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TABLE OF CONTENTS
0.0 Introduction and Explanations
0.1 General Special Rules
0.1.1 Expendable 0.1.2 Self-Planetfall 0.1.3 Support Craft 0.1.4 Tunnelers
1
1 1 1 1
2
2 2 3 6 9 12 15 18 21 24 27 30 33 36 39
152
152 152 152 152 152 152 153 156 159 162 165 168 171 174 177
1.9 Apocrypha of Skaros 1.10 Dark Angels 1.11 Grey Knights 1.12 Imperial Fists 1.13 Siege Assault Vanguard
42
42 42 43 46 48 51 54 57 59 61 64
8.3 Ulthw Craftworld 8.4 Iyanden Craftworld 8.5 Saim-Hann Craftworld 8.6 Iybraesil Craftworld Crone World Raiders 8.7 Yme-Loc Craftworld 8.8 Fir Iolarion Titan Clan 8.9 Biel-Tan Great Court of the Young King
180
180 180 180 180 180 180 181
2.1 Steel Legion 2.2 Baran Siegemasters 2.3 Death Korps of Krieg 2.4 Minervan Tank Legion Armoured Regiment 2.5 Cadian Shock Troops
2.6 Catachan Death World Veterans 2.7 Elysian Drop Troops Regiment 2.8 Harakoni Warhawks 2.9 Saranes Expanse Imperial Crusade
184
184 184 184 184 184 184 184 185 187 189
68
68 69 72 75
78
78 79 82
10.2 Nalsaran Incident Necron Attack 10.3 Dyrrachium III Necron Tomb World
191
191 191 191 191 192 195 197
85 86
86 86 86 86 86 87 91 95 98 101 104 107 110 113 116 119 122
11.2 Farsight Enclave Eradication Force 11.3 FioKa Armoured Strike Force
200
200 200 200 200 200 200 200 201 203 205
6.9 Alpha Legion 6.10 Daemon World 6.11 Khorne Renegades 6.12 The Bloody Hand
207
207 207 208 211
125
125 125 125 125 125 126 129 131
Epic Armageddon was conceived to have direct community involvement in the development of rules and army lists. In the wake of Games Workshop reorganization and the sidelining of Specialist Games, that effort fell by the wayside. Net Epic Armageddon (NetEA) is a fan-based effort to continue the project. All commentary and feedback is welcome. If you would like to discuss development of army lists, modifications to the core rules, or provide any other kind of feedback, please join us on the Tactical Command forum. http://www.tacticalwargames.net/forums/index.cgi What follows is a portion of the NetEA project the Army List Compendium. It includes army lists to cover a variety of factions in the Warhammer 40,000 universe which are not covered in any official Games Workshop publication. The lists are broken up into three categories, designated at the top of each army list. The categories and their definitions are: Approved - Approved lists are tournament ready and should be balanced against any other army in the General Tournament scenario. They are well tested across multiple play groups and are not likely to see any drastic changes. Players can build their army around such lists with full confidence. Developmental - Developmental lists should be balanced for the majority of tournament games. However, it is possible that they allow an exploitative combination or two which has not been identified or mitigated. They require more testing across multiple play groups and still might see a drastic change. Players should feel confident that most models they collect for these lists will be usable when it is approved. Experimental - Experimental lists are an early work-inprogress and are not ready for tournament play. They likely have deficiencies in play balance that have yet to be identified or rectified. They require lots of testing across multiple play groups and will most likely see drastic changes. Players should be aware that models they collect for these lists might not be usable when it is approved.
an expendable unit is hit by a weapon with Disrupt it does not inflict a Blast marker. If a formation is comprised completely of expendable units then they do not benefit from any of the rules above. Expendable units killed in an assault count for the purposes of working out its result (see EA 1.12.7).
0.1.2 Self Planetfall
In order to help readers locate the information they need, the document is organized into sections describing each army faction or race: Section 1 Common special rules. These are rules that apply to all, or at least the vast majority, of army lists in their particular racial army section. For example, all Space Marine units benefit from the "They Shall Know No Fear" special rule, so it is included in this section. Section 2 Army lists and Reference sheets. This is where each Army list is presented and uses the same organizational rules as the army lists in the official rulebooks. Any special rules specific to the list are included in this section as well. In addition, each armys individual unit data is presented sequentially in a reference chart format following each list. The charts are organized alphabetically by unit type (characters, infantry, armoured vehicles, etc.) and may occasionally show weapon charts or fortifications data. The following abbreviations are used in all reference sheets: AC Aircraft AV - Armoured Vehicle BP - Barrage Points CC - Close Combat CH Character DC - Damage Capacity EA - Extra Attack FF - Fire Fight Fwd - Forward Fire Arc FxF - Fixed Forward Arc INF Infantry LV - Light Vehicle MW - Macro-weapon SC - Spacecraft TK - Titan Killer
Self Planetfall is plotted exactly as Planetfall in section 4.4 of the Core rules. Both the turn in which the formation arrives and the landing location is plotted. The only exception is that, because these units are much smaller than orbiting spacecraft, they may be plotted to arrive in the same turn that an enemy spacecraft is present. On the designated turn the Self Planetfalling unit is activated in the normal activation sequence, as with Spacecraft. Nominate the action for the formation and roll to activate. If the unit fails to activate its arrival is delayed to the next following turn. If the activation is successful, place the formation at the plotted landing zone and determine scatter according to Core Rules 4.4 as if it were a normal Planetfall, including loaded units disembarking up to 5cm. The formations action proceeds as normal in all respects from that point. In other words, the formation gets the free move from Planetfall placement at the beginning of its action but in all other ways activates as normal. Note: The action is chosen at activation, before scatter is determined. Choose the action carefully as a poor scatter role could render some actions ineffective. 0.1.3 Support Craft Support Craft are much like a hybrid between a Skimmer and an Aircraft. They remain high up in the air, hovering over the battlefield, firing over intervening terrain when possible. Support Craft function identically to a Skimmer unit that is always popped up. Support Craft fire and are fired at normally (i.e. anti- aircraft ability is not required). In an assault, Support Craft automatically force a firefight in the same manner Skimmers may choose. It is assumed that Support Craft transports or the troops they carry are appropriately equipped to embark and disembark troops as normal. 0.1.4 Tunnelers Formations where all of the units have Tunneler (or are transported in units that have the ability) may be kept off the table and can appear at the start of the second turn or after. Set up the units touching their own side's table edge before the battle starts at the same time that spacecraft are setup (see EA 4.3.1). Any units transported in the tunneler should be placed to one side at this time too. Secretly write down the location where the tunneler will surface at the same time and in the same manner that you record the coordinates of a drop zone (see EA 4.3.1). You must also secretly record when the tunneler will surface. If it is going to surface in your half of the table it may arrive from the second turn onwards. If it is going to surface in the opposing half of the table, it may arrive from turn three onwards. Set up the tunneler at the start of the stated turn, before placing units with teleport, at the location you wrote down. Any units being transported are allowed to disembark immediately upon surfacing. Surfacing does not count as movement for the purposes of triggering overwatch fire. Disembarking triggers overwatch fire as normal. If the tunneler surfaces on terrain that is impassable for it, under a friendly unit, or in an enemy zone of control then it is assumed that on-board sensor equipment will divert it towards another entry point. The unit should be moved by the opposing player to the nearest area where it can surface. Formations of multiple tunnelers need only record one location where they will surface. Place a unit at this location, or within 5cm of another unit that has already been placed, so long as all units are placed within 15cm of the location and on the appropriate half of the table. Tunnelers, and any units being transported in them, may take an action on the turn they appear.
