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    The Warmasters Council presents

    THUNDERHAWK DOWNThe Ruins of Icarus Prime

    40k Skirmish Beta Version 0.04IntroductionThe Imperial hiveworld of Icarus Prime, once located in the Agrippinaa system, a mere handful oflight years from the Eye of Terror, mysteriously disappeared in the year 850.M41. Ninety-nine yearslater, sporadic reports of a world matching its atmospheric signature appeared deep within theEastern Fringe, near Tau space and directly in the path of Hive Fleet Leviathan. Forces from all overthe Eastern fringe are being dispatched to investigate the ruins of this once mighty hiveworld.

    Welcome to Thunderhawk Down (working Title):Generally speaking, the rules for Warhammer 40,000 are used for this game. While the final version

    will be more complete, for now assume that the normal 40k rules apply with the following additions.

    Hopefully you will enjoy playing this game as much as we did putting it together. At this early stage,we want constructive criticism on everything. We want additional ideas. We want ways to improveon what we have begun here.

    Written byAdam LaforetNate StevensJune 19, 2009

    Legal DisclaimerThis document is completely unofficial and in no way endorsed by Games Workshop Limited, or any other corporate entity.

    40k, Adeptus Astartes, Black Library, the Black Library logo, BL Publishing, Blood Angels, Cadian, Catachan, Chaos, the Chaos device, the Chaos

    logo, Citadel, Citadel Device, Cityfight, City of the Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark Eldar, Dark Future, Dawn of

    War, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fire Warrior, Forge World, Games

    Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the

    Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Marauder,

    Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, the Nurgle logo, Ork, Ork skull

    devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the

    Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer 40k Device, Warhammer World logo, White

    Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and

    images from the Warhammer 40,000 universe are either , TM and/or Copyright Games Workshop Ltd 2000-2007, variably registered in the

    UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their

    respective owners.

    All work not part of the legal disclaimer are the property of Nathan Stevens and Adam Laforet. All Rights Reserved.

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    Table of ContentsTHUNDERHAWK DOWN........................................................................................................................... 1

    Rules Additions and Amendments ........................................................................................................... 5

    Additional Phase: Recovery Phase ....................................................................................................... 5

    Universal Special Rules (USR) ............................................................................................................... 5

    Movement Rule Changes ..................................................................................................................... 5

    Climbing, Falling and Jumping .......................................................................................................... 6

    Shooting and Combat Additions........................................................................................................... 7

    Injuries Table ................................................................................................................................... 7

    Critical Injuries ................................................................................................................................. 7

    Shooting .......................................................................................................................................... 8

    Close Combat .................................................................................................................................. 9Weapon Definitions. ........................................................................................................................ 9

    Terminator Armour .......................................................................................................................... 9

    Psychology .......................................................................................................................................... 9

    Other New Rules ............................................................................................................................... 10

    Auras ............................................................................................................................................. 10

    Terrain ........................................................................................................................................... 10

    Booby Traps ................................................................................................................................... 11

    Starting a Strike Force ........................................................................................................................... 12

    Heroes and Henchmen ...................................................................................................................... 12

    Strike Force Roster......................................................................................................................... 12

    Composition Rules ......................................................................................................................... 12

    Mobile Storage Locker ................................................................................................................... 13

    Space Marines ................................................................................................................................... 16

    Black Templars .................................................................................................................................. 17

    Blood Angels...................................................................................................................................... 18Dark Angels ....................................................................................................................................... 19

    Space Wolves .................................................................................................................................... 20

    13th Company .................................................................................................................................... 21

    Imperial Guard ...................................................................................................................................... 22

    Daemonhunters................................................................................................................................. 23

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    Witch Hunters ................................................................................................................................... 24

    Chaos Space Marines ......................................................................................................................... 26

    Lost and the Damned......................................................................................................................... 27

    Chaos Daemons ................................................................................................................................. 29

    Dark Eldar .......................................................................................................................................... 31

    Eldar .................................................................................................................................................. 33

    Necrons ............................................................................................................................................. 36

    Orks ................................................................................................................................................... 38

    Tau Empire ........................................................................................................................................ 40

    Tyranids............................................................................................................................................. 42

    Campaign Rules ..................................................................................................................................... 43

    Strike Force Rating ......................................................................................................................... 43

    Underdog Bonus ............................................................................................................................ 43

    Play the Game ................................................................................................................................... 43

    Data-slates:.................................................................................................................................... 43

    Deepstrike ..................................................................................................................................... 43

    Infiltrate ........................................................................................................................................ 44

    Scenarios ....................................................................................................................................... 44

    Determine Scenario ....................................................................................................................... 44

    Post Battle Sequence ......................................................................................................................... 45

    Disbanding Strike Forces ................................................................................................................ 45

    Death of a Warrior ......................................................................................................................... 45

    Death of a Leader .......................................................................................................................... 45

    Injuries .............................................................................................................................................. 45

    Experience ..................................................................................................................................... 47

    Advance Rolls ................................................................................................................................ 47

    Maximums Statlines ...................................................................................................................... 47

    Skills Lists .......................................................................................................................................... 48

    Combat Skills ................................................................................................................................. 48

    Shooting Skills ................................................................................................................................ 48

    Academic Skills .............................................................................................................................. 48

    Strength Skills ................................................................................................................................ 49

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    Speed Skills .................................................................................................................................... 49

    Minor Psychic Powers ........................................................................................................................ 50

    Roll on the Recon Chart ..................................................................................................................... 51

    Data-slate Recovery Table.............................................................................................................. 51

    Recon Chart ................................................................................................................................... 52

    Selling Data-slates .......................................................................................................................... 54

    Trading .............................................................................................................................................. 55

    Rarity Rolling ................................................................................................................................. 55

    New Recruits ................................................................................................................................. 55

    Purchasing New Equipment ........................................................................................................... 56

    Selling ............................................................................................................................................ 56

    Price Chart ......................................................................................................................................... 56

    Exotic Wargear .............................................................................................................................. 56

    Techno-Artefacts ........................................................................................................................... 57

    Mercenaries and Heroes of Legend ....................................................................................................... 59

    Recruiting Mercenaries ...................................................................................................................... 59

    Mercenaries for Hire.......................................................................................................................... 60

    Recruiting Heroes of Legend .............................................................................................................. 63

    Thunderhawk Down Battle Cards .......................................................................................................... 66

    Strike Force Roster Sheet....................................................................................................................... 73

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    Rules Additions and Amendments

    Additional Phase: Recovery PhaseA new phase has been added to the game, which takes place prior to the movement phase, and

    before other 40Kstart of turn

    actions.1. Strike Force Rout Test: If your Strike Force has suffered a total of 25% casualties or

    greater, you must pass a leadership test to continue. Even fearless models must make thistest. If the test is failed, your Strike Force flees and the game ends. Warriors in combat allsuffer a free strike from their opponents.

    2. Voluntary Rout: If your Strike Force has less than 50% of its models remaining, you mayvoluntarily flee.

    3. Recovery:a. Knocked Down models stand upb. Stunned models become knocked down

    Universal Special Rules (USR)Some USRs have slightly different effects in Thunderhawk Down; any rules not listed below areunchanged

    Counter Attack: Aura effect, a model may counter charge when a friendly model within 6 isassaulted

    Night Vision/Acute Senses: Allows a model to re-roll night fight distance and also doublesthe range at which they spot hidden models.

    Movement Rule ChangesGroup Movement: Normally, all models move as individuals. However, in order to speed up play ontables with large amounts of difficult terrain, players may opt to have models that are within 2

    coherency to move as a group under the following three circumstances and with the followingrestrictions:

    Movement Phase: Coherent models may choose to roll for difficult terrain together. Theymove d3+2 inches in the movement phase. They must end their movement in coherency.

    Shooting Phase: Coherent models may choose to roll for difficult terrain together. They moved3+2 inches as their run movement. They must end their run in coherency.

    Assault Phase: Coherent models may choose to roll for difficult terrain together. They moved3+2 inches as their assault move. The models assault individually, but they must still endtheir assault within coherency of each other.

    Heroes that are part of a group never grant the move through cover special rule to the group.

    Despite moving together, models are never considered to be aunit

    for any other purposes. Thesame models do not have to be involved in each group move. Models can be added or dropped

    from the group at each phase freely.

    Moving Through Difficult Terrain:All Heroes count as independent characters and thus roll anextra die when moving through difficult terrain.

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    Hiding: A model may hide if it can end its movement with a piece of terrain between itself and allenemy models with line of sight to it. The terrain piece must be large enough to reasonably concealthe model from all enemy models. The model may not run, shoot, or assault for the rest of its turn.The enemy may not shoot a Hidden model unless it is within a number of inches equal to itsInitiative (2 for an Ork boy). Hidden models may be spotted in this way at two specific times in a

    turn

    at the end of the Movement phase, and the end of the Shooting phase. In other words, amodel may notrun forward in the shooting phase and reveal hidden enemy models for the rest of hisStrike Force to target.

    Hiding will not prevent a model from being charged in the Assault phase. A Hidden enemy may beassaulted so long as the charging unit can make a legal charge move to reach the model. A Hiddenmodel that is charged in hand to hand may also not make use of the Bar the Doors special rulesdescribed in the rules for Enclosed buildings.

    Climbing, Falling and JumpingClimbing: In Thunderhawk Down, models move up and down levels differently from 40k. Inaddition to rolling for difficult terrain as normal, models must take an Initiative test in order to climb.If the test is passed, the model may move up or down one level and move normally, at a cost of 3 ofmovement per level. If the test is failed, the model must remain on the level it is currently on andimmediately ends its movement for that turn. This test is also required in the assault phase.

    Exception: Models in base to base contact with a wall at the start of their movement phase (not theassault phase) may ignore the difficult terrain test and just take the initiative test to climb one level.

