HQ Upgrades
Monstrous Creatures- 50%
Some particularly special units are huge monstrosities
twice the size of a space marine, capable of slicing a
fully-grown man in two. They follow all of the rules
in the rulebook (e.g. 2D6 armour penetration against
vehicles).
Inspiring
The inspiring sight of the army commander or important
model lifts everyone's spirits. The unit, which the
commander has joined, is fearless for the game, but
the commander may not leave the unit at all. Any other
friendly units within 12" +1 to their leadership.
Agile- 20%
Units may be upgraded to Agile, but it must be clearly
represented on the model. This upgrade is more
suitable for Tyranids, and it represents extremely
fast creatures that are able to easily outpace most
troops. (Similar to hormagaunts). Agile means that the
model may increase its assault range to 12", and falls
back or advances 3D6".
Invulnerable!- See Below
The unit's saving throw becomes invulnerable due to
the mass of bionic parts or that they're just quite
simply really hard! Use the table below to work out a
points value for the unit. Remember that you must pay
for both a normal save (step 6) and an invulnerable,
so a troops unit with a 2+ invulnerable save costs
91pts.
Armour HQ
2+ 65
3+ 35
4+ 10
5+ 5
6+ 2
Cavalry- 10%
Similarly to bikes, the model is mounted, and pays 10%
before any other additions of Wargear. Obviously, a
model cannot be mounted on a bike and count as
cavalry. Cavalry is represented as the model being
mounted on a boar, horse, gigantic spider, etc.
Remember that there is no addition to toughness.
Cavalry follow all of the rules covered on page 94 of
the rulebook.
Bike- See Below
The model is mounted on a bike. Rules for bikes are
covered on page 94 of the rulebook. To pay the price
for bikes, add 10% to the model's current points cost
(before any other Wargear or weaponry is added
though). This is for the privilege of the additional
speed. Then, increase the toughness of the model by
+1, paying the extra points (remember that this will
adjust the cost of wounds as well).
Jetpack- 10%
Whether this is a crude rokkit strapped to the back of
the model's back or a highly advanced jumpack, the
model may move 12" in the movement phase instead of
6". The model follows all of the rules for jetpacks
and jumpacks in the rulebook, and ignores any
intervening terrain as usual.
Street Fighter- 10%
If the model is in cover, then its saving throw is
increased by one point (normally 4+ rather than 5+ for
example).
Stubborn- 10%
The model may ignore negative modifiers for Morale
checks and tests for regrouping (e.g. 50% casualties).
In effect, the model will always use its standard
Leadership value.
Guerrillas- 10%
The model rolls an extra D6 when moving through
difficult terrain, and picks the highest for its
movement as usual. Units with jump packs may not take
this skill.
Tank Hunters- 10%
The model automatically passes tank shock tests if he
is with another unit that also have the tank hunter
skill, and also adds 1 armour penetration rolls
against vehicles.
Counter Attack- 10%
If a close combat is being fought involving this model
is a draw, the side with this unit automatically wins
the tiebreaker. If both sides have this skill, then
roll as usual.
Fast Attack Upgrades
Fast attack units are likely to have access to many
useful skills to enhance their abilities in battle.
Because they are designed to support the army with
speed and agility, the unit must take either the
‘Agile', ability, or take a jumpack, bike, be mounted
on a cavalry steed, or take a transport.
Jetpack- 10%
Whether this is a crude rokkit strapped to the back of
the model's back or a highly advanced jumpack, the
unit may move 12" in the movement phase instead of 6".
The unit follows all of the rules for jetpacks and
jumpacks in the rulebook, and ignore any intervening
terrain as usual.
Deep Strike- 10%
Using either teleporting devices or using drop pods,
the unit has the ability to land onto the battlefield
in the midst of battle. The unit may use deep strike
rules, if the scenario being played allows it.
Cavalry- 10%
Similarly to bikes, the unit is mounted, and pays 10%
before any other additions of Wargear. Obviously, a
unit cannot be mounted on bikes and count as cavalry.
Cavalry is represented as the unit being mounted on
boars, horses, gigantic spiders, etc. Remember that
there is no addition to toughness. Cavalry follow all
of the rules covered on page 94 of the rulebook.
Bikes- See Below
The unit is mounted on bikes. Rules for bikes are
covered on page 94. To pay the price for bikes, add
10% to the models' current points cost (before any
other Wargear or weaponry is added though). This is
for the privilege of the additional speed. Then,
increase the toughness of the model by +1, paying the
extra points (remember that this will adjust the cost
of wounds as well).
