40K Saga (Age of Plasma) – All Factions Done
Recommendations: 287
About the Project
After @warzan mentioned it on a Weekender I thought I'd have a go. Please let me know what you think and what changes could be made.
Related Game: SAGA
Related Company: Studio Tomahawk
Related Genre: Science Fiction
This Project is Active
Nurgle Proper Battleboard
The symbols are 1-3, 4-5 and 6 respectively. Symbols above one another mean <AND> while Symbols next to each other mean <OR>.
Necron Proper Battleboard
The symbols are 1-3, 4-5 and 6 respectively. Symbols above one another mean <AND> while Symbols next to each other mean <OR>.
Imperial Guard Proper Battleboard
It’s about time I put proper boards out there, here’s the first one for the Guard.
The symbols are 1-3, 4-5 and 6 respectively. Symbols above one another mean <AND> while Symbols next to each other mean <OR>.
Xeno's Battle Boards
Here's Part III of the Prototype Battle Boards that are Very Rough
We’ve got our Gargantz an’ we’ve got our weapons. Wot ain't we got? We ain’t got anyfing for target practice iz wot! So I'll tell you wot we're gonna do. We’re gonna give da Humies a taste of ‘ot metal death is wot. We’s gonna take Big Gork and Big Mork ‘ere an’ we’s gonna stomp Hummie! - Warlord Dragnatz
They shall come, expecting the obvious, the simple, the artless. They shall stab at the shadows with confused minds and troubled hearts. Meanwhile, we shall appear unseen from ten directions, and from every one strike a fatal blow. - Farseer Caerys
How ironic it is that as fast as we spread progress and hope throughout the galaxy, the Tyranids spread death and despair. Only united can we hope to stand against them. - Aun'shi of the Tau Empire
The Chaos Battle Boards
Here's Part II of the Prototype Battle Boards that are Very Rough
Your shrines will burn, your streets run with blood, your false idols shattered, your people slaughtered by the thousands, your very planet torn apart… and the barest fraction of my hatred will be satisfied. - Ba’ar Zul the Hate-Bound, Warrior of Khorne
If a man dedicates his life to good deeds and the welfare of others, he will die unthanked and unremembered. If he exercises his genius bringing misery and death to billions, his name will echo through the millennia for a hundred lifetimes. Infamy is always more preferable to ignominy. - Fabius Bile
And what are the achievements of your fragile Imperium? It is a corpse rotting slowly from within while maggots writhe in its belly. It was built with the toil of heroes and giants, and now it is inhabited by frightened weaklings to whom the glories of those times are half-forgotten legends. I have forgotten nothing and my wisdom has expanded far beyond mere mortal frailties. - Ahzek Ahriman
The Imperial Battle Boards
Here's Part I of the Prototype Battle Boards that are Very Rough
Some may question your right to destroy ten billion people. Those who understand realise that you have no right to let them live!
I am Silas Hand, chosen of the Inquisition. I am the fist of the Emperor here, and I decide who dies!
This is the Emperor’s planet, the Emperor’s Throne damn you. You want it, you traitor pigs? Come take it from us! - Inquisitor Caspiel Rex
All the Faction Done!
Wow that took ages…
So now all the Factions are done I’m going to work on some proper Battle Board JPEG’s/PDF’s for you guys.
This could take a day or a month I’ll see how it goes.
Some changes might be made and the most current edition is always the correct one.
Until That Time Please Enjoy these 40K Meme's that are Taking Up Space in My Hard Drive
The Sisters of Battle
Here we are the final original entry for Saga Age of Plasma
Warlord
Armour – 5 (5)
Aggression 8
Hearthguard – Celestian Squad
Bolter. Aggression 2 (2) but Reduces Armour to 5 (4).
Bolter – Bow with Range L that suffers no penalties. When fired at Non Creatures Add One Dice per every two Models Firing.
or
Special Weapon. Aggression 2 (3) but Reduces Armour to 4 (4)
Special Weapon: Bow with Range L that Suffers no Penalties. After Firing the Special Weapon Gain One Additional Fatigue.
Bodyguard: The First time the Warlord uses her ‘Bodyguard’ Ability in a turn rather than resolving as normal the Celestian Squad can instead take two points of fatigue.
Warriors – Battle Sister Squad
Bolter. Aggression 1 (1) but Reduces Armour to 4 (4).
Bolter – Bow with Range L that suffers no penalties. When fired at Non Creatures Add One Dice per every three Models Firing.
or
Special Weapon. Aggression ½ (1 ½ ) but Reduces Armour to 3 (4)
Special Weapon: Bow with Range L that Suffers no Penalties. After Firing the Special Weapon Gain One Additional Fatigue.
Levy – Faithful Pilgrims
Armour 3 (3)
Choose One
Lasguns – Range L
Aggression ½ (½)
Close Combat
Aggression 1 (0)
Acts of Faith
Various Battle Board abilities allow the Sisters of Battle to gain ‘Faith Tokens’.
Keep these to one side.
Aside from gaining them as written in the ability ‘Faith Tokens’ are also gained each time a Hearthguard unit is wiped out.
Light your way in the darkness with the pyres of burning heretics - Unknown Priest of the Ecclesiarchy
Guided by his thoughts the Daughters of the Emperor strike where the foe is weakest directed by what can only be divine guidance
Divine Guidance (1-3, 4-5 or 6)
Shooting
All rolls of a 6 to hit instead generate two hits.
If a 6 is used each 6 to hit also forces the enemy to discard a single defence dice.
Even in the midst of Battle the sisters of the Adepta Sororitas venerate the Emperor offering him prayers and devoting and in return he lends aid to them in their plight
The Passion (1-3 or 4-5)
Orders
Until the end of the turn when a unit takes a rest action it may instead elect to Pray. If a unit prays then roll a D6. On a 1-3 remove one fatigue. On a 4-5 Gain one Faith Token. On a 6 Gian one Faith Token and Remove one Fatigue.
Even on the darkest of battlefields his light shall find all his children
Light of the Emperor (4-5 or 6)
Activation
Choose one and apply the following.
The Warlord or a Single Hearthgurd Unit may remove a Point of Fatigue.
A Warrior Unit may remove Two Points of Fatigue.
A Unit of Levy may remove all Fatigue.
If a 6 is used AND a Point of Faith is also used apply the rule to all units of that type on the table.
Nothing brings more glory to the Emperor’s name than having brave souls willing to lay down their lives in his service
Spirit of the Martyr (4-5+6)
Activation
Remove One Hearthguard figure as a casualty.
Activate up to three units within L of the casualty.
These activation’s do not generate fatigue.
With his might the Adepta Sororitas can physically crush all who dare oppose them
Hand of the Emperor (4-5)
Melee
The enemy’s armour may not be increased until the end of the melee.
I am not asking for blood. I can take your blood. I am asking for souls. Only you can give me your souls. - Sermon On the Road to Gathalamor
The holy souls who throw themselves upon the foe dressed only in rags and bearing only the crudest of weapons are truly the Emperor’s most devout servants
The Pilgrims Faith (1-3 and 6)
Activation
Levy Only
Gain a ‘Faith Token’
This unit can activate to either move or make a shooting attack which does not generate fatigue.
Or
This unit can spend the turn in prayer taking no further actions of any kind this turn but giving all friendly Adepta Sororitas units within S the ability to re-roll a single D6 when making shooting attack for every three Levy models.
He is the shield of all humanity and with enough devotion he becomes the personal shield of the chosen faithful
Shield of Faith (1-3 and 1-3)
Shooting/Reaction or Melee/Reaction
Gain 4 Defence Dice
While all humanity worship him only a scarce few ever become his true servants
His Servants (1-3 or 6)
Orders
Remove 1-3 Friendly Models as casualties, roll them and place them on your Battle Board.
If you used a 6 then select a the face of a single die rather than rolling for it.
If 3 Models are removed gain Two ‘Faith Tokens’
With blessed ammunition in their boltguns and purified cannisters in their flamers the Adepta Sororitas need only invoke his holy name to give divine power to their onslaught.
Blessed Ammunition (6)
Orders
Until the Start of your next turn, all defence dice which cancel a hit must be re-rolled.
In addition each casualty inflicted also gives the target unit a point of fatigue.
In time of greatest need the heavens themselves shall part and from them shall descend a figure so angelic and majestic that to look upon them is to see but a shred of his great glory and fill every faithful heart with passion.
A Living Saint (6 and 6)
Orders/Reaction
Until the end of the turn all your units gain the Resilience (2) Special Rule.
The Heretic and Blasphemer can offer no excuse for their crimes. Those who are pardoned merely live to further shroud Humanity from the Light of the Emperor with the Darkness of their souls - Cardinal Beneficta
Sisters Repentia – Warriors
Armour 3(3)
Aggression 3
Great Weapons
Fanatics Among the Fanatical: The Sisters Repentia can never become exhausted. If they ever start the turn with enough fatigue to become exhausted discard it all and roll a D6 for each member of the unit. On a 1 or 2 a model is removed as a casualty.
Seraphim Squad – Hearthguard – One Per Force – Three Models Rather than Four
Aggression 2 (4)
Armour to 5 (4)
Weapon Range – S
JUMP: May take a Fatigue to make a Range L Move. This cannot end within VS of an enemy unit and does not count as an activation. This unit may not Charge in a turn that it makes a Jump move.
The Holy: Gain a ‘Faith Token’ before the game starts if your force includes this unit.
The Elite: This unit requires an extra point of fatigue to become exhausted.
Fanatical Pilgrims – Levy
Aggression ½
Armour 3 (3)
Unarmed
Martyrs: Each time a figure from this uni is removed as a casualty, you can take one of your availiable SAGA Dice, roll it and place it on your Battle Board.
Final Glory: When the unit is wiped out all Warriors in your Warband lose all their fatigue. All Hearthguard and the Warlord lose a single point.
Earthly Shields: While the Emperor may shield his faithful with his divine will occasionally a more ‘substantial’ shield is required. This unit may be used as per the Bodygaurd rule however 4 models must be removed rather than one. This will only generate a single ‘Martyr’s’ roll.
