40K Horde Mode Rules v0.83

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40K Horde Mode Rules v0.

83
elcome to the 40k Horde Mode Beta Test!

W
Table Setup
This is a free narrative cooperative game
mode meant to be played with your friends Follow these steps to set up the table and begin the
using the models you have available. It’s a game:
great way to introduce players to the game, Choose a Deployment Zone setup randomly from the
through collaboration and the occasional 40K 10th Edition Leviathan Mission Pack. For ease
amicably betrayal. of use Dawn of War and Hammer and Anvil are the
Army Construction only two deployments recommended. Using other
In 40K Horde Mode you first must decide on a game shaped deployment zones drastically increases the
size, 1,000 points or 2,000 points. Once a point count difficulty of finding the proper areas of Spawning
has been chosen you must then choose the number of Zones.
players. Once the deployment zones are decided and
Technically, any number of players should work, but objectives are placed on the board, the Horde side is
the game is balanced for 1-4 players. Optionally 1 extra set as the Attacker and players as the Defender.
player could be added as a dedicated Game Master On the Horde Deployment Zone mark it into even
controlling the Horde and helping with resolving steps area sections based on game size. 1,000 point games
of the game, however this role is not necessary. are split evenly into 2 spawn zones and 2,000 point
games are split evenly into 4 spawn zones. These
A horde faction should also be chosen at this point,
zones should be placed as equal areas, making non-
but no list needs to be created for it.
A horde can use multiple factions for their spawning rectangular deployments much more difficult to
tables in order to round out spawning tables for your calculate. It is recommended you place Reminder
Tokens in the center of each spawning zone’s area.
playgroup’s collection. Playing with multiple factions in The board should be set up with terrain only on the
the horde is advised when playing with either type of Horde side of the board and in No Man’s Land.
Knights, both of whom have several fail-cases on their Place all player units on the board or in reserves
spawn tables. following basic Matched Play Leviathan rules, skip
To build each player’s army: placing anything for the horde.
Shuffle the Misery Deck, the Secret Objectives Deck,
Divide your total points equally among all players,
(ex. 3 players at 1,000 points each and Secondary Mission Deck, placing them to the
rounded down.
get 333 points.) side.
Each player’s army must contain a Warlord and be a Choose if the game will be 5 rounds or infinite
valid list by 40k 10th edition matched play rules. rounds. 5 round games are the recommended.
No enhancements may be taken in these starting If the 5 rounds game mode was chosen, shuffle the
lists. Enhancements are purchased during the game. Secret Objective deck and deal two objectives to
each player. They each choose one objective and
return the others to the Secret Objective deck face
Setting the Game Difficulty down. Shuffle the Secret Objective deck. (If there are
Note that due to resource acquisition, a game with more not enough Secret Objectives to deal two to each
players usually leads to easier games, while a game with less player due to a high player count game, deal 1
players results in harder games. You can make the game
more or less difficult by changing your total available points
instead.)
for army construction or adding modifiers when rolling the
dice for the Horde’s Spawn Table.

THE POORHAMMER PODCAST 1


Playing the Game At the End of each Battle Round…

40K Horde Mode uses the base rules of the game with All revealed Secondary Missions are resolved, failed
the following additions and alterations: missions trigger their fail cases, successful missions
give their listed reward. Misery card related results
Players move through phases together and activate are added to the next Battle Round’s reveals.
units and abilities at the correct time in the phases, Reinforcement Points
but in any order. At the battle shock step of the players’ command
Players act as a single team, you count as friendly phase, when primary objectives would normally be
units to each other. Buffs that affect friendly units scored, instead count up each objective marker
affect the units of other players if they have the controlled by any player. For each objective marker
correct keywords. owned by the players’ team each player receives
CP and RP are tracked at a personal level for each 1RP. (This occurs even during the first battle round.)
player. Any time a Horde unit is destroyed, if that
Players and the Horde do not naturally generate CP destruction was due to a player’s attack or action,
in the Command Phase.
There is no cap on CP generation per turn. that player gains 1RP.
The Horde always has the first turn. RP is also rewarded from some successful
The Horde does not benefit from Army or secondary missions. Unless otherwise stated, each
Detachment rules, only datasheet level rules. player receives the listed amount of RP rewarded
An extra step to the Command Phase is added called from those secondary missions. The same is true for
the Resupply Step that happens after the Battle- any RP lost from a failed secondary mission.
Shock Step. The minimum RP is 0.
Players may not reveal their Secret Objective cards The Resupply Step
to each other until the card tells them to or the game During the Resupply Step of the Command Phase,
ends. which is added after the Battle-shock Step, players may
Players may claim to have any secret objective, being then spend any RP they have built up on benefits from
that information truth or false. the Reinforcement Points table. Once all players have
If for any reason the Misery Deck or Secondary finished spending their RP the step ends and the
Mission deck is empty, reshuffle all used cards into Command Phase is moved to Movement Phase as per
the deck. usual.
At the beginning of each Battle
Round…
Remove any active Misery Cards to discard.
Reveal any cards triggered from the Misery Deck
(including modifiers from failed Secondary Missions
last round.)
The new Secondary Mission for the round is
revealed.
All mission rewards that require resolving at the
start of the battle round are resolved.
Spawn the Horde. (See Spawning the Horde.)
Any beginning of battle round effects resolve after
the Horde is spawned. (Rad Cohort detachment rule
and Leagues of Votann army rule as an example.)
On Battle Rounds 3 and 4…
+1 to Spawning roll results.
1 Misery card is revealed for these battle rounds.
On Battle Round(s) 5+
+2 to Spawning roll results.
3 Misery cards are revealed for this battle round.

2 THE POORHAMMER PODCAST


Spawning the Horde The Horde “AI”
Spawning the Horde is done via the following steps: The Horde AI is an attempt to make a simple set of
rules to pilot the Horde in a way that is at least on par
Choose a Horde Spawning Zone.
Destroy any player owned units and previously with general zombie AI in video games.
spawned Horde units that are within the zone. Take The Horde actions should not be overly complicated.
note of the cost of any Horde unit removed this way. It should feel intuitive and straightfoward. After a game
or two, you should be able to pilot the horde without the
need of consulting any rules documentation.
Deisgner’s Note
This should be a rare occurrence in normal play, designed to Using Abilities
stop the strategy of locking hordes in their deployment zone The horde utilizes all datasheet abilities it can.
in hopes of stopping spawning of more powerful units. Certain datasheet abilities don’t do anything due to
the lack of horde stratagem usage, army rules, and
Roll 2D6 adding any modifiers to the result to find detachment rules. These should be ignored.
the Horde unit bracket to spawn into the zone. Any All other datasheet abilities should be utilized at the
removed Horde unit’s bracket’s lowest roll value is appropriate time in the turn.
added to the roll as an additional modifier. An Abilities that require you to choose a mode should be
unmodified roll of 2 is always a “No Spawn.” chosen randomly each time.
Choose a unit from the bracket based on your Movement
available collection or choose randomly from the list. During the movement phase each unit in the Horde
See Horde Spawning Tables for brackets and unit
options. When selecting loadouts for the unit, use attempts to move directly toward the following, in order
what you have available. When possible give the unit of importance.
all relevant wargear and weapons, as brackets were The closest visible enemy unit.
determined using properly equipped units. The closest visible objective not already owned by
(Remember that you may always pick to place two another Horde unit, ignoring the ones any objective
units from the bracket below the rolled bracket in the Horde Spawning Areas.
instead.) The Defending Player board edge. (Note: This
Place the chosen unit into the spawning zone.
Spawn units as close to the front of the deployment means some horde units will camp objectives if not
zone as possible. If a unit will not fit in the spawn baited away by visible units.)
area due to base sizes, make the best possible Each unit moves if appropriate. Exceptions are as
attempt at fitting it within that section of deployment. follows:
Horde Units placed down may overflow into No Units where the majority of models are equipped
Man’s Land if it is unavoidable. (It does not count as with weapons with the Heavy ability and the unit has
entering the battlefield this round for any rules an enemy unit visible within range of those weapons.
purposes. Play it as though it has been in play since A single model unit whose primary ranged weapon
game start.) has the Heavy ability and has an enemy unit visible
Repeat the process for each of the remaining
within range of those weapons
spawning zones.
Units that are within shooting range of a visible
enemy unit and will lose some significant bonus
The Horde Warlord from abilities if they move.
The first character spawned by the horde acts as the Warlord Units within the spawn area always move to avoid
for the Horde army for all rules that mention an enemy deletion even if other bullet points are true.
Warlord. (Imperial Knights, etc.)

