Green Skinned Marauders


As soon as humans began to explore the deeper regions of the galaxy, they encountered the Green Skinned menace? Devoid of fear and attacking without warning, few settlements avoid their onslaught. Greenskins exist for one sole purpose, to fight!

Each infantry unit below gives you points cost and unit structure to field the “Green Skinned Marauders” faction. To determine the points cost of A squad, add together the costs of individual troopers that will be in your unit (ensuring you follow the structure rules).

Thugz

The standard troops of the green skinned menace are taller than a man and almost twice the width. Unaturaly strong, they can carry weapons far larger than a human soldier, but favour massive, large caliber pistols, other shorter ranged weapons and large, brutal close combat weapons.

Structure: Must have a Leader or Experienced Leader, may take one "Specialist" for every 7 other Thugz.

Squad Size: 8 - 20 troops


Member Weapon Ra DM FE AP Notes Points
Leader SMG 4" / 8" 2 0 0 Regular Leader, +1 to close assaults 5
Leader SMG 4" / 8" 2 0 0 Experienced Leader, +1 to close assaults 9
Thug SMG 4" / 8" 2 0 0 +1 to close assaults 5
Specialist Shotgun 4" / 8" 2 2 0 +1 to close assaults 6
Specialist Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 8

Notes

Aggressive: When an aggressive unit marked as Under Fire is activated, if it chooses to move it must be towards the enemy. Any Command Response limitations are ignored.
Shock Troops: Shock Troops add +1 to all Close Assaults.
Slow Firing: Slow Firing units roll only 1d6 to determine Fire Effect if they moved this activation.
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.

Gunnerz

Some of the green skins favour longer range rifles over close combat weapons. These guns are normally large and powerful, but are very often cobbled together from weapons scavenged from battlefields and have a bad habit of backfiring.

Gunnerz are often called cowards by other green skins but very few would refuse to have backup from the long range weapons these guys bring to a fight.

Structure: Must have a Leader or Experienced Leader, may have one Specialist per 4 other models.

Squad Size: 5 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Carbine 4" / 20" 3 0 0 Regular Leader 5
Leader Gauss Carbine 4" / 20" 3 0 0 Experienced Leader 9
Gunner Gauss Carbine 4" / 20" 3 0 0 5
Specialist SAW 4" / 24" 2 2 0 7
Specialist Grenade Launcher 4" / 8" 2 0 1 +1D6 Fire Effect 7

Notes

Shock Troops: Shock Troops add +1 to all Close Assaults.
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Big Thugz

To the green skins, might makes right and the mightier you are, the righter you are! Big Thugz are some of the largest of all green skins, they revel in battle and lead lesser warriors into the fight from the front lines.

Structure: Must have a Leader or Experienced Leader, may have one Specialist.

Squad Size: 4 - 8 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Pistol 4" / 12" 3 0 0 Regular Leader, +1 to close assaults 12
Leader Gauss Pistol 4" / 12" 3 0 0 Experienced Leader, +1 to close assaults 18
Thug Gauss Pistol 4" / 12" 3 0 0 +1 to close assaults 12
Specialist Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 15
Specialist Grenade Launcher 4" / 8" 2 0 1 +1D6 Fire Effect 15

Notes

Berserk: A squad with this trait will ignore the effects of being Under Fire or Pinned if they activate within close assault range of an enemy unit.

However they must charge into hand-to-hand combat with the nearest enemy unit, and receive a +2 to their Close Assault.
Disruptive Charge: When this unit charges into close combat it sends it's opponent into disarray. Because of this the opponent suffers a -2 penalty to fire effect on their free attack when receiving a charge from this unit. from this unit.
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Whizzers

Some of the green skins take to using improvised jet packs made from old missiles to fly into battle. Most think they are crazy, including other green skins, but they are brutally effective!

Structure: Must have a Leader or Experienced Leader

Squad Size: 4 - 8 troops


Member Weapon Ra DM FE AP Notes Points
Leader SMG 4" / 8" 2 0 0 Regular Leader, +1 to close assaults 8
Leader SMG 4" / 8" 2 0 0 Experienced Leader, +1 to close assaults 15
Whizzer SMG 4" / 8" 2 0 0 +1 to close assaults 8

Notes

Jet Packs: This unit is equipped with some form of device that allows far greater movement than regular infantry. Adding this trait allows the unit to use the “Jet Packs” advanced rule.
Shock Troops: Shock Troops add +1 to all Close Assaults.
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.

Exo Suits

Green Skinned Powered Armour is of a crude design, but combined with the natural strength and endurance of their species is still deadly (is a little slow).

Structure: Must have a Leader or Experienced Leader

Squad Size: 3 - 6 troops


Member Weapon Ra DM FE AP Notes Points
Leader Flamethrower 4" / 4" 2 0 2 Experienced Leader, +1D6 to fire effect, +1 to close assaults 19
Leader SAW 4" / 24" 2 2 0 Experienced Leader 19
Leader Gauss Carbine 4" / 20" 3 0 0 Regular Leader 14
Exo Suit Gauss Carbine 4" / 20" 3 0 0 14
Exo Suit None 4" / 0" 0 0 0 12
Leader Gauss Carbine 4" / 20" 3 0 0 Experienced Leader 18

Notes

Assault Troops: +2 to all Close Assaults.
Slow: Slow units suffer a penalty of -2” to their base movement rate.
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Boss

Some green skins quickly prove that they are more cunning and brutal than most of their comrades. These individuals will quickly go on to become leaders of small warbands and if they prove their worth, fight their way all the way to a warlord.


Weapon Ra DM FE AP Misc Points
Gauss Pistol 4" / 12" 3 0 0 +1 to close assaults 43

Notes

Personality: One "Personality" of your choice.
Frenzied: Each frenzied model receives 1 additional kill roll in assault combat. This is cumulative with any other additional rolls obtained.
Hero: This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.
Resilient (2): Gain 2 wounds, each "wound" looses one point, each "kill" looses two
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Total Points: 43

Warlord

Green Skins hordes are always lead by a warlord, who are either the biggest, nasties warriors around. You don't want to mess with one of these in combat!


Weapon Ra DM FE AP Misc Points
Gauss Carbine 5" / 25" 3 0 0 123

Notes

Personality: One "Personality" of your choice.
Berserk: A squad with this trait will ignore the effects of being Under Fire or Pinned if they activate within close assault range of an enemy unit.

However they must charge into hand-to-hand combat with the nearest enemy unit, and receive a +2 to their Close Assault.
Frenzied: Each frenzied model receives 1 additional kill roll in assault combat. This is cumulative with any other additional rolls obtained.
Hero: This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.
Resilient (3): Gain 3 wounds, each "wound" looses one point, each "kill" looses two
Tough: Squads that are Tough gain a +1 bonus to their Armour Rating.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Total Points: 123

Bikerz

Some Green Skins REALLY love speed, so much so they devote their lives to anything that can help them go fast! Many choose to build massive motorbikes that can travel at very high speed. Many of these bikers find a place in Greenskin hordes.

Type: Light Transport
Crew: 1


Weapon Ra DM FE AP Misc Points
General Purpose MG 4" 3 3 0

Total Points: 36

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