WH40K SQUADS
INTRODUCTION
Card game depicting WH40K combat at a man-to-man level.
DISCLAIMER
Warhammer 40000 is a copyrighted, licensed property.
This is merely a fan site.
VICTORY
Run your opponents deck out of cards.
THE DECKS
Each player (race) has its own deck.
DICE
Six sided Dice are needed.
SETUP
Players select their race (deck).
(Same race fights are allowed: for example: Ork vs Ork)
Each player draws 7 cards.
TURN SEQUENCE
Turns are simultaneous.
Each turn is divided into 7 Phases:
Recruitment Phase
Deployment Phase
Long Range Phase
Medium Range Phase
Short Range Phase
Close Combat Phase
Recovery Phase
RECRUITMENT PHASE
Each player draws 2 cards.
A Player who has no cards left to draw loses the game.
(Discarded cards do not go back to the draw pile)
DEPLOYMENT PHASE
Put Unit cards from your hand into play.
Attach Attachment cards (weapons, equipment, etc.) from your hand onto
Units that can use them.
ATTACK LIMIT RULE
Unless noted by a special rule or card, a unit may only make one attack per turn
with one of its natural attacks or with an Attached Weapon card.
ATTACKING
The attacking Unit declares its target.
A Target must be a unit in play.
Units with long range weapons may target the enemy deck instead of Units in play.
A unit makes an attack by rolling 1D6 and comparing the roll to the
Force level of the Weapon.
If the roll is equal to or less than the Force level, the attack does damage
equal to the roll.
If there are no enemy units, you may target the opponent’s deck.
For every point of damage a deck takes it must discard the top card.
Attacks within a phase are simultaneous: All Units get to complete
their attack even if they are killed.
HITS
Every Unit has a number of hits.
If a Unit is reduced to zero hits, it is killed (discarded).
Use Tokens placed on the Unit to keep track of Damage.
LONG RANGE PHASE
Units that are able make Long range attacks.
These include support, sniper, and heavy weapons.
MEDIUM RANGE PHASE
Units that are able make Medium range attacks.
This includes Rifles.
SHORT RANGE PHASE
Units that are able make Short range attacks.
This includes pistols and thrown grenades.
CLOSE COMBAT PHASE
Units that are able make Close Combat attacks.
This includes Hand-to-Hand attacks.
RECOVERY PHASE
A Healer Unit may remove all the Damage Tokens from one Unit in this Phase.
Max hand is 7 cards. Discard excess cards.
EVENT CARDS
Event cards produce a single event, like an attack, and are then discarded.
Events that produce an attack by a Unit, not normally made by it, are an extra
attack that turn in addition to the Units normal attack.
(For example: The Ork Boyz may attack in CC or SR plus use a Stikkbomb card)
ATTACHMENT CARDS
Attachment cards can either be attached to a Unit in Deploy Phase or be used
like an Event card to produce a single Attack, and then be discarded.
UNITS IN CLOSE COMBAT
All Units are capable of some Close combat attack.
The base Force of a Unit is its Force in Close Combat.
DREADNAUGHTS
Dreadnaughts can make 1 Close Combat attack and 1 attack with every
weapon they have or that is attached.
Dreadnaughts can only attach Heavy Weapons.
