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Augustines Station

Necromunda / Armageddon Narrative Campaign

Many thanks to the community at http://www.yaktribe.org for their contributions to


Necromunda. Much of what is here borrows heavily from the Necromunda: Community Edition
and from Inquisimunda.

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.

If youd like to help with this project then please join our Facebook group at
https://www.facebook.com/groups/276448389480933/

Thanks!

Matthew Glanfield, co-owner


MiniWarGaming
https://www.miniwargaming.com
SCUM / GANGS
Composition 2+ Gangers
0-1 Space Marines Ganger (45 credits)
0-1 Wyrd
At least half of the team must consist of M WS BS S T W I A Ld
Gangers and Juves 4 3 3 3 3 1 3 1 7

1 Leader Can be armed with Hand-to-Hand,


Pistols, Basic, and any Extras
Gang Leader (110 credits) Can be upgraded to a Wyrd (+10 for Lvl
1, +30 for Lvl 2, +50 for Lvl 3)
M WS BS S T W I A Ld One Ganger can be upgraded to a
Beastmaster for 10 points, allowing the
4 4 4 3 3 1 4 1 8
Gang to bring 0-3 Beasts. If this model
is killed then another Ganger must be
Can be armed with Hand-to-Hand,
upgraded to a Beastmaster, otherwise
Pistols, Basic, Special Weapons, and any
the Beasts cannot be brought.
Extras
Can be upgraded to a Wyrd (+10 for Lvl
1, +30 for Lvl 2, +50 for Lvl 3) 0+ Juves
Space Marine (175 credits) Juve (20 credits)

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

Can be armed with Hand-to-Hand, Can be armed with Hand-to-Hand,


Pistols, Basic, and Special Weapons Pistols, and any Extras
Immune to fear, terror, and Cannot have more than 50% of the
automatically pass break tests models in a kill team be Juves
Cannot be subject to Stupidity Become Gangers
Can wear Heavy, Scout, and Power
Armour without any penalties
Can be upgraded to a Wyrd (+10 for Lvl 0-3 Heavies
1, +30 for Lvl 2, +50 for Lvl 3)
Heavy (50 credits)

M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7

Can be armed with Hand-to-Hand,


Pistols, Basic, Special, and Heavy
Weapons, and Extras
Space Marine Heavy (150 credits) 0-3 Beasts
M WS BS S T W I A Ld Kroothound (30 credits)
4 4 4 4 4 1 4 1 8
M WS BS S T W I A Ld
Can be armed with Hand-to-Hand, 5 3 - 3 3 1 5 2 7
Pistols, Basic, Special, Heavy Weapons,
and Extras
Have the Impetuous Skill
Immune to fear, terror, and
automatically pass break tests
Ambull (60 credits)
Cannot be subject to Stupidity
Can test to escape pinning even if no
M WS BS S T W I A Ld
ally is within 2
4 4 - 4 3 1 3 2 7
Can wear Heavy, Scout, and Power
Armour without any penalties
Ambulls may Burrow
Ambulls have a 5+ Armour Save
0-1 Ogyrns
Giant Arachnid (30 credits)
Ogryns (100 credits)
M WS BS S T W I A Ld
M WS BS S T W I A Ld 5 3 - 3 3 1 1 1 5
5 3 2 5 5 2 4 2 8
Can move up and down surfaces as if
Can be armed with Hand-to-Hand, Open Ground
Basic, Ripper Guns, Grenadier Have a 6+ Armour Save
Gauntlets, and Extras Armed with a Webber
Causes Fear Never suffer fall damage
Count as Large Target
Can always test to escape pinning early
Must test for Stupidity unless there is a
friendly, non-Ogryn, non-down, non-
broken model within 6 at the
beginning of the Ogryns turn
CHAOS CULTS
Composition Can be armed with Hand-to-Hand,
Pistols, Basic, Special Weapons, Extras,
and Mutations
0-1 Chaos Space Marines
Can be upgraded to a Wyrd (+10 for Lvl
0-2 Wyrd
1, +30 for Lvl 2, +50 for Lvl 3)
At least half of the Cult must consist of
Cultists and Noviciates
Chaos Space Marine Sorcerer (185 credits)