    Note: Any model on a bike may not climb.

    Ladders: the presence of a ladder allows models to move up or down a level without an initiative testbeing required.

    Falling: If a model is knocked down orstunned while within 1 of a ledge or perch, the model musttake an Initiative test. If the test is passed then all is well. If the test is failed, then the model falls. Themodel suffers a hit with a strength equal to the distance fallen, with normal armour saves. The modelis still knocked down orstunned when they hit the ground.

    Jumping: Models may choose to jump from the top of a building. To successfully jump down, amodel must take an Initiative Test for every 3 (rounding up) of vertical movement covered. If all testsare successful, the model lands safely. Every 3 of vertical movement counts as 1 of the modelsnormal movement. If the test is failed, the model suffers a hit with a strength equal to the totaldistance fallen, with normal armour saves, and is knocked down.

    Diving Charges: In theAssault Phase a model may perform a Diving Charge provided they are in anelevated position, within 1 of the edge of a ledge or perch, and the target of their charge is at leaston level below them and within 1 of where your model will land. The charging model takes oneinitiative test for every 3 they are falling. If the tests are passed, the model counts as having theFurious Charge universal special rule and may be placed in base-to-base with the model theycharged. If the test is failed, the model falls, and does not count as being engaged with the enemy,

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    but is knocked down. Models that already have Furious Charge must still pass the Initiative test toperform a Diving Charge.

    Shooting and Combat Additions

    Injuries TableWhen a model suffers an unsaved wound roll a d6 and consult the table belowD6 Result Effect1-2 Knocked down

    The force of the blow knocks the warrior down. Place the model face up torepresent that it is knocked down.

    3-4 StunnedThe warrior falls to the ground, barely conscious. Place the model face down torepresent that it isstunned.

    5-6 Out of ActionThe warrior is incapacitated for the remainder of the battle. Remove the model from

    play.

    Knocked DownA model that was knocked down at the start of its turn and has now stood up has the followingrestrictions: half movement; may not assault; and strikes at Initiative 1 in combat.

    StunnedA model that was stunned at the beginning of its turn becomes knocked down in the Recoveryphase, and may move 2 in any direction, unless engaged in combat. This may be done even if themodel has gone to ground.

    Critical InjuriesIf a model rolls a 6 to wound, a critical effect takes place. Roll on the appropriate table to determinethe bonus effect.

    Exception: If a 6 is required to wound the target model, no critical effects take place. Also, anyweapon with the template rule will also not perform a critical hit on the roll of a six (i.e. any weaponsthat use the Flame Template)

    Ranged AttacksD6 Result Effect1-3 Marksman Enemy models must apply a -1 penalty to any armour or cover saves

    taken against this wound.4-5 SniperNo cover saves are allowed.

    6 Bulls eyeNo armour or cover saves are allowed.

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    Normal Close Combat Weapons

    D6 Result Effect1-3 Blade Storm

    Enemy models must apply a -1 penalty to any armour saves taken against thiswound.

    4-5 Master StrikeNo armour saves are allowed.

    6 DecapitationNo armour saves are allowed, and add +1 to the injury roll.

    Special Close Combat Weapons (Any melee attack that ignores Armour saves)

    D6 Result Effect1-3 Stab

    Add +1 to the injury roll.4-5 Body Blow

    Your opponent staggers, allowing you to take an additional attack.

    6 EvisceratedThe enemy model is automatically taken out of action.

    ShootingTarget Priority: In Thunderhawk Down, models must shoot the closest enemy model.Exceptions:Knocked down andstunned models may be ignored.

    A model may shoot the closest model outside of cover or the closest model in cover.Models may choose any target in sight when firing from an elevated position (but not theother way around).

    Note: Hidden models are ignored for determining target priority

    PinningA model must test for pinning if it suffers an unsaved wound from a weapon with the pinning specialrule. This includes models who are Knocked Down or Stunned by a Pinning weapon. In addition,any model within 2 of such an affected model must make a separate pinning test of its own.

    Specialist GrenadesThunderhawk Down includes special grenade types that may be thrown instead of firing anotherweapon. See the Exotic Wargear section of this rule set for details on grenade effects. Unlessotherwise noted each uses the small blast template and will hit using BS as normal, with a range ofthe throwing models S x 2. On a miss the grenade will scatter d6 inches in a random direction.

    Following FireA model shooting a heavy weapon that fires multiple shots may choose to target more than oneenemy model. The shooter simply allocates dice to models he can see that are within 2 of hisprimary target, and rolls to hit for each one. Divide the dice as evenly as possible among all targets.No secondary model may have more hits allocated to it than the original target. Cover saves shouldbe determined separately for each model hit. All target priority rules and Line of Sight rules still applyfor the primary target.

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    Close CombatCounter-Assault:Any model within 2 coherency may chose to pile into combat when anothermember of their strike force is assaulted. The model(s) do not count as having assaulted.

    Finish Him! If an enemy model is in combat with onlyknocked down orstunned models at thebeginning of its activation in the combat phase (and is notknocked down orstunned itself) then thefollowing rules apply:

    1. A knocked down model is hit automatically in combat. Any successful wounds automaticallytake him out of action. Armour saves are allowed

    2. Astunned model is automatically taken out of action if in combat with an enemy model. Asingle stunned model can be removed per attack. No saves of any kind are allowed.

    Leaving Combat.A model may not leave a combat unless all its opponents are knocked down orstunned.

    Weapon Definitions.Some rules in Thunderhawk Down refer generically to Heavy and Special weapons. These twoterms are defined as follows:

    Heavy Weapon: Any weapon with the Heavy Xrule, with the exception ofSniper weapons.

    Special Weapon: AnyAssault or Rapid Fire weapon with any of: Range -Template; Strength 5 ormore; AP 3 or less. Exceptions include the Tau Plasma Rifle and Imperial Guard Hot-Shot LasWeapons. Combi weapons are not special weapons and can include more than one type ofWeapon, and any Gun Mods or abilities will affect any allowable combi-weapon shooting (generallythe Mods and Skills wont work on the Special portion of the combi-weapon).

    Special Close Combat Weapon:Any weapon that ignoresarmour saves (including rending wounds)is considered a special close combat weapon.

    Terminator ArmourTerminator Armour works slightly differently in Thunderhawk Down than it does in standard 40K.The Armour still provides a 2+ Armour Save, a 5+ Invulnerable Save, gains the relentless USR, andmay enter play via Deep Strike if they wish. In addition, models in Terminator Armour are alsoimmune to Critical Hits and Instant Death.

    In any Strike Force only the Captain may ever wear Terminator Armour.

    PsychologyLeader: A unit with the leader ability allows all models within 6 to use that models leadership forany required morale and pinning tests.

    Stupidity:A model that suffers from stupidity must take a leadership test each turn. If passed, themodel may behave as normal. If failed, the model wanders D6 in a random direction, determinedby the scatter dice, and may not shoot or assault. Models subject to Stupidity can use the Leadershipof models with the Leader ability for this test.

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    Other New RulesAuras: There are some abilities in 40k that augment certain units (Eldar Exarch abilities and Ork MobSize as examples). In Thunderhawk Down, these abilities affect any eligible model within 6 of themodel with the effect. For example, the Dire Avenger Ability Bladestorm affects all Dire Avengermodels within 6. Orks may replace their leadership with the number of Orks within 6 of

    themselves.

    TerrainEnclosed Buildings: For Thunderhawk Down, ignore the normal 40K rules for enclosed buildingsaltogether. Instead, treat the building in the following manner.

    Buildings can be entered from any opening, both windows and doors (and any other openings youmight have modelled). Models inside a building can be placed on the roof to show their roughlocation, but remember to mark them as inside with a die or a counter. Remember, these rules onlyapply to fully enclosed buildings, not ruins.

    Hard Cover: For shooting purposes, unless hidden, a model inside a building may betargeted if it is within 1 of an opening that the shooting model has line of sight to, whichmeans that strict Line of Sight to the actual model is not necessary. Models inside the buildingreceive a 3+ cover save from such shooting, modified as normal. Such models areconsidered to be in hard cover. As well, models may shoot from one level of a building to thelevel directly above or below, but all target models will benefit from the hard cover save.

    Models inside buildings may be directly assaulted. Use the following process to combat inenclosed buildings. Assaults are declared as normal, and models are moved into base to basein the normal fashion, treating the building as difficult terrain. If a model is assaulted throughan opening from which it could have claimed hard cover then the Bar the Doors! (see below)special rule applies. Otherwise treat the assault as any normal assault into terrain.

    Any assaults from one level of an enclosed building to another will also be subject to the Barthe Doors! special rule below.

    Bar the Doors! Models gain an additional advantage in combat if they are defending anentrance to a building. Any time a model is assaulted through an opening that would haveprovided ithard cover, as described above, then that model will count as Initiative 10 againstany enemies that assault through that opening. This Initiative 10 is not modified by any kindof grenade, although it may be matched or altered by other special rules.

    Note that model can be assaulted as normal even when in a building, provided the assaulting

    model makes its assault move into the building via an entrance that would not have providedthe target model with hard cover.

    Multi-level Enclosed Buildings: In the case of enclosed buildings with more than one floor treateach floor as separate. It is possible to have opposing Strike Forces occupying different floors of thesame building. In these cases a model can only move into an enemy occupied floor by assaulting it,and these assaults use the rules above. It is possible to bypass an occupied floor by climbing the

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    exterior of the building, any such attempt uses the standard climbing rules and the climbing modelmust have a window or opening to exit and/or enter from.

    Booby TrapsHeroes that have both the Demolitions Expert skill and booby traps in their possession have the

    ability to booby trap D3 pieces of terrain before the battle.

