Dawn of War Rules 15 - Tau

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DAWN OF WAR WARHAMMER

An Overlay Ruleset for Warhammer 40000 v1.4


Abstract
This document is at an incredibly rough stage. These rules are experimental and are subject
to a great amount of change. This ruleset is in its infancy and requires extensive further
development and playtesting.

All usage of Copyright materials within this document are protected under section 107 of the
copyright act of 1976.

Updated 02.10.23

Lachlan Linton-Keane
[email protected]
Moving Forwards (Updated 16.10.23)

THE TAU ARRIVE! We’re up to six fac�ons with more following rapidly and I cannot wait to get these
guys in a batrep they are going to be wild fin I think. But I cannot stress enough, if there are units
missing that you want ADD THEM IN! this is just a founda�on for the �me being,m feel free to build
upon it. Below I’ve detailed the rough method I use cos�ng units, to help you out.

Thank you so much for all your support so far and talk soon!

My early alpha balancing model is to take the points cost of a unit form the manufactorum and triple
it to give us a value that works nicely in the economy earning scale. Then I split that value up into
Requisi�on and Power based on the flavour of the original unit cost, but Power is worth three �mes
that value of Requisi�on as in our early tes�ng Requisi�on accumulates roughly three tgimes faster.
Here’s and example:

Tac�cal Squad costs 165 points. That’s for a ten model unit, so our star�ng squad of four for a
“marine squad’ costs 66 points. Which we triple to 198, and as the unit doesn’t have a power cost in
Dawn of war this becomes his unit entry:

Marine Squad | 198 0 2


Reinforcement Cost: 49
Squad Size: 4/9
Use Tac�cal Squad and Devastator Squad Index Cards

But then my comparison we have a Predator who costs 135 pts, which we triple to 405pts. The
original predator cost has a huge power investment, so I’ve take 315 of that points value, and
converted it to 105 power, leaving us with this:

Predator | 90 105 5
Deploys armed with a Predator Autocannon Turret, and two Heavy Bolter Sponsons.

Use Predator Destructor Index Card un�l all upgrades purchased then use
Annihilator

Now obviously this isn’t’ perfect as these munitorum costs factor weapons upgrades completely
differently the way we do, but it is a MUCH beter star�ng place for us to begin and start tweaking
costs based on playtes�ng data.

The other BIG UPDATE, is that our factions now have access to their Enhancements and Faction
abilities, as researchable upgrades through their Tech tree. This is going to make for some really
nice customisation for players armies to give every game a unique feel.

This one took a lot of work, but we've got a really big foundation to build on now, so I'll start
adding the remaining factions faster :)

Lachie <3
Welcome to Dawn of War Warhammer
First of all, if you’re reading this document, it means you’ve supported me on patreon – THANK YOU
SO MUCH. Launching a whole second channel to be the home of all my gaming content has been a
dream of mine, or maybe I should say a ‘hope’, ever since Mark of Calth’s utter commercial failure
nearly destroyed the Zorpazorp main channel and almost drove me off YouTube altogether. Hopefully
with Zorphammer I can build two brands for scenery and gaming that can work together in harmony.
Having you guys behind me this early really means a lot. I really think I’ve got some worthwhile
gaming related ideas, but YouTube has made it quite clear they are financial suicide on my main
platform, so here we are. Cross all your fingers and toes for me, folks.

This document contains the experimental rules for the Dawn of War Warhammer campaign on
Zorpazorp and Zorphammer. I cannot stress enough how early in development and rough this
document is. Please do not expect balance, or any guarantee of polish or func�oning experience.

But hopefully, if the campaign is successful enough, I can con�nue to build this into a really fun
system that captures the experience of playing the greatest Warhammer video game of all �me and
brings it to the tabletop! If we crash and burn, feel free to use this as a building block and have some
fun.

Premise
This system is an overlay ruleset, which means it works in conjunc�on with a separate ruleset that
provides the core mechanics of your gaming experience. I’m developing this ruleset to work with
Warhammer 40000, 10th Edi�on by Games Workshop, but with a litle crea�vity you could easily port
this to work with any ruleset of your choice.

How does it work?


Playing a game of Dawn of Warhammer is just like playing any normal game of Warhammer 40k.
Players take turns and follow the steps of the core rules as normal. But unlike 40k, players do not
begin with a fully built army deployed on the table but a single building, their stronghold or
headquarters. From this star�ng point they may build their army and their base by gathering and
spending resources.

The main mechanism of the overlay system is this economy of resources. Resources are gathered on
a turn by turn ‘�ck’ defined by certain parameters, such as captured strategic points, or established
power generators. These resources may then be spent by players to perform ac�ons. These will be
limited by certain constraints depending on the ac�on.

Resources must be rigorously tracked. If the system develops further, I will build a companion
spreadsheet that allows for easy tracking or maybe if it goes really well, I’ll make an app.

These ac�ons may be performed at any point during your turn, although it may be easier to manage
all of your Resource management in your upkeep phase before proceeding with play as normal.

As a side note, we currently choose to ignore stratagems and command points entirely when using
this overlay ruleset because there are enough resources to manage. This is obviously predicated upon
the assumption that all stratagems between factions are balanced, which could be an insanely
flawed premise. But fuck it, we’re playing Dawn of War Warhammer; fun is what’s most important.
Gathering Resources
For most races the Dawn of Warhammer economy is driven by two resources: Requisi�on and power.
Although this can get a litle more complicated for certain fac�ons, looking at you Orks and Necrons.

At the beginning of each game players start with a certain amount of resources depending on the
scenario. The default is 1000 100.

Requisi�on is generated at the beginning of your upkeep each turn in two ways:

Each HQ building built generates 120 requisi�on


Each fully captured Strategic Point generates 100 requisi�on, in addi�on SPs generate a
100 requisi�on capture bonus the turn they are captured

Power is generated at the beginning of your upkeep each turn in two ways:

Each HQ building built generates 30 power


Each built power generator, generates 50 power, in addi�on Power Generators generate a
100 power build bonus when they are built

Resource Spend Ac�ons


Each turn a variety of ac�ons maybe be performed by spending resources. There are three types of
resource spend ac�ons:

Base Ac�ons
Building Ac�ons
Reinforcement Ac�ons

Base Ac�ons
Each turn a player may build one building in each build zone they control. A build zone extends 12
inches in all direc�ons from your stronghold and 6” in all direc�ons from any strategic point you
control. The building does not have to be fully within the zone to be built, simply touching the edge is
fine. This ac�on will take an en�re turn to complete, so the building can not perform any building
ac�ons �ll your following turn.
Building Ac�ons
Each turn a building may add a building ac�on to its ac�on queue. There are two subtypes of
building ac�ons:

Unit Crea�on Ac�ons, which immediately deploy a specific unit at its star�ng strength
within 6” of the building. These units may act as normal the turn they are deployed.
Research Ac�ons, which unlock a piece of technology or upgrade. These ac�ons take one
full turn to resolve, unless otherwise stated. Research ac�ons have three subtypes:
Technology Ac�ons
Unit Enhancement Ac�on
Fac�on Upgrade Ac�on

Reinforcement Ac�ons
Reinforcement ac�ons are upgrades that can be purchased by individual squads or units. These
ac�ons have two sub types:

Basic reinforcement ac�ons simply add a new basic squad member to the unit
Complex reinforcement ac�ons are all other op�ons for the squad, and range from
upgrading the wargear of a squad member to a special or heavy weapon, to adding a
specialised unit leader like a Space Marine Sergeant.

Each turn a squad pay perform one basic and one complex reinforcement ac�on. These ac�ons
resolve immediately unless otherwise specified. A unit may not resolve any reinforcement ac�ons in
the turn they deploy to the board via a Building ac�on.

The Gameboard
Dawn of Warhammer gaming landscapes feature several unique aspects. The terrain needs to be
setup so that players have space to build structures around their home base, and custom objec�ves
known as strategic points need to be distributed throughout the map. Here we will discuss a rough
guide on setup.

Board Size and Game length


The gaming board for Dawn of War Warhammer could conceivably be played on any size, although if
it is too small you will experience far less of the ‘explora�on and conquest’ aspect of the game and
be right into the thick of combat.

Our first test game was played on a 12x6 foot mega board which lasted 15 turns, and this size worked
really well, but obviously required a LOT of scenery which you may not have access too. I would not
recommend any smaller than 6x4, and probably larger is going to be beter.

I’ll update this sec�on with further recommenda�ons as we gather more data.

Strategic Points
Strategic points are a six-inch-wide capturable objec�ves that generate valuable requisi�on and can
some�mes be �ed to victory condi�ons. They need to be evenly distributed through the map, so no
side has a clear advantage, but otherwise you can really place them anywhere you like. I would
recommend having one or two close to each base, and then a couple of points in nice conten�ous
parts of the map to create natural points of conflict as well as opportuni�es for establishing forward
command posts as the batle rages on. Remember once these are captured they become eleigiable
control zones for building structures.
You can even nominate several strategic points as ‘cri�cal loca�ons’ and �e them to victory
condi�ons if you’d like a shorter game than overall conquest. It may be worth crea�ng restric�ons on
cri�cal loca�ons such as excluding building in their control zones.