Model Availability “When should I move?”


The mode is designed to work with any spare army your Move unless a unit has no reason to ruin their shooting
playgroup has access to, given it has a large amount of bonus.
points available to pull from. Ideally 1,000-2,000 more points
than the chosen game size at minimum.

Aircraft and Drop Pods


Aircraft exist in the Spawn tables, but are recommended
against for their issues with the AI in this game mode.
Choose them only as a last resort. The same goes for Drop
Pods, which are functionally useless for the Horde.

THE POORHAMMER PODCAST 3


Advancing Melee Attacking & Consolidation
If advancing is advantageous, it does so. Advancing is Horde models in melee attack the closest enemy
considered advantageous if it meets any of the following model’s unit if able.
criteria: This means sometimes horde units will split attacks
on a model-by-model basis to get the most attacks in as
All its weapons are Assault. possible.
The unit has the ability to Advance and Charge. Horde units always attempt consolidation toward the
The unit could not attempt a charge anyway. closest enemy unit or objective marker if possible.
The unit could not attempt a charge anyway and the
only ranged weapons that it loses access to are “side- Winning the Game
arms”.
If the game is not being played in infinite mode, at the
end of Battle Round 5 the game ends.
Side-arms All players with units still remaining reveal their
Side-arms are defined as: PISTOLs on units with melee hidden Secret Objective cards. All players who have
loadouts beyond close combat weapons or ranged weapons revealed and completed their Secret Objective win the
on attached characters. (Orks should not slow down to shoot game, regardless of their survival.
Sluggas. Lychguard should not slow down to let an attached Players win the game individually.
character shoot a Staff of Light. etc.)

Disembarking
Units disembark from transports when appropriate. Additional Information
If there is a visible enemy unit within range of the The Horde Mode is a completely free game mode,
ranged weapons and there is not enough Firing Deck community created, for use in conjunction with
X on the transport to fire all non-”side-arms” (see Warhammer 40k’s 10th edition rules.
above.) This PDF was created using The Homebrewery,
If disembarking would allow for an attempted which utilizes the visual design of Dungeons and
charge for units that would attempt to charge this Dragons and was put together by the Poorhammer
turn. Podcast, a podcast about Warhammer 40k and other
The unit will not disembark inside of a spawning tabletop games.
zone even if the above are true. To keep updated on Horde Mode’s recent changes
and give feedback, you can join Horde Mode’s Discord
Shooting Server.
In the shooting phase each model shoots the closest
legal target.

Pick randomly if two are equally close.


If a model is equipped with an Anti-X weapon it
attempts to shoot the closest visible X keyword unit,
if none are visible within range, default back to the
closest legal target.
Charging
In the charge phase each unit always charges if the
majority of the unit has a weapon with a profile better
than Close Combat Weapon equivalent. (This should
stop things like tanks, guardsmen and T’au from
charging.)
Falling Back
Horde units already in combat stay in combat unless
they have Fallback and Shoot or Fallback, Shoot, and
Charge.
If they would not charge due to above rules they fall
back a full move in this scenario, if they would charge
again, only fall back 2”.

4 THE POORHAMMER PODCAST


Tables and Card Lists

Reinforcement Points Purchase Table


Name Effect Price
A Name Earned Add an enhancement to a character without one. Follow all Index/Codex rules. For each player, only one copy 1RP
of any enhancement may exist at once.
Basic Tactics Gain 1CP. 2RP
Share Supplies Grant 2RP to another player. 3RP
Air Strike Select one piece of terrain. Each unit within it takes 2D3 mortal wounds, then remove the piece of terrain from 3RP
the battlefield.
Fortify Positions Set up a ruin anywhere on the battlefield, it cannot have a footprint overlapping any other, must not have walls 4RP
that cover the base of any model already on the battlefield, and has a maximum dimensions of 9” by 9”.
(Maximum one use per turn for the entire team.)
Tempt Fate Add a second secondary to the pool. You fail/pass secondaries individually, their rewards stack, but no more 4RP
than two can be active in any round. (Maximum one use per turn for the whole team.)
Supply Drop Add a new objective to No Man’s Land, 6” from board edge, 6” from all others. (Maximum 6 objective markers 5RP
in play at once.)
Advanced Tactics Remove one secondary and reveal a new one. (Maximum one use per turn for the whole team.) 5RP
Field Promotion Destroy a unit you own that is not in combat. Roll 2d6+1 and select a unit of your choice from the 6RP
corresponding bracket of your army’s spawning table. You may pick a unit of any model count to upgrade into,
but you may not place more models in the new unit than were in the destroyed unit. Set up that unit on the
battlefield as close as possible to the original unit’s position. The unit may not be set up within engagement
range of any enemy models.
Patched Up Return a unit you own that is not in combat to its starting strength, including any lost attached characters. 6RP
Reinforcements Roll 2d6 and select a unit of your choice from the corresponding bracket of your army’s spawning table to add 10RP
Arrive to your Reserves. (They may enter this turn.) If no unit within that spawning bracket is available you may
instead select two units of the next lower bracket instead.
A Change of Draw up to 2 cards from the Secret Objective deck. Choose one of your secret objectives. Place all but the 10RP
Plans chosen Secret Objective card back onto the Secret Objective deck face down, then shuffle the deck.

THE POORHAMMER PODCAST 5


Misery Deck
Card
Name Effect Number
Unnatural Units in the Horde are eligible to shoot and declare a charge in a turn in which it advanced. 1
Stamina
Grudge Match The Horde gains +1 to hit and +1 to wound rolls. 2
Rip and Tear Improve the AP by 1 for weapons equipped by the Horde. 3
Blistering Speed Do not roll advance or charge rolls for the Horde. The Horde’s advance rolls are automatically 6 and 4
Charge Rolls are automatically 12.
Untouchable Horde units have a 3+ Invulnerable save. 5
Stray Orbital Split the board into 6 equal areas, 3 by 2 across. Assign each area a number 1 through 6. Roll a D6, each 6
Bombardment unit within the rolled area takes 2D3 mortal wounds.
Unlucky Night Horde spawn rolls use 3D6 dropping the lowest. 7
Death Denied Every Horde unit on the battlefield returns to starting strength. 8
Terrifying Defending players’ Battleshock rolls are automatically failed. 9
Shockwave
Planetquake Destroy one terrain piece at random. Units within it take 2D3 mortal wounds. 10
Errant Explosion Destroy one objective in No Man’s Land at random. 11
Nowhere is Safe Destroy all objectives in the Defending Player deployment zone. 12
Pincer Maneuver Spawn an extra Horde unit following round rules. This spawned unit deep strikes outside of 3” from all 13
player units within the Defending Player deployment zone if able, otherwise within No Man’s Land.
Within the Attacking Player’s deployment zone as a last resort. (This unit counts as having entered via
deep strike during the Horde’s movement phase for all rules purposes.)
No Hard Feelings One random player’s RP is set to 0. 14
Bad Investment Remove 5RP from all players. (The minimum RP is 0.) 15
Fair and Balanced Horde units gain Devastating Wounds. 16
Unfettered Fury Horde units gain Sustained Hits 1 and Lethal Hits. 17
A Worthless Players discuss and then secretly vote for a player unit to be destroyed by the horde. If the result of the 18
Sacrifice vote is not unanimous, randomly choose a unit to be destroyed from among all of the units that received
at least one vote.
Fog of War Horde units gain Stealth and have the Benefit of Cover. 19
Lamentable Luck Reveal 2 more Misery cards. 20