    Setting the Trap: Each hero with the Demolitions Expert skill may booby trap D3 pieces of terrain.Roll for the number of traps in full view of your opponent, then secretly note down which pieces aretrapped on a scrap of paper and which type of trap is being used.

    Triggering the Trap: A trap is triggered at the end of a movementphase in which a model enters theterrain piece. The first model to enter the terrain is the point of origin for the trap. Be sure to keeptrack of this model, for if the player forgets, the trap is wasted. Any critical hits caused by a BoobyTrap are resolved using the table for Ranged attacks.

    Traps Special Rules: Ignore Cover saves, cause pinning

    Trap TypesPlasma Charge: St 7 AP 2Automatically hits the model that triggers it.

    Shredder Mine: St 3 AP 5The mine is located D6 from the triggering model, determined using the Scatter Dice (use the arrow

    on the hit facing as well). The player in control of the mine places the flame template, in such a

    manner that the triggering model is hit by the template.

    Spring Mine St 4 AP 6

    Centre the large blast template over the triggering model, then scatter the template a D6.

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    Starting a Strike ForceThe following section details how to select a Strike Force.

    Each Strike Force starts with 750 Imperial Credits to spend on models and their equipment. Use thebriefing pages that follow to determine eligible heroes and henchmen for your Strike Force, as well asthe credit cost per model. Use the appropriate codex entry to determine which equipment isavailable to each model.

    The briefing pages also include which skill sets are available for each hero type in your army. Theywill gain access to these skills via experience gained in battle (explained in the campaign section)

    Heroes and HenchmenAll models in 40k Skirmish are divided into heroes and henchmen.

    Heroes have the potential to become great warriors of their races, with access to equipment andskills that set them apart from mere mortals. A Strike Force can never have more than 6 heroes. AllHeroes have the Skilled Rider and Move Through Cover special rules.

    Henchmen make up the bulk of your forces. Most are capable of gaining experience and a lucky fewbecome true heroes themselves. A few others are savage beasts that cannot gain experience.

    Henchmen may use any special, heavy weapons or wargear allowed in their Codex entry. Theycannot use the special equipment and items found throughout a campaign or from any other source.

    Henchmen are usually grouped into gangs of 1-5 individuals.

    Strike Force Roster

    A Strike Force roster sheet is required to track the progress of your forces. This allows you to track theskills, experience, equipment, and injuries suffered by your band. (A Roster sheet can be found at theback of this book.)

    Composition Rules1. A Strike Force is led by one (and only one) Captain. Any model with the Captain rule in its

    notes may be selected as the rosters captain. This model gains the leader ability.2. A Strike Force may only purchase up to 5 heroes.3. The only way to reach a total of 6 heroes is through one of your henchmen advancing

    through a Lad with Talent result (see pg46 for details).4. A starting Strike Force must contain at least 2 henchmen.5. Units with enhanced movement are limited to 2 models in starting Strike Forces.6. The 0-X reference for henchmen means that the maximum number of models of that type

    allowed in a Strike Force is X.7. All heroes and henchmen are limited at all times to taking heavy and special ranged weapons

    allowed by their Codex entry. (Heroes may gain skills that allow them to purchase a widervariety of ranged weapons)

    8. Heroes may select any item from their armoury, except for heavy and special rangedweapons, unless specified otherwise in their codex entry.

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    9. All Strike Forces that can use Equipment will start with one Medi-pack at Force creation.Mobile Storage LockerA Strike Forces capacity to carry and maintain heavy and special ranged weapons and special close

    combat weapons is limited. To represent this in the game, each strike force has a mobile storage locker.

    All heavy and special ranged and special combat weapons have been assigned mass rating. Each point ofMass takes up one storage location in your mobile locker. A strike forces total combination of these

    weapon types cannot exceed a strike forces storage capacity.

    For example, if you Strike Force had one Heavy Bolter (Mass four) and two Melta Guns (Mass two each),

    those three weapons would take up a total of 8 Storage locations in your Mobile Locker.

    The Following lists use the Grand Imperial ArmourSpace MarinesBlack Templars

    Blood Angels

    Dark AngelsSpace Wolves

    13th

    Company

    Imperial GuardDaemonhunters

    Witchhunters

    The Following lists use the Chaos AmouryChaos Space Marines Lost and the Damned

    The Following lists use their own ArmouriesChaos DaemonsDark EldarEldar

    NecronsOrksTau

    Tyranids

    Items are assumed to be those from the most recently published Codex (i.e. Storm Shields provide a 3+

    Invulnerable Save)

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    Cost Rarity Mass Notes Cost Rarity Mass Notes

    Close Combat Weapon 5 C 0 Auspex 10 6 0

    Combat Shield 50 9 0 Bionics 25 10 0

    Force Weapon 200 12 1 Frag Grenades 5 C 0Lightning Claw 75 11 1 1 Jump Pack 125 11 0

    Pair of Lighning Claws 150 2 2 1 Krak Grenades 5 C 0

    Power Fist 75/125 12 1 Locator Beacon 75 10 0

    Power Weapon 50/75 10 1 Marine Digital Weapons 50 11 0

    Storm Shield 75 10 1 1 Master Crafted Weapon 75 10 0

    Thunder Hammer 150 12 1 Melta Bombs 25 6 0

    Power Armour 50 11 0

    Description Cost Rarity Mass Notes Refractor Field 50 9 0

    Auto Cannon 100 10 4 Hvy Space Marine Bike 175 12 1

    Bolt Pistol 5 C 0 Teleport Homer 25 9 0

    Bolter 5 C 0 Terminator Armour 200 12 1 2,3

    Combi-Bolter 30 7 0

    Combi-Flamer 50 10 0

    Combi-Melta 50 10 0 Description Cost Rarity Mass Notes

    Combi-Plasma 50 10 0 Adamantine Mantle 175 12 0

    Flamer 30 9 2 Spcl Artificer Armour 75 10 0

    Grenade Launcher 40 9 2 Spcl Aux. Grenade Launcher 75 9 0

    Heavy Bolter 100 10 4 Hvy Hellfire Rounds 50 10 0

    Heavy Flamer 100 10 4 Spcl Iron Halo 125 11 0

    Hotshot Lasgun 30 9 0 Relic Blade 175 12 2

    Las Pistol 3 C 0 Signum 50 10 0

    Lascannon 175 11 4 Hvy

    Lasgun 3 C 0

    Melta Gun 60 10 2 Spcl Cost Rarity Mass Notes

    Missile Launcher 100 10 4 Hvy Belt of Russ 125 11 0

    Mortar 50 10 4 Hvy Frost Blade 100 11 1

    Multi-Melta 100 10 4 Hvy Mark of the Wolfen 50 10 0

    Plasma Cannon 125 11 4 Hvy Rune Weapon 200 12 1

    Plasma Gun 75 10 2 Spcl Runic Armour 75 10 0

    Plasma Pistol 75 9 1 Spcl Runic Charm 50 9 0

    Ripper Gun 50 8 2 Spcl, 3 Wolf Helm 200 12 0

    Shotgun 5 C 0 Wolf Pelt 15 9 0

    Sniper Ri fle 50 10 1 Wolf Tail Tal isman 5 7 0

    Storm Bolter 40 9 0 Wolf Tooth Necklace 50 9 0

    Notes: 1 - Power Armour or Terminator Armour only

    2 - Marine Captai n Only

    3 - Inquis itor Only Cost Rarity Mass Notes

    4 - Requires St 4 or more to use Holy Orb of Antioch 50 10 0

    5 - Grey Knight Only

    6 - Sister of Battle Only

    Ranged Weapons

    Description

    Black Templars

    Description

    Grand Imperial Armoury

    Description

    Close Combat Weapons WargearDescription

    Space Marines Only (all Codexes)

    Space Wolves

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    Description Cost Rarity Mass Notes Mancatcher 25 6 0

    Death Mask 50 10 0 Power Stake 100 11 1 3

    Inferno Pistol 75 10 1 Praesidium Protectiva 50 10 0 6

    Description Cost Rarity Mass Notes

    Inferno Pistol 75 10 1 3,6

    Description Cost Rarity Mass Notes Brazier of Holy Fire 50 10 1

    Annointed Weapon 100 11 1 3,5 Bolter-Stake Crossbow 50 10 0

    Daemonhammer 150 12 1 3,5

    Eviscerator 125 12 1 Description Cost Rarity Mass Notes

    Nul l Rod 100 11 1 3 Book of St. Lucius 25 10 0 6

    Carapace Armour 25 8 0

    Description Cost Rarity Mass Notes Cloak of St. Aspira 100 10 0 6

    Incinerator 100 10 4 Spcl, 5 Excruciators 25 9 0 3

    Needle Pistol 25 9 0 3 Hexagrammic Wards 25 8 0 3

    Psy Cannon 150 10 4 Hvy,3,5 Inquisitorial Mandate 200 12 0 3Hell Pistol 5 C 0 Liber Heresius 100 11 0 3

    Hellgun 5 C 0 Litanies of Faith 125 11 0 6

    Mantle of Ophelia 75 10 0 6

    Description Cost Rarity Mass Notes Psi-tracker 75 10 0 3

    Consecrated Scrolls 25 8 0 3 Psycannon Bolts 50 9 0 3

    Emperor's Tarot 75 10 0 3 Psychic Hood 100 11 0 3

    Grimoire of True Names 50 9 0 3,5 Psyocculum 15 8 0 3

    Holy Relic 150 12 0 3,5 Purity Seals 25 8 0

    Icon of the Just 125 11 0 3,5 Rosarius 125 11 0

    Psycannon Bolts 50 9 0 3,5 Sarissa 25 7 0 6

    Psychic Hood 100 11 0 3,5Sacred Incense 50 9 0 3,5 Description Cost Rarity Mass Notes

    Targeter 10 8 0 Divine Pronouncement 150 9 0 3

    Unguents of Warding 50 9 0 3,5 Hammer of the Witches 100 9 0 3

    Hammerhand 50 9 0 3

    Description Cost Rarity Mass Notes His Wil l Be Done 75 9 0 3

    Banishment 100 9 0 3,5 Purgatus 75 9 0 3

    Destroy Daemon 75 9 0 3 Scourging 100 9 0 3

    Hammerhand 50 9 0 3 Word of the Emperor 50 9 0 3

    Holocaust 100 9 0 3

    Sanctuary 75 9 0 3

    Scourging 100 9 0 3 Description Cost Rarity Mass Notes

    Word of the Emperor 50 9 0 3 Camo Cloak 20 8 0

    Carapace Armour 20 8 0

    Demolition Charge 100 11 0

    Eviscerator 125 12 0

    Description Cost Rarity Mass Notes Hotshot Las Pistol 15 8 0

    Blessed Weapon 150 11 1 6 Heavy Stubber 50 8 3 Hvy

    Eviscerator 125 12 1

    Witch Hunters

    Close Combat Weapons

    Imperial Guard

    Close Combat Weapons

    Ranged Weapons

    Witch Hunters cont.

