WH40KARDS
INTRODUCTION
Two player Card Game based on the Games Workshop Epic Warhammer 40,000 Universe.
CARDSETS!
Card Sets for WH40KARDS by Zak are available here
DISCLAIMER
Warhammer is a licenced, trademarked property.
This is merely a Fansite.
DECKS
Each player uses a separate deck.
For example: Imperial Deck vs Ork Deck.
Each deck has 1 of each card in its list.
GEAR
Dice, paper, pencils, tokens.
VICTORY
The first player to have 30 hits worth of his own units destroyed breaks and
leaves the field.
Or 40 if you have a Command unit deployed.
50 if you have a Leader unit deployed.
If a player loses 3 turns in a row (has all his units in 3 turns destroyed) he
breaks and routs.
TURN SEQUENCE
Each turn has 10 phases:
Logistics Phase
Scout Phase
Deploy Phase
Maneuver Phase
Titan Phase
Insertion Phase
Ranged Combat Phase
Close Combat Phase
End Phase
LOGISTICS PHASE
Each player fills his hand to 6 cards.
If the deck runs out, shuffle the Discard & Casualty piles together, and draw from it.
SCOUT PHASE
Players may discard up to 2 cards to their Reserve pile and draw replacement cards.
A player may discard 3 cards if he has a Command unit deployed.
DEPLOY PHASE
Each player must have 3 Unit cards deployed. (Left, Right, and Center)
Deployed cards are placed face up on the table.
Deployed units may be survivors from previous turns or just now deployed.
If you already have 3 or more units deployed you may not deploy more.
MANEUVER PHASE
Add up the Move scores of your 3 deployed units.
The player with the most Skimmer & Jump Jet units gets +2D6 to their Move score.
The player with the higher score outflanks his opponent and may
deploy an extra unit card of any type from his hand.
TITAN PHASE
If you deployed a Titan this turn you must roll on the corresponding systems tables.
For example: A Great Gargant gets 4 rolls on the Gargant system table.
These are the weapon systems the Titan has until it is destroyed.
A Titan can only have 1 of any type of system.
Chaos Infantry roll once on the Chaos Gift Table when Deployed.
Use scrap paper to keep track of Titan Systems & Gifts.
INSERTION PHASE
You may deploy any “Digger” or “Pod” or "Stealth" or "Teleport" units in your hand.
For each unit with the “Carry” trait you may deploy an Infantry unit from your hand.
PSYCHIC PHASE
Psychic units get to roll once on the appropriate table to see what Power they
can use this turn.
RANGED COMBAT PHASE
In order of decreasing range units may attack
An attack targets any one deployed enemy unit.
Roll XD6. X = the attacking units Attack Rating.
Every roll of 1 causes 1 hit on the target.
Use tokens placed on the damaged unit to represent hits.
Any unit reduced to 0 hits is destroyed.
Destroyed units are discarded to the owners casualty pile.
Some units have a secondary attack: This is indicated by the notation of:
(X/Y) in the Notes column where Range = X and Attack = Y.
Some attacks will automatically destroy a target* on a roll of 1-Z on 1D6:
This is indicated by the notation of: (Z) in the Attack Column.
* = Titans are not automatically destroyed: they take 1D6 hits.
Units with the “Split” trait may divide up their attack rolls against 2 targets.
Units making Barrage attacks only cannot be attacked except by other Barrage units.
All your units get +1 to their Attack score if a Command unit is deployed.
All your units get +2 to their Attack score if a Leader unit is deployed.
CLOSE COMBAT PHASE
All Close Combat attacks are simultaneous.
An attack targets any one deployed enemy unit.
Roll XD6. X = the attacking units Close Combat Rating.
Every roll of 1 causes 1 hit on the target.
Use tokens placed on the damaged unit to represent hits
Any unit reduced to 0 hits is destroyed.
Destroyed units are discarded to the owners casualty pile.
Repeat the Close Combat Phase until one side is wiped out.
All your units get +1 to their Close Combat Rating if a Command unit is deployed.
All your units get +2 to their Close Combat Rating if a Leader unit is deployed.
END PHASE
All units with the Regeneration ability repair 1 Hit of Damage to themselves.
UNIT ABBREVIATIONS LIST
I = Infantry
V = Vehicle
C = Command
S = Skimmer
D = Digger
T = Titan
L = Leader
R = Regenerates
Br = Barrage
x = Split: Unit may divide attack rolls against 2 targets.
