Combat Patrols
Combat Patrols
Combat Patrols
2k • 1200pts
Fanatic Superior [1] - 50pts High Sister [1] - 115pts Pistoleer Sisters [5] - 150pts
Joined to Warrior Sisters
Quality 5+ Defense 5+ Tough 3 Quality 4+ Defense 4+
Quality 4+ Defense 4+ Tough 3
Fearless, Frenzy, Hero, Tough(3) Ambush, Devout, Flying
Devout, Hero, Tough(3), Celestial Infantry
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Hero.
Ambush: This model may be kept in reserve instead of deploying. At the start of any round after the The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other
first, you may place the model anywhere, over 9” away from enemy units. If both players have Ambush, models have been killed.
roll-off to see who goes first, and alternate deploying units. Units that deploy like this on the last round Highly Devout: When shooting at enemies within 12", hits from unmodified rolls of 5-6 are multiplied
can’t seize or contest objective markers. by 2 (only the original hit counts as a 6).
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in the Impact: Gets X attacks that hit on 2+ when charging.
target unit. Medical Training: This model and its unit get Regeneration.
Celestial Infantry: Gets +1 to hit in melee and shooting. Poison: Targets get -1 to Regeneration rolls, and must re-roll unmodified Defense rolls of 6 when
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, blocking hits.
and these wounds don't carry over to other models if the target is killed. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Defense: Gets +X to Defense rolls. Reliable: Attacks at Quality 2+.
Devout: When shooting at enemies within 12", hits from unmodified rolls of 6 are multiplied by 2 (only Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having AP(4).
the original hit counts as a 6). Spiritual Guidance: This model and its unit get AP(+1) when shooting.
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. Tough: This model must take X wounds before being killed. If a model with tough joins a unit without
Fear: Counts as having dealt +X wounds when checking who won melee. it, then it is removed last when the unit takes wounds. Note that you must continue to put wounds on
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. the tough model with most wounds in the unit until it is killed, before starting to put them on the next
Flying: May go through obstacles and ignores terrain effects when moving. tough model (heroes must be assigned wounds last).
Frenzy: Counts as having Furious and gets AP(+1) when charging. Transport: May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit counts Tough(3) which occupy 3 spaces each. Units may deploy inside or embark by moving into contact, and
as a 6). may use any move action to disembark, but must stay within 6” of it. When a transport is destroyed,
units inside must take a dangerous terrain test, are immediately Shaken, and surviving models must be
placed within 6” of the transport before removing it.
Adeptus Custodes Combat Patrol 1.2k • 1200pts
Master Custodian [1] - 360pts Custodian Jetbikers [1] - 250pts Prosecution Sisters [5] - 155pts
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Twin Laser Pulser 24" A2 2 Twin Devastator 24" A4 3 - 5x Prosecution Rifles 24" A2 - -
Blast(3)
Upgrade SPE
Vigilant Sisters [5] - 115pts
Custodian Jetbike Fast, Strider, Tough(+3)
Quality 4+ Defense 3+
Custodian Brothers [3] - 320pts
Fearless, Furious
2x Swords - A3 1 Rending
3x Shot-Mounts 12" A2 1 -
Spear - A3 4 -
Upgrade SPE
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Lance: Gets AP(+2) when charging.
Banner: This model and its unit get +1 to morale test rolls. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in Relentless: When using Hold actions and shooting, hits from unmodified rolls of 6 are
the target unit. multiplied by 2 (only the original hit counts as a 6).
Defense: Gets +X to Defense rolls. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. AP(4).
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. Strider: May ignore the effects of difficult terrain when moving.
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit Tough: This model must take X wounds before being killed. If a model with tough joins a unit
counts as a 6). without it, then it is removed last when the unit takes wounds. Note that you must continue to
Heavy Shield: Attacks targeting units where all models have this rule count as having AP(-1), to put wounds on the tough model with most wounds in the unit until it is killed, before starting to
a min. of AP(0). put them on the next tough model (heroes must be assigned wounds last).
