Codex N.R.F.
Abilities All N.R.F. units have the following abilities. Vengeance for the Old World- You can re-roll failed hit rolls of one against Nurgle models made by this unit. Survivors of the Apocalypse In this section you’ll find rules for Battle-forged armies that contain N.R.F. Detachments –that is, any Detachment which only includes units with the N.R.F. Faction keyword. These rules include the ability below and a series of Stratagems. This section also includes the N.R.F.’s unique Warlord Traits, Relics and Tactical Objectives. Together, these rules reflect the character and fighting style of The N.R.F. in your games of Warhammer 40,000. Last Soldiers : If your army is Battle-forged, all Troops units in N.R.F. Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal. Defending Our Planet: If your army is Battle-forged, all units in N.R.F. Detachments gain this ability. You may re-roll failed wound roles of one against Nurgle models made by this unit. N.R.F. Warlord Traits If a N.R.F. CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your general’s battlefield objectives. 1. Hailstorm of Fire: In an attempt to exterminate his foes, a Commander may order his men to fire without regard for ammo. Once per game your Warlord and any unit within 6" can fire twice in your shooting phase. 2. Into the Hands of Fate: There is no greater motivation than the assurance that you're doing what's right. When your Warlord and a single friendly unit within 3" of them Advances, they may both add 6" to their Move characteristic for that Movement phase instead of rolling a dice. 3. Knight of Justice : After many years of training, this Warlord has discovered the weak points of every Nurgle creature known. Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord. 4. We Will Make Our Stand: A high-ranking leader is often the only thing keeping the others from retreating. You can re-roll failed Morale tests for friendly N.R.F. INFANTRY units within 6" of your Warlord in the Morale phase. 5. Vengeance for the Dead: The death of comrades can inspire warriors and foster courage. For every friendly unit that is wiped out within 9 inches of this model add one to this models’ attacks. 6. Master of the Labs: All members of the N.R.F. wish to create powerful anti-Nurgle technology, but only the smartest among them can do so. Your Warlord has a 6+ invulnerable save. If your warlord already has an invulnerable save, then add 1 to invulnerable saving throws made for your Warlord. Named Characters and Warlord Traits If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below. Ben Pickens Ben Mitchell We Will Make Our Stand Vengeance for The Dead
Custom technology If your army is led by a N.R.F. Warlord, then before the battle you may give one of the following Legendary Arms to a N.R.F. CHARACTER. Named characters such as Ben Pickens already have one or more inventions and cannot be given any of the following tech. Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Custom Technology your characters may have on your army roster. • Military-Grade Gasmask: Unlike the other gasmasks worn by the N.R.F. this is a military-Grade gasmask that offers far better protection and features built in night goggles. A model wearing the Military-Grade Gasmask is proof against all mortal wounds caused by Nurgle attacks and is not affected by the Nurgle physic power Summon Choking Gas clouds. • First Battleplate: The original Nurgle proof armour worn by Ben Pickens before the apocalypse. It has been gradually improved on over the years and can weather even the strongest Nurgle attacks. Commanders, Lieutenants only. A model wearing the First Battleplate has a 2+ save and 4+ invulnerable save, but has their movement lowered by one inch. • Light of Freedom: This Sanitizer murder weapon shoots faster and stronger cartridges than usual. Model with Sanitizer Murder weapon only. The Light of Freedom replaces the models Sanitizer Murder weapon and has the following profile: Name Range S AP Damage Type Abilities Light of Freedom 54" 8 -2 3 Heavy 2 -
• Blade of Lost Friends: This Sword is formed from obsidian coated in a sanitizer compound. Lower ranked soldiers and civilians alike whisper rumours that it holds the spirits of those lost to the Nurgle. Model with Machete, Fire axe only. The Blade of Lost Friends replaces the model’s machete or fire axe and has the following profile:
Name Range S AP Damage Type Abilities
Blade of Lost Friends Melee User -4 1 Melee Enemy models within 9 inches of the bearer of this weapon add 1 to morale checks.
• S.o.t.O.M: A Pre-Apocalypse military S.M.G. that fires faster Bullets. Model with an S.M.G. only. S.o.t.O.M replaces the models S.M.G and has the following profile:
Name Range S AP Damage Type Abilities
S.o.t.O.M 18" 4 0 1 Assault 6 Each time you make a hit roll of 6+ for this weapon make another hit roll. These further hit rolls may not generate any more.
• Spitfire: Spitfire is an EMP Pistol with an expanded power cell, allowing it to make charged shots as often as an EMP Pistol makes regular shots. Model with EMP Pistol only. Spitfire replaces the models EMP Pistol and has the following profile:
Name Range S AP Damage Type Abilities
Spitfire 12" 4 -1 2 Pistol 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. This weapon also re-rolls failed To Hit rolls.
• The Wrath of the Faithful: This sniper rifle once belonged to a U.S. presidents’ bodyguard who later assassinated him. It was recovered by the N.R.F. who repurposed it to take out Nurgle. Model with a Sniper Rifle only. The Wrath of the Faithful replaces the models Sniper Rifle and has the following profile: Name Range S AP Damage Type Abilities Wrath of the Faithful 72" 6 -2 1 Rapid Fire 1 This weapon requires two hands to wield, as such, an INFANTRY model making a shooting attack with it cannot make a shooting attack with any other weapon during that Shooting phase. This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
• White Scar: This grenade launcher fires superhot sanitizer. Model with a grenade launcher only. White Scar replaces the model’s grenade launcher and has the following profile: Name Range S AP Damage Type Abilities White Scar 18" 5 -1 D3 Assault D6 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. Stratagems If your army is Battle-forged and includes any N.R.F. Detachments, you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by The N.R.F. on the battlefield. • A Spoonful of Sanitizer(2CP): The Modified nature of Bullet/sanitizer weapons inflicts horrific damage on the creatures of Nurgle. Use this Stratagem before a N.R.F. unit from your army attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s bullet weapons and increase the damage inflicted by any bullet weapon by 1. For the purposes of this Stratagem, a bullet weapon is any weapon that seems like it fires bullets. • Anger (1CP): Even the lowly scavenger can be pushed too far, when the warriors of the N.R.F. get angry, they will fire relentlessly, cutting their foes down in a hail of firepower. Use this Stratagem when you select one of your N.R.F. units to shoot or fire Overwatch. Re-roll failed hit and wound rolls for models in this unit. • Assassins (3CP): The N.R.F. launch their assault from multiple directions, fixing the enemy in a lethal crossfire and throwing them into a terrified confusion. Use this Stratagem during deployment. Choose up to three N.R.F. units to setup in ambush instead of placing them on the battlefield. At the end of any of your Movement phases these units can strike from hiding – set each of them up wholly within 7" of any battlefield edge and more than 9" from any enemy models. • Black Eye (3CP): Even in an age of murder weapons, many of the N.R.F. favour the opportunity to batter and bruise the enemy into submission. Use this Stratagem at the end of the Fight phase. Select a N.R.F. unit from your army – that unit can immediately fight for a second time. • Catch (1CP): Against packed formations of enemy infantry, a favoured tactic of The N.R.F. is to hurl an opening salvo of grenades en masse. Use this Stratagem before a N.R.F. INFANTRY unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so. • Excavate (2CP): When Heavy Tanks focus their fire, nothing can withstand their might. Use this Stratagem when you select a target for a Heavy Tank. Do not resolve that weapon’s attacks until the end of the phase. Until then, any Heavy Tank from your army can link fire with that Heavy Tank if it is visible to and within 60" of them; if they do so, when firing their weapons they must target the unit that the first Heavy Tank targeted with its weapons, ignoring range and visibility, and re-rolling failed hit and wound rolls. At the end of the phase, resolve the weapon shots from the first Heavy Tank, re-rolling failed hit and wound rolls if at least one other Heavy Tank linked fire with it. • Eye Patch (1CP): Sometimes, a unit displays phenomenal luck. Use this Stratagem when a N.R.F. INFANTRY unit is targeted by a shooting attack. For the rest of the phase, your opponent must subtract 1 from all hit rolls that target that unit. • Fog (1CP): Under cover of active camo and radar jammers, the warriors of The N.R.F. confound their foes. Use this Stratagem during deployment. You can setup a N.R.F. unit from your army in ambush instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins, the unit is revealed – set it up anywhere on the battlefield that is more than 9" away from any enemy models. • Scavenger Swarms (2CP): There is now shortage of recruits so the N.R.F. can end up with so many scavengers they run out of roles for them. Use this Stratagem at the end of your Movement phase. Select a SCAVENGER INFANTRY unit from your army (excluding CHARACTERS) that was destroyed earlier in the battle. Set up this unit wholly within your deployment zone, within 6" of the edge of the battlefield and more than 9" from any enemy models. • Mythic (1CP): Time and time again has the faith of the N.R.F. allowed its warriors to fight on despite the deadly wounds suffered. Use this Stratagem when a N.R.F. unit loses a wound. Roll a D6 for that wound, and for each wound lost by the unit for the rest of the phase; on a 6, that wound is not lost. • Hercules Airstrike (3CP): A Hercules flying above the battlefield can open its bomb bays at a high-ranking generals command bringing fire and hell down on to the Nurgle below . This Stratagem can be used once per battle, in the Shooting phase, if you have a N.R.F. Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds. • Weapons Cache Discovered(1CP/3CP): Scouring the N.R.F.'s armoury’s, a high-ranking N.R.F. leader can call forth destructive technology with which to slay his foes. Use this Stratagem before the battle. Your army can have one extra relic from the Custom Technology for 1 CP, or two extra relics for 3 CPs. All of the relics that you include must be different and be given to different N.R.F. CHARACTERS. You can only use this Stratagem once per battle. • That's Just... Wrong (2CP): N.R.F. motion trackers detect enemy movements, warning them of impending ambushes. Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your N.R.F. INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls. • Thunderstorm (1CP): Veteran N.R.F. have their faith tempered by their survival in battle. Use this Stratagem at the start of the Morale phase. Pick a N.R.F. INFANTRY unit from your army that is required to take a Morale test. You can roll a D3 for the unit, rather than a D6, when taking this test. • Tough Luck (1CP): A lot of N.R.F. soldiers are surprisingly agile, quick to dive out of the way of incoming fire. Use this Stratagem in your opponent’s Shooting phase when your opponent selects one of your units as a target. You can add 1 to saving throws you make for this unit until the end of the phase.
