[go: up one dir, main page]

0% found this document useful (0 votes)
264 views34 pages

Warhammer 40,000 Trench Crusade Overlay

40k rules for trench crusade

Uploaded by

trenchtalkswe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
264 views34 pages

Warhammer 40,000 Trench Crusade Overlay

40k rules for trench crusade

Uploaded by

trenchtalkswe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 34

Warhammer 40,000 Unofficial Rules

Introduction
What is this?
This is an overlay game of the Trench Crusade rules for the Warhammer 40k universe. It uses the core rules from
Trench Crusade, including Actions, Blood Markers, Injury rolls, Keywords, campaign system, etc., but will have its
own factions, equipment, mercenaries, and modified Core rules to make everything work better. For example the
addition of the Keyword Armour Penetrating called AP x for short. Simpler additions that make sense like that will
also be within this document.

Why not just play 40k?


I don’t like the current state of Warhammer 40k, even knowing the current state of balance is amazing. The flavour
that made playing 40k is gone, almost like its a nearly soulless version of its former self. I am a newer player who
joined at the literal release of 9th Edition as Necrons and I loved it cause I lost every battle(after we learned the
rules) because of balance but I had the greatest time because of all the options you had to make “your” force and
that's really gone now, today its I Space Marines, choose this rule set, and my Lieutenant has an “Enhancement” and
that's all, while in 9th he had a Warlord Trait, a Ranged Relic, Artificer Armour and he was mine not GW’s Captain
Titus. Not only that but my friends who joined with me feel the same, my brother misses building his Chaos Lord,
my Ultramarine friend misses his big bubbles of Psychic bullshit, and my last friend wishes we were in an older
edition's culture with the current rules of 10th cause they are balanced. Not only that but me and my friends actually
all prefer skirmish sized games because of their ease even trying Killteam multiple times to just give up again and
again.
Warhammer 40,000 Unofficial Rules

Imperial Factions
Adeptus Astartes

Warband Creation________
Great Bow

You have 700 ducats to recruit your initial Force in the campaign. Melee Weapons
For one-off battles, we suggest a typical force of 900 ducats and 8 Gladiolus Knife 1 ducat
Glory Points. Bayonet 2 ducats (Shield Combo)
Power Club 3 ducats
Chain Sword/Axe 4 ducats

Adeptus Astartes Armoury Lightning Claws


Pair of Lightning Claws
7 ducats (Shield Combo)
8 ducats (ELITE, LIMIT: 2)
The Sacred Order of the Dragon can be equipped with the Crozious 10 ducats
following weapons, armour and equipment. All exceptions are Power Maul 10 ducats
clearly listed here on the entries for each warrior or in the list Power Sword/Axe 12 ducats
below. If any item is marked as LIMIT, you can only have as many Power/Chain Glaive 15 ducats (LIMIT: 3)
of these weapons at any point during the campaign as indicated in
the brackets. Armaments marked as ELITE only are limited to the Amour
models with that Keyword. Mark VIII Power Armour(Basic) 15 ducats
Mark IV Power Armour(Heavy Weapons) 40 ducats (ELITE
Ranged Weapons only)
Musket 5 ducats (Bayonet Lug) Mark VI Power Armour(Recon) 45 ducats (LIMIT: 3)
Bolt Action Rifle 10 ducats (LIMIT: 4, Bayonet Lug) Terminator Plate Armour 10 ducats
Semi-automatic Rifle 15 ducats (LIMIT: 2, Bayonet Lug) Trench Shield 10 ducats
Automatic Rifle 2 Glory Points (LIMIT: 1, Bayonet Lug)
Pistol 6 ducats (ELITE only) Equipment
Patchwork Pistols 3 ducats Combat Helmet 5 ducats (Headgear)
Submachine gun 30 ducats (LIMIT: 2, Bayonet Lug, Psykic Hood 10 ducats (CURSED only. LIMIT: 3,
Shield Combo) Headgear)
Shotgun 10 ducats (Bayonet Lug, Shield Combo) Jump Packs 15 credits
Flayer 15 ducats (LIMIT: 3, Bayonet Lug, Gas Mask 5 ducats
Shield Combo) Shovel 5 ducats
Grenades 7 ducats Musician’s instrument 15 ducats (LIMIT: 1)
Purgatory Grenade 15 ducats Pre-Impaled Corpses 15 ducats (LIMIT: 2, CONSUMABLE)
Machine Gun 60 ducats (LIMIT: 1, ELITE only) Mountaineer Kit 3 ducats (LIMIT: 2)
Flamethrower 35 ducats (LIMIT: 2, Non-CURSED Binoculars 10 ducats (ELITE only)
only) Elixir of Eternal Night 15 ducats (ELITE only. LIMIT: 1,
Heavy Flamethrower 55 ducats (LIMIT: 1, Non-CURSED CONSUMABLE)
only) Skinning Kit 15 ducats
Harpoon Impaler 35 ducats (LIMIT: 2, ELITE only) Field Shrine 2 Glory Points

Codex Compliant -
Warhammer 40,000 Unofficial Rules

Chapter Founding
When you create a Adeptus Astartes warband you may select up to three Codex Rules from the options below. If you are picking from the First or
Unknown Foundings section then you can only select options for that gene lineage(Unknown Founding is its own Gene-lineage for the purposes
of rules.) but you may still select any or multiple Core Founding rules to mix or match to even find your own Space Marine Chapter.

Core Foundings
(As the Codex belongs to all Chapters, it can selected alongside any First or Unknown Founding
chapters in addition to their own)

❖​ Armour of Contempt: Reduce AP for all ranged attacks against your models by 1.

❖​ Oath of Moment: At the beginning of the game, and the start of each turn, after all players have deployed
their models you may select one model from your opponent's warband that is deployed on the table, that model
is your warbands Oath. Until the end of your turn whenever an ADEPTUS ASTARTES model from warband attacks
your warbands Oath, add +1 to that attack.

❖​ Combat Doctrines: After both players have deployed their warbands but before the battle begins, you must select your Combat
Doctrine for the battle, as seen below.
➢​ Devastator Doctrine: Ignores Cover at Long Range if the model did not move.
➢​ Tactical Doctrine: Enemy models never get free attacks against ADEPTUS ASTARTES models when they Retreat.
Additionally, ADEPTUS ASTARTES models can move out of Melee Combat using its Standard Move, Charge and Dash.
➢​ Assault Doctrine: ADEPTUS ASTARTES models add +1 DICE to their Dash Actions.

❖​ Litanies of Faith and Devotion: Space Marine Chaplains are exemplars of righteous wrath. Powerful orators and accomplished
warriors both, they provide bellicose counsel to their comrades and act as spiritual bastions for their Chapter. The litanies that
Chaplains intone on the battlefield imbue those around them with fresh determination and martial fury. In addition to the available
Litanies that Chaplains can recite, they may also select one of the following instead.

➢​ Exhortation of Rage!: All friendly models that are within 8” of the Chaplain at the start of their Activation are not affected
by FEAR.

➢​ Mantra of Strength!: Select one friendly model within 3” of the Priest and take a RISKY ACTION. If successful, the
warrior immediately stands up if Down, and loses up to D3 BLOOD MARKERS or INFECTION MARKERS (or any
combination) of your choice.

❖​ Librarious Conclaves: Masters of the esoteric arts, Librarians are warrior mystics who unleash the power of the Warp onto the 41st
Millennium's battlefields. With crackling bolts of lightning and storms of telekinetic force, they smite the enemies of the Imperium,
serving their Chapter as both peerless loremasters and masterful battle leaders. In addition to the available Psychic Powers for the
Librarian, they may also select one of the following instead.

➢​ Null Zone: Select a 1x1mm point on the battlefield that the PSYKER can see within 12” of itself and attempt a Risky
Action. If the Action was successful, place a 25mm base on that point and for the remainder of the battle with a 8” aura that
reads, “Any model within 8” of this point loses the benefit of armour. If it was an unsuccessful result of two 1’s the
PSYKER takes two BLOOD MARKERS instead and nothing else happens. You can only use this Psykic Power once per
battle. You can only have one of this Psykic Power in your Warband.