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until
all other models have been killed.
Adeptus Mechanicus Combat Patrol 1.2k • 1200pts
High Priest [1] - 125pts Cult Rangers [5] - 155pts Crawler Tank [1] - 525pts
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Trans Cannon 12" A1 1 Blast(3), Reliable Plasma Carbine 18" A2 4 - Twin P-Cannon 24" A8 - Phosphor
Upgrade SPE Taser Sword - A2 - Taser Upgrade SPE
3x G-Rifles 30" A1 1 -
Cult Rangers [5] - 155pts
Quality 4+ Defense 4+
Breacher Cyborgs [3] - 240pts
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Reliable: Attacks at Quality 2+.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
in the target unit. having AP(4).
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Repair: Once per activation, if within 2” of a model with Tough, roll one die. On a 2+ you may
resolved first, and these wounds don't carry over to other models if the target is killed. remove D3 wounds from that model.
Defense: Gets +X to Defense rolls. Slow: Moves -2” when using Advance, and -4” when using Rush/Charge.
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. Sniper: Shoots at Quality 2+, and may pick one model in a unit as its target, which is resolved
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another as if it’s a unit of 1.
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense Strider: May ignore the effects of difficult terrain when moving.
until all other models have been killed. Taser: Unmodified rolls of 6 are multiplied by 2 (only the original hit counts as a 6).
Impact: Gets X attacks that hit on 2+ when charging. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Phosphor: This weapon ignores cover. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Radiation: Enemies that roll to block hits from this weapon take one additional wound for put wounds on the tough model with most wounds in the unit until it is killed, before starting
each unmodified result of 1 that they roll. to put them on the next tough model (heroes must be assigned wounds last).
Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Aeldari Combat Patrol 1.2k • 1200pts
Elven Noble [1] - 100pts 2x Jetbike Squad [3] - 230pts
Joined to Defenders Squad
Quality 3+ Defense 4+ Tough 3
Quality 3+ Defense 4+ Tough 3
Strider, Tough(3), Very Fast
Fast, Hero, Tough(3)
Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
3x Mounted Shardguns 12" A2 - Rending
CCW - A2 - -
3x Shard Pistols 12" A1 - Rending
Master Shard Pistol 12" A2 - Rending
3x CCWs - A2 - -
Upgrade SPE
Upgrade SPE
Gun Platform
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
15x Rifles 24" A1 - - Rapid Heavy Flamethrower 12" A2 1 Blast(3), Reliable Heavy Laser Cannon 36" A1 3 Deadly(6)
Upgrade SPE
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Medical Training: This model and its unit get Regeneration.
Ambush: This model may be kept in reserve instead of deploying. At the start of any round Protected: Attacks targeting units where all models have this rule count as having AP(-1), to
after the first, you may place the model anywhere, over 9” away from enemy units. If both a min. of AP(0).
players have Ambush, roll-off to see who goes first, and alternate deploying units. Units that Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
deploy like this on the last round can’t seize or contest objective markers. Reliable: Attacks at Quality 2+.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
models in the target unit. having AP(4).
Company Standard: Once per activation, pick 2 friendly units within 12”, which get +1 to Slow: Moves -2” when using Advance, and -4” when using Rush/Charge.
their next morale test roll. Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be from over 12" away.
resolved first, and these wounds don't carry over to other models if the target is killed. Strider: May ignore the effects of difficult terrain when moving.
Defense: Gets +X to Defense rolls. Tough: This model must take X wounds before being killed. If a model with tough joins a
Entrenched: Enemies get -2 to hit when shooting at this model from over 12” away, as long unit without it, then it is removed last when the unit takes wounds. Note that you must
as it hasn’t moved since the beginning of its last activation. continue to put wounds on the tough model with most wounds in the unit until it is killed,
Fear: Counts as having dealt +X wounds when checking who won melee. before starting to put them on the next tough model (heroes must be assigned wounds last).
