water
and must miss the next game through
sickness.
(2 2) Shop
(3 3) Corpse
(4 4) Straggler
(5 5) Destroyed Vehicle
D6 Result
1-2 Satellite Image (see Equipment)
3-4 A trophy with 2D6 credits
5-6 Engraved Power Weapon and Combat
Knife. These can be kept or sold at twice their
value, but note that the normal selling price is
half the actual cost (see the Trading section for
rules on selling items).
Triples
(1 1 1) Tavern
(3 3 3) Prisoners
W B
S S S T W I A Ld Sv
5
3 3 3 3 1 3 1 7 +
Four of a Kind
(1 1 1 1) Gunsmith
(6 6 6 6) Tyranid Hive Catacombs
Roll a D6 to see what you find:
D6 Result You can use the new tunnels you found in the
1 a Rifle worth up to 15 credits next battle you play. Position up to three
2 D3 Pistols (less than 10 credits each) fighters (not vehicles or Monstrous creatures)
3 Heavy Pistol (S5 or higher) anywhere on the battlefield at ground level.
4 D3 Rifles worth 10 credits or less each They are set up at the end of the player’s first
5 Heavy Weapon worth less than 40 credits turn and cannot be placed within 8" of any
6 Sniper Rifle enemy models. This represents the warriors
making their way through the tunnels,
infiltrating enemy lines and emerging suddenly
(2 2 2 2) Shrine from below ground.
(3 3 3 3) Native Hovel
(4 4 4 4) Armourer
(5 5 5 5) Graveyard
(3 3 3 3 3) Thieves Hideout
(4 4 4 4 4) Merchant’s House
(5 5 5 5 5) Shattered Building
W B
S S S T W I A Ld Sv
5
2 0 4 3 1 2 1 7 +
Six of a Kind
(1 1 1 1 1 1) The Pit
(5 5 5 5 5 5) Arena
If you wish, you can send one of your Heroes to
search for any Imperial Trophies hidden here. You find a training manual, which you can
Roll a D6. On a roll of 1 the Hero is devoured either sell for 100 credits or let one of your
by the guardians of the Pit and never seen Heroes read. The extra knowledge your Hero
again. On a roll of 2 or more he returns with gleans from reading the manual entitles him to
D6+1 Imperial Relics. choose from Combat skills whenever he gains a
new skill, and his WS may now be increased by
an extra point above his normal racial
(2 2 2 2 2 2) Hidden Treasure maximum (for example, a Human who has the
book would now have a maximum Weapon Skill
When you open the vault you find the following of 7).
items. Roll for every item on the list separately
(apart from the credits) to see whether you
have found it. For example, on a roll of a 4+ (6 6 6 6 6 6) Noble’s Defense Fortress
you find the Imperial Trophy.
Items D6 Result Needed Roll a D6. If you roll 1-2, you find D6x10 credits
D3 Imperial Relics 4+ worth of items and money to add to your
5D6x5 credits Auto treasury. On a roll of 3-4, you find D6 vials of
Holy relic 5+ Crimson Shade. On a roll of 5-6 you find a
Lvl 2 Armor Upgrade 5+ hidden piece of Legendary Wargear carefully
D3 Gems worth 10 credits each 4+ concealed in a hidden cellar or behind a secret
Eldar cloak 5+ door. Roll on the Legendary Wargear table.
Holy relic 5+
Piece of Legendary Wargear 5+
(3 3 3 3 3 3) Abandoned Marine
Outpost
Grants the bearer immunity to psychic abilities. In addition, once per game, during the owning players shooting
phase, draw a straight line 8” in any direction from the bearer. All models touched (friend or foe) must pass an
initiative test or be instantly removed. (Invulnerable Saves as normal) The bearer may not assault the same turn
this ability is used.
This is a Power Claw, it combines the rules for Thunder Hammers and Chainfists, and the users Strength is always
considered to be 10. In addition, Enemy Models may never take an invulnerable save better than 5+. (i.e. a 4+
invulnerable save is reduced to a 5+). Consequently, the bearers profile Initiative value is treated as 1 while the
bearer has the weapon in his inventory (this is in addition to the rules for thunder hammers). For example, a model
with this ability tests for jumping and pursuing using an initiative of 1 rather than his normal value.
