IMPERIAL
CAMPAIGNS
A Rules Crusade campaign for agents of the Emperor
in the world of 40K, By Sean Patten. vers.2.1
TEAMS-You will earn and use Capital (CAP), Experience
(EXP), and Loyalty (LOY) points to improve your squad during the campaign.
Start with 12 Loy and 6 Cap. Note that the members of each squad
are divided into three types- TROOPS (T), CHARACTERS(#), and COMMANDERS(C).
Commanders may not carry special or heavy weapons unless noted.
ENVIRONMENTS: where
the mission takes place, and includes rules for blips, hazards,
terrain, etc.
MISSIONS: how the each
game starts and ends, and what the team must accomplish on the given mission.
Most MISSIONs extend over several GAMES. BATTLE missions are open warfare
against an intelligent enemy- one of the players must volunteer to run
the enemy instead of their own squad. The mission writeup explains how
they earn points while their squad is absent from the battle.
REQUISITIONING TROOPS AND VEHICLES: Sometimes you'll need
a vehicle or special character just for the duration of a mission. You
need to invest in the REQUISITION POOL to requisition. For every
5 points of LOY or CAP you put into the pool, you will earn 1 REQ point
at the beginning of each mission. You spend REQ points to requisition vehicles
or troops as described in the Squad Lists. You may not requisition in the
middle of a mission! Custom Vehicles: if the players agree, you may requisition
vehicles that might not be listed: using the vehicle charts as a guide,
find the vehicle closest to your model and pay 1/10 the points value in
REQ. to requisition it.
POST GAME
AWARD: +1 EXP. Unless a mission says otherwise,
each time your squad plays a game, they earn +1 EXP. in addition to any
mission specific awards.
KILL POINTS: In battle games, total up the points
values of all enemies you kill (this is your kill points).
Divide the kill points by your squad's value (round up). You earn
that much LOY for the kills.
SKILLS: You may purchase new skills at the end
of any game. See SKILLS below for details.
WOUNDED MODELS: At the end of each game, roll
on the wound chart (below) for each wounded model.
Multi-hit models that took hits may choose whether to
roll on the wound chart or not.
KOed models regain consciousness at the end of a game,
but do not recover any hits.
WOUND CHART
1 |
COMPLICATIONS- model dies! |
3-4 |
FIRST AID- Recover 1 hit. |
2 |
OUT OF ACTION- model is alive,
but KOed for the remainder of the game. |
5 |
PATCH UP- Recover 2 hits. |
6 |
RECOVERED- Recover all hits. |
POST MISSION
AWARD: +1 CAP, +1 LOY unless a mission says
otherwise. In games with 3 or more players, the squad with the lowest
points value earns an additional +1 EXP.
LEADERSHIP BONUS: If ANY of your Commanders or
Characters survive the mission, roll O+1 and subtract the number
of models killed. If the total is greater than 1, earn an additional
1 LOY.
RECOVERING CASUALTIES AND EQUIPMENT
At the end of a MISSION, roll 2 red dice for any
killed models- if the result is equal to or greater than the Experience
spent on the model, you may replace them. If not, you must pay 1
EXP. to replace them, or you must wait until the end of the next Misson
to check again. Any weapons or equipment (not rationed or requisitioned
items) that were lost during the mission are replaced for free.
RECRUIT MEMBERS- You may spend LOY to purchase
new members. Remember that the maximum size of your force is limited to
7 models unless otherwise noted (not counting requisitioned forces).
MUSTERING OUT: Any model that survived the mission may be traded back for
their purchased value in LOY/EXP. Troops must return any default
weapons.
PROMOTE TROOPS OR COMMANDERS- To PROMOTE a Troop or Commander,
pay the points difference in EXP. When promoting to Commander,
keep your previous weapons. When promoting to another troop
type, return the previous default weapons and may take the new default
weapons.
PURCHASE WEAPONS AND EQUIPMENT- To purchase additional
weapons and equipment, you must pay the cost listed in CAP.
The number of special or heavy weapons you may have in your squad is zero,
plus any additional as indicated by characters or skills (for example,
+1
special). Commanders may not take special or heavy weapons
unless otherwise indicated. Troops may not take weapons other than
those listed, unless taking a special or heavy weapon upgrade or otherwise
indicated by a skill.
You may purchase RATION POINTS with CAP: for each CAP
you spent, you will earn 1 Ration Point per game (the same way Requisition
points are earned every mission). Ration points may then be used
to take grenades and special ammo (see below for details).
WEAPONS
MELEE |
DICE |
GRAZE |
COST |
NOTES |
Knife |
o |
W |
1/2 |
|
Shield |
o |
S |
1 |
shield (see below) |
Axe |
oo |
W |
1 |
|
Sword |
o |
W |
1 |
Reroll |
Mace |
oo |
KO |
2 |
|
Chainsword |
Oo |
W |
2 |
|
Power Axe |
OO+P |
W |
3 |
|
Power Sword |
Oo |
W |
3 |
Reroll |
Power Maul |
OO |
KO |
4 |
|
Power Glove |
OO+P |
K |
4 |
(Or Thunder Hammer) |
Power Mace |
OO+P |
KO |
4 |
|
Storm Shield |
O |
S |
5 |
shield (see below) |
REROLL: May reroll 1 of your own dice. If you have this TWICE,
you may reroll one opponent die!
2 HANDED WEAPONS: Cost is +2, Adds +O to melee.
SCYTHES! Takes 2 hands.
FORCE WEAPONS: Cost is +3. Adds users Psy value to the
roll.
SHIELD: As melee weapon. When shot at, add roll
to Armor (as front cover). Parry is at +2.
PISTOL |
DICE |
GRAZE |
FAIL |
COST |
NOTES |
Stub Pistol |
oo |
S |
J |
1/2 |
8" Range. (Melee=o) |
Las Pistol |
oo |
S |
-- |
1 |
8" Range. |
Bolt pistol |
oo |
K |
X |
1 |
8" Range. |
Autopistol |
oo |
W |
J |
1 |
8" Range. |
Fullauto Pistol |
oo |
W |
J |
3 |
8" Range. Rapid fire. |
Hand Flamer |
Oo |
W |
X |
2 |
SFT, Burn |
Plasma Pistol |
Oo |
W |
J |
5 |
Line Effect. 8" Range. |
PISTOLS IN MELEE: Takes 1 hand. Add their dice to your melee
(stubs only add 1 white). Fails will still apply!
SFT= Hand Flamer Template.
BASIC |
DICE |
GRAZE |
FAIL |
COST |
NOTES |
Lasgun |
oo |
S |
-- |
1 |
|
Autogun |
oo |
W |
J |
1 |
|
Shotgun |
oo |
S |
J |
1 |
KB, 1" AREA |
Bolter |
oo |
K |
X |
2 |
KB. |
Hellgun |
ooo |
S |
J |
2 |
|
For descriptions of weapon effects, grazes, etc. please consult
the Rules Crusade basic rules.