To capture a strategic loca�on a unit must end their move phase wholly within its control zone. If the
point is uncontested. They then elect to ‘begin point capture’. That unit now begins to capture the
point and forfeits any ability to perform any other ac�ons. They may not shoot, make atacks in
combat, even if within engagement range of enemy units, and they do not take batle shock tests. At
the beginning of the next player’s turn the point is captured, gran�ng a 100 bonus and the unit
acts normally.

If a point is already contested when they enter the zone, they perform the same process as above,
but it will take a full turn to change the capture status of the strategic point from ‘under enemy
control’ to uncontested, then another turn as outlined above. A unit may disengage from the process
voluntarily or be killed at the midpoint, and the point will remain uncontested as long as that first full
turn has successfully been completed.

Condi�ons of Play
In a standard game you need to make several choices: star�ng Resources, Limited Game length and
Victory Condi�ons.

Star�ng Resources
At the beginning of each game players start with a some resources. The default is 1000 and 100

Victory Condi�ons
At the beginning of the game, you must choose which victory condi�ons you’d like to enable:

Elimina�on (destruc�on of all enemy HQ Buildings)


Board Control (Controlling more than 50% of Cri�cal Loca�ons for four turns)
Conquest (Controlling 66% of Strategic and Cri�cal Loca�ons for four turns)

Board Control and Conquest are completely untested, and it may be that a different capture length is
beter, or of course you may simply wish to shorten it anyway for a faster game.

Fac�on Rules
Each fac�on in Dawn of War Warhammer has its own unique units, buildings, technologies and
special abili�es. For base unit and wargear profiles, this supplement will refer to specific Warhammer
40000 Index Cards that are freely available from Games Workshop’s website. I will not however be
pos�ng aspects of those cards within this document to not incur the wrath of our beloved Games
Workshop overlords.

Overleaf you will however find a whole host of custom rules for the ‘Dawn of War’ aspects of the
unit requirements. What buildings are available, the profiles of those buildings, what they can create
and then for each unit, what upgrades can it take etc etc.

For the �me being we are launching this ruleset with only the Space Marine fac�on rules, but I will
update it with the Ork rules when episode two launches in a few weeks, I just need a litle more �me
to fully iron out some changes to their special economy, and then if this campaign performs well
enough on Zorphammer, I’m hoping to create rules for every fac�on in Dawn of War Dark Crusade,
and who knows beyond that.
Space Marine Fac�on Rules
Army Bonus
The Space Marine Fac�on have the “Oath of Moment” army bonus from the Games Workshop
Combat Patrol box set, not the standard Index Card bonus. This is the less powerful version of that
ability which I have found is beter balanced for our game which begins at a very small scale.

Space Marines have a star�ng/maximum of 10/20 squad cap and Vehicle Cap 0/20 .

Fac�on Buildings
At launch each fac�on has a limited amount of buildings, with several building roles combined
together. You will no�ce several buildings from the game are omited, in the Space Marine case the
Thermo Generator, Orbital Relay, Sacred Ar�fact, and Listening Post. We have also removed all
requirements for HQ building �ers.

This is to make the system more accessible, so players don’t need to make 10 odd buildings to get
playing. You could easily add these buildings back in if you wish.

Buildings Available (Wounds / Toughness):

Stronghold (16W / T8)


Chapel Barracks (5W / T7)
Armoury (5W / T7)
Machine Cult (5W / T7)
Heavy Bolter Turret (3W / T7)
Power Generator (4W / T7)

Stronghold [Space Marine HQ Building]


The Stronghold is the core of the Space Marine base. It must be defended at all costs
and generates resources, your primary control zone, your first military unit and a
host of important technologies.

Resources Generated per turn: 100 30

Units Available
Scout Squad

84 0 1

Technologies Available
Squad Cap Increase
150 0
Increases your squad cap by +5 slots, can be researched twice. Resolves immediately.

Vehicle Cap Increase


125 0
Increases your vehicle cap by +5 slots, can be researched four times. Resolves
immediately.

Sniper Research
25 35
Allows Scout Marines to upgrade to Sniper Rifles. Takes one full turn to resolve.
Chapel Barracks | 250 0
The primary infantry training building.

Units Available
Scout Squad Assault Terminator Squad

84 0 1 250 100 3

Marine Squad Force Commander

198 0 2 200 30 0

Assault Squad Librarian

228 0 3 115 30 2

Terminator Squad

250 100 3

Machine Cult | 350 100


The primary vehicle training building.

Units Available
Rhino Predator

105 50 0 90 100 5

Land Speeder Whirlwind

120 40 1 150 100 4

Dreadnought Land Raider

90 130 3 225 200 3

Hellfire Dreadnought

90 130 3
Armoury | 170 50
Wargear upgrades for Space Marine Units. The Space Marine Armoury may add two
research ac�ons to its ac�on queue each turn, so long as they are a different
research ac�on subtype.

Technologies Available
Heavy Weapon Increase | 75 75
Allows 2 heavy weapons to be upgraded in Space Marine Squads and Scout Squads. Can
be researched twice to increase the limit to 4. Takes one full turn to Resolve.

Power Sword | 65 25
Replaces the chains sword of all Sergeants in Marine and Assault squads with a power
sword, and replaces the Force Commander’s power sword with a Thunder Hammer and
the Librarian’s power sword with a Force Weapon. Resolves immediately.

Power Fist | 75 40
Replaces the power sword of all Sergeants in Marine and Assault squads with a power fist.
Resolves immediately.

Plasma Pistol | 65 25
Replaces the bolt pistol of all sergeants, the Force Commander and the Librarian with a
plasma pistol. Resolves immediately.

Fac�on Upgrades Available


Combat Doctrines | 100 100
At the start of your Command phase, you can select one of the Combat Doctrines listed
below. Until the start of your next Command phase, that Combat Doctrine is active and its
effects apply to all Adeptus Astartes units from your army with this ability. You can only select each
Combat Doctrine twice per battle, but the same doctrine cannot be chosen in consecutive turns.
Devastator: This unit is eligible to shoot in a turn in which it Advanced.
Tac�cal: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Assault: This unit is eligible to declare a charge in a turn in which it Advanced.

Unit Enhancement Available


These unit enhancements may be researched once. If the unit who has this enhancement is killed,
the enhancement is lost and may be researched again and a new unit assigned the enhancement.

Artificer Armour | 30 15
Adeptus Astartes model only. The bearer has a Save characteristic of 2+ and the Feel No
Pain 5+ ability.

The Honour Vehement | 30 15


Adeptus Astartes model only. Add 1 to the Attacks and Strength characteristics of the
bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine,
add 2 to the Attacks and Strength characteristics of the bearer’s melee weapons instead.
Adept of the Codex| 30 15
Captain model only. At the start of your Command phase, if the bearer is on the
battlefield, instead of selecting a Combat Doctrine to be active for your army, you can
select the Tactical Doctrine. If you do, until the start of your next Command phase, that doctrine is
active for the bearer’s unit only, even if you have already selected that doctrine to be active for your
army this battle.

Bolter Discipline | 30 20
Adeptus Astartes model only. While the bearer is leading a unit, ranged weapons
equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while
the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit
makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.

Power Generator | 100 0


The backbone of the Imperial Guard Power economy. Generates 50 per turn and a
bonus of 50 as a built bonus when constructed.

Resources Generated per turn: 50

Research Available
Strengthen Power Grid | 200 30 (Requires 3 Generators to be built)
Doubles the output of all generators to 100

Heavy Bolter Turret | 40 40


This constructable Turret counts as two heavy bolters using the profile from the
Predator Index card, but add the key word “Twin Linked, and Lethal Hits (2)”. It has a
Toughness of 7, and 3 wounds.
Space Marine Infantry Units

Scout Squad | 84 0 1
Reinforcement Cost: 42
Squad Size: 2/4
Use Scout Squad and Scout Sniper Index Cards

Flamer

40 10

Sniper Rifle

40 20

Plasma Gun

40 5

Marine Squad | 198 0 2


Reinforcement Cost: 52
Squad Size: 4/9
Use Tac�cal Squad and Devastator Squad Index Cards

Flamer

40 10

Heavy Bolter

40 10

Plasma Gun

40 10

Missile Launcher

40 10

Sergeant

75 20
Assault Squad | 228 0 3
Reinforcement Cost: 57
Squad Size: 4/9
Use Assault Squad with Jump Packs Index Card

Sergeant

75 20

Terminator Squad | 250 100 3


Reinforcement Cost: 60 25
Squad Size: 4/8
Limit: 1
Use Terminator Squad Index Card.
Deep Strike: When this unit deploys from the Barracks, they may be placed anywhere on the board.

Heavy Flamer

50 30

Assault Cannon

50 30

Assault Terminator Squad | 250 100 3


Reinforcement Cost: 60 25
Squad Size: 4/8
Limit: 1
Use Terminator Squad Index Card.
Deep Strike: When this unit deploys from the Barracks, they may be placed anywhere on the board.

Force Commander | 200 30 0


Limit: 1
Squad Size: 1/1
Use Captain in Terminator Armour Index Card

Librarian | 115 30 0
Limit: 1
Squad Size: 1/1
Use Librarian Index Card
Space Marine Vehicles (with Upgrades)

Predator | 90 105 5
Deploys armed with a Predator Autocannon Turret, and two Heavy Bolter Sponsons.

