presents - onyx's hobby blog welcome to war without end 2011 ... - death korps of krieg ......
TRANSCRIPT
Presents
Welcome to War Without End 2011 – A campaign for Epic Armageddon.
Thankyou for taking the time to download this player’s pack for the Epic Armageddon: War Without End campaign. The Tabletop Gamers Association is proud to support the game of Epic Armageddon® and as a player in this campaign it is hoped you will enjoy all that is on offer. It is highly advisable to read this entire document so you are clear on what is expected to make everything run smoothly. If you should have any questions or problems they can be directed to me: • In person at the Tabletop Gamers Association on Sundays (my name is Steve) • Via www.westgamer.com (username Onyx) • Via www.blackwidowmechworks.com (username Onyx)
VENUE The Tabletop Gamers Association club rooms are located in the Main Hall at:
HIGGINS PARK TENNIS CLUB Inc. CORNER OF PLAYFIELD STREET & DEVENISH STREET
EAST VICTORIA PARK WA, 6101
TGA maintains a very well stocked kiosk and lunch will also be available during the day at a very reasonable cost. Alcohol is strictly prohibited during the campaign. It costs $3 to attend TGA. There is a great loyalty scheme in place for regular attendees to TGA. Ask Adam or Cam for details. War Without End 2011 will commence on Sunday May 29th 2011.
The rules that we will be using are available for download from here – Epic Armageddon Compendium. http://onyxworkshop.files.wordpress.com/2010/05/ea-compendium-2-1_rules-only.pdf These are the latest rules available for Epic Armageddon with all the official up to date errata included. The army lists that we will be using are: - Codex Astartes - White Scars - Scions of Iron - Space Wolves - Steel Legion - Baran Siegemasters - Minervan Legion - Death Korps of Krieg - War Gryphons Titan Legion - Ghazgkhull's Warhorde - Burning Death Speed Freeks - Biel-Tan - Saim-Hann - Black Legion - Stigmatus Covenant Cultist Chaos Army (Lost & the Damned)- World Eaters- Emperor's Children- Thousand Sons- Death Guard - Red Corsairs - Dark Eldar-Kabal of Pain's Way - Necrons - Tau Army lists at the bottom of this file
All games are to be played at TGA Central. All games will be played on a 6’x4’ board. We’ll be sticking to the Epic Armageddon tournament scenario (with various points limits outlined below). This will mean that each player will need 3 objective markers (1 as a Blitzkrieg objective and 2 to place on the opponents side of the table). Objective markers can be anything from a small card marker to a more detailed terrain piece. Objectives do not provide cover or block line of sight, they are simply to signify important areas on the board. To find out if a formation is claiming/contesting an objective simply measure from the center of the objective. If any part of your formation is within 15cm of the center of the objective it is claimed/contested. We’ll be using a Planetary Empires map to record the progress of the campaign (see below). Upon playing your first game, you will be given a Home sector to be placed on the outer edge of the campaign map. You can never lose this Home sector no matter what. Every week after your first game, you are also able to claim an unowned sector as a reward for turning up and playing (regardless of whether you win or lose). Once a game is finished, the victor can choose a single unclaimed sector on the outer ring of the map. Once all the outer ring sectors are captured you can choose any unclaimed sectors on the inner ring. The starport at the middle of the map can only be claimed once all other sectors are owned. If there’s no clear winner after your game, use the Victory Points system to work out the victor (no draws, if you win by 1 Victory Point, you win the game). If players have spare infantry miniatures left over from their army, these can be painted up and used to mark who owns each territory (5-10 miniatures should be enough). I’ll provide some Blu-Tac to hold the miniatures in place. I have some spare miniatures from most races or I can provide painted flags which can also be used to signify claimed territories. Once all sectors have been claimed, players can issue challenges to each other to try and capture a sector from their opponent. The winner of one of these battles can claim one sector from their opponent. The winner can choose whichever sector they want except the opponents Home sector. Challenges should not be refused! Each sector is worth the following points: - Each plain sector =1pt - The 3 Sectors with buildings on the inner ring =2pts - The Starport at the center of the board =3pts The campaign will run for 6 weeks. The player at the end of the campaign with the most points will be the winner. If there is a tie, then victory will be claimed by the best presented army of the tied players (to be judged by Cam and Adam of TGA). This is a shameless attempt to give players more encouragement to field painted/customised armies!
Campaign Rules
All games played between May 29th and June 5th will be limited to 2000pts per side. No War Engine over 6 DC is allowed to be used (this means that Warhounds, Supa Stompas, Revenants, Super Heavy Tanks etc are allowed but no Warlords, Gargants, etc). All games between June 12th and June 19th will be limited to 2500pts per side. No limit on War Engines allowed (except no Emperor Titans permitted). All games between June 26th and July 3rd will be limited to 3000pts per side. No limit on War Engines allowed. Emperor Titans are allowed in these games (indeed they are encouraged… I’d love to see the mightiest War Engines in battle). No player is allowed to go over the points limit at all (no 3005pt army lists please). A player must stick to the same army for the whole campaign. A player can obviously make any legal army from that list each week. There is no requirement to stick with the same list each game. As long as your army is legal and from the same army each week, everything will be fine (i.e. if you are using the Codex Astartes army, you must continue to build all your lists for the entire campaign using the Codex Astartes list). Players should take it in turns to place the terrain as they see fit. 12 pieces of terrain should be used in each game (as per the official tournament scenario). 1 piece of terrain is an object approximately 15-30cm across. All these details are described in the compendium linked above. TGA has some Epic Terrain available for all players to use. In addition, I’ll be able to leave some of my Epic terrain at TGA that all campaign players are free to use at the club. If any of it goes missing, I will immediately remove all my terrain and reconsider the future of the campaign. Any players who have their own terrain are encouraged to bring it with them if they wish. TGA will store terrain for us but they will not accept any responsibility for lost/stolen items. All players are encouraged to play fair and hard whilst being courteous and helpful to each other. Please remember that for some of the participants, this will be their first experience of Epic Armageddon and we need to make it a positive one. For newcomers to the game, please feel free to ask questions of those who may know the game a little better, it’s a great way to learn! If anyone wants to run their lists past me first I am happy to help. I will be taking part in the campaign and I will be using the Necron list.
As a little bit of fun, I’d love to run a mega battle on the 17th of July. If we can get enough players to participate, I propose that 2 teams be drawn up (either randomly or 2 teams - Imperial versus Non Imperial) with each player providing a legal 2000 or 3000pt army (dependant on the number of players). A massive table would be set up at TGA and we could spend the whole day having the biggest battle Perth has seen since last year (there were 20 Leman Russ tanks, an Imperator Titan, a Warlord Titan, 9 Manticores, 6 Warhounds and much more at last years mega battle). This should make most Apocalypse games look like a tiny skirmish! Players could use any legal list (we don’t have to stick with what we used in thecampaign) from those available for the campaign.We’ll announce more details of this if it looks like we will get enough players. An Epic Armageddon tournament will be run on July 10th. It will be at TGA. It will be a 1 day event with 3 games to be played at 3000pts per army. More details as things are finalised.
http://traitor-legion.appspot.com/indexNETEA.htmlUseful link to GREAT army building website. Thanks for reading, Steve.
NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 1
1.1 SPACE MARINES 1.1.1 GENERAL SPACE MARINES SPECIAL RULES 1.1.1.1 "And They Shall Know No Fear" Space Marines are renowned for their tenacity and bravery. This is represented by the following rules: • It takes two Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any left over Blast markers). • Space Marine formations are only broken if they have two Blast markers per unit in the formation. • Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines. • When a broken Space Marine formation rallies then it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the leader special ability remove 2 Blast markers instead of 1.
1.1.1.2 Space Marines Transports The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the formation; you can’t take extras along to cover any losses! Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having ‘plus transport’ in the units section of the army list below. Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you may do so. In addition, you may choose to replace a detachment’s Rhinos with Drop Pods. If you do this then the detachment will enter play in a Drop Pod using the rules for planetfall (see section 4.4). Note that if you choose to do this you will also require at least one Space Marine Strike Cruiser or Battle Barge to deploy the drop pods from. Choosing transport options is part of the army selection process. Portions of a formation may be left behind during deployment (to garrison, for example) the decision to exchange options, even “free” ones, must be determined when the army list is determined.
1.1.2 GENERAL SPACE MARINE UNITS 1.1.2.1 GENERAL SPACE MARINE CHARACTERS
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Power Weapon (contact) (Assault Weapons), EA (+1), MW Captain
NOTES Invulnerable Save, Leader, Commander CH n/a n/a n/a n/a Power Weapon (contact) (Assault Weapons), EA (+1), MW Chaplain
NOTES Invulnerable Save, Leader, Inspiring CH n/a n/a n/a n/a Power Weapon
Smite (contact) (15cm)
(Assault Weapons), EA (+1), MW (Small Arms), EA (+1), MW
Librarian
NOTES Invulnerable Save, Leader CH n/a n/a n/a n/a Power Weapon (contact) (Assault Weapons), EA (+1), MW Supreme
Commander NOTES Invulnerable Save, Supreme Commander 1.1.2.2 GENERAL SPACE MARINE INFANTRY
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 30cm 4+ 3+ 5+ Chainswords
Bolt pistols (contact) (15cm)
(Assault Weapons) (Small Arms)
Assault
NOTES Jump Packs INF 35cm 4+ 3+ 4+ Chainswords
Bolters (contact) (15cm)
(Assault Weapons) (Small Arms)
Bike
NOTES Mounted INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Devastator
NOTES -- INF 15cm 5+ 4+ 5+ Shotguns
Heavy Bolter (15cm) 30cm
(Small Arms) AP5+
Scout
NOTES Scout, Infiltrator INF 15cm 4+ 4+ 4+ Bolters
Missile Launcher (15cm) 45cm
(Small Arms) AP5+/AT6+
Tactical
NOTES -- INF 15cm 4+ 3+ 3+ Power Weapons
Storm Bolters 2x Assault Cannon
(contact) (15cm) 30cm
(Assault Weapons), EA (+1), MW (Small Arms) AP5+/AT5+
Terminator
NOTES Reinforced Armour, Teleport, Thick Rear Armour 1.1.2.3 GENERAL SPACE MARINE LIGHT VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Attack Bike
NOTES Counts as a Bike for transport purposes. LV 35cm 4+ 6+ 5+ Multi-melta (15cm) AND
15cm (Small Arms), MW MW5+
Land Speeder
NOTES Skimmer, Scout LV 35cm 4+ 6+ 5+ Assault Cannon
Heavy Bolter 30cm 30cm
AP5+/AT5+ AP5+
Land Speeder Tornado
NOTES Skimmer, Scout LV 35cm 4+ 6+ 5+ Twin Typhoon Missile
Heavy Bolter 45cm 30cm
AP3+/AT5+ AP5+
Land Speeder Typhoon
NOTES Skimmer, Scout
NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 2
1.1.2.4 GENERAL SPACE MARINE ARMOURED VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
AV 15cm 3+ 4+ 4+ Missile Launcher Twin Lascannon OR Power Fist Assault Cannon
45cm 45cm (contact) 30cm
AP5+/AT6+ AT4+ (Assault Weapons), EA (+1), MW AP5+/AT5+
Dreadnought
NOTES Walker, A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) OR a Power Fist and Assault Cannon (Tactical), not both – select one option before the game.
special immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Drop Pod NOTES Planetfall, Transport (may carry one formation that includes only Tactical, Devastator and Dreadnought units)
Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim a crossfire.
AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Hunter NOTES --
AV 25 cm 4+ 6+ 4+ Twin Heavy Bolter 2x Twin Lascannon
30cm 45cm
AP4+ AT4+
Land Raider
NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator and Scout) AV 25 cm 4+ 5+ 5+ Frag Launchers
Pair of Hurricane Bolters Twin Assault Cannon
(contact) (15cm) 30cm
(Assault Weapons) (Small Arms), EA (+2) AP4+/AT4+
Land Raider Crusader
NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 2 Terminator units OR 3 of the following units: Tactical, Devastator and Scout) AV 25 cm 4+ 6+ 5+ Whirlwind Launcher
2x Twin Lascannon 45cm 45cm
1 BP, Indirect Fire AT4+
Land Raider Helios
NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 1 of the following units: Tactical, Devastator and Scout) AV 25cm 4+ 6+ 4+ 4 x Twin Heavy Bolters 30cm AP4+ Land Raider
Prometheus NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry one Terminator unit OR two of the following units: Space Marine Tactical, Devastator and Scout units). Allows characters assigned to unit to replace the commander special ability’s '5cm' restriction with 'any formation on table' for purposes of combined assaults.
AV 25cm 4+ 5+ 3+ Frag Launchers 2x Flamestorm Cannons Twin Assault Cannon
(contact) 15cm 30cm
(Assault Weapons) AP3+, Ignores Cover AP4+/AT4+
Land Raider Redeemer
NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator and Scout) AV 30cm 4+ 6+ 5+ 2x Lascannon
Twin Lascannon 45cm 45cm
AT5+ AT4+
Predator Annihilator
NOTES -- AV 30cm 4+ 6+ 4+ 2x Heavy Bolter
Autocannon 30cm 45cm
AP5+ AP5+/AT6+
Predator Destructor
NOTES -- AV 30cm 4+ 6+ 4+ Autocannon
2 x Heavy Flamer 45cm 15cm AND (15cm)
AP5+/AT6+ AP4+, Ignore Cover (Small Arms), Ignore Cover
Predator Incinerator
NOTES -- AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR
Twin Lascannon 30cm 45cm
AP4+ AT4+
Razorback
NOTES Transport (may carry 1 of the following units: Tactical, Devastator & Scout) A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game.
AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Rhino NOTES Transport (may carry 2 of the following units: Tactical, Devastator and Scout)
AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Vindicator NOTES Walker
AV 15cm 3+ 4+ 4+ Power Fist Multi-melta
(contact) (15cm) AND 15cm
(Assault Weapons), EA (+1), MW (Small Arms), MW MW5+
Vulcan Dreadnought
NOTES Walker AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1 BP, Indirect Fire Whirlwind
NOTES -- 1.1.2.5 GENERAL SPACE MARINE AIRCRAFT AND SPACECRAFT
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER SC n/a n/a n/a n/a Orbital Bombardment n/a 14 BP, MW Battle Barge
NOTES Transport (may carry 60 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 60 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise.
AC/WE
B 4+ 5+ 3+ Storm Bolters 3x Twin Heavy Bolter 2x Twin Lascannon
(15cm) 15cm 45cm
(Small Arms) AP4+/AA5+ AT4+
Landing Craft
NOTES DC4, Planetfall, Fearless, Reinforced Armour, Transport (may carry 12 Space Marine infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
SC n/a n/a n/a n/a Orbital Bombardment n/a 5 BP, MW Strike Cruiser NOTES Transport (may carry 20 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus
20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board)
AC/WE
B 4+ 6+ 4+ Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon
15cm 15cm 30cm 75cm
AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF
Thunderhawk Gunship
NOTES DC2, Planetfall, Reinforced Armour, Transport (may carry 8 of the following units: Tactical, Assault, Devastator, Scout, Bike, Terminator and Dreadnought. Terminators and Dreadnoughts take up two spaces each.) Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board.
AV/WE
Bomber 4+ n/a n/a Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter 2x Hellfire Missiles Turbo Laser
15cm 15cm 30cm 30cm 45cm
AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AT4+, FxF 2x AP5+/AT3+, FxF
Thunderhawk Gunship (Close Air Support)
NOTES DC2, Reinforced Armour Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground.
NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 3
AV/WE
Bomber 4+ n/a n/a Bombs Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon
15cm 15cm 15cm 30cm 75 cm
2 BP, FxF, Ignore Cover AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF
Thunderhawk Gunship (Saturation Bombing)
NOTES DC2, Reinforced Armour Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground.
AV/WE
Bomber 5+ 6+ 4+ 2x Twin Heavy Bolter Defence Mount
15cm AP4+/AA4+ Thunderhawk Transporter
NOTES DC2, Planetfall, Reinforced Armour, Transport (may carry 1 Land Raider or 2 of the following units: Hunter, Predator, Razorback, Rhino, Vindicator, & Whirlwind, plus any infantry units carried in the transported vehicles) Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board.
1.1.3 EXPERIMENTAL SPACE MARINE UNITS 1.1.3.1 EXPERIMENTAL SPACE MARINE CHARACTERS
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Black Sword Assault weapon, EA (+1), Sniper Emperor’s
Champion NOTES Invulnerable Save 1.1.3.2 EXPERIMENTAL SPACE MARINE INFANTRY
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
1.1.3.2 EXPERIMENTAL SPACE MARINE LIGHT VEHICLE
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 35cm 4+ 6+ 5+ Heavy Bolter 30cm AP5+ Land Speeder
Storm NOTES Skimmer, Transport (May carry one Scout unit). LV 35cm 4+ 6+ 5+ Tempest Missile Launcher
Assault Cannon
45cm AND 30cm 30cm
AP4+/AT5+ AA6+ AP5+/AT5+
Land Speeder Tempest
NOTES Skimmer 1.1.3.4 EXPERIMENTAL SPACE MARINE ARMOURED VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 35cm 5+ 6+ 5+ Magna Melta
Firefury Missile Launcher
(15cm) AND15cm 30cm
(Small Arms), MW MW5+ 1BP, One-shot
Caestus Assault Ram
NOTES Planetfall, Reinforced Armor, Skimmer, Transport (may carry up to two Tactical, Devastator, Scout, or Terminator units) AV 35cm 4+ 6+ 4+ Twin Heavy bolter
Twin Assault Cannon Bloodstrike Missile
15cm 30cm 75cm
AP4+/AA5+ AP4+/AT4+ AT4+
Stormraven Gunship
NOTES Skimmer, Planetfall, Transport (1 Terminator unit or 2 Scout, Tactical, Assault or Devastator units, plus 1 Dreadnought) AV 15cm 4+ 4+ 4+ Missile Launcher
Twin Lascannon OR Power Fist Assault Cannon
45cm 45cm (contact) 30cm
AP5+/AT6+ AT4+ (Assault Weapons), EA (+1), MW AP5+/AT5+
Venerable Dreadnought
NOTES Fearless, Reinforced Armour, Walker, A Venerable Dreadnought is armed with a Missile Launcher and Twin Lascannon OR a Power Fist and Assault Cannon, not both – select one option before the game.
1.1.3.5 EXPERIMENTAL SPACE MARINE AIRCRAFT AND SPACECRAFT
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 4
A
NetEA
CODEX ASTARTES SPACE MARINE ARMY LIST ARMY CHAMPION: Henrikki “Hena” Almusa Version: FINAL2010
Codex Astartes Space Marine armies have a strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The ‘They Shall Know No Fear’ rule applies to all Space Marine formations.
SPACE MARINE DETACHMENTS
(A Codex Astartes Space Marine army may contain any number of Space Marine Detachments.)
DETACHMENT CORE UNITS UPGRADES COST Tactical Six Tactical units plus transport Commander, Dreadnought, Razorback, Hunter, Vindicator 300 points Assault Four Assault units Commander, Vindicator 175 points Devastator Four Devastator units plus transport Commander, Dreadnought, Razorback, Hunter, Land Raider 250 points Terminator Four Terminator units Commander, Dreadnought, Vindicator, Land Raider 350 points Scout Four Scout units plus transport Commander, Razorback, Sniper 150 points Bike Five Bikes Commander, Attack Bike 200 points Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200 points Land Raider Four Land Raiders Commander, Vindicator, Hunter 350 points
Predator Four Predators (Annihilator, Destructor or any combination of the two)
Commander, Vindicator, Hunter 275 points
Vindicator Four Vindicators Commander, Hunter 250 points Whirlwind Four Whirlwinds Commander, Hunter 300 points Thunderhawk One Thunderhawk Gunship None 200 points Landing Craft One Landing Craft None 350 points Strike Cruiser One Strike Cruiser Battle Barge 200 points
SPACE MARINE UPGRADES (Each allowed upgrade may be taken once by each detachment.)
UPGRADE UNITS COST Attack Bike Replace any number of Bike units with one Attack Bike each Free Battle Barge Replace Strike Cruiser with Battle Barge +150 points
Commander Add one Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain OR One Space Marine Commander in the army may be a Supreme Commander
+50 points +100 points
Dreadnought Add one or two Dreadnoughts (Hellfire or Tactical in any combination) +50 points each Hunter Add one Hunter +75 point each Land Raider Add up to four Land Raiders +75 point each Razorback Add any number of Razorbacks, up to the number required to transport the formation +25 points each Sniper One Scout unit gains the Sniper ability +25 points
Tornado/Typhoon Replace any number of Land Speeders, one a one per one basis, with: One Land Speeder Tornado OR One Land Speeder Typhoon
Free +25 points each
Vindicator Add one or two Vindicators +50 points each
IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army’s points may be spent on Allies formations.)
IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points Two Marauder Bombers 250 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points
Two Warhound Class Titans 500 points
NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 5
I NetEA
WHITE SCARS SPACE MARINE ARMY LIST ARMY SUB-CHAMPION: Henrikki “Hena” Almusa Version: FINAL2010
White Space Marine armies have a strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The ‘They Shall Know No Fear’ rule applies to all White Scars Space Marine formations.
WHITE SCARS DETACHMENTS
(A White Scars army may contain any number of White Scars Detachments.)
DETACHMENT CORE UNITS UPGRADES COST Tactical Six Tactical units plus transport Commander, Razorback 275 points Assault Four Assault units Commander 175 points Terminator Four Terminator units plus four Land Raiders Commander 650 points Scout Four Scout units plus transport Commander, Razorback, Sniper 150 points White Scar Bike Eight Bike units Commander, Attack Bike 375 points Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200 points Predator Four Predators (Annihilator, Destructor or any
combination of the two) Commander, Vindicator, Hunter 275 points
Whirlwind Four Whirlwinds Commander, Hunter, Vindicator 300 points Thunderhawk One Thunderhawk Gunship None 200 points Landing Craft One Landing Craft None 350 points Strike Cruiser One Strike Cruiser Battle Barge 200 points
WHITE SCARS UPGRADES (Each allowed upgrade may be taken once by each detachment.)
UPGRADE UNITS COST Attack Bike Replace any number of Bike units with one Attack Bike each varies Battle Barge Replace Strike Cruiser with Battle Barge +150 points Commander Add one Space Marine Commander character to a unit in the formation:
The Commander may be a Captain, Librarian or Chaplain OR One Space Marine Commander in the army may be a Supreme Commander
+50 points +100 points
Hunter Add one Hunter +50 points Razorback Add any number of Razorbacks, up to the number required to transport the formation +25 points each Sniper One Scout unit gains the Sniper ability +25 points Tornado/Typhoon Replace any number of Land Speeders, one a one per one basis, with:
One Land Speeder Tornado OR One Land Speeder Typhoon
Free +25 points each
Vindicator Add 1 or 2 Vindicators +50 points each
IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army’s points may be spent on Allies formations.)
IMPERIAL NAVY SQUADRONS TITAN LEGION BATTLEGROUPS
FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warhound Class Titan 275 points Two Marauder Bombers 250 points Two Warhound Class Titans 500 points
SPECIAL RULE - White Scars Transports The White Scars are a highly mobile army. Because of this the points cost of a detachment usually includes enough transport vehicles to transport it and any upgrades that have been taken. The number of vehicles will always be the minimum needed to carry the formation; you can’t take extras along to cover any losses! The transport vehicles will be Land Raiders if the detachment is Terminators, Rhinos for any other form of detachment. Note that many formations don’t receive transports, usually because they can’t fit into them. Detachments that come with vehicles will be noted as having “plus transport” in the Units section of the detachment list below. White Scars detachments must take the transport vehicles for a detachment – you cannot leave them behind in order to use the unit as a garrison. You can only choose to ignore this if the detachment is instead to be deployed by air transport (Thunderhawk or Landing Craft). Alternately, you may choose to deploy the White Scars force with drop pods. If you choose to do this, all detachments in the army which are eligible to be deployed from drop pods must do so. If you do choose to use drop pods, then the affected detachments will enter play in drop pods using the rules for Planetfall (see section 4.4). Note that you will require at least one Space Marine strike cruiser or battle barge to deploy the drop pods from. Formations which are not eligible to be deployed from drop pods must adhere to the transportation requirements above.
SPECIAL RULE – Born in the Saddle The White Scars hail from the world of Mundus Planus, where much of the population lives a nomadic, horseback existence on the great barren steppes which cover much of the planet. In his youth, the White Scars' Primarch, Jaghatai Khan lived amongst these horsemen and soon became greatest amongst them. The first recruits to the White Scars were drawn from Khan's own adopted tribe, and the White Scars continue to draw new members from amongst the horsemen of Mundus Planus. Once recruited, the White Scars retain many of their horse riding traditions, and the mounted style of warfare is greatly favoured by the Chapter, leading to a surfeit of bike mounted troops. The tribesmen of Mundus Planus are virtually born in the saddle, able to ride before they can walk, and these skills make White Scars the most able bikers in the Imperium. Years of combat fought from horseback allow the White Scars to maintain control of their bikes with their unparalleled sense of balance and riding skills. All White Scars Bike units gain the walker special ability to represent this control.
NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 6
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NetEASCIONS OF IRON SPACE MARINE ARMY LIST ARMY SUB-CHAMPION: Henrikki “Hena” Almusa Version: 1.4
Scions of Iron Space Marine armies have a strategy rating of 5. All Scions of Iron and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The ‘They Shall Know No Fear’ rule applies to all Scions of Iron formations.
SCIONS OF IRON DETACHMENTS (A Scions of Iron army may contain any number of Scions of Iron Detachments.)
DETACHMENT CORE UNITS UPGRADES COST Bike Four Bike units Attack Bike, Commander, Land Speeder 175 points Heavy Tactical Two Land Raiders or Land Raider
Crusaders and four Tactical units Commander, Hunter, Land Raider, Supreme Commander 350 points
Helios Four Land Raider Helioses Commander, Hunter 450 points Land Raider Four Land Raiders Commander, Hunter, Land Raider, Supreme Commander 350 points Landing Craft One Landing Craft None 375 points Predators Four Predators (any mix of Annihilators or
Destructors) Armour, Commander, Hunter, Supreme Commander 275 points
Scout Four Scout unit plus transport Commander, Land Speeder, Razorback, Sniper 150 points Strike Cruiser One Strike Cruiser Battle Barge 150 points Tactical Two Vindicators or Predators of either
type, four Tacticals plus transport Armour, Commander, Hunter, Razorback, Supreme Commander 300 points
Terminator Four Terminator units Commander, Land Raider, Supreme Commander 350 points Thunderhawk Transporter
Two Thunderhawk Transporters Thunderhawk Transport 250 points
Vindicators Four Vindicators Armour, Commander, Hunter, Supreme Commander 250 points Whirlwinds Four Whirlwinds Commander, Hunter 300 points
SCIONS OF IRON UPGRADES
(Each allowed upgrade may be taken once by each detachment.) UPGRADE UNITS COST
Two Vindicators or Predator Destructors Armour Add two units from the following list: Two Predator Annihilators
+100 points +125 points
Attack Bike Replace any number of Bike units with one Attack Bike each Free Battle Barge Replace Strike Cruiser with Battle Barge +100 points Commander Add one Space Marine Commander character to a unit in the formation. The Commander may be a Captain, Librarian or
Chaplain. (Cannot be combined with the Supreme Commander upgrade.) +50 points
Hunter Add one Hunter +75 points Land Raiders or Land Raider Crusaders +75 points each Land Raider Add up to four Land Raiders from the following options:
(in any combination) Land Raider Helios +100 points each Land Speeder +35 points each Land Speeder Tornado +50 points each
Land Speeder Add up to three Land Speeders from the following list: (in any combination)
Land Speeder Typhoon +60 points each Add Supreme Commander +100 points Replace Predator or Vindicator +125 points
0-1 Supreme Commander
Choose one of the following: Add Supreme Commander to a Land Raider or replace one unit with Land Raider Prometheus with Supreme Commander. (Cannot be combined with the Commander upgrade.) Replace Land Raider or Crusader +100 points
Razorback Replace any number of Rhinos with one or two Razorbacks +25 each Sniper All Scouts units in the formation add the sniper ability to their Heavy Bolters +50 points Thunderhawk Transporter
Add one or two Thunderhawk Tranporters +100 each
SCIONS OF IRON SUPPORT AND IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army’s points may be spent on Support and Allies formations.)
0-2 IMPERIAL NAVY SQUADRONS 0-2 TITAN LEGION BATTLEGROUPS
FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points Two Marauder Bombers 250 points One Reaver Class Titan 650 points
One Warhound Class Titan 275 points
SCIONS OF IRON AIRCRAFT Two Warhound Class Titans 500 points
FORMATION COST One Thunderhawk Gunship (Saturation Bombing) 250 points One Thunderhawk Gunship (Close Air Support) 250 points
SPECIAL RULE - Scions of Iron Transports The Scions of Irons are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. The number of Rhinos will always be the minimum needed to carry the formation, you can’t take extras along to cover any losses! However you must take the minimum to carry all units. Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having ‘plus transport’ in the units section of the army list opposite. Note that Terminators must take either Teleport or have Land Raiders, they may not start the game as foot infantry.
SPECIAL RULE - Thunderhawk Transporter The entire Thunderhawk Transporter detachment is counted as one War Engine for War Engine transport rule (eg. one transported detachment can be split to multiple aircrafts within one Thunderhawk Transporter detachment).
NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 11
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NetEASPACE WOLVES SPACE MARINE ARMY LIST ARMY SUB-CHAMPION: Matt “Dobbsy” Dobbs Version: 2.3
Space Wolves armies have a strategy rating of 5. Blood Claws, Skyclaws, and Swiftclaw packs and Imperial Navy squadrons have an initiative rating of 2+. All other formations have an initiative rating of 1+. The ‘They Shall Know No Fear’ rule applies to all Space Wolves formations.
SPACE WOLVES GREAT COMPANIES (A Space Wolves army any number of Great Companies but must take at least one.)
PACK CORE UNITS UPGRADES COST 1+ Great Company Six Grey Hunter units and one Hero Character, plus transport
Add 0-2 of the following options (you may select each option only once) • two Grey Hunters units and transport: + 75points • two Blood Claws units and transport: + 50 points • two Long Fangs units and transport: + 125 points • one or two Wolf Guard Terminator units: + 75 points each
Land Raiders, Dreadnoughts, Venerable Dreadnought, Razorbacks, Vindicators, Hunter
300 points
SPACE WOLVES HUNTING PACKS
(You may not have more Hunting packs of any one type than you do Great Companies) SPACE WOLVES SUPPORT PACKS
(You may have any number of Support packs)
PACK CORE UNITS UPGRADES COST PACK CORE UNITS UPGRADES COST Wolf Guard Terminators
Four Wolf Guard Terminator units
Hero, Land Raiders
325 points Fenrisian Wolves Six Fenrisian Wolves units Hero 150 points
Wolf Scouts Four Wolf Scout units Hero, Sniper
225 points Land Speeder Five Land Speeder units Hero, Typhoon/Tornado
200 points
Long Fangs Four Long Fang units plus transport
Razorbacks, Land Raiders, Hunter
300 points
Land Raiders Four Land Raiders or Land Raider Crusaders
Hero, Hunter 350 points
Blood Claws Six Blood Claws units plus Transport
Hero, Blood Claws, Vindicators
200 points Predators Four Predators (either Annihilator and/or Destructor)
Hero, Hunter 275 points
Vindicators Four Vindicators Hero,Hunter 250points Skyclaws Six Skyclaws Assault units
Hero, Skyclaws
225 points
Whirlwinds Four Whirlwinds Hero, Hunter 300 points 0-1 Strike Cruiser One Strike Cruiser Battle Barge 200 points Swiftclaws Six Bike units Hero, Swiftclaws Attack Bikes
200 points
Thunderhawk One Thunderhawk Gunship none 225 points
Landing Craft One Landing Craft none 375points
SPECIAL RULE – Unblooded All Blood Claws packs are young, aggressive, hot headed and often hard to control on the field of battle. They are, however, always eager to get to grips with their enemies in combat. All Blood Claws, Skyclaws and Swiftclaws packs have an initiative of 2+. However, the pack is considered initiative 1+ when they undertake either an Engage action. In addition, they must always counter-charge whenever assaulted, may not choose to remain at fire fight range with the enemy and must always retain unit coherency while doing so.
