1pKT - Complete v0.12

16
Introduction Hello, and welcome to One Page Kill Team! One Page Kill Team is a single-page ruleset played with just a handful of Warhammer 40.000 miniatures and that was designed to be fast to learn and simple to play. Gameplay is focused around individual models and moving through the environment, with features such as leaping onto enemies from roofs or pushing them into deadly terrain making for an action packed skirmish. We recommend printing page 2 and 3 on a single sheet, and your army page onto another sheet. This way you will always have all rules, weapons and models at hand as you are learning the game and getting to know your army. You can find various supplements to this ruleset and other one page rules at onepagerules.wordpress.com . You can find more awesome art at rosscarlisle.tumblr.com . If you wish to get involved in the game’s development or have any questions you can head over to our forums at onepagerules.proboards.com , or write me an e-mail at [email protected] . Thank you for playing and happy wargaming, One Page Anon (Rules) and Ross Carlisle (Art) Index 1. Introduction & Index 2. Core Rules 3. Common Special Rules 4. Advanced Rules 5. Space Marines 6. Imperial Guard / Astra Militarum 7. Orks 8. Eldar 9. Chaos Space Marines 10. Tau 11. Necrons 12. Tyranids 13. Dark Eldar 14. Sisters of Battle / Adepta Sororitas 15. Daemonhunters / Grey Knights 16. Chaos Daemons

Transcript of 1pKT - Complete v0.12

Page 1: 1pKT - Complete v0.12

Introduction

Hello, and welcome to One Page Kill Team!

One Page Kill Team is a single-page ruleset played with just

a handful of Warhammer 40.000 miniatures and that was

designed to be fast to learn and simple to play.

Gameplay is focused around individual models and moving

through the environment, with features such as leaping

onto enemies from roofs or pushing them into deadly

terrain making for an action packed skirmish.

We recommend printing page 2 and 3 on a single sheet,

and your army page onto another sheet. This way you will

always have all rules, weapons and models at hand as you

are learning the game and getting to know your army.

You can find various supplements to this ruleset and other

one page rules at onepagerules.wordpress.com. You can

find more awesome art at rosscarlisle.tumblr.com.

If you wish to get involved in the game’s development or

have any questions you can head over to our forums at

onepagerules.proboards.com, or write me an e-mail at

[email protected].

Thank you for playing and happy wargaming,

One Page Anon (Rules) and Ross Carlisle (Art)

Index

1. Introduction & Index

2. Core Rules

3. Common Special Rules

4. Advanced Rules

5. Space Marines

6. Imperial Guard / Astra Militarum

7. Orks

8. Eldar

9. Chaos Space Marines

10. Tau

11. Necrons

12. Tyranids

13. Dark Eldar

14. Sisters of Battle / Adepta Sororitas

15. Daemonhunters / Grey Knights

16. Chaos Daemons

Page 2: 1pKT - Complete v0.12

Kill Team Rules v0.12

General Principles The Most Important Rule: Whenever a rule is unclear or does not seem quite right, use common sense and personal preference. Units: Each unit consists of one or more models activated as a single entity, and is defined by their quality, size and whatever equipment and special rules they have. You can find unit profiles in their respective army supplement. Quality Tests: Whenever a rule states that you must take a Quality test roll one six-sided die trying to score the unit’s Quality value or higher, and if it does that counts as a success. Additional Dice: Whenever a rule refers to adding dice they are added on a per unit basis, meaning that the entire unit receives one additional die. Line of Sight: If you can draw a straight line from the attacker to the target without passing through any solid obstacle or models the attacker has line of sight.

Before we begin... Preparation: The game is played on a flat 4’x4’ surface, with at least 15 pieces of terrain on it. The players roll-off, and the winner chooses on what side to deploy and has to start first. The players alternate in placing one unit each within 12” of their table edge. Objective: After 4 rounds the game ends, and both players sum the point value of all enemy models they put out of action or that are fleeing. The player with the most points wins.

Playing the Game The game is played in rounds, with each round consisting of alternating player turns in which a single unit is activated. Before each round the players roll-off to see who goes first, and players continue alternating in activating units until all units have been activated.

Activation The player declares which unit he wishes to activate, and it may do one of the following:

Action Move Notes Hold 0” May shoot. Hunker 0” May not shoot. Gets +1

die to blocking shots. Guard 0” May react once per round

by firing at enemy movement across its line of sight. Target gets +1 die to blocking.

Walk 6” May shoot after moving. Run 12” May not shoot. Assault 12” Move into close combat

with enemy, gets +1 die to melee attacks.

Moving

Models may move and turn in any direction regardless of their facing, and they may only move within 1” of other models if assaulting. When a unit is activated each member acts as an individual, being able to use different actions and targeting different enemies, as long as it remains within 3” of another member and within 6” of all other members. If any member of the unit is further than 3”/6” you must use a Walk, Run or Assault action to get it back into coherency. If two or more members of a unit use the same action to target the same model, they must use it simultaneously as a coordinated action.

Shooting All models in a unit that are in range and have line of sight of an enemy model may shoot one weapon at it. Models may not shoot into or out of close combat under any circumstance. The attacker takes one Quality test per Firepower of the model, and each success is a hit. The target then takes as many Quality tests as hits, and each success is a block.

Subtract the number of blocks from the number of hits, and the target model takes as many wounds as the resulting number.

Wounds For each wound a model receives roll one die and consult the following table: Result Effect 1-2 Out of Action (remove the model as a

casualty). 3-4 Stunned (place the model on its side or

use a marker). 5-6 Pushed (the model moves 2” away from

the attacker). A model that has been stunned must spend one activation to get up, and may not use any actions that round. If it takes any wounds it is immediately put out of action. A model that has been stunned and that is attacked in close combat does not roll any attacks, but can only block hits it receives. A model that has been stunned and that fails a morale test crawls D3”+1. Note that a model does not have to take a morale test right after being stunned. A model that has been pushed and that moves into base contact with another model or a piece of impassable terrain (such as a wall) takes one automatic hit (if it takes a wound from that hit treat pushed results as stunned results). A model that has been pushed and that does not move into base contact with another model or piece of terrain is stunned unless you roll a 4+.

Close Combat When using an Assault action, move the assaulting model into base contact with the target. Any model that is in base contact with an enemy may strike with all its melee weapons. The assaulting model strikes first, which is resolved like shooting, and after resolving all wounds the defending model gets to strike. Note that if two or more models made a coordinated assault and take hits, then they are randomly allocated to one of them. If neither unit is destroyed or flees the combat starts over as soon as one of the units is activated again, which fights close combat as its action for that round (this does not count as an assault for the purpose of special rules). When a model that is already in close combat is assaulted by another model the assaulting model gets +1 die to melee attacks for that combat.

Morale Whenever a model sees a friendly model within 6” being stunned or put out of action, its unit must take a morale test. The unit takes a Quality test and if it is unsuccessful it flees 2D6” away from the nearest enemy within line of sight, or else toward the nearest table edge. If this move brings any model outside of the table borders or if it is impossible for the unit to complete its full move, then the unit is removed as a casualty. A unit that is fleeing must take a morale test to be activated. If it fails it flees 2D6” again and counts as activated for that round (stunned models get up and start fleeing).

Terrain Cover (forests, ruins, sandbags, etc.): Models in cover get +1 die to blocking when being shot. If at least half of the model is within cover terrain, it counts as being in cover. If at least half of the model is hidden by an obstacle (like a sandbag or boulder) from the perspective of the attacker, the model counts as being in cover. Difficult Terrain (woods, mud, rivers, etc.): Models halve their movement when crossing difficult terrain.

Army Composition Each player may take up to 150pts or 300pts worth of units and upgrades in his army (you decide), and each army may have one Hero and one Rare unit. Each unit is made up of as many models as its size, and one model in each unit may equip items from the upgrades list it has access to.

Models Types Heroes: Any unit that is within 6” of this unit may re-roll failed morale tests. Whenever this model rolls on the wound table add 1 to the roll (if the result is 7 the hero is unharmed). Rare Units: May fire all of their weapons (even at separate targets) when using Hold actions, never fail morale tests, dont benefit of cover/elevation, and resolve wounds like heroes. Mounts: Mounted models (like bikers) need two miniatures: the rider on foot, and the rider on mount (used when deploying). As long as the rider is on his mount he may use any equipment and special rules the mount has, and the mount itself does not attack in melee. The rider may get off its mount when it is activated before using any action (replace the rider on mount miniature with the rider on foot and place a mount marker where he got off). The rider may use a Walk or Run action to get onto its mount by moving into contact with the marker, which ends its activation (replace the miniature and remove marker). Note that a rider may only get back on his own original mount and not on other mounts. Whenever a mounted model suffers a stunned result it is thrown off its mount, and no mount marker is placed (the mount is killed or flees).

Weapons Each ranged weapon provides as many dice to shooting as its Firepower, and range less weapons provide Firepower to close combat. Models that do not have a melee weapon listed in their equipment are assumed to use fists/claws. D(n) Firepower weapons roll an (n) sided die to determine Firepower for that attack and add 1. When using weapons with ° next to their Firepower all models (friend or foe) within 3” of the target take as many hits as the target (adjacent models are hit from the direction of the target for cover purposes).

