Escolar Documentos
Profissional Documentos
Cultura Documentos
This supplement is intended to be used in conjunction with the Armageddon rules, but with the
Necromunda: Community Edition (NCE) campaign system. Anything in here will override what
is found in those books, including item stats and prices.
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M WS BS S T W I A Ld M WS BS S T W I A Ld
4 4 4 4 4 1 4 2 9 4 2 2 3 3 1 3 1 6
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Marks of Chaos M WS BS S T W I A Ld
4 4 4 4 4 1 4 2 9
Any model with at least 15 experience, and any
Chaos Spawns, may purchase a Mark of Chaos. Wyrd Level 1
This can be done at creation or in between Can be armed with Hand-to-Hand,
missions like normal upgrades. Only one Mark Pistols, Basic, Special Weapons, Extras,
of Chaos is allowed per model, and can never and Mutations
be changed.
Immune to fear, terror, and
automatically pass break tests
Mark of Chaos Undivided (10 points)
Cannot be subject to Stupidity
This model always adds +1 to the
Can upgrade Wyrd level (+20 for Lvl 2,
amount shown on its dice for
+40 for Lvl 3)
Summoning.
Mark of Khorne (20 points) Cannot be
taken by Wyrds. This model gains +1 2+ Cultists
WS, a 5+ invulnerable save against
psychic attacks, and the Berserk Charge Cultist (30 credits)
Ferocity skill.
Mark of Nurgle (25 points) This model M WS BS S T W I A Ld
gains the True Grit Ferocity skill. 4 3 2 3 3 1 4 1 6
Mark of Slaanesh (20 points) This
model gains +1 Initiative and the Feint Can be armed with Hand-to-Hand,
Combat skill. Pistols, Basic, Extras, and Mutations
Mark of Tzeentch (15 points) This
model gains a 6+ invulnerable save, and 0+ Noviciates
can reroll any failed Psychic Test.
Noviciate (20 credits)
1 Leader
M WS BS S T W I A Ld
Magus (85 credits) 4 2 2 3 3 1 3 1 6
M WS BS S T W I A Ld M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 7 5 3 2 5 5 2 4 2 8
0-3 Heavies
Ork Heavy (70 credits)
M WS BS S T W I A Ld
4 3 3 3 4 1 3 2 7
0-3 Beasts
Squigs (30 credits)
M WS BS S T W I A Ld
5 3 0 3 3 1 4 1 5
M WS BS S T W I A Ld
2+ Troopers 5 4 3 3 3 1 5 1 7
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
0-2 Daemonhosts
Daemonhost (45 credits)
M WS BS S T W I A Ld
4 2 2 4 4 1 3 2 7
M WS BS S T W I A Ld
0-1 Primus 4 3 3 3 3 1 4 1 8
M WS BS S T W I A Ld M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7 4 4 1 5 4 2 2 2 8
Can be armed with Hand-to-Hand, Can be armed with HtH weapons only
Pistols, and Extras Can always test to escape Pinning early
Become Neophytes Immune to Fear, Terror, and Breaking
Cannot make up more than 50% of the Cause Fear