Indirect: May target enemies that are not in line of sight, and ignores cover from sight
obstructions, but gets -1 to hit rolls when shooting after moving.
Blood Angels Combat Patrol 1.2k • 1200pts
Blood Prime Master [1] - 150pts Blood Aggro Squad [3] - 375pts
Upgrade SPE
Blood Anti-Grav APC [1] - 460pts
Master Archivist Caster(3)
4x CCWs - A1 - -
3x Auto-Rifles 18" A2 - -
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Flamer-Mod 6" A1 - Blast(3), Reliable 3x Heavy Rifles 24" A1 1 - Brute Hammer - A2 - Blast(3)
Energy Hammer - A2 - Blast(3) Sgt. Heavy Pistol 12" A1 1 - Heavy Reaper Cannon 24" A6 2 -
CCW - A2 - - 3x CCWs - A2 - -
Upgrade SPE
Dark Attack Walker [1] - 555pts
Master Archivist Caster(3)
Grim Stomp - A5 2 -
4x Auto-Rifles 18" A2 - -
Furious, Strider, Grim, Medical Training Grim, Veteran Infantry, Medical Training
8x CCWs - A2 - - 5x CCWs - A1 - -
Upgrade SPE
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Medical Training: This model and its unit get Regeneration.
Ambush: This model may be kept in reserve instead of deploying. At the start of any round after Precision Shots: This model and its unit get AP(+1) when shooting.
the first, you may place the model anywhere, over 9” away from enemy units. If both players Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
have Ambush, roll-off to see who goes first, and alternate deploying units. Units that deploy like Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having
this on the last round can’t seize or contest objective markers. AP(4).
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule from
the target unit. over 12" away.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Strider: May ignore the effects of difficult terrain when moving.
resolved first, and these wounds don't carry over to other models if the target is killed. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Defense: Gets +X to Defense rolls. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. put wounds on the tough model with most wounds in the unit until it is killed, before starting to
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit put them on the next tough model (heroes must be assigned wounds last).
counts as a 6). Transport: May transport up to X models or Heroes with up to Tough(6), and non-Heroes with
Grim: Whenever this unit fails a morale test, it takes one wound, and the morale test counts as up to Tough(3) which occupy 3 spaces each. Units may deploy inside or embark by moving into
passed instead. contact, and may use any move action to disembark, but must stay within 6” of it. When a
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another transport is destroyed, units inside must take a dangerous terrain test, are immediately Shaken,
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until and surviving models must be placed within 6” of the transport before removing it.
all other models have been killed. Veteran Infantry: Gets +1 to hit in melee and shooting.
Impact: Gets X attacks that hit on 2+ when charging.
Drukhari Combat Patrol 1.2k • 1200pts
Dark Lord [1] - 135pts Nightmares [5] - 150pts Light Skimmer [1] - 335pts
Joined to Warriors
Quality 3+ Defense 4+ Quality 3+ Defense 2+ Tough 6
Quality 3+ Defense 4+ Tough 3
Fast, Slayer Impact(6), Strider, Tough(6), Transport(11), Very Fast
Fast, Hero, Tough(3), True Raider
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
5x Energy Swords - A2 1 Rending Phantom-GL 18" A1 - Blast(3)
Phantom-GL 18" A1 - Blast(3)
Destroyer Cannon 36" A3 2 -
Light Skimmer [1] - 300pts
Shell Sword - A1 2 Deadly(3) Upgrade SPE
Upgrade SPE Quality 3+ Defense 2+ Tough 6 Energy Ram Impact(+3)
Agony Ruler Pain Fuelled
Impact(6), Strider, Tough(6), Transport(11), Very Fast Shield of Darkness Stealth
9x CCWs - A1 - -
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
Ambush: This model may be kept in reserve instead of deploying. At the start of any round having AP(4).
