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!
Back to Rules Crusade Command
Central