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Blitzhund The Deathless – 175pts Blitzhund cannot be killed by conventional means targeting his body. His soul is hidden separate from his body inside a Chaos amulet. As long as his soul is safe, he cannot die. Anyone possessing the amulet is said to have Blitzhund in their power. Without his amulet, he begins to weaken, becomes sick and immediately loses the use of his magic. If the amulet is tossed about, he likewise is flung around against his will. If the amulet is broken, it is very likely that a now mortal Blitzhund will die. ‘Rawr!’ – Blitzhund The Deathless WS BS S T W I A Ld Sv+ 5 0 4 4 3 5 5 10 5+ Special Rules Fearless Feel no pain Fleet (If taken in a Chaos Daemon army, he gains the Daemon special rule) Indestructible – Once Blitzhund loses his last wound he is placed on his side, at the start of the next turn roll a D6, on a 2+ he stands up on D3 wounds, on a 1, he remains on his side. For all purposes, he counts as dead whilst on his side. Captured soul – Since releasing the soul from an ancient Chaos amulet is the only way to kill Blitzhund, he has it kept near him, select a friendly independent character to ‘Hold the amulet’, if that independent character is slain, Blitzhund loses his Indestructible rule. Wargear Claws and Teeth – Rending close combat attacks.

Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

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Page 1: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Blitzhund The Deathless – 175pts

Blitzhund cannot be killed by conventional means targeting his

body. His soul is hidden separate from his body inside a Chaos

amulet. As long as his soul is safe, he cannot die. Anyone

possessing the amulet is said to have Blitzhund in their power.

Without his amulet, he begins to weaken, becomes sick and

immediately loses the use of his magic. If the amulet is tossed

about, he likewise is flung around against his will. If the amulet is

broken, it is very likely that a now mortal Blitzhund will die.

‘Rawr!’ – Blitzhund The Deathless

WS BS S T W I A Ld Sv+

5 0 4 4 3 5 5 10 5+

Special Rules

Fearless

Feel no pain

Fleet

(If taken in a Chaos Daemon army, he gains the Daemon

special rule)

Indestructible – Once Blitzhund loses his last wound he is

placed on his side, at the start of the next turn roll a D6, on a 2+

he stands up on D3 wounds, on a 1, he remains on his side. For all

purposes, he counts as dead whilst on his side.

Captured soul – Since releasing the soul from an ancient Chaos

amulet is the only way to kill Blitzhund, he has it kept near him,

select a friendly independent character to ‘Hold the amulet’, if

that independent character is slain, Blitzhund loses his

Indestructible rule.

Wargear

Claws and Teeth – Rending close combat attacks.

Page 2: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Blitzhund The Deathless – 175pts

Blitzhund cannot be killed by conventional means targeting his

body. His soul is hidden separate from his body inside a Chaos

amulet. As long as his soul is safe, he cannot die. Anyone

possessing the amulet is said to have Blitzhund in their power.

Without his amulet, he begins to weaken, becomes sick and

immediately loses the use of his magic. If the amulet is tossed

about, he likewise is flung around against his will. If the amulet is

broken, it is very likely that a now mortal Blitzhund will die.

‘Rawr!’ – Blitzhund The Deathless

WS BS S T W I A Ld Sv+

5 0 4 4 3 5 5 10 5+

Special Rules

Fearless

Feel no pain

Fleet

(If taken in a Chaos Daemon army, he gains the Daemon

special rule)

Indestructible – Once Blitzhund loses his last wound he is

placed on his side, at the start of the next turn roll a D6, on a 2+

he stands up on D3 wounds, on a 1, he remains on his side. For all

purposes, he counts as dead whilst on his side.

Captured soul – Since releasing the soul from an ancient Chaos

amulet is the only way to kill Blitzhund, he has it kept near him,

select a friendly independent character to ‘Hold the amulet’, if

that independent character is slain, Blitzhund loses his

Indestructible rule.

Wargear

Claws and Teeth – Rending close combat attacks.

Page 3: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Contract Assassin – 110pts

A contract assassin is a genetically-enhanced clone, the

culmination of decades of secret research into gene augmentation.

His creation was funded by a cabal of criminal masterminds who

donated their own DNA to the project.

Clients will pay handsomely for a contract assassin to kill their

target without any attention being brought back to them.

"This room. This bullet. There's a bullet for everyone. And a time

and a place. An end. Yes, maybe this is how it has to be. You've

obviously learned too much about me. I can't have that. Even in

my death." – Contract Assassin IV.VIII

WS BS S T W I A Ld Sv+

6 5 4 4 2 4 1 10 5+

Special Rules

Fearless

Stealth

Master of Disguise – Choose any BASIC un-upgraded model of

your opponents and replace them with the contract assassin 1”

away, if there are no basic un-upgraded models, this entrance may

not be used.