6 THE POORHAMMER PODCAST


Secondary Missions
Mission
# Name Condition Reward Punishment
1 Secure Drop Randomly select two objectives in No Man’s Land (if 3RP +1 Misery cards
Zones less exist, select that number instead.) If you control
those selected objectives at the end of the battle round
this mission is successful.
2 Back to Keep a tally, X, of how many Horde units are destroyed X+1RP +2 Misery cards
Basics this battle round after revealing this mission. If X is
zero, this mission fails.
3 Show No Fear If any units are battle-shocked at the end of the battle 3RP, -1 to Spawn Roll +2 Misery cards, +1 to
round, this mission fails. Spawn Roll
4 Establish In your shooting phase, select a unit within 6” of the One at a time, each player
Orbital center of the battlefield that is not Battle-shocked and without a revealed Secret
Comms eligible to shoot. Until the end of turn that unit is not Objective immediately uses A
eligible to shoot or declare a charge. At the end of your Change of Plans, but they do
turn if that unit is within 6” of the center of the not choose a card, instead they
battlefield this mission is successful. choose one at random.
5 Search for In your shooting phase, select any number of units on X+1RP, +2CP if X>=3. +2 Misery cards
Supplies different objective markers in No Man’s Land or the
enemy deployment zone that are not Battle-shocked
and eligible to shoot. Until the end of turn those units
are not eligible to shoot or declare a charge. Keep a tally,
X, of how many units were selected. If X = 0 at the end
of the battle round, this mission fails.
6 Clear the Evac If no Horde unit is in the defending player’s deployment 3RP Reinforcements Arrive is
Zone zone at the end of the battle round this mission is removed from the RP
successful. Purchase Table
7 Decapitation If a player destroys a Horde character model or no 2RP, 2CP +2 Misery cards
Strike Horde character model exists at the end of the battle
round this mission is successful.
8 Dragon Slayer Keep track of the first time a player destroys a Horde 1 free Field Promotion use to +5 to the first Spawn roll of
Monster or Vehicle model this battle round. If a Vehicle the player who triggers it, if no the round.
or Monster was destroyed or if none exist at the end of player triggers, 2RP
the battle round this mission is successful.
9 Paint Targets To succeed in this mission, until the end of the battle 1 Free use of Air Strike to a Stray Orbital
round no player unit may fall back, normal move, random player, 1 Free use of Bombardment is
advance or charge out of range of any objective they Fortify Positions to a random
immediately searched up
began the turn in range of. player. from the Misery deck or
discard pile and resolved.
10 Study At the start of the player movement phase, choose a 2RP, One random player saves +3 to Spawn Roll
Behaviors Horde unit on the battlefield at random; that unit must this card, discard it to nullify 1
have no wounds lost from that point until the end of the Misery card.
battle round or this mission fails.
11 Use It or Lose Keep a tally of how much RP is spent during the battle 10RP to a random player. -3RP, 1 Misery Cards
It round after revealing this card. If the tally is greater than
6 this mission is successful. If this Secondary Mission is
drawn during battle round 1, reveal another Secondary
Mission card, then shuffle this back into the Secondary
Mission deck.
12 Control the At the end of the Battle Round if you have at least one -2 to Spawn Rolls +1 Misery card, +1 to
Battlefield player unit wholly within each table quarter, outside of Spawn Rolls
6” of the center of the battlefield this mission is
successful.

THE POORHAMMER PODCAST 7


Secret Objectives
# Name Mission
1 Forward End the game with at least one unit wholly within a Horde Spawning Zone.
Extraction
2 A Noble Reveal this objective at the end of your turn if there is at least one unit from your army within range of an objective
Sacrifice marker within the Attacking Player’s deployment zone.
3 Cleanse At the end of the game control at least one objective in No Man’s Land with no other players or Horde units within
Sacred Ground range of the objective.
4 Take Research Reveal this objective after destroying an enemy unit in the Fight Phase that was within the Defending Player
Subjects deployment zone.
5 Recover the Reveal this objective in your shooting phase and select one of your units within 6” of the center of the battlefield
Lost Relic that is not Battle-shocked and eligible to shoot. Until the end of turn that unit is not eligible to shoot or declare a
charge. This objective is completed at the end of your next Command Phase if the chosen unit is still within 6” of
the center of the battlefield. You must still survive until the end of the game to complete this objective.
6 Two Birds, End the game with at least one other player not surviving. Redraw if playing single player.
One Stone
7 Team Player End the game with all players surviving. Redraw if playing single player.
8 Majority Rules End the game with the most units of any player on the battlefield. Redraw if playing single player.
9 VIP End the game with your Warlord on the battlefield.
10 Rear Extraction End the game with no units outside of your deployment zone.
11 Show Off End the game with 15 or more Reinforcement Points.
12 Kill Confirmed Reveal this objective after a Horde character model in engagement range with one of your units is destroyed.
13 Master Keep a tally of the amount of uses of both Air Strike and Fortify Positions you use over the game. Reveal this
Sculptor objective after your 5th total tally. You must still survive until the end of the game to complete this objective.
14 Hand of Fate Succeed in at least 7 Secondary Objectives by the end of the game.
15 Saboteur At the end of Battle Round 5, before resolving any current secondary missions, reveal this card if at least one
secondary mission has failed this game. You must still survive until the end of the game to complete this objective.
Redraw if playing single player.
16 Hold the Line Have no Horde units within your deployment zone at the end of the game.
17 Pure Spite Reveal this objective after another player’s Warlord is destroyed. Redraw if playing single player.
18 Aspect of End the game with 2 units you spawned via Field Promotion on the battlefield.
Change
19 Benevolence Keep a tally of the amount of uses of Share Supplies you purchase. Reveal this objective after your 5th tally. Redraw
if playing single player.
20 Tacticool End the game with 5CP.