    Wargear

    Psychic Powers

    Ranged Weapons

    Wargear

    Psychic Powers

    Blood Angels

    Daemonhunters

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    Space MarinesMaximum Roster Size: 15

    Hero Options Cost Starting XP Notes

    Tactical Veteran Sergeant 105 8 Captain

    Scout Sergeant 90 8 Captain, may buy Camo Cloak for 20 IC0-3 Sternguard Sergeant 140 15 Captain0-3 Vanguard Sergeant 200 15 Captain, may buy a jump pack for 75 IC0-1 Devastator Sergeant 105 12 May take a heavy weapon at Devastator cost0-1 Tech Marine 250 20 Captain, Unlocks Servitors

    Henchmen (0-5 Each Group)

    Tactical Marines 80Scouts 60 May purchase Camo Cloak for 20 I.C.Servitors 50+weapon Unlocked by Tech Marine, may not gain

    experience

    Henchmen (0-3 Each Group)

    Devastators 80

    Henchmen (0-2 Each Group)

    Assault Marines 100 Movement Enhanced

    Henchmen (0-1 Each Group)

    Marine Biker 125 Movement and Toughness EnhancedScout Biker 100 Movement and Toughness Enhanced Attack Bike 200 Movement and Toughness Enhanced

    Legion of the Damned 150

    Starting SkillsCharacter Combat Shooting Academic Strength Speed

    Veteran Sgt

    Sternguard

    Vanguard

    Scout

    Devastator

    Techmarine

    Note Strike Force Captain gains access to Academic Skills

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    Black TemplarsTerminator Honours may be purchased for allowed models at a cost of 75 Credits

    Maximum Roster Size: 15

    Hero Options Cost Starting XP NotesVeteran Sword Brother 130 12 Captain, incl Terminator Honours, no

    Hvy Wpn upgrades allowed to start Assault Initiate 120 8 Movement Enhanced, incl T. Honours

    Henchmen (0-5 Each Group)

    Initiates 80Neophytes 50Sword Brethren 95

    Henchmen (0-2 Each Group)

    Assault Initiates 100 Movement Enhanced

    Henchmen (0-1 Each Group)

    Initiate Biker 160 Movement and Toughness Enhanced Attack Bike 250 Movement and Toughness Enhanced

    Starting SkillsCharacter Combat Shooting Academic Strength SpeedSword Brthn

    Assault

    Note The Captain of the Templars Strike Force also has access to Academic Skills

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    Blood AngelsMaximum Roster Size: 15

    Blood Angels may have one more Movement Enhanced unit than normal

    Hero Options Cost Starting XP NotesVeteran Assault Marine Sgt 125 12 Captain, Movement EnhancedTactical Veteran Sergeant 105 8 CaptainScout Sergeant 90 8 Captain

    Henchmen (0-5 Each Group)

    Tactical Marines 80Scouts 65

    Henchmen (0-2 Each Group)

    Assault Marines 100 Movement Enhanced

    Devastators 75Death Company 150 Movement Enhanced if Jump-pack purchasedVeteran Assault Marines 125 Movement Enhanced

    Henchmen (0-1 Each Group)

    Marine Biker 150 Movement and Toughness Enhanced Attack Bike 250 Movement and Toughness Enhanced

    Starting SkillsCharacter Combat Shooting Academic Strength SpeedTac Vet. Sgt

    Vet Assault Sgt

    Scout Sgt

    Notes Captain gains access to Academic Skills

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    Dark AngelsMaximum Roster Size: 15

    Hero Options Cost Starting XP Notes

    Techmarine 375 20 Captain

    Veteran Sergeant 110 8 Captain, Assault Sergeant 130 12 Captain, Movement Enhanced,Scout Sergeant 90 8 Captain,0-1 Devastator Sergeant 110 12 Captain, May take a heavy weapon at Devastator

    cost

    Henchmen (0-5 Each Group)

    Scouts 65 13ptsTactical Marines 80 15ptsServitors 125 Unlocked by Tech Marine, may not gain Experience

    Henchmen (0-3 Each Group)Company Veterans 105Devastators 80

    Henchmen (0-2 Each Group)

    Assault Marines 100 Movement Enhanced

    Henchmen (0-1 Each Group)

    Ravenwing Biker 165 Movement and Toughness Enhanced Attack Bike 250 Movement and Toughness Enhanced

    Starting SkillsCharacter Combat Shooting Academic Strength SpeedVeteran Tac

    Assault

    Techmarine

    Devastator

    Scout Sgt

    Note Strike Force Captain gains access to Academic Skills

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    Space WolvesMaximum Roster Size: 15

    Hero Options Cost Starting XP Notes

    Wolf Guard Leader 115 12 Captain

    Long Fang 90 12

    Henchmen (0-5 Each Group)

    Grey Hunters 85Bloodclaws 70

    Henchmen (0-1 Each Group)

    Bloodclaw Biker 150 Movement and Toughness Enhanced

    Starting SkillsCharacter Combat Shooting Academic Strength Speed

    Wolf Guard Long Fang

    Note The Captain of the Space Wolves Insertion Strike Force also has access to Academic Skills

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    13th CompanyMaximum Roster Size: 15

    Hero Options Cost Starting XP Notes

    Storm Claw Wolf Guard 130 12 Captain

    Grey Slayer Wolf Guard 130 12 Captain

    Henchmen (0-5 Each Group)

    Storm Claws 105Grey Slayers 105

    Henchmen (0-2 Each Group)

    Wulfen 120Fenrisian Wolves 50 May not gain ExperienceLong Fangs 90

    Henchmen (0-1 Each Group)Storm Claw Biker 180 Counts as Movement and Toughness Enhanced

    Starting SkillsCharacter Combat Shooting Academic Strength Speed

    Storm Claw

    Grey Hunter

    Note The Strike Force Captain gains access to Academic Skills

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    Imperial GuardMaximum Roster Size: 20

    Hero Options Cost Starting XP Notes

    0-1 Company Commander 130 12 Captain

    Platoon Commander 50 8 CaptainCommissar 175 12 CaptainStorm Trooper Sergeant 95 8Veteran Sergeant 80 8Ministorum Priest 225 12 Righteous Fury is an AuraTechpriest Enginseer 225 12 Unlocks Servitors as Henchmen

    Henchmen (0-5 Each Group)

    Infantry 25Conscripts 20

    Henchmen (0-3 Each Group)Storm Troopers 80Ratlings 50Veterans 30 Doctrines may be purchased at 15 Credits per modelPenal Legion 40Psykers 50

    Henchmen (0-2 Each Group)

    Heavy Weapon Team 20 + Weapon (purchased from Imperial Armoury)Rough Riders 50Servitors 75 + weapon (purchased from Imperial Armoury) Unlocked by Techpriest Enginseer, may not gain experience

    Henchmen (0-1 Each Group)

    Ogryn 200

    Starting SkillsCharacter Combat Shooting Academic Strength SpeedCompany Cmd

    Platoon Cmd

    Commissar

    Priest

    Veteran Sgt

    Techpriest

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    DaemonhuntersMaximum Roster Size: 15

    Hero Options Cost Starting XP Notes

    Ordo Malleus Inquisitor 100 15 Captain, Unlocks Inquisitorial Henchmen

    Grey Knight Justicar 250 18 Captain, starts with Brother-CaptainGrey Knight 140 15 CaptainStorm Trooper Veteran Sgt 65 8

    Henchmen (0-5 Each Group)

    Storm Trooper 50Inquisitorial Henchmen 5 x Codex Cost Unlocked by Inquisitor; Each different type must be its

    own henchman group

    Henchmen (0-1 Each Group)

    Death Cult Assassin 200

    Starting SkillsCharacter Combat Shooting Academic Strength Speed G. KnightInquisitor

    Grey Knight *

    Storm Trpr

    Grey Knight SkillsBrother-Captain: Requires 20 Experience; The Grey Knights Nemesis Force Weapon becomes apower weaponGrandmaster: Requires 50 Experience; The Grey Knights Nemesis Force Weapon becomes a Force

    Weapon

    Note:A Grey Knight Hero only gets access to Academic Skills if he is the Captain of the Strike Force

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    Witch HuntersMaximum Roster Size: 15

    Faith Points can be used in two ways:

    As an Aura as described in the main rules for 40K Skirmish. The act must be initiated by, andcentred on, a faith generating model. Count all the Adeptus Sororitas models within the Aurafor purposes of determining the roll required to pass the test.