Use Predator Destructor Index Card un�l all upgrades purchased then use
Annihilator

Twin Linked Lascannon | 30 50

Replaces the Predator Autocannon Turret to a Twin Linked Lascannon

Lascanon Sponsons | 30 30

Upgrades one Heavy Bolter sponson to a Lascannon. Get up upgraded twice.

Dreadnought | 90 130 3
Deploys armed with two Dreadnought Close Combat Weapons. May replace one
arm with one of the following:

Use Dreadnought Index Card

Assault Cannon | 20 40

Twin Linked Lascannon | 30 50

Hailfire Dreadnought | 90 130 3


Deploys armed with an assault cannon and a Missile Launcher. May replace one
weapon with the following:

Use Dreadnought Index Card

Twin Linked Lascannon | 30 50


Ork Fac�on Rules
Army Bonus
The Ork Fac�on have the “WAAAGH!” army bonus from the Games Workshop Combat Patrol box set
‘Grodrang’s Gitstompas’,

Ork Popula�on Mechanics


Orks are a very unique fac�on in Dawn of War and have a very difference popula�on system to all
other fac�ons to represent the unique way their culture develops.

The Vehicle Cap works mostly the same as other races, star�ng at zero, and reaching a max of 20,
although it is increased in a unique manner which we’ll outline in a moment. The big difference
though is the Ork Squad Cap, known as Ork Pop . Where a normal fac�on will purchase a squad
which has a fixed squad cap cost , which then limits their popula�on by a fixed value regardless of
how many members that squad has at any given �me, Ork Pop is an exact count of how many
Orks you have. This means when you buy a squad, their Ork Pop Cost is how many orks the squad
begins with, and when you reinforce that squad with more Orks, or Ork Leaders, your Ork Pop will
con�nue to rise. Even characters, which tradi�onally have no impact on Squad Cap in other fac�ons,
will generate Ork Pop .

Your Ork Pop Cap, begins the game at 15 and can be increased by building WAAAGH Banners to a
maximum of 100 Orks.

WAAAGH Banners
WAAAGH Banners are a crucial part of the Ork Civilisa�on in Dawn of War, and we’ve kept their
pivotal role in Dawn of War Warhammer, but with one significant change. Instead of WAAAGH
banners being a building needing to be built, we transi�oned them to a Building upgrade. Any Ork
building may be upgraded with a single WAAAGH Banner and the Ork Setlement HQ building may be
upgraded with three.

Every WAAAGH Banner increases the Ork Pop by 10, and the Vehicle Pop by 2, to a maximum of
100 and 20 respec�vely.

You cannot build Orks beyond your Ork Pop , either as either Unit Crea�on or Reinforcement
Ac�ons. This does of course mean that if your banners are destroyed you may suddenly find your
current Ork popula�on exceeding your Ork Pop Cap . If this occurs, you cannot build any Orks un�l
you build more banners or units in your control are killed.

For the sake of Brevity, every Ork building listed below may research these upgrades:

WAAAGH! Banner

170 0 | Limit: 1 (3 for Setlement)

Twin Linked Big Shoota Turret

40 10 | Limit: 2 (6 for Setlement)


Fac�on Buildings
At launch each fac�on has a limited amount of buildings, with several building roles combined
together. You will no�ce several buildings from the game are omited, in the Space Marine case the
Thermo Generator, Orbital Relay, Sacred Ar�fact, and Listening Post. We have also removed all
requirements for HQ building �ers.

This is to make the system more accessible, so players don’t need to make 10 odd buildings to get
playing. You could easily add these buildings back in if you wish.

Buildings Available (Wounds / Toughness):

Setlement (16W / T8)


Da Boyz Hut (5W / T7)
Pile of Gunz (5W / T7)
Da Mek Shop (5W / T7)
Power Generator (4W / T7)

Setlement [Ork HQ Building]


The Setlement is the core of the Ork base. It must be defended at all costs and
generates resources, your primary control zone, your first military unit and a host of
important technologies.

Resources Generated per turn: 100 30

Units Available
Warboss Slugga Boy Squad

120 30 2 100 0 4

Da Boys Hut | 225 0


The primary infantry training building.

Units Available
Big Mek Stormboyz Squad

105 30 2 155 0 4

Slugga Boy Squad Nob Squad

100 0 4 200 50 10

Shoota Boy Squad Flash Gitz

100 0 4 100 25 6

Tank Bustaz Squad

240 0 4
Da Mek Shop | 235 135
The primary vehicle training building. Requires 40 & Pile o’ Gunz, or Da Boys Hut.

Units Available
Killa Kan Warbikers

30 40 1 105 40 6

Trukk Batlewagon

60 30 1 255 100 7

Ork Wartrak

120 50 2

Pile of Gunz | 150 50


Wargear upgrades for Ork Units. Requires 20

Research Available
More Choppy! | 150 100 Blastier! (Burna Unlock) | 25 25
Replaces the Big Choppa of all Nobz Allows Tank Busta Boy squads to equip
with the Power Klaw. Rokkit Launchas.

More DAKKA! | 60 20 Turbo Boost | 25 35


Allows Shoota Boy squads to equip Requires: 30
Big Shootas. Add 3” to the movement characteristic
of all Stormboyz.
More Burny! | 20 20
Allows Slugga Boy squads to equip
Burnas. Requires 20

Fac�on Upgrades Available


Get Stuck In| 100 100
Melee weapons equipped by Orks models from your army have the [SUSTAINED HITS 1]
ability.
Unit Enhancement Available
These unit enhancements may be researched once. If the unit who has this enhancement is killed,
the enhancement is lost and may be researched again and a new unit assigned the enhancement.

Follow Me Ladz| 30 15
Orks model only. While the bearer is leading a unit, add 2" to the Move characteristic of
models in that unit.

Headwoppa’s Killchoppa | 30 10
Orks model only. Melee weapons equipped by the bearer that do not have the [EXTRA
ATTACKS] ability have the [DEVASTATING WOUNDS] ability.

Supa Cybork Body| 30 5


Orks model only. The bearer has the Feel No Pain 4+ ability.

Kunnin’ But Brutal | 30 5


Orks model only. While the bearer is leading a unit, that unit is eligible to shoot and
declare a charge in a turn in which it Fell Back.

Power Generator | 150 0


The backbone of the Ork Power economy. Generates 50 per turn and a bonus of
100 as a built bonus when constructed.

Resources Generated per turn: 50

Research Available
Strengthen Power Grid | 100 40 (Requires 50 , 3 Generators to be built)
Doubles the output of all generators to 100
Ork Infantry Units

Slugga Boy Squad | 100 0 4


Reinforcement Cost: 25 1
Squad Size: 4/15
Use Boyz Index Card, without access to standard Shoota. Addi�onal weapon
profiles from Burnas Index Card.

Nob Leader

75 25 2 | Limit: 1 | Requires Pile of Gunz & 31

The squad may select ant three of the following weapon upgrades, once unlocked from Pile of Gunz:

Burna

20 10

Shoota Boy Squad | 100 0 4


Reinforcement Cost: 25 1
Squad Size: 4/15
Use Boyz Index Card, without access to Slugga, and choppa for boyz. Addi�onal
weapon profiles from Lootas Index Card.

Nob Leader

75 25 2 | Limit: 1 | Requires Pile of Gunz & 31

The squad may select ant three of the following weapon upgrades, once unlocked from Pile of Gunz:

Big Shoota

40 10

Tankbusta Squad | 240 0 4


Reinforcement Cost: 50 10 1
Squad Size: 3/5
Use Tankbustas Index Card. Each Tank Busta is equipped with a Rokkit Launcha.
Stormboyz Squad | 155 0 4
Requires: 30
Reinforcement Cost: 40 0 1
Squad Size: 4/15
Use Stormboyz Index Card.

Stormboy Nob Leader

75 25 2 | Limit: 1 | Requires Pile of Gunz & 31

Flash Gitz | 100 25 6


Limit: 2 | Requires: 30
Reinforcement Cost: 70 20 2
Squad Size: 3/7
Use Flash Gitz Index Card.

Nob Squad | 200 50 10


Limit: 2 | Requires: 40
Reinforcement Cost: 40 10 2
Squad Size: 5/10
Use Nobz Index Card.

Warboss | 120 30 2
Limit: 1 | Requires: 40
Use Warboss Index Card.

Big Mek | 105 30 2


Limit: 1
Use Big Mek Index Card.
Ork Vehicles (with Upgrades)

Killa Kan | 30 40 1
Deploys armed with a Kan Shoota and a Kan Klaw.
Squad Size: 1/1 | Requires: 30
Use Killa Kan Index Card.

Rokkit Launcha | 30 20

Replaces the Kan Shoota with a Rokkit Launcha

Trukk| 60 30 1
Deploys armed with a Big Shoota and Spiked Wheels
Requires: 30
Use Trukk Index Card.

Wartrakk| 120 50 2
Requires: 40
This unit may be deployed using any of the following Index Cards: Boomdakka Snazz
Wagon, Megatrakk Scrapjet or the Kustom Boosta-blasta, with any legal
configuration of weapons on their Index card.