SPECIAL |
DICE |
GRAZE |
FAIL |
COST |
NOTES (All cause -1" move) |
Heavy Stubber |
OO |
S |
J |
4 |
Split fire (*), Rapid Fire |
Flamer |
OO |
W |
X |
4 |
FT, Burn, Volatile |
Grenade Launch. |
OO |
S |
J |
4 |
2"B. IFC. May fire rationed grenades. |
Meltagun |
OO+1 |
W |
J |
5 |
FT |
Plasma Gun |
OO |
W |
J |
5 |
Line Effect |
Sniper Rifle |
ooo |
W |
J |
4 |
Snipers only. IR if no move. |
Storm Bolter |
Oo |
K |
X |
4 |
Rapid Fire. |
FT= Flamer Template.
HEAVY |
DICE |
GRAZE |
FAIL |
COST |
NOTES (All cause -2" move) |
Heavy Bolter |
OO |
K |
X |
6 |
KB, Split fire, Rapid Fire |
Heavy Flamer |
OOO |
W |
X |
6 |
HFT, Burn, Volatile |
Multimelta |
OOO+1 |
W |
J/X |
7 |
HFT |
Missile Launcher |
OO |
K |
X |
6 |
2" Blast, IR |
Plasma Cannon |
OOO |
W |
J/X |
6 |
Line effect. |
HFT=Heavy Flamer Template.
ARTILLERY |
DICE |
GRAZE |
FAIL |
COST |
NOTES (Move or fire, need 2 crew) |
Las Cannon |
OOO |
K |
-- |
5 |
Or, take two shots at OO |
Auto Cannon |
OOO |
W |
J/X |
5 |
Split Fire, Rapid Fire. |
Mortar |
OO+1 |
W |
X |
5 |
2" Blast. IFC. |
Thudd Gun |
OO |
W |
J |
5 |
3". KB. IFC. Roll once/target. |
Mole Mortar |
OO+P |
W |
X |
5 |
2" Blast. Burn. |
ARTILLERY may be moved 6" by having 2 crew move with it and
spending their actions to move it. Artillery requires 1 crew member to
fire and one to reload. If the artillery jams, you may roll once per adjacent
crew to try to unjam it. Both crew members recieve front cover if they
are adjacent to the artillery. If a crew member is killed, any other adjacent
model may crew the weapon.
RATIONED ITEMS. Grenades and Special Ammo
are Rationed items. Purchase RATION POINTS with CAP: for each CAP
you spent, you will earn 1 Ration Point per game (the same way Requisition
points are earned every mission). Keep track of your total Ration
Points available- add those earned, deduct those used. The grenade
cost listed [in brackets] is the Ration Point cost for one grenade.
You may choose what rationed items you want at any time (even in mid game)-
just deduct ration points as you use them. Note that you may have
squad specific rationed items- their cost will be listed in [brackets].
GRENADE |
DICE |
Grz. |
AREA |
COST |
NOTES: 8" Range. Ignore front cover. |
Blind |
Auto |
-- |
3" |
[3] |
Models hit may hide for free. |
DemoCharge |
OOOO+P |
W |
3" |
[3] |
Must place. Blows at end of your turn. |
Frag |
OO |
W |
2"B |
[2] |
2"B |
Krak |
OO+1+P |
K |
-- |
[4] |
|
Meltabomb |
+OO |
K |
-- |
[2] |
Add to 1 melee attack (-1 hand to use) |
Smoke |
Auto |
-- |
3" |
[1] |
Grants cover (as darkness) for 1 turn. |
Any model in your squad may use a grenade ration from this
chart (they are not character specific).
EQUIPMENT
COST |
EQUIPMENT |
NOTES |
1 |
Targeter |
Assign to a ranged weapon. When shooting, may reroll one die / turn. |
2 |
Suspensor |
Ignores 1" of move penalty for carrying a special or heavy weapon. |
2L |
Purity Seal |
Bearer ignores direct effect of enemy cards. MBM. |
3 |
Narthecium |
May reroll when on the wound chart when using Apothecary advance. |
3L |
Standard |
Models killed within 6" of the bearer do not count as casualties. |
2 |
Auspex |
-o from ambush, hazard, and trap blip rolls.
As an action, may reveal 1 hidden model within 6". |
3 |
Hound |
M6, A0, H1, melee OO, Small, Animal, Trot, Mob. |
3 |
Familiar |
M6, A0, H0, melee o, Small. May carry 1 equipment. Max
1. |
2 |
Servo Skull |
As Familiar, Flies, Animal. Max 3. |
5 |
Cherubim |
As Familiar, Flies. Max 2. |
1 |
Camo-cloak |
May hide for free if you did not attack this turn. |
1 |
Comm-Link |
May measure 6" from bearer when using any of these skills:
Crossfire, Direct, Fervor, Logi, Rally. |
3 |
Emperor's Tarot |
When drawing Psy Cards, take +1 card and discard 1 of your choice. |
Relics. You may only purchase a number of relics allowed
by the characters you have in your squad. Troops may not bear relics.
COST |
RELIC |
If you take the same Relic more than
once, each will take an ADDITIONAL Relic slot! |
3C |
Digital Weapon |
Free attack: o K/-, 4"range. May combine dice for
multiples. May have up to 4 on one character, and they will only
count as one Relic. |
3C |
Bionic Arm |
Melee +1. As Throw skill. Must be modeled (MBM). |
3C |
Bionic Leg |
Move +1". Free Forced Entry. Reroll jump/scrabble/fall rolls.
MBM. |
3C |
Bionic Eye |
May reroll all ranged attacks, inc. grenades. Ignore darkness.
MBM. |
3C |
Iron Halo |
You cannot be killed by a single attack unless already
stunned or wounded. |
7C |
Rosarius |
Deduct O from incoming damage. (max. 1 per model) |
5C |
Liber Arcanus |
May choose one psy card instead of drawing randomly. |
10C |
Inferno Pistol |
OO+1, W/J, SFT, as Pistol. |
5C |
Needler |
o, W, 12" max range, IA, as Pistol. |
+W |
Master Crafted |
Adds +1 to weapon roll. Weapon won't fail. +W=
+cost of weapon in Cap. Max cost to MC melee weapon: 2. |
4+Sp. |
Combiweapon |
Combine a Bolter with a Sp. Weapon and fire both as 1
attack. Pay 4 + cost of Sp. weapon. Sp. weapon does NOT count towards
squad's weapons totals, and commanders may use. Weapons must
have seperate Master Crafting and targeters. |
3C |
Psy-Link |
Adjacent Familiar/Servo skull/Cherubim may spend an action
to reroll any 1 die for any 1 roll the character makes that turn (falling,
wound chart, attack- anything). May have up to 2 on one character,
and they will only count as one Relic. |
SKILLS
Purchase any of the following skills by spending the experience listed
under $E. You may only purchase each skill once per model.
