Im not sure if this should go here but anyhow here it is.
40K battle companies
Core rules
Your force must have one hero
You may take a second
No force can have more than 15 models on the table.(10 for SM and CSM)
No special characters
No more than a third of your force may have heavy or special weapons. Special weapons are weapon upgrades available to the unit in its profile that do not have heavy on the weapon statistics.
You start of with 100 points to take items from the armoury for your heroes (no more than 20 each without breaking any of the other rules.) you can also spend these points on items from unit entries.
No 2+ saves
You may only take units from your race’s list.(Which are later in this document.)
Heroes
Any model within 6 inches of a friendly hero gains +1 to their LD.
Heroes always start with 2 attacks.
May select item’s from the armoury worth up to 20 points when your company is founded.
May re-roll one failed armour save per battle.
Experience
A hero gains 1 experience point in the fowling circumstances.
When he wounds an enemy who then fails their armour save.
When he takes part in a battle .
When he is on the winning side.
A warrior gains 1 experience point in the fowling circumstances.
When he wounds an enemy who then fails their armour save.
When he takes part in a battle.
When a hero has 7 experience points he may roll on the fowling chart.
D6 effect
1 Add one to your BS or WS can't be better than BS 5 WS 5
2 Add one to your S or T can only be done once
3 Add one to your LD up to maximum of 10 or one I up to 5
4 Add one attack may only be done once
5 Add one wound may only be done twice
6 Chose one result from above
When a warrior gains 5 exp he can roll on the fowling chart.
2D6 effect
8+ promoted
11+ becomes hero
Injures
If a hero is reduced to 0 wounds he rolls on this table.
Lost in battle
Play a rescue mission. If the captured heroes team loses the hero dies.
Arm Wound.
May only have one weapon. If he rolls this again count him as dead.
Leg wound.
-1 to move. If he rolls this again count him as dead.
Just a scratch.
Miss next game or re-roll on list.
Flesh wound.
Miss next game.
Niggling injury.
Roll a D6 at the beginning of every game on a 1 he misses that game.
He may have more than on Niggling injury roll each one separately.
A Heroes wounds.
+D6 influence for this game.
If a warrior is reduced to 0 wounds roll on this chart.
D6 result
1 dies
2-4 full recovry
5-6 miss next game
Influence
You gain Influence when you do the fowling things.
+1 if battle is a draw.
+2 if battle is a victory.
You can use your influence dice to roll on the influence table of your race, increase or decrease the roll on the table or to purchase equipment from the armoury. In the armoury each dice counts as ten points. (heroes only)
Space Marine Battle Companies
Starting force
2 Space Marines with bolters
2 Space Marine Scouts bolt pistol and close combat weapon
1 Space Marine scout with bolter
Promotion
Space Marine scout with bolter- becomes space marine with bolter
Space Marine scout with Bolt pistol and CC weapon-space marine with bolt pistol and CC weapon
Space Marine with bolt pistol and CC weapon- Assault Marine with Bolt Pistol and CC weapon
Scout Biker-SM Biker
Any Space Marine may swap his bolter for a special weapon for 3 influence dice or heavy weapon for 5 influence dice.(no more than a third of your company can have heavy or special weapons)
Influence table
D6 result
1 nothing
2 scout with bolter
3 SM with BP & CC weapon
4 SM with Bolter
5 scout with BP & CC weapon
6 Roll on table below
D6 result
1-2 Scout biker
3-4 Assult Marine
5-6 SM biker
Imperial Guard Battle Companies
Starting force
6 guardsmen with lasguns
2 Hardened veterans with lasguns
2 Kaskrin with hellguns
Promotion table
Guardsmen with lasgun- Hardened veterans with lasgun
Hardened veterans with lasguns- Kaskrin with hellgun
Conscript-Conscript Rough Rider
Conscript-Guardsmen
Conscript- Conscript Sentinel
Any guardsmen may swap their lasgun of a special weapon for 2 influence dice or two guardsmen may form a heavy weapons team for 4 influence dice.
Influence table
D6 result
1 nothing
2 2 conscripts
3 hardended veteran with lasgun
4 guardsmen with lasgun
5 kaskrin with hellgun
6 Roll on table below
D6 result
1-2 Conscript sentinal
3-4 Conscrtipt rough rider
5-6 Orgyn
Conscript Rough Rider
WS BS S T W I A LD SV
2 2 3 3 1 3 1 5 5+
Special Rules
Inexperienced riders
If an enemy model is within 6 inches the rider must take a leader ship test in the movement phase.