Contracted –Choose any enemy Independent Character chosen at

the start of the game, this represents the Contract Assassins target.

Silent Assassin – If the contract assassin manages to survive the

battle, unwounded, and without killing any other model other than

his target, he awards an extra kill point, providing this is the

mission being played.

Wargear

Snare mines – Defensive Grenades.

Silver Ballers – Two twin-linked hot-shot Laspistols.

Garrotte Wire – Close combat weapon, causes instant death.

Contract Rifle – Counts as exodus rifle apart from turbo

penetrator round, shots with this weapon allows the Contract

Assassin to allocate wounds as he wishes.

Page 4: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Creed Assassin – 110pts

Creed assassins are taken as young children and raised in the art

of assassination by elder Creed Assassins. Many Creed Assassins

don’t survive long enough to even reach their first mission,

however those that do are rivals even for those trained by the

Adeptus Assassinatorium.

“Requiescat in pace” – Creed Assassin

WS BS S T W I A Ld Sv+

6 5 3 3 3 6 3 10 4+

Special Rules

Independent Character

Stealth

Fleet

Blend - May be attached to a unit and doesn’t count as being an

Independent Character, however may leave as normal, attacks to

the squad are allocated as normal.

Eagle Vision - May reroll any hits and misses against any enemy

Independent Character chosen at the start of the game, this

represents the Creed Assassins target.

Eavesdrop - All infiltrators must be an extra 6” away from the

Creed Assassin.

Wargear

Hidden Blade – Power Weapon

Poison Blade – Wound on +2

Smoke Grenade – Hit and Run

Wrist Mounted Pistol - 1 Shot, Str 5, Ap 1

Throwing Knifes – Assault D6, Str 4, Ap 5

Frag + Krak Grenades

Page 5: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Elementals – 50pts.

Elementals are called upon by the dark gods to aid them in their

quest to take over the world. Elementals work together by

defending each other by using their signature body mass to

prevent weapons of certain types to hurt each other, this

impenetrable fighting style often is the downfall of many

enemies.

“Earth? Fire? Water? Air? What is this? Some kind of Jok-” –

The last words of General Tarquinii

WS BS S T W I A Ld Sv+

2 2 5 6 2 1 2 10 -

Unit composition :

1 Elemental

Special Rules

Daemon

Furious Charge

Regeneration – Can regenerate any lost wounds on a 6+ at the

start of each game turn.

Each element type is 0-1 and a type must be chosen for every

Element, maximum amounts of Elements in an army must be

less than 4. Elementals, despite how many, only count as 1

H/Q choice.

Earth: Immune to weapons STR 4 and below.

Fire: Immune to fire/melta weapons.

Water: Can regenerate wounds back on a 4+.

Air: Ethereal rule: Can only be hurt by power weapons or double

toughness weapons.)

Wargear

Elemental Armour – 4+ Invulnerable

Elemental Weapons – Rending close combat attacks.

Page 6: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Teleforce Field gun – 50 pts

An experimental artillery piece which dates back to the Horus

Heresy. The weapon calls upon the warp to fire it directly at an

enemy with the results being disastrous, obliterating the target in

millions of particles.

The weapon is an awesome bit of technology, however with great

risk; the weapon has a tendency to blow itself up.

“I’ll…I’ll…I’ll rip your thoughts right open!” – Gun operator.

BS Front Side Rear

4 11 11 10

Type:

Artillery

Unit composition :

1 Techmarine/Techpriest

4 Servitors/Guardsmen

Special Rules

Teleforce Field Gun– Template*

*To fire the field gun, place the template so that the narrow end is within 12” of the weapon and the large end is no closer to the weapon than the narrow end, the field gun is then treated like any other

template weapon.

Transportable – May be mounted on the following:

• Chimera: +55pts – Loses 7 Capacity and fire points.

• Rhino: +35pts – Loses 5 Capacity and fire points.

Unstable: Due to the experimental nature of the weapon, it is

very dangerous to fire repeatedly. Each time the weapon is

successfully fired, it increases in its level. Roll a D6 to

determine what happens to the gun after it is fired, on the roll of

a 1; consult the ‘Result’ table.

Level STR AP Result

1 6 5 Okay to fire.

2 7 4 Reset to Level

1

3 8 3 Weapon

cannot fire

next turn.

4 9 2 Weapon is

destroyed.