N.R.F. Tactical Objectives
If your army is led by a N.R.F. Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a N.R.F. player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding N.R.F. Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11. Remove this Filth: We cleanse the land of Nurgle so humanity can rebuild. Score 1 victory point at the end of your turn if an enemy unit was forced off an objective by either completely destroying it or forcing it to fall back. If 3 or more units were forced off an objective than score D3 victory points instead.
12. Artefact Located: Weapons and other tech from before Nurgle rose must be recovered to aid the war effort. When this Tactical Objective is generated, roll a D6. Score 1 Victory Point at the end of your turn if you control the corresponding Objective Marker. If your Warlord controls the corresponding Objective Marker, score D3 Victory Points instead.
13. Smite the Demons: The future generations honour our names with actions, not words. Score 1 victory point if at least 1 enemy CHARACTER was slain by one of your N.R.F. units in the Fight phase of this turn. Score D3 victory points instead if the enemy Warlord was slain in the Fight phase of this turn by an attack made by one of your N.R.F. units.
14. We Will Not Die Quietly: Victory is secured, not from the councils or even the bases , but from the front lines. Score 1 victory point if, during your turn, a friendly N.R.F. unit successfully charged an enemy unit. If 3 or more friendly N.R.F. units made successful charges, score D3 victory points instead.
15. No Retreat: On the blood of our fathers. On the blood of our sons. We swore to defend humanity! If one of your units passes or has passed a Morale test in this game turn, gain a Victory Point. Add one Victory Point for each passed Leadership test beyond the first.
16. Momentary Dishonour: Out of the darkness, we will light our own way. Score 1 victory point at the end of your turn if one or more friendly N.R.F. units arrived as reinforcements using the Active Camouflage or Low Altitude Drop ability and were setup within 12" of any enemy units.
N.R.F. Equipment
The united forces of the N.R.F. employ a wide variety of technology and weapons, either that discovered from previous military forces or by separate development through constant war.
Weapon Table Range Type S AP D Abilities Points Cost
EMP pistol When attacking with this weapon, choose one of the two profiles below. 0
Standard shot 12" Pistol 1 3 0 1 -
Overcharged shot 12" Pistol 1 4 -1 2 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. This weapon also re-rolls failed To Wound rolls against vehicles. This profile can only be used once per battle.
Sanitizer Repeater When attacking with this weapon, choose one of the two profiles below. 0
Standard 24" Rapid Fire 1 3 0 1
Extra-large splatter 24" Rapid Fire 2 4 0 1 This profile can only be used once per battle.
Sanitizer Grenade 6" Grenade D3 5 -1 2 - 0
Sanitizer Rifle When attacking with this weapon, choose one of the two profiles below. 0
Standard Rifle 18" Assault 1 3 0 1 -
Extra-large splatter 18" Assault 3 3 0 1 This profile can only be used once per battle.
Grenade Launcher 18" Assault D6 4 -1 1 5
Minimurder weapon 36" Heavy 5 3 -1 1 8
Twin Minimurder weapon 36" Heavy 10 3 -1 1 - 14
Heavy Minimurder weapon 36” Heavy 5 5 -2 1 - 12
Heavy Sanitizer Repeater 36" Heavy 3 6 -2 1 - 0
S.M.G. 18" Assault 6 3 0
1 Each time you make a hit roll of 6+ for this weapon make another hit roll. These further hit rolls may not generate any more. 2
Heavy S.M.G. 24" Heavy 24 5 -1 1 Each time you make a hit roll of 6+ for this weapon make another hit roll. These further hit rolls may not generate any more. 28
S.M.R. 30" Rapid Fire 3 3 -1 1 Each time you make a hit roll of 6+ for this weapon make another hit roll. These further hit rolls may not generate any more. 2
Hunting Rifle 30" Rapid Fire 1 4 0 1 1
Scoped Hunting Rifle 36" Rapid Fire 1 4 -2 1 This weapon may target a CHARACTER even if it is not the closest enemy unit. 4
Sniper Rifle 60" Heavy 1 5 -1 1 This weapon requires two hands to wield, as such, an INFANTRY model making a shooting attack with it cannot make a shooting attack with any other weapon during that Shooting phase. This weapon may target a CHARACTER even if it is not the closest enemy unit. 8
Light Cannon 36" Heavy 2D6 5 -1 1 - 12
Improvised Weapon (Shooting) 3D6" Assault D6 D3 0 1 0
Improvised Weapon (Melee) Melee Melee User 0 1 - 0
Improvised Heavy Weapon (Shooting) 5D6" Heavy D6 D6 -D3 D3 - 5
Improvised Heavy Weapon (Melee) Melee Melee +D3 -D3 D3 Each time the bearer fights, it can make 1 additional attack with this weapon. 5
Scavenger Shotmurder weapon 12" Assault 2 3 0 1 If the target is within half range, add 1 to this weapon’s Strength. 3
Sanitizer Murder weapon 48" Heavy 2 7 -1 2 15
Sanitizer Pod 48" Heavy 6 7 -1 2 Add 1 to all hit rolls made for this weapon against targets that can FLY. 0
Sanitizer Cannon 48" Heavy D6 8 -2 1 - 20
Sanitizer Storm 36" Assault 2D6 6 -1 1 - 20
Frag Grenade 9" Grenade D6 3 0 1 - 0
Mortar 48" Heavy D6 5 0 1 This weapon can target units that are not visible to the bearer. 8
Firebomb 6" Grenade D6 4 0 1 Add 1 to wound rolls for this weapon when targeting an INFANTRY unit. Every successful hit roll instead inflicts 3 hit rolls. 2
Earthshaker Murder weapon 120" Macro 3 16 -4 D3+6 Add 1 to all hit rolls made for this weapon against targets that cannot FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. 20
Machete Melee Melee User -1 1 A model equipped with this weapon does not suffer a penalty to their movement for moving through forests. 7
Fire Axe Melee Melee +2 -2 2 When attacking with this weapon, you must subtract 1 from the To Hit roll. 10
AR-15 24” Assault 3 3 0 1 0
Flame Thrower 9” Assault D6 3 0 1 This weapon automatically hits 0
Heavy Flame Thrower 12” Assault 2D6 4 -1 2 This weapon automatically hits 8
Shotmurder weapon 18” Assault 2 4 -1 1 If the target is in half range add one to this weapons shots, strength, ap and damage. 0
Missile Launcher 48” Heavy 1 8 -2 D6 8
Napalm Cannon 18” Assault 4D6 6 -3 D3 This weapon automatically hits. 15
Auto Cannon 30” Rapid Fire 3 4 -1 1 0
Hydra Rocket Pods 24” Heavy D6 4 0 2 You may re-roll failed hit rolls of one for attacks by this weapon. 0
Combat Knife Melee Melee user 0 1 You may make one extra attack when attacking with this weapon 0
Enforcer Shotmurder weapon 20” Assault 4 5 -2 D3 If the target is in half range add one to this weapons shots, strength, ap and change its damage to D6 0
S.G.L. Choose one of the below profiles each turn. 0
Frag 6-48” Assault 1 3 -1 1 0
Sanitizer 36” Assault 1 5 -1 D3 0
Smoke 30” Assault 1 0 0 0 Minus 1 from hit rolls for the target unit until your next turn. 0
AR-15 grenade launcher 18” Assault 1 4 -1 1 One use only 0
RPG 42” Heavy 1 6 -1 3 5
Crossbow 24” Assault 1 3 -1 1 0
Chainsaw melee melee 4 -2 2 When attacking with this weapon, you must subtract 1 from the To Hit roll. 5
Breaching Ram 3” Melee 4 -1 D3 When attacking fortifications or vehicles with this weapon double its strength and ap and change its damage to D6. 0
Molotov Cocktail 9” Grenade 1 0 0 A lot This weapon instant kills all INFANTRY within 6” of the impact sight and does D6 mortal wounds to VEHICLES and BUILDINGS and 2D6 to everything else. Once per game. 15 Sanitizer Launcher Choose one of the profiles each time this weapon fires. 20 Mortar Blast 36" Heavy 3D6 4 -1 1 This weapon can target units not visible to the wielder. Shotmurder weapon Blast 12" Heavy D6 6 -3 D6 All failed hit rolls with this weapon may be re-rolled. SD Combined Rifle 36" Assault 1 5 -1 1 Add one to hit rolls made with this weapon. 8 SD Combined Carbine 18" Rapid Fire 2 4 0 1 8 Silenced Pistol 12" Heavy D6 6 -3 D6 This weapon is silenced as in the 40k rulebook. 5 Smoke Grenades 9" Grenade D3 0 0 0 Minus 1 from hit rolls for the target unit until your next turn. 3 Battle Rifle 24” Assault 3 3 -1 D3 You may re-roll failed wound rolls made by attacks with this weapon. Stinger SAM 72” Heavy 1 7 -1 D6 Add1 to hit rolls made by this weapon against models that can FLY. Minus one from hit rolls against all other targets.