SPECIAL RULE – Space Wolves Terminators All Terminators in the Space Wolves army list may lose the teleport special ability, but may utilize Drop Pods, even though they are not on the list of transportable units in the Drop Pod datafax.
SPECIAL RULE – Pack Mentality Space Wolves Wolf Lords and Battle Leaders have the Commander special ability. They follow the Commander special rule in section 2.1.2 of the main rule book; however packs may use a 10cm range to include new packs in an assault rather than the standard 5cm. All other rules and modifiers regarding this ability apply as normal to those packs taking part. Additionally, when defending against an assault, a Space Wolves Commander may declare friendly packs within 5cm to be intermingled during the assault. Once declared intermingled, the Commander’s packs follow all the rules exactly as if the enemy had declared them intermingled as per section 1.12.10 in the main rule book. Note: That either the enemy or Space Wolves Commander may declare those packs intermingled.
SPACE WOLVES SPECIFIC UNITS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
INF 15cm 4+ 3+ 4+ Bolters (15cm) (Small Arms) Grey Hunters NOTES Count as Tacticals for transport purposes.
INF 15cm 4+ 3+ 6+ Bolters Chainswords
(15cm) (base)
(Small Arms) (Assault Weapons)
Bloodclaws
NOTES Count as Tacticals for transport purposes. INF 30cm 4+ 3+ 6+ Chainswords
Bolt pistols (contact) (15cm)
(Assault Weapons) (Small Arms)
Skyclaws
NOTES Jump Packs, Count as Assault for transport purposes. LV 35cm 4+ 5+ 5+ Multi-melta (15cm) AND
15cm (Small Arms), MW MW5+
Swiftclaw Attack Bike
NOTES Unblooded, Count as an Attack Bike for transport purposes. INF 15cm 4+ 5+ 3+ 2 x Twin Missile Launchers 45cm AP4+/AT4+ Long Fangs
NOTES Long in the Tooth – Hunting pack may remove an extra BM when rallying, Count as Devastators for transport purposes. INF 15cm 5+ 4+ 4+ Chainswords
Heavy Bolter (contact) 30cm
(Assault Weapons) AP5+
Wolf Scouts
NOTES Scouts, Infiltrators, Teleport INF 20cm 5+ 4+ n/a Claws and Fangs (contact) (Assault weapon ), +1EA Fenrisian Wolves
NOTES Infiltrator
SPACE WOLVES UPGRADES (Each allowed upgrade may be taken once by each pack.)
IMPERIAL ALLIES FORMATIONS (Up to 1/3 of the army’s points may be spent on Allies.)
UPGRADE UNITS COST IMPERIAL NAVY AIRCRAFT FORMATION COST Hero
Add one of the following characters to the formation: Wolf Guard Battle Leader (Commander), Rune Priest (Librarian) or Wolf Priest (Chaplain) +50 points
Two Thunderbolt Fighters 150 points
0-1 Wolf Lord Add the Supreme Commander ability to either a Wolf Guard Battle Leader or a Venerable Dreadnought +50 points
Two Marauder Bombers 250 points
Blood Claws Add 2 Blood Claws units to the formation +50points Skyclaws Add 2 Skyclaws Assault units to the formation +75 points Swiftclaw Attack Bikes Replace any number of Swiftclaw bikes with the same number
of Swiftclaw Attack Bikes Free TITAN LEGION BATTLEGROUPS
Sniper Add the Sniper ability to 1 or 2 units in the formation +25 points each FORMATION COST Razorbacks Replace any number of Rhinos with 1 or 2 Razorbacks +25 points each One Warlord Class Titan 850 points Land Raiders Add up to 4Land Raidersand/or Land Raider Crusaders +75points each One Reaver Class Titan 600 points 0-1 Venerable Dreadnought Add theV enerable Dreadnought unit to a formation +75 points Dreadnoughts Add 1 or 2 Dreadnought units to the formation +50 points each Tornado/Typhoon Replace any number of Land Speeders, one a one per one
basis, with: One Land Speeder Tornado OR One Land Speeder Typhoon
Free +25 points each
Vindicators Add 1 or 2 Vindicator units to the formation +50points each Hunter Add 1 Hunter unit to the formation +75 points Battle Barge Replace the Space Wolves Strike Cruiser with a Space Wolves
Battle Barge +150 points
NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 1
1.2 IMPERIAL GUARD 1.2.1 GENERAL IMPERIAL GUARD SPECIAL RULES 1.2.1.1 Commissars An Imperial Guard army may include one Commissar character per 500 points, or part thereof, in the army. The Commissars do not cost any points. Commissar units may be added to the army at the start of the battle before either side sets up. If the army includes a Supreme Commander than the first Commissar must be attached to the Supreme Commander’s formation. Any further Commissars may be attached to any other Steel Legion formations. You may not include more than one Commissar per formation. You may not add a Commissar to an Imoperial Navy or Titan Legion formation. If you have more Commissars than formations any excess is lost.
1.2.1.2 Fortifications Fortifications must be set up after Objectives, but before any formations are deployed. They may be set up anywhere a vehicle may deploy in the Imperial Guard half of the table. You may split up a set of fortifications as desired, as long as the rules for formation coherence are adhered to. For example, you could split up trenches into several lines, as long as there are 5cm ‘links’ between the different parts of the position. Fortifications are immobile, and may ‘garrison’ (e.g., they can be set up in positions that garrison units can be set up in). It goes without saying that they may not be transported, and any players that were considering transporting them onto the table should be deeply ashamed of themselves! Once set up, fortifications may be used by any unit, not just the units they were purchased for. They may be captured and used by enemy units too.
1.2.2 GENERAL IMPERIAL GUARD UNITS 1.2.2.1 GENERAL IMPERIAL GUARD CHARACTERS
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Upgraded Guns (15 cm) (Small Arms), EA (+1) Armoured Commissar
NOTES: Inspiring, Fearless CH n/a n/a n/a n/a Upgraded Guns (15 cm) (Small Arms), EA (+1) Armoured Supreme
Commander NOTES: Supreme Commander CH n/a n/a n/a n/a Power Weapon (contact) (Assault Weapons), EA (+1), MW Commissar
NOTES: Leader, Fearless, Inspiring 1.2.2.2 GENERAL IMPERIAL GUARD INFANTRY
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15 cm 6+ 5+ 5+ Chainswords
Lasguns Autocannon
(contact) (15cm) 45 m
(Assault Weapons) (Small Arms) AP5+/AT6+
Imperial Guard Commander
NOTES: Commander INF 15 cm n/a 6+ 5+ Lasguns
Autocannon (15cm) 45 m
(Small Arms) AP5+/AT6+
Imperial Guard Infantry
NOTES: Only one unit in every two has an Autocannon. Count up the number of IG Infantry units in the formation that can fire at the target formation and divide by two (rounding up) to find the number of Autocannon shots you may take.
INF 15 cm 3+ 4+ 5+ Ogryn Combat Weapons Ripper Guns
(contact) (15cm)
(Assault Weapons), EA (+1), MW (Small Arms)
Ogryns
NOTES: None INF 10 cm n/a n/a 5+ Rapier Laser Destroyer 45cm AP6+/AT4+ Rapier Laser
Destroyer NOTES: None INF 20 cm 6+ 4+ 6+ Power Lance
Chainswords Laspistols
(contact) (contact) (15cm)
(Assault Weapons), EA (+1), First Strike (Assault Weapons) (Small Arms)
Rough Riders
NOTES: Mounted, Scout, Infiltrator INF 15 cm 6+ 5+ 5+ Melta Bombs
Heavy Flamer (contact) (15 cm) AND 15 cm
(Assault Weapons), EA (+1), MW Ignore Cover AP4+, Ignore Cover
Sappers
NOTES: Walker INF 15 cm n/a 6+ 5+ Lasgun
Heavy Stubber (15 cm) 30 cm
(Small Arms) AP6+
Siege Infantry
NOTES: INF 15 cm n/a 6+ 5+ Sniper Rifles 30 cm AP5+, Sniper Snipers
NOTES: Scout INF 15 cm 5+ 5+ 4+ Hellguns
Plasma Guns (15 cm) 15 cm
(Small Arms) AP5+/AT5+
Storm Troopers
NOTES: Scout INF 15 cm n/a 6+ 4+ 2 × Autocannon 45 cm AP5+/AT6+ Support Squad
NOTES: None INF 15 cm 5+ 4+ 5+ Power Weapon
Lasguns Autocannon
(contact) (15 cm) 45 cm
(Assault Weapons), EA (+1), MW (Small Arms) AP5+/AT6+
Imperial Guard Supreme Commander
NOTES: Supreme Commander INF 10 cm n/a n/a 5+ Thudd Gun 45 cm AP4+/AT6+, Indirect Fire Thudd Gun
NOTES: None 1.2.2.3 GENERAL IMPERIAL GUARD LIGHT VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 0cm n/a n/a 6+ Heavy AA Gun 60 cm AP6+/AT5+/AA5+ Heavy AA Gun
Weapon Platform NOTES: None LV 0cm n/a n/a 6+ Howitzer 90cm 1BP, Indirect Fire Howitzer Weapon
Platform NOTES: None LV 15cm 6+ n/a 6+ Heavy Stubber 30cm AP6+ Land Crawler
NOTES: Transport (may carry 1 of the following units: Any Weapon Platform, Thudd Gun or Rapier Laser Destroyer) LV 35cm
(20cm) 6+ 6+ 6+ Heavy Stubber 30cm AP6+ Centaur
NOTES: Transport (May carry one Grenadier, Heavy Mortar Team, Quad Laucher, Rapier Laser Destroyer, or Thudd Gun unit). Centaurs transporting
Heavy Mortar Teams, Quad Launcher, Rapier Laser Destroyers, or Thudd Guns reduce their speed to 20cm. LV 0cm n/a n/a 6+ Earthshaker 120cm AP4+ / AT4+ OR 1BP Indirect Fire Earthshaker
Weapon Platform NOTES: None LV 0cm n/a n/a 6+ Rocket Launcher 150cm 2BP, Indirect, Slow Firing, Disrupt Manticore Weapon
Platform NOTES: None LV 0cm n/a n/a 6+ 2 × Hydra Autocannon 45cm AP4+ / AT5+ / AA5+ Hydra Weapon
Platform NOTES: None LV 0cm n/a n/a 6+ Medusa Siege Gun 60cm OR
30cm 1BP, Ignores Cover, Disrupt, Indirect MW4+, Ignores Cover
Medusa Weapon Platform
NOTES: None LV 20cm 6+ 6+ 5+ Multilaser 30cm AP5+/AT6+ Sentinel
NOTES: Scout, Walker
NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 2
1.2.2.4 GENERAL IMPERIAL GUARD ARMOURED VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
AV 20 cm 5+ 6+ 5+ Heavy Bolter Earthshaker
30cm 120cm
AP5+ AP4+/AT4+ OR 1BP, Indirect Fire
Basilisk
NOTES: May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages. AV 20 cm 6+ 6+ 5+ Heavy Bolter
Siege Mortar 30cm 45cm
AP5+ 2 BP, Ignore Cover, Slow Firing, Indirect Fire
Bombard
NOTES: None AV 30 cm 5+ 6+ 5+ Heavy Bolter
Multilaser 30cm 30cm
AP5+ AP5+/AT6+
Chimera
NOTES: Transport (may carry 1 Ogryn unit OR any 2 of the following units: Supreme Commander, Commander, Infantry, Stormtroopers, Fire Support, Snipers)
AV 20 cm 6+ 6+ 5+ Heavy Bolter Deathstrike Missile
30cm Unlimited
AP5+ MW2+, TK(D6), One-Shot, Indirect Fire
Deathstrike Missile Launcher NOTES: None
AV 30 cm 6+ 6+ 5+ Heavy Bolter Heavy Mortar
30cm 30cm
AP5+ 1BP, Indirect Fire
Griffon
NOTES: None- AV 30 cm 4+ 6+ 3+ Heavy Bolter
Inferno Cannon 30cm 30cm
AP5+ AP3+, Ignore Cover
Hellhound
NOTES: None AV 30 cm 6+ 6+ 5+ Heavy Bolter
2 × Twin Hydra Autocannon 30cm 45cm
AP5+ AP4+/AT5+/AA5+
Hydra
NOTES: None AV 20 cm 4+ 6+ 4+ 2 × Heavy Bolter
Lascannon Battle Cannon
30cm 45cm 75cm
AP5+ AT5+ AP4+/AT4+
Leman Russ
NOTES: Reinforced Armour AV 30 cm 4+ 6+ 5+ Conqueror Cannon
Lascannon 45cm 45cm
AP5+/AT5+ AT5+
Leman Russ Conqueror
NOTES: Reinforced Armour AV 20 cm 4+ 6+ 3+ 2 × Plasma Cannon
Demolisher Lascannon
30cm 30cm 45cm
AP4+/AT4+, Slow Firing AP3+/AT4+, Ignore Cover AT5+
Leman Russ Demolisher
NOTES: Reinforced Armour AV 20 cm 4+ 6+ 5+ Lascannon
Plasma Destroyer 45cm 60cm
AT5+ MW4+
Leman Russ Executioner
NOTES: Reinforced Armour AV 20 cm 4+ 6+ 3+ 2 × Heavy Bolter
Lascannon Twin Autocannon
30cm 45cm 45cm
AP5+ AT5+ AP4+/AT5+
Leman Russ Exterminator
NOTES: Reinforced Armour AV 20 cm 4+ 6+ 6+ Laser Destroyer 75cm AT4+, TK(1) Leman Russ
Tank Destroyer NOTES: Reinforced Armour. The Laser Destroyer may only target AVs, LVs, and WEs. AV 20 cm 4+ 6+ 5+ Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Leman Russ
Thunderer NOTES: Reinforced Armour, Thick Rear Armour AV 20 cm 4+ 6+ 4+ 2 × Heavy Bolter
Lascannon Vanquisher Cannon
30cm 45cm 75cm
AP5+ AT5+ AP4+/AT2+
Leman Russ Vanquisher
NOTES: Reinforced Armour AV 20 cm 6+ 6+ 5+ Heavy Bolter
Siege Mortar 30cm 150cm
AP5+ 2BP, Disrupt, Slow Firing, Indirect Fire
Manticore
NOTES: None AV 20 cm 6+ 6+ 5+ Heavy Bolter
Medusa Siege Gun 30cm 30cm
AP5+ MW4+, Ignore Cover
Medusa Assault Gun
NOTES: AV 15 cm 4+ 6+ 4+ 2 × Heavy Stubber
Ragnarok Battlecannon 30cm 60cm
AP6+ AP4+/AT4+
Ragnarok Heavy Tank
NOTES: Reinforced Armour, Walker AV 35 cm 6+ 6+ 5+ Heavy Flamer
Heavy Bolter
(15cm) AND 15cm 30cm
(Small Arms), Ignore Cover AP4+, Ignore Cover AP5+
Salamander Commander
NOTES: Commander, Leader, Scout AV 35 cm 6+ 6+ 5+ Heavy Bolter
Autocannon 30cm 45cm
AP5+ AP5+/AT6+
Salamander Scout
NOTES: Scout AV 30 cm 5+ 6+ 5+ Multilaser 30cm AP5+/AT6+ Siegfried Light
Tank NOTES: Scout AV 35 cm 5+ 6+ 5+ 2 × Rocket Pod
2 × Heavy Bolter Multilaser
30cm 30cm 30cm
1BP, Disrupt, One-Shot AP5+ AT5+
Valkyrie
NOTES: Skimmer, Scout, Transport (may carry 2 Storm Trooper units) AV 35 cm 5+ 6+ 5+ Heavy Bolter
Twin Autocannon 2 × Hellstrike
30cm 45cm 120cm
AP5+ AP4+/AT5+ AT2+, One-Shot
Vulture
NOTES: Skimmer, Scout
NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 3
1.2.2.5 GENERAL IMPERIAL GUARD WAR ENGINES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
WE 15 cm 4+ 6+ 4+ 3 × Twin Heavy Bolter Demolisher Autocannon 2 × Lascannon Main Battle Cannon
30cm 30cm 45cm 45cm 75cm
AP4+ AP3+/AT4+, Ignore Cover, FxF AP5+/AT6+ AT5+ AP3+/AT3+
Baneblade
NOTES: DC3, Reinforced Armour Critical Hit Effect: The Baneblade’s magazine explodes. The Baneblade is destroyed, and any units within 5cm of the model suffer a hit on a roll of 6+
WE immobile 4+ 6+ 4+ Deathstrike missile Unlimited MW2+, TK (D6), Indirect Fire, Slow Firing Deathstrike Silo NOTES: DC3, Reinforced Armour. Despite being a unit, the Deathstrike Silo is deployed like a fortification.
Critical Hit Effect: The bunker is destroyed in an awesome detonation. All units within 5cm take a MW4+ hit. WE 20cm 4+ 6+ 6+
(5+) 2 × Twin Heavy Stubbers Gorgon Mortars OR 2 × Twin Heavy Bolters
30cm 30cm 30cm
AP5+ 2BP One-Shot, Indirect Fire, FxF. AP4+
Gorgon Siege Transporter
NOTES: DC3, Reinforced Armour, Walker, Transport (10 Infantry Units). The Gorgon may either have ‘Gorgon Mortars’ or ‘2 x Twin Heavy Bolters’, not both. The Heavy Bolter option grants the Gorgon FF 5+. Critical hit effect: The Gorgon is immobilized. A Further Critical Hit will destroy the Gorgon outright.
WE 15cm 4+ 6+ 4+ 2 × Battlecannons 2 × Heavy Bolters Twin Heavy Stubber
75cm 30cm 30cm
AT4+/AP4+ AP5+ AP5+
Macharius Heavy Tank
NOTES: DC2, Reinforced Armour Critical Hit Effect: The Macharius is destroyed instantly.
WE 15cm 4+ 6+ 4+ 2 × Vanquisher cannons OR Vulcan Megabolter 2 × Heavy Bolters Twin Heavy Stubber
75cm 45cm 30cm 30cm
AP4+/AT2+ 4 × AP3+/AT5+ AP5+ AP5+
Macharius Heavy Tank (Command Variant)
NOTES: DC2, Reinforced Armour. The Macharius Command Tank may have either 2 x Vanquisher cannons or a Vulcan Megabolter, not both. Critical Hit Effect: The Macharius is destroyed instantly.
WE 15 cm 4+ 6+ 5+ 2 × Heavy Bolter Volcano Cannon
30cm 90cm
AP5+ MW2+, TK(D3), FxF
Shadowsword
NOTES: DC3, Reinforced Armour Critical Hit Effect: The Volcano Cannon’s energy coils explode. The Shadowsword is destroyed, and any units within 5cm of the model suffer a hit on a roll of 6+
WE 15 cm 4+ 6+ 5+ Heavy Bolter 2 × Twin Heavy Bolter 2 × Lascannon Plasma Blastgun
30cm 30cm 45cm 45cm
AP5+ AP4+ AT5+ 2 x MW2+, Slow-Firing, FxF
Stormblade
NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormblade’s plasma generator ignites. The Stormblade is destroyed, and any units within 5cm suffer a hit on a roll of 6+
WE 15 cm 4+ 6+ 3+ 4 × Twin Heavy Bolter 4 × Lascannon 2 × Twin Snub Battle Cannon
30cm 45cm 45cm
AP4+ AT5+ AP3+/AT3+
Stormhammer
NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormhammer’s magazine explodes. The Stormhammer is destroyed, and any units within 5cm suffer a hit on a roll of 6+
WE 15 cm 4+ 6+ 4+ 2 × Heavy Flamer Heavy Bolter 2 × Twin Heavy Bolter Siege Cannon
15cm 30cm 30cm 30cm
AP4+, Ignore Cover AP5+ AP4+ 3 BP, Disrupt, Ignore Cover, FxF
Stormsword
NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormsword’s cannon munitions detonate. The Stormsword is destroyed, and any units within 5cm suffer a hit on a roll of 6+
1.2.2.6 GENERAL IMPERIAL GUARD FORTIFICATIONS
FORTIFICATION INFANTRY VEHICLE WAR ENGINE CAPACITY Trench 4+ cover save Dangerous No effect One unit per 4cm length Gun Emplacement 4+ cover save 5+ cover save No effect One unit Bunker 3+ cover save Dangerous Impassable Three units Razorwire Dangerous No effect No effect n/a
NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 4
1.2.3 EXPERIMENTAL IMPERIAL GUARD UNITS 1.2.3.1 EXPERIMENTAL IMPERIAL GUARD CHARACTERS
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Psychic Powers (15cm) (Small Arms), EA (+1), MW Sanctioned Psyker
NOTES: None 1.2.3.2 EXPERIMENTAL IMPERIAL GUARD INFANTRY
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15 cm 6+ 4+ 5+ Demolition Charges
Heavy Flamer (contact) (15cm) AND 15cm
(Assault Weapons), EA (+1), MW, One Shot (Small Arms), Ignore Cover AP4+, Ignore Cover
Deathworld Veterans
NOTES: Scouts, Infiltrators INF 5cm none 6+ 6+ Heavy Mortar 30cm 1BP, Indirect Fire Heavy Mortar Team
NOTES: None INF 15 cm none 6+ 5+ Lasguns
2 × Mortar (15cm) 30cm
(Small Arms) AP5+, Indirect Fire
Mortar Squad
NOTES: None INF 5cm none 6+ 6+ Quad Launcher 45cm 2x AP4+, Indirect Fire Quad Launcher
NOTES: None INF 15 cm none 6+ 5+ Meltaguns
15cm AND (15cm)
MW5+ (Small Arms), MW
Special Weapons Squad
NOTES: None 1.2.3.3 EXPERIMENTAL IMPERIAL GUARD LIGHT VEHICLE
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 20cm 6+ 5+ 5+ Chainsaw
Heavy Flamer (contact) (15cm) AND 15cm
(Assault Weapons) (Small Arms), Ignore Cover AP4+, Ignore Cover
Deathworld Sentinel
NOTES: Scouts, Walker. Ttreats Jungle terrain as Dangerous instead of Impassable. 1.2.3.4 EXPERIMENTAL IMPERIAL GUARD ARMOURED VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 15cm 4+ 6+ 5+ Battlecannon
2 × Lascannon Heavy Bolter
75cm 45cm 30cm
AP4+/AT4+ AT5+ AP5+
Malcador Tank
NOTES: None AV 15cm 4+ 6+ 3+ 3 × Twin Heavy Bolter
Demolisher Cannon 30cm 30cm
AP4+ AP3+/AT4+, Ignores Cover
Malcador Defender
NOTES: None AV 15cm 4+ 6+ 5+ Twin Lascannon
2 × Lascannon Demolisher Cannon
45cm 45cm 30cm
AT4+ AT5+ AP3+/AT4+, Ignores Cover
Malcador Annihilator
NOTES: None AV 15cm 4+ 6+ 6+ Minotaur Earthshakers 120cm 2BP, Indirect Fire Minotaur Artillery
Tank NOTES: None AV 20cm 6+ 6+ 6+ Heavy Bolter 30cm AP5+ Trojan Support
Vehicle NOTES: Transport (May carry 1 Weapon Platform) AV 15cm 4+ 6+ 5+ Lascannon
Neutron Laser Projector 45cm 60cm
AT5+ MW3+, Disrupt
Valdor Tank Hunter
NOTES: None 1.2.2.5 EXPERIMENTAL IMPERIAL GUARD WAR ENGINES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE immobile 4+ 5+ 3+ Battle Cannon
2 × Lascannon 4 × Heavy Bolter Turrets
75cm 45cm 30cm
AP4+/AT4+, Fwd AT5+, FA AP5+
Imperial Bastion
NOTES: DC4, 2 Void Shields, Fearless, Reinforced Armour, Scout, Transport (up to 16 infantry units, Ogryn and Terminators count as two units). Infantry units transported within an Imperial Bastion may fire their weapons normally and use their firefight value in assaults. Despite being a unit, the Imperial Bastion is deployed like a fortification. Critical Hit Effect: The Bastion's Void Shield generator shorts out, it loses all Void Shields and cannot regain them for the rest of the game. Subsequent critical hits cause an additional 1DC of damage.
WE 15cm 4+ 3+ 3+ Battle Cannon 3 × Twin Lascannons 3 × Twin Lascannons Doomsday Cannon
75cm 45cm 45cm 120cm
AP4+/AT4+ AT4+, Right Fire Arc AT4+, Left Fire Arc 3BP, MW, FxF
Leviathan Mobile Command Centre
NOTES: DC4, 2 Void Shields, Reinforced Armour, Thick Rear Armour, Transport (up to 16 infantry units, Ogryn count as two units) Critical Hit Effect: The Leviathans tracks are destroyed and it becomes immobile. Subsequent critical hits cause an extra point of damage.
1.2.2.6 EXPERIMENTAL IMPERIAL GUARD FORTIFICATIONS
FORTIFICATION INFANTRY VEHICLE WAR ENGINE CAPACITY Minefield Dangerous Dangerous Dangerous n/a Tank Trap 6+ cover save Impassable Dangerous n/a
NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 5
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NetEA STEEL LEGION IMPERIAL GUARD ARMY LIST
ARMY CHAMPION: ??? “Rug” ???? Version: FINAL 2010 Steel Legion Imperial Guard armies have a strategy rating of 2. Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+. Titans have an initiative rating of 1+. The “Commissars” special rule applies to Steel Legion Imperial Guard armies.
STEEL LEGION COMPANIES
(A Steel Legion Imperial Guard army may contain any number of Steel Legion Companies.)
STEEL LEGION COMPANY UPGRADES
(Up to three upgrades may be added to each Steel Legion Company)
UPGRADE UNITS COST Fire Support Platoon Add four Support Squad units* +100 points Infantry Platoon Add six Infantry units* +100 points Tank Squadron Add three Leman Russ or three Leman Russ Demolisher +200 points Hellhound Squadron Add three Hellhounds +150 points Griffon Battery Add three Griffons +100 points Snipers Add two Sniper units* +50 points Ogryns Add two Ogryn units* +50 points Flak Add One Hydra +50 points * These unit’s formations may have Chimera transport vehicles. Each Chimera costs 25 points. You must take enough Chimera to transport the whole formation if any are taken, but you may not take more than one Chimera per unit in the formation.
STEEL LEGION SUPPORT FORMATIONS (Up to two Support Formations may be taken per Steel Legion Company)
UPGRADE UNITS COST Rough Rider Platoon Six Rough Rider units 150 points
Storm Trooper Platoon Eight Storm Trooper units (may have four Valkyrie transport vehicles)
200 points (+150 points)
Steel Legion Artillery Battery Three units of the same type chosen from the following list: Basilisk, Bombard, Manticore 250 points Sentinel Squadron Four Sentinels 100 points 0-1 Deathstrike Missile Battery Two Deathstrike Missile Launchers 200 points Super-heavy Tank Platoon One Baneblade or Shadowsword 200 points
0-1 Orbital Support One Imperial Navy Lunar class cruiser OR One Emperor class Battleship
150 points 300 points
Flak Battery Three Hydras 150 points Vulture Squadron Four Vultures 300 points
IMPERIAL ALLIES (Up to one third of the army’s points may be spent on Imperial Allies formations.)
IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points Two Marauder Bombers 250 points One Reaver Class Titan 650 points
One Warhound Class Titan 275 points
Two Warhound Class Titans 500 points
COMPANY CORE UNITS COST
0-1 Regimental HQ One Supreme Command unit, twelve Imperial Guard Infantry units, and seven Chimera transport vehicles (one for Commander) 500 points
Steel Legion Infantry Company One Imperial Guard Command unit plus twelve Imperial Guard Infantry units 250 points Steel Legion Mechanised Infantry Company
One Imperial Guard Command unit, twelve Imperial Guard Infantry units, and seven Chimera transport vehicles (one for Commander)
400 points
Steel Legion Tank Company Ten Leman Russ tanks. One Leman Russ may be upgraded to a Vanquisher command tank at no additional cost
650 points
Steel Legion Super-heavy Tank Company
Three Baneblades or Shadowswords, or any combination of the two 500 points
Steel Legion Artillery Company Nine Artillery units chosen from the following list: Basilisk, Manticore 650 points
NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 6
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NetEA
BARAN SIEGEMASTERS IMPERIAL GUARD ARMY LIST ARMY SUB-CHAMPION: ??? “Rug” ???? Version: FINAL 2010
Baran Siegemaster armies have a Strategy rating of 1. Baran Siegemaster formations and Imperial Navy aircraft formations have an Initiative rating of 2+. The “Commissars” special rule applies to Baran Siegemaster Imperial Guard armies.
SIEGE REGIMENT COMPANIES
(A Siegemasters Imperial Guard army may contain any number of Siege Regiment Companies.)
SIEGE REGIMENT COMPANY UPGRADES
(Up to three upgrades may be added to each Siege Regiment Company) UPGRADE UNITS COST Siege Infantry Platoon Add six Siege Infantry units +75 Rapier Platoon Add three Rapier Laser Destroyer units +75 Thudd Gun Platoon Add three Thudd Gun units +75 Hellhound Squadron Add three Hellhounds +125 Griffon Battery Add three Griffons +100 Snipers Add one or two Sniper units +25 each
SIEGE REGIMENT SUPPORT FORMATIONS (Up to two Support Formations may be taken per Siege Regiment Company)
FORMATION UNITS COST Siege Regiment Artillery Company
Nine Howitzer Weapon Platforms, plus 9 Gun Emplacements 425
Rough Rider Platoon Six Rough Rider units 150 Light Tank Platoon Six Siegfried light tanks 150 Heavy Tank Platoon Six Ragnarok heavy tanks 300 Siege Regiment Artillery Battery Three Howitzer Weapon Platforms plus 3 Land Crawlers 150 Siege Regiment AA Battery Three Blitzen AA gun units plus 3 Land Crawlers OR 3 Gun Emplacements 100 Super-Heavy Tank Platoon One Baneblade OR one Shadowsword 200 Bombard Battery Three Bombards 250 0-1 Deathstrike Missile Battery Two Deathstrike Missile Launchers 200 0-1 Sapper Platoon Eight Sapper units (may be split up and added to one or more companies in the army, or be fielded as a
single formation in their own right) 250
SIEGE REGIMENT FORTIFICATIONS
(One Fortified Position may be taken per Siege Regiment Company) FORTIFICATIONS UNITS COST Fortified Position Up to 50cm of trenches and 50cm of razor wire, plus up to six Gun Emplacements or Bunkers in any
combination +75
IMPERIAL ALLIES (Up to one quarter of the army’s points may be spent on Imperial Allies formations.)
