only in death does duty end

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“Only in Death Does Duty End” is a small-scale unofficial 40k skirmish game, loosely based around the Lord of the Rings rules, allowing players to create anything from detailed skirmishes to huge clashes.  The core rules (priori ty, movement, shooting, combat, courage etc.) are the same as the LOTR rules. Modified rules: Running and charging:  To offset the higher power of the 40K weaponry somewhat, models on foot are allowed to run. A model that is running may add half his normal movement distance (rounding down), to his move. Running models may not fire weapons and may only run over open ground, models may not run through difficult terrain. Running models may not cross obstacles or climb. When a model is charging he may move the same distance for running. Note that a model that runs in order to charge will not be able to fire pistols or throw grenades while they charge. Models can only run if walking. Models that are using any type of special movement (Jump packs, bikes…) may not run.  Jump moves:  Jump moves ignore terrain and obstacles when passing over them and move 12”. If a jump-moving model ends its movement in an area of difficult terrain, roll a D6, on a roll of one the model suffers a wound. Might points may be used to alter this roll. Charging models on higher levels: How models charging models on a higher level is handled, is well explained in the climbing section of the LotR rulebook. However, units with jump moves have to be handled slightly differently. Sometimes, units with jump moves will be able to land behind opposing models on higher ground. If there is room enough and the jump moving model has enough move to land on a higher terrain feature and not within a foe’s control zone, it may do so normally but can’t charge as a charge move must be straight towards an enemy model.  Jump movers will usually want to charge models directly on models which are fairly high up. The defenders could be standing on the edge of a building’s, behind an elevated window or a sheer drop. In this case, treat the jump movers as if they’d simply climbed the building up to the top. The fight is resolved with the defenders 1

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“Only in Death Does Duty End” is a small-scale unofficial 40k

skirmish game, loosely based around the Lord of the Rings rules,allowing players to create anything from detailed skirmishes to hugeclashes.

 The core rules (priority, movement, shooting, combat, courage etc.)are the same as the LOTR rules.

Modified rules:

Running and charging: To offset the higher power of the 40K weaponry somewhat, modelson foot are allowed to run. A model that is running may add half hisnormal movement distance (rounding down), to his move. Runningmodels may not fire weapons and may only run over open ground,models may not run through difficult terrain. Running models maynot cross obstacles or climb. When a model is charging he maymove the same distance for running. Note that a model that runs inorder to charge will not be able to fire pistols or throw grenadeswhile they charge. Models can only run if walking. Models that areusing any type of special movement (Jump packs, bikes…) may notrun.

 Jump moves: Jump moves ignore terrain and obstacles when passing over themand move 12”. If a jump-moving model ends its movement in anarea of difficult terrain, roll a D6, on a roll of one the model suffers awound. Might points may be used to alter this roll.

Charging models on higher levels:How models charging models on a higher level is handled, is well

explained in the climbing section of the LotR rulebook.

However, units with jump moves have to be handled slightlydifferently. Sometimes, units with jump moves will be able to landbehind opposing models on higher ground. If there is room enoughand the jump moving model has enough move to land on a higherterrain feature and not within a foe’s control zone, it may do sonormally but can’t charge as a charge move must be straighttowards an enemy model. Jump movers will usually want to charge models directly on modelswhich are fairly high up. The defenders could be standing on the

edge of a building’s, behind an elevated window or a sheer drop.In this case, treat the jump movers as if they’d simply climbed thebuilding up to the top. The fight is resolved with the defenders

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counting as defending an obstacle as usual, and the attackers willhave to test for falling down after losing combats as normal.It is assumed the jump moving attacker rushes onto the defenderhoping to knock him back but if the defender stands his ground, theattacker has a chance to grab onto the edge of the building and try

to fight his way up after that before he gets knocked down.

Target priority:A model wishing to shoot at a model that is in LoS but is not thenearest to him has to pass a Courage test. Units may not shootthrough enemy control zones. If a shot would pass through thecontrol zone of a model, that model is the target instead. This doesnot apply when shooting at vehicles or monstrous creatures behindother models except other vehicles or monstrous creatures .