5 10 1 Vehicle and

unit are

‘Annihilated’

Page 7: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Genestealer Magus = 100pts

The Genestealer Magus is a figure within a Genestealer clan. The

Magus plays a vital role in infiltrating a civilized society. Due to

his intelligence, charisma, appearance, and understanding of the

society being infiltrated, he is well suited to his role as

mouthpiece of the clan to the outer society.

The Magus is a special mutation which appears in a clan if a

psychically-active species, such as humanity, is infiltrated. As a

Genestealer Hybrid of the 4th generation, he appears nearly

human, although is invariably bald and heavy boned. He is highly

intelligent and possesses formidable psychic ability. His "normal"

appearance allows him to operate as the public spokesman for the

clan or cult, which is disguised as a legitimate religious, political

or social movement - a role which the purestrain Genestealer

Patriarch cannot take.

“Bloody Genestealers, stealing my genes!” - Anonymous

WS BS S T W I A Ld Sv+

4 4 3 2 3 6 2 10 2+

Special Rules

Independent Character

Fearless

May be upgraded to ride a Carnifex for 25pts + Carnifex points.

May replace Hive Staff with:

Manstopper shotgun for free

Bonesaw for free

Poisoned Scything talons for free

Psycic Powers

Lash of the Hive: Pass Ld test, may move enemy unit 6” in any

direction.

Lightning Arc: Range: 24”, STR 6, AP 5, Assault 2D6

Wargear

Hive Staff – Force Weapon, 2 Psychic Powers.

Hive Shielding - +2 save and +5 Invulnerable

Page 8: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Master Ibo-Naw Ibonek – 150pts

Ibo-Naw Ibonek, later known as Master Ibonek during his exile,

was a legendary psycic who played a significant role in the fate of

the galaxy during the waning days of the Imperium. He was the

mentor of Nikana Redav, training him in the ways of the Warp.

He had a long and tumultuous career that helped shape the fate of

the entire Imperium.

"Ibo-Naw is a great mentor; as wise as Master Adoy, and as

powerful as Master Udinw." – Lord Redav

WS BS S T W I A Ld Sv+

5 0 3 3 3 3 3 10 -

Special Rules

Independent Character

Stubborn

Eternal Warrior

Psychic Master – No psychic tests

Psychic Sense – 3+ Invulnerable

Skilled Rider

Psychic Powers

Psycic Speed: Quickening.

Mind Trick: This power is used at the start of the Psyker’s

Movement phase. If successful, any unit wishing to shoot at the

psyker (or the unit he is with) must first pass a Leadership test of

forego their shooting phase (Vehicles count as Leadership 10 for

the purposes of the Nightshroud). The effects on this power last

until the beginning of the Psykers next Movement phase.

‘Strike me down? Hah! I’ll become stronger than you could

possibly think!’ - When Ibonek loses his last wound, he is placed

on his side, next turn he gains the ethereal rule of which only

power weapons and Double T weapons can kill him. He only has

1 wound in this form.

Wargear

Laser sword – Power Weapon which ignores invulnerable.

Assault grenades.

Page 9: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Mortor Boys = 200pts

Guardsman (sometimes Private, Trooper or other regimental

equivalent) is the generic term for the lowest enlisted rank in the

Imperial Guard, no matter their military occupational specialty. It

is also in use as a generic term for any member of the Imperial

Guard, regardless of rank or gender.

The mortor boys claim to fame came from when their unit was

separated and later abandoned, yet the ever vigilant troopers held

of against savage orks for over a week killing over 500 orks. With

no commander the boys used what little experience they had to

overcome an ork attack which could have lost their regiment the

system.

“Surrounded? Well that simplifies the problem!” - Spotter

WS BS S T W I A Ld Sv+

3 3 3 3 1 3 1 7 5+

3 5 3 3 1 3 1 7 5+

Unit composition :

5 Imperial Guardsmen

1 Imperial Guardsmen spotter

Special Rules

“Let it rain!” – When the first hits, roll a scatter for every mortar

after, and scatter from first hit – Like a Manticore.

“Creep it!” - After the first hits, roll a scatter and put a line of

templates in that direction, a hit allows you to place the barrage.

“Send our lad to the Emperor!” – A friendly model – Even in

combat with a vox-caster, Standard, Icon or Banner may call a

barrage on itself.

Wargear

Heavy mortor: STR 4, AP 4, D6 shots

Master Vox

Binoculars – Place the spotter within 6” of the mortors, he counts

as a separate unit, however is not worth a kill point. Providing

you have line of sight to the target, you may us the spotters BS, if

he is slain, this ability stops.

