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Last Man Standing Format

This document provides rules for a "Last Man Standing" gameplay mode for Warhammer 40k games, where a small number of player-controlled "Survivor" units must work together to survive waves of enemy NPC units. It outlines setup instructions, battle round structure, rules for the Survivors and NPC units, optional abilities, and summoned reinforcements. The overall goal is for the Survivors to have fun cooperating against tough odds using their favorite units.
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0% found this document useful (0 votes)
312 views21 pages

Last Man Standing Format

This document provides rules for a "Last Man Standing" gameplay mode for Warhammer 40k games, where a small number of player-controlled "Survivor" units must work together to survive waves of enemy NPC units. It outlines setup instructions, battle round structure, rules for the Survivors and NPC units, optional abilities, and summoned reinforcements. The overall goal is for the Survivors to have fun cooperating against tough odds using their favorite units.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Last Man Standing

By Korey Graham (and whom ever gave him creative input at the time <3)
Briefing
Hi there,

My name is Korey Graham, with the help of some friends I have made this “Last man Standing”
format of play as a way to goof off and play around with either running around with a particular hero
against the odds or Kitbashing your own Champion (if only for shits and giggles).

This is simply my take on what the Dawn of War 2 “Last Man Standing” gameplay mode would be
like, with a few twists of my own ideas thrown in for fun. I am in no way trying to take away from the
great games Games Workshop and its Associate companies have created, I love them all and only
made this as a tribute to how vast and innovative the game can be.

The overall rules are, and always will be based on the standard ‘Games Workshop’ Codex and other
race specific Codexes/Indexes, with the exception of some of the rules in this document that override
what would be the standard rules.

If you have any questions or anything that you think would make a good contribution to the format
please feel free to email me on [email protected], or contact me via my facebook page
https://www.facebook.com/korey.graham.3

Sincerely,
Korey Graham

2
Table of Contents
Briefing 2

Set Up 5
Initial Set up: 5
Spawn Points: 5

Battle Rounds 5

Survivors 5
Pushing the Limits: 5
Not like this: 6
You got a friend in me: 6
Perils of the fight: 6
Careful where you point that thing!: 6
Incapacitated: 6
No no. We outnumber you!: 7
1-3 Players: 7
4+ Players: 7
Get up you slacker: 7
Brother from another mother: 7
I’d like to use a lifeline please: 8
Pass the parcel: 8

NPCs 8
Spawning 8
Look to the skies Brothers!: 9
Vile Ascension: 9
The Swarm Demands: 9
Ooh, piece of candy: 9
Movement/Attacking 10
I’m gonna Get ya: 10
I’ve got to run how far?: 10
Rapid Fire: 10
Assault: 10
Heavy: 10
Pistol: 10
Melee Weapons: 10
I’ve got the bigger stick!: 10
No Quickscoping for you: 11
Hull-mounted: 11
Hull Mount (Static): 11

3
Sponson-Mounted: 11
Top-Mounted (rotating): 11
Top-Mounted (Static): 11
Extreme Aggression: 11
Against the Odds: 11
Stop running you cowards!: 11

Racial traits 12
Xenos 12
Orks: 12
Tau: 12
Tyranids: 12
Aeldari: 12
Harlequins: 12
Drukhari: 12
Necrons: 12
Imperium 13
Custodes: 13
Black Templar: 13
Inquisition: 13
Astra Militarum: 13
Sisters of Battle: 13
Adeptus Mechanicus: 13
Chaos 13
Chaos Space Marines: 13
Troop (0 Counters) 14
Fast Attack (1 Counter) 15
Elite (2 Counters) 16
Heavy Support (3 Counters) 17
Character 18

Loot Table 19
** Hologram: 19

Character Sheet 20

4
Set Up
Initial Set up:
Each player has choses a Survivor and determined their Wargear, Abilities & Psyker powers.
They are to place the model in a 6” Area around the centre of the table.

Spawn Points:
Six Objective markers will be used to identify the spawning points of the NPCs before the first
battle round begins, One at every corner of the table and then Two placed in the middle at the edge of
the table on opposite sides.