Name Range FP Fists/Claws - 1 Hand Weapon - 2 Power/Force Weapon - 3 Power Fist - 4 Dreadnought Fist - 5

Pistol 12” 1 Shotgun 12” 2 Grav Pistol 12” 3 Plasma Pistol 12” 4 Meltagun 12” 5 Flamer 12” D3° Heavy Flamer 12” D6° Carbine 18” 1 Gravgun 18” 3 Assault Rifle 24” 1 Assault Cannon 24” 2 Grenade Launcher 24” 3° Plasmagun 24” 4 Multi-Melta 24” 5 Rifle 30” 1 Sniper Rifle 36” 2 Heavy Bolter/Multi-Laser 36” 3 Plasma Cannon 36” 4 Mortar/Missile Launcher 48” 3° Autocannon 48” 4 Battle Cannon 48” 5° Lascannon 48” 6

Page 3: 1pKT - Complete v0.12

Common Special Rules Common Special Rules

Armor(X): This model adds +X dice when blocking attacks. Beacon: If a friendly unit tries to deep strike within 6” of this model, it does not scatter. Combi: This weapon may only be used once per game. Deep Strike: You may choose not to deploy this unit with your army, and instead keep it in reserve. After round 1 you may roll one die at the beginning of each round, before seeing who goes first. On a 4+ you may place a marker anywhere on the table, at least 12” away from enemy models. Roll a dice, on a 2+ the unit is placed on the position of the marker (if the unit has multiple models they must all be in base contact with each other). On a 1 the unit scatters, and your opponent may move the marker anywhere within 12” of its original position before placing the models. If a unit has not arrived by the last round it arrives automatically (scatters on 4+). Fast: This model adds 3” at the end of any movement, including fleeing. Fearless: Unit may re-roll failed morale tests. Flying: This model may move over models and terrain as if it was moving over open terrain, and it may move onto and off of elevated terrain without having to climb it. Furious: This model gets +1 dice to close combat when assaulting. Heavy: This model may never move more than 6” at a time, and it may fire all of its weapons when using a Hold action. Indirect: This weapon may be fired at enemies that are not within line of sight, and it ignores cover from sight blocking terrain. The target model gets +1 dice to blocking. Linked: May re-roll failed shooting attacks. Poison: Units must re-roll successful blocks when attacked by this weapon. Rending: When rolling a 6 to hit with this weapon, the hit automatically causes one wound. Scope: This model has Quality 2+ when shooting with this weapon. Scout: This unit is deployed after all other non-scout units have been deployed. You may deploy this unit anywhere on the table at least 12” away from enemy models (if both players have Scout units roll-off to see who deploys first). Sidecar: May fire all of its weapons, even at separate targets, when using a Hold action. Models in the sidecar are purely decorative and don’t count as riders. Strikes First: When fighting close combat you resolve this models hits first and resolve enemy wounds before they get to attack. Strikes Last: When fighting close combat you resolve enemy hits first and resolve wounds before this model gets to attack. Teleporter: When using a Walk action, you may place this model anywhere within 6+2D6” of its position, passing through any models or terrain. Torrent: Add +2D6” to this weapon’s range every time you fire it. Tough: Whenever this model takes a wound do not roll on the wound table but place a marker next to it instead. Whenever this model takes a wound which brings its number of markers up to 3, or whenever this model takes a wound whilst it already has 3 markers it must roll on the wound table. Toxin: Whenever this model attacks in close combat it gets +D2 dice. Zap!(DX): This model may shoot a magic bolt with DX Firepower at one enemy model within 18” instead of firing its weapon.

Space Marines Tactics Black Templars: All models have the Fast special rule until the end of this round. Blood Angels: All models have the Furious special rule until the end of this round. Dark Angels: All models may re-roll failed morale tests (Fearless models may roll twice) until the end of this round. Imperial Fists: All models may re-roll failed hits from pistols and assault rifles (Linked weapons may roll twice) until the end of this round. Iron Hands: All mounted models have Armor(+1) until the end of this round. Raven Guard: All non-mounted models have Armor(+1) until the end of this round. Salamanders: All flamers and heavy flamers may roll one extra die when determining firepower until the end of this round. Space Wolves: Roll one die. On a 4+ place a unit of wolves with D3 models within 6” of any table edge. On a 1-3 your opponent may choose on which table edge you place them. Name Quality Equipment Wolf 4+ Hand Weapon Ultramarines: All models may re-roll failed hits when fighting in close combat until the end of this round.

White Scars: All models may fire their weapons after using a Run action as if they had used a Walk action until the end of this round.

Page 4: 1pKT - Complete v0.12

Advanced Rules Advanced Rules

Once you have gotten familiar with the way One Page Kill Team works, you might want to try using advanced rules to spice up the game.

Terrain

Here are some extra terrain types and advanced rules you can use to create more interesting dynamics. Dangerous Terrain (quicksand, razor wire, mine fields, etc.): Roll one die for every model that moves into or across dangerous terrain. If you roll a 1 the model takes a hit. Deadly Terrain (acid pools, lava, canyons, etc.): Models that move into or across deadly terrain are immediately removed as casualties. Elevation (cliffs, roofs, ledges, etc.): Models get +1 die to shooting when being at least 2” above their target Models may move onto and off of steep terrain up to 4” tall by using a Walk or Run action and subtracting the height that they climbed from their movement, however they may not fire any weapons after climbing (riders on their mount may not climb). Models may jump off of steep terrain up to 6” terrain. Roll one Quality test for every 2” they jump down, and if all dice were successful then the model may continue its movement without subtracting the height that it jumped down. If one or more dice are unsuccessful then the model falls. Falling models are placed within 2” of the bottom base of the terrain they fell from, and they take X+1 automatic hits, where X is one hit for every 2” they fell. Models may make a diving assault on enemy models that are at least 2” below them and that are within 2” of the bottom base of the terrain they want to dive from. This works exactly like jumping off of steep terrain, however if all dice are successful the models immediately engage in close combat, and the assaulting model gets one extra attack die for every 2” it dived down. A model that has been pushed and that moves over the edge of a piece of terrain at least 2” tall automatically falls, however if the model takes any wounds it treats pushed results as stunned results. Note that gaps up to 1” wide may be crossed as if they were open terrain, and gaps up to 3” wide may be jumped across. The model must take a Quality test, and if the roll is unsuccessful it falls down the gap.

Random Terrain A great way to introduce variety in your games is by giving crossable terrain (such as forests and rivers) a random type as you play. When a player wants to move a model into or across a piece of terrain roll one die and consult the following table before moving any models, and once the terrain type is revealed you must finish the original movement.

Result Type 1-2 Difficult Terrain 3-4 Dangerous Terrain 5-6 Deadly Terrain

Buildings Buildings are terrain models that consist of one solid block which cannot be opened or reached into. Each building has a transport capacity, quality value of 4+, armor value and the Tough special rule. A model that moves into contact with a building may enter it, and models within a building may use a Walk action to exit. If a

model is inside a building when it is destroyed it takes D3 automatic hits. Resolve the hits as if they were shooting attacks and place any surviving models within 2” of the building. A model that is within a building may use a Walk or Run action to get onto the roof of the building. Models on the roof of the building behave as if they were in open terrain, and have to leave the roof to be able to exit the building. Models may shoot into and out of any side of the building that has some sort of firing point, and models within the building always count as being in cover and shooting from the topmost floor (not the roof). Models may chose to fire at models within a building, or at the building itself. When shooting at models within the building any missed shot may be re-rolled, and on a 4+ the building is hit instead. Buildings are treated like vehicles when it comes to hits. Models may use an Assault action to get into base contact with a building to attack a model inside it. All models attack, and models within the building gets +1 attack dice. If the models within the building are killed or flee, then the assaulting models automatically enter the building. If a model inside a building suffers a stunned or pushed result, it immediately exits and is placed within 1” of the building (enemy player chooses which side it exits from). Here are some guidelines for buildings:

Name Transport Armor Clay Hut 6 - Wooden Shed 6 1 Brick House 11 2 Apartment Block 21 3 Small Bunker 11 4 Large Bunker 21 5

Ruins

Ruins are terrain models that consist of one or more pieces which can either be opened or reached into. Ruins count as difficult terrain, and they have a quality value of 4+, an armor value, and the Tough special rule. . If a model is inside a ruin when it is destroyed it takes D3 automatic hits. Resolve the hits as if they were shooting attacks and place any surviving models within 2” of the ruin. Models may move onto and off of different floors of the building by using either a Walk action to move up/down by one floor, or a Run action to move up/down by two floors. Models may shoot into and out of any side of the ruin that has some sort of firing point. Models may shoot into and out of any side of the ruin that has some sort of firing point. Models may choose to fire at models within a ruin, or at the ruin itself. When shooting at models within the ruin any missed shot may be re-rolled, and on a 4+ the ruin is hit instead. Models may use an Assault action to get into base contact with the lowest model in the ruin. The assaulting model automatically climbs as many floors necessary to reach the lowest model, and the target model gets as many extra dice to attacking as floors that the assaulting model had to climb. All models attack, and if the model within the ruin is killed or flees, then the assaulting model remains on the floor as the model it fought. Here are some guidelines for ruins:

Name Armor Clay - Wood 1 Bricks 2 Concrete 3 Reinforced Steel 4 Composite Materials 5

Objectives When using advanced objectives the table and armies are set up just like a regular game. You can either choose any of these or play with a random one by rolling a die on this table:

Result Objective 1 Duel 2 Seize Ground 3 Relic Hunt 4 Sabotage 5 Breakthrough 6 Last Stand

1 - Duel: This objective is the standard game objective as described in the Rules section. 2 - Seize Ground: After 4 rounds the game is over, and the battlefield is divided into four equal quarters, and both players sum the point value of all their non-fleeing models in each quarter. Compare the points for each quarter, and the player that has more points in one quarter counts as having seized it. The player with the most seized table quarters wins. 3 - Relic Hunt: Before deploying armies D3+2 relic markers are placed on the table. Roll-off to see who goes first, and then alternate in placing one marker each. The markers must be placed at least 12” away from any table edge and from any other marker. After 4 rounds the game is over, and both players must see how many relics they seized. If a non-fleeing model is within 3” of a relic marker whilst no enemy models are within 3” of the same marker, it counts as seized. The player with the most seized relics wins. 4 - Sabotage: Before deploying armies two relay markers are placed on the table. Roll-off to see who goes first, and place one relay marker within your deployment zone, at least 6” away from the table edge. A relay marker may only be attacked by assaulting it, it has no attacks and has Quality 4+. After 4 rounds the game is over, and the player that has managed to destroy the enemy relay marker whilst keeping its own relay marker alive wins. 5 - Breakthrough: Before deploying armies the players roll-off to see who the attacker is, and the opposing player becomes the defender. After 4 rounds the game is over, and if at least 25% of the attackers force (worked out by point cost) is within the defending players deployment zone he wins. 6 - Last Stand: Before deploying armies the players roll-off to see who the attacker is, and the opposing player becomes the defender. The defending player must split his army in half (worked out by point cost), and deploy one half within 6” of the table centre, this half will be referred to as “the defenders”. The other half of his army must be deployed within 3” of any table border. The attacking player then deploys his army anywhere on the table, at least 12” away from enemy models. After 4 rounds the game is over, and if at least 75% of the defenders (worked out by point cost) are still alive and not fleeing, the defending player wins

Page 5: 1pKT - Complete v0.12

Space Marines Name Size Quality Equipment Special Rules Upgrades Cost Captain 1 3+ Pistol, Hand Weapon Fearless, Hero, Tactics A, B 40pts Terminator Captain 1 3+ Linked Assault Rifle, Power Fist Fearless, Hero, Tactics, Tough F 80pts Librarian 1 3+ Pistol, Force Weapon Fearless, Zap!(D3) A, B 40pts Techmarine 1 3+ Pistol, Power Fist Fearless, Tough A, B 55pts Assault Scout 1 4+ Pistol, Hand Weapon Fearless, Scout A, B, C 20pts Tactical Scout 1 4+ Assault Rifle Fearless, Scout A, B, C 20pts Assault Marine 1 3+ Pistol, Hand Weapon Fast, Fearless, Flying A, B, D 30pts Tactical Marine 1 3+ Assault Rifle Fearless A, B, D, E 25pts Assault Veteran 1 3+ Pistol, Power Weapon Fast, Fearless, Flying A, B, D 35pts Tactical Veteran 1 3+ Assault Rifle, Hand Weapon Fearless A, B, D, E 30pts Terminator 1 3+ Linked Assault Rifle, Power Fist Fearless, Tough F 60pts Centurion 1 3+ Linked Flamer, 3x Linked Assault Rifles Fearless, Heavy, Tough I 85pts Scout Biker 1 4+ Pistol, Hand Weapon Fearless, Mount (Bike), Scout A 30pts Marine Biker 1 3+ Pistol, Hand Weapon Fearless, Mount (Bike) A, D 35pts Bike - - Linked Assault Rifle Fast G - Dreadnought 1 3+ Linked Heavy Flamer, Dreadnought Fist,

Linked Assault Rifle Rare, Tough J 100pts

A

Replace Pistol/Assault Rifle: Grav Pistol +10pts Plasma Pistol +15pts

Take one or Replace Hand Weapon: Hand Weapon +5pts Power Weapon +10pts Power Fist +15pts B

Replace Pistol: Assault Rifle +5pts

Take one Assault Rifle attachment: Combi-Flamer +5pts Combi-Gravgun +5pts Combi-Meltagun +10pts Combi-Plasmagun +10pts C

Replace Pistol/Assault Rifle: Shotgun +5pts Assault Rifle +5pts Sniper Rifle (Scope) +25pts Heavy Bolter +25pts Missile Launcher +45pts D

Replace Pistol/Assault Rifle: Flamer +10pts Gravgun +15pts Meltagun +15pts Plasmagun +30pts E

Replace Assault Rifle: Heavy Bolter +30pts Multi-Melta +30pts Plasma Cannon +40pts Missile Launcher +55pts Lascannon +90pts

Take one: Narthecium (this model or one friendly model within 3” gets Armor(+1) once per game)

+15pts

Standard (friendly models within 6” may re-roll failed morale tests)

+10pts

F

Replace Linked Assault Rifle: Heavy Flamer +10pts Storm Shield (Armor(+1) once per game)

+10pts

Assault Cannon (Rending) +15pts Take one:

Cyclone Missiles (Combi-Missile Launcher)

+15pts

G

Take one: Heavy Bolter (Sidecar) +35pts Multi-Melta (Sidecar) +40pts

I

Take one: Linked Dreadnought Fist +25pts

Replace Linked Flamer: Linked Meltagun +5pts Linked Grenade Launcher +20pts Linked Heavy Bolter +25pts Linked Lascannon +95pts

Replace 3x Linked Assault Rifles: Missile Launcher +35pts J

Replace up to two Linked Assault Rifles: Heavy Flamer (may take 2x) +10pts Meltagun +10pts

Replace Linked Assault Rifle and Dreadnought Fist:

Missile Launcher +35pts Linked Autocannon +45pts

Replace Linked Heavy Flamer: Assault Cannon (Rending) Free 3x Linked Assault Rifle +5pts Dreadnought Fist and Linked Assault Rifle

+5pts

Multi-Melta +10pts Linked Heavy Bolter +15pts Plasma Cannon +20pts Linked Autocannon +50pts Linked Lascannon +90pts

Take up to two: Hunter-Killer Missile (Combi-Missile Launcher, may take 2x)

+15pts

Take one: Ironclad (Armor(+1) once per game)

+10pts

Army Special Rules

Tactics: This model has the Fearless special rule and may use one of the special rules from the Space Marines Tactics section once per game.

Page 6: 1pKT - Complete v0.12

Imperial Guard / Astra Militarum Name Size Quality Equipment Special Rules Upgrades Cost Commander 1 4+ Pistol, Hand Weapon Hero, Officer A 30pts Assistants 2 4+ Assault Rifles - B, C, E 30pts Commissar 1 5+ Pistol, Hand Weapon Commissar A 10pts Priest 1 5+ Pistol, Hand Weapon Spiritual Leader A, C 15pts Psyker 1 5+ Pistol, Force Weapon Zap!(D3) A 20pts Guardsmen 3 5+ Assault Rifles - A, B 30pts Weapons Team 1 5+ Heavy Bolter - D 25pts Legionnaires 2 5+ Assault Rifles, Hand Weapons Fearless, Scout - 35pts Conscripts 5 6+ Assault Rifles - - 25pts Ratling 1 6+ Sniper Rifle (Scope) Scout - 35pts Ogryn 1 4+ Grav Pistol, Power Weapon Furious, Tough G 45pts Veterans 2 4+ Assault Rifles - A, B, C 30pts Storm Trooper 1 4+ Assault Rifle Deep Strike, Scout A, B 20pts Rough Riders 2 5+ Pistols, Combi-Power Weapons Mount (Horse) F 20pts Horse - - - Fast - - Sentinel 1 4+ Heavy Flamer Rare, Tough H, I 55pts A

Replace Pistol/Assault Rifle: Pistol Free Plasma Pistol +10pts

Take one or Replace Hand Weapon: Hand Weapon +5pts Power Weapon +10pts Power Fist +15pts B

Replace Assault Rifle: Flamer +5pts Heavy Flamer +10pts Meltagun +10pts Grenade Launcher +20pts Plasmagun +20pts C

Replace Pistol/Assault Rifle: Shotgun +5pts Sniper Rifle (Scope) +25pts D

Replace Heavy Bolter: Missile Launcher +15pts Autocannon +15pts Mortar (Indirect) +20pts Lascannon +30pts

E

Take one: Standard (Fearless) +5pts Vox-Caster (24” Officer) +10pts Medipack (this model or one friendly model within 3” gets Armor(+1) once per game)

+15pts

F

Replace Pistol: Plasma Pistol +5pts

Replace Combi-Power Weapon: Power Weapon +5pts

Replace Pistol and Combi-Power Weapon: Flamer +5pts Meltagun +5pts Grenade Launcher +10pts Plasmagun +10pts G

Replace Power Weapon: Power Fist +5pts

Take one: Shield (Armor(+1) once per game) +10pts

H

Replace Heavy Flamer: Multi-Laser +10pts Plasma Cannon +20pts Missile Launcher +30pts Autocannon +30pts Lascannon +55pts

I Take any:

Hunter-Killer Missile (Combi-Missile Launcher)

+10pts

Extra Armor (Armor(+1) once per game)

+10pts

Army Special Rules

Commissar: This model may be deployed as part of a Guardsmen, Legionnaires or Conscripts unit. Whenever a unit this model is part of fails a morale test, remove one model from it as a casualty and re-roll. Officer: This model may be deployed as part of an Assistants unit. Once per round you may declare any unit within 12” of this model and take a Quality test. If successful, the unit may immediately use any action (if the unit consists of more than one model they must take a coordinated action), even if it had been activated already. This does not count as its activation. Spiritual Leader: This model may be deployed as part of a Guardsmen, Conscripts or Legionnaires unit. If any model in a unit this model is part of uses an Assault action roll a die. On a 4+ the model gets the Furious special rule.