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 Can be armed with Hand-to-Hand,


4 3 3 3 3 1 4 1 8 Pistols, and Extras
Cannot have more than 50% of the
models in a kill team be Noviciates
Become Cultists
0-3 Heavies 0-1 Ogryns
Heavy (45 credits) Ogryns (100 credits)

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

Can be armed with Hand-to-Hand, Can be armed with Hand-to-Hand,


Pistols, Basic, Special, Heavy Weapons, Basic, Ripper Guns, Grenadier
Extras, and Mutations Gauntlets, and Extras
Can take mutations, and Big Mutie
Chaos Space Marine Heavy (150 credits) mutations
Causes Fear
M WS BS S T W I A Ld Count as Large Target
4 4 4 4 4 1 4 1 8 Can always test to escape pinning early
Must test for Stupidity unless there is a
Can be armed with Hand-to-Hand, friendly, non-Ogryn, non-down, non-
Pistols, Basic, Special, Heavy Weapons, broken model within 6 at the
Mutations, and Extras beginning of the Ogryns turn
Immune to fear, terror, and
automatically pass break tests 0-1 Chaos Spawn
Cannot be subject to Stupidity
Can test to escape pinning even if no Chaos Spawn (100 credits)
ally is within 2
Can wear Heavy, Scout, and Power M WS BS S T W I A Ld
Armour without any penalties 6 3 0 5 5 3 3 D6 10

0-2 Rogue Psykers Can take mutations, and Big Mutie


mutations
Rogue Psyker (45 credits) Count as Large Target
Does not gain experience
M WS BS S T W I A Ld Causes Fear
4 2 2 3 3 1 4 1 7 Immune to Terror and Breaking
Immune to Pinning, unless from High
Wyrd Level 1 Impact hits
Can be upgraded to Wyrd Lvl 2 for 20
points
Can be armed with Hand-to-Hand,
Pistols, Extras, and Mutations
ORK FREEBOOTAS

Basic Rules otherwise Squigs cannot be brought


into a game.
Waaagh! Once per game an Ork
Freeboota team can call a Waaagh!
This is declared at the start of any Ork 0+ Recruitz
turn after the first. For the duration of
the turn all Orks (i.e. not Grots, Squigs,
Ork Recruit (30 credits)
etc.) gain the Berserk Charge Ferocity
skill.
M WS BS S T W I A Ld
Mob Rule If an Ork has at least 3
4 2 2 3 3(4) 1 2 1 7
other friendly Ork models within 6
they gain +1 Ld. If they have at least 5
they instead gain +2 Ld. Can be armed with Hand-to-Hand,
At least half of the Kill Team must Pistols, and Extras
consist of Gitz and Recruitz May take Mutations at triple their cost
Become Ork Gitz, at which point they
gain +1 Toughness
1 Leader There cannot be more Ork Recruits than
there are other Orks
Freeboota Kaptin (145 credits)
Grot (20 credits)
M WS BS S T W I A Ld
4 4 3 3 4 2 4 2 8 M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 5
Can be armed with Hand-to-Hand,
Pistols, Basic, Special Weapons, and Can be armed with Hand-to-Hand,
Extras Pistols, and Extras
May take Mutations at triple their cost May take Mutations at triple their cost
There cannot be more Grots than there
are other Orks (including Ork Recruits)
2+ Gitz Do not change when become Troopers,
but can work
Ork Gitz (60 credits)

M WS BS S T W I A Ld 0-1 Warp Ead


4 3 3 3 4 1 3 2 7
Ork Warp Ead (60 credits)
Can be armed with Hand-to-Hand,
Pistols, Basic, and Extras M WS BS S T W I A Ld
May take Mutations at triple their cost 4 3 3 3 4 1 3 1 7
One Gitz may be upgraded to a Slaver
for 10 points, allowing the inclusion of Wyrd Lvl 1
Squigs. If the Slaver is killed then Can be upgraded to Wyrd Lvl 2 for 20
another Gitz can be upgraded, points, or Wyrd Lvl 3 for 40 points
Can be armed with Hand-to-Hand,
Pistols, and Extras
May take Mutations at triple their cost