Equipment Effect Points Cost
Ballistic Shield Grants +1 toughness against shooting, +2 toughness against melee. 3
Geiger Counter 5
N.V.G.’s Night fighting rules have no effect. This model is not affected by smoke and the sight minus effects of gas. It will still be choked by gas though. 3
Gasmask This model may resist one mortal wound per turn and is immune to the choking effects of gas. 3
B.P.V. This models gains + 1 to its armour save 3
Bulletproof Mask This model has a 6+ invulnerable save. If this model already has an invulnerable save, then add 1 to invulnerable saving throws made for this model.
3
Torch A torch is used when the night fighting rules are in effect. If a model has a torch it can instead of firing its weapons it may choose to illuminate a target. The target loses the benefit of night fighting, but so does the firing model. 5
Parachute The bearer can deep-strike 8
Grappling hook The bearer doesn’t count vertical distances when moving. 5
Weapon Options
Infantry Weapons
• AR-15 • Shotmurder weapon • Flamethrower • EMP pistol • Machete • Fire axe • Ballistic shield • Torch • BPV • Bulletproof mask • Crossbow • Breaching ram • Hydra rocket pods • Grenade launcher • Sniper rifle • Scoped hunting rifle • Hunting rifle • SMR • SMG • Sanitizer Rifle • Sanitizer Repeater
Marine Weapons
• AR-15 • Shotmurder weapon • Flamethrower Tank Turret Weapons • Sanitizer Launcher • Quad Sanitizer Repeater • Quad Heavy Minimurder weapon • Quad Minimurder weapon • Twin Heavy sanitizer repeater • Quad Heavy SMG • Quad Light Cannon • Quad Sanitizer Murder weapon • Quad Sanitizer Pod • Quad Sanitizer Storm • Quad Mortar • Quad Heavy Flamethrower • Twin Napalm Cannon • Quad Autocannon • Quad S.G.L.
Mech Weapons • Minimurder weapon • S.G.L. • Sanitizer Murder weapon • Twin Sanitizer Pod • Twin Hydra Rocket Pods • Twin Autocannons • Sanitizer Storm • Heavy S.M.G. • Sanitizer Launcher • Heavy Flame Thrower • Missile Launcher • Fire Axe • Machete • Chainsaw Spectre Weapons • SD Combined Rifle • SD Combined Carbine • Combat Knife and Silenced pistol Equipment • Ballistic shield • Geiger counter • N.V.G.’s • BPV • Bulletproof mask • Grappling hook • Parachute • Torch • gasmask
Infantry Heavy Weapons • Minimurder weapon • Missile launcher • Sanitizer murder weapon • Autocannon • Heavy flamethrower • Hydra rocket pod • S.G.L. • R.P.G. Scavenger Weapons • Improvised Weapon • Improvised Heavy Weapon • Machete • Fire Axe • SMG • Grenade Launcher • Ballistic Shield • Torch • BPV • Bullet proof Mask • Gasmask • NVG • Crossbow • Chainsaw • Scavenger Shotmurder weapon • Hunting Rifle • Firebomb
Unique HQ Characters Verrotrus Issoss Power 10, Points per model 170 “A good soldier fights not because he hates what is in front of him, but because he loves what is behind him.” M WS BS S T W A Ld Sv 10" 2+ 2+ 4 4 6 4 10 3+
Verrotrus Issoss is a single model armed with The Dead Man’s Hand and The Disciples Bane. Only one of this model may be included in your army.
Weapon Range Type S AP D Abilities The Dead Man’s Hand Melee Melee X2 -4 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. The Disciples Bane 0 0 0 Choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made with this weapon. Master Crafted Mini-Murder weapon 24" Assault 2D6 4 -1 1 When targeting units with 10 or more models, change this weapon’s Type to Assault 4D6. Each time you make a hit roll of 6+ for this weapon make another hit roll. These further hit rolls may not generate any more. Master Crafted Flame-thrower 12" Assault D6 6 -2 D3 This weapon automatically hits. When targeting units with 10 or more models, change this weapon’s Type to Assault 2D6.
Abilities:
• Fuck You Nurgle: This Model may re-roll all failed hit and wound rolls made against models with the Nurgle keyword.
• The Dead Man’s Hand: Once per battle you may re-roll a single hit roll, wound roll, save roll, or damage roll for this model. These re-rolls may re-roll re-rolls. In addition, if your army is battle forged and this model is on the field, roll a D6 every time you or your opponent spend a command point; on a 5+ you gain a command point.
• Low Altitude Drop: During deployment you may set up this model in a transport plane instead of placing them on the battlefield. At the end of any of your movement phases this model may jump down into the battle-set them up anywhere on the battlefield. In addition, this model does 2D6 mortal wounds to every model within 9” of his landing site.
• Jetpack: this model may move over terrain and enemy models as if they were not there.
Faction Keywords: N.R.F. Keywords (Verrotrus Issoss): CHARACTER, FLY, INFANTRY, COMMANDER, JET-PACK, Verrotrus Issoss Geropito Medon “War does not determine who is right, but who is left.” Power 9, Points per model 150 M WS BS S T W A Ld Sv 6" 2+ 2+ 4 4 5 5 9 3+
Geropito Medon is a single model armed with . Your army may only include one of this model.
Weapon Range Type S AP D Abilities
Abilities:
•
Faction Keywords: N.R.F. Keywords: CHARACTER, INFANTRY, Geropito Medon
HQ Units Commander Power 5, Points per model 85 Name M WS BS S T W A Ld Sv Commander 6" 3+ 3+ 3 4 3 3 8 4+
A Commander is a single model armed with an AR-15.
Wargear Options: The Commander may replace his AR-15 for 2 items from the Infantry Weapons list or an item from the Infantry Heavy Weapons list.
The commander may take up to two items from the equipment list.
Abilities:
• Commander: You can re-roll wound rolls of 1 made for friendly N.R.F. units within 6" of this model.
• Heroes Harness: Grants a 5+ invulnerable save.
Faction Keywords: N.R.F.
Keywords: CHARACTER, INFANTRY, COMMANDER
Lieutenant Power 4, Points per model 70 Name M WS BS S T W A Ld Sv Lieutenant 6" 3+ 3+ 3 4 3 2 8 4+
A Lieutenant is a single model armed with an AR-15.
Wargear Options: The Lieutenant may replace his AR-15 for an item from the Infantry Weapons list.
The lieutenant may take up to two items from the equipment list.
Abilities:
• Lieutenant: Friendly N.R.F. units within 9” of this model may add one to their leadership characteristic. In addition, if the last model in a unit is removed as a casualty within 12” of a friendly LIEUTENANT, you may roll a dice before removing the model. On a 5+ you may make either a shooting attack with that model as if it was your shooting phase or a melee attack as if it was your fight phase.
• Lesser Heroes Harness: Grants a 6+ invulnerable save.
Faction Keywords: N.R.F.
Keywords: CHARACTER, INFANTRY, LIUETENANT
Medic
Power 4, Points per model 70
Name M WS BS S T W A Ld Sv
Medic 6" 4+ 3+ 3 4 2 2 7 4+
A Medic is a single model armed with an AR-15 and a med-kit.
Wargear Options: The Medic may replace his AR-15 for an item from the Infantry Weapons list.
The medic may take up to two items from the equipment list.
Abilities:
• Medkit: At the end of any of your movement phases, A medic may attempt to heal or revive a single model. Select a friendly N.R.F. INFANTRY unit within 3” of the medic. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models, but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with one wounded remaining. If a Medic fails to revive in this manner, he can do nothing else for the remainder of the turn. A unit can only be the target of the medic ability once per turn.
• Lesser Heroes Harness: Grants a 6+ invulnerable save.
Faction Keywords: N.R.F.
Keywords: CHARACTER, INFANTRY, MEDIC
Vox Caster
Power 4, Points per model 70
Name M WS BS S T W A Ld Sv
Medic 6" 4+ 3+ 3 4 2 2 7 4+
A Vox Caster is a single model armed with an AR-15 and a Vox field relay.
Wargear Options: The Vox caster may replace his AR-15 for an item from the Infantry Weapons list.
The Vox Caster may take up to two items from the equipment list.
Abilities:
• Vox Relay: Each turn this model may issue one command to his army. At the start of your movement phase pick one of the following commands.
