Oldtimers 2015 40K 2nd Edition Tournament Pack
Oldtimers 2015 40K 2nd Edition Tournament Pack
Oldtimers 2015 40K 2nd Edition Tournament Pack
Welcome to the 2015 Warhammer 40K 2nd Edition tournament in which you will be pitted against a range of
opponents on a variety of battlefields.
Within these pages you will hopefully find everything that you will need to compete in this years tournament.
VENUE
DATE
COST
$20
POINTS
1500
ROUNDS
OTHER INFORMATION The owners of the hall have requested that there be no eating inside the premises. Drinking
is acceptable.
The owners of the hall have requested that there be no smoking inside the premises. If you
do smoke, do so away from the hall and remember to bin your butts.
Failure to do so will get the caretaker upset.
This is NOT a good idea.
Do not place drinks on tables. Wilful damage to hall, tables, scenery, etc, will not be
tolerated.
Page 1
TOURNAMENT PROTOCOLS
As with most tournaments there are a few protocols.
Players should treat their opponents with courtesy and respect. Verbal (or any other form of) abuse will not be
tolerated and the Referee and/or Organiser reserve the right to eject from the tournament any player acting in an
abusive manner.
Spectators of a game in progress should not make any tactical comments on the game in front of either player. In
general, anyone not playing the game should not comment on tactics, rules, or any other matter which may affect
the outcome of the game. Players are reminded that the only source of official adjudications is a Referee, although
spectators may be asked to assist with line-of-sight queries.
Each player is to provide the accessories they require for their game. Dice, cards, templates, etc should be provided
by the players for their own army. Players planning on using blind grenades or other persistent effects should bring
ample supplies of the appropriate templates.
ARMY SELETION
Players are to select an army from any of the codices in print (at the time of 2nd Edition) of up to 1500 points.
Selected lists are to be forwarded to the event organiser no later than two weeks prior to the event. Players are
asked to adhere to this as organiser will not have time on the day to be making last minute checks on the validity of
army lists.
Your army list should be in a format clearly showing as much detail as possible, points cost, victory points worth, any
additional equipment etc, to make verification easier for the organiser. Include your name and email so the
organiser can contact you regarding any problems with your army list.
As stated armies will be of up to 1500 points with no allies (this includes Assassins and Sisters of Battle!) or bunkers
and other restrictions will be in force.
Selected rules from the Journal will include some vehicle cards and a few of the rules from the Tank Fest article, and
the wargear card Ammo Feed.
The tournament rules from the White Dwarf #197 will not be used.
Wargear Card allocation will be in accordance with the unique, rare and uncommon table set out in White Dwarf
#195. A complete list can be found in the back of this booklet in appendix c.
The black and white Codex is excluded (thats the one in the box set), apart from Squats, and no army lists from the
Journal or any other publication will be excepted, apart from the necron raiders.
The Army Lists and the Daemon Princes from the Chaos Codex appendices will not be used.
Although a Space Marine crusade-style army is possible, it can only be drawn from the same Codex list.
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VEHICLES
The Dark Millennium vehicle conversion rules will not be used as they are far too easy to abuse.
Vehicle cards should be represented on the vehicle where possible.
Accepted Journal Vehicle cards will include Ejector Seats, Composite Armour and the Fire Control System.
Vehicle cards will be broken into four categories: Armour, Engine, Weapon, and Genera.l
The number of vehicle cards a vehicle can have will be restricted by the size and type of the vehicle.
Jetbikes, Bikes and Trikes. Up to 2 cards, with no more than 1 Armour or Engine Card.
Vypers, Attack Bikes and Landspeeders. Up to 3 cards, with no more than 1 Armour or Engine Card.
All Tanks. Up to 4 cards, with no more than 2 cards from Armour or Weapons, and no more than 1 Engine card.
All Dreadnoughts and Walkers. Up to 3 cards, with no more than 2 from Armour.
Except for the Imperium Heavy Flamer upgrade, no vehicle may have more than one of the same types of Vehicle
card.