Weapon types:

Close combat weapons:Models armed with two close combat weapons or a close combatweapon and a pistol gain +1 to their Fight value. Only one closecombat weapon or a pistol on their own won’t grant any benefits incombat.

Rapid-fire weapons:Rapid-fire weapons can fire in several different ways. A modelstanding still can fire once up to the weapons maximum range ortwice up to 6”. A model can also move up to half its movement rateand fire its weapon once at up to 12” or once at its maximum rangeat -1 to hit or twice at up to 6”. Models that move more than half their movement may not fire rapid fire weapons.

Pistols:Pistols work like throwing weapons in the LotR book when shootingat 6”. Pistols may shoot once at full range when moving at theirnormal movement value but shoot in the shooting phase as normalwhen firing at a distance more than 6”. Pistols count as a closecombat weapon.

Assault weapons:Models armed with assault weapons can fire when moving at theirnormal movement rate.

Heavy weapons:Models armed with heavy weapons may not move at all when firing

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their weapons but can always shoot up to their max range.

Grenades:Grenades can be thrown up to 6” when moving at the normalmovement rate and are thrown in the movement phase. Grenades

use the small blast template and ignore cover saves.

Weapons stats:Weapons use the same stats as in LotR but have two additionalstats; the AP value, and number of shots. The AP value determinesthe amount of points that are knocked off from the target’s defencevalue granted by armour. For example a Space marine shoots hisHeavy bolter, which has an AP value of 1 at a Chaos space marine,which has a defence value of 4(7). The Chaos space marine’s actualdefence is 7 of which 3 points are granted by his power armour. Thevalue of four is his natural defence value, meaning his defencevalue cannot be brought down to lower than 4. The heavy bolterknocks of 1 point of defence granted by the power armour, meaningthe heavy bolter’s strength of 5 is compared to a defence value of 6instead of 7.

 The second new stat is noted behind the weapon’s type, and showshow many shots the weapon can fire. Ex: a Meltagun is assault 1,meaning it can fire one shot when allowed to shoot. A Heavy bolteris heavy 3 meaning it can fire up to three times when allowed tofire.

Note: You can’t shoot more than one weapon in any given turn. So you won’t be able to lob a grenade during your movement phaseand fire another weapon in the shooting phase.

Multiple shot weapons: Multiple shot weapons follow a slightly different procedure than oneshot weapons when determining who is shot at. Choose your target,checking for LoS and target priority as needed. Roll to hit as normalfor all the shots that you are allowed to fire. The owning player mustallocate each hit to models within 3” starting by allocating the firsthit to target. No model can take two hits

from a multiple shot weapon unless allfriendly models (if any) within 3” of thetarget have been allocated at least one hit.

Pinning weapons:If a model is hit by a pinning weapon but notkilled, he must immediately pass a couragetest or be pinned.If a pinning weapon kills a model, all friendlymodels within 3” of the victim must take acourage test or be knocked to the ground asthey hit the deck.

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Pinning:A model that is pinned is immediately knocked to the groundfollowing the rules in the LotR SBG rulebook.Models that were pinned can stand back up using up half of their

movement as normal but may not use their remaining movementdistance to charge and may not fire any weapons.

Cover:Unlike in LotR, cover doesn’t work entirely like obstructingobstacles. Instead models in cover have a cover save like in 40k. The only real difference is that there are different levels of protection afforded by different types of cover. The rationale is thatwood or stone will stop an arrow just as well, it’s different when itcomes to a bolter round. The cover values are therefore the same asin 40k (Woods 5+, ruins 4+, bunkers 3+ etc)

High strength hits:Hits with a strength value double to a model’s natural defence valuewill cause two wounds instead of one. Additionally, hits with astrength double the target’s natural toughness will receive +1 ontheir to wound rolls.

The Armies

Special rules: Jetpacks: Models equipped with jetpacks movelike infantry. They may either move at theirnormal rate or run as make a 6” jump move. Jetpacks enable the model to immediately make asecond move after shooting in the shooting phase. This second move is always a 6” jump move. If the model doesn’t shoot and isn’t engaged in acombat it can still use the second jump. __________________________________________________ 

Fire warrior squadSquad size: Between 6-12 Fire warriors at 13pts per modelWeapons: Pulse rifle or pulse carbine

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Options: All models in the squad may be equipped with photongrenades at +3 pts per model. All models in the squad must beupgraded if any grenades are taken.Shas’ui: One Shas’la may be upgraded to a Shas’ui at +37pts. Thisopens up new options for the Shas’ui chosen from his profile.