Kill Team Have a 5+ Armour Save
Can take mutations
0-3 Heavies
Neophyte Heavy (70 credits)
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 8
0-1 Genestealers
Genestealer (250 credits)
M WS BS S T W I A Ld
6 6 - 6 4 1 6 3 9
M WS BS S T W I A Ld 0+ Recruits
5 2 3 3 3 1 3 1 7
Tau Shassaal (20 credits)
Can be armed with Hand-to-Hand,
Pistols, Special, and Extras M WS BS S T W I A Ld
Can Fly 4 2 2 3 3 1 2 1 6
M WS BS S T W I A Ld M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6 6 2 2 3 4 1 2 1 8
M WS BS S T W I A Ld
5 3 - 3 3 1 5 2 7
0-3 Drones
MB3 Recon Drone (110 credits)
M WS BS S T W I A Ld
6 2 2 3 4 1 2 1 8
M WS BS S T W I A Ld
6 2 2 3 4 1 2 1 8
M WS BS S T W I A Ld
1 Leader 4 3 4 3 3 1 3 1 8
M WS BS S T W I A Ld
2+ Troopers 4 3 3 3 3 1 3 1 7
Basic Weapons
Range To-Hit
Weapon Short Long Short Long Str Dam Save Ammo Special Cost Avail
Autogun 12 24 +1 - 3 1 - 5+ - 20 C
Boltgun 12 24 +1 - 4 1 -1 6+ - 35 C
Galvanic Rifle 15 30 - +1 4 1 -1 6+ - 40 R2
Kombi-shoota 12 24 +1 - 4 1 - 9+ Sus Fire (2) 40 C
Kombi-weapon skorcha Template - - 5 D3 -3 Auto 50 C
Lasgun 12 24 +1 - 3 1 - 4+ - 25 C
Radium Carbine 12 24 +1 - 4 1 - 5+ - 35 R2
Shoota 12 24 +1 - 4 1 - 7+ Sus Fire (1) 25 C
Shotgun 20 C
-Solid Slug 4 18 +1 -1 4 1 -1 6+ -
-Blastshot 4 18 +1 -1 3 1 - 6+ Ignore Cover,
Blastshot
Shuriken catapult 8 16 +1 - 4 1 -1 5+ Sus Fire (1) 40 R1
Tau Pulse Carbine 9 18 - - 5 1 -2 5+ - 30 R1
Tau Pulse Rifle 15 30 - - 5 1 -2 5+ - 50 R1
Heavy Weapons
Range To-Hit
Weapon Short Long Short Long Str Dam Save Ammo Special Cost Avail
Autocannon 20 40 - - 7 D3 -3 5+ Sus Fire (1) 150 C
Big shoota 18 36 - - 5 1 -2 6+ Sus Fire(2), 150 C
Move and
Shoot
Heavy bolter 20 40 - - 5 D3 -2 6+ Sus Fire (2) 180 C
Heavy stubber 20 40 - - 4 1 -1 5+ Sus Fire (2) 120 C
Lascannon 24 48 - - 9 D6 -6 6+ Terrifying 250 R1
Mining Laser 6 24 +1 - 9 D6 -6 8+ Terrifying 200 R1
Missile Launcher 150 C
-Krak Missile 20 72 - - 8 D6 -5 8+ - +25
-Frag Missile 20 72 - - 4 1 -2 8+ Large Blast +40
Multi Melta 12 24 - - 8 D6 -5 7+ - 100 R1
Plasma Cannon 240 R1
-Low Energy 20 40 - - 7 D3 -4 7+ Small Blast
-Maximum Power 20 72 - - 8 D6 -5 8+ Large Blast,
Gets Hot
Seismic Cannon 12 - 8 D3 -5 8+ Sus Fire (1) 250 R3
24 - 5 1 -2 8+ Sus Fire (2)
Tau Burst Cannon 9 18 - - 5 1 -2 6+ Sus Fire (2) 80 R2
Tau Fusion Blaster 9 18 +1 - 8 D6 -5 7+ - 100 R2
Transuranic Arquebus 20 72 -1 - 7 D3 -3 7+ - 180 R3
Special Weapons
Range To-Hit
Weapon Short Long Short Long Str Dam Save Ammo Special Cost Avail
Arc Rifle 12 24 +2 - 5 1 - 6+ - 40 R3
Flamer Template - - 4 1 -2 6+ Flamer 40 C
Grenade launcher 60 C
-Frag 14 28 - -1 3 1 - 8+ Large Blast +25