8 THE POORHAMMER PODCAST


Space Marines
Roll Result and Units
3-4
Eliminator Squad (3) Scout Squad (5) Firestrike Servo Turrets (1)
Lieutenant with Combi (1) Invader ATV Suppressor Squad (3)
Techmarine (1) Assault Intercessor (5)
5-6
Aggressor Squad (3) Gladiator Valiant (1) Predator Annihilator (1)
Assault Intercessor (10) Heavy Intercessor Squad (1) Predator Destructor (1)
Assault Intercessors with Jump Packs (5) Hellblaster Squad (5) Razorback (1)
Ballistus Dreadnought (1) Inceptor Squad (3) Reiver Squad (5)
Blade Guard Veteran (3) Incursor Squad (5) Reiver Squad (10)
Centurion Assault Squad (3) Incursor Squad (10) Scout Squad (10)
Company Heroes (4) * Must attach Captain Infernus Squad (5) Sternguard Veteran Squad (5)
Devastator Squad (5) Infernus Squad (10) Stormhawk Interceptor
Dreadnought (1) Infiltrator Squad (5) Tactical Squad (10)
Eradicator Squad (3) Intercessor Squad (5) Stormtalon Gunship
Firestrike Servo Turrets (2) Intercessor Squad (10) Vanguard Veteran Squad Jump Packs (5)
Gladiator Lancer (1) Invictor Tactical Warsuit (1) Whirlwind (1)
Gladiator Reaper (1) Outrider Squad (3) Outrider Squad (3) + Invader ATV (1)
7-9
Impulsor (Full) Heavy Intercessor Squad (10) Repulsor Executioner (1)
Aggressor Squad (6) Hellblaster Squad (10) Sternguard Veteran Squad (10)
Assault Intercessors with Jump Packs (10) Inceptor Squad (6) Stormraven Gunship (1)
Bladeguard Veteran Squad (6) Infiltrator Squad (10) Terminator Assault Squad (5)
Brutalis Dreadnought (1) Land Raider (1) Terminator Squad (5)
Centurion Devastator Squad (3) Land Raider Crusader (1) Vanguard Veteran Squad With Jump Packs10)
Desolation Squad (5) Land Raider Redeemer (1) Vindicator (1)
Desolation Squad (10) Outrider Squad (6) Rhino (Full)
Devastator Squad (10) Outrider Squad (6) + Invader ATV (1) Razorback (Full)
Eradicator Squad (6) Redemptor Dreadnought (1) Drop Pod (Full)
Hammerfall Bunker (1) Repulsor (1)
10+
Centurion Assault Squad (6) Terminator Assault Squad (10) Land Raider (Full)
Centurion Devastator Squad (6) Terminator Squad (10)
Roboute Guilliman (1) 10 Terminators + Leader

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
SPACE MARINES ONLY: For leader units, move up one tier
and add a valid leader (or double leader if you’re brave.)
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 9


Adepta Sororitas
Roll Result and Units
3-4
Mortifier (1) Arco-flagellants (3) Aestred Thurga
Penitent engine (1) Celestian Sacresants(5) Dogmata
Crusader (2) Seraphim Squad (5) Repentia Squad (5)
Death Cult Assassins (2) Zephyrim Squad (5)
5-6
Arco-flagellants (10) Mortifier (2) 10 Battle Sisters + Leader
Battle Sister Squad Penitent Engines (2) 5 Celestian Sacresants + Leader
Castigator Retributors (10) 10 Dominions + Leader
Celestian Sacresants (10) Repentia Squad (10) 5 retributors + Leader
Daemonifuge Sister Novitiate Squad (10) 10 Arco Flagellants + Leader
Dominion Squad (10) Seraphim squad (10)
Exorcist Zephyrim Squad (10)
7-9
10 Seraphim + Leader Paragon Warsuits 10 Sacresants + Leader
10 Zephyrim + Leader Triumph of Saint Katharine 10 Retributors + Leader
10+
Morvenn Vahl
Morvenn Vahl + 3 Paragon Warsuits

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

10 THE POORHAMMER PODCAST


Adeptus Mechanicus
Roll Result and Units
3-4
5 Corpuscarii Electro-Priests 5 Preaxii Sterylizers 5 Sicarian Ruststalkers
5 Fulgurite Elctro-Priests 3 Serberys Sulphurhounds 1 Sydonian Dragoon
1 Ironstrider Ballistarii 4 Servitors 3 Serberys Raiders
5 Pteraxii Skystalkers 5 Sicarian Infiltrators 1 The Tallest Boi
5-6
Archaeopter Fusilave 1 Onager Dunecrawler 1 Skorpius Dunerider
Archaeopter Stratoraptor 10 Pteraxii Skystalkers 2 Sydonian Dragoons
Archaeopter Transvector 10 Preaxii Sterylizers 10 Skitarii Rangers + Leader
10 Corpuscarii Electro-Priests 6 Serberys Raiders 10 Skitarii Vanguard + Leader
10 Fulgurite Elctro-Priests 6 Serverys Sulphurhounds 5 Corpuscarii Electro-Priests + Leader
2 Ironstrider Ballistarii 10 Sicarian Infiltrators 5 Fulgurite Elctro-Priests + Leader
3 Ironstrider Ballistarii 10 Sicarian Ruststalkers 3 Kataphron Destroyers + Leader
3 Kataphron Breachers 10 Skitarii Rangers 10 Corpuscarii Electro-Priests + Leader
3 Kataphron Destroyers 10 Skitarii Vanguard 10 Fulgurite Elctro-Priests + Leader
7-9
Bellisarius Cawl 6 Kataphron Destroyers 6 Kataphron Destroyers + Leader
2 Kastelan Robots + Cybernetica Datasmith 1 Skorpius Disintergrator
6 kataphron breachers 3 Kataphron Breachers + Leader
10+
6 Kataphron Breachers + Leader
4 Kastelan Robots + Cybernetica Datasmith

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 11


Adeptus Custodes
Roll Result and Units
3-4
Prosecutors (4) Prosecutors (5) Knight-Centura
Vigilators (4) Vigilators (5)
Witchseekers (4) Witchseekers (5)
5-6
Prosecutors (9) Witchseekers (9) Pallas Grav-attack
Prosecutors (10) Prosecutors (4) + Leader Contemptor-Achillus Dreadnought
Vigilators (9) Prosecutors (5) + Leader
7-9
Contemptor-Galatus Dreadnought Prosecutors (10) + Leader Allarus Custodians (3)
Venatari Custodians (3) Venerable Contemptor Dreadnought Custodian Wardens (4)
Aquilon Custodians (3) Vigilators (9) + Leader Vertus Praetors (3)
Caladius Grav-tank Witchseekers (9) + Leader Custodian Guard (5)
Sagittarum Custodians (5) Witchseekers (10) + Leader Custodian Wardens (5)
Telemon Heavy Dreadnought Custodian Guard (4) Allarus Custodians (2) + Leader
Agamatus Custodians (3) Vigilators (10) + Leader Anathema Rhino (Full)
10+
Custodian Guard with Spears (5) Aquilion Custodians (6) + Leader Custodian Wardens (4) + Leader
Sagittarum Custodians (5) + Leader Ares Gunship Custodian Guard (5) + Leader
Aquilion Custodians (3) + Leader Custodian Wardens (4) + Leader Allarus Custodians (6)
Venatari Custodians (6) Custodian Guard (4) + Leader Vertus Praetors (3) + Leader
Agamatus Custodians (3) + Leader Vertus Praetors (2) + Leader Custodian Wardens (5) + Leader
Custodian Guard with Spears (5) + Leader Allarus Custodians (5) Allarus Custodians (5) + Leader
Agamatus Custodians (6) Allarus Custodians (3) + Leader Venerable Land Raider (Full)