Vehicle squadrons taken from the support section of an army list may only be made up of vehicles with a base cost
of less than 100 points.
Ceramite Armour is considered to be effective against all flamer, melta and plasma weapons and any grenade
derivative. This will also protect crew against the heating effects of the inferno cannon.
Blood Axe squads may bring any Imperial vehicle except Dreadnoughts. Ravenwing vehicles may be included but do
not give any special bonuses, Imperium only vehicle cards may not be used.
MINIATURES
While it will not be enforced miniatures should be at least undercoated and fully assembled.
Miniatures must reasonably represent the actual force used in the tournament. For instance a model that has a
lascannon must at least have some form of heavy weapon.
Special Characters must be represented by the actual model for that character where available.
Models may only have 3 assault weapons, 4 grenade types and a single basic, special or heavy weapon. For example
if a model already has a basic weapon and upgrades to special or heavy weapon then the basic weapon is left
behind.
Page 3
SETUP
Terrain will be set up by the Referee prior to the tournament.
Missions will be rolled on Table A.
Players will work out the victory points of their forces using Table B.
The warp flux will be set at 2D6 maximum; if only one psyker is on the table for any reason then 1D6 will be used.
Psychic cards will be randomly dealt to you by your opponent.
Games will last 4 turns if a player declares that they are surrendering before the end of the game it will be
considered that their entire army is destroyed.
Except when playing against Tyranids, players may discard one strategy card and replace it with another random
card, if both players wish to discard then the army with the highest strategy rating draws first.
STRATEGY CARDS
The strategy card Virus Outbreak will NOT be used during the tournament and should be removed from the deck.
Each player is to present their army in its entirety to their opponent before deployment so that strategy cards and
Tyranid events can be played, where appropriate, on individual models, squads and vehicles.
Strategy cards cannot be played on any forces that are off the table for any reason.
The Delayed strategy card must be played on a squad or vehicle before set-up. That squad or vehicle cannot then be
countered by any other strategy card, or cannot be used to counter another strategy card (e.g. ambush, flank march
etc).
If playing the Minefield strategy card mark the area where it will be deployed, it must be a 10 by 4 rectangular
area.
Players with the Special Issue strategy card should consult the referee for a random wargear card allocation.
When Booby Traps are played on an area of the table it will affect any troops, models or vehicles that move over,
through, into or that start their movement inside the trapped area. Models that then stand still will not be affected
again.
The Sabotage strategy card will not be used against Tyranids and should be discarded from the deck before play.
The Malfunction strategy card, if used against attack bikes, trike, vipers, landspeeders (except the pilot) and buggys
it will destroy the weapon and cause a S4, -1 save hit to the gunner with no other damage to the vehicle. If played
on hull mounted weaponry fired by the driver or pilot, roll on the vehicle damage table as per normal. If used
against linked weapons it will affect the whole weapon system as if it were a single weapon. If used against Hunter
Killer missiles, it will destroy the missile with no effect to the vehicle itself.
Brilliant Strategy and Traitor can be used to affect both your army and leaders strategy rating.
If a model in hand-to-hand with several models is saved y the strategy card Saved!, the model must still fight any
additional opponents he has not yet fought.
Page 4
MISSION CARDS
No mission will gain a player more than 5 VPs, any additional points earned from missions are to be ignored.
The Tyranid Attack mission will not be used due to the limited time available.
Take and Hold mission objectives will be a single terrain feature marked by counters.
High Ground mission objectives will be three pieces of suitable terrain marked by counters.
The Guerilla War secondary mission will be changed to read:
+1 VP for each enemy vehicle squadron with more than 50% of its casualties destroyed within 24 of your edge of
the table.
+1 VP for each enemy vehicle not part of a squadron destroyed with 24 of your edge of the table.
For the purposes of the primary objectives of Dawn Raid, vehicle squadrons will be treated as squads.