Fire warrior Shas’La13ptsF:2/4+ S:3 D:3(5) A:1 W:1 C:3Weapons: Pulse rifle

Fire warrior Shas’ui 50ptsF:3/4+ S:3 D:3(5) A:2 W:2 C:4 M:2 W:1 F:1Weapons: Pulse carbine or pulse rifle.Options:Markerlight – 10 ptsDrone controller – price of drones

Pathfinder squadSquad size: Between 4-8 pathfinders at 16pts per modelWeapons: Pulse carbine and MarkerlightOptions: All models in the squad may be equipped with photongrenades at +3 pts per model. All models in the squad must beupgraded if any grenades are taken.Shas’ui: One Shas’la may be upgraded to a Shas’ui at +39pts. This

opens up new options for the Shas’ui chosen from his profile.

Pathfinder Shas’La 16ptsF:2/4+ S:3 D:3(5) A:1 W:1 C:3Weapons: Pulse carbine and MarkerlightSpecial:Scouts: Pathfinders may make a free normal move before the firsturn. This move can’t be used to charge other models.

Pathfinder Shas’ui

55ptsF:3/4+ S:3 D:3(5) A:2 W:2 C:4 M:2 W:1 F:1Weapons: Pulse carbine and MarkerlightOptions:Drone controller – price of dronesSpecial:Scouts: Pathfinders may make a free normal move before the firsturn. This move can’t be used to charge other models.

Gun Drone

18ptsF:2/5+ S:3 D:3(5) A:1 W:1 C:1Weapons: Twin-linked Pulse CarbineSpecial: 

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 Jump packs

Ethereal 75ptsF:4/- S:3 D:3 A:2 W:2 C:6 M:2 W:3 F:3

Weapons:2 hand weapons or honour blade (+5pts)Special: Inspiring presence - (All Tau within 6” become fearless and pass allcourage tests.)The price of failure - (all Tau models on the table may re-roll anycourage tests they have to take as long as the Ethereal is alive. If the Tau Ethereal is killed all Tau models have to take a Courage testin their next movement phase if they are unengaged.)

Kroot herdSquad size: between 10-20 kroot warriors at 12pts per model.Weapons: Kroot rifleOptions: May take up to 8 Kroot hounds at 10pts per modelShaper: One kroot warrior may be upgraded to a Shaper at +38pts

Kroot warrior12ptsF:4(5)/4+ S:4 D:3 A:1 W:1 C:3Weapons: Kroot rifle (counts as 2 Close combat weapons)Special: Move through woods - (no movement penalty when moving through

woodland terrain). Woods cover - (Kroot have a 4+ cover when inwoods).

Kroot shaper 50ptsF:4(5)/4+ S:4 D:3 A:3 W:3 C:4 M:2 W:1 F:1Weapons: Kroot rifleSpecial: Move through woods - (no movement penalty when moving throughwoodland terrain). Woods cover - (Kroot have a 4+ cover when inwoods.)

Kroot hound 10ptsF:4(5)/- S:4 D:3 A:1 W:1 C:3Weapons: fangs and claws (counts as 2 close combat weapons)Special: Move through woods - (no movement penalty whenmoving through woodland terrain). Woods cover - (Kroot have a 4+cover when in woods).Beasts - (move 10”).

Weapon and wargear list:

Pulse rifle: R30” | S5 | Ap- | rapid firePulse carbine: R18” | S5 | Ap- | assault 1, pinning

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Honour blade: two handed hand weapon, adds +2 to SKroot rifle: R24” | S4 | Ap- | rapid fire, counts as 2 close combatweapons in combat.Photon grenades: R6” | S- | Ap- | blast (any model hit is pinned ona roll of 3+)