IMPERIAL NAVY AIRCRAFT FORMATION COST Two Thunderbolt Fighters 150 points Two Marauder Bombers 250 points
SPECIAL RULE - Siege Regiment HQ When playing Tournament games, a Siegemaster army must include a Regimental HQ. The enemy count as having achieved the ‘Break Their Spirit’ victory condition by destroying this formation or by destroying the most expensive formation in the army.
COMPANY CORE UNITS COST 1 Siegemasters Regimental HQ One Supreme Commander unit and nine Siege Infantry units 225 Siegemasters Infantry Company One Commander unit and nine Siege Infantry units 175
NetEA Army Compendium – DRAFT – IMPERIAL GUARD - 7
NetEA MINERVAN TANK LEGION ARMOURED REGIMENT
IMPERIAL GUARD ARMY LIST ARMY SUB-CHAMPION: W. L. “Moscovian” Sturtevant Version: 2.0
Minervan Legion Imperial Guard armies have a strategy rating of 2. Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+. Titans have an initiative rating of 1+. The “Commissars” special rule applies to Minervan Legion Imperial Guard armies.
TANK LEGION ARMOURED COMPANIES (A Tank Legion Imperial Guard army may contain any number of Companies.)
COMPANY CORE UNITS COST Self-Propelled Artillery Company Nine Basilisks, Manticores, or Bombards 650 points Super-Heavy Tank Company Three Stormblades, Stormswords, Baneblades, Shadowswords, or Stormhammers, in any combination 500 points Tank Company Ten Leman Russ variants, of which up to two units may be Rare Leman Russ Variants 425 points
TANK LEGION ARMOURED COMPANY UPGRADES
(Up to three upgrades may be added to each Tank Legion Company) UPGRADE UNITS COST Flak Support One or two Hydras +50 each Griffon Battery Three Griffons +100 Hellhound Squadron Three Hellhounds +150 Salamander Command Vehicle One Salamander Command Vehicle +25 0-1 Supreme Commander One Armoured Supreme Commander character upgrade +100 Tank Squadron Three Leman Russ variants (may not include rare variants) +140 points
TANK LEGION SUPPORT FORMATIONS (Up to two Support Formations may be taken per Armoured Company)
UPGRADE UNITS COST Assault Gun Platoon Three Medusas 150 points 0-1 Deathstrike Missile Platoon Two Deathstrike Missile Launchers 200 points Mechanized Platoon Ten Infantry units, plus five Chimeras
(may add a Salamander Command Vehicle) 300 points (+25 points)
0-1 Orbital Support One Imperial Navy Lunar Class Cruiser OR One Emperor class Battleship
150 points 300 points
Salamander Scout Platoon Three Salamander Scout Vehicles (may add a Salamander Command Vehicle)
100 points (+25 points)
Self Propelled Artillery Platoon Three Basilisks or three Bombards or three Manticores 250 points Self Propelled Flak Battery Three Hydras 150 points Storm Trooper Platoon Eight Storm Trooper units
(may have four Valkyries) 200 points (+150 points)
Super-Heavy Tank Platoon One Stormblade, Stormsword, Baneblade, Shadowsword, or Stormhammer 200 points Tank Platoon Six Leman Russ variants (May include 0-1 rare Leman Russ variants) 280 points Vulture Squadron Four Vultures 300 points
IMPERIAL ALLIES (Up to one third of the army’s points may be spent on Imperial Allies formations.)
IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Marauder Bombers 250 points One Warlord Class Titan 850 points Two Thunderbolt Fighters 150 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points
Two Warhound Class Titans 500 points SPECIAL RULE – Leman Russ Variants The Minervan Tank Legion makes use of many different types of Leman Russ tanks, each with their own strengths and weakness. The following point values to determine the cost of specific tank formations as the army is created. STANDARD VARIANTS COST RARE VARIANTS COST Leman Russ +20 points Leman Russ Destroyer +70 points Leman Russ Conqueror +10 points Leman Russ Executioner +20 points Leman Russ Demolisher +20 points Leman Russ Vanquisher +45 points Leman Russ Exterminator +10 points Leman Russ Thunderer Free
SPECIAL RULE - Amphibious The Armoured Legions of Minerva are able to convert many of their vehicles on the fly to amphibious use. For every 1000 points, the Minervan player may designate one Armoured Company as amphibious. Units in an amphibious company ignore the Terrain Effects of Marshes and count Rivers as Dangerous Terrain (instead of Impassable). The designation of specific formations as Amphibious must be made prior deploying any units.
SPECIAL RULE - Armoured Regiment Commissars The Armoured Regiment armies include one Commissar for every 500 points. If there is a Supreme Commander present, then the first Commissar must join that formation. Subsequent Commissars can be allocated to any unit in any order, though no formation may have more than one Commissar. Any excess Commissars are lost.
NetEA Army Compendium – DRAFT – IMPERIAL GUARD - 8
NetEADEATH KORPS OF KRIEG SIEGE REGIMENT IMPERIAL GUARD ARMY LIST
ARMY SUB-CHAMPION: Ben “Evil & Chaos” Skinner Version: v1.16 Death Korps armies have a strategy rating of 2. All Death Korps and Imperial Navy formations have an initiative rating of 2+. Titan Legion formations have an initiative rating of 1+. The “Commissars” special rule applies to Death Korps Imperial Guard armies.
DEATH KORPS COMPANIES (A Death Korps Imperial Guard army may contain any number of Companies.)
COMPANY CORE UNITS COST 0-1 Death Korps Regimental HQ One Supreme Commander unit and nineteen Imperial Guard Infantry units 400 points Death Korps Infantry Company One Commander unit and nineteen Imperial Guard Infantry units 300 points Death Rider Company (0-1 Per 1500pts)
Twelve Rough Rider units (Units in this formation lose the scouts special ability)
250 points
DEATH KORPS COMPANY UPGRADES (Up to three upgrades may be added to each Death Korps Company)
UPGRADE UNITS COST Fire Support Battery Four Fire Support units +75 Points Gorgon Siege Transporters Two Gorgons
(May not be added to Death Rider Companies) +125 Points Heavy Tank One Macharius tank +125 Points Hellhound Squadron Three Hellhounds +125 points Infantry Platoon Ten Death Korps Infantry Units
(May have one Gorgon Siege Transporter) 175 Points (+50 Points)
Tank Squadron Three Leman Russ variants (May not include rare Leman Russ variants)
+140 points
DEATH KORPS SUPPORT FORMATIONS (Up to two Support Formations may be taken per Death Korps Company)
FORMATION UNITS COST 0-1 Deathstrike Silo One Deathstrike Missile Silo 250 points Artillery Support Company Nine Earthshaker platforms
(May have nine Trojans or nine Gun Emplacements) 600 Points (Free)
Death Rider Scout Platoon Six Rough Rider units 150 Points Engineers Platoon Eight Death Korps Engineer units and a Hades Breaching Drill 300 Points Grenadiers Platoon Eight Death Korps Grenadier units
(May add eight Centaurs OR one Gorgon) 225 Points (+75 Points)
Heavy Support Battery Choose one of the following Heavy Support Batteries :
Three Hydra platforms or Three Heavy Anti-Aircraft platforms, or a mix of the two. Three Earthshaker Weapon Platforms Three Medusa platforms (May have three Trojans or three Gun Emplacements)
125 Points 200 Points 275 Points (Free)
Heavy Tank Platoon Two Macharius tanks and one Macharius command tank. 350 Points Light Support Battery Four Quad Launchers or Four Heavy Mortars
(May have four Centaurs or 20cm of Trenches) 200 Points (Free)
Self-Propelled Heavy Support Three Bombards. 250 Points Super-Heavy Tank Company Three of the following Super-Heavy Tanks (in any combination): Baneblades, Shadowswords, Stormblades, or Stormswords 500 Points Super-Heavy Tank Platoon One Stormblade, Stormsword, Baneblade, or Shadowsword 200 Points Tank Platoon Six Leman Russ variants (0-1 of which may be a rare Leman Russ variant) 280 Points
DEATH KORPS FORTIFICATIONS
(One Fortification may be taken per Death Korps Company) IMPERIAL ALLIES
(Up to one third of the army’s points may be spent on Imperial Allies formations.) IMPERIAL NAVY TITAN LEGION BATTLEGROUPS FORTIFICATIONS UNITS COST FORMATION COST FORMATION COST Trenchworks 50cm of Trenches plus four
bunkers. 100 Points One Heavy Marauder Bomber
150 points One Warlord Class Titan 850 points
Two Thunderbolt Fighters 150 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points Two Warhound Class Titans 500 points
SPECIAL RULE – Leman Russ Variants The Death Korps makes use of many different types of Leman Russ tanks, each with their own strengths and weakness. The following point values to determine the cost of specific tank formations as the army is created. STANDARD VARIANTS COST RARE VARIANTS COST Leman Russ +20points Leman Russ Vanquisher +50 points Leman Russ Demolisher +20 points Leman Russ Thunderer Free
SPECIAL RULE – Death Korps What the Death Korps lacks in high tech equipment it makes up in sheer, bloody-minded tenacity. The following rules reflect this situation: • Imperial Guard Infantry lose their Autocannon, and all Commander, Fire
Support, and Supreme Commander units have one Autorcannon replaced by a Twin Heavy Stubber with the following statistics:
Twin Heavy Stubber 30cm AP5+ • All Commander, Imperial Guard Infantry, Mortar Squad, Support Squad, and
Weapon Platform units in the Death Korps army gain +1 to their Close Combat statistic, with a minimum of CC 6+
• All Weapon Platforms gain a 6+ Armour Save and all Rough Rider units gain a 5+ Armour Save.
DEATH KORPS UNITS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
INF 15cm 5+ 5+ 4+ Heavy Flamer (15cm) AND 15cm
Ignore Cover AP4+, Ignore Cover
Death Korps Grenadier
NOTES: Scouts INF 15cm 5+ 4+ 5+ Gas Grenades
Mole Launcher (Contact) 30cm
(Small Arms) Ignore Cover
Death Korps Engineers
NOTES: None Special immobile n/a n/a n/a none None None Hades Breaching
Drill NOTES: Tunneler, Transport (May transport 8 Engineers). Note that the Hades Breaching Drill is not a unit and so may not be shot at nor have hits applied to it. It is in all respects simply a marker, to be used in a similar manner to Space Marine Drop Pods. No Blast marker is generated for its parent formation leaving the Hades Breach Drill behind during the game.
NetEA Army Compendium - Adeptus Mechanicus – DRAFT 2010 - 1
1.4 ADEPTUS MECHANICUS 1.4.1 GENERAL ADEPTUS MECHANICUS SPECIAL RULES 1.4.1.1 Imperial Void Shields Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet. Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan. Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (eg, if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).
1.4.1.2 Imperial Allies The Titans of the Adeptus Mechanicus are often assigned to assist other Imperial forces. Non-Adeptus Mechanicus forces may only select “Standard configuration” Titans.
1.4.2 GENERAL ADEPTUS MECHANICUS UNITS 1.4.2.1 STANDARD CONFIGURATION ADEPTUS MECHANICUS WAR ENGINES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 20 cm 4+ 3+ 3+ 2x Turbolaser Destructor
Rocket Launcher 60 cm 60 cm
4x AP5+/AT3+, Fwd 3 BP, FxF
Reaver Titan (Standard configuration)
NOTES DC6, 4 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Reaver’s plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Reaver will be hit on a roll of 5+
WE 30 cm 5+ 4+ 4+ Vulcan Mega-Bolter Plasma Blastgun
45c m 45 cm
4x AP3+/AT5+, Fwd 2x MW2+, Slow-Firing, Fwd
Warhound Titan (Standard configuration)
NOTES DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. The Plasma Blastgun may either fire one shot and still have one shot ‘in reserve’ for next turn, or fire two shots and not shoot next turn at all. Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally)
WE 15 cm 4+ 2+ 3+ 2x Turbolaser Destructor Gatling Blaster Volcano Cannon
60 cm 60 cm 90 cm
4x AP5+/AT3+, FxF 4x AP4+/AT4+, Fwd MW2+, TK(D3), Fwd
Warlord Titan (Standard configuration) NOTES DC8, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. May step over units and impassable or dangerous terrain that
is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Warlord’s plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Warlord will be hit on a roll of 4+
1.4.2.2 GENERAL ADEPTUS MECHANICUS CHARACTERS
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Carapace Multi-lasers 30cm 2 x AP5+/AT6+/AA5+ Carapace
Multi-lasers NOTES -- CH n/a n/a n/a n/a None Veteran
Princeps NOTES Commander, Leader CH n/a n/a n/a n/a None Legate
NOTES Supreme Commander CH n/a n/a n/a n/a Augmentations (contact) (Assault Weapon), EA (+1), MW Tech-Lord
NOTES Supreme Commander, Fearless, Invulnerable Save. 1.4.2.3 GENERAL ADEPTUS MECHANICUS INFANTRY
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm 5+ 5+ 5+ Heavy Bolter 30cm AP5+ Hypaspists
NOTES -- INF 15 cm 4+ 4+ 4+ Autocannon
Augmentations 45cm (contact)
AP5+ / AT6+, (Assault Weapon), EA (+1), MW
Praetorian Combat Servitors
NOTES Fearless, Invulnerable Save. Counts as two units for transport purposes. INF 15cm 3+ 4+ 5+ Heavy Bolter
Augmentations 30cm (contact)
AP5+ (Assault Weapon), EA (+1), MW
Skitarii Tech-Priest
NOTES Leader, Commander, Invulnerable Save. INF 10cm n/a n/a 6+ Mole Mortar 30cm AP5+, Indirect Fire, Disrupt, Ignores Cover Mole Mortar
NOTES --
1.4.2.4 GENERAL ADEPTUS MECHANICUS ARMOURED VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 20cm 4+ 4+ 5+ Arc Lance
Manipulators 30cm (contact)
AT4+ (Assault Weapon), EA (+1), MW
Forge Knight
NOTES Reinforced Armour, Walker, Invulnerable Save, Infiltrator.
NetEA Army Compendium - Adeptus Mechanicus – DRAFT 2010 - 2
1.4.2.5 GENERAL ADEPTUS MECHANICUS AIRCRAFT AND SPACECRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
SC n/a n/a n/a n/a 2 x Pin-Point Attack n/a MW2+, TK (D3) Adeptus Mechanicus Gothic Class Cruiser NOTES --
SC n/a n/a n/a n/a 2 x Pin-Point Attack Orbital Bombardment
n/a n/a
MW2+, TK (D3) 6BP, MW
Arc Mechanicus
NOTES Slow and Steady 1.4.2.6 GENERAL ADEPTUS MECHANICUS WAR ENGINES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 10cm 5+ 6+ 4+ 2 x Heavy Bolter
2 x Lascannon 1 x Ordinatus Weapon OR 2 x Battle Titan Weapon
30cm 45cm varies varies
AP5+ AT5+ FxF FxF
Ordinatus Majoris
NOTES DC4; 4 Void Shields; Reinforced Armour, Inspiring. Select two Battle Titan weapons (They must both be of the same type) or a single Ordinatus weapon; whichever weapon(s) is chosen, it is carried on a fixed forward arc. Critical Hit Effect: The Ordinatus's plasma reactor explodes in a roiling blast of energy; the war engine is destroyed an all units within 15cm suffer a hit on a 5+. Any friendly formations with line of sight to the explosion receive one Blast marker.
WE 10cm 5+ 6+ 5+ 1 x Battle Titan Weapon 2 x Twin Heavy Bolter
varies 30cm
FxF AP4+
Ordinatus Minoris
NOTES Damage Capacity 2, 2 Void Shields, Reinforced Armour. Select one Battle Titan weapon; the Ordinatus Minoris carries this weapon on a fixed forward arc. Critical Hit Effect: The Ordinatus's plasma reactor explodes in a roiling blast of energy; the war engine is destroyed an all units within 15cm suffer a hit on a 5+.
WE 20 cm 4+ 3+ 3+ 2 x Arm Scout or Battle Titan Weapons 1 x Carapace Scout or Battle Titan Weapons
-- Forward Arc FxF
Reaver Titan
NOTES DC6, 4 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Reaver’s plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Reaver will be hit on a roll of 5+
WE 30 cm 5+ 4+ 4+ 2 x Scout Titan Weapons -- Forward Arc Warhound Titan NOTES DC 3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally)
WE 15 cm 4+ 2+ 3+ 2 x Arm Scout or Battle Titan Weapons 2 x Carapace Scout or Battle Titan Weapons
-- --
Forward Arc FxF
Warlord Titan
NOTES DC 8, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Warlord’s plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Titan, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Warlord will be hit on a roll of 4+
1.4.2.7 SCOUT TITAN WEAPONS
WEAPON RANGE FIREPOWER Inferno Gun 30cm BP3, Ignores Cover Plasma Blastgun 45cm 2x MW2+, Slow Firing, The Plasma Blastgun may either fire one shot and still have one shot ‘in reserve’ for
next turn, or fire two shots and not shoot next turn at all. Turbolaser Destructor 60cm 4x AP5+ / AT3+ Vulcan Megabolter 45cm 4x AP3+ / AT5+
1.4.2.8 BATTLE TITAN WEAPONS
WEAPON RANGE FIREPOWER Apocalypse Missile Launcher 60cm BP3 Carapace Landing Pad -- Allows the Titan’s BP weapons to use the indirect fire ability Close Combat Weapon (Arm Only) (Contact) EA (+3), TK(D3) Corvus Assault Pod -- Transport (10 infantry) Gatling Blaster 60cm 4x AP4+/AT4+ Laser Blaster (Triple Turbolaser) 60cm 6x AP5+/AT3+ Laser Burner (15cm) OR
(Contact) (Small Arms), EA (+2), (Assault Weapons), EA (+4)
Melta Cannon 30cm AND (15cm)
MW2+, TK(D3) (Small Arms), EA (+1), TK(D3)
Plasma Cannon 60cm 3x MW2+, Slow Firing Plasma Destructor 75cm 4x MW2+, Slow Firing Quake Cannon 90cm BP3, MW Volcano Cannon 90cm MW2+, TK(D3)
1.4.2.9 SUPPORT MISSILE WARHEADS
WEAPON RANGE FIREPOWER Barrage Unlimited 10BP, Disrupt, Indirect Fire, Warhead, One-Shot, Carapace Only Deathstrike Unlimited MW2+, TK(D6), Indirect Fire, Warhead, One-Shot, Carapace Only Vortex Unlimited BP3, MW, TK(1), Indirect Fire, Warhead, One-Shot. Carapace Only Warp Unlimited MW2+, TK(D3), Ignores Shields/Powerfields, Indirect Fire, Warhead, One-Shot, Carapace Only
1.4.3.9 ORDINATUS WEAPONS
WEAPON RANGE FIREPOWER Armageddon (1x Nova Cannon) 100cm 4x MW3+, TK(D3) Golgotha (6 x Hellfire Missiles) Unlimited 2BP, MW, Single Shot, Indirect Fire Mars (1 x Sonic Disruptor) 100cm 10BP, Ignores Cover, Disrupt
NetEA Army Compendium - Adeptus Mechanicus – DRAFT 2010 - 3
1.4.3 EXPERIMENTAL ADEPTUS MECHANICUS UNITS 1.4.3.1 EXPERIMENTAL ADEPTUS MECHANICUS CHARACTERS 1.4.3.2 EXPERIMENTAL ADEPTUS MECHANICUS INFANTRY 1.4.3.3 EXPERIMENTAL ADEPTUS MECHANICUS ARMOURED VEHICLES 1.4.3.4 EXPERIMENTAL ADEPTUS MECHANICUS AIRCRAFT AND SPACECRAFT
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AC F 6+ n/a n/a Storm Bolters
Heavy Bolter 15cm 30cm
AP4+/AA5+, FxF AP5+/AA6+, FxF
Lysander Fighter
NOTES --
1.4.3.5 EXPERIMENTAL ADEPTUS MECHANICUS WAR ENGINES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 15cm 4+ 4+ 5+ Plasma Annihilator
Hellstorm Cannon Defence Laser 4 x Battle Cannon Quake Cannon Tertiary armament Leg Bastions
90cm 60cm 90cm 75cm 90cm (15cm) n/a
4x MW2+ TK(D3), Forward Arc, Slow Firing 10BP, Forward Arc MW2+/AA4+, TK (D3) AP4+/AT4+ 3BP, MW, FxF (Small Arms), EA (+2) Counts-as a Corvus Assault Pod
Imperator Titan
NOTES DC12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring. The Imperator Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 3cm tall. Critical Hit Effect: The Warmonger’s plasma reactor has been damaged. Roll a D6 for the Imperator in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Titan, on a roll of 2-3 it suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Imperator will be hit on a roll of 4+.
WE 15cm 4+ 4+ 5+ 8x Doomstrike Missiles Vengeance Cannon 4 x Hydra Autocannon Fire Control Centre Head Gun Tertiary armament Leg Bastions
Unlimited 90cm 45cm n/a 45cm (15cm) n/a
Warhead, may fire only one missile per turn. 2 x MW2+, TK (D3), Forward Arc 2 x AP4+/AT5+/ AA5+ Re-roll one failed to-hit roll once per turn. AP4+/AT4+ Fixed Forward Arc (Small Arms), EA (+2) Counts-as a Corvus Assault Pod
Warmonger Titan
NOTES DC12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring. The Warmonger Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 3cm tall. Critical Hit Effect: The Warmonger’s plasma reactor has been damaged. Roll a D6 for the Warmonger in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Titan, on a roll of 2-3 it suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Warmonger will be hit on a roll of 4+.
DESIGN NOTE – Emperor Battle Titans The Adeptus Mechanicus are in the possession of some awesome pieces of technology, some might be so awesome, that they break the game! The Emperor-class Titans are good example of this. We don’t recommend their use in Tournament games, but are interested in seeing them tested for possible future inclusion. Consider these point values as experimental: Imperator Titan – 1250 Points Warmonger Titan - 1250 Points (Allows one Lysander Fighter to be included per Warmonger at 75 points each.)
NetEA Army Compendium - Adeptus Mechanicus – DRAFT 2010 - 4
A
LEGIO GRYPHONICUS “WAR GRYPHONS”
ADEPTUS MECHANICUS TITAN LEGION ARMY LIST ARMY CHAMPION: Ben “Evil & Chaos” Skinner Version: 3.18
Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+. Titan Legion armies have a strategy rating of 3.
TITAN LEGION BATTLE TITAN FORMATIONS The army may contain any number of Battle Titan formations.
FORMATION CORE UNITS COST Warlord Battle Titan One Warlord Titan 725 Points Reaver Battle Titan One Reaver Titan 575 Points
TITAN LEGION SCOUT TITAN FORMATIONS Two Scout Titan Formations may be selected for each Battle Titan formation in the army.
FORMATION CORE UNITS COST Warhound Scout Titan One Warhound Titan 275 Points Warhound Titan Pack Two Warhound Titans 500 Points
TITAN LEGION SUPPORT FORMATIONS One Support Formation may be selected for each Titan formation in the army.
FORMATION CORE UNITS COST Forge Knight Squadron Three Forge Knights
(Add three additional Forge Knights) 200 Points (+175Points)
Recon Platoon Four Sentinels 100 Points Thunderbolt Squadron Two Thunderbolt Fighters 150 Points Marauder Squadron Two Marauder Bombers 250 Points 0-1 Orbital Support One Adeptus Mechanicus Gothic Class Cruiser OR
One Arc Mechanicus 150 Points OR 300 Points
Skitarii Demi-Century Nine Hypaspist units, plus one Tech-Priest unit 300 Points
TITAN UPGRADES A Titan formation may take one of each upgrade.
UPGRADE UNITS COST 0-1 Legate Add a Legate to one Battle Titan in the formation +50 points Veteran Princeps Add a Veteran Princeps to one Titan in the formation +25 points Carapace Multi-Lasers Add Carapace Multi-Lasers to one Battle Titan in the formation +50 points Sacred Icon Add a Sacred Icon to one Battle Titan in the formation +50 points
TITAN WEAPONS Warhound, Reaver and Warlord Titans each must be upgraded with two, three and four Titan weapons respectively.
A Titan may not be upgraded with more or less weapons than its class allows. Each Titan formation must select at least two different types of weapons. If the player wishes, a Titan formation may
contain only one type of weapon, at the cost of paying a +25 point surcharge. BATTLE TITAN WEAPONS SCOUT TITAN WEAPON
WEAPON COST WEAPON COST Laser Burner, Corvus Assault Pod, Carapace Landing Pad Free Inferno Gun, Vulcan Megabolter, Plasma Blastgun Free Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Titan Close Combat Weapon +25 Points
Turbolaser Destructor +25 Points
Melta Cannon, Laser Blaster (Triple-Turbolaser), Volcano Cannon +50 Points Plasma Destructor, Support Missile (Select one warhead), Quake Cannon +75 Points
SPECIAL RULE – God Machines The Adeptus Mechanicus worships their Titans as icons of the Deus Mechanicus, avatars that rule battlefields with awesome firepower; the loss of even one large Titan is enough to shake the heart of any Adept of the Mechanicus. If any Battle class Titan is destroyed, then any friendly Titan formations wi thin line of sight receive one blast marker.
NetEA Army Compendium - ORKS 2010 - DRAFT - 1
1.6 ORKS 1.6.1 GENERAL ORK SPECIAL RULES 1.6.1.1 Power of the Waaagh! Orks are not noted for their organisational abilities, and thus usually have a pretty low initiative rating. However, if there is one thing that will galvanise an Ork warband, it’s the thought of a good punch-up! Because of this, Ork formations that are attempting to take engage or double actions receive a +2 modifier to their action test roll. Ork flyboyz similarly relish the chance to shoot things up, and receive a +2 modifier to their action test roll when attempting to carry out interception or ground attack actions (see 4.0).
1.6.1.2 Mob Rule Orks believe that as long as there’s a bunch of them still fighting together (slightly more than they can count up to is ideal!) then there’s always a chance that they’ll prevail, no matter the odds. To represent this, Ork formations with more than five units (ie, too many to count on the fingers of one hand), not including Grotz, Big Gunz or Squig Catapults, receive a +1 modifier to any rally rolls they make, and formations with more than 10 such units receive a +2 modifier. For the purposes of this rule war engines count each point of starting damage capacity as a unit.
1.6.1.3 Ork Powerfields Some Ork war engines are protected by banks of power fields. The number each war engine has is noted on its datasheet. Power fields work in exactly the same manner as Imperial Void Shields (see 1.4.1.1), with the sole exception that they may not be repaired once they have been knocked down by a hit, and will instead remain down for the remainder of the battle.
1.6.1.4 – Cost of Ork Formations An Ork player may choose to double or triple the number of core units in a formation if they wish. A formation with double the normal number of units is called a Big formation, and a formation with three times the normal number of units is called an ‘Uge; the point value of each type of formation is listed in the army list. An Ork formation may include any of the extra units listed in the Extras column. You may include any number of extra units in a formation unless it is specifically noted otherwise. If there are limitations then the limit is doubled for a Big formation and tripled for an ‘Uge formation. 1.6.1.5 – Attached War Engines In tournament games, war engines attached to a formation with non-war engines may only transport units from their own formation (ie, the rules for War Engine transports do not apply to them when using the tournament army lists).
1.6.2 GENERAL ORK UNITS 1.6.2.1 GENERAL ORK CHARACTERS
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Big Mek
NOTES: Adds one Big Mek Kustom Bitz option to a single War Engine or Big Gun unit in the formation that the Big Mek is attached to. CH n/a n/a n/a n/a Supa-Zzap-Gun OR
Soopagun 60 cm 60 cm
MW3+, TK(D3) 2 BP, MW
Oddboy
NOTES: Ork Oddboyz can be one of two types: Big Meks or Slavers. Both are Characters. A Big Mek can be added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle into a Soopagun or Supa-Zzap-Gun with the characteristics shown above. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun with the characteristics above.
CH n/a n/a n/a n/a Big Choppas (contact) (Assault Weapons), MW, EA (+1) Warlord NOTES: Supreme Commander
CH n/a n/a n/a n/a Fist of Gork 45 cm MW5+/AA5+, MW Wyrdboy NOTES: --
1.6.2.2 GENERAL ORK INFANTRY
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 10 cm n/a 6+ 5+ Big Gun 45 cm AP5+/AT5+ Big Gunz
NOTES: - INF 20 cm 5+ 4+ 6+ Choppas
Shootas (contact) (15 cm)
(Assault Weapons) (Small Arms)
Boarboyz
NOTES: Mounted, Infiltrator INF 15 cm 6+ 4+ 6+ Choppas
Shootas Big Shoota
(contact)(15 cm) 30 cm
(Assault Weapons) (Small Arms) AP6+/AT6+
Boyz
NOTES: INF 15 cm n/a 6+ 6+ Shootas (15 cm) (Small Arms) Grotz
NOTES: Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units that are killed, and don’t count Grot units that are lost in an assault when working out who has won the combat.
