Cover Art: Dwarf Blacksmith by michelefrigo (http://today.deviantart.com (http://today.deviantart.com/art/Dwarf-Blacksm /art/Dwarf-Blacksmith-277629795) ith-277629795) This work is licensed under a Creative Commons BY-NC-SA BY-NC-SA license All references references to Warhammer Warhammer 40,000 and any Games Workshop Workshop products products have been used without permission. permission. Dwarf Icon shamelessly appropriated from Fantasy Flight: http://www http://www.fantasyightgam .fantasyightgames.com/edge_n es.com/edge_news.asp?eidn=814 ews.asp?eidn=814 Seriously though, buy more fantasy ight games, they rock! This is a unocial non-commercial non-commercial fan produced work intended for fun and enjoyment.
THE FERROSS ............................................................. 1 The Ruin ....................................................................... 1 Beyond Kapellar .......................................................... 1 The Guilds .................................................................... 2 FERROSS WARGEAR ................................................. 3 Armour ......................................................................... 3 Ranged Weapons ......................................................... 3
ANCESTOR COUNCIL................................................ 13 OREGUARD .................................................................. 14 VOLTGUARD ................................................................ 15 BULLTALPID HERDERS .......................................... 16 PETROPHAGE SQUAD .............................................. 17 EXOGUARD SQUADRON .......................................... 18
Melee Weapons ............................................................ 4
ENGINEGUARD ........................................................... 19
Wargear........................................................................ 4
ENGINEGUARD WEAPONS TEAM ......................... 20
Dedicated Transports .................................................. 4
FELLHAMMER ENGINE ........................................... 21
Vehicle Equipment ...................................................... 4
FURNACE ENGINE..................................................... 22
FERROSS ARMY LIST ............................................... 5 Special Rules ................................................................ 5 WARLORD TRAITS ..................................................... 5 PETROMANCY ............................................................. 6 ANCESTOR LORD ....................................................... 7 GUILDMASTER ........................................................... 8 THUNDERERS ............................................................. 9 VANGUARD .................................................................. 10 HEARTHFIRE ENGINE ............................................. 11 STONEBREACH ENGINE.......................................... 12
Codex: Ferross The songs elders sing to their young tell the story of the birth of the Ferross; of how their cold star poured its dying life into crooked seams of iron, turned them to bone and eshed them with the molten rock in a mythical process dubbed Ferrossication from which the Ferross take their name. In ancient lyric the Ferross are born of the blasted crust of their planet and are fated to delve down ever down in search of the last embers of that inherited life-heat. The l egend says that when the last heat ebbs from the core of the Kapel V, so will the last Ferross breath be breathed.
THE RUIN In the high reaches of the Hall of the Everking are carved stories of an epic struggle that very nearly destroyed the Ferross. The runes tell of an utterly alien force that came from the great nothing and blotted out the stars, consuming everything in its path. The insatiable hunger that drove it drew it even to the frigid inhospitable home worlds of the Ferross. For decades the aliens raged on the surface, stripping what little they found, still sensing the life within. Many home worlds tried to ght, disgorging battalions of erce warriors. But it was no use and all that fought were destroyed, the aliens inevitably nding a way into their opened cities, choking their tunnels. Only those few home worlds that refused to open, refused to meet this menace survived, buried beneath a million tons of rock they weathered the ruinous alien storm. The Ferross who survived were a changed people, bereft of their conviviality. The knowledge that only their refusal to ght had saved them hung over them, an uncertain mix of cowardice and necessity. The loss of their brethren throughout their systems was unbearable, and the blood debt owed the aliens could never be forgotten, never matched.
At the edge of the Eastern Fringe, beyond the warring tribes of the Grendl constellation, orbiting the dead star Kapellar, is the rocky behemoth Kapel V. Within its slowly cooling crust, dug deep, chasing the waning heat of the receding molten core is cut, blasted and carved the hall of the Everking of the Ferross. In this great hall the sound of hammers never ceases, the oor is constantly excavated, fraction by fraction, carved and re-carved in intricate runes and friezes. By an inch a year for millennia the digging has continued. At the passage of each century a frenzy of activity overlays the constant tapping in staccato counterpoint as artisan-miners push outwards into the walls of the chamber. In these spaces around the circumference of the hall, low cells are cut, one hundred in number; future tombs for the greatest of their generation. Rising above the recent dead, climbing to a ceiling long stolen from sight by perspective, the crenelated walls house countless thousands of ancestor-lords. Everything that remains of the history of the Ferross is carved into the tomb walls in the hall of the Everking, whatever came before is lost to the Age of Strife, unmade, un-history. Ferross physiology shares much with mankind’s, and while Imperial xeno-scholars debate the ab-human nature of this squat-framed, taciturn people, the Ferross themselves will brook no mention of an origin out of humanity. For them the beginning of the Ferross is written in their tombs, their lineage certain, and before that, only the living rock itself. 1
Perhaps the only hope the Ferross draw from this chapter of their history is that they might re-discover the homeworlds that were lost, and that the stone, the technology and the histories within would be preserved, though the esh was stripped.