-Krak 14 28 - -1 6 D6 -3 8+ - +40
Grenadier gauntlet 8 16 - -1 4 1 -1 8+ Large Blast, 90 R1
Move or Shoot
Heavy flamer Template - - 5 D3 -3 6+ Flamer 100 C
Meltagun 6 12 +1 - 8 D6 -5 6+ - 95 C
Plasma Caliver 6 18 - - 7 1 -3 8+ Sus Fire (1), 75 R3
Gets Hot
Plasma gun 80 C
-Low energy 6 24 +1 - 4 1 -1 8+ -
-Maximum power 6 24 +1 - 7 1 -3 8+ Gets Hot
Ripper gun 6 12 - - 5 1 -2 8+ Sus Fire (2), 100 R1
Move or Shoot
Rokkit Launcha 12 30 - -1 8 D6 -3 8+ - 130 C
Sniper Rifle 18 36 -1 - 4 1 -1 8+ Silent, Move or 40 R1
Shoot
Tau Ion Rifle 12 24 - -1 6 D3 -3 9+ - 100 R2
Tau Markerlight 15 30 - - * * * 5+ Move or 20 R2
Shoot, Mark,
Silent
Tau Rail Rifle 15 30 -1 - 6 D3 -3 9+ Move or Shoot 120 R2
Vespid Neutron Blaster 9 18 - - 5 1 -2 8+ 70 R2
Webber 6 12 - -1 * * * 5+ Webber 100 R1
Hand to Hand Weapons
Weapon Str Dam Save Special Cost Avail
Arc Maul User+2 1 -1 Concussive 50 R4
Assault Blade User 1 - Parry 15 C
Big choppa User+2 1 - Draws, Mighty Blow, Two-handed 15 C
Buzz-choppa 4 1 -2 Noisy 15 C
Chainsword 4 1 -2 Noisy, Parry 25 C
Choppa User+1 1 - - 10 C
Club/Maul/Bludgeon User+1 1 - - 10 C
Combat Blade/Knife User 1 - - 5 C
Cutlass/Sword User 1 - Parry 15 C
Grabba stikk User 1 - Gotcha 15 C
Killsaw User+1 1 -2 Noisy 25 C
Lightning claw User+1 1 -3 Claw 50 R1
Massive Axe, Sword, or Club User+2 1 - Draws, Mighty Blow, Two-handed 15 C
Power axe User+3 1 - Dual-handed 40 R1
Power fist / Servo Arm User+3 D3 -3 - 85 R2
Power klaw User+3 D3 -3 - 85 R2
Power maul User+2 D3 - - 35 R3
Power sword User+1 1 -3 Parry 50 R2
Taser Goad User+2 1 - +2 for each of opponents fumbles instead of +1 45 R4
Thunder hammer User+4 D3 - Concussive, Two-handed 85 R3
Extras
Grenades
Weapon Str Dam Save Special Cost Avail
Demolition Charge 8 2D6 -5 Demolition Only, Large Blast, One Use Only 40 R1
Frag grenade / stikkbomb 3 1 - Large Blast 25 C
Krak grenade / stikkbomb 6 D6 -3 Demolition, Unwieldy 40 C
Melta bomb 8 2D6 -5 Demolition Only 30 R1
Blight grenade 3 1 -1 Large Blast, Poisoned (4+), Mark of Nurgle only 35 R2
Plasma grenade 4 1 -2 Blast 25 R2
Blasting charges 4 1 -1 Large Blast 40 R1
Photon Grenades * * * Blast. Targets hit are Pinned and Blinded (BS / WS 1) 30 R2
Armour
Armour Save Special Cost Avail
Carapace armour / Eavy armour 4+ -1 Initiative unless Str 5 or Space Marine 25 C
/ Scout armour
Flak armour 6+ 5+ against templates and blasts 10 C
Power armour 3+ Space Marine or Str 5 required to wear, not usable by Ogryns 50 R
Enclosed version of armour - Special effects according to mission +5 R
Slab Shield - Requires St 4. Counts as terrain. Cannot gain bonus Attack 25 C
for having multiple HtH weapons.