Seeker missile: R- | S8 | Ap2 | specialMarkerlight: R36” | S- | Ap- | Special: Markerlights don’t do anydamage on their own. Instead, keep track of which enemy modelsare hit by a markerlight. Every markerlight hit on an enemy modelwill grant special benefits to one other Tau model shooting at themodel.-No target priority tests are needed provided the target is withinrange and line of sight.-He gains a +1 to hit when shooting. This effect is cumulative forevery Markerlight hit on that model but the roll to hit can never beincreased to better than 2+.-The model’s cover save is reduced by one for each hit. This iscumulative as well.-If a model is hit by a weapon that causes pinning his courage isreduced by one for every markerlight. If the model is killed by aweapon that causes pinning while markerlighted, all modelsrequired to take a pinning test as a result of this are at -1 to theircourage for each markerlight the model was hit with. This iscumulative as well.Alternatively, markerlight hits may be used to launch seekermissiles. Seeker missiles do not require line of sight and have

infinite range. Seeker missiles will always hit on a 2+. Additionalmarkerlight hits may be used to reduce the target’s cover save.Drone controller: Allows you to take up to 2 drones. Drones takenlike this get the bodyguard rule with the model carrying the dronecontroller. If the model with drone controller is killed, the drones areremoved as well.

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Ork boy11ptsF:4/5+ S:3 D:4 A:2 W:1 C:3Weapons: Either a shoota at +2pts or Slugga and Choppaat +4ptsUp to one in 7 Orks may be equipped with a specialweapon. Either a Big shoota at +15pts, a burna at +10ptsor Rokkit launcha at +10pts

Special: Mob - Orks add +1 to their C value for every Ork within 6".Waagh - Orks get +1 attack when they charge if there are more orkmodels within 6” than there are enemy models

Ork Nob 45ptsF:4/5+ S:4 D:4 A:2 W:2 C:3 M:2 W:1 F:1Weapons: Must have at least one of the following: Shoota +2pts,Slugga +2pts, Choppa +2pts, Rokkit Launcha +6pts, Big Shoota

+12pts, Power klaw +20ptsOptions: Big horns/Iron gob (+2pts), Bosspole (+3pts), ‘eavy armour(+10pts), Frag stikkbombz (+1pts).Special: Mob - Orks add +1 to their C value for every Ork within 6".Waagh - Orks get +1 attack when they charge if there are more orkmodels within 6” than there are enemy models

Grots 4ptsF:4/5+ S:2 D:2 A:1 W:1 C:2Weapons: grot blastaSpecial: Living shield - Orks can be singled out behind a grot but hits on anOrk can be allocated to a grot in base contact and in the path of theshot on a roll of 4+ on a D6. Grots do not block Line of sight forOrks.Fodder - Orks don’t have to take courage tests due to Grotcasualties and grots do not count towards the 50% casualty limitbefore being required to take courage tests.

SlaverF:4/5+ S:3 D:4 A:2 W:1 C:3Weapons: Either a shoota at +2pts or Slugga and Choppa at +4pts

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Rokkit Launcha +6pts, Big Shoota +12pts, Power klaw +20pts Fragstikkbombz (+1pts).

Special: Mob - Orks add +1 to their C value for every Ork within 6".

Waagh - Orks get +1 attack when they charge if there are more orkmodels within 6” than there are enemy modelsGrot herder – Grots may only be taken if there is at least one slaverin the force. A slaver may provide stand fast tests for grots. Grotsmust take courage tests as if the force had been broken if they aremore than 18” away from a slaver at the start of their movementphase (this also includes slavers being killed)

Weapons & wargear:

Shoota: R24” | S4 | Ap- | rapid fireSlugga: R12” | S4 | Ap- | pistolBig shoota: R36” | S5 | Ap- | assault 3Burna: R template | S4 | Ap- | Assault 1, can also be used in CC andcounts as a two handed weapon which ignore armour defenceRokkit Launcha: R24” | S8 | Ap2 | Assault 1Grot blasta: R12” | S3 | Ap- | Assault 1Choppa: single handed hand weapon with Ap1Power klaw: single handed CC weapon, doubles strength value butrolls for determining who wins the fight are at -1. Ignores armour

defenceFrag stikkbombz: R6" | S3 | Ap- | blast, pinningBig horns/Iron gob: add +1 to C valueBosspole: Stand fast up to 12”‘eavy armour: +2 D

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Space marine20ptsF:4/3+ S:4 D:4(7) A:1 W:1 C:4Weapons: BolterOptions: Frag grenades (+2pts), one in 5 space marines may bearmed with either a Plasma gun (10pts), Melta gun (10pts) , flamer(6pts), Missile Launcher (15pts), Heavy bolter (+5pts).Special: "And they shall know no fear" - (Space marines don't need to takecourage tests for terror or being outnumbered).