Troops may not purchase skills unless indicated by a (t) in the cost.
Your squad listings specify what skill types you may buy. You may
not have more skills of one type than the type listed to their left.
For example, if you have War, Faith listed for skills, you may not
have more Faith skills than War skills. Note that the bearer of the
skill must be alive to use the skill!
FAITH
SKILL |
$E |
DESCRIPTION |
Apothecary |
2t |
As an action, may roll on the wound chart for an adjacent character. |
Blessing |
2 |
Once per game, you may add +1 to any roll you wish. |
Cleave |
1t |
Add +O when attacking a single target with a 2H weapon. |
Fervor |
1 |
Models within 6" of you before moving may ignore the effects of wounds. |
Last Act |
1 |
If killed, you may immediately perform one final action. |
Rally |
2 |
Models within 6" of you before moving may melee after taking extra
move. |
Retribution |
1 |
You may add +1 to an attack on an enemy that killed any of your forces
in the previous turn. |
Sacrifice |
1t |
You may take all hits from a single attack on models within 3". |
Soul Binding |
1 |
You may reroll one die when defending against Incursion. |
Strain |
1 |
You may add +OO to an unsuccessful melee attack,
but must take a stun after the melee. |
WAR
SKILL |
$E |
DESCRIPTION |
Camoflauge |
1t |
You do not lose hidden status for firing unless your attack does damage. |
Cross-trained |
1t |
As an action, you may swap all equipment with that of a fellow troop. |
Crack Shot |
1 |
Treat ranged attacks from your (non-area effect weapon)
as having the BURN effect. You may fire into mixed forces. |
Direct |
1* |
Commanders only. As an action, one model within
6" of you may reroll 1 die for any event. |
Hardened |
1 |
+1 Hit. Max 1/squad. |
Knife Fight |
1/2 t |
You may exchange one melee weapon's white die for a red die. |
Sniper |
2t |
You may use a Sniper Rifle. You may Infiltrate too (armor 1 models
only). |
Supply |
1 |
Earn +1 white die of Requisition per game. |
Volley fire |
2 |
Your troops may use the Volley Fire special ability (see RC for details). |
Warrior |
1 |
You may reroll in melee. |
LAW
SKILL |
$E |
DESCRIPTION ($= cost in Experience). |
Bodyguard |
1 |
Your troops within 3" may take an attack directed at you. |
Crossfire |
2 |
Any two basic weapons within 6" can combine their dice into a single
attack. |
Dead Run |
1 |
You may move an extra 1" if it gets you adjacent to a model, blip or
building. |
Diversion |
1 |
You may draw enemy fire away from any friendly model within 2". |
Entrenched |
1t |
You may retain cover against weapons that ignore cover. |
Grim |
1 |
You may recover 1 hit when one of your troops is killed. |
Merciless |
2 |
You may snap fire at an enemy within 6" that moves away from you, once
/ turn. |
Rapid Fire |
1 |
You may fire twice with a basic weapon at range 6" or less. |
Rider |
1 |
You may Jink and may reroll ditch rolls when riding a mount or bike. |
Throw |
1 |
If you tie in melee, you may throw your opponent 1" in any direction
(as KB). |
TECH
SKILL |
$E |
DESCRIPTION |
Analyze |
1 |
You may reroll one die when rolling for loot. |
Clear |
1 |
You may reroll one die when attempting an unjam. |
Demolition |
1 |
You may reroll one die when damaging vehicles or buildings. |
Forge |
2 |
You may subtract 1 from the cost of rationed items. |
Logi |
1 |
Once per turn, anyone in your squad may reroll 1 die
when firing ranged weapons. |
Maintenance |
1 |
You may ignore the first fail result you get. |
Repair |
2 |
As an action, you may remove 1 red die of damage from any adjacent
(or ridden) vehicle. |
Shut Down |
1 |
As an action, you may neutralize any revealed hazard or trap within
3" |
Savant |
1 |
You may purchase an additional Relic. |
Weak Point |
1 |
If an attack ties the armor of a target, add +1 to your attack on that
target this turn. |
SQUAD LISTINGS
NOTES on Squad listings: #= Maximum number of that character
type allowed. T= Troops (any number allowed, squad max size
is 7 models unless otherwise noted). C= Commander: may never
have more than one "C" type. $= Cost (L=Loy, C=Cap, R=Rations).
M=Move, A=Armor, H= Hits, B= Base melee value for that troop type. WEAPONS
indicates what weapons may be taken. TROOPS: Listed weapons are included!
Troops may not take any other weapons or relics unless otherwise indicated,
but may take equipment. If you pomote a Troop and sell off their
default weapons, the maximum value of each weapon will only be 1 CAP.
SKILLS: May purchase skills of the types listed. May
not have more skills of one type than of the type listed to it's left:
for example, War, Faith means you can't have more Faith skills than War
skills. Any models equipped with pistols may snap fire.
+1 SPECIAL / HEAVY: One of your troops may upgrade
their basic weapon with this weapon type (pay difference in cost).
RELIC: You may purchase a relic.
ORDERS: Some characters grant an Orders
card. These cards may be used only once per game.
SPECIAL ITEMS: Any weapons, equipment, etc. listed can
be taken by your squad only.
IMPERIAL
GUARD
SKILLS: War, Faith, Law.
# |
$L |
TYPE |
M |
A |
H |
B |
WEAPONS |
T |
2 |
Guard |
6 |
1 |
1 |
oo |
Lasgun, Knife. |
C |
5 |
Sergeant |
6 |
1 |
3 |
Oo |
Relic. Troops: +1 Special. |
C |
10 |
Lieutenant |
6 |
1 |
4 |
Oo |
2 Relics. Troops: +1 Special / Heavy / Artillery. |
C |
20 |
Captain |
6 |
2 |
4 |
O+1 |
3 Relics. Troops: +1 Special / Heavy / Artillery. +1 Sergeant. |
1 |
15 |
Commissar |
6 |
2 |
3 |
O+1 |
Relic. May Rapid Fire. +1 Orders. |
1 |
8 |
Ogryn |
6 |
1 |
3 |
OOO |
3" KB in melee. BIG. Grapple. |
T |
5 |
Stormtrooper |
6 |
2 |
1 |
Oo |
Hellgun, Knife. + 1 Law skill. |
1 |
5 |
Psyker |
6 |
1 |
1 |
oo |
Psy level 1. |
SPECIAL: Unlike other squads, you may have a maximum of
10 models in the squad.