Carry = Unit has carry Ability
Psychic = Attack is psychic in nature.
Barrage = Indirect Fire
(X/Y) = Secondary attack of Range = X and Attack = Y.
(Z) = Attack automatically destroys target on a roll of 1-Z on 1D6.
GS = Gargant System
ITS = Imperial Titan System
ES = Eldar Titan System
STS = Squat Titan system
CTS = Chaos Titan System
BTS = Tyranid Bio-Titan System
GARGANT SYSTEM TABLE
1D20 System: Range Attack Close Notes
1 Battle Cannon Head 15 5 -
2 Battle Cannon Turret 15 4 -
3 Cluster Buster 15 5x -
4 Deth Kanon 20 6 - Attack +2 vs Titans
5 Gatling Cannon 10 9x -
6 Gork Head - - - Command
7 Mork Head 7 5 - Command
8 Gutbuster: Ball 20 7 - Mega Cannon
9 Ripper Fist - - +6
10 Scorcher Turret 7 5 -
11 Slasha Attack Gun 10 8 -
12 Snapper 3 3 +5 Steam Blast
13 Gutbuster: Chain 15 0 - Attack +10 vs Titans
14 Gutbuster: Barrage 20 8 - Barrage
15 Super Lifta Droppa Arm 15 (3) - (1)
16 Kustom Force Field - - - +1D6 Hits this turn
17 Buzz Saw Arm - - +6
18 Krusher Arm - - +6
19 Deluxe Custom Kannon 10 2D6 -
20 Pick one
Note: A Gargant can only have 1 head: Reroll extra heads.
IMPERIAL TITAN SYSTEM TABLE
1D8 System: Range Attack Close Notes
1 Multi-Launcher 20 8 - Barrage
2 Plasma Blastgun 10 8 -
3 Vulcan Megabolter 15 7 -
4 Turbo-Laser Destructor 15 6x -
5 Powerfist - - +6
6 Chainfist - - +6
7 Inferno Gun 7 9 -
8 Void Shields - - - +1D6 Hits this turn
ELDAR TITAN SYSTEM TABLE
1D8 System: Range Attack Close Notes
1 Holo-Fields - - - +1D6 Hits this turn
2 Pulsar 20 7 -
3 Heat Lance 15 9 -
4 Powerfist - - +6
5 Psychic Lance 10 (4) -
6 Distortion Cannon 15 (3) -
7 Tremor Cannon 20 (2) -
8 Pick one - - -
* Wing Laser Cannon 15 6x -
* Wing Missile Launcher 20 2 - Barrage
Notes: Eldar Titans also get to pick 2 Wing weapons
SQUAT TITAN SYSTEM TABLE
1D12 System: Range Attack Close Notes
1 Doomsday Cannon 40 6 - Barrage
2 Siege Mortar 30 6 - Barrage
3 Battle Cannon 15 7 -
4 Fire Thrower 6 9 -
5 Autocannon 10 3 -
6 Rad Bomb 60 10 - Barrage/One use
7 Void Shields - - - +1D6 Hits this turn
8 Thunderer 10 6 -
9 Missiles 20 6 - Barrage
10 Carry - - -
11-12 Bolters 3 4 - Split
CHAOS TITAN SYSTEM TABLE
1D20 System: Range Attack Close Notes
1 Multi-Launcher 20 3 - Barrage
2 Plasma Blastgun 10 8 -
3 Vulcan Megabolter 15 7 -
4 Turbo-Laser Destructor 15 6x -
5 Powerfist - - +6
6 Chainfist - - +6
7 Inferno Gun 7 9 -
8 Void Shields - - - +1D6 Hits this turn
9 Head Cannon 10 4 -
10 Hull Firethrowers 3 7x -
11 Hell Blade - - +6
12 Death Storm 15 5 - Barrage
13 Doom Burner 15 6 - +3 vs Titans
14 Bloodletter Battlehead 5 4 -
15 Havoc Missiles 15 8 - Barrage, One Use
16 Hellstrike Cannon 10 6 - Barrage
17 Doomfist 5 6 +3
18 Titan Tail 10 3 +2
19-20 Reroll
TYRANID BIO-TITAN SYSTEM TABLE
1D10 System: Range Attack Close Notes
1 Cluster Spines 10 8 - Barrage
2 Pyro-Acid Spray 4 9 - -
3 Stinger Salvo 5 8 - -
4 Bio-Cannon 15 6 - Attack +1 vs Titans
5 Bile Launcher 20 6 - -
6 Bile Splatter 20 4 - Barrage
7 Spore Pods 5 12 - Split, Barrage
8 Razor Claw - - +6 Attack +3 vs Titans
9 Frag Spines 5 8 - Barrage