Conscript Sentinel
WS BS S Front Side Back I A LD
2 2 4 8 8 8 3 1 6
Weapon: Heavy flamer or Multi laser(these use your max heavy and special weapons limet)
Special Rules
Whoops Wrong button
At the beginning of every movement phase roll a D6 on the of a result 1 you must roll another D6 on a 4+ the sentinels crew is shaken on less than a 4 the crew is stunned.
Tyranids
Starting Force
4 Termagants
4 Hormaguants
2 Genestelers
Evaluation table
Termagant-Gargoyle
Hormaguant-Genesteler
Influence table
D6 result
1-2 2 Termagauts
3-4 Ripper swarm
5-6 2 Hormagaunts
Tyranids cannot take any upgrades.
Only Genestelers can be heroes who can take extra equipment from their profile upgrades.
Additionally heroes are counted as synapse creatures for the purpose of falling back and such like.
Tau
Starting Force
4 Fire Warriors
4 Kroot Mercenaries
2 Path finders
Promotion table
Fire Warrior-Veteran Fire Warrior
Path Finder- Veteran Path Finder
Veteran Fire Warrior-Crisis Battle suit
Veteran Path Finder-XV15 Stealther
Any 1 Fire Warrior may exchange his pulse rifle for a pulse carbine at the cost of 3 influence dice.
Note Path Finders, Veteran Path Finders and XV15 Stealthers weapons do not count to wards your limit but all together you may only have 3 on the battle field at a time.
Crisis Battle suits can only take Burst Cannons, Fusion guns and flamers.
Influence Table
D6 result
1 nothing
2 2 kroot hounds
3 2 drones
4 fire warrior
5 kroot warrior
6 roll on table below
D6 result
1-2 Kroot shaper
3-4 Veteran fire warrior
5-6 Veteran path finder
Veteran Fire Warrior
WS BS S T A I W LD SV
2 3 3 3 1 3 1 8 4+
Weapon: Pulse Rifle
Special Rules
Sharp Shooters
On a roll to hit of a 1 or 2 when shooting may be re-rolled.
Veteran Path Finder
WS BS S T A I W LD SV
2 3 3 3 1 3 1 8 4+
Weapons: Pulse Carbine
Special Rules
Stealth
See page 94 of 4th edition rule book
Ork Battle Companies
Starting Forces
5 Shoota Boyz
5 Sluga Boyz
Promotion Table
Shoota Boyz-‘Ard Boyz
Sluga Boyz-Storm Boyz
Influence table
D6 result
1 nothing
2 2 gretcin
3 stikk bomma
4 sluuga boy
5 shoota boy
6 Roll on table below
D6 result
1-2 Wartrukk
3-4 War buggy
5-6 5 trukk boyz
Any ork may replace his shoota or sluga and CC weapon with a special or heavy weapon from their codex.
Chaos Space Marines
Starting force
4 chaos cultists with CC weapons and laspistol
2 Chaos Space Marines with bolters
Promotion table
Chaos Space Marines with bolters-Chosen with bolter
Chaos Space Marines with bolt pistol and CC weapon-Chaos Raptors
Chaos Raptors-Possessed with demonic flight
Chaos cultists with CC weapons and laspistol-CSM with bolter or BP and Cc weapon
Influence table
D6 result
1 nothing
2 chaos cultist
3 chaos cultist
4 CSM with bolter
5 CSM with BP & CC weapon
6 Roll on table below
D6 result
1-2 Raptor
3-4 Possessed
5-6 Chosen
Any CSM may replace their bolter or BP & CC weapon for a heavy or special weapon.
Dark Eldar
Prisoners
When an enemy model is slain in close combat on a D6 roll of a 4+ it is taken prisoner not slain. If the enemy player wishes he may attempt to rescue his captured units in a rescue mission as if they were all heroes. If you have captured all enemy models this is not possible and your opponent must re form his battle company.
Starting Force
5 Dark eldar warriors with splinter rifles
3 Dark eldar wyches
Promotion table
Dark eldar warriors with splinter rifles-Mandrake
Wyches-Hellion
Prisoner-Grotesque
Any Dark eldar can take a weapon up grade from their unit entry.
Influence table
D6 result
1 nothing
2 2 Prisoners
3 warp beast
4 Dark eldar Warrior
5 Wych
6 Roll on table below
D6 result
1-2 Raider
3-4 Reaver jet bike
5-6 Grotesqe
Prisoner
WS BS S T A I W LD SV
2 2 3 3 1 2 1 5 5+
Weapons: CC weapon
40K battle companies
Core rules
Your force must have one hero
You may take a second
No force can have more than 15 models on the table.(10 for SM and CSM)
No special characters
No more than a third of your force may have heavy or special weapons. Special weapons are weapon upgrades available to the unit in its profile that do not have heavy on the weapon statistics.