0.1.1 Expendable Some units are seen by their allies as ablative or just plain disposable. This may be because the units are specifically created to sacrifice themselves, because the units are simply not valued, or for a number of other reasons. A formation does not receive a Blast marker when a unit with Expendable is destroyed, this includes the extra Blast marker from the first casualty of a crossfire and for units destroyed for being out of formation after a move. If
0.2.1 Aircraft Escorts In the Epic Armageddon rules only ground attack missions can be intercepted by an air formation on CAP orders. If both players agree then you may allow formations on CAP orders to intercept other intercept missions (including other CAP missions). In theory this has the potential to lead to long interception chains where each intercepting formation is intercepted in turn, and working out the result could become tricky. Hence for the sake of simplicity this idea is not included in the main rules. However, it is worth noting that in actual practice problems using this option are rare. Allowing formations on CAP orders to intercept other intercept missions in addition to ground attack missions, will allow you to have 'fighter escorts' for bombers and large snowballing dogfights if you so choose. Just remember that if you use this option for CAP, and find yourself experiencing problems you were warned! You must decide with your opponent if you are allowed to use aircraft escorts during a game of Epic, If you cannot agree on which method to use then escorts should not be used.
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 may have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum number needed to carry the formation; you cannot take extras along to cover any losses. Note that many formations
FORMATION Tactical Assault Devastator Terminator Scout Bike Land Speeder Land Raider Predator Vindicator Whirlwind Thunderhawk Landing Craft Strike Cruiser
COST 275 points 175 points 250 points 350 points 150 points 200 points 200 points 325 points 250 points 225 points 300 points 200 points 350 points 200 points
Vindicator
UNITS Replace any number of Bike units with 1 Attack Bike each Replace Strike Cruiser with Battle Barge Add 1 Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain. 1 Space Marine Commander in the army may be a Supreme Commander Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination) Add 1 Hunter Add up to 4 Land Raiders Add any number of Razorbacks, up to the number required to transport the formation 1 Scout unit gains the Sniper ability Replace any number of Land Speeders, on a 1 per 1 basis, with: 1 Land Speeder Tornado OR 1 Land Speeder Typhoon Add 1 or 2 Vindicators
COST Free +150 points +50 points OR +100 points +50 points each +75 points +75 points each +25 points each +25 points Free +25 points each +50 points each
(Up to 1/3 of an armys points may be spent on Allies formations) COST 825 points 650 points 275 points 500 points FORMATION Thunderbolt Squadron Marauder Squadron
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save, Leader Invulnerable Save, Supreme Commander Jump Packs Mounted
Scout, Infiltrator
Attack Bike Land Speeder Land Speeder Tornado Land Speeder Typhoon Dreadnought
LV LV LV LV AV
4+ 4+ 4+ 4+ 3+
5+ 6+ 6+ 6+ 4+
5+ 5+ 5+ 5+ 4+
Skimmer, Scout Skimmer, Scout Skimmer, Scout 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.
AV AV AV AV AV
5+ 4+ 4+ 4+ 5+
6+ 6+ 6+ 6+ 6+
6+ 4+ 5+ 3+ 5+
Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator)
AV AV AV Special
5+ 4+ 5+ 5+
6+ 6+ 6+ n/a
6+ 4+ 5+ n/a
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. Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Walker Planetfall, Transport: (may carry 1 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 5cmof 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 crossfire.
CODEX ASTARTES
NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+. DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts take up 2 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 Crafts magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator and Dreadnought. Terminators and Dreadnoughts take up 2 spaces each.) Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board.
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter Plasma Blastgun 2x Turbolaser Destructor Gatling Blaster Volcano Cannon
4x AP3+/AT5+, Fwd 2x MW2+, Slow-Firing, Fwd 4x AP5+/AT3+, Fwd 4x AP4+/AT4+, Fwd MW2+, TK(D3), Fwd
Warlord Titan
WE
15cm
4+
2+
3+
Landing Craft
AC/WE
Bomber
4+
5+
3+
Thunderhawk Gunship
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Orbital Bombardment
15cm 15cm 30cm 75cm 15cm 30cm 30cm 15cm 15cm 45cm n/a
AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF 14BP, MW
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
Battle Barge
SC
n/a
n/a
n/a
n/a
Strike Cruiser
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
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. 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)
CODEX ASTARTES
FORMATION Assault Bike Land Speeder Landing Craft Predator Scout Strike Cruiser Tactical Terminator Thunderhawk Whirlwind
COST 175 points 375 points 200 points 350 points 250 points 150 points 200 points 275 points 650 points 200 points 300 points
Vindicator
UNITS Replace any number of White Scars Bike units with 1 Attack Bike each Replace a White Scars Strike Cruiser with a White Scars Battle Barge Add 1 Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain OR 1 Space Marine Commander in the army may be a Supreme Commander Add 1 Hunter Add any number of White Scars Razorbacks, up to the number required to transport the formation 1 Scout unit gains the Sniper ability Replace any number of Land Speeders, on a 1 per 1 basis, with: 1 Land Speeder Tornado OR 1 Land Speeder Typhoon Add 1 or 2 Vindicators (Up to 1/3 of an armys points may be spent on Imperial Allies formations.) COST 275 points 500 points FORMATION Thunderbolt Squadron Marauder Squadron
COST Free +150 points +50 points OR +100 points +75 points +25 points each +25 points Free +25 points each +50 points each
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save, Leader Invulnerable Save, Supreme Commander Jump Packs Scout, Infiltrator
White Scars Bike Attack Bike Land Speeder Land Speeder Tornado Land Speeder Typhoon Hunter White Scars Land Raider Predator Annihilator Predator Destructor White Scars Razorback White Scars Rhino Vindicator Whirlwind Drop Pod
INF LV LV LV LV AV AV AV AV AV
35cm 35cm 35cm 35cm 35cm 30cm 25cm 30cm 30cm 30cm
4+ 4+ 4+ 4+ 4+ 5+ 4+ 4+ 4+ 5+
3+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
4+ 5+ 5+ 5+ 5+ 6+ 4+ 5+ 3+ 5+
Mounted, Walker
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit)
AV AV AV Special
5+ 4+ 5+ 5+
6+ 6+ 6+ n/a
6+ 4+ 5+ n/a
Transport (may carry 1 of the following units: Tactical and Scout) A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both select one option before the game. Transport: (May carry 2 of the following units: Tactical and Scout) Walker Planetfall, Transport: (may carry 1 formation that includes only Tactical 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 5cmof 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 crossfire. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Warhound Titan
WE
30cm
5+
4+
4+
45cm 45cm
WHITE SCARS
NOTES
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine infantry units and Attack Bikes. Terminators 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 Crafts magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Tactical, Assault, Scout and Bike) Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board.