    All Adeptus Sororitas Heroes count as Independent Characters in that they may use an Act ofFaith on themselves (only) on a successful unmodified Leadership test.

    Hero Options Cost Starting XP Notes

    Ordo Hereticus Inquisitor 100 15 Captain, Unlocks Witch HuntersHenchmen0-1 Palatine 175 15 Captain, 1 Faith PointVeteran Sister 100 8 Captain, 1 Faith PointCelestan Superior 115 12 Captain, 1 Faith Point

    Storm Trooper Veteran Sgt 65 8Priest 200 15 Fanatical and Righteous Fury are Auras

    Henchmen (0-5 Each Group)

    Battle Sisters 55Storm Troopers 50*Inquisitorial Henchmen 5x Codex cost Unlocked by Inquisitor. Each differenttype must be its own henchman group

    Henchmen (0-3 Each Group)

    Celestans 65 1-3 Celestans produces 1 total Faith PointDominions 55

    Retributors 55Henchmen (0-2 Each Group)

    Seraphim 100 1-2 Seraphim produces 1 total faith point Movement EnhancedSister Repentia 100

    Henchmen (0-1 Each Group)

    Death Cult Assassin 200 Arco-flagellant 175 Requires a Priest or Inquisitor to field, may not gain

    experience

    Starting SkillsCharacter Combat Shooting Academic Strength SpeedPalatine

    Sister Sup

    Celestan

    Inquisitor

    Priest

    Storm trooper

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    Cost Rarity Mass Notes Cost Rarity Mass Notes

    Close Combat Weapon 5 C 0 Bolt of Change 125 9 0 6Daemon Weapon 200 12 2 Doombolt 50 9 0

    Lightning Claw 75 11 1 1 Gift of Chaos 150 9 0

    Pair of Lighning Claws 150 2 2 1 Nurgles Rot 75 9 0 5

    Power Fist 75/125 12 1 Lash of Submission 100 9 0 4

    Power Weapon 50/75 10 1 Warptime 100 9 0

    Cost Rarity Mass Notes Cost Rarity Mass Notes

    Auto Cannon 100 10 4 Hvy Mark of Khorne 50 9 0

    Blast Master 200 11 4 Hvy,4 Mark of Nurgle 100 9 0Bolt Pistol 5 C 0 Mark of Slaanesh 25 9 0

    Bolter 5 C 0 Mark of Tzeentch 100 9 0

    Combi-Bolter 30 7 0

    Combi-Flamer 50 10 0

    Combi-Melta 50 10 0 Cost Rarity Mass Notes

    Combi-Plasma 50 10 0 Blight Grenades 25 9 0 5

    Doom Siren 75 10 2 Spcl,4 Chaos Marine Bike 175 12 1

    Flamer 30 9 2 Spcl Frag Grenades 5 C 0

    Heavy Bolter 100 10 4 Hvy Inferno Bolts 50 10 0 6

    Heavy Flamer 100 10 4 Spcl Krak Grenades 5 C 0

    Heavy Stubber 50 8 3 Hvy Melta Bombs 25 6 0

    Hotshot Lasgun 30 9 0 Raptor Jumpack 125 11 0

    Las Pistol 3 C 0 Terminator Armour 200 12 1 2

    Lascannon 175 11 4 Hvy

    Lasgun 3 C 0 Notes:

    Melta Gun 60 10 2 Spcl 1 - Power Armour or Terminator Armour only

    Missile Launcher 100 10 4 Hvy 2 - Chaos Marine Captain only

    Multi-Melta 100 10 4 Hvy 3 - Mark of Khorne Only

    Plasma Cannon 125 11 4 Hvy 4 - Mark of Slaanesh Only

    Plasma Gun 75 10 2 Spcl 5 - Mark of Nurgle Only

    Plasma Pistol 75 9 1 Spcl 6 - Mark of Tzeentch Only

    Sonic Blaster 30 7 2 4

    Forces of Chaos Armoury

    Close Combat Weapons

    Description

    Description

    Description

    Psychic Powers

    Description

    Marks of Chaos

    Description

    Wargear

    Ranged Weapons

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    Chaos Space Marines

    Maximum Roster Size: 15

    Captains with a Mark of Chaos allow one more marked Marine of that type, see below.

    Hero Options Cost Starting XP Notes

    0-2 Plague Marine Champion 150 15 Captain0-2 Noise Marine Champion 130 12 Captain0-2 Berserker Champion 130 12 Captain0-2 Aspiring Sorcerer 300 12 Captain, may buy one psychic powerChosen Aspiring Champion 120 12 Captain

    Henchmen (0-5 Each Group)

    Chaos Marines 80

    Henchmen (0-3 Each Group)Chaos Havocs 80Summoned Daemons 65 Summoned, Captain counts as Icon

    Henchmen (0-2 Each Group)

    Plague Marines 115 0-3 if Captain has same markNoise Marines 100 0-3 if Captain has same markBerserkers 105 0-3 if Captain has same markThousand Sons 115 0-3 if Captain has same mark, no XPRaptors 100 Movement EnhancedChosen 90

    Possessed Marines 130

    Henchmen (0-1 Each Group)

    Chaos Bike 165 Movement and Toughness EnhancedMay only be marked as Captain

    Chaos Spawn 200 May not gain Experience

    Starting SkillsCharacter Combat Shooting Academic Strength SpeedVeteran

    Nurgle

    Slaanesh Khorne

    Sorcerer

    Note Strike Force Captain gains access to academic skills

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    Cost Rarity Mass Notes Cost Rarity Mass NotesBoon of Mutation 200 12 4 Blessing of the Blood Go 25 10 0

    Breath of Chaos 175 12 4 Death Strike 75 10 2

    Chaos Icon 125 10 0 Fury of Khorne 50 10 0

    Daemonic Gaze 100 10 2 Hellblade 75 10 1

    Instrument of Chaos 25 10 0

    Iron Hide 75 10 0

    Unholy Might 75 10 0 Cost Rarity Mass Notes

    Aura of Aquiesence 20 9 0

    Pavane of Slaanesh 150 10 2

    Description Cost Rarity Mass Notes Rending Claws 40 10 0Juggernaut of Khorne 200 12 3 Soporific Musk 75 9 0

    Chariot of Khorne 125 11 2 Transfixing Gaze 25 8 0

    Mount of Slaanesh 125 11 1

    Chariot of Slaanesh 125 11 2

    Disc of Tzeentch 150 11 1 Cost Rarity Mass Notes

    Chariot of Tzeentch 200 12 2 Aura of Decay 75 11 2

    Palanquin of Nurgle 125 11 1 Cloud of Fl ies 25 8 0

    Noxious Touch 50 11 1

    Plague Sword 50 9 0

    Cost Rarity Mass Notes

    Bolt of Tzeentch 150 11 4 Models can only ever chose gifts that correspond with

    Master of Sorcery 25 9 0 their codex entry

    Soul Devourer 100 10 0

    Warpfire 75 9 1

    We Are Legion 75 10 0

    Description

    Chaos Daemon Armoury

    Gifts of Chaos Gifts of Khorne

    Daemonic Steeds

    Gifts of Tzeentch

    Description

    Description

    Gifts of Slaanesh

    Description

    Gifts of Nurgle

    Description

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    Chaos DaemonsMaximum Roster Size: 12Daemonic Assault: Daemons may enter play using these rules OR deploy normally.Daemonic Instability: When a hero or henchman dies in the post-battle sequence, take a leadershiptest on the models unmodified leadership. If passed, the model misses D3 games. If failed, the

    model is banished to the warp forever.

    Hero Options Cost Starting XP Notes

    0-2 Herald of Khorne 350 20 Captain, may not have a mount to start.0-2 Herald of Slaanesh 250 20 Captain, may not have a mount to start.0-2 Herald of Tzeentch 250 20 Captain, may not have a mount to start.0-2 Herald of Nurgle 250 20 Captain, may not have a mount to start.0-2 Daemonette Hero 95 8 Has Transfixing Gaze0-2 Horror Hero 135 8 Has Bolt of Tzeentch0-2 Bloodletter Hero 130 8 Has Fury of Khorne0-2 Plaguebearer Hero 125 8 Has Noxious Touch

    Henchmen (0-5 Each Group)

    Daemonettes 70 No access to Transfixing GazeHorrors 85 No access to Bolt of Tzeentch

    Henchmen (0-3 Each Group)

    Bloodletters 80 No access to Fury of KhornePlaguebearers 75 No access to Noxious Touch

    Henchmen (0-2 Each Group)

    Nurglings 65 May not gain experience

    Fleshhounds 75Screamers 80Seekers of Slaanesh 85Furies 75

    Henchmen (0-1 Each Group)

    Fiend of Slaanesh 150 May not gain experienceBeast of Nurgle 175 May not gain experienceBloodcrusher 200Flamer 175

    Starting Skills

    Character Combat Shooting Academic Strength SpeedH. Khorne

    H. Slaanesh

    H. Tzeentch

    H. Nurgle

    Daemonette

    Horror

    Bloodletter

    Plaguebearer

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    Cost Rarity Mass Notes Cost Rarity Mass Notes

    Agoniser 100 11 1 Crucible of Malediction 100 11 0

    Hellglaive 25 9 0 Combat Drugs 125 11 0

    Poisoned Blades 25 8 0 Haywire Grenades 20 7 0

    Punisher 100 11 1 Hell Mask 25 8 0 3

    Scissorhand 25 9 0 1 Hellion Skyboard 125 11 0

    Wych Weapons 10 6 0 Reaver Jetbike 175 12 1

    Plasma Grenades 10 6 0

    Shadow Field 125 12 0

    Cost Rarity Mass Notes Soul Seeker Ammunition 50 9 0

    Blaster 40 10 2 Spcl Terrorfex 75 10 0

    Dark Lance 75 11 4 Hvy Tormentor Helm 25 8 0

    Destructor 75 11 2 1 Trophy Rack 25 8 0Shredder 50 9 2 Spcl Webway Portal 250 12 0