Brute Shield +1 Requires St 4. +1 Armour Save. 6+ invulnerable save. +1 40 C
Attack dice in HtH.
Ammunition
Extra Weapon Effect Cost Avail
Hotshot laser power pack Lasgun +1 Str, +2 Ammo Check 15 C
Toxic rounds Sniper Rifle Gains Toxic special rule 15 C
Hellfire bolts Bolt pistol / Boltgun Damage = D3, Gets Hot 20 R1
Weapon reload Any Reroll first failed Ammo roll. Costs half of * C
base weapon cost (not including upgrades).
Dark Eldar Blade venom Any HtH Reroll failed To-Wound 10 R2
Gunsights
Extra Weapon Effect Cost Avail
Red-dot laser sight Any but Heavy and Flamers +1 to-hit / 6+ invulnerable to target 20 R1
Telescopic sight Basic or Special, except Add short range to long range if stationary 20 R2
shotgun, meltagun, and any
grenade weapons
Mono Sight Any basic, heavy, or special +1 to hit if remain stationary 40 R2
Bionics
Extra Effect Cost Avail
Berseker Chip See NCE 25 R1
Bionic Arm Removes Arm and Hand Injuries from one arm. +2 St in HtH, +2 Init when 80 R1
testing to fall
Bionic Chest Removes chest wound. Counts as respirator and 6+ Armour Save 50 R1
Bionic Eye Removes blinded from one eye. Counts as photo-visor and infra-red 50 R1
goggles
Bionic Implant Remove one Serious Injury from 22-36 50 R2
Bionic Leg Removes Leg Wounds from one leg. +1 M and A 80 R2
Lobo Chip Immune to Stupidity, Frenzy, Hatred, and Break Tests. Init -1 20 C
Skull Chip Reroll failed Init tests. First fail disables it for rest of game 30 R2
Miscellaneous
Extra Effect Cost Avail
Bio-booster One Use Only. First Recovery Phase roll treats 1-4 as Flesh Wound 40 R1
Bio-scanner As Sentry, will spot any enemy models within 16 on a 4+. Spot hidden 50 R1
enemies within 16
Clip harness Prevents falling (must not move to clip) 10 C
Camo gear -4 to range of weapon targeting 5 C
Concealed Blade See NCE 10 R1
Enhanced Data Tether Friendly models within 6 (including bearer) can test to escape Pinning 35 R6
early
Grav Chute No damage from falling. Can jump down as long as has enough 40 R2
movement.
Infra-red Goggles Spot hidden at Initx3. Sentries ignore cover for spotting. 30 R2
Isotropic Fuel Rod Convert any one territory into a settlement 50 R2
Medi-Pack Use on downed fighter (after move, not run). Flesh Wound = 1-4 80 R3
Mung Vase See NCE D6x10 R3
Photo visor Cover counts as one less if stationary 15 R3
Respirator Immune to Choke, Hallucinogen, and Scare 15 R4
Scout Map See Ratskin Map, NCE D6x10 R4
Screamers See NCE 10 R4
Silencer Attach to autopistol or autogun. Becomes Silent 10 R5
Strummers See NCE 10 R5
Suspensor Attack to any Heavy Weapon. Can move and fire, but at -1 to hit 50 R5
Necron Phase Shifter Count terrain as open 15 R6
Necron Shadowloom Always at least in partial cover 30 R6
Omnispex If doesnt move or shoot, can designate a target. All friendly models 40 R6
within 6 of bearer Ignore Cover against that target
Special Rules
Blastshot: If a hit is scored then resolve the attack as a blast hit with the small blast marker. If the target is missed then no
blast hit is resolved.
Flamer: An ammo test must be taken after each use of this weapon, including in HtH combat.
Gets Hot: After resolving a shot with a weapon with this special rule roll a D6 and consult the following table:
1-2 Critical: User takes a D3 strength hit (does not cause pinning). The weapon cannot be fired in the opponents turn and in
the players next turn.