➢​ Warp Sight: As an Action during the PSYKERS Activation they can attempt to peer into the Warp scout further ahead.
Select one friendly model that can be seen within 12” of the PSYKER, if the Action was successful you may use that
friendly model's sight for determining Line of Sight rules.

❖​ First Company: Of the ten companies, the 1st still consists of the Chapter's most experienced Veterans, and is therefore the most
powerful. The Veterans of the 1st Company are still trained to fight in Terminator Armour. It is extremely rare for the Veteran
Company to be deployed en masse -- its units normally take to the field alongside the Chapter's Battle Companies. You can upgrade an
additional three Tactical Marines into Company Veterans.
Warhammer 40,000 Unofficial Rules

First & Unknown Foundings(Pick Three Codex Rules from a single founding Chapter only)

❖​ I Dark ANGELS - 4
➢​ Circles of the Lion
➢​ Hoarders of Ancient Relics: Increase supply limitations to all Weapons, Armour, and equipment
by 1.
➢​ Recovery at all Costs: If a model falls in combat, you can recover their fallen gear if you did an
Exploration instead of returning for recruits.
➢​ Blades of Vengeance
➢​
➢​

❖​ V White SCARS - 3
➢​ Riders of the Khan: You can no longer recruit Devastator Marines and can recruit
Outriders/Bikers instead.
➢​ +1” to all Infantry movement characteristics
➢​ Head Hunters: Choose one enemy model before the battle begins. If that model is taken Out of
Action you get?
➢​
➢​
➢​

❖​ VI Space WOLVES - 2
➢​ No Wolves on Fenris: You can no longer recruit Scouts to your warband, but now you can recruit
Thunderwolves to your warband as seen below.
THUNDERWOLVES
➢​ Fenrisian Shamans: You cannot recruit a Librarian, instead you can recruit a Rune Priest using
the data sheet of the Librarian with this additional Psykic Power.
■​ Space Wolves magic.
➢​ The Sagas Continue: Replace the Lieutenants ability with Saga of Russ, as described below.
■​ Saga of Russ:
➢​ Wolf Priests: Chaplain combine with Apothacaries
➢​
➢​

❖​ VII Imperial FISTS - 5


➢​ Scions of Dorn: Naval Breaking Shields, gives shield combo to any firearm equipped with it
➢​ Retributors: +1 to all Bolter Attack Actions
➢​ Crimson Fists: +1 to Attack and Injury rolls if touching a piece of terrain
➢​ Exorcists: Up to eight models in your warband can be immune to the Keyword FEAR for 5 credits
each.
➢​ Black Templars: 0-3 Chaplains but no Librarians. Additionally at the beginning of every battle
you may roll a d3 and add that result in BLESSING MARKERS to a single model or divided
between multiple.
➢​ Emperors Champion: You can recruit an Emperors Champion instead of a Lieutenant to your
warband. They have +3 DICE to Melee and a +0 to Range and must purchase a Black Blade to be
equipped with.

Warhammer 40,000 Unofficial Rules

❖​ IX Blood Angels - 6
➢​ Black Rage: You may pay 15 credits a piece to give up to 5 models in your warband the Keyword
INFILTRATOR and are considered Death Company instead. They get a +1 to their Melee
characteristic and If they are not taken Out of Action in combat, they must take an Out of Action
test as if they were. Black Rage(Required)
➢​ Red Thirst: Whenever this model inflicts a BLOOD MARKER upon another model you may
remove one of theirs. Red Thirst(Required)
➢​ The Lamenters: You are no longer required to take the Black Rage or the Red Thirst but you
suffer -1 to all non-attack actions you perform.
➢​ Flesh Tearers: +1 to Melee attacks
➢​ Sons of Sanguinous: Increase Supply Limit of Jump packs.
➢​ Knights of the Chalaice: You can have 1-2 Apothecaries, and the Red Thirst is no longer
Required.

❖​ X Iron HANDS - 2
➢​ Sons of Medusa: After each battle roll a D6 and multiple that result NY 10. you add that result in
credits worth of weapons, armour, or equipment to your warbands armoury.
➢​ By the Machine-God: You can have 1-3* Techmarines but cannot have a Lieutenant.
➢​ Guardians of Ancients: You are no longer required to have a Techmarine to recruit a
Dreadnought.
➢​ Keys of Hel: Fights on Death, one Attack Action only. After the battle is over you can pay 20
credits to resurrect the fallen Non-elite Astartes as a Revenant. They get +1 to Range and when
they are taken Out of Action you cannot roll for them as they are already considered dead.
➢​
➢​

❖​ XIII ULTRAMARINES - 5
➢​ Logistic Masters: Increase the Supply limit of one Weapon, Armour, or Equipment in the Adeptus
Astartes Armoury
➢​ Marines Errant: Increase Troop limit by one for a single Non-Elite unit
➢​ Novamarines: You may choose two additional Codex Rules separate from Novamarines and
another Ultramarines rule but the two additional Codex Rules must be selected from the Core
Founding section.
➢​ Scythes of the Emperor
➢​ Mortifactors: Up to Five models can be upgraded to have the Keyword FEAR at the cost of 5
credits. Up to two models can be upgraded to have the Keyword INFILTRATOR at the cost of 10
credits.
➢​ Emperor's Spears: You cannot recruit Librarians, Chaplains, Techmarines, or Apothecarys.
Instead you can recruit 0-4 models called a Druid that can be upgraded, as cost indicate below.
■​ Psyker
■​ Warrior Priest
■​ Tech Priest
■​ Gene Harvester

❖​ XVIII SALAMANDERS - 5
➢​ Promethean Creed: Increase LIMITS to all FIRE weapons
➢​ Drake Lords: Increase Supply Limits to Artificer Armour
➢​ +1 to Moral Tests.
Warhammer 40,000 Unofficial Rules

➢​ Black Dragons: At the cost of 15 ducats each, up to five Tactical Astartes can become mutated
with retractable bone swords in their arms. Each arm is considered a sword and it does not prevent
them from equipping any other melee weapons.
➢​ Friends of Humanity: This warband may have 0-2 Apothecaries instead
➢​ Forgemasters: This warband may have 0-2 Techmarines called Forgemasters. Instead of blank
ability they have blank as described below.

❖​ XIX Raven GUARD - 6


➢​ Death Spectres: Increase Supply Limit of Jump packs.
➢​ Masters of Shadows:Up to three models have Infiltrator for 15 ducats.
➢​ Ashen Claws: Removes Scout rule for recruiting.
➢​ Raptors: At the cost of 10 credits each, you can upgrade three Tactical Marines to have the
Keyword Skirmisher.
➢​ Carcharodons: All Astartes models in this warband have the Keyword FEAR. In addition their
Dash Distance is halved from its original length.
➢​ Rift Stalkers

❖​ Unknown FOUNDINGS - 5
➢​ Minotaurs: You can add one special wargear option from another Founding to your warbands
Armoury.
➢​ Astral Claws: Reduce the cost of Weapons and Armour purchased by this warband by 5 credits.
➢​ Blood Ravens: Increase your Troop limit of Librarians to 1-3 and must take them as your leader.
You can no longer recruit a Lieutenant.
➢​ Red Scorpions: This Warband must have an Apothecary as its leader and costs x credits. Also you
can recruit 0-3 Apothecaries including the Leader. Additionally Apothecaries in your warband that
are 2” away from a ADEPTUS ASTARTES model that is taken Out of Action can attempt an
Risky Action to Harvest their Gene-seed. If successful and this model survives the battle you can
add it to your warbands Armoury. It's a piece of equipment that sells for 60 credits each.
➢​ Deathwatch: Every ADEPTUS ASTARTES model in your warband now has the Keyword
FIRETEAM. At the beginning of every battle you can form two Fireteams within your
warband.(Battles over 1200 credits you can form three instead.)
➢​ Grey Knights: All Astartes models that don't already have the ability Smite now have it and now
have the PSYKER Keyword in addition.
Warhammer 40,000 Unofficial Rules

Company Command
Your warband must include a Lieutenant, Librarian, or Chaplain as your leader when it is created.