10 Ripper Tentacles - - +6 Split, +1 Hit
ELDAR PSYCHIC POWERS
1D6 Power Range Attack Notes:
1 Mind Blast 5 6 -
2 Psychic Lock 15 - Target cannot attack for rest of turn
3 Eldritch Storm - - Gain 3D6 Move points for next turn
4 Doom 10 - All Attacks vs target are +2
5 Witch Sight 50 - Gain 1D6 Hits this turn
6 Mind Shout 5 - Send target to reserve pile
ORK WEIRDBOY PSYCHIC POWERS
1D6 Power Range Attack Notes:
1 Brainburster Stream 15 3 -
2 Psychic Cannon 10 6 -
3 Death Wave 5 9 -
4-5 Weird Chant - - Roll again & Attack +1 & Range +1
6 Overload - - Weirdboy's head explodes
SQUAT ANCESTOR PSYCHIC POWERS
1D5 Power Range Attack Notes:
1 Heal - - Remove 1D6 Damage Counters from your units
2 Experience - - All units get +2 Attack this turn
3 Force Dome - - Gain 1D6 Hits this turn
4 Psychic Shield - - All units gain 2 Hits this turn
5 Precognition - - Look at opponents Hand
TYRANID PSYCHIC POWERS
1D5 Power Range Attack Notes:
1 Warp Field - - Gain 1D6 Hits this turn
2 Energy Pulse 20 7
3 The Horror - - Enemy units are Close -3
4 Psychic Scream 8 (3)
5 Psychic Barrage 15 6 Barrage
ORK DECK UNIT CARD LIST
Card Name: Move Hits Close Range Attack Type Notes:
Bad Moonz Ork Boyz 2 1 2 10 3 I Bolters
Death Skulls Ork Boyz 2 1 2 10 1 I Bolters
Snakebites Ork Boyz 2 1 3 10 1 I Bolters
Goffs Ork Boyz 2 1 4 5 2 I Bolters
Blood Axes Ork Boyz 2 1 2 10 1 I Bolters
Evil Sunz Ork Boyz 2 1 2 10 1 I Bolters
Bikeboyz 6 1 4 3 1 I Bolters
Boarboyz 4 1 5 3 1 I Bolters
Wildboyz 2 1 4 - - I Axes
Stormboyz 2 1 2 10 1 I Bolters
Madboyz 2 1 2 10 1 I Bolters
Nobz 2 1 5 10 4 IC Bolters
Warboss 2 1 6 10 4 IC Bolters
Warlord 2 1 8 10 5 IC Bolters
Ghazghkull Thraka 2 3 9 5 5 IL Kustom Kombis
Gretchin 2 1 0 3 2 I Shotguns
Ork Freeboterz 2 1 2 10 1 I Bolters
Battlewagon 5 3 2 10 1 V Autocannon
War Buggy 6 2 3 5 1 V Autocannon
Traktor Kannon 3 1 1 10 (3) V (1)
Lungbursta 4 3 2 10 3 V Battlecannon
Gutrippa 4 3 5 10 3 V Battlecannon
Giblet Grinda BF 3 4 9 10 6 V Autocannon
Skullhamma BF 3 4 5 15 5 V Battlecannon
Bonecruncher 4 3 5 10 3 V Autocannon
Bonebreaker 4 3 5 15 4 V Battlecannon
Braincrusha 3 3 1 20 6 V Crushacannon
Evil Sunz Bowel Burna 6 2 2 3 3 V Scorcher
Evil Sunz Gobsmasha 5 2 1 10 1 V Autocannon
Mekboy Speedstas 7 2 4 15 6Br V Rokkits & Cannon
Mekboy Dragster 8 4 3 - - V Deflektor Shield
Nobz Warbike 6 2 6 5 4 VC Bolters
Evil Sunz Spleenrippa 6 2 1 15 4 V Battlecannon
Wartrack 6 2 2 10 1 V Autocannon
Bubble Chukka Speedsta 6 2 3 10 * V Bubbles
Mekboy Tinbotz 2 3 5 5 3 I Autocannon
Evil Sunz Scorcher 6 2 2 3 3 V Scorcher
Ork Dreadnaughts 2 2 4 10 2 I Autocannon
Squig Katapult 3 3 2 10 2D6 V Squig Swarm
Mekboy Pulsa Rokkit 1 3 0 15 10 V Barrage
Snakebite Squiggoth 2 4 6 10 3 V (5/3)
Hop Splat Gun 2 1 0 10 3 V Barrage
Shokk Attack Gun 2 1 1 40 (3) V
Stompers 2 4 9 10 7 V AC,B(3/3)
Weirdboy Battle Tower 5 3 2 - - V Psychic
Great Gargant 2 15 16 - - T 6 GS
Slasher Gargant 3 10 13 - - T 4 GS
Mekboy Gargant 4 7 11 - - T 4 GS
* = Target cannot attack for rest of turn on a roll of 1-3 on 1D6.