Fire at Will; every unit in your army may make one extra shooting attack Hold Your Ground; every unit in your army may re-roll failed save rolls of 1 Storm the Bastards; every unit in your army may advance and fire rapid fire weapons but at a minus 1 to hit. They also ignore the penalty for advancing and firing assault weapons and moving and firing heavy weapons
• Lesser Heroes Harness: Grants a 6+ invulnerable save. Faction Keywords: N.R.F. Keywords: CHARACTER, INFANTRY, VOX CASTER
Spectre Lieutenant
Power 5, Points per model 85
Name M WS BS S T W A Ld Sv
Lieutenant 7" 3+ 3+ 3 3 3 4 8 4+
A Spectre Lieutenant is a single model armed with an SD combined rifle, NVG’S and smoke grenades.
Wargear Options: The Lieutenant may replace his SD combined rifle for up to two items from the Spectre Weapons list.
The lieutenant may take up to two items from the equipment list.
Abilities:
• Lieutenant: Friendly N.R.F. units within 9” of this model may add one to their leadership characteristic. In addition, if the last model in a unit is removed as a casualty within 12” of a friendly LIEUTENANT, you may roll a dice before removing the model. On a 5+ you may make either a shooting attack with that model as if it was your shooting phase or a melee attack as if it was your fight phase.
• Active Camouflage: During deployment this model may set up anywhere on the battlefield that is not within your enemies deployment zone and not within 12” of any enemy.
• Lesser Heroes Harness: Grants a 6+ invulnerable save.
Faction Keywords: N.R.F.
Keywords: CHARACTER, SPECTRE, INFANTRY, LIUETENANT
Mech Lieutenant Power 5, Points per model 85 Name M WS BS S T W A Ld Sv Lieutenant 10" 3+ 3+ 5 5 4 2 8 2+
A Mech Lieutenant is a single model armed with two EMP pistols.
Wargear Options: The Mech Lieutenant may replace his EMP pistols for two items from the Mech Weapons list.
The Mech lieutenant may take up to two items from the equipment list.
Abilities: • Lieutenant: Friendly N.R.F. units within 9” of this model may add one to their leadership characteristic. In addition, if the last model in a unit is removed as a casualty within 12” of a friendly LIEUTENANT, you may roll a dice before removing the model. On a 5+ you may make either a shooting attack with that model as if it was your shooting phase or a melee attack as if it was your fight phase. • Low Altitude Drop: During deployment you may set up this model in a transport plane instead of placing them on the battlefield. At the end of any of your movement phases this model may jump down into the battle-set them up anywhere on the battlefield at least 9” away from an enemy model. • Lesser Heroes Harness: Grants a 6+ invulnerable save. Faction Keywords: N.R.F. Keywords: CHARACTER, MECH, FLY, JETPACK INFANTRY, LIUETENANT
Honour Guard Power 2, Points per model 45 Name M WS BS S T W A Ld Sv Elite Guard 6" 3+ 3+ 4 4 2 2 8 3+ Brute Guard 5" 3+ 4+ 4 5 2 3 8 3+
This unit contains 2 Honour Guard. Honour guard are armed with Honour Pikes (count as Machetes).
Wargear Options:
• Any Honour Guard may take an item from the infantry Weapons list.
• Any Honour Guard may take frag and sanitizer grenades.
• Any honour guard may take an item from the equipment list
Abilities:
• Lesser Heroes Harness: Grants a 6+ invulnerable save.
• You Will Not Lay A Hand Upon Him: Roll a D6 each time a friendly N.R.F. CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit – the CHARACTER does not lose a wound, but this unit suffers a mortal wound.
Faction Keywords: N.R.F. Keywords: INFANTRY, HONOUR GUARD
Specialist Honour Guard
Power 5, Points per model 45
Name M WS BS S T W A Ld Sv Spectre Guard 7" 3+ 3+ 3 3 3 4 8 34+ Mech Guard 10” 3+ 3+ 5 5 4 2 8 2+
This unit contains 2 Spectre Guards or 2 Mech Guards. The unit may contain 2 additional Guards (the entire unit must be the same species, Power Rating +2). All guards are armed with Honour Pikes (count as Machetes). Spectre Guards are also armed with SD Combined Rifles, NVG’S and Smoke Grenades and Mech Guards are also armed with Two EMP pistols.
Wargear Options:
• Any Spectre Guard may replace its SD combined Rifle with an item from the Spectre Weapons list.
• Any Mech Guard may replace both its EMP pistols with an item from the Mech Weapons list.
• Any Mech Guard may take Firebombs
• Any honour guard may take an item from the equipment list
Abilities
• Lesser Heroes Harness: Grants a 6+ invulnerable save.
• You Will Not Lay A Hand Upon Him: Roll a D6 each time a friendly N.R.F. CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit – the CHARACTER does not lose a wound, but this unit suffers a mortal wound.
• Active Camouflage (spectre guard): During deployment this model may set up anywhere on the battlefield that is not within your enemies deployment zone and not within 12” of any enemy.
• Low Altitude Drop (mech guard): During deployment you may set up this model in a transport plane instead of placing them on the battlefield. At the end of any of your movement phases this model may jump down into the battle-set them up anywhere on the battlefield at least 9” away from an enemy model.
Faction Keywords: N.R.F.
Keywords (Spectre Guard): SPECTRE, INFANTRY, HONOUR GUARD
Keywords (Mech Guard): MECH, FLY, JETPACK, INFANTRY, HONOUR GUARD,
Engineer
Power 4, Points per model 45
Name M WS BS S T W A Ld Sv
Engineer 6" 4+ 3+ 3 3 2 1 7 5+
The Engineer is a single model armed with a Pistol and the engineers toolkit.
Abilities:
• Technological field: Any allied model within 6" of the Engineer has a 6+ invulnerable save. If the model already has an invulnerable save, then it is improved by 1.
• Engineers Toolkit: At the end of your Movement phase this model can repair a single friendly N.R.F. VEHICLE or MECH within 3". That model regains D3 lost wounds. A model may not be the target of the Engineers Toolkit ability more than once per turn, regardless of the source.
Faction Keywords: N.R.F.
Keywords: CHARACTER, ENGINEER,
Scavenger Champion
Power 2, Points per model 25
Name M WS BS S T W A Ld Sv
Scavenger Champion 6" 3+ 3+ 3 2 2 2 7 5+
The Scavenger Champion is a single model armed with a Pistol.
Wargear Options:
• Any Champion may take an item from the Scavenger Weapons list.
Abilities:
• Champion: You can re-roll hit rolls of 1 made for friendly SCAVENGER units within 6" of this model. • Sneaky: During deployment, you may setup the Scavenger Champion as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9" from any enemy models. • Swift: At the start of the first battle round but before the first turn begins, you can move this unit up to 8". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Faction Keywords: N.R.F. Keywords: CHARACTER, INFANTRY, SCAVENGER, CHAMPION
Troops Marine Squad Power 4, Points per model 13 Name M WS BS S T W A Ld Sv Marine 6" 4+ 4+ 3 4 1 1 7 4+ Marine Sergeant 6” 4+ 4+ 3 4 1 2 8 4+
This unit contains 5 Marines armed with AR-15, pistols, gasmask and frag and sanitizer grenades. The unit may contain 5 additional Marines (Power Rating +4) or 10 additional Marines (Power Rating +8). A marine sergeant may take the place of one marine.
Wargear Options:
• For every 10 Marines, one Marine may take an item from the Infantry Heavy Weapons list.
• Any Marine may replace his AR-15 with a weapon from the marine weapons list.
• The marine sergeant may replace his AR-15 with two weapons from the infantry weapons list.
• One model per squad may take a Molotov cocktail.
• The entire squad may take three items from the equipment list
Faction Keywords: N.R.F.
Keywords: INFANTRY, MARINE
Scavenger Band Power 5, Points per model 7 Name M WS BS S T W A Ld Sv Scavenger 6" 5+ 5+ 3 3 1 1 6 5+
This unit contains 10 scavengers armed with Improvised Weapons. The unit may contain 5 additional Scavengers (Power Rating +2) or 10 additional Scavengers (Power Rating +4) or 15 additional Scavengers (Power Rating +6).
Wargear Options:
• For Every 10 models in this unit on may replace his improvised weapon with an improvised heavy weapon.
• The scavenger chief may replace his improvised weapon with a weapon from the Scavenger weapons list
Abilities:
• Sneaky: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9" from any enemy models.
Faction Keywords: N.R.F.
Keywords: INFANTRY, KIG'YAR
Dedicated Transports
Light Troop Transport
Power 5, Points per model 35
Name M WS BS S T W A Ld Sv
Light Troop Transport 8" 4+ - 4 4 6 4 8 3+
A Light Troop Transport is a single model.
Abilities:
• Open-topped: Up to 3 units embarked on this transport may shoot out of it. For the purposes of this rule Heavy weapons teams count as 3 models.
Transport Capacity: This model can transport 10 N.R.F. INFANTRY models with the exception of MECHS. Heavy weapons teams count as three models for the purposes of this rules
Faction Keywords: N.R.F.
Keywords: VEHICLE, TRANSPORT
A.P.C.
Power 8, Points per model 50
Name M WS BS S T W A Ld Sv
Shadow * 6+ * 6 7 10 * 7 3+
Remaining W M BS A
6-10+ 10" 4+ 3
3-5 8" 5+ D3
1-2 4" 6+ 1
An APC is a single model equipped with a Sanitizer Murder weapon.