For the purpose of the primary objectives of Engage and Destroy, vehicle squadrons and weapon batteries will be
treated as squads. The line reading +1 VP for every character killed will be changed to read:
+1 VP for each character worth more than 50 points who is killed.
ANNOUNCEMENTS TO YOUR OPPONENTS
In general play the following items need NOT be revealed to your opponent until actually used:
Strategy cards, warp cards, grenade types, psychic powers, psychic level, non-obvious wargear (e.g. scanner and
special ammunition), non-obvious vehicle cards (e.g. Vortex Detonator and Ceramite Armour), Veteran abilities,
Exarch warrior powers, presence of a field on a model (except refractor field), Marks of Chaos and non-obvious
Chaos Rewards (e.g. breathe fire).
Missions will be revealed at the start of the game. (Previously this has not been the case, due to the nature of this
event, honesty of players wont be called into contention by this ruling)
The following MUST be revealed before commencement of play.
Army commander, highest level and most expensive psyker, obvious vehicle cards, any discrepencies between your
models and the actual force used (e.g. jump packs and heavy weapons), troop and character types as well as obvious
wargear (e.g. basic, special and heavy weapons).
This information should be repeated to opponent at any time if asked.
NOTE: Your army list need not be revealed until the end of the game to allow for victory points verification. If at any
time a player requires verification of any part of an army list they should call a referee to investigate on their behalf.
Your army list however is to be revealed to your opponent at the end of the session when calculating victory points.
SCORING
Players earn points for their success at winning games during the tournament as normal.
The primary award for this event is the combined values of completeness of painting, army presentation and for
being a sporting player.
Version 1.2 (30.11.2014)
Page 5
WINNING GAMES
Obviously winning your game is an important consideration in Warhammer 40K and this tournament.
COMPLETE PAINTING
Players will receive points for the level of painting in their armies. This will only be concerned with completeness of
the paint job and not the quality of the work. Armies will be divided into four categories and will score points
accordingly.
A: All models painted but some models with less than three colours or about 10% is unpainted. Only type A armies
will be eligible for the painting competition.
B: More than 75% but less than 90% of models painted with three colours.
C: More than 50% but less than 75% of models painted with three colours.
D: Less than 50% of the army painted.
Players should note that undercoated is not considered a colour for the above purposes but transfer, banners and
shading or highlighting will be.
REPRESENTATION
This section of the tournament is an assessment of an armies representation by the models used.
Players will be awarded points for their armies based on the level of representation in a very similar manner to the
complete painting points. Armies will again be divided into 4 categories and will be awarded points accordingly.
A: 90% of the models are representative.
B: More than 75% but less than 90% of the models are representative.
C: More than 50% but less than 75% of the models are representative.
D: Less than 50% of the models are representative.
Having representation basically means that a model or vehicle has any obvious equipment shown that would be
expected to be seen from about arms length.
SPORTSMANSHIP
Players will be awarded points based on a few brief. The answers will be scored and both players will receive points
towards their sportsmanship score. In this way, players will be judged by their opponents during the tournament.
BEST PAINTED ARMY
Those armies that score Type A under the complete painting section and at least Type A, B or C under representation
will be eligible for the overall painting award.
Page 6
Page 7
Blast marker height of depth is considered to be a cylinder double the diameter of the blast marker for the purpose
of blocking line of sight only.
Any wargear cards printed in the original box or White Dwarf that were printed again in a codex are treated as if
they were only printed in that codex, this only affects the number available.
Wargear cards may not be used to enhance vehicles, vehicles weapons or steeds unless specifically stated on the
card.
The Chaos army strategy rating is 3, their army commander has a strategy rating of 5.
Armour penetration values for all conventional weapons follow the rules from pages 80 and 82 of the Rulebook. AP
values listed in weapon descriptions which do not agree with the standard calculation are superseded by the correct
calculated value. Therefore meltabombs are 2D6+D20+8, etc.
Infiltrators may not deploy within a enemys models basic initiative statistic.