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

12 THE POORHAMMER PODCAST


Grey Knights
Roll Result and Units
3-4
Tech Marine
Chaplain
Castellan Crowe
5-6
Brotherhood Champion 5 Purifier Squad Stormhawk Interceptor
Razorback 5 Interceptor Squad Stormtalon Gunship
Librarian 5 Purgation Squad 4 Servitors with Techmarine
5 Strike Squad GK Venerable Dread
7-9
5 Strike Squad + Leader Grandmaster Dreadknight Stormraven Gunship
5 Purifier Squad + Leader 5 Brotherhood Terminators 10 Purgation Squad
5 Purgation Squad + Leader 5 Paladins 10 Interceptor Squad
5 Brotherhood Terminators + Leader 10 Strike Squad Razorback (Full)
5 Paladins + Leader 10 Purifier Squad
Nemesis Dreadknight Land Raider (Empty)
10+
10 Strike Squad + Leader 10 Brotherhood Terminators + Leader 10 Paladins
10 Purifier Squad + Leader 10 Paladins + Leader Land Raider (Full)
10 Purgation Squad + Leader 10 Brotherhood Terminators Rhino (Full)

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 13


Astra Militarum
Roll Result and Units
3-4
Armored Sentinel (1) Munitorum Servitors Regimental Preacher
Rough Riders (5) Nork Deddog Scout Sentinel (1)
Cadian Castellan Ogryn Bodyguard Sergeant Harker
Cadian Command Squad Ogryn Squad (3) Sly Marbo
Chimera Platoon Command Squad Taurox
Commissar Primaris Psyker Tempestus Scions (5)
Heavy Weapons Squad Ratling Snipers Ursula Creed
Infantry Squad (10) Regimental Attaches
Iron Hand Straken Regimental Enginseer
5-6
Tempestus Scions (5) + Double Bullgryn Squad (3) Leman Russ Punisher
Leader
Tempestus Scions (10) + Leader Bullgryn Squad (6) Leman Russ Vanquisher
Infantry Squad (10) + Leader Deathstrike Lord Solar Leontus
Infantry Squad (20) + Leader Field Ordnance Battery Manticore
Kasrkin + Leader Gaunt’s Ghosts Militarum Tempestus Command Squad
Regimental Enginseer + Hellhound Ogryn Squad (6)
Servitors
Aegis Defense Line Hydra Scout Sentinels (x2)
Armored Sentinels (x2) Infantry Squad (20) Taurox Prime
Rough Riders (10) Kasrkin Tempestus Scions (10)
Basillisk Leman Russ Eradicator Wyvern
7-9
Armored Sentinels (3) Tank Commander Ursula Creed + Infantry Squad (20)
Leman russ Battle Tank Valkyrie Iron Hand Straken + Catachan Jungle Fighters (20) + Platoon
Command Squad
Leman Russ Demolisher Lord Solar + Attilan Rough Infantry Squad (20) + Double Leader
Riders (5)
Leman Russ Executioner Lord Solar + Attilan Rough Tempestus Scions (10) + Leader
Riders (10)
Leman Russ Exterminator Lord Solar + Infantry Squad (10) Infantry Squad (10) + Double Leader
Rogal Dorn Battle Tank Lord Solar + Infantry Squad (20) Chimera (full)
Scout Sentinels (3) Lord Solar + Kasrkin
10+
Baneblade Doomhammer Stormlord
Banehammer Hellhammer Infantry x20 + Lord Solar + Matching Command Squad
Banesword Shadowsword Lord Solar + Militarum Tempestus Command Squad +
Tempestus Scions (10)

Using the Horde Spawn Table Hord


Unmodified 2 is always “No Spawn”. Use
Rounds 3 and 4 +1 to Horde Spawn rolls. Mov
Round 5 +2 to Horde Spawn rolls. ene
You may instead choose to spawn 2 units from the tier Adv
below the rolled tier instead. This can help find valid units Sho
to spawn and help give a horde feel in late game. Falls
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

14 THE POORHAMMER PODCAST


Imperial Knights
Roll Result and Units
5-6
Armiger Helverin
Armiger Warglaive
Armiger Moirax
10+
Canis Rex Knight Preceptor Cerastus Knight Lancer
Knight Castellan Knight Valiant Questoris Knight Magera
Knight Crusader Knight Warden Questoris Knight Styrix
Knight Errant Cerastus Knight Acheron Acastus Knight Asterius
Knight Gallant Cerastus Knight Atrapos Acastus Knight Porphyrion
Knight Paladin Cerastus Knight Castigator

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 15


Chaos Knights
Roll Result and Units
5-6
War Dog Brigand War Dog Huntsman War Dog Stalker
War Dog Executioner War Dog Karnivore War Dog Moirax
10+
Knight Abominant Knight Tyrant Chaos Cerastus Knight Lancer
Knight Desecrator Chaos Cerastus Knight Acheron Chaos Questoris Knight Magaera
Knight Despoiler Chaos Cerastus Knight Atrapos Chaos Questoris Knight Styrix
Knight Rampager Chaos Cerastus Knight Castigator Chaos Acastus Knight Asterius
Chaos Acastus Knight Porphyrion

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

16 THE POORHAMMER PODCAST


Chaos Space Marines
Roll Result and Units
3-4
Chaos Lord Dark Apostle Traitor Guardsmen
Chaos Spawn Exalted Champion Warpsmith
Cultist Mob (10) Sorcerer
Dark Commune Traitor Enforcer
5-6
Accursed Cultist (8) Helbrute Warp Talons (5)
Chaos Bikers (3) Huron Blackheart Enforcer+Guard
Chaos Bikers (6) Legionaries Chaos Lord + 5 Legionaries
Chaos Terminator Lord Lucius the Eternal Dark Apostle + 10 Cultists
Chaos Pred. A Master of Possession Dark Apostle + 5 Legionaries
Chaos Pred. D Maulerfiend Dark Apostle + 8 accursed Cultists
Chosen (5) Noctilith Crown Dark Commune + 10 Cultists
Cultist Mob (20) Noise Marines (5) Dark Commune + 20 Cultists
Cypher Noise Marines (10) Dark Commune + 8 Accursed Cultists
Fabius Bile Obliterators (2) Exalted Champion + 5 Legionaries
Felgore Beastmen Possessed (5) Huron + 5 Legionaries
Haarken Worldclaimer Raptors (5) Master of Executions + 5 Legionaries
Master of Executions Terminator Sorcerer
Havocs Venomcrawler
7-9
Chaos Terminators (5) Legionaries (10) 5 Termis + Leader
Chaos Vindicator Lord Discordant 20 Cultists + Leader
Chosen (10) Possessed (10) 16 Accursed Cultists + Leader
Defiler Raptors (10) 5 Raptors + Leader
Forgefiend Vashtorr 10 Raptors + Leader
Heldrake Warp Talons (10) 5 Noise Marines + Leader
Daemon Prince 5 Chosen + Leader 10 Noise Marines + Leader
Daemon Prince with wings 10 Legionaries + Leader Chaos Rhino (Full)
10+
Chaos Terminators (10) Abaddon + 10 Legionaries Abaddon + Exalted Champion + 5 Legionaries
KLoS Abaddon + 5 Terminators Abaddon + Exalted Champion + 10 Legionaries
Obliterators (4) Abaddon + 10 Terminators 10 Chosen + Leader
Chaos Land Raider (Full) Abaddon + 10 Terminators