Options: May exchange its Sanitizer Murder weapon for a:
-Heavy S.M.G.
-Twin S.M.R.
-Sanitizer Cannon
Abilities:
• Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Transport Capacity: This model can transport 15 N.R.F. INFANTRY models with the exception of MECHS. Heavy weapons teams count as 3 models.
Faction Keywords: N.R.F.
Keywords: VEHICLE, TRANSPORT
Instigator
Power 6, Points per model 35
Name M WS BS S T W A Ld Sv
Instigator 10" 4+ 4+ 4 4 5 D3 8 3+
An Instigator is a single model. It may include one additional Instigator (power + 5) or two additional instigators (power + 10)
Options: This model may take a Minimurder weapon, but its transport capacity will become one.
Abilities
• Open-topped: Units embarked on this transport may shoot out of it.
Transport Capacity: This model can transport 3 N.R.F. INFANTRY models. It may not transport mechs. Heavy weapons teams count as 3 models. Faction Keywords: N.R.F. Keywords: VEHICLE, TRANSPORT, OUTRIDERS, INSTIGATOR Elites Pulse Mechs Power 6, Points per model 45 Name M WS BS S T W A Ld Sv Pulse Mech 8" 4+ 3+ 4 4 3 3 8 3+
This unit contains 4 pulse mechs. It may contain up to two additional Pulse mechs(Power +3) or up to four additional Pulse Mechs(Power +6). Each Pulse Mech is armed with two EMP pistols.
Wargear Options: • Any Pulse Mech may replace its EMP pistols with a grenade launcher. • For every 4 models in the squad one model may replace all its weapon with a weapon from the mech weapons list. • The entire squad may take an item from the equipment list Abilities: • Low Altitude Drop: During deployment you may set up this model in a transport plane instead of placing them on the battlefield. At the end of any of your movement phases this model may jump down into the battle-set them up anywhere on the battlefield at least 9” away from an enemy model.
Faction Keywords: N.R.F. Keywords: INFANTRY, MECH, PULSE MECH
Drone Controller Power 1, Points per model 17 Name M WS BS S T W A Ld Sv Drone Controller 6" 4+ 3+ 3 3 2 2 8 4+
This unit contains 1 drone controller armed with a pistol, a combat knife, a gasmask and a torch.
Wargear Options: • This model may take up to 2 items from the equipment list Abilities: • Drone Uplink: you can add 1 to hit rolls for Drones in the shooting phase when they attack a unit visible to a friendly drone controller. • Marksman stealth field: This model adds two rather than 1 to its armour save for being in cover.
Faction Keywords: N.R.F. Keywords: INFANTRY
Grenadiers Power 6, Points per model 20 Name M WS BS S T W A Ld Sv Grenadier 6" 4+ 3+ 3 4 2 2 8 3+ Field Commander 6” 4+ 3+ 3 4 2 3 9 3+
This unit contains 5 Grenadiers armed with battle rifles and grenade launchers. The unit may contain 5 additional grenadiers (Power Rating +5). One model per squad may be upgraded to a field commander.
Wargear Options:
• For every 5 Grenadiers, one grenadier may take an item from the Infantry Heavy Weapons List.
• Any grenadier may replace all its weapons for a sniper rifle.
• The entire squad may take 2 items from the equipment list.
• Every model in this squad may replace all its weapons for a breaching shield and a shotmurder weapon.
• Any model may replace its shotmurder weapon for a breaching ram or grenade launcher.
Abilities –
• Grenade Specialists: This model may throw a grenade in addition to firing both its weapons each shooting phase.
Faction Keywords: N.R.F. Keywords: INFANTRY, GRENADIERS
Spectre Operatives Power 8, Points per model 19 Name M WS BS S T W A Ld Sv SpecOps 7" 3+ 3+ 3 3 1 3 7 4+
This unit contains 5 Spectre Operatives armed with SD combined Rifles, NVG’S and Smoke Grenades. The unit may contain 5 additional Spectre Operatives (Power Rating +7)
Wargear Options:
• Any Spectre Operative may replace his SD combined Rifle with a weapon from the spectre weapons list.
• The entire unit may take 2 items from the equipment list
Abilities:
• Active Camouflage: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set them up anywhere on the battlefield that is more than 9" from any enemy models.
Faction Keywords: N.R.F. Keywords: INFANTRY, SPECIAL OPERATIONS, SPECTRE OPERATIVES
Unity Guard Power 8, Points per model 19 Name M WS BS S T W A Ld Sv Unity Guard 5" 3+ 3+ 3 3 2 1 10 4+
This unit contains 5 Unity Guard armed with enforcer shotmurder weapons. The unit may contain 5 additional Unity Guard (Power Rating +7)
Wargear Options:
-For every 5 models in the unit one must replace his enforcer shotmurder weapon with a flamethrower.
The entire unit may take 1 item from the equipment list
Abilities:
• Defend the Civilians: If any CIVILIANS die within 9” of a model from this unit add one to this unit’s attacks for the rest of the turn.
Faction Keywords: N.R.F.
Keywords: INFANTRY, SPECIAL OPERATIONS, UNITY GUARD
Tracer Exo-mechs
Power 8, Points per model 19
Name M WS BS S T W A Ld Sv
Tracer Exo-Mechs 10" 3+ 3+ 3 4 2 3 8 4+
This unit contains 5 Tracer Mech armed with SMR’s. The unit may contain 5 additional Tracer Exo-Mechs (Power Rating +7)
Wargear Options:
-Any Model may replace his SMR with a Grenade Launcher
-For every 5 models in the unit one may take a hydra rocket pod.
The entire unit may take 1 item from the equipment list
Abilities:
• Attachment: A single tracer mech may be attached to a Grenadier unit at (power + 2).
• Airborne: This model can only be charged by models that can fly and can only be attacked in the fight phase by models that can fly.
• Ground-Pound: At the end of this model’s movement, you may choose to do pound this model into the ground and inflict D3 mortal wounds to every unit within 3” of a model from this unit, not counting this unit.
• Low Altitude Drop: During deployment you may set up this model in a transport plane instead of placing them on the battlefield. At the end of any of your movement phases this model may jump down into the battle-set them up anywhere on the battlefield at least 9” away from an enemy model.
Faction Keywords: N.R.F.
Keywords: INFANTRY, MECH, FLY, JETPACK, TRACER
Ajax Exo-mechs Power 8, Points per model 19 Name M WS BS S T W A Ld Sv Ajax Exo-Mechs 16" 3+ 3+ 4 5 2 3 8 2+
This unit contains 3 Ajax Mech armed with SMG’s. The unit may contain 2 additional Ajax Exo-mechs (Power Rating +3)
Wargear Options:
-Any Model may take a weapon from the Mech weapons list.
The entire unit may take 1 item from the equipment list
Abilities:
• Low Altitude Drop: During deployment you may set up this model in a transport plane instead of placing them on the battlefield. At the end of any of your movement phases this model may jump down into the battle-set them up anywhere on the battlefield at least 9” away from an enemy model.
• Crushing Charge: When this unit charges an enemy unit inflict one mortal wound for every model from your unit in base contact with an enemy model. This unit automatically charges 12”.
Faction Keywords: N.R.F.
Keywords: INFANTRY, MECH, AJAX
Fast Attack
Grenadier Bike Squad
Power 5, Points per model 25
Name M WS BS S T W A Ld Sv
Bikers 14" 3+ 3+ 4 5 2 1 7 3+
This unit contains 3 Grenadier Bikes armed with a Battle rifle and a grenade launcher. The unit may contain 3 additional Bikers (Power Rating +4) or 5 additional Bikers (Power Rating +6)
Wargear Options: Any Bike may replace their Battle rifle and Grenade launcher with:
• Two Battle Rifles
• Two Grenade Launchers
The entire squad may take up to 2 items from the equipment list.
Abilities: • Jink: If this unit advance it gains a 4+ invulnerable save against all shooting attack until the start if your next movement phase. • Turbo-Boost: When this unit advances add 6” to its movement instead of rolling a dice. Faction Keywords: N.R.F. Keywords: BIKER, GRENADIERS, Scavenger Bike Band Power 4, Points per model 25 Name M WS BS S T W A Ld Sv Bikers 16" 3+ 3+ 3 4 2 1 7 4+
This unit contains 3 Scavenger Bikes armed with two scavenger shotmurder weapons. The unit may contain 3 additional Bikers (Power Rating +3) or 5 additional Bikers (Power Rating +4)
Wargear Options: Any Bike may replace their scavenger shotmurder weapons with:
• Two improvised weapons
• An improvised heavy weapon
The entire squad may take 1 item from the equipment list.
Abilities:
• Jink: If this unit advance it gains a 4+ invulnerable save against all shooting attack until the start if your next movement phase.
• Turbo-Boost: When this unit advances add 6” to its movement instead of rolling a dice.
Faction Keywords: N.R.F.
Keywords: BIKER, SCAVENGERS,
Quadcopter Done Power 4, Points per model 25 Name M WS BS S T W A Ld Sv Drone 10" 5+ 4+ 3 3 1 1 5 5+
This unit contains 3 Quadcopter Drones armed with an AR-15. The unit may contain 3 additional Drones (Power Rating +3) or 5 additional Drones (Power Rating +4)
Wargear Options: Any Drone may replace their AR-15 with a torch.