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

Can be armed with Hand-to-Hand,


Pistols, Basic, Special, Heavy, and Extras
May take Mutations at triple their cost

0-3 Beasts
Squigs (30 credits)

M WS BS S T W I A Ld
5 3 0 3 3 1 4 1 5

Squigs do not gain experience


Squigs have the Berserk Charge skill
GROT REVOLUTION
1 Leader 0-1 Grot-Ridden Ogryn (240 credits)

Grot Boss (85 credits) M WS BS S T W I A Ld


5 3 2 5 5 2 4 2 8
M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7 Can be armed with Hand-to-Hand,
Basic, Ripper Guns, Grenadier
Gauntlets, Heavy Weapons, and Extras
Can be armed with Hand-to-Hand, Grot
Blastas, and Extras Causes Fear, Count as Large Target
Can always test to escape pinning early
Does not have to test for Stupidity
3+ Troopers Count all Heavy weapons as having
Suspensor Webs (i.e. can Move and
Grot Trooper (20 credits) Shoot, but at -1 to-hit)
The grot on the Ogryns back can fire
M WS BS S T W I A Ld the Heavy Stubber independently of the
4 2 3 3 3 1 2 1 5 Ogryn, at BS 3, even if the Ogryn is in
HtH (although cannot target any other
Can be armed with Hand-to-Hand, models in the same HtH combat, and
Pistols, and Extras gets -1 To-hit if the Ogryn moves)
Any kills by the grot count as
1-4 Ogryns experience for the Ogryn

Ogryns (100 credits) 0-5 Squig Riders


M WS BS S T W I A Ld Grot Squig Rider (40 credits)
5 3 2 5 5 2 4 2 8
M WS BS S T W I A Ld
For every 3 Grots (including the Leader 5 3 3 3 3 1 3 2 5
and Squig Riders) you can bring one
Ogryn Can be armed with Hand-to-Hand,
Can be armed with Hand-to-Hand, Pistols, and Extras
Basic, Ripper Guns, Grenadier At the beginning of every player turn
Gauntlets, Heavy Weapons, and Extras the Grot riding the Squig can try to put
Cause Fear the Squig in a Frenzy. Roll a d6. On a
Count as Large Target 3+ the Grot Squig Rider gains the Frenzy
Can always test to escape pinning early rule for the rest of the turn. On a 1 or a
Count all Heavy weapons as having 2 the Squig tries to eat the Grot. The
Suspensor Webs (i.e. can Move and Grot must pass an Initiative test
Shoot, but at -1 to-hit) (assume Init 2) or be eaten. If eaten,
Must test for Stupidity unless there is a remove the entire model from play and
friendly, non-Ogryn, non-down, non- count it as killed.
broken model within 6 at the Can never gain a bonus attack for being
beginning of the Ogryns turn armed with more than one HtH weapon
INQUISITION CELL

Composition 0-1 Jokaero Weaponsmiths


At least half of the Cell must be Jokaero (105 credits)
Troopers and Recruits
M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 8
1 Leader
Can be armed with Extras, but no
Interrogator (110 credits) Armour
Counts as having Digital Weapons (i.e. a
M WS BS S T W I A Ld Laspistol, Hand Flamer, or Needle Pistol
4 4 4 3 3 1 4 1 8 chosen each turn) and a 5+ invulnerable
save
Can be armed with Hand-to-Hand, Has the Armourer skill
Pistols, Basic, Special, and Extras
Can start with one Rare weapon (but
still restricted based on class)
0-3 Assassins / Scum
Can be upgraded to a Wyrd (+10 for Lvl
Assassins (85 credits)
1, +30 for Lvl 2, +50 for Lvl 3)