GS = Gargant Systems, B = Bolters, AC = Autocannon, BF = Battle Fortress
IMPERIAL DECK UNIT CARD LIST
Card Name: Move Hits Close Range Attack Type Notes:
Land Raider 4 4 4 15 4 V LC,B(3/1)Carry
Rhino 5 3 1 3 1 V B,Carry
Predator Tank 5 3 1 15 5x V AC,LC
Vindicator 4 4 3 10 6 V Thunderer
Whirlwind 4 3 5 30 2 V MUL,Barrage
Land Speeder 6S 1 4 5 5 V Multi-melta
Leman Russ Tank 4 3 3 15 5 V BC,LC,B(3/1)
Basilisk 3 2 1 30 2 V ES,Barrage
Bombard 2 2 1 30 3 V SM,Barrage
Manticore 3 2 1 40 6 V RK,Barrage
Deathstrike 2 1 0 50 4 V MI,Barrage
Shadow Sword SHT 2 4 7 20 8 V VC,LC,B(15/3)(5/5)
Bane Blade SHT 2 4 9 15 8x V BC,LC,B(5/9)
Storm Blade SHT 2 4 7 10 25x* V BC,HK,HL,PB,B(5/5)
Termite 3D 3 2 - - V Carry
Mole 3D 3 4 - - V Carry
Hellbore 3D 4 6 - - V Carry
Hellhound Firethrower 2 2 3 5 6 V
Assault Landing Pod 0 3 1 - - V Pod/Carry
Support Landing Pod 0 3 1 15 3 V Pod,PC
Deathwind Pod 0 3 0 2 1 V BM,Pod
Gorgon SHT 2 3 5 3 8x V MT,B,Carry
Capitol Imperialis 1 5 4 15 3 VC PC,B,(3/8)Carry
Tactical Marines 2 2 3 10 1 I Bolters
Assault Marines 3 2 4 5 1 I PS,Jump Packs
Devastator Marines 2 2 3 15 3x I Hvy Wpns
Marine Scouts 2 1 3 10 1 I Bolt pistol
Ultramarines 2 2 5 10 1 I Bolters
Space Wolf Marines 2 2 5 10 1 I Bolters
Blood Angel Marines 2 2 5 10 1 I Bolters
Terminators 2 3 7 5 4 I B,Teleport
Space Marine HQ 2 2 5 5 2 IC Bolters
Space Marine Chaplain 2 2 5 5 2 IC Pistol
Space Marine Librarian 2 2 5 5 1D6 IC Pistol/Psychic
Imperial Troops 2 1 1 10 1 I Lasguns
Imperial Assault Troops 3 1 2 5 1 I PS/Jump Packs
Imperial Support Troops 2 1 1 15 3x I Hvy Wpns
Imperial Bike 6 1 4 3 1 V Bolters
Imperial Assassin 3 2 6 5 3 I Stealth
Ogryns 2 2 7 2 3 I Ripper Gun
Ratling Snipers 2 1 1 10 2 I +2 vs Comnd units
Rough Riders 4 1 4 5 1 I Lances
Commissar 2 1 5 5 2 IC Pistol
Commissar Yarrick 2 4 9 5 3x IL Evil Eye, PS
Dreadnaughts 2 2 3 15 1 V AC
Robots 2 2 3 15 1 V AC
Rapier 2 1 0 10 2 V LC
Tarantula 2 1 0 15 3 V LC
Mole Mortar 1 1 0 30 1 V Barrage
Thudd Gun 1 1 0 15 2 V Barrage
Sentinel 5 2 3 10 2 V AC
Knight Paladin 8K 4 9 12 3 V BC,SL
Knight Lancer 10K 4 6 12 6x V SL,LC,ML
Knight Warden 5K 4 3 12 6x V BC,ML
Warlord Titan 3 12R 15 - - T 4 ITS
Reaver Titan 4 10R 12 - - T 3 ITS
Warhound Scout Titan 5 8R 9 - - T 2 ITS
* = Attack = 12 on 2nd and consecutive turns.