INF 15 cm 6+ 4+ 6+ Choppas Shootas Big Shoota
(contact)(15 cm) 30 cm
(Assault Weapons) (Small Arms) AP6+/AT6+
Kommandos
NOTES: Scout, Infiltrator INF 15 cm 6+ 4+ 6+ Choppas
Shootas (contact) (15 cm)
(Assault Weapons) (Small Arms)
Madboyz
NOTES: Fearless INF 40 cm 5+ 4+ 5+ Choppa Blades
Sawn-off Custom Blasta (contact) 15cm AND (15cm)
(Assault Weapons), MW, EA (+1) MW5+ (Small Arms), MW, EA (+1)
Mekboy Bad Ork Bikeboy
NOTES: Mounted, Invulnerable Save, Supreme Commander INF 15 cm 4+ 3+ 5+ Big Choppas
Shootas 2x Big Shoota
(contact)(15 cm) 30 cm
(Assault Weapons), EA (+1) (Small Arms) AP6+/AT6+
Nobz
NOTES: Leader INF 35 cm 4+ 3+ 5+ Big Choppas
Shootas 2x Big Shoota
(contact) (15 cm) 30 cm
(Assault Weapons), EA (+1) (Small Arms) AP6+/AT6+
Nob Warbikes
NOTES: Leader, Mounted INF 10 cm n/a 6+ 5+ Squig Katapult 45 cm 1 BP, Disrupt Squig
Katapult NOTES:
INF 15 cm 6+ 4+ n/a Choppas (contact) (Assault Weapons) Wildboyz NOTES: --
INF 30 cm 6+ 4+ 6+ Choppas Shootas
(contact)(15 cm)
(Assault Weapons) (Small Arms)
Stormboyz
NOTES: Scout, Jump Packs INF 35 cm 5+ 4+ 6+ Twin Sawn-off Big Shoota 15 cm AP5+/AT5+ Warbikes
NOTES: Mounted
NetEA Army Compendium - ORKS 2010 - DRAFT - 2
1.6.2.3 GENERAL ORK LIGHT VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
LV 35 cm 4+ 6+ 5+ Twin Big Shoota 30 cm AP5+/AT6+ Deth Kopta NOTES: Skimmer
LV 25 cm 5+ 5+ 6+ Big Shoota 30 cm AP6+/AT6+ Junkatrukk NOTES: Transport (may carry 1 Grot plus any 1 of the following units: Boyz, Nobz, Wildboyz. Units may shoot while being transported)
LV 35 cm 5+ 6+ n/a n/a n/a n/a Trukk NOTES: Transport (may carry any 1 of the following units: Boyz, Nobz, Grots, Big Gunz. Units other than Big Gunz may shoot while being
transported) LV 35 cm 5+ 6+ 4+ Skorcha 15 cm AP4+, Ignore Cover Skorcha
NOTES: -- LV 20 cm 4+ 4+ 5+ Teeth & Horns
2x Twin Big Shoota Big Gun
(contact) 30 cm 45 cm
(Assault Weapons), MW, EA (+D3) AP5+/AT6+ AP5+/AT5+
Squiggoth
NOTES: Reinforced Armour, Thick Rear Armour, Transport (may carry any 4 of the following units: Boyz, Nobz, Wildboyz. May carry 2 Grotz in addition to any other units)
LV 35 cm 5+ 5+ 5+ Twin Big Shoota 30 cm AP5+/AT6+ Warbuggy/ Wartrak NOTES: --
1.6.2.4 GENERAL ORK ARMOURED VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 30 cm 5+ 6+ 5+ 2x Twin Big Shoota 30 cm AP5+/AT6+ Battlewagon
NOTES: Transport (may carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, one of the two units transported may be a Big Gun. May carry 1 Grot in addition to any other units)
AV 15 cm 4+ 4+ 5+ Kombat Klaws 2x Big Shoota
(contact) 30 cm
(Assault Weapons), MW, EA (+1) AP6+/AT6+
Dreadnought
NOTES: Walker AV 30 cm 5+ 5+ 5+ Flak Gun 30 cm 2x AP6+/AT6+/AA6+ Flakwagon
NOTES: Transport (may carry any 1 of the following units: Boyz, Kommandos, Grots, Nobz, Big Gun) AV 30 cm 5+ 5+ 5+ Big Gun 45 cm AP5+/AT5+ Gunwagon
NOTES: Transport (may carry any 1 of the following units: Boyz, Kommandos, Grots, Nobz, Big Gun) AV 15 cm 5+ 5+ 6+ Kombat Klaws
Big Shoota (contact) 30 cm
(Assault Weapons), MW, EA (+1) AP6+/AT6+
Killa Kan
NOTES: Walker AV 35 cm 5+ 6+ 5+ Kustom Kannon 45 cm MW4+ Mekboy
Speedsta NOTES: D3 Power Fields
AV 15 cm 4+ 4+ 4+ 0-1x Kombat ’Ammer 2-3x Big Guns
(contact) OR 30 cm 45 cm
(Assault Weapons), MW, EA (+1) AP5+/AT6+ AP5+/AT5+
Stompa
NOTES: Walker, Reinforced Armour. May be armed with 3 big guns or 2 big guns and 1 Kombat ‘Ammer. The Kombat ‘Ammer may shoot and be used as an assault weapon. It only has the Macro-weapon and Extra Attack abilities when used in an assault.
1.6.2.4 GENERAL ORK AIRCRAFT AND SPACECRAFT
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER SC n/a n/a n/a n/a Orbital Bombardment n/a D6+3 BP, MW Battlekroozer
NOTES: Transport (may carry up to 12 Ork Landas plus the troops carried in them), Slow and steady (may not be used on the first or second turn of a game unless the scenario specifically states otherwise)
AC FB 6+ n/a n/a Heavy Shootas Tankbusta Rokkits
15 cm 30 cm
AP5+/AA5+ AT4+
Fighta-Bommer
NOTES: SC n/a n/a n/a n/a Orbital Bombardment n/a D6+1 BP, MW Kill Kroozer
NOTES: AC/WE B 5+ 4+ 6+ Gun Turrets
Tankbusta Rokkits 15 cm 30 cm
D6+3x AP5+/AA6+ AT4+, FxF
Landa
NOTES: DC 3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units: Boyz, Kommandos, Stormboyz, Nobz, Attack Bikes, Buggies, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts. All light vehicles and Dreadnoughts (but not Killa Kans) take up 2 spaces each. In addition it may also carry 4 Grots) Critical Hit Effect: The Landa’s pilot is killed and the Landa crashes to the ground, killing all on board.
NetEA Army Compendium - ORKS 2010 - DRAFT - 3
1.6.2.5 GENERAL ORK WAR ENGINES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
WE 30cm 4+ 4+ 4+ 4x Twin Big Shoota Big Gun
30cm 45cm
AP5+/AT6+ AP5+/AT6+
Battlefortress
NOTES: DC 3, Transport (may carry any 8 of the following units: Boyz, Kommandos, Nobz. 1 of the units transported may be a Big Gun. May carry 4 Grots in addition to any other units) Critical Hit Effect: The attack hits the Battlefortress’s running gear and it flips over. The Battlefortress comes to rest D6cm away in a random direction, hitting anything it lands on. The Battlefortress is destroyed and any units on board will only survive on a roll of 6.
WE 30cm 4+ 4+ 4+ 5x Twin Big Shoota 3x Big Gun
30cm 45cm
AP5+/AT6+ AP5+/AT6+
Gunfortress
NOTES: DC 3, Transport (may carry any 4 of the following units: Boyz, Kommandos, Nobz. 1 of the units transported may be a Big Gun. May carry 4 Grots in addition to any other units) Critical Hit Effect: The attack hits the Gunfortress’s running gear and it flips over. The Gunfortress comes to rest D6cm away in a random direction, hitting anything it lands on. The Gunfortress is destroyed and any units on board will only survive on a roll of 6.
WE 15cm 4+ 3+ 3+ Gaze of Mork 2-3x Soopagun 0-1x Supa-Zzap-Gun 0-1 Mega-Choppa
30cm 60cm 60cm 45cm AND (contact)
MW4+, TK 2 BP, MW, FxF MW3+, TK(D3), FxF AP5+/AT5+, FxF (Assault Weapons), TK(D3), EA (+1)
Gargant
NOTES: DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun. The Mega-Choppa may shoot and be used as an assault weapon. The Mega-Choppa’s Titan Killer and Extra Attack abilities may only be used in an assault. Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5-6 the fire is put out. Any fires not put out cause one point of damage.
WE 15 cm 4+ 3+ 3+ Gaze of Mork 2x Big Gun 1x Soopagun 1-2x Twin Soopagun 0-1x Lifta-Droppa
30 cm 45 cm 60 cm 60 cm 60cm AND (contact)
MW4+, TK AP5+/AT5+ 2 BP, MW, FxF 3 BP, MW, FxF MW3+, TK(D3), FxF (Assault Weapons), EA (+1)
Great Gargant
NOTES: DC 12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour. May be armed with 2 Twin Soopaguns or 1 Twin Soopagun and 1 Lifta-Droppa. The Lifta-Droppa may shoot and be used as an assault weapon. The Lifta-Droppa’s Extra Attack may only be used in an assault. Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5-6 the fire is put out. Any fires not put out cause one point of damage.
WE 15 cm 4+ 4+ 5+ Goring Tusks 4x Twin Big Shoota 2x Big Gun
(contact) OR (contact) 30 cm 45 cm
(Assault Weapons), MW, EA (+D3) (Assault Weapons), TK(D3), EA (+1) AP5+/AT6+ AP5+/AT5+
Orkeosaurus
NOTES: DC 6, Reinforced Armour, Thick Rear Armour, Transport (may carry any 12 of the following units: Boyz, Nobz, Wildboyz. May carry 6 Grotz in addition to any other units) Critical hit effect: The shot enrages the Orkeosaurus. It immediately rampages 3D6cm in a random direction, stopping immediately if it encounters impassable terrain or another unit or once the move has finished. If it stops because it moved into another unit, then the unit suffers a hit that counts as having been inflicted by a macro-weapon. If it crashes into impassable terrain then the Orkeosaurus is killed
WE 15 cm 4+ 4+ 4+ 0-2x Mega-Choppa Fist of Gork 0-2x Soopagun
(contact) 45 cm 60 cm
(Assault Weapons), MW, TK(D3), EA (+1)MW5+/AA5+, MW 2 BP, MW
Steam Gargant
NOTES: DC 4, Reinforced Armour, Walker, Fearless. May not have more than two Soopaguns or Mega-Choppas in total (one on each arm). Critical Hit Effect: The Steam Gargant’s boiler blows up. The Steam Gargant is destroyed and all units within 2D6cm suffer a hit.
WE 15 cm 4+ 4+ 4+ Gaze of Mork 2-3x Soopagun 0-1 Mega-Choppa
30 cm 60 cm 45 cm AND (contact)
MW4+, TK 2 BP, MW, FxF AP5+/AT5+, FxF (Assault Weapons), TK(D3), EA (+1)
Supa-Stompa
NOTES: DC 4, D3 Power Fields, Walker, Fearless, Reinforced Armour May be armed with 3 Soopaguns or 2 Soopaguns and 1 Mega-Choppa. The Mega-Choppa may shoot and be used as an assault weapon. The Mega-Choppa’s Titan Killer and Extra Attack abilities may only be used in an assault. Critical Hit Effect: The Supa-Stompa’s head is blown clean off, killing the Kaptain. It suffers a -1 to hit modifier from now on. Any subsequent critical hits will cause an extra point of damage instead.
1.6.3 EXPERIMENTAL ORK UNITS 1.6.3.1 EXPERIMENTAL ORK CHARACTERS
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Big Mek
NOTES: Adds one Big Mek Kustom Bitz option to a single War Engine or Big Gun unit in the formation that the Big Mek is attached to. CH n/a n/a n/a n/a Big 'Ammer
Kustom Shoota (contact) (15cm)
(Assault Weapons), MW, EA (+1) (Small Arms), MW, EA (+1)
Mekboy Big Boss
NOTES: Supreme Commander 1.6.3.2 EXPERIMENTAL ORK INFANTRY
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 10cm n/a 6+ 6+ Lobba 45cm 1BP Lobba
NOTES: Represents Orkified Gotterdammerung Howitzers, Thudd Guns
1.6.3.2 EXPERIMENTAL ORK LIGHT VEHICLE
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
1.6.3.4 EXPERIMENTAL ORK ARMOURED VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 25cm 4+ 5+ 4+ 3x Big Gunz 45cm AP5+/AT5+ Big Wagon
NOTES: Reinforced Armor, Transport (may carry any one of the following units: Boyz, Grots,Kommandos, Nobz, Big Gun, may carry one Grots unit in addition to other units). Represents Orkified Land Raider, Leman Russ, Ragnarok tanks.
AV 25cm 6+ 6+ 6+ Lobba 45cm 1BP Lobbawagon NOTES: Represents Orkified Whirlwind, Basilisk, Manticore, Bombard, Deathstrike, Griffon tanks.
NetEA Army Compendium - ORKS 2010 - DRAFT - 5
F NetEA
GHAZGKHULL MAG URUK THRAKA’S WAR HORDE ORK ARMY
ARMY CHAMPION: Neal Hunt Version: FINAL
Ork armies have a Strategy rating of 3. All Ork formations have an Initiative rating of 3+ and use the “Power of the Waaagh!” and “Mob Rule” special rules.
WAR HORDE FORMATIONS
(An Ork army may contain any number of War Horde Formations.)
COST PER FORMATION TYPE CORE UNITS NORMAL BIG ‘UGE UPGRADES
Ork Warband Six Boyz units Two Nobz unts Two Grotz units
200 350 500
•Any number of the following for +25 points each: Boyz (+ an optional free Grot per Boyz unit), Stormboyz, Kommandos, Buggies, Warbikes, Skorchas, Big Gunz, Killa Kans •Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Dreadnoughts, Flakwagonz, Gunwagonz •Up to 2 Nobz for +35 points each •Up to 1 Oddboy character for +50 points •Any number of Stompas for +75 points each •Any number of Battlefortress for +115 points each •Any number of Gunfortress for +125 points each
Stormboyz Warhorde
Six Stormboyz units 150 n/a n/a •Any number of the following for +25 points each: Stormboyz, Kommandos, Buggies, Warbikes, Skorchas •Any number of Deth Koptas for +35 points each
Kult of Speed Any eight of the following units: Buggies, Warbikes, Skorchas
200 350 500
•Any number of the following for +25 points each: Buggies, Warbikes, Skorchas •Any number of the following for +35 points each: Deth Koptas, Flakwagonz, Gunwagonz •Up to 1 Oddboy character for +50 points
Blitz Brigade
Any four of the following units: Gunwagons, Deth Koptas, Flakwagonz
150 250 350
•Any number of the following for +25 points each: Buggies, Warbikes, Skorchas •Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz •Up to 1 Oddboy character for +50 points •Up to 1 Gunfortress for +125 points each
Mekboy Stompamob
Three Stompas 225 400 575
•Any number of Killa Kanz for +25 points each - Any number of the following for +35 points each: Dreadnoughts, Flakwagonz •Any number of Stompas for +75 points each •Up to 1 Supa-Stompa for 275 points
Mekboy Gunzmob
Five Big Gunz units 125 225 325
•Any number of Big Gunz for +25 points each •Any number of the following for +35 points each: Battlewagonz, Flakwagonz •Up to 1 Nobz for +35 points •Up to 1 Oddboy character for +50 points
ORK AIRCRAFT, SPACECRAFT, AND GARGANTS
(Up to one third of an army’s points may be spent on Aircraft, Spacecraft, and Gargants.) FORMATION UNITS UPGRADE COST Fighta Squadron Three Fighta-Bommers Up to six Fighta-Bommers for +50 points each 150 Landa One Ork Landa n/a 200 Kill Kroozer One Kill Kroozer May be upgraded to Ork Battlekroozer for +50 points 150 Gargant One Gargant n/a 650 Great Gargant One Great Gargant n/a 850
SPECIAL RULE - Warlord Every Ork army must include a Supreme Command character called a Warlord. The Warlord character is free; you don’t have to pay any points for it. If the army includes any Great Gargants, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit.
NetEA Army Compendium - ORKS 2010 - DRAFT - 6
F NetEA
BURNING DEATH SPEED FREEKS ORK ARMY
ARMY SUB-CHAMPION: Tim “Tiny-Tim” Hunt Version: FINAL
Speed Freeks armies have a Strategy rating of 3. All Speed Freek formations have an Initiative rating of 3+ and use the “Power of the Waaagh!” and “Mob Rule” special rules.
SPEED FREEKS FORMATIONS
(A Speed Freeks army may contain any number of Speed Freek Formations.)
COST PER FORMATION TYPE CORE UNITS NORMAL BIG ‘UGE UPGRADES
Speed Freeks Warband
One Nobz unit with one Trukk OR One Nobz Warbikes units Three Boyz units with three Trukks Plus any four of the following units: Buggies, Warbikes, Skorchas
200 375 550
•Any number of the following for +25 points each: Boyz (+ an optional free Grot per Boyz unit), Stormboyz, Buggies, Warbikes, Skorchas, Big Gunz •Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz •Up to 1 each of the following units: Nobz unit OR Nob Warbikes +35 points, Mekboy Speedsta +50 points
Kult of Speed
Any eight of the following units: Buggies, Warbikes, Skorchas 200 350 500
•Any number of the following for +25 points each: Buggies, Warbikes, Skorchas •Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz •Up to 1 Mekboy Speedsta for +50 points
Blitz Brigade
Any four of the following units: Gunwagons, Deth Koptas, Flakwagonz
150 250 350
•Any number of the following for +25 points each: Ork Boyz, Buggies, Warbikes, Skorchas •Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz •Up to 1 each of the following units: Nobz OR Nob Warbikes (+35 points), Mekboy Speedsta (+50 points), Gunfortress (+125 points)
Warbike Outriders
Five Warbike units (All units in the formation receive the Scout ability for free)
150 250 350 •No extra units allowed.
Fortress Mob
Any two of the following units: Battlefortress, Gunfortress 275 475 675
•Any number of the following for +25 each: Ork Boyz •Any number of the following for +35 points each: Flakwagonz •Up to 1 each of the following units: Nobz OR Nobz Warbikes (+35 points), Battlefortress (+115 points), Gunfortress (+125 points)
SPEED FREEK AIRCRAFT AND SPACECRAFT (Up to one third of an army’s points may be spent on Aircraft and Spacecraft.)
FORMATION UNITS UPGRADE COST Fighta Squadron Three Fighta-Bommers Up to 6 Fighta-Bommers for +50 points each 150 Landa One Ork Landa n/a 200 Kill Kroozer One Kill Kroozer May be upgraded to Ork Battlekroozer for +50 points 200
SPECIAL RULE - Mekboy Bad Ork Bikeboy Every Speed Freek Ork army must include a Mekboy Bad Ork Bikeboy unit. The Bikeboy character is free, you don’t have to pay any points for him, and it can be added to any formation in the army.
SPECIAL RULE - Gotta Go Fasta! Every unit in a Speed Freeks formation must either have at least a speed of 30cm, or be transported in a unit with at least a speed of 30cm. In other words, formations may not include units with a speed of less than 30cm unless they also have a transport vehicle capable of carrying those units around.
NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 1
1.7 CRAFTWORLD ELDAR 1.7.1 GENERAL CRAFTWORLD ELDAR SPECIAL RULES 1.7.1.1 Farsight Eldar Farseers are able to partially unravel the threads of time, allowing them to foresee events that may affect his army, and act to counter them. To represent this, any Eldar formation that includes a unit with Farsight may ignore the -1 Action test penalty when they try to retain the initiative. In addition, once per turn the Eldar player may attempt to retain the initiative twice in a row (i.e. the Eldar player can retain the initiative and take another action after having successfully retained the initiative once already). Any Eldar formation may be chosen, including those that do not include a unit with Farsight but at least one unit with Farsight must still be in play and on the battlefield. The formation must still pass an initiative test in order to carry out the action, and will suffer the –1 modifier for retaining the initiative unless it includes a unit with Farsight. Once the action has been taken the initiative returns to the opposing player.
1.7.1.2 Hit and Run Tactics The Eldar are a dying race, and any loss is deeply mourned. Because of this they have developed tactics that, when combined with their highly advanced technology, allows them to attack the enemy and then quickly retire in order to avoid any return fire. This special ability is reflected by the following special rules, which apply to all formations in an Eldar army. Eldar formations that take advance or double actions may choose to shoot either before or after each move. However, they may still only shoot once during the action. For example, an Eldar formation taking an advance action could shoot and then move or move and then shoot, while a formation taking a double action could shoot and move twice, move twice and then shoot, or move then shoot and then move again. In addition, Eldar formations that win an assault are allowed to move any distance up to their speed value when they consolidate, rather than being limited to a move of 5 cm as would normally be the case.
1.7.1.3 Eldar Technology The Eldar are a technologically sophisticated race that make use of a number of devices that have capabilities far in advance of anything used by the other races in the galaxy. These technological advantages are represented in Epic by the following special rules: Holofields: Eldar Titans are protected by a holofield that is projected from special wing-like structures on the Titan’s carapace. These fracture the image of the Titan making it appear as a swirling cloud of coloured motes to the naked eye, while at the same time disrupting any targeting devices attempting to lock onto the Titan. The overall result is to make the Titan a very hard target to hit! Holofields provide Titans with a special 3+ saving throw that can be taken instead of the Titan’s normal saving throw. This save may always be taken, even against hits in an assault or against Titan Killer or Macro-weapons attacks. Make a single saving against weapons with the Titan Killer ability, rather than a separate save for each point of damage. If a vehicle with a holofield also has reinforced armour, then it is allowed to re-roll its saving throw unless hit by Lance, Macro-weapon or Titan Killer attacks, but the re-roll must be made using the units armour save rather than the holofield save. No Blast markers are placed for hits that are saved by a holofield. Lance weapons: A lance uses a highly concentrated beam of laser energy to destroy heavily armoured targets. A unit with reinforced armour (see Epic: Armageddon 2.1.11) that is hit by a lance weapon is not allowed to re-roll its saving throw. Webway Portals: Webway portals are used by the Eldar to safely travel through the Warp. Each webway portal included in the army allows the Eldar player to pick up to three other formations, and keep them back on the Craftworld. Any formation’s that are kept on the Craftworld may enter play via the Webway Portal, by taking an action that allows them to make a move, and then measuring their first move from the position that a webway portal occupies on the tabletop. Note that the formation may appear through any portal, not just the one that was ‘used’ to allow the formation to be kept off-board. No more than one formation may travel through each webway portal each turn. In the GT scenario reserve formations with multiple deployment options must be designated as to deployment method during setup – webway, air transport or teleport.
1.7.2 GENERAL CRAFTWORLD ELDAR UNITS 1.7.2.1 GENERAL CRAFTWORLD ELDAR CHARACTERS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
CH n/a n/a n/a n/a Autarch CC Weapon Autarch FF Weapon
(contact) (15cm)
(Assault Weapons), EA (+1), MW (Small Arms), EA (+1)
Autarch
NOTES Supreme Commander, Inspiring, Invulnerable Save CH n/a n/a n/a n/a Ancient Weapons (contact) (Assault Weapons), EA (+1), MW Court of the Young
King NOTES The Court of the Young King represents Exarchs accompanying the Biel-Tan Avatar into battle. CH n/a n/a n/a n/a Exarch CC Weapon
Exarch FF Weapon (contact) (15cm)
(Assault Weapons), EA (+1) (Small Arms), EA (+1)
Exarch
NOTES Inspiring. Exarchs added to Dire Avenger, Howling Banshee, Striking Scorpion, or Shining Spear units have an Exarch CC weapon. Exarchs added to Fire Dragon, Swooping Hawk, Warp Spider or Dark Reaper units have an Exarch FF weapon.
CH n/a n/a n/a n/a Singing Spears (15cm) OR (contact)
(Small Arms), EA (+1) (Assault Weapons), EA (+1), MW
Spear of Khaine
NOTES The Spear of Khaine represents Warlocks accompanying the Ulthwé Avatar into battle. 1.7.2.2 GENERAL CRAFTWORLD ELDAR INFANTRY UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
INF 15cm 4+ 4+ 5+ Witch Blades Shuriken Pistols
(contact) (15cm)
(Assault Weapons), EA (+1), MW (Small Arms)
Farseer
NOTES Farsight, Commander, Invulnerable Save INF 15cm n/a 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Guardians
NOTES -- INF 15cm n/a 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Heavy Weapon
Platform NOTES -- INF 35cm 5+ 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Jetbikes
NOTES Skimmer, Mounted INF 20cm 5+ 6+ 5+ Shuriken Pistols
Long Rifles (15cm) 30cm
(Small Arms) AP5+
Pathfinders
NOTES Scout, Sniper, Invulnerable Save, Teleport INF 15cm 5+ 6+ 5+ Shuriken Pistols
Long Rifles (15cm) 30cm
(Small Arms) AP5+
Rangers
NOTES Scout, Sniper INF 15cm 4+ 4+ 4+ Witch Blades
Eldar Psychic Powers (contact) (15cm)
(Assault Weapons), EA (+1), MW (Small Arms), EA (+1), MW
Seer Council
NOTES Farsight, Invulnerable Save, Reinforced Armour, Supreme Commander. Counts as a Farseer. INF 15cm n/a 6+ 6+ D-Cannon 30cm MW5+ Support Weapon
Platform NOTES -- INF 15cm 4+ 4+ 4+ Wraithcannon (15cm) AND
15cm (Small Arms), EA (+1), MW 2 x MW5+
Wraithguard
NOTES Fearless, Reinforced Armour
NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 2
1.7.2.3 GENERAL CRAFTWORLD ELDAR ASPECT WARRIORS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
INF 15cm 5+ 6+ 3+ Reaper Missile Launcher 45cm 2 x AP5+ Dark Reapers NOTES -- INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) (Small Arms), EA (+1) Dire Avengers
NOTES -- INF 15cm 5+ 5+ 4+ Fusion Guns (15cm) AND
15cm (Small Arms), MW MW5+
Fire Dragons
NOTES -- INF 15cm 5+ 2+ 5+ Banshee Masks
Shuriken Pistols (contact) (15cm)
(Assault Weapons), First Strike (Small Arms)
Howling Banshees
NOTES -- INF 35cm 4+ 4+ 5+ Laser Lances (contact) (Assault Weapons), Lance Shining Spears
NOTES Skimmer, Mounted INF 35cm 5+ 5+ 4+ Lasblasters (15cm) (Small Arms) Swooping Hawks
NOTES Scout, Jump Packs, Teleport INF 15cm 4+ 4+ 5+ Mandiblasters
Shuriken Pistols (contact) (15cm)
(Assault Weapons), EA (+1) (Small Arms)
Striking Scorpions
NOTES -- INF 15cm 4+ 5+ 4+ Death Spinner (15cm) (Small Arms) Warp Spiders
NOTES Jump Packs, First Strike, Infiltrator 1.7.2.4 GENERAL CRAFTWORLD ELDAR LIGHT VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Vyper Jetbike NOTES Skimmer
LV 20cm 6+ 5+ 5+ Scatter Laser Bright Lance
30cm 30cm
AP5+/AT5+ AT5+, Lance
War Walker
NOTES Walker, Scout, Reinforced Armour 1.7.2.5 GENERAL CRAFTWORLD ELDAR ARMOURED VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
AV 35cm 5+ 6+ 4+ Scatter Laser Falcon Pulse Laser
30cm 45cm
AP5+/AT5+ 2 x AT4+
Falcon
NOTES Skimmer, Transport (may transport 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, Lance Fire Prism NOTES Skimmer
AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2 x AP5+/AT5+/AA4+ Firestorm NOTES Skimmer, Transport (may transport 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire
Avengers, Dark Reapers) AV 35cm 5+ 6+ 5+ Nightspinner 45cm 1 BP, Disrupt, Indirect Fire Night Spinner
NOTES Skimmer, Transport (may transport 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Wave Serpent NOTES Skimmer, Reinforced Armour, Transport (May transport 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon
Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) AV 15cm 4+ 3+ 4+ Power Fists
Bright Lance (contact) 30cm
(Assault Weapons), EA (+1), MW AT5+, Lance
Wraithlord
NOTES Walker, Fearless, Reinforced Armour 1.7.2.6 GENERAL CRAFTWORLD ELDAR AIRCRAFT AND SPACECRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
SC n/a n/a n/a n/a Orbital Bombardment OR 2x Pin-point Attack
n/a n/a
8 BP, MW MW2+, TK(D3)
Dragonship
NOTES Transport (May carry up to 12 Vampires and the units being transported on them) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.
AC F 4+ n/a n/a Twin Shuriken Cannons Bright Lances
30cm 30cm
AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF
Nightwing Interceptor
NOTES -- AC FB 5+ n/a n/a Nightspinner
Twin Shuriken Cannons Phoenix Pulse Laser
15cm 30cm 45cm
1 BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF
Phoenix Bomber
NOTES Reinforced Armour AC/WE B 5+ 6+ 4+ Scatter Laser
2x Vampire Pulse Laser 30cm 45cm
AP5+/AT5+/AA5+, FxF 2 x AT4+, FxF
Vampire Raider
NOTES DC2, Reinforced Armour, Planetfall, Transport (may transport eight of the following units: Autarch, Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support Weapon Platform, Wraithguard, Rangers) Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed
SC n/a n/a n/a n/a Orbital Bombardment OR Pin-point Attack
n/a n/a
4 BP, MW MW2+, TK(D3)
Wraithship
NOTES You must decide which weapon system the Wraithship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.
NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 3
1.7.2.7 GENERAL CRAFTWORLD ELDAR WAR ENGINES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
WE 15cm 3+ 2+ 4+ Wailing Doom (contact) AND 30cm
(Assault Weapons), EA (+1), MW MW5+
Avatar
NOTES DC3, Commander, Inspiring, Fearless, Walker, Invulnerable Save Critical Hit Effect: With a ghastly wail the Avatar falls to the ground, twitches and lies still. All Eldar formations with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker.
WE 25cm 5+ 6+ 5+ Shuriken Cannon Cobra D-Cannon Eldar Missile Launcher
30cm 30cm 45cm
AP5+ 2 BP, TK(D3+1), FxF AP5+/AT6+/AA6+
Cobra
NOTES DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts as having the 'Ignore Cover' special ability when used against War Engines. Critical Hit Effect: The Cobra’s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm of the model suffer one hit on a roll of 6.
WE 25cm 5+ 3+ 3+ 2 x Twin Eldar Missile Launcher1-2x Titan Pulsar 0-1x Power Fist
45cm 75cm (contact) OR (15cm) OR 30cm
AP4+/AT5+/AA5+ 2 x MW3+, TK(1) (Assault Weapons), TK(D3), EA (+2) (Small Arms), EA (+3) 6x AP4+/AT4+
Phantom Titan
NOTES DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist.The Phantom's weapons may fire all around due to the Titan's exceptional manoeuvrability. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The holofield projector mounted in the Phantom Titan’s wings is badly damaged and will no longer work. The Phantom Titan loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.
WE 35cm 5+ 4+ 4+ 2 x Revenant Pulse Laser 2 x Eldar Missile Launcher
45cm 45cm
2 x MW3+ AP5+/AT6+/AA6+
Revenant Scout Titan
NOTES DC3, Holofield, Walker, Jump Packs, Fearless. The Revenant’s weapons may fire all around due to the Titan's exceptional manoeuvrability. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Revenant Titan’s holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan.
WE 25cm 5+ 6+ 5+ Shuriken Cannon Scorpion Twin Pulsars
30cm 60cm
AP5+ 2 x MW2+
Scorpion
NOTES DC3, Skimmer, Reinforced Armour Critical Hit Effect: The Scorpion’s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm of the model suffer one hit on a roll of 6.
WE 25cm 5+ 6+ 4+ Scatter Laser Storm Serpent Pulse Laser
30cm 45cm
AP5+/AT5+ 2 x AT3+
Storm Serpent
NOTES DC3, Skimmer, Reinforced Armour, Wraithgate Webway Portal IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units with the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play. Critical Hit Effect: The Storm Serpent’s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm of the model suffer one hit on a roll of 6.
WE 25cm 5+ 6+ 5+ Voidspinner Array 60cm 3 BP, Disrupt, Indirect Fire Void Spinner NOTES DC3, Skimmer, Reinforced Armour
Critical Hit Effect: The Void Spinner’s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Void Spinner is destroyed and any models within 5cm of the model suffer one hit on a roll of 6.
WE 25cm 5+ 3+ 3+ 2 x Twin Eldar Missile Launcher1 x Psychic Lance 0-1 x Titan Pulsar 0-1 x Power Fist
45cm (15cm) 30cm 75cm (contact) OR (15cm) OR 30cm
AP4+/AT5+/AA5+ (Small Arms), EA (+2), TK(D3) 3 BP, Disrupt, Ignore Cover, TK (D3) 2x MW3+, TK(1) (Assault Weapons), EA (+2), TK(D3) (Small Arms), EA (+3) 6x AP4+/AT4+
Warlock Titan
NOTES DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. The Warlock's weapons may fire all around due to the Titan's exceptional manoeuvrability. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The holofield projector mounted in the Warlock Titan’s wings is badly damaged and will no longer work. The Warlock Titan loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.
NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 4
1.7.3 EXPERIMENTAL CRAFTWORLD ELDAR UNITS 1.7.3.1 EXPERIMENTAL CRAFTWORLD ELDAR CHARACTERS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
CH n/a n/a n/a n/a Witch Blade (contact) (Assault Weapons), EA (+1), MW Mounted Farseer NOTES Commander, Invulnerable Save, Farsight. Counts as a Farseer for summoning the Avatar.