Imperial Guard heavy bolters may buy Hellfire shells for 5 points.
MOVEMENT
All movement is considered simultaneous for the entire army.
Squads that are moving are assumed to be moving in coherency; as such any overwatch fire declared at the squad in
mid-move will target the whole squad in formation. Although models are normally moved singularly the player
should arrange the targeted squad as it would roughly appear at that point of its movement. This is especially
important when charging a squad on overwatch.
Turning on the spot is not considered movement for any purposes, except for vehicles, dreadnoughts or weapon
batteries.
A vehicle that is part of a squadron which is slower due to damage need not maintain coherency, but will be
considered destroyed at the end of the game if outside squad coherency.
A model may not jump-pack, warp or teleport into or out of any vehicle.
The distance moved by a Warp Spider jump generator must be measured for each individual model, not just the first.
A model (excluding vehicles) that accidently leaves the table and is capable of free movement may attempt to reenter the table the next turn at the point at which it left by passing a leadership test. Any model that automatically
passes Leadership tests must still pass a check against its Leadership score.
Doubling a movement twice (e.g. combat drugs + Quickening) will result in it being tripled, not quadrupled. Doubling
three times will quadruple it and so on.
Enclosed vehicles may select to drive straight through smoke and blind clouds without turning. A vehicle that is
inside a blind cloud at the beginning of the turn will go out of control.
If a model or squad begins its turn within 8 of an enemy, it is allowed to make a run move as long as it runs directly
away from that enemy and does not get any closer to any other enemies.
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CHARGING
When models charge, they must charge the closest enemy model in as straight a line as possible. This means you
cannot normally position the model so it engages more than one opponent.
The closest enemy model of the purpose of charging shall be determined by measuring the most direct and possible
path to the enemy model, taking into consideration impassable terrain features.
When Swooping Hawks charge from flying high they are subject to the normal restrictions placed on them when
landing.
Skimmers can be ignored as the closest target for the purpose of charging, except if they have landed and Eldar
Falcons moving at slow speed.
Eldar Howling Banshee masks will only effect a model if the Howling Banshee is in base-to-base contact with the
model at the end of its charge move.
If charged by any model that causes fear you only need to make a fear test if the model can reach base-to-base
contact with the charged model at the end of its charge move.
Any model that is on fire or held fast by a weapon (e.g. strangleweb) can be ignored for the purposes of charging.
Models may not charge out of vehicle that has moved.
Bikers must declare hit-and-run attacks in the Declare Chargers phase of Movement and must follow the normal
rules for charging the closest unengaged target. Note: a squad of bikers need not all attack the same model; once
one biker has made a hit-and-run attack on a model, the next biker may choose to attack the next closest model and
so on. Multiple hit-and-run attacks on the same model do not give bonuses for multiple attackers.
OVERWATCH
If a squad fires on overwatch then all models of that squad who can must fire at the target. Models armed with
special weapons or heavy weapons may hold their fire to shoot at a vehicle or monstrous creature as normal, and
troops armed with basic weapons do not have to shoot at vehicles or monstrous creatures. Any models that need
not fire at a target do no lose their overwatch status.
Vehicle gunners may go into overwatch even if their vehicle moves, the driver can only go into overwatch if the
vehicle remains stationary. All models who can must go into overwatch together. Weapons on a vehicle are
restricted to a 90 degree fire arc and should be declared where they are facing.
When dreadnoughts, walkers, vehicles and weapon batteries go into overwatch they cannot move and can only fire
to a 90 degree arc based on their facing.
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Page 10
SHOOTING
All shooting from a squad or vehicle is considered to be simultaneous and should be taken together as outlined in
the rulebook on page 33.
Transported models that are riding in or on a vehicle that is moving are to be considered to have moved as well.
Changing positions to fire from a different firing port is considered movement as well.
When firing from within a vehicle the following firing arcs are to be used. 360 degrees from top hatches. 180
degrees from side hatches and 90 degrees from firing slits. Only drivers can fire from the front firing slits.