Some place their trust in warships, and some in weapons of destruction. But we remember the divine Emperor. They are brought down and fallen; but we are risen and victorious. - Sister Ephrael Stern
The Agents of the Imperium
The Agents of the Imperium These are all mercenaries and are limited to One per Imperial Force. This is one of any Mercenary not just one Inquisitor or Assassin. All are considered “Loyal”
Inquisitor – 1 Point – Warlord
Any Imperial Warlord can be replaced by an Inquisitor except for Grey Knights who can add an Inquisitor as a normal Hero and cannot replace their Warlord. Choose everything about your Inquisitor before finding out what your opponents faction will be.
They all have the Standard Warlord Rules
Choose One of Four Ordos
Choose One of Four Types of Inquisitor
Choose One of Four Types of Wargear loadout
Ordos
An Ordo Xenos Inquisitor can re-roll all failed Attack Rolls against any of the Xeno Races.
An Ordo Hereticus Inquisitor can re-roll all failed Attack Rolls against any of the Imperial Races.
An Ordo Malleus Inquisitor can re-roll all failed Attack Rolls against any of the Chaos Races.
An Ordo SPECIAL Inquisitor can always remove a point of fatigue from themselves or one friendly unit within M at the start of the turn before calculating exhaustion.
Type of Inquisitor
A Radical Inquisitor can choose to add a single enemy Battle Board ability to their Battle Board. This ability cannot require more than one dice to activate.
A Puritan can add the following Battle Board Ability to their Battle Board
Driven onward by the utterly pure Inquisitor on their ranks the soldiers of this Warband radiate a small portion of the Emperor’s own light
“Incorruptible Devotion (6)”
Orders/Reaction
During the enemy activation phase, all enemy units which declare a charge against one of your units suffer a fatigue at the end of the charge but before the melee”
A Psyker Inquisitor gains the Magic Special Rule and becomes a wizard. He can choose any school of magic to cast from. Generate an additional Magic Dice.
A Psychic Null Inquisitor represents either a nearby Blank, a Null Rod or just counter Psychic Forces at work on the Inquisitors behalf. Roll a D6 for each spell cast by any enemy psyker after the final casting level of the spell has been attained. On a 4+ you must downgrade that spells effectiveness by one level.
Wargear Loadout
The Terminator Inquisitor
Elite of the Elite: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.
Slow
The Ranged Inquisitor
Armour 5 (4)
Aggression 4 (4)
Bolter Range L. When fired at Non Creatures Add Two Dice to the pool.
In addition once per game the Inquisitor can fire the Combi Portion of the Weapon which will double the Attack Dice (but it will not add the standard two dice to the pool from the Bolter Rule)
The Inspirational Inquisitor
Armour 5 (4)
Visitation: During your orders phase an Inquisitor who is not exhausted may take a point of fatigue to alter the face of one of your inactive Saga Dice. You cannot re-roll any Saga Dice until the end of the phase.
Inspiration: If the Inquisitor has no fatigue remove one fatigue from a friendly unit within S and give it to the Inquisitor.
Venerated: Friendly Warriors can be removed in place of Hearthguard when using the Bodyguard Rule
The Xanthist Inquisitor
Daemonhost: Xanthist Inquisiors all have a Daemonhost accompanying them. This does not need to be represented on the table but would look cool.
Roll a D6 at the start of the Turn.
On a 1-2 the Daemonhost has no effect.
On a 3-4 The Daemonhost can cast a single spell from a random School of Magic, any rolls of 2-4 or 10-12 on the Perils Chart will not be resolved but instead inflict Three points of fatigue on the Inquisitor and make any future 3-4 rolls count as a 1-2 instead.
On a 5-6 the Inquisitor increases their aggression by Two for this turn and has a move and charge range of L.
True Radical: A Xanthist Inquisitor must also be a Radical Inquisitor but can choose to instead select his extra Battle Board Ability from any of the Chaos Factions instead of one from their opponents.
I carry with me an Inquisitorial Seal. It is a small, unassuming object contained in a neat box of Pluvian obsidian. It is a modest thing. Relatively plain, adorned with a single motif and a simple motto. Yet with this little object I can sign the death warrant of an entire world and consign a billion souls to Oblivion. - Thraviam Flast, Inquisitor of the Ordo Malleus
Crusaders – Warriors – One Point
Armour 4 (4)
Aggression 1
Power Weapons: Reduce your Armour by 1 to gain 1 Aggression for this melee.
Acts of Faith: When you take a Rest Action you can choose not to remove any fatigue but regain a single model lost earlier in the game. If you have no fatigue gain two models lost earlier in the game.
Ministorum Priest – 1 Point
Saga Dice: 1
Armour 5 (5)
Aggression 4 (2)
Determination, Resilience, Loyal, Protector, Vision
May Take a Heavy Weapon in which Case his Armour will be 4 (5)
The Heretic and Blasphemer can offer no excuse for their crimes. Those who are pardoned merely live to further shroud Humanity from the Light of the Emperor with the Darkness of their souls - from the Sermons of Cardinal Beneficta
Sanctioned Psykers – Warriors – One Point
Armour 3 (3)
Aggression ½
Brotherhood of Psykers: This unit counts as a Wizard and can choose any spells as normal.
Chorus of Psykers: Use the Following Chart rather than rolling on the abuse of magic Table.
1: The Entire Unit is Destroyed and each Unit within M takes a casualty on a 4+
2: The unit takes D6 Casualties and forget that Spell.
3: The unit takes D3 Casualties and forget that Spell on a 4+.
4: The Unit takes D2 Casualties and forget that Spell on a 4+.
5: The Unit takes Two Fatigue.
6: The Unit suffers no ill effects, the next time they roll on this chart they gain a +1.
Arco-Flagellants – Warriors – One Point
Armour 4 (4)
Aggression 2
Words of Activation: Choose one of two states for the Arco-Flagellents to be in at the Start of Each Turn. You can also opt to mot use either word of activation and gain none of the benefits or negatives but once you use a word of activation you must always select to use one each turn.
Passive: Decrease the Units Aggression to 0 and Increase it’s Defence to 6 (6). Remove All Fatigue. It may not move this turn.
Aggressive: Increase the Units Aggression to 4 and Decrease it’s Armour to 3 (3). You may not remove Fatigue.
Pain is an illusion of the senses, despair an illusion of the mind - Assassin proverb
Death Cult Assassins – Hearthguard – One Point
Armour 4 (4)
Aggression 2
Swift Dodges: During a Melee, after the combat pool has been generated, the Death Cult Assassins may discard all their attack dice and replace them with defence dice.
Furious Charge: Gain One Aggression in each melee following one of your charges.
Adeptus Custodes – Hero – Two Points
Armour 5 (5)
Aggression 5
Bolter: Range M. When fired at Non Creatures Add Two Dice to the pool.
Resilience (2), Imposing Presence, May Take a Great Weapon
A Warrior not a Soldier: This Unit cannot ever fight alongside another friendly unit for any reason. He always fights alone.
Peerless Warrior: In addition to the normal effects of using enemy fatigue during a melee add the following two effects.
Remove one enemy fatigue to reduce the enemies Armour by One and increase your own Armour by One for each fatigue used.
Remove one fatigue and in the melee each 6 you roll to hit inflicts two hits and each 6 you roll in Defence blocks two hits.
Shielded by the Emperor: This unit counts as being in Heavy Cover when shot at with Ranged Weapons from more than Range S away.
Martyrdom: When this model is removed as a casualty your Warlord may make a free Charge Action and will gain Two Aggression Dice in any resulting combat.
A True Prize: When this Unit is killed it counts as Three Victory points in any Scenario.
Exitus Acta Probat: The Outcome Justifies The Deed. - Motto of the Vindicare Temple
Assassin – Hero – One Point
Armour 5 (5)
Aggression 4
Choose One of the Four Types of Assassin.
Callidus: You do not need to tell your opponent that you have taken a Callidus Assassin. You don’t even need to tell them that you’ve taken an assassin, just say nothing and hope they don’t notice 🙂
Infiltration: Instead of deploying the unit normally place it anywhere within S of an enemy unit (although not within M of an enemy Hero) at any point in any of your first three turns.
Phase Sword: Each Roll of a 6 to hit in Melee causes Two Hits Rather than One.
Neural Shredder: Range S. Rather than attack as per normal instead roll a D6 for each model in the enemy unit and on a 6 inflict one casualty on the unit. Shooting Reactions cannot be used against this attack. The enemy rolls a single defence dice per hit inflicted.
Culexus
Pariah: You may not take any form of Magic Caster if you have taken a Culexus.
Psychic Blank: Enemy Wizards within L of the Culexus Assassin must roll a D6 after casting a spell. If they roll a 5+ they must immediately roll on the Abuse of power Table. If this would cause a dual roll as in the initial spell required rolling on the table and they roll a 5+ then they must roll Four D6 and let their opponent select the two that will be used.
Animus Speculum: A Range L Shooting Attack. If the enemy force includes a Wizard then the Culexus counts as Aggression (4) if the enemy force does not include a Wizard then the Aggression is (2) instead.
Eversor
Psychotic: Aggression 8
Consumed by Rage: This unit must always charge the closest enemy unit. If there are no enemy units within line of sight it must charge the closest friendly unit but rather than fight a combat roll a D6 for each mini in the friendly unit. On a 1 the units suffers a single hit that cannot be saved.
Bounding Charge: Charge Range L
Exotic Poisons: When rolling to hit in Melee re-roll all failed hits.
Bio Meltdown: When this model is removed as a casualty roll a D6 for each unit within M, on a 4+ they take a Point of fatigue and on a 6 they take two points of fatigue.
Vindicare
Chameleon Skin: Enemy units shooting at the Vindicare Assassin from more than S must roll to hit with a -1 penalty. In addition the Vindicare cannot be charged from more than M away.
Exitus Rifle: Range: Unlimited. When firing at targets over M away from the Assassin you can re-roll all failed hits.