AC = Autocannon, BC = Battle Cannon, SL = Shock Lance, ML = Multi-Lasers
MUL = Multi-Launcher, LC = Lascannon, B = Bolters, PB = Plasma Blast Gun
HL = Hellion Missile, HK = Hunter/Killer Missiles, VC = Volcano Cannon
MT = Mine Thrower, ITS = Imperial Titan System, RK = Rockets, MI = Missile Launcher
ES = Earth Shaker Artillery Cannon, SM = Siege Mortar, PC = Plasma Cannon
BM = Bombs, PS = Pistols & Swords, SHT = Super Heavy Tank, K = Knight
ELDAR DECK UNIT CARD LIST
Card Name: Move Hits Close Range Attack Type Notes:
Guardians 2 1 1 10 1 I Shuriken
Ulthwe Black Guardians 2 1 1 10 1 I Shuriken
Scouts 2 1 4 10 2 I Shuriken,Stealth
Alaitoc Scouts 2 1 4 10 2 I Shuriken,Stealth
Swooping Hawks 4 1 3 5 1 IA Lasguns
Dire Avengers 2 1 3 10 1 IA Shuriken
Biel-Tan Avengers 2 1 3 10 1 IA Shuriken
Dark Reapers 1 2 2 15 4 IA Missiles
Fire Dragons 2 1 3 5 3 IA Thermalgun
Howling Banshees 2 1 7(3) - - IA Power sword
Striking Scorpions 2 1 10 - - IA Mandi-blaster
Warlock 2 1 3 3 1 IC Psychic
Exarch 4 2 9 15 5 IC Artifacts
Avatar 3 5 11 3 7 IL Spear
Harlequin 3 2 7 5 1 I Shuriken
Eldar Jet Bike 7S 1 4 3 2 V SC
Saim-Hann Wild Riders 7S 1 4 3 2 V SC
Vyper Jet Bike 7S 1 4 5 3 V SC
Falcon Grav Tank 5S 3 2 15 4 V Carry
Wave Serpent 5S 3 2 15 (3) V Carry
Warp Hunter 5S 3 2 25 (3) V Warp Generator
Deathstalker 5S 3 2 25 5 V Prism Cannon
Tempest 5 4 5 20 6 V (3/3)
Doomweaver 4 3 2 40 (3) V Web Spinner
War Walker 4 2 4 15 3 V LC,SL(5/3)
Dreadnaught 3 2 3 15 3 V LC
Fire Gale 8K 4 6 15 3 V PL,LC,SL(10/(3))
Bright Stallion 10K 5 6 12 4 V PL,PU,SL(10/(3))
Towering Destroyer 8K 5 12 15 3 V PL,LC,SL(10/(3))
Wraithguard 2 2 3 10 2 V
Iyanden Ghost Warriors 2 2 3 10 2 V
Vibrocannon 2 1 0 15 (3) V
Antigrav Lascannon 2 1 0 15 4 V LC
Warlock Titan 4 11R 9 - - T 2ES/Psychic
Phantom Titan 4 13R 11 - - T 2ES
Revenant Scout Titan 9 7R 7 - - T 2ES
LC = Lascannon, SL = Scatter Laser, PL = Psychic Lance, SC = Shuriken Cannon
PU = Pulse Laser, K = Knight, A = Aspect Warriors
SQUAT DECK UNIT CARD LIST
Card Name: Move Hits Close Range Attack Type Notes:
Berserker Assault Squad 2 1 3 5 1 I Bolt Pistol
Warrior Combat Squad 2 1 1 10 1 I Lasguns
Thunderer Heavy Squad 2 1 2 15 4x I Hvy Bolters
Warlord 2 2 7 10 3 IC Bolters
Grand Warlord 2 3 8 10 3 IL Bolters
Hearthguard 2 2 7 10 3 IC Bolters
Living Ancestor 2 3 1 5 1 IC Psychic
Ancestor Lord 2 4 1 5 1 IC Psychic
Mech-Priest 2 1 3 5 1 I Repair
Squat Rhino 5 3 1 3 1 V Bolters
Squat Land Raider 4 4 4 15 4 V LC,B(3/1)Carry
Guild Bikers 6 1 5 3 1 V Bolters
Guild Trike 6 1 5 5 5 V Multi-melta
Guildmasters 6 2 6 10 2 VC Lascannon
Iron Shield APC 4 4 2 10 2 V AC,B(5/4)Carry
Iron Hammer MBT 4 4 3 15 5 V MT,B(5/2)
Retributor Assault Tank 4 4 3 15 3 V BC,B(5/4)LC(10/4)
Hearthlord SHT 3 5 7 20 7 V PL,B(5/6)
Hellfury SHT 3 5 4 10 3 V AC,B(5/4)Carry