Page 7: 1pKT - Complete v0.12

Orks Name Size Quality Equipment Special Rules Upgrades Cost Warboss 1 4+ Pistol, Hand Weapon Fearless, Furious, Hero, Waagh! A, B, C 30pts Big Mek 1 5+ Pistol, Hand Weapon Fearless, Furious, Hero, Waagh! A, B, C, D, K 25pts Weirdboy 1 5+ Force Weapon Hero, Weirdboy, Zap!(D6) L 30pts Runtherd 1 6+ Power Weapon Furious, Tough, Runtherd - 10pts Gretchin 5 6+ Pistols Git Shoota - 30pts Choppa Boyz 3 5+ Pistols, Hand Weapons Fearless, Furious A, C, D 40pts Shoota Boyz 3 5+ Carbines Fearless, Furious A, C, D 35pts Stormboy 1 5+ Pistol, Hand Weapon Deep Strike, Fast, Fearless, Flying, Furious A, C 20pts Burna Boy 1 5+ Flamer, Power Weapon Fearless, Furious D 20pts Loota 1 5+ Mortar (Indirect) Fearless, Furious D 45pts Tankbusta 1 5+ Grenade Launcher Fearless, Furious E 25pts Kommandos 2 5+ Pistols, Hand Weapons Fearless, Furious, Scout A, D 30pts Flash Gitz 2 5+ Assault Cannons Fearless, Furious A, B 35pts Nob 1 4+ Pistol, Hand Weapon Fearless, Furious A, B, C 20pts Warbiker 1 5+ Pistol, Hand Weapon Fearless, Furious, Mount (Bike) A 20pts Bike - - Linked Carbine Fast - - Deffkopta 1 5+ Linked Heavy Bolter Rare, Fast, Flying, Furious, Scout F 50pts Warbuggy 1 4+ Linked Heavy Bolter Rare, Fast G, J 55pts Killa Kan 1 4+ Heavy Flamer, Dreadnought Fist Rare G, H 45pts Deff Dred 1 4+ 4x Dreadnought Fist Rare, Tough G, I 95pts A

Take one or Replace Hand Weapon: Hand Weapon +5pts Power Weapon +10pts Power Fist +15pts B

Replace Pistol: Carbine +5pts Linked Carbine +10pts Dok’s Tools (this model or one friendly model within 3” gets Armor(+1) once per game, Hand Weapon (Poison))

+15pts

Take one Carbine attachment: Combi-Heavy Flamer +5pts Combi-Grenade Launcher +5pts

Take any: Attack Squig (+1 die to melee) +5pts Ammo Runt (+1 die to shooting once per game, may take 3x)

+5pts

Grot Orderly (+1 die to blocking once per game)

+10pts

C

Take one or Replace equipment: ‘Eavy Armor (Armor(+1) once per game)

+10pts

Cybork Body (Armor(+1) twice per game)

+20pts

Mega Armor (Armor(+1) twice per game, Linked Carbine, Power Fist)

+45pts

D

Replace Pistol/Carbine/Flamer/Mortar: Flamer +5pts Grenade Launcher +15pts Plasmagun +15pts Heavy Bolter +15pts

E

Take any: Bomb-Squig (Combi-Grenade Launcher, may take 3x)

+5pts

Tankhammer (Dreadnought Fist) +10pts F

Replace Linked Heavy Bolter: Plasmagun Free Linked Grenade Launcher Free

Take any: Bigbomm (Combi-Dreadnought Fist, attacks one enemy model it moved over)

+5pts

Buzzsaw (Power Fist) +10pts

G Take any:

Red Paint Job (+3” movement) +5pts Grot Riggers (on 4+ this model immediately gets up when stunned)

+10pts

Armor Plates (Armor(+1) once per game)

+10pts

H

Replace Heavy Flamer: Grotzooka (Gravgun) Free Grenade Launcher +5pts Plasmagun +5pts Heavy Bolter +10pts I

Replace up to two Dreadnought Fists: Heavy Flamer (may take 2x) +5pts Grenade Launcher (may take 2x)

+10pts

Plasmagun (may take 2x) +10pts Heavy Bolter (may take 2x) +10pts J

Replace Linked Heavy Bolter: Heavy Flamer Free Linked Grenade Launcher Free

K

Replace Pistol: Kustom Force Field (Armor(+1) against shooting once per game)

+5pts

Replace Pistol and Hand Weapon: Shokk Attack Gun +65pts

L

Take one: Warphead (may re-roll “mad” die) +10pts

Army Special Rules

Git Shoota: This model has Quality 4+ when shooting. Runtherd: This model may be deployed as part of a Gretchin unit. If two or more models in a unit this model is part of fail a morale test, remove one model from the unit as a casualty, and the remaining models may re-roll. Shokk Attack Gun: This weapon has Firepower 2D6° and a 48” Range. When rolling for Firepower consult the following table if a double is rolled: Result Effect 1, 1 This model is immediately removed

from play. 2, 2 This model takes D3 automatic hits. 3, 3 The opponent may choose any

other model (or none) to be targeted.

4, 4 This model is immediately placed in close combat with the target.

5, 5 The target model takes D3 automatic hits.

6, 6 The target model is immediately removed from play.

Waagh!: Once per game you may declare Waagh! during your turn. All models add 3” at their end of their movement (not when fleeing) until the end of that round. Weirdboy: When this model uses a Zap! attack roll one die to see if it goes “mad”. On a 3+ resolve it as usual, else roll another die: Result Effect 1-2 The model takes D3 automatic hits. 3-4 The model must use the Teleporter

ability once (moves full distance). 5-6 A Waagh! is declared.

Page 8: 1pKT - Complete v0.12

Eldar Name Size Quality Equipment Special Rules Upgrades Cost Autarch 1 3+ Pistol, Power Weapon (Strikes First) Fast, Focus, Hero D, F 45pts Farseer 1 3+ Pistol, Force Weapon Focus, Hero, Zap!(2D6) - 80pts Avatar 1 2+ Dreadnought Fist Fast, Hero, Rare, Tough - 90pts Warlock 1 3+ Pistol, Force Weapon Focus, Zap!(D3) - 35pts Storm Guardians 2 4+ Pistols, Hand Weapons Focus D 30pts Guardians 2 4+ Shotguns Focus - 30pts Weapon Platform 1 4+ Assault Cannon Focus, Weapon Platform A 20pts Ranger 1 4+ Sniper Rifle (Scope) Focus, Scout - 45pts Banshee 1 4+ Pistol, Power Weapon (Strikes First) Fast, Focus - 25pts Scorpion 1 3+ Pistol, Power Weapon Fast, Focus, Scout - 30pts Harlequin 1 3+ Grav Pistol, Power Fist Fast, Furious I 40pts Dire Avenger 1 3+ Carbine Focus E 20pts Hawk 1 3+ Assault Rifle Deep Strike, Fast, Flying, Focus F 30pts Fire Dragon 1 3+ Meltagun Fast, Focus C 35pts Warp Spider 1 3+ Plasma Pistol Deep Strike, Focus, Teleporter G 35pts Dark Reaper 1 3+ Missile Launcher - J 75pts Wraithblade 1 3+ 2x Power Weapon Fearless, Tough H 60pts Wraithguard 1 3+ Meltagun Fearless, Tough C 60pts Wraithlord 1 2+ 2x Shotgun, Dreadnought Fist Rare, Tough K, L 95pts War Walker 1 4+ 2x Assault Cannon, Hand Weapon Fast, Focus, Rare L 45pts Windrider 1 3+ Pistol Focus, Mount (Jetbike) - 30pts Shining Spear 1 3+ Pistol, Power Weapon Focus, Mount (Jetbike) - 40pts Jetbike - - Linked Shotgun Fast, Flying B - A

Replace Assault Cannon: Heavy Bolter +15pts Linked Heavy Bolter +25pts Plasma Cannon +25pts Missile Launcher +35pts