When a blast marker is fired at vehicles the location of the centre should be rolled randomly and placed as close as
practical to the firer. The centre hits automatically and any other locations partially or fully covered are hit on a 4+.
Exposed crewmen may fire a pistol, special weapon or basic weapon or throw a grenade with fire arcs depending on
their position in the vehicle.
Any vehicle with a ram value of strength 7 or greater is to be considered as a large target and has a +1 to hit modifier
against it (excluding Dreadnoughts and Walkers).
If the point of origin of a shot fired from any weapon deviates of the board it will not affect the battlefield in any way
whatsoever.
The following speed modifiers are to be used.
Speed
Less than 10
>10-20
>20-30
>30-40
>40-50
Hit Modifier
0
-1
-2
-3
-4
Skimmers do not incur any to-hit penalties for speed when making pop-up attacks.
SUSTAINED FIRE
Sustained fire weapons CANNOT elect to fire a single shot.
When declaring fire with sustained fire weaponry, the player must FIRST nominate how many sustained fire dice
worth of shots they intend to roll, this can be less than the full amount. Then after rolling the sustained fire dice
nominate your targets as per normal then roll to hit for each shot applying relevant modifiers for each target in turn.
(i.e. for speed and cover.)
Linked sustained fire weapons will also follow this procedure but the nominated number of sustained fire dice must
be the same for each weapon fired. For example, a Tarantula firing 1 dice per Heavy Bolter. Alternatively only one
of the weapons can be fired. The number of dice should be rolled separately for each weapon and any jams will
affect that particular weapon. This means that each of the weapons in the link will clear one jam per turn as normal.
However, as long as one remains jammed neither can be fired.
Reaper Autocannons and Plasma Blasters are not linked weapons and as such cant be fired as single barrelled
weapons.
Page 11
When the Strategy card Crack Shot is used in conjunction with a sustained fire weapon the halved armour value only
applies to the first armour location rolled. This must be declared first and rolled separately before any other hits.
Benefits for armour (i.e. Ablative) still apply as normal.
Marine models rapid firing with Storm Bolters must roll the first set of sustained fire dice and apply the results. If
this results in a jam the second roll is lost and this jam cant then be cleared as the second rapid fire action, the same
applies to the Eldar power Fast Shot.
FLAMERS
When a model is set on fire the check to see if it continues burning is taken at the start of the turn, if the model
continues burning THEN you roll to wound.
A model which cannot ignore flames will move in a random direction 2D6 or until stopped by an obstacle, they
cannot shoot, engage a model in close combat or use psychic powers. Enemy models will move aside and will not
inhibit the flamed models movement.
Wraithguard are affected by flames but can move and shoot as normal.
A model which may ignore flames may still suffer wounds from the flames but may move and act normally.
If a models base cannot be completely covered by the flamer template for whatever reason (including the sharp end)
then it is only hit on a 4+.
Any flamer hits that are saved by a field will not set the model alight, but if the save is failed and the model is set
alight then the field will NOT save the model from further wounds whilst burning.
Flamers and all other templates should be placed at the firers base, this is very important when the targets are at
different heights.
Hand Flamers may set opponents on fire in close combat. Only one die roll is made to see if an opponent catches
fire each turn, regardless of the number of hits scored.
EXOTIC WEAPONS
A shotgun hit on an exposed crewman or any model on a steed will not knock the model over or out of the vehicle.
The Needle Sniper Rifle or Pistol will kill any model that can be affected by poisons which fails its armour save taking
the -1 modifier into account.
A model that is held fast by any weapon (e.g. Strangleweb) will not be considered a casualty at the end of the game.
If a model is hit by a plasma missile and is not killed by the attack place it at the nearest or random edge in the
manner of plasma grenades.
A model hit by a virus grenade will only test ONCE for infection.
CLOSE COMBAT
Models that are armed with a heavy weapon may only use one close combat weapon.