War Bikerz| 105 40 6


Requires: 30
Reinforcement Cost: 30 10 2
Squad Size: 3/3
Two bikes deploy armed with a twin dakka gun and a close combat weapon, and the
Boss Nob on Wabike deploys armed with a twin dakka gun, close combat weapon and a power klaw.
Use Killa Kan Index Card.

Batlewagon| 255 100 7


Requires: 50 | Limit: 2
Deploys armed with Killcannon and a Lobba.
Use Battlewagon Index Card.
Chaos Space Marine Fac�on Rules
Army Bonus
The Chaos Space Marine Fac�on have the “Dark Pacts” army bonus from the Games Workshop
Combat Patrol box set, not the standard Index Card bonus.

Space Marines have a star�ng/maximum of 10/20 squad cap and Vehicle Cap 0/20 .

Fac�on Buildings
At launch each fac�on has a limited amount of buildings, with several building roles combined
together. You will no�ce several buildings from the game are omited, in the Space Marine case the
Thermo Generator, Orbital Relay, Sacred Ar�fact, and Listening Post. We have also removed all
requirements for HQ building �ers.

This is to make the system more accessible, so players don’t need to make 10 odd buildings to get
playing. You could easily add these buildings back in if you wish.

Buildings Available (Wounds / Toughness):

Desecrated Stronghold (16W / T8)


Chaos Temple (5W / T7)
Chaos Armoury (5W / T7)
Machine Pit (5W / T7)
Heavy Bolter Turret (3W / T7)
Sacrifical Circle/Demon Pit (5W / T7)
Power Generator (4W / T7)

Desecrated Stronghold [Space Marine HQ Building]


The Stronghold is the core of the Chaos Space Marine base. It must be defended at
all costs and generates resources, your primary control zone, your first military unit
and a host of important technologies.

Resources Generated per turn: 100 30

Units Available
Cul�st Squad

144 0 2

Technologies Available
Squad Cap Increase
150 0
Increases your squad cap by +5 slots, can be researched twice. Resolves immediately.

Vehicle Cap Increase


125 0
Increases your vehicle cap by +5 slots, can be researched four times. Resolves
immediately.
Chaos Temple | 300 0
The primary infantry training building.

Units Available
Chaos Space Marine Squad

240 0 2

Raptor Squad

228 0 2

Khorne Beserker

200 25 3

Chaos Lord

210 30 0

Sorcerer

110 20 0

Machine Pit | 200 125


The primary vehicle training building.

Units Available
Chaos Rhino

95 55 0

Defiler

150 160 3

Chaos Predator

105 100 4

Technologies Available
Chaos Energies | 200 50
Allows the Chaos Predator to upgrade its weapons to Lascannons. Allows the
Bloodthirster to be researched at the Daemon Pit. Gives all Chaos Vehicles a 6+ Feel No
Pain.
Chaos Armoury | 175 50
Wargear upgrades for Space Marine Units. The Chaos Armoury may add two
research ac�ons to its ac�on queue each turn, so long as they are a different
research ac�on subtype.

Technologies Available
Heavy Weapon Increase | 75 100
Allows 2 heavy weapons to be upgraded in Cultist, Chaos Marine and Raptor Squads. Can
be researched twice to increase the limit to 4. Takes one full turn to Resolve.

Power Sword | 40 20
Replaces the chains sword of all Aspiring Champions in Marine and Raptor squads with a
power sword. Resolves immediately.

Power Fist | 50 30
Replaces the power sword of all Aspiring Champions in Marine and Raptor squads with a
power fist. Resolves immediately.

Plasma Pistol | 50 30
Replaces the bolt pistol of all Aspiring Champions, with a plasma pistol. Resolves
immediately.

Purge The Weak | 50 25


Increases all Aspiring Chamipions to 3 wounds and allows them to use the Fear ability.

Blood Surge | 20 20
Allows Khorne Bezerker Squads to use the Blood Surge ability.

Fac�on Upgrades Available


Mark of Chaos | 20 20
Each Heretic Astartes unit that is not an epic hero may purchase one of the following five
Marks of Chaos for the above cost, and gain the following ability:
Khorne: In the Fight phase, if this unit’s weapons gained the [LETHAL HITS] ability this
phase as the result of a Dark Pact, each �me a model in this unit makes an atack, an
unmodified Hit roll of 5+ scores a Cri�cal Hit.
Tzeentch: In the Shoo�ng phase, if this unit’s weapons gained the [LETHAL HITS] ability
this phase as the result of a Dark Pact, each �me a model in this unit makes an atack, an
unmodified Hit roll of 5+ scores a Cri�cal Hit.
Nurgle: In the Shoo�ng phase, if this unit’s weapons gained the [SUSTAINED HITS 1] ability
this phase as the result of a Dark Pact, each �me a model in this unit makes an atack, an
unmodified Hit roll of 5+ scores a Cri�cal Hit.
Slaanesh: In the Fight phase, if this unit’s weapons gained the [SUSTAINED HITS 1] ability
this phase as the result of a Dark Pact, each �me a model in this unit makes an atack, an
unmodified Hit roll of 5+ scores a Cri�cal Hit.
Chaos Undivided: Each �me a model in this unit makes an atack, re-roll a Hit roll of 1.
Any unit that already has a keyword matching the Mark, automatically receives this mark for free.
When the Mark is applied to a unit, that unit gains the relevant keyword.

Unit Enhancement Available


Any model in army may purchase these upgrades if they possess the relevant keywords. If the model
is killed the enhancement is lost. You may only ever have three enhancements purchased at any one
time, although do not have to be unique:

Talisman of Burning Blood| 30 10


Heretic Astartes Khorne model only. Add 1 to the Attacks and Strength characteristics of
the bearer’s melee weapons. Each time the bearer’s unit makes a Dark Pact, until the end
of the phase, add D3 to the Attacks and Strength characteristics of the bearer’s melee weapons
instead.

Eye of Tzeentch | 30 20
Heretic Astartes Tzeentch model only. Each time the bearer’s unit makes a Dark Pact, take
a Leadership test for the bearer: if that test is passed, you gain 1CP.

Intoxicating Elixir| 30 5
Heretic Astartes Slaanesh model only. The bearer has the Feel No Pain 5+ ability. Each
time the bearer shoots or fights, if the bearer’s unit made a Dark Pact this phase, after the
bearer has resolved those attacks, select one enemy unit that was hit by one or more of those
attacks; that enemy unit must take a Battle-shock test.

Orbs of Unlife | 30 15 75
Heretic Astartes Nurgle model only. At the end of the Fight phase, roll one D6 for every
enemy unit within 6" of the bearer, adding 1 to the result if the bearer’s unit made a Dark
Pact that phase: on a 4+, that enemy unit suffers D3 mortal wounds.

Liber Hereticus | 60 20
Heretic Astartes Chaos Undivided model only. Each time the bearer’s unit makes a Dark
Pact, that unit’s weapons gain the [LETHAL HITS] and [SUSTAINED HITS 1] ability until the
end of the phase, instead of just gaining one of those abilities.

Sacrificial Circle | 100 50


Spicy Chaos goodness, upgrades, wargear and seriously whacky units! This building
has two �ers, to unlock the second �er of op�ons the ‘Demon Pit’ Upgrade must be
first researched. When complete, all upgrades from both �ers are available.

Tier 1: Sacrificial Circle


Units Available
Horror Squad

250 50 2

Possessed Marine Sqaud

200 50 3
Technologies Available
Demon Pit | 100 100
Permanently upgrades the Sacrificial Circle to a Demon Pit.

Tier 2: Demon Pit


Units Available
Obliterator Squad

350 150 3

Technologies Available
Personal Teleporters | 75 125
Allows Obiliterators to use the Personal Teleporters ability.

Bloodthirster | 350 300


Enables a single global use of the Summon Bloodthirster ability of the Chaos Sorcerer,
Aspiring Champions, Cultist Aspiring Champions, and Raptor Aspiring Champions. This
research takes two full turns to resolve.

Demon Prince | 200 200


Enables a single global use of the Chaos Lord to use the Daemon Prince ability and ascend
to Daemon Prince status. This Research takes one full turn to resolve.

Power Generator | 135 0


The backbone of the Chaos Space Marine Power economy. Generates 50 per turn
and a bonus of 50 as a built bonus when constructed.

Resources Generated per turn: 50

Research Available
Strengthen Power Grid | 200 30 (Requires 3 Generators to be built)
Increases the output of all generators to 100

Heavy Bolter Turret | 40 40


This constructable Turret counts as two heavy bolters using the profile from the
Predator Index card, but add the key word “Twin Linked, and Lethal Hits (2)”. It has a
Toughness of 7, and 3 wounds.
Chaos Space Marine Infantry Units

Cul�st Squad | 144 0 2


Reinforcement Cost: 25
Squad Size: 4/15
Use the Cultist Mob Index Cards

Flamer

20 10

Grenade Launcher

20 10

Heavy Stubber

25 15

Unit Ability: Cul�sts may resolve two reinforcement ac�ons per turn.