    Splinter Cannon 75 10 3 Spcl

    Splinter Pistol 3 C 0

    Splinter Rifle 3 C 0 Cost Rarity Mass Notes

    Stinger 25 8 0 1 Animus Vitae 75 10 0

    Archangel of Pain 25 9 0

    Notes: Goblet of Spite 75 10 0 2

    1 - Haemonculi only Mask of the Damned 75 10 0 3

    2 - Succubi Only Nightmare Doll 100 10 0

    3 - Mask, only one may be worn at a time Vexanthrope 50 9 0 3

    Xenoplasm 100 11 0

    Arcane Wargear

    Description

    Dark Eldar Armoury

    Close Combat Weapons

    Description

    Ranged Weapons

    Description

    Wargear

    Description

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    Dark EldarMaximum Roster Size: 15May have 3 movement enhanced units to start

    Hero Options Cost Starting XP Notes

    0-1 Haemonculus 125 20 CaptainIncubi 125 12 CaptainWych Succubus 85 8 Captain;Sybarite 55 80-1 Beastmaster 100 12 Unlocks Warp Beasts

    Henchmen (0-5 Each Group)

    Warrior 40Wych 60

    Henchmen (0-2 Each Group)

    Mandrake 75Warp Beast 60 May not gain experienceHellions 90Scourges 80

    Henchmen (0-1 Each Group)

    Grotesque 75 May not gain experienceReaver Jetbike 125

    Starting SkillsCharacter Combat Shooting Academic Strength Speed

    Haemonculus Incubus

    Wych Suc.

    Sybarite

    Beast Master

    Note: Dark Eldar are not automatically the attacker in Thunderhawk Down scenarios.

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    Cost Rarity Mass Notes Cost Rarity Mass Notes

    Biting Blade 50 10 0 2 Banshee Mask 30 11 0 3

    Chain Sabres 50 10 0 2 Eldar Jetbike 150 12 1

    Close Combat Weapon 5 C 0 Force Shield 125 11 0

    Dire Sword 75 10 1 2 Mandiblasters 50 11 0 3

    Executioner 75 11 1 2 Runes of Warding 75 10 0

    Harlequin's Kiss 30 10 0 Runes of Witnessing 50 9 0

    Laser Lance 50 10 0 2 Spiri t Stones 100 11 0

    Mirror Swords 75 11 1 2 Swooping Hawk Wings 100 11 0 3

    Power Blades 75 10 1 2 Warp Jump Generator 125 11 0 3

    Power Weapon 50 10 1 2

    Scorpion Chain Sword 25 7 0 2

    Shimmershield 30 10 0 2 Cost Rarity Mass Notes

    Singing Spear 60 11 0 Doom 125 9 0 3

    Star Lance 75 11 0 2 Eldri tch Storm 100 9 0 3

    Witchblade 40 11 0 Fortune 150 9 0 3

    Guide 100 9 0 3

    Description Cost Rarity M ass Notes Conceal 75 9 0

    Avenger Shuriken Catapu 15 7 0 2 Destructor 75 9 0

    Bright Lance 150 11 4 Hvy, 1 Embolden 25 9 0

    Death Spinner 60 10 2 Spcl, 2 Enhance 75 9 0

    Dragon's Breath Flamer 75 10 4 Spcl, 2

    Dual Death Spinner 75 10 2 Spcl, 2 Notes:

    Eldar Missle Launcher 100 10 4 Hvy 1 - Guardians Only

    Fi re Pike 90 10 2 Spcl,2 2 - Specific Aspect onlyFlamer 25 9 2 Spcl 3 - Farseer Skil l Required

    Fusion Gun 50 10 2 Spcl 4 - Autarch Skill Required

    Fusion Pistol 50 10 1 Spcl

    Hawk's Talon 50 9 2 Spcl, 2

    Lasblaster 10 6 0

    Ranger Rifle 60 10 1

    Reaper Launcher 125 11 4 Hvy, 2

    Scatter Laser 75 10 4 Spcl, 1

    Shrieker Cannon 75 11 4 Spcl

    Shuriken Cannon 50 10 4 Spcl, 1

    Shuriken Catapult 5 C 0Shuriken Pistol 5 C 0

    Spinneret Rifle 50 9 2 Spcl, 2

    Star Cannon 125 11 4 Hvy, 1

    Sunrifle 100 11 2 Spcl, 2

    Triskele 50 10 2 Spcl, 2

    Twin Avenger Catapult 40 9 1

    Wraith Cannon 100 11 2 Spcl

    Eldar Armoury

    Close Combat Weapons

    Description

    Wargear

    Description

    Psychic Powers

    Description

    Ranged Weapons

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    EldarMaximum Roster Size: 15

    Eldar Unit Abilities and psychic powers that affect units count as Auras

    Exarch Powers: Exarchs may not start with their Exarch abilities. Instead, they may choose their skilloptions from the codex when they roll as skill result on the Advancement Table (see page 47).

    Hero Options Cost Starting XP Notes

    Warlock 125 15 CaptainDire Avenger Exarch 120 12 Captain0-2 Fire Dragon Exarch 140 12 Captain0-2 Howling Banshee Exarch 140 12 Captain0-2 Striking Scorpion Exarch 140 12 Captain0-1 Swooping Hawk Exarch 165 12 Captain0-1 Warp Spider 170 12 Captain

    0-1 Dark Reaper Exarch 235 15 Captain;0-1 Harlequin Troupe Master 190 15 Captain, makes Harlequins 0-5 if hesthe captain

    0-2 Death Jester 140 12 Unlocked by Troupe Master0-1 Shadow Seer 240 15 Unlocked by Troupe Master

    Henchmen (0-5 Each Group)

    Guardians 40Storm Guardians 40Dire Avengers 60Rangers 95 May upgrade to pathfinder for 25 credits/model

    Henchmen (0-2 Each Group)

    Fire Dragons 80Howling Banshees 80Harlequins 90 Troupe Master as Captain makes them 0-5Striking Scorpions 80Swooping Hawks 105 Movement EnhancedWarp Spiders 110 Movement EnhancedDark Reapers 175

    Henchmen (0-1 Each Group)

    Eldar Jetbike 110 Movement EnhancedShining Spear 175 Movement EnhancedWraithguard 175 May not gain experience

    Continued on next page

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    Starting SkillsCharacter Combat Shooting Academic Strength SpeedWarlock

    Exarch * *

    Harlequin

    Death Jester

    Shadowseer

    Note: The Striking Scorpion Exarch gains access to Strength Skills instead of Shooting skillsEldar Skills

    Farseer: Warlock Only; Captain Only, 50 XP required: The Warlock gains access to FarseerPsychic Powers

    Autarch: Exarch Only; Captain Only; 50 XP required: The Exarch gains access to Autarch onlyitems

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    Cost Rarity Mass Notes Cost Rarity Mass Notes

    Staff of Light 125 10 2 Destroyer Body 200 11 1

    Warscythe 150 10 1 Gaze of Flame 75 8

    Nightmare Shroud 150 10

    Phylactery 75 10

    Description Cost Rarity Mass Notes Resurrection Orb 200 10

    Gauss Flayer 5 C 0 Solar Pulse 100 8

    Gauss Blaster 60 9 2

    Gauss Cannon 125 11 4

    Heavy Gauss Cannon 175 11 4

    Description

    Ranged Weapons

    Necron Armoury

    Close Combat Weapons

    Description

    Wargear

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    NecronsMaximum Roster Size: 12

    Necron Special Rules:

    Well be back can be used if within 6 of the captain or following the normal restrictions. Phase Out applies as normal Necron heroes treat results of 24, 32-33,36 on the injury table as full recovery Necron Henchmen only die on a one. Necrons do not use additional equipment

    Hero Options Cost Starting XP Notes

    Immortal 140 15 CaptainPariah 180 20 Captain

    Henchmen (0-5 Each Group)

    Warrior 90Flayed One 90

    Henchmen (0-2 Each Group)

    Scarabs 60 May not gain experience

    Henchmen (0-1 Each Group)

    Destroyer 250Heavy Destroyer 325Wraith 205

    Necron Skills

    Adamantium Body:All injury results exceptDead are treated as full recovery Phase Shifter Components: The hero gains +1 to his invulnerable save. This skill may be

    taken three times (providing a maximum of a 4+ Invulnerable Save).

    Nano-bot Information Assimilation: Immortals gain warscythes, Pariahs gain Well be back Advanced Gauss Weapons Gauss weapons gain rending Lightning Field:- Aura inflicts a strength 1 hit each time a Necron is wounded (after saves);

    may be stacked 3 times, providing +1 strength each time it is taken

    Veil of Darkness. As codex, but is anAura. May only be taken by the captain after he hastaken all 5 other skills at least once.

    Starting SkillsCharacter Combat Shooting Academic Strength Speed NecronImmortal

    Pariah

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    Cost Rarity Mass Notes Cost Rarity Mass Notes

    Big Choppa 25 8 0 Ere We Go 125 9 0 Aura

    Choppa 5 C 0 Frazzle 100 9 0

    Grabba Stikk 25 6 0 Waaagh! 125 9 0

    Power Claw 125 12 1 Warpath 75 9 0 Aura

    Tankhammer 75 10 0 Zzap 100 9 0

    Cost Rarity Mass Notes Cost Rarity Mass Notes

    Big Shoota 75 10 3 Spcl Ammo Runt 15 5 0

    Burna 50 10 2 Spcl Attack Squig 75 9 0

    Deffgun 100 10 4 Hvy Bosspole 25 8 0

    Grot Blasta 2 C 0 Cybork Body 50 9 0Kustom Mega-Blasta 75 10 2 Spcl Eavy Armour 25 8 0

    Rokkit Launcha 75 10 3 Spcl Kustom Force Field 250 11 1

    Shokk Attack Gun 300 12 4 Hvy Stormboyz Rokkit Pack 125 11 0

    Shoota 5 C 0 Waaagh Banner 75 10 0 Aura

    Shoota/rokkit Combi 50 10 0 Warbike 175 12 2

    Shoota/skorcha combi 50 10 0

    Skorcha 100 10 4 Spcl

    Slugga 5 C 0 Snazzguns may purchase the additional upgrades

    Snazzgun 50 12 0 * listed below.