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 17


Chaos Daemons
Roll Result and Units
3-4 Flesh Hounds (5) Seeker Chariot (1)
Screamers (3) Fluxmaster Sloppity Bilepiper
Seekers (5) Infernal Enrapturess Spoilpox Scrivener
Beasts of Nurgle (1) Karanak The Blue Scribes
Bloodmaster Nurglings (3) Tranceweaver
Changecaster Nurglings (6) Epidemius
Exalted Flamer Poxbringer
5-6
Beasts of Nurgle (2) Flamers (3) Seeker Chariots (2)
Bloodcrushers (3) Flamers (6) Seekers (10)
Bloodletters (10) Flesh Hounds (10) Skull Cannon
Blue Horrors (10) Hellflayer (1) Syll’esske
Burning Chariot Nurglings (9) The Changeling
Contorted Epitome Pink Horrors (140) The Masque of Slaanesh
Daemonettes (10) Plague Drones (3) Tormentbringer on Exalted Seeker Shariot
Exalted Seeker Chariot Plaguebearers (10) Flesh Hounds (5) + Karanak
Fateskimmer Rendmaster on Blood Throne Flamers (3) + Exalted Flamer
Fiends (3) Screamers (6) Tormentbringer on Exalted Seeker Chariot
7-9
Bloodcrushers (6) Plague Drones (6) Blue Horrors + Leader
Daemon Prince of Chaos Rotigus Pink Horrors + Leader
Daemon Prince of Chaos with Wings Soul Grinder Flamers (6) + Leader
Fiends (6) Bloodletters + Leader Plaguebearers + Leader
Great Unclean One Bloodcrushers (3) + Leader Beasts of Nurgle (2) + Leader
Hellflayer (2) Flesh Hounds (10) + Leader Daemonettes + Leader
Lord of Change Screamers (6) + Leader
10+
Be’lakor Shalaxi Helbane Kairos Fateweaver
Bloodthirster Skarbrand
Keeper of Secrets Bloodcrushers (6) + Skullmaster

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

18 THE POORHAMMER PODCAST


Thousand Sons
Roll Result and Units
3-4
2 Chaos Spawn 3 Tzaangor Enlightened 10 Tzaangors
10 Thousand Sons Cultists Tzaangor Shaman
5-6
Ahriman on Disc of Tzeentch Thousand Sons Forgefiend 20 Tzaangors
Exalted Sorcerer on Disc of Tzeentch Thousand Sons Hellbrute 10 Tzaangors w/Tzaangor Shaman
Infernal Master Thousand Sons Maulerfiend 3 Tzaangor Enlightened w/Tzaangor Shaman
Mutalix Vortex Beast Thousand Sons Predator Annihilator 6 Tzaangor Enlightened w/Tzaangor Shaman
5 Rubric Marines Thousand Sons Predator Destructor
20 Thousand Sons Cultists 6 Tzaangor Enlightened
7-9
10 Rubric Marines Thousand Sons Defiler 5 Rubric Marines + Leader
5 Scarab Occult Terminators Thousand Sons Heldrake 20 Tzaangors w/Tzaangor Shaman
Thousand Sons Daemon Prince Thousand Sons Land Raider
Thousand Sons Daemon Prince With Wings Thousand Sons Vindicator
10+
Magnus the Red 5 Scarab Occult Terminators + Leader Land Raider (Full)
10 Scarab Occult Terminators 10 Scarab Occult Terminators + Leader
10 Rubric Marines + Leader Rhino (Full)

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 19


Death Guard
Roll Result and Units
3-4
Biologus Putrifier DG Cultists (10) DG Sorcerer in Term Armour
DG Chaos Lord DG Icon Bearer Malignant Plaguecaster
DG Chaos Spawn (2) DG Rhino Poxwalkers (10)
5-6
Blightlord Terms (5) Foetid Bloat-Drone Plagueburst Crawler
DG Chaos Lord in Term Armour Lord of Contagion Poxwalkers (20)
DG Cultists (20) Lord of Virulence Typhus
DG Daemon Prince Miasmic Malignifier Typhus + Poxwalkers (10)
DG Helbrute Myphitic Blight-Haulers (1) Plague Marines (5) + Leader
DG Predator Annihilator Plague Marines (5) Plague Marines (7) + Leader
DG Predator Destructor Plague Marines (7)
Deathshroud Terms (3) Plague Marines (10)
7-9
DG Daemon Prince with Wings Typhus + Poxwalkers (20) Plague Marines (5) + Double Leader
DG Defiler Typhus + Deathshroud Terms (3) Plague Marines (7) + Double Leader
DG Land Raider*** Blightlord Terms (5) + Leader Rhino (Full)
Deathshroud Terms (6) Deathshrouhd Terms (3) + Leader
Myphitic Blight-Haulers (2) Plague Marines (10) + Leader
10+
Blightlord Terms (10) Deathshroud Terms (6) + Leader Land Raider (Full)
Mortarion Blightlord Terms (10) + Leader
Myphitic Blight-Haulers (3) Plague Marines (10) + Leader

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

20 THE POORHAMMER PODCAST


World Eaters
Roll Result and Units
3-4
Jakhals (10)
WE Chaos Spawn (2)
5-6
Eightbound (3) Lord Invocatus WE Maulerfiend
Exalted Eightbound (3) WE Forgefiend WE Predator Annihilator
Jakhals (20) WE Hellbrute WE Predator Destructor
Khorne Berzerkers (5) WE Lord on Juggernaut
Khârn the Betrayer WE Master of Executions
7-9
Khorne Berzerkers (10) WE Land Raider** WE Lord on Juggernaut + Exalted Eightbound
(3)
WE Daemon Prince WE Terminator Squad (5) WE Lord on Juggernaut + Khorne Berzerkers (5)
WE Daemon Prince w/ Wings Khârn the Betrayer + Khorne Berzerkers
(5)
WE Defiler Lord Invocatus + Khorne Berzerkers (5)
WE Heldrake WE Lord on Juggernaut + Eightbound WE Master of Executions + Khorne Berzerkers
(3) (5)
10+
Angron Lord Invocatus + Eightbound (3) WE Lord on Juggernaut + Exalted Eightbound
(6)
Eightbought (6) Lord Invocatus + Eightbound (6) WE Lord on Juggernaut + Khorne Berzerkers
(10)
Exalted Eightbound (6) Lord Invocatus + Exalted Eightbound (3) WE Master of Executions + Khorne Berzerkers
(10)
Khorne Lord of Skulls Lord Invocatus + Exalted Eightbound (6) Rhino (Full)
WE Terminator Squad (10) Lord Invocatus + Khorne Berzerkers (10) Land Raider (Full)
Khârn the Betrayer + Khorne Berzerkers WE Lord on Juggernaut + Eightbound
(10) (6)

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 21


Aeldari
Roll Result and Units
3-4
Autarch Shadowseer Warlock
5 Corsair Voidreavers Spiritseer 2 Warlock Conclave
5 Dire Avengers 5 Striking Skorpions Warlock Skyrunner
Nightspear 5 Troupe 5 Swooping Hawks
5 Rangers Troupe Master
5-6
Asurmen 10 Howling Banshees Vyper
Autarch Skyrunner Jain Zar War Walker
Autarch Wayleaper Karandras 4 Warlock Conclave
Baharroth Maugan Ra 2 Warlock Skyrunner Conclave
10 Corsair Voidreave Prince Yriel 3 Warlock Skyrunner Conclave
5 Corsair Voidscarred 10 Rangers 5 Warp Spiders
5 Dark Reapers 3 Shining Spears Wave Serpent
10 Dark Reapers 3 Shroud Runners 3 Windriders
Death Jester 6 Shroud Runners 6 Windriders
10 Dire Avengers 2 Skyweavers 5 Wraithblades
Eldrad Ulthran Solitaire 5 Wraithguard
Falcon Starweaver Wraithlord
Farseer Storm Guardians Yvraine
Farseer Skyrunner 10 Striking Scorpions 5 Rangers + Illic Nightspear
5 Fire Dragons 10 Swooping Hawks 3 Windriders + Leader
10 Fire Dragons Support Platforms 6 Troupes + Leader
Fuegan The Visarch
Guardian Defenders 6 Troupe
Hemlock Wraithfighter 11 Troupe
5 Howling Banshees Voidweaver
7-9
10 Corsair Voidscarrred 6 Windrunners + Leader Fuegan + 5 Fire Dragons
Fire Prism 11 Troupe + Leader Karandras + 5 Striking Scorpions
Night Spinner 12 Troupe + Leader Karandras + 10 Striking Scorpions
6 man Shining Spears 5 Dire Avengers + Asurmen Maugan Ra + 5 Dark Reapers
4 Skyweavers 5 Swooping Hawks + Baharroth Prince Yriel + 5 Corsair Voidscarred
12 Troupe Guradian Defenders + Leader Starweaver (Full)
10 Warp Spiders Storm Guardians + Leader
9 Windriders Farseer + 4 Warlock Conclave
10+
Avatar of Khaine 9 Windriders + Leader Yvraine + 10 Corsair Voidscarred
The Yncarne 10 Swooping Hawks + Baharroth Jain Zar + 10 Howling Banshees
10 Wraithblades Fuegan + 10 Fire Dragons Yvraine + 12 Troupes
10 Wraithguard Maugan Ra + 10 Dark Reapers The Visarch + 10 Corsair Voidscarred
Wraithknight Spiritseer + 10 Wraithblades The Visarch + 12 Troupes
10 Dire Avengers + Asurmen Spiritseer + 10 Wraithguard