3-4 Overheat: The weapon cannot be fired in the opponents turn and in the players next turn.
5-6 Stable: No effect
Mark: Targets hit do not benefit from cover bonuses for the rest of the player turn
Phosphor: A model that suffers a hit from a weapon with this special rule cannot hide in its next turn.
Poisoned: The weapon always wounds on the number in brackets, regardless of the enemies toughness. If the enemy has no
toughness (such as terrain), then use the weapons Strength value as normal.
Toxic: If a model with a Toughness value is hit, it automatically suffers a wound. If it suffers its final wound and is not taken
Out of Action, then roll a d6 and apply the applicable result:
1-2 No Effect
3-4 Sedated: Counts as Down
5 Coma: Counts as Down, and cannot move
6 Full Effect: Out of Action
Terrifying: Break tests made because of this weapon are done at -3 Leadership
Webbed: If this weapon hits its target, the victim is automatically webbed no rolls are made for wounds or injuries and no
saving roll is allowed for armour. A webbed target can attempt to struggle free at the start of each of their turns. To do so, roll a
D6 and add the models Strength; if the total is 8 or more, the victim frees itself and may act normally that turn. If the total is
less than 8 then the victim remains trapped and immediately suffers 1 wound (though armour saves may be taken as normal
against this wound). Webbed fighters may not move under any circumstances, and may not shoot; if they are engaged in hand-
to-hand combat, they can only ever roll one Attack dice and always count as encumbered. Additionally, if the victim or a
friendly model within 1 is armed with a Web weapon, the victim is immediately freed.
FACTION WEAPONS AND EQUIPMENT
Pistols
Weapon Cost Scum Chaos Orks Grot Inq. Gene. Tau Ad Mech
Arc Pistol 30 X
Auto Pistol 15 X X X X X
Bolt Pistol 25 X X X X X
Fusion Pistol 100
Grot Blasta 10 X X
Hand Flamer 40
Laspistol 15 X X X X X
Needle Pistol 85 X
Plasma Pistol 50 X
-Low Energy
-Maximum Power
Radium Pistol 20 X
Slugga 10 X X
Splinter Pistol 20
Shuriken Pistol 35
Stubcarbine 30 X
Tau Pulse Pistol 30 X
Web Pistol 75 X
Basic Weapons
Weapon Cost Scum Chaos Orks Grot Inq. Gene. Tau Ad Mech
Autogun 20 X X X X X
Boltgun 35 X X X X X
Galvanic Rifle 40 X
Kombi-shoota 40 X
Kombi-weapon skorcha 50
Lasgun 25 X X X X X
Radium Carbine 35 X
Shoota 25 X
Shotgun 20 X X X X X
-Solid Slug
-Blastshot
Shuriken catapult 40
Tau Pulse Carbine 30 X
Tau Pulse Rifle 50 X
Special Weapons
Weapon Cost Scum Chaos Orks Grot Inq. Gene. Ogryns Tau Ad Mech
Arc Rifle 40 X
Flamer 40 X X X X
Grenade launcher 60 X X X X
-Frag +25
-Krak +40
Grenadier gauntlet 90 X
Heavy flamer 100 X X X X
Meltagun 95 X X X
Plasma Caliver 75 X
Plasma gun 80 X X X X
-Low energy
-Maximum power
Ripper gun 100 X X
Rokkit Launcha 130 X
Sniper Rifle 40 X
Tau Ion Rifle 100 X
Tau Markerlight 20 X
Tau Rail Rifle 120 X
Vespid Neutron Blaster 70 X
Heavy Weapons
Weapon Cost Scum Chaos Orks Grot Inq. Gene. Tau Ad Mech
Autocannon 150 X X X X
Big shoota 150 X
Heavy bolter 180 X X X X
Heavy stubber 120 X X X X X
Lascannon 250 X X X
Mining Laser 200 X
Missile Launcher 150 X X X
-Krak Missile +25
-Frag Missile +40
Seismic Cannon 250 X
Extras: Armour
Armour Cost Scum Chaos Orks Grot Inq. Gene. Space Marines Tau Ad
Mech
Carapace armour / Eavy 25 X X X X X
armour / Scout armour
Flak armour 10 X X X X X X X X X
Power armour 50 X
Enclosed version of +5 X
armour
Slab Shield 25 X
Brute Shield 40 X
Extras: Miscellaneous
Extra Cost Scum Chaos Orks Grot Inq. Gene. Space Tau Ad Mech
Marines
Clip harness 10 X X X X X X X X
Camo gear 5 X
Enhanced Data Tether 35 X
Omnispex 40 X
BETWEEN GAME STUFF
What you can buy: do not already have at least three mutations
(unless they are Chaos Spawn).