0-1* Astartes Lieutenant (Costs: 85 credits)


Lieutenants act as the right hands of their captains by providing flexibility and helping to direct their battle-brothers in
engagements. Space Marine Battle Companies are frequently divided into two Battle Demi-companies of 50 Astartes each
in order to spread their forces across multiple combat zones. In most Chapters, command of each demi-company falls to a
lieutenant, who leads his brothers unflinchingly into battle. Some Space Marine Chapters assign additional roles for lieutenants.
The Salamanders, for example, have given these warriors a ceremonial duty as bodyguards to their company's captain, the
three fighting as one. Some Chapters have specialised titles for their lieutenants. Within the Iron Hands Chapter they are
called "naysmiths," and are charged with questioning their captain's battle plans so as to probe for Human errors within his
logic. Among the Space Wolves they are called "battle leaders," while the Black Templars call them "Castellans" and
maintained use of the rank long after other Second Founding Chapters had eliminated it. Among the Dark Angels, the
lieutenants assigned to the Deathwing company are called "strikemasters," and the lieutenants of the Ravenwing company
are "talonmasters."

Name Movement Ranged Melee Armor Base

Lieutenant 6”/Infantry +2 +2 0 40mm

Equipment
An Astartes Lieutenant cannot be fielded, unless it is equipped with a suit of
armour. In addition, an Astartes Lieutenant can be equipped with any weapon,
armour and equipment from the Adeptus Astartes Armoury.

Abilities

❖​ Indomitable Will: Lieutenant's wills are unbreakable against


the mightiest foes of the Imperium and thus treats Down Injury
results as a Minor Hit instead

❖​ Tough: The Lieutenant is a seasoned veteran of a millenia long war


facing and overcoming many adversities that are larger than him.
It is subject to the rules for TOUGH Creatures.

❖​ Strong: Lieutenants show many feats of outstanding might or force.


It is subject to the Keyword STRONG.

KEYWORDS
ADEPTUS ASTARTES, LEADER*, ELITE, STRONG, TOUGH
Warhammer 40,000 Unofficial Rules

0-1* Astartes Librarian (Costs: 70 credits)


A Librarian is a Firstborn or Primaris Marine combat psyker of the Space Marines who survives an Adeptus
Astartes Chapter's rigorous screening and training to bend the powers of the Warp to their will for the benefit
of their fellow battle-brothers and in service to the Emperor of Mankind. Beyond their psychic duties, the
Librarians of the Astartes are also expected to record the great deeds of their Chapter and maintain the
Chapter's storehouse of ancient lore, the functions for which they are named.A Librarian is often estranged
from the other members of his Chapter. This is usually because the psychic abilities he possesses are what
his brother Space Marines are often expected to abhor and purge in most other beings.

Name Movement Ranged Melee Armor Base

Librarian 6”/Infantry +2 +1 0 40mm

Equipment
An Astartes Librarian cannot be fielded, unless it is equipped with a suit of armour and a Psykic Hood. In addition, an
Astartes Librarian can be equipped with any weapon, armour and equipment from the Adeptus Astartes Armoury.

Abilities
You can choose one of the following in addition to Smite.

❖​ Smite: As a ranged Attack Action the Astartes Librarian can attempt a Risky Action to cast Smite for free,
instead of one BLOOD MARKER, on any model they can see in 12”. to strike their If the Risky Action is
Successful, the enemy model receives two BLOOD MARKERS, if the Action is a Critical the take three instead
of two and the Librarian receives a BLOOD MARKER also. If the Action is unsuccessful the Librarian takes two BLOOD
MARKERS instead and nothing else happens, however when a Critical Failure happens the
Librarian receives three instead of two.

❖​ Psykic Disciplines: You can choose one of the Psykic powers as described below.
➢​ Veil of Time: The Librarian can attempt a RISKY ACTION to cast the Veil
of Time on himself or one other friendly model that he can see within 3”. If
the Librarian was successful the following effect applies, if the Action is
unsuccessful the Librarian takes two BLOOD MARKERS instead and
nothing else happens, however when a Critical Failure happens the Librarian
receives three instead of two. After the Librarian makes a Charge Roll, but
before it moves toward its target, you may instead choose to have the
Librarian split itself through time if it has not already taken a Melee
Attack ACTION this Activation. Choose up to two enemy models
within the charging distance of the Librarian. Then, place
the Librarian into base contact with each enemy model,
one after the other. It may make a Melee Attack
against each one with a single melee weapon that
it is equipped with. After the attacks (and any
resulting effects) have been resolved, place the
Librarian at either location. The Librarian cannot make any further melee attacks
during this Activation. This Psykic Power costs two Bloodmarkers from any model
in your warband to cast and it can only be used once per game.

➢​ Psychic Scourge: As a ranged Attack Action the Astartes Librarian can


attempt a Risky Action to unleash their psykic might upon any foes that
they can see within 18”. This Psykic attack ignores armour. If the Risky
Action is Successful the enemy model receives two BLOOD MARKERS.
If the Action is unsuccessful the Librarian takes two BLOOD MARKERS
instead and nothing else happens, however when a Critical Failure
happens the Librarian receives three instead of two.

KEYWORDS
ADEPTUS ASTARTES, LEADER*, ELITE, PSYKER
Warhammer 40,000 Unofficial Rules

0-1* Astartes Chaplain (Costs: 65 credits)


Chaplains are the warrior-priests that minister to the spiritual and psychological well-being of their fellow battle-brothers,
instilling in them the values and beliefs of the Chapter and promoting the veneration or in rarer cases the actual worship of
the Emperor of Mankind. Chaplains lead from the front as awe-inspiring warrior-priests, fighting wherever the foe is most
fierce, leading their brethren and praising the Emperor through the destruction of His enemies. Rejoicing in the glorious
act of war, Chaplains exhort their battle-brothers to ever greater deeds of bravery and devotion. In battle, the Chaplains will
be at the forefront of the Chapter's battlelines, rousing their fellow Space Marines through their words and actions. Their
power armour is black and often incorporates Imperial gothic skull iconography, most commonly in the form of a skull-shaped
helmet. Most Chaplains wield a Power Weapon that takes the form of a mace and is called a Crozius Arcanum. They are
also equipped with an Imperial holy symbol known as a Rosarius. Individual Chaplains are assigned to each company
within a Space Marine Chapter. Others, including the Reclusiarch who cares for the Chapter's sacred Reclusiam and the Master
of Sanctity who is the chief Chaplain of a Chapter and an officer whose rank is usually subordinate only to that of the Chapter
Master himself, operate within the Chapter's command structure independent of any specific company.

Name Movement Ranged Melee Armor Base

Chaplain 6”/Infantry +1 +1 0 40mm

Equipment
An Astartes Chaplain cannot be fielded, unless it is equipped with a suit of armour. In addition, an Astartes Chaplain can
be equipped with any weapon, armour and equipment from the Adeptus Astartes Armoury.

Abilities
You can choose one of the following.

❖​ Litany of Hate!: All friendly models that are within 6” of the Chaplain at the start of their Activation
adds +2 to their charge rolls. (i.e. 4+2=6 as how the +2 is applied.)

❖​ Litany of Faith!: Select one friendly model within 6” of the Priest (including the Priest) and take a
RISKY ACTION. If successful, the model immediately gains a BLESSING MARKER.

KEYWORDS
ADEPTUS ASTARTES, LEADER*, ELITE
Warhammer 40,000 Unofficial Rules

0-1 Astartes Techmarine (Costs: 70 credits)


Prospective Techmarines are chosen from the ranks of the Space Marine Chapters for their affinity with technology. They
learn how to divine the runes of engineering and study the liturgy of maintenance. This great body of lore must be committed
to memory and understood by the novice Techmarine. They are taught how to "feel" the pain of a damaged machine and
heal it. When they come back they serve the same role in their Chapter as a Tech-priest Enginseer in the Astra Militarum.
Without the passing on of such ancient lore, the Space Marines would eventually grind to a complete halt, unable to make
war. Thus does every Chapter’s might hinge upon the esoteric knowledge of its Techmarines. Every Space Marine Chapter
sends a number of its warriors with a demonstrated affinity for the use and maintenance of technology to Mars where they
are inducted into the Machine Cult by the Adeptus Mechanicus, a right granted by ancient pacts made by the Adeptus
Astartes with the Tech-priests. Aspiring Techmarines train for standard years, steeping themselves in rites of activation,
maintenance and repair. Upon returning to their Chapter, they become custodians of the Chapter Armoury -- Space
Marines of dual loyalties, pledged by blood to their Chapter, but bound in mind to the Omnissiah. Despite this dichotomy,
Techmarines are held in great esteem; a Chapter could not wage war without its technological tools. In spite of their
mysterious calling, Techmarines remain fierce warriors, and if a vehicle is lost, they will fight for its retrieval as stridently
as their brethren would to recover any other fallen comrade.

