welcome to there is only war – a tga fusion event for epic armageddon. ·  · 2010-09-09red...

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Presents Welcome to There is Only War – A TGA Fusion event for Epic Armageddon. Thankyou for taking the time to download this players pack for the Epic Armageddon: There is Only War tournament. The Tabletop Gamers Association is proud to support the game of Epic Armageddon® and as a player in this tournament 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/forum/index.php (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. Alcohol is strictly prohibited during the tournament. It costs $20 to attend There is Only War. Tickets will be available from TGA prior to the event. There Is Only War will be played on October 10th 2010.

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Presents

Welcome to There is Only War – A TGA Fusion event for Epic Armageddon.

Thankyou for taking the time to download this players pack for the Epic Armageddon: There is Only War tournament. The Tabletop Gamers Association is proud to support the game of Epic Armageddon® and as a player in this tournament 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/forum/index.php (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. Alcohol is strictly prohibited during the tournament. It costs $20 to attend There is Only War. Tickets will be available from TGA prior to the event.

There Is Only War will be played on October 10th 2010.

Tournament Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No player is allowed to go over the points limit at all (no 3005pt army lists please). Army lists to be emailed to me ( onyx99au at yahoo dot com dot au ) by midnight October 3rd. No changes to your army after this time please. 10am - 1st game starts. Finishes at 12pm (midday) 12.15pm – 2nd game starts. Finishes at 2.15pm Lunch and army painting judging 3pm – 3rd game starts. Finishes at 5pm Awards If at the end of 2 hours there is no clear winner (1-0 is not a clear win), total up the number of Victory Points for damaged/destroyed/broken formations (as per the Scenario Page below). The player with the highest Victory Points total is the winner. A player must stick to the same army list for the whole tournament. Consider your list design before submitting your list (by October 3rd) as you will have to use the same list for all 3 games. Marine players will have to decide which of their free transport options they will use before seeing their opponents army list each game. Other players that can have forces starting off the table, must decide how they will enter play before seeing their opponents army (eg, Eldar must choose between Webway Portal, teleporting or air tansport before seeing their opponents army). All the terrain will be set out by the tournament organisers. Please make sure the terrain is left in place during the event. The player with the highest Strategy rating can decide which table edge to deploy on first. In case of identical Strategy Ratings, simply roll a D6 until one player rolls higher. That player can decide which table edge to use. 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, they may be new to Epic Armageddon and we need to make it a positive experience. For newcomers to the game, please feel free to ask questions of those who may know the game a little better before the event, it’s a great way to learn! 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. Players will also need a way to record Blast Markers for their army. All armies must be WYSIWYG (What You See Is What You Get). The miniatures used don’t have to be official GW miniatures but all units must look like what they are representing. For example, Deathstike Missile Launchers must look like mobile missile launchers, Imperial Guard Fire Support teams must look obviously different from standard Imperial Guardsmen to avoid confusion etc.

If there are an odd number of players for the tournament, I will play in the event and qualify for all the awards that are available (I will be using the Red Corsair army list). If there is an even number of entrants, I will hang around like a bad smell and be very jealous of all the rest of you! – Steve (Onyx).

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_en.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 from the compendium are: - Codex Astartes - White Scars - Scions of Iron - Steel Legion - Baran Siegemasters - Minervan Legion - Ghazgkhull's Warhorde - Burning Death Speed Freeks - Biel-Tan - Saim-Hann- Dark Eldar-Kabal of Pain's Way In addition, we will be using the Black Legion, LatD, Red Corsairs and AMTL lists (I’ll add the updated lists to the bottom of this file).

There will be 3 awards on the day (see next page for more details) – Best Overall (Games won + goals achieved + points for painting) Best General (the player that scores the most goals achieved on the day) Best painted (to be judged by all tournament participants on the day)

All games are to be played at TGA on the 10th of October. All games will be played on 6’x4’ boards. We’ll be sticking to the Epic Armageddon tournament scenario at 3000pts for all 3 games. Once your game is finished, please write down the goals achieved/winner etc, on the score card provided. We will keep track of the scores of each game aswell as the winners. The total number of goals achieved (eg, Break Their Spirit, They Shall Not Pass etc) during the event will be used to work out the Best General award. In case of a tie, total game wins will be used to pick a winner. During the lunch break, all armies should be set up on display and the players will vote for their favourite armies. This will provide the scores for the judging of the Best Painted award. Players will have 3 point scores to award the armies – 5 points for their favourite 3 points for their 2nd choice 1 point for their 3rd choice All player votes will be totalled and a winner for the Best Painted award will be chosen. In case of a tie, Adam and Cam from TGA will choose the winner. Best Overall will be worked out in the following way – - 25 points for each game won - 15 points each drawn game (unlikely event of both players scoring the same Victory points) - 5 points for each game lost - Total number of goals achieved scored during the 3 games (max of 15 points) - Total paint scores divided by half the number of players will provide a score out of 10 (if the score is not a whole number, the score will be rounded to the nearest number - .1 to .4 rounded down, .5 to .9 rounded up). This will supply a score out of 100 and the highest score will win Best Overall.