    Blastas +25

    M. Dakka +25

    Shootier +25

    Ranged Weapons

    Description

    Wargear

    Ork Armoury

    Close Combat Weapons Psychic Powers

    Description Description

    Description

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    OrksMaximum Roster Size: 20

    May call the Waaagh!Mob Rule: This is anAura.

    Hero Options Cost Starting XP Notes

    Nob 100 12 Captain0-1 Mega Nob 200 20 Captain0-1 Stormboy Nob 150 150-1 Flash Git 125 15Mek 75 4

    Henchmen (0-5 Each Group)

    Ork Boy 30Gretchin 15 May not gain experience

    Henchmen (0-2 Each Group)

    Kommando 50Burna Boy 75Stormboy 60

    Henchmen (0-1 Each Group)

    Loota 75Tankbusta 75Ork Biker 125Deffkopta 175

    Exceptional Stats: Strength/Toughness

    Max Stats WS BS ST T W I A Ld

    Nob 6 3 5 4 3 4 4 9

    Mek 6 3 4 4 2 3 3 8

    Boy 6 3 4 4 1 3 3 8

    Starting SkillsCharacter Combat Shooting Academic Strength Speed

    Nob Mega Nob

    Stormboy

    Flash Git

    Mek

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    Cost Rarity Mass Notes Cost Rarity Mass Notes

    Close Combat Weapon 5 C 0 Blacksun Filter 15 6 4

    Honour Blade 50 12 0 1 Drone Controller 0 7 4

    Ejection System 75 9 2

    Failsafe Detonator 75 9 2

    Cost Rarity Mass Notes Iridium Armour Plates 100 12 2

    Airbursting Frag. Projector 100 12 3 2, Spcl Multi-tracker 25 6 2

    Burst Cannon 40 7 1 4, Spcl Photon Grenades 5 C

    Twin Linked Burst Cannon 60 9 2 2, Spcl Positional Relay 75 10 2

    Cyclic Ion Blaster 75 12 3 2, Spcl Shield Generator 100 10 4

    Flamer 30 9 2 2, Spcl Stimulant Injector 50 10 2

    T-L Flamer 45 10 3 2, Spcl Targetting Array 50 9 4

    Fusion Blaster 60 10 2 4, Spcl Vectored Retro-thrusters 50 10 2T-L Fusion Blaster 90 11 3 2, Spcl

    Missile Pod 60 10 3 2, Spcl

    T-L Missile Pod 90 11 4 2, Spcl Cost Rarity Mass Notes

    Plasma Rifle 75 10 2 2, Spcl Gun Drone 50 8 0

    T-L Plasma Rifle 125 11 3 2, Spcl Marker Drone 150 10 0

    Pulse Carbine 5 C 0 Shield Drone 75 9 0

    Pulse Pistol 5 C 0

    Pulse Rifle 5 C 0 Notes:

    Rail Rifle 50 8 2 5 1 - Ethereal Only

    Kroot Gun N/A 2 - Tau Crisis Suit Only

    Kroot Rifle 5 C 0 6 3 - Stealth Suit Only

    Vespid Neutron Blaster N/A 4 - Crisis and Stealth Suits Only

    5 - Pathfinders Only

    6 - Kroot Only

    Drones

    Description

    Ranged Weapons

    Description

    Wargear

    Tau Armoury

    Close Combat Weapons

    Description Description

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    Tau EmpireMaximum Roster Size: 15

    Hero Options Cost Starting XP Notes

    0-1 Crisis Suit Shasui 125 20 Captain

    0-2 Stealth Suit 150 12 Captain0-1 Ethereal 250 12 Captain0-1 Kroot Shaper 140 12 Captain; if captain Allows 0-7 Kroot, 0-4 Kroot

    Hounds, 0-2 Krootox; 0-1 limit is removed ifThe entire roster is Kroot

    Fire Warrior Shasui 65 4

    Henchmen (0-5 Each Group)

    Fire Warriors 50Kroot 35/40 35= no save; 40 = 6+ save

    Henchmen (0-2 Each Group)

    Pathfinder 60Kroot Hound 30 May not gain experienceVespid 80 Movement enhancedGun Drones 60 May not gain experience; do not count

    Towards max speed enhanced units

    Henchmen (0-1 Each Group)

    Krootox 175 May not gain experienceSniper Drone Spotter 100 Unlocks Sniper Drones

    Sniper Drone 100 May not gain experience

    Starting SkillsCharacter Combat Shooting Academic Strength SpeedCrisis Suits

    Stealth Suits

    Ethereal

    Kroot Shaper

    F. W. Shasui

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    Cost Rarity Mass Notes Cost Rarity Mass Notes

    Bonesword 50 11 0 Acid Maw 20 9 0

    Lash Whip 25 9 0 Adrenal Glands 15 6 0

    Rending Claws 30 8 0 Bio-plasma 15 8 0

    Scything Talons 20 C 0 Enhanced Senses 10 6 0

    Extended Carapace 15 7 0

    Feeder Tendrils 5 9 0

    Cost Rarity Mass Notes Flesh Hooks 5 9 0

    Barbed Strangler 65 10 4 Implant Attack 60 12 1 1

    Devourers 45 8 0 Leaping 40 10 1

    Deathspitter 35 7 1 Scuttlers 15 9 2

    Fleshborer 25 6 0 Toxic Miasma 30 10 1

    Spinefist 15 C 0 Toxin Sacs 15 9Venom Cannon 80 11 4 Tusked 50 12 1

    Winged 70 10 1

    Cost Rarity Mass Notes 1 - Tyranid Warrior Only

    Catalyst 25 9 0 2 - Genestealer Only

    The Horror 25 9 0

    Psychic Scream 50 9 0

    Synapse Creature 50 9 0

    The Shadow in the Warp 50 9 0

    Warp Blast 100 9 1

    Warp Field 175 9 0

    Wargear

    Tyranid Bio-Morphs

    Close Combat Weapons

    Psychic Powers

    Description Description

    Ranged Weapons

    Description

    Description

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    TyranidsMaximum Roster Size: 15

    Synapse applies as normal.Re-rolls from Living Ammunition may not score critical hits.

    Hero Options Cost Starting XP Notes

    Warrior 70 15 Captain0-1 Lictor 400 200-3 Genestealer Hero 100 12

    Henchmen (0-5 Each Group)

    Genestealer 80Hormagaunt 50Gaunt 20 may not be Without Number

    Henchmen (0-2 Each Group)Gargoyle 60Ripper 50 May not gain experience

    Henchmen (0-1 Each Group)

    Ravenors 150Zoanthropes 175

    Tyranid Skills

    Regenerate - the model gains +1 to its invulnerable save. This may stack up to three times Superior Exo-skeleton the model gains +1 armour save Extended synapse +6 to synapse.

    The Tyranid Max Statline is based on a Tyranid with full biomorph enhancements.

    Starting SkillsCharacter Combat Shooting Academic Strength Speed Tyranid

    Ty. Warrior

    Lictor

    Genestealer

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    Campaign RulesThe following section details the rules for your Strike Force to take part in a campaign.

    To participate in a campaign, several steps are required.1. Determine Strike Force rating2. Determine underdog bonus (if any)3. Play a Game4. Post battle sequence

    Strike Force RatingA Strike Force rating is the number of models in the band multiplied by five plus its total experience.

    Underdog BonusOccasionally, a matchup will take place between an experienced strike force and a relative newcomer. In order to quickly bring the inexperienced strike force up to par with its opponents, anexperience bonus is awarded to the underdog.

    Difference in Rating Experience Bonus0-50 None51-100 +1101-150 +2

    151-200 +3201+ +4

    Play the Game

    Data-slates:There are several rules about Data-slates that apply in Thunderhawk Down.1. Models may only pick up a Data-slate by ending their movement phase on top of the Data-

    slate marker.2. No model may begin the game in possession of or on top of a Data-slate.3. At the end of a game, each unclaimed Data-slate may only be claimed by the winning Strike

    Force if that Force has a model within 6 of that Data-slate. That model counts as holding theData-slate for experience purposes.

    4. A model holding a Data-slate may leave the table by moving off his own board edge. Modelsremoved in the way count as casualties for all Rout tests.

    Optional Rule: Distribute Battle Cards

    DeepstrikeThe rules for Deepstriking in Thunderhawk Down differ slightly from the standard 40K rules. Playersmake a separate reserve roll for each model with the Deepstrike ability, and any Codex rules thatallow a set portion of the army to Deepstrike together will apply, counting each model as a separateunit for this purpose.

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    For example, Codex: Daemons allows half of the army to Deepstrike on the first turn, so inThunderhawk Down that would mean that half of the individual Daemon models would Deepstrike onthe first turn.

    Place each Deepstriking model on the board, and then scatter it 2d6 inches as normal. If a model

    appears in impassable terrain (like in the middle of a wall) move the model out of the terrain by theshortest route, and then that model must make an Initiative test. If that test is failed the model mustroll on the Injuries Chart (with no saves of any kind allowed). This replaces the normal 40k rules forDeepstriking into terrain.