Name Movement Ranged Melee Armor Base

Techmarine 6”/Infantry +2 0 0 40mm

Equipment
An Astartes Techmarine cannot be fielded, unless it is equipped with a suit of armour. In
addition, an Astartes Techmarine can be equipped with any weapon, armour and equipment
from the Adeptus Astartes Armoury.

Asrates Techmarines also have two Servo-Arms in addition to their own that can hold melee
weapons. They are considered unarmed attacks with no penalty when their hands are empty
and one of the Servo-Arms can be replaced with a mounted Servo-Turrent instead and has
the profile of a Bolter while the other can be a Servo-Skull. As a secondary option the
Techmarine can equip a single ranged weapon that is only available to the Dreadnought, it
requires both Servo-arms and one of the Techmarines to operate the weapon. When a Techmarine
is equipped with a Dreadnought weapon its DASH Actions are halved.

Abilities

❖​ Master of the Forge: Astartes Techmarines can upgrade any armour they are
equipped with into Artificer Armour for free.

❖​ The Flesh is Weak: Astartes Techmarines are closer to machines internally and
externally. Non-FIRE injuries against the Techmarines are rolled with -1 DICE
and in addition they also have the Keyword STRONG.

KEYWORDS
ADEPTUS ASTARTES, ELITE, STRONG
Warhammer 40,000 Unofficial Rules

0-1 Astartes Apothecary (Costs: 65 credits)


Outside of combat, Apothecaries are responsible for monitoring the Chapter's neophytes for mutation or flaws in their
gene-seed and organ implants and for carrying out the implantation process in their Chapter's aspirants. The Apothecary
is well-versed in the arts of battlefield first aid as well as advanced surgical techniques, cybernetics and bio-engineering.
The Apothecary must be as courageous as his fellow Space Marines if not more so, for he must perform his life-saving
surgeries in the midst of the battlefield. If a Space Marine is injured, the Apothecary will use his medi-pack, called the
Narthecium, to tend to the wounds. Nartheciums can dispense medical aid and perform complex surgery -- cauterising,
stitching, removing shrapnel, and more. Even severely injured Space Marines can fight again with the aid of the Narthecium.
Whereas Chaplains are charged with maintaining the spiritual health of the Space Marines in a Chapter, it is the Apothecaries'
role to mind the physical well-being of their battle-brothers. Several of a Space Marine's specialised organs can self-heal
wounds that would kill a non-augmented man outright, but such functions take time, and will not happen during a melee
or fire-fight. It is the Apothecary's duty to stabilise the worst of wounds, patching up a transhuman warrior's seemingly
mortal injuries so that he may return to battle within moments.

Name Movement Ranged Melee Armor Base

Apothecary 6”/Infantry 0 0 0 40mm

Equipment
An Astartes Apothecary cannot be fielded, unless it is equipped with a suit of armour. In
addition, an Astartes Apothecary is equipped with a Narthecium and can be equipped
with any weapon, armour and equipment from the Adeptus Astartes Armoury.

Abilities

❖​ Bearers of the Prime Helix: Apothacaries can take a RISKY ACTION to


remove one BLOOD MARKER from any one friendly model (including
themselves) within 1” range or allow one friendly model (including
themselves) that is Down to regain their footing.

❖​ Honor the Fallen: Whenever an ADEPTUS ASTARTES model


is taken Out of Action within 3” of the Apothecary, you can
take an Action to recover the Gene-Seed. If the Apothecary
is successful it gains a Blessing Marker.

❖​ Helix Adepts: The Apothecary is immune to FEAR.

KEYWORDS
ADEPTUS ASTARTES, ELITE
Warhammer 40,000 Unofficial Rules

Angels of Death
Astartes Tactical Marine (Costs: 40 credits)
Tactical Squads are battleline squads. The most numerous and strategically versatile warriors in a Codex
Astartes compliant Chapter form battleline squads. They are flexible enough to press home an attack, or
hold a position with withering firepower. Whatever the strategic challenge, battleline are usually equal
to the task. Like their Assault Marine counterparts, the members of a Tactical tough as nails. The
Chaos Space Marines also use units equivalent to Tactical Marines, though they have less diversity in
weapons, are more vicious in melee combat and are usually led by an Aspiring Champion of Chaos.
Since the advent of the Codex Astartes, Tactical Squads have been the backbone of most Space Marine
armies. They have been called upon to fulfil the full range of battlefield roles; they hold ground,
provide fire support and charge into the close quarters fighting of bloody melees, as the ever-changing
theatre of war dictates. As befits their flexible battlefield role, Tactical Squads take a variety of weaponry to
the field of battle.

Name Movement Ranged Melee Armor Base

Tactical Marine 6”/Infantry 0 0 0 32mm

Equipment
An Astartes Tactical Marine cannot be fielded, unless it is equipped with a suit of armour. In addition, an
Astartes Tactical Marine can be equipped with any weapon, armour and equipment from the Adeptus Astartes
Armoury. You can upgrade up to three Tactical Marines into Company Veterans for 10 credits each.
You can either select to upgrade the Ranged or Melee characteristic of any of your Veterans by +1 DICE.
You can choose a different bonus for each Veteran.

Abilities
​ -
KEYWORDS
ADEPTUS ASTARTES
Warhammer 40,000 Unofficial Rules

0-8 Astartes Assault Marine (Costs: 45 credits)


Assault Marines are powerful melee fighters able to best almost any opponent in the bloody close-quarters melee
fighting that is such a common feature of warfare in the late 41st Millennium. Each Assault Squad consists of up to 10
battle-brothers of whom one will be the unit leader with the rank of sergeant. All of the Astartes in the squad excel at
close quarters combat, have received additional specialist training and have become highly experienced in melee
combat after countless encounters with the Emperor's enemies. Assault Squads excel at close-quarters fighting. Equipped
with Jump Packs, they blaze across the battlefield, charging into the foe with little heed for personal danger. With
turbo-engine impetus, Assault Squads slam into the enemy, sending foes sprawling from the skull-crunching force of
their impact. The Codex Astartes dictates that Assault Squads should be unleashed in the first wave of an attack, to strike
hard and fast at weak points in the foe's formation. Opposing infantry are shredded with Chainsword and Bolt Pistol,
enemy tanks with Krak Grenades. Such is the way of the Space Marines -- to crush the enemy without mercy before
moving on to the next target. Such tactics are far from subtle, but effective nonetheless -- though a foe who perceives
this to be the extent of an Assault Squad's capability is woefully mistaken. The Jump Pack is easily as dangerous as any
weapon the Assault Marine carries, propelling its bearer into the heart of combat with the force of a hurtling meteorite.
More importantly though, with a Jump Pack comes mobility, allowing the Assault Squad to redeploy quickly in a series
of hard-hitting attacks, or even perform controlled low-altitude descents from Thunderhawk gunships.

Name Movement Ranged Melee Armor Base

Assault Marine 6”/Infantry 0 +1 0 32mm

Equipment
An Astartes Assault Marine cannot be fielded, unless it is equipped with a suit of
armour. In addition, an Astartes Assault Marine can be equipped with any
weapon, armour and equipment from the Adeptus Astartes Armoury.

Abilities

❖​ Rapid Assault: Assault Marines add +1 DICE to their Dash


Actions.

❖​ Savage Assault: Assault Marines receive a bonus +1 DICE


to Attack Actions whenever it's with a Chain weapon.