Using the Horde Spawn Table


Unmodified 2 is always “No Spawn”. Horde AI Reference Sheet
Rounds 3 and 4 +1 to Horde Spawn rolls. Uses all datasheet abilities it can.
Round 5 +2 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
You may instead choose to spawn 2 units from the tier enemy board edge.
below the rolled tier instead. This can help find valid units Advances if advantageous. Charges if advantageous
to spawn and help give a horde feel in late game. Shoots the closest target.
If there are units missing in this table you wish to play Falls back if it has fallback and shoot
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion.

22 THE POORHAMMER PODCAST


Drukhari
Roll Result and Units
3-4
Archon Mandrakes (5) Wracks (5)
Cronos (1) Reavers (3)
Haemonculus Succubus
5-6
Beastermaster (7) Lelith Hesperax Venom (Full)
Court of the Archon (4) Mandrakes (10) Wracks (10)
Cronos (2) Raider* Wyches (10)
Drazhar Ravager Archon + Court of the Archon (4)
Grotesques (3) Razorwing Jetfighter Urien Rakarth + Wracks (5)
Hellions (5) Reavers (6) Drazhar + Incubi (5)
Incubi (5) Scourges (5) Haemonculus + Wracks (5)
Incubi (10) Talos (1) Succubus + Wyches (10)
Kabalite Warriors (10) Urien Rakarth
7-9
Grotesques (6) Voidraven Bomber Drazhar + Incubi (10)
Hellions (10) Archon + Kabalite Warriors (10) Haemonculus + Wracks (10)
Scourges (10) Urien Rakarth + Wracks (10) Raider (Full)
Talos (2) Lelith Hesperax + Wyches (10)

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 23


Orks
Roll Result and Units
3-4
Big Mek with Kustom Force Field Mek Trukk
Big Mek with Shokk Attack Gun Mek Gunz (1) Warbikers (3)
Burna Boyz x5 Nob on Smasha Squig Warboss
Gretchin (11) Nob with Waaagh! Banner Weirdboy
Lootas x5 Painboss Wurrboy
Mad Dok Grotsnik Painboy
Meganobz (2) Stormboyz (5)
5-6
10 Boyz 5 Meganobs Hunta Rig
10 Beast Snagga Boys 3 Mek Gunz Kaptin Badrukk
5 Lootas + Leader Zodgrod Wortsnagga + Gretchin (22) Killa Kans (3)
5 Burna Boys + Leader Flash Gitz (5) Kommandos (10)
5 Tankbustas + Leader Beastboss Kustom Boosta-blasta
3 Squighog Boys + Nob on Squig Blitza-bommer Megatrakk Scrapjet
5 Nobz + Leader Boss Snikrot Rukkatrukk Squigbuggy
10 Stormboyz Boss Zagstruk Shokkjump Dragsta
6 Warbikers Burna-bommer Warboss in Mega Armour
3 Warbikers + Leader Dakkajet Wazbom Blastajet
3 Meganobs Deff Dread Boss Zagstruk + 5 stormboys
7-9
Battlewagon Nobz (10) 6 Warbikers + Leader
Beast Snagga Boyz (20) Squighog Boyz (6) 10 Flash Gitz
Beastboss on Squigosaur Burna Boyz x15 10 Kommandos + Leader
Deffkoptas (6) 10 Beast Snagga Boys + Leader 10 Boyz + Leader
Flash Gitz (10) Squighog Boyz (6) + Nob on Squig 3 Mek Gunz + Leader
Ghazghkull Thraka + Makari 10 Stormboyz + Leader 10 Nobz + Leader
Kill Rig 10 Lootas + Leader Trukk (Full)
Meganobz (6) 20 Boyz + Leader
Mozrog Skragbad 10 Tankbustas + Leader
10+
Gorkanaut 20 Beast Snagga Boyz + Leader Battlewagon (Full)
Killa Kans (6) Ghaz + 3 Meganobz Killrig (Full)
Morkanaut Ghaz + 5 Meganobz Stompa (Full)
Stompa 20 Nobz + Leader
20 Boyz + Leader Hunta Rig (Full)

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

24 THE POORHAMMER PODCAST


Necrons
Roll Result and Units
3-4
5 Immortals 3 Scarab Swarm 1 Lokhust Heavy Destroyer
5 Deathmarks 1 Lokhust Destroyers 1 Canoptek Spyder
5 Flayed Ones 2 Lokhust Destroyers
5-6
5 Immortals + Leader 5 Lychguard 3 Canoptek Wraiths
10 Immortals Hexmark Destroyer Tomb Sentinel
10 Warriors + Leader 3 Ophydian Destroyers Canoptek Doomstalker
10 Warriors 3 Skorpekh Destroyers Canoptek Reanimator
10 Deathmarks 5 Triarch Praetorians 2 Canoptek Spyders
10 Flayed Ones 3 Tomb Blades Night Scythe
6 Scarab Swarm 6 Tomb Blades Triarch Stalker
3 Lokhust Destroyers 3 Canoptek Acanthrites Annihilation Barge
3 Lokhust Heavy Destroyer 6 Canoptek Acanthrites
7-9
10 Immortals + Leader 6 Ophydian Destroyers Doomsday Ark
20 Warriors 6 Skorpekh Destroyers 3 Skorpekh Destroyers + Leader
Ghost Ark (Full) 10 Triarch Praetorians 3 Lokhust H. D. + Leader
10 Lychguard 6 Canoptek Wraiths
5 Lychguard + Leader Doom Scythe
10+
10 Lychguard + Leader C’tan Deceiver The Silent King
10 Immortals + Double Leader C’tan Nightbringer Monolith
20 Warriors + Double Leader C’tan Void Dragon Obelisk
20 Warriors + Leader Transcendant C’tan Tesseract Vault
10 Lychguard + Double Leader + Murder Buckets