Useful Links – Tactical Command http://www.tacticalwargames.net/taccmd/index.php Games Workshop (check under Specialist Games) http://www.games-workshop.com/gws/home.jsp Dark Realm Miniatures http://www.darkrealmminiatures.com/ Exodus Wars http://www.exoduswars.com/store/ An on-line army list generator (please use the NetEA versions where available) http://traitor-legion.appspot.com/ Below are the Red Corsairs, AMTL, Black Legion & LatD, army lists.

RED CORSAIRS ARMY LIST V3.19Red Corsairs Renegade Chapter Chaos Space Marine armies have a strategy rating of 4. All Red Corsairs and Chaos Titan Legion formations have an initiative rating of 1+. Defiler Assault Forces, Blood Slaughterer Packs, Brass Scorpion Onslaughts, Silver Tower Cirlces, Blight Drone Swarms, Daemon Knight Pavanes and Chaos Navy aircraft formations have an initiative rating of 2+.

RED CORSAIRS CORE FORMATIONSFOR MATION TYPE UNITS UPGRADES ALLOWED COSTHounds Squadron One Chaos Space Marine Lord character upgrade and eight Chaos

Space Marine Bike unitsDaemonic Pact, Icon Bearer 300 points

Terminator Retinue One Chaos Space Marine Lord character upgrade and four 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 points, +60 points each for up to two additional Chaos Terminator units

Traitor Retinue One Chaos Space Marine Lord character upgrade and eight Chaos Space Marine units

All 275 points

RED CORSAIRS SUPPORT FORMATIONS (Two may be taken per Red Corsairs Core Formation)

FOR MATION TYPE UNITS UPGRADES ALLOWED COSTArmoured Company Four to eight vehicles (may choose either Chaos Predators or Chaos

Land Raiders or a combination of the two)Chaos Hunter, Chaos Vindicators, Daemon Engines 50 points per Chaos Predator or 75

points per Chaos Land RaiderChaos Strike Cruiser One Chaos Strike Cruiser Upgrade to Chaos Battle Barge (+150 points) 200 pointsChaos Thunderhawk One Chaos Thunderhawk Gunship none 250 pointsChosen Six Chaos Space Marine units (Chaos Space Marines in the formation

receive the Scout ability for free)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

Defi ler Assault Force Four Defilers Daemon Engines 250 pointsBlood Slaughterer Pack1 Four Blood Slaughterers, Daemon Engines 250 pointsBrass Scorpion Onslaught1 Two Brass Scorpions Daemon Engines 250 pointsSilver Tower Circle2 Four Silver Towers Daemon Engines 250 pointsBlight Drone Swarm3 Six Blight Drones Daemon Engines 300 pointsDaemon Knight Pavane4 Four Daemon Knights Daemon Engines 250 pointsDaemon Pool Any number of Lesser Daemons and/or Greater Daemons - 15 points per Lesser Daemon unit

75 points per Greater DaemonRaptor Cult One Chaos Space Marine Lord character upgrade and four Raptor

unitsDaemonic Pact 175 points, +35points each for up to

four additional Raptor units1 Only if the army contains Khorne Berzerkers.2 Only if the army contains Thousand Sons.3 Only if the amry contains Plague Marines.4 Only if the army contains Noise Marines.

RED CORSAIRS UPGRADES (Four may be taken per Formation)

UPGRADE DESCRIPTION POINTS COSTChaos Champion Add one Chaos Champion character upgrade +50 pointsChaos Dreadnought Add up to three Chaos Dreadnoughts 50 points eachChaos 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 pointsChaos Land Raiders Add up to four Chaos Land Raiders 75 points eachChaos 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 stil l 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 eachChaos Vindicators Add up to three Chaos Vindicators 35 points eachCult Marines Replace four Chaos Space Marine units with four units from the following list: Khorne Berzerkers, Noise Marines, Plague Marines

OR Thousand Sons50 points

Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool 25 points0-1 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:Defi ler or DesecratorBlood Slaughterer1Silver Tower2Blight Drone3 Daemon Knight4

75 points each 75 points each 75 points each 50 points each 75 points each

Havocs Replace Four Chaos Space Marine units with four Havoc units 50 pointsIcon Bearer Add one Icon Bearer character upgrade +50 pointsObliterators Add up to three Obliterators 85 points each1 Only for formations containing Khorne Berzerkers, Blood Slaughterers or Brass Scorpions2 Only for formations containing Thousand Sons or Silver Towers3 Only for formations containing Plague Marines or Blight Drones4 Only for formations containing Noise Marines or Daemon Knights