KEYWORDS
ADEPTUS ASTARTES
Warhammer 40,000 Unofficial Rules

0-4 Astartes Devastator Marine (Costs: 90 credits)


The Space Marines in a Chapter's fire support squads have a vital role, for they provide covering fire to their battleline
and close support brethren. This could be in the form of assassination of prime targets, counter-battery volleys, or the
destruction of enemy armour. By their target selection, marksmanship, and the timely application of firepower are
countless battles won. As primarily long-range support units, Devastators provide their comrades with covering fire
whilst also engaging enemy vehicles and other armoured foes. Devastator Squads best define a Space Marine task force's
reach, for they promise destruction with greater range than any of their battle-brothers. Unlike most other Space Marine
squads, Devastators operate from a largely static footing, abandoning fixed positions only to advance, fall back or
occupy a position with more commanding arcs of fire.

Name Movement Ranged Melee Armor Base

Devastator Marine 6”/Infantry +1 0 -2 32mm

Equipment
Astartes Devastator Marines are equipped with Mark IV Power
Armour which is included in its cost. This armour can be
removed and changed but it must be fielded in a suit of
armour. Otherwise they can be equipped with any
weapon, armour and equipment from the Adeptus
Astartes Armoury.

Abilities

❖​ Close-fire Support: Before a Devastator


Marine performs an Attack Action they
can expend their Movement Action for
their Activation to ignore the penalty
to Long Range for a single ranged
attack.

❖​ Heavy Weapons Specialist: Devastator


Marines carry the heaviest ranged
weapons from the Astartes armoury.
Devastator Marines are subject to the
Keyword STRONG.

KEYWORDS
ADEPTUS ASTARTES, STRONG
Warhammer 40,000 Unofficial Rules

Neophyte Scout Marines (Costs: 35 credits)


(Your warband may include any number of Scout Marines as long as they do not outnumber models without the Keyword NEOPHYTE.)
Scout Marines are the newest recruits in a Space Marine Chapter. Their duties are to infiltrate the enemy positions or
to fight as lightly armed skirmishers ahead of the rest of the Chapter. Operating behind enemy lines, Space Marine
Scouts set ambushes for their foes, spy out the enemy's movements, and gather what information they can about their
opponent's plans. Sometimes Scouts will covertly attack an enemy camp, capturing a commander for interrogation or
alternatively sabotaging equipment and supplies. Striking fast and hard, the Scouts usually accomplish their mission
and leave before the enemy has the chance to respond. The 10th Company of a Codex Astartes-compliant Space Marine
Chapter usually consists entirely of Scout Squads along with the Chapter's force of equally reconnaissance-focused
Vanguard Marines.

Name Movement Ranged Melee Armor Base

Scout Marine 6”/Infantry -1 0 0 28mm

Equipment
An Astartes Scout Marine can be equipped with any weapon, armour and equipment from the
Adeptus Astartes Armoury.

Abilities

❖​ Tenth Company: Scout Marines are regularly required to


forward deployed for a long period of time behind enemy
lines. Neophytes are subject to the rules of INFILTRATOR.

KEYWORDS
ADEPTUS ASTARTES, NEOPHYTE, INFILTRATOR
Warhammer 40,000 Unofficial Rules

0-2 Bladeguard Veterans (Costs: 55 credits)


Scout Marines are the newest recruits in a Space Marine Chapter. Their duties are to infiltrate the enemy positions or
to fight as lightly armed skirmishers ahead of the rest of the Chapter. Operating behind enemy lines, Space Marine
Scouts set ambushes for their foes, spy out the enemy's movements, and gather what information they can about their
opponent's plans. Sometimes Scouts will covertly attack an enemy camp, capturing a commander for interrogation or
alternatively sabotaging equipment and supplies. Striking fast and hard, the Scouts usually accomplish their mission
and leave before the enemy has the chance to respond. The 10th Company of a Codex Astartes-compliant Space Marine
Chapter usually consists entirely of Scout Squads along with the Chapter's force of equally reconnaissance-focused
Vanguard Marines.

Name Movement Ranged Melee Armor Base

Bladeguard 6”/Infantry 0 +1 0 40mm

Equipment
An Bladeguard Veterans cannot be fielded, unless it is equipped with a suit
of armour. In addition, an Bladeguard Veterans can be equipped with any
weapon, armour and equipment from the Adeptus Astartes Armoury.

Abilities

❖​ Bodyguard: If an ADEPTUS ASTARTES model within 1”


of the Bladeguard Veteran is hit, the Bladeguard
Veteran can redirect the hit to itself. The injury
and any additional effects of the attack are
resolved against the Bladeguard Veteran instead
of the original target. This ability cannot be
used against BLAST weapons.
❖​ Uphold the Honor of the Chapter:
Whenever an ELITE model is Downed
within 6” of the Bladeguard Veteran,
they may make a free Move Action
to half of their movement
characteristic towards the downed
model.

KEYWORDS
ADEPTUS ASTARTES
Warhammer 40,000 Unofficial Rules

0* Dreadnought (Costs: 165 credits)


(You can bring one Dreadnought for each Techmarine in your warband. Each Dreadnought must be associated with a Techmarine in your
warband. If a Dreadnoughts associated Techmarine is killed (typically by acquiring three scars), that Dreadnought cannot be fielded and its
equipment cannot be changed. When you acquire a new Techmarine, if you have any unallocated Dreadnought, you must allocate that new
Techmarine with one of your unallocated Dreadnoughts.)
Dreadnoughts are war incarnate, towering machines that advance forwards with thunderous strides, fiery death roaring from the myriad of heavy
weapons mounted on their hulls. They are terrifying foes, fighting with all the skill and ferocity of a Space Marine, but combined with the
durability and firepower of a battle tank. Dreadnoughts are often mistaken by mortal observers for huge suits of battle armour or robots; they are
similar to both and yet neither. Dreadnoughts are a combination of armoured walker and cybernetic life-support system; their pilots are neurally
linked straight into the Dreadnought's cybernetic systems, and are able to use the walker as if it were their own body, although they are
permanently entombed within its Ceramite skin until they are destroyed. When the greatest of the Astartes are crippled in combat the
battle-brother's body will be repaired and transferred into an armoured cyborganic sarcophagus outfitted with extensive life support systems. This
sarcophagus is then interred within the heart of the armoured torso of a Dreadnought if there is even a spark of life left. The pilot himself survives
only as a tightly curled and shrivelled organic component deep inside the Dreadnought, which is at once his reborn body and his tomb.

Name Movement Ranged Melee Armor Base

Dreadnought 5”/Infantry +1 +2 -2 60mm

Equipment
Dreadnoughts are made of ceramite terminator plate naturally giving the model a -2 Armour. Additionally, Dreadnoughts can be equipped with
any Dreadnought Only weapon and equipment from the Adeptus Astartes Armoury.

Abilities

❖​ Walking Tomb: All injuries against the Dreadnought are rolled with -1 DICE. Additionally, this model ignores any additional
BLOOD MARKERS caused by the Keyword GAS.
❖​ Trample: Once during its Activation, the Dreadnought may make an extra Melee Attack ACTION against a Downed enemy model on
a 32mm or smaller base. Resolve the attack as if the Dreadnought was armed with a Trench Club. This attack ignores armour as the
Dreadnought stomps their enemies into pulp.
❖​ Unstoppable: Enemy models never get free attacks against a Dreadnought when it Retreats. Additionally, the Dreadnought can move
out of Melee Combat using its Standard Move, Charge and Dash.
❖​ Fear: Dreadnought is a walking mountain of death incarnate, and therefore causes FEAR.
❖​ Tough: The Dreadnought is extremely difficult to bring down with conventional weapons. It is subject to the rules for TOUGH
Creatures.
❖​ Strong: Dreadnoughts ignore the effect of the Keyword HEAVY on any weapon they wield.

KEYWORDS
ADEPTUS ASTARTES, TOUGH, STRONG, FEAR
Warhammer 40,000 Unofficial Rules

Narthecium — Gives +1 to healing and allows one arm to attack unarmed without a penalty. Takes the use of one-hand.
Warhammer 40,000 Unofficial Rules

Chaos Factions
Chaos Space Marines
Warhammer 40,000 Unofficial Rules

Chaos Warband's
❖​ Pact of the Dark God's: Heretic Astartes models may in this warband may make a pact with a Dark God
for their favour. Whenever you perform an attack action you may make it a Risky Action(if it already is
Risky then it's at -2). If you're successful, when you roll for the injury result, roll a second time and pick the
best of the two results.

