Everything Bagel Army •
Lust Disciples 3.3.1, Change Disciples 3.3.1, Havoc Brothers 3.3.1, Jackals 3.3.1, Human Defense Force 3.3.1
2000pts
Unit Stats Loadout Special Rules
Herder [1] - 60pts Qua 5+
1x Goad-Spear (A3, Rending) Carnivore, Hero, Strider, Tough(3), 1x Pathfinder(Hidden Route)
Joined to Nomads Def 5+
10x CCWs (A1)
Qua 5+ 8x Scrap Rifles (24", A1)
Nomads [10] - 185pts Def 5+ 1x Rocket Launcher (18", A1, AP(2), Deadly(3))
Carnivore, Strider
1x Hunting Rifle (24", A1, AP(1), Sniper)
Qua 3+ 10x CCWs (A1)
Change Brothers [10] - 490pts Def 3+ 10x Hexed Rifles (18", A2, Warp)
Stealth, Chosen Veteran, 2x Warlock Apprentice(Caster(1))
Noise Marine [1] - 270pts Qua 3+ 1x Rapid Storm Rifle (24", A6, AP(1))
Ambush, Hero, Tough(6), Fast, Chosen Veteran, 1x Apostle(War Chant)
Joined to Talon Raptors Def 3+ 1x Energy Axe (A2, AP(2), Deadly(3))
4x Heavy Pistols (12", A1, AP(1))
Qua 3+
Talon Raptors [5] - 210pts Def 3+
5x CCWs (A2) Ambush, Furious, Flying, Chosen Veteran
1x Plasma Rifle (24", A1, AP(4))
Arthromite Duneskuttler [1] - Qua 4+ 1x Massive Jaw (A6, AP(4)) Bounding, Carnivore, Fear(2), Strider, Tough(12), 1x Brutal
375pts Def 2+ 1x Stomp (A4, AP(1)) Charge(Impact(6))
1x Heavy Plasma Cannon (30", A1, AP(4),
Leman Russ Battle Tank [1] - Qua 4+
Blast(6)) Fast, Impact(6), Tough(12)
410pts Def 2+
1x Twin Heavy Machinegun (30", A6, AP(1))
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Flying: May move through obstacles, and ignores terrain effects when moving.
Ambush: May be set aside before deployment. At the start of any round after the Furious: When charging, unmodified rolls of 6 to hit in melee deal one extra hit
first, may be deployed anywhere over 9” away from enemy units. If both players (only the original hit counts as a 6 for special rules).
have Ambush, roll-off to see who goes first, and then alternate deploying units.
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit
Units that deploy via Ambush can’t seize or contest objectives on the round they without another Hero. The hero may take morale tests on behalf of the unit, but
deploy. must use the unit’s Defense until all other models have been killed.
Blast: Ignores cover, and after resolving other special rules, each hit is multiplied
Hidden Route: This model and its unit get Ambush.
by X, where X is up to as many hits as models in the target unit.
Impact: Roll X dice when attacking after charging (may not be fatigued), for each
Bounding: When this unit is activated, you may place all models with this rule in it 2+ the target takes one hit.
anywhere within D3+1".
Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Carnivore: Gets +1 to hit in melee.
Rending: Ignores Regeneration, and unmodified results of 6 to hit get AP(4).
Caster: Gets X spell tokens at the start of each round, but can’t hold more than 6
Sniper: Shoots at Quality 2+, and each model with Sniper may pick any model in
tokens at once. At any point before attacking, spend as many tokens as the spell’s
value to try casting one or more spells (only one try per spell). Roll one die, on 4+ the target unit as its individual target, which is resolved as if it was a unit of 1.
resolve the effect on a target in line of sight. This model and other casters within Stealth: Enemies get -1 to hit rolls when shooting at units where all models have
18” in line of sight may spend any number of tokens at the same time before this rule from over 9" away.
rolling, to give the caster +1/-1 to the roll per token. Strider: May ignore the effects of difficult terrain when moving.