CHAOS NAVY AIRCRAFT FOR MATION TYPE POINTS COSTThree Hellblade Interceptors 225 pointsTwo Hell Talon Fighter-bombers 175 pointsOne Harbinger Bomber 400 points

CHAOS TITAN LEGION BATTLEGROUPS FORMATION TYPE POINTS COSTOne Chaos Warlord Class Titan 850 pointsOne Chaos Reaver Class Titan 625 pointsOne Chaos Warhound Class Titan 300 points

RE

FE

RE

NC

E SH

EE

TS

This section of the supplement includes reference sheets for each or the arm

ies covered in this book. Although not really a substitute for the full rules or datasheets, experienced players w

ill be able to get by w

ith just the reference sheets ninty-nine percent of the time. Should you find a discrepancy between the reference sheet and the rules, then the rules always take precedence. The

following abbreviations are use on the reference sheets:

AC

AV

C

H

INF

LV

- Aircraft

- Arm

oured Vehicle- C

haracter- Infantry- Light Vehicle

SC

CC

FF B

Ps+1A

- Spacecraft- C

lose Combat

- Firefight- Barrage Points- +1 Extra A

ttack

FxF Fw

AR

rA

IndM

W

- Fixed Forward A

rc- Forw

ard Fire Arc

- Rear Fire Arc

- Indirect Fire- M

acro-weapon

SlwT

KD

CC

rit Sh

- Slow-firing

- Titan Killer

- Dam

age Capacity

- Critical D

amage

- Shields

CH

AO

S NA

VY

RE

FE

RE

NC

E SH

EE

TST

RAT

EG

Y R

ATIN

G n/a IN

ITIAT

IVE

2+

NA

ME

TY

PE

SPE

ED

AR

MO

UR

CC

FFW

EA

PO

NS

RA

NG

EF

IREP

OW

ER

NO

TE

SHellblade Interceptor

ACFighter

6+n/a

n/a2 x Reaper Autocannon

15cmAP4+/AT6+/AA5+, Fw

A-

Hell Talon Fighter-Bomber

ACFighter-Bom

ber5+

n/an/a

Twin Lascannon

Havoc Launcher Bom

bs

30cm

45cm

15cm

AT4+/AA4+, FxFAP4+, FxF2BP, Ignore Cover, FxF

-

Harbinger Bomber

WE/A

Bomber

5+n/a

n/aReaper Autocannon Reaper Autocannon Reaper Autocannon Bom

bs

30cm

15cm

15cm

15cm

AP4+/AT6+/AA5+, FxFAP4+/AT6+/AA5+, R

ight ArcAP4+/AT6+/AA5+, Left A

rc6BP, Ignore Cover, FxF

Reinforced Armour, D

C4

CH

AO

S TIN

TAN

LE

GIO

N R

EF

ER

EN

CE

SHE

ET

STR

ATE

GY

RAT

ING

n/a INIT

IATIV

E 1+

NA

ME

TY

PE

SPE

ED

AR

MO

UR

CC

FFW

EA

PO

NS

RA

NG

EF

IREP

OW

ER

NO

TE

SChaos W

arlord TitanWE

15cm4+

2+3+

2 x Inferno Gun

Close Com

bat Weapon

Plasma Destructor

30cm

(base contact) 75cm

3BP, Ignore Cover, FxFAssault W

eapon, Titan Killer (D3), +3A , Fw

A4 x M

W2+ , Fw

A

Fearless, Reinforced Armour, Thick Rear

Armour, W

alker, DC8, 6Sh

Chaos Reaver TitanWE

20cm4+

3+3+

Gatling Blaster

Close Com

bat Weapon

Apocalypse Missile Launcher

60cm

(base contact) 60cm

4 x AP4+/AT4+ , FwA

Assault Weapon, Titan K

iller (D3), +3A , FwA

3BP, FxF

Fearless, Reinforced Armour, W

alker, DC6, 4Sh

Chaos Warhound Titan

WE

30cm5+

4+4+

Vulcan Mega-Bolter

Plasma Blastgun

45cm

45cm

4 x AP3+/AT5+ , FwA

2 x MW2+, Slow

Firing , FwA

Fearless, Inspiring, Reinforced Armour,

Walker, D

C3, 2Sh

RE

D C

OR

SAIR

S RE

FE

RE

NC

E SH

EE

T

STR

ATE

GY

RAT

ING

n/a INIT

IATIV

E 1+

NA

ME

TY

PE

SPE

ED

AR

MO

UR

CC

FFW

EA

PO

NS

RA

NG

EF

IRE

PO

WE

RN

OT

ES

Daemon Prince

INF

15cm(30cm)