Page 10: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

School Girl Syndicate – 100 pts

All School Girl Syndicate members are female, making them

perhaps the most strikingly different gang out there.

The School Girl Syndicate only accepts members from either the

richest gangs out there or the girls which show the best talent in

the shooting arenas.

Arrogant and heartless, the School Girl Syndicate have a

reputation for cruelty, and are perhaps the most vicious Syndicate.

Their gangs may be all female, but they are as tough and heavily

armed as any all male gang. They are fast and deadly, and tend to

have a strong bias towards shooting than hand-to-hand combat.

“They are the most attractive, beautiful, yet deadly women in the

world” – Anonymous.

WS BS S T W I A Ld Sv+

3 3 2 3 1 3 1 7 5+

3 3 3 3 1 4 3 8 5+

Unit composition :

9 Schoolgirls

1 Teacher

Special Rules

Desperados: See Imperial Guard Codex

Up to 4 Schoolgirls may be upgraded to have:

Shotguns - Free

Boltgun, Slugga – For 2pts

Hot-shot Lasgun – For 3 pts

Flamer, Grenade Launcher, Heavy Stubber – 5pts

Plasma Gun, Big Shoota – 15Pts

The teacher may be replace her Auto-pistol with the

following:

Boltgun, Slugga – For 2pts

Hot-Shot Laspistol – For 3pts

Hand Flamer – For 5pts

Melta Pistol – For 10pts

Wargear

Schoolgirls

Auto pistol

Autoguns

Close Combat Weapon

Teacher

Auto pistol

Close Combat Weapon

The Teacher may be replace her close combat weapon with

the following:

Power weapon – 10pts

Power fist – 15pts

Page 11: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Tin Kan Karvinal = 200pts

Mercenary orks are out for two things – to kill and make money

whilst doing it. The Tin Kan Karnival gets its name because they

protect themselves by getting into barrels and charging at the

enemy using it as armour, often hitting the dirt and literally

rolling into battle.

Often preferring transport for ‘Dem long walks!’ they

commandeered a chimera and travel the world offering their

services to the highest bidder.

“Keep rollin’ rollin’ rollin’ rolling!” – Tin Kan Karnival battle

cry.

WS BS S T W I A Ld Sv+

4 2 3 4 1 2 3 7 3+

4 2 3 5 1 2 3 6 3+

Unit composition :

11 Orks

1 Nob

1 Chimera

Special Rules

“Diz is how we rollz!” – Must start embarked in an Imperial

Guard Codex Chimera.

“Perznal deff rolla!” – Does D3 attacks on charge instead of just

1 to represent them getting inside their barrels and rolling into

combat.

All may replace slugga and chainsaw with a shoota for free.

Nob may replace his Chainsaw with:

“Kan Opena” – Power Weapon – 10pts

“Supa Kan Opena” - Power weapon with 2D6 armour penetration

– 20pts.

Wargear

Orks

Barrel Armour – 3+ Save

Slugga

Chainsaw

Assault Grenades

Nob

Barrel Armour – 3+ Save

Twin-Linked Stormbolter

Chainsaw

Assault Grenades

Chimera

Multilaser

Heavy Bolter

Page 12: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Traders and Smugglers Inc – 100 pts

Traders Inc can be found on any world whose inhabitants were

forced to live in underground shelters due to the hazardous nature

of the environment. There they can trade items that the

inhabitants can’t get themselves. Whilst normally a bunch of

honest people, after the crack down on illegal trading, the Traders

Inc added ‘Smugglers’ to their name, thus Traders and Smugglers

Inc.

The gang specialise in commandeering weapon systems and

armour plating from the other ships, as well as stealing ships from

Imperial ports as well.

“Sell! Sell! Sell! Buy! Buy! Bu- Run! Run! Run!” – A gang

member shortly before his capture by the authorities.

WS BS S T W I A Ld Sv+

4 4 3 3 1 3 2 8 -

4 5 3 3 2 3 2 9 -

Unit composition :

9 Infantry

1 Squad Leader

Special Rules

Infiltrate

Scout

All may be upgraded to have:

Shotguns – Free| Flak Armour – 5pts| Carapace – 20pts

Power Armour – 100pts| Jetpacks (Allows deepstrike) – 50pts

Up to 2 Infantry may be upgraded to have:

Flamer, Grenade Launcher, Sniper rifle – For 5 pts

Boltgun – For 2pts

Up to 2 more basic Infantry may be upgraded to have:

Lascannon – 15pts| Plasma Gun - 10pts| Heavy Stubber – 5 pts

Wargear

Infantry

Lasguns

Frag grenades

Squad Leader

Bolt pistol

Power Weapon

Frag grenades

Squad Leader may be upgraded to have:

Plasma pistol – 10pts

Boltgun – 2 pts

Power fist – 15 pts

Combi-Melta – 10pts

Page 13: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Lord Redav – 175pts

Nikana Redav was a legendary psychic-sensitive human male

who served the Imperial Guard as a Colonel and later served the

under the planetary governor Senator Alaima as a Lord. Born into

poverty and a military career, he fought the ranks and later in life

he became the secret husband of Senator Aladima of the planet.