SPECIAL |
DICE |
GRAZE |
FAIL |
$C |
NOTES (Ogryns only.) |
Ripper Gun |
OOO |
S |
J |
5 |
12" Range. Split fire. KB. |
Belt Fed GL |
OO |
S |
X |
5 |
12" Range. 2" B. Rapid Fire. IFC. |
REQUISITION: You may requisition the One of the following
troop types for 1 REQ each, armed with their default weapons:
Commissar
(with Master Crafted Bolter, 2 pts of Faith skills, and Power Sword), Ogryn
(with Ripper Gun or Belt Fed GL). You may requisition any Imperial
Guard vehicle for 1/10 it's listed value in REQ (see Vehicle
Rules for details). You may purchase additional vehicle cards for 1/2
REQ each. You may requisition a piece of ARTILLERY complete with two (Guard)
crew members for 1 REQ.
ADEPTUS
ARBITES
SKILLS: Law, War, Tech
# |
$L |
TYPE |
M |
A |
H |
B |
WEAPONS |
T |
2 |
Enforcer |
6 |
1 |
1 |
oo |
Lasgun, Knife |
T |
4 |
Arbiter |
6 |
2 |
1 |
Oo |
Shotgun / Bolter, Bolt Pistol |
T |
6 |
Suppressor |
6 |
2 |
1 |
Oo |
Power Maul, Storm Shield |
C |
5 |
Regulator |
6 |
1 |
3 |
Oo |
Relic. +1 Special. |
C |
10 |
Provost |
6 |
2 |
3 |
O+1 |
Relic. +1 Special. |
C |
15 |
Marshal |
6 |
2 |
4 |
O+1 |
2 Relics. +1 Special. |
1 |
20 |
Judge |
6 |
2 |
5 |
O+1 |
3 Relics. +2 Special. +1 Orders. |
1 |
2 |
Investigator |
6 |
1 |
1 |
oo |
-- |
SPECIAL: Models with Armor 2 may ignore stun from Knockback.
GRENADE |
DICE |
Grz. |
AREA |
$R |
NOTES: 8" Range. Ignore front cover. |
Photon |
(OOO) |
S |
3" |
[2] |
Burn. Any hit stuns living (will not kill). |
Web Grenade |
OOO+1 |
S |
3" |
[3] |
Roll Vs. each Target's Melee. Kill = KO. |
SPECIAL AMMO |
DICE |
GRAZE |
FAIL |
$R |
NOTES: |
Rubber Bullets |
oo |
S |
J |
[1] |
KB. Kill = KO. Bolters only. Lasts 1 game. |
Solid Slug |
ooo |
S |
J |
[1] |
Shotguns only. |
Executor |
ooo |
K |
J |
[2] |
Burn. Shotguns only. |
Tranquilizer |
ooo |
KO |
J |
[4] |
Needlers only. Kill = KO. |
$C |
EQUIPMENT |
NOTES |
2 |
Sniper Scope |
As Crack Shot (war) skill. |
3 |
Phase Field |
Free forced entry. |
REQUISITION: You may requisition a Rhino for 2 REQ,
equipped with RAM PLOW, RAPID DEPLOYMENT DOORS, and a CUPOLA. May take
additional vehicle cards at a cost of 1/2 REQ each. You may requisition
Bikes for a cost of 1 REQ each (see Mounts for
details).
ADEPTUS
MECHANICUS
SKILLS: Tech, Faith, Law
# |
$L |
TYPE |
M |
A |
H |
B |
WEAPONS |
T |
3 |
Combat Servitor |
6 |
1 |
1 |
OO |
Augmetics. Can only promote to Gun Servitor. |
T |
5 |
Gun Servitor |
6 |
1 |
1 |
O |
Heavy Weapon. Cannot promote. |
2 |
1 |
Apprentice |
6 |
0 |
1 |
oo |
-- |
3 |
6 |
Enginseer* |
6 |
1 |
2 |
OO |
2Relics. +2 cap when purchased. |
2 |
8 |
Techmarine* |
6 |
2 |
2 |
O+1R |
2 Relics. May Rapid Fire Bolters. |
C |
12 |
Tech Priest* |
6 |
2 |
3 |
O+1 |
3 Relics. |
C |
20 |
Magos |
6 |
3 |
4 |
O+2 |
4 Relics. Heavy. +1 Orders. |
SPECIAL: Models with Armor 2 may ignore stun from KB. Servitors
ignore STUNs.
*One model of this type may take a Special or Heavy weapon.
WEAPON |
DICE |
GRAZE |
FAIL |
$C |
NOTES |
Augmetics |
OO |
W |
-- |
3 |
2H. Tie = Latch On. (Melee) |
Assault Cannon |
OOO |
K |
J/X |
9 |
Split Fire, Rapid fire (Heavy) |
GRENADE |
DICE |
Grz. |
AREA |
$R |
NOTES: 8" Range. Ignore front cover. |
Bombot |
OO+1 |
W |
2"B |
[3] |
M6, A1, X if grazed or as attack. Trot. * |
Haywire |
OO+1 |
w |
2" |
[4] |
Burn. Vs. Machines, vehicles only. |
Tremor |
(OO+3) |
sp. |
3" |
[4] |
Targets: no move. Dam. Vs. Bldgs. only. |
*Misfire: if you roll nothing, it does not go off. Independent: may place
as model at start of game.
$C |
EQUIPMENT |
NOTES |
2 |
Bionics |
Bionic arm, leg, or eye Does not count as Relic, costs 2 (see Relic
Chart). |
2 |
Electrografts |
If you win in a parry, do a stun. |
2 |
Servo Arm |
Base melee +O. |
REQUISITION: You may requisition a Rhino for 2 REQ or
a Vindicator for 3 REQ.. This vehicle comes with 1 free vehicle equipment
card per Techmarine or Enginseer (see
Vehicle
Rules for details). You may requisition a Bike for 1 REQ (see
Mounts
for details).
ADEPTUS
MINISTORUM
SKILLS: Faith, Law, War
# |
$L |
TYPE |
M |
A |
H |
B |
WEAPONS |
T |
2 |
Initiate |
6 |
1 |
1 |
oo |
Mace, Shield. |
T |
3 |
Repentia |
6 |
0 |
1 |
Oo |
Eviscerator. Berzerk. Frenzy. Fearless. |
T |
4 |
Sororitas |
6 |
2 |
1 |
Oo |
Bolter, bolt pistol. |
T |
6 |
Seraphim |
8 |
2 |
1 |
Oo |
2x Bolt Pistol. Fly. Two Fisted. |
C |
10 |
Sister Superior |
6 |
2 |
3 |
Oo |
2 Relics. Troops: +1 Special or Heavy. |
C |
20 |
Canoness |
6 |
2 |
4 |
O+1 |
4 Relics. Troops: +2 Special or Heavy. +1 Orders. |
SPECIAL: Models with Armor 2 may ignore stun from Knockback.