AC/WE
Bomber
4+
6+
4+
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
SC
n/a
n/a
n/a
n/a
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Orbital Bombardment
15cm 15cm 30cm 75cm 15cm 30cm 30cm 15cm 15cm 45cm n/a
AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF 14BP, MW
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
Transport: (May carry 60 of the following units: Tactical, Assault, Scout, Bike, Terminator 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. 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)
WHITE SCARS
SALAMANDERS DETACHMENTS
FORMATION Devastator Land Raider Landing Craft Predator Strike Cruiser Tactical Terminator Thunderhawk Vindicator Whirlwind
COST 250 points 350 points 425 points 250 points 200 points 275 points 325 points 250 points 225 points 325 points
(Up to 1/3 of an armys points may be spent on Allies formations.) TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers Reaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points
Commander
Dreadnought Heavy Transport Helios Razorback Salamander Devastator Salamander Tactical Sniper
UNITS Replace any number of Bike units with 1 Salamanders Attack Bike each Replace a Salamanders Strike Cruiser with a Salamanders Battle Barge Add up to 2 units from the following: Predator Incinerator Hunter Salamanders Land Raider Salamanders Land Raider Redeemer Salamanders Land Raider Prometheus Add 1 Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain. 1 Space Marine Commander in the army may be a Supreme Commander Add up to 2 Dreadnoughts Add 4 units from the following: Salamanders Land Raider, Salamanders Land Raider Redeemer Replace any number of Salamanders Land Raiders with 1 Salamanders Land Raider Helios each Add any number of Salamanders Razorbacks, up to the number required to transport the formation Add 2 Salamanders Devastator units Add 2 Salamanders Tactical units Give all Scout units the Sniper ability
SALAMANDERS UPGRADES
COST Free +125 points +50 points each +75 points each +75 points each +75 points each +85 points each +50 points OR +100 points +50 points each +325 points +25 points each +25 points each +100 points +75 points +50 points
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save, Leader Invulnerable Save, Supreme Commander Jump Packs Mounted
Scout Tactical Salamanders Attack Bike Land Speeder Land Speeder Tornado Land Speeder Typhoon Dreadnought
INF INF LV LV LV LV AV
5+ 4+ 4+ 4+ 4+ 4+ 3+
4+ 4+ 5+ 6+ 6+ 6+ 4+
5+ 4+ 4+ 5+ 5+ 5+ 4+
Scout, Infiltrator
Skimmer, Scout Skimmer, Scout Skimmer, Scout Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) OR a Power Fist and Multi-Melta (Vulcan), not both select one option before the game.
AV AV AV AV
5+ 4+ 4+ 4+
6+ 6+ 6+ 6+
6+ 5+ 3+ 4+
Salamanders Land Raider Salamanders Land Raider Helios Salamanders Land Raider Prometheus Salamanders Land Raider Redeemer Salamanders Razorback
AV AV AV
4+ 4+ 4+
6+ 6+ 6+
4+ 5+ 4+
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Salamanders Terminator unit or 2 of the following units: Devastator, Salamanders Devastator, Salamanders Tactical, Tactical) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Devastator, Salamanders Devastator, Salamanders Tactical, or Tactical unit) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Salamanders Terminator unit or 2 of the following: Devastator, Salamanders Devastator, Salamanders Tactical, Tactical), Replace the '5cm' restriction in the Commander/Supreme Commander ability with 'Any formation on the table.' Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Salamanders Terminator unit or 2 of the following: Devastator, Salamanders Devastator, Salamanders Tactical, Tactical). Transport: (May carry 1 of the following units: Devastator, Salamanders Devastator, Salamanders
AV AV
25cm 30cm
4+ 5+
5+ 6+
3+ 5+
SALAMANDERS
NOTES
Transport: (May carry 2 of the following units: Devastator, Salamander Devastator, Salamanders Tactical, Tactical and Scout) Walker Planetfall, Transport: (May carry 1 formation that includes only Devastator, Salamanders Devastator, Salamanders Tactical, Tactical 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 5cmof 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. DC6, 4 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will suffer a hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+. DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 infantry units, Attack Bikes and Dreadnoughts. Salamanders 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 Crafts magazine explodes, destroying the Landing Craft and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Bike, Devastator, Dreadnought, Salamander Devastator, Salamander Tactical, Salamander Terminator, Tactical and Scout. Terminators and Dreadnoughts take up two spaces each). Critical Hit Effect: The aircrafts control surfaces are damaged The pilot loses control and the Thunderhawk crashes killing all aboard.
Reaver Titan
WE
20cm
4+
3+
3+
60cm 60cm
Warhound Titan
WE
30cm
5+
4+
4+
45cm 45cm
Warlord Titan
WE
15cm
4+
2+
3+
AC/WE
Bomber
4+
5+
3+
AC/WE
Bomber
4+
6+
4+
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
SC
n/a
n/a
n/a
n/a
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Orbital Bombardment
15cm 15cm 30cm 75cm 15cm 30cm 30cm 15cm 15cm 45cm n/a
AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF 14BP, MW
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
Transport: (May carry 60 infantry or Dreadnought units; plus 60 of the following Salamanders 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. Transport: (May carry 20 infantry or Dreadnought units: Bike, Terminator or Dreadnought units; plus20 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).
SALAMANDERS
FORMATION Bike Heavy Tactical Helios Land Raider Landing Craft Predator Scout Strike Cruiser Tactical
COST 175 points 325 points 450 points 325 points 350 points 250 points 150 points 150 points 300 points
Hunter Land Raider Land Speeder Razorback Sniper 0-1 Supreme Commander
Thunderhawk Transporter
(Each allowed upgrade may be taken once by each Scions of Iron Detachment.) UNITS Add up to 2 Predator Annihilators, Predator Destructors or Vindicators Replace any number of Bike units with one Attack Bike each Replace Strike Cruiser with Battle Barge Add 1 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) Add 1 Hunter Add up to 4 units from the following: Land Raider or Land Raider Crusader Land Raider Helios Add up to 3 units from the following: Land Speeder, Land Speeder Tornado Land Speeder Typhoon Add any number of Razorbacks, up to the number required to transport the formation All Scout units gain the Sniper ability Choose 1 of the following options: Add Supreme Commander ability to a Land Raider OR (Cannot be combined with the Replace a Predator or Vindicator with a Land Raider Prometheus with Supreme Commander OR Commander upgrade) Replace a Land Raider or Crusader with a Land Raider Prometheus with Supreme Commander Add up to 2 Thunderhawk Transporters
+75 points +75 points each +100 points each +35 points each +60 points each +25 points each +50 points
+100 points +125 points
(Up to 1/3 of an armys points may be spent on Allies formations.) 0-2 TITAN LEGION BATTLEGROUPS 0-2 IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers Reaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points SPACE MARINE AIRCRAFT FORMATION UNITS 1 Thunderhawk (Saturation Thunderhawk SB Bombing configuration) 1 Thunderhawk (Close Ait Support Thunderhawk CAS configuration)
12
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save, Leader Invulnerable Save, Supreme Commander Mounted Scout, Infiltrator
Attack Bike Land Speeder Land Speeder Tornado Land Speeder Typhoon Hunter Land Raider Land Raider Prometheus Predator Annihilator Predator Destructor Razorback
LV LV LV LV AV AV AV
4+ 4+ 4+ 4+ 5+ 4+ 4+
5+ 6+ 6+ 6+ 6+ 6+ 6+
5+ 5+ 5+ 5+ 6+ 4+ 4+
Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator) Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator). Replace the '5cm' Combined Assault restriction within the Commander and Supreme Commander abilities with 'any formation on the table.'
AV AV AV
4+ 4+ 5+
6+ 6+ 6+
5+ 3+ 5+
2x Lascannon Twin Lascannon 2x Heavy Bolter Autocannon Twin Heavy Bolter OR Twin Lascannon Storm Bolter Demolisher Whirlwind
AT5+ AT4+ AP5+ AP5+/AT6+ AP4+ AT4+ (Small Arms) AP3+/AT4+, Ignore Cover 1BP, Indirect Fire
AV AV AV
5+ 4+ 5+
6+ 6+ 6+
6+ 4+ 5+
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. Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Walker
TYPE WE
SPEED 20cm
ARMOUR 4+
CC 3+
NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+. DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter Plasma Blastgun 2x Turbolaser Destructor Gatling Blaster Volcano Cannon
4x AP3+/AT5+, Fwd 2x MW2+, Slow-Firing, Fwd 4x AP5+/AT3+, Fwd 4x AP4+/AT4+, Fwd MW2+, TK(D3), Fwd
Warlord Titan
WE
15cm
4+
2+
3+
SCIONS OF IRON
Landing Craft
AC/WE
Bomber
4+
5+
3+
Thunderhawk Transporter
AC/WE
Bomber
5+
6+
5+
15cm
AP4+/AA5+
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. 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 Crafts magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Land Raider or 2 of the following vehicles: Rhinos, Razorbacks, Hunters, Whirlwinds, Predator Annihilators, Predator Destructors, or Vindicators; plus any infantry units being transported by these vehicles). Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground. killing all aboard.