BEYOND KAPELLAR Today Kapel V is the seat of the Ferross civilisation, but its arms spread wide to many other systems where great mine cities are overseen by councils of Ancestor Lords and Petrocrats. The full extent of their reach is not known to any outsiders, and the Ferross seem uninterested in diplomatic relationships, unwilling participants in the machinations of the pan-galactic dance of war and c onquest the other races play with such seriousness. Where their civilisation does meet others in trade it occurs without enthusiasm, driven solely by the need f or exotic materials unavailable locally. The Ferross deal exclusively in ores and raw materials. Trading cultural artefacts is not explicitly forbidden, but it runs counter to the very core of the Ferross psyche. Each individual sees themselves as a sedimentation of their collected history, a v essel warding off the entropy of the universe. Every Ferross caries the weight of the years gone before, and to give away any fraction of their history would be to give away a part of themselves. With this thought is their lore writ, history enshrined, ancestors worshipped, words immutable; to destroy an artefact, to desecrate a tomb or to erase even a word of history are capital crimes.
The Ferross The weight of years brings with it an unavoidable knowledge that eventually entropy will win out. The Ferross enshrine their ancestors and hoard their history because they know with every certainty that they are running out of both. Born of a dying star, they are a dying race in a dying universe. Every Ferross child is brought up to remember those who have carried the years before them, and to carry their own years safely for the last generation will come and will pass for the last time into stone. It is a testament to the stubbornness of the Ferross character that this uninching belief in the heat death of the universe has not turned to melancholy and inaction. Instead, the Ferross are single-mindedly industrious in their warding off of entropy, and when their civilisation meets another in war they are implacable opponents, protecting their home worlds to the very last. Very rarely, when rumour or trade reveals traces of a lost mine-city, the Ferross mobilise an offensive, for only the possibility of recovering lost history is worth the strain of entropy that is brought about by pursuing a path of war. When a Ferross war-eet descends on it’s target it strikes like an Ancestor Lord’s hammer blow: powerful and precise, efcient and deadly. In battle the Ferross eschew heavy and inaccurate ordnance for fear that it will damage irreplaceable artefacts. Instead, fearless sappers place powerful directed charges by hand under hails of bullet and laser, destroying only what they must to advance. Infantry squads push forward behind a wall of ame, cleansing impermanent esh from their path, while their frenzied battle brothers rush f ortied positions with a blur of pick and hammer. Powerful Petrophages hex the rock beneath their enemies feet, disappearing into tunnels and re-appearing at will.
THE GUILDS While each Ferross home world owes allegiance to the Everking, in practice they operate almost entirely independently. A mine-city is quite capable of self sufciency, and can comfortably endure centuries of isolation from their wider society. Immense geothermal turbines tap energy to power vast hydroponic vats that produce cereal and grain to feed the cultivated packs of Bulltalpid that provide the majority of the Ferross diet. Internal politics are slow, and ruling families will rarely fall, for the great deeds that brought their pre-eminence are never forgotten.
While every guild is happy to archive the secrets of every other, their own practice and training is limited to only a very specialised portion of that knowledge. The Ferross guilds do not train jacks-of-all-trades, but artisans of precise craft. The largest guild, which nds representation on all but the most parochial home world is the Guild of Ore; responsible for mining and smelting the vast amounts of raw metal from ore necessary for the great subterranean cities they inhabit. It is an Oresman’s eternal honour that he works closest to the very stuff Ferross esh is born from, and with Pick and ame, preserves that esh. The Guild of Engineers, while smaller, are of equal importance to the functioning of Ferross society. It is here that the great fortress cities are planned, made sound and square. Enginesmen are also responsible for manufacture and repair of all Ferross machinery, from mammoth atmosphere-pumps to ornate antique thumpguns. The Guild of Petromancy chooses only those infants that show particular attenuation to the living rock around them. Only through arcane methods of scrying petroemapthy can the future of mine-cities be plotted around the wandering tectonics and venting magma of the inner crusts of their home worlds. Here also are trained the battalions of Petrophages that form the vanguard of a Ferross war eet, sent ahead to survey and prepare the battleeld, after all, it is a foolish general who ghts on unfavourable ground. The Ferross trust in iron and stone foremost, but no spacefaring race could possibly hope to function without complete mastery of the electro-magnetic spectrum. Even so, the Guild of Volts is looked upon with a mixture of mistrust and awe. Still, none can deny the raw power of a Voltsman when he unleashes his stored energies into the maelstrom of close combat. The countless other guilds lay their claims to particular aspects of technology, art and science, but these four guilds are entrusted with the bulk of the responsibility of keeping Ferross society safe and strong in the face of enemy and entropy alike.