CH n/a n/a n/a n/a Singing Spear (15cm) OR (contact)
(Small Arms), EA (+1) (Assault Weapons), EA (+1), MW
Spirit Seer
NOTES Invulnerable Save, Farsight. A Spiritseer adds +1 to the Initiative rolls of any Spirit Warrior formation they are part of. CH n/a n/a n/a n/a Singing Spear (15cm) OR
(contact) (Small Arms), EA (+1) (Assault Weapons), EA (+1), MW
Wraith Seer
NOTES Supreme Commander, Invulnerable Save, Farsight. Counts as a Farseer for summoning the Avatar. A Wraith Seer adds +1 to the Initiative rolls of any Spirit Warrior formation they are part of.
1.7.3.2 EXPERIMENTAL ELDAR INFANTRY UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
INF 35cm 4+ 4+ 5+ Eldar Close Combat Weapons Shuriken Catapults
(contact) (15cm)
(Assault Weapons), EA (+1) (Small Arms)
Wild Riders
NOTES Skimmer, Mounted, Leader
1.7.3.3 EXPERIMENTAL ELDAR LIGHT VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 40cm 4+ 6+ 5+ Twin Pulse Laser 45cm 2 x AT3+ Hornet
NOTES Scout, Skimmer
1.7.3.4 EXPERIMENTAL ELDAR ARMOURED VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
[Empty]
1.7.3.5 EXPERIMENTAL ELDAR AIRCRAFT AND SPACECRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
AC/WE B 5+ n/a n/a Scatter Laser Hunter Twin Pulsar Twin Eldar Missile Launcher
30cm 30cm 45cm
AP5+/AT5+/AA5+, FxF 2 x MW2+, FxF AP4+/AT5+/AA5+
Vampire Hunter
NOTES DC2, Reinforced Armour Critical Hit Effect: The Vampire Hunter's control surfaces have been damaged, it crashes and is destroyed.
1.7.3.6 EXPERIMENTAL ELDAR WAR ENGINES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 30cm 5+ 4+ 5+ Stallion Lasers
Hooves
45cm (15cm) (contact)
2 x MW4+ (Small Arms), EA (+1) (Assault Weapon), EA (+1)
Bright Stallion
NOTES DC2, Reinforced Armor, Walker. Critical Hit Effect: The Bright Stallion staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit.
WE 20cm 5+ 5+ 4+ Fire Lance 30cm MW4+, TK (3 -1 per 15cm from target) Fire Gale NOTES DC2, Reinforced Armor, Walker.
Critical Hit Effect: The Fire Gale staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit.
WE 25cm 4+ 3+ 3+ 2 x Twin Eldar Missile Launcher 1-2x Titan Pulsar
45cm 75cm
AP4+/AT5+/AA5+ 2 x MW3+, TK(1)
Phantasm Titan
NOTES DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader. The Phantam's weapons may fire all around due to the Titan's exceptional manoeuvrability. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The holofield projector mounted in the Phantasm Titan’s wings is badly damaged and will no longer work. The Phantasm Titan loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.
WE 20cm 5+ 4+ 5+ Destroyer Cannon Destroyer Laser Destroyer Sabers
30cm 45cm AND (15cm) (contact)
2 x AP4+ 2 x AT4+ (Small Arms), EA (+1) (Assault Weapons), EA (+2)
Towering Destroyer
NOTES DC2, Reinforced Armor, Walker. Critical Hit Effect: The Towering Destroyer staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit.
1.6.3.7 EXPERIMENATL ELDAR TITAN WEAPONS
WEAPON RANGE FIREPOWER Fusion Lance 60cm MW2+, TK (4 - 1 per every full 15cm to target) Revenant Sonic Lance 45cm BP2, Disrupt, Ignore Cover, Lance Spirit Sword Contact
(15cm) (Assault) EA +2, TK (3) (Small Arms) EA +1, MW
Titan D-Cannon 45cm 4BP, MW, TK (D6) Tremor Cannon 60cm 4BP, Disrupt, Ignore Cover, Lance
NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 5
NetEA BIEL-TAN CRAFTWORLD ARMY LIST
ARMY CHAMPION: Kevin “Chroma” Petker Version: FINAL2010
Biel-Tan Craftworld armies have a strategy rating of 4. Aspect Warrior, Avatar, and Titans formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.
BIEL-TAN CRAFTWORLD INDIVIDUALS
BIEL-TAN CRAFTWORLD WARHOSTS A Biel-Tan army may contain any number of Warhosts.
BIEL-TAN CRAFTWORLD TROUPES The army may include up to three Troupes chosen from the following list for each Warhost included in the army.
BIEL-TAN SPACECRAFT, AIRCRAFT, AND TITANS Up to a third of the army's points may be spent on Spacecraft, Aircraft, and Titans.
FORMATION CORE UNITS COST 0-1 Eldar Spacecraft One Wraithship
OR one Dragonship 150 points 300 points
0-1 Warlock Titan One Warlock Titan 850 points Phantom Titan One Phantom Titan 750 points Revenant Titans Two Revenant Titans 650 points Nightwings Three Nightwing Interceptors 300 points Phoenix Bombers Three Phoenix Bombers 400 points Vampire Raider One Vampire Raider 200 points
SPECIAL RULE – May Not Garrison The Eldar are a highly mobile army, and rarely have enough forces to try to take and hold ground. Because of this, instead of maintaining a heavily garrisoned front line, they will usually rely on a screen of Rangers and War Walkers to warn of the approach of any enemy forces. Meanwhile the bulk of the highly mobile Eldar army will be held back in reserve, where it will be ready to move quickly to any threatened sector. This tactic allows the Eldar to hold large areas of ground with relatively few troops To represent these tactics, only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.
FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to
replace one of the Objective markers in their half of the table with a Wraithgate.
The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. IMPORTANT NOTE: Wraithgates are one of the smallest types of webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units that have walker ability; formations that include any other type of unit may not use a Wraithgate to enter play.
50 points
0-1 Avatar One Avatar, escorted by the Court of the Young King.
In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) they may be set up on the table within 15cms of a Farseer In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once the Avatar has left they may not return.
Free
0-1 Autarch Add an Autarch character to any Aspect Warrior unit.
If an Autarch is taken then he counts as one of the Exarchs in the Aspect Warrior formation (see the entry for the Aspect Warrior Warhost below).
+75 points
FORMATION CORE UNITS EXTRAS COST Aspect Warrior Warhost
Eight Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears.
All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly enough transport vehicles to carry the units that require transport, without any spare transport spaces being ‘left over’. Each Falcon or Wave Serpent taken costs +50 points. In addition the Troupe may include up to two Exarch character upgrades for +25 points each.
300 points
Guardian Warhost
One Farseer unit Seven Guardian units. Up to three Guardian s may be replaced with Heavy Weapon Platforms for free.
3 Support Weapon Platforms for +50 points 2-3 Wraithguard units for +50 points each 3 Wraithlords for +175 points Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in four Wave Serpents for +200 points.
150 points
FORMATION CORE UNITS COST Ranger Troupe Four to eight Eldar Rangers 25 points each War Walker Troupe Six Eldar War Walkers 200 points Windrider Troupe Six Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points
Swords of Vaul Troupe Five or six Falcons for +50 points each. Up to two Falcons may be replaced with a Fire Storm for free. In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each. Varies
Night Spinner Troupe Three Eldar Night Spinners 175 points Engine of Vaul Troupe Up to three Cobra, Scorpion, Storm Serpent, or Void Spinner (or any combination) 250 points each
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NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 9
NetEA
SAIM-HANN CRAFTWORLD ARMY LIST
ARMY SUB-CHAMPION: Kevin “Chroma” Petker Version: 6.5
Saim-Hann Craftworld armies have a strategy rating of 3. Aspect Warrior, Avatar, and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.
SAIM-HANN CRAFTWORLD INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to
replace one of the Objective markers in their half of the table with a Wraithgate at a cost of 50 points.
The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. IMPORTANT NOTE: Wraithgates are one of the smallest types of webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units that have walker ability; formations that include any other type of unit may not use a Wraithgate to enter play.
50 points
0-1 Avatar One Avatar In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) they may be set up on the table within 15cms of a Farseer (this represents the Farseer summoning the Avatar to the battlefield). In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once the Avatar has left it may not return. Note that if there are no Farseers in play then the Avatar may not be used (as there will not be a Farseer that can summon them).
Free
0-1 Wild Rider Chieftain You may add an Autarch character to one Wild Riders unit.
+75 points
SAIM-HANN CRAFTWORLD HOSTS A Saim-Han army may contain any number of Warhosts.
FORMATION CORE UNITS EXTRAS COST Wild Rider Clan Warhost
A Wild Rider Clan Warhost consists of one Wild Riders unit and six Jetbike units.
Add 3 Jetbike units for +100 points or add 6 Jetbike units for +200 points Add 3 Shining Spears units for +100 points Add 1 Mounted Farseer character to a Jetbike or Vyper unit +50 points Any number of Jetbike units in the formation may be replaced with Vypers at no additional points cost.
250 points
Shining Spear Aspect Warrior Warhost (You may include one Shining Spear Warhost in your army per Wild Rider Clan Warhost)
A Shining Spear Aspect Warrior Warhost consists of eight Shining Spear Aspect Warrior units.
The formation may include up to two Exarch character upgrades for +25 points each
300 points
SAIM-HANN CRAFTWORLD TROUPES The army may include up to two Troupes chosen from the following list for each Warhost included in the army.
FORMATION CORE UNITS COST Saim-Hann Guardian Troupe Six Guardian units and three Wave Serpents
Up to two Guardians may be replaced with Heavy Weapon Platforms at no additional cost in points. Replace two Guardian units with Wraithguard units and add an additional Wave Serpent +125 points
250 points
Aspect Warrior Troupe Six Aspect Warrior units chosen, in any combination, from the following list for 225 points: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks and Shining Spears. All units apart from Shining Spears, Swooping Hawks and Warp Spiders must be transported in Wave Serpents and/or Falcons. You must take exactly enough transport vehicles to carry the units that require transport, without any spare transport space being left over. Each Falcon or Wave Serpent taken costs +50 points. In addition the formation may include one Exarch character upgrade for +25 points.
Varies
Hornet Troupe Six Hornets 250 points Ranger Troupe From four to eight Eldar Rangers 25 points each Swords of Vaul Troupe From five to six Falcons for 50 points each.
Up to two Falcons may be replaced with a Fire Storm at no additional cost. In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each.
Varies
Night Spinner Troupe Three Eldar Night Spinners 175 points Engines of Vaul Troupe Up to three Scorpion, Cobra, or Storm Serpent (or any combination) 250 points each
SAIM-HANN SPACECRAFT, AIRCRAFT, AND TITANS
Up to a third of the army's points may be spent on Spacecraft, Aircraft, and Titans. FORMATION CORE UNITS COST 0-1 Eldar Spacecraft One Wraithship
OR one Dragonship 150 points 300 points
Revenant Titans Two Revenant Titans 650 points Nightwings Three Nightwing Interceptors 300 points Phoenix Bombers Three Phoenix Bombers 400 points Vampire Hunters Two Vampire Hunters 500 points
SPECIAL RULE – Saim-Hann Garrisons The Eldar of Saim-Hann fight in rapid and fluid way, and rarely have enough forces to try to take and hold ground. Because of this, instead of maintaining a heavily garrisoned front line, they will usually rely on a screen of Rangers or one-man vehicles to warn of the approach of any enemy forces. Meanwhile the bulk of the highly mobile Saim-Hann army will be held back in reserve, where it will be ready to move quickly to any threatened sector. This tactic allows Saim-Hann to hold large areas of ground with relatively few troops. To represent these tactics, only Eldar Hornet and Ranger formations are allowed to garrison in the Grand Tournament game scenario.
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NetEA Army Compendium – DRAFT 2010 – Chaos - 1
1.8 CHAOS NetEA Chaos Army Champion: Steve ‘Steve54’ Gullick 1.8.1 GENERAL CHAOS SPECIAL RULES 1.8.1.1 Initiative and Strategy Rating The Chaos Powers are quick to punish or reward their champions. In the strategy phase if the Chaos player rolls a 6 they are rewarded for their tactical acumen with an additional 1D3 daemons to add to the Daemon Pool. If the Chaos player rolls 1 their patron Powers withdraw their support and the Chaos player must remove 1D3 daemons from the Daemon Pool. If the Chaos player has no remaining daemons in their Daemon Pool then there is no further effect.
1.8.1.2 Factions Each formation in an army of the Black Legion belongs to a faction that owes allegiance to one of the gods of Chaos (Khorne, Nurgle, Slaanesh or Tzeentch), or to Chaos Undivided. You must decide which faction each formation in your army belongs to before the battle and note it down on your army list. With the exception of those formations that worship Chaos Undivided, the different factions do not get along well, and some factions hold a millennia-old hatred of each other. Although the factions will often unite under a powerful Warlord to fight a common enemy, their enmity can cause problems during a battle. This is represented by the following rules: Formations dedicated to a specific Chaos god hate formations dedicated to any other Chaos god. Formations dedicated to Chaos Undivided do not suffer from hatred and are not hated by other Factions. A formation that has no units from a hated formation within 15cm of any of its units receives a +1 modifier to its Initiative test. If even one hated unit is within 15cm then this bonus is lost. This modifier only ever applies to units that are on the battlefield; aircraft, spacecraft and any other formations that are not in play never receive the modifier.
1.8.1.4 Augment Summoning Some Chaos units are noted as having Augment Summoning (+x). Units with this ability add a number of summoning points equal to "x" when the formation they are in summons daemons (see 6.6.1.3). For example, a unit noted as having Augment Summoning (+2D3) would allow a formation with a Daemon Pack to roll 4D3 for Summoning Points as opposed to the usual 2D3.
1.8.1.5 Daemonic Focus Certain Chaos units are noted as having Daemonic Focus. Units with this ability may keep any or all summoned units that belong to the formation in play. Summoned units do not vanish back into the warp after the formation has attempted to rally. Chaos units with Daemonic Focus may not be used to keep summoned units in play if the formation is broken.
1.8.1.6 - Traitors Unless given specific alternate statistics, Traitor units have the same statistics as their Imperial counterparts but are considered Chaos units for all purposes. Furthermore, Traitor Chimeras have this additional note: Transport (May transport two of the following units: Demagogue, Aspiring Chaos Space Marine Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds. Daemon Princes, Chaos Spawn and Big Mutants take up two transport spaces each.)
1.8.1.3 Summoned Units Formations that purchase the Daemonic Pact upgrade (see the army list below) are able to summon daemons to the battlefield. In order to summon daemons a players must first purchase a single Daemon Pool from which all formations with the Daemonic Pact upgrade will summon. Daemons in the Daemon Pool are purchased and noted only as being lesser or greater daemons, not by their faction. The summoning formation’s faction dictates what types of daemons may be summoned (see below). Players should either write down the contents of their Daemon Pool or use tokens to indicate the number of each lesser and greater daemon they have available to summon during a game. The Chaos player’s opponent is always able to view the number of lesser and greater daemons remaining in the Daemon Pool. The Daemon Pool is kept off the board and daemons are removed from it as formations summon daemons onto the board. At the start of that formation’s action, before the action test dice roll is made, the formation may summon daemonic units from the Daemon Pool. Summoning allows you to call 2D3 summoning points worth of daemonic units to the battlefield (the number of summoning points it costs to summon a unit will be listed on its data sheet, but as a general rule greater daemons cost 8 summoning points and all other units cost 1 summoning point each). Summoning points must be used to summon daemonic units from the Daemon Pool and summoned units are brought into play immediately. If for any reason any summoning points generated are not used, they are lost and may not be carried over into subsequent turns. You may only summon as many daemons as you have left in your Daemon Pool. Left over daemonic units may be summoned during a later turn. Daemonic units that are destroyed are removed from play and are not put back into the Daemon Pool. Broken formations or formations that have not bought a Daemonic Pact may not summon daemons. Players may only have one greater daemon of a given faction in the army on the board at one time. For example, if you already have a summoned Bloodthirster on the board you are not allowed to summon another Bloodthirster until that first greater daemon has been removed from play. Summoned units must be set up with their base within 5cm of any non-daemonic unit from their formation, (i.e. you cannot place a ‘chain’ of summoned units). They may not be set up in the Zone of Control of an enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning formation’s faction, as follows: Khorne - Bloodthirster (Greater Daemon), Bloodletters Nurgle - Great Unclean One (Greater Daemon), Plaguebearers Slaanesh - Keeper of Secrets (Greater Daemon), Daemonettes Tzeentch - Lord of Change (Greater Daemon), Flamers Any faction - Daemonic Beasts Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. Summoned units are expendable, but they are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by Blast markers, etc. Note that Daemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers for assault resolution. If a formation loses an assault remove extra hits from the formation before it is broken and all the remaining summoned units are then removed. Summoned units remain on the battlefield until the end phase of the turn in which they are summoned. In the end of the rally phase, after formations have attempted to rally, all summoned units in the formation are removed from the board and placed back into the Daemon Pool unless the formation has a unit with Daemonic Focus (see 1.8.1.5). Greater Daemons that are returned to the Daemon Pool keep the same DC they had when they left the battlefield. They do not heal back to full DC, so when summoned again they will have that same DC. Summoned units that are destroyed are not put back into the Daemon Pool. Note that this may lead to the formation breaking if the number of Blast markers on the formation is greater than the number of units left in play after the summoned units have been removed. When a formation breaks any summoned units in the formation are lost in the warp and considered destroyed. They do not go back into the Daemon Pool.
NetEA Army Compendium – DRAFT 2010 – Chaos - 2
1.8.2 GENERAL CHAOS UNITS 1.8.2.1 GENERAL CHAOS CHARACTERS
1.8.2.2 GENERAL CHAOS INFANTRY
1.8.2.3 GENERAL CHAOS LIGHT VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a n/a n/a n/a Arch-Heretic
NOTES Supreme Commander. CH n/a n/a n/a n/a Daemon Artifact
Daemonic Bolt (contact) (15cm)
(Assault Weapons), EA (+1), First Strike (Small Arms), EA (+1), First Strike
Champion of Chaos
NOTES Invulnerable Save, Augment Summoning (+2D3).A Champion of Chaos is outfitted depending on the faction of the formation they are attached to: Khorne, Nurgle and Undivided Champions wield the Daemon Artifact Slaanesh and Tzeentch Champions are equipped with the Daemonic Bolt
CH n/a n/a n/a n/a Daemon Weapon (contact) (Assault Weapons), EA (+1), MW Chaos Space Marine Lord NOTES Commander, Leader, Invulnerable Save.
CH n/a n/a n/a n/a n/a n/a n/a Chaos Space Marine Warlord NOTES Supreme Commander.
CH n/a n/a n/a n/a n/a n/a n/a Icon Bearer NOTES Leader, Daemonic Focus, Invulnerable Save. CH n/a n/a n/a n/a Warp Bolt (15cm) (Small Arms), EA (+1), MW Sorcerer Lord
NOTES Commander, Leader, Invulnerable Save.
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm 4+ 2+ 5+ Chainaxes
Bolt Pistols (contact) (15cm)
(Assault Weapons) (Small Arms)
Berzerker
NOTES Fearless. INF 15cm 3+ 4+ 4+ Big Weapons
2x Heavy Stubber (contact) 30cm
(Assault Weapons), EA (+1), MW AP6+
Big Mutant
NOTES -- INF 30cm 6+ 4+ n/a Fangs (contact) (Assault Weapons) Chaos Hound
NOTES -- INF 15cm 4+ 4+ 4+ Daemon Weapon
Bolters Heavy Weapons
(contact) (15cm) 30cm
(Assault Weapons), EA (+1), MW (Small Arms) AP6+/AT6+
Chaos Space Marine Aspiring Champion
NOTES Invulnerable Save, Commander, Leader. INF 35 cm 4+ 3+ 4+ Chainswords
Bolters (contact) (15cm)
(Assault Weapons) (Small Arms)
Chaos Space Marine Bike
NOTES Mounted. INF 15cm 4+ 4+ 4+ Bolters
Autocannon (15cm) 45cm
(Small Arms) AP5+/AT6+
Chaos Space Marine Chosen
NOTES Scouts. INF 15cm 4+ 3+ 3+ Power Weapons
Combi-Bolters 2x Reaper Autocannon
(contact) (15cm) 30cm
(Assault Weapons), EA (+1), MW (Small Arms) AP4+/AT6+
Chaos Space Marine Terminator
NOTES Reinforced Armour, Thick Rear Armour, Teleport. INF 15cm 4+ 4+ 4+ Bolters
Autocannon (15cm) 45cm
(Small Arms) AP5+/AT6+
Chaos Space Marine
NOTES -- INF 15cm 3+ 3+ n/a Horrific Mutations (contact) (Assault Weapons). EA (+D3) Chaos Spawn
NOTES Invulnerable Save, Fearless. INF 15cm -- 5+ 6+ Firearms
Heavy Weapons (15cm) 30cm
(Small Arms) AP6+/AT6+
Cultist
NOTES INF 15cm
(30cm) 3+
(4+) 3+ 3+ Possessed Weapon
Warp Blast (contact) (15cm)
(Assault Weapons), EA (+2), MW (Small Arms), EA (+2), MW
Daemon Prince
NOTES Commander, Leader, Fearless, Reinforced Armour, Teleport. The Daemon Prince may have wings: it counts as having Jump Packs and its speed is increased to 30cm, but its armour value is reduced to 4+.
INF 15cm 6+ 5+ 5+ Daemon Weapon Firearms Arcane Powers Heavy Weapons
(contact) (15cm) 30cm 30cm
(Assault Weapons), EA (+1), MW (Small Arms) MW6+ AP6+/AT6+
Demagogue
NOTES Invulnerable Save, Augment Summoning (+2D3). INF 15cm 4+ 5+ 3+ 2x Autocannon 45cm AP5+/AT6+ Havoc
NOTES -- INF 15cm 6+ 4+ 6+ Assorted Weapons
Firearms (contact) (15cm)
(Assault Weapons) (Small Arms)
Mutant
NOTES -- INF 15cm 4+ 4+ 3+ Sonic Blasters
Blastmaster (15cm) 30cm
(Small Arms) AP5+/AT6+, Disrupt
Noise Marine
NOTES Fearless. INF 15cm 3+ 3+ 4+ Plague Knives
Bolters (contact) (15cm)
(Assault Weapons) (Small Arms)
Plague Marine
NOTES Fearless. INF 10 cm 5+ 6+ n/a Claws and Teeth (contact) (Assault Weapons) Plague Zombie
NOTES Infiltrator, Fearless, Infestation (Treat placement just like Teleport). Plague Zombies may contest objectives in games but may not hold objectives.
INF 15cm 4+ 3+ 2+ 3x Body Weapons 45cm AP5+/AT5+/AA6+ Obliterator NOTES Reinforced Armour, Thick Rear Armour, Fearless, Teleport.
INF 30cm 4+ 3+ 4+ Chainswords Melta Weapons
(contact) (15cm)
(Assault Weapons) (Small Arms)
Raptor
NOTES Jump Packs. INF 15cm 4+ 5+ 4+ Bolters (15cm) (Small Arms) Thousand Sons
Marine NOTES Reinforced Armour, Fearless.
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 30cm 5+ 6+ 6+ Heavy Weapons 30cm AP6+/AT6+ Land Transporter
NOTES Transport (May transport 2 of the following units: Demagogue, Aspiring Chaos Space Marine Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds – Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each).
NetEA Army Compendium – DRAFT 2010 – Chaos - 3
1.8.2.4 GENERAL CHAOS ARMOURED VEHICLES
1.8.2.5 GENERAL CHAOS AIRCRAFT AND SPACECRAFT
1.8.2.6 GENERAL CHAOS WAR ENGINES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 15cm 5+ 5+ 5+ Vomit Cannon
Plague Catapult 30cm 45cm
AP4+/AT6+, Disrupt 1 BP, Disrupt, Indirect Fire
Contagion Tower
NOTES Invulnerable Save, Fearless. AV 15cm 3+ 4+ 4+ Power Fist
Twin Autocannon (contact) 45cm
(Assault Weapons), EA (+1), MW AP4+/AT5+
Chaos Space Marine Dreadnought NOTES Fearless, Walker.
AV 15cm 4+ 6+ 4+ Hellfire Cannon 75 cm MW4+ Hellfire Cannon NOTES Invulnerable Save, Fearless.
AV 25 cm 4+ 6+ 4+ Twin Heavy Bolter 2x Twin Lascannon
30cm 45cm
AP4+ AT4+
Chaos Space Marine Land Raider NOTES Reinforced Armour, Thick Rear Armour, Transport (may transport 1 Chaos Space Marine Terminator or 2 of the following units: Chaos Space
Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). AV 30cm 4+ 6+ 4+ 2x Heavy Bolter
Twin Lascannon 30cm 45cm
AP5+ AT4+
Chaos Space Marine Predator
NOTES -- AV 30cm 5+ 6+ 6+ Combi-Bolter (15cm) (Small Arms) Chaos Space
Marine Rhino NOTES Transport (may transport 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs).
AV 25 cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Chaos Space Marine Vindicator NOTES Walker.
AV 25 cm 4+ 3+ 5+ Daemons Blades/Spikes Blood Cannons
(contact) 30cm
(Assault Weapons), EA (+D3) 2 x AP4+/AT5+
Demonic Assault Engines
NOTES Invulnerable Save , Reinforced Armour, Fearless. AV 30cm 4+ 5+ 4+ Castigator Cannon 45cm 3 x AP3+/AT5+ Daemon Knight
NOTES Scout, Walker, Invulnerable Save, Fearless. AV 20cm 4+ 4+ 3+ Battle Cannon
Reaper Autocannon Twin Heavy Flamer Battle Claws
75cm 30cm 15cm (contact)
AP4+/AT4+ AP4+/AT6+ AP3+, Ignore Cover (Assault Weapons), EA (+1), MW
Defiler
NOTES Fearless, Infiltrator, Invulnerable Save, Walker. Special n/a n/a n/a n/a n/a n/a n/a Dreadclaw NOTES Planetfall, Transport (may carry one formation that contains no mounted infantry, light vehicles, or armoured vehicles other than
Dreadnaughts). A Dreadclaw does not scatter when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the Dreadclaw. Once all units have been placed, the Dreadclaw is removed.
AV 20 cm 4+ 6+ 4+ Arcane Cannons Beam of Power
45cm 60 cm
3 x AP4+/AT4+ MW5+
Silver Tower
NOTES Skimmer, Invulnerable Save, Fearless.
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER SC n/a n/a n/a n/a Orbital Bombardment
3x Pin-point Attack -- --
3 BP, MW MW2+, TK (D3)
Despoiler Class Battleship
NOTES Slow and Steady. May carry up to forty units that can be deployed with Dreadclaws. SC n/a n/a n/a n/a Orbital Bombardment
Pin-point Attack -- --
3 BP, MW MW2+, TK (D3)
Devastation Class Cruiser
NOTES May carry up to twenty units that can be deployed with Dreadclaws. AC F 6+ n/a n/a Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF Doomwing
NOTES Invulnerable Save. AC B 4+ n/a n/a Flame Cannon
Firestorm Bombs Twin Lascannon
15cm 15cm 45cm
AP4+/AT5+/AA5+, Ignore Cover, FxF D3 BP, Ignore Cover, FxF AT4+/AA4+, FxF
Firelord
NOTES Invulnerable Save. AC/WE B 5+ n/a n/a Reaper Autocannon
Reaper Autocannon Reaper Autocannon Incendiary Bombs
30cm 15cm 15cm 15cm
AP4+/AT6+/AA5+, FxF AP4+/AT6+/AA5+, Right Arc AP4+/AT6+/AA5+, Left Arc 6BP, Ignore Cover, FxF
Harbinger
NOTES DC 4. Critical Hi Effect: The Munitions of the Harbinger are hit setting off a series of catastrophic explosions. The Harbinger is destroyed.
AC F-B 5+ n/a n/a Bombs Twin Lascannon Havoc Launcher
15cm 45cm 45cm
2 BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF
Hell Talon
NOTES -- AC F 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF Hellblade
NOTES --
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 15cm 4+ 2+ 4+ Doomfist
Tail Battlehead Hellstrike Cannon 6x Havoc Missile
(contact) AND 30cm (contact) AND 75 cm (15cm) 60 cm 60 cm
(Assault Weapons), TK (D3), EA (+2) 4x AP4+/AT4+, FxF (Assault Weapons), EA (+1) AP4+/AT4+ (Small Arms), EA (+2), FxF 3 BP, MW, Ignore Cover, FxF 2 BP, One-Shot, Indirect Fire, Fwd
Banelord Titan
NOTES DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Banelord is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move takes the Banelord into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+.
WE 15cm 4+ 4+ 4+ Arcane Technology 45cm D3 x AP4+/AT4+/AA4+ Chaos Altar NOTES DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Augment Summoning (+2), Daemonic Focus.
Critical Hit Effect: The Altar is dragged into the warp and destroyed. Remove it from play. All units within 5cm suffer a MW6+ attack from the backlash of the raw power of the Warp.
NetEA Army Compendium – DRAFT 2010 – Chaos - 4
1.8.2.7 GENERAL CHAOS DAEMONS
WE 30cm 4+ 5+ 3+ 2x Reaper Autocannon 2x Reaper Autocannon Battle Cannon Battle Cannon
30cm 30cm 75 cm 75 cm
AP4+/AT6+, Left Arc AP4+/AT6+, Right Arc AP4+/AT4+, Left Arc AP4+/AT4+, Right Arc
Death Wheel
NOTES DC4, 2 Void Shields, Reinforced Armour, Fearless. Critical Hit Effect: The Death Wheel’s gyroscopic stabiliser is damaged. The Death Wheel rolls 3D6cm in a random direction (stopping if it contacts impassable terrain or another war engine) inflicting a hit on any unit run over or into, and then tips over and is destroyed
WE 15cm 4+ 4+ 4+ 2x Twin Reaper Autocannon2x Twin Reaper AutocannonDecimator Cannon
30cm 30cm 45cm
AP3+/AT5+, LF AP3+/AT5+, RF 3 BP, MW, Ignore Cover, FxF
Decimator
NOTES DC3, Reinforced Armour, Fearless. Critical Hit Effect: The Decimator’s boiler explodes. The Decimator is destroyed, and any units within 5cm suffer a hit on a 6+.
WE 30cm 5+ 4+ 5+ Battlehead Hellmouth Death Storm
(15cm) 30cm 45cm
(Small Arms), EA (+2), FxF 3BP, Ignore Cover, Fwd 4x AP4+/AT4+, Fwd
Feral Titan
NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless.Critical Hit Effect: The Feral is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Feral into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally)
WE 25 cm 4+ 2+ 4+ Chain Fist Death Storm 2x Battle Cannon
(contact) 45cm 75 cm
(Assault Weapons), MW, EA (+3) 4x AP4+/AT4+ AP4+/AT4+
Lord of Battles
NOTES DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless.Critical Hit Effect: The Lord of Battles is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move takes the Lord of Battles into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+.