3+(4+)3+

3+Possessed W

eaponWarp Blast

(base contact)(15cm)

Assault Weapon, M

W +2A

Small A

rms, M

W +1A

Comm

ander, Fearless, Leader, Reinforced Armour, Teleport

Chaos Space Marine Lord

CH

n/an/a

n/an/a

Daemon W

eaponWarp Bolt

(base contact)(15cm)

Assault Weapon, M

W +1A

Small A

rms, M

W +1A

Character, Com

mander, Invulnerable Save, Leader

Chaos Lord = Daemon W

eapon Sorcerer Lord = W

arp Bolt Warlord = Suprem

e Comm

ander, Daemon W

eapon Chaos Cham

pionCH

n/an/a

n/an/a

Daemon A

rtefactDaem

onic Bolt(base contact)(15cm)

Assault Weapon, First Strike +1A

Small A

rms, First Strike +1A

Character, Invulnerable Save, Augment Sum

moning (+2D

3)Khorne, N

urgle, Undivided = Daem

onic Artifact Tzeentch, Slaanesh = Daem

onic Bolt Icon Bearer

CH

n/an/a

n/an/a

--

-Character, D

aemonic Focus, Invulnerable Save, Leader

Chaos Terminators

INF

15cm4+

3+3+

Combi Bolters

Power Weapons

2 x Reaper Autocannon

(15cm) (base contact)30cm

Small A

rms

Assault Weapon M

W +1A

AP4+/AT6+

Reinforced Armour, Teleport, Thick Rear Arm

our

Chaos Dreadnought

AV15cm

3+4+

4+Tw

in Autocannon Power Fist

45cm

(base contact) AP4+/AT5+ Assault W

eapon MW +1A

Fearless, Walker

Chaos Space Marines

INF

15cm4+

4+4+

Bolters Autocannon

(15cm) 45cm

Sm

all Arms

AP5+/AT6+ -

Khorne BerzerkersINF

15cm4+

2+5+

Bolt Pistols Chainaxes

(15cm) (base contact)

Small A

rms

Assault Weapon

Fearless

Noise M

arinesINF

15cm4+

4+3+

Sonic Blasters Blastm

asters (15cm) 30cm

Sm

all Arms

AP5+/AT6+, Disrupt

Fearless

Plague Marines

INF

15cm3+

3+4+

Bolters Plague Knife

(15cm) (base contact)

Small A

rms

Assault Weapon

Fearless

Thousand SonsINF

15cm4+

5+4+

Bolters(15cm)

Small A

rms

Fearless, Reinforced Armour

Chaos BikesINF

35cm4+

3+4+

Bolters Chainswords

(15cm) (base contact)

Small A

rms

Assault Weapon

Mounted

RaptorsINF

30cm4+

3+4+

Melta G

uns Chainswords

(15cm) (base contact)

Small A

rms

Assault Weapon

Jump Packs

Chaos SpawnINF

15cm3+

3+none

Horrific M

utations(base contact)

Assault Weapon +D3A

Fearless, Invulnerable SaveHavocs

INF

15cm4+

5+3+

2 x Autocannon45cm

AP5+/AT6+

-Obliterators

INF

15cm4+

32

Body Weapons

45cm

3 x AP5+/AT5+ /AA6+Fearless, Reinforced Arm

our, Teleport, Thick Rear Armour

Chaos RhinoAV

30cm5+

6+6+

Combi-bolter

(15cm) Sm

all Arms

Transport (2)Chaos H

unterAV

30cm5+

6+6+

Hunter-killer

60cmAT4+/AA4+

-Chaos Predator

AV30cm

4+6+

4+Tw

in Lascannon 2 x Heavy bolter

45cm

30cm

AT4+ AP5+

-

Chaos VindicatorAV

25cm4+

6+4+

Demolisher Cannon

30cmAP3+/AT4+, Ignore Cover

Walker

Chaos Land RaiderAV

25cm4+

6+4+

2 x Twin Lascannon

Twin Heavy Bolter

45cm

30cm

AT4+ AP4+

Reinforced Armour, Thick Rear Arm

our, Transport (1 or 2)

DefilerAV

20cm4+

4+3+

Battlecannon Reaper Autocannon Tw

in Heavy Flamer

Battle Claws

75cm

30cm

15cm

(base contact)

AP4+/AT4+ AP4+/AT6+ AP3+, Ignore CoverAssault W

eapon, MW +1A

Fearless, Infiltrator, Invulnerable Save, Walker

DesecratorAV

20cm4+

4+4+

Ultrasonic D

isruptor Reaper Autocannon Havoc Launcher Battle Talons

45cm

30cm

45cm

(base contact)

