GF - Divers of Hell v1.1
Name [size] Qua Def Equipment Special Rules Cost
Hell Marshal [1]
4+
4+
Carbine (18", A2)CCW (A1)
Ambush, Fearless, Hero, Tough(3)
50pts
Scout Marshal [1]
4+
5+
Carbine (18", A2)CCW (A1)
Ambush, Fearless, Hero, Stealth, Tough(3)
50pts
Heavy Marshal [1]
4+
4+
Carbine (18", A2)CCW (A1)
Ambush, Fearless, Hero, Protected, Slow, Tough(3)
50pts
Special Citizens [10]
6+
5+
10x Pistol (12", A1)10x CCW (A2)
-
75pts
SuperTerraMarineCorps [5]
5+
5+
5x Carbine (18", A2)5x CCW (A1)
Disciplined, Fearless
90pts
Divers [3]
4+
4+
3x Carbine (18", A2)3x CCW (A1)
Ambush, Fearless, Regeneration
85pts
Scout Divers [3]
4+
5+
3x Carbine (18", A2)3x CCW (A1)
Ambush, Fearless, Regeneration, Stealth
85pts
Heavy Divers [3]
4+
4+
3x Carbine (18", A2)3x CCW (A1)
Ambush, Fearless, Protected, Regeneration, Slow
80pts
Dive Turrets [3]
3+
4+
3x Machinegun (30", A3)
Ambush, Immobile, Robot, Tough(3)
185pts
Attack Bike [1]
4+
4+
Machinegun (30", A3)
Fast, Impact(6), Scout, Tough(6)
135pts
Exosuit [1]
4+
2+
Minigun (24", A4, AP(1))Twin Grenade Launcher (24", A2, Blast(3))Stomp (A2, AP(1))
Ambush, Fear(2), Fearless, Tough(9)
285pts
Assault Vehicle [1]
4+
2+
Autocannon (36", A3, AP(2))2x Machinegun (30", A3)
Fast, Impact(6), Tough(9), Transport(6)
310pts
Tank Destroyer [1]
4+
2+
Anti-Tank Cannon (30", A1, AP(3), Deadly(6))Machinegun (30", A3)
Fast, Impact(6), Protected, Tough(9)
320pts
Diving Eagle [1]
4+
2+
Minigun (24", A4, AP(1))Rocket Battery (24", A2, AP(1), Blast(3), Indirect)
Aircraft, Tough(6), Transport(6)
270pts
STMC Artillery [1]
4+
2+
ICBM (36", A1, AP(4), Blast(12), Indirect, Limited)
Entrenched, Immobile, Tough(6)
155pts
Special Rules

Advanced Tactics: Once per this unit's activation, before attacking, pick one other friendly unit within 12”, which may move by up to 6".

Ammo Box: This model and its unit get AP(+1) when shooting.

Beacon: Friendly units using Ambush may ignore distance restrictions from enemies if they are deployed within 6” of this model.

Beam: Unmodified rolls of 6 to hit deal two extra hits (only the original hit counts as a 6 for special rules).

Company Standard: Once per this unit's activation, pick 2 friendly units within 12”, which get +1 to their next morale test roll.

Disciplined: This model gets +1 to hit rolls when shooting at enemies within 12".

Explode(X): If this model is killed in melee, the attacking unit takes X hits. If this model survives melee, after both sides have finished attacking, it is immediately killed, and the enemy unit takes X hits.

Protected: When units where all models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).

Repair: Once per this model's activation, before attacking, if within 2” of a model with Tough, roll one die. On a 2+ you may remove D3 wounds from that model.

Robot: Whenever a unit where most models have this rule fails a morale test, it counts as passed instead. Then, roll as many dice as the number of wounds it would take to fully destroy it, and for each result of 1-3 the unit takes one wound, which can't be ignored.

Warning Cry: Enemy units can’t be set up within 12” of this model when using Ambush.