Battle Rounds
Each battle round is broken up into multiple turns. The battle round is considered concluded
when either all of the NPCs have been slain or all of the survivors have been considered incapacitated
and are unable to be revived. Should the latter be the circumstance the game is over and no more turns
are to be played.

First turn always goes to the Survivors so that they may prepare and move themselves to more suitable
positions.

Survivors
At the start of the game, each player picks a model that is to be considered a Survivor.

The limitations on the model that can be used as a Survivor areas follows:

1)The player may take any model that has the Infantry Keyword listed in its description.
2)The player must have the Codex/Index containing the details for the model.
3)Any Faction/Racial/Warlord traits pertain to that character are available

If the Survivor is being created off a non-Character infantry datasheet then it may swap it’s
regular Wargear items not listed in it's usual Wargear option, however, these items must be
considered reasonable to the character itself and be listed in the Codex/Index the model is from.
Unique or Named Characters must stick to their set list however.

If the Survivor takes an item that changes its Wargear, any rules pertaining to specific
Wargear that was swapped out will be lost. Wargear that has a relevant (e.g. faction/race) Relic
upgrade may do so.

Note: If a character is brought across from matched play sheets, all abilities, wargear and
wound profiles must be used at their latest stats profiles, this includes any bonuses and detriments
from their current campaigns.

5
Pushing the Limits:
Being stranded and left for dead, the Survivor's work together and push their bodies to extraordinary
lengths in order to find a way out of the mess they found themselves seemingly trapped in. After
Battle Round Four, any Survivor may choose one Stat, for the rest of the game that stat is considered
to have +1.

Note: Values that have had additional stats added on that affect any dice rolls will still fail or
succeed on the maximum or minimum values (e.g. unmodified rolls of 1 will still always fail).

Not like this:


Pushing themselves to their limitations, the Survivors attempt to shrug off injuries lest they
succumb to the perils of their enemies. For the purpose of the game, all Survivors shall have their
maximum wound count doubled. In addition, all morale tests that would normally have to be taken for
the Survivors will automatically pass.

You got a friend in me:


Although stranded on a forsaken planet, the Survivors still have access to basic comms to call
for aid which occasionally break through the noise of endless combat. Before the ‘First’ Battle Round
Begins, the Survivors may declare 1 unit that can be summoned to fight alongside them, however,
they can only choose from the Troop, Fast Attack or Elite units normally attainable in their
respective Codexes.

This Unit cannot be summoned until the ‘Third’ Battle Round has concluded. Once
summoned, the unit follows the same rules as the enemy NPCs with the exception being they are
working on the side of the Survivors.

After 2 turns the unit will despawn and should be removed from play where a 2 turn
countdown will commence before the unit can be summoned again beginning on the next Survivor
Turn. If the unit has been removed (either by an ability or destroyed) by other means then begin the
countdown after the Survivor’s turn the unit has been removed from play.

The unit summoned must contain no more than 5 models total. Unit must start with the
minimum number of models necessary for a unit to be formed, then may add more models after,
however, if the added models brings you over the 5 model cap you may not bring the extra models.
The exception to the 5 model cap may be ignored if the minimum for a unit is above the 5 model
minimum, this exception only applies to units that are considered Troops however and no more
models may be added to that unit.

Perils of the fight:


It can be hard to focus your mind when you have enemies breathing down your neck in mass
numbers! If a Survivor chooses to use a Psyker ability and NPC units are within 6” of the Survivor,
their WS and BS suffer a penalty of -1 until the end of the psychic phase. This debuff will last until the
end of the battle round.

Careful where you point that thing!:


Even if friendly models are in melee with an enemy NPC unit, Survivors and summoned units
may shoot into the NPC unit. However, the total amount of Shots taken for each weapon must be
halved (to a minimum of 1). Any unmodified rolls of 1 count as hitting the friendly target in combat

6
with the unit being fired at, if there is more than one Survivor in engagement range of that unit then
the hits of 1 are distributed evenly among them with any extra hits going to the closest Survivor.

Incapacitated:
Sometimes the sheer number may prove too much and a Survivor and they become
Incapacitated. If this is the case the Survivor must not take any actions whatsoever (e.g. Move,
Shoot, use Lifelines).