2 x AP5+/AT6+/AA5+ , Disrupt

AP4+/AT6+ AP4+ Assault W

eapon, +1A

Fearless, Invulnerable Save, Walker

Blood SlaughtererAV

15cm3+

3+none

Cleavers

(base contact)Assault W

pn. MW +2A

Fearless, Infiltrator, Invulnerable Save, Walker

Silver TowerAV

20cm4+

6+4+

Arcane Cannons

Beam of Power

45m

60cm

3 x AP4+/AT4+ MW5+

Fearless, Invulnerable Save, Skimm

er

Blight Drone

AV35cm

5+6+

4+Maw

Cannon Reaper Autocannon

30cm

30cm

AP3+/AT5+ , Ignore CoverAP4+/AT6+

Fearless, Invulnerable Save, Skimm

er

Daemon Knight

AV30cm

4+5+

4+Castigator Cannon

45cm3 x AP3+/AT5+

Fearless, Invulnerable Save, Scout, Walker

Brass ScorpionWE

20cm5+

3+3+

Scorpion Cannon 2 x Hellm

aw Cannon

Demolisher Cannon

Claws

30cm

15cm

30cm

(base contact)

2 x AP3+/AT5+ AP4+, Ignore CoverAP3+/AT4+, Ignore CoverAssault W

eapon, MW +1A

Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, W

alker, DC2

Summoned G

reater Daemon

WE

15cm4+

3+none

Claws and Fangs

(base contact)Assault W

eapon, MW +2A

Fearless, Inspiring, Invulnerable Save, Reinforced Armour, W

alker, DC3, 6SP

Summoned Lesser Daem

onsINF

15cm4+

3+none

Claws and Fangs

(base contact)Assault W

eaponInvulnerable Save, 1SP

Chaos Strike CruiserSC

n/an/a

n/an/a

Orbital Bom

bardment

n/a5BP, M

WTransport (20)

Chaos Battle BargeSC

n/an/a

n/an/a

Orbital Bom

bardment

n/a14BP, M

WTransport (60), Slow

and steadyChaos Thunderhaw

k Gunship

WE/A

Bomber

4+6+

4+Battle Cannon 2 x Tw

in Heavy Bolter 1 x Tw

in Heavy Bolter 1 x Tw

in Heavy Bolter

75cm

30cm

15cm

15cm

AP4+/AT4+, FxFAP4+/AA5+, FxFAP4+/AA5+, R

ight ArcAP4+/AA5+, Left A

rc

Planetfall, Reinforced Armour, Transport (8), D

C2

Chaos Drop Pod

AVImmobile

5+none

noneDeathw

ind15cm

AP5+/AT5+See datasheet for rules

GRAND TOURNAMENT 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, the enemy counts as having achieved the ‘Break Their Spirit’ Victory Condition. This condition replaces the usual goal of wiping out the army’s most expensive formation.

Scout or Battle Titan Weapons COST

Inferno Gun, Vulcan Megabolter, Plasma Blastgun Free

Turbolaser Destructor +35 Points

Battle Titan Weapons COST

Laser Burner, Corvus Assault Pod, Carapace Landing Pad Free

Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Titan Close Combat Weapon +25 Points

Melta Cannon, Laser Blaster (Triple-Turbolaser), Volcano Cannon +50 Points

Plasma Destructor, Support Missile, Quake Cannon +75 Points

Titan Upgrades Range Firepower / Effect Cost

0-1 Legate (Battle Titans Only) — Supreme Commander 50pts

Veteran Princeps (0-1 per formation) — Commander, Leader 25pts

Carapace Multi-Lasers (Battle Titans Only) 30cm 2x AP5+ / AT6+ / AA5+ 50pts

Sacred Icon (Battle Titans Only) — Inspiring 50pts

BATTLE TITAN FORMATIONS

Formation Units Cost

Warlord Battle Titan One Warlord Titan 725 Points

Reaver Battle Titan One Reaver Titan 575 Points

Emperor Battle Titan One Emperor Titan (Either Imperator or Warmonger configuration) 1250 Points

SCOUT TITAN FORMATIONS

Two Scout Titan Formations may be selected for each Battle Titan formation in the army.

Formation Units Cost

Warhound Scout Titan One Warhound Titan 275 Points

Warhound Titan Pack Two Warhound Titans 500 Points

LEGIO GRYPHONICUS WAR GRYPHONS TITAN LEGION ARMY LIST

Titans have an initiative rating of 1+. All other units types have an initiative rating of 2+. Titan Legion armies have a strategy rating of 3.

V3.17

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. For further details see the Titans’ respective data sheets.

LIST CONSTRUCTION RULE : TITAN WEAPONS

SUPPORT FORMATIONS

One Support Formations may be selected for each Battle Titan formation in the army.