Rapier 1 1 0 10 3 V Laser Destroyer
Robots 2 2 3 15 1 V Autocannon
Goliath Mega-Cannon 2 2 1 50 7 V SHH,Barrage
Tarantula 2 1 0 15 6 V Lascannon
Thudd Gun 1 1 0 15 2 V Barrage
Grudgekeeper 1 1 0 15 17x* V HHM
Mole Mortar 1D 1 0 30 1 V Barrage
Mole 3D 3 4 - - V Carry
Termite 3D 3 2 - - V Carry
Overlord Airship 4S 4 6 15 10x V BC,AC,MB(3/5)(1/8)
Iron Eagle Gyrocopter 8S 3 4 10 5x V AC,BC
War Hawk Gyrocopter 8S 3 4 10 5 V Ms,B(3/1)
Steel Hawk Gyrocopter 8S 3 4 5 4Br V RK,MM(5/5)
Land Train 2 12 14 - - T 4 STS, Carry
Colossus 2 9 13 - - T 4 STS, Carry
Leviathan 2 6 13 - - T 4 STS, Carry
Orbital Barrage - - - - 8** -
AC = Autocannon, BC = Battle Cannon, B = Bolters, MB = Melta Bombs
SHH = Super Heavy Howitzer, DM = Doomsday Cannon, LC = Lascannon
MT = Mega Thunderer, HHM = Hunter & Helion Missiles, PL = Plasma Laser
* = Attack becomes 9 on 2nd and later turns. SHT = Super Heavy Tank
Repair = Remove 1D3 Damage counters from Vehicles in End Phase.
MM = Multimelta, RK = Rockets, Ms = Missiles
** = Remove from play when used.
CHAOS DECK UNIT CARD LIST
Card Name: Move Hits Close Range Attack Type Notes:
Thousand Sons 2 2Tz 4 10 1 I CSM
Death Guard 2 2Nu 4 10 1 I CSM
Emperors Children 2 2Sl 4 10 1 I CSM
World Eaters 2 2Kh 4 10 1 I CSM
Chaos Marine Support 2 2 4 15 3 I ML
Traitor Terminators 2 3 8 5 4 I Storm Bolters
Terminator Support 2 3 5 10 6 I AC
Chaos Beastmen 3 1 3 - - I S&S
Chaos Squats 2 1 3 10 1 I B
Chaos Squat Support 2 1 3 15 3 I HB
Trolls 3 2R 7 - - I Clubs
Minotaurs 3 2 6 - - I Axes
Chaos Spawn 3 3 8 - - I -
Chaos Hounds 5 1 4 - - I -
Chaos Champion 2 2 9 10 1 IC B
Tzeentch Disc Riders 7S 1Tz 8 10 1 I
Tzeentch Pink Horror 2 2Tz 5 - - I Regenerates
Tzeentch Blue Horror 2 1Tz 2 - - I
Flamer of Tzeentch 3 1Tz 2 5 2 I Magical Flame
Plaguebearer of Nurgle 2 2Nu 7 - - I Cloud of Flies
Beast of Nurgle 2 3Nu 8 - - I Cloud of Flies
Nurglings 1 1Nu 3 - - I
Slaaneshi Beast Riders 7 3Sl 10 10 1 I
Fiends of Slaanesh 3 1Sl 3 - - I Soporific Must
Daemonette of Slaanesh 2 2Sl 7 - - I Euphoric Must
Bloodthirster of Khorne 2 4Kh 13 - - I Axe & Whip
Great Unclean One 1 5Nu 8 3 (3) I SOC
Keeper of Secrets 2 4Sl 11 5 (3) I Aura of Slaanesh
Lord of Change 3 4Tz 9 7 (3) I Bolt of Change
Angron 2P 4Kh 11 3 (3) IL Mighty Roar
Magnus the Red 3P 4Tz 7 5 (3) IL Beam of Power
Fulgrim 2P 4Sl 9 2 (3) IL Soporific Must
Mortarion 1P 5Nu 6 3 (3) IL Plague Wind
Juggernaut Riders 4 4Kh 10 10 1 I B
Cultist Tactical 2 1 2 10 1 I Lasguns
Cultist Support 2 1 2 15 3 I Hvy Wpns
Cultist Assault 2 1 3 5 1 I S&P
Mounted Cultists 4 1 4 5 1 I Lances
Cult Bikers 6 1 4 3 1 V B
Chaos Androids 2 2 3 10 2 I B
Chaos Dreadnaughts 2 2 3 15 1 V Autocannon
Chaos Robots 2 2 3 15 1 V Autocannon
Bloodletters of Khorne 2 3Kh 6 - - I Regenerates
