ENEMIES CHART

See RC for Special Notes and weapon FX o = White die. O = Red die.  Conversion beam: O x target armor, K/X, Line effect. For other weapons, see Explorator Weapons Chart.  Necrons and Tyranidshave their own stat pages.
CARDS: Each turn, roll one white die per player. Take that many cards. Also, some characters give you extra cards at the start of the game (+1C), or an extra card every turn (+1C/T).
 
 CULTISTS  MOVE ARMOR  HITS  Weapon  Melee  Notes  Pts.
 Neophyte 8 0 1 Autopistol ooo  (juve) 2/2
 Scab 8 0 1 Autopistol Oooo  (skaven) 2/3
 Cultist 6 1 1 Autogun oo (ganger) 2
 Beastman 8 1 1 Shield OOo Berserk 3
 Magus 6 1 1 Autopistol Oooo+1 Psy - 1. 5
 Terrorist 4 1 1 Special Weapon o   5
 Leader 6 1 3 Autogun Oooo C+1. 7
 Troll 6 1 6 KB 3". OOOOOO BIG. 10
 Bombot 8 1 1 Detonate: OO+1 2" Blast, K  --  Detonate. 5
AUTOPISTOL: oo W/J, 8". AUTOGUN: oo W/J.  Shield: deduct 1 white from incoming ranged attacks.
 
CHAOS  MOVE ARMOR  HITS  Weapon  Melee  Notes  Pts.
 Marine 6 2 1 Bolter (Rap) OOO+1 Ignore stun from KB 5
 Terminator 6 3 1 Storm Bolter (Rap) OOOO+1 Ignore KB 10
Berzerker 6 2 1 Berserk OOOOOO+1 (khorne) 7
 Noise Mar. 6 2 1 OO, S, FT, Burn OOO+1 (slaanesh) 7
 Sorcerer 6 2 1 Bolter (Rap), Psy - 1. OOO+1 (tzeentch) 7
Plague Mar. 6 2 2 Bolter (Rap).  Plague. OOOO+1 (nurgle) 7
Reaper Mar. 6 2 1 Bolt Pistol.  Scythes. OOOO+1 (neutral)  HORROR. 7
+ Weapon -M -- -- Special(M=1) or Heavy(M=2) -O Conv. Beam= Heavy. +5
+ Champion -- -- +2 + Plas.Pistol , OR  Psy +1, OR  +2  +1C. +5
All Chaos Marine weapons Explode on a fail.  Conversion beam: O x target armor, K/X, Line effect.  Plasma Pistol: OO 8" Line.
 
CHAOS 2  MOVE ARMOR  HITS Weapons /  Abilities  Melee  Notes  Pts.
Bloodletter 8 2 2 Berserk.  Frenzy. Scythes. OOOOOO (khorne) 10
Flamer 8 1+F 1 2 x Flamer. Fly. OO  (tzeentch) 10
Succubus 8 1 1 Berserk.  Fly. Control. Mob-2. OOO RO (slaanesh) 10
Plaguebearer 6 2 2 Plague.  Undead. OOOO (nurgle) 10
Dmn. Prince 8 2 8 As Daemon (pick one). OOOO+4 RO BIG. +1C/T 25
Bloodlord 12 2 25 2 x Flamer. Scythes. Flies. OOOOOO+6 BIG. +1C/T 100
Changelord 12 2+F 20 Psy - 5. Flies. OOOOOO+4 BIG. +2C/T 100
Plaguelord 8 2 30 Heavy Flamer. Plague. OOOOOO+5 BIG.  +1C/T 100
Pleasurelord 16 2 25 Gaze (OO Stun, Rap. Fire) free! OOOOOO+5 BIG. +1C/T 100
ALL DAEMONS: Cannot be attacked in Mind War.  Force weapons, Psy cannons add +1 vs. Daemons.  FLAMER: Oo, W / J,  Burn, FT.
 
 ELDAR  MOVE ARMOR  HITS  Weapon  Melee  Notes  Pts.
Guardian 7 1 1 Lasgun (Special Weapon) oo R 3
Sp. Weap. 5 1 1 Special Weapon o R 7
Scout 8 1 1 Sniper Rifle ooo R Infiltrate, Furtive 5
Artillery 5 2 1 1 Heavy Weapon. -- (see RC Artillery) 7
Warlock 7 2 1 Laspistol. Psy-1 OO, RO +1C. 7
Farseer 7 2 5 Laspistol. Psy-3. OOOO, RO +1C/T. 20
Wraithguard 6 3 1 O x target armor. FT. Burn. ooo IS. 15
Warwalker 6x2 1 V. 2 Hvy Weapons. BIG. OO -1 weapon/hit. 20
Dreadnought 8 2 V. 1 Hvy, 1 Special, 1 Shurikat. OOO BIG. 25
 Avatar 8 3 10 Flamer. Scythes. RO. OOOO+4 RO BIG.  +1 C/T 40
LASPISTOL: oo S/-- 8". LASGUN: oo S/--. Furtive: May hide for free if no attack this turn.
 