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
Battle Barge
SC
n/a
n/a
n/a
n/a
Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Orbital Bombardment
AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF 14BP, MW
Strike Cruiser
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
Thunderhawk Gunship
AC/WE
Bomber
4+
6+
4+
AC/WE
Bomber
4+
AC/WE
Bomber
4+
AV
25cm
4+
5+
5+
AV
25cm
4+
6+
5+
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon Bombs Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Turbolaser Rockets Frag Launchers Hurricane Bolters Twin Assault Cannon 2x Twin Lascannon Whirlwind Launcher
15cm 15cm 30cm 75cm 15cm 15cm 30cm 75cm 15cm 15cm 15cm 30cm 45cm 30cm (base contact) (15cm) 30cm 45cm 45cm
AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF 2BP, FxF, Ignore Cover AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF 2x AP5+/AT3+, FxF AT4+, FxF (Assault Weapons) (Small Arms), EA(+2) AP4+/AT4+ AT4+ 1BP Indirect Fire
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. 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 or Thunderhawk Transporters, and enough Drop Pods or Landing Craft to carry any other units on board) DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Bike, Devastator, Dreadnought, Tactical, Terminator and Scout. Terminators and Dreadnoughts take up two spaces each). Critical Hit Effect: The aircrafts control surfaces are damaged The pilot loses control and the Thunderhawk crashes killing all aboard. DC2, Reinforced Armour, Critical Hit Effect: Destroyed.
Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units or 3 of the following units: Neophyte, Sword Brethren and Tactical) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 of the following units: Devastator, Tactical)
SCIONS OF IRON
FORMATION Crusaders
FORMATION Assault Bike Land Raider Land Speeder Predator Sword Brethren Terminator Vindicator
COST 175 points 200 points 325 points 200 points 250 points 300 points 350 points 225 points
Dreadnought 1 Emperor's Champion Hunter Land Raider Neophyte Neophyte Bike Razorback Sniper Tornado/Typhoon
UNITS Replace any number of Bike units with 1 Attack Bike each Add 1 Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain. 1 Space Marine Commander in the army may be a Supreme Commander Add up to 2 Dreadnoughts (Hellfire or Tactical in any combination) Add 1 Emperor's Champion character to a unit in the formation. One formation in the army must take this upgrade. Add 1 Hunter Add up to 4 Black Templars Land Raiders or Black Templars Land Raider Crusaders Add 2 or 4 Neophyte units Add up to 4 Neophyte Bike units Add any number of Black Templars Razorbacks, up to the number required to transport the formation 1 Scout unit gains the Sniper ability Replace any number of Land Speeders, on a 1 per 1 basis, with: 1 Land Speeder Tornado OR 1 Land Speeder Typhoon Add 1 or 2 Vindicators (Up to 1/3 of an armys points may be spent on Crusade Fleet Support formations)
COST Free +50 points OR +100 points +50 points each +50 points +75 points +75 points each +75 points for 2 +150 points for 4 +35 points each +25 points each +25 points Free +25 points each +50 points each
Vindicator
FORMATION 0-1 Crusade Spacecraft Landing Craft Thunderhawk Close Air Support Saturation Bomber Thunderhawk Transport
UNITS 1 Black Templars Strike Cruiser OR 1 Black Templars Battle Barge 1 Black Templars Landing Craft 1 Black Templars Thunderhawk Gunship 1 Thunderhawk Interdictor 1 Thunderhawk Bomber 2 to 3 Black Templars Thunderhawk Transporters
COST 200 points OR 350 points 350 points 200 points 250 points 250 points 100 points each
15
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save Invulnerable Save, Leader Invulnerable Save, Supreme Commander Jump Packs Mounted
Mounted Infiltrator
Attack Bike Land Speeder Land Speeder Tornado Land Speeder Typhoon Dreadnought
LV LV LV LV AV
4+ 4+ 4+ 4+ 3+
5+ 6+ 6+ 6+ 4+
5+ 5+ 5+ 5+ 4+
Skimmer, Scout Skimmer, Scout Skimmer, Scout 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.
Hunter Black Templars Land Raider Black Templars Land Raider Crusader Predator Annihilator Predator Destructor Black Templars Razorback
AV AV AV
5+ 4+ 4+
6+ 6+ 5+
6+ 4+ 5+
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit or 2 of the following units: Neophyte, Sword Brethren and Tactical) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units or 3 of the following units: Neophyte, Sword Brethren and Tactical)
AV AV AV
4+ 4+ 5+
6+ 6+ 6+
5+ 3+ 5+
AV AV AV
5+ 4+ 5+
6+ 6+ 6+
6+ 4+ 5+
Transport (May carry 1 of the following units: Neophyte, Sword Brethren and Tactical) A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both select one option before the game. Transport: (May carry 2 of the following units: Neophyte, Sword Brethren and Tactical) Walker
BLACK TEMPLARS
NOTES
Planetfall, Transport: (May carry 1 formation that includes only Tactical, Neophyte, Sword Brethren 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 5cmof 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 crossfire. DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Black Templars 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 Crafts magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Tactical, Neophyte, Neophyte Bike, Sword Brethren, Bike, Terminator and Dreadnoughts. Terminators and Dreadnoughts take up two spaces each.) Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. DC2, Reinforced Armour Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground.
AC/WE
Bomber
4+
5+
3+
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon Turbo Laser 2x Twin Heavy Bolter Twin Heavy Bolter Twin Heavy Bolter 2x Rockets Battle Cannon 2x Twin Heavy Bolter Twin Heavy Bolter Twin Heavy Bolter Bombs 2x Twin Heavy Bolter
15cm 15cm 30cm 75cm 45cm 30cm 15cm 15cm 30cm 75cm 30cm 15cm 15cm 15cm 15cm
AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF 2x AP5+/AT3+, FxF AP4+/AA5+, FxF AP4+/AA5+, Left AP4+/AA5+, Right AT4+, FxF AP4+/AT4+, FxF AP4+/AA5+, FxF AP4+/AA5+, Left AP4+/AA5+, Right 2BP, FxF, Ignore Cover AP4+/AA5+
Thunderhawk Interdictor
AC/WE
Bomber
4+
Thunderhawk Bomber
AC/WE
Bomber
4+
DC2, Reinforced Armour Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground.
AC/WE
Bomber
4+
6+
5+
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
14BP, MW
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Black Templars Land Raider or Land Raider Crusader or 2 of the following Black Templars vehicles: Rhinos, Razorbacks, Hunters, Whirlwinds, Predator Annihilators, Predator Destructors, or Vindicators; plus any Black Templars infantry units being transported by these vehicles). Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground. killing all aboard. Transport: (May carry 60 of the following Black Templars units: Assault, Bike, Neophyte, Neophyte Bike, Sword Brethren, Tactical, Bike, Terminator or Dreadnought units; plus 60 of the following Black Templars vehicles: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough Black Templars 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. Transport: (May carry 20 of the following units: Tactical, Assault, Sword Brethren, Neophyte, Neophyte Bike, Bike, Terminator or Dreadnought units; plus 20 of the following Black Templars vehicles: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough Black Templars Drop Pods or Landing Craft to carry any other units on board)
BLACK TEMPLARS
COST 250 points 250 points 275 points OR 300 points 250 points 200 points 350 points 300 points 150 points 200 points 300 points 275 points 350 points 200 points 300 points
Devastator Land Speeder Landing Craft Predator Scout 0-1 Strike Cruiser Stormraven Tactical Terminator Thunderhawk Whirlwind
COST +75 points +150 points +50 points OR +100 points +75 points each +100 points +50 points each +75 points each +75 points each +75 points +25 points each +75 points each Free +25 points each
Some units are noted as being Frenzied. Formations that contain a Frenzied unit which can potentially reach base contact with an enemy unit after a charge move will receive a +1 modifier to their initiative roll if they attempt to perform an Engage action. Formations that have a frenzied unit which can potentially reach base contact with an enemy unit after a charge move will receive a 1 modifier to their initiative roll if they attempt to perform any action other than an Engage action.