3 Grey Armor
This armor upgrade Grants the Wearer a 2+ armor save and a 4+ invulnerable save. It also allows the bearer to go
in and out of phase with reality. The wearer can move through any type of terrain without any penalty. (He may
not end in that terrain though).
Bolter. May Be used by any race (except Tyranid). The Emperors Reach is an Assault 4 weapon, with S5 and ap4
shots. Range, 24”.
5 Demonic Weapon
Power Weapon, +1 S. The model bearing a Demonic Weapon Gains D6+1 Attacks on any assault he makes. In
addition, the model suffers from uncontrollable rage. To represent this, roll a D6 every controlling players
movement phase that the model is on the board, standing. On a roll of 1, the model is filled with rage and moves
D6” towards the closest model, if he makes contact he counts as assaulting. If he contacts a friendly model in this
fashion, he will attack during the turns assault phase. At the end of the phase he comes to and is moved out of
base contact (if the victim is still alive!).
The bearer of Eldrad’s Spirit Stones can see all models on the table top, even if they are out of sight. He treats all
cover saves as 2 worse for the target (i.e. a 4+ cover save would become a 6). He can guide his fellow Kill Team
members through the ruins (this allows you to roll two dice for the bearer after battle when rolling on the
Exploration chart). The bearer also has an additional 6+ save (which is not modified by Strength or weapon
modifiers) against all shooting attacks and strikes in close combat, as he can sense the attacks before they are
made.
Tyranid Legendary Biomorphs
Roll a D6 and use this table to determine which item you find when a result in the
Exploration
chart indicates that you have found a Weapon of Legend. In a campaign none of these
items can
appear more than once, so if you find a magic item which is already in someone else’s
possession
roll again – even if the warrior carrying it has been killed.
1 Gland of Death
All attacks from the Tyranid add +3 to injury rolls.
2 Rending Maw
For every successful hit in close combat, the Tyranid may make an additional attack at its base strength. These
attacks have the rending ability.
3 Rock Carapace
This is the hardest type of Tyranid Carapace known. The model gains a 2+ save and a 4+ invulnerable save. Every
time the model is the target of a psychic ability, roll a D6, if the result is a 4+ the ability is nullified. The model
loses 2 initiative for this biomorph.
4 Flying Barbs
This biomorph grants the Tyranid an additional ranged attack that may always be fired. (even when engaged in
close combat, although when used in close combat, the target must be one in base contact). Shoots at BS 3, S6,
ap4, Assault 3. Range 18”
5 Monstrous Growth
The Model grows to become a Carnifex Monstrosity. The Model gains the following profile and loses all previous
stat line changes. All the models attacks ignore armor saves. From This point on, the new Carnifex may only gain
experience at a half rate.
W B
S S S T W I A Ld Sv
3
3 2 7 6 5 2 3 7 +
6 Lictor
The Model becomes a Lictor. It loses all skills and may replace each lost skill with one from the speed Skills list, or
Combat Skill list.. The Model gains +1 WS, +1S, and +2 I. The model also gains the ‘Lictor Deployment special
Rule.’
Lictor Deployment. Before the start of a match, choose a specific point on the table. This point may not be
within 18” or an enemy model, or the enemies table entrance. The Lictor deploys from this point.
The Lictor has a +1 bonus to any cover save, even in the open.
Initiative increased by +D3 points, and
Miscellaneous Movement and Strength by +1 (this effect
Equipment lasts for one game).
Crimson Shade has no effect on Tyranids.
Side effects: After the battle, roll 2D6. On a
roll of
Grappling Shot & hook 2-3, the model becomes addicted and you
must try to buy him a new batch of Crimson
A warrior using a rope & hook will find it Shade before every battle from now on. If
much easier to move amongst ruins and you fail to buy any, he will leave your Kill
destroyed structures. Team. On a roll of 12 the model’s Initiative is
A warrior (and any models in his Trooper increased permanently by +1.
group) equipped with a rope & hook may re-
roll failed Initiative tests when climbing up
Combat Stimulants
and down.