No no. We outnumber you!:


The Amount of Survivors is broken up into 2 tiers which will be listed as follows:

1-3 Players:
The units spawn as per the description in the NPC rulings.
4+ Players:
For any amount of Survivors that number 4 and above, the respective rules regarding
total NPCs Spawning (Including counters placed on the first turn) are to be increased by 3.
Likewise, for up to every 3 additional Survivors this number is to go up by that same number
(E.g. If there are 9 Survivors then the amount of NPCs that spawn are increased by 6).

Secondly, for every increment of 3 Survivors above, before spawning the NPCs, Roll a
D6 for every extra Survivor above the first 3 and place 2 Counters on the Spawn Locations
with that same value.

Given the sheer number of NPCs at this point, it becomes difficult not to wound
something. For the purpose of this rule, each point of damage done by Survivors and their
Friendly NPCs will carry across all models in the unit (I.e. If a unit takes 6 points of damage
from a single attack and each unit has 2 wounds per model then 3 models will receive
damage). This excess damage can be saved by the next model however, if this damage is saved
then the remainder that got carried across to them is negated.

Note: The initial unsaved damage still goes through.

Get up you slacker:


If a Survivor does become Incapacitated, another Survivor may Revive him, however, in
doing so, the turn that the Incapacitated Survivor is revived, the Survivor performing the Revival
may not perform any other actions for the remainder of the turn.

Performing a Revival may only be done at the end of the movement phase.

A Revived Survivor returns with 2D6 wounds up to their maximum wounds (E.g. If a
Survivor is revived and rolls an 11 for total wounds but only started the game with 10 then they will
only receive 10 wounds)

The Survivor performing the Revive action, may only do so if it is not locked in melee with an
NPC unit.

7
Brother from another mother:
It’s hard to fight with people you don’t trust, however, against the odds even the worst of
enemies usually find a way to work together, even if only to benefit themselves in the long run.

For the purpose of the game all Race, Faction and Unit specific listings (e.g. Imperium, Septs,
Dynasties) are removed and replaced with Survivors.

No ‘Heroic Interventions’ may be performed by Survivors for races that would (under normal
circumstance) kill each other at first sight rather than work toward a common goal.

Likewise, the NPCs use this same rule, however, the specific listings are replaced with allied
NPCs.

Note: All rules and abilities likewise have the same changes made.

I’d like to use a lifeline please:

For the purpose of this rule, any Stratagems that may be used in that character’s traditional
codex or core rule book count as Lifelines.

Before the Beginning of the first battle round, each Survivor Shall take three Lifelines, these
Lifelines may be used at any time in order to give themselves or other Survivors a much needed
helping hand. After the Lifeline has been used however, it is considered spent and may not be used
again unless replenished.

To replenish the Lifelines, Survivors must Kill/destroy enemy NPCs. Each NPC Type will
have its own Replenishment Value, once the total value required (see Lifeline for details) has been
reached the Lifeline may be used once again.

The Survivors may not change their lifelines once the first battle round has commenced.

The Replenishment Value set for the unit is point per model based. (E.g. if you kill one model
that has a Replenishment Value of 1 then you get 1 point, if you kill 7 you get 7 points. Models with
multiple wounds will count as the following Replenishment Values:
2+ = 2 Points
5+ = 4 Points
10+ = 6 points
15+ = 8 Points

Replenishment Values: Total points required for a Lifeline to become active again, the
total needed is the number of Command points a Lifeline would normally cost x 10 (e.g. 2CP = 20
Replenish points)

Pass the parcel:


Survivors bearing loot from a killed Character NPC may hand the Loot to another Survivor,
as long as they are within 3” of each other.

8
NPCs
NPCs are Non-Player-Characters that appear through the battle, their sole purpose is to snuff
out remaining Survivors (including models accompanying survivors).

Spawning
At the beginning of each Battle Round on the first NPC turn, each player rolls a single D6,
taking turns rolling one-by-one until the total number of dice rolled are equal to the number of the
battle round. (For Example: if it is battle round 4 then 4 dice must be rolled, if it is battle round 9 then
9 dice must be rolled). The spawning locations that are selected by the initial dice roll must then roll
2D6 and use the face values of the dice as the number allocated to a unit from that pool basing the
value on the order the dice cease rolling in (For Example. Two dice reading the face up values of 1 and
5 should be read as 15, not 6).