WE 35 cm 5+ 5+ 3+ 2x Castigator Cannon 2x Battle Cannon
45cm 75 cm
3x AP3+/AT5+ AP4+/AT4+
Questor
NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide Critical Hit Effect: The Questor is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Questor into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally)
WE 15cm 4+ 4+ 4+ Plague Mortar 2x Battle Cannon Rot Cannon
60 cm 75 cm 90 cm
3+D3 BP, Disrupt, FxF AP4+/AT4+ AP3+/AT5+, Ignore Cover, FxF
Plague Tower
NOTES DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport 16 of the following units: Arch Heretic, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds, Daemonic Beasts, Plague Bearers, Great Unclean One – Chaos Spawns, Big Mutants, Daemon Princes and Great Unclean Ones take up 2 transport spaces each). Critical Hit Effect: Internal explosions cause an extra point of damage and kill D3 selected passengers (no saves allowed). The player may choose which units are killed
WE 35 cm 5+ 5+ 3+ Hellblades 2x Battle Cannon
(contact) 75 cm
(Assault Weapons), TK(D3), EA (+2) AP4+/AT4+
Subjugator
NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide Critical Hit Effect: The Subjugator is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Subjugator into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally)
WE 20 cm 4+ 3+ 4+ Tail Battlehead 2x Death Storm Doomburner
(contact) AND 75cm (15cm) 45cm 45cm
(Assault Weapons), EA (+1) AP4+/AT4+ (Small Arms), EA (+2), FxF 4x AP4+/AT4+, Fwd MW2+, TK(D3), Ignore Cover, FXF
Ravager Titan
NOTES DC6, 4 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Ravager’s plasma reactor has been damaged. Roll a D6 for the Ravager in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Ravager, on a roll of 2-3 the Ravager suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Ravager will be hit on a roll of 5+
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm 4+ 4+ n/a Hellblades (contact) (Assault Weapons), EA (+1) Bloodletters
NOTES Invulnerable Save, Costs one point to summon. INF 15cm 4+ 3+ n/a Daemonic Talons (contact) (Assault Weapons) Daemonettes
NOTES First Strike, Invulnerable Save, Costs one point to summon. INF 20 cm 4+ 3+ n/a Claws and Fangs (contact) (Assault Weapons) Daemonic Beasts
NOTES Infiltrator, Invulnerable Save, Costs one point to summon. INF 15cm 5+ 5+ 4+ Flames of Tzeentch (contact)
AND (15cm) (Assault Weapons) (Small Arms), EA (+1)
Flamers
NOTES Invulnerable Save, Costs one point to summon. INF 15cm 3+ 4+ 6+ Plague Swords
Plague of Flies (contact) (15cm)
(Assault Weapons) (Small Arms)
Plaguebearers
NOTES Invulnerable Save, Costs one point to summon. WE 30cm 4+ 3+ n/a Axe of Khorne
Bloodthirster’s Whip (contact) (contact)
(Assault Weapons), TK (1), EA (+2) (Assault Weapons), TK(+1), EA (+1)
Bloodthirster
NOTES DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6
WE 15cm 4+ 4+ 4+ Nurgling Swarm Stream of Corruption
(contact) (15cm) AND 15cm
(Assault Weapons), EA (+1) (Small Arms), Ignore Cover, EA (+1) 3BP, Ignore Cover
Great Unclean One
NOTES DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6
WE 15cm 4+ 3+ 4+ Lash of Torment Gaze of Slaanesh
(contact) (15cm) AND 30cm
(Assault Weapons), MW, EA(+1), First Strike (Small Arms), MW, First Strike, EA (+1) 3x MW4+
Keeper of Secrets
NOTES DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6
WE 30cm 4+ 5+ 3+ Bedlam Staff Withering Gaze
(contact) (15cm) AND 45cm
(Assault Weapons), EA (+1), MW (Small Arms), EA (+1), MW 2x MW3+
Lord of Change
NOTES DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6
NetEA Army Compendium – DRAFT 2010 – Chaos - 5
1.8.3 EXPERIMENTAL CHAOS UNITS 1.8.3.1 EXPERIMENTAL CHAOS CHARACTERS
1.8.3.2 EXPERIMENTAL CHAOS INFANTRY
1.8.3.3 EXPERIMENTAL CHAOS LIGHT VEHICLES
1.8.3.4 EXPERIMENTAL CHAOS ARMOURED VEHICLES
1.8.3.5 EXPERIMENTAL CHAOS AIRCRAFT AND SPACECRAFT
1.8.3.6 EXPERIMENTAL CHAOS WAR ENGINES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm
(30cm) 3+
(4+) 3+ 3+ Lash of Submission
Visions of Debauchery (contact) (15cm)
(Small Arms), MW, EA (+1) (Assault Weapons), EA (+1), Ignore Cover
Slaanesh Daemon Prince
NOTES Fearless, First Strike, Reinforced Armour, Supreme Commander, Teleport. The Daemon Prince may have wings: it counts as having Jump Packs and its speed is increased to 30cm, but its armour value is reduced to 4+.
INF 15cm (30cm)
3+ (4+)
2+ 5+ Daemon Weapon Battle Roar of Khorne
(contact) (15cm)
(Small Arms), MW, EA (+3) (Assault Weapons), Ignore Cover
Khorne Daemon Prince
NOTES Fearless, Reinforced Armour, Supreme Commander, Teleport. The Daemon Prince may have wings: it counts as having Jump Packs and its speed is increased to 30cm, but its armour value is reduced to 4+.
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 20cm 4+ 5+ 4+ Tzeentch Cannon
Ether Cannon Heavy Flamer Battle Claws Warp Flame
45cm 45cm 15cm AND (15cm)(contact) (contact)
AP4+/AT4+ 2x AA6+ Ignore Cover (Small Arms), Ignore Cover (Assault Weapons), EA (+1), MW (Assault Weapons), EA (+1), First Strike
Deceiver
NOTES Fearless, Invulnerable Save, Walker AV 20cm 4+ 4+ 4+ Ultrasonic Disruptor
Blastmaster Death Wailer Battle Claws
45cm 30cm
(15cm) (contact)
2xAP5+/AT6+/AA5+ Disrupt AP5+/AT5+, Disrupt First Strike, Ignore Cover, Extra Attack (+1) MW, Extra Attack (+1)
Debaser
NOTES Fearless, Invulnerable Save, Walker AV 20cm 4+ 3+ 5+ Battle Cannon
Twin Power Flails Spiked Battle Claws
75cm (contact) (contact)
AP4+/AT4+ MW, Extra Attack (+1) MW, Extra Attack (+1)
Slaughterfiend
NOTES Fearless, Infiltrator, Invulnerable Save, Walker, Bloodride: Transport (May transport 2 of the following units: Khorne Daemon Prince, Khorne Berserkers, and World Eaters Chosen units). Dangerous terrain test required to mount.
AV 15cm 3+ 3+ n/a Cleavers (contact) MW, Extra attack (+2) Blood Slaughterer NOTES Fearless, Infiltrator, Invulnerable Save, Walker
AV 25cm 4+ 4+ 4+ Cannons OR Guns Assault Weapons
45cm 30cm
(contact)
2x AP5+/AT5+ AP3+/AT5+ MW, Extra attack (+1)
Khorne Assault Engines
NOTES Fearless, Reinforced Armour AV 20cm 5+ 6+ 4+ Doom Blasters OR
Warp Cannon 45cm 90cm
2BP MW5+, Ignore Cover
Khorne Support Engine
NOTES Fearless, Reinforced Armour AV 35cm 5+ 6+ 4+ Maw Cannon
Reaper Autocannon 30cm 30cm
AP3+/AT5+ , Ignore Cover AP4+/AT6+
Blight Drone
NOTES Fearless, Invulnerable Save, Skimmer
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 25cm 4+ 4+(3+) 3+(5+) Psi-pulse
2x Tormentor OR 2x Hellblades
45cm 45cm
(contact)
MW3+, TK(D3), FFA 4x AP3+/AT5+, Disrupt, FA Extra Attack (+1), TK(D3)
Reviler Titan
NOTES DC5, 4 Void Shields, Fearless, Reinforced Armour, Walker. (May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide.) Critical Hit Effect: The Reviler is wounded and the daemon within screams in pain and pleasure, overloading its sonic weaponry with psychic feedback. The Titan immediately gains D3 Blast Markers, and any formation within 2D6cms also gains a Blast Marker. Note: Must take either Tormentor or (Hellblades) – not both
WE 20cm 4+ 3+ 2+ Psi-pulse Tormentor Excruciator Energy Whip
45cm 45cm 45cm
(contact)
MW3+, TK(D3), FFA 4x AP3+/AT5+, Disrupt, FA 3BP, Disrupt, Ignore Cover FFA Extra Attack (+3), MW
Painlord Titan
NOTES DC7, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. (May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide.) Critical Hit Effect: The Painlord is wounded and the daemon within screams in pain and pleasure, overloading its sonic weaponry with psychic feedback. The Titan immediately gains D3 Blast Markers, and any formation within 2D6cms also gains a Blast Marker.
WE 20cm 4+ 3+ 3+ Scorpion Mega Cannon Hellmaw Cannon Demolisher Cannon Battle Claws
30cm 15cm 30cm
(contact)
2 x AP3+/AT5+ 2 x AP4+, Ignore Cover AP3+/AT4+, Ignore Cover Extra Attack (+2), MW
Greater Brass Scorpion
NOTES DC3, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker. (May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide.) Critical Hit Effect: The Brass Scorpion’s reactor explodes. The Brass Scorpion is destroyed and any units within 5cm of the model suffer a hit on a D6 roll of 4+.
NetEA Army Compendium – DRAFT 2010 – Chaos - 6
1.8.3.7 EXPERIMENTAL CHAOS DAEMONS
WE 15cm 4+ 4+ 4+ Nurgling Swarm 3x Twin Heavy Bolter 2x Las Cannon Demolisher Cannon Pus Cannon
(contact) 30cm 45cm 30cm 30cm
Assault Weapons Extra Attacks (+1) AP4+ AT5+ AP3+/AT4+ Ignore Cover 2BP, Ignore Cover, FxF
Plague Reaper
NOTES Notes: DC3, Fearless, Reinforced Armour Critical Hit Effect: The Plague Reaper’s magazines explode. The Plague Reaper is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.
WE 10cm 4+ 3+ 4+ Stream of Corruption Liquefier Cannon Plague Flail Plague Mortar
(15cm) AND15cm 75cm (contact) 60cm
(Small Arms), Ignore Cover, EA (+1) 3BP, Ignore Cover 3xMW3+, Forward Arc Assault Weapons, Titan Killer (D6), Extra attack (+1) 3+D3BP, Disrupt, Fixed Forward Arc
Plaguelord Titan
NOTES DC10, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. Way step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Plaguelord’s structural integrity is disrupted and putrid filth pours out of the titan. The Titan loses an extra point of damage and all units within 5cm suffer a hit on a 4+.
WE 15cm 4+ 3+ 4+ Rot Mortar 2 x Putrifier Cannon
60cm 60cm
3BP, FxF 3 x AP3+/AT5+ Ignore Cover, FwD
Repugnant Titan NOTES DC7, 4 Void Shields Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees
and up to 2cm wide. Critical Hit Effect: The Repugnant’s structural integrity is disrupted and putrid filth pours out of the Titan. The Ttitan loses an extra point of damage and all units within 5cm suffer a hit on a 5+.
WE 25cm 5+ 4+ 5+ Plaguemaw Filth Cannon RotBelcher
30cm 45cm 30cm
2xMW3+ Forward Arc 2xAP3+/AT5+ Ignore Cover, Forward Arc 1BP Ignore Cover, Fixed Forward Arc
Fester Titan
NOTES DC4, 2 Void Shields, Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Fester is caught offbalance and staggers. Move it D6cm in a random direction. If this move takes the Fester into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally).
WE 15cm 4+ 2+ 3+ 2 x Inferno Gun Close Combat Weapon Plasma Destructor
30cm (contact) 75cm
3BP, Ignore Cover, FxF Assault Weapon, Titan Killer (D3), +3A , FwA 4 x MW2+ , FwA
Traitor Warlord Titan
NOTES DC8, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: As standard Warlord.
WE 20cm 4+ 3+ 3+ Gatling Blaster Close Combat Weapon Apocalypse Missile Launcher
60cm (contact) 60cm
4 x AP4+/AT4+ , FwA Assault Weapon, Titan Killer (D3), +3A , FwA 3BP, FxF
Traitor Reaver Titan
NOTES DC6, 4 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: As standard Reaver.
WE 20cm 5+ 3+ 3+ Scorpion Cannon 2 x Hellmaw Cannon Demolisher Cannon Claws
30cm 15cm 30cm (contact)
2 x AP3+/AT5+ AP4+, Ignore Cover AP3+/AT4+, Ignore Cover Assault Weapon, MW +1A
Brass Scorpion
NOTES DC2, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker. Critical Hit Effect: The Brass Scorpion’s reactor explodes. The Brass Scorpion is destroyed and any units within 5cm of the model suffer a hit on a D6 roll of 4+.
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm 3+ 4+ 5+ Acidic Slime
Cloud of Flies (contact)(15cm)
(Assault Weapons), Ignore Cover (Small Arms), Ignore Cover
Beasts of Nurgle
NOTES Fearless, Invulnerable Save, Mounted, Walker INF 30cm 4+ 4+ n/a Daemonic Talons (contact) (Assault Weapons) Slaanesh: Seekers
NOTES First Strike, Invulnerable Save, Mounted. Costs one point to summon. INF 15cm 4+ 4+ 3+ Daemonic Fire (15cm) Small Arms Tzeentch:
Horrors NOTES Invulnerable Save. Costs one point to summon. INF 30cm 5+ 3+ n/a Claws and Fangs (contact) (Assault Weapons) Tzeentch:
Screamers NOTES Jump Packs. Invulnerable Save. Costs one point to summon. INF 15cm 4+ 3+ none Claws and Fangs (contact) Assault Weapons Generic Lesser
Daemons NOTES Invulnerable Save, Costs one point to summon. INF 20cm 4+ 3+ n/a Claws and Fangs (contact) - Khorne: Flesh
Hounds NOTES Infiltrator, Invulnerable Save. Costs one point to summon. INF 20cm 3+ 3+ 6+ Juggernaut Bulk (contact) MW Juggernauts of
Khorne NOTES Fearless, Infiltrator, Invulnerable Save, Mounted, Walker WE 15cm 4+ 3+ none Claws and Fangs (contact) Assault Weapon, MW +2A Generic Greater
Daemon DC3, Fearless, Inspiring, Invulnerable Save, Reinforced Armour, Walker, Costs six points to summon.
NetEA Army Compendium – DRAFT 2010 – Chaos - 7
NetEA
13TH BLACK CRUSADE BLACK LEGION CHAOS ARMY LIST ARMY CHAMPION: Steve ‘Steve54’ Gullick Version: v3.1
A Black Legion Chaos Army has a Strategy Rating of 4. Chaos Navy formations have an Initiative rating of 1+, while all other formations have an Initiative rating of 2+. The "Factions" rule applies to all Black Legion Chaos Army formations.
BLACK LEGION RETINUES (A Black Legion Chaos Army may include any number of Retinues.)
BLACK LEGION ELITE FORMATIONS (One Black Legion Elite Formation may be included in the army for each Retinue selected.)
BLACK LEGION SUPPORT FORMATIONS (Up to two Black Legion Support Formations may be included in the army for each Retinue selected.)
BLACK LEGION UPGRADES (Each Black Legion formation may take up to four allowed upgrades)
DAEMON POOL (Daemons purchased for the Daemon Pool are not Faction specific and are used to represent Daemons from any Faction.)
CHAOS NAVY AND TITAN FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations
SPECIAL RULE - Chaos Space Marine Lords Chaos Space Marine Lord characters (Chaos Lord or Sorcerer Lord) may only be applied to one of the Core units of a Black Legion Formation. For example, the Chaos Space Marine Lord character for a Black Legion Retinue could only be added to the Chaos Space Marine units in that formation; it could not be added to any units, such as Obliterators or Cult Marines, purchased as an upgrade.
FORMATION CORE UNITS UPGRADES ALLOWED COST
Black Legion Retinue One Chaos Space Marine Lord character and eight Chaos Space Marines units All 275 points
FORMATION CORE UNITS UPGRADES ALLOWED COST
Black Legion Chaos Space Marine Terminators
One Chaos Space Marine Lord character and from four to six Terminator units
Dreadnought, Defilers, Chaos Land Raiders, Dreadclaws, Obliterators, Daemonic Pact, Chaos Champion, Icon Bearer, Daemon Prince, Warlord
275 for four Terminators +65 points per extra unit
Black Legion Chosen Four Chaos Space Marine Chosen units Dreadclaws, Rhinos, Daemonic Pact, Dreadnought 125 points Black Legion Decimators One to Three Decimators Defilers 225 points each
FORMATION CORE UNITS UPGRADES ALLOWED COST Black Legion Armoured Company
Four to eight Chaos Predators and/or Chaos Land Raiders in any combination Chaos Vindicators, Defilers 50 points per Predator
75 points per Land Raider
Black Legion Bike Company One Chaos Space Marine Lord character and eight Chaos Space Marines Bike units Daemonic Pact, Icon Bearer 300 points
Defiler Assault Pack Four Defilers None 275 points
Raptor Cult One Chaos Space Marine Lord character and from four to eight Raptor units Daemonic Pact 175 for four Raptors
+35 points per extra unit
UPGRADE UNITS COST 0-1 Warlord Add one Warlord character to a Daemon Prince unit or a unit containing a Chaos Space Marine Lord +25 points Chaos Champion Add one Chaos Champion character +50 points Chaos Land Raiders Add up to four Chaos Land Raiders +75 points each Chaos Vindicators Add up to three Chaos Vindications +35 points each
Cult Marines Add four units belonging to the Cult associated with the Retinue’s faction: Berzerkers (Khorne), Noise Marines (Slaanesh), Plague Marines (Nurgle), Thousand Sons (Tzeentch).
+150 points
Daemon Prince Replace the unit in the formation that includes the Chaos Lord character with a Daemon Prince unit. One Daemon Prince may be included for each Faction present in the army
+50 points
Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points Defilers Add up to three Defilers +75 points each
Dreadclaws Transport the entire formation in Dreadclaws +5 points per unit in the formation
Dreadnought Add up to three Chaos Dreadnoughts +50 points each Havocs Add four Havoc units +150 points Icon Bearer Add one Icon Bearer +50 points Obliterators Add up to three Obliterators +85 points each
Rhinos Add up to eight Rhinos. If you choose to take this option then you must take exactly enough Rhinos to carry the units that still require transport after any other upgrades that can transport units have been taken. No spare transport spaces may be ‘left over’ if it is possible to avoid it.
+10 points each
FORMATION CORE UNITS COST
Daemon Pool Any number of Lesser Daemon units and any number of Greater Daemons 20 points per Lesser Daemon
75 points per Greater Daemon
CHAOS TITANS CHAOS NAVY FORMATION UNITS COST FORMATION COST Banelord Titan One Banelord Titan 800 points Three Hellblade Fighters 200 points Ravager Titan One Ravager Titan 650 points Two Hell Talon Fighter-bomber 250 points Feral Titan One Feral Titan 275 points One Harbinger Bomber 450 points Deathwheel Squadron One to three Deathwheels 275 points each
0-1 Devastation Class Cruiser (Upgrade Devastation Cruiser to a Despoiler Battleship)
150 points (+100 points)
NetEA Army Compendium – DRAFT 2010 – Chaos - 8
NetEA THE STIGMATUS COVENANT CULTIST CHAOS ARMY LIST
ARMY CHAMPION: Steve ‘Steve54’ Gullick Version: v3.1
A Stigmatus Covenant Cultist Chaos Army has a Strategy Rating of 2. All Cultist Covens, Traitor Support, Plague Zombie and Daemon Engines formations have an Initiative rating of 3+. Daemon Engine Aircraft and Traitor Navy formations have an Initiative rating of 2+. The "Factions" rule applies to all Stigmatus Covenant Cultist Chaos Army formations.
STIGMATUS COVENANT COVENS (The army may contain any number of Covenant Coven formations.)
FORMATION CORE UNITS COST Stigmatus Covenant Coven One Demagogue or Chaos Space Marine Aspiring Champion and eleven Cultist or Mutant units in any combination. 200 points
STIGMATUS COVENANT UPGRADES (Each Covenant upgrade may be taken once per Covenant Coven formation.)
UPGRADE UNITS COST Big Mutants Replace one to six Cultist and/or Mutant units with an equal number of Big Mutant units. +20 points each Chaos Altar Add one Chaos Altar +150 points each Chaos Hounds Add one to three Chaos Hound units +10 points each Chaos Spawn Add one Chaos Spawn unit +25 points Cultists or Mutants Add up to eight Cultist or Mutants units in any combination +15 points each
Daemon Prince Replace the Demagogue or Chaos Space Marine Aspiring Champion with a Daemon Prince. One Daemon Prince may be included in an army for each Chaos faction present in the army.
+50 points
Daemonic Pact Add a Daemonic Pact to the formation +25 points Icon Bearer Add one Icon Bearer character +50 points Traitor Fire Support Add up to four Traitor Fire Support units +25 points each Traitor Flak Add up to two Traitor Hydras +50 points each Traitor Griffon Battery Add up to three Traitor Griffons +35 points each Traitor Hellhound Squadron Add up to three Traitor Hellhounds +50 points each Traitor Tank Squadron Add up to three Traitor Leman Russ or Leman Russ Demolishers +70 points each
Transports
Add Land Transporters Add Traitor Chimera If you choose to take this option then you must take exactly enough transports to carry all infantry units that move 15cm or less after any other upgrades that can transport units have been taken. No spare transport spaces may be ‘left over’ if it is possible to avoid it. You may mix and match Land Transporters and Traitor Chimera.
+10 points each +25 points each
DAEMON POOL (Daemons purchased for the Daemon Pool are not Faction specific and are used to represent Daemons from any Faction.)
STIGMATUS COVENANT PLAGUE ZOMBIE INFESTATION
STIGMATUS COVENANT SUPPORT COVENS
(You may take only one Stigmatus Covenant Support Coven per Stigmatus Covenant Coven in the army, chosen from one of the three categories below: Daemon Engines, Traitor Support or Traitor Navy).
SPECIAL RULE - Arch-Heretic One Demagogue, Chaos Space Marine Aspiring Champion or Daemon Prince in the army must be upgraded to an Arch Heretic. This character upgrade does not cost any additional points.
FORMATION UNITS COST
Daemon Pool Any number of Lesser Daemon units Any number of Greater Daemons
20 points per Lesser Daemon 75 points per Greater Daemon
FORMATION CORE UNITS COST 0-2 Plague Zombie Infestations 3+2D6 Plague Zombie units. 175 points
Daemon EnginesFORMATION UNITS COST Khorne: Lord of Battles 1 to 2 Lords of Battles. 400 points each Khorne: Daemon Assault Engines 4 Demonic Assault Engines 300 points Nurgle: Plague Tower 1 to 3 Plague Towers. 325 points each Nurgle: Contagion Towers 4 Contagion Towers. 325 points
Slaanesh: Daemon Scout Titans 1 to 2 Daemon Scout Titans: Questor Subjugator
275 points each 225 points each
Slaanesh: Daemon Knights 4 Daemon Knights 275 points Tzeentch: Firelord 1 to 3 Firelords. 150 points each Tzeentch: Doomwings 3 Doomwings. 150 points Tzeentch: Silver Towers 4 Silver Towers 325 points Undivided: Hellfire Cannons 4 Hellfire Cannons 200 points Undivided: Defilers 4 Defilers 250 points
Traitor Support Traitor NavyFORMATION UNITS COST FORMATION COST Traitor Armoured Company 6 Traitor Leman Russ 400 points 2 Traitor Thunderbolt Fighters 150 points Traitor Artillery Battery 4 Traitor Basilisks. 325 points 2 Traitor Marauder Bombers 250 points Traitor Rough Rider Platoon 6 Traitor Rough Rider units. 150 points Traitor Sentinel Squadron 4 Traitor Sentinels. 100 points
NetEA Army Compendium – DRAFT 2010 – Chaos - 9
NetEA
WORLD EATERS CHAOS SPACE MARINES ARMY LIST ARMY CHAMPION: Andrew ‘Frogbear’ --- Version: v3.6.2
A World Eaters Chaos Space Marine Army has a Strategy Rating of 4. Chaos Navy, Khorne Assault and Support Engines formations have an Initiative rating of 2+, while all other formations have an Initiative rating of 1+. All World Eaters formations are considered frenzied. All formations in the army belong to the Khorne Faction.
WORLD EATERS RETINUES (A World Eaters Army may include any number of Retinues.)
WORLD EATERS AUXILIARY FORMATIONS (Up to two Auxiliary Formations may be included in the army for each Retinue selected.)
WORLD EATERS UPGRADES (Each World Eaters formation may take up to four allowed upgrades)
WORLD EATERS DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as the Khornate Daemons indicated.)
CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations
WORLD EATERS UNITS
FORMATION CORE UNITS UPGRADES ALLOWED COST World Eaters Berzerkers One Chaos Space Marine Lord character, four World Eaters
Legionnaires units, and four Khorne Berzerker units. All 275 points
World Eaters Bikes One Chaos Space Marine Lord character and six to eight Chaos Space Marine Bike units.
Daemonic Pact, Keeper of Chains, Keeper of Skulls. 250 first 6 units +25 per extra unit
World Eaters Terminators One Chaos Space Marine Lord character and five to eight World Eaters Terminator units.
Daemonic Pact, Favoured of Khorne, Keeper of Chains, Keeper of Skulls, Transport.
375 first 5 units +75 per extra unit
World Eaters Possessed One Chaos Space Marine Lord character, four World Eaters Possessed units, and a Daemonic Pact
Favoured of Khorne 200 points
World Eaters Chosen One Chaos Space Marine Lord character, four World Eaters Chosen units, and optional Rhino transports
Assault Walkers, Daemonic Pact, Dreadclaws, Favoured of Khorne, Keeper of Chains, Keeper of Skulls, Transport.
200 points
FORMATION CORE UNITS UPGRADES ALLOWED COST Bloodpack Five Khorne Berserker units and three Slaughterfiends None 375 points Defiler Engines Four Defilers Assault Walkers 250 points Juggernauts of Khorne Five to eight Khorne Juggernaut units None 50 points per unit Khorne Assault Engines Four Khorne Assault Engines in any combination Assault Walkers 250 points Khorne Support Engines Four Khorne Support Engines in any combination Assault Walkers 275 points
UPGRADE UNITS COST Assault Walkers Add up to four assault walker selections in any combination +50 points per Blood Slaughterer
+75 points per Defiler +75 points per two World Eater Dreadnoughts
Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points Dreadclaws Purchase enough Dreadclaws to transport the entire formation +25 points per two units transported 0-1 Favoured of Khorne Upgrade one Chaos Space Marine Lord character in the army to a Blood Lord character OR
replace one Chaos Space Marine Lord unit in the army with a Khorne Daemon Prince unit. + 50 Blood Lord +100 Khorne Daemon Prince
Keeper of Chains Add an Icon Bearer to a unit in the formation +25 points Keeper of Skulls Add a Champion of Chaos to a unit in the formation +50 points Predators Add up to three World Eaters Predators to the formation +50 points each Transport Add any of the following to transport the formation. (only purchase enough to transport the
formation) +25 points per two Rhinos +125 points per two Slaughterfiend +150 points per two Land Raiders
FORMATION CORE UNITS COST
Daemon Pool Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds) and any number of Greater Daemons (Bloodthirster)
20 points per Lesser Daemon 75 points per Greater Daemon
WAR ENGINES OF KHORNE CHAOS NAVY AND SPACECRAFT FORMATION UNITS COST FORMATION COST Brass Scorpions Two to four Greater Brass Scorpions Engines 175 points each Three Hellblade Interceptors 200 points Lords of Battle One to two Lords of Battle 425 points each Two Helltalon Fighter Bombers 250 points Banelord Titan Banelord Titan (May purchase Leader ability
+25 points) 800 points
0-1 Devastation Class Cruiser Upgrade Devastation Cruiser to a World Eater Battle Barge
150 points +100 points
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CHA n/a n/a n/a n/a Daemon Weapon
Gift of Khorne (Contact) (Contact)
MW, Extra attack (+1) Extra attack (+1)
Blood Lord
NOTES Fearless, Invulnerable Save, Supreme Commander CHA n/a n/a n/a n/a Rope of Chains (Contact) - Keeper of Chains
NOTES Daemonic Focus, Invulnerable Save INF 30cm 4+ 2+ 5+ Mutations (Contact) World Eater
Possessed NOTES Invulnerable save, Wings (Jump Packs) INF 15cm 4+ 3+ 5+ Khornate Chainaxes (Contact) Extra attack (+1) World Eater
Legionnaires NOTES -- INF 15cm 4+ 3+ 5+ Khornate Chainaxes (Contact) Extra attack (+1) World Eater
Chosen
NOTES Scouts
INF 15cm 4+ 2+ 4+ 2x Reaper Autocannon Power Weapons
30cm (Contact)
AP4+/AT6+ Extra Attack (+1), MW
World Eater Terminators NOTES Reinforced Armour, Teleport, Thick Rear Armour
INF 35cm 4+ 3+ 4+ Khornate Chainaxes (Contact) Extra attack (+1) World Eater Bikes NOTES Mounted
AV 15cm 3+ 4+ 4+ Plasma Cannon Power Fist
30cm (Contact)
AP4+/AT4+, Slow Firing MW, Extra attack (+1)
World Eater Dreadnought NOTES Fearless, Walker
SC n/a n/a n/a n/a Orbital Bombard Pin-point Attack
- -
3BP, MW MW2+, TK (D3)
World Eaters Battle Barge NOTES Transport (80), Slow and Steady(May not be used on turns 1 or 2 unless specified)
NetEA Army Compendium – DRAFT 2010 – Chaos - 10
NetEA
EMPEROR’S CHILDREN CHAOS SPACE MARINES ARMY LIST ARMY CHAMPION: Andrew ‘Frogbear’ --- Version: v3.5.1
An Emperor’s Children Chaos Space Marine Army has a Strategy Rating of 4. Daemon Engine Pack, House Devine Knights, Chaos Navy have an Initiative rating of 2+, while all other formations have an Initiative rating of 1+. All formations in the army belong to the Slaanesh Faction.
EMPEROR’S CHILDREN RETINUES
(An Emperor’s Children Army may include any number of Retinues.)
EMPEROR’S CHILDREN SUPPORT RETINUES (Up to six Support Retinues may be taken per Noise Marine Retinue in the army. House Devine Knight formations are each restricted to one for every 1000 points played.)
EMPEROR’S CHILDREN UPGRADES (Each formation may take up to four allowed upgrades)
EMPEROR’S CHILDREN DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as Slaanesh Daemons.)
CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations
EMPEROR’S CHILDREN UNITS
FORMATION CORE UNITS UPGRADES ALLOWED COST Decadent Marine Retinue
One Emperor’s Children Decadent Lord character upgrade, six Chaos Marine units and a Daemonic Pact.
Assault Walkers, Dreadclaws, Apostate of Rapture, Degenerate, Noise Marines, Predators, Transport.
225 points
Noise Marine Retinue
One Emperor’s Children Decadent Lord character upgrade, six Noise Marine units and a Daemonic Pact.