❖​ 2
❖​ 3
❖​ 4
❖​ 5
❖​ 6

Traitor Legions, Heretics and Renegades(Pick Three Primarch traits from a single Traitor Legion only.)

❖​ III Emperor’s Children*Slaanesh


➢​ Slaanesh’s Chosen: This warband cannot upgrade Legionaries, instead they can recruit Noise
Marines instead. Slaanesh’s Chosen is required.
➢​ 2
➢​ 3
➢​ 4
➢​ 5
➢​ 6

❖​ IV Iron Warriors
➢​ 1
➢​ 2
➢​ 3
➢​ 4
➢​ 5
➢​ 6

❖​ VIII Night Lords


➢​ We Have Come For You
➢​ Ave Dominous Nox
➢​ Skinning Pits
➢​ Sinners Red
➢​ In Midnight Clad
➢​ 6

❖​ XII World Eaters*Khorne


➢​ Khorne’s Chosen: This warband cannot upgrade Legionaries, instead they can recruit Khorne
Berzerkers instead. Khorne’s Chosen is required.
➢​ KILL, MAIM, BURN!
➢​ 3
➢​ 4
➢​ 5
➢​ 6
Warhammer 40,000 Unofficial Rules

❖​ XIV Death Guard*Nurgle


➢​ Nurgle’s Chosen: This warband cannot upgrade Legionaries, instead they can recruit Plague
Marines instead. Nurgle’s Chosen is required.
➢​ Contagion Waves: All models in your warband deal INFECTION MARKERS in melee combat
instead of BLOOD MARKERS.
➢​ The Walking Pox: Your warband cannot recruit Cultists, instead they can recruit Pox Walkers.
They have the profile of a Grail Thrall’s and you are no longer limited on how many you may
recruit.
➢​ 4
➢​ 5
➢​ 6

❖​ XV Thousand Sons*Tzeentch
➢​ Tzeentch’s Chosen: This warband cannot upgrade Legionaries, instead they can recruit Rubric
Marines instead. Tzeentch’s Chosen is required.
➢​ 2
➢​ 3
➢​ 4
➢​ 5
➢​ 6

❖​ XVI Black Legion(Sons of Horus)


➢​ 1
➢​ 2
➢​ 3
➢​ 4
➢​ 5
➢​ 6

❖​ XVII Word Bearers*Chaos Undivided


➢​ 1
➢​ 2
➢​ 3
➢​ 4
➢​ 5
➢​ 6

❖​ XX Alpha Legion
➢​ 1
➢​ 2
➢​ 3
➢​ 4
➢​ 5
➢​ 6

❖​ Heretics and Renegades


➢​ Red Corsairs
➢​ 2
➢​ 3
Warhammer 40,000 Unofficial Rules

➢​ 4
➢​ 5
➢​ 6

ELITES
1*-Chaos Lord

1*-Chaos Sorcerer
6”-+2-+1-0-40mm
Smite
2 Warp powers

1-Warpsmith

1-Master of Executions

1-Dark Apostle
2 Dark Prayers of the Chaos Gods

TROOPS
Legionaries
6”-0-0-0-32mm
Upgrade up to 5 Legionaries into Chosen giving a +1 to either Ranged or Melee

5-Havoc Marine
6”-+1-0-0-32mm

8-Raptors
8”-0-0-0-32mm
Upgrade up to 3 Raptors into Warp Talons giving a +1 to melee and INFLATAITOR Keyword

Chaos Cultists - cannot exceed astartes in warband


5”- -1- -1-0- mm
You may upgrade up to half(Rounding Down) of your Cultists into a Traitor Guardsmen, they get
+1 to their Ranged characteristics.

*0-Helbrute/Daemon Engine

Requires a Warpsmith to recruit this model


Warhammer 40,000 Unofficial Rules

Xenos Factions
Warhammer 40,000 Unofficial Rules

Necrons
Warhammer 40,000 Unofficial Rules

Royal Courts
1 Necron Overlord (Costs: 95 credits)
Your Warband must include a Necron Overlord when it is created.
A Necron Overlord is one of the greatest and most powerful leaders of the Necron species, and the ruler of many
Tomb Worlds. More powerful than even a Necron Lord, at a Necron Overlord's command are uncountable legions
of Necron Warriors, terrifying war machines, and a vast array of devastating weaponry.Normally equipped with a
Staff of Light, Necron Overlords are brilliant strategists, capable of calculating every possible outcome in the
ensuing conflict and formulating strategies to ensure that everything goes to plan.Only the most unlikely of tactical
or strategic situations can baffle a Necron Overlord and only the most potent foes have any chance of beating one in
combat.Masterful generals and warriors, bedecked in ancient and powerful battle gear of such potency it might seem
the product of magic rather than science, an Overlord's robotic body is the finest construct of its kind; armoured
enough to withstand anti-tank weaponry and strong enough to crush the life from his foe with remorseless efficiency.

Name Movement Ranged Melee Armor Base

Overlord 6”/Infantry +2 +2 0 40mm

Equipment
An Overlord cannot be fielded, unless it is equipped with a suit of armour. In addition, an Overlord can be equipped with
any weapon, armour and equipment from the Necron Armoury.

Abilities

❖​ Reanimation Protocols: When the Overlord is taken Out of Action


do not remove it from the battlefield as it has begun its Reanimation
Protocols. While Reanimation Protocols are activated, the
Overlord can only attempt a reconstruction Risky
Action until they have been reanimated and can still
be targeted for attacks as normal. If the Overlord is
taken Out of Action while in Reanimation Protocols it can
no longer reanimate and is now considered taken Out of
Action. Overlords can only reanimate successfully once
per battle, if a reanimated Overlord is taken Out of Action
after it has already reanimated it cannot activate its
Reanimation Protocols a second time are considered
taken Out of Action. You cannot use BLOOD
MARKERS on any Reanimation Protocols.
❖​ Living Metal: Non-FIRE injuries against the Overlords
are rolled with -1 DICE. Additionally, this model ignores
any additional BLOOD MARKERS caused by the Keyword
GAS.
❖​ Lord's Will: Any NECRON models within 4” of the Overlord add 1” to their
movement characteristics, additionally this model has the Keyword STRONG.
❖​ My Will Be Done: Target one NECRON model within 12” of the Overlord to
activate immediately after the Overlord's activation. This ends the Overlords
activation.
❖​ Resurrection Orb: Once per Battle. Choose one NECRON model that the Overlord
can see within 12” with their Reanimation Protocols activated. That model immediately
reanimates.

KEYWORDS
NECRON, LEADER, ELITE, STRONG
Warhammer 40,000 Unofficial Rules

0-2 Cryptek’s (Costs: 75 credits)

A Cryptek is one of the technologists and engineers of the Necron species, and they are responsible for studying and
maintaining the technology of the Necron dynasties. A Cryptek's powers mirror that of the psykers found amongst the
other intelligent species of the galaxy.However, while psykers channel the energies of the Warp to accomplish their
seemingly supernatural feats, a Cryptek uses their highly advanced knowledge of science and technology to manipulate
the purely physical universe's fundamental forces and produce many of the same seemingly magical effects.What a Cryptek
often accomplishes with their technology is nothing short of magical to the eyes of the "lesser" intelligent peoples of the
galaxy.With their knowledge of arcane sciences, a Cryptek can transmute a foe into liquid adamantium, turn them into a
speck of dwarf star matter, set the air ablaze, call down eldritch bolts of lightning and other equally impressive feats of
technological arcana.

Name Movement Ranged Melee Armor Base

Cryptek 6”/Infantry +1 0 0 32mm

Equipment
A Cryptek cannot be fielded, unless a conclave is chosen. In addition, it can be equipped with any weapon, armour and
equipment from the Necron Armoury.