You start of with 100 points to take items from the armoury for your heroes (no more than 20 each without breaking any of the other rules.) you can also spend these points on items from unit entries.
No 2+ saves
You may only take units from your race’s list.(Which are later in this document.)
Heroes
Any model within 6 inches of a friendly hero gains +1 to their LD.
Heroes always start with 2 attacks.
May select item’s from the armoury worth up to 20 points when your company is founded.
May re-roll one failed armour save per battle.
Experience
A hero gains 1 experience point in the fowling circumstances.
When he wounds an enemy who then fails their armour save.
When he takes part in a battle .
When he is on the winning side.
A warrior gains 1 experience point in the fowling circumstances.
When he wounds an enemy who then fails their armour save.
When he takes part in a battle.
When a hero has 7 experience points he may roll on the fowling chart.
D6 effect
1 Add one to your BS or WS can't be better than BS 5 WS 5
2 Add one to your S or T can only be done once
3 Add one to your LD up to maximum of 10 or one I up to 5
4 Add one attack may only be done once
5 Add one wound may only be done twice
6 Chose one result from above
When a warrior gains 5 exp he can roll on the fowling chart.
2D6 effect
8+ promoted
11+ becomes hero
Injures
If a hero is reduced to 0 wounds he rolls on this table.
Lost in battle
Play a rescue mission. If the captured heroes team loses the hero dies.
Arm Wound.
May only have one weapon. If he rolls this again count him as dead.
Leg wound.
-1 to move. If he rolls this again count him as dead.
Just a scratch.
Miss next game or re-roll on list.
Flesh wound.
Miss next game.
Niggling injury.
Roll a D6 at the beginning of every game on a 1 he misses that game.
He may have more than on Niggling injury roll each one separately.
A Heroes wounds.
+D6 influence for this game.
If a warrior is reduced to 0 wounds roll on this chart.
D6 result
1 dies
2-4 full recovry
5-6 miss next game
Influence
You gain Influence when you do the fowling things.
+1 if battle is a draw.
+2 if battle is a victory.
You can use your influence dice to roll on the influence table of your race, increase or decrease the roll on the table or to purchase equipment from the armoury. In the armoury each dice counts as ten points. (heroes only)
Space Marine Battle Companies
Starting force
2 Space Marines with bolters
2 Space Marine Scouts bolt pistol and close combat weapon
1 Space Marine scout with bolter
Promotion
Space Marine scout with bolter- becomes space marine with bolter
Space Marine scout with Bolt pistol and CC weapon-space marine with bolt pistol and CC weapon
Space Marine with bolt pistol and CC weapon- Assault Marine with Bolt Pistol and CC weapon
Scout Biker-SM Biker
Any Space Marine may swap his bolter for a special weapon for 3 influence dice or heavy weapon for 5 influence dice.(no more than a third of your company can have heavy or special weapons)
Influence table
D6 result
1 nothing
2 scout with bolter
3 SM with BP & CC weapon
4 SM with Bolter
5 scout with BP & CC weapon
6 Roll on table below
D6 result
1-2 Scout biker
3-4 Assult Marine
5-6 SM biker
Imperial Guard Battle Companies
Starting force
6 guardsmen with lasguns
2 Hardened veterans with lasguns
2 Kaskrin with hellguns
Promotion table
Guardsmen with lasgun- Hardened veterans with lasgun
Hardened veterans with lasguns- Kaskrin with hellgun
Conscript-Conscript Rough Rider
Conscript-Guardsmen
Conscript- Conscript Sentinel
Any guardsmen may swap their lasgun of a special weapon for 2 influence dice or two guardsmen may form a heavy weapons team for 4 influence dice.
Influence table
D6 result
1 nothing
2 2 conscripts
3 hardended veteran with lasgun
4 guardsmen with lasgun
5 kaskrin with hellgun
6 Roll on table below
D6 result
1-2 Conscript sentinal
3-4 Conscrtipt rough rider
5-6 Orgyn
Conscript Rough Rider
WS BS S T W I A LD SV
2 2 3 3 1 3 1 5 5+
Special Rules
Inexperienced riders
If an enemy model is within 6 inches the rider must take a leader ship test in the movement phase.