Die rolls due to hatred, or any other reason, are taken before any parries, the librarian psychic power Prescience
allows the model to re-roll and fumbles.
A model that has two parries may only parry two separate attack dice once each not the same dice twice.
Version 1.2 (30.11.2014)
Page 12
A model that is armed with more than two weapons that are eligible to be used in close combat must announce up
to two that will be used in the engagement and cannot use any other weapons when working out hits.
A model will gain no bonuses for a secondary weapon when close combating a vehicle (excluding Dreadnoughts,
Walkers and vehicles with exposed crewmen).
A ranged weapon used in close combat against a vehicle will not use the bonus die for strength.
The Eldar warrior power Disarm will only be used against a weapon that the model has in the hand.
The Exarch power Turn Aside Blow simply gives the model one extra parry in hand-to-hand, not matter what it is
armed with.
Anything that doubles a models attacks will only double the base characteristic, it WILL NOT take into consideration
any bonuses that come from any course including having two weapons or being subject to two effects that doubles
the models attacks. For example a Space Marine Captain has a secondary close combat weapon, he takes Combat
Drugs he now has 7 attacks, a Librarian then casts Quickening on him he now has 10 attacks.
Any model that cannot engage in close combat for any reason (e.g. flamed models) is considered to have WS 1 and
may not attempt to parry. A model that is webbed will roll to see if they break free or take a wound after the close
combat is resolved.
A model that charges a vehicle that has moved more than 10 must first make an initiative test to avoid being
rammed, if rammed they cannot engage the vehicle if they survive.
ARMOURS AND SAVES
Models as large as or larger than a terminator cannot hide unless specifically allowed to do so. This includes
Wraithguard, Exo-armour, Mega-armour or Monstrous creatures.
Models wearing Terminator, Exo or Mega-armour will not ride any mount including boars, discs, horses or bikes
(excluding squat trikes or Wazdakka etc). They also cannot be equipped with Jump Packs.
Monstrous creatures, and models wearing Terminator, Exo or Mega-armour will not be encumbered by any heavy
piece of equipment, but they are still subject to any move or fire restrictions.
A model wearing Terminator, Exo or Mega-armour may not infiltrate. If commanding infiltrating troops, then the
whole squad cannot infiltrate and must be set up as normal.
Squat Exo-armour is sealed and has eye protection, and may ignore flames.
Ork Mega-armour is not sealed and has no eye protection, and may not ignore flames.
Eldar Rune armour is sealed and has eye protection, and may not ignore flames. In addition Rune armour has a 4+
modified save and a 4+ unmodified save.
A model wearing a Displacer Field will only displace once after all fire is directed at it, if this displacement provides a
line of sight for a squad that initially did not have line of sight they may not fire at the model.
If playing against a Chaos force, a model wearing a Displacer Field can choose BEFORE the start of the game to turn
off the field.
The Displacer Field or Dodge will save against the following attacks:
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Hammer of Fury, Acquiescence, Beam of Slaanesh, Stream of Corruption, Plague Wind, Miasma of Pestilence, Psychic
Scream, Pink Fire of Tzeentch, Tzeentchs Fire Storm, Bolt of Change, Storm of Wrath, Holocaust, Squish, Brain
Bursta, Power Vomit, Death Wave, Da Crunch, Destructor, Eldritch Storm, Machine Curse, Hellfire, Carmine Assassin,
Lightning Arc, Salamander and Smite.
Models who have a dodge will dodge D6 in a random direction to avoid an area effect. If after dodging they are still
in the area effect they will suffer any damage as normal.
The Conversion Field flash is not the same as Photon flash, only the chart dealing with protected troops is the same.
ALL support weapons are considered to have an armour value of 10 and have a ram value of S5, D4 wounds and -2
save.
Wraithguard if rammed, have a ram value of S5, D4 wounds and -2 save.
Holo-suits do not make models on vehicles harder to hit.