Abilities:
• Threat Identification Protocols: In the shooting phase drone may only target the closet enemy unit. If two units are equally close, then you may choose which is targeted.
• Turbo-Boost: When this unit advances add 6” to its movement instead of rolling a dice.
• Attachment: A single Drone may be attached to a Marine unit at (power + 1).
Faction Keywords: N.R.F. Keywords: FLY, DRONE,
Quad Crashers Power 4, Points per model 25 Name M WS BS S T W A Ld Sv Quad Crasher 12" 3+ 3+ 4 5 3 2 7 3+
This unit contains 1 Quad Crasher armed with two AR-15 and a missile launcher. The unit may contain 1 additional quad crasher (Power Rating +3) or 2 additional quad (Power Rating +4) crashers
Wargear Options:
• Any Quad may replace its AR-15’s with two weapons from the marine weapons
list.
• Any Quad may replace its missile launcher with a weapon from the infantry heavy weapons list.
• The entire squad may take up to 2 items from the equipment list.
Abilities:
• Turbo-Boost: When this unit advances add 6” to its movement instead of rolling a dice.
Faction Keywords: N.R.F.
Keywords: BIKER, SCAVENGERS,
Assorted Cars
Power 5, Points per model 75
Name M WS BS S T W A Ld Sv
Cars * 4+ * 5 6 8 * 7 4+
Remaining W M BS A
6-8+ 12" 4+ 3
3-5 8" 5+ D3
1-2 4" 6+ 1
A Car is a single model equipped with a twin autocannon.
Options: May exchange its twin autocannon for a weapon from the mech weapons list.
Abilities:
• Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
• Turbo-Boost: When this unit advances add 6” to its movement instead of rolling a dice.
Faction Keywords: N.R.F.
Keywords: VEHICLE,
Heavy Support
Goliath
Power 4, Points per model 70
Name M WS BS S T W A Ld Sv
Goliath 5" 4+ 3+ 5 4 4 D3 8 3+
This unit consists of 1 Goliath Assault Mech armed with a heavy Gatling murder weapon and a heavy flamethrower.
Wargear Options: This model may any of its weapons with two of the following:
• Heavy Gatling Murder weapon
• Heavy Flamethrower
• Light Cannon
• Twin Hydra Rocket Pods
Abilities
• Stomp: At the end of this model’s movement phase you may pick one unit this model moved within 3” of in its move. Inflict D3 mortal wounds to that unit. This is optional.
• Advanced Targeting Systems: This unit does not suffer the to hit penalty for moving and firing heavy weapons
Faction Keywords: N.R.F. Keywords: VEHICLE, MECH, GOLIATH
Missile Support Squad Power 8, Points per model 13 Name M WS BS S T W A Ld Sv MSS 6" 4+ 3+ 3 4 1 1 7 4+
This unit consists of 5 Missile Support Soldiers armed with a missile launcher and a pistol. This unit may consist of 5 additional missile support soldiers (power +7)
Wargear Options: This model may replace its missile launcher with a:
• Sanitizer Murder weapon
• R.P.G.
• Stinger SAM
Abilities
• Advanced Targeting Systems: This unit does not suffer the to hit penalty for moving and firing heavy weapons
Faction Keywords: N.R.F.
Keywords: INFANTRY, MARINE,
Heavy Weapons Team
Power 8, Points per model 13
Name M WS BS S T W A Ld Sv
MSS 4" 4+ 3+ 3 4 2 2 7 4+
This unit consists of 3 Marines armed with an AR-15, a pistol, a gasmask and frag and sanitizer grenades, and 3 heavy weapons teams.
Wargear Options: All heavy weapons teams must take a twin weapon from the heavy weapons list or a mortar.
Any marine may replace his AR-15 for a weapon from the marine weapons list.
The entire squad may take up to 2 items from the equipment list.
Abilities
• Advanced Targeting Systems: This unit does not suffer the to hit penalty for moving and firing heavy weapons
Faction Keywords: N.R.F.
Keywords: INFANTRY, MARINE,
Light Tank
Power 8, Points per model 75
Name M WS BS S T W A Ld Sv
Shadow * 6+ * 6 7 10 * 7 3+
Remaining W M BS A
6-10+ 7" 4+ 3
3-5 5" 5+ D3
1-2 3" 6+ 1
A Light Tank is a single model equipped with a Twin Sanitizer Murder weapon and an AR-15.
Options: May exchange its Twin Sanitizer Murder weapon for a twin infantry heavy weapon.
May exchange its AR-15 for a weapon from the infantry weapons list.
Abilities:
• Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Faction Keywords: N.R.F.
Keywords: VEHICLE, TANK
Heavy Tank Power 12, Points per model 100 Name M WS BS S T W A Ld Sv Shadow * 6+ * 6 7 10 * 7 3+
Remaining W M BS A
6-10+ 8" 3+ 3
3-5 6" 4+ D3
1-2 4" 5+ 1
A Heavy Tank is a single model equipped with a Twin Sanitizer Murder weapon, an AR-15 and a twin sanitizer launcher.
Options: May exchange its Twin Sanitizer Murder weapon for a twin infantry heavy weapon.
May exchange its AR-15 for a weapon from the infantry weapons list.
May exchange its Twin sanitizer launcher for a weapon from the tank turret weapons list.
Abilities:
• Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
• Enhanced Targeting Systems: This model does not suffer the to hit penalty for moving and firing heavy weapons.
Faction Keywords: N.R.F.
Keywords: VEHICLE, TANK
Flyers
Vendetta
Power 8, Points per model 75
Name M WS BS S T W A Ld Sv
Banshee 20-35" 6+ 3+ 4 5 6 2 7 3+
This unit contains one Vendetta equipped with a Two Missile Launchers and a Twin Autocannon. It can include 1 additional Vendetta (Power Rating +8) or 2 additional Vendetta (Power Rating +16).
Wargear Option: Any Vendetta may replace its Two missile launchers with Two twin Hydra Rocket Pods.
Abilities:
• Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
• Advanced Targeting Systems: This unit does not suffer the to hit penalty for moving and firing heavy weapons
• Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice. • Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. • Strafing Run: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that cannot FLY. • Hover Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. • Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds. • Vendetta Squadron: The first time this unit is setup, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rule’s purposes. Faction Keywords: N.R.F. Keywords: VEHICLE, FLY Marauder Transport Power 15, Points per model 170 Name M WS BS S T W A Ld Sv Marauder * 6+ * 8 10 20 * 8 3+
Remaining W M BS A
14-20+ 20-80" 4+ 3
7-13 20-50" 5+ D3
1-6 20-30" 6+ 1
This unit contains one Marauder equipped with a sponson-mounted Twin autocannon.
Wargear Options: May take up to 4 sponson-mounted Twin Autocannons.
Abilities:
• Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
• Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice.
• Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
• Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
• Dropship Landing Zone: to disembark models from this vehicle it must land. If it lands it cannot move and loses the airborne and hard to hit abilities whilst it has landed. This rule is ignored if the embarked units have parachutes.
Transport Capacity: This model can transport 20 B.R.F INFANTRY models. Each MECH takes the space of two infantry models. Each vehicle (with the exception of TANKs) takes up the space of 5 infantry models. Each TANK takes up the space of 10 infantry models.
Faction Keywords: B.R.F
Keywords: VEHICLE, FLY, TRANSPORT
Hornet
Power 4, Points per model 56
Name M WS BS S T W A Ld Sv
Hornet 20”" 6+ 4+ 4 5 4 2 7 4+
This unit contains one Hornet equipped with a Twin Autocannon and a Two shotmurder weapons. It can include 1 additional Hornet (Power Rating +4) or 2 additional Hornets (Power Rating +8).
Wargear Option: Any Hornet may replace its shotmurder weapons with hydra rocket pods
Abilities:
• Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
• Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
• Strafing Run: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that cannot FLY.
• Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
• Hornet Squadron: The first time this unit is setup, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rule’s purposes.
Faction Keywords: N.R.F.
Keywords: VEHICLE, FLY, GRENADIERS
Marauder Bomber
Power 15, Points per model 170
Name M WS BS S T W A Ld Sv
Marauder * 6+ * 8 10 20 * 8 3+
Remaining W M BS A
14-20+ 20-80" 4+ 3
7-13 20-50" 5+ D3
1-6 20-30" 6+ 1
This unit contains one Marauder equipped with a sponson-mounted Twin autocannon.
Wargear Options: May take up to 4 sponson-mounted Twin Autocannons.
Abilities:
• Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
• Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase –do not roll a dice.
• Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
• Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
• Bombs Away: Up to 5 times per game, you may select one unit this model has moved over that turn. That unit immediately suffers D3D6 mortal wounds. This unit may immediately disembark all embarked models when it does this. If this model does so all the disembarked models cannot be shot or charged for one turn.
Transport Capacity: This model can transport 5 JET-PACK models. It may also transport Ben Pickens or Jae-ha Kim at no additional transport space.