after the first, you may place the model anywhere, over 9” away from enemy units. If both Slayer: This model gets AP(+2) in melee against units where most models have Tough(3) or
players have Ambush, roll-off to see who goes first, and alternate deploying units. Units that higher.
deploy like this on the last round can’t seize or contest objective markers. Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule from
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models over 12" away.
in the target unit. Strider: May ignore the effects of difficult terrain when moving.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Tough: This model must take X wounds before being killed. If a model with tough joins a unit
resolved first, and these wounds don't carry over to other models if the target is killed. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Defense: Gets +X to Defense rolls. put wounds on the tough model with most wounds in the unit until it is killed, before starting
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. to put them on the next tough model (heroes must be assigned wounds last).
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Transport: May transport up to X models or Heroes with up to Tough(6), and non-Heroes with
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense up to Tough(3) which occupy 3 spaces each. Units may deploy inside or embark by moving into
until all other models have been killed. contact, and may use any move action to disembark, but must stay within 6” of it. When a
Impact: Gets X attacks that hit on 2+ when charging. transport is destroyed, units inside must take a dangerous terrain test, are immediately
Pain Fuelled: This model and its unit get Regeneration. Shaken, and surviving models must be placed within 6” of the transport before removing it.
Poison: Targets get -1 to Regeneration rolls, and must re-roll unmodified Defense rolls of 6 True Raider: Gets +1 to hit in melee and shooting.
when blocking hits. Very Fast: Moves +4” when using Advance, and +8” when using Rush/Charge.
Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Genestealer Cults Combat Patrol 1.2k • 1200pts
Neophytes [10] - 270pts Cult Leader [1] - 80pts Mutant Brutes [5] - 165pts
Joined to Acolytes
Quality 4+ Defense 5+ Quality 3+ Defense 4+
Quality 4+ Defense 5+ Tough 3
Scout Regeneration, Scout
Hero, Scout, Tough(3)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Upgrade SPE
Acolytes [5] - 130pts Fast, Impact(9), Strider, Tough(9), Transport(6)
Cult Standard Fear(+2)
Weapon RNG ATK AP SPE
Quality 4+ Defense 5+
Heavy Machinegun 30" A3 1 -
Neophytes [10] - 240pts
Scout, Strider
Heavy Quake Cannon 24" A2 - Blast(3), Rending
Quality 4+ Defense 5+ Weapon RNG ATK AP SPE
3x Mutant Claws - A2 1 -
Scout
3x Pistols 12" A1 - -
Weapon RNG ATK AP SPE
Sgt. Pistol 12" A1 - -
9x CCWs - A1 - -
Heavy Buzz Saw - A3 4 -
7x Rifles 24" A1 - -
Razor Whip - A2 - Poison, Reliable
2x Quake Cannons 24" A1 - Blast(3), Rending
Pistol 12" A1 - -
CCW - A2 - -
Upgrade SPE
Quality 4+ Defense 3+
Knight Guard Squad [3] - 295pts
Fearless, Furious, Strider, Aegis
Quality 3+ Defense 2+ Tough 3
Weapon RNG ATK AP SPE
Rapid Storm Rifle 24" A6 1 - Weapon RNG ATK AP SPE 3x Auto-Guns 24" A2 1 -
Heavy Great Axe - A1 2 Deadly(3) 3x CCWs - A2 - -
Plasma Sword - A4 1 Rending
Upgrade SPE
Upgrade SPE 3x Shotguns 12" A2 1 -
Rage Lord Battle Haste Upgrade SPE
Engineer Repair
Cyber-Augments Regeneration Pioneer Scout
Iron Veterans [10] - 465pts
Powersuit Guard [3] - 215pts
Quality 3+ Defense 3+
Quality 3+ Defense 3+ Tough 3
Slow, Medical Training, Spectrum Scanner
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Medical Training: This model and its unit get Regeneration.
Ambush: This model may be kept in reserve instead of deploying. At the start of any Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
round after the first, you may place the model anywhere, over 9” away from enemy units. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
If both players have Ambush, roll-off to see who goes first, and alternate deploying units. having AP(4).