Conscript Sentinel
WS BS S Front Side Back I A LD
2 2 4 8 8 8 3 1 6
Weapon: Heavy flamer or Multi laser(these use your max heavy and special weapons limet)
Special Rules
Whoops Wrong button
At the beginning of every movement phase roll a D6 on the of a result 1 you must roll another D6 on a 4+ the sentinels crew is shaken on less than a 4 the crew is stunned.
Tyranids
Starting Force
4 Termagants
4 Hormaguants
2 Genestelers
Evaluation table
Termagant-Gargoyle
Hormaguant-Genesteler
Influence table
D6 result
1-2 2 Termagauts
3-4 Ripper swarm
5-6 2 Hormagaunts
Tyranids cannot take any upgrades.
Only Genestelers can be heroes who can take extra equipment from their profile upgrades.
Additionally heroes are counted as synapse creatures for the purpose of falling back and such like.
Tau
Starting Force
4 Fire Warriors
4 Kroot Mercenaries
2 Path finders
Promotion table
Fire Warrior-Veteran Fire Warrior
Path Finder- Veteran Path Finder
Veteran Fire Warrior-Crisis Battle suit
Veteran Path Finder-XV15 Stealther
Any 1 Fire Warrior may exchange his pulse rifle for a pulse carbine at the cost of 3 influence dice.
Note Path Finders, Veteran Path Finders and XV15 Stealthers weapons do not count to wards your limit but all together you may only have 3 on the battle field at a time.
Crisis Battle suits can only take Burst Cannons, Fusion guns and flamers.
Influence Table
D6 result
1 nothing
2 2 kroot hounds
3 2 drones
4 fire warrior
5 kroot warrior
6 roll on table below
D6 result
1-2 Kroot shaper
3-4 Veteran fire warrior
5-6 Veteran path finder
Veteran Fire Warrior
WS BS S T A I W LD SV
2 3 3 3 1 3 1 8 4+
Weapon: Pulse Rifle
Special Rules
Sharp Shooters
On a roll to hit of a 1 or 2 when shooting may be re-rolled.
Veteran Path Finder
WS BS S T A I W LD SV
2 3 3 3 1 3 1 8 4+
Weapons: Pulse Carbine
Special Rules
Stealth
See page 94 of 4th edition rule book
Ork Battle Companies
Starting Forces
5 Shoota Boyz
5 Sluga Boyz
Promotion Table
Shoota Boyz-‘Ard Boyz
Sluga Boyz-Storm Boyz
Influence table
D6 result
1 nothing
2 2 gretcin
3 stikk bomma
4 sluuga boy
5 shoota boy
6 Roll on table below
D6 result
1-2 Wartrukk
3-4 War buggy
5-6 5 trukk boyz
Any ork may replace his shoota or sluga and CC weapon with a special or heavy weapon from their codex.
Chaos Space Marines
Starting force
4 chaos cultists with CC weapons and laspistol
2 Chaos Space Marines with bolters
Promotion table
Chaos Space Marines with bolters-Chosen with bolter
Chaos Space Marines with bolt pistol and CC weapon-Chaos Raptors
Chaos Raptors-Possessed with demonic flight
Chaos cultists with CC weapons and laspistol-CSM with bolter or BP and Cc weapon
Influence table
D6 result
1 nothing
2 chaos cultist
3 chaos cultist
4 CSM with bolter
5 CSM with BP & CC weapon
6 Roll on table below
D6 result
1-2 Raptor
3-4 Possessed
5-6 Chosen
Any CSM may replace their bolter or BP & CC weapon for a heavy or special weapon.
Dark Eldar
Prisoners
When an enemy model is slain in close combat on a D6 roll of a 4+ it is taken prisoner not slain. If the enemy player wishes he may attempt to rescue his captured units in a rescue mission as if they were all heroes. If you have captured all enemy models this is not possible and your opponent must re form his battle company.
Starting Force
5 Dark eldar warriors with splinter rifles
3 Dark eldar wyches
Promotion table
Dark eldar warriors with splinter rifles-Mandrake
Wyches-Hellion
Prisoner-Grotesque
Any Dark eldar can take a weapon up grade from their unit entry.
Influence table
D6 result
1 nothing
2 2 Prisoners
3 warp beast
4 Dark eldar Warrior
5 Wych
6 Roll on table below
D6 result
1-2 Raider
3-4 Reaver jet bike
5-6 Grotesqe
Prisoner
WS BS S T A I W LD SV
2 2 3 3 1 2 1 5 5+
Weapons: CC weapon