Long Range Killer: Aggression 2 (6)
Rather than shooting normally a Vindicare Assassin can instead choose to use a form of Special Ammunition.
Shield Breaker: Do not shoot at the enemy unit instead they take a single point of fatigue and half their armour against all shooting attack for the remainder of the turn.
Hellfire Rounds: Vindicate Assassins gain a +1 to hit with Ranged Attacks when using these rounds.
Turbo-Penetrator Round: Resilience may not be used to negate Turbo-Penetrator Rounds however reduce the Attack pool by half (rounding down) after all abilities but before rolling the dice.
Some may be able to avoid the judiciaries of the Adeptus Arbites, fewer may be able to face off against the Imperial Guard and the Adeptus Astartes, but let it be known that none can stand against the Officio Assassinorum.
The Mechanicus (Loyal and Traitor)
It's Been a While but I've finally come back to Finish the Series
Warlord
Tech Priest Dominus
Armour – 5 (5)
Aggression 8
Hearthguard – Sicarians
Armour 5 (5)
Choose One
Aggression 3 (0)
Or Aggression 2 (1)
Range M Weapon
Warriors – Skitarii Vanguard or Skitarii Rangers
Armour 4 (4)
Aggression 1/ (1)
Vanguard have Range M Weapons if they kill a model that units roll a D6 and on a 5+ inflict a point of fatigue on the target.
Rangers have Range L+M Weapons
Levy – Servitors
Armour 3 (3)
Aggression ½ / (½)
Canticles of the Omnissiah
Pick One or Roll a D6. You can only have each Canticle Once Per Game unless you randomly roll for it.
Incantation of the Iron Soul: Remove One point of Fatigue from Three Units.
Litany of the Electromancer: The First Three Friendly Units which Charge this Turn give the enemy a point of fatigue before the Melee Starts.
Chant of the Remorseless Fist: Choose Three Units. They may Re-roll 1’s for a single melee this Turn.
Shroudpsalm: When Shot at from more than S by a unit without any fatigue count the shooting unit as having a single point of Fatigue.
Invocation of Machine Might: Choose Three Units, they gain Two Attack Dice in Melee the first time they fight in Combat this turn.
Benediction of the Omnissiah: Choose Three units, Reroll all 1’s for a single shooting attack this Turn.
Our enemies may rest but rust never sleeps - Tech-Priest Jung,
Through rituals to the Omnissiah the Adeptus Mechanicus can unlock their weapons machine spirits allowing their soldiers to react to any threat no matter how unprepared
Cognis Overwatch – (1-3 or 4-5 or 6)
Melee Reaction
The unit may make an out of sequence Ranged Attack with half their dice (rounding Down) before the combat starts. Immediately after this gain one fatigue.
If a 6 was used do not gain One Fatigue.
Following in the footsteps of the first colonists of Mars the soldiers of the Skitarrii replace their weak fleshy legs with strong bionic substitutes
Dune Striders (4-5 or 6)
Activation
Activate Two Units to Move. Add M to their move or charge range for the rest of the turn.
When your entire life is numbers and data the plea’s of an enemy for mercy do not even register with you
Cold and Mechanical (1-3 and 4-5)
Activation
Activate a Unit to Charge
This unit gets 2 bonus attack dice during the melee or 4 if the enemy was more than M away at the start of the turn.
Nothing can stop the forces of the Skitarii as they advance in cold silence towards the enemies of the Omnissiah
Unrelenting Advance (4-5 and 6)
Orders
Until the end of your turn all your units treat rough and dangerous terrain as open terrain.
Where the flesh will rot and decay the metal will endure
The Metallic is Eternal (1-3 and 4-5)
Shooting Reaction
Gain Two Defence Dice or Three Defence Dice if the Unit is a Creature or Warlord.
Re-Roll all 1’s when using Defence Dice.
The forces of the Adeptus Mechanicus are utterly soaked in radiation and to be wounded by one of their weapons is to get but a taste of it
Rad Poisoning (1-3 or 4-5)
Shooting
Choose a Friendly unit and immediately make a shooting attack.
If the attack causes any casualties the enemy gains one fatigue
With mile upon mile of code built into their very minds the forces of the Adeptus Mechanicus can always counter the actions of any opponent
Counter Programming (1-3 or 4-5 or 6)
Orders
Until the end of the Turn, each time your opponent uses a fatigue from one of your units, roll one of your available Saga Dice and place it on your Combat Bonus.
If you use a 6, place the any side up rather than rolling.
With bionic enhancements a warrior of the Mechanicus can soldier on as if nothing had happened despite suffering a blow that would have felled lesser mortals
Bionic Enhancements (4-5 or 6)
Reaction
Choose a Warrior or Hearthguard Unit. Roll a D6 for Each Wound Caused this turn, on a 5+ the Wound is Ignored.
Loyalist Only
With a Prayer to the Omnissiah the Tech Priests of the Adeptus Mechanicus can relieve the suffering of the machines around them even in the midst of battle
Divine Repairs (1-3 + 6)
Activation
Choose a friendly Creature or Larger Unit within S of the Warlord or a Hero.
They can either remove all Fatigue and gain two Defence Dice against all shooting this turn.
The Warlord or Hero cannot activate again this turn and gains two fatigue.
With the dual images of the Emperor and the Omnissiah projected into their minds the forces of the Mechanicus are invigorated and strive to please their dual masters
For the Emperor and the Omnissiah (6 + 6)
Activation
All of your Units with only One Fatigue Remove it.
Activate all your units.
Creatures and Larger Remove one Fatigue Regardless.
Ride the Lightning - Poena Metallica Battlecry
Chaos Only
Unrestrained by the petty rules of the false Emperor the forces of the Dark Mechanicus can achieve things far greater than their blinded counterparts
Mechanical Possession (1-3 + 1-3)
Activation
Activate a unit to charge or shoot.
During this attack you may re-roll any attack dice that scores less than a 3.
In service to the Dark Gods the Dark Mechanicus have cast off the shackles of limitations and now feel the power of Chaos itself in what’s left of their souls
Dark Invigoration (6 + 6)
Orders
Until the start of your next turn all of your units have Armour 6 against Melee and Shooting Attacks.
In addition you always count as the defender in all Melee’s.
They are insignificant insects to be crushed. I fear no footslogger. No mud-covered infantryman can stand against the strength and speed that is within me and my Warhounds. They shall all die. - Esau Turnet, Warhound Scout Titan Senior Princeps
Special Units
Army Special Rule
A Techpriest of Mars: A single Creature or larger unit can remove a single point of fatigue if they start the turn within S of this model.
Electro-Priests – Hearthguard
Armour 4 (4)
Aggression 1 ½ (1)
Electrical Surges: Any attack rolls of a 6 inflict a point of fatigue on the enemy in shooting or melee.
Electrostatic Feedback: Any defence rolls of a 6 inflict a point of fatigue on the enemy in shooting or melee.
Kataphron Battle Servitors – Bi-Pedal Creatures
Armour 4 (5)
Aggression 2 (4)
Tracked: Move L
Big Guns Never Tire: This Unit requires 5 Fatigue to be Exhausted.
Single Minded: If they are not within M of the Warlord or another Hero this Unit cannot use Battle Board Abilities.
Remember that your weapons are more than metal; the flame of spiritual fire burns strong in your souls and adds power to your cause. Smite those that disbelieve, for they have turned from the light and fallen - Techpriest Garal
The Legions Part Two
"Into the fires of battle, unto the anvil of war!" --- "For the Emperor and His people!"
Salamanders
Army Special Rule
Masters of the Forge: The Salamanders maintain an impressive armoury of master forged weapons. Each unit within VS of the Hero may re-roll a single attack and defence dice each melee
The Salamanders employ flamers in great numbers and employ them to great effect on the enemies of humanity
From the Flames (4-5)
Shooting
If the Target of the Shooting Attack is within S your attack gets a +1 bonus.
Every Salamander works on his own armour, he cares for it to the best of his ability and in return it saves him from deadly blows
Master Crafted Armour (1-3 + 4-5)
Melee or Shooting/Reaction
You may re-roll any defence dice you wish
"For Russ and the All father!"
Space Wolves
Army Special Rule
Lone Wolf of Fenris: The Lone Wolf does not count as a casualty if he is killed and does count as a casualty if he is alive at the end of the game.
The Wolves of Fenris kill the enemies of mankind with a feral rage and the name of the primarch on their lips
Wolves of Fenris (1-3 and 4-5)
Melee or Shooting
Gain Two Attack and Defence Dice.
In addition Re-Roll all 1’s and 2’s to hit if the enemy unit has suffered any casualties.
The Wolves of Fenris form extremely close bonds to their pack mates and will fight to the death in defence of their brothers
Pack Mentality (1-3 or 4-5)
Shooting/Reaction
Any hits suffered may be shared with any Friendly unit within S
The Legions Part One
Here are the First Drafts for the Original Legions (Blood Angels go their own at the request of Warren and Ultramarines are the Default Marines) these will eventually be replaced with full boards
All Astartes Chapters may Take
Space Marine Bikers – Quadrupedal Creatures with the Following Changes – Hearthguard
Armour 5 (4)
Aggression 4 (2)
Bolter Range M
Cavalry
"Repent! For tomorrow you die!"
Dark Angels
Army Special Rule
Dark Vengeance: The enemy has knowledge of the Fallen which must be recovered at all costs. Select a single enemy Hero (not the Warlord) at the start of the game, if no Hero is available then it is the enemy Warlord. The Hero can re-roll two Attack Dice each Melee when fighting the target.
Replace the “Counter Tactics” and “Objective Secured” Adeptus Astartes Abilities with the Following
The Dark Angels are even more grim and determined than their Brother Astartes and will continue to fire their Weapons unit the last possible second before drawing a blade
Grim Resolve (4-5)
Shooting
If the Target of the Shooting Attack is within S your attack gets a +1 bonus.
The Ravenwing of the Dark Angels go to war on swift iron steeds and with a vengeance in their hearts
Vengeance (6)
Melee of Shooting/Reaction
You may re-roll each of your defence dice which do not cancel a hit
"For the Khan and the Emperor!"