B

Replace Linked Shotgun: Assault Cannon +5pts

C

Replace Meltagun: Heavy Flamer +5pts Multi-Melta +20pts D

Replace Pistol: Flamer +10pts Meltagun +15pts

Replace Hand Weapon: Power Weapon +5pts E

Replace Carbine: Pistol Free Linked Carbine +5pts Simmer Shield (Armor(+1) once per game)

+10pts

Take one: Hand Weapon +5pts Power Weapon +10pts

F

Replace Pistol/Assault Rifle: Assault Cannon +10pts

Take one: Hand Weapon +5pts Power Weapon +10pts

G

Replace Plasma Pistol: Gravgun +5pts Linked Plasma Pistol +5pts

Take one: Linked Hand Weapon +10pts Linked Power Weapon +15pts

H

Replace up to two Power Weapons: Force Shield (Armor(+1) once per game)

Free

Ghost Axe (Power Fist) +5pts

I

Replace Grav Pistol: Assault Cannon +5pts Meltagun +10pts

Replace Power Fist: Power Fist (Rending) +5pts

Take one: Zap!(D3) +10pts J

Replace Missile Launcher: Plasma Cannon Free Battle Cannon +30pts K

Take up to two: Flamer (may take 2x) +20pts

Take one: Ghost Glaive (Dreadnought Fist) +25pts L

Take up to two: Assault Cannon (may take 2x) +20pts Heavy Bolter (may take 2x) +45pts Linked Heavy Bolter (may take 2x)

+55pts

Plasma Cannon (may take 2x) +60pts Missile Launcher (may take 2x) +80pts

Army Special Rules Focus: This model may move up to 3” after shooting. Weapon Platform: This model may only be deployed as part a Guardians unit, it has no close combat attacks and is removed from play if it is the last model remaining in the unit.

Page 9: 1pKT - Complete v0.12

Chaos Space Marines Name Size Quality Equipment Special Rules Upgrades Cost Chaos Lord 1 3+ Pistol, Hand Weapon Fearless, Hero A, B, C 35pts Terminator Lord 1 3+ Linked Assault Rifle, Power Weapon Fearless, Hero, Tough A, B, C, G 70pts Sorcerer 1 3+ Pistol, Force Weapon Zap!(D3) A, B, C 35pts Zombies 5 6+ Hand Weapons (2x each) Zombie - 30pts Cultist Cut-throats 3 5+ Pistols, Hand Weapons - F 30pts Cultist Gangers 3 5+ Assault Rifles - F 30pts Chaos Marine 1 3+ Assault Rifle - A,B,C,D,E 20pts Chaos Chosen 1 3+ Pistol, Hand Weapon Fearless, Furious B 25pts Possessed Marine 1 3+ Hand Weapon Mutations , Fast, Fearless - 25pts Metal Marine 1 3+ Sonic Guitar (Assault Cannon) Fearless I 30pts Raptor 1 3+ Pistol, Hand Weapon Deep Strike, Fast, Flying A, B, C, D 25pts Terminator 1 3+ Linked Assault Rifle, Power Weapon Tough A, B, C, G 55pts Mutilator 1 3+ 2x Power Fist Deep Strike, Tough A 65pts Obliterator 1 3+ Linked Flamer, Power Fist Deep Strike, Heavy, Tough A, E 70pts Chaos Biker 1 3+ Pistol, Hand Weapon Mount (Bike) A, B, C, D 30pts Bike - - Linked Assault Rifle Fast - - Chaos Spawn 1 4+ Power Fist Fearless, Furious, Tough A 40pts Daemon Prince 1 2+ Dreadnought Fist Rare, Tough A, H 75pts Helbrute 1 3+ Linked Heavy Bolter, Power Fist Rare, Tough J 100pts A

Take one: Slaanesh (+3” movement) +5pts Khorne (+1 attack when assaulting) +5pts Tzeentch (Zap!(D2), if Sorcerer then upgrade to Zap!(D6))

+10pts

Nurgle (Armor(+1) once per game) +15pts

B Replace Pistol/Assault Rifle/

Linked Assault Rifle: Plasma Pistol +10pts

Take one or Replace Hand Weapon: Hand Weapon +5pts Power Weapon +10pts Power Fist +15pts

C

Replace Pistol/Linked Assault Rifle: Assault Rifle +5pts Linked Assault Rifle +10pts

Take one Assault Rifle attachment: Combi-Flamer +5pts Combi-Meltagun +5pts Combi-Plasmagun +10pts

D

Replace Pistol/Assault Rifle: Flamer +10pts Meltagun +15pts Plasmagun +30pts E

Take one or Replace Assault Rifle: Heavy Bolter +35pts Missile Launcher +65pts Autocannon +65pts Lascannon +95pts F

Replace Pistol/Assault Rifle: Shotgun +5pts Flamer +10pts Heavy Bolter +15pts G

Replace Linked Assault Rifle: Heavy Flamer +10pts Linked Heavy Bolter +35pts

H

Take any: Wings (Fast, Flying) +10pts Zap!(D6) +30pts

I

Replace Sonic Guitar: Doom Amp (Heavy Flamer) +5pts Sonic Bass (Battle Cannon) +80pts

J

Replace Linked Heavy Bolter: Dreadnought Fist Free Multi-Melta Free Plasma Cannon +5pts Linked Lascannon +75pts

Replace Power Fist: Dreadnought Fist +5pts Missile Launcher +50pts

Take up to two Dreadnought Fist attachments:

Linked Assault Rifle (may take 2x)

+10pts

Heavy Flamer (may take 2x) +20pts

Army Special Rules Mutations: Whenever this model fights in close combat, roll one dice before combat starts. On a 1-2 the model has First Strike, on a 3-4 the model has Rending, and on a 5-6 the model has +1 attack. Zombie: This model automatically passes all morale tests and may never move more than 6” at a time.

Page 10: 1pKT - Complete v0.12

Tau Name Size Quality Equipment Special Rules Upgrades Cost Commander 1 3+ 2x Gravgun Crisis Suit, Hero, Support A, B 95pts Cadre Fireblade 1 4+ Rifle, Power Fist, Markerlight Hero, Support A 40pts Ethereal 1 4+ - Hero, Inspirational D 50pts Kroot Carnivores 2 5+ Assault Rifles, Hand Weapons Scout - 30pts Kroot Hounds 3 5+ Hand Weapons Scout - 35pts Krootox Rider 1 5+ Assault Rifle Mount (Krootox), Scout, Tough - 45pts Krootox - - Multi-Laser, Krootox (Hand Weapon) - - - Vespid 1 4+ Carbine Fast, Flying - 20pts Fire Warrior 1 4+ Rifle Support A, C 20pts Pathfinder 1 4+ Carbine, Markerlight Scout, Support A, F 20pts Stealth Suit 1 3+ Gravgun Deep Strike, Flying, Scout, Support A, C, E 40pts Xv8 Crisis Suit 1 3+ 2x Gravgun Crisis Suit, Support, Tough A, B 85pts Xv88 Broadside 1 3+ Linked Battle Cannon, Linked Plasma

Cannon Rare, Support, Tough A, G 225pts

Gun Drone Squad 2 4+ Linked Carbines Flying, Support A 40pts Sniper Drone Team 2 4+ Sniper Rifles, Markerlights Controller, Flying, Support - 70pts Marker Drone 1 X+ Markerlight Drone - - Inhibitor Drone 1 X+ - Drone, Inhibitor - - Accelerator Drone 1 X+ - Accelerator, Drone - - Recon Drone 1 X+ Assault Cannon Beacon, Drone - - Gun Drone 1 X+ Linked Carbine Drone - - Shield Drone 1 X+ Force Shield (one friendly model within 3”

gets Armor(+1) once per game) Drone - -

Support Drone 1 X+ Plasma Cannon Drone - - A

Take up to two: Marker Drone (may take 2x) +15pts Gun Drone (may take 2x) +20pts Shield Drone (may take 2x) +25pts Support Drone (may take 2x) +60pts B

Replace up to two Gravguns: Assault Cannon (may take 2x) Free Flamer (may take 2x) Free Linked Flamer (may take 2x) +5pts Multi-Melta (may take 2x) +20pts Plasma Cannon (may take 2x) +30pts

C

Take one: Beacon +5pts Markerlight +5pts

D

Take one: Hand Weapon +5pts Power Weapon +10pts

E

Replace Gravgun: Multi-Melta +20pts

F

Replace Carbine: Rifle +5pts Sniper Rifle (Scope) +25pts

Take one: Inhibitor Drone +10pts Accelerator Drone +10pts Recon Drone +25pts G

Replace Linked Battle Cannon: 2x Linked Plasma Cannon Free

Take one: Seeker Missile +15pts

Army Special Rules

Accelerator: All weapons of models in this unit have +6” range. Controller: Place a marksman model next to this unit as long as it is alive. All models in this unit have the Scope special rule, however if the unit ever takes hits in close combat remove the marksman model and the models no longer have the Scope special rule. Crisis Suit: This model has the Deep Strike and Flying special rules, and it may fire all of its weapons when using a Hold action. Drone: This model is deployed as part of any unit that buys it as an upgrade (may not be deployed outside of other units), and has the same Quality value as the upgrading unit. Inhibitor: Enemy units assaulting models in this unit reduce their movement by 3”. Inspirational: Frienldy non-rare models within 6” get +1 dice to shooting, +1 dice to blocking and have the Fearless special rule. Markerlight: Models may shoot a markerlight like a normal weapon with 36” range. If hit the target model does not roll to block, nor is it removed as a casualty. Instead place 1 markerlight counter on it, which stays until the end of the round. When the model is being shot at you may remove up to 3 markers, and add as many dice to shooting as markers you removed. Note that units may not benefit from their own markerlights when shooting. Seeker Missile (Combi-Missile Launcher): If this weapon is fired at a model with markerlight counters, you may fire this weapon at it even if it is not within line of sight by removing one markerlight counter. Support: This model gets +1 dice to shooting when using a Guard action.