Death Company formations may never claim objectives, but may contest them.
18
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save, Leader Invulnerable Save, Supreme Commander Jump Packs Mounted, Scout
Scout, Infiltrator
Death Company Assault Death Company Tactical Attack Bike Land Speeder Land Speeder Tornado Land Speeder Typhoon Baal Predator Blood Angels Hunter Blood Angels Predator Blood Angels Razorback
INF INF LV LV LV LV AV AV AV AV
30cm 15cm 35cm 35cm 35cm 35cm 35cm 35cm 35cm 35cm
4+ 4+ 4+ 4+ 4+ 4+ 4+ 5+ 4+ 5+
3+ 3+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
5+ 5+ 5+ 5+ 5+ 5+ 4+ 6+ 5+ 5+
Fearless, Frenzied, Invulnerable Save, Jump Packs Fearless, Frenzied, Invulnerable Save
Blood Angels Rhino Blood Angels Vindicator Blood Angels Whirlwind Dreadnought (Furioso Pattern) Dreadnought (Vulcan Pattern) Land Raider Land Raider Redeemer
AV AV AV AV AV
5+ 4+ 5+ 3+ 3+
6+ 6+ 6+ 4+ 4+
6+ 4+ 5+ 6+ 4+
Transport (May carry 1 of the following Blood Angels units: Tactical and Devastator) A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both select one option before the game. Transport: (May carry 2 of the following units: Death Company Tactical, Devastator, Scout, Tactical) Walker
AV AV
25cm 25cm
4+ 4+
6+ 5+
4+ 3+
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit or 2 of the following: Devastator, Tactical) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit or 2 of the following: Devastator, Tactical)
BLOOD ANGELS
NOTES
Planetfall, Reinforced Armour, Skimmer, Transport: (May carry 1 Dreadnought; plus 1 Blood Angels Terminator unit or 2 of the following Blood Angels units: Assault, Death Company Assault, Death Company, Tactical, Devastator, Scout or Tactical) Planetfall, Transport: (May carry 1 formation that includes only Death Company Tactical, Devastator, Dreadnought and Tactical 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 5cmof 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 crossfire. DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Blood Angels 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 Crafts magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Assault, Bike, Death Company Assault, Death Company Tactical, Devastator, Scout, Tactical, Terminator and Dreadnought. Terminators and Dreadnoughts take up two spaces each.) Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board.
Special
Immobile
5+
n/a
n/a
AC/WE
Bomber
4+
5+
3+
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Orbital Bombardment
15cm 15cm 30cm 75cm 15cm 30cm 30cm 15cm 15cm 45cm n/a
AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF 14BP, MW
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
SC
n/a
n/a
n/a
n/a
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
Transport: (May carry 60 Blood Angels infantry units, Attack Bikes and Dreadnoughts; plus 60 of the following Blood Angels units: Baal Predators, Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predator Annihilators, 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. Transport: (May carry 20 Blood Angels infantry units, Attack Bikes and Dreadnoughts; plus 20 of the following Blood Angels units: Baal Predators, Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predator Annihilators, or Vindicators; plus 6 Thunderhawks and enough Drop pods or Landing Craft to carry any other units on board).
BLOOD ANGELS
FORMATION Assault Bike Landing Craft Land Speeder Predator Raven Guard Assault Scout 0-1 Strike Cruiser Tactical Terminator Thunderhawk Whirlwind
COST 175 points 200 points 350 points 200 points 250 points 225 points 150 points 225 points 275 points 350 points 200 points 300 points
(Each allowed upgrade may be taken once per Detachment.) UNITS Replace any number of Bike units with 1 Attack Bike each Replace a Raven Guard Strike Cruiser with a Raven Guard Battle Barge Add the minimum number of Raven Guard Caestus Assault Rams to transport the formation Add 1 Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain 1 Space Marine Commander in the army may be a Supreme Commander Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination) Add 1 Hunter Add 1 option from the following: 2 Land Speeders or Tornados OR 2 Land Speeders Typhoons or Tempests Add enough Land Speeder Storms to transport the entire formation Give all units and upgrades in the formation the Planetfall ability Add any number of Raven Guard Razorbacks, up to the number required to transport the formation Add 2 Scout units All Scout units gain the Sniper ability Replace any number of Land Speeders with 1 Land Speeder Tempest, Tornado or Typhoon each Land Speeder Tornado Land Speeder Typhoon or Land Speeder Tempest
COST Free +150 points +125 points for 2 +175 points for 3 +50 points OR +100 points +50 points each +75 points +75 points +125 points +25 points each +25 points +25 points each +75 points +50 points Free +25 points each
A Raven Guard player may choose to reroll the results of scatter for units that Planetfall. The results of the re-roll are binding and must be used even if the results are worse When playing a General Tournament Scenario, a Raven Guard player may only garrison formations where half or more of the units (rounding up) are scout. The other qualifications for allowing formations to garrison do not apply to Raven Guard.
21
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save, Leader Invulnerable Save, Supreme Commander Jump Packs Mounted
Scout, Infiltrator
Reinforced Armour, Teleport, Thick Rear Armour. May use Drop pods
LV LV LV
4+ 4+ 4+
5+ 6+ 6+
5+ 5+ 5+
Land Speeder Tornado Land Speeder Typhoon Raven Guard Caestus Assault Ram Dreadnought
LV LV AV
4+ 4+ 5+
6+ 6+ 6+
5+ 5+ 5+
Skimmer, Scout Skimmer, Scout Planetfall, Reinforced Armour, Skimmer, Transport: (May carry 2 of the following units: Raven Guard Assault, Raven Guard Terminator, Tactical or Scout) 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.
