Professional Documents
Culture Documents
19
by OnePageAnon (http://onepagerules.wordpress.com/)
Introduction Index
Hello, and welcome to One Page 40k Fan Armies! 1. Introduction & Index
2. Squats / Space Dwarfs
The armies that you will find in this supplement were 3. Inquisition
designed by One Page 40k fans, and have been modified as 4. Veer-myn / Space Rats
little as possible from the original that was provided to us. 5. US Army
6. Insurgents / Guerrillas
Is there a special army that you always wanted to play
with? Maybe you have some models around that have no
rules? Or your favorite faction has gotten the axe?
A Replace Pistol: G Upgrade with one: Servo-Skull: This model may be placed anywhere
Pistol (Poison) +5pts Interrogation Master (Enemy units +5pts on the table outside of the enemy deployment zone
Condemnor (Linked Assault Rifle, +10pts with Scout cant deploy within 24) before deplying either force. Enemy scouts may not
Poison against units with Psykers) Withc Hunter (+1 Melee attacks +5pts deploy within 12 of this unit, and this unit counts
Plasmagun +15pts against Psykers) as having the Beacon special rule. This model may
Incinerator (18, A6) +25pts Iron Will (Whenever this unit is the +10pts not be attacked in any way, and if an enemy unit
Sniper Rifle (36, A3x, Scope) +40pts target of an enemy psychic power moves within 6 of it, it is removed from the game.
Lascannon +70pts you may roll one die, on a 5+ all Warband: You may deploy up to 4 units with this
Replace Hand Weapon: effects are ignored) rule together to form a single big unit.
Hand Weapon (Poison) +5pts
Upgrade with any: H Upgrade with one: Psychic Powers
Terminator Armor (Armored) +10pts Mankinds Purity (Furious) +5pts Telekine Dome (1): The psyker and his count as
3x Servo-Skull +15pts Xeno Hunter (+1 Melee attacks +5pts being in Cover until the end of the round.
Psyker(1) +30pts against non-Space Marines/ Warp Speed (1): The psyker and his unit have the
Imperial Guard/Chaos Space Fast and Furious rules until the end of the round.
B Replace any Pistol: Marines/Sisters of Battle/Grey Psychic Shriek (1): Target enemy unit within 18
Flamer +15pts Knights units) must take a morale test. If failed the unit takes D3
Meltagun +15pts Xenotech Collector (Armored) +10pts automatic wounds.
Plasmagun +15pts Banishment (1): Target enemy unit within 12
Equip all models with: I Replace Pistol: must re-roll blocks until the end of the round.
Shields (Armored) +10pts Shotgun +5pts Prescience (1): Target friendly unit within 12 has
Assault Rifle +5pts Linked weapons until the end of the round.
C Replace one Pistol: Plasma Pistol +10pts Flame Breath (2): Target enemy unit within 12
Plasma Pistol +5pts Flamer +15pts takes 2D6 automatic hits.
Assault Rifle +5pts Meltagun +15pts
Linked Assault Rifle +10pts Plasmagun +15pts
Take one Assault Rifle attachment: Take one Assault Rifle attachment:
Flamer (Limited) +5pts Flamer (Limited) +5pts
Meltagun (Limited) +5pts Meltagun (Limited) +5pts
Plasmagun (Limited) +5pts Plasmagun (Limited) +5pts
Replace Hand Weapon: Condemnor (Linked Assault Rifle, +10pts
Power Weapon +5pts Poison against units with Psykers)
Power Fist +10pts Replace Hand Weapon:
Power Weapon +5pts
D Upgrade any model with one: Power Fist +10pts
Linked Flamer +25pts Equip with:
Multi-Melta +35pts Rosarius (Tough(3)) +10pts
Lascannon +70pts
Imperial Force
E Replace any Power Fist: When using this army you may take any units and
Machinegun +15pts their respective upgrades from the Space Marines,
Multi-Melta +25pts Imperial Guard, Sisters of Battle and Grey Knights
Plasma Cannon +40pts armies.
G Replace Machinegun:
Grenade Launcher +10pts
D Replace Machinegun:
Grenade Launcher +5pts
Autocannon +5pts
Missile Launcher +30pts
Upgrade with:
Extra Armor (Tough(3)) +15pts