White Scars
Army Special Rule
Son of the Khan: Each friendly unit that starts a Move within VS of a Hero with this rule adds S to their Charge Moves.
Replace the “Counter Tactics” and “Objective Secured” Adeptus Astartes Abilities with the Following
No sooner has a White Scar struck than they are gone again preparing for another charge
Hit and Run (1-3, 4-5 or 6)
Melee
Mounted Unit
After this melee your unit must make a withdrawal move of L.
If you used a 6 remove a point of Fatigue as well.
With their Ancient battle cry the sons of the greatest of Khan’s charge the foe
For the Khan! (1-3 + 6)
Orders or Orders/Reaction
Until the end of your turn all your units get two bonus attack or defence dice in every Melee they take part in.
The Flesh Is Weak!
Iron Hands
Army Special Rule
The Flesh is Weak: Roll a D6 the first time any Friendly unit within VS suffers one or more casualties in a turn, on a 6 one moidel is saved and not removed but a point of fatigue is added to the unit.
Replace the “Counter Tactics” and “Objective Secured” Adeptus Astartes Abilities with the Following
The Astartes of the Iron Hands replace limbs with bionics to further strengthen their bodies in the name of Mankind
Augmented Physique (4-5 or 6)
Reaction
Roll a D6 for Each Wound Caused on one of Your Warrior or Hearthguard Units, on a 5+ the Wound is Ignored.
The Iron Warriors keep pace with their Armoured elements, taking full advantage of bionic augmentation and a sheer force of will
Mechanical Advance: (1-3 or 4-5 or 6)
Orders
During the Next Activation Phase Units on Foot Do Not Reduce Their Movement in Uneven or Dangerous Terrain.
If a 6 is Used Reroll the Dice and Add it to the Pool.
"Primarch-Progenitor, to your glory and the glory of Him on earth!"
Imperial Fists
Army Special Rule
Bolstered Defences: The Imperial Fists are the Masters of Fortifications and Defences, haivng been charged with fortifying Holy Terra itself. Friendly units within VS of the hero count as being in one lever of cover better than they are.
Replace the “Counter Tactics” and “Objective Secured” Adeptus Astartes Abilities with the Following
With a plentiful supply of ammunition and the strength to control a Boltgun the Imperial Fists can decimate the foe with pinpoint accurate fire
Rapid Fire (1-3 and 1-3)
Shooting
The Selected Unit may double their attack dice when making a shooting attack. After resolving the attack gain two fatigue.
When the enemy forms ranks the Imperial Fists punch holes in the formation with an iron will
Siege Breakers (1-3)
Melee
If the enemy closed ranks increase your armour by 1 and reduce their armour by 1.
Otherwise gain three attack dice.
Gain One Fatigue
Victorus aut Mortis (victory or death)!
Raven Guard
Army Special Rule
From the Shadows: The Hero may not be targeted with shooting attacks from more than M away
From unseen placed shots ring out and slay the enemy without them ever being able to idenfy the shooter
Masters of Ambush (1-3 or 4-5)
Activation
Choose a Friendly Unit. Each Enemy Unit within S of the Unit must Roll a D6. If the roll is higher than their armour they suffer a casualty.
From the shadows come the Raven Guard, slaying without pity or mercy before seeking the shadow’s embrace once again
Strike from the Shadows (6)
Orders
Until the Start of Your Next Turn no Unit May Charge or Shoot at a Unit more than M Away at the Start of the Charge or Shooting Attack.
Grey Knights
Warlord – Choose One
Power Armour – Free
Armour – 5 (5)
Aggression 8
May Take a Great Weapon
Terminator Armour – 1 Point
Armour 5 (5)
Aggression 8
May Take a Great Weapon
And Gains
Imposing Presence, Slow, Resilience (2)
Elite of the Elite: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.
Hearthguard
Grey Knight Terminator – Saga Dice 1 – Bi-Pedal Creature – 1 Point
Armour 5 (5)
Aggression 8 (4)
Weapon Range M: Bolter
May Take a Great Weapon
Imposing Presence, Slow, Resilience (2)
Elite of the Elite: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.
Warriors
Grey Knight Marines – Bipedal Creature, Purchase as Normal for Creatures
With the Following Changes:
Armour 5 (5)
Aggression 4 (4)
Bolter.
May Take a Great Weapon
Bolter: Range L. When fired at Non Creatures Add One Dice per Model Firing.
Levy – The Emperor’s Elite do not use Levy
Daemonhunters: The Grey Knights are Daemonhunters not merely the errand boys of the Ordo Malleus and will take the field only to exterminate the vile servants of the enemy.
A Grey Knight Player must provide his enemy with a single unit of either Plaguebearers of Nurgle, Daemonettes of Slaanesh, Horrors of Tzeentch or Bloodletters of Khorne that count as a Warrior Unit and do not cost the opponent any points.
The Aegis: Grey Knights wear armour covered in Wards of protection to ward off the psychic powers of the enemy.
Roll a D6 for each Grey Knight Unit effected by an enemy spell, on a 5+ it is resolved at the lowest power level against that unit or if it was cast at the lowest power level has no effect on the unit.
A Brotherhood of Psykers: The Grey Knights are Psykers to a man but do not harness their raw power as one would expect. Rather they focus their power through a single source and amplify that sources potential.
A Warband of Grey Knights must always pay the points for a Sorcerer but instead of taking a separate Model must give their Warlord the Magic Special rule. He will generate two magic Dice. So a Warband led by a Grey Knights Sorcerer Warlord would Generate 3 Magic Dice.
Additionally a Grey Knights Sorcerer or Warlord knows all the spells from the Domain of Light and cannot choose from any other.
When Rolling on the misuse of power Chart Change for a Warlord Sorcerer Change the Two Result to Read
“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within S on a 4 or more they suffer a casualty”
and Twelve to Read
“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within M on a 4 or more they suffer a Fatigue”
"We are warriors of the Grey Knights, armored in Faith, shielded by Devotion, and armed with Purity of Purpose. But greater even than these, we carry the light of the divine Emperor of Man into the dark places to purge the daemonic wherever it may be found."
By focusing their Psychic Might into their Hands the Brothers of the Grey Knights add the Emperor’s own strength to their blows
Hammerhand (1-3, 4-5 or 6)
Melee
Gain Two Attack Dice
Gain Four if a 6 was used.
By filling the very air with crackling, purifying Psychic energy the Grey Knights can drain the energy of their foes before they have even made contact
Psychic Assault (4-5 or 6)
Orders/Reaction
The First unit activated during the next activation phase will take a fatigue at the start of it’s activation.
If you used a 6 then this applies to the first 2 Units.
The Grey Knights are capable of erecting powerful psychic barriers to guard their bodies and souls from the servants of the great enemy
Sanctuary (1-3 or 6)
Shooting/Reaction
Gain Four Defence Dice
The Brothers of the Grey Knights have no doubt whatsoever that the God Emperor of Mankind shall aid them in their Holy work that they do in his name
Faith in the Emperor (1-3, 4-5 or 6)
Orders
Until the End of the Turn, each time your opponent uses a fatigue from one of your units, roll one of your Saga Dice and place it on your combat bonus.
If you used a 6 place it on the combat bonus as a 6 rather than rolling.
Calling upon the Emperor to be his eyes a Brother can find weaknesses in a target unseen to even the enhanced eyes of an Astartes
Astral Aim (4-5 or 6)
Shooting
Discard all Attack Dice.
Until the end of the turn all attack dice rolled in a shooting attack against the target unit receive a +1 bonus.
Hit with a blunt, powerful wave of Psychic energy the foe finds themselves unable to muster a proper defence
Banishment (1-3 + 4-5)
Shooting
Activate the Unit to perform a shooting attack.
No Saga abilities or Extra defence dice may be used by the enemy
OR
The target unit gains a fatigue at the end of the shooting attack
With a prayer to the Emperor a portal into the Warp itself is opened and the brother suddenly appears in the midst of the foe, were he not immaculately pure of spirit his soul would surely be destroyed by his journey
Gate of Infinity (1-3 or 4-5)
Activation
Make a Range L move with the chosen unit ignoring all terrain of any kind including impassable terrain and all models from any force.
You may not end this move in impassable terrain or within S of an enemy unit.
Gain one Fatigue, gain an extra fatigue if the move is finished within M of an enemy unit.
Those who face the Grey knights find their minds screaming in pain and unable to concentrate on even the most basic of tasks
Psychic Barrage (6)
Melee or Shooting/Reaction
The SAGA abilities step of this melee or shooting ends immediately.
With an unspoken word flames erupt from the Astartes setting his ammunition ablaze with holy fire and sheathing his sword in purifying flames
Cleansing Flame (1-3 or 4-5)
Shooting or Melee
Gain Two Attack Dice
The enemy takes an additional automatic for each point of fatigue it has.
To face the true enemy of all mankind is to face evil incarnate, the elite of the Grey Knights must be able to call on every ounce of their strength to combat such might foes as Greater Daemon’s or their foul Daemon prince kin and there is no better way to channel that power than with a humble, holy war cry
For the Emperor! (4-5 + 6)
Activation
Activate your Warlord for a Charge that generates no fatigue.
During the following melee, they get 4 bonus attack dice and gain One Resilience level
"One unbreakable shield against the coming darkness, One last blade forged in defiance of fate, Let them be my legacy to the galaxy I conquered, And my final gift to the species I failed." – God-Emperor of Mankind
Special Rules
Army Special Rule
Brotherhood Champion: While in Melee the Brotherhood Champion may reallocate his Attack and Defence Dice as he see’s fit but must always have at least one in each.
Purifier – Hearthguard – Single Bi-Pedal Creature – 1 Point – One Model Per Army
With the Following Changes:
Armour 5 (5)
Aggression 4 (4)
Bolter
May Take a Great Weapon
Bolter: Range L. When fired at Non Creatures Add One Dice per Model Firing.
Brotherhood Champion
Burn the Heretic: The Purifier adds a single magic Dice to the pool and can cast the “Burning” Spell from the Magic Section of the SAGA Age of magic Rulebook. If he abuses his power he will roll on the normal table not the Grey Knight Modified table.