Chaos Marine Squad | 240 0 2


Reinforcement Cost: 60
Squad Size: 4/9
Use Legionary Index Card.

Heavy Bolter

40 10

Plasma Gun

40 10

Aspiring Champion

65 10

Raptor Squad | 228 0 2


Reinforcement Cost: 57
Squad Size: 4/10
Use Raptors Index Card

Aspiring Champion

65 10

Flamer

35 10
Khorne Beserker | 200 25 3
Reinforcement Cost: 50 5
Squad Size: 4/8
Limit: 1 | Use Khorne Beserker Squad Index Card.

Horror Squad | 250 50 2


Reinforcement Cost: 50 10
Squad Size: 5/5
Deep Strike: When this unit deploys from the Barracks, they may be placed anywhere
on the board. Use Pink Horrors Index Card.

Possessed Marines | 200 50 3


Reinforcement Cost: 50 12
Squad Size: 4/10
Use Possessed Index Card.

Obliterators | 350 150 3


Reinforcement Cost: 100 45
Squad Size: 3/5
Use Obliterators Index Card.

Deep Strike: When this unit deploys from the Barracks, they may be placed anywhere on the board.

Personal Teleporters (requires Demon Pit Research)


ABILITY: Once every five turns, this unit may be redeployed to anywhere on the board.

Chaos Lord | 210 30 0


Limit: 1
Use Chaos Lord Index Card.

Sorcerer | 110 20 0
Limit: 1
Use Sorcerer Index Card.
Chaos Space Marine Vehicles (with Upgrades)

Predator | 105 100 4


Deploys armed with a Predator Autocannon Turret, and two Heavy Bolter Sponsons.

Use Predator Destructor Index Card un�l all upgrades purchased then use
Annihilator.

Twin Linked Lascannon | 30 50

Replaces the Predator Autocannon Turret to a Twin Linked Lascannon

Lascanon Sponsons | 30 30

Upgrades one Heavy Bolter sponson to a Lascannon. Get up upgraded twice.

Defiler | 150 160 3


Deploys equipped with: Defiler cannon; reaper autocannon; twin heavy flamer;
Defiler claws.

Use Defiler Index Card.

Chaos Space Marine Special Units


This fac�on has two very special units who operate in quite a unique way, the Demon Prince, and the
Bloodthirster. Rather than being units that are deployed from a building, each unit has a
correspdoning piece of technology in the Demon Pit that must be researched. Once that technology
is researched, a single use ability is unlocked that may be ac�vated by any of the relevant units. Once
that unit ac�vates that ability, they are immediately removed, and replaced with either the Demon
Prince or the Blood Thirster.

If this unit is destroyed, the technology must be researched again before this process can be
completed.

Demon Prince | X X X
Use HERETIC ASTARTES DAEMON PRINCE Index Card.

Bloodthirster | X X X
Use Bloodthirster Index Card.
Imperial Guard Fac�on Rules
Army Bonus
The Imperial Guard Fac�on have the “Voice of Command” army bonus from the Games Workshop
Adeptus Milistratum Index, note this is the full fac�on bonus, not the combat patrol like other
fac�ons, as this ability doesn’t get unbalanced at small scale skirmish.

Popula�on
Imperial Guard have a star�ng/maximum of 6/20 squad cap and Vehicle Cap 0/20 . Imperial
Guard gain an addi�onal 7 infantry cap for each Infantry Command Built, and an addi�onal 10
Vehicle Cap for each Mechanised or Mars Command building built.

Fac�on Ability: Bunkers!


The Imperial Guard have a very unique fac�on ability, all of their four command buildings are linked
by an underground bunker system, that can enable the transfer of any infantry squad. To garrison a
unit within a building they simply need to end their movement within 3” of the building. Remove the
models from the board and palace them inside the buildings bunker ports. Whilst inside the building
the unit may not be targeted in any way but may make ranged atacks as per the “Firing Deck”
special rule in the Warhammer 40k Main Rules Manual, pg 17. Each command will have a Bunker
capacity, and firing deck value. The Bunker capacity refers to how many total units maye garrioson
within the building at one �me. The firing deck value is the number of shoo�ng atacks each unit
garrison within may make.

At any point during the move phase, a unit already garrisoned within a building may choose to
disembark and act as normal, or they may use the tunnel network to redeploy to the bunker inside
any other Command building with available bunker capacity. A unit who has redeployed may not
deploy, make shoo�ng atacks, or perform any other ac�ons for the turn.

If a building with garrisoned units is destroyed, immediately deploy all units garrisoned within.

Fac�on Buildings
At launch each fac�on has a limited amount of buildings, with several building roles combined
together. You will no�ce several buildings from the game are omited, in the Imperial Guard case the
Thermo Generator, and Listening Post. We have also removed all requirements for HQ building �ers.

This is to make the system more accessible, so players don’t need to make 10 odd buildings to get
playing. You could easily add these buildings back in if you wish.

Buildings Available (Wounds / Toughness):

Field Command (16W / T8)


Infantry Command (5W / T7)
Tac�ca Control (5W / T7)
Mechanized Command (10W / T7)
Mars Patern Command (10W / T8)
Heavy Bolter Turret (3W / T7)
Power Generator (4W / T7)
Field Command [Imperial Guard HQ Building]
The Field Command is the core of the Imperial Guard base. It must be defended at
all costs and generates resources, your primary control zone, your first military unit
and a host of important technologies.

Bunker Capacity: 4 Slots | Firing Deck 5


Resources Generated per turn: 100 30
Units Available
Guardsmen Squad Psyker

97 0 2 90 30 0 | Limit: 3

Commisar Priest

75 10 0 | Limit: 3 75 10 0 | Limit: 3

Technologies Available
Telepathica Temple| 20 10
Allows the Field Command to produce Psyker units. Takes a full turn to resolve.

Ministorum Temple |20 10


Allows the Field Command to produce Priest units. Takes a full turn to resolve.

Infantry Command | 125 0


The primary infantry training building.

Bunker Capacity: 1 Slots | Firing Deck 5

Units Available
Guardsmen Squad Ogryns
97 0 2 105 40 3
Heavy Weapons Team Command Squad
90 30 2 90 20 3
Kasrkin

90 30 3

Technologies Available
Kasrkin Quarters
20 10
Allows this specific Infantry Command to produce Kasrkin units. Takes a full turn to resolve.

Ogryn Quarters
20 10
Allows this specific Infantry Command to produce Ogryn units. Takes a full turn to resolve.
Mechanised Command | 200 125
The primary vehicle training building.

Bunker Capacity: 4 Slots | Firing Deck 5

Units Available
Chimera

105 50 1

Sen�nel

120 30 2

Hellhound

135 80 2

Basilisk

105 100 3

Leman Russ

135 125 5

Technologies Available
Sentinel Depot | 25 15
Allows this specific Mechanised Command to produce Sentinels units. Takes a full turn to
resolve.
Hellhound Depot | 25 15
Allows this specific Mechanised Command to produce Hellhound units. Takes a full turn to
resolve.
Basilisk Depot | 25 15
Allows this specific Mechanised Command to produce Hellhound units. Takes a full turn to
resolve.
Leman Russ Depot | 25 15
Allows this specific Mechanised Command to produce Hellhound units. Takes a full turn to
resolve.
Tac�ca Control | 175 50
Wargear upgrades for Imperial Guard Units. The Tac�ca Control may add two
research ac�ons to its ac�on queue each turn, so long as they are a different
research ac�on subtype.

Technology Available
Full Scale War! | 100 100
Allows the Leman Russ Depot to be researched and Leman Russes to be produced. Allows
the construction of the Mars Pattern Command Building.

Weapon Specialization | 50 50
Increases the maximum number of heavy weapons in a Guardsmen Squad from 3 to 5.

Uncommon Valour | 75 25
Increases the maximum number of characters in the command squad from 3 to 5.

Fac�on Upgrades Available


Born Soldiers | 100 100
Each time an Astra Militarum unit from your army remains stationary, until the end of
your turn, ranged weapons equipped by models in that unit have the Lethal Hits ability.

Unit Enhancement Available


These unit enhancements may be researched once. If the unit who has this enhancement is killed,
the enhancement is lost and may be researched again and a new unit assigned the enhancement.

Drill Commander | 30 10
Select one officer model in your army. While this officer is leading a unit, each time a
model in that unit makes a ranged attack, if that unit remained stationary this turn, a
Critical Hit is scored on a successful unmodified roll of a 5+.

Grand Strategist | 30 5
Select one officer model in your army. In the command phase, this model may issue one
extra order.
Power Generator | 100 0
The backbone of the Imperial Guard Power economy. Generates 50 per turn and a
bonus of 50 as a built bonus when constructed.

Resources Generated per turn: 50

Research Available
Strengthen Power Grid | 200 30 (Requires 3 Generators to be built)
Doubles the output of all generators to 100

Mars Patern Command | 200 50


IT’S THE BAAAAAAAANEBLAAAAAADE

Bunker Capacity: 2 Slots | Firing Deck 5

Units Available
Baneblade

320 350 4

Heavy Bolter Turret | 40 40


This constructable Turret counts as two heavy bolters using the profile from the
Leman Russ Index card, but add the key word “Twin Linked, and Lethal Hits (2)”. It
has a Toughness of 7, and 3 wounds.