Spanning this gulf of silence however, are the Guildmasters. Even as a mine-city sleeps its guilds are chattering across the depths of space, trading technologies and knowledge in a frantic race to ensure that all of the Ferross knowledge is distributed, and so safeguarded against any individual catastrophe. If the Ancestor Lords are the bones of the Ferross, the Guildmasters are its arteries. Each guild trains its own artisans from infancy. It is a great honour for a new-born to be adopted by a guild, and a source of sorrowful pride to its parents, who know that they will likely not see their child for decades hence. The Ferross are long lived compared to mankind, easily reaching their second century before their bodies show the stresses of time while the hardiest of all may endure for half a millennia. Consequently, to train for fty years is not uncommon, however, due to the level of investment necessary in the next generation children are rare and cherished. 2
Codex: Ferross
FERROSS WARGEAR ARMOUR Ancestor armour Ancient beyond belief, Ancestor armour is given to the longest lived of their generation. Only when a Ferross reaches his third century will he be considered responsible enough to care for one of these priceless artefacts. Ancestor armour provides its wearer a 3+ armour save.
Carapace Armour Standard equipment for every Ferross Soldier, this ferropolymer suit offers reasonable protection on the battleeld. Carapace armour provides its wearer a 4+ armour save.
Flak Armour Made of overlapping ablative plates, easy to produce and repair in the eld, this armour is the standard uniform of the Ferross Vanguard. Flak Armour provides its wearer a 5+ armour save.
Forge suit Forge suits are worn during the immense plasma welding projects that support the architecture of the mine cities when the air itself is heated until it is scalding and not even the hardy Ferross could survive. A model wearing a Forge suit has a 2+ armour save which may be re-rolled against ame or melta weapons. A model wearing a Forge Suit has the Bulky and Relentless special rules.
RANGED WEAPONS
Furnace Cannon The Furnace cannon is a miniaturised version of the enormous ion injectors that re the great furnaces of a Mine-city. It res a tight stream of superheated ionised matter capable of cutting through the densest ore deposits. The roiling energies released by these industrial injectors can burn through even the toughest armour with ease, but rapidly loses effectiveness over range.
Furnace Cannon
Range
S
AP
Type
18”
3
-
Assault 3
Furnace Pistol
Fellhammer Shell
Range
S
AP
Type
36”
8
4
Heavy 1, Large Blast, Seismograph*
*Seismograph A model ring a Fellhammer cannon may target any spot 3
S
AP
Type
18”
10
1
Heavy 1, Melta
Range
S
AP
Type
9”
7
1
Pistol, Melta
Hearthre Cannon These ame belching cannons bring with them the Ferross’s sense of home, where the Hearth re burns bright and lights the deep dark of their tunnel cities. Range
S
AP
Type
Template
4
5
Heavy 1, Torrent
Thumpgun Thumpguns are short ranged percussive weapons that produce a series of directed explosive shock waves capable of pulverising esh and bone through even the thickest armour. A Thumpgun has the following prole:
Thumpgun Fellhammer Cannon The gargantuan Fellhammer is one of the largest pieces of ordnance the Ferross dare use when close to mine city artefacts. In order to preserve as much as possible the Fellhammer res explosive shells that are designed not to detonate on impact, but instead only when signicant movement is detected nearby.
Range
Furnace Pistol A furnace pistol utilises the same technology as the furnace cannon, but on a much smaller scale. A furnace pistol has the following prole:
Hearthre Cannon
Ferross Autogun Similar in design to the ubiquitous autoguns of the Imperium the sturdier frame of the Ferross allows the gun to be red more rapidly while maintaining precision.
Ferross Autogun
on the battleeld within its range and line of sight. Roll to scatter as normal and place a counter on the nal spot. If, at any point, any model - friend or foe, or any part of a blast template is within 1” of an undetonated Fellhammer shell it will immediately explode with the above prole. A Fellhammer shell may be targeted in shooting attacks by models with blast weapons, a successful hit resulting in its detonation.
Range
S
AP
Type
Template
4
3
Assault 1, Thumpgun
*Thumpgun Thumpguns are designed to deal with infantry rst and foremost and the percussive blast is absorbed more easily by vehicles. To reect this any penetrating hits against vehicles, rather than rolling on the vehicle damage table, will cause a Crew shaken result on a roll of 1-4, and a Crew stunned result on a 5-6. Resolve Hull points as usual.
Ferross Wargear
MELEE WEAPONS
WARGEAR
Blasting Charges Used by the Guild of Ore in tunnel excavation, these charges are designed to be used in close quarters with miners. The powerful directional charge is perfectly capable of disintegrating square meters of bedrock at a time. When used in assault against vehicles or monstrous creatures Blasting charges have the following prole.
Blasting Charge
Range
S
AP
Type
-
9
1
Melee, Lance, Unwieldy
Electrostatic weave A chosen few Voltsmen who display the right aptitudes are given over bodily to their craft. The electrostatic weave is a network of super-conductive bres woven over and into the esh of the subject. Not only does this network act as a Faraday cage around their body, dissipating dangerous forces away from their vital organs, but it can also be tted with banks of capacitors to turn the wearers into a lightning elemental, crackling with arcing energy just waiting to discharge into an unlucky foe. An electrostatic weave counts as a close combat weapons with the following prole, in addition, it also provides the wearer an invulnerable 6+ save.