Abilities

❖​ Reanimation Protocols: When the Cryptek is taken Out of Action do


not remove it from the battlefield as it has begun its Reanimation Protocols. While
Reanimation Protocols are activated, the Cryptek can only attempt a
reconstruction Risky Action until they have been reanimated and can still be targeted
for attacks as normal. If the Cryptek is taken Out of Action while in Reanimation Protocols it can no
longer reanimate and is now considered taken Out of Action. Crypteks can only reanimate
successfully once per battle, if a reanimated Cryptek is taken Out of Action after it has
already reanimated it cannot activate its Reanimation Protocols a second time are
considered taken Out of Action. You cannot use BLOOD MARKERS on any
Reanimation Protocols.
❖​ Living Metal: Non-FIRE injuries against the Crypteks are rolled with -1 DICE.
Additionally, this model ignores any additional BLOOD MARKERS caused by the
Keyword GAS.
❖​ Reconstruction Scarabs: Crypteks can take a RISKY ACTION to remove one
BLOOD MARKER from any one friendly model (including themselves) within
1” range or allow one friendly model (including themselves) that is Down to
regain their footing.
❖​ Cryptek Conclaves: Once you purchase a Cryptek you must choose one of
the Cryptek Conclaves, as seen below.
Technomancer: Crypteks can take a RISKY ACTION to give a
NECRON model in Reamination Protocols a +1 to reanimating.
Chronomancer: If any type of attack (melee, ranged, mine etc.) misses the Cryptek,
they may slip into a moment in the future. The Cryptek can move into any unoccupied
space within 6”, though they cannot be moved within 1” of any enemy model or leave
the gaming table. If moving out of melee this way, enemies do not get free attacks.
Psychomancer: This Cryptek and two other models in your warband have the Keyword FEAR and
cause -1 DICE to Moral Test.
Plasmamancer - a Straight up big fucking laser gun, single shot.

KEYWORDS
NECRON, ELITE, CRYPTEK
Warhammer 40,000 Unofficial Rules

1 Destroyer Lord (Costs: 80 credits)

When a Necron Lord or Overlord succumbs, a great threat to all life is born. Ironically, the only reason the Imperium
is not aware of the extent of this threat is precisely because these Destroyer Lords are so aptly named. No one has borne
witness to the atrocities committed by these steel harbingers of apocalypse and lived, and so it can only be guessed at
the threat stirring on barren worlds scattered across the galaxy.While many Necron Lords and Overlords are afflicted by
"eccentricities," the insanity that consumes the mind of a Destroyer Lord is something else entirely. Like other Destroyers,
Destroyer Lords modify their bodies and minds, so that they might be better suited to their overarching purpose, to cleanse
the stars of all organic life.While this most often includes the attachment of an anti-gravitic suspensor platform in place of
legs, Destroyer Lords tend to forgo the ranged weaponry favoured by other Destroyers in favour of melee weapons. The
Warscythe is a particular favourite, as a Destroyer Lord hovering above the heads of his enemies can take full advantage of
the reach afforded by these massive melee weapons.Curiously, Destroyer Lords forgo the decorative finery commonly worn
by Necron royalty. Whether this is representative of their single-minded obsession, an intentional statement, or a simple
matter of practicality, none can say, for the Destroyer Lords are avoided by their former peers as much as the other Destroyers,
and are not keen to engage in conversation (except to learn the location of potential targets).

Name Movement Ranged Melee Armor Base

Lokhust Lord 8”/Flying +1 0 0 60mm

Name Movement Ranged Melee Armor Base

Skorpekh Lord 8”/Infantry 0 +1 0 60mm

Equipment
A Destroyer Lord must be equipped with a weapon, in addition they can be equipped with any weapon, armour and
equipment from the Necron Armoury. A Destroyer Lord can be equipped with a Resurrection Orb for 25 credits or
a Nanosacarb Casket for 15 credits. Skorpekh Lord’s have an additional third arm that has the Keyword STRONG.

Abilities

❖​ Reanimation Protocols: When the Destroyer Lord is taken Out of Action do not
remove it from the battlefield as it has begun its Reanimation Protocols. While
Reanimation Protocols are activated, the Destroyer Lord can only attempt a reconstruction
Risky Action until they have been reanimated and can still be targeted for attacks as normal. If
the Destroyer Lord is taken Out of Action while in Reanimation Protocols it can no longer
reanimate and is now considered taken Out of Action. Destroyer Lords can only reanimate
successfully once per battle, if a reanimated Destroyer Lord is taken Out of Action after
it has already reanimated it cannot activate its Reanimation Protocols a second time are
considered taken Out of Action. You cannot use BLOOD MARKERS on any
Reanimation Protocols.
❖​ Living Metal: Non-FIRE injuries against the Destroyer Lord are rolled with
-1 DICE. Additionally, this model ignores any additional BLOOD MARKERS
caused by the Keyword GAS.
❖​ Wanton Destruction, Wanton Murder: Whenever a Destroyer Lord performs
an attack action, if the target is the closest eligible model to attack add +2 to
that Action.
❖​ Resurrection Orb: Once per Battle. Choose one NECRON model that
the Destroyer Lord can see within 12” with their Reanimation Protocols
activated. That model immediately reanimates.
❖​ Nanoscarab Casket: At the start of the Destroyer Lords activation
you may remove a BLOOD MARKER.

KEYWORDS
NECRON, ELITE, OUTCASTS, STRONG(Skorpekh Lord Only.)
Warhammer 40,000 Unofficial Rules

0-2 Lychguard (Costs: 65 credits)

The Lychguard are the elite protectors and emissaries of the Necron nobility. In order to serve as a bulwark against those
who would harm their charges, Lychguard were gifted with the highest quality living metal necrodermis bodies, equal in
resilience and power to those inhabited by the Necron Lords and Overlords they protect. Lychguard are tall and broad,
larger even than Immortals; as befits their status, Lychguard are marked out with tall crests or headdresses and often wear
segmented metal tabards or capes. In addition to serving as wardens, Lychguard often act as messengers and envoys for
their masters. In order to better serve in this capacity, the personality and intellect of the Lychguard was preserved through
the process of bio-transference to a much greater extent than the Necron rank-and-file. As with other Necrons, the Lychguard
fulfil the same roles following the transfer of their consciousness into their undying form as they did in life, though the
capability for disobedience has been removed. The Necron Lords and Overlords of the late 41st Millennium need never worry
about a treacherous knife in the back from a supposedly loyal guardian, making their Lychguard the last defence against the
machinations of rival nobles.

Name Movement Ranged Melee Armor Base

Lychguard 6”/Infantry N/A +1 0 32mm

Equipment
A Lychguard can be equipped with any weapon, armour and equipment from the Necron Armoury.

Abilities

❖​ Reanimation Protocols: When the Lychguard is taken Out of Action do not remove it
from the battlefield as it has begun its Reanimation Protocols. While
Reanimation Protocols are activated, the Lychguard can only attempt a
reconstruction Risky Action until they have been reanimated and can still
be targeted for attacks as normal. If the Lychguard is taken Out of Action
while in Reanimation Protocols it can no longer reanimate and is now
considered taken Out of Action. Lychguard can only reanimate
successfully once per battle, if a reanimated Lychguard is taken Out of
Action after it has already reanimated it cannot activate its
Reanimation Protocols a second time are considered taken Out of
Action. You cannot use BLOOD MARKERS on any Reanimation
Protocols.
❖​ Living Metal: Non-FIRE injuries against the Lychguard are rolled
with -1 DICE. Additionally, this model ignores any additional
BLOOD MARKERS caused by the Keyword GAS.
❖​ Bodyguard: If a NECRON model within 1” of the
Lychguard is hit, the Lychguard can redirect the hit to
itself. The injury and any additional effects of the attack are
resolved against the Lychguard instead of the original target.
This ability cannot be used against BLAST weapons.