Veteran sergeant 65ptsF:4/3+ S:4 D:4(7) A:2 W:2 C:5 M:2 W:1 F:1Weapons: Bolter or bolt pistol and ChainswordOptions: Frag grenades (+2pts), Power sword (+10pts), Plasmapistol (+10pts), Power fist (+15pts)Special: "And they shall know no fear" - (See Space Marine).

Weapons & wargear:

Bolter: R24" | S4 | Ap- | rapid fireBolt pistol: R24" | S4 | Ap- | pistolPlasma Gun: R24" | S7 | Ap3 | rapid fireMeltagun: R12" | S8 | Ap3 | assault 1Missile Launcher: Frag R48" | S3 | Ap- | Heavy 1 blast

Krak R48" | S8 | Ap2| Heavy 1Heavy Bolter: R36" | S5 | Ap1 | Heavy 3Frag grenades: R6" | S3 | Ap- | blast, pinningPowerfist: Single handed CC weapon, doubles strength value butrolls for determining who wins the fight are at -1. Ignores armourdefencePower sword: Single handed CC weapon. Ignores armour defence Pair of lightning claws: Count as two close combat weapons.Ignores armour defence

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Chaos Lord145ptsF:6/2+ S:4 D:4(7) A:3 W:3 C:7 M:3 W:3 F:3Weapons: Bolter or bolt pistol and Chainsword (+1F), Frag grenades(+3pts), Power sword (+10pts), Plasma pistol (+10pts), Power fist(+15pts), Pair of lightning claws +20pts, Combi-Melta (Boltercombined with a one-shot Meltagun).Iron warriors may take a servo-arm (counts as an extra attack madewith the powerfist rules) +20pts.Options: Veteran skills: You may only take up to one veteran skill if you takea mark of Chaos Undivided. Furious Charge (+1S +1F on charge)+15pts, Move through cover (count difficult terrain as open terrain)+15pts.Daemonic gifts: Daemonic strength (+1 S) +15pts, Daemonic

toughness (+1 D) 10pts, Daemonic resilience (+1 W) +10pts,Daemonic aura 5+ special save)+10pts, Daemonic mutation (+1A)+15pts. Daemonic flight- jump move (20pts), Daemonic speed –move 8” (10pts)

Chaos space marine20ptsF:4/3+ S:4 D:4(7) A:1 W:1 C:5Weapons: Bolter or bolt pistol and close combatweapon

Options: Frag grenades (+3pts), Mark of ChaosUndivided (re-roll all courage tests) 2pts. One in 5space marines may be armed with either a Plasma

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gun (10pts), Melta gun (15pts) , flamer (6pts), or Plasma pistol(+10pts).One in 5 space marines may be armed with either a Plasma gun(10pts), Melta gun (10pts), flamer (6pts), Plasma pistol (+10pts),Missile Launcher (20pts), Heavy bolter (+10pts), Autocannon

+10pts.Veteran skills: You may only take up to one veteran skill if you take a mark of Chaos Undivided.Furious Charge (+1S +1F on charge) +4pts, Move throughcover(count difficult terrain as open terrain) +3 pts.

Aspiring Champion 65ptsF:4/3+ S:4 D:4(7) A:2 W:2 C:6 M:2 W:1 F:1Weapons: Bolter or bolt pistol and Chainsword, Frag grenades(+3pts), Power sword (+15pts), Plasma pistol +10pts, Power fist+20pts, Pair of lightning claws +25pts, Combi-Melta (Boltercombined with a one-shot Meltagun) +8pts.Iron warriors may take a servo-arm (counts as an extra attack madewith the powerfist rules) +30pts.Options: Veteran skills: You may only take up to one veteran skill if you takea mark of Chaos Undivided. Furious Charge (+1S +1F on charge)+15pts, Move through cover (count difficult terrain as open terrain)+10pts.