Fleshhounds of Khorne 4 1Kh 3 - - I
Brass Scorpion 4 3Kh 8 10 4 V JG,SK(5/6)
Doom Blaster 3 4Kh 5 15 6 V DM,B(3/3)
Blood Reaper 3 4Kh 5 10 9x V TG,SC
Death Dealer 3 4Kh 9 10 3 V GC(5/6),TG,B(3/3)
Tower of Skulls 3 4Kh 7 10 6 V CN,B(3/5)
Cauldron of Blood 3 4Kh 7 5 8 V BC
Cannon of Khorne 2 2Kh 2 20 3 V Barrage
Silver Towers 4S 5Tz 4 10 6 V CN,BP(15/6)
Doom Wing 15S 3Tz 4 4 4 V FC
Fire Lord 12S 4Tz 4 10 5 V LC,FC(4/4)FB(1/8)
Lord of Battle 3 9Kh 12 - - T 4CTS,Carry
Banelord 3 12Kh 16 - - T 5CTS
Chaos Titan - - - - - Roll on Conversion Table
Chaos Vehicle - - - - - Roll on Conversion Table
GC = Gatling Cannon, TG = Tower Gun, B = Bolters, CN = Cannon, BC = Blood Cannon
AC = Assault Cannons, ML = Missile Launchers, HB = Heavy Bolters, S&S = Swords & Spears
SC = Skull Cannon, SK = Scorpion Cannon, JG = Jaw Guns, DM = Doom Mortar
S&P = Swords & Pistols, P = Primarch, CTS = Chaos Titan System
SOC = Stream of Corruption, CSM = Chaos Space Marines, FB = Firestorm Bombs
BP = Beam of Power, LC = Lascannon, CN = Cannon, FC = Flame Cannon
Unit Types: Nu = Nurgle, Kh = Khorne, Tz = Tzeentch, Sl = Slaaaneshi
Primarch unit bonuses only apply to units of the same type.
CHAOS TITAN CONVERSION TABLE
1D6 Titan: Move Hits Close CTS
1 Nemesis 3 12 15 4
2 Deathbringer 3 11 14 4
3 Goth 4 10 12 3
4 Hun 4 9 10 3
5-6 Warhound 5 8 9 2
CHAOS VEHICLE CONVERSION
1D10 Vehicle:
1 Chaos Land Raider
2 Chaos Rhino
3 Chaos Rapier
4 Chaos Tarantula
5 Chaos Mole Mortar
6 Chaos Thudd Gun
7 Chaos Sentinel
8 Chaos Basilisk
9 Chaos Bombard
10 Chaos Manticore
CHAOS GIFT TABLE
1D100 Gift: Notes:
1-2 Horns Close +1
3-4 Multiple Arms Close +1
5-6 Plague Bearer Close +1
7-8 Poisonous Bite Close +1
9-10 Razor-sharp Claws Close +1
11-12 Transparent Skin Close +1
13-14 Iron Hard Skin Hits +1
15-16 Regeneration Regeneration
17-18 Resilient Hits +1
19-20 Rotting Flesh Close +1
21-22 Scaly Skin Hits +1
23-24 Warty Skin Hits +1
25-26 Wings Move +5
27-28 Mace Tail Close +1
29-30 Scorpion Tail Close +1
31-32 Skull Face Close +1
33-34 Spits Acid (3/2)
35-36 Telekinesis (3/2)
37-38 Uncontrollable Flatulence Close +1
39-40 Warp Frenzy Roll Twice more
41-42 Beaked Close +1
43-44 Beweaponed Extremities Close +1
45-46 Blood Rage Close +1
47-48 Breathes Fire (3/2)
49-50 Fangs Close +1
51-52 Flaming Skull Face Close +1
53-54 Growth Close +1
55-56 Brightly Patterned Skin Hits +1
57-58 Burning Body Close +1
59-60 Tentacles Close +1
61-62 Cloven Hooves Move +5
63-64 Horrible Stench Close +1
65-66 Hypnotic Gaze (3/(3))
67-68 Invisibility Hits +1
69-70 Crystalline Body Hits +1
71-72 Duplication Carry
73-74 Enormously Fat Hits +1
75-76 Eyestalks Hits +1
77-78 Levitation Move +5
79-80 Long Legs Move +5
81-82 Long Spines Close +1
83-00 Nothing
Notes: Chaos Infantry roll once on this table when deployed.