After defeating an uprising on the planet he was left horribly

maimed and left for dead. He now resides in his life support

system purely so he can continue to serve for his wife.

“I'm not the Emperor. I don't kill for amusement—only when it

serves my purposes.” – Lord Redav

WS BS S T W I A Ld Sv+

5 0 5 5 4 2 3 10 2+

Special Rules

Fearless

Feel no pain

Eternal Warrior

Psychic Master – No psychic tests

Psychic Sense – 3+ Invulnerable

501st Legion – If taken with Imperial guard, allows Stormtroopers

as troop.

Psychic Powers

Grip: Shooting attack that auto hits an enemy in base to base

combat, one model in that unit must do a T test, if failed, Redav

‘wins’ and the target model is slain.

Sword Flurry: Gets an extra D3 attacks on the charge instead of

the basic 1.

Wargear

Laser sword – Power Weapon which ignores invulnerable.

Assault grenades.

Page 14: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Virus – 200pts

Known throughout the warp as the bane of all technology, the

virus travels light-years at a time, finding worlds with new

technologies on them only to corrupt them in wake of a Necron

invasion.

Virus has a flowing matrix under his Necron shell, of which re-

knits itself if any external damage is suffered, making him hard to

get rid of, especially for macs.

“010011100110010101101111” - Virus

WS BS S T W I A Ld Sv+

4 4 4 4 5 2 2 5 2+

Special Rules

Fearless

Firewall – Psycic test, draw a ‘ring’ of wire within 12” of the

caster, any enemy model moving through or within the wall must

take a difficult and dangerous terrain test.

Ctrl+Alt+Del – Quickening.

Power Down - When Virus is slain, any Necron model within 6”

suffers from the effects of the ‘Matrix Skin’ rule.

Wargear

Code Lance – Allows 2 Psychic powers per turn, counts as a

rending CCW.

Matrix Skin – With skin teetering in and out of reality, being

near him can trip computer mainframes, he must be at least 2”

away from any Necrons, if not the model must do a T test or be

removed from play.

Re-knit – Can regenerate on a 6+ for every wound lost per full

game turn.

Page 15: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Creed Assassin – 110pts

Creed assassins are taken as young children and raised in the art

of assassination by elder Creed Assassins. Many Creed Assassins

don’t survive long enough to even reach their first mission,

however those that do are rivals even for those trained by the

Adeptus Assassinatorium.

“Requiescat in pace” – Creed Assassin

WS BS S T W I A Ld Sv+

6 5 3 3 3 6 3 10 4+

Special Rules

Independent Character

Stealth

Fleet

Blend - May be attached to a unit and doesn’t count as being an

Independent Character, however may leave as normal, attacks to

the squad are allocated as normal.

Eagle Vision - May reroll any hits and misses against any enemy

Independent Character chosen at the start of the game, this

represents the Creed Assassins target.

Eavesdrop - All infiltrators must be an extra 6” away from the

Creed Assassin.

Wargear

Hidden Blade – Power Weapon

Poison Blade – Wound on +2

Smoke Grenade – Hit and Run

Wrist Mounted Pistol - 1 Shot, Str 5, Ap 1

Throwing Knifes – Assault D6, Str 4, Ap 5

Frag + Krak Grenades

Page 16: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Elementals – 50pts.

Elementals are called upon by the dark gods to aid them in their

quest to take over the world. Elementals work together by

defending each other by using their signature body mass to

prevent weapons of certain types to hurt each other, this

impenetrable fighting style often is the downfall of many

enemies.

“Earth? Fire? Water? Air? What is this? Some kind of Jok-” –

The last words of General Tarquinii

WS BS S T W I A Ld Sv+

2 2 5 6 2 1 2 10 -

Unit composition :

1 Elemental

Special Rules

Daemon

Furious Charge

Regeneration – Can regenerate any lost wounds on a 6+ at the

start of each game turn.

Each element type is 0-1 and a type must be chosen for every

Element, maximum amounts of Elements in an army must be

less than 4. Elementals, despite how many, only count as 1

H/Q choice.

