Dawn of War Rules 15 - Tau
Dawn of War Rules 15 - Tau
Dawn of War Rules 15 - Tau
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:
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.
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:
Power is generated at the beginning of your upkeep each turn in two ways:
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.
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:
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.
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.
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
198 0 2 200 30 0
228 0 3 115 30 2
Terminator Squad
250 100 3
Units Available
Rhino Predator
105 50 0 90 100 5
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.
Artificer Armour | 30 15
Adeptus Astartes model only. The bearer has a Save characteristic of 2+ and the Feel No
Pain 5+ ability.
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.
Research Available
Strengthen Power Grid | 200 30 (Requires 3 Generators to be built)
Doubles the output of all generators to 100
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
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
Heavy Flamer
50 30
Assault Cannon
50 30
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
Lascanon Sponsons | 30 30
Dreadnought | 90 130 3
Deploys armed with two Dreadnought Close Combat Weapons. May replace one
arm with one of the following:
Assault Cannon | 20 40
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
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.
Units Available
Warboss Slugga Boy Squad
120 30 2 100 0 4
Units Available
Big Mek Stormboyz Squad
105 30 2 155 0 4
100 0 4 200 50 10
100 0 4 100 25 6
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
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.
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.
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
Nob Leader
The squad may select ant three of the following weapon upgrades, once unlocked from Pile of Gunz:
Burna
20 10
Nob Leader
The squad may select ant three of the following weapon upgrades, once unlocked from Pile of Gunz:
Big Shoota
40 10
Warboss | 120 30 2
Limit: 1 | Requires: 40
Use Warboss Index Card.
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
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.
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.
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.
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
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.
Blood Surge | 20 20
Allows Khorne Bezerker Squads to use the Blood Surge ability.
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.
250 50 2
200 50 3
Technologies Available
Demon Pit | 100 100
Permanently upgrades the Sacrificial Circle to a Demon Pit.
350 150 3
Technologies Available
Personal Teleporters | 75 125
Allows Obiliterators to use the Personal Teleporters ability.
Research Available
Strengthen Power Grid | 200 30 (Requires 3 Generators to be built)
Increases the output of all generators to 100
Flamer
20 10
Grenade Launcher
20 10
Heavy Stubber
25 15
Unit Ability: Cul�sts may resolve two reinforcement ac�ons per turn.
Heavy Bolter
40 10
Plasma Gun
40 10
Aspiring Champion
65 10
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.
Deep Strike: When this unit deploys from the Barracks, they may be placed anywhere on the board.
Sorcerer | 110 20 0
Limit: 1
Use Sorcerer Index Card.
Chaos Space Marine Vehicles (with Upgrades)
Use Predator Destructor Index Card un�l all upgrades purchased then use
Annihilator.
Lascanon Sponsons | 30 30
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.
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.
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.
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.
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.
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.
Research Available
Strengthen Power Grid | 200 30 (Requires 3 Generators to be built)
Doubles the output of all generators to 100
Units Available
Baneblade
320 350 4
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.
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:
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.
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.
Grenade Launcher
20 10
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
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.
Sen�nel | 120 30 2
Deploys armed with a Mul�laser turret.
Hellhound | 135 80 2
Deploys armed with an Inferno Cannon turret, and hull mounted Heavy Flamer.
Baneblade | 320 4
Deploys armed with a Baneblade cannon; co-axial autocannon; demolisher cannon;
heavy stubber; 2 lascannons; 3 twin heavy bolters; armoured tracks.
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.
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.
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.
Units Available
Rangers
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.
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.
The following require the ‘Mobilize for War’ research to be unlocked at the Webway Assembly.
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.
Research Available
Strengthen Power Grid | 200 30 (Requires 3 Generators to be built)
Doubles the output of all generators to 100
Units Available
Shuriken Grav Pla�orm
20 20 1
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)”.
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.
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.
Once the Soulshrine has been built, this unit may research 1 Howling Banshee
Exarch.
Exarch | Limit 1
50 25
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.
10 10
Vyper | 80 35 2
Deploys armed with: shuriken cannon; twin shuriken catapult; wraithbone hull.
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.
Windriders | 60 60 2
Deploys armed with a twin shuriken catapult; close combat weapon.
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
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.
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
Units Available
Devilfish Troop Carrier Barracuda
75 50 1 120 180 4
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.
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
90 0 2
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)
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.
20 20 20 10
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.
20 20 20 10
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.
20 20 20 10
20 10 20 10
20 10 20 10
Rail rifle
20 10
20 10 20 10
Gun Drone
Fusion Blaster
20 10
20 10
Tau Flamer
20 10
20 10 20 10
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
20 10 20 10
20 10 20 10
*Limit: 1
20 10 20 10
20 10 20 10
20 10 20 10
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.
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.
Devilfish | 75 50 1
This model is equipped with: accelerator burst cannon; 2 twin pulse carbines;
armoured hull.
Use Devilfish 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.