Research Available
Missile Launcher Upgrade | 40 40
Replaces the Heavy Bolter with a Multiple Rocket Pod, from the Valkyrie Index Card but
add the key word “Twin Linked, and Lethal Hits (2)”.
Imperial Guard Infantry Units

Guardsmen Squad | 97 0 2
Reinforcement Cost: 20
Squad Size: 5/19
Use Cadian Shock Troops Index Card
Once the Tac�ca Control has been built, Guardsmen squads may research 1
Sergeant, and up to 3 special weapons.

Sergeant

20 10

Grenade Launcher

20 10

Plasma Gun

35 15

Unit Ability: Guardsmen Squads may resolve two reinforcement ac�ons per turn.

Heavy Weapons Team | 90 30 2


Reinforcement Cost: N/A
Squad Size: 1
Use Heavy Weapons Squad Index Card. This squad deploys as two guardsmen on
25mm bases. They cannot fire any ranged weapons un�l they entrench.

Entrench
At any point during this unit’s move they may choose to entrench. Immediately swap out
the two guardsmen for a Heavy Weapons team. While entrenched, this unit must remain
sta�onary, and can fire ranged weapons, and a receives a number of benefits:

Increase the Save characteris�c to 2+, and the Wounds characteris�c to 6.


This unit always has the benefit of cover.
All weapon profiles gain Lethal Hits, Sustained Hits (3) and Twin-linked.

At any point during the move phase, an entrenched unit may pack down, and move as normal. A unit
may not entrench and pack down in the same turn. If the unit takes any wounds while entrenched, it
reverts to 2 Wounds when packed down, but if it returns to entrenched mode, it will s�ll be
wounded as per previous entrenched damage.

The team may choose one of the following upgrades:

Lascannon

20 20

Autocannon

20 20
Kasrkin | 90 30 3
Reinforcement Cost: 20 10
Squad Size: 5/9
Use Kasrkin Index Card
Once the Tac�ca Control has been built, Guardsmen squads may research 1
Sergeant, and up to 3 special weapons.

Sergeant with Power Weapon Plasma Gun


and Plasma Pistol
35 15
35 15

Grenade Launcher

20 10

Ogryn Squad | 105 40 3


Reinforcement Cost: 35 15
Squad Size: 3/6
Use Ogryn Index Card.
Once the Tac�ca Control has been built, Ogryns may research the Ogryn Bonehead:

Ogryn Bonehead

35 15

Command Squad | 90 20 2
Squad Size: 1/5
The command squad for the Imperial Guard is an incredibly unique unit. It begins as
a single model, an Imperial General, but may be upgraded with an additional two
characters of any configuration from the list below. After the research “Uncommon
Valour” at the Tactica Contol, it may be upgraded with an additional four members. If the Imperial
General is killed he may also be re-purchased, but there may only ever be a single Imperial General.
Here is a list of the Index Cards to use to represent these characters:
Imperial General >> Cadian Castellan with Power Fist and Plasma Pistol
Commisar >> Commisar with Bolt pistol and Power Sword
Psyker >> Primaris Psyker
Priest >> Regimental Preacher with Preacher Shotgun and Chainsword

Commisar Priest

75 10 75 30

Psyker Imperial General

90 30 90 20

To purchase the Upgrades below, you do not have to research the Unit Upgrades at the Field
Command for these characters. Those are only a prerequisite for making individual characters.
Imperial Guard Vehicles (with Upgrades)

Chimera | 105 50 1
Deploys armed with a Mul�laser turret, and hull mounted Heavy Bolter.

Use Chimera Index Card | Limit: 6

Sen�nel | 120 30 2
Deploys armed with a Mul�laser turret.

Use Armoured Sentinel Index Card.

Hellhound | 135 80 2
Deploys armed with an Inferno Cannon turret, and hull mounted Heavy Flamer.

Use Hellhound Index Card.

Leman Russ Batle Tank | 135 150 5


Deploys armed with a Leman Russ Batle Cannon turret, a hull mounted Heavy
Bolter and two heavy bolter sponsons.

Use Leman Russ Battle Tank Index Card | Limit: 2

Basilisk | 105 100 3


Deploys armed with an Earthshaker Cannon and a hull mounted heavy bolter.

Use Basilisk Index Card | Limit: 3

Baneblade | 320 4
Deploys armed with a Baneblade cannon; co-axial autocannon; demolisher cannon;
heavy stubber; 2 lascannons; 3 twin heavy bolters; armoured tracks.

Use Baneblade Index Card | Limit: 1 | Requires: 1 Captured Cri�cal Loca�on


Eldar Fac�on Rules
Army Bonus
The Eldar Fac�on have the “Strands of Fate” army bonus from the Games Workshop Aeldari Index,
note this is the full fac�on bonus, not the combat patrol like other fac�ons, as this ability doesn’t get
unbalanced at small scale skirmish.

Popula�on
Eldar have a star�ng/maximum of 10/20 squad cap and Vehicle Cap 0/20 . Eldar gain an
addi�onal 3 infantry cap and an addi�onal 3 Vehicle Cap for each Webway Gate Constructed.

Fac�on Ability: The Webway!


The Eldar are illusive, and masterful commanders of complex war strategies that confound and
bemuse their opponents and as such have a mix of unique abili�es across their fac�on, many of
which are �ed to their interdimensional transporta�on and communica�on network the Webway.
This is represented on the table through a building called the ‘Webway Gate’.

Any infantry unit that finishes their turn within 6” of a Webway gate, may garrison within the
building, and is removed from the table. Any unit that began a turn garrisoned within a webway gate
in this way, may deploy within 6” of any Webway gate across the map, and then act as normal. Each
Webway Gate may be garrisoned with up to 12 worth of units at any one �me.

In addi�on, once the ‘Reloca�on Matrix’ is researched at a par�cular Webway gate, any buildings
within 12” of that Webway may also be immediately redeployed to anywhere on the map within 12”
of another Webway gate. Any building redeployed in this way suffers 3 wounds and can perform no
ac�ons that turn. A building cannot be relocated in this way in consecu�ve turns.

Fac�on Buildings
At launch each fac�on has a limited number of buildings, with several building roles combined
together. You will no�ce several buildings from the game are omited, in the Eldar case the Thermo
Generator, and Listening Post. We have also removed all requirements for HQ building �ers.

This is to make the system more accessible, so players don’t need to make 10 odd buildings to get
playing. You could easily add these buildings back in if you wish.

Buildings Available (Wounds / Toughness):

Webway Assembly (16W / T8)


Aspect Portal (5W / T7)
Soul Shrine (5W / T7)
Support Portal (10W / T7)
Webway Gate (5W / T7)
Support Pla�orm (3W / T7)
Plasma Generator (4W / T7)
Webway Assembly [Eldar HQ Building]
The Webway assembly is the core of the Eldar base. It must be defended at all costs
and generates resources, your primary control zone, your first military unit and a
host of important technologies.

Resources Generated per turn: 100 30


Units Available
Guardians Seer Council

132 0 2 150 40 2 | Limit: 1

Harlequin

90 60 1 | Limit: 3

Technologies Available
Mobilize for War | 25 25
Allows the training of the Seer Council and the construction of the Shuriken and
Brightlance Grav Platforms, and allows the Unit Enhancements, and Factions Bonus to be
researched at the Soul Shrine. Takes a full turn to resolve.

Mysticism |30 10
Upgrades the Warlock’s Witchblade to a Singing Spear, grants the Destructor Psychic
ability, and the Runes of Fortune ability.

Aspect Portal | 100 0


The primary infantry training building.

Units Available
Rangers

120 15 2 Warp Spider


Dark Reapers 156 40 2
144 0 2 Fire Dragons
Howling Bansheers 93 20 2
204 0 2 Farseer
Avatar of Khaine 120 40 0
90 30 3

Technologies Available
Dark Reaper Aspect Stone
20 10
Allows this specific Aspect Portal to produce Dark Reaper units. Takes a full turn to resolve.
Howling Banshee Aspect Stone
20 10
Allows this specific Aspect Portal to produce Howling Banshee units. Takes a full turn to
resolve.

Warp Spider Aspect Stone


20 10
Allows this specific Aspect Portal to produce Warp Spider units. Takes a full turn to resolve.

Fire Dragon Aspect Stone


20 10
Allows this specific Aspect Portal to produce Fire Dragon units. Takes a full turn to resolve.

Support Portal | 200 140


The primary vehicle training building.

Generates 3 when constructed.

Units Available
Falcon Grav Tank

120 100 3

Vyper

105 50 2

Wraithlord

90 130 3

Windriders

60 60 2

Fire Prism

100 150 5

Technologies Available
Vyper Aspect Stone | 25 15
Allows this specific Support Portal to produce Vyper units. Takes a full turn to resolve.
Wraithlord Aspect Stone | 25 15
Allows this specific Support Portal to produce Wraithlord units. Takes a full turn to resolve.

Fire Prism | 25 15
Allows this specific Support Portal to produce Fire Prism units. Takes a full turn to resolve.
Soul Shrine | 225 225
Wargear upgrades for Eldar Units Units. The Soul Shrine may add two research
ac�ons to its ac�on queue each turn, so long as they are a different research ac�on
subtype.