The dice will spawn a unit that is to be considered NPCs and is to be spawned within 6” of the
Objective marker number that matches the face value on the dice rolled.

Note: The NPC unit may be placed outside (but as close to as possible) the radius of the
spawning location, however, only if the number of units spawning would otherwise make it
impossible to spawn inside the zone normally.

The NPC units always spawn at their minimum or maximum that make a squad which is
determined by a dice roll. Minimum squad size will have a dice value of 1- 3, maximum squad size
will have a dice value of 4 - 6. The wargear available to them will be limited to what has already been
fitted to the model.

Look to the skies Brothers!:


If any NPC units that spawn should have access to the deep strike rule, then after determining
where they spawn, they are instead set up as if they are in reserve and at the start of the next NPC turn
they are to deepstrike next to (but more than 1” away) from the Survivor Closest to their allocated
Spawn Location).

Vile Ascension:
As the Survivors fend off wave after wave of incoming fire and fury, the NPCs grow more
desperate in their attempts to finish them off. At the end of each Battle Round won by the Survivors,
place a counter on one of the spawning locations for each unit slain (location determined by rolling
D6). Before Battle round 1, roll 2D6 and place one counter on each spawning location based on the
Dice Value.

When rolling to see which Spawning location the unit is spawned from, the counters are used
to determine which pool the NPCs are selected from.

Note: Only 2 of any unit (E.g. Tactical Marines) may be present on the table at any time until
the 4th Battle Round. Upon the Survivors Reaching Battle Round 4 and every 4th subsequent battle
round from there onward that number is doubled (e.g. Battle Round 12 may have up to 8 of the same
unit). If there are already the capped number of units on the field and they are elected again the dice

9
must be rerolled for the purpose of determining which unit spawns.

Once an NPC unit is spawned from the appropriate table, remove one counter from the total on
that spawning location.

The Swarm Demands:


Every 3rd Battle Round one of the Spawning NPCs must be replaced with a unit that has the
Character Keyword. These units Can only be spawned from The Character Pool and 2D6 are
required when selecting the models in the same fashion as the other Spawning Pools. The Character
chosen may not have more than 12 wounds

On the 10th and 20th Battle Round will spawn an NPC that must have at least 15 Wounds.

Ooh, piece of candy:


Once a Character NPC has been slain, they will leave behind Loot, the description for each
possible piece of loot will be listed in the Loot Table. The Loot may be picked up by a Survivor to
gain benefits, but be careful...not all trinkets are as beneficial as they seem. Once the Loot has been
activated it is consumed and may not be used again unless dropped again by another Character NPC

Loot may not be picked up if NPCs are contesting the drop area (within 3” of the Loot).

When picking up the Loot roll 2D6, the total value of both dice shall be used to decide what
loot you receive from the Loot Table.

Movement/Attacking

I’m gonna Get ya:


Every NPC unit spawned must move toward and attack the closest available survivor that is
currently not considered incapacitated, or a survivor summoned unit that is closest.

I’ve got to run how far?:


It’s hard knowing when to run full speed ahead, tread carefully or bide their time whilst they
load the guns for the most amount of damage. The following profiles will be used when determining
the movement charastics of the NPCs:

Rapid Fire:
The unit must advance in the movement phase until they are within shooting range.
Once in the shooting range they will use their normal distance until they are in Rapid
Fire range.

Assault:
The unit must always use the advance movement when determining how far they move
during the movement phase.

10
Heavy:
This unit must advance until in range of the heavy weapon. Once they are in range of
firing the weapon they must not move.

Pistol:
The unit must advance in the movement phase until they are within shooting range.

Melee Weapons:
The unit must advance in the movement phase until they are within shooting range.

If the NPC unit contains multiple weapon profiles then the unit must advance until they reach
the profile that has the “longest” range, from that point forward it then uses the basic movement until
they are in range of the “shortest” shooting profile.

If the “shortest” weapon profile would be melee then the unit must move until it is within
charge distance, then attempt to charge. However, if the NPC unit does not possess a combat weapon
profile, it will stop at its minimum shooting range and continue to shoot from that position unless a
Survivor moves to within charge range.