Electrostatic Weave
Range
S
AP
Type
-
+1
4
Melee, Haywire
Greatpick Those Ferross who rise from the ranks of humble pickmen to positions of power often carry greatpicks as ceremonial symbols of their own past and solidarity with their fellows. The greatpick, however, is not just a bauble to be waved at functions but is in fact a sophisticated housing for a powerful matter disruptor designed to pierce armour as easily as bedrock and ore. The greatpick shimmers with azure re which dissipates with explosive force on impact.
Greatpick
Range
S
AP
Type
-
x2
2
Melee, Unwieldy, Two Handed, Armourbane
Crawler Platform A Crawler Platform is a lightly armoured tractor mount for a heavy artillery eld gun. It is tted with a targeting matrix and self propelling drive system. Usualy tended by Engineguard it represents a small mobile re platform for combat in close quarters with limited lines of sight.
Herd crawler A herd crawler is a light all terrain vehicle used by bulltalpid herders to corral and direct their livestock. It’s rugged design allows its rider to keep up with their herd over even the most treacherous ground. A model with a Herd crawler is Bulky and has the unit type: Beasts.
Servo-harness A servo-harness gives the its wearer a servo-arm, a plasma cutter and a amer. The model may re both harnessmounted weapons, or one harness-mounted weapon and another weapon. Range
S
AP
Type
Plasma Cutter
12”
7
2
Assault 1, Gets Hot, Twin-linked
Servo Arm
-
x2
1
Melee, Unwieldy, Specialist Weapon
DEDICATED TRANSPORTS ● ●
Hearthre Engine Stonebreach Engine
VEHICLE EQUIPMENT See the warhammer 40,000 rulebook for full r ules concerning the following:
Warpick Based on the ubiquitous mining tool of the Ferross, this gargantuan version is wielded by skilled warriors in the frenzy of battle. A Warpick has the following prole:
Warpick
Range
S
AP
Type
-
+2
3
Melee, Unwieldy, Two Handed
4
Codex: Ferross
FERROSS ARMY LIST The following Army List allows you to eld a Ferross Army to ght desperate battles using the scenarios included in the Warhammer 40,000 rulebook.
SPECIAL RULES Agoraphobia Even the iron will of the Ferross warrior can inch under the vastness of the open sky. When ghting outside (i.e. not in a building or enclosed space - ruins do not count) a unit with the Agoraphobia special rule which has gone to ground in the previous round must pass a leadership test in or der return to normal. If the test is failed the unit counts as gone to ground for another turn, when they must take the leadership test again.
Hatred (Tyranids) An incalculable blood debt is owed to the Tyranids. All Ferross have the Hatred (Tyranids) special rule.
Stubborn All Ferross are implacable foes, unwilling to cede an inch of ground.
WARLORD TRAITS 1: Grudge Bearer The ferross have a long memory, and a warlord may have fought many foes in his lifetime. Before the game starts, choose a Warhammer 40,000 Codex. The Warlord and any unit it joins have the Preferred Enemy special rule against any units from the chosen Codex.
2: Stone Breaker This Warlord was apprenticed as a miner for many years and developed great strength and technique with picks and hammers. The Warlord has +1 Strength and the Smash special rule.
3: Vanguard Leader This Warlord is a trained scout and front line assault leader, eager to get into the fray. The Warlord and its unit have the Scout and Furious Charge special rules.
4: Geopt Beacon The Warlords presence resonates through the bedrock. Deep Strikers and Stonebreach Engines arriving by Breach do not scatter when they arrive within 12” of the Warlord. If the Warlord is deep striking or embarked in Stonebreach Engine it does not scatter.
5: Lore Master Centuries of study of ancient military lore have brought this Warlord to legendary tactical pre-eminence. One use only; the Warlord may re-roll any one single dice roll. This includes rolls during roll-offs for deployment and rolls to end play from turns 5 onwards etc.
6: Geomantic Attentuation This Warlord has a deep psychic connection to the world around him, manipulating the earth and the elements to suit his plans. After deployment, immediately before the Sieze the Initiative roll, this Warlord may reposition a single piece of terrain. The selected piece of terrain may not have any models or objectives deployed on it, and may not be re-positioned on top or within 1” of any models or objectives.
5
Petromancy
PETROMANCY PSYCHIC POWER DISCIPLINE
Primaris: Quake ................................................1 WC Quake is a witchre with the following prole:
Quake
Range
S
AP
Type
18”
3
-
Assault 1, Large Blast, Ignores Cover, Strikedown, Armourbane
1: Stone Skin ......................................................1 WC Stone Skin is a blessing that can target 1 unit within 12” of the psyker. The target unit has a 5+ Invulnerable save until the casting players next psychic phase.
2: Stone Flesh.....................................................1 WC Stone Flesh is a blessing that can target 1 unit within 12” of the psyker. The target unit has the special rule: Feel No Pain (5+) until the start of the casting players next psychic phase.
3. Stone Heart ....................................................1 WC Stone Heart is a blessing that c an target 1 unit within 12” of the psyker. The target unit has the special rules: Fearless and Preferred Enemy (Everyone) until the start of the casting players next phase.