AV
15cm
3+
4+
4+
AV AV AV AV
5+ 4+ 4+ 5+
6+ 6+ 6+ 6+
6+ 5+ 3+ 5+
AV AV
30cm 30cm
5+ 5+
6+ 6+
6+ 5+
Transport (may carry 1 of the following units: Raven Guard Assault, Scout and Tactical) A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both select one option before the game. Transport: (May carry 2 of the following units: Raven Guard Assault, Scout and Tactical)
RAVEN GUARD
NOTES
Planetfall, Transport: (May carry 1 formation that includes only Raven Guard Assault, Raven Guard Terminators, Tactical 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 crossfire. DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Raven Guard 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 Crafts magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Assault, Bike, Raven Guard Assault, Scout, Tactical, Terminator and Dreadnought. Terminators and Dreadnoughts take up 2 spaces each.) Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Transport: (May carry 60 of the following units: Assault, Bike, Land Speeders(all types), Raven Guard Assault, Raven Guard Terminator, Scout, Tactical or Dreadnought units; plus 60 of the following Raven Guard vehicles: Rhinos, Razorbacks, Hunters, Whirlwinds, Predators or Caestus Assault Rams; 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. Transport: (May carry 20 of the following units: Assault, Bike, Land Speeders(all types), Raven Guard Assault, Raven Guard Terminator, Scout, Tactical or Dreadnought units; plus 20 of the following Raven Guard vehicles: Rhinos, Razorbacks, Hunters, Whirlwinds, Predators or Caestus Assault Rams; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
AC/WE
Bomber
4+
5+
3+
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon Orbital Bombardment
SC
n/a
n/a
n/a
n/a
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter Plasma Blastgun Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Heavy Bolter
4x AP3+/AT5+, Fwd 2x MW2+, Slow-Firing, Fwd AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF AP5+
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
LV
35cm
4+
6+
5+
RAVEN GUARD
GREAT COMPANIES
HUNTING PACKS
PACK Wolf Guard Terminators Wolf Scout Pack Long Fangs Pack Blood Claws Pack Skyclaws Assault Pack Swiftclaws Bike Pack Fenrisian Wolves
COST 325 points 225 points 300 points 200 points 225 points 200 points 150 points
SUPPORT PACKS
PACK Land Speeder Land Raiders Predators Vindicators Whirlwinds 0-1 Strike Cruiser Thunderhawk Landing Craft
UNITS 5 Land Speeders 4 Space Wolves Land Raiders or Space Wolves Land Raider Crusaders 4 Predators (either Annihilator and/or Destructor) 4 Vindicators 4 Whirlwinds 1 Space Wolves Strike Cruiser 1 Space Wolves Thunderhawk Gunship 1 Space Wolves Landing Craft
UPGRADES Hero, Typhoon/Tornado Hero, Hunter Hero, Hunter Hero, Hunter Hero, Hunter Battle Barge none none
COST 200 points 325 points 250points 225 points 300 points 200 points 225 points 375 points
UPGRADE Hero 0-1 Wolf Lord Blood Claws Skyclaws Swiftclaw Attack Bikes Sniper Razorbacks Land Raiders 0-1 Venerable Dreadnought Dreadnoughts Typhoon/Tornado
(Upgrades may only be taken once per parent Pack) UNITS Add 1 of the following to the formation: Battle Leader, Rune Priest or Wolf Priest Add the Supreme Commander ability to either a Battle Leader or Venerable Dreadnought Add 2 Blood Claws units to the formation Add 2 Skyclaws units to the formation Replace any number of Swiftclaw Bike units with the same number of Swiftclaw Attack Bikes Add the Sniper ability to 1 or 2 units in the formation Add any number of Space Wolves Razorbacks, up to the number required to transport the formation Add up to 4 Space Wolves Land Raiders and/or Land Raider Crusaders Add the Venerable Dreadnought unit to a formation Add up to 2 Dreadnought units to the formation Replace any number of Land Speeders, on a 1 for 1 basis, with: 1 Land Speeder Tornado OR 1 Land Speeder Typhoon Add 1 or 2 Vindicator units to the formation Add 1 Hunter unit to the formation Replace the Space Wolves Strike Cruiser with a Space Wolves Battle Barge (Up to 1/3 of an armys points may be spent on Allies formations) UNITS 1 Warlord Titan 1 Reaver Titan 2 Thunderbolt Fighter-Bombers 2 Marauder Bombers
COST +50 points +50 points +50 points +75 points Free +25 points each +25 points each +75 points each +75 points +50 points each Free +25 points each +50 points each +75 points +150 points
Space Wolves Wolf Lords and Battle Leaders have the Commander special ability, 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 Commanders 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.
All Blood Claws, Skyclaws and Swiftclaws packs have an initiative rating of 2+. However, the pack has initiative 1+ when they undertake 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.
24
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader Invulnerable Save, Leader, Inspiring Unblooded Infiltrator
Unblooded, Jump Packs Unblooded, Mounted Reinforced Armour, Thick Rear Armour. May use Drop Pods
Wolf Scout
INF
15cm
5+
4+
5+
Land Speeder Land Speeder Tornado Land Speeder Typhoon Swiftclaw Attack Bikes Dreadnought
LV LV LV LV AV
4+ 4+ 4+ 4+ 3+
6+ 6+ 6+ 5+ 4+
5+ 5+ 5+ 5+ 4+
Scout, Skimmer Scout, Skimmer Scout, Skimmer Unblooded 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.
Hunter Predator Annihilator Predator Destructor Space Wolves Rhino Space Wolves Razorback Space Wolves Land Raider Space Wolves Land Raider Crusader Venerable Dreadnought
AV AV AV AV AV AV AV
5+ 4+ 4+ 5+ 5+ 4+ 4+
6+ 6+ 6+ 6+ 6+ 6+ 5+
6+ 5+ 3+ 6+ 5+ 4+ 5+
Transport: (May carry 2 of the following units: Grey Hunters, Long Fangs, Blood Claws) Transport: (May carry 1 of the following units: Grey Hunters, Long Fangs, Blood Claws) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Wolf Guard Terminator unit or 2 of the following : Grey Hunters, Long Fangs, Blood Claws) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Wolf Guard Terminator units or 3 of the following : Grey Hunters, Long Fangs, Blood Claws) Fearless, Reinforced Armour, Walker
AV
15cm
4+
3+
4+
Vindicator Whirlwind
AV AV
25cm 30cm
4+ 5+
6+ 6+
4+ 5+
Walker
SPACE WOLVES
NOTES
Planetfall, Transport: (May carry 1 formation that includes only Blood Claws, Grey Hunters, Long Fangs, Dreadnought, Venerable Dreadnought and Wolf Guard Terminator 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 5cmof 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 crossfire. DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Wolves infantry units, Swiftclaw Attack Bikes and Dreadnoughts. Wolf Guard 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 Crafts magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Blood Claws, Dreadnought, Grey Hunters, Long Fangs, Skyclaws, Swiftclaw Bikes, Venerable Dreadnought, Wolf Guard Terminators, Wolf Scout. Terminators and all Dreadnoughts take up two spaces each.) Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board.
Reaver Titan
WE
20cm
4+
3+
3+
60cm 60cm
Warlord Titan
WE
15cm
4+
2+
3+
AC/WE
Bomber
4+
5+
3+
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
SC
n/a
n/a
n/a
n/a
Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Orbital Bombardment
AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF 14BP, MW
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
Transport: (May carry 60 Space Wolves infantry units, Swift Claw Attack Bikes and Dreadnoughts; plus 60 of the following Space Wolves vehicles: 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. Transport: (May carry 20 Space Wolves infantry units, Swift Claw Attack Bikes and Dreadnoughts; plus 20 of the following Space Wolves vehicles: 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).
SPACE WOLVES
FORMATION Armoury
200 points 250 points 325 points 200 points 250 points 275 points 300 points
UPGRADE
Armoured Support Commander
UNITS
Add 1 or 2 Predator Destructors, Predator Annihilators or Vindicators to the formation. Add 1 Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain 1 Space Marine Commander in the army may be a Supreme Commander A formation containing a Captain or Supreme Commander may add a Damocles Command Rhino Add the following to the formation: 2 Devastator units plus transport and/or 2 Assault units Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination) Add up to 4 Terminator units to the formation Add 1 Hunter Replace any number of Land Speeders with 1 Land Speeder Tornado or Typhoon each 1 Land Speeder Tornado OR 1 Land Speeder Typhoon Add 1 or 2 Land Raiders Add a Land Raider Terminus to the formation Add up to 3 Razorbacks, up to the number required to transport the formation
COST
+50 points each +50 points OR +100 points +50 points extra +100 points +50 points +50 points each +75 points each +75 points Free +25 points each +75 points each +100 points +25 points for 1 +50 points for 2 +100 points for 3 +50 points
AIRCRAFT
27
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save, Leader Invulnerable Save, Supreme Commander
Attack Bike Land Speeder Land Speeder Tornado Land Speeder Typhoon Damocles Command Rhino
LV LV LV LV AV
4+ 4+ 4+ 4+ 5+
5+ 6+ 6+ 6+ 6+
5+ 5+ 5+ 5+ 6+
Skimmer, Scout Skimmer, Scout Skimmer, Scout One formation on the board, per turn, may receive the Leader ability . Determine which formation when the formation containing the Damocles Command Rhino is activated. In addition, replace the '5cm' Combined Assault restriction within the Commander and Supreme Commander abilities with 'any formation on the table.' 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.