ELDAR 2  MOVE ARMOR  HITS  Weapon  Melee  Notes  Pts.
Swooping Hawk 9 1 1 Lasrifle(ooo). Drop frag mid- move. oo R Flies. 5
Howling Banshee 8 2 1 Laspistol. RO ranged, melee! OOO RO Berserk. 5
Striking Scorpion 7 2 1 Shuripistol. Mandiblasters. OOOO R Berserk. 5
Dire Avenger 7 2 1 Shurikat. Rap! ooo R 5
Fire Dragon 6 2 1 Meltagun oo R 7
Dark Reaper 5 2 1 Missile Launcher (+ reroll) oo R Ignore stun from KB. 10
+Exarch -- -- +3 +Hvy Weapon, OR +OOO +2C +10
SHURIPISTOL: ooo W/J 8". SHURIKAT: ooo W/J. MANDIBLASTERS: ooo w/-- 3" Free Attack!
 
 ORKS MOVE  ARMOR  HITS  Weapon  MELEE  Notes PTS
 Gretchin  8 0 1 Autogun (oo, W) o  2/2
 Ork 6 1 1 Bolter (oo, K, KB) OO   3
 Nob 6 2 1 Kombi-gun (ooo, K, KB, Rap.) OOOOO May Rapid Fire  7
Mek Boy 4 2 1 Kustom Blasta (see table below) oo Ignore stun from KB 10
Wierdboy 6 2 1 Bolter. +1 to Mind War rolls. OO Psy level 2. 15
Warboss 6 2 6 Kombi-Gun (ooo, K, KB, Rap.) OOOO+2 Army: +1 frag/turn 25
Mega Armor 6 3 5 Kombi-Gun, Kustom Blasta OOOOO+2 Big. 40
Biker / Boar 6x2 2 1 Bolter (oo, K, KB) OOOO+1 Mount.  Trot. 10
Ogryn 6 1 4 Ripper Gun (OOo * S KB 8" range) OOO BIG.  3" KB. 20
Troll 6 1 6 -- OOOOOO BIG.  3" KB. 15
Kustom Blasta: Roll a D6 each time before attacking to see what comes out the barrel (see Marine Weapons Chart for Details): 1=Conversion Beam, 2=Plasma Gun, 3=Multi Melta, 4=Heavy Bolter, 5=Heavy Flamer, 6=Missile Launcher. All Ork weapons explode on a fail, automatically doing 1 hit to the user (unlike normal X results).
 
 MUTANTS M  A  H  Weapon  MELEE  Notes PTS
Mutant 6 1 1 Arquebus: ooo W X  OOO  X= kills user. 3
Raider 6x2 1 1 Arquebus: ooo W X  OOOO+1 Mount (ditch=mutant) 3+3
Biggun' 6 1 3 Harpoon / Cannon / Burner OOOOO+P Heavy. 10
Swarm 8 1 3 Climb.  Poison. OOO RO (-1/hit) Swarm. 5
Witch 6 1 2 Handgun: ooo W X 8" OOOO+2 Psy-2* 7
Harpoon: OO Line W -- Reload.    Cannon: OO FT W X KB Reload.    Burner:  OO FT W X Burn Reload.
* Take 4 random psy cards, discard each after use.  May choose to take Mind Assault as one of the 4 cards.
Mutants may make use of beasts of war identical to Ork Squiggoths.
 
 MONSTER M  A  H  Weapon  MELEE  Notes PTS
Dinosaur 8 2 10 Roar: oo S FT Burn OOOOO+2 Berserk. Scythes. 15
Sandworm 6 2 3 May move underground. OOOOO BIG. Scythes. 10
Spawn 6 1 6 Must attack nearest target. OOOOOO Scythes. 10
Zombie sp. 1 1 Shamble.  Plague.  Undead. OO Mob. 1
Move underground: Mark with blip to show position.  May only dive/surface once per movement. Cannot be attacked while underground, except w/ tremor grenades, mole mortar.
 
 SPIDERS M A H  MELEE  Notes  PTS
 Swarm 8 1 3 OOO RO (-1 / hit) EVADE: all incoming damage -O (As forcefield)  5
 Medium 6 1 1 OOO AMBUSH: May attack immediately if revealed!  3
 Giant 6 1 3 OOOO RO Scythes SHOOT WEB: Flamer Template.  10

RULES FOR ALL SPIDERS: Spiders ignore hazards and do not reveal blips. They may NOT loot or carry anything!
POISON- If a spider ties in melee (or wins when Parrying), it will automatically do a WOUND to the target (vs. living only).
RELENTLESS- Spiders may ignore awkward melee penalties resulting from being stunned, wounded, etc.
CLIMB- Spiders may move along ANY surface as part of their normal move. They may move past enemies this way!
SMALL- spiders stay close to terrain- treat them as behind front cover at all times (unless adjacent).
FLAMMABLE- Flamers, Hand Flamers, and Heavy Flamers add +1 to attacks against spiders.
WEB: Roll OOO vs. Target's melee. Graze = Stun- may move directly AWAY from web on your next turn (as stun). Kill= model is TRAPPED. Use a marker to indicate trapped models. While trapped, may not move, and melee is awkward, May only fire PISTOL weapons. If trapped, may try to escape by beating the WEB in melee (as melee attack). If you fail to beat the web, you are still trapped, and if it grazes, you take a stun! Webs may be DESTROYED by any weapon with a BURN or BLAST effect- attack the square with the blip in it. Treat as 1 armor, 1 hit- any graze will destroy it. Flamers add +1 against webs. "Trap" blips can be treated as webs for scenarios with spiders!

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