4. Magma Blast ..................................................1 WC Magma blast is a witchre with the following prole:
Magma Vent
Range
S
AP
Type
12”
8
1
Assault 1, Small Blast, Melta
5. Hostile Gr ound..............................................1 WC Hostile ground is a malediction that targets 1 unit within 24”. The target unit halves all movement until the start of the casting players next psychic phase.
6. Chasm ..............................................................2 WC Chasm is a witchre beam with the following prole:
Chasm
Range
S
AP
Type
12”
*
*
Assault 1
* Do not roll to wound, instead, any model hit by Chasm must pass an initiative test or be removed from play as a casualty. Armour saves, cover saves, invulnerable saves, feel no pain, or re-animation protocols cannot be taken against Chasm. Hits from Chasm may be re-allocated by Look Out Sir rolls. Vehicles are unaffected.
6
Codex: Ferross
ANCESTOR LORD
WS
BS
S
T
W
I
A
LD
SV
6
4
4
5
4
3
2
10
3+.
Ancestor Lord Composition ● 1 Ancestor Lord
Wargear ● Ancestor Armour ● Bolt Pistol ● Close Combat Weapon ● Frag Grenades
90 PTS + OPTIONS
WS
BS
S
T
W
I
A
LD
SV
Hearthguard
4
3
3
4
1
2
2
9
4+
Hearthfather
4
3
3
5
2
2
2
9
4+
Unit Type ● Infantry Special Rules ● Fearless ● Hatred (Tyranids) ● Independent Character
Options: Replace Close Combat Weapon and/or Bolt Pistol with: ● Furnace Pistol ................................................10 pts ● Power Weapon ................................................10 pts ● Storm Shield ...................................................15 pts ● Power Fist .......................................................15 pts ● Thumpgun ......................................................15 pts ● Greatpick ........................................................25 pts ● Thunder Hammer ..........................................25 pts
Composition ● 2 Hearthguard Wargear ● Carapace Armour ● Close Combat Weapon ● Ferross Autogun ● Frag Grenades
Unit Type ● Infantry Special Rules ● Agoraphobia ● Hatred (Tyranids) ● Stubborn
Options: May include up to 3 additional models ● Hearthguard ...................................................20 pts/model Any Hearthguard may be upgraded to: ● Hearthfather ..................................................10 pts/model
Retinue Option: ● The Ancestor Lord may be accompanied by a Hearthguard Retinue. ..........................................40pts
Any model may replace its Ferross Autogun and/or Close Combat Weapon with: ● Furnace Pistol ................................................10 pts ● Warpick...........................................................10 pts ● Power Weapon ................................................10 pts ● Power Fist.......................................................15 pts ● Thumpgun ......................................................15 pts
Dedicated Transport: ● The Ancestor Lord, and any retinue, may take a dedicated transport from the list on page 4.
Any model may replace both its Ferross Autogun and Close Combat Weapon with: ● Greatpick ........................................................25 pts
Take any of the following: ● Refractor Field................................................10 pts
7
Guildmaster
GUILDMASTER
Guildmaster
WS
BS
S
T
W
I
A
LD
SV
5
4
4
5
3
3
2
10
4+
Composition ● 1 Guildmaster Wargear ● Bolt Pistol ● Carapace Armour ● Close Combat Weapon ● Frag Grenades
Unit Type ● Infantry Special Rules ● Agoraphobia ● Hatred (Tyranids) ● Independent Character ● Stubborn
Options: Replace Bolt Pistol and/or Close Combat Weapon with: ● Furnace Pistol ................................................10 pts ● Power Weapon ................................................10 pts ● Power Fist.......................................................15 pts ● Thumpgun ......................................................15 pts Take any of the following: ● Ancestor Armour ............................................15 pts ● Refractor Field................................................10 pts
70 PTS + OPTIONS
Ore Master .....................................................30 pts Replace Bolt Pistol and Close Combat Weapon with Furnace Pistol, Greatpick and Blasting Charges. Oreguard are troops choices in an army that includes an Ore Master.
Petromancer..................................................20 pts A Petromancer is a Psyker (Level 2) that generates its psychic powers from the Petromancy discipline. The Guildmaster gains the special rule: Petrophage (page 17), and becomes Jump Infantry. Petrophage squads are troops choices in an army that includes a Petromancer. May become Psyker (Level 3) .........................25 pts
Voltarch..........................................................40 pts Replace Bolt Pistol, Close Combat Weapon and Carapace Armour with Electrostatic Weave. Voltguard are troops choices in an army that includes a Voltarch.