Units that deploy like this on the last round can’t seize or contest objective markers. Repair: Once per activation, if within 2” of a model with Tough, roll one die. On a 2+ you
Battle Haste: This model and its unit may ignore the Slow rule. may remove D3 wounds from that model.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than Scout: This model may be deployed after all other units, and may then move by up to
models in the target unit. 12”, ignoring terrain. If both players have Scout, roll-off to see who goes first, and
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be alternate deploying units.
resolved first, and these wounds don't carry over to other models if the target is killed. Slayer: This model gets AP(+2) in melee against units where most models have Tough(3)
Defense: Gets +X to Defense rolls. or higher.
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. Slow: Moves -2” when using Advance, and -4” when using Rush/Charge.
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. Spectrum Scanner: This model and its unit ignore cover when shooting.
Flying: May go through obstacles and ignores terrain effects when moving. Tough: This model must take X wounds before being killed. If a model with tough joins a
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the unit without it, then it is removed last when the unit takes wounds. Note that you must
original hit counts as a 6). continue to put wounds on the tough model with most wounds in the unit until it is
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without killed, before starting to put them on the next tough model (heroes must be assigned
another Hero. The hero may take morale tests on behalf of the unit, but must use the wounds last).
unit’s Defense until all other models have been killed.
Necrons Combat Patrol 1.2k • 1200pts
Annihilator Lord [1] - 230pts Annihilators [3] - 265pts
Ambush, Hero, Regeneration, Robot, Strider, Tough(6) Ambush, Regeneration, Robot, Strider, Tough(3)
Wrist-Laser 18" A3 3 -
Doom Fighter [1] - 445pts
Upgrade SPE
5x CCWs - A1 - -
Bad Shot, Furious, Hero, Tough(6) Bad Shot, Furious, Mad Doctor Fear(2), Furious, Tough(12)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Quality 4+ Defense 5+ Bad Shot, Fast, Flying, Furious, Shooty, Tough(3), Drop Bombs
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Impact: Gets X attacks that hit on 2+ when charging.
Bad Shot: This model shoots at Quality 5+. Mad Doctor: This model and its unit get Regeneration.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models in Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
the target unit. Reliable: Attacks at Quality 2+.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as having
resolved first, and these wounds don't carry over to other models if the target is killed. AP(4).
Defense: Gets +X to Defense rolls. Shooty: When shooting, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit
Drop Bombs: Whenever this model moves over enemy units, pick one of them and roll one die, counts as a 6).
on a 6+ it takes 1 hit. Stealth: Enemies get -1 to hit rolls when shooting at units where all models have this rule from
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. over 12" away.
Fear: Counts as having dealt +X wounds when checking who won melee. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Flying: May go through obstacles and ignores terrain effects when moving. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original hit put wounds on the tough model with most wounds in the unit until it is killed, before starting to
counts as a 6). put them on the next tough model (heroes must be assigned wounds last).
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until
all other models have been killed.
Space Marines Combat Patrol • 1200pts
Grave Prime Master [1] - 260pts Heavy Prime Brothers [3] - 345pts
Upgrade SPE
Heavy Prime Brothers [3] - 325pts
Archivist Caster(2)
4x CCWs - A1 - -
4x Auto-Rifles 18" A2 - -
Upgrade SPE
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Medical Training: This model and its unit get Regeneration.
Ambush: This model may be kept in reserve instead of deploying. At the start of any round Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
after the first, you may place the model anywhere, over 9” away from enemy units. If both Reliable: Attacks at Quality 2+.
players have Ambush, roll-off to see who goes first, and alternate deploying units. Units that Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
deploy like this on the last round can’t seize or contest objective markers. having AP(4).