    InfiltrateInfiltrate works as normal, with the additional rule that Infiltrating models may start the game Hidden,and that in order to do so the model must satisfy all the requirements in the Hidden rules. This couldallow a model to begin the game technically within line of sight of an enemy model. Each playermust declare that a model is hiding when that model is placed. Note that an enemy Scout movemight reveal that Hidden model before the game begins.

    ScenariosThunderhawk Down is generally played on a 4 x 4 table. The game is designed to be played ontables that are at least 50% covered with terrain. Heavy urban terrain, especially multi-level ruins andbuildings, best suit the rules.

    The Standard 40K rules for Deployment and determining first turn should be used. The players eachroll a D6, and the player with the highest roll will chose a deployment zone and deploy his strikeforce. The other player then deploys his strike force.

    Any model with the Deepstrike ability may be kept in reserve and enter play via Deepstrike,unless the scenario dictates otherwise.

    Any model with Scout or Infiltrate that is kept in reserve may outflank. After initial deployment the players take turns placing any Infiltrating models, with the player

    who deployed first deploying his infiltrating models first.

    Seize the Initiative: The player that deployed second may attempt to take the first turn. Roll a D6.On the result of 6, the player takes first turn.

    Determine ScenarioA scenario is determined by three factors: Deployment, Tactical Objectives, and Time of Day. Beforeeach game use the following three tables to determine the scenario.

    Deployment: Roll a d6

    1-3: Board Edges. Players deploy on opposite board edges, within 8 of the board edge. 4-6 Board Quarters. Players deploy in opposite board quarters. No model may be set up

    within 12 of an enemy model or 12 of the centre of the board. The player that is to deploysecond may choose which two table edges (they must be the opposite edges) are to be usedfor Outflanking.

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    Tactical Objectives: Roll a d6

    1-2: Data-slate Recovery. Players take turns placing at total of 1d3 Data-slates on the board.The player with the lowest Force Rating always places the first marker. Each Data-slate mustbe place at least 8 away from other Data-slates. Any model holding a Data-slate at the endof the game gains +1 experience.

    3-4: Take and Hold. Players take turns identifying 1d3 terrain features as Locations ofInterest. Again, the player with the lowest Force Rating chooses first. A Strike Forcesuccessfully holds a Location of Interest at the end of the game if they have at least onefriendly model in the terrain piece and the enemy does not. Any Hero inside a successfullyheld Location of Interest at the end of the game gains +1 experience.

    5-6: Head Hunting. Any time a Hero or Henchman puts an enemy Hero Out of Action roll adie on a 4+ that Hero or Henchman gains an additional+1 Experience.

    Time of Day: Roll a d6

    1-3: Daytime. No additional effect. 4: Dawn. Turns 1 and 2 use the Nightfight rules.

    5: Dusk. Turns 5+ use the Nightfight rules 6: Night. The Nightfight rules will be used for every turn.

    Post Battle Sequence1. Injuries. Determine the extent of the injuries for each model that went out of action2. Allocate Experience. Heroes and Henchmen gain experience for surviving battles.3. Roll on the Recon Chart4. Trade

    a. Recruit New Warriorsb. Purchase New Equipment

    5.

    Recalculate your rating

    Disbanding Strike Forces: you may disband your band after any game and start a new one

    Death of a Warrior: A dead Force Members equipment and items are lost upon his death.

    Death of a Leader: If your Captain dies, the hero with the next highest leadership takes his place. Ifthere are multiple models with the same leadership, the one with the most experience becomes theleader. If that is still tied, the player may choose.

    Injuries:All models that go out of action must test to see if they have suffered serious injuries.

    Henchmen with serious injuries must roll a D6. On a roll of a one or a two the model dies of itsinjuries. On a 3+ the model will be available for the next battle, ready for action.

    Heroes with injuries must roll on the table below to determine the extent of their injuries. Roll oneD6 for the 10s column and a second D6 for the 1s column.

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    11-15 DeadThe hero dies and all his equipment is lost

    16-21 Multiple InjuriesThe hero is not dead but suffers a number ofserious wounds. Roll D6 results on this table. Re-roll

    any results ofDead, Captured or multipleinjuries

    22 Leg WoundThe heros leg is broken. The hero must deduct 1from all his movement and may notrun (or fleet).

    23 Arm WoundRoll D6: on a 1, the arm must be amputated. Thehero can only use a single one handed weaponfrom now on. On a 2+, the hero misses the nextgame.

    24 MadnessRoll a D6. On a 1-3 the hero suffers fromstupidity.On a 4+ the hero gains furious charge.

    25 Smashed LegRoll D6: on a 1, the hero must roll for difficultterrain every time be moves. If equipped with abike or jump pack, the hero must test for dangerousterrain every time he moves. On a 2, the hero+misses the next game.

    26 Chest WoundThe hero suffers from -1 toughness.

    31 Blinded in One EyeThe hero suffers -1 BS. If blinded twice, the heromust retire.

    32 Old Battle WoundAt the start of every battle, roll a D6. On a 1, thehero misses the game

    33 Nervous ConditionThe hero suffers -1 initiative.

    34 Hand InjuryThe hero suffers -1 Weapon Skill

    35 Deep WoundThe hero misses the next D3 games36 RobbedThe hero survives, but is robbed of 20+4D6 credits

    41-55 Full RecoveryThe hero suffers from no ill effects

    56 Bitter EnemyThe hero recovers, and now haspreferred enemyagainst (roll a D6):

    1-3 The enemy that put him out of action4 The captain of the enemy Strike Force5 The entire enemy Strike Force6 All Strike Forces of that race

    61 CapturedThe hero has been captured by the enemy. Theenemy Strike Force must ransom the hero, at a rateof 20 credits plus 1 per point of experience. Themodel is held captive until the price is paid.

    62-63 Horrible Scars

    The hero becomes fearless

    64 HardenedThe hero gains Feel No Pain

    65 Sold to the PitsThe hero awakes in the fighting pits.The hero must battle a Dark Eldar Wych Succubusbefore he can leave. Her Combat Drugs and WychWeapons mean: she re-rolls misses in closecombat; attackers do not count the extra attack foran Additional Close Combat Weapon; and anyattacker with a Strength of less than 6 halve their

    WS for attacks made against the Wych. The Wychalso has a 4+ Invulnerable save in Close Combat.The Wychs profile is as follows:

    WS BS S T W I A Ld Sv

    4 4 3 3 1 6 2 8 6+

    To see who charges, roll a D6 with the high rollercharging.

    If the warrior loses, roll on the table limiting the rollto 11-35.If the warrior wins, he gains +2 experience, and 50credits., and returns to his Strike Force with all hisweapons and equipment

    66 Survives against the oddsThe hero gains +1 experience

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    ExperienceEvery hero and henchman group gains experience in the following manner:

    +1 For participating in and surviving a battle (i.e. doesnt roll a 11-15 on the hero chartor a 1-2 on the henchmen roll) gains one experience point.

    +X Extra experience may also be gained via the Underdog rules described above.

    +1 The Tactical Objective of each scenario grants experience for completing specific in-game tasks see the Scenario rules for more details.+1 The winningCaptain gains an additional experience

    Some heroes will begin the game with experience, reflecting the skills that they have already earned.Heroes gain no advances for this experience. You should track your Hero and Henchmen experienceon your roster sheet using the chart provided.

    Experience AdvancesAs warriors earn experience, they are entitled to makeAdvance Rolls. The Strike Force Roster Sheetindicates when heroes and henchmen are entitled to make a roll on the table. This is indicated bythe bold boxes on the experience chart. Note that henchmen in a group all gain the same advance.

    Advance RollsRoll 2d6 for each advance and consult the appropriate table below. If the model has maxed out astat, you may re-roll any further results for that stat.

    HeroesRoll Result2-5 New Skill. Choose a skill from the appropriate skill list6 +1 Attack (or strength if available)7 +1 WS or BS8 Roll a D6: on a 1-3 gain +1 initiative; on a 4-6 gain +1 Ld

    9 +1 Wound (or toughness if available)10-12 New Skill. Choose a skill from the appropriate skill list

    Henchmen2 +1 Ballistic Skill3-4 +1 Initiative

    5 +1 Attack6-8 +1 Weapon Skill9 +1 Leadership10-12 The lads got talent. One model in the group becomes a hero. Choose two skill

    sets for the hero to choose from. The new hero may make an immediate roll onthe hero table. Roll again for the group, ignoring further results of 10-12.

    Maximums StatlinesWarriors can only push themselves so far. As such they have maximum stats that they can reach.Max Stats WS BS ST T W I A LdGeneral Hero +2 +1 - - +1 +1 +1 +1General Warrior +2 +1 - - - +1 +1 +1

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    Skills ListsThe skill lists are used to pick skills as heroes advance. Your heroes are restricted to choosing from theskill lists allowed in the appropriate briefing page. Each skill may only be chosen once per character.Some skills have other skills as prerequisites which a hero must have to take such a skill.

    Combat SkillsMelee Expert. The hero may re-roll one missedattack on the turn he charges.

    Combat Master. The hero gains +1 attack whenfighting two or more enemy models.

    Precision Strike. The hero gains +1 to rolls onthe injury table when fighting in close combatRequires Melee Expert

    Weapons Training. The hero may use any closecombat weapon from his Codex, purchased atthe listed cost. All rarity rules apply as normal.Weapons from other Codexes may be purchasedat 50% over the listed cost, and the rarity isincreased by +2 (max 12)

    Assassin. The Character gains +1 on the criticalhits table in close combat

    Requires Melee Expert

    Interjection. While within 6 of the captain, on a4+the hero and the captain switch positions

    during close combat.Evasion. The hero gains a 5+ invulnerable saveagainst all close combat wo