Assault Walkers, Dreadclaws, Favoured of Slaanesh, Apostate of Rapture, Degenerate, Predators, Transport.
300 points
FORMATION CORE UNITS UPGRADES ALLOWED COST Armoured Support Six Armoured vehicles in any combination May replace one Predator with a Debaser for +50 points Land Raiders: 75 points each
Predators: 50 points each Daemon Engine Pack Two Defiler and two Debaser units Assault Walkers 300 points Emperor’s Children Bike Retinue
One Emperor’s Children Decadent Lord character upgrade and six Emperor’s Children Bike units.
Daemonic Pact, Apostate of Rapture, Degenerate. 250 points
Emperor’s Children Terminator Retinue
One Emperor’s Children Decadent Lord character upgrade and six Emperor’s Children Terminator units.
Assault Walkers, Daemonic Pact, Favoured of Slaanesh, Apostate of Rapture, Degenerate Predators.
450 points
House Devine Knights Six Slaanesh Daemon Knight units None 400 points Sirens One Siren Lord character upgrade and six Siren units. Daemonic Pact, Favoured of Slaanesh, Apostate of Rapture,
Degenerate, Predators. 250 points
UPGRADE UNITS COST Apostate of Rapture Add an Apostate to a unit in the formation +25 points Assault Walkers Add up to two assault walkers in any combination Emperor’s Children Dreadnought: +50 points
Defilers: +75 points each Debasers: +100 points each
Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points Degenerate Add a Champion of Chaos to the formation +50 points Dreadclaws Allows the formation to deploy via Dreadclaws +50 Points 0-1 Favoured of Slaanesh Upgrade one Decadent Lord character in the army to a Lord of Pleasures character OR replace
one Decadent Lord or Siren Lord unit in the army with a Slaanesh Daemon Prince unit. +50 Lord of Pleasures +100 Slaanesh Daemon Prince
Noise Marines Replace three Chaos Marine units with three Noise Marine Units +25 Points Predators Add up to three Emperor’s Children Predators to the formation +50 points each Transport Choose one transport option for the formation Three Rhinos: +25 points
Three Land Raiders: +200 points
FORMATION UNITS COST
Daemon Pool Any number of Lesser Daemon units (Daemonettes or Seekers) and any number of Greater Daemons (Keepers of Secrets)
20 points per Lesser Daemon 75 points per Greater Daemon
WAR ENGINES OF SLAANESH CHAOS NAVY AND SPACECRAFT FORMATION UNITS COST FORMATION COST Painlord Battle Titan One Painlord Titan 800 points Three Hellblade Interceptors 200 points Reviler Battle Titan One Reviler Titan 600 points Two Hell Talon Fighter Bombers 250 points
Slaanesh Scout Titans One or two Subjugator Titans and/or Questor Titans
250 points each 300 points each
0-1 Devastation Class Cruiser (Upgrade Devastation Cruiser to a Despoiler Battleship)
150 points (+100 points)
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Lash of Torment
Siren of Slaanesh (Contact) (15cm)
Extra Attack (+1), First Strike Extra Attack (+1), First Strike, Ignore Cover
Lord of Pleasures
NOTES Fearless, Invulnerable Save, Supreme Commander CH n/a n/a n/a n/a Daemon Weapon (Contact) MW, Extra Attack (+1) Decadent Lord
NOTES Fearless, Invulnerable Save, Leader
CH n/a n/a n/a n/a Daemon Weapon (Contact) MW, Extra Attack (+1), First Strike Siren Lord NOTES Fearless, Invulnerable Save, Leader CH n/a n/a n/a n/a - - - Apostate of
Rapture NOTES Daemonic Focus, Invulnerable Save INF 30cm 4+ 4+ 5+ Mutations
Doom Siren (Contact) (15cm)
First Strike Ignore Cover
Siren
NOTES Jump Pack. Count as Raptors for transport. INF 15cm 4+ 3+ 3+ Doom Siren
2x Blastmaster Power Weapons
(15cm) 30cm Contact
Ignore Cover AP5+/AT6+ Disrupt MW, Extra Attack (+1)
Emperor’s Children Terminators
NOTES Reinforced Armour, Teleport, Thick Rear Armour INF 35cm 4+ 3+ 4+ Doom Siren (15cm) Ignore Cover Emperor’s Children
Bike NOTES Mounted AV 15cm 4+ 4+ 3+ Twin Blast Master
Twin Sonic Blasters Doom Siren
30cm (15cm) (15cm)
AP4+/AT5+, Disrupt Extra Attack (+1) Ignore Cover
Emperor’s Children Dreadnought
NOTES Fearless, Walker AV 25cm 4+ 5+ 4+ 2x Twin Lascannon
Blastmaster 45cm 30cm
AT4+ AP5+/AT6+, Disrupt
Emperor’s Children Land Raider
NOTES Reinforced Armour, Thick Rear Armour, Transport (2) AV 30cm 4+ 6+ 4+ Blast Master
Twin Sonic Blasters 30cm (15cm)
AP5+/AT6+, Disrupt Extra Attack (+1)
Emperor’s Children Predator NOTES --
NetEA Army Compendium – DRAFT 2010 – Chaos - 11
NetEATHE THOUSAND SONS CHAOS SPACE MARINES ARMY LIST ARMY CHAMPION: Neal Hunt Version: v5.1
A Thousand Sons Chaos Space Marine Army has a Strategy Rating of 5. Aircraft and Silver Tower formations have an Initiative rating of 2+, while all other formations have an Initiative rating of 1+. All formations in the army belong to the Tzeentch Faction.
THOUSAND SONS RETINUES (A Thousand Sons Army may include any number of Retinues.)
THOUSAND SONS SUPPORT FORMATIONS (Up to two Support Formations may be included in the army for each Rubric Fellowship selected.)
THOUSAND SONS UPGRADES (Each formation may take up to four allowed upgrades, once per formation.)
THOUSAND SONS DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as the Tzeentch Daemons indicated.)
CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations
SPECIAL RULE - Rubric Units which were affected by the Rubric of Ahriman are effectively automatons. They must be given consistent direction or they will cease to act. Units designated as Rubric may not take part in a March action. When making a withdrawal move Rubric units may only take a single move rather than two moves. Thousand Sons Marine and Terminators are Rubric units.
SPECIAL RULE – Warp Flame Thousand Sons Land Raiders and Predators have this additional weapon: Warp Flame (contact) (Assault Weapons), EA (+1), First Strike
THOUSAND SONS UNITS
FORMATION CORE UNITS UPGRADES ALLOWED COST 0-1 Scarab Occult Adeptus Exempla and five Thousand Sons Adeptus All 400 points 0-1 Ahriman’s Chosen Sorcerer Lord and nine Thousand Sons Marines units None. All units in Ahriman’s Chosen
have the Teleport special ability. 450 points
1+ Rubric Fellowship One Sorcerer Lord and six Thousand Sons Marines units All except Magister Templi 275 points Thousand Sons Armour Four to nine Chaos Marine Predators and/or Land Raiders Defilers 50 points per Predator
75 points per Land Raider Silver Tower Company Four to six Silver Towers None 90 points each
FORMATION CORE UNITS UPGRADES ALLOWED COST Thousand Sons Warcoven One Sorcerer Lord and four to six Terminator units Daemonic Pact, Deceiver, Dreadclaws, Icon Bearer,
Land Raiders, Thralls 350 points for four +85 per additional Terminator
Sekhmet Disc Riders One Sorcerer Lord and nine Disc Rider units Daemonic Pact 325 points Neophyte Class One Thousand Sons Preceptor and nine Neophyte units Daemonic Pact, Icon Bearer, Rhinos, Thralls 175 points
UPGRADE UNITS COST 0-1 Magister Templi Replace an Adeptus Exempla with a Magister Templi +50 points Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points each Defilers Add up to three Deceivers and/or Defilers +75 points each Dreadclaws Add enough Dreadclaws to contain the entire formation +5 points per unit in the formation Icon Bearer Add one Icon Bearer character +50 points Rhinos Add up to five Rhinos. You may only take the minimum number required to transport the formation. +10 points each Land Raiders Add up to four Chaos Space Marine Land Raiders +75 points each
Thralls Add up to three Thralls added to any Thousand Sons Sorcerer Lord, Adeptus Exempla, Magister Templi, Preceptor, Greater Spire or Warp Palace. +20 points each
FORMATION CORE UNITS COST
Daemon Pool Any number of Lesser Daemon units (Flamers, Horrors, Screamers, Flamers and Daemonic Beasts) and any number of Greater Daemons (Lord of Change)
20 points per Lesser Daemon 75 points per Greater Daemon
WAR ENGINES OF TZEENTCH CHAOS NAVY AND SPACECRAFT FORMATION UPGRADES COST FORMATION COST One to three Greater Spires of Tzeentch Daemonic Pact, Thralls 200 points each Three Doomwing Fighters 150 points One Warp Palace of Tzeentch Daemonic Pact, Thralls 550 points each One to three Firelord Bombers 150 points each
0-1 Devastation Class Cruiser (Upgrade to a Despoiler Battleship)
150 points (+100 points)
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm 3+ 3+ 3+ Daemon Weapon
2 x Warp Bolt (contact) (15cm)
(Assault Weapons), EA (+1), MW (Small Arms), EA (+1), MW
Magister Templi
NOTES Supreme Commander, Fearless, Reinforced Armour, Teleport. INF 15cm 4+ 4+ 4+ Sorcerous Weapons
Psychic Powers 45cm 15cm AND (15cm)
AP5+/AT6+ MW5+ (Small Arms), EA (+1), MW
Adeptus Exempla
NOTES Supreme Commander, Reinforced Armor, Fearless, Teleport CH n/a n/a n/a n/a Warp Bolts (15cm) (Small Arms), EA (+1), MW Preceptor
NOTES Leader. INF 15cm 4+ 4+ 4+ 45cm AP5+/AT6+ Adeptus
NOTES Invulnerable Save, First Strike, Teleport CH n/a n/a n/a n/a Sacrificial Power
(contact) OR (15cm)
(Assault Weapon), EA (+1), MW, One Shot (Small Arms), EA (+1), MW, One Shot
Thralls
NOTES Augment Summoning (+1d3, One Shot). Thralls are disposable and only one of their abilities or attacks may be used each game. INF 30cm 4+ 3+ 4+ Bolters and Sorcerer Powers (15cm) (Small Arms) Sekhmet Disc
Riders NOTES Mounted, Skimmer INF 15cm 6+ 6+ 5+ Pistols and psychic abilities (15cms) (Small Arms) Neophyte
NOTES -- WE 20cm 4+ 5+ 4+ 3xTzeentch Cannons
Beam of Power Fate of Tzeentch
45cm 60cm 30cm
AP4+/AT4+ MW5+ MW2+, Titan Killer (1)
Greater Spires of Tzeentch
NOTES DC3, Skimmer, Thick Rear Armor, Invulnerable Save, Fearless, Daemonic Focus Critical Hit Effect: One of the Silver Runes that channel the power of the warp is shattered, releasing a storm of warp energy. The Greater Spire is destroyed; each unit within 5cm takes a MW hit on a roll of 6.
WE 20cm 4+ 4+ 3+ 4x Tzeentch Cannons 2x Beam of Power Warp Fire of Tzeentch
45cm 60cm 30cm
AP4+/AT4+ MW5+ 3BPTK(d3), Ignore cover
Warp Palace of Tzeentch
NOTES DC 6, Skimmer, Reinforced Armour, Thick Rear Armour, Invulnerable Save, Fearless, Daemonic Focus Critical Hit Effect: One of the Silver Runes that channel the power of the warp is shattered, releasing a storm of warp energy. The Warp Palace takes an extra point of damage; each unit within 5cm takes a MW hit on a roll of 6.
NetEA Army Compendium – DRAFT 2010 – Chaos - 12
NetEA
DEATH GUARD CHAOS SPACE MARINES ARMY LIST ARMY SUB-CHAMPION: Henrikki ‘Hena’ Almusa Version: v2.2
Death Guard armies have a strategy rating of 4.All Death Guard, Daemon and Nurgle Titan Legion formations have an initiative rating of 1+. Chaos Navy formations have an initiative rating of 2+. All formations in the army belong to the Nurgle Faction.
DEATH GUARD CORE RETINUES
(A Death Guard Army may include any number of Core Retinues.)
DEATH GUARD INFANTRY SUPPORT RETINUES (You may include one Infantry Support Retinue per Core Retinue in the army.)
DEATH GUARD VEHICLE SUPPORT RETINUES (You may include one Vehicle Support Retinue per Core Retinue in the army.)
DEATH GUARD UPGRADES
(Each formation may take up to four allowed upgrades, once per formation.)
DEATH GUARD DAEMON POOL
(Daemons purchased for the Daemon Pool may only be summoned as Nurgle Daemons.)
CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations
SPECIAL RULE – Marines of the Death Guard The corrupted Space Marines of the Death Guard are numbed to both the horrors and injuries of war and bring pestilential death with them wherever they go. To represent these factors, the following rules apply: • Chaos Space Marines and Havocs units designated as “Death Guard” in this
army list increase both their Armour Save and Close Combat values by 1 and gain the indomitable special ability.
• Chaos Space Marine Terminator units designated as “Death Guard” in this army
list gain the fearless special ability.
SPECIAL RULE – Indomitable Nurgle’s followers are inured against pain, implacable and diseased of mind in many cases. The Death Guard always had a reputation for tenacity, which has not been reduced by their exposure to the Warp. All units that are indomitable may make their normal armour saves (including any rerolls that may apply) against hackdown hits due to losing close combat or hits caused by suffering Blast Markers when broken. Note that indomitable units are still destroyed outright if they are within 15cm of enemy at the end of a Withdrawal move.
FORMATION CORE UNITS UPGRADES ALLOWED COST Death Guard Retinue One Death Guard Lord. Three Death Guard Chaos Space Marine units and
three Plague Marines units. Any except Dreadclaws 250 points
Death Guard Heavy Retinue One Death Guard Lord and six Death Guard Havoc units. Any except Dreadclaws 350 points
FORMATION CORE UNITS UPGRADES ALLOWED COST Death Guard Drop Retinue
One Chaos Space Marine Lord character and four Death Guard Chaos Space Marine units and two Plague Marines units.
Chaos Champion, Daemonic Pact, Daemon Prince, Death Guard Havocs, Dreadclaws, Icon Bearer, Plague Marines
250 points
Death Guard Terminators Retinue
One Chaos Space Marine Lord character and from four to six Death Guard Terminator units
Chaos Champion, Dreadnoughts, Dreadclaws, Daemonic Pact, Daemon Prince, Icon Bearer, Transport
450 points for four units +100 points per extra unit
Plague Zombie Infestation
D6+7 Plague Zombies per infestation
None
175 points
FORMATION CORE UNITS UPGRADES ALLOWED COST Armoured Company Four vehicles from following list: Predators, Land Raiders Support Vehicles 50 points per Predator
75 points per Land Raider Assault Retinue Up to three Plague Reapers. Support Vehicles, Walkers 275 points each Blight Drone Swarm Five Blight Drones none 250 points Contagion Towers Four Contagion Towers none 325 points Defiler Assault Pack Four Defilers Walkers 275 points Plague Towers Up to two Plague Towers none 325 points each
UPGRADE UNITS COST Chaos Champion Adds a Chaos Champion to a unit in the formation +50 points Chaos Spawn Add up to three Chaos Spawn to the formation +25 points each Demonic Pact Allows the formation to summon Demons from the Demon Pool +25 points 0–1 Demon Prince Replace the unit with Death Guard Lord character with the Daemon Prince unit. +50 points Dreadnought Add up to three Chaos Dreadnoughts +50 points each Dreadclaw Equips the formation with Dreadclaw Assault Boats. There must be at least enough to
transport all units in formation. +25 points per four units
Death Guard Havocs Add four Death Guard Havocs to the formation +200 points Icon Bearers Add an Icon Bearer to a unit in the formation +50 points Plague Marines Add four Plague Marines to the formation +150 points Support Vehicles Add up to three units of the following units in any combination: Predator, Defiler,
Desecrator, Land Raider +50 points per Dreadnought +75 points per Defiler, Desecrator, Land Raider
Transport Add Rhinos and/or Land Raiders to the formation. You may take only minimum number needed to transport the formation after other upgrades have been added.
+10 points per Rhino +75 points per Land Raider
Walkers Add up to three units of the following units in any combination: Dreadnought Defiler, Desecrator
+50 points per Dreadnought +75 points per Defiler, Desecrator
FORMATION UNITS COST
Daemon Pool Any number of Lesser Daemon units (Plaguebearers) and any number of Greater Daemons (Great Unclean Ones)
20 points per Lesser Daemon 75 points per Greater Daemon
WAR ENGINES OF NURGLE CHAOS NAVY AND SPACECRAFT FORMATION UNITS COST FORMATION COST Plaguelord Titan One Plaguelord Titan 850 points Three Hellblade Interceptors 200 points Repugnant Titan One Repugnant Titan 625 points Two Hell Talon Fighter Bombers 250 points Fester Titan Pack One to two Fester Scout Titans 325 points each
0-1 Devastation Class Cruiser (Upgrade Devastation Cruiser to a Despoiler Battleship)
150 points (+100 points)
NetEA Army Compendium – DRAFT 2010 – Chaos - 13
NetEA
RED CORSAIRS ARMY LIST CHAOS MARINE ARMY LIST ARMY CHAMPION: ??? ‘BlackLegion’ ??? Version: v3.1
A Red Corsairs Chaos Marine Army has a Strategy Rating of 4. Chaos Navy formations have an Initiative rating of 1+, while all other formations have an Initiative rating of 2+. The "Factions" rule applies to all Black Legion Chaos Army formations.
RED CORSAIRS CORE FORMATIONS (A Red Corsairs Chaos Marine Army may include any number of Core Formations.)
RED CORSAIRS SUPPORT FORMATIONS (You may include up to two Support Formations in the army per Core Formation from the two categories below: Chaos Space Marine Support and Daemon Engines.)
CHAOS SPACE MARINE SUPPORT
DAEMON ENGINES (You may only include Faction Daemon Engines if the army already includes Cult Marines of the appropriate Faction.)
RED CORSAIRS UPGRADES
(Each formation may take up to four allowed upgrades, once per formation.)
DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as generic Daemons.)
CHAOS NAVY AND TITAN FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations
FORMATION CORE UNITS UPGRADES ALLOWED COST Hounds Squadron One Chaos Space Marine Lord character and
eight Chaos Space Marine Bike units Daemonic Pact, Icon Bearer 300 points
Terminator Retinue One Chaos Space Marine Lord character and four to six Chaos Terminator units
Chaos Champion, Chaos Dreadnought, Chaos Drop Pods, Chaos Hunter, Chaos Land Raiders, Chaos Spawn, Chaos Vindicators, Daemonic Pact, Daemon Prince, Daemon Engines, Icon Bearer, Obliterators
275 for four Terminators +65 points per extra unit
Renegade Warband One Chaos Space Marine Lord character and eight Chaos Space Marine units
All 275 points
FORMATION CORE UNITS UPGRADES ALLOWED COST Armoured Company Four to eight Chaos Predators and/or Chaos
Land Raiders in any combination Chaos Hunter, Chaos Vindicators, Daemon Engines 50 points per Predator
75 points per Land Raider 0-1 Chaos Strike Cruiser One Chaos Strike Cruiser Upgrade to Chaos Battle Barge (+150 points) 200 points Chaos Thunderhawk One Chaos Thunderhawk Gunship none 250 points Chosen Six Chaos Space Marine Chosen units Chaos Champion, Chaos Drop Pods, Chaos Rhinos, Daemonic Pact 200 points Cult Marines One Chaos Space Marine Lord character
upgrade and six Khorne Berzerker, Thousand Sons, Plague Marine OR Noise Marine units
Chaos Champion, Chaos Dreadnought, Chaos Drop Pods, Chaos Rhinos, Daemonic Pact, Daemon Engines
275 points
Raptor Cult One Chaos Space Marine Lord character and from four to eight Raptor units Daemonic Pact 175 for four Raptors
+35 points per extra unit
FORMATION CORE UNITS UPGRADES ALLOWED COST Defiler Assault Force Four Defilers Daemon Engines 250 points Khorne: Blood Slaughterer Pack Five Blood Slaughterers Daemon Engines 225 points Khorne: Brass Scorpion Onslaught Two Brass Scorpions Daemon Engines 250 points Tzeentch: Silver Tower Circle Four Silver Towers Daemon Engines 250 points Nurgle: Blight Drone Swarm Six Blight Drones Daemon Engines 300 points Slaanesh: Daemon Knight Pavane Four Daemon Knights Daemon Engines 250 points
UPGRADE UNITS COST Chaos Champion Add one Chaos Champion character upgrade +50 points Chaos Dreadnought Add up to three Chaos Dreadnoughts +50 points each Chaos Drop Pods Deploy the whole formation by Planetfall in Chaos Drop Pods. This upgrade may not be taken by formations that include any
vehicles other than Dreadnoughts. In addition it requires a Chaos Strike Cruiser or Chaos Battle Barge in order to be used. +5 points per unit in the formation
Chaos Hunter Add one Chaos Hunter +50 points Chaos Land Raiders Add up to four Chaos Land Raiders +75 points each Chaos Rhinos Add up to eight Chaos Rhinos. If you choose to take this option then you must take exactly enough Chaos Rhinos to carry the
units that still require transport after any other upgrades that can transport units have been taken. No spare transport spaces may be 'left over'.
+10 points each
Chaos Spawn Add up to three Chaos Spawn units +25 points each Chaos Vindicators Add up to three Chaos Vindicators +35 points each Cult Marines Replace four Chaos Space Marine units with four units from the following list: Khorne Berzerkers, Noise Marines, Plague
Marines OR Thousand Sons +50 points
Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points 0-1 Daemon Prince Replace the unit in the formation that includes the Chaos Space Marine Lord character with a Daemon Prince unit.
Only one Daemon Prince may be included in the army. +50 points
Daemon Engines Add up to three choices from the following list, you may only add Faction specific units to formations contain appropriate Cult or Faction units: Defiler or Desecrator, Tzeentch: Silver Tower, Slaanesh: Daemon Knight
Nurgle: Blight Drone, Khorne: Blood Slaughterer
+75 points each +50 points each
Havocs Replace Four Chaos Space Marine units with four Havoc units +50 points Icon Bearer Add one Icon Bearer character upgrade +50 points Obliterators Add up to three Obliterators +85 points each
FORMATION CORE UNITS COST Daemon Pool Any number of Lesser Daemon units
and any number of Greater Daemons 15 points per Lesser Daemon 75 points per Greater Daemon
CHAOS TITANS CHAOS NAVY FORMATION UNITS COST FORMATION COST Traitor Warlord Titan One Tratior Warlord Titan 850 points Three Hellblade Fighters 200 points Traitor Reaver Titan One Traitor Reaver Titan 625 points Two Hell Talon Fighter-bomber 250 points Traitor Warhound Titan One Traitor Warhound Titan 300 points One Harbinger Bomber 450 points
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1st email to me wins a prize
DARK ELDAR ARMY LIST V1.6 - KABAL OF PAIN'S WAY Dark Eldar armies have a strategy rating of 3. Kabals, Tormentors, and Executors have an initiative of 1+. All other formations have an Initiative of 2+.
DARK ELDAR INDIVIDUALS
DARK ELDAR KABALS You may have any number of core formations in your army. The formation may never exceed more than eight infantry units.
DARK ELDAR PARTISANS You may include up to two Partisan formations for each Kabal formation in the army, chosen from the following: Haemonculi Covens, Wych Cults and Dark Eldar Cohorts. The
formation may never exceed more than eight infantry units.
HAEMONCULI COVENS FORMATION UNITS UPGRADES COST
Haemonculi Coven Two Haemonculus and four Grotesques, plus transport Haemonculi, Talos, Perditor, Sybarite 250
Talos Swarm Four Talos Talos, Perditor, Slavebringer 200
WYCH CULTS FORMATION UNITS UPGRADES COST
Wych Cult Six Wych units, plus transport Wyches, Beasts, Hellions, Reavers, Sybarite 200
Hellion Murder Six Hellions Hellions, Sybarite 200
Reaver Gang Six Reavers Reavers, Sybarite 200
DARK ELDAR COHORTS FORMATION UNITS UPGRADES COST
Mandrake Throng Six Mandrakes Mandrakes 225
Scourge Flight Six Scourges Scourges, Sybarite 225
Heavy Barges One or two Vessels of Pain None 250 each
FORMATION UNITS NOTES COST 0-1 Webway
Portal
One Wraithgate: The Dark Eldar player
may choose to replace one of the
Objective markers in their half of the table
with a Wraithgate at a cost of 50 points.
The Webway Portal functions both as a Portal and as an objective for rules purposes. It may not be
attacked or destroyed.
IMPORTANT NOTE: Webway Portals are one of the smallest types of portal, and may only be
used by formations made up exclusively of infantry, light vehicles, and armored vehicle units that
have walker ability; formations that include any other type of unit may not use a Wraithgate to
enter play.
50
0-1 Kashnarak One Kashnarak In Grand Tournament games the Kashnarak must start off the table. At the start of any turn
(including the first) it may be set up on the table within 5cms of a Webway Portal (this represents
the Kashnarak bursting through to the battlefield), but does not count as a use of the Webway
Portal. If the Dark Eldar army does not include a Webway Portal, the Kashnarak may not be used.
50
0-1 Archon Replace one Dracon with an Archon
character upgrade.
The Archon must be placed in the Kabal Coterie if there is one in the army. 50
FORMATION UNITS UPGRADES COST 0-1 Kabal Coterie Four Incubi and one Dracon character,
plus transport
Incubi, Warriors, Wyches, Ravager, Mandrakes, Haemonculi, Scourges, Sybarite 250
Kabal Syndicate Six Dark Eldar Warriors, plus transport Warriors, Wyches, Haemonculi, Ravager, Scourges, Mandrakes, Dracon, Sybarite 200
Kabal Flotilla Four Ravagers Dracon, Sybarite, two additional Ravagers +100 points, 0-1 Vessels of Pain +250 points 250
DARK ELDAR TRANSPORT Any Dark Eldar formation that include "plus transport" may choose from the following
list. You may only take as many transport units as are required to carry the entire
formation, including upgrades, with no extra spaces if possible. The Slavebringer is an
independent war engine that must be assigned to a specific Dark Eldar formation during
army creation. You may select no transport at all if desired.
UPGRADE NOTES COST Raider Up to four Raiders free
Barge of Pleasure Up to two Barges of Pleasure +125 each
Slavebringer One Slavebringer Assault Boat 200
DARK ELDAR UPGRADES UPGRADE NOTES COST Dracon or Dracite
Character
Each formation may only have one such
character. 50
Sybarite Character Each formation may only have one such
character. 25
Incubi Two Incubi units +125
Warriors Two Dark Eldar Warrior units +100
Wyches Two Wyches +100
Haemonculi One Haemonculus and one Grotesque +150
Mandrakes Two Mandrake units +125
Scourges Two Scourge units +125
Beasts Two Warp Beast units +100
Hellions Two Hellion units +100
Reavers Two Reaver units +100
Ravager One Ravager per formation +50
Talos One or two Talos per formation +50 each
Perditors One or two Perditors per formation +150 each
AIRCRAFT, SPACECRAFT, AND OTHER HORRORS Up to a third of the army's points may be spent on this section
FORMATION UNITS COST 0-1 Dark Eldar
Spacecraft
One Torture Class Cruiser
Or
One to three Corsair Class Escorts
300
Or
150 each
Tormentor One Tormentor Titan 500
Executor Landing
Module One Executor Landing Module 750
Fighter Formation Two Raven Fighters
Add one Raven for +100 points 200
Bomber Formation Two Razorwing Bombers
Add one Razorwing +125 points 250
19
NetEA Army Compendium - Necrons - DRAFT 2010 - 1
1.10 NECRONS 1.10.1 GENERAL NECRON SPECIAL RULES 1.10.1.1 Necron Technology Necron: Necron technology allows many of its units to repair themselves at an accelerated rate. This is reflected as the Necron ability in a unit’s datasheet. Units with the Necron ability that have been destroyed can regenerate. Formations can return one previously destroyed Necron unit in the end phase of each turn either on or off the board. In addition, if a formation regroups on board it can use the dice rolls to either return units with the Necron ability to play or to remove blast markers or both (e.g., if you rolled a ‘2’ you could return 2 units to play, remove 2 blast markers, or return 1 unit and remove 1 blast marker). Formations off board are restricted to using their regroup function to remove blast markers only. Portals: Necron Portals are the primary means by which the Necron forces are transported across the galaxy. Any formation that is in the reserves, either because it has not entered play or has left the board for any reason, may enter play via a portal as part of any activation that allows movement. Measure their movement using the portal as the starting point. Additionally, formations may leave the board by entering a portal, taking them into the reserves. Note that once in the reserves they can either re-enter play immediately via another portal, provided they have movement, or remain in the reserves. Necron Portals can only be used by Armored Vehicles with the walker ability, Infantry, or Light Vehicles. Each portal can be used only once per turn for either entering or exiting the battlefield, not for both. Thus a Formation may enter one portal with part of their movement, and exit from a second, unused portal, continuing their movement from that portal. If, at the end of the movement, a unit is out of formation it is destroyed (see core rule 1.7.4). Example: if you moved a formation of four units through one portal and out another and two units were unable to make the full movement (i.e. get through the second portal), the Necron player would have to choose which units were to be destroyed, the two that moved through the portal or the two that didn’t. Tomb Complex: Scattered throughout the Galaxy on worlds beyond number, the Necron placed Tombs to house and maintain their race. During the long sleep over millions of years, many of these building have become buried, only to be uncovered by the unwitting efforts of explorers or the design of the C'tan eager to reclaim the Galaxy they once ruled. These Tombs are the "bases" from which Necron raiders and conquering armies strike at their enemies. As such, they have a high importance to both the Necron (who need them for the troops and support facilities they contain) and the enemies who would destroy them to keep their contents from awaking. Attacking these facilities carries the risk of awaking the Necron within, or attracting the notice of other, wakened forces that might rush to their defence. The Tomb is considered a Necron Portal, and can be used to bring formations from off board into place, or to relay troops to and from other portals. Measure from the edge of the board as the formation’s starting point.. Living Metal: Units made of living metal receive a Reinforced Armor saving throw against normal weapons, lance weapons, and even macro-weapons. In addition, their save is not reduced by sniper abilities. Any Titan Killer attacks are automatically reduced to Titan Killer (1) when resolving hits against Living Metal units, and Living Metal units are permitted a single armor save. See chart below.
1.10.1.2 Implacable Advance The Necron are an offensive army, always on the advance, stopping only to eliminate enemy positions before moving on to harvest others. While subject to disruption from losses and enemy fire, the mechanical nature of the Necron permits them to easily reorganize to maintain the offensive momentum. Necron formations receive a +1 bonus to Marshal Actions. Due to their steady, deliberate, nature Necron formations cannot take a March action.
1.10.1.3 Phase Out When a Necron formation becomes broken, it does not just fall back, but also vanishes from the battlefield without leaving any proof of its existence. In the end phase of the turn, remove the formation from the board into the reserves, but keep it away from any destroyed units. The formation will roll to rally in the end phase, handling blast markers as per the core rules (see 1.14). It may re-enter by teleporting, or through a portal. If there are not enough portals to deal with all the off-table formations, then the formation must remain off the table until a portal is available for it to use. If the rally roll fails, the formation must remain in the reserves until it rallies. Note that with the exception of the C’tan, no Necron War Engines may phase out.