Daemonic gifts: Daemonic strength (+1 S) +15pts, Daemonictoughness (+1 D) 10pts, Daemonic resilience (+1 W) +15pts,Daemonic aura 5+ special save)+10pts, Daemonic mutation (+1A)+15pts.

Weapons & wargear

Bolter: R24" | S4 | Ap- | rapid fireBolt pistol: R12" | S4 | Ap- | pistolPlasma Gun: R24" | S7 | Ap3 | rapid fire, gets hot (On a roll of 1 tohit, the model suffers a S4 hit)

Plasma pistol: R 12” | S7 | AP3 | pistol, gets hot (On a roll of 1 tohit, the model suffers a S4 hit)Melta gun: R12" | S8 | Ap3 | assault 1Missile Launcher: Frag R48" | S3 | Ap- | Heavy 1 blast

Krak R48" | S8 | Ap2| Heavy 1Heavy Bolter: R36" | S5 | Ap1 | Heavy 3Autocannon: R48" | S7 | Ap1 | Heavy 2Frag grenades: R6" | S3 | Ap- | blast, pinningPowerfist: Single handed CC weapon, doubles strength value butrolls for determining who wins the fight are at -1. Ignores armour

defencePower sword: Single handed CC weapon. Ignores armour defence Pair of lightning claws: Count as two close combat weapons. Re-roll failed to wound rolls. Ignores armour defence

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Unofficial, unplaytested rules

Necron lord180ptsF4/3+ S5 D5(8) A3 W3 C6 M:3 W:3 F:3Weapons: Staff of light

Special:

We’ll be back, Phase out, NecronOptions: Resurrection Orb (+50pts): All necron models within 6" get +1 on

their Wbb roll. Additionally, any Necron models taken out by a ranged weaponthat is double their natural defence or ignores their armour defence in close

combat while within 6” of the Necron lord may still attempt to make their WBBroll. These effects apply even if the Necron lord is downed but not yet taken off the table.

Warscythe 15pts: Replaces staff of light. Two handed close combatweapon. Ignores armour defence and special saves. Phase shifter(+40pts): The Necron lord receives a special save of 4+ against allwounds. Destroyer Body (+30pts): The Necron Lord’s naturaldefence is raised by 1 (Effectively becoming D6(9) in his profile).Also gets Flight (Jump move and 18” boost)

Necron Warrior25ptsF:3/3+ S:4 D:4(7) A:1 W:1 C:6Weapons: Gauss flayerSpecial:We’ll be back, Phase out, Necron

Necron Flayed One

25 pointsF:4/- S:4 D: 4(7) A:1 W:1 C:6

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Weapons: clawsSpecial:We’ll be back, Phase out, NecronTerrifying visage- causes terror 

Wraith60ptsF:5/- S:6 D:4 A:2 W:1 C:7Weapons: surgical clawsSpecial:Wraithflight: Wraiths can change dimension, allowing them to movethrough solid objects, and this combined with their speed makesthem deadly opponents. May make jump moves but ignore terrainand never need to test for ending in difficult terrain. AdditionallyWraiths can also boost up to 18” ignoring terrain but may notcharge when using this move.Phase shift - The Wraith’s ability to change dimension at will allowsit to evade blows and shots as they simply pass right through it!Wraiths get a save of 3+ against each wound.We’ll be back, Phase out, Necron.

Scarab swarm25ptsF2 S3 D3(4) A2 W3 C5

Weapons: ClawsSpecial:

Flight (jump move + 18" boost)

Swarms (+1 cover saves, double damage from blasts and templates, ignoreterrain)Fearless

Necron Special rules:We'll be back:If a Necron model is killed, lay the model on its back but do notremove him from the game. At the start of each Necron movementphase roll a D6 for any downed Necron models.D6 roll1-2 The Necron cannot regenerate and is taken of the table as acasualty.3-4 Leave the model downed and roll again in the next movementphase

5-6 The model gets back up and may act as any normal prone unit.

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If the Necron is taken out by a ranged weapon with a Strength valuedouble its natural toughness or by a CC weapon that ignores all of his armour defence value, the model is taken out immediately. Adowned Necron model cannot be attacked and does not have acontrol zone. You can just treat any downed Necrons as if they

weren’t on the table.