Page 11: 1pKT - Complete v0.12

Necrons Name Size Quality Equipment Special Rules Upgrades Cost Necron Lord 1 3+ Power Weapon, Shotgun Hero, Robot A 35pts Destroyer Lord 1 3+ Power Weapon Hero, Flying, Robot A 35pts Cryptek 1 3+ Power Weapon, Shotgun Robot, Zap!(D3) A 45pts Warrior 1 3+ Assault Rifle (Rending) Robot - 30pts Immortal 1 3+ Assault Rifle (Rending) Robot, Tough B 55pts Flayed One 1 3+ Power Weapon Deep Strike, Robot, Scout - 30pts Deathmark 1 3+ Sniper Rifle (Scope) Deep Strike, Robot - 50pts Lynchguard 1 3+ Power Weapon Robot C 25pts Praetorian 1 3+ Flamer, Power Weapon Fearless, Flying, Robot D 45pts Scarab Swarm 1 5+ Power Weapon (Rending) Fearless, Tough - 25pts Wraith 1 3+ Power Weapon Fast, Fearless, Flying , Tough F 50pts C’tan Shard 1 3+ Power Fist Fearless, Necrodermis, Tough I 50pts Destroyer 1 3+ Assault Cannon (Rending) Flying, Robot H 40pts Blade Rider 1 3+ Assault Rifle (Rending) Mount (Tomb Blade), Robot - 45pts Tomb Blade - - Linked Assault Rifle (Tesla) Fast, Flying G - Spyder 1 3+ Hand Weapon Hive, Rare, Tough E 100pts Stalker 1 3+ Multi-Melta Rare, Tough H 85pts A

Replace Power Weapon: Power Weapon (Rending) +5pts

Take one: Shotgun +10pts

Take any: Combi-Power Fist +5pts Mindshackle Scarabs +10pts Weave (Armor(+1) once per game) +10pts Resurrection Orb (reanimates on a 4+ instead of a 5+)

+10pts

Tachyon Arrow (Combi-Lascannon) +25pts B

Exchange Assault Rifle (Rending): Assault Rifle (Tesla) Free C

Take one: Dispersion Shield (Armor(+1) once per game)

+10pts

D

Replace Flamer and Power Weapon: Shotgun and Power Weapon (Gauss) Free E

Take one: Linked Assault Cannon +20pts F

Take any: Whip Coil (Strikes First) +5pts Shotgun +10pts Heavy Flamer +20pts G

Replace Linked Assault Rifle (Tesla): Linked Assault Rifle (Rending) Free Assault Cannon +5pts

Take any: Nebuloscope (Scope) +5pts Shield Vane (Armor(+1)) +10pts H

Replace Assault Cannon/Multi-Melta: Lascannon +70pts

I

Take up to two: Grand Illusion (may redeploy D3 units after scout moves are made)

+5pts

Sentient Singularity (enemies automatically scatter when deep striking within 18”)

+5pts

Lord of Fire (enemies firing flamer and melta weapons within 12” attack themselves on a roll of 1)

+5pts

Swarm of Spirit Dust (Armor(+1) once per game)

+10pts

Times Arrow (Strikes First even against units with Strikes First)

+10pts

Entropic Touch (Rending) +10pts Gaze of Death (+D6 melee attacks) +15pts Writhing Worldscape (all enemies moving in terrain roll a die and take one automatic hit on a 5+)

+15pts

Pyreshards (Gravgun) +20pts Moulder of Worlds (Grenade Launcher)

+30pts

Transdimensional Thunderbolt (Multi-Melta)

+40pts

Army Special Rules

Hive: As long as this model is not in close combat, you may target a friendly scarab swarm unit within 6” during its activation. Roll one die, on a 4+ add a scarab swarm model to that unit. Mindshackle Scarabs: Every time an enemy model is about to strike this model in close combat, it must take a morale test. If failed it deals D3 hits to itself before striking. Necrodermis: If this model is killed all models within 3” suffer D3 automatic hits. Robot: Whenever this model would be removed as a casualty roll one die, on a 5+ the model is immediately reanimated. This model has the Strikes Last special rule. Tesla: For every 6 rolled when firing this weapon you may roll one additional shot.

Page 12: 1pKT - Complete v0.12

Tyranids Name Size Quality Equipment Special Rules Upgrades Cost Hive Tyrant 1 2+ Dreadnought Fist Hero, Rare, Synapse, Tough, Zap!(D6) A,C,D,E,H 130pts Tyrant Guard 1 2+ Power Fist (Rending), Lash Whip (Strikes First) Tough A, E, F 80pts Tyranid Prime 1 3+ Carbine, Power Fist Hero, Synapse, Tough A, B, E 80pts Tyranid Warrior 1 3+ Carbine, Hand Weapon Synapse A, B 35pts Genestealer 1 4+ Hand Weapon (Rending) Fast, Scout A, E 20pts Termagants 3 5+ Pistols - A, G 25pts Hormagaunts 3 5+ Hand Weapons Fast A 25pts Gargoyles 2 5+ Pistols Fast, Flying A 25pts Ripper Swarms 3 6+ Power Weapons Fearless, Tough A, I 35pts Skyslasher Swarms 3 6+ Power Weapons Fearless, Flying, Tough A, I 45pts Hive Guard 1 4+ Multi-Melta (Indirect), Hand Weapon Tough A 65pts Zoanthrope 1 4+ - Synapse, Tough, Zap!(D2) - 50pts Venomthrope 1 4+ Hand Weapon (Toxin), Lash Whip (Strikes First) Tough - 35pts Lictor 1 4+ Pistol, Power Weapon (Rending) Fast, Scout, Tough - 45pts Shrike 1 4+ Carbine, Power Weapon Fast, Flying, Tough A, B 40pts Raveners 1 4+ Power Weapon Deep Strike, Tough G 40pts Biovore 1 4+ Hand Weapon Mine Launcher, Tough - 85pts Spore Mines 3 6+ - Deep Strike, Fearless, Spore Mine - 20pts Pyrovore 1 3+ Heavy Flamer, Dreadnought Fist Acid Blood, Tough - 75pts Carnifex 1 3+ Dreadnought Fist Fearless, Tough A, C, E 55pts Trygon 1 3+ Grav Pistol, Dreadnought Fist Devour, Fast, Rare, Tough A, E 95pts Mawloc 1 3+ Dreadnought Fist Devour, Fast, Rare, Tough A, E 80pts A

Take any: Adrenal Glands (Furious) +5pts Toxin Sacs (Toxin) +10pts B

Take any: Lash Whip (Strikes First) +10pts Power Fist (Rending) +20pts C

Take one: Linked Carbine +10pts Linked Gravgun +25pts Multi-Laser +45pts Plasma Cannon +60pts D

Take one: Flamer +15pts Flamer (Rending) +20pts Heavy Flamer +20pts E

Take any: Power Weapon +15pts Power Fist +20pts Gravgun +25pts F

Take one: Dreadnought Fist +25pts G

Take one or Replace Pistol: Linked Pistol +5pts Carbine +5pts Shotgun +5pts Gravgun +15pts H

Take one: Wings (Flying) +10pts I

Take any: Linked Pistol +5pts Deep Strike +10pts

Army Special Rules

Acid Blood: If this model is killed in close combat the enemy model takes D3 automatic hits. Adrenal Glands: Every model in this unit gets +1 die to close combat when assaulting. Devour: This model may enter the game via Deep Strike, and you may place its marker even on top of enemy models. After rolling for scatter, any model within 3” of the marker takes D3 automatic hits. Resolve the hits as if they were shooting attacks, and place surviving models in base contact with the deep striking unit. Mine Launcher: This model may spawn a Spore Mines unit with D3 models instead of firing its weapons. Place a marker up to 48” away from this unit and at least 6” away from enemy models, and roll one dice. On a 2+ place the spawned unit on the position of the marker, however on a 1 your opponent may place the unit anywhere within 6” of the marker. Spore Mine: This model may never move more than 6” at a time, and when assaulting or being assaulted the enemy model takes D3 automatic hits and this model is removed as a casualty. If this model takes any wounds it is immediately put out of action. Synapse: Friendly models within 12” have the Fearless special rule and automatically pass morale tests when fleeing. Toxin Sacs: Every model in this unit gets +D2 dice when attacking non-vehicle/walker units in close combat.