Utterly Pure: Enemies that end their turn within S of a Purifier gain a point of fatigue or suffer a casualty if they are exhausted.
Purifying Flame: A Purifier can choose one of the following to apply for the turn.
Either
Gain a temporary pool of Two Attack Dice that can be used at any time during the turn
or
Re-Roll all 1’s when attacking.
“We do not know what our chances of survival are, so we fight as if they were zero. We do not know what we are facing, so we fight as if it was the dark gods themselves. No one will remember us now and we may never be buried beneath Titan, so we will build our own memorial here. The Chapter might lose us and the Imperium might never know we existed, but the Enemy — the Enemy will know. The Enemy will remember. We will hurt it so badly that it will never forget us until the stars burn out and the Emperor vanquishes it at the end of time. When Chaos is dying, its last thought will be of us. That is our memorial — carved into the heart of Chaos. We cannot lose, Grey Knights. We have already won." - Justicar Alaric
Work so Far
Now all that’s left to do is the Imperials
- Sisters of Battle
- Adeptus Custodes
- Dark Angels
- Space Wolves
- Black Templars
- Adeptus Mechanicus (this will be one board with two variants one for loyal the other chaos)
- Deathwatch
- Greyknights
- Inquisition
I’ll try and get the Astartes Chapters done by the end of the week
Tzeentch
Here is the First Draft for the Mortal and Daemonic Followers of Slaanesh
Quick Note. Where a Unit says - One Per Army - That means One Unit Per Army of Any Size Unless Otherwise Specified.
Warlord
Armour – 5 (5)
Aggression 8
Hearthguard
Exalted Horrors of Tzeentch
Armour 5 (5)
Aggression 1 (2)
Chaos Marines – Bipedal Creature, Purchase as normal for Creatures
With the Following Changes
Armour 5 (5)
Must Choose One Weapon
Close Combat: Aggression 5 (0)
Bolter: Aggression 4 (4) but Reduces Armour to 5 (4).
Bolter: Range L. When fired at Non Creatures Add One Dice per Model Firing.
Warriors
Horrors of Tzeentch
Armour 4 (4)
Aggression ½ / (1)
Levy
Cultists
Melee
Armour 3 (3)
Aggression ½
Ranged
Armour 3 (3)
Aggression 1/3 (½)
Lord of Change: Tzeentch is the lord of Change and revels in complex schemes and carefully executed Chaos. He is also a master of Sorcery and gives his secrets to those followers who can earn them.
A Warband of Tzeentch must always contain a Sorcerer or can pay the points for a Sorcerer but instead give their Warlord the Magic Special rule. If a Warlord is a Sorcerer he will generate two magic Dice. So a Warband led by a Tzeentch Sorcerer Warlord would Generate 3 Magic Dice.
Additionally a Tzeentch Sorcerer Warlord can choose to either pick three spells for any of the Lore’s of magic or all the Spells from a single Lore.
When Rolling on the misuse of power Chart Change for a Warlord Sorcerer Change the Two Result to Read
“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within S on a 4 or more they suffer a casualty”
and Twelve to Read
“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within M on a 4 or more they suffer a Fatigue”
"A Sorcerer is never late my good sir, nor is he early he arrives precisely when he means to" - Ancient Terran Saying
While a Blow may appear to strike the foe in reality Tzeentch guides the force of the stroke to a nearby foe leaving the intended target utterly bewildered
Trickery of Tzeentch (6)
Melee
Choose an Enemy Unit within M of the melee (not a Hero)
The First Two casualties you inflict must be removed from the chosen unit not the one you are fighting.
As the Followers of Tzeentch tire so do they grow stronger as their fatigue is transformed into potential strength
Tireless Change (1-3 or 4-5 or 6)
Orders
Until the end of the Turn, each time your opponent uses a fatigue from one of your units, roll one of your available Saga Dice and place it on your Combat Bonus.
If you use a 6, place the any side up rather than rolling.
One moment a group of warriors are charging the enemy the next the entire battle has changed while they stood motionless in time
Frozen in Time (1-3 or 4-5)
Activation/Reaction
Trigger this ability after the resolution of the unit’s charge, movement or shooting activation.
This unit may not be activated again this turn.
The many and interweaved plans of Tzeentch form a dense tapestry of fate itself that unravels just as the Lord of Change always planned, those which do not can quickly be corrected
Just as Planned (1-3, 4-5 or 6)
Orders
Turn One of Your inactive SAGA dice to show a face of your choice.
OR
Re-roll as many of your SAGA Dice as you want.
If a 6 is used resolve both effects.
Tzeentch sends warp flames to lick the very souls of the enemy, they burn the fabric of reality itself and make any resistance impossible
Flames of Tzeentch (1-3)
Activation
Activate a Unit to Shoot
During this shooting attack your unit gains two attack dice and the enemy may not use Saga Abilities or extra Defence Dice.
With a mere though Tzeentch can cloud the minds of mere mortals and cast their every decision into doubt
Warp Trickery (6)
Melee or Shooting/Reaction
The Saga Abilities step of this melee or shooting ends immediately.
The followers of Tzeentch can freely trade between defence and offensive actions with contemptuous ease
Change Made Manifest (1-3 or 4-5)
Melee or Shooting
Discard Two Attack or Defence Dice and Gain Four of the Opposite type.
The Fates of all are set in stone but the fates are not tied to the mortals that currently hold them
Fate Swap (1-3 + 6)
Activation
Choose a Friendly Unit and make a range M move then choose an enemy unit with at least a single point of Fatigue.
Swap the two units fatigue.
With a slight tug the plans of the foe become impossible to execute, grenades fail to detonate, battle cries turn to wimpers and shouted orders are lost to the winds of time
Tugging the Thread of Fate (1-3 + 4-5)
Orders
Select an Ability on your opponents Battleboard, this ability cannot be activated until the start of your next turn.
Tzeentch sends a wave of pure Warp Energy across the battlefield that brings on changes of every kind, tree’s grow tentacles, horns sprout from skulls and the armoured parts of the enemy becomes his greatest weak points
Wave of Change (6 + 6)
Melee or Shooting
Roll a die for each figure in your unit. Gain 1 attack and 1 defence dice for each result which is lower than your enemies armour.
"The path of Change is a twisted one indeed..."
Special Rules
Army Special Rule
Champion of Change: A Hero with this rule acts as a focal point for a sorcerer. A Sorcerer can cast spells treating this model as the caster, if the Champion of Change is not exhausted, however if an Abuse of Power occurs the hero will take enough Fatigue to become exhausted and the initial caster will roll on the chart as normal.
Thousand Sons Rubric Marines – Hearthguard – Creatures – 1 per Army
Armour 5 (5)
Aggression 4 (3)
Bolters
Cabal of Sorcerers: This unit can cast a single spell from any lore of magic. It does not generate any Magic Dice. Abuses of power effect a single model in the unit.
Screamers of Tzeentch – 1 Point – Hearthguard – 1 per Army
Armour 4 (4)
Aggression 1 ½
Cavalry, Flight
Screaming Wake: A Screamer of Tzeentch can make a special range L move which can move over enemy units and terrain. Any enemy unit moved over this way take a fatigue.
Apostle of Tzeentch – Saga Dice 1 – Lieutenant Variant
Armour 5 (5)
Aggression 4 (2)
Determination, Resilience (1), Loyal, Protector, Vision, Champion of Change
May Take a Heavy Weapon in which Case his Armour will be 4 (5)
Terminator of Tzeentch or Mutilator – Saga Dice 1 – Bi-Pedal Creature
Armour 5 (5)
Aggression 8
Imposing Presence, Slow, Resilience (2), Loyal
Veteran of the Long War: When the Terminator or Mutilator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.
Blue Horrors of Tzeentch – 1 Point – Levy
Armour 2 (2)
Aggression 1/3 / (1/3)
Cackling Fiends: The Blue Horrors cackle maniacally and infuriatingly in battle. Each enemy unit that could shoot at a unit of Blue horrors but elects not to must discard a single attack dice from their pool.
“The manipulations of Tzeentch are complex, eternal, and endless. Foil one scheme and two more come to fruition, like the severed heads of the fabled hydra. What might seem like failure is but one step on a long and winding path that only those who been have blessed with the insight and power of the Changer of Ways may follow.” - Attributed to Ankhu Anen, Guardian of the Great Library of Prospero
Slaanesh
Here is the First Draft for the Mortal and Daemonic Followers of Slaanesh
Warlord
Armour – 5 (5)
Aggression 8
Hearthguard
Exalted Daemonettes
Armour 5 (5)
Aggression 3 (0)
Chaos Marine – Bipedal Creature, Purchase as normal for Creatures
With the Following Changes
Armour 5 (5)
Must Choose One Weapon
Close Combat. Aggression 5 (0)
Bolter. Aggression 4 (4) but Reduces Armour to 5 (4).
Bolter: Bow with Range L that suffers no penalties. When fired at Non Creatures Add One Dice per Model Firing.
Warriors
Daemonettes
Armour 4 (4)
Aggression 1 (0)
Levy
Cultists
Close Combat
Armour 3 (3)
Aggression ½
Ranged
Armour 3 (3)
Aggression 1/3 (½)
Prince of Excess: Slaanesh is the prince of Excess and Depravity and rewards those that embrace those ideals.
Some SAGA Abilities will reward the player with Pleasure Points which are added to the Pleasure Pool. These then give you Pleasure Tokens on a depreciating scale shown below.
Slaanesh drives it’s followers to more excess, more depravity and with each step down the path of damnation more is required to feel pleasure which is represented with the diminishing returns.
Each Yellow Number reached adds a Pleasure Token to the Pool.
"Embrace your hunger, your lust, your desire. The universe is ours for the taking!" - Slaanesh
It is not merely the killing that stimulates the sense but relishing each second of it, each bullet impact or blade cut must be perfect
Savor the Kill (1-3, 4-5 or 6)
Melee or Shooting
Perform the attack as normal but only a single enemy model may be removed as a casualty regardless of how much damage is done.