Earth: Immune to weapons STR 4 and below.

Fire: Immune to fire/melta weapons.

Water: Can regenerate wounds back on a 4+.

Air: Ethereal rule: Can only be hurt by power weapons or double

toughness weapons.)

Wargear

Elemental Armour – 4+ Invulnerable

Elemental Weapons – Rending close combat attacks.

Page 17: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Teleforce Field gun – 50 pts

An experimental artillery piece which dates back to the Horus

Heresy. The weapon calls upon the warp to fire it directly at an

enemy with the results being disastrous, obliterating the target in

millions of particles.

The weapon is an awesome bit of technology, however with great

risk; the weapon has a tendency to blow itself up.

“I’ll…I’ll…I’ll rip your thoughts right open!” – Gun operator.

BS Front Side Rear

4 11 11 10

Type:

Artillery

Unit composition :

1 Techmarine/Techpriest

4 Servitors/Guardsmen

Special Rules

Teleforce Field Gun– Template*

*To fire the field gun, place the template so that the narrow end is within 12” of the weapon and the large end is no closer to the weapon than the narrow end, the field gun is then treated like any other

template weapon.

Transportable – May be mounted on the following:

• Chimera: +55pts – Loses 7 Capacity and fire points.

• Rhino: +35pts – Loses 5 Capacity and fire points.

Unstable: Due to the experimental nature of the weapon, it is

very dangerous to fire repeatedly. Each time the weapon is

successfully fired, it increases in its level. Roll a D6 to

determine what happens to the gun after it is fired, on the roll of

a 1; consult the ‘Result’ table.

Level STR AP Result

1 6 5 Okay to fire.

2 7 4 Reset to Level

1

3 8 3 Weapon

cannot fire

next turn.

4 9 2 Weapon is

destroyed.

5 10 1 Vehicle and

unit are

‘Annihilated’

Page 18: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Genestealer Magus = 100pts

The Genestealer Magus is a figure within a Genestealer clan. The

Magus plays a vital role in infiltrating a civilized society. Due to

his intelligence, charisma, appearance, and understanding of the

society being infiltrated, he is well suited to his role as

mouthpiece of the clan to the outer society.

The Magus is a special mutation which appears in a clan if a

psychically-active species, such as humanity, is infiltrated. As a

Genestealer Hybrid of the 4th generation, he appears nearly

human, although is invariably bald and heavy boned. He is highly

intelligent and possesses formidable psychic ability. His "normal"

appearance allows him to operate as the public spokesman for the

clan or cult, which is disguised as a legitimate religious, political

or social movement - a role which the purestrain Genestealer

Patriarch cannot take.

“Bloody Genestealers, stealing my genes!” - Anonymous

WS BS S T W I A Ld Sv+

4 4 3 2 3 6 2 10 2+

Special Rules

Independent Character

Fearless

May be upgraded to ride a Carnifex for 25pts + Carnifex points.

May replace Hive Staff with:

Manstopper shotgun for free

Bonesaw for free

Poisoned Scything talons for free

Psycic Powers

Lash of the Hive: Pass Ld test, may move enemy unit 6” in any

direction.

Lightning Arc: Range: 24”, STR 6, AP 5, Assault 2D6

Wargear

Hive Staff – Force Weapon, 2 Psychic Powers.

Hive Shielding - +2 save and +5 Invulnerable

Page 19: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Master Ibo-Naw Ibonek – 150pts

Ibo-Naw Ibonek, later known as Master Ibonek during his exile,

was a legendary psycic who played a significant role in the fate of

the galaxy during the waning days of the Imperium. He was the

mentor of Nikana Redav, training him in the ways of the Warp.

He had a long and tumultuous career that helped shape the fate of

the entire Imperium.

"Ibo-Naw is a great mentor; as wise as Master Adoy, and as

powerful as Master Udinw." – Lord Redav

WS BS S T W I A Ld Sv+

5 0 3 3 3 3 3 10 -

Special Rules

Independent Character

Stubborn

Eternal Warrior

Psychic Master – No psychic tests

Psychic Sense – 3+ Invulnerable

Skilled Rider

Psychic Powers

Psycic Speed: Quickening.

Mind Trick: This power is used at the start of the Psyker’s

Movement phase. If successful, any unit wishing to shoot at the

psyker (or the unit he is with) must first pass a Leadership test of

forego their shooting phase (Vehicles count as Leadership 10 for

the purposes of the Nightshroud). The effects on this power last

until the beginning of the Psykers next Movement phase.