Formation Units Cost

Forge Knights Six Forge Knights 400 Points

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

175 Points

300 Points

Skitarii Demi-Century Nine Hypaspist units, plus one Tech-Priest unit (0-1 per Corvus Assault Pod) 300 Points

Lysander Fighter One Lysander Fighter (0-1 per Warmonger Titan) 75 Points

WEAPON RANGE FIREPOWER

Plasma Blastgun 45cm 2x MW2+, Slow Firing

Inferno Gun 30cm BP3, Ignores Cover

Vulcan Megabolter 45cm 4x AP3+ / AT5+

Turbolaser Destructor 60cm 4x AP5+ / AT3+

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SCOUT TITAN WEAPONS

WEAPON RANGE FIREPOWER

Carapace Landing Pad — Allows BP weapons to use the Indirect Fire ability

Corvus Assault Pod — Transport (10 infantry). Some unit types take up two spaces (see the Corvus Assault Pod entry on page 11).

Close Combat Weapon (Arm Only) (Base Contact) Extra Attacks (+3), Titan Killer (D3)

Laser Burner (15cm) OR (Base Contact)

Extra Attacks (+2), (Small Arms) Extra Attacks (+4), (Assault Weapons)

Apocalypse Missile Launcher 60cm BP3

Gatling Blaster 60cm 4x AP4+ / AT4+

Plasma Cannon 60cm 3x MW2+, Slow Firing

Melta Cannon 30cm AND (15cm)

MW2+, Titan-Killer (D3) Small Arms, Extra Attacks (+1), Titan Killer (D3)

Laser Blaster (Triple Turbolaser) 60cm 6x AP5+ / AT3+

Volcano Cannon 90cm MW2+, Titan-Killer (D3)

Plasma Destructor 75cm 4x MW2+, Slow Firing

Quake Cannon 90cm BP3, Macro Weapon

Support Missile (Carapace Only) Warhead Type—Pick one: Vortex Warp Deathstrike Barrage

Unlimited — — — —

Indirect Fire, Warhead, One-Shot. BP3, Macro-Weapon, Titan-Killer (1) MW2+, Titan-Killer (D3), Ignores Shields/Powerfields MW2+, Titan-Killer (D6) 10BP, Disrupt

BATTLE TITAN WEAPONS

WEAPON RANGE FIREPOWER

Mars (Sonic Disruptor) 100cm 10BP, Ignores Cover, Disrupt

Golgotha (Hellfire Missiles) Unlimited 6x 2BP, Macro-Weapon, Single Shot, Indirect Fire

Armageddon (Nova Cannon) 100cm 4x MW3+, Titan-Killer (D3)

ORDINATUS WEAPONS

CRITICAL HITS

UNIT CRITICAL HIT EFFECT

Warhound Titan The Warhound staggers D6cm in a random direction. If the Titan contacts impassable terrain or another unit it cannot step over, then it stops and takes a point of damage. Any units stumbled into or orver take a hit on a 6+.

Reaver, Warlord, and Emperor Titans Roll a D6 in the end phase of every turn. On a roll of a 1 the Titan is destroyed and all units within 5cm of the Titan receive a hit on a 5+. On a 2-3 the Titan suffers an extra point of damage. On a 4-6 the Titan is repaired and the Critical Hit will cause no further trouble.

Gorgon The Gorgon is immobilised. A further critical hit will destroy the Gorgon outright.

Baneblade, Shadowsword, Stormblade, Stormsword The tank is destroyed, and all units within 5cm suffer a hit on a roll of a 6+.

Ordinatus Minoris, Ordinatus Majoris The Ordinatus is destroyed. All units within 15cm suffer a hit on a 5+. If the Ordinatus was an Ordinatus Majoris, then all friendly formations within line of sight take a Blast Marker.

ADEPTUS MECHANICUS REFERENCE SHEET. PAGE 2.

VERSION 3.17 / 1.12

NetEA Army Compendium - BETA v3.0 – Chaos - 1

1.8 CHAOS NetEA Chaos Champion: Steve ‘Steve54’ Gullick NetEA Rule Committee: Neal Hunt, Henrikki ‘Hena’ Almusa, and Kevin ‘Chroma’ Petker

Based on work by Jervis Johnson, Zac Belado, Audrey Ewing, and Eoin Whelan. With special thanks to Neal Hunt. Layout by Kevin “Chroma” Petker 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 30cm of any of its units receives a +1 modifier to its Initiative test. If even one hated unit is within 30cm 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.