Faction Keywords: B.R.F
Keywords: VEHICLE, FLY, TRANSPORT
Lords of War Armoured Train Power 80, Points per model 200 Name M WS BS S T W A Ld Sv Locomotive * 5+ * 8 10 18 5 8 2+ Infantry Carriage * - * 8 9 18 - 7 3+ Murder weapon Carriage * - * 8 9 18 - 7 3+ Tank Carriage * - * 7 6 18 - 7 4+
Remaining W M BS
14-18+ 14" 2+
9-13 11" 3+
4-8 8" 3+
1-3 5" 4+
This unit contains one Locomotive, one Murder weapon Carriage, one Infantry Carriage and one Tank Carriage. A Murder weapon Carriage is equipped with a light cannon and Quad autocannon. This unit may include up to 3 additional infantry carriages (+ 20 power per model), up to 3 additional murder weapon carriages (+ 20 power per model) and up to 3 additional tank carriages (+ 20 power per model).
Weapon Options
• A murder weapon carriage may replace its quad auto cannon with a quad infantry heavy weapon or a twin mortar.
Abilities:
• Train: This model can must always be on train tracks.
• Locomotive Engine: if the locomotive is destroyed this model cannot move.
• Explodes: If this a model from this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6+ it explodes, and each unit within 6" suffers D6 mortal wounds.
• CHOO CHOO: This model can move over models that either don’t have the TITANIC keyword or have more than 15 wounds. If this unit moves over any models they are instantly killed.
• Advanced Targeting Systems: This unit does not suffer the to hit penalty for moving and firing heavy weapons
• Train Link: This model must always start in reserves. This model may move off the table. If it does on your next turn it may move back onto the table where it first came on.
Transport Capacity: An infantry carriage can transport 15 infantry models. MECHS take up the space of 3 infantry models. A tank carriage may transport either 2 light tanks or one heavy tank.
Faction Keywords: N.R.F.
Keywords: VEHICLE, TITANIC, TRANSPORT
Fortifications Earthshaker Emplacement Power 9, Points per model 190 Name M WS BS S T W A Ld Sv Earthshaker Emplacement 0" - 4+ - 9 20 - - 3+
This unit contains one Earthshaker Emplacement equipped with an Earthshaker Murder weapon.
Abilities: • Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model. • Automated Weapons: Unless a friendly unit is embarked inside this model, each of its weapons can only target the nearest visible enemy. If two or more units are equally close, you may choose which is targeted. • Fire Points: 10 models embarked in this model can shoot in their Shooting phase, measuring range and drawing line of sight from any point on this model. They can do this even if enemy models are within 1" of this model. • Magazine Explosion: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 4+ its Magazine explodes, and each unit within D6" suffers D6 mortal wounds. Transport Capacity: This model can transport 20 N.R.F. INFANTRY models. Each MECH takes the space of three infantry models. Faction Keywords: N.R.F. Keywords: VEHICLE, BUILDING, TRANSPORT Automated Turrets Power 6, Points per model 80 Name M WS BS S T W A Ld Sv Plasma Turret 0" - 4+ - 8 10 - - 3+
An Automated Turret is a single model equipped with a Twin Minimurder weapon. It can include one additional Automated Turret (Power Rating +6).
Wargear Options:
• Replace its twin minimurder weapon with one of the following:
-Two Mortars
-Two Heavy SMG’s
-Two Sanitizer Murder weapons
Abilities:
• Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
• Automated Weapons: This models weapons can only target the nearest visible enemy unit. If two or more units are equally close, you may choose which is targeted.
• Magazine Explosion: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 its magazine explodes, and each unit within 2D6" suffers D3 mortal wounds.
Faction Keywords: B.R.F
Keywords: VEHICLE, BUILDING
Deployable Watchtower Power 3, Points per model 70 Name M WS BS S T W A Ld Sv Deployable Watchtower 0" - - - 7 10 - - 4+
A Deployable Watchtower is a single model. It can include an additional Deployable Watchtower (Power Rating +3).
Abilities:
• Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
• Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
• Open Topped: Models embarked on a Deployable Watchtower can attack in their Shooting phase. Measure the range and draw line of sight from any point on the model they are embarked on. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
Transport Capacity: This model can transport 3 N.R.F. INFANTRY models. Each MECH takes the space of three infantry models.
Faction Keywords: N.R.F.
Keywords: VEHICLE, BUILDING, TRANSPORT
Bunker
Power 7, Points per model 100
Name M WS BS S T W A Ld Sv
Bunker 0" - - - 10 15 - - 4+
A Bunker is a single model.
Abilities:
• Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
• Fire Points: up to 6 models embarked on a Bunker can attack in their Shooting phase. Measure the range and draw line of sight from a window on the model they are embarked on. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
Transport Capacity: This model can transport 10 N.R.F. INFANTRY models. Each MECH takes the space of three infantry models.
Faction Keywords: N.R.F.
Keywords: VEHICLE, BUILDING, TRANSPORT
Trench Line
Power 4, Points per model 10
Name M WS BS S T W A Ld Sv
Trench Line 0" - - - 7 3 - - 4+
A Trench Line consists of 4 large trench sections and 4 small trench sections. It may also include one-murder weapon emplacement. All trench sections must be set up so that they are in end-to-end contact with at least one other trench sections while the murder weapon emplacement must be set up within 6” of another trench section. The murder weapon emplacement is equipped with a Gatling murder weapon and a heavy Gatling murder weapon.
Weapon Options: The murder weapon emplacement may replace its Gatling Murder weapon and heavy Gatling cannon with an Autocannon and a mortar.
Abilities:
• Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
• All units embarked on this model receive the benefit of cover.
• Open Topped: Models embarked on a Trench Line can attack in their Shooting phase. Measure the range and draw line of sight from any point on the model they are embarked on. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
Transport Capacity: This model can transport any and as many N.R.F. INFANTRY models that can fit inside it. Faction Keywords: N.R.F. Keywords: VEHICLE, BUILDING, TRANSPORT
Field Medical Centre Power 4, Points per model 100 Name M WS BS S T W A Ld Sv FMC 0" - - - 8 8 - - 4+
This unit consists of one field medical centre.
Abilities:
• Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
• Fire Points: up to 6 models embarked on an FMC can attack in their Shooting phase. Measure the range and draw line of sight from a window on the model they are embarked on. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
• Medical Equipment: All units embarked on this model regain D3 lost wounds per turn.
Transport Capacity: This model can transport up to 10 N.R.F. INFANTRY models. MECHS take up the space of three infantry models.
Faction Keywords: N.R.F.
Keywords: VEHICLE, BUILDING, TRANSPORT
Engineers Workshop
Power 4, Points per model 100
Name M WS BS S T W A Ld Sv
Engineers Workshop 0" - - - 7 8 - - 4+
This unit consists of one .
Abilities:
• Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
• Engineering Equipment: All units embarked on this model regain D3 lost wounds per turn.
• Open Topped: Models embarked on a Deployable Watchtower can attack in their Shooting phase. Measure the range and draw line of sight from any point on the model they are embarked on. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
Transport Capacity: This model can transport up to 2 N.R.F. VEHICLE models. Heavy tanks take up the space of 2 vehicle models. Faction Keywords: N.R.F. Keywords: VEHICLE, BUILDING, TRANSPORT
Info on N.R.F. Vehicles N.R.F. Land Vehicles
Bike: A light recon vehicle, akin to an Imperial Bike. Fast, quiet and manoeuvrable. Comes with two Battle Rifles that does as much damage as a One Bolter (Fluff wise). However, it is weak and vulnerable. Heavy Tank: N.R.F. MBT, but functions more akin to a Mobile Artillery, can come equipped with a napalm cannon that has a unique special ability called "Scorched" which allows the Heavy Tank to shoot out a flaming sticky gel that ignores cover saves. Main disadvantage however is that like all N.R.F. vehicles, it is based on quality rather than quantity, thus has less number than most WH40K tanks and artillery. Instigator: A N.R.F. light troop transport, armed with a Gatling murder weapon, has mostly similar stats of an Imperial Attack Bike, although the main difference is that the Instigator can transport a small number of models making it ideal for transporting characters and their honour guard. APC: N.R.F. troop transport that is often nicknamed "The Anti-Nurgle Bus", can carry up to 15 models, faster than WH40K tank counterparts but is much weaker and its equipped with a Sanitizer Murder weapon dealing massive damage over a short time. Scavenger Bike: A Scavenger made vehicle, it is primitive, crude, but incredibly effective, has mostly the same stats as a Bike but is faster, comes with two light improvised shotmurder weapons. Goliath: After decades of research in secrecy, a group of scientists have developed a bipedal walker that, under the supervision and approval of Ben Pickens have become the N.R.F.’s key answer to the Rusted Nurgle Defensive walls that where thwarting the N.R.F.’s attacks. Named the Goliath due to their large size for a light walker, these machines are not to be underestimated as their duty as an anti-building has befallen countless Nurgle defensive structures that took it for granted. The Goliath is armed with a Light Cannon, which makes this one of the best anti-building unit in the N.R.F. as well as a Twin Hydra Rocket Pod for anti-infantry purposes. Additionally, the Goliath can be retrofitted with a Heavy Gatling Murder weapon and a Heavy Flamethrower. It is armed with powerful legs that enables the machine to stomp on enemy units; main downfalls include its relatively weak armour on the back, making it vulnerable to flanking. N.R.F. Air Vehicles Hornet: Main N.R.F. scout VTOL, weak and vulnerable but comes in obscene numbers and speed, as well as being able to be produced cheaply and quickly. Armed with a Twin Autocannon and a two shotmurder weapons for added anti-horde damage. If equipped with missile launchers they have decent at