MELEE |
DICE |
GRAZE |
$C |
NOTES: |
Neural Whip |
Oo |
S |
3 |
NOR, Stun on a Tie |
Eviscerator |
OOo +P |
W |
4 |
2H. Scythe. |
GRENADE |
DICE |
Grz. |
AREA |
$R |
NOTES: 8" Range. Ignore front cover. |
Emperor's Tears |
OO |
W |
2" |
[4] |
Burn. +1 Vs. Chaos troops. |
$ |
EQUIPMENT |
NOTES |
4C |
Eviscerator |
2H melee weapon. OOo W Scythes -P. |
5L |
Emperor's Light |
Once per battle, may automatically do a stun to all enemies within
3". |
2C |
Brazier |
In melee combat, a tie will do a wound. |
3C* |
Pinions |
Move 8", Fly. Commanders only. |
3C |
Cherubim |
May purchase Cherubim (see Equipment) for 3 CAP instead of 5, max.
5. |
REQUISITION: You may requisition a Rhino for a cost of 2
REQ. You may requisition an IMMOLATOR (as Razorback, with two Heavy Flamers)
for a cost of 3 REQ. (see Vehicle Rules
for details).
INQUISITION
The following characters, troops, and equipment are available to all
Ordos.
Below are the three Ordos- choose one to determine Skills and additional
characters / equipment available. Note that you may take one Commander
from the list below, AND one commander from the Ordos listing.
Last is the list of Requisitionables available to all Ordos, including
Assassins.
# |
$L |
TYPE |
M |
A |
H |
B |
WEAPONS |
4 |
2 |
Henchman |
6 |
1 |
1 |
oo |
-- |
C |
7 |
Interrogator |
6 |
1 |
2 |
Oo |
Relic. +1 Special Weapon. |
C |
15 |
Inquisitor |
6 |
2 |
3 |
O+1 |
3 Relics. +1 Special or Heavy. |
C |
30 |
Master Inquisitor |
6 |
3 |
4 |
O+2 |
4 Relics. +1 Special or Heavy. +1 Orders. |
1 |
5 |
Astropath |
6 |
1 |
1 |
oo |
Psy level 1. |
Sp. Weapon |
DICE |
GRAZE |
FAIL |
$C |
NOTES: |
Psy-Cannon |
ooo |
K |
J |
3 |
KB. +1 Vs. Daemons, Psykers. |
Grenade |
DICE |
Grz. |
AREA |
$R |
NOTES: 8" Range. Ignore front cover. |
Plasma |
OO |
W |
2" |
[5] |
Burn. |
Psyk-Out |
(OO) |
sp. |
2" |
[7] |
Reduces target's Psy value by roll. |
Rad |
OO |
W |
2" |
[8] |
Burn. Ignores armor. Persistant. |
Stasis |
OO |
S |
2" |
[5] |
Burn. Kill= freeze model for rest of game. |
Vortex |
OOOOOO |
K |
3" |
[13] |
Burn. Moves OO"/turn (6=Dissipates). |
Special Ammo |
DICE |
Grz. |
AREA |
$R |
|
Tranquilizer |
ooo |
KO |
J |
[4] |
Needlers only. Kill = KO. |
Toxin Round |
ooo |
K |
J |
[4] |
Needlers only. |
Psy-Bolt |
ooo |
K |
J |
[2] |
Bolters only. KB. +1 vs. Daemons, Psykers. |
$[R] |
DRUG |
NOTES: if you use more than 1 drug / game, take O
w damage. |
[4] |
Stimm Dose |
Ignore up to 2 points of damage from a single attack. |
[4] |
Frenzon |
Move and attack twice this turn, but must take a wound. |
[4] |
Immunizer |
Ignore all hazards this game. Burn weapons are at -1.
Ignore poison. |
[4] |
Combat Drugs |
Move, Melee and hits are at +1 for the rest of the game. |
[4] |
Psychotropics |
Increase your PSY value (and incursion rolls!) by +1 for the game. |
ORDO HERETICUS
SKILLS: Faith, Law, War, Tech
# |
$L |
TYPE |
M |
A |
H |
B |
WEAPONS |
3 |
2 |
Preacher |
6 |
1 |
1 |
oo |
-- Does not count towards squad total. |
T |
1 |
Militia |
6 |
0 |
1 |
oo |
Stub, Knife |
T |
2 |
Redemptionist |
6 |
1 |
1 |
oo |
Autogun / Shotgun, Knife |
T |
3 |
Arco-Flagellant |
6 |
0 |
1 |
OO |
Electroflail / Eviscerator. Berzerk. Frenzy. Fearless. |
1 |
8 |
Confessor |
6 |
1 |
3 |
O |
Relic. +1 Special. +1 Orders. |
MELEE |
DICE |
GRAZE |
$C |
NOTES: |
Electroflail |
OO |
S |
4 |
2H. Scythe. NOR. Stun on a Tie. |
Eviscerator |
OOo+P |
W |
4 |
2H. Scythe. |
$ |
EQUIPMENT |
NOTES |
5L |
Emperor's Light |
Once per battle, may automatically do a stun to all enemies within
3". |
2C |
Incinerator |
As Flamer. Once per game. |
1C |
Brazier / Spikes |
In melee combat, a tie will do a wound. |
1C |
Chains |
Opponent may not reroll in melee. |
2C |
Hounds |
Hounds only cost 2 (see main Equipment chart). |
ORDO MALLEUS
SKILLS: Law, Faith, War, Tech
# |
$L |
TYPE |
M |
A |
H |
B |
WEAPONS |
T |
8 |
Grey Knight |
6 |
2 |
1 |
O+1R |
Storm Bolter, Nemesis |
C |
16 |
Justicar |
6 |
2 |
3 |
O+1R |
Relic. +1 Special Weapon. |
C |
20 |
Captain |
6 |
2 |
4 |
O+2R |
2 Relics. +1 Special or Heavy Weapon. +1 Orders. |
1 |
15 |
Daemonhost |
6 |
2 |
3 |
OOOOOO |
Psy-2. Fearless. Animal. |
ALL MARINES: Snap Fire. Rapid Fire Bolters. Jam on fail instead
of Explode.
Armor 2: ignore stun from KB. Armor 3: Heavy (ignore
KB, etc).