CARD LIST NOTATION
# = Copies of that card in the Deck
U = Unit cards
A = Attachment cards
M = Healer (Cannot heal Robots/Vehicles)
F = Force
SR = Short Range
MR = Medium Range
LR = Long Range
CC = Close Combat
W = Weapon
E = Event
L = Leader
LO = Leader Only
TO = Terminator Only
TDO = Terminator or Dreadnaught Only
P = Psyker
D = Dreadnaught
Z = Flying
CA = Can Attach
Slow = Weapon Fires every other turn
BP = Bolt Pistol
SB = Storm Bolter
SP = Shuriken Pistol
BL = Bright Lance
H = Heavy Weapon (or HW)
X = Daemon (Cannot attach Weapons)
SPACE MARINE SQUAD DECK CARD LIST
Card Name # Type Hits Force Notes:
Scout Marine 4 U 1 1 Sniper Rifle (LR/F=2)
Space Marine 8 U 2 1 Knife & Bolter (MR/F=2)
Assault Marine 5 UZ 2 3 Chain Sword & BP (SR/F=2)
Terminator 5 U 4 4 Power Fist & SB (SR/F=3)
Force Commander 1 UL 5 4 Power Sword & BP (SR/F=2)
Librarian 1 ULM 3 4P Force W & BP (SR/F=2)
Apothecary 1 UM 2 3 Chain Sword
Sergeant 2 UL 4 2 Sword & BP (SR/F=2)
Dreadnaught 1 UD 6 4 Claws (CA 4 HW)
Heavy Bolter 2 A - 4H MR W
Missile Launcher 2 A - 5H LR W Slow
Flamer 1 A - 3 SR W
Chain Sword 2 A - 3 CC W
Plasma Gun 1 A - 4 MR W Slow
Plasma Pistol 1 A - 4 SR W Slow LO
Daemon Hammer 1 A - 5 CC W LO
Assault Cannon 1 A - 5H MR W TDO
Thunder Hammer 1 A - 5 CC W TO (Storm Shield: Hits +2)
Lascannon 1 A - 4H LR W TDO
Heavy Flamer 1 A - 4H SR W TDO
Teleportation 2 E - - Terminators get extra Attack
Frag Grenades 2 E - 3 SR Attack by Marines only
Melta Bombs 1 E - 5 SR Attack by Assault Marines Only
Infiltrate 2 E - - Scouts get extra Attack
Air Assault 2 E - - Flying Units get Extra Attack
Artillery Support 4 E - 5 LR Attack by Scout or Leader
Psychic Attack 1 E - 5 LR Attack by Librarian Only
Rally 4 E - - Draw 3 Cards. Requires Leader in Play
ORK SQUADZ DECK CARD LIST
Card Name # Type Hits Force Notes:
Gretchin Mob 4 U 2 1 Knife & Blasta (SR/F=1)
Boyz 6 U 2 2 Choppa & Slugga (SR/F=2)
Choppa Boyz 2 U 2 3 Choppa & Slugga (SR/F=1)
Shoota Boyz 2 U 2 1 Choppa & Shoota (MR/F=3)
Stormboyz 4 UZ 1 2 Choppa & Slugga (SR/F=2)
Nobz 4 U 4 4 Choppa & Slugga (SR/F=2)
Warboss 1 UL 6 4 Power Axe & BP (SR/F=2)
Mad Dok 1 UM 2 3 Injector & Slugga (SR/F=2)
Nob Leader 2 UL 4 2 Choppa & Slugga (SR/F=2)
Killa Kan 2 UD 5 4 Klaws (CA 2 HW)
Big Shoota 4 A - 4H MR W
Rokkit Launcha 4 A - 4H LR W
Burna 2 A - 3 SR W
Bomb Chuka 1 A - 3 MR W
Mega Blasta 1 A - 5H MR W Slow
Power Klaw 4 A - 5 CC W (Nob & LO)
Stikkbombs 6 E - 3 SR Attack by any Boyz or Nobz
Big Gunz 4 E - 5 LR Attack
Rokkit Packs 2 E - - Flying Units get Extra Attack
Waaagh! 4 E - - Draw 3 Cards. Requires Leader in Play
ELDAR SQUAD DECK CARD LIST
Card Name # Type Hits Force Notes:
Guardian 6 U 1 1 Shuriken Catapult (SR/F=3)
Ranger 4 U 1 1 Knife & Long Rifle (LR/F=2)
Howling Banshee 4 U 3 4 Power Sword & SP (SR/F=2)
Warp Spider 4 U 2 1 Death Spinner (MR/F=3)
Dark Reaper 4 U 1 1 Reaper Launcher (LR/F=4)
Avatar of Khane 1 UL 8 5 Wailing Doom Sword
Farseer 1 UL 3 4P Witchblade & SP (SR/F=2)
Warlock 2 UL 2 2P Sword & SP (SR/F=2)
Wraithlord 1 UDL 7 5 Flamers (SR/F=4) BL(LR/F=4)
Exarch 4 A - - Hits +2 & Force +1 Non-LO
Executioner Blade 1 A - 5 CC W Howling Banshee Only
Witchblade 2 A - 4 CC W
Speed & Agility 4 E - - Negate Target Attack
Invisibility 2 E - - Rangers get extra Attack