Instead for each unsaved hit that would result in a model being removed from the unit gain Two Pleasure Points.
In a fit of Passion the followers of the Prince of Excess lose themselves in utter, if temporary, bliss
Unbridled Excess (1-3 and 4-5)
Melee or Melee/Reaction
Add your current Pleasure Tokens to your attack pool.
Discard half your Pleasure Points.
In order to be perfect and truly savor the moment of completion a warrior must first act swiftly and with single minded purpose
Supernatural Speed (1-3 or 6)
Activation
Activate units equal to half your Pleasure Tokens to move, shoot or attack, this does not count as an action for fatigue purposes.
Discard half your Pleasure Points unless a 6 was used.
On Istvaan V during the Dropsite Massacre of the Horus heresy Emperor’s Children were slaughtered by Lightning Claw wielding Raven Guard, they did nothing to resist as they were so caught up in the pain and the pleasure of the experience.
Lost in the Experience (1-3 or 4-5)
Melee
Discard all defence dice but 1.
Gain One Pleasure Point for each Model slain or Two Each if either Unit was wiped out.
Self Indulgence (1-3 or 4-5)
Activation
Choose a Friendly Unit, they can gain fatigue up to their exhaustion level. Add twice as many Pleasure Points as Fatigue taken.
Battle invigorates the soul, or rather the many flawless sword strokes, prefect head shots and emotional excess do
The Invigoration of Battle (6)
Orders
Until the start of the next turn each time any unit looses more than three models all Friendly units within L lose a single point of fatigue.
To see the Follows of Slaanesh up close requires a strong Constitution and even stronger self control
Depravity Made Manifest (1-3 + 1-3)
Melee or Melee/Reaction
Select an enemy unit in melee and force them to discard attack dice equal to your Pleasure Tokens
OR
Select a Friendly Unit in melee, they get a +1 on all dice this combat.
Your Opponent Decides.
No matter what the Slaanesh unit gains an extra point of fatigue.
To take aim at the followers of Slaanesh is to receive but a taste of their full glory and depravity before the trigger is pulled
Just a Taste (1-3 or 4-5)
Shooting/Reaction
Gain Two Defence Dice
At the End of the Shooting Attack the attacking unit takes as many fatigue as your unit has.
Occasionally the Followers of Slaanesh may become fixated on the sheer scale of the excess and perfection surrounding them and fall into a pleasure trance that makes them useless to their leaders but gives off an aura that drives their comrades on even further than any drug
Lost in Pleasure (1-3, 4-5 or 6)
Melee
Remove 1-3 Warriors or Hearthguard Models from the unit.
Gain Three Attack Dice for each model removed (4 each if you used a 6).
The Music of Slaanesh was enough to corrupt an entire Legion of the Emperor’s Children and their Primarch, now that same music accompanies them into battle, played by twisted daemons and horrendously mutated Noise marines
The Perfect Chorus (6 + 6)
Orders
Until the End of the Turn
The Melee Armour of ALL Units is reduced by 1.
All your Charges are Free Activations
“Lost in Pleasure” becomes a Basic Saga Ability.
Take care, lest your protests grow tiresome. I have asked for so little! Anyone would think that I have asked you to sacrifice yourselves and your sons! And yet, in Slaanesh's boundless and pleasing mercy, I have asked only for your daughters. Surely you would not deny me my small enjoyments? - Tyrell, Renegade Lord of Arden IX
Special Rules
Army Special Rule
Envoy of Slaanesh: Units within VS of an Envoy of Slaanesh add S to all Charge and Movement Ranges to a maximum of L.
Noise Marines – Hearthguard – Creatures – 1 per Army
Armour 5 (5)
Aggression 4 (3)
Sonic Weapons: Sonic Weapons have two profiles either:
A Range of L. For each 6 Rolled to hit add one point of fatigue to the target unit.
OR
A Range of VS. Add +1 to all to hit rolls and the target unit cannot use SAGA Abilities for this shooting attack.
Seekers of Slaanesh – 1 Point – Hearthguard One Per Army
Armour 5(4)
Aggression 2
Cavalry
Exhilaration of the Hunt: If their move takes them within M of an enemy unit Seekers of Slaanesh can remove a single point of fatigue.
Apostle of Slaanesh – Saga Dice 1 – Lieutenant Variant
Armour 5 (5)
Aggression 4 (2)
Determination, Resilience (1), Loyal, Protector, Vision, Envoy of Slaanesh
May Take a Heavy Weapon in which Case his Armour will be 4 (5)
Terminator of Slaanesh or Mutilator – Saga Dice 1 – Bi-Pedal Creature
Armour 5 (5)
Aggression 8
Imposing Presence, Slow, Resilience (2), Loyal
Veteran of the Long War: When the Terminator or Mutilator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.
Long shall be your suffering. Joyous be your pain. - Asteroth, Daemon Prince of Slaanesh
Khorne
Here is the First Draft for the Mortal and Daemonic Followers of Khorne
Warlord
Armour – 5 (5)
Aggression 8
Hearthguard
Exalted Bloodletters
Armour 5 (5)
Aggression 3 (0)
Khorne Beserkers – Bipedal Creature, Purchase as normal for Creatures
Armour 5 (5)
Aggression 6 (0)
Warriors
Bloodletters
Armour 4 (4)
Aggression 1 (0)
Levy
Cultists
Armour 3 (3)
Aggression ½
The Shield of Khorne: Khorne despises the Witch or Sorcerer and protects those who spill blood in his name from their foul ways.
Khorne Warbands may not include Spell Casters of any kind.
Whenever a sorcerer rolls on the abuse of power chart the Khorne player can choose to make them re-roll one or both dice.
Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! -
Full Disclosure this Battle Board is simply the Jomsviking one, but it was just so good I had to use it. The Appeal to the Gods, Combat Bonus and Fury of the pagans Rules are as normal but are renamed.
With each Sacrifice to Khorne his Followers gain even more vigor
Appeal to the Blood God (4-5)
Activation
Spend 1-3 Wrath Tokens. For each token spent, take 1 of your availiable Saga dice, roll it and place it on your battleboard.
When asked Khorne shall answer, he may not always give you what you asked for but he cares not, his gifts shall always help you kill in his name
Combat Bonus
Melee, Shooting or Shooting/Reaction
Gain 2 Dice (your choice of either attack or defence dice).
OR 1 Wrath Token your opponent chooses which.
Khorne’s Rage is never ending and when this leeches into Real Space his followers bathe in it’s power
Fury of the Blood God
Activation
Activate Three of your units, each can be cancelled by your opponent if they give you a wrath token.
The battlefield feels a taste of Khorne’s wrath which causes the enemy to falter and his followers to even greater acts of violence
Wrath of Khorne (6)
Activation/Reaction
Trigger this ability after an Activation Saga ability has been triggered, but before it is resolved.
The Saga Ability is cancelled
OR
Gain 4 Wrath Tokens, your opponent chooses which.
Blood Rains from the Sky coating the followers of the Blood God refreshing them to continue the slaughter
Rain of Blood (4-5 or 6)
Activation
Remove a Fatigue from up to 2 units
OR
Gain 2 Wrath Tokens, your opponent chooses which.
Khorne reaches out and gifts his followers with his unholy Brass which binds them in a layer of protection
Brass Armour of Khorne (1-3 or 4-5)
Melee or Shooting/Reaction
Your opponent chooses whether your units armour is increased by 1
OR
Gain Two Wrath Tokens
As Khorne oversee’s the battlefield his gaze lingers momentarily on a man and fills him with unbridled rage
The Glance of Khorne (1-3 or 4-5)
Melee
Spend 1 to 6 Wrath Tokens
For each token spent gain 1 attack or defence dice.
For each dice you gain the opponent must discard a dice of the same type.
A Pillar of Blood springs from the earth beneath the feet of the foe and showers the battlefield with blood
A Pillar of Blood (1-3, 4-5 or 6)
Activation
Resolve a Shooting Attack (counts as aggression (1)) against an enemy unit with 3 bonus dice
OR
Gain two Wrath tokens – your opponent chooses which.
No Saga Abilities can be triggered during the resolution of this shooting attack.
Khorne Demands a mere two things from his followers, Blood for the Blood God and Skulls for the Skull Throne
Skulls for the Skull Throne (1-3, 4-5 or 6)
Melee or Shooting/Reaction
Gain 3 attack or defence dice
OR
Gain 2 Wrath Tokens – your opponent chooses which
If you used a 6 resolve it a second time.
Khorne Grants a select few a modicum of his strength so that they may repay the favour with blood and skulls
Strength of Khorne (4-5 or 6)
Melee
Spend 1 to 6 Wrath Tokens
For each token spent, you may re-roll 2 dice during this melee. Each re-roll allows you to re-roll one attack or defence dice.
Khorne Reaches out and smites the foe, protecting his followers and spilling more blood
Axe of the Blood God (6)
Melee
Hero or Bi-Pedal or Larger
Spend 1 to 4 Wrath Tokens
For each token spent, inflict an extra hit on the enemy unit
OR
Cancel a casualty suffered by your unit (all tokens must be spent on the same effect).
The Followers of the Blood God throw their Brass Axes in a Frenzy as they charge the foe
Song of Brass Axes (1-3)
Activation
Spend 1 to 6 Wrath Tokens
Activate that many friendly units to move. They count as being armed with Javelins during this activation. Anyone without a ranged aggression value counts as aggression (1).
Khorne shall reward greatly those who shed bloody in his name and grant them greater gifts than any mortal can even fathom so that they may shed even more blood and claim yet more skull in his name
Blood for the Blood God (4-5 + 6)
Orders
Spend 6 Wrath Tokens
Until the start of your next turn, all your units have an armour value of 6 against melee or shooting attacks and your opponent cannot choose to make you gain Wrath tokens.
Blood for the Primarch! Skulls for the Twelfth Legion! - Battle Cry of teh 12th legion Astartes the "World Eaters" Prior to the Horus Heresy
Special Rules
Army Special Rule
Envoy of Khorne: Gain a Wrath Token whenever this unit fights in a Melee.