Anything on your Faction list
D3 Rare items After each mission, whether or not they go Out
o +1 for every Worker that is of Action, roll a d6. On a 6+ the model can
free to search for an item purchase a new mutation. Roll another d6 and
o Roll these on the table below consult the following table for the price.
(you can choose to reroll Regardless of the price only the base cost of the
duplicates) mutation is added to the Roster.
D3 Common items of your choice
D6 Result
1-2 Purchase at triple cost
Rare Item Chart 3-4 Purchase at double cost
5 Purchase at normal cost
D66 Items your can purchase 6 Free! (You still add the base cost to the
11-12 R1 Pistol or Basic roster)
13-14 R2 Pistol or Basic
15-16 R3 Pistol or Basic When purchasing mutations for starting
21-22 R1 Special characters, the first mutation costs the normal
23 R2 Special price, and any subsequent ones cost double.
24 R3 Special Only Chaos Spawn can have more than three
25-26 R1 Heavy mutations.
31 R2 Heavy
32 R3 Heavy Available Mutations:
33-34 R1 HtH
35-36 R2 HtH Mutation Cost Effect
41 R3 HtH Claw 5 +1 S in HtH, but that
hand cannot hold
42 R4 HtH
anything
43-44 R1 Bionic Tentacle 10 Re-roll failed Init tests for
45-46 R2 Bionic falling. One enemy in
51-52 R1 Misc HtH gets -1 Attack (to a
53-54 R2 Misc minimum of 1).
55 R3 Misc Two Heads 15 180-degree line of sight
56 R4 Misc when needed (e.g.
61 R5 Misc overwatch, sentries).
Can fire two pistols in the
62 R6 Misc
same Shooting phase.
63-64 Power Armour (see chart below) Gains Stupidity.
65-66 Enclosed Flak or Carapace Armour Chitinous Skin 20 5+ Armour. May not
wear armour.
Extra Arm 15 Gain use another HtH
Mutations weapon in close combat.
Does not suffer the -1
Any Chaos model that can take mutations can Encumbrance in HtH if
test to see if they mutate further, provided they carrying a Heavy weapon
(but gain no attack dice). Any kill team members who are eligible to work
Wings 25 Can fly (i.e. move full can instead be sent out to look for new
distance in any direction territory. You can send as many as you like.
without being slowed /
testing for falling / etc., If you choose to do this, roll a 2d6, with the
but must still land on the
following modifiers (they are cumulative):
ground at the end).
Chameleonic 20 When in cover
Skin opponents count partial
as -2, and full cover as -3.
Cannot combine with Condition Modifier
Chitinous Skin For each worker beyond the first +1
Caustic Blood 30 If suffers at least one (max +3)
Unsaved Wound in HtH, If you won last game +1
all enemy models in base If you lost last game -1
contact immediately
If you have at most 3 territories +1
suffer a S3 hit.
Snake 10 +1 Movement For every territory you own -1
Tail/Arachnid beyond the 5th
Legs
Gaping Maw 20 +1 Attack, but cant wear If the final number is at least 10, then you have
a Respirator found a new territory, and can roll to find out
Lithe Form 5 +1 Init what it is.
