Human Defense Force • 4000pts Human Defense Force 3.4.
Company Leader [1] - 95pts 6x Infantry Squad [10] - 120pts Storm Troopers [10] - 295pts
Quality 4+ Defense 4+ Tough 3 Quality 5+ Defense 5+ Quality 4+ Defense 4+
Hero, Tough(3), Defense(1)*, Take Aim 1x Field Radio Ambush, Strider, 1x Medical Training
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Master Pistol 12" A2 - - 10x Rifles 24" A1 - - 8x Heavy Rifles 24" A1 1 -
Energy Sword - A2 1 Rending 10x CCWs - A1 - - 9x CCWs - A1 - -
Upgrade SPE Sgt. Heavy Pistol 12" A1 1 -
Weapon Teams [3] - 180pts
Heavy Armor Defense(1)* Energy Sword - A2 1 Rending
Forward Observer Take Aim Quality 5+ Defense 5+ Tough 3 Fusion Rifle 12" A1 4 Deadly(3)
*Defense bonus from items are already included in the Def stat. Tough(3)
Snipers [3] - 120pts
Weapon RNG ATK AP SPE
Company Leader [1] - 105pts
3x Crews - A2 - - Quality 5+ Defense 5+
Quality 4+ Defense 5+ Tough 3 3x Laser Cannons 36" A1 3 Deadly(3) Scout, Stealth
Hero, Tough(3), Focus Fire
Weapon Teams [3] - 135pts Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE 3x Sniper Rifles 30" A1 1 Sniper
Master Pistol 12" A2 - - Quality 5+ Defense 5+ Tough 3 3x CCWs - A1 - -
CCW - A2 - -
Tough(3)
Upgrade SPE
Weapon RNG ATK AP SPE
2x Light APC [1] - 250pts
Munitioner Focus Fire
3x Mortars 30" A1 - Blast(3), Indirect Quality 4+ Defense 2+ Tough 6
Company Leader [1] - 90pts 3x Crews - A2 - - Fast, Impact(3), Tough(6), Transport(11), Strider
Veterans [10] - 225pts Weapon RNG ATK AP SPE
Quality 4+ Defense 5+ Tough 3 Heavy Machinegun 30" A3 1 -
Hero, Tough(3), Double Time Quality 4+ Defense 4+ Laser Machinegun 30" A3 3 -
Weapon RNG ATK AP SPE Upgrade SPE
1x Field Radio, 1x Medical Training, Defense(1)*
Master Pistol 12" A2 - -
Dozer Blade
Weapon RNG ATK AP SPE Strider
Energy Sword - A2 1 Rending 8x Rifles 24" A1 - -
Upgrade SPE Battle Tank [1] - 470pts
9x CCWs - A1 - -
Commander Double Time Sgt. Pistol 12" A1 - - Quality 4+ Defense 2+ Tough 12
Sgt. Hand Weapon - A2 - -
Company Leader [1] - 75pts Fast, Impact(6), Tough(12)
Fusion Rifle 12" A1 4 Deadly(3) Weapon RNG ATK AP SPE
Quality 4+ Defense 5+ Tough 3 Upgrade SPE Anti-Tank Cannon 30" A1 3 Deadly(6)
Hero, Tough(3), Caster(2) Heavy Armor Defense(1)* Twin Heavy Machinegun 30" A6 1 -
Weapon RNG ATK AP SPE *Defense bonus from items are already included in the Def stat.
Laser Cannon 36" A1 3 Deadly(3)
Master Pistol 12" A2 - -
CCW - A2 - -
Upgrade SPE
Psy-Hacker Caster(2)
2x Combat Walker [1] - 300pts
Quality 4+ Defense 2+ Tough 12
Fear(2), Furious, Tough(12), Protected
Weapon RNG ATK AP SPE
Gatling Gun 18" A6 - -
Stomp - A4 1 -
Upgrade SPE
Combat Shield Protected
2x Field Artillery [1] - 195pts
Quality 4+ Defense 2+ Tough 6
Entrenched, Slow, Tough(6)
Weapon RNG ATK AP SPE
Artillery Crew - A3 - -
Field Cannon 30" A2 2 Blast(3)
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Impact: Roll X dice when attacking after charging, unless fatigued. For each 2+ the
Ambush: May be set aside before deployment. At the start of any round after the target takes one hit.
first, may be deployed anywhere over 9” away from enemy units. Players alternate Indirect: Gets -1 to hit rolls when shooting after moving. May target enemies that
in placing Ambush units, starting with the player that activates next. Units that are not in line of sight as if in line of sight, and ignores cover from sight
deploy via Ambush can’t seize or contest objectives on the round they deploy. obstructions.