I’ve got the bigger stick!:


For the Purpose of Melee Combat, all close combat distances when calculating how many units
can attack or be attacked are to be doubled (1” attack range becomes 2”).
Note: The units fighting must still be within engagement range as per the core 40k rules.

No Quickscoping for you:


For Vehicles, all weapons will use the following firing arcs when determining whether or not it
can shoot for line of sight.

Hull-mounted:
Hull Mounted weapons have a 90 Degree Firing Arc.

Hull Mount (Static):


Static hull-mounted weapons may only shoot in a straight line from the direction it is
facing.

Sponson-Mounted:
Sponson-mounted weapons firing arcs are limited with whatever the normal pivoting
range of the weapon would be.

Top-Mounted (rotating):
Rotating top-mounted weapons have a full 360 degree firing arc.

Top-Mounted (Static):
Fixed top-mounted weapons may only shoot in a straight line from the direction it is
facing.

11
Extreme Aggression:
NPCs are extremely prejudiced toward the survivors and will use any means necessary to take
them down. Any NPC unit or model that includes any Abilities or that can use Psyker powers Must
do so. In addition, must use all available weapons when able to do so.

Against the Odds:


To the dismay of the attackers, their overwhelming numbers mean nothing in the face of the
Survivors. If the NPCs fail a morale test they must immediately move their normal movement
distance in the opposite direction to which the nearest Survivor is from them.

Stop running you cowards!:


When making Leadership rolls for NPCs, Failed Leadership rolls will result in them falling
back instead of losing a model(s) as Casualties. They may still shoot and Charge

The Bigger they are…:


If there is a Survivor on the battlefield that has a wound profile above 15, NPCs units that are
within half range of their longest weapon profile or within engagement range of that Survivor will
prioritise attacking that Survivor first, regardless of any other survivors being closer.
Note: If they are outside of those ranges they will attack the nearest survivor.

Racial traits
Xenos

Orks:
Savagery: This survivor and other allied survivors within 10” may reroll failed hit rolls of 1
when making melee attacks.

Tau:
Advanced Targeting: This survivor and other allied survivors within 10” may reroll failed
hit rolls of 1 when shooting.

Tyranids:
Crippling Fear: In the fight phase, enemy units making attacks against this survivor and
allied survivors models within 10” of this model may have their hit rolls of 6 rerolled.

12
Aeldari:
Clouding Judgement: At the beginning of the Survivors turn, roll a D6. On a roll of 5 or 6,
select an enemy NPC unit, until the end of that NPCs next turn, that unit will act as though the
survivor summoned it and it will move toward/attack other NPC units. The NPC unit may still be
attacked by the Survivors.

Harlequins:
Unyielding Speed: This Survivor and other allied Survivors within 10” have their movement
increase by D3 until the end of the turn. If charging the distance will be changed from 2D6 to 2D6 and
a D3 (Die used for D3 must be declared before rolling).

Drukhari:
Darkness of the Webway: Enemy units making shooting attacks against this survivor and
other friendly survivor models within 10” of this model may have their hit rolls of 6 rerolled.

Necrons:
Nanite Scarabs: At the start of this survivor’s turn, this Survivor and other survivors within
10” of this model may regenerate a wound on a roll of 5 or 6.

Imperium
Custodes:
Emperor’s Blessing: This survivor and other allied survivors within 10” may reroll failed
save rolls of 1.

Black Templar:
Unbridled Rage: In the fight phase, after a successful charge, This Survivor and other allied
Survivors within 10” will gain +1 to their Strength rating for the first attack made.This is resolved
before any modifiers (e.g. Weapons that provide a x2 Strength bonus).

Inquisition:
Willpower Absolute: On a roll of 5 or 6, This Survivor selects an enemy NPC unit and
reduces their leadership by -2 until the end of current turn.

Astra Militarum:
Bring the Rain: If a Survivor with this racial trait is on the field, if every Survivor fires all
their ranged attacks at the same NPC unit then that unit has its movement halved for the remainder of
the battle round.