Agile- 20%
Units may be upgraded to Agile, but it must be clearly
represented on the model. This upgrade is more
suitable for Tyranids, and it represents extremely
fast creatures that are able to easily outpace most
troops. (Similar to hormagaunts). Agile means that the
unit may increase their assault range to 12", and
falls back or advance 3D6".
Transport- Codex cost
The unit may be mounted in a vehicle for the
appropriate points cost shown in the unit's race's
codex. Most of these are shown under an entry in the
codex, listed within the pages somewhere. For example,
in the Chaos Codex, at the end of the troops section,
is listed the Rhino. As the Rhino costs 50pts for the
units that may have them, this is the cost to the
design troop using them. Any vehicle upgrades allowed
may be used. Listed below is an example of what is
available:
Orks: Wartrukk 30pts
Chaos: Rhino 50pts
Space Marines: Rhino 50pts
Eldar: Wave Serpent??? pts
Sister of Battle: Rhino 50pts
Dark Eldar: Raider 50pts
Imperial Guard: Chimera 95pts
Street Fighters- 10%
If the unit is in cover, then their saving throw is
increased by one point (normally 4+ rather than 5+ for
example).
Hardened Fighters- 10%
The unit may ignore negative modifiers for Morale
checks and tests for regrouping (e.g. 50% casualties).
In effect, the unit will always use its standard
Leadership value.
Steadfast- 10%
The unit may attempt to regroup even when below 50%.
(Not applicable to Space Marine units, which already
benefit from this ability).
Guerrillas- 10%
The unit rolls an extra D6 when moving through
difficult terrain, and picks the highest for its
movement as usual. Units with jump packs may not take
this skill.
Tank Hunters- 10%
The unit automatically passes tank shock tests, and
also +1 to their armour penetration rolls against
vehicles.
Counter Attack- 10%
If a close combat is being fought involving this unit
is a draw, the side with this unit automatically wins
the tiebreaker. If both sides have this skill, then
roll as usual.
Fearless- 20%
Then unit is fearless, and never have to take any
morale checks they are required to make.
Invulnerable!- See Below
The unit's saving throw becomes invulnerable due to
the mass of bionic parts or that they're just quite
simply really hard! Use the table below to work out a
points value for the unit. Remember that you must pay
for both a normal save (step 6) and an invulnerable,
so a troops unit with a 2+ invulnerable save costs
91pts.
Armour FAST ATTACK
2+ 65
3+ 35
4+ 10
5+ 5
6+ 2
Infiltrators- 10%
Infiltrators gain the additional advantage to be able
to infiltrate at the beginning of the game in some
scenarios. They follow all the rules for infiltrators
in the rulebook, and may only begin the game
infiltrated if the scenario allows it.
Heavy Support Upgrades
Heavy support units are often designed to hit the
enemy hard, using a full brunt of firepower. Their
access to valuable weaponry is often an important
asset to the rest of the army.
Street Fighters- 10%
If the unit is in cover, then their saving throw is
increased by one point (normally 4+ rather than 5+ for
example).
Hardened Fighters- 10%
The unit may ignore negative modifiers for Morale
checks and tests for regrouping (e.g. 50% casualties).
In effect, the unit will always use its standard
Leadership value.
Steadfast- 10%
The unit may attempt to regroup even when below 50%.
(Not applicable to Space Marine units, which already
benefit from this ability).
Guerrillas- 10%
The unit rolls an extra D6 when moving through
difficult terrain, and picks the highest for its
movement as usual. Units with jump packs may not take
this skill.
Tank Hunters- 20%
The unit automatically passes tank shock tests, and
also +1 to their armour penetration rolls against
vehicles.
Counter Attack- 5%
If a close combat is being fought involving this unit
is a draw, the side with this unit automatically wins
the tiebreaker. If both sides have this skill, then
roll as usual.
Fearless- 20%
Then unit is fearless, and never have to take any
morale checks they are required to make.
Invulnerable!- See Below The unit's saving throw
becomes invulnerable due to the mass of bionic parts
or that they're just quite simply really hard! Use the
table below to work out a points value for the unit.
Remember that you must pay for both a normal save
(step 6) and an invulnerable, so a troops unit with a
2+ invulnerable save costs 91pts.
Armour Heavy Support
2+ 50
3+ 30
4+ 10
5+ 5
6+ 2
Infiltrators- 10%
Infiltrators gain the additional advantage to be able
to infiltrate at the beginning of the game in some
scenarios. They follow all the rules for infiltrators
in the rulebook, and may only begin the game
infiltrated if the scenario allows it.