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 25


T’au Empire
Roll Result and Units
3-4
Aun’Va Kroot Hound (4) Tactical Drones (4)
Kroot Farstalkers Kroot Hound (8) Kroot Shaper
Kroot Carnivores (10) Krootox Rider (1) Vespid Stingwings
Firesight Team Krootox Rider (2)
Piranha (1) Stealth Battlesuits (3)
5-6
Tactical Drones (12) Kroot Hounds (12) Pathfinder Team
Sky Ray Gunship Krootox Rider (3) Stealth Battlesuits (6)
Hammerhead Gunship Piranha (2) Strike Team + Leader
Longstrike Piranha (3) Breacher Team + Leader
Commander Shadowsun Ghostkeel Battlesuit Pathfinder Team + Leader
Sun Shark Bomber Kroot Carnivores (20) Kroot Carnivores (10) + Leader
Razorshark Strike Fighter Breacher Team Kroot Carnivores (20) + Leader
Broadside Battlesuit (1) Strike Team
7-9
Broadside Battlesuits (2) Riptide Battlesuit Crisis Battlesuit (3) + Leader
Broadside Battlesuits (3) Crisis Battlesuit (3) Devilfish (Full)
10+
Stormsurge
Crisis Battlesuit (6)
Crisis Battlesuit (6) + Leader

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

26 THE POORHAMMER PODCAST


Leagues of Votann
Roll Result and Units
3-4
Brôkhyr Iron-master (5) Einhyr Champion Kâhl
Brôkhyr Thunderkyn (3) Grimnyr (3)
5-6
Brôkhyr Thunderkyn (6) Hearthkyn Warriors (10) Brôkhyr Iron-master (5) + Brôkhyr Thunderkyn
(3)
Cthonian Beserks (5) Hernkyn Pioneers (3)
Einhyr Hearthguard (5) Sagitaur
7-9
Cthonian Beserks (10) Einhyr Hearthguard (5) + Leader Sagitaur (Full)
Hekaton Land Fortress Hearthkyn Warriors (10) + Leader
Hernkyn Pioneers (6) Brôkhyr Iron-master (5) + Brôkhyr Thunderkyn
(6)
10+
Hekaton Land Fortress (Full)
Einhyr Hearthguard (10)
Einhyr Hearthguard (10) +
Leader

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 27


Tyranids
Roll Result and Units
3-4
5 Barbgaunts 1 Lictor 1 Deathleaper
1 Ripper Swarm 2 Pyrovores 3 Warriors w/Ranged
1 Pyrovore 3 Ripper Swarms 3 Venomthropes
2 Ripper Swarms 10 Termagants 1 Biovore
11 Neurogaunts 10 Hormagaunts 10 Gargoyles
1 Mucolid Spore 1 Nerurolictor 3 Raveners
3 Spore Mines 1 Winged Tyranid Prime 3 Von Ryan’s Leapers
5-6
10 Barbgauns 2 Mucolid Spores 6 Warriors w/Melee
2 Biovores 22 Neurogaunts 6 Warriors w/Ranged
1 Broodlord 1 Neurotyrant 1 Tyrannocyte
1 Carnifex Old One Eye 3 Tyrant Guard
1 Exocrine 1 Parasite of Mortrex 6 Venomthropes
20 Gargoyles 1 Psychophage 6 Von Ryan’s Leapers
5 Genestealers 3 Pyrovores 3 Zoanthropes
10 Genestealers 6 Raveners Neurotyrant + 11 Neurogaunts
1 Haruspex 1 Screamer-Killer Winged Tyranid Prime + 10 Gargoyles
3 Hive Guard 6 Spore Mines Winged Tyranid Prime + 3 Melee Warriors
20 Hormagaunts 1 Sporocyst Winged Tyranid Prime + 3 Ranged Warriors
1 Maleceptor 20 Termagants Broodlord + 5 Genestealers
1 Mawloc 3 Warriors w/Melee
7-9
Neurotyrant + 3 Tyrant Guard 1 Harpy 1 Tyrannofex
Neurotyrant + 22 Neurogaunts 1 Hive Crone 6 Tyrant Guard
Winged Tyranid Prime + 20 Gargoyles 6 Hive Guard 1 Winged Hive Tyrant
Winged Tyranid Prime + 6 Melee Warriors 1 HIve Tyrant 6 Zoanthropes
Winged Tyranid Prime + 6 Ranged Warriors 1 Tervigon Old One Eye + 1 Carnifex
3 Biovores 1 Toxicrene The Swarmlord
2 Carnifexes 1 Trygon Broodlord + 10 Genestealers
10+
Norn Assimilator Hive Tyrant + 6 Tyrant Guard The Swarmlord + 3 Tyrant Guard
Norn Emissary Neurotyrant + 6 Tyrant Guard The Swarmlord + 6 Tyrant Guard
Hive Tyrant + 3 Tyrant Guard Old One Eye + 2 Carnifex

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

28 THE POORHAMMER PODCAST


Genestealer Cults
Roll Result and Units
3-4
Abominant Jackal Alphus Reductus Saboteur
Acolyte Iconward Kelermorph Sanctus
Biophagus Locus Atalan Jackals (5)
Clamavus Nexos Purestrain Genestealers (5)
5-6
Achilles Ridgerunners (1) Atalan Jackals (5) + Jackal Alphus Neophyte Hybrids (10) + Leader
Achilles Ridgerunners (2) Goliath Rockgrinder Patriarch
Acolyte Hybrids (10) Hybrid Metamorphs (10) Primus
Acolyte Hybrids (5) + Leader Hybrid Metamorphs (5) + Leader Purestrain Genestealers (10)
7-9
Goliath Truck (Full) Purestrain Genestealers (5) + Patriarch Hybrid Metamorphs (10) + Leader
Aberrants (5) + Leader Acolyte Hybrids (5) + Leader Neophyte Hybrids (20) + Leader
Atalan Jackals (10) + Jackal Alphus Acolyte Hybrids (10) + Leader
10+
Aberrants (10) + Leader
Acolyte Hybrids (10) + Double Leader
Neophyte Hybrids (20) + Double Leader

Using the Horde Spawn Table Horde AI Reference Sheet


Unmodified 2 is always “No Spawn”. Uses all datasheet abilities it can.
Rounds 3 and 4 +1 to Horde Spawn rolls. Moves to the closest enemy, or objective not owned, or
Round 5 +2 to Horde Spawn rolls. enemy board edge.
You may instead choose to spawn 2 units from the tier Advances if advantageous. Charges if advantageous
below the rolled tier instead. This can help find valid units Shoots the closest target.
to spawn and help give a horde feel in late game. Falls back if it has fallback and shoot
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

THE POORHAMMER PODCAST 29


HARLEQUINS
Roll Result 3-4 Roll Result 5-6 Roll Result 7-8
Error 404 Error 404 Error 404
Error 404 Error 404 Error 404
Error 404 Error 404 Error 404

Using the Horde Spawn Table


Unmodified 2 is always “No Spawn”.
Rounds 3 and 4 +1 to Horde Spawn rolls.
Round 5 +2 to Horde Spawn rolls.
You may instead choose to spawn 2 units from the tier
below the rolled tier instead. This can help find valid units
to spawn and help give a horde feel in late game.
If there are units missing in this table you wish to play
with, the general layout is: 3-4 = 75~ points or less, 5-6 80-
170 points, 7-9 175-295 points, 10+ 300+ points.
The term full is any valid unit on the spawning table for
that transport to carry. Decide what to fill it with at your
discretion. 10 Terminators with a Leader in a Land Raider
is the same entry as 5 Intercessors without a leader.

Horde AI Reference Sheet


Uses all datasheet abilities it can.
Moves to the closest enemy, or objective not owned, or
enemy board edge.
Advances if advantageous. Charges if advantageous
Shoots the closest target.
Falls back if it has fallback and shoot

30 THE POORHAMMER PODCAST

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