Page 13: 1pKT - Complete v0.12

Dark Eldar Name Size Quality Equipment Special Rules Upgrades Cost Archon 1 4+ Pistol (Poison), Power Fist Fast, Fearless, Hero, Pain A, C, E 30pts Succubus 1 4+ Pistol (Poison), Hand Weapon Drugs, Fast, Hero, Pain A, B, C 30pts Haemonculus 1 4+ Pistol (Poison), Hand Weapon Drugs, Hero, Pain A, C, I 30pts Medusae 1 4+ Heavy Flamer Fast, Pain - 30pts Lhamaean 1 4+ Pistol (Poison), Hand Weapon (Poison) Fast, Pain - 25pts Sslyth 1 4+ Carbine (Poison), Power Weapon Fast - 25pts Ur-Ghul 1 4+ Power Weapon Fast, Furious - 20pts Warrior 1 4+ Assault Rifle (Poison) Fast, Pain A, C, G 20pts Wych 1 4+ Pistol (Poison), Hand Weapon Drugs, Fast, Pain A, B, C 25pts Trueborn 1 4+ Assault Rifle (Poison), Hand Weapon Fast, Pain A, C, G 25pts Hekatrix Bloodbride 1 4+ Pistol (Poison), Power Weapon Drugs, Fast, Pain A, B, C 30pts Incubus 1 3+ Power Weapon Fast, Pain A 20pts Grotesque 1 4+ Power Weapon Drugs, Tough, Pain A, I 35pts Wrack 1 4+ Power Weapon (Poison) Drugs, Pain A, I 20pts Mandrake 1 4+ Power Weapon Fast, Pain, Scout - 20pts Harlequin 1 3+ Grav Pistol, Power Fist Fast, Furious F 40pts Clawed Fiend 1 4+ Power Fist Eating Frenzy, Furious, Tough - 40pts Razorwing Flock 1 4+ Power Weapon Eating Frenzy, Flying, Tough - 35pts Khymeras 1 4+ Power Weapons Eating Frenzy - 30pts Scourge 1 4+ Carbine (Poison) Fast, Flying, Pain A, C, G 20pts Hellion 1 4+ Carbine (Poison), Power Weapon Drugs, Fast, Flying, Pain A 30pts Reaver 1 4+ Pistol (Poison), Hand Weapon Drugs, Mount (Jetbike), Pain A, C 35pts Jetbike - - Assault Rifle (Poison) Fast, Flying H - Talos Pain Engine 1 3+ Linked Heavy Bolter (Poison),

2x Power Fist Rare, Tough, Pain D 125pts

Cronos Parasite Engine 1 3+ Heavy Flamer, Power Fist Rare, Tough, Share Pain - 85pts A

Take one or Replace Hand Weapon/ Power Weapon:

Hand Weapon (Poison) +10pts Power Weapon (Poison) +15pts Power Fist (Poison) +20pts

Replace Pistol/Carbine/Assault Rifle: Flamer +10pts B

Replace Hand Weapon/Power Weapon: Linked Hand Weapon +5pts Linked Power Weapon +15pts Hydra Gauntlets (D6 melee attacks)

+15pts

C

Replace Pistol/Carbine/Assault Rifle: Meltagun +10pts Multi-Melta +25pts D

Take one: Chain Flail (Toxin) +5pts Power Fist +15pts

Replace one Power Fist: Linked Heavy Flamer +10pts

Replace Linked Heavy Bolter (Poison): Multi-Melta Free E

Replace Power Fist: Power Weapon (Toxin) Free

Take any: Drugs +5pts Ghostplate (Armor(+1) once per game)

+10pts

Clone Field (Armor(+D3) against melee attacks once per game)

+10pts

F

Replace Grav Pistol: Assault Cannon +5 Meltagun +10pts

Replace Power Fist: Power Fist (Rending) +5pts

Take one: Zap!(D3) +10pts

G

Replace Carbine/Assault Rifle: Grav Pistol Free Heavy Bolter (Poison) +25pts Plasma Cannon +30pts H

Take one: Cluster Caltrops (Power Weapon, attacks one enemy model it moved over)

+20pts

I

Take one or Replace Pistol: Heavy Flamer +15pts Sniper Rifle (Poison, Scope) +35pts

Army Special Rules Eating Frenzy: Place a beastmaster model next to this model as long as it is alive. Once per game you may remove the beastmaster model to gain +D3 melee attacks, however the model has Quality 6+ when taking morale tests for the rest of the game. Drugs: This model starts the game with one Pain marker. Pain: Every time this model kills an enemy model, place a Pain marker next to it. If the model has 1 Pain marker it gains Fearless, if it has 2 it gains Furious, and if it has 3 or more it gains Armor(+1) once per game. Share Pain: This model has the Pain ability and whenever it kills one or more enemy models in close combat you may either place a Pain marker on it, or on a friendly model within 12”.

Page 14: 1pKT - Complete v0.12

Sisters of Battle / Adepta Sororitas Name Size Quality Equipment Special Rules Upgrades Cost Canoness 1 3+ Pistol, Hand Weapon Faith(Passion),Fearless, Hero, Martyr A, B 45pts Ministorum Priest 1 4+ Pistol, Hand Weapon Fearless, Hero, Martyr A, B 30pts Arco Flagellant 1 4+ Power Fist - - 20pts Cult Assassins 2 4+ Power Weapons Fast - 30pts Crusader 1 4+ Power Weapon Tough - 35pts Battle Sister 1 4+ Assault Rifle Faith(Light) A, C, D 20pts Dominion Sister 1 4+ Assault Rifle Faith(Fusillade), Scout A, C 20pts Inferno Sister 1 4+ Heavy Flamer Faith(Guidance) A, C 30pts Retributor Sister 1 4+ Heavy Bolter Faith(Guidance) A, C 40pts Annihilator Sister 1 4+ Multi-Melta Faith(Guidance) A, C 45pts Seraphim 1 3+ Linked Pistol Faith(Deliver), Flying A, E 25pts Celestian 1 3+ Assault Rifle Faith(Hand) A, C, D 25pts Repentia Sister 1 3+ Power Fist Faith(Martyr Spirit), Fast, Fearless,

Furious F 35pts

Penitent Engine 1 4+ 2x Dreadnought Fist, 2x Heavy Flamer Furious, Rare, Tough - 100pts A

Replace Pistol/Assault Rifle/Heavy Flamer: Shotgun +5pts Assault Rifle +5pts Linked Assault Rifle +10pts Flamer +10pts Plasma Pistol +10pts Meltagun +15pts

Take one Assault Rifle attachment: Combi-Assault Rifle (Linked and Q2+ against models with Zap!)

+5pts

Combi-Flamer +5pts Combi-Meltagun +10pts Combi-Plasmagun +10pts

Take one or Replace Hand Weapon: Hand Weapon +5pts Power Weapon +10pts Power Fist +15pts B

Replace Pistol: Plasmagun +30pts

Take one: Rosarius (Armor(+1) once per game)

+10pts

C

Take one: Chirurgeon’s Tools (Armor(+1) once per game)

+10pts

Simulacrum (use Faith twice per game)

+10pts

Hailer (models within 6” re-roll failed Faith rolls)

+10pts

Standard (friendly models within 6” get Fearless)

+10pts

D

Replace Assault Rifle: Heavy Flamer +15pts Heavy Bolter +30pts Multi Melta +30pts E

Replace Linked Pistol: Linked Flamer +15pts Linked Meltagun +20pts F

Replace Power Fist: Linked Power Fist +5pts

Army Special Rules

Faith(X): Once per game, when you activate this model, you may try to use its act of faith. Roll one dice, and if you score the model’s Quality value or higher the model receives a bonus until the end of the round: Act of Faith Effect Deliver The model gets Linked Hand

Weapons. Fusillade The model gets +1 dice to

shooting. Guidance All shots are Rending. Hand The model gets the Furious

special rule. Light The model may re-roll failed

hits. Martyr Spirit The model gets Armor(+1)

once. Passion The model may re-roll failed

hits in close combat. Martyr: If this model is killed all friendly models automatically score their Quality value when rolling for Faith until the end of this round.