1.8.1.3 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. The only exception to the normal rules is when a summoned unit is destroyed it does not cause a blast marker to be placed on the formation. 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 to the result dice roll. If a formation loses an assault you remove extra hits from the formation before it is considered broken and all the remaining summoned units are 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 6.6.1.5). 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 - BETA v3.0 – Chaos - 2

1.8.2 GENERAL CHAOS UNITS 1.8.2.1 GENERAL CHAOS CHARACTERS

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH -- -- -- -- -- -- -- Arch-Heretic

NOTES Supreme Commander. CH -- -- -- -- 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 -- -- -- -- Daemon Weapon (contact) (Assault Weapons), EA (+1), MW Chaos Lord NOTES Commander, Leader, Invulnerable Save. CH -- -- -- -- -- -- -- Chaos Warlord

NOTES Supreme Commander. CH -- -- -- -- -- -- -- 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. 1.8.2.2 GENERAL CHAOS INFANTRY

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+ -- 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 Marine Aspiring Champion

NOTES Invulnerable Save, Commander, Leader. INF 35 cm 4+ 3+ 4+ Chainswords

Bolters (contact) (15cm)

(Assault Weapons) (Small Arms)

Chaos Marine Bike

NOTES Mounted. INF 15cm 4+ 4+ 4+ Bolters

Autocannon (15cm) 45cm

(Small Arms) AP5+/AT6+

Chaos 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 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+ -- Horrific Mutations (contact) (Assault Weapons) 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+ 6+ 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+ -- 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

NOTES Reinforced Armour, Fearless. 1.8.2.3 GENERAL CHAOS LIGHT VEHICLES

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 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 - BETA v3.0 – Chaos - 3

1.8.2.4 GENERAL CHAOS ARMOURED VEHICLES 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 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 -- -- -- -- -- -- 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 15cm 3+ 4+ 4+ Power Fist Twin Autocannon

(contact) 45cm

(Assault Weapons), EA (+1), MW AP4+/AT5+

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+

Land Raider

NOTES Reinforced Armour, Thick Rear Armour, Transport (may transport 1 Chosen or 2 of the following units: Space Marines, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs).

AV 30cm 4+ 6+ 4+ 2x Heavy Bolter Twin Lascannon

30cm 45cm

AP5+ AT4+

Predator

NOTES -- AV 30cm 5+ 6+ 6+ Combi-Bolter (15cm) (Small Arms) Rhino

NOTES Transport (may transport 2 of the following units: Chaos Space Marines, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs).

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. AV 30cm 5+ 6+ 6+ Shrike Missile System 30cm 4 x AT6+/AA6+ Stalker

NOTES -- AV 25 cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Vindicator

NOTES Walker. 1.8.2.5 GENERAL CHAOS AIRCRAFT AND SPACECRAFT

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER SC -- -- -- -- 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 - -- -- -- 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+ -- -- Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF Doomwing

NOTES Invulnerable Save. AC B 4+ -- -- 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+ - - 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+ -- -- Incendiary Bombs Twin Lascannon Havoc Launcher

15cm 45cm 45cm

2 BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF

Hell Talon

NOTES -- AC F 6+ -- -- 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF Hellblade

NOTES -- 1.8.2.6 GENERAL CHAOS WAR ENGINES

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. If the Titan rampages into or over any units then they will take a hit on a D6 roll of 4+.

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

NetEA Army Compendium - BETA v3.0 – Chaos - 4

WE 15cm 4+ 4+ 4+ 2x Twin Reaper Autocannon

2x 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. If the Lord of Battles rampages into or over any units then they will take a hit on a D6 roll of 4+ (make saving throws for the units normally)

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

3xD3 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 Effet: 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+

1.8.2.7 GENERAL CHAOS DAEMONS

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm 4+ 4+ -- Hellblades (contact) (Assault Weapons), EA (+1) Bloodletters

NOTES Invulnerable Save, Summoning cost 1 INF 15cm 4+ 3+ -- Daemonic Talons (contact) (Assault Weapons) Daemonettes

NOTES First Strike, Invulnerable Save, Summoning cost 1 INF 20 cm 4+ 3+ -- Claws and Fangs (contact) (Assault Weapons) Daemonic Beasts

NOTES Infiltrator, Invulnerable Save, Summoning cost 1 INF 15cm 5+ 5+ 4+ Flames of Tzeentch (contact)

AND (15cm) (Assault Weapons) (Small Arms), EA (+1)

Flamers

NOTES Invulnerable Save, Summoning cost 1 INF 15cm 3+ 4+ 6+ Plague Swords

Plague of Flies (contact) (15cm)

(Assault Weapons) (Small Arms)

Plaguebearers

NOTES Invulnerable Save, Summoning cost 1 WE 30cm 4+ 3+ -- Axe of Khorne

Bloodthirster’s Whip (contact) (contact)

(Assault Weapons), TK (1), EA (+2) (Assault Weapons), TK(+1), EA (+1)