$C |
EQUIPMENT |
NOTES |
4 |
Storm Bolter |
Oo K J KB Rap. |
3 |
Nemesis |
2 handed Melee weapon. OO+1, W, Scythes. |
2 |
Psychic Hood |
You may reroll one die when using any psychic powers or in Mind War. |
1 |
Aegis |
deduct 1 white die from incoming psychic attacks or incursions. |
5 |
Daemonblade |
Add +O to melee (not troops). If you tie in melee, suffer
1 Wound! |
7 |
Terminator Armor |
Armor 3. Heavy. |
SKILL |
$E |
DESCRIPTION |
Psychic Training |
3 |
Psy level 1 (Justicar / Captain only). |
ORDO XENOS
SKILLS: War, Tech, Law, Faith
# |
$L |
TYPE |
M |
A |
H |
B |
WEAPONS |
T |
6 |
Deathwatch. Marine |
6 |
2 |
1 |
O+1R |
Bolter, Bolt Pistol, Knife |
C |
15 |
Deathwatch Sergeant |
6 |
2 |
3 |
O+1R |
Relic. +1 Special or Heavy Weapon. |
C |
20 |
Deathwatch Captain |
6 |
2 |
4 |
O+2R |
2 Relics. +2 Special or Heavy Weapon. +1 Orders. |
1 |
7 |
Sanctioned Alien |
6 |
1 |
1 |
O |
Choose 2 alien abilities.* |
ALL MARINES: Base 1 reroll in melee. Rapid Fire Bolters.
Jam on fail instead of Explode. NSB.
ALIEN ABILITIES. Move +1 / Melee +OO / +1 Hit
/ Ambush / Climb / Fly / Furtive / Grapple / Heavy / Infiltrate / Latch
On / Poison / Small.
SPECIAL AMMO. For the cost of 1 ration [$1R],
any one Bolter or Heavy Bolter may choose to apply any of the following
effects in lieu of the normal K, KB effects. A different effect may
be chosen every turn, until the end of that game (when the ration will
run out).
AMMO TYPE |
Grz. |
NOTES |
Hellfire |
K |
+o vs. targets with natural armor (Tyranids). |
Inferno |
W |
Burn |
Metal Storm |
W |
1"A, IFC |
Kraken |
W |
+P |
Tracker |
W |
Reroll all subsequent tracker shots at that target. |
Stalker |
W |
Will not reveal a hidden firer. |
REQUISITIONABLES FOR INQUISITION
You may requisition a Rhino (2 REQ), Chimera (3 REQ),
or a Raptor or Land Raider (5 REQ). (see
Vehicle
Rules for details). May take additional vehicle cards at a cost of
1/2 REQ each. You may requisition one ASSASSIN for 4 REQ (see statistics
below) if you have an Inquisitor.
DEFAULT SKILLS FOR ALL ASSASSINS
ACCURATE: Once per turn, may reroll one die when firing
a ranged weapon.
DODGE: Whenever you are fired at or attacked in melee,
you may reroll one opponent die.
SYNSKIN: You may ignore the effects of all hazards. Burn
weapons do -1 damage.
INFILTRATE: During BATTLE games, may start hidden, anywhere
except within 6" of an enemy.
BERZERK: You may melee after taking extra move. FRENZY:
you may ignore the effects of a wound.
AMBUSH: If you are revealed by an enemy, you may immediately
make one attack.
ASSASSIN |
M |
A |
H |
MELEE |
RANGED |
SPECIAL |
EVERSOR
Combi-bolter needler |
8 |
2 |
3 |
OOO+3 K, RO, Scythes |
o K J IA 12"
oo K J KB Rap. |
May take up to 3 drugs / game without penalty.
If wounded, make a free attack as hand flamer. If killed, explode
as plasma grenade. |
VINDICARE
Exitus rifle, pistol |
6 |
2 |
3 |
OOO K, RO |
o K J IA IR Burn Rap. Snap Fire |
Ranged attacks ignore force fields.
Exitus may use Needler ammunition.
Firing will not reveal your hidden status. |
CALLIDUS
Neuroshredder Pistol |
8 |
2 |
3 |
OOO+3, K,
+P, RO |
oo S J IA FT |
Melee attacks ignore force fields, Poisoned
Polymorphine: may enter play by replacing any man-sized
1 hit model. |
CULEXIS
Mind Blaster |
6 |
2 |
3 |
OOO+2, R |
OO+1 S -- RO FT
As mind war. |
Carries 3 Psyk-out Grenades. Psy-2. |
SQUATS
SKILLS: Tech, Law, War
# |
$L |
TYPE |
M |
A |
H |
B |
WEAPONS |
T |
3 |
Squat |
5 |
1 |
2 |
Oo |
Bolter, Axe. |
T |
4 |
Slayer |
5 |
1 |
2 |
OO |
2-handed power axe. Berzerk. Frenzy. Fearless. |
C |
7 |
Guild Master |
5 |
1 |
4 |
O+1 |
2 Relics. Troops: +1 Special or Heavy. |
C |
15 |
Warlord |
5 |
2 |
5 |
O+1 |
3 Relics. Troops: +2 Special or Heavy. +1 Orders. |
1 |
10 |
Ancestor |
5 |
2 |
4 |
OO |
Relic. Psy level 1. |
2 |
7 |
Engineer |
5 |
1 |
2 |
Oo |
Troops or self: +1 Special, Heavy or Artillery. |
SPECIAL: Squats ignore move penalties for carrying Special/Heavy
weapons. Squats may not buy Purity seals.
ARTILLERY: may be purchased at a -1C discount.
HEAVY |
DICE |
GRAZE |
FAIL |
$C |
NOTES |
Conversion Beam |
(SP) |
K |
X |
5 |
Burn. Line effect. Roll O x target armor |
REQUISITION: You may requisition a Bike for 1 REQ or Attack
Bike with 1 vehicle card for 2 REQ (see
Mounts
for details). You may requisition a Rhino for a cost of 2 REQ (see Vehicle
Rules for details). You may take additional vehicle cards for your
rhino at a cost of 1/2 REQ each. You may requisition a piece of ARTILLERY
complete with two (Squat) crew members for 1 REQ.
SPACE
MARINES
Note that Space Marines have access to different equipment and skills
than other Imperial forces. Also, you may choose a chapter from the
list below for additional special rules as described. Space marines
may NOT use artillery.
SKILLS: War, Law, Faith, Tech. May take any number of Marine skills.