Rending Claw 15 HtH weapon, -2 Armour
Save, Str User, cant carry
anything in that hand
Working Territories
Big Mutie Mutations: Follow all the normal rules as found in NCE.
Count the following as workers:
Mutation Cost Effect
Hulking Form 30 +1 Strength and does not Gangers (except Beastmasters)
suffer Encumbrance. -1 Ogryns and Ogryn Riders (see below)
Initiative Cultists
Regenerate 40 Remove one Flesh Gitz
Wound at beginning of
Grots, but not Recruit Grots (see below)
turn if passes a
Toughness test. Can Troopers
choose to reroll Serious Assassins / Scum
Injury result, but must Neophytes
keep the second. Acolytes
Rotting Form 50 True Grit Skill (i.e. -1 to Aberrants (see below)
Injury in Recovery phase)
Special Notes:
Gaining New Territories
Worker Cant Work Bonuses
(Designers Note: I like the balance in Ogryn Settlements +10 to Mines
Guilder Contacts +5 to Slag
Necromunda, but in my campaign I want more
Archeotech Hoards +10 to Friendly
territories to be found. Ignore this rule in your Doc
own campaigns if you disagree) Ogryn As for Ogryn As for Ogryn
Riders Also count Grot
rider as separate Riders) Gambling Den
Grot Worker Can reroll all dice
Grots Slag +5 to Mineral for Archeotech
(not Mine Workings Outcrops Hoard
Squig Can reroll 2d6 for Aberrants As for Ogryn
Skills
Scum / Gangs
Role Combat Ferocity Guerilla Agility Muscle Shooting Stealth
Leader X X X X X X
SM Leader X X X X X X X
Ganger X X X
Juve X X
Heavies X X X X
SM Heavy X X X X X
Ogryns X X X
Chaos Cults
Role Combat Ferocity Guerilla Agility Muscle Shooting Stealth
Magus X X X X X X
Sorcerer X X X X X X
Cultist X X X
Noviciate X X
Heavy X X X X
Rogue Psyker X X X
Ogryn X X X
Ork Freebootas
Role Combat Ferocity Guerilla Agility Muscle Shooting Stealth
Leader X X X X X X
Gitz X X X
Recruitz X X
Grot X X X
Warp ead X X X
Heavy X X X X
Grot Revolution
Role Combat Ferocity Guerilla Agility Muscle Shooting Stealth
Boss X X X X X X
Trooper X X X
Ogryn X X X
Ogryn Rider X X X X
Squig Rider X X X X
Inquisition Cell
Role Combat Ferocity Guerilla Agility Muscle Shooting Stealth
Leader X X X X X X X
Trooper X X X X
Recruit X X
Jokearo X X
Assassin X X X
Scum X X X
Heavy X X X X
Daemonhost X X
Genestealer Cult
Role Combat Ferocity Guerilla Agility Muscle Shooting Stealth
Magus X X X
Primus X X X X X X
Iconward X X X X
Neophyte X X X
Acolyte X X X X
Initiate X X
Heavy X X X X
Aberrant X X
Ad Mech
Role Combat Ferocity Guerilla Agility Muscle Shooting Stealth
Leader X X X X X X
Trooper X X X
Recruit X X
Specialist X X X X
Enginseer X X X
Maximum Stats
Human of any kind / Acolyte and Neophyte Hybrids / Vespid / Kroot / Skitarii
WS BS S T W I A Ld
6 6 4 4 3 7 3 10
Space Marine
WS BS S T W I A Ld
7 7 5 5 4 7 3 10
Grot
WS BS S T W I A Ld
5 8 3 3 1 6 2 8
Ork
WS BS S T W I A Ld
7 5 5 5 4 5 3 10
Jokearo
WS BS S T W I A Ld
5 7 4 4 2 6 2 9
Tau
WS BS S T W I A Ld
5 6 4 4 3 6 3 10