Sisters of Battle:
Saint’s blessing: In the fight phase, attacks made by a Survivor that is within 10" of this
Survivor resolve at -1, if the weapon has an AP rating already, the effect is cumulative (e.g. AP0
becomes AP-1, AP-1 becomes AP-2).

13
Adeptus Mechanicus:

Chaos

Chaos Space Marines:


Blessings of the Warp: At the start of battle round, on the first survivor’s turn, this survivor
and other allied survivors within 10” of this model each roll a D20. On the following results, the
survivor will receive a blessing of chaos related to those D20 values:
(1-5) Nurgle: The survivor may add 1 to their Toughness.
(6-10) Khorne: Enemy units attacked by this survivor can’t save wound rolls in melee on hits
of 6.
(11-15) Tzeentch: The survivor gains a 1 attack made with a ranged weapon or an
additional Psyker power. For ranged weapons, this is applied after the normal shooting rules.
(16-20) Slaanesh: The survivor gains 1 attack when making melee attacks.
Note: These traits are considered separate to the normal traits that each Survivor receives
from their usual codexes and as such should be used alongside other traits/abilities. The Survivors
lose the Blessing at the end of the battle round and must re-roll at the start of the next battle round to
select a new Blessing.
Note: Chaos Daemon Survivors will have the Blessing of the Warp trait that is for their
original racial trait (E.g. Bloodletters will have the Khorne Blessing)