Bloodthirster

NOTES DC 3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Summoning cost 8 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 Flame

(Assault Weapons), EA (+1) (Small Arms), Ignore Cover, EA (+1) AP4+/AT5+

Great Unclean One

NOTES DC 4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Summoning cost 8 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 DC 3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Summoning cost 8 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 DC 3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Summoning cost 8 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 - BETA v3.0 – Chaos - 5

13TH BLACK CRUSADE BLACK LEGION CHAOS ARMY LIST ARMY CHAMPION: Steve ‘Steve54’ Gullick Version: Draft v3.0

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 Lord Upgrade The Chaos Space Marine Lord upgrade (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 upgrade 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

65 points per 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 40 points per 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

Stalker Add one Chaos Stalker +50 points

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 175 points

Ravager Titan One Ravager Titan 650 points Two Hell Talon Fighter-bomber 225 points

Feral Titan One Feral Titan 275 points One Harbinger Bomber 450 points

Deathwheel Squadron One to three Deathwheels 275 points each One Devastation Class Cruiser 150 points

One Despoiler Class Battleship 250 points

NetEA Army Compendium - BETA v3.0 – Chaos - 6

THE STIGMATUS COVENANT CULTIST CHAOS ARMY LIST ARMY CHAMPION: Steve ‘Steve54’ Gullick Version: Draft v3.0

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

STIGMATUS COVENANT UPGRADES (Each Covenant upgrade may be taken once per Covenant Coven formation.)

UPGRADE UNITS COST

Daemon Prince Replace the Demagogue or Chaos 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

Icon Bearer One Icon Bearer character +50 points Cultists or Mutants Add up to eight Cultist or Mutants units in any combination +15 points each Big Mutants Replace one to six Cultist and/or Mutant units with an equal number of Big Mutant units. +20 points each Chaos Spawn Add one Chaos Spawn unit +25 points Chaos Hounds Add one to three Chaos Hound units +10 points each Chaos Altar Add one Chaos Altar +150 points each Traitor Fire Support Add up to four Traitor Fire Support units +25 points each Traitor Tank Squadron Add up to three Traitor Leman Russ or Leman Russ Demolishers +70 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 Flak Add up to two Traitor Hydras +50 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 Cultist coven chosen from the three categories below: Daemon Engines, Traitor Support or Traitor Navy).

SPECIAL RULE - Arch-Heretic One Demagogue, Chaos 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.

SPECIAL RULE - Traitors Traitor units have the same statistics as their Imperial counterparts but are considered Chaos units for all purposes. Additionally, Traitor Chimeras have this additional note: Transport (May transport two of the following units: Demagogue, Aspiring Chaos 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.)

FORMATION CORE UNITS COST Stigmatus Covenant Coven One Demagogue or Chaos Marine Aspiring Champion and eleven Cultist or Mutant units in any combination.

The Coven automatically includes a Daemonic Pact 200 points

FORMATION 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

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 Rough Rider Platoon 6 Traitor Rough Rider units. 150 points 2 Traitor Thunderbolt Fighters 150 points Traitor Sentinel Squadron 4 Traitor Sentinels. 100 points 2 Traitor Marauder Bombers 250 points

Traitor Artillery Battery 4 Traitor Basilisks. 325 points Traitor Armoured Company 6 Traitor Leman Russ 400 points

There is Only War reference sheet. Note: Please hand in this completed sheet upon purchase of your ticket. The information present is very important so you are contactable in case of emergencies or alterations to the tournament. Name Contact number E-Mail Westgamer or Black Widow Mech Works user name Army list used I hereby acknowledge that the information given above is true and correct, and understand that for insurance purposes TGA requires my basic information so that I can be accounted for in case of emergencies or alterations of event structure. TGA will not give this information out to any other party without my consent, however holds no responsibility whatsoever for the information present. Signature As always TGA will have lunch for sale at There is Only War. There are also drinks and snacks available so I’d advise bringing some cash to be able to enjoy the great food available at TGA.

Tabletop Gamers Association – Get amongst it!

There is Only War reference sheet. Note: Please hand in this completed sheet upon purchase of your ticket. The information present is very important so you are contactable in case of emergencies or alterations to the tournament. Name Contact number E-Mail Westgamer or Black Widow Mech Works user name Army list used I hereby acknowledge that the information given above is true and correct, and understand that for insurance purposes TGA requires my basic information so that I can be accounted for in case of emergencies or alterations of event structure. TGA will not give this information out to any other party without my consent, however holds no responsibility whatsoever for the information present. Signature As always TGA will have lunch for sale at There is Only War. There are also drinks and snacks available so I’d advise bringing some cash to be able to enjoy the great food available at TGA.

Tabletop Gamers Association – Get amongst it!