Guild Allegiance ● A guildmaster may choose one of the following options: Engine Master ...............................................40 pts Replace Bolt Pistol and Close Combat Weapon and Carapace Armour with Thumpgun, Powerst and Forge Suit. Engineguard are troops choices in an army that includes an Engine Master May take a Servo-Harness ..............................25 pts
8
Codex: Ferross
THUNDERERS
WS
BS
S
T
W
I
A
LD
SV
Thunderer
4
3
3
4
1
2
1
8
4+
Hearthguard
4
3
3
4
1
2
2
9
4+
Composition ● 5 Thunderers Wargear ● Carapace Armour ● Close Combat Weapon ● Ferross Autogun ● Frag Grenades
Unit Type ● Infantry Special Rules ● Agoraphobia ● Hatred (Tyranids) ● Stubborn
Options: May include up to 5 additional models: ● Thunderer .......................................................10 pts/model One Thunderer may replace its Ferross Autogun with one of the following: ● Flamer.............................................................5 pts ● Thumpgun ......................................................15pts If the squad numbers ten models, one Thunderer may replace its Ferross Autogun with one of the following: ● Autocannon.....................................................10 pts ● Assault Cannon ..............................................15 pts ● Plasma Cannon ..............................................20 pts The entire squad may be armed with: ● Blasting Charges ............................................3 pts/model
9
50 PTS + OPTIONS
Character Options: One Thunderer may be upgraded to: ● Hearthguard ...................................................10 pts The Hearthguard may replace its Ferross Autogun with: ● Furnace Pistol ................................................10 pts The Hearthguard may replace its Close Combat Weapon with: ● Power Weapon ................................................10 pts ● Warpick...........................................................10 pts ● Power Fist.......................................................15 pts Dedicated Transport: ● The squad may take a dedicated transport from the li st on page 4.
Vanguard
VANGUARD
WS
BS
S
T
W
I
A
LD
SV
Vanguard
4
3
3
4
1
2
1
8
5+
Hearthguard
4
3
3
4
1
2
2
9
4+
Composition ● 5 Vanguard Wargear ● Autopistol ● Carapace Armour (Hearthguard only) ● Close Combat Weapon ● Ferross Autogun ● Flak Armour (Vanguard only) ● Frag Grenades
Unit Type ● Infantry Special Rules ● Agoraphobia ● Hatred (Tyranids) ● Inltrate ● Stubborn
Options: Up to two Vanguard may replace their Ferross Autogun with one of the following: ● Flamer.............................................................5 pts ● Thumpgun ......................................................15pts
60 PTS + OPTIONS
Character Options: One Vanguard may be upgraded to: ● Hearthguard ...................................................10 pts The Hearthguard may replace its Ferross Autogun with: ● Furnace Pistol ................................................10 pts The Hearthguard may replace its Close Combat Weapon with: ● Power Weapon ................................................10 pts ● Warpick...........................................................10 pts ● Power Fist .......................................................15 pts Dedicated Transport: ● The squad may take a dedicated transport from the list on page 4.
The entire squad may be armed with: ● Blasting Charges ............................................3 pts/model
10
Codex: Ferross
HEARTHFIRE ENGINE
Hearthre Engine
BS
F
S
R
HP
3
12
11
10
3
Composition ● 1 Hearthre Engine
Unit Type ● Vehicle (Tank, Transport)
Wargear ● Hearthre Cannon (Hull mounted)
Special Rules ● Assault Vehicle
Transport Capacity ● 12 Models Access Points A Hearthre Engine has one access point at the front and one at the Rear.
Fire Points Two models may re from the Hearthre’s front hatch, and two models may re from the Hearthre’s rear hatch. Options: A Hearthre Engine may purchase upgrades from the Ferross Vehicle Upgrades List on page 4. May replace Hearthre Cannon with: ● Heavy Flamer .................................................Free
11
55 PTS + OPTIONS
Stonebreach Engine
STONEBREACH ENGINE
Stonebreach Engine
BS
F
S
R
HP
3
10
10
10
2
Composition ● 1 Stonebreach Engine
Unit Type ● Vehicle (Tank, Transport)
Transport Capacity ● 6 Models
Special Rules ● Subterranean ● Breach
Access Points A Stonebreach Engine has one access point at the front (or top)
40 PTS
Subterranean A model with this special rule is immobile above ground, but may choose to burrow downwards, leaving a breach crater where it once was. If it does so, it counts as entering ongoing reserve, but must aim to re-enter within 18” of its previous position, rolling to scatter as normal. It can choose to reenter via any breach crater within 18” of its previous position (including the one it left by) without rolling to scatter. The majority of a Subterranean model always remains below ground, as a consequence, it receives a 4+ cover save against all shooting attacks.
Breach A model with this special rule has the Deep Strike special rule with the following amendments: - It must begin the game in reserve and arrive by deep strike. - It may arrive within 1” of any enemy unit, in fact it can arrive directly below them... When a breach occurs, place a large blast marker where you wish the unit to arrive. Roll to scatter as normal (subtracting the models BS). Assuming nothing goes wrong, you must rst resolve one S2 AP- hit with the Strikedown special rule for each model of a unit partially or fully underneath the blast marker. Remove any casualties and then move any survivors the shortest distance possible to the outside edge of the blast marker. Finally, place the breaching model at its centre.
12
Codex: Ferross
ANCESTOR COUNCIL
Ancestor
WS
BS
S
T
W
I
A
LD
SV
5
3
4
5
1
3
2
10
3+
Composition ● 3 Ancestors Wargear ● Ancestor Armour ● Frag Grenades ● Warpick
Unit Type ● Infantry Special Rules ● Fearless ● Hatred (Tyranids) ● Relentless
Options: May include up to 7 additional models: ● Ancestor ..........................................................23 pts/model Up to 4 models may replace their Warpicks with any of the following: ● Autocannon .....................................................10 pts ● Greatpick ........................................................10 pts ● Thunder Hammer ..........................................10 pts ● Assault Cannon ..............................................15 pts Dedicated Transport: ● The squad may take a dedicated transport from the list on page 4.