14
Troop (0 Counters)
Dice Value Army Unit Replenishment Value

11 Necron Warriors

12 Aeldari Craftworld Rangers

13 Tau Breachers

14

21 Tyranid Hormagaunt

22 Adeptus(SW) Grey Hunters

23 Necron Immortals

24

25 Tau Breachers

t31 Adeptus (BR/SW) Intercessors

32 Tyranids Genestealers

33 Death Guard Pox Walkers

34 Imp Guard Guardsman Squad

41

42 Tau Kroot Warriors

43 Adeptus (GK) Strike Squads

44 Aeldari Craftworld Guardians

45 Tyranids Termagants

51 Death Guard Plague Marines

52

53 Adeptus Custodes Custodial Guard

54 Adeptus (SW) Blood Claws

61 Tyranids Warriors

62

63 Adeptus (BR) Tactical Marines

64

15
Fast Attack (1 Counter)
Dice Value Army Unit Replenishment Value

11 Necron Destroyer

12

13 Craftworlds Eldar Vyper

14

21 Adeptus (SW) Thunderwolf Cavalry)

22

23 Tau Kroot Hounds

24

25 Tyranid Gargoyles

31 Adeptus (BR) Land Speeder

32 Death Guard Foetid Bloat Drone

33

34 Necron Wraith

41

42 Adeptus (BR) Inceptor Squad

43

44 Necron Scarab Swarm

45

51 Adeptus (BR) Bike Squad

52

53 Adeptus Custodes Captain on Dawn Eagle

54

61 Tyranids Harriden

62

63 Adeptus (BR) Assault Squad

64

16
Elite (2 Counters)
Dice Value Army Unit Replenishment Value

11 Necron Shard of the Deceiver

12 Adeptus (SW) Wulfen

13 Tyranids Lictor

14 Craftworlds Wraithguard

21 Tau Riptide

22 Adeptus (BR) Tartaros Terminators

23

24 Necron Triarch Stalker

25 Tau Ghostkeel

31 Tyranids Tyranguard

32 Adeptus (BT) Dreadnaught

33 Tau Stealth Suits

34 Death Guard Hellbrute

41 Necron Lychguard

42 Adeptus(SW) Reivers

43 Tyranid Zoanthropes

44 Imp Guard Command Squad

45 Adeptus (BR) Terminators

51 Tau Crisis Suit Team

52 Tyranids Haurospex

53 Necron Deathmarks

54

61 Death Guard Blight Lord Terminators

62 Adeptus (BR) Redemptor Dreadnaught

63 Tyranids Venomthrope

64 Tau Greater Knarloc

17
Heavy Support (3 Counters)
Dice Value Army Unit Replenishment Value

11 Adeptus Fire Raptor

12 Necron Annihilation Barge

13 Admech Armigers

14 Imp Guard Leman Russ

21 Craftworlds Eldar Wraithlord

22 Adeptus (BR) (Predator)

23 Necron Tesseract Ark

24 Tyranid Carnifex

25 Craftworlds Eldar Dark Reapers

31 Imp Guard Basilisk

32 Adeptus (BR) Devastator Squad

33 Tau Broadside

34 Necron Doomsday Ark

41 Adeptus Landraider

42 Tyranid Trygon

43 Adeptus (BR) Battle-Tank

44 Craftworlds Eldar Dark Reapers

45 Necron Monolith

51 Imp Guard Heavy-Weapons Team

52 Tyranids Exocrine

53 Adeptus (BR) Hellblasters

54 Tau Hammerhead

61 Necron Heavy Destroyers

62 Imp Guard Heavy Mortar

63 Craftworlds Eldar Falcon/Fire Prism

64 Adeptus (BT) Repulsar

18
Character
Dice Value Army Unit Replenishment Value

11 Tau Darkstrider

12 Death Guard Noxious Blightbringer

13 Adeptus (BT) Emperor’s Champion

14 Eldar (Craftworlds) Eldrad Ulthrain

21 Imp Guard Lord Commissar

22 Necron Overlord

23 Tau Cadre Fireblade

24 Adeptus (BR) Assault Librarian

25 Tyranid Hive Tyrant (w/wings)

31 Death Guard Lord of Contagion

32 Adeptus (BT) Helbrecht

33 Necron Anrakyr the Traveller

34 Adeptus (BT) Apothecary

41 Tyranid Neurothrope

42 Imp Guard Company Commander

43 Adeptus (GK) Kaldor Draigo

44 Tau Coldstar Commander

45 Inquisition Eisenhorn

51 Adeptus (BR) Captain (Gravis)

52 Adeptus Custodes Trajann Valoris

53 Tyranid Tervigon

54 Adeptus (BR) Gabriel Angelos

61 Tau Ethereal

62 Death Guard Typhus

63 Adeptus (BR) Company Ancient

64 Necron Vargard Obyron

19
Loot Table
Value Item Description

2 Explosives Explosives detonate upon touching them. Units within 6” suffer


D3 mortal wounds.

3 Shield Generator At the end of their movement phase, the bearer may place down
a Shield Generator within 3” of their location. any shooting
attacks made at a survivor within 3” of the shield generator are
resolved with a -1 to wound. Moving more than 6” away
destroys the shield generator.

4 Battlescribe Add +1 to the benefits of a Support Lifeline.

5 Junk Pile Double the effect of a Defensive Lifeline.

6 Proximity Mine At the start of the movement phase ,place a proximity mine
down. At the end of the Survivors next movement phase, any
models within 3” inches will detonate the mine. Any units within
6” suffer 2 mortal wounds and have all movement reduced by 1”

7 Stim Pack Bearer’s may regenerate D6 wounds to either themself or allies.

8 Hologram** Bearer’s may place a Hologram within 3” of their location, after


the hologram is placed the bearer immediately moves their
normal movement distance in whichever direction they choose.
If the hologram is closer to the NPCs that the survivor is, the
NPC units must attack the hologram first.

9 Comms Station* Bearer reduces the Cooldown of You got a friend in me by 1


turn.

10 Banner of Command Double the effect of an Offensive Lifeline

11 Ammunition Bearer’s may take an extra shooting phase.

12 Flash Bomb Flash bomb detonates on pick up. Units within 6” suffer -1 to all
hit rolls and -2 to movement distance until the end of the turn.

*Comms Module:
If You got a friend in me has not yet been activated, then the player retains the bonuses from
picking this item up until after the Unit has entered the battlefield.

** Hologram:
Hologram is an exact light based copy of the bearer that placed it, it possesses all of their
abilities, however, cannot attack. Any wounds suffered to the hologram instantly destroys it.

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Character Sheet
The Below sheet is for players who wish to create their own Survivor to use for the last man
stand. Note that the base stats must be that of a normal infantry unit. All Rules, Abilities, Keywords
standard Wargear must remain that of the original design.

Wargear may be modified to suit a custom Survivor, however must be considered reasonable
to the creation of the model.

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