PSYCHOLOGY AND BREAK TESTS
When a squad is being fired at and is forced to make a break test due to casualties the test is made immediately
after the firing unit has resolved its fire, before the next firing unit fires.
When a squad is lead by a character which cannot be broken (i.e. the squad) fails a break test and flees that model is
considered broken even though the squad is. The character can either stand still or move up to its normal
movement to try and stay within coherency of the squad, if the character ends up outside of coherency then he no
longer leads the squad.
When a squad flees for any reason it should basically satisfy two requirement of towards cover and away from the
enemy. Where these two conflict the primary requirement is for the fleeing squad to move towards cover. This will
depend on the circumstances and the relative distance of enemies and cover, but fleeing models should not be
herded into the open.
A character can only join a squad and must be announced as leading a squad during the movement phase for the
squad to take advantage of any benefits. A character cannot lead a squad that is off the table for any reason. A
champion or veteran sergeant is always assumed to be leading a squad.
The shaken rule for Space Marine can only be claimed when the squad or model fails an initial break test. It CANNOT
be claimed when a psychological test is failed.
Models who automatically pass all leadership tests must still test against psychic powers and items such as
Daemon weapon and Holo-suit which require a leadership test. Models who fail are affected as normal.
PSYCHICS
Each player will use their own psychic power cards for their army, but both players will use the one warp deck.
On the turn after a power that remains in play is cast you may only try to nullify it once.
Nullify cards can still be used against powers if you have no psyker, not just psychic attacks.
Space Marine Dreadnought pilots (for the purpose of psychic attacks against them) are considered to have a
toughness of 5 and 2 wounds, Bjorn the Fell Handed is considered to have a toughness of 5 and 3 wounds.
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Gretchin Dreadnought pilots for the purpose of psychic attacks against them are considered to have a toughness of 4
and 1 wound.
Daemon possessed vehicles are considered to have a toughness of 3, 1 wound and a leadership of 10 (i.e. lesser
daemon statistics).
The Collar of Khorne and the Aura of Tzeentch are not nullifies as per the warp card and therefore protect the model
against any power cast using Ultimate Force.
A model may only wear one type of psychic hood or collar.
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APPENDICES
APPENDIX A MISSIONS
TYRANID MISSIONS (Roll 1D10)
#
1-2
3-4
5-6
7-8
9-10
RESULT
Engage and Destroy
Dawn Raid
Terrorize
Trap
Engage and Destroy
RESULT
Engage and Destroy
Take and Hold
High Ground
Engage and Destroy
Guerrilla War
Dawn Raid
RESULT
Engage and Destroy
Take and Hold
Witch Hunt
The Assassins
High Ground
Engage and Destroy
Guerrilla War
Dawn Raid
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TYRANID INDIVIDUALS
POINTS VALUE
0-100
101-200
201-300
301-400
401-500
POINTS VALUE
0-100
101-200
201-300
301-400
401-500
WOUNDED
0
0
1
1
1
KILLED
1
2
2
3
4
WOUNDED
0
1
1
2
2
KILLED
1
1
2
2
3
KILLED