Phase out: As in 40k, if there are less than 25% active Necronmodels remaining from the force’s starting number of Necronmodels during a priority phase the Necron player losesautomatically.

Weapons & Wargear:Gauss Flayer: R24" | S4 | AP- | Rapid fireStaff of light: R12" | S5 | AP2 | assault 3

 

Guard infantry squad

Squad size: 1 Sergeant and 9 Guardsmen 80ptsWeapons: Lasguns, the sergeant may exchange hisLasgun for a Laspistol and a chainsword or a shotgun.Options: 1 Guardsman may be equipped with one of thefollowing weapons:Plasma gun (+10pts), flamer (+6pts) or a Meltagun(+10pts), Grenade launcher (+10pts).Up to two guardsmen may form a heavy weapons teamwith the following weapons:Missile Launcher (15pts), Heavy bolter (+5pts),

Autocannon +10pts.All models in the squad may be equipped with fraggrenades at +2 pts per model. All models in the squadmust be upgraded if any grenades are taken.Veteran sergeant: The sergeant may be upgraded to aveteran sergeant for +27pts.

Guardsman8ptsF:3/4+ S:3 D:3(4) A:1 W:1 C:3Weapons: Lasgun

Veteran sergeant35pts

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F:3/4+ S:3 D:3(4) A:2 W:2 C:4 M:2 W:1 F:1Weapons: Lasgun or laspistol and CC weapon or shotgun.Options:Bolter - 3ptsBolt pistol – 3pts

Plasma pistol-10pts

Stormtrooper squadSquad size: 1 Sergeant and between four and 9 storm troopers at15pts per model.Weapons: Hellgun or shotgun, frag grenades. The sergeant as a Hellpistol and close combat weapon, frag grenades.Options: up to two Stormtroopers may carry a plasma gun (+10pts),Grenade launcher (+10pts), flamer (+6pts) or a Meltagun (+10pts).Veteran sergeant: The sergeant may be upgraded to a veteransergeant for +35pts.

Stormtrooper15ptsF:3/3+ S:3 D:3(5) A:1 W:1 C:4Weapons: Hellgun or shotgun, frag grenades.

Storm trooper veteran sergeant50pts

F:3/3+ S:3 D:4(5) A:2 W:2 C:4 M:2 W:1 F:1Weapons: Hell pistol and close combat weapon, frag grenades.Options:Bolter - 3ptsBolt pistol – 3ptsPlasma pistol-10ptsPower weapon-15pts

IG Special rules:Heavy weapons teams:Models that are part of a heavy weapons team which are carrying a

heavy weapon may only move half their allowed movementdistance and may not run. If the other member of the team is inbase to base contact, both models can move normally and run.

Weapons & Wargear:

Lasgun: R24" | S3 | AP- | RapidfireLaspistol: R12" | S3 | AP- | pistolHellgun: R24" | S4 | AP- | RapidfireHellpistol: R12" | S4 | AP- | pistol

Shotgun: 12" | S3 | AP- | Assault 2Bolter: R24" | S4 | Ap- | rapid fireBolt pistol: R12" | S4 | Ap- | pistol

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Plasma pistol: R 12” | S7 | AP3 | pistol, gets hot (On a roll of 1 tohit, the model suffers a S4 hit)Plasma Gun: R24" | S7 | Ap4 | rapid fire, gets hot (On a roll of 1 tohit, the model suffers a S4 hit)Melta gun: R12" | S8 | Ap4 | assault 1

Flamer: R template | S4 | Ap1 | Assault 1Missile Launcher: Frag R48" | S3 | Ap- | Heavy 1 blast

Krak R48" | S8 | Ap2| Heavy 1Grenade Launcher: Frag R24" | S3 | Ap- | assault 1 blast

Krak R24" | S6 | Ap1| assault 1

Guardian

15ptsF:3/4+ S:3 D:3(4) A:1 W:1 C:5Weapons: Shuriken catapult.

Weapon Platform:10pts plus weapon.F:-/4+ S:- D:5 A:- W:2 C:-For every ten guardians in your force you may includea single weapons platform. It must be armed witheither a Scatter Laser at +40pts or a Star Cannon at

+50pts.