Chosen Veteran: Gets +1 to hit in melee and shooting. Tough: This model must take X wounds before being killed. If a model with tough
Dead: Remove the hero from your army sheet. joins a unit without it, then it is removed last when the unit takes wounds. Note
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly that you must continue to put wounds on the tough model with most wounds in
must be resolved first, and these wounds don’t carry over to other models if the the unit until it is killed, before starting to put them on the next tough model
(heroes must be assigned wounds last).
original target is killed.
Defense: Gets +X to Defense rolls. War Chant: This model and its unit get Furious. If they already had Furious, they
get extra hits from Furious on unmodified hit rolls of 5-6 instead.
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge.
Warp: Enemies that roll to block hits from this weapon take one extra wound for
Fear: Counts as having dealt +X wounds when checking who won melee. each unmodified result of 1 that they roll.
Lust Disciples Army Spells
Acquiescence (1): Target enemy unit within 18" gets -1 to hit rolls next time it shoots.
Seizure (1): Target enemy unit within 9" takes 1 hit with AP(2) and Deadly(3).
Pleasure (2): Target 2 friendly units within 12" get +1 to defense rolls next time they take hits.
Pain (2): Target enemy model within 12" takes 2 hits with AP(4).
Ecstasy (3): Target 2 friendly units within 18" get +2 to hit rolls next time they charge.
Overpower (3): Target enemy unit within 18” takes 1 hit with Blast(9).
Change Disciples Army Spells
Breath of Change (1): Target 2 friendly units within 12" get +1" next time they Advance, or +2" next time they Rush/Charge.
Blaze (1): Target enemy unit within 12" takes 2 hits with AP(2).
Steal Power (2): Target 2 enemy units within 18" get -1 to hit rolls next time they shoot.
Inferno (2): Target enemy unit within 18” takes 1 hit with Blast(6).
Loyalty (3): Target 2 friendly units within 18" get Regeneration next time they take wounds.
Bolt of Change (3): Target enemy unit within 9" takes 1 hit with AP(2) and Deadly(6).
Havoc Brothers Army Spells
Dark Sight (1): Target enemy unit within 18" gets -1 to hit rolls next time it shoots.
Havoc Terror (1): Target enemy unit within 12" takes 2 hits with AP(2).
Cursed Sludge (2): Target 2 enemy units within 18" get -2" next time they Advance, or -4" next time they Charge/Rush.
Havoc Trauma (2): Target enemy model within 12" takes 2 hits with AP(4).
Warp Passage (3): Target 2 friendly units within 18" get AP(+2) next time they charge.
Daemon Fog (3): Target 2 enemy units within 9" take 6 hits each.
Jackals Army Spells
Lean and Mean (1): Target 2 friendly units within 12" get +1" next time they Advance, or +2" next time they Rush/Charge.
Feral Strike (1): Target enemy unit within 12" takes 2 hits with AP(2).
Psy-Canines (2): Target 2 friendly units within 12" get AP(+1) next time they fight in melee.
Quill Blast (2): Target enemy unit within 12” takes 6 hits.
Shaper (3): Target 2 friendly units within 18" get Regeneration next time they take wounds.
Power Maw (3): Target enemy unit within 9" takes 1 hit with AP(2) and Deadly(6).
Human Defense Force Army Spells
Foresight (1): Target friendly unit within 6" gets +1 to hit rolls next time it shoots.
Flame Breath (1): Target enemy unit within 12" takes 2 hits with AP(2).
Protective Dome (2): Target 2 friendly units within 12" get Stealth next time they are shot at.
Expel (2): Target enemy unit within 9" takes 1 hit with AP(4) and Deadly(3).
Psychic Speed (3): Target 2 friendly units within 12" get +3" next time they Advance, or +6" next time they Rush/Charge.
Tempest (3): Target enemy unit within 18” takes 1 hit with Blast(9).