M WS BS S T W I A Ld
2+ Troopers 5 4 3 3 3 1 5 1 7

Acolytes (45 credits) Can be armed with HtH, Pistols, and


Extras
M WS BS S T W I A Ld Has the Sneak Up special skill
4 3 3 3 3 1 3 1 7
Scum (55 credits)
Can be armed with Hand-to-Hand,
Pistols, Basic, and Extras M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
0+ Recruits
Can be armed with HtH, Pistols, and
Recruits (20 credits) Extras
Has the Gunfighter special skill
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6

Can be armed with Hand-to-Hand,


Pistols, and Extras
Cannot make up more than 50% of kill
team
Become Acolytes
0-3 Heavies
Acolyte Gunners (55 credits)

M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7

Can be armed with Hand-to-Hand,


Pistols, Basic, Special, Heavy, and Extras

0-2 Daemonhosts
Daemonhost (45 credits)

M WS BS S T W I A Ld
4 2 2 4 4 1 3 2 7

Can select up to 100 points of


mutations at normal cost upon creation
Can never be captured (reroll that
result)
Immune to Fear, Terror, Frenzy,
Stupidity, and Breaking
GENESTEALER CULT

Basic Rules 0-1 Iconward


Genestealer Cult models can start the Acolyte Iconward (150 credits)
game hidden, except in any scenario
where they are not allowed any special M WS BS S T W I A Ld
deployment 5 4 3 4 3 1 4 2 9
At least half of the Cult must be
Troopers and Initiates Can be armed with Hand-to-Hand,
Pistols, Basic, and Extras
Count as having the Extra Arm mutation
1 Leader One arm has Rending Claws
Can take mutations
Magus (120 credits)
Any Genestealer Cult models within 12
of the Iconward can use its Leadership
M WS BS S T W I A Ld instead, unless theirs is higher
4 3 3 3 3 1 4 1 9 The Iconward can choose to whip all
those nearby into a frenzy. At the
Can be armed with Hand-to-Hand, beginning of the Iconwards turn it can
Pistols, Basic, Special, and Extras activate this ability. All Genestealer
Must be upgraded to a Wyrd (+10 for Cult models within 12 have the Frenzy
Lvl 1, +30 for Lvl 2, +50 for Lvl 3) special rule.
Immune to Fear, Terror, Stupidity, and
Frenzy
Leader bubble increased to 12 instead
2+ Troopers
of 6
Neophyte Hybrid (60 credits)
Can take mutations

M WS BS S T W I A Ld
0-1 Primus 4 3 3 3 3 1 4 1 8

Primus (90 credits) Can be armed with Hand-to-Hand,


Pistols, Basic, and Extras
M WS BS S T W I A Ld Can take mutations
4 4 3 3 3 1 4 2 9
Acolyte Hybrid (120 credits)
Can be armed with Hand-to-Hand,
Pistols, Basic, and Extras M WS BS S T W I A Ld
Immune to Fear, Terror, Stupidity, and 5 4 3 4 3 1 4 2 8
Frenzy
Any Genestealer Cult models within 6 Can be armed with Hand-to-Hand,
of the Primus can use its Leadership Pistols, Basic, and Extras
instead, unless theirs is higher Count as having the Extra Arm mutation
Can take mutations One arm has Rending Claws
Can take mutations
0+ Initiates 0-2 Aberrants
Initiate (30 credits) Aberrant (80 credits)

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

Can be armed with Hand-to-Hand,


Pistols, Basic, Special, Heavy, and Extras
Can take mutations

0-1 Genestealers
Genestealer (250 credits)

M WS BS S T W I A Ld
6 6 - 6 4 1 6 3 9

Cannot be Pinned except from High


Impact Weapons
Immune to Fear, Terror, Stupidity, and
Breaking
Cause Fear
Have a 5+ Armour Save
Have the Infiltration Special Skill
Cannot gain Experience or Skills
TAU KILL TEAM

Basic Rules 2+ Troopers


Cannot have more than 50% recruits Tau Shasla (40 credits)
Can take Beasts only if Kroot are
included in list M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 7