‘Strike me down? Hah! I’ll become stronger than you could

possibly think!’ - When Ibonek loses his last wound, he is placed

on his side, next turn he gains the ethereal rule of which only

power weapons and Double T weapons can kill him. He only has

1 wound in this form.

Wargear

Laser sword – Power Weapon which ignores invulnerable.

Assault grenades.

Page 20: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Mortor Boys = 200pts

Guardsman (sometimes Private, Trooper or other regimental

equivalent) is the generic term for the lowest enlisted rank in the

Imperial Guard, no matter their military occupational specialty. It

is also in use as a generic term for any member of the Imperial

Guard, regardless of rank or gender.

The mortor boys claim to fame came from when their unit was

separated and later abandoned, yet the ever vigilant troopers held

of against savage orks for over a week killing over 500 orks. With

no commander the boys used what little experience they had to

overcome an ork attack which could have lost their regiment the

system.

“Surrounded? Well that simplifies the problem!” - Spotter

WS BS S T W I A Ld Sv+

3 3 3 3 1 3 1 7 5+

3 5 3 3 1 3 1 7 5+

Unit composition :

5 Imperial Guardsmen

1 Imperial Guardsmen spotter

Special Rules

“Let it rain!” – When the first hits, roll a scatter for every mortar

after, and scatter from first hit – Like a Manticore.

“Creep it!” - After the first hits, roll a scatter and put a line of

templates in that direction, a hit allows you to place the barrage.

“Send our lad to the Emperor!” – A friendly model – Even in

combat with a vox-caster, Standard, Icon or Banner may call a

barrage on itself.

Wargear

Heavy mortor: STR 4, AP 4, D6 shots

Master Vox

Binoculars – Place the spotter within 6” of the mortors, he counts

as a separate unit, however is not worth a kill point. Providing

you have line of sight to the target, you may us the spotters BS, if

he is slain, this ability stops.

Page 21: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

School Girl Syndicate – 100 pts

All School Girl Syndicate members are female, making them

perhaps the most strikingly different gang out there.

The School Girl Syndicate only accepts members from either the

richest gangs out there or the girls which show the best talent in

the shooting arenas.

Arrogant and heartless, the School Girl Syndicate have a

reputation for cruelty, and are perhaps the most vicious Syndicate.

Their gangs may be all female, but they are as tough and heavily

armed as any all male gang. They are fast and deadly, and tend to

have a strong bias towards shooting than hand-to-hand combat.

“They are the most attractive, beautiful, yet deadly women in the

world” – Anonymous.

WS BS S T W I A Ld Sv+

3 3 2 3 1 3 1 7 5+

3 3 3 3 1 4 3 8 5+

Unit composition :

9 Schoolgirls

1 Teacher

Special Rules

Desperados: See Imperial Guard Codex

Up to 4 Schoolgirls may be upgraded to have:

Shotguns - Free

Boltgun, Slugga – For 2pts

Hot-shot Lasgun – For 3 pts

Flamer, Grenade Launcher, Heavy Stubber – 5pts

Plasma Gun, Big Shoota – 15Pts

The teacher may be replace her Auto-pistol with the

following:

Boltgun, Slugga – For 2pts

Hot-Shot Laspistol – For 3pts

Hand Flamer – For 5pts

Melta Pistol – For 10pts

Wargear

Schoolgirls

Auto pistol

Autoguns

Close Combat Weapon

Teacher

Auto pistol

Close Combat Weapon

The Teacher may be replace her close combat weapon with

the following:

Power weapon – 10pts

Power fist – 15pts

Page 22: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Tin Kan Karvinal = 200pts

Mercenary orks are out for two things – to kill and make money

whilst doing it. The Tin Kan Karnival gets its name because they

protect themselves by getting into barrels and charging at the

enemy using it as armour, often hitting the dirt and literally

rolling into battle.

Often preferring transport for ‘Dem long walks!’ they

commandeered a chimera and travel the world offering their

services to the highest bidder.

“Keep rollin’ rollin’ rollin’ rolling!” – Tin Kan Karnival battle

cry.

WS BS S T W I A Ld Sv+

4 2 3 4 1 2 3 7 3+

4 2 3 5 1 2 3 6 3+

Unit composition :

11 Orks

1 Nob

1 Chimera

Special Rules

“Diz is how we rollz!” – Must start embarked in an Imperial

Guard Codex Chimera.

“Perznal deff rolla!” – Does D3 attacks on charge instead of just

1 to represent them getting inside their barrels and rolling into

combat.

All may replace slugga and chainsaw with a shoota for free.