Warp Jump 2 E - - Warp Spiders get extra Attack
War Shout 2 E - - Howling Banshees get extra Attack
Heavy Firepower 2 E - - Dark Reapers get extra Attack
Haywire Grenades 2 E - 4 SR Attack by Warp Spiders only
Plasma Grenades 2 E - 3 SR Attack by Non-leaders only
Psychic Storm 1 E - 5 LR Attack by Psykers Only
Mind War 1 E - - Psykers get extra Attack
Prism Cannon Fire 1 E - 5 LR Attack
Vyper Missiles 1 E - 4 LR Attack
D-Cannon Fire 1 E - 5 MR Attack
Star Cannon Fire 1 E - 4 MR Attack
To War! 4 E - - Draw 3 Cards. Requires Leader in Play
CHAOS SPACE MARINE SQUAD DECK CARD LIST
Card Name # Type Hits Force Notes:
Cultists 7 U 1 1 Knife & Laspistol (SR/F=1)
Horror Daemon 4 UX 3 3 Claws & Daemon Fire (SR/F=2)
Chaos Space Marine 5 U 2 1 Knife & Bolter (MR/F=2)
Raptor 3 UZ 2 3 Chain Sword & BP (SR/F=2)
Obliterator 3 U 4 4 Power Fist & Flamer (SR/F=3)
Bloodthirster 1 ULX 7 5 Bloodthirster Axe
Chaos Lord 1 UL 5 4 Man Reaper & BP (SR/F=2)
Chaos Sorcerer 1 ULM 3 4P Bedlam Staff & BP (SR/F=2)
Aspiring Champion 2 UL 4 3 Chain Sword & BP (SR/F=2)
Defiler 1 UD 6 4 Claws (CA 4 HW)
Heavy Bolter 2 A - 4H MR W
Missile Launcher 2 A - 5H LR W Slow
Flamer 1 A - 3 SR W
Chain Sword 1 A - 3 CC W
Power Fist 1 A - 4 CC W
Plasma Rifle 1 A - 4 MR W Slow
Plasma Pistol 1 A - 4 SR W Slow LO
Auto-Cannon 1 A - 5H MR W
Lascannon 1 A - 4H LR W
Heavy Flamer 1 A - 4H SR W
Corruption 2 A - - Hits +2 & Force +1
Teleportation 2 E - - Obliterators get extra Attack
Frag Grenades 2 E - 3 SR Attack by Marines only
Infiltrate 2 E - - Cultists get extra Attack
Ariel Assault 2 E - - Flying Units get Extra Attack
Bloodlust 2 E - - Non-Leaders get extra Attack
Daemon Strength 2 E - - Leaders get extra Attack
Summoned 2 E - - Horror Daemons get extra Attack
Doombolt 1 E - 5 LR Attack by Sorcerer Only
Warp Spawn 4 E - - Draw 3 Cards. Requires Leader in Play
TYRANID BROOD DECK CARD LIST
Card Name # Type Hits Force Notes:
Termagant 4 U 1 1 Claws & Fleshborer (MR/F=1)
Hormagant 4 UZ 1 1 Scything Talons
Genestealer 4 U 1 2 Rending Claws
Tyranid Warrior 4 U 3 4 Scything Talons & Deathspitter (MR/F=2)
Hive Tyrant 1 UL 5 4 Bone Sword & Lash Whip (SR/F=2)
Zoanthrope 1 U 3 2P Claws & Psychic Scream (SR/F=2)
Tyrant Guard 2 UM 2 3 Scything Talons
Lictor 2 U 4 3 Scything Talons & Flesh Hooks (SR/F=2)
Carnifex 1 U 6 4 Claws (can attach 3 HW)
Gargoyle 4 UZ 2 1 Fleshborer (MR/F=1)
Biovore 2 U 2 1 Claws & Spore Mines (LR/F=3)
Ravener 2 U 2 3 Scything Talons
Barbed Strangler 2 A - 5H LR W Slow Tyrant & Carnifex only
Devourer 2 A - 3 MR W Warriors, Tyrant & Carnifex only
Rending Claws 2 A - 3 CC W
Bio-Plasma 2 A - 4 MR W Slow
Implant Attack 1 A - 4 CC W Slow LO
Crushing Claws 1 A - 5 CC W Carnifex Only
Venom Cannon 1 A - 4H LR W Warriors, Tyrant & Carnifex only
Toxin Sacs 2 A - +1
Extended Carapace 2 A +1 -
Infiltrate 2 E - - Genestealers or Lictors get extra Attack
Ravenous Assault 2 E - - Units fighting in CC get Extra Attack
Synapse 2 E - - Tyranid Warriors get extra Attack
Stray Spore Mines 2 E - 5 Bonus LR Attack
Warp Blast 2 E - 5 LR Attack by Zoanthrope Only
Without Number 4 E - - Shuffle any discarded Hit 1 cards back into deck
NOTES
Tyranid Deck by Jason Newell.
LINKS
Warpspawn WH40K Yahoo Group
Fig Pics
Demo Deck
Return to Mainpage