Divers of Hell Army Spells
Missile Strike (1): Target enemy unit within 9" takes 1 hit with AP(2) and Deadly(3).
Static Field (1): Target enemy unit within 18" gets -2" next time it Advances, or -4" next time it Charges/Rushes.
Incendiary Bombs (2): Target enemy unit within 18” takes 1 hit with Blast(6).
Resupply (2): Target 2 friendly units within 12" get AP(+1) next time they shoot when using a Hold action.
Orbital Cannon (3): Target enemy unit within 9" takes 1 hit with AP(2) and Deadly(6).
Priority Target (3): Target enemy model within 12" takes 3 hits with AP(4).
2
GF - Divers of Hell v1.1
Hell Marshal [1] - 50 pts
Quality 4+ Defense 4+
Carbine (18", A2)
CCW (A1)
Ambush, Fearless, Hero, Tough(3)
Replace one Carbine:
free Heavy Rifle (24", A1, AP(1))
free Shotgun (12", A2, AP(1))
Upgrade with one:
+15pts Liberty Flag (Company Standard)
+40pts Stratagems (Caster(+2))
+50pts Commander (Advanced Tactics)
+60pts Supply Pack (Ammo Box)
Scout Marshal [1] - 50 pts
Quality 4+ Defense 5+
Carbine (18", A2)
CCW (A1)
Ambush, Fearless, Hero, Stealth, Tough(3)
Replace one Carbine:
free Heavy Rifle (24", A1, AP(1))
free Shotgun (12", A2, AP(1))
Upgrade with one:
+15pts Liberty Flag (Company Standard)
+40pts Stratagems (Caster(+2))
+50pts Commander (Advanced Tactics)
+60pts Supply Pack (Ammo Box)
Heavy Marshal [1] - 50 pts
Quality 4+ Defense 4+
Carbine (18", A2)
CCW (A1)
Ambush, Fearless, Hero, Protected, Slow, Tough(3)
Replace one Carbine:
free Heavy Rifle (24", A1, AP(1))
free Shotgun (12", A2, AP(1))
Upgrade with one:
+15pts Liberty Flag (Company Standard)
+40pts Stratagems (Caster(+2))
+50pts Commander (Advanced Tactics)
+60pts Supply Pack (Ammo Box)
Special Citizens [10] - 75 pts
Quality 6+ Defense 5+
10x Pistol (12", A1)
10x CCW (A2)
Upgrade one models with one:
+10pts High Priority (Beacon)
+35pts Engineers (Repair)
+50pts Command Team (Advanced Tactics)
Replace any Pistol:
+5pts Heavy Pistol (12", A1, AP(1))
+5pts Plasma Pistol (12", A1, AP(4))
+5pts Shred Pistol (9", A2, Rending)
SuperTerraMarineCorps [5] - 90 pts
Quality 5+ Defense 5+
5x Carbine (18", A2)
5x CCW (A1)
Disciplined, Fearless
Replace one Carbine:
+5pts Grenade Launcher (24", A1, Blast(3))
+10pts Flamethrower (12", A1, Blast(3), Reliable)
+10pts Machinegun (30", A3)
+10pts Rocket Launcher (18", A1, AP(2), Deadly(3))
Divers [3] - 85 pts
Quality 4+ Defense 4+
3x Carbine (18", A2)
3x CCW (A1)
Ambush, Fearless, Regeneration
Replace any Carbines:
free Heavy Rifle (24", A1, AP(1))
free Shotgun (12", A2, AP(1))
+5pts Plasma Rifle (24", A1, AP(4))
+10pts Beam Rifle (24", A2, Beam)
+20pts Lightning Gun (24", A2, Lock-On, Rending)
+25pts Sniper Rifle (30", A1, AP(1), Sniper)
Replace any Carbine:
+10pts Grenade Launcher (24", A1, Blast(3))
+10pts Toxin Spewer (12", A1, Blast(3), Poison, Reliable)
+10pts Flamethrower (12", A1, Blast(3), Reliable)
+15pts Machinegun (30", A3)
+25pts Beam Cannon (30", A3, Beam)
+30pts Rail Cannon (30", A1, AP(2), Deadly(3))
+40pts Autocannon (36", A3, AP(2))
+40pts Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On)
Replace any Carbine and CCW:
free Heavy Pistol (12", A1, AP(1))CCW (A2)
+5pts Machine Pistol (9", A2, Rending)CCW (A2)
+5pts Beam Pistol (12", A2, Beam)CCW (A2)
+5pts Plasma Pistol (12", A1, AP(4))CCW (A2)
Upgrade two models with one:
+5pts Disposable Rocket (18", A1, AP(2), Deadly(3), Limited)
Upgrade all models with one:
+5pts Environment Gear (Strider)
+10pts Drone Support (Warning Cry)
Scout Divers [3] - 85 pts
Quality 4+ Defense 5+
3x Carbine (18", A2)
3x CCW (A1)
Ambush, Fearless, Regeneration, Stealth
Replace any Carbines:
free Heavy Rifle (24", A1, AP(1))
free Shotgun (12", A2, AP(1))
+5pts Plasma Rifle (24", A1, AP(4))
+10pts Beam Rifle (24", A2, Beam)
+20pts Lightning Gun (24", A2, Lock-On, Rending)