TYRANID HIVE DECK UNIT CARD LIST
Card Name: Move Hits Close Range Attack Type Notes:
Genestealer Cultists 2 1 1 10 1 I Lasguns
Hybrid Genestealers 2 1 3 5 1 I S&P
Genestealers 3 2 7 - - I Claws
Genestealer Magus 2 1 2 - - I Psychic
Devourer Swarm 2 1 3 - - I
Biovore 2 3 2 20 7 V SM; Barrage
Carniflex 2 3R 8 10 4 I BP
Dactylis 3 4 5 15 3Br V BiP,SC(3/1)
Dominatrix 2 8R 11 15 9 VL BC,SC(3/11)Psychic
Exocrine 3 4 5 15 5 V BC, SC(3/1)
Gargoyles 8S 1 2 5 1 I Flame Spurt
Harridan 10S 4 6 1 12Br VC SpC,BC(10/7)Carry
Haruspex 3 4 9 5 3Br V AJ,FS
Hive Tyrant 2 5R 11 10 4 IL VC, Psychic
Hormagaunt 6 1 3 - - I Claws
Lictor 9 3 5 5 2 I Flesh Hooks
Zoats 3 2 6 10 2 I Barbed Stranglers
Malefactor 4 4 7 5 4Br V FS,SC(3/2)Carry
Mycetic Spore - 3 4* - - V Carry, Pod
Termagants 2 1 2 5 1 I Flesh Borers
Trygon 4 5 9 8 8 V Bio-Shock
Tyranid Warriors 2 2 6 10 3 IC Deathspitters
Zoanthrope 2 2 2 10 7 V Warp Blast
Hierophant Bio-Titan 5 12R 14 - - T 3BTS
Hierodule Bio-Titan 5 10R 10 - - T 2BTS
Notes: R = Regenerates, Br = Barrage
SM = Spore Mines, BP = Bio Plasma, BiP = Bile Pods, Br = Barrage, SC = Spore Cysts
BC = Bio Cannon, SpC = Spore Cloud, AJ – Acid Jet, FS = Frag Spines
VC = Venom Cannon, S&P = Swords & Pistols, BTS = Tyranid Bio-Titan Systems
* = This unit destroyed at end of turn.
TYRANID BIO TABLE
1D10 Result Notes:
1 Acid Blood One Unit gets Close +2 this turn
2 Hallucinogens Take control of Target enemy unit this turn
3 Pathogenic Slime One Unit gets Attack +2 this turn
4 Energy Immunity One Unit gets Hits +2 this turn
5 Overrun Assault All Units get Close +2 this turn
6 Bio-Assassin Target enemy unit gets 1 Damage Token
7 Regenerate Remove 1D3 Damage Tokens
8 Adrenalin Surge One unit gets Move +2 and Close +2 this turn
9 Chameleon One Unit gets Hits +1 and Close +1 this turn
10 Overdrive All Units get Move +2 this turn this turn
Notes: Roll once on this table at the end of Deploy Phase.
EPIC WH40K LINKS
Epic War Machine Datafaxes
Epic War Machines
Army Lists
GAME DESIGNERS NOTES
I had to tone down the Titans a little bit (But not much!)
Let me know about good Epic Links especially with stats I can convert.