# |
$L |
TYPE |
M |
A |
H |
B |
WEAPONS |
3 |
1 |
Equerry |
6 |
0 |
1 |
oo |
-- |
T |
3 |
Scout |
6 |
1 |
1 |
Oo |
Bolt Pistol / Bolter / Shotgun, Knife. |
T |
6 |
Marine |
6 |
2 |
1 |
O+1R |
Bolter, Bolt Pistol, Knife. |
C |
10 |
Sergeant |
6 |
2 |
3 |
O+1R |
Relic. +1 Special or Heavy Weapon.. |
C |
20 |
Captain |
6 |
2 |
4 |
O+2R |
Relic x2. +2 Special or Heavy Weapon. +1 Orders. |
C |
30 |
Lord |
6 |
2 |
5 |
O+2R |
Relic x3. +2 Special or Heavy Weapon. +2 Orders. |
ALL ARMOR 2 MODELS: Base 1 reroll in melee. Rapid Fire Bolters.
Jam on fail instead of Explode. NSB. May take the following
artillery weapons as Heavy Weapons: Las Cannon, Plasma Cannon.
$L |
TYPE |
M |
A |
H |
B |
ALLOWANCES |
SKILLS
(may take any number) |
8 |
Techmarine |
6 |
2 |
1 |
O+1R |
+1 free vehicle card / mission. |
Tech |
8 |
Apothecary |
6 |
2 |
1 |
O+1R |
Narthecium skill for free. |
Faith |
10 |
Chaplain |
6 |
2 |
2 |
O+1R |
Purity seals cost 1/2. |
Law |
13 |
Librarian |
6 |
2 |
2 |
O+1R |
|
Psy level 1* |
20 |
Dreadnought |
6 |
3 |
7 |
OO+4 |
Special Weapon, Vehicle weapon |
- |
|
Furioso " |
6 |
3 |
7 |
OOO+6 |
Special Weapon x2 |
- |
|
Support " |
6 |
3 |
7 |
OO+2 |
2 x Vehicle Weapon |
- |
+7 |
Master |
" |
" |
+1 |
+1 |
Relic. |
* |
Dreadnoughts lose one weapon (attacker's choice) for every 2 hits taken.
All specialists count as Characters. May purchase
any number of the skill types listed. Troops may be promoted
to specialists. A marine squad may have up to 2 specialists.
*Master Librarians are upgraded to psy level 2.
MARINE SKILLS
SKILL |
$E |
DESCRIPTION |
Assault Squad |
10s |
May take Jump Packs, Melee weapons and Pistols, Meltabombs, Bikes.
Can't be Devastator. |
Devastator Squad |
10s |
+4 Heavy Weapons. Can't be Assault. |
Veteran Squad |
10s |
+1 Special / Heavy. +1 Melee weapon. |
Ambush (Scouts only) |
5s |
May make a free attack if revealed. Scouts only. |
Scramble (Scouts only) |
3s |
Add +1 to Jump and Scrabble rolls, and may move over obstacles with
no penalty. |
Dive (Scouts only) |
5s |
May avoid a ranged attack (before the roll) by taking a stun. |
Infiltrate (Scouts only) |
3s |
May infiltrate. |
Berzerk (Assault only) |
5s |
May melee after taking extra move. |
Inseperable (Assault only) |
5s |
Instead of ditching, your riders may take +1 hit. |
Blast (Devastator only) |
5s |
All ranged attacks are treated as Burn. May force entry at range. |
Concerted (Devastator only) |
5s |
Instead of Rapid Fire or Area effect, you may add +1 to attacks on
a single target. |
Death Grip (Veteran only) |
2t |
If you tie or lose in melee (even if killed), you may latch on to your
opponent (-1 hand). |
Sustained Fire (Veteran only) |
2t |
May rapid fire at 8". |
Hip Shot (Veteran only) |
2t |
May snap fire with basic or special weapons. |
Squad Training: skills with a cost marked with s apply to the entire
squad. Cost listed is for the squad.
Promotion: if you change to a squad type that does not support a purchased
skill, redeem the skill for its value in Exp.
REQUISITION: Your squad type dictates what types
of vehicles may be requisitioned.
Stats for Jump Packs, TDA can be found in the Equipment
chart above. Stats for all vehicles can be found in the Vehicles
rules.
REQ |
VEHICLE |
NOTES |
2 |
Jump Pack x 5 |
Assault only. Move 8". Fly. (may req. 1 for
1). No Heavy! |
4 |
TDA x 5 |
Veteran Only. Armor 3. Heavy.
See below for weapon options.
(may req. 1 for 1) |
2 |
Bike x3 |
Assault only. Must crew. No Heavy! (may req.
1 for 1). |
1 |
Attack Bike |
Assault only. Must crew. No Heavy! |
2 |
Land Speeder |
Assault only. Crew included with vehicle. |
3 |
Dreadnought |
Veteran squads may take up to 2. |
2 |
Rhino |
Storm Bolter counts as a vehicle card-- may exchange |
3 |
Rhino Variant: |
Whirlwind / Vindicator / Razorback / Predator. |
2 |
Deep Strike: |
Drop Pod or Teleport (see below). May not take vehicle
cards. |
5 |
Land Raider |
Veteran only. |
4 |
Raptor Drop ship |
Must purchase HK missiles seperately. |
6 |
Thunderhawk |
Veteran only. |
1 |
2 Vehicle Cards |
Additional 2 vehicle cards of your choice. |
Teleport: Entire squad may start anywhere on the board but
must be within a 12" Diameter of each other.
May req. 1 for 1: May requisition a single one
of the item for 1 requisition point. HEAVY: Models with Heavy
weapons or TDA ignore KB, but cannot take jump packs or bikes.
TDA: Comes with Storm Bolter, Power Glove. May
not use in conjunction with Bikes or Jump Packs.
One marine may take a chain fist in place of a Power
Glove. One marine may exchange for pair of Lightning claws,
or Thunder Hammer and Storm Shield. One marine may exchange his Storm Bolter
for a Heavy Weapon (characters may not take heavy weapons).
Veteran Devastator squad: All members may take heavy
weapons, but may not take more than one of each weapon type.
Veteran Assault squad: All members may take Lightning
Claws / T.hammer + Storm Shield.
WEAPON |
DICE |
GRAZE |
FAIL |
$C |
NOTES- Heavy Weapons. TDA only. |
Cyclone Missiles |
OO+P |
W |
J |
8 |
1" A. Fires 3 missiles / shot. |
Assault Cannon |
OOO |
K |
J/X |
9 |
Split Fire, Rapid fire. |
CHAPTER LISTINGS
SKILL: The chapter earns 1 Exp. for the purchase of this skill. They
may purchase the skill at any time, regardless of squad type.
EQUIPMENT: The chapter earns 3 Cap. for the purchase of the Equipment
listed. If it is a Requisitioned item, they may requisition it for
-1 Req. cost. The equipment may be used by any troops or characters,
regardless of squad type, and does not count toward Relic totals.
ARTIFACT: Must be lieutenant or higher to buy, but anyone can carry.
All artifacts cost 5 Loy, and don't count toward Relic totals!