Terminator of Khorne or Mutilator – Saga Dice 1 – Bi-Pedal Creature
Armour 5 (5)
Aggression 8
Imposing Presence, Slow, Resilience (2), Loyal
Veteran of the Long War: When the Terminator or Mutilator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.
Apostle of Khorne – Saga Dice 1 – Lieutenant Variant
Armour 5 (5)
Aggression 4 (2)
Determination, Resilience (1), Loyal, Protector, Vision, Envoy of Khorne
May Take a Heavy Weapon in which Case his Armour will be 4 (5)
Flesh Hounds of Khorne – Saga Dice 1 – Hearthguard – 1 Per Army
Armour 5 (4)
Aggression 3
Counts as Cavalry
Brass Collars: This unit cannot be effected by any spells of any kind.
Stand forth, Servant. The Sword you carry has been smelted in the heat of your anger, forged upon your desire, tempered in your hate, quenched in your soul, polished with your loyalty, furnished with your bones and skin, tested in your hand, and borne in my name. You Slave, are mine, as much as the Blade
Daemons of Nurgle
For the Nurgle Battle Board just use the one in this Project for both Mortals and Daemons or a Combination of the Two
Additions to the Nurgle Force
Exalted Plaguebearers – 1 Point – Hearthguard
Armour 5 (5)
Aggression 3 (0)
Shamblers: Exalted Plaguebearers have a Move and Charge of S
Plague Ridden Forms: Exalted Plaguebearers of Nurgle inhabit decrepit forms that can shrug off the blows of the enemy. In each combat involving an Exalted Plaguebearer unit, before attacks are made against them, your opponent must roll all his attack dice. Any results of 1 are discarded and may not be used this melee.
Plaguebearers of Nurgle – 1 Point – Warriors
Armour 4 (4)
Aggression 1 (0)
Shamblers: Plaguebearers have a Move and Charge of S
Plague Ridden Forms: Plaguebearers of Nurgle inhabit decrepit forms that can shrug off the blows of the enemy. In each combat involving a Plaguebearer unit, before attacks are made against them, your opponent must roll all his attack dice. Any results of 1 are discarded and may not be used this melee.
Genestealer Cult
Here is the First Draft of the Genestealer Cult
Warlord
Armour – 5 (5)
Aggression 8
Unquestioning Loyalty: When a Genestealer Cult Warlord is the target of a shooting attack check to see if a friendly Warrior or levy unit is within S. If such a unit is within range the Genestealer Cult player may elect to have them become the new target of the attack, on a 4+ the Warlord takes a point of fatigue and the hit is resolved against the chosen unit instead.
Cult Psyker: The leaders of Genestealer Cults are powerful Psykers but manifesting their great power means exerting less direct control and is done with great preparation.
This is the magic Rule from the Age of Magic Rulebook but the Warlord cannot cast spells unless a Battleboard Ability says they can.
Hearthguard – Purestrain Genestealers
Armour 5 (5)
Aggression 3 (0)
Warriors – Acolyte & Neophyte Hybrids (Neophyte’s can be either Warriors or Levy but cannot be mixed without a clear distinction between the two)
Acolyte’s
Armour 4 (4)
Aggression 1 ½ / (½)
Weapon Range M
Neophyte Hybrid’s
Armour 4 (4)
Aggression 1 (1)
Levy – Neophyte Hybrid’s
Armour 3 (3)
Aggression ½ / (½)
Cult Ambush
Before the Game Starts a single unit of Warriors or Levy (of any legal size) may be hidden in a piece of terrain. Leave them off the table until you wish to launch the ambush.
At the end of any turn you may reveal the Ambushers, place them within M of the piece of terrain and give them two fatigue.
If an enemy unit occupies the piece of terrain where the Cultists are hiding immediately place them on the table with two points of fatigue and fight a round of melee. The Cultist player may not use any Battleboard abilities or use the enemies fatigue in this combat.
"In the sunless body of our Hive, the flock of the faithful grows. We are guided by our Great Father's sacred vision, protected by his loving hands. Within these holy shadows we dwell, while the impure bathe in spire-top starlight. And what lies between those stars? What sails beyond those distant suns? Shrouded in night, borne within that eternal black: Our redeemers, our Gods -- truer than the silent, long-dead Emperor -- the Children of the Void. We hear them in our dreams, we feel them in our blood. They call and we will answer. We will rise and claim the engines of labour that have bound us in servitude. This world will burn. It will be cleansed, purified, made ready, and the Heavens will deliver our reward!" - Unknown Genestealer Cult Magus
The Cult possess a form of collective consciousness that the leaders can tap into and organise large scale maneuvers
Collective Consciousness (1-3, 4-5 or 6)
Activation
Activate all Warrior and Levy Units and make a range M move with them.
Gain one fatigue on each unit that moved.
If a 6 is used do not gain any fatigue.
The Cult Patriarch is the physical embodiment of everything the Cult believes in and desires, when he takes t the field of battle the Cult fights even harder to defend their Messiah
Will of the Patriarch (1-3 + 1-3)
Orders
Warlord Only
Remove a Fatigue from each unit within M of the Warlord
With the mere hint from the Cult Leaders their followers will disregard all sense of moderation and charge the enemy with near supernatural speed.
Furious Charge (1-3 + 4-5)
Activation
Activate a Unit to Charge, the range of their charge is increased to M+S.
Gain Two attack dice in the following Melee or Four if the enemy was more than M away.
No matter the Cult they all must live in utter secrecy from the outside world and this usually means in areas of rough and inhospitable terrain which they quickly learn to cross with ease
Experienced Scramblers (1-3 or 4-5)
Activation
Select a friendly unit, they make make a Range M+S Move that ignores the effects of all terrain except Impassable terrain.
This move may be used to travel vertically but may not end on a vertical surface.
Even the most inconspicuous of Cultists possess some kind of natural weapons whether they’re a hidden third arm or a layer of chitin under their skin that makes their punches feel like hammer blows
Tooth and Claw (1-3 or 6)
Melee
Gain One Attack and One Defence Dice
If the Unit contains more than 10 models or is a Warlord gain Two Attack and Two Defence Dice.
The Cult comes before all other things imaginable, if a Cultist must die for his Cult he will do so without the idea of hesitation even entering his mind
For the Good of the Many (4-5 + 4-5)
Shooting or Melee/Reaction
Remove Up to three Models from the unit (Levy count as half) and gain two defence dice for each model removed in this way.
A timely reminder from a leader can redouble all belief in the Cult and drive the Cultists to shrug off wounds that would have previously crippled them
Zealous Devotion (1-3 or 4-5)
Shooting/Reaction
Put a fatigue marker on your unit to increase it’s armour by 2.
When the Brood leader prepares to unleash his Psychic might he is well guarded and raises Psychic barriers to clear his mind and shield his form from the bullets and knives of the foe
Exhaulted Leader of the Brood (6 + 6)
Activation
Warlord Only
Remove all Fatigue from your Warlord.
His Armour increases to 6 (6) until the start of your next turn.
You may not activate you Warlord again this turn except to cast spells.
Until the end of your turn your Warlord can use Spells.
Our Princes will Lead us, Their Blood, purified by our Devotion. They Hear the Call from Beyond the Stars and they will Lead us to Deliverance. The Day of Reckoning is at Hand
The Eagle Eyed Among you will have noticed that the Genestealer Cults have only 8 SAGA Abilities rather than the Usual 10.
Genestealer Cults can be roughly split down into Four Major Types. if anyone can think of any other major types they’d like to see comment below and I’ll see what I can do. These are designed to add a little flavour to the list rather than a total overhaul.
The Hive Cult
The Hive Cult – The Hive Cult’s are those who have emerged from the sprawling Hive’s of the Imperium. They are the Bureaucrats, menials and workers who take up arms to fight for the Cult.
A Mining Cult gains the “At Home in a Hive” and “Masters of Concealment” Battleboard Abilities
Cover is no protection again Cultists who have spent their entire existence in the claustrophobic confines of a hive where shooting at targets in cover is the norm.
At Home in a Hive (1-3 or 4-5)
Shooting
Activate a Unit to shoot. The enemy do not gain any bonus’s from cover.
If the enemy is not in cover instead gain two attack dice.
Living among so many people forces Hive Cults to be even more secretive and as such they develop a keen ability to move and strike unseen
Masters of Concealment (4-5 + 6)
Activation
Your Unit in Ambush is immediately placed on the table and may make a shooting attack or charge, no fatigue is placed on this unit.
An enemy unit that takes any casualties from this ability also takes a point of fatigue.
If no unit is in ambush then choose two enemy units within M, they both gain a fatigue.
The Mining Cult
The Mining Cult – The Cults that emerge in the mining world and communities of the Imperium are experts at moving over terrain and stockpile large arsenals of everything from simple blasting sticks to earthshaking mining charges.
A Mining Cult gains the “Hidden Explosives” and “Masters of Movement” Battleboard Abilities
Mining Installations of the 41st Millennium use so much explosives that a stick here or a detonation charge there does not even register, with stealth, bribes and a few decades a Cult can amass quite the arsenal.
Hidden Explosives (1-3 or 4-5)
Shooting or Melee
If shooting at a target within M your attack dice get a +1 bonus.
If in melee you can re-roll 4 attack dice but if the re-rolled dice is a ‘1’ then the unit using the explosives takes an automatic hit.
Those who dwell permanently underground amid the crags and rubble heaps are the true and unrivaled masters of movement in such environments
Masters of Movement (4-5 and 6)
Orders
Until the end of your turn all your units treat rough and dangerous terrain as open terrain.
The Ganger Cult
The Ganger Cult – The Cults that grow among the Gangs of an under hive or feral world are truly dangerous as they combine a culture of absolute violence with the mindless obedience of the Cult.
Ganger Cults have the “Despicably Dirty Fighters” and “Thunderous Charge” Battle Board Abilities
The Ganger Cultists have adopted the cunning of their Gang opponents in the under, they will wait and look for an opportunity to throw dirt in someones face or trip them before truly committing themselves to the melee
Despicably Dirty Fighters (4-5)
Melee
Reduce your armour by 1 and discard three attack dice.