Dreadnought
AV
15cm
3+
4+
4+
Hunter Land Raider Land Raider Terminus Predator Annihilator Predator Destructor Razorback
AV AV AV AV AV AV
5+ 4+
6+ 6+
6+ 4+
4+ 4+ 5+
6+ 6+ 6+
5+ 4+ 5+
Missile Launcher Twin Lascannon OR Power Fist Assault Cannon Hunter-Killer Twin Heavy Bolter 2x Twin Lascannon 3x Twin Lascannon 2x Lascannon 2x Lascannon Twin Lascannon 2x Heavy Bolter Autocannon Twin Heavy Bolter OR Twin Lascannon Storm Bolter Demolisher Whirlwind
45cm 45cm (base contact) 30cm 60cm 30cm 45cm 45cm 45cm 45cm 45cm 30cm 45cm 30cm 45cm (15cm) 30cm 45cm
AP5+/AT6+ AT4+ (Assault Weapons), MW, EA(+1) AP5+/AT5+ AT4+/AA4+ AP4+ AT4+ AT4+ AT5+ AT5+ AT4+ AP5+ AP5+/AT6+ AP4+ AT4+ (Small Arms) AP3+/AT4+, Ignore Cover 1BP, Indirect Fire
Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator)
AV AV AV
5+ 4+ 5+
6+ 6+ 6+
6+ 4+ 5+
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. Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Walker
APOCRYPHA OF SKAROS
NOTES
Planetfall, Transport: (may carry 1 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 5cmof 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 crossfire. DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Reaver Titan
WE
20cm
4+
3+
3+
60cm 60cm
Warhound Titan
WE
30cm
5+
4+
4+
45c m 45cm
Warlord Titan
WE
15cm
4+
2+
3+
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon Turbo Laser 2x Twin Heavy Bolter Twin Heavy Bolter Twin Heavy Bolter 2x Rockets Battle Cannon 2x Twin Heavy Bolter Twin Heavy Bolter Twin Heavy Bolter Bombs
15cm 15cm 30cm 75cm 45cm 30cm 15cm 15cm 30cm 75cm 30cm 15cm 15cm 15cm
AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF 2x AP5+/AT3+, FxF AP4+/AA5+, FxF AP4+/AA5+, Left AP4+/AA5+, Right AT4+, FxF AP4+/AT4+, FxF AP4+/AA5+, FxF AP4+/AA5+, Left AP4+/AA5+, Right 2BP, FxF, Ignore Cover
Thunderhawk Interdictor
AC/WE
Bomber
4+
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Tactical, Assault, Bike, Devastator, Dreadnought, Support Weapon and Terminator. Terminators and Dreadnoughts take up two spaces each.) Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. DC2, Reinforced Armour Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground.
Thunderhawk Bomber
AC/WE
Bomber
4+
DC2, Reinforced Armour Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground.
APOCRYPHA OF SKAROS
FORMATION Assault Deathwing Devastator Ironwing Landing Craft Land Raider Ravenwing Attack Ravenwing Support Sniper Scout 0-1 Strike Cruiser Dark Angels Tactical Thunderhawk Whirlwind
COST 175 points 350 points 250 points 250 points 350 points 325 points 350 points 200 points 150 points 200 points 275 points 200 points 300 points
UPGRADE
Battle Barge Deathwing Tactics Deathwing Support Dreadnought Hunter Ironwing Support Land Raider Master
UNITS
Replace the Dark Angels Strike Cruiser with a Dark Angels Battle Barge Replace 2 or 4 Terminators with Assault Terminators Add 2 Terminators or 2 Assault Terminators Add up to 2 Dreadnoughts. (May be either Hellfire or Executioner) Add 1 Hunter OR Add 2 Hunters Add up to 2 Vindicator or Predators Add up to 4 Land Raiders or Land Raider Crusaders Add 1 Dark Angels character to a unit in the formation. The character may be 1 of the following: Company Master, Interrogator Chaplain, Deathwing Librarian OR 0-1 Grand Master Replace any Devastator unit with a Dark Angels Devastator unit Add any number of Dark Angels Razorbacks, up to the number required to transport the formation Replace all Ravenwing Land Speeders with Ravenwing Land Speeder Tornados
COST
+150 points Free +175 points +50 points each +75 points +125 points +50 points each +75 points each +50 points +100 points Free +25 points each +25 points
When forced to take a Hold action, a Dark Angel formation may not move but gain the Fearless special ability for the rest of the turn. Ravenwing units are exempted from this rule.
Ravenwing Bike units have the Teleport Homer special ability which allows Terminator units to re-roll a '1' on the Teleport test if they appear on the table within 15cm of a Ravenwing Bike unit.
30
NOTES
Commander, Fearless, Leader Fearless, Leader Fearless, Invulnerable Save, Supreme Commander Fearless, Invulnerable Save, Inspiring, Leader Jump Packs Reinforced Armour, Teleport, Thick Rear Armour, Invulnerable Save
Mounted, Scout, Teleport Homer Infiltrator, Scout, Sniper Reinforced Armour, Teleport, Thick Rear Armour
Ravenwing Attack Bike Ravenwing Land Speeder Land Speeder Tornado Dreadnought
LV LV LV AV
4+ 4+ 4+ 3+
5+ 6+ 6+ 4+
5+ 5+ 5+ 4+
Scout Skimmer, Scout Skimmer, Scout Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) OR a Power Fist and Plasma Cannon (Executioner), not both select one option before the game. Planetfall, Transport: (may carry 1 formation that includes only Dark Angels Tactical, Dark Angels Devastator, 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 5cmof 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. Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator or Assault Terminator unit or 2 of the following units: Dark Angels Tactical, Dark Angels Devastator, Devastator)
Special
Immobile
5+
n/a
n/a
AV AV
30cm 25cm
5+ 4+
6+ 6+
6+ 4+
Hunter-Killer Twin Heavy Bolter 2x Twin Lascannon 2x Lascannon Twin Lascannon 2x Heavy Bolter Autocannon Twin Heavy Bolter OR Twin Lascannon Storm Bolter Demolisher Whirlwind
60cm 30cm 45cm 45cm 45cm 30cm 45cm 30cm 45cm (15cm) 30cm 45cm
AT4+/AA4+ AP4+ AT4+ AT5+ AT4+ AP5+ AP5+/AT6+ AP4+ AT4+ (Small Arms) AP3+/AT4+, Ignore Cover 1BP, Indirect Fire
AV AV AV
4+ 4+ 5+
6+ 6+ 6+
5+ 3+ 5+
AV AV AV
5+ 4+ 5+
6+ 6+ 6+
6+ 4+ 5+
Transport: (May carry 1 of the following units: Dark Angels Tactical, Dark Angels Devastator, Devastator, Sniper Scout). A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both select one option before the game. Transport: (May carry 2 of the following units: Dark Angels Tactical, Dark Angels Devastator, Devastator, Sniper Scout) Walker
DARK ANGELS
NOTES
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 infantry units, Ravenwing 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 Crafts magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Assault, Dark Angels Tactical, Dark Angels Devastator, Devastator, Sniper Scout, Ravenwing Bike, Assault Terminator, Terminator and Dreadnought. All Terminators and Dreadnoughts take up two spaces each) Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Slow and Steady: May not be used on the first two turns of a battle unless the scenario specifically says otherwise. Transport: (May carry 60 of the following units: Assault, Dark Angels Tactical, Dark Angels Devastator, Devastator, Ravenwing Bike, Sniper Scout, Terminator or Dreadnought units; plus 60 of the following Dark Angels 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) Transport: (May carry 20 of the following units: Assault, Dark Angels Tactical, Dark Angels Devastator, Devastator, Ravenwing Bike, Sniper Scout, Terminator or Dreadnought units; plus 20 of the following Dark Angels 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) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units or 3 of the following : Devastator, Tactical)
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
14BP, MW
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
AV
25cm
4+
5+
5+
DARK ANGELS
COST 325 first 6 units +50 per extra unit 375 points 175 points
Thunderhawk Gunship Thunderhawk Transporters 0-1 Strike Cruiser Storm Raven Flight
225 points 200 points for 2 +100 per extra unit 200 points 300 points
(Up to three upgrades may be taken per Grey Knights formation. Each upgrade may be taken once per formation) UNITS Add 1 of the following characters to a unit in the formation: Librarian, Brother Captain, 0-1 Brotherhood Champion per army Add up to 2 in any combination of the following: Grey Knights Dreadnought Nemesis Dreadknight Add 1 Grey Knights Grand Master character to a unit in the formation Add 1 Hunter Replace up to 4 Warrior Acolytes with the following: Death Cult Assassins Imperial Servitors Psyker Battle Squad 0-1 Vindicare Assassin Add up to 4 Grey Knights Land Raiders and/or Grey Knights Land Raider Redeemers Add as many Grey Knights Razorbacks as required to transport the entire formation Add as many Grey Knights Rhinos as required to transport the entire formation Add as many Grey Knights Storm Ravens as required to transport the entire formation Add 4 Inquisitorial Chimeras Add 1 Aquila Lander and 3 Arvus Lighters
+50 points each +75 points each +100 points +75 points +20 points each +10 points each +15 points each +50 points +75 points each +25 points each Free +75 points each +100 points +75 points
(Up to 1/3 of an armys points may be spent on Allies formations) COST 825 points 825 points 650 points 275 points 500 points FORMATION Thunderbolt Squadron Destroyer Squadron
Only Inquisitorial Warbands are allowed to garrison objectives in the Grand Tournament game scenario.