13
69 PTS + OPTIONS
Oreguard
OREGUARD
Oreguard
WS
BS
S
T
W
I
A
LD
SV
4
3
3
4
1
2
2
9
4+
Composition ● 5 Oreguard
Unit Type ● Infantry
Wargear ● Blasting Charges ● Carapace Armour ● Frag Grenades ● Warpick
Special Rules ● Agoraphobia ● Hatred (Tyranids) ● Stubborn
60 PTS + OPTIONS
Options: May include up to 5 additional models: ● Oreguard.........................................................12 pts/model Dedicated Transport: ● The squad may take a dedicated transport from the list on page 4.
14
Codex: Ferross
VOLTGUARD
Voltguard
WS
BS
S
T
W
I
A
LD
SV
4
3
3
4
1
2
2
9
-
Composition ● 5 Voltguard Wargear ● Electrostatic Weave ● Frag Grenades
Unit Type ● Infantry Special Rules ● Agoraphobia ● Hatred (Tyranids) ● Stubborn
Options: May include up to 5 additional models: ● Voltguard ........................................................14 pts/model Dedicated Transport: ● The squad may take a dedicated transport from the list on page 4.
15
70 PTS + OPTIONS
Electrostatic weave A chosen few Voltsmen who display the right aptitudes are given over bodily to their craft. The electrostatic weave is a network of super-conductive bres woven over and into the esh of the subject. Not only does this network act as a Faraday cage around their body, dissipating dangerous forces away from their vital organs, but it can also be tted with banks of capacitors to turn the wearers into a lightning elemental, crackling with arcing energy just waiting to discharge into an unlucky foe. An electrostatic weave counts as a close combat weapons with the following prole, in addition, it also provides the wearer an invulnerable 6+ save.
Electrostatic Weave
Range
S
AP
Type
-
+1
4
Melee, Haywire
Bulltalpid Herders
BULLTALPID HERDERS
WS
BS
S
T
W
I
A
LD
SV
Herder
4
3
3
4
1
2
1
9
4+
Herd Master
4
3
3
4
1
2
2
9
4+
Bulltalpid
4
0
6
5
3
1
3
4
6+
Composition ● 1 Herder Wargear ● Autopistol ● Carapace Armour ● Close Combat Weapon ● Herd Crawler Unit Type ● Beasts
12 PTS + OPTIONS
Special Rules (Herder/ Herd Master) ● Agoraphobia ● Hatred (Tyranids) ● Stubborn Special Rules (Bulltalpid) ● Thick Hide ● Extremely Bulky
Options: May include up to 2 additional herders: ● Herders ...........................................................12 pts/model Each Herder or Herd Master may take up to two Bulltalpid: ● Bulltalpid ........................................................35 pts/model Character Options: One Herder may be upgraded to: ● Herd Master ...................................................10 pts The Herd Master may replace its Close Combat Weapon with: ● Power Weapon ................................................10 pts ● Power Fist.......................................................15 pts 16
Codex: Ferross
PETROPHAGE SQUAD
Petrophage
WS
BS
S
T
W
I
A
LD
SV
4
3
3
4
1
2
2
9
-
Composition ● 5 Petrophages
Special Rules ● Agoraphobia ● Brotherhood of Psykers ● Hatred (Tyranids) ● Petrophage ● Stubborn
Unit Type ● Jump Infantry Wargear ● Frag Grenades Options:
May include up to 5 additional models: ● Petrophage......................................................16 pts/model A Petrophage Squad generates its psychic powers from the Petromancy Discipline.
Petrophage Petrophage is an advanced form of petromancy, an attenuation which allows the adept to move through stone as a sh through the ocean and to use the very substance of the earth as their weapon. A model with this special rule counts as jump infantry, but moves under rather than over intervening models. It may make the following attacks:
17
Range
S
AP
Type
Petrophage
9”
5
5
Assault 3
Petrophage
-
+2
4
Melee, Strikedown
80 PTS + OPTIONS
A model with the Petrophage special rule may never use its jump move to charge in the assault phase and must charge as per its basic model type ( usually infantry). It falls back 3D6” as usual.
Exoguard Squadron
EXOGUARD SQUADRON
WS
BS
S
F
S
R
I
A
HP
4
3
5
11
11
10
2
2
3
Exoguard
Composition ● 1 Exoguard
Unit Type ● Vehicle (Walker)
Special Rules ● Hatred (Tyranids) ● Scouts ● Stormwall
Wargear ● Twin linked Heavy Flamer ● 2x Dreadnought CCW
80 PTS + OPTIONS
Options: May include up to 2 additional models: ● Exoguard......................................................... 80 pts/model Any Exoguard may replace their Twin Linked Heavy Flamer with one of t he following: ● Twin Linked Autocannon .............................. 5 pts ● Twin Linked Assault Cannon ........................10 pts Stormwall The Stormwall model Exoguard suits are the first line of defence of a mine city. Standing three abreast in the entrance tunnels, their hulking forms link to provide an inpenetrable wall of flame, iron and crushing fists. Each model in a unit entirely composed of models with the Stormwall special rule recieves a bonus to its front armour facing for each additional model in its unit as long as all models in the unit remain in base contact.