Nob may replace his Chainsaw with:

“Kan Opena” – Power Weapon – 10pts

“Supa Kan Opena” - Power weapon with 2D6 armour penetration

– 20pts.

Wargear

Orks

Barrel Armour – 3+ Save

Slugga

Chainsaw

Assault Grenades

Nob

Barrel Armour – 3+ Save

Twin-Linked Stormbolter

Chainsaw

Assault Grenades

Chimera

Multilaser

Heavy Bolter

Page 23: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Traders and Smugglers Inc – 100 pts

Traders Inc can be found on any world whose inhabitants were

forced to live in underground shelters due to the hazardous nature

of the environment. There they can trade items that the

inhabitants can’t get themselves. Whilst normally a bunch of

honest people, after the crack down on illegal trading, the Traders

Inc added ‘Smugglers’ to their name, thus Traders and Smugglers

Inc.

The gang specialise in commandeering weapon systems and

armour plating from the other ships, as well as stealing ships from

Imperial ports as well.

“Sell! Sell! Sell! Buy! Buy! Bu- Run! Run! Run!” – A gang

member shortly before his capture by the authorities.

WS BS S T W I A Ld Sv+

4 4 3 3 1 3 2 8 -

4 5 3 3 2 3 2 9 -

Unit composition :

9 Infantry

1 Squad Leader

Special Rules

Infiltrate

Scout

All may be upgraded to have:

Shotguns – Free| Flak Armour – 5pts| Carapace – 20pts

Power Armour – 100pts| Jetpacks (Allows deepstrike) – 50pts

Up to 2 Infantry may be upgraded to have:

Flamer, Grenade Launcher, Sniper rifle – For 5 pts

Boltgun – For 2pts

Up to 2 more basic Infantry may be upgraded to have:

Lascannon – 15pts| Plasma Gun - 10pts| Heavy Stubber – 5 pts

Wargear

Infantry

Lasguns

Frag grenades

Squad Leader

Bolt pistol

Power Weapon

Frag grenades

Squad Leader may be upgraded to have:

Plasma pistol – 10pts

Boltgun – 2 pts

Power fist – 15 pts

Combi-Melta – 10pts

Page 24: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Lord Redav – 175pts

Nikana Redav was a legendary psychic-sensitive human male

who served the Imperial Guard as a Colonel and later served the

under the planetary governor Senator Alaima as a Lord. Born into

poverty and a military career, he fought the ranks and later in life

he became the secret husband of Senator Aladima of the planet.

After defeating an uprising on the planet he was left horribly

maimed and left for dead. He now resides in his life support

system purely so he can continue to serve for his wife.

“I'm not the Emperor. I don't kill for amusement—only when it

serves my purposes.” – Lord Redav

WS BS S T W I A Ld Sv+

5 0 5 5 4 2 3 10 2+

Special Rules

Fearless

Feel no pain

Eternal Warrior

Psychic Master – No psychic tests

Psychic Sense – 3+ Invulnerable

501st Legion – If taken with Imperial guard, allows Stormtroopers

as troop.

Psychic Powers

Grip: Shooting attack that auto hits an enemy in base to base

combat, one model in that unit must do a T test, if failed, Redav

‘wins’ and the target model is slain.

Sword Flurry: Gets an extra D3 attacks on the charge instead of

the basic 1.

Wargear

Laser sword – Power Weapon which ignores invulnerable.

Assault grenades.

Page 25: Blitzhund The Deathless – 175pts - Webs · Creed Assassin – 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins

Virus – 200pts

Known throughout the warp as the bane of all technology, the

virus travels light-years at a time, finding worlds with new

technologies on them only to corrupt them in wake of a Necron

invasion.

Virus has a flowing matrix under his Necron shell, of which re-

knits itself if any external damage is suffered, making him hard to

get rid of, especially for macs.

“010011100110010101101111” - Virus

WS BS S T W I A Ld Sv+

4 4 4 4 5 2 2 5 2+

Special Rules

Fearless

Firewall – Psycic test, draw a ‘ring’ of wire within 12” of the

caster, any enemy model moving through or within the wall must

take a difficult and dangerous terrain test.

Ctrl+Alt+Del – Quickening.

Power Down - When Virus is slain, any Necron model within 6”

suffers from the effects of the ‘Matrix Skin’ rule.

Wargear

Code Lance – Allows 2 Psychic powers per turn, counts as a

rending CCW.

Matrix Skin – With skin teetering in and out of reality, being

near him can trip computer mainframes, he must be at least 2”

away from any Necrons, if not the model must do a T test or be

removed from play.

Re-knit – Can regenerate on a 6+ for every wound lost per full

game turn.