anti-armour capabilities. Vendetta: N.R.F. anti-ground vehicle, armed with one Twin Autocannon, and two Missile Launchers. Slow, but dangerous to all ground vehicles, its Autocannon does obscene damage and almost never misses. Marauder Transport: Heavy N.R.F. troop transport that can carry 20 models or a tank or artillery such as the Heavy Tank. Armed with 4 Twin Autocannons that does massive damage but is also very vulnerable to enemy aircraft. Marauder Bomber: Heavy N.R.F. Bomber that can carry vast amounts of explosive ordnance as well as am small group of mechs hidden in the bomb bay for surprise attacks. Armed with 4 Twin Autocannons that does massive damage but is also very vulnerable to enemy aircraft. N.R.F. Apocalypse Units Armoured Trains: Armed with an enormous array of weaponry, once fired it can create explosions that would vaporize and raze entire fortresses, and in some cases could turn an entire Imperial Knight into molten slag. They are armed with entire anti-air batteries and dozens of light cannons. They boast a large complement of housing space large enough to fit a few tanks and over 30 troops for potential boarding. Additionally, they can destroy any infantry or light vehicles in their path by simply running right through them. They do however have some major disadvantages, such as that they must always stay on train tracks and if the locomotive containing the engine is destroyed then they will not be able to move. N.R.F. Fortifications Deployable Watchtower: One of the staple of any temporary fortification built by the N.R.F. is the deployable watchtower. It can be placed and carried by any marauder or APC and provides high ground for snipers and troops equipped with heavy weapons. Earthshaker Emplacement: One of the most often-used artillery pieces the N.R.F. use is the Type-38 Earthshaker. The giant cannon fires powerful shells that are powerful and long-ranged enough for it to even be capable of acting as base to base defences. The Earthshaker is not only an artillery piece; it is also a fortification unto itself with multiple levels and cover for the troops stationed there. The Earthshaker is equipped with a vast magazine storage that gives it practically unlimited ammunition. The cost of this is that if the magazine is destroyed, the artillery will explode. Temporary Strongpoint: The Temporary Strongpoint is built whenever the N.R.F. needs to quickly fortify an important area but does not have the time to erect more permanent fortifications or the need to stay in that area for a prolonged period. The Strongpoint consists of multiple Deployable Watchtowers, deployable cover, emplaced Autocannons and sometimes a landing pad. N.R.F. Base: These permanent networks are built as a main military base to rally behind whenever the N.R.F. intends to permanently settle an area. They are stocked with enough supplies to withstand a long siege, are incredibly tough, can contain entire platoons, can be used as landing pads for ships and have powerful turrets to support its defenders. Enemies wishing to take this fortress will expect to have to invest considerable resources in its destruction and suffer heavy losses in the process. Automated Turret: A more permanent fortification is the automated turret that comes in small, medium and large sizes. Each size is tougher and has more firepower than the last. It is also a modular piece of defence that can be outfitted against infantry, vehicle, and aircraft as needed. Bunker: A bunker is any kind of small strong fortification the N.R.F. can build. These buildings can stop artillery bombardments, bombing runs and some can even withstand the power of a Nurgle nuke, if they are far away enough.
Info on N.R.F. Infantry
Light Infantry
Scavenger Band: The lowest of the low, these weak soldiers are used to gather supplies by the N.R.F. They are extremely proficient with machinery and service and modify most N.R.F. vehicles The Scavengers are usually armed with an Improvised Weapon in which (Fluff wise) it causes around the same damage as an Imperial Automurder weapon but have a melee profile and random stats. Can be upgraded with a Scavenger Shotmurder weapon which allows for better accuracy due to its shots spread and more power through rending. Also, can be equipped with an Improvised heavy weapon.
Marine Squad: A single Marine is a worthy adversary. Akin to an Eldar Guardian, but slower albeit stronger in Melee range. Can be armed with a variety of weapons such as AR-15’s, Shotmurder weapons and flamethrowers.
Heavy Infantry
Ajax Squad: These heavily armoured walking behemoths are the N.R.F. answers to a Space marine Terminator and Eldar Wraith-Guard. Standing at 7 feet tall and weighing 1 ton, they easily dwarf any enemy short of a vehicle. Agile for their size, armed and with a Gatling Cannon which is a heavily modified Gatling Murder weapon.
Heavy Weapons Team: These two-man teams wield a tripod mounted heavy weapon. The powerful nature of such weapons makes a Heavy Weapons Team a formidable opponent.
Missile Support Squad: A few lucky Grenadiers get to be trained as Missile Support Squad, with every Grenadier carrying a heavy weapon of some sort.
Specialized Infantry
Spectre Team: A group of highly trained "Special Operation" Marines and Grenadiers. Used for missions that is highly dangerous and risky, these elites use a small range of N.R.F. Weaponry to execute their job in the most efficient way possible. .
Tracer Squad: Specialized group of Grenadiers that is equipped with a Jetpack, enabling to cross distances quickly and have the ground pound ability; armed with a SMR and could be swapped with a grenade launcher.
Unity Guard: Although these soldiers lack armour making them very vulnerable, they are equipped with heavily specialized enforcer shotmurder weapons, which makes their attacks close ranged, but their attacks are devastating.
Pulse Mech Squad: Soldiers new to mech warfare will normally be in a pulse mech squad. These squads are somewhat between Tracer mechs and Ajax mechs. Armed with EMP pistols, these squads act as training grounds for soldiers with little experience in mechs, before choosing to enter a Tracer or Ajax exo-mech squad.
HQ Infantry
Champions: Only the very few Scavengers are given the honour to uphold the title as Champions. Although still regarded as the lowest position in the N.R.F. Politics, these Champions are often needed to help and inspire other Scavengers on the Battlefield. Lacking the firepower and health to be in the front lines, these support units are instead used by the N.R.F. as Scouts.
Lieutenants: These low-ranking Captains, use their inspiring aspect at the frontlines. These soldiers carry one of the banners of freedom. Only the best soldiers can carry one of these banners.
Commanders: One of the Highest Ranks Soldiers, these Elite of the Elite of the Elites hold high position in the N.R.F. Politics, and when the need for battle is called onto them, they will respond without hesitation.
Honour Guards: Comes in both Spectre and Pulse Mech forms, these elite of the elites are the protectors of the Commanders, and they are the gateway and barrier between a lowly Scavenger to the highest Commander. Showing skill that very few can match, these elites are known to handle entire hordes of Nurgle. Glowing with intelligence, strength, skill, cunningness and tactical brilliance, they are a force to be reckon with.
Some Backstory
For more than four years, the N.R.F. has endured amongst the wasteland. They are a mere remnant, with a few thousand soldiers scattered across the Sydney area. Still, unlike most humans, the N.R.F. have not only survived the apocalypse, but adapted and learned to be able to combat the Nurgle empire. They are highly nomadic and constantly on the move to evade larger Nurgle forces and destroy the smaller ones. Although their remaining land-bases are used for political and industrial purposes, the reality is that the highly mobile Astra of the N.R.F. makes them extremely difficult to intercept. It is of this reason that N.R.F. territories are constantly in flux. Thus, although the N.R.F. protect vast majority of land, their physical territories are spread thinly. At the time of Nurgles Ascension, the N.R.F. had tens of thousands of soldiers but near all fell before the might of the Nurgle legions. Only the destruction of the Nurgle nuke, by Ben Pickens, Ben Mitchell and a handpicked team of pulse-mech veterans, prevented the extinction of the N.R.F. To this day, the N.R.F. fears to openly challenge the Nurgle and have fortified each of their bases with a formidable defensive network. The N.R.F. is 'closed.' The N.R.F. exhibits a fatalistic outlook. Having long believed that Nurgle destroyed the way to a bright human future, they are merely waiting for the final battle which will see them, or the Nurgle destroyed. Nurgle Forces devoured the last known N.R.F. bases outside of the Sydney region and the Nurgle forces crawl unflinchingly towards Astra and Sydney. There will be no hesitation. There will be no surrender. There will be only death. N.R.F. Bases and Colonies Only a few N.R.F. bases remain. The Nurgles Ascension saw them reduced to three bases, each of which believed itself the last survivor, saved only by the destruction of the Nurgle nuke. After this conflict, B.R.F elements regathered and reconquered two hundred suburbs. During this time, the Commanders of the N.R.F. swore a deal with the mayor of Sydney that they would go to war with the Nurgle, if Sydney provided them with recruits and supplies. Astra: The most well-known N.R.F. base, it is armed with thrusters that enable it to fly. It totally isn’t a rip off of the Marvel Helicarrier. Astra is one of the most heavily defended bases in the N.R.F. as it carries the majority of the N.R.F.s troops. Sydney: Though not a N.R.F. base, Sydney is defended by an entire division of N.R.F. unity guard who man the large dome/wall that defends Sydney from Nurgle attacks. Sydney is also the only place that has a refuelling tower tall enough to refuel Astra. Macquarie Park: Macquarie Park is now a dry and arid wasteland. It fell to Nurgle forces during Nurgles ascension. The N.R.F. regained it during the 2030, only to lose it again to the Nurgle. Presently, it hosts a N.R.F. recruitment and training centre along with laboratories and factories. It also has two train stations, which are important to the N.R.F. for transporting supplies and soldiers.