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more hits than models Scout: This model may be deployed after all other units, and may then move by up to 12”,
in the target unit. ignoring terrain. If both players have Scout, roll-off to see who goes first, and alternate
Counter-Attack: Strikes first when charged. deploying units.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be Strider: May ignore the effects of difficult terrain when moving.
resolved first, and these wounds don't carry over to other models if the target is killed. Tough: This model must take X wounds before being killed. If a model with tough joins a unit
Defense: Gets +X to Defense rolls. without it, then it is removed last when the unit takes wounds. Note that you must continue to
Fear: Counts as having dealt +X wounds when checking who won melee. put wounds on the tough model with most wounds in the unit until it is killed, before starting
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. to put them on the next tough model (heroes must be assigned wounds last).
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the original Veteran Infantry: Gets +1 to hit in melee and shooting.
hit counts as a 6). War Chant: This model and its unit get Furious. If they already had Furious, they get extra hits
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without another on unmodified rolls of 5-6 instead.
Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense
until all other models have been killed.
Tau Combat Patrol 1.2k • 1200pts
Grunt Leader [1] - 90pts Grunt Squad [10] - 285pts Heavy Stealth Suit [1] - 480pts
Hero, Tough(3) Good Shot Ambush, Fear(2), Stealth, Tough(12), Stealth Drone
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Upgrade SPE Pulse Pistol 12" A1 1 - Heavy Ion Carbine 18" A1 1 Blast(6)
High Elder Caster(2) 9x Pulse Rifles 30" A1 1 - Twin Fusion Carbine 18" A2 4 Deadly(3)
Upgrade SPE
Grunt Leader [1] - 100pts
2x Spotter Drone Spotting Laser
Joined to Grunt Squad
Support Turret
Quality 4+ Defense 4+ Tough 3
Stealth Suits [3] - 245pts
Hero, Tough(3)
Ritual Blade - A2 - -
Ambush, Stealth, Tough(3), Spotting Laser
Leader Pulse Rifle 30" A2 1 -
Weapon RNG ATK AP SPE
Upgrade SPE
2x Rapid Burst Carbines 18" A4 - Rending
Spotter Drone Spotting Laser
3x CCWs - A1 - -
Captain Volley Fire
Fusion Carbine 18" A1 4 Deadly(3)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Champion Heavy Rifle 24" A2 1 - 20x Pistols 12" A1 - - 2x Storm Rifles 24" A3 1 -
Flamer-Mod 6" A1 - Blast(3), Reliable 20x Hexed Swords - A1 - Warp 3x Energy Swords - A3 1 Rending
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Fearless, Hero, Tough(6) Relentless, Strider Fear(2), Fearless, Caster(3), Stealth, Tough(12)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Upgrade SPE 3x Bio-Cannons 24" A1 - Blast(3), Rending, Indirect 4x Heavy Razor Claws - A3 1 -
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War Berserkers [10] - 410pts
Havoc Lord Dark Tactics
Quality 3+ Defense 3+
War Cultists [10] - 175pts
Fearless, Frenzy
10x CCWs - A2 - -
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 (only the
Ambush: This model may be kept in reserve instead of deploying. At the start of any original hit counts as a 6).
round after the first, you may place the model anywhere, over 9” away from enemy units. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit without
If both players have Ambush, roll-off to see who goes first, and alternate deploying units. another Hero. The hero may take morale tests on behalf of the unit, but must use the
Units that deploy like this on the last round can’t seize or contest objective markers. unit’s Defense until all other models have been killed.
Dark Tactics: Once per activation, before attacking, pick one other friendly unit within Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
12”, which may move by up to 6". Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit count as
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be having AP(4).
resolved first, and these wounds don't carry over to other models if the target is killed. Tough: This model must take X wounds before being killed. If a model with tough joins a
Defense: Gets +X to Defense rolls. unit without it, then it is removed last when the unit takes wounds. Note that you must
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. continue to put wounds on the tough model with most wounds in the unit until it is
Frenzy: Counts as having Furious and gets AP(+1) when charging. killed, before starting to put them on the next tough model (heroes must be assigned
wounds last).