+25pts Sniper Rifle (30", A1, AP(1), Sniper)
Replace any Carbine:
+10pts Grenade Launcher (24", A1, Blast(3))
+10pts Toxin Spewer (12", A1, Blast(3), Poison, Reliable)
+10pts Flamethrower (12", A1, Blast(3), Reliable)
+15pts Machinegun (30", A3)
+25pts Beam Cannon (30", A3, Beam)
+30pts Rail Cannon (30", A1, AP(2), Deadly(3))
+40pts Autocannon (36", A3, AP(2))
+40pts Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On)
Replace any Carbine and CCW:
free Heavy Pistol (12", A1, AP(1))CCW (A2)
+5pts Machine Pistol (9", A2, Rending)CCW (A2)
+5pts Beam Pistol (12", A2, Beam)CCW (A2)
+5pts Plasma Pistol (12", A1, AP(4))CCW (A2)
Upgrade two models with one:
+5pts Disposable Rocket (18", A1, AP(2), Deadly(3), Limited)
Upgrade all models with one:
+5pts Environment Gear (Strider)
+10pts Drone Support (Warning Cry)
3
GF - Divers of Hell v1.1
Heavy Divers [3] - 80 pts
Quality 4+ Defense 4+
3x Carbine (18", A2)
3x CCW (A1)
Ambush, Fearless, Protected, Regeneration, Slow
Replace any Carbines:
free Heavy Rifle (24", A1, AP(1))
free Shotgun (12", A2, AP(1))
+5pts Plasma Rifle (24", A1, AP(4))
+10pts Beam Rifle (24", A2, Beam)
+20pts Lightning Gun (24", A2, Lock-On, Rending)
+25pts Sniper Rifle (30", A1, AP(1), Sniper)
Replace any Carbine:
+10pts Grenade Launcher (24", A1, Blast(3))
+10pts Toxin Spewer (12", A1, Blast(3), Poison, Reliable)
+10pts Flamethrower (12", A1, Blast(3), Reliable)
+15pts Machinegun (30", A3)
+25pts Beam Cannon (30", A3, Beam)
+30pts Rail Cannon (30", A1, AP(2), Deadly(3))
+40pts Autocannon (36", A3, AP(2))
+40pts Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On)
Replace any Carbine and CCW:
free Heavy Pistol (12", A1, AP(1))CCW (A2)
+5pts Machine Pistol (9", A2, Rending)CCW (A2)
+5pts Beam Pistol (12", A2, Beam)CCW (A2)
+5pts Plasma Pistol (12", A1, AP(4))CCW (A2)
Upgrade two models with one:
+5pts Disposable Rocket (18", A1, AP(2), Deadly(3), Limited)
Upgrade all models with one:
+5pts Environment Gear (Strider)
+10pts Drone Support (Warning Cry)
Dive Turrets [3] - 185 pts
Quality 3+ Defense 4+
3x Machinegun (30", A3)
Ambush, Immobile, Robot, Tough(3)
Replace any Machinegun:
+5pts Mines (Explode(+6))
+5pts Lightning Gun (24", A2, Lock-On, Rending)
+20pts Rail Cannon (30", A1, AP(2), Deadly(3))
+35pts Autocannon (36", A3, AP(2))
Attack Bike [1] - 135 pts
Quality 4+ Defense 4+
Machinegun (30", A3)
Fast, Impact(6), Scout, Tough(6)
Exosuit [1] - 285 pts
Quality 4+ Defense 2+
Minigun (24", A4, AP(1))
Twin Grenade Launcher (24", A2, Blast(3))
Stomp (A2, AP(1))
Ambush, Fear(2), Fearless, Tough(9)
Replace one Minigun:
+10pts Rapid Heavy Flamer (12", A2, AP(1), Blast(3), Reliable)
+65pts Twin Autocannon (36", A6, AP(2))
Replace one Twin Grenade Launcher:
+40pts Heavy Cannon (30", A2, AP(2), Deadly(3))
+70pts Twin Autocannon (36", A6, AP(2))
Assault Vehicle [1] - 310 pts
Quality 4+ Defense 2+
Autocannon (36", A3, AP(2))
2x Machinegun (30", A3)
Fast, Impact(6), Tough(9), Transport(6)
Replace one Autocannon:
+25pts Heavy Cannon (30", A2, AP(2), Deadly(3))
Tank Destroyer [1] - 320 pts
Quality 4+ Defense 2+
Anti-Tank Cannon (30", A1, AP(3), Deadly(6))
Machinegun (30", A3)
Fast, Impact(6), Protected, Tough(9)
Diving Eagle [1] - 270 pts
Quality 4+ Defense 2+
Minigun (24", A4, AP(1))
Rocket Battery (24", A2, AP(1), Blast(3), Indirect)
Aircraft, Tough(6), Transport(6)
Replace one Rocket Battery:
+25pts Twin Missile Launcher (30", A2, AP(2), Deadly(3), Lock-On)
+30pts Strike Missile (30", A1, AP(3), Deadly(6), Lock-On)
STMC Artillery [1] - 155 pts
Quality 4+ Defense 2+
ICBM (36", A1, AP(4), Blast(12), Indirect, Limited)
Entrenched, Immobile, Tough(6)
Replace one ICBM:
+30pts Twin Missile Launcher (30", A2, AP(2), Deadly(3), Lock-On)
+95pts Artillery Cannon (36", A3, AP(1), Blast(3), Indirect)
4