Combat Stimulants increase the users
awareness and pain threshold, however the
user becomes addicted to the drug.
poisons and drugs Effect: Stims make a man almost oblivious
to pain. His Toughness is increased by +1
Black Metal Residue
for the duration of a battle and he treats all
A weapon coated with the Residue will
stunned results as knocked down instead.
wound its target automatically if you roll a 6
Stims have no effect on Tyranids.
to hit.
Side effects: If the model took stims in the
Note that you can still roll a dice for every
previous game, (and is not taking any for the
wound inflicted in this way. If you roll a 6,
current one) roll a D6, if the result is a 1 or
you will inflict a critical hit with that roll. If
2, the model strikes at -2 I in close combat,
you do not roll a 6, you will cause a normal
and is considered to be at -1 T for the battle.
wound. Take armour saves as normal. This
(this does not affect his ability to be
may not be used on any special hand
instantly killed).
weapons, only Combat Knives.
Bio Venom
This is a poison extracted from Biovores. Lucky charm
The slightest wound infected by Bio Venom The first time a model with a lucky charm
causes excruciating pain, incapacitating the is hit in a battle they roll a D6. On a 4+
bravest of men. the hit is discarded and no damage is
Any hit caused by a weapon coated with Bio suffered. Owning two or more charms
Venom counts as having +1 Strength, so, for does not confer any extra benefits, the
example, if a warrior with Strength 3 model may
wielding a poisoned weapon hits an still only try to discard the first hit.
opponent, he will cause a Strength 4 hit
instead. This may not be used on any
special hand weapons, only Combat Knives.
eldar cloak
Chaos Dust Always confers an additional +1 cover save,
Effect: Any warrior who takes Chaos Dust even in the open.
before a battle will be subject to ‘Berserk’
(see the special rules from under the Serious
Injury Table). The Chaos Dust has no effect
on Tyranids. net
Side effect: After the battle, roll a D6. On a Steel nets, such as those used by Pit
roll of a 1 the model loses -2 Ld. Fighters, can be used in battles. Once per
game, the net may be
Crimson Shade thrown in the shooting phase instead of the
Effect: A model using Crimson Shade has model
his shooting a missile weapon. Treat the net as
a missile weapon in all respects with a range
of 8". Use the model’s BS to determine
whether the net hits or not – there are no
movement or range penalties. If it hits, the
target must immediately roll a D6. If the
result is equal to, or lower than his Strength,
he rips the net apart. If the result is higher, Superior Ammunition
he may not move, shoot or cast spells in his The model has acquired a better quality of
next turn, although he is not otherwise ammunition than is normally available (even
affected. In either case the net is lost. for Space Marines). This new batch makes
any ‘Rapid Fire’ weapon an ‘Assault’ weapon
Jump Locator for the match.
Mind Amplifier
If a psyker has a Mind Amplifier may attempt
to use a second psychic ability in a single
turn. The model must pass a leadership test
to do so. Satellite Image
When you buy/find an image, roll a D6:
D6 Result
Mind Calmer 1 Fake. The image is a fake, and is
A psyker can subtract 1 from the score when completely worthless. It leads you on astray.
determining whether he (or she) successfully Your opponent may automatically choose
uses a psychic ability. the next scenario you play.
Bikes- Move 12” instead of 6. May not receive Note: The vehicle is still in working order,
bonus for two close combat weapons. Adds however there is no driver. If there is another
+1T. model in the vehicle with the ‘Driver’ special rule,
the vehicle may move as normal the following
Jetbikes- Move 12” instead of 6, ignore terrain. turn.
Take Dangerous Terrain test in landing in
anything other than flat ground. Roll of 6 Anti-Tank Weapons. These weapons are
means they take an automatic wound, saves as anything with S6 or higher. They follow the
normal, injuries as normal. May not use two normal rules for Vehicle Damage in the Main
close combat weapons. Adds +1T. Rule Book. However replace the ‘Immobilized’
result and replace it with ‘Ricochet.’
Jump Packs- Move 12”, may fight in close
combat like normal.
Troop Carriers
Troop Carriers are vehicles that can carry troops
into battle. They follow all the rules for vehicles
of their type in the main rule book, except what
is described below.