Technology Available
Annihilate the Enemy! | 50 50
Allows the research and construction of Fire Prisms and the Avatar of Khaine

Imbue: Fortune | 75 35
Imbues the Farseer with the Fortune Ability.

Imbue: Eldritch Storm | 125 40


Imbues the Farseer with the ability to cast Eldritch Storm.

Fleet of Foot Research | 50 50


Activates the Fleet of Foot ability for a single turn. This ability affects Guardian Squads,
Ranger Squads, Howling Banshee Squads, Dark Reaper Squads, Fire Dragon Squads, The
Farseer, and the Seer Council. Any model making an advance roll during a turn in which this is in
effect, does not roll a D6, but may instead move up to 6”. This ability cannot be activated in
consecutive turns.

The following require the ‘Mobilize for War’ research to be unlocked at the Webway Assembly.

Fac�on Upgrades Available


Unparalleled Foresight | 30 30
Each time an Aeldari unit from your army is selected to shoot or fight, you can re-roll one
Hit roll and you can re-roll one Wound roll when resolving those attacks.

Unit Enhancement Available


These unit enhancements may be researched once. If the unit who has this enhancement is killed,
the enhancement is lost and may be researched again and a new unit assigned the enhancement.

The Pheonix Gem| 30 15


Aeldari model only. The first time the bearer is destroyed, roll one D6: on a 2+, keep it to
one side. At the end of the phase, set the bearer back up again, as close as possible to its
previous position and not within Engagement Range of any enemy models, with its full wounds
remaining.

The Weeping Stones| 30 5


Aeldari model only. Each time the bearer’s unit destroys an enemy unit, roll one D6 and
add it to your Fate dice pool displaying the result you just rolled.
Reader of the Runes| 30 10
Aeldari Psyker model only. In your Command phase, you can select one dice in your Fate
dice pool, re-roll it, then add it back to your Fate dice pool displaying the result you just
rolled.

Fate’s Messenger| 30 5
Aeldari model only. Once per turn, just after making a Hit roll, a Wound roll or a saving
throw for a model in the bearer’s unit, you can treat the result as an unmodified roll of 6
instead.

Plasma Generator | 165 0


The backbone of the Eldar Power economy. Generates 50 per turn and a bonus of
50 as a built bonus when constructed.

Resources Generated per turn: 50

Research Available
Strengthen Power Grid | 200 30 (Requires 3 Generators to be built)
Doubles the output of all generators to 100

Webway Gate | 100 0


The most important Eldar building contribu�ng Vehicle and Popula�on Cap
increases, and facilita�ng the Webway teleport network.

Units Available
Shuriken Grav Pla�orm

20 20 1

Brightlance Grav Pla�orm

20 20 1

Research Available
Relocation Matrix | 100 100
Allows all Eldar buildings (excluding Thermo Plasma Generators, other Webway Gates,
and Mine Fields) to relocate to another location near another Webway Gate.
Support Platorm | 40 40
This constructable Turret counts as two Scater Lasers using the profile from the
Falcon Index card, but add the key word “Twin Linked, and Lethal Hits (2)”. It has a
Toughness of 7, and 3 wounds.

Research Available
Starcannon Upgrade | 40 40
Replaces the two Scatter Lasers with two Starcannons from the Falcon Index Card with
the key word “Twin Linked, and Lethal Hits (2)”.

Eldar Infantry Units

Guardians | 132 0 2
Reinforcement Cost: 33
Squad Size: 4/9
Use Guardian Defenders and Warlock Index cards. NOTE: This squad cannot take
the Heavy Weapon Platform.
Once the Soulshrine has been built, this unit may research 1 Warlock.

Warlock | Limit 1

60 10

Unit Ability: Guardians may resolve two reinforcement ac�ons per turn.

Seer Council | 150 40 2


Reinforcement Cost: 45 15
Squad Size: 3/9
Use Warlock Conclave Index Card.

Harlequin | 90 60 1
Reinforcement Cost: NA
Squad Size: 1/1 | Limit: 3
Use Death Jester Index Card.
Requires: Soulshrine

Rangers | 120 15 2
Reinforcement Cost: 20 5
Squad Size: 5/10 | Limit: 1
Use Rangers Index Card.

Dark Reapers | 144 0 2


Reinforcement Cost: 48 0
Squad Size: 3/10
Use Dark Reapers Index Card.
Howling Banshees | 204 0 2
Reinforcement Cost: 51 0
Squad Size: 4/9
Use Howling Banshee Index Card.

Once the Soulshrine has been built, this unit may research 1 Howling Banshee
Exarch.

Exarch | Limit 1

50 25

Warp Spiders| 156 40 2


Reinforcement Cost: 39 10
Squad Size: 4/9 | Limit: 3
Use Warp Spider Index Card.

Once the Soulshrine has been built, this unit may research 1 Warp Spider Exarch.

Exarch | Limit 1

50 25

Fire Dragon | 93 20 2
Reinforcement Cost: 31 10
Squad Size: 3/5
Use Fire Dragon Index Card.

Once the Soulshrine has been built, this unit may research 1 Fire Dragon Exarch.

Exarch | Limit 1

50 25

Farseer | 120 40 0
Reinforcement Cost: N/A
Squad Size: 1/1 | Limit: 1
Use Farseer Index Card.

Avatar of Khaine | 350 175 0


Reinforcement Cost: N/A
Squad Size: 1/1 | Limit: 1
Use Avatar of Khaine Index Card. Requires: Webway Assembly, Support Portal,
Soul Shrine, Annihilate the Enemy, and a captured Critical Location.
Imperial Guard Vehicles (with Upgrades)

Falcon Grav Tank | 120 100 3


Deploys armed with a pulse laser; scater laser; twin shuriken catapult; wraithbone
hull, and a Brightlance.

Use Falcon Index Card

Replace the Brightlance with a Starcannon

10 10

Vyper | 80 35 2
Deploys armed with: shuriken cannon; twin shuriken catapult; wraithbone hull.

Use Vyper Index Card.

Replace the Shuriken Cannon with with one of the following: 1 Aeldari missile launcher, 1
bright lance, 1 scater laser, 1 starcannon

10 10

Wraithlord | 65 115 3
Deploys armed with: 2 shuriken catapults; wraithbone fists. This model can be
equipped with 1 ghostglaive. This model can be equipped with up to two of the
following: 1 Aeldari missile launcher 1 bright lance, 1 scater laser, 1 shuriken
cannon, 1 starcannon.

Use Wraithlord Index Card.

Windriders | 60 60 2
Deploys armed with a twin shuriken catapult; close combat weapon.

Use Windriders Index Card.


Squad Size: 3/9

Any number of models can each have their twin shuriken catapult replaced with one of
the following: 1 scater laser, 1 shuriken cannon.

10 10

Fire Prism | 75 135 5


Deploys armed with a prism cannon; twin shuriken catapult; wraithbone hull.

Use Fire Prism Index Card | Limit: 2


Shuriken Grav Pla�orm | 20 20 1
Reinforcement Cost: N/A
Squad Size: 1/1 | Limit: 3
Use Guardian Defender Index Card.
Deploys with a single platform, with a [Twin Linked] Shuriken cannon and 2
Guardian Defender crew, but is represented simply by the platform’s statline.

Bright Lance Grav Pla�orm | 20 20 1


Reinforcement Cost: N/A
Squad Size: 1/1 | Limit: 3
Use Guardian Defender Index Card.
Deploys with a single platform, with a [Twin Linked] Bright lance and 2 Guardian
Defender crew, but is represented simply by the platform’s statline.
Tau Fac�on Rules
Army Bonus
The Tau Fac�on have the “For the Greater Good” army bonus from the Games Workshop Tau Index,
note this is the full fac�on bonus, not the combat patrol like other fac�ons, as this ability doesn’t get
unbalanced at small scale skirmish.

Popula�on
Tau have a star�ng/maximum of 10/20 squad cap and 0/20 Vehicle Cap. Their popula�on limits
are uniquely increased by building structures, see below for a full list of each popula�on boost.

Tau gain an addi�onal 5 infantry cap and 6 vehicle cap for each Path to Enlightenment that is
built. As well as an addi�onal 2 vehicle cap for each Vehicle Beacon constructed.

Fac�on Buildings
At launch each fac�on has a limited number of buildings, with several building roles combined
together. You will no�ce several buildings from the game are omited, in the Tau case the Thermo
Generator, and the two Command Posts have been folded into the Coala�on centre. We have also
removed all requirements for HQ building �ers.

This is to make the system more accessible, so players don’t need to make 10 odd buildings to get
playing. You could easily add these buildings back in if you wish.

Buildings Available (Wounds / Toughness):

Cadre Headquarters (16W / T8)


Tau Barracks (5W / T7)
Path to Enlightenment (5W / T7) | 5 6
Vehicle Beacon (5W / T7) | 4
Kroot Shaping Centre (5W / T7)
Coali�on Centre (10W / T7) | 5 10
Plasma Generator (4W / T7)
Cadre Headquarters [Tau HQ Building]
The Cadre Headquarters is the core of the Tau base. It must be defended at all costs
and generates resources, your primary control zone, your first military unit and a
host of important technologies.