18
Codex: Ferross
ENGINEGUARD
Engineguard
Composition ● 5 Engineguard Wargear ● Forge Suit ● Thumpgun
WS
BS
S
T
W
I
A
LD
SV
4
3
3
4
1
2
1
9
2+
Unit Type ● Infantry Special Rules ● Agoraphobia ● Hatred (Tyranids) ● Stubborn
Options: May include up to 5 additional models: ● Engineguard ...................................................32 pts/model Dedicated Transport: ● The squad may take a dedicated transport from the list on page 4.
19
160 PTS + OPTIONS
Engineguard Weapons Team
ENGINEGUARD WEAPONS TEAM
WS
BS
S
T
W
I
A
LD
SV
Engineguard
4
3
3
4
1
2
1
9
2+
Crawler Platform
-
-
-
7
2
-
-
-
3+
Composition ● 2 Engineguard Wargear ● Forgesuit ● Ferross Autogun
Special Rules (Engineguard) ● Agoraphobia ● Hatred (Tyranids) ● Stubborn ● Mobile Repair
Unit Type ● Infantry (Engineguard) ● Artillery (Crawler Platform)
Special Rules (Crawler Platform) ● Relentless ● Targeting Matrix
44 PTS + OPTIONS
Targeting Matrix When ring from the crawler platform the ring model recieves +1BS and the Night Vision special rule.
Options: May include up to 4 additional models: ● Engineguard ...................................................22 pts/model For every 2 Engineguard, the squad may include 1 Crawler Platform equipped with one of the following: ● Twin-Linked Autocannon ..............................30 pts ● Plasma Cannon ..............................................40 pts ● Quad Gun .......................................................75 pts Mobile Repair Engineguard are uniquely trained in the maintenance of all Ferross machinery, used to repairing even the most damaged mechanics in the most hostile conditions. As long as there are more Engineguard than Crawler platforms in the unit all crawler platforms have the It Will Not Die special rule. 20
Codex: Ferross
FELLHAMMER ENGINE
Fellhammer Engine
BS
F
S
R
HP
3
13
13
12
4
Composition ● 1 Fellhammer Engine
Unit Type ● Vehicle (Tank)
Wargear ● Fellhammer Cannon ● Heavy Flamer
Special Rules ● Lumbering Behemoth
Options: A Hearthre Engine may purchase upgrades from the Ferross Vehicle Upgrades List on page 4. Fellhammer Cannon The gargantuan Fellhammer is one of the largest pieces of ordnance the Ferross dare use when close to mine city artefacts. In order to preserve as much as possible the Fellhammer res explosive shells that are designed not to detonate on impact, but instead only when signicant movement is detected nearby.
Fellhammer Shell
Range
S
AP
Type
36”
8
4
Heavy 1, Large Blast, Seismograph*
*Seismograph A model ring a Fellhammer cannon may target any spot on the battleeld within its range and line of sight. Roll to scatter as normal and place a counter on the nal spot. If, at any point, any model - friend or foe, or any part of a blast template is within 1” of an undetonated Fellhammer 21
160 PTS + OPTIONS
shell it will immediately explode with the above prole. A Fellhammer shell may be targeted in shooting attacks by models with blast weapons, a successful hit resulting in its detonation.
Lumbering behemoth A Lumbering behemoth may move at combat speed or remain stationery and re any weapons it would usually be able to re (even if those weapons are ordnance!). However when travelling at cruising speed it may only move D6+6” – roll each time it moves at this speed.
Furnace Engine
FURNACE ENGINE
Furnace Engine
BS
F
S
R
HP
3
13
13
12
4
Composition ● 1 Furnace Engine
Unit Type ● Vehicle (Tank)
Wargear ● Twin Linked Furnace Cannon
Special Rules ● Lumbering Behemoth
170 PTS + OPTIONS
Lumbering behemoth A Lumbering behemoth may move at combat speed or remain stationery and re any weapons it would usually be able to re (even if those weapons are ordnance!). However when travelling at cruising speed it may only move D6+6” – roll each time it moves at this speed.
Options: A Hearthre Engine may purchase upgrades from the Ferross Vehicle Upgrades List on page 4. Furnace Cannon The Furnace cannon is a miniaturised version of the enormous ion injectors that re the great furnaces of a Mine-city. It res a tight stream of superheated ionised matter capable of cutting through the densest ore deposits. The roiling energies released by these industrial injectors can burn through even the toughest armour with ease, but rapidly loses effectiveness over range.
Furnace Cannon
Range
S
AP
Type
18”
10
1
Heavy 1, Melta
22
Codex: Ferross
23
Furnace Engine
24