KEYWORDS
NECRON, ELITE
Warhammer 40,000 Unofficial Rules

Tombs of the Stasis Crypts


Necron Warriors (Costs: 45 credits)

Necron Warriors are the primary infantry troops of the soulless, undying mechanical monstrosities known as the
Necrons. They were created from the majority of the ancient humanoid Necrontyr species who agreed to be bound
to the will of their Star Gods, the terrible entities known as the C'tan. The Necrontyr's consciousnesses were transferred
into robotic bodies made of the living metal called necrodermis through a process called biotransference. Over a
long period of time, their new, unliving bodies dulled the Necrontyr's minds and their abilities to feel emotion
or pleasure. Over many Terran millennia, the ultimate outcome of this process of gradual desensitization
was that the Necron Warriors became little more than soulless automatons, the warrior-slaves of the
still-self-aware Necron royalty and military elite who seek to rebuild their star-spanning empires across the
portions of the galaxy now controlled by the "lesser races." Hundreds of thousands of Necron Warriors form the
cold heart of a Tomb World's armies. They are implacable, emotionless and terrifying soldiers -- the inexorable
emissaries of death itself. Yet on closer inspection of a Necron Warrior, aberrant details become visible that act against
the image of the inevitable reaper. Its reactions, though precise, are slow. Its limbs, though strong and sleek, are pitted
and corroded, covered with an oily fluid seeping from aged joints. Its movements are jerky, and every so often it
struggles as corroded and eons-old engrammic synapses misfire. In truth, the Necron Warrior would almost be pitiable
were it not for the merciless gleam flickering in its eyes and the pervasive sense that it is less a sentient creature than it is one of
the walking dead. Grim and remorseless machine-creatures, each Necron Warrior carries the dimly echoed remains of a living
mind bound into eternal servitude. They are implacable and ruthless killers, largely ignorant of their own nightmarish condition.
But despite their shambolic gait, they are all but unstoppable; their bodies able to repair almost any harm done to them and,
compelled by the will of their lords, they are tireless as agents of destruction.

Name Movement Ranged Melee Armor Base

Necron Warriors 5”/Infantry 0 0 0 32mm

Equipment
Necron Warriors can be equipped with a Gauss Flayer with a Bayonet attached or a Gauss Reaper from the Necron
Armoury. Additionally you can promote three Necron Warriors to Flayed Ones at the cost of 10 credits
(up to five in warbands of over 1000 ducats value), they have the Keyword INFLITRATOR and
can only equip Flayer Claws instead.

Abilities

❖​ Reanimation Protocols: When the Necron Warriors is taken Out of Action do not remove it
from the battlefield as it has begun its Reanimation Protocols. While Reanimation Protocols
are activated, the Necron Warriors can only attempt a reconstruction Risky Action until they have
been reanimated and can still be targeted for attacks as normal. If the Necron Warriors is taken
Out of Action while in Reanimation Protocols it can no longer reanimate and is now considered
taken Out of Action. Necron Warriors can only reanimate successfully once per battle, if a reanimated
Necron Warriors is taken Out of Action after it has already reanimated it cannot activate its Reanimation
Protocols a second time are considered taken Out of Action. You cannot use BLOOD MARKERS on any
Reanimation Protocols.
❖​ Living Metal: Non-FIRE injuries against the Necron Warriors are rolled with -1 DICE. Additionally, this
model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

KEYWORDS
NECRON, INFLITRATOR(FLAYED ONES ONLY)
Warhammer 40,000 Unofficial Rules

0-6 Immortals (Costs: 55 credits)

The Immortals were the favoured servants of the Necron dynasties in ancient days and now form the vanguard of their
undying legions. When the Necrons first conquered the galaxy, they did so through the unfaltering and implacable
onslaught of legion upon legion of Immortals. These were the very elite of the Necrontyr armies and are the true fighting
strength of the Necron dynasties; hardened veterans of ancient wars born anew in tireless, undying necrodermis bodies.
Still able to think and respond with a chill echo of intelligence, their martial power remains undimmed, as does their
unflagging loyalty. Within the engrammic circuitry of each Immortal, there lingers a spark of the mortal soldier he once was.

Name Movement Ranged Melee Armor Base

Immortals 5”/Infantry +1 0 0 32mm

Name Movement Ranged Melee Armor Base

Deathmarks 5”/Infantry +2 0 0 32mm

Equipment
Immortal can be equipped with a Gauss Blaster with an attached Bayonet or a Tesla Carbine from the Necron Armoury.

Additionally you can upgrade two Immortals into Deathmarks for 20 credits, using the profile above. Also Deathmarks
have the Ability Transdimensional Doorway, described below.

Abilities

❖​ Reanimation Protocols: When an Immortal is taken Out of Action do not remove it from the battlefield
as it has begun its Reanimation Protocols. While Reanimation Protocols are activated, the Immortal can
only attempt a reconstruction Risky Action until they have been reanimated and can still be targeted for
attacks as normal. If the Immortal is taken Out of Action while in Reanimation Protocols it can no longer
reanimate and is now considered taken Out of Action. Immortals can only reanimate
successfully once per battle, if a reanimated Immortal is taken Out of Action after it has already
reanimated it cannot activate its Reanimation Protocols a second time are considered taken Out of
Action. You cannot use BLOOD MARKERS on any Reanimation Protocols.
❖​ Living Metal: Non-FIRE injuries against the Immortals are rolled with -1 DICE.
Additionally, this model ignores any additional BLOOD MARKERS caused by the
Keyword GAS.
❖​ Transdimensional Doorway: When you are deploying your warband you
may place this model in your Reserves. At the start of
the Second turn, and forward,
you may Deep Strike this
model anywhere on
the battlefield that
is more than 8”
away from an
enemy model.

KEYWORDS
NECRON
Warhammer 40,000 Unofficial Rules
Warhammer 40,000 Unofficial Rules

0-2 Skorpekh/Ophydian Destroyers (Costs: 55 credits)

The Immortals were the favoured servants of the Necron dynasties in ancient days and now form the vanguard of their
undying legions. When the Necrons first conquered the galaxy, they did so through the unfaltering and implacable
onslaught of legion upon legion of Immortals. These were the very elite of the Necrontyr armies and are the true fighting
strength of the Necron dynasties; hardened veterans of ancient wars born anew in tireless, undying necrodermis bodies.
Still able to think and respond with a chill echo of intelligence, their martial power remains undimmed, as does their
unflagging loyalty. Within the engrammic circuitry of each Immortal, there lingers a spark of the mortal soldier he once was.

Name Movement Ranged Melee Armor Base

Immortals 5”/Infantry +1 0 0 32mm

Name Movement Ranged Melee Armor Base

Deathmarks 5”/Infantry +2 0 0 32mm

Equipment
Immortal can be equipped with a Gauss Blaster with an attached Bayonet or a Tesla Carbine from the Necron Armoury.

Additionally you can upgrade two Immortals into Deathmarks for 20 credits, using the profile above. Also Deathmarks
have the Ability Transdimensional Doorway, described below.

Abilities

❖​ Reanimation Protocols: When an Immortal is taken Out of Action do not remove it from the battlefield
as it has begun its Reanimation Protocols. While Reanimation Protocols are activated, the Immortal can
only attempt a reconstruction Risky Action until they have been reanimated and can still be targeted for
attacks as normal. If the Immortal is taken Out of Action while in Reanimation Protocols it can no longer
reanimate and is now considered taken Out of Action. Immortals can only reanimate
successfully once per battle, if a reanimated Immortal is taken Out of Action after it has already
reanimated it cannot activate its Reanimation Protocols a second time are considered taken Out of
Action. You cannot use BLOOD MARKERS on any Reanimation Protocols.
❖​ Living Metal: Non-FIRE injuries against the Immortals are rolled with -1 DICE.
Additionally, this model ignores any additional BLOOD MARKERS caused by the
Keyword GAS.

KEYWORDS
NECRON
Warhammer 40,000 Unofficial Rules
Warhammer 40,000 Unofficial Rules

2 - Skorpekh or Ophydian Destroyers


Movement 8” / Range +0 / Melee +1 / Armour 0 / base size 50mm

3 - Lokhust or Heavy Destroyers(Having a 1 to 3 ratio towards Heavy)


Movement 8” / Range +1 / Melee +0 / Armour 0 / base size 50mm

0* - Canoptek Constructs - Put all kool things here that are Canoptek so, one Reanimator or one Spyder, two
Wraiths or five Thralls(Even maybe have this units size be controlled by requiring a Cryptek to even recruit
one like the Homunculus from the TC House of Wisdom)
Movement N/A” / Range N/A / Melee N/A / Armour N/A / base size N/A

You might also like