Eldar Special rules

Agile: Eldar are graceful and agile creatures. Eldar move 8” insteadof 6” like most infantry as long as they don’t have more than 2points of armour defence. Eldar with 3 or more armour defencemove 6” like other infantry.Additionally, Eldar may re-roll any jumping and climbing rolls.

Weapons & wargear:

Shuriken Catapult: R12" | S5 | AP- | Assault 2Scatter Laser: R30" | S6 | AP-| Heavy D3+3

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Star Cannon: R30" | S8 | AP 3 | Heavy 3 

Sybarite45ptsF:4/3+ S:3 D:3(4) A:1 W:2 C:4 M:2W:1 F:1Weapons: Splinter Rifle or Splinter Pistol and close

combat weapon.Options: power weapon (+15pts) or an agoniser at+25pts

Warrior 10ptsF:4/3+ S:3 D:3(4) A:1 W:1 C:3Weapons: Splinter rifleOptions: 1 in 5 Warriors may take a splinter cannon at+15pts or a Dark lance at +20pts.

1 in 5 warriors may take a Blaster at +10pts.

Scourge15ptsF:4/3+ S:3 D:3(4) A:1 W:1 C:3Weapons: Splinter rifleOptions: Splinter cannon (+15pts) or a Dark Lance (+20pts).Special: Scourge Wings

Scourge Sybarite55ptsF:4/3+ S:3 D:3(4) A:1 W:2 C:4 M:2 W:1 F:1Weapons: Splinter Rifle or Splinter Pistol and close combat weapon.Options: May take a power weapon at +15pts or an agoniser at+25pts

Incubi 30pts**Note: You must have at least 1 Sybarite for each 2 Incubi**F:5(6)/3+ S:3(4) D:3(6) A:1 W:1 C:4Weapons: Punisher, Tormentor helm (bonuses included in profile)

Dark Eldar Special rules

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Agile: Eldar are graceful and agile creatures. Eldar move 8” insteadof 6” like most infantry as long as they don’t have more than 2points of armour defence. Eldar with 3 or more armour defencemove 6” like other infantry. Additionally, Eldar may re-roll any jumping and climbing rolls.

Weapons & Wargear:Splinter Rifle: R24" | S3 | AP- | Assault 2Splinter Pistol: R12" | S3| AP- | PistolBlaster: R | S | AP |Splinter Cannon: R24" | S4 | AP- | assault 4Dark Lance: R24" | S8 | AP3 | Heavy 1Punisher: Uses two hands to wield. Counts as a power weapon thatadds +1 to user’s strength.Power weapon: Single-handed CC weapon. Ignores armourdefence.Agoniser: Single-handed CC weapon with +1 to the roll to wound.Ignores armour defenceScourge Wings: Jump move

Credits so far(!):

o Hoshi No Koe, ultimate designer and God-Emperor of theproject.

o Marineowar, main unit designer.o Forgotmytea, Necron fanatic, playtester, co-unit designer and

co-vehicle designer.o Crashbang, lead Tyranid designer

And thanks to Commissar Von Toussaint, big squig, Dravis,Samwuss, my_name_is_tudor, roadkizzle, Gecko, Xyon, Nkari,Nurglitch, Jehu, and NCO for all their input!

Legal Stuff:

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All logos, races, trademarks etc. © Games Workshop. Pleasenote that this in an unofficial document, completelyunendorsed by Games Workshop. Rules © Hoshi No Koe.40k, Adeptus Astartes, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo,the Double-Headed/Imperial Eagle device, Eldar, Eldar symbol devices, Games

Workshop, Games Workshop logo, Genestealer, Golden Demon, GW, Inquisitor, the

Inquisitor logo, the Inquisitor device, Necromunda, Necromunda stencil logo,Necromunda Plate logo, Necron, Ork, Ork skull devices, Space Marine, Space Marine

chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyrannid,

Warhammer, Warhammer 40k Device, Warhammer World logo, and all associatedmarks, names, races, race insignia, characters, vehicles, locations, units, illustrations

and images from the Warhammer world and the Warhammer 40,000 universe areeither ®, TM and/or © Copyright Games Workshop Ltd 2000-2006, 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.