Blast: Ignores cover, and after resolving other special rules, each hit is multiplied Medical Training: This model and its unit get Regeneration.
by X, where X is up to as many hits as models in the target unit. Protected: When units where all models have this rule take hits, those hits count
Caster: Gets X spell tokens at the start of each round, but can’t hold more than 6 as having AP(-1), to a min. of AP(0).
tokens at once. At any point before attacking, spend as many tokens as the spell’s Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
value to try casting one or more spells (only one try per spell). Roll one die, on 4+
resolve the effect on a target in line of sight. Models within 18” in line of sight of Rending: Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).
the caster’s unit may spend any number of spell tokens at the same time before Scout: May be set aside before deployment. After all other units are deployed,
rolling, to give the caster +1/-1 to the roll per token. must be deployed and may then be placed anywhere within 12” of their position.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly Players alternate in placing Scout units, starting with the player that activates
must be resolved first, and these wounds don’t carry over to other models if the next.
original target is killed. Slow: Moves -2" when using Advance, and -4” when using Rush/Charge.
Defense: Gets +X to Defense rolls. Sniper: Shoots at Quality 2+, and each model with Sniper may pick any model in
Double Time: Once per this unit's activation, before attacking, pick one other the target unit as its individual target, which is resolved as if it was a unit of 1.
friendly unit within 12", which may move by up to 6". Sniper shooting must be resolved before other weapons.
Entrenched: Enemies get -2 to hit when shooting at this model from over 9" away, Stealth: Enemies get -1 to hit rolls when shooting at units where all models have
as long as it hasn’t moved since the beginning of its last activation. this rule from over 9" away.
Fast: Moves +2" when using Advance, and +4” when using Rush/Charge. Strider: May ignore the effects of difficult terrain when moving.
Fear: This model counts as having dealt +X wounds when checking who won Take Aim: Once per this unit's activation, before attacking, pick one friendly unit
melee. within 12", which gets +1 to hit next time it shoots.
Field Radio: If this unit has a model with the Double Time, Focus Fire or Take Aim Tough: This model must take X wounds before being killed. If a model with tough
rule, then it may use it on units that have a Field Radio up to 24" away. joins a unit without it, then it is removed last when the unit takes wounds. Note
that you must continue to put wounds on the tough model with most wounds in
Focus Fire: Once per this unit's activation, before attacking, pick one friendly unit the unit until it is killed, before starting to put them on the next tough model
within 12", which gets AP(+1) next time it shoots. (heroes must be assigned wounds last).
Furious: When charging, unmodified rolls of 6 to hit in melee deal one extra hit Transport: May transport up to X models or Heroes with up to Tough(6), and non-
(only the original hit counts as a 6 for special rules). Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit with units inside, and units may enter/exit by using any move action, but must
without another Hero. The hero may take morale tests on behalf of the unit, but stay fully within 6" of it when exiting. When a transport is destroyed, units inside
must use the unit’s Defense until all other models have been killed. must take a dangerous terrain test, are Shaken, and must be placed fully within 6”
of the transport before removing it.
Human Defense Force Army Spells
Foresight (1): Target friendly unit within 12" gets +1 to hit rolls next time it shoots.
Flame Breath (1): Target enemy unit within 12" takes 2 hits with AP(2).
Protective Dome (2): Target 3 friendly units within 12" get Stealth next time they are shot at.
Expel (2): Target enemy unit within 12" takes 1 hit with AP(4) and Deadly(3).
Psychic Speed (3): Target 2 friendly units within 12" move +3" next time they Advance, or +6" next time they Rush/Charge.
Tempest (3): Target enemy unit within 18” takes 1 hit with Blast(12).