Each of your opponents attack dice that does not score a hit adds an automatic hit to the hits you inflict on them.
When the Bikes of a Ganger Cult go to War their engines are amplified to intimidate the foe, on their thundering steeds the Bikers surge forward with a common purpose unheard of in the Under Hive.
Thunderous Charge (4-5 + 4-5)
Activation
Activate all your mounted units to move or charge.
Units which engage in melee using this activation get 2 bonus attack dice.
The Military Cult
The Military Cult – The Cults that infest the local PDF forces are perhaps the most destabilising. When the fighting starts the people instinctively turn to those sworn to protect them and find only the smoking barrels of lasguns and a autoguns.
Military Cults gain the “Seeds of Doubt” and “Traitors Within” Battleboard Abilities
Once the first PDF unit has turned the seeds of doubt are sewn across the planet, no man can be sure that the man men around them are not the foe and will scrutinise their allies every move
Seeds of Doubt (4-5 or 6)
Activation/Reaction
Trigger this ability after the resolution of an enemy rest action.
Place a fatigue on another unit within M of the unit which rested.
You may place fatigue on Two units if a 6 was used.
One or Two Cultists in an otherwise Loyal unit can spread chaos and confusion among the chain of command, men ordered to fire suddenly find themselves told to halt and a charge that would have ended with many dead cultists finds itself halted in it’s tracks by an anonymous man in a PDF Officer’s uniform
Traitors Within (6)
Activation/Reaction
If the targeted Unit is activated to charge or shoot and has one or more points of fatigue remove a fatigue and cancel the action.
This unit may not be activated again this turn.
We Claim the Weapons of our Oppressors and Turn them into Tools of Righteous War
Special Rules
Army Special Rule
Exalted of the Cult: This hero counts as a Warlord for the ‘Will of the Patriarch’ Ability.
Atalan Jackals – Warriors – 1 Point – 1 Jackal Unit of Any Kind Per Army Unless Ganger Cult
Armour 4 (3)
Aggression 1 (1)
Range M Weapons
Motorcycle: A motorcycle is a horse in all ways.
Veteran Jackals – Hearthguard – 1 Point – 1 Jackal Unit of Any Kind Per Army Unless Ganger Cult
Armour 5 (4)
Aggression 2 (1)
Range M Weapons
Motorcycle
Aberrants – Hearthguard – 1 Point
Armour 4 (4)
Aggression 3
Abominations: At the start of any melee you can decrease your armour by 1 to gain 1 attack and defence dice for each model in the unit.
Inhuman Strength: Such is the sheer strength of an Aberrant that no enemy may close ranks against them.
The Kelermorph – Any Lieutenant Can be a Kelermorph but they do not gain the Faction Special rule
Armour 5 (5)
Aggression 2 (3)
Weapon Range M
Many Armed Gunslinger: This unit may choose to double their shooting attack dice, if they do so gain two fatigue.
Folk Legend of the Cult: Whenever the Kelermorph uses his “Many Armed Gunslinger” special rule remove a point of fatigue from a single friendly unit within M of the Kelermorph.
When you fight Tyranids you face not only those before you on the field of battle but the untold thousands which seek to surround you, which attack your supporting units and destroy your supply lines in perfect synchronicity. - Lieutenant-Colonel Uskra, Imperial Guard 13th/23rd Tiger Lizards
Necrons
Warlord
Armour – 5 (5)
Aggression 8
Hearthguard – Lychguard or Triarch Praetorians
Armour 5 (5)
Aggression 2 (0)
May Take Heavy Weapons
Hearthguard – Or Immortals
Armour 5 (4)
Aggression 1 (2)
Range L Weapon
Warriors – Necron Warriors
Armour 4 (4)
Aggression 1 (1)
Levy – None
Reanimation Protocols: Each Necron can reassemble itself after death and continue to fight on despite suffering grievous bodily injuries.
Keep each Necron casualty aside then at the end of the turn roll a D6 for each. Warriors will return to their unit on a 6 and all others will return to their unit on a 5+. I advise painting a number or symbol on the underside of a models base to identify it’s unit.
Those models which do not return to play are discarded and cannot make any further attempts, they’re dead.
If a unit is wiped out then no rolls can be made. If a unit of Creatures or a single model like a Hero is killed mark their position and make the roll as normal even if their unit is wiped out.
Units which are exhausted or Creatures and Single Model unit who die while exhausted cannot make rolls.
For each model returned to the unit place a fatigue token on the unit, this cannot exhaust the unit and if returning models would cause a unit to become exhausted return as many models as you can and discard the rest. A player can choose not to roll for reanimation protocols but if they do roll must abide by the results. Characters and Single models units return with two extra fatigue.
We are less than cattle to these beings, chattel to be cast aside, consumed or made sport with for their pleasure. There is not one amongst them that would pay heed to a world of Man as I would to an ant on my boot. - Inquisitor Kessel at the Conclave of Eidolon
The Troops of the Necron Lords do not Tire nor Falter
Untiring Advance (1-3, 4-5 or 6)
Activation
Choose One of Warriors, Hearthguard or Other
Activate all units of the chosen class and make a free range S move that does not generate fatigue or count as an activation.
The Gauss Weapons of the Necrons disintegrate their targets on a molecular level, such brutal weapons take their toll on the sanity of any of the victims comrades
Gauss Disintegration (1-3 or 4-5)
Shooting
Choose a Friendly unit and immediately make a shooting attack.
If the attack causes any casualties the enemy gains one fatigue.
The Soulless Husks of the Necrons do not bother showing off in combat but rather kill as efficiently and mindlessly as they can
Soulless Efficiency (1-3)
Activation
Activate a Unit to charge.
During the melee, your unit counts as being the defender and the opponents unit counts as being the attacker.
The Tesla Weapons of the Necrons are Capable of causing violent arcs of energy that further tear their foes apart
Arcing Weapons (4-5 or 6)
Shooting
Gain Three Attack Dice
If a 6 was used also Inflict an extra automatic hit for each 6 or more rolled on your attack dice.
When a Warrior has no regard for his own safety the enemy is in much more danger, the Necrons are the embodiment of such warriors
Reckless Onslaught (4-5 or 6)
Melee
Reduce your armour by one and gain attack and defence dice equal to your new armour value.
If you used a 6 remove one fatigue from a unit.
Many Necron lord’s possess Artifacts of Such Power that they can reanimate their Dead Followers to return and fight on
Resurrection orb (4-5 and 6)
Warlord Only
All units within M of the Warlord will take their Reanimation protocols with a +1 modifier.
In the heat of Combat Necrons are capable of slowing their systems in order to conduct emergency repairs or reinforcement
Emergency Repairs (4-5 or 6)
Shooting/Reaction
Put a fatigue marker on your unit to increase it’s armour by 2 for this attack.
To Fight Death is to fight an inevitability and never is that more obvious than when fighting the Necrons
The Futility of Fighting Death (1-3)
Melee or Shooting/Reaction
All units which roll more than 8 attack dice suffer a fatigue after the entire attack is over and cannot activate again this turn.
In moments of desperation Necron lord can call upon his followers to strengthen their living metal and endure even the most debilitating damage
Protect the Tomb World (6 and 6)
Orders/Reaction
Until the End of the turn all unit’s either have Resilience (2) or improve their Resilience by 1.
The Soulless Husks that are the Necrons possess no capacity to feel either pity or mercy
No Mercy (1-3 and 4-5)
Activation
Activate a Unit to Charge
This unit gets 2 bonus attack dice during the melee or 4 if the enemy was more than M away at the start of the turn.
Despite lacking any kind of self preservation a Necron can still determine that a scenario would be more favorable if they lived through it
Preservation Manoeuvres (1-3 or 4-5)
Melee or Shooting/Reaction
Gain 3 Defence Dice.
They will seek to harvest us at first, for they will be hungry after their long sleep. Then they will turn their efforts to enslaving the survivors. The galaxy will bleed the stench of death into the void, and it will attract the others of their kind. We must choose unity or death. - Maechu, Farseer of Ulthwé
Special Units
Army Special Rule
Living Metal: At the End of the Turn Remove a Point of Fatigue from One Unit within S of the Hero.
Scarabs: Warriors – 1 Point – 4 Bases
Scarabs are Warrior units made up of 4 Models with the following profile
Armour 3 (3)
Aggression 1 (0)
Resilience (2)
Living Shield: Scarabs do not block line of sight or prevent units from firing through them at other units. If an enemy units fires at a Necron unit through a unit of scarabs they suffer a -1 to hit.
Interception: Scarab Unit which shields a friendly unit via the “Living Shield” Rule will lose one base for every three identical results rolled. For example if the roll was (1, 1, 1, 2, 4, 5, 6, 6) then a single scarab base would be lost (Resilience may not be used but reanimation can) since Three 1’s were rolled.
Deathmarks – Warriors 1 Point
Armour 3 (3)
Aggression 1/2 (1/2)
Sniper, Concealment
Sniper Rifle: Range: 2L
SNIPER: Snipers may fire at 24 Inch Range as normal but the target counts as being in one level better cover than they actually are at all ranges over L. Instead the Snipers can make a special snipe attack at range L. Roll dice as usual (no bonus’s of any kind can be used but fatigue may be used as normal) and for each 6 rolled reduce the target unit’s armour by 1 (1) for the remainder of the turn.
CONCEALMENT: This unit always counts as being in cover one level above what it is actually in.
Flayed Ones – 1 Point – Hearthguard – One Per Army
Armour 4 (4)
Aggression 3
Necron Lepers: Necrons despise the Flayed One’s as the Flayer Virus is Contagious. Any friendly Necron unit that ends the tun within S of a unit of Flayed Ones takes a Point of Fatigue.
Horrific Presence: Any enemy unit that ends a turn within S of a unit of Flayed Ones must choose one option.
Gain One Fatigue
or
The Necron Player can make a range VS move with the unit