1 Leader Can be armed with Hand-to-Hand,


Pistols, Basic, and Extras
Leader (95 credits)
Kroot Carnivore (75 credits)
M WS BS S T W I A Ld
4 3 2 3 3 1 4 1 8 M WS BS S T W I A Ld
4 4 3 3 3 1 4 1 7
Can be armed with Hand-to-Hand,
Pistols, Basic, Special, and Extras Can be armed with Hand-to-Hand,
Can be Earth or Fire Caste Pistols, Basic, and Extras
o Fire: +1 BS Treat terrain as one level easier
o Earth: Inventor Skill Evolutionary Adaption: The Kroot may
select one of the following mutations at
0-3 Specialists normal price upon creation: Chitinous
Skin, Wings, Chamelonic Skin, Lithe
Tau Shasui (50 credits) Form

M WS BS S T W I A Ld Guevesa Trooper (45 credits)


4 2 3 3 3 1 3 1 7
M WS BS S T W I A Ld
Can be armed with Hand-to-Hand, 4 3 3 3 3 1 3 1 7
Pistols, Special, Heavy and Extras
Can be armed with Hand-to-Hand,
Vespid Stingwing (50 credits) Pistols, Basic, and Extras

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

Can be armed with Hand-to-Hand,


Pistols, and Extras
Becomes a Tau Shasla
Guevesa Recruit (25 credits) MV31 Pulse Accelerator Drone (50 credits)

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

Can be armed with Hand-to-Hand, Equipped with a combat blade, and


Pistols, and Extras Drone carapace (4+ Armour Save)
Becomes a Guevesa Trooper Does not gain Experience
All Pulse Carbines, Pulse Rifles, or Pulse
0-3 Beasts Pistols fired within 3 of this drone gain
+6 to their Long Range
Kroothound (30 credits)

M WS BS S T W I A Ld
5 3 - 3 3 1 5 2 7

Have the Impetuous Skill

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

Equipped with a burst cannon, combat


blade, and Drone carapace (4+ Armour
Save)
If used as a Sentry, it may re-roll the D6
to determine its spotting distance
Does not gain Experience

MV33 Grav-Inhibitor Drone (50 credits)

M WS BS S T W I A Ld
6 2 2 3 4 1 2 1 8

Equipped with combat blade, and


Drone carapace (4+ Armour Save)
Enemies within 6 of this Drone during
any part of their movement get -1 to
their Movement stat (i.e. -2 on Run and
Charges)
Does not gain Experience
AD MECH EXPLORATORS

Basic Rules 0-2 Specialists


Cannot have more than 50% recruits Skitarii Specialists (90 credits)

M WS BS S T W I A Ld
1 Leader 4 3 4 3 3 1 3 1 8

Skitarii Ranger Alpha (150 credits) Can be armed with Hand-to-Hand,


Pistols, Basic, Special, Heavy, and Extras
M WS BS S T W I A Ld
4 3 4 3 3 2 4 2 9
0-2 Enginseers
Can be armed with Hand-to-Hand,
Enginseer (45 credits)
Pistols, Basic, Special, and Extras

M WS BS S T W I A Ld
2+ Troopers 4 3 3 3 3 1 3 1 7

Skitarii Ranger (80 credits) Can be armed with Hand-to-Hand,


Pistols, and Extras
M WS BS S T W I A Ld For every Enginseer, up to 2 Servitors
4 3 4 3 3 1 3 1 8 can be included in the warband

Can be armed with Hand-to-Hand,


Pistols, Basic, and Extras
0-4 Servitors
Servitor (50 credits)
0+ Recruits
M WS BS S T W I A Ld
Skitarii Fresh-Forged (40 credits) 4 3 3 3 3 1 2 1 7