Page 15: 1pKT - Complete v0.12

Daemonhunters / Grey Knights Name Size Quality Equipment Special Rules Upgrades Cost Brotherhood Champion

1 3+ Linked Assault Rifle, Force Weapon (Toxin) Aegis, Fearless, Hero, Tough, Zap!(D3) - 90pts

Inquisitor 1 4+ Pistol, Hand Weapon Hero A, C 25pts Librarian 1 3+ Pistol, Force Weapon Aegis, Fearless, Zap!(D3) A, B 40pts Techmarine 1 3+ Pistol, Power Fist Fearless, Tough C 55pts Arco Flagellant 1 4+ Power Fist - - 20pts Banisher 1 4+ Pistol, Power Weapon - - 20pts Crusader 1 4+ Power Weapon Tough - 35pts Daemonhosts 2 4+ Power Weapons - - 30pts Servitor 1 4+ Power Fist - D 20pts Jokaero 1 4+ Linked Hand Weapon Tough E 30pts Mystics 2 4+ Pistols Beacon - 25pts Psyker 1 4+ Pistol Zap!(D3) - 20pts Acolytes 2 4+ Pistols, Hand Weapons - B, C 30pts Striker 1 3+ Linked Assault Rifle, Force Weapon Aegis, Deep Strike, Fearless, Zap!(D3) F 50pts Grey Knights Terminator

1 3+ Linked Assault Rifle, Force Weapon Aegis, Deep Strike, Fearless, Tough, Zap!(D3)

F 75pts

Callidus Assassin 1 3+ Heavy Flamer, Power Fist (Rending) Fast, Fearless - 55pts Vindicare Assassin 1 3+ Sniper Rifle (Scope), Plasma Pistol, Power Fist Fast, Fearless - 75pts Eversor Assassin 1 3+ Pistol (Poison), Linked Power Fist (Toxin) Fast, Fearless, Furious - 50pts Culexus Assassin 1 3+ Linked Shotgun (Scope), Power Fist Fast, Fearless, Scout - 45pts Dreadnought 1 3+ Linked Heavy Flamer, Dreadnought Fist, Linked

Assault Rifle Aegis, Rare, Tough H 115pts

Dreadknight 1 2+ 2x Dreadnought Fist Aegis, Deep Strike, Rare, Tough, Zap!(D3)

G 120pts

A

Replace Pistol: Pistol (Poison) +5pts Assault Rifle (Linked and Q2+ against models with Zap!)

+10pts

Sniper Rifle (Scope) +25pts Heavy Flamer (Torrent) +30pts Plasmagun (Rending) +35pts Lascannon +90pts

Replace Hand Weapon: Hand Weapon (Poison) +5pts

Take any: Zap!(D3) +10pts 3x Servo-Skull +10pts Power Armor (Armor(+1) once per game)

+10pts

Terminator Armor (Armor(+1) twice per game)

+20pts

B

Replace Pistol: Flamer +10pts Meltagun +15pts Plasmagun +30pts

Take one: Shield (Armor(+1) once per game) +10pts C

Replace Pistol: Assault Rifle +5pts Linked Assault Rifle +10pts Plasma Pistol +10pts

Take one Assault Rifle attachment: Combi-Flamer +5pts Combi-Meltagun +10pts Combi-Plasmagun +10pts

Replace Hand Weapon: Force Weapon +5pts Power Fist +10pts D

Replace Power Fist: Heavy Bolter +15pts Multi-Melta +20pts Plasma Cannon +25pts E

Take one: Heavy Flamer +15pts Multi-Melta +30pts Lascannon +70pts

F

Replace Linked Assault Rifle: Assault Cannon (Rending) +15pts Heavy Flamer (Torrent) +25pts Plasmagun (Rending) +30pts

Replace Force Weapon: Power Fist +5pts Linked Force Weapon +5pts Warding Stave (Armor(+1) in melee once per game)

+5pts

Halberd (Strikes First) +10pts Banner (friendly models within 3” get +1 attack in melee)

+10pts

Take one: Teleporter +5pts

G

Take up to two: Linked Assault Cannon (Rending) +35pts Linked Heavy Flamer (Torrent) +50pts Linked Plasmagun (Rending) +60pts

Take any: Teleporter +10pts Linked Dreadnought Fist +30pts Linked Dreadnought Fist (Rending) +35pts

H

Replace up to two Linked Assault Rifles: Heavy Flamer (may take 2x) +10pts Meltagun +10pts

Replace Linked Assault Rifle and Dreadnought Fist:

Missile Launcher +35pts Linked Autocannon +45pts

Replace Linked Heavy Flamer: Assault Cannon (Rending) Free 3x Linked Assault Rifle +5pts Dreadnought Fist and Linked Assault Rifle

+5pts

Multi-Melta +10pts Linked Heavy Bolter +15pts Plasma Cannon +20pts Linked Autocannon +50pts Linked Lascannon +90pts

Take up to two: Hunter-Killer Missile (Combi-Missile Launcher, may take 2x)

+15pts

Take one: Ironclad (Armor(+1) once per game)

+10pts

Army Special Rules

Aegis: This model gets +1 dice to blocking when defending against Zap! attacks. Fortitude: This model immediately gets up on a 3+ when stunned. Servo-Skull: This model may be placed anywhere outside of the enemy deployment zone before deploying either force. Enemy Scouts may not deploy within 12” of it, and it has the Beacon special rule. This model may not be attacked in any way, however if an enemy model moves within 6” of it is immediately removed from play.

Page 16: 1pKT - Complete v0.12

Chaos Daemons Name Size Quality Equipment Special Rules Upgrades Cost Bloodthirster 1 2+ Grav Pistol, Dreadnought Fist Deep Strike, Flying, Furious, Hero,

Tough - 100pts

Lord of Change 1 2+ Power Fist Deep Strike, Flying, Hero, Tough, Zap!(2D6)

A 130pts

Great Unclean One 1 2+ Power Fist (Poison) Deep Strike, Hero, Tough, Zap!(D3) A 95pts Keeper of Secrets 1 2+ Power Fist (Strikes First) Deep Strike, Fast, Hero, Tough, Zap!(D3) A 100pts Herald of Khorne 1 4+ Power Weapon Deep Strike, Furious, Hero B 30pts Herald of Tzeentch 1 4+ Hand Weapon Deep Strike, Fast, Flying, Hero, Zap!(D6) C 45pts Herald of Nurgle 1 4+ Hand Weapon (Poison) Deep Strike, Hero D 25pts Herald of Slaanesh 1 4+ Hand Weapon (Strikes First) Deep Strike, Fast, Hero F 30pts Bloodletters 2 4+ Hand Weapons Deep Strike, Furious E, G 35pts Pink Horrors 2 4+ - Deep Strike, Horror, Zap!(D3) E, H 45pts Plaguebearers 2 4+ Fists/Claws (Poison) Deep Strike E, I 30pts Daemonettes 2 4+ - Deep Strike, Fast E, J 25pts Nurglings 1 5+ Power Fist Deep Strike, Scout, Tough - 25pts Bloodcrusher 1 4+ Power Weapon Deep Strike, Fast, Furious E, G 20pts Flamer 1 4+ Flamer, Hand Weapon Deep Strike, Fast, Flying, Zap!(D3) - 40pts Beast 1 4+ Power Fist (Poison) Deep Strike - 25pts Fiends 2 4+ Hand Weapons Deep Strike, Fast - 30pts Flesh Hounds 2 4+ Hand Weapons Deep Strike, Furious, Scout - 35pts Screamer 1 4+ Power Weapon (Rending), Slashing Attack

(Fists/Claws, attacks one enemy model it moved over)

Deep Strike, Fast, Flying, Zap!(D3) - 40pts

Plague Drone Rider 1 4+ Hand Weapon Deep Strike, Mount (Plague Drone) E, I 20pts Plague Drone - - Plague Drone (Fists/Claws) Fast, Flying K - Seeker Rider 1 4+ Hand Weapon Deep Strike, Mount (Seeker) E, J 20pts Seeker - - Seeker (Fists/Claws) Fast - - Chaos Furies 2 4+ - Deep Strike, Flying L 30pts Daemon Prince 1 2+ Dreadnought Fist Rare, Tough L, M 75pts A

Upgrade Zap!(D3) to: Zap!(D6) +15pts

Upgrade Zap!(2D6) to: Zap!(3D6) +25pts B

Take one: Locus (+1 die when blocking Zap! once per game)

+5pts

Locus (Furious) +5pts Locus (Toxin) +10pts C

Take one: Locus (pink horrors within 3” deal D6 hits when dying)

+5pts

Locus (+1 die when using Zap!) +10pts Locus (+D6 melee attacks) +10pts D

Take one: Locus (Toxin) +10pts Locus (enemies must re-roll for poisoned attacks twice)

+10pts

Locus (Armor(+1) oncer per game) +10pts E

Take one: Chaos Icon (Beacon) +5pts F

Take one: Locus (Fast) +5pts Locus (Strikes First even against models with Strikes First)

+5pts

Locus (all melee attacks are Linked) +5pts G

Take one: Blood Banner (once per game move +6” when assaulting)

+5pts

H

Take one: Blasted Standard (once per game may use Zap!(D3))

+10pts

I

Take one: Plague Banner (once per game enemies must re-roll for poisoned attacks twice)

+5pts

J

Take one: Rapturous Standard (once per game get+D3 dice when blocking melee attacks)

+10pts

K

Take one: Linked Pistol (Poison) +5pts Power Weapon (Rending) +10pts Power Weapon (Poison) +10pts L

Take one: Slaanesh (+3” movement) +5pts Khorne (+1 attack when assaulting) +5pts Tzeentch (Zap!(D2)) +10pts Nurgle (Armor(+1) once per game) +15pts M

Take one: Wings (Fast, Flying) +10pts Zap!(D6) +30pts

Army Special Rules

Horror: If this model is killed in close combat the enemy model takes D3 automatic hits.