SPECIAL: Special Rules for the chapter appear below the chart for each
chapter.
Black Templars |
Blessing |
Storm Shields |
ARTIFACT: Maltese Cross. Acts as a Chapter Relic. Bearer may
take +1 FAITH skill
ARTIFACT: Red Grail. Acts as a Standard.
RED THIRST: Characters that have taken any hits MUST spend an
extra turn adjacent to any models they kill- this will recover 1 hit.
They may ignore this rule if they have a Medic in the squad.
DEATH COMPANY: As ASSAULT squad. Ignores W, KO grazes.
Melee +O. May not reroll. Must roll on wound chart -1
for each troop at end of each game. May not take any specialists
except Chaplain!
Crimson Fists |
Grim, Crossfire |
Power Fists |
.
Dark Angels |
Merciless |
Power Swords |
ARTIFACT: Lion Helm. As Rosarius, except has a 2" radius.
May be carried by a Familiar.
SPECIAL: Honor Dagger. Cost 1 Cap, MBM, takes no hands.
If you tie (or win a parry) in melee, do a wound to your opponent. RAVENWING:
Veteran Assault squad gets RIDER skill for free. DEATHWING: Veteran
Tactical squad may take +1 Relic.
RIVALS: When fighting alongside Space Wolves, earn +1 Loy if you beat
them in kill points, lose 1 Loy if they beat you.
Howling Griffons |
Dive |
Grenades |
HOWL: May take Battle Cry orders for free.
EQUIPMENT: Auxiliary Grenade Launcher. In addition to a normal
attack, may fire a grenade 12", once / game. Cost 2C.
Imperial Fists |
Entrenched, Hip Shot |
Suspensors, Meltabombs |
ARTIFACT: Anchorus. As Bionic leg, may rapid fire at any range.
GUNNER: Characters may take a special weapon, won't count toward the
squad's total # of weapons.
Iron Hands |
Death Grip, Grapple |
Bionic Arms |
.
Legion of Damned |
Infiltrate, Last Act |
-- |
DAMNED: May not use scouts (may start as tactical squad for free).
May not take Lord character.
ARTIFACT: Animus Malorum. As a free action, may do a stun
to 1 enemy within 8".
UNDEAD: Ignore W, KO. Do not earn LOY for completing missions.
Mentor Legion |
Forge, Savant |
-- |
OVERLOAD: May uprade any gun to Overload, cost 1 Cap. Add 1 white
die, fail = X (even if MC).
PROTOTYPE: May take the following items from Squat, Arbites, Mechanicus,
or Inquisitor lists: Conversion Beamer, Phase Field, Power Claw, Bombot,
Haywire, Frenzon.
Raven Guard |
Dead Run |
Jump Packs |
ARTIFACT: Raven. As flying skull, melee O Mob-1.
Once per turn, add +1 to attacks on a model in LOS and within 6" of the
Raven.
ARTIFACT: Raven's Claw. As MC power glove, bearer may
Death Grip (as veteran skill).
Salamanders |
Hardened, Maintenance |
+1 Flamer / Melta |
ARTIFACT: Vulcan's Hammer. As MC Power Glove, does 3"
KB.
Scythes of the Emperor |
Retribution |
-- |
ARTIFACT: Reaper. 2 handed scythe: OOOO +2, Reroll,
Scythes.
APPRENTICE: May take scouts instead of normal marines, 1 for every
character.
HATRED: Score double kill points for Tyranid enemies.
Silver Skulls |
Hardened |
Bionics |
.
Sons of Medusa |
-- |
Toxin Rounds |
ARTIFACT: Head of Medusa. Once per game, as an action,
you may make an attack as a Heavy Flamer- stuns on a tie, KOs on a graze,
vs. living only.
BETCHER'S GLAND: When your marines tie in melee, they will do
a wound (as poison).
OOLITIC KIDNEY: Your marines may ignore the effects of Poison.
$ |
TYPE |
M |
A |
H |
B |
Notes |
Skills |
4L |
Swarm |
6 |
0 |
3 |
OOO |
Swarm. Animal. Small. Poison. |
(Troop) |
SNAKE SWARM: May take 1 swarm for every character. They do
not count towards the squad total.
Space Wolves |
Knife Fight, Throw |
Chainswords |
ARTIFACT: Pelt of Wulfen. Bearer may reroll one die of any
opponent's ranged attacks against him.
ARTIFACT: Frost Blade. As a Master Crafted edged melee
weapon, kills on a graze, wounds on a tie.
SPECIAL: Honor Dagger. Cost 1 Cap, MBM, takes no hands.
If you tie (or win a parry) in melee, do a wound to your opponent.
RIVALS: When fighting alongside Dark Angels, earn +1 Loy if you beat
them in kill points, lose 1 Loy if they beat you.
WOLVES: May take 1 wolf for every character. They do not
count towards the squad total.
$ |
TYPE |
M |
A |
H |
B |
Notes |
Skills/Orders |
5L |
Wolf |
8 |
0 |
1 |
OO |
Berzerk. Mob 1. Animal. Small. |
(Troop) |
.
Ultramarines |
Crossfire, Hipshot |
MC Bolters (char. only) |
ARTIFACT: Gauntlets of Ultramar. As 2 MC bolters + 2 Power
Gloves. Bolters do not take a hand to use (but gloves do).
White Panthers |
Infiltrate |
-- |
.
White Scars |
Rider, Inseperable |
Bikes |
LIGHTNING RAID: May take one free move before your first turn.
SPECIAL: Power Lance. As 2 handed power sword, takes
only 1 hand to use with a Bike. Cost 6, Assault / characters only.
HUNTERS: Your forces may ignore the cover that bikers and small
models get.
EXPLORATOR ENVIRONMENTS-
Following are descriptions and special rules for several environments that
an Imperial Explorator team might find themselves in. You can run almost
any of the Missions in almost any of the environments, giving a wide range
of play experiences. If you like a particular environment, have the Explorator
team set up a base there and try several different missions in the same
location. Having appropriate scenery
for your environment can really help improve the feel of the game, and
may even inspire you to write some missions of your own!
EXPLORATOR MISSIONS-
These are descriptions of the actual missions you must perform as an Explorator
team. Missions can be set in any environment, and dictate what the objectives
are, how many games must be played to complete the mission, and other details
such as how many enemy forces to use and the rewards for completing the
mission. If you like a particular mission, try running it in different
environments to keep the games interesting.
EXPLORATOR BLIPS- A
set of blips for use in Explorator scenarios- print one copy of these unless
you have a lot of players.
EXPLORATOR RECORD SHEETS-
Use these to record your squad's progress. Print out and photocopy as many
of these as you need to.
CAMPAIGN LOG- A chronolog
of our most recent campaign can be found here.
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