M WS BS S T W I A Ld Subject to Stupidity unless a friendly


4 2 3 3 3 1 3 1 7 Enginseer is within 6
Immune to Pinning, Fear, Terror,
Can be armed with Hand-to-Hand, Hatred, Breaking, Frenzy, and disarming
Pistols, and Extras Do not gain experience
Become Skitarii Rangers Has a 4+ Armour Save
When chosen, must take one of the
following weapons using their normal
cost, and may never be changed:
o Servo Arm
o Heavy Bolter
o Plasma Cannon
o Multi-melta
WEAPONS AND EQUIPMENT
(R# = Rare, C = Common)
Pistols
Range To-Hit
Weapon Short Long Short Long Str Dam Save Ammo Special Cost Avail
Arc Pistol 8 16 +2 - 5 1 - 6+ - 30 R1
Auto Pistol 8 16 +2 - 3 1 - 5+ - 15 C
Bolt Pistol 8 16 +2 - 4 1 -1 6+ - 25 C
Fusion Pistol 4 8 +1 - 8 D6 -5 6+ - 100 R1
Grot Blasta 8 16 - -1 3 1 - 7+ - 5 C
Hand Flamer Template - - 3 1 -1 6+ Flamer 40 R1
Laspistol 8 16 +1 - 3 1 - 4+ - 15 C
Needle Pistol 8 16 +2 - 3 1 -1 7+ Silent, Toxic 85 R2
Phosphor Blast Pistol 8 16 - - 5 D3 - 7+ Phosphor 40 R3
Plasma Pistol 50 C
-Low Energy 6 12 +1 - 4 1 -1 8+ -
-Maximum Power 6 18 +1 - 7 1 -3 8+ Gets Hot
Radium Pistol 8 16 +1 - 4 1 - 5+ - 20 R3
Slugga 8 16 +1 -1 4 1 - 7+ - 10 C
Splinter Pistol 6 12 - - 2 1 -2 6+ Poisoned (4+) 20 R2
Shuriken Pistol 6 12 +2 - 4 1 -1 5+ Sus Fire (1) 35 R2
Stubcarbine 8 16 - - 4 1 - 6+ Sus Fire (1) 30 R3
Tau Pulse Pistol 8 16 +1 - 5 1 - 5+ - 30 R1
Web Pistol 4 8 - -1 * * * 8+ Webbed 75 R2

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

Tau Burst Cannon 80 X


Tau Fusion Blaster 100 X
Transuranic Arquebus 180 X

Hand to Hand Weapons


Weapon Cost Scum Chaos Orks Grot Inq. Gene. Tau Ad Mech
Arc Maul 50 X
Assault Blade 15 X X X X X X
Big choppa 15 X X
Buzz-choppa 15 X X
Chainsword 25 X X X X X X X
Choppa 10 X X
Club/Maul/Bludgeon 10 X X X X X X
Combat Blade/Knife 5 X X X X X X X X
Cutlass/Sword 15 X X X X X X
Grabba stikk 15 X
Killsaw 25 X
Lightning claw 50
Massive Axe, Sword, or Club 15 X X X X X X X
Power axe 40 X
Power fist / Servo Arm 85 X
Power klaw 85 X
Power maul 35 X
Power sword 50 X X X X
Taser Goad 45 X
Thunder hammer 85 X
Extras: Grenades
Weapon Cost Scum Chaos Orks Grot Inq. Gene. Tau Ad Mech
Demolition Charge 40 X X X
Frag grenade / stikkbomb 25 X X X X X X X X
Krak grenade / stikkbomb 40 X X X X X X X
Melta bomb 30 X X
Blight grenade 35 X
Plasma grenade 25 X
Blasting charges 40 X
Photon Grenade 30 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

Tau Kill Team


Role Combat Ferocity Guerilla Agility Muscle Shooting Stealth
Leader (Earth) X X X
Leader (Fire) X X X X X
Tau Trooper X X X
Kroot Trooper X X X
GueVesa Trooper X X X X
Tau Recruit X X
GueVesa Recruit X X X
Tau Specialist X X X X
Vespid X X 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

Ogryn / Aberrant / Daemonhosts


WS BS S T W I A Ld
6 5 6 6 4 6 3 9

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

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