Resources Generated per turn: 100 30


Units Available
XV15 Stealthsuits Vespid S�ngwing Strain

180 0 2 165 20 2 | Limit: 1

Tau Barracks | 150 0


The primary infantry training building.

Units Available
Strike Team Tau Commander
72 0 2 100 30 0
Pathfinder Team XV88 Broadside Batlesuit
51 10 2 100 30 5
Breacher Team XV8 Crisis Batlesuit
51 10 2 220 80 4

Vehicle Beacon | 300 100


The primary vehicle training building.

Generates 2 when constructed.

Units Available
Devilfish Troop Carrier Barracuda

75 50 1 120 180 4

Skyray Missile Gunship Hammerhead Gunship

60 110 3 60 110 3

Drone Squad

30 60 2
Path to Enlightenment | 225 225
Wargear upgrades for Tau Units. The Path to Enlightenment may add two research
ac�ons to its ac�on queue each turn, so long as they are a different research ac�on
subtype.

Technology Available
Shield Generators | 20 20
Gives all Battlesuits units the shield generator wargear.

Battlesuit Support System | 10 10


Gives all Battlesuits units the Battlesuit Support System wargear.

Weapon Support System | 10 10


Gives all Battlesuits units the Battlesuit Support System wargear.

Unit Enhancement Available


These unit enhancements may be researched once. If the unit who has this enhancement is killed,
the enhancement is lost and may be researched again and a new unit assigned the enhancement.

Exemplar of the Kauyon | 30 15


T’au Empire model only (excluding Kroot Shaper models). While the bearer is leading a
unit, that unit’s Kauyon Detachment rule takes effect from the sixth battle round onwards
instead of the seventh.

Precision of the Patient Hunter| 30 5


T’au Empire model only. Each time the bearer makes a ranged attack, add 1 to the Hit roll.
From the third battle round onwards, add 1 to the Wound roll as well.

Through Unity, Devastation | 30 5


T’au Empire model only (excluding Kroot Shaper models). While this model is leading a
unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons
equipped by models in their Guided unit have the [LETHAL HITS] ability while targeting their Spotted
unit.

Plasma Generator | 165 0


The backbone of the Tau Power economy. Generates 50 per turn and a bonus of
50 as a built bonus when constructed.

Resources Generated per turn: 50

Research Available
Strengthen Power Grid | 200 30 (Requires 3 Generators to be built)
Doubles the output of all generators to 100
Kroot Shaping Centre | 100 0
The most important Eldar building contribu�ng Vehicle and Popula�on Cap
increases, and facilita�ng the Webway teleport network.

Units Available
Kroot Carnivores Krootox

66 0 2 105 0 3

Kroot Shaper

120 0 0

Kroot Hound Pack

90 0 2

Coali�on Centre | 300 100


The bas�on of Tau diplomacy, and the centre of their cultural power. This centre
controls the direc�on of your Tau dynasty and allows access to the Ethereal.

Requires: Tau Barracks, Path to Enlightenment

Units Available
Ethereal

120 100 0

Research Available
Teachings of Mont’Ka | 100 100
Allows the production of Hammerhead Gunships and the Greater Knarloc and Grants the
following Faction ability: (Use Kauyon till Mont’Ka is available)

Teachings of Kauyon | 100 100


Allows the production of Krootox and the Greater Knarloc and grants the following
Faction ability:

Kauyon | Faction Ability


From the seventh battle round onwards, all ranged weapons equipped by T’au Empire
models from your army have the [SUSTAINED HITS 1] ability. While a unit is a Guided unit
(see For the Greater Good), weapons in that unit have the [SUSTAINED HITS 2] ability instead.
Tau Infantry Units

VX15 Stealth Team | 180 0 1


Reinforcement Cost: 60
Squad Size: 3/6
Use the Stealth Battlesuits Index Card.

Strike Team | 72 0 2
Reinforcement Cost: 24
Squad Size: 3/9
Use Strike Team Index Card.

Once the Path to Enlightenment has been built has been built, Strike Teams may research 1 Shas’Ui,
and up to 2 drones.

Shas’Ui Marker Drone

20 20 20 10

Shield Drone Guardian Drone

20 10 20 10

Gun Drone

20 10

Breacher Team | 51 10 2
Reinforcement Cost: 20 5
Squad Size: 3/9
Use Breacher Team Index Card.

Once the Path to Enlightenment has been built has been built, Strike Teams may research 1 Shas’Ui,
and up to 2 drones.

Shas’Ui Marker Drone

20 20 20 10

Shield Drone Guardian Drone

20 10 20 10

Gun Drone

20 10

Pathfinder Team | 51 10 2
Reinforcement Cost: 20 5
Squad Size: 3/9
Use Pathfinder Team Index Card.
Once the Path to Enlightenment has been built has been built, Strike Teams may research 1 Shas’Ui,
up to 3 drones and up to 3 Rail Rifles.

Shas’Ui Marker Drone

20 20 20 10

Shield Drone Guardian Drone

20 10 20 10

Gun Drone Shas’ui Drone Op�ons (See Index)

20 10 20 10

Rail rifle

20 10

Tau Commander | 120 50 0


Reinforcement Cost: N/A
Squad Size: 1/1 | Limit: 1
Use Commander in Crisis Battlesuit Index Card.
Deploys armed with a Burst Cannon and Battlesuit Fists may be upgraded with any
four Battle suit system upgrades and any two drones as per the Index Card.
Shield Drone Marker Drone

20 10 20 10
Gun Drone
Fusion Blaster
20 10
20 10

Tau Flamer

20 10

Missile Pods Airbrus�ng Fragmenta�on Projector*

20 10 20 10

Plasma Rifle Burst Cannon

20 10 20 10

*Limit: 1
Crisis Batlesuit | 240 100 4
Reinforcement Cost: 80 35
Squad Size: 3/6 | Limit: 3
Use Crisis Battlesuit Index Card.
Deploys armed with a Burst Cannon and Battlesuit Fists may be upgraded with any
four Battle suit system upgrades and any two drones as per the Index Card.
Shield Drone Marker Drone

20 10 20 10
Gun Drone
Fusion Blaster
20 10
20 10

Tau Flamer

20 10

Missile Pods Airbrus�ng Fragmenta�on Projector*

20 10 20 10

Plasma Rifle Burst Cannon

20 10 20 10

*Limit: 1

Broadside Batlesuit | 120 50 4


Reinforcement Cost: 120 50
Squad Size: 1/3 | Limit: 3
Use Broadside Battlesuit Index Card.
Deploys armed with a High Yield Missile Pod and a Heavy Rail rifle. Maye up
upgraded with any 2 drones, and one weapon upgrade.
Shield Drone Marker Drone

20 10 20 10

Missile Drone Gun Drone

20 10 20 10

Seeker Missile Twin Smart Missile System

20 10 20 10

Twin Plasma Rifle

20 10
UNIT ABILITY: ENTRENCH

At any point during the Broadside Batle suits’ move, the squad may Entrench. An
entrenched unit may not move for any reason. A unit that begins a turn Entrenched, may
uproot and act as normal.

The Heavy Rail Rifle may only be fired when Entrenched. The High Yield Missile Pod cannot be fired
while Entrenched.

Tau Auxillary Infantry Units

Vespid S�ngwings | 165 20 2


Reinforcement Cost: 35 5
Squad Size: 5/5 | Limit 1
Use Vespid S�ngwings Index Card.

Kroot Carnivores| 66 0 2
Reinforcement Cost: 16 0
Squad Size: 4/20
Use Kroot Carnivores Index Card.
Unit Ability: Kroot Carnivores may resolve two reinforcement ac�ons per turn.

Kroot Hounds| 90 0 2
Reinforcement Cost: 22 0
Squad Size: 4/12
Use Kroot Hounds Index Card.
Unit Ability: Kroot Carnivores may resolve two reinforcement ac�ons per turn.

Kroot Shaper |120 0 0


Reinforcement Cost: N/A
Squad Size: 1/1
Use Kroot Shaper Index Card

Tau Auxillary Vehicle Units

Krootox Rider | 105 0 3


Reinforcement Cost: 105 0
Squad Size: 1/3
Use Krootox Index Card.
Tau Vehicles

Devilfish | 75 50 1
This model is equipped with: accelerator burst cannon; 2 twin pulse carbines;
armoured hull.
Use Devilfish Index Card

Skyray Missile Gunship | 60 110 3


This model is equipped with: 1 seeker missile rack; 2 twin pulse carbines; armoured
hull.
Use Skyray Gunship Index Card.

Hammerhead Gunship | 60 110 3


This model is equipped with: 1 railgun; 2 twin pulse carbines; armoured hull.
Use Skyray Gunship Index Card.

Drone Squad | 30 60 2
Reinforcement Cost: 10 20
Squad Size: 4/12
Use Tactical Drones Index Card.
Unit Ability: Tac�cal Drones may resolve two reinforcement ac�ons per turn.

Barracuda| 120 180 4


This model is equipped with: 2 long-barrelled burst cannons; swi�strike burst
cannon; 2 missile pods; armoured hull.
Use Barracuda Forge Worl Imperial Armour Index Card.

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