WEAPON ARMOR SAVE RA SAVE DC LOST AP/AT YES YES 1 MW YES YES 1 TK YES NO 1
NetEA Army Compendium - Necrons - DRAFT 2010 - 2
1.10.2 GENERAL NECRON UNITS 1.10.2.1 GENERAL NECRON CHARACTERS
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Staff of Light (contact)
AND (15cm) (Assault Weapons), EA(+1), MW (Small Arms), EA(+1)
Necron Lord
NOTES Leader, Invulnerable Save 1.10.2.2 GENERAL NECRON INFANTRY
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 25 cm 4+ 6+ 3+ 2x Gauss Cannon 30cm AP4+/AT6+ Destroyers
NOTES Necron, Mounted, Skimmer INF 15cm 4+ 3+ n/a Claws (contact) (Assault Weapons) Flayed Ones
NOTES Necron, Infiltrator, Scout, Teleport INF 25 cm 4+ 6+ 4+ Heavy Gauss Cannon 30cm AT3+ Heavy Destroyers
NOTES Necron, Mounted, Skimmer INF 15cm 4+ 4+ 3+ Gauss Blasters 15cm AP4+/AT6+ Immortals
NOTES Necron INF 15cm 4+ 5+ 4+ Gauss Flayers 15cm AP5+/AT6+ Necron Warriors
NOTES Necron INF 15cm 4+ 3+ 3+ War Scythe (contact)
AND 15cm (Assault Weapons), EA(+1), MW AP4+/AT6+
Pariahs
NOTES Inspiring INF 30cm 4+ 4+ n/a Claws (contact) (Assault Weapons), EA(+1) Wraiths
NOTES Necron, First Strike, Jump Packs, Invulnerable Save 1.10.2.3 GENERAL NECRON ARMOURED VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 15cm 4+ 6+ 5+ Gauss Flux Arc
Particle Whip (15cm) 30cm
(Small Arms), EA(+2) AP4+/AT4+
Monolith
NOTES Living Metal, Thick Rear Armour, Portal, Fearless, Skimmer, Teleport AV 30cm 5+ 6+ 5+ Particle Flail 45cm AP4+/AT4+ Obelisk
NOTES Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport AV 15cm 4+ 5+ 5+ Claws
Scarab Swarm (contact) (15cm) AND 30cm
(Assault Weapons), EA(+1), MW (Small Arms), EA(+1), Ignore Cover AP5+/AT5+
Tomb Spyder
NOTES Leader, Fearless, Skimmer, Walker 1.10.2.4 GENERAL NECRON SPACECRAFT
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER SC n/a n/a n/a n/a Orbital Bombardment
2x Pin-point Attack n/a n/a
4 BP, MW MW2+, TK(D3)
Scythe Class Harvester
NOTES -- 1.10.2.5 GENERAL NECRON WAR ENGINES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 20cm 4+ 2+ 4+ Harvesters
3x Scarab Swarms (contact) (contact) OR (15cm) AND 30cm
(Assault Weapons), EA(+2), TK(D3), (Assault Weapons), Ignore Cover, EA(+1)(Small Arms), EA (+1), Ignore Cover AP5+/AT5+
Abattoir
NOTES DC8, Living Metal, Thick Rear Armour, Fearless, Infiltrator, Portal, Skimmer. May not Phase Out; Counts as ruins for the remainder of the game when destroyed (see Terrain Effects chart) Critical Hit Effect: A capacitor explosion inflicts a TK hit on every unit within 5 cm (including the Abattoir) on a D6 roll of 4+
WE 20cm 4+ n/a 3+ Solar Flare 90cm OR 90cm
12 BP MW3+, TK(D6)
Æonic Orb
NOTES DC6, Living Metal, Thick Rear Armour, Fearless, Skimmer. May not Phase Out; Counts as ruins for the remainder of the game when destroyed (see Terrain Effects chart) Critical Hit Effect: Containment breach: a rupture in the necrodermis results in an uncontrollable plasma burst. Center a single Orbital Barrage template on the Orb. Any unit that falls under the template is subject to a 3BP (MW) attack
WE 15cm 4+ 4+ 4+ Claws Despair
(contact) 45cm
(Assault Weapons), EA(+2), TK(1) 4 BP, Disrupt
C’tan – The Deceiver
NOTES DC3, Living Metal, Fearless, Inspiring, Supreme Commander, Skimmer, Teleport Critical Hit Effect: The Deceiver is destroyed and a wave of energy is released. All units within 5cm are hit with a MW4+ attack
WE 15cm 4+ 3+ 5+ Scythe Gaze of Death Lightning Arc
(contact) (contact) 30cm
(Assault Weapons), EA(+2), TK(D3) (Assault Weapons), EA(+2), MW MW4+
C’tan – The Nightbringer
NOTES DC3, Living Metal, Fearless, Inspiring, Supreme Commander, Skimmer, Teleport Critical Hit Effect: The Nightbringer is destroyed and a wave of energy is released. All units within 5cm are hit with a MW4+ attack
WE immobile 4+ n/a 4+ Gauss Flux Arc Particle Accelerator
(15cm) 120cm AND 90cm
(Small Arms), EA(+2) MW4+, TK(D3) AA4+, TK(1)
Pylon
NOTES DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out Critical Hit Effect: The Pylon explodes, inflicting a hit on any unit within 3D6 cm (armour saves allowed)
WE 20cm 4+ 6+ 4+ Gauss Flux Arc 2x Gauss Cannon 2x War Cannon 2x Particle Cannon
(15cm) 30cm 30cm 60cm
(Small Arms), EA(+2) AP4+/AT6+ AT4+ AP5+/AT3+
Warbarque
NOTES DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Portal, Skimmer. Teleport, May not Phase Out. Critical Hit Effect: The portal malfunctions and cannot be used for the rest of the game. Additional critical hits destroy the Warbarque
NetEA Army Compendium - Necrons - DRAFT 2010 - 3
SCARAB CONFLICT NECRON ARMY LIST ARMY CHAMPION: William “Moscovian” L. Sturtevant Version: 2.0
Necron armies have Strategy Rating of 2. All Necron formations have an initiative rating of 1+.
Up to 1/3 of the total points may be spent on War Engines.
NECRON INDIVIDUALS
FORMATION UNITS NOTES COST 0-1 C’tan: The Deceiver or The Nightbringer Note that the C’tan counts toward your War Engine allocation. 300 points 0-1 Tomb Complex Replace the Necron Blitzkrieg
Objective with a Tomb Complex The Tomb Complex functions both as a Necron Portal and as an objective for rules purposes. It may not be attacked or destroyed. Movement from the Necron Portal is measured from where the Blitzkrieg Objective touches the Necron table edge.
75 points
NECRON PHALANXES (A Necron army may contain any number of Phalanxes)
FORMATION CORE UNITS UPGRADES COST Warrior Phalanx Six Necron Warrior units with one Necron Lord
character 0-3 Immortals for +40 points each 0-1 Pariahs for +60 points 0-3 Tomb Spyders for +50 points each 0-3 Wraiths for +50 points each
225 points
NECRON MANIPLES (Up to three Necron Maniples may be included in the army for each Phalanx)
FORMATION CORE UNITS UPGRADES COST Armored Phalanx Six Obelisks None 300 points
Eques Maniple Six Destroyers (Any number of Destroyers may be replaced by Heavy Destroyers.)
0-1 Necron Lord character +25 points 0-3 Wraiths for +50 points each 375 points
Monolith Maniple One Monolith and two Obelisks 0-1 Monoliths for +75 points each 0-1 Obelisks for +50 points each 200 points
Monolith Phalanx Three Monoliths 0-3 Obelisks for +50 points each 275 points Pylon One Pylon None 200 points
Venator Maniple Six Flayed Ones
0-1 Necron Lord character, +25 points 0-3 Tomb Spyders, +50 points each 0-1 Pariahs, +60 points 0-3 Wraiths for +50 points each 200 points
SPECIAL RULE - Necron Reserves Any Necron formation may be held back “in reserve” (with the exception of the Æonic Orb and Abattoir) if you are playing the Tournament scenario. Note that formations that do not have the teleport ability will only be able to enter play through Portals. Any Necron formation held in reserve for any reason (either because it has not yet entered play or was broken) is considered destroyed for the purpose of calculating a Tie Breaker, or the Break Their Spirit victory point.
SPECIAL RULE – Garrisons The Necron typically act in an offensive manner and as such, their formations may not Garrison in the Grand Tournament Scenario unless fielding a Tomb Complex. To represent that a Tomb may contain active Necron, the player may choose to garrison up to two Phalanx formations at the Tomb Complex.
NECRON HARVESTERSFORMATION CORE UNITS COST 0-1 Harvester Engine One Æonic Orb OR one Abattoir 750 points
0-2 Warbarque One Warbarque (Add Supreme Commander to unit for +50 points) Note: Only one Supreme Commander is allowed per army.
300 points
0-1 Spacecraft One Scythe Class Harvester 350 points
1
TAU THIRD PHASE EXPANSION ARMY LISTTau Third Phase Expansion Armies have a Strategy Rating of 3. Crisis Battlesuit Cadres and the Manta Dropship areInitiative 1+, all other formations are Initiative 2+.
Tau Core Formations—Any amount of core formations may be selected.FORMATION UNITS UPGRADES ALLOWED COST
Crisis Battlesuit Cadre 4 XV8 Crisis Battlesuit units Commander, Crisis Suits, Gun Drones 250pts
Fire Warrior Cadre 8 Tau Fire Warrior units or6 Tau Fire Warrior units and 3 Devilfish
Bonded Team, Broadsides, Ethereal, Fire Warriors,Gun Drones, Hammerheads, Pathfinders, Piranhas,Skyray
225pts
Tau Support Formations—Up to three may be selected per core formation.FORMATION UNITS UPGRADES ALLOWED COST
Armour Support Group 4 Hammerhead Gunships Hammerheads, Skyray 200pts
Broadside Group 6 XV88 Broadside Battlesuits None 300pts
Kroot Kindred 1 Kroot Master Shaper unit and9 Kroot Warrior units
Kroot, Kroot Hounds, Krootox 175pts
Pathfinder Group 4 Pathfinder units and 2 Devilfish Gun Drones, Piranhas 200pts
Recon Skimmer Group 6 Tetra or Piranha, in any combination Gun Drones, Piranhas 175pts
Skysweep Support Group 3 Skyray Air Defence Gunships None 275pts
Stealth Group 6 XV15 Stealth Battlesuit units Gun Drones 250pts
Tau Upgrades—Up to three upgrades may be selected to be added to each formation.No upgrade may be taken by a formation more than once.
FORMATION UNITS / EFFECT COST
Bonded Team Add the Leader ability to One Fire Warrior unit 25pts
Broadsides Add Three XV88 Broadside Battlesuits 150pts
Commander Add One Shas’el Commander to a Crisis Battlesuit unit orAdd One Shas’o Commander to a Crisis Battlesuit unit (Max One Per Army)
50pts100pts
Crisis Suits Add One to Four Crisis Battlesuit units 50pts each
Ethereal Add One Ethereal to a Fire Warrior unit (Max One Per Army) 75pts
Fire Warriors Add Four Fire Warrior units orAdd Four Fire Warrior units and Two Devilfish
100pts150pts
Gun Drones Add One or Two Gun Drone units orAdd Four Gun Drone units
25pts each75pts
Hammerheads Add Two Hammerhead Gunships 100pts
Kroot Add Five Kroot Warrior units 75pts
Kroot Hounds Add Three Kroot Hound packs 50pts
Krootox Add Three Krootox Herds 75pts
Pathfinders Add Two Pathfinder units and One Devilfish 125pts
Piranhas Add Three Piranhas 75pts
Skyray Add One Skyray Air Defence Gunship 100pts
Air Caste Formations—1/3rd of your army list may be Air Caste formations.FORMATION UNITS COST
Barracuda Squadron 2 Barracuda Fighters 150pts
Manta Dropship 1 Manta 675pts
Orca Dropship 1 Orca 150pts
0-1 Spacecraft 1 Hero Class Cruiser or1 Custodian Class Battleship
200pts250pts
Tiger Shark Squadron 2 Tiger SharksMay begin the game transporting a formation of 6 Gun Drone units
175pts+100pts
Tiger Shark AX-1-0 Squadron 2 Tiger Shark AX-1-0 375pts
2
TAU
TH
IRD
PH
ASE
EXPA
NSI
ON
FO
RC
EN
AM
ETY
PESP
EED
AR
MO
UR
CC
FFW
EAPO
NS
RA
NGE
FIR
EPO
WER
NO
TES
Ethe
real
Cha
ract
ern/
an/
an/
an/
aH
onou
r Bla
de(b
ase
cont
act)
Ass
ault
Wea
pon,
Ext
ra A
ttack
s (+
1)In
vuln
erab
le S
ave,
Lea
der
A fo
rmat
ion
join
ed b
y an
Eth
erea
l bec
omes
fear
less
, but
bre
aks
inst
antly
if h
e is
kill
ed.
Shas
’o C
omm
ande
rC
hara
cter
n/a
n/a
n/a
n/a
Com
man
ders
Pla
sma
Rifl
e30
cmA
P4+
Coo
rdin
ated
Fire
, Lea
der
May
re-r
oll o
ne fa
iled
initi
ativ
e te
st o
f any
type
per
turn
.
Shas
’el C
omm
ande
rC
hara
cter
n/a
n/a
n/a
n/a
Com
man
ders
Pla
sma
Rifl
e30
cmA
P4+
Coo
rdin
ated
Fire
, Lea
der
Fire
War
rior u
nit
Infa
ntry
15cm
5+6+
5+Pu
lse
Rifl
esPu
lse
Car
bine
s30
cm15
cmA
P4+
AP
5+, D
isru
pt-
Gun
Dro
ne u
nit
Infa
ntry
20cm
5+6+
5+Tw
in P
ulse
Car
bine
s15
cmA
P4+
, Dis
rupt
Tau
Jet P
acks
Pat
hfin
der u
nit
Infa
ntry
15cm
5+6+
5+R
ail R
ifles
Puls
e C
arbi
nes
30cm
15cm
AP
5+, S
nipe
rA
P5+
, Dis
rupt
Coo
rdin
ated
Fire
, Mar
kerli
ghts
, Sco
uts
Kroo
t Mas
ter S
hape
r uni
tIn
fant
ry15
cm6+
4+5+
Mer
cena
ry W
eapo
nsKr
oot R
ifles
(bas
e co
ntac
t)(1
5cm
)A
ssau
lt W
eapo
ns, E
xtra
Atta
cks
(+1)
Sm
all A
rms
Infil
trato
rs, L
eade
r, Sc
outs
Kroo
t War
rior u
nit
Infa
ntry
15cm
-4+
5+Kr
oot R
ifles
(15c
m)
Sm
all A
rms
Infil
trato
rs, S
cout
sKr
oot H
ound
uni
tIn
fant
ry15
cm-
3+-
Fang
s(b
ase
cont
act)
Ass
ault
Wea
pons
Infil
trato
rs, S
cout
s
Kroo
tox
Her
d un
itIn
fant
ry15
cm4+
4+4+
Kroo
t Gun
sC
law
s45
cm(b
ase
cont
act)
AP
5+/A
T6+
Ass
ault
Wea
pons
, Ext
ra A
ttack
s (+
1)-
XV8
Cris
is B
attle
suit
unit
Infa
ntry
20cm
3+5+
5+Tw
in M
issi
le P
ods
Twin
Pla
sma
Rifl
esTw
in F
usio
n B
last
ers
45cm
30cm
15cm
AP
5+/A
T6+
AP
4+M
W4+
Invu
lner
able
Sav
e, T
au J
et P
acks
XV15
Ste
alth
Bat
tlesu
it un
itIn
fant
ry20
cm5+
6+5+
Sile
nced
Bur
st C
anno
ns15
cmA
P4+
, Dis
rupt
Firs
t Stri
ke, M
arke
rligh
ts, R
einf
orce
d A
rmou
r, S
cout
s, T
au J
et P
acks
, Tel
epor
t
XV88
Bro
adsi
de B
attle
suit
Ligh
t Veh
icle
15cm
4+6+
5+Tw
in R
ailg
uns
Smar
t Mis
sile
Sys
tem
75cm
30cm
AT3
+A
P5+
, Ign
ore
Cov
erR
einf
orce
d Ar
mou
r, W
alke
r
Tetr
a Li
ght S
kim
mer
Ligh
t Veh
icle
35cm
5+6+
6+Te
tra P
ulse
Rifl
es30
cmA
P6+
Coo
rdin
ated
Fire
, Mar
kerli
ghts
, Sco
uts,
Ski
mm
erPi
ranh
a Li
ght S
kim
mer
Ligh
t Veh
icle
35cm
5+6+
6+Bu
rst C
anno
n &
Gun
Dro
nes
See
ker M
issi
les
15cm
90cm
AP
5+A
T6+,
Gui
ded
Mis
sile
sSk
imm
er
Dev
ilfis
h Tr
oop
Car
rier
Arm
oure
d V
ehic
le30
cm5+
6+6+
Burs
t Can
non
& G
un D
rone
sS
eeke
r Mis
sile
s15
cm90
cmA
P5+
AT6
+, G
uide
d M
issi
les
Skim
mer
Tran
spor
t (Tw
o Fi
re W
arrio
r or
Pat
hfin
der u
nits
).H
amm
erhe
ad G
unsh
ipA
rmou
red
Veh
icle
30cm
4+6+
5+Sm
art M
issi
le S
yste
mS
eeke
r Mis
sile
sPl
us o
ne fr
om th
e fo
llow
ing
Ham
mer
head
Rai
lgun
Ion
Can
non
Twin
Fus
ion
Can
nons
30cm
90cm
75cm
60cm
30cm
AP
5+, I
gnor
e C
over
AT6
+, G
uide
d M
issi
les
AP
5+/A
T4+
AP
4+/A
T5+
MW
4+
Skim
mer
Skyr
ay A
ir D
efen
ce G
unsh
ipA
rmou
red
Veh
icle
30cm
5+6+
6+Sm
art M
issi
le S
yste
m2
× H
unte
r Mis
sile
s2
× S
eeke
r Mis
sile
s
30cm
60cm
90cm
AP
5+, I
gnor
e C
over
AA
5+A
T6+,
Gui
ded
Mis
sile
s
Mar
kerli
ghts
, Ski
mm
er
Orc
a D
rops
hip
War
Eng
ine,
Airc
raft
Bom
ber
4+6+
6+Tw
in B
urst
Can
nons
Twin
Mis
sile
Pod
sAi
rcra
ft S
eeke
r Mis
sile
s
15cm
45cm
45cm
AA
6+A
P5+
/AT6
+A
T6+,
Gui
ded
Mis
sile
s
Plan
etfa
llD
amag
e C
apac
ity 2
. Crit
ical
: Orc
a an
d al
l uni
ts a
boar
d ar
e de
stro
yed.
Tran
spor
t (U
p to
tw
elve
:Fi
re W
arrio
rs,
Pat
hfin
ders
,S
teal
th,
Cris
is,
Gun
Dro
nes,
Bro
adsi
des,
Kro
ot,
Kro
ot
Mas
ter S
hape
r and
Kro
ot H
ound
s. C
risis
uni
ts ta
ke u
p tw
o sl
ots
each
).
Man
ta D
rops
hip
War
Eng
ine
20cm
5+-
4+Tw
in H
eavy
Rai
lcan
nons
3 ×
Hea
vy Io
n P
hala
nx4
× Tw
in M
anta
Bur
st C
anno
nTw
in M
issi
le P
ods
2 ×
See
ker M
issi
les
90cm
75cm
30cm
45cm
90cm
MW
2+, F
ixed
For
war
d Ar
c, T
itan
Kille
r (D
3)A
P3+
/AT4
+, F
ixed
For
war
d A
rcA
P5+
/AA
6+A
P5+
/AT6
+, F
ixed
For
war
d A
rcA
T6+,
Gui
ded
Mis
sile
s
Fear
less
, Mar
kerli
ghts
, Pla
netfa
ll, R
einf
orce
d A
rmou
r, Su
ppor
t Cra
ft, T
au D
efle
ctor
Shi
eld
Dam
age
Cap
acity
8. C
ritic
al: T
au D
efle
ctor
Shi
eld
is d
estr
oyed
; fur
ther
crit
ical
hits
cau
se a
poi
nt o
f dam
age.
Tran
spor
t (U
p to
tw
enty
:Fi
re W
arrio
rs,
Pat
hfin
ders
, S
teal
th,
Gun
Dro
nes,
Cris
is,
Bro
adsi
des,
Kro
ot,
Kro
ot
Mas
ter S
hape
r, Kr
oot H
ound
s an
d K
root
ox. C
risis
uni
ts ta
ke u
p tw
o sl
ots
each
. In
addi
tion
the
Man
ta m
ay c
arry
fo
ur v
ehic
les
of t
he f
ollo
win
g ty
pes:
Dev
ilfis
h, H
amm
erhe
ad,
Sky
ray,
Pira
nha
or T
etra
. Th
ree
Tetra
s m
ay b
e ca
rrie
d in
eac
h ve
hicl
e sl
ot).
Bar
racu
da F
ight
erA
ircra
ftFi
ghte
r6+
n/a
n/a
Ion
Can
non
Twin
Bur
st C
anno
nsTw
in M
issi
le P
ods
30cm
15cm
45cm
AP
4+/A
T5+/
AA
5+, F
ixed
For
war
d Ar
cA
A6+
AP
5+/A
T6+,
Fix
ed F
orw
ard
Arc
-
Tige
r Sha
rkA
ircra
ftB
ombe
r4+
n/a
n/a
Twin
Ion
Can
nons
Twin
Bur
st C
anno
nsTw
in M
issi
le P
ods
30cm
15cm
45cm
AP
3+/A
T4+/
AA
4+, F
ixed
For
war
d Ar
cA
A6+
AP
5+/A
T6+,
Fix
ed F
orw
ard
Arc
Tran
spor
t (T
hree
Gun
Dro
ne u
nits
). Tr
ansp
orte
d G
un D
rone
for
mat
ions
may
be
split
acr
oss
mul
tiple
Tig
er
Shar
ks a
s an
exc
eptio
n to
the
nor
mal
airc
raft
trans
port
rule
s. T
he T
iger
Sha
rk c
anno
t la
nd,
mak
e an
En
gage
men
t, or
em
bark
uni
ts,
but
can
dise
mba
rk t
rans
porte
d D
rone
s af
ter
an a
ppro
ach
mov
e. T
he D
rone
fo
rmat
ion
may
sho
ot w
hen
it di
sem
bark
s as
nor
mal
(se
e 4.
2.5)
, and
cou
nts
as h
avin
g ac
tivat
ed fo
r th
at t
urn.
Af
ter
this
ini
tial
depl
oym
ent
the
Gun
Dro
nes
are
a co
mpl
etel
y in
depe
nden
t fo
rmat
ion.
Gun
Dro
nes
bein
g tra
nspo
rted
by
Tige
r S
hark
s do
no
t ge
nera
te
blas
t m
arke
rs
for
bein
g de
stro
yed
until
af
ter
they
ar
e di
sem
bark
ed.
Tige
r Sha
rk A
X-1
-0A
ircra
ftB
ombe
r4+
n/a
n/a
Twin
Rai
lcan
nons
Twin
Bur
st C
anno
nsTw
in M
issi
le P
ods
Airc
raft
See
ker M
issi
les
45cm
15cm
45cm
45cm
MW
3+, F
ixed
For
war
d Ar
c, T
itan
Kille
r (D
3)A
A6+
AP
5+/A
T6+,
Fix
ed F
orw
ard
Arc
AT6
+, G
uide
d M
issi
les
-
Her
o C
lass
Cru
iser
Spa
cesh
ipn/
an/
an/
an/
a2
× P
in-P
oint
Atta
ckn/
aM
W2+
, Tita
n K
iller
(D3)
Tran
spor
t (m
ay c
arry
up
to 6
Orc
as p
lus
any
troop
s ca
rried
in th
em. M
anta
s an
d an
y em
bark
ed tr
oops
can
als
o be
car
ried
but c
ount
as
3 O
rcas
for t
rans
port
purp
oses
).
Cus
todi
an C
lass
Bat
tlesh
ipS
pace
ship
n/a
n/a
n/a
n/a
2 ×
Gra
vitic
Tra
cerS
alvo
n/a
3 ×
MW
4+, G
uide
d M
issi
les
Slow
and
Ste
ady
Tran
spor
t (m
ay c
arry
up
to 1
8 O
rcas
plu
s an
y tr
oops
car
ried
in th
em.
Man
tas
and
any
emba
rked
tro
ops
can
also
be
carr
ied
but c
ount
as
3 O
rcas
for t
rans
port
purp
oses
).E
ach
of th
e tw
o tr
acer
sal
vos
may
be
fired
at a
diff
eren
t for
mat
ion.
3
TAU
SPE
CIA
L R
ULE
S
Coo
rdin
ated
Fire
Som
e un
its a
re n
oted
as
bein
g ab
le to
cal
l in
coor
dina
ted
fire.
The
se u
nits
can
ord
er u
p to
two
othe
r for
mat
ions
with
in 1
5cm
that
hav
e no
t tak
en a
n ac
tion
this
turn
, and
w
hich
are
not
bro
ken,
to fo
llow
thei
r ow
n fo
rmat
ion
whe
n th
ey ta
ke a
n ad
vanc
e, d
oubl
e or
sus
tain
ed fi
re a
ctio
n.M
ake
a si
ngle
initi
ativ
e ro
ll fo
r al
l for
mat
ions
, cou
ntin
g a
sing
le -
1 m
odifi
er if
any
hav
e bl
ast m
arke
rs. I
f the
test
is fa
iled
then
the
orig
inal
form
atio
n (c
onta
inin
g th
e un
it ca
lling
for c
oord
inat
ed fi
re) r
ecei
ves
a B
last
mar
ker a
nd m
ust t
ake
a ho
ld a
ctio
n, b
ut th
e ot
her f
orm
atio
ns a
re u
naffe
cted
(and
may
take
an
actio
n la
ter i
n th
e tu
rn).
If th
e te
st is
pas
sed
then
all
form
atio
ns c
once
rned
are
allo
wed
to ta
ke e
ither
an
adva
nce,
dou
ble
or s
usta
ined
fire
act
ion.
Ther
e is
no
oblig
atio
n fo
r all
form
atio
ns to
take
the
sam
e ac
tion,
and
thes
e ac
tions
may
be
reso
lved
in a
ny o
rder
, but
they
mus
t all
fire
at th
e sa
me
targ
et fo
rmat
ion.
The
fo
rmat
ions
don
’t ha
ve to
sta
y w
ithin
a g
iven
dis
tanc
e of
eac
h ot
her
and
will
com
plet
e th
eir
actio
ns o
ne a
fter
the
othe
r. E
ach
form
atio
nsac
tion
is d
ecla
red
and
reso
lved
(in
clud
ing
test
ing
to s
ee if
the
targ
et fo
rmat
ion
is b
roke
n) b
efor
e m
ovin
g on
to th
e ne
xt T
au fo
rmat
ion.
Not
e th
at u
nits
with
thi
s ab
ility
con
fer
the
Coo
rdin
ated
Fire
abi
lity
to a
ny fo
rmat
ion
that
the
y jo
in.
For
exam
ple,
a P
athf
inde
r up
grad
e pu
rcha
sed
to b
e ad
ded
to a
Fire
W
arrio
r Cad
re, a
dds
the
Coo
rdin
ated
Fire
abi
lity
to a
ll un
its in
the
Cad
re.
Mar
kerli
ghts
All
enem
y fo
rmat
ions
with
at l
east
one
uni
t with
in 3
0cm
ran
ge a
nd L
ine
of F
ire (
LOF)
of a
t lea
st o
ne T
au u
nit
with
the
mar
kerli
ghts
abi
lity
is c
onsi
dere
d to
be
mar
ked.
W
hen
shoo
ting
at a
mar
ked
form
atio
n, a
ll ra
nged
fire
pow
er a
ttack
s ad
d +1
to th
eir t
o-hi
t rol
l.G
uide
d M
issi
les
may
onl
y be
fire
d at
a ta
rget
form
atio
n th
at is
mar
ked,
but
Gui
ded
Mis
sile
s m
ay b
e fir
ed w
ithou
t LO
F if
the
targ
et is
mar
ked.
A T
au fo
rmat
ion
may
not
mar
k an
ene
my
form
atio
n if
it ha
s us
ed th
e M
arch
ord
er d
urin
g th
e tu
rn, o
r if i
t is
brok
en. T
his
bonu
s fo
r sho
otin
g at
a m
arke
d en
emy
may
not
be
used
whe
n m
akin
g A
nti-A
ircra
ft at
tack
s.
Tau
Jet P
acks
Tau
Jet P
acks
follo
w a
ll th
e ru
les
for J
ump
Pac
ks. A
dditi
onal
ly, u
nits
with
Tau
Jet
Pac
ks a
re a
llow
ed to
mak
e an
add
ition
al m
ove
of 1
0cm
at t
he e
nd o
f an
adva
nce,
dou
ble
or m
arch
ord
er. T
he e
xtra
mov
e is
allo
wed
whe
ther
or n
ot th
e un
it fir
es a
nd ta
kes
plac
e af
ter a
ny fi
ring.
Thi
s ex
tra m
ove
may
be in
any
dire
ctio
n an
d fo
llow
s al
l the
nor
mal
m
ovem
ent r
ules
, so
unit
cohe
renc
yan
d zo
nes
of c
ontro
l mus
t be
adhe
red
to a
s us
ual.
No
extra
mov
emen
t is
allo
wed
on
any
orde
rs o
ther
than
adv
ance
, dou
ble
or m
arch
.In
form
atio
ns w
here
onl
y so
me
of th
e un
its h
ave
Tau
Jet P
acks
, the
uni
ts w
ithou
t Tau
Jet
Pac
ks a
re n
ot a
llow
ed th
e ex
tra m
ove.
Tau
Def
lect
or S
hiel
dsTa
u de
flect
or s
hiel
ds w
ork
like
an in
vuln
erab
le s
ave
in a
ll re
spec
ts, e
xcep
t tha
t thi
s in
vuln
erab
le s
ave
is a
lway
s at
5+.
Supp
ort C
raft
Sup
port
craf
t are
ski
mm
ers,
whi
ch fo
r all
line
of s
ight
and
terr
ain
purp
oses
cou
ntas
‘pop
ped
up’ a
t all
times
. If t
he S
uppo
rt C
raft
has
a tra
nspo
rt op
tion,
it m
ay e
mba
rk a
nd
dise
mba
rk u
nits
as
norm
al, e
mba
rked
uni
ts a
re a
llowe
d a
save
(see
1.7
.5) i
f the
Sup
port
Cra
ft is
des
troye
d.S
uppo
rt C
raft
do n
ot b
lock
line
of s
ight
, mus
t alw
ays
use
thei
r Ski
mm
er a
bilit
y to
forc
e a
firef
ight
in e
ngag
emen
ts a
nd In
fant
ry in
bas
e co
ntac
t with
a S
uppo
rt C
raft
may
not
us
e it
to c
ount
as
bein
g in
cov
er.