1
2
2
3
4
POINTS VALUE
0-100
101-200
201-300
301-400
401-500
501-600
601-700
WOUNDED
0
1
1
2
2
3
3
KILLED
1
1
2
2
3
3
4
WOUNDED
0
0
0
0
0
0
KILLED
0
1
2
3
4
5
WOUNDED
0
1
1
2
2
3
3
4
KILLED
1
1
2
2
3
3
4
4
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Rare
Uncommon
Uncommon
Unique
Uncommon
Uncommon
Uncommon
Uncommon
Uncommon
Rare
Rare
Rare
Rare
Rare
Uncommon
Uncommon
Uncommon
Rare
Rare
Uncommon
Rare
Uncommon
Uncommon
Uncommon
Rare
Rare
GRENADES
Haywire
Rad
Stasis
Virus
Vortex
Uncommon
Rare
Rare
Rare
Rare
ELDAR
Blade of Destruction
Bright Lance
Seer Runes
Spirit Stone
Executioner
Fire Axe
Firepike
Isitha Kasra
Lasblaster
Mask of Jain Zar
Maugatar
Moon Sabre
Scorpions Bite
Silent Death
Singing Spear
Staff of Ulthamar
Sword of Asur
Web of Skulls
Witch Blade
Unique
Uncommon
Uncommon
Uncommon
Rare
Unique
Uncommon
Uncommon
Uncommon
Unique
Unique
Unique
Unique
Unique
Rare
Unique
Unique
Uncommon
Rare
ORKS
Buzzer Squig Stikkbombz
Cybork Body
Docs Tools
Force Field Projekta
Ghazghull Adamtium Skull
Gyro Monowheel
Kustom Blasta
Kustom Force Field
Kustom Shoota
Mekboys Tools
Rocket Activator
Runtherds Grabba Stick
Sniffer Squig
Spike Arm
Squig Attack Arm
Steel Skull
Telescopic Legs
Vaxxine Squig
Weirdboy Staff
Rare
Rare
Uncommon
Rare
Unique
Rare
Uncommon
Rare
Uncommon
Uncommon
Unique
Rare
Rare
Rare
Rare
Uncommon
Rare
Rare
Uncommon
FIELDS
Conversion
Displacer
Power
Refractor
Rare
Rare
Rare
Uncommon
Page 18
IMPERIUM
Auto Launchers
Axe Morkai
Bale Eye
Banner of Magragge
Battle Claw
Blades of Reason
Book of Salvation
CTan Phase Sword
Claw of the Desert Tigers
Combi Weapon
Crushing Arm of Kamir
Death Mask of Sanguinius
Eversor Combat Drugs
Executer Pistol
Exitus Ammo
Exitus Weapons
Eye of the Falcon
Graviton Gun
Gauntlets of Ultramar
Force Field
Frostfang
Helm of Durfast
Hood of Gnyrll
Hood of Hellfire
Hrulfs Hood of Darkness
Inferno Pistol
Lion Helm
Longfang
Nemesis Force Weapon
Neural Shredder
Neuro Gauntlet
Polymorphine
Psyber Raven
Psycannon
Pelt of the Wulfen
Uncommon
Unique
Unique
Unique
Unique
Rare
Unique
Rare
Unique
Uncommon
Unique
Unique
Rare
Rare
Rare
Rare
Unique
Rare
Unique
Unique
Unique
Unique
Unique
Rare
Unique
Unique
Unique
Unique
Rare
Rare
Rare
Rare
Unique
Rare
Unique
Photon Searchlight
Plasma Blaster
Poison Blades
Red Grail
Rod of Tigurius
Rune Staff Stormcaller
Sentinel Array
Servo Arm
Shroud of Sanguinius
Spy Mask
Standard of Fortitude
Standard of Retribution
Standard of Devestation
Stealth Suit
Storm Shield
Sword of Secrets
Targals Plasma Blade
Wolf Helm of Russ
Wulfen Stone
Uncommon
Rare
Rare
Unique
Unique
Unique
Rare
Uncommon
Unique
Rare
Unique
Unique
Unique
Rare
Rare
Unique
Rare
Unique
Rare
CHAOS
Black Staff of Ahriman
Chaos Terminator Armour
Chirurgeon
Daemon Sword DrachNyen
Daemon Weapon
Inferno Bolts
Rod of Torment
Talon of Horus
Throne of Nurgle
Xyclos Needler
Unique
Uncommon
Unique
Unique
Rare
Rare
Unique
Unique
Unique
Unique
Page 19
ACKNOWLEDGEMENTS
This document has been compiled from the works of others from the times in which Warhammer 40,000 2 nd Edition
was in print and being played competitively. My sources have come from Cancon and from the works of Mr Kevin
Kelbie and Mr Jim Cash who ran the last 2nd Edition tournament I attended. This document is largely a copy of their
work which in turn was drawn from the Cancon packs of the time.
Page 20