33
NOTES
Invulnerable Save, Leader, Commander Inspiring, Sniper, Invulnerable Save Invulnerable Save, Leader, First Strike Fearless, Invulnerable Save, Supreme Commander, Leader Invulnerable Save, Leader, Commander Jump Packs, Teleport
Grey Knights Strikes Grey Knights Purgations Grey Knights Terminators Imperial Servitors Psyker Battle Squad Vindicare Assassin Warrior Acolytes Arvus Lighter Aquila Lander Grey Knights Dreadnought
15cm 15cm 15cm 15cm 15cm 15cm 15cm 35cm 35cm 15cm
4+ 4+ 4+ 5+ 5+ 4+ 5+ 5+ 4+ 3+
4+ 4+ 3+ 5+ 6+ 4+ 5+ 4+
3+ 2+ 3+ 5+ 4+ 4+ 4+ 6+ 4+
Teleport
Planetfall, Skimmer, Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Servitors, Psyker battle Squad, Vindicare Assassin, Warrior Acolytes units) Planetfall, Skimmer, Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Servitors, Psyker battle Squad, Vindicare Assassin, Warrior Acolytes units) Walker. The Dreadnought is armed with 2x Twin Autocannon OR Heavy Psycannon and Nemesis Doomfist, not both. Select one option before the game.
Hunter Grey Knights Land Raider Grey Knights Land Raider Redeemer Nemesis Dreadknight
AV AV AV
5+ 4+ 4+
6+ 6+ 5+
6+ 4+ 4+
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit or 2 of the following unit: Purgation Squad, Strike Squad) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit or 2 of the following units: Purgation Squad, Strike Squad) Fearless, Reinforced Armour, Teleport, Walker
AV
30cm
4+
4+
3+
AV
30cm
5+
6+
5+
AV AV
30cm 35cm
5+ 5+
6+ 6+
6+ 5+
Transport: (May carry 1 of the following Grey Knights units: Purgation Squad, Strike Squad). A Grey Knights Razorback is armed with either a Twin Psycannon OR a Twin Lascannon, not both. Select one option before the game. Transport: (May carry 1 of the following Grey Knights units: Purgation Squad, Strike Squad). Planetfall, Skimmer, Reinforced Armour, Transport: (May carry 1 Grey Knights Dreadnought or 2 of the following Grey Knights units: Interceptor, Purgation Squad, Strike Squad) Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Servitors, Psyker Battle Squad, Vindicare Assassin, Warrior Acolytes units)
Inquisitorial Chimeras
AV
30cm
5+
6+
5+
GREY KNIGHTS
NOTES
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll D6 in the end phase of every turn: 1: Censorium Dome explodes, Titan is destroyed.; 2-3: 1 additional point of damage; 4-6: Censorium Dome repaired and causes no further trouble. If Censorium explodes any units within 5cms will be hit on a roll of 4+. DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
45cm 45cm
Warlord Titan
WE
15cm
4+
2+
3+
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Turbo Laser Destructor 2x Twin Heavy Bolter
AP4+/AA5+, Right Arc AP4+/AA5+, Left Arc AP4+/AA5+, FxF 2x AP3+/AT3+, FxF AP4+/AA4+
AC/WE
Bomber
4+
6+
5+
Marauder Destroyer
AC/WE
Bomber
5+
AC
Fighter-Bomber
6+
n/a
n/a
SC
3x Twin Autocannons Twin Heavy Bolters Twin assault Cannons 2x Underwing Rockets Stormbolters Multilaser Underwing Rockets Orbital Bombardment
AP4+/AT5+, FxF AA5+ AA4+, Rear Arc AT4+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF 5BP, MW
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. DC 2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Dreadnought, Purgation Squad, Strike Squad, Terminator, Dreadnoughts, Terminators take up 2 spaces each.) Critical Hit Effect: the Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Grey Knights Land Raider or Land Raider Redeemer or 2 of the following Grey Knights vehicles: Nemesis Dreadknight, Rhinos, Razorbacks, Hunters; plus any Grey Knights infantry units being transported by these vehicles). Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground. DC2 Critical Hit Effect: Destroyed.
Transport (may carry 20 of the following units: Dreadnought, Warrior Acolytes, Nemesis Dreadknight, Purgation Squad, Strike Squad, Terminator units; plus 20 of the following Grey Knights vehicles: Rhinos, Land Raiders, Land Raider Redeemers, Razorbacks, Hunters, Storm Ravens, Arvus Lighters, Aquila Landers plus 6 Thunderhawk Gunships or Transporters)
GREY KNIGHTS
1.12 NetEA EXPERIMENTAL IMPERIAL FISTS PLANETARY TASKFORCE SPACE MARINE ARMY LIST
v1.2. Sub-Army Champion: "Frogbear" Imperial Fists Space Marine armies have a Strategy rating of 5. All Imperial Fists and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. (An Imperial Fists Planetary Taskforce army may contain any number of Imperial Fists Detachments) CORE UNITS UPGRADES 4 Assault units Commander 4 Devastator units All 4 Land Raiders Achilles, Commander, Hunter, Vindicator 5 Land Speeders Commander, Tornado/Typhoon 4 Predators (Annihilator and/or Commander, Vindicator, Hunter Destructor in any combination) 4 Scout Sniper units Commander, Dreadnoughts, Vindicator 6 Tactical units All 4 Terminator Assault units Commander 4 Thunderfire Cannons Dreadnoughts 4 Vindicators Commander, Hunter, Vindicator 4 Whirlwinds Commander, Hunter, Whirlwind (Each allowed upgrade may be taken once per Detachment.) UNITS Replace up to 4 Land Raiders with Land Raiders Achilles
FORMATION Assault Devastator Land Raider Land Speeder Predator Scout Snipers Tactical Terminator Thunderfire Battery Vindicator Whirlwind Battery
COST 150 points 225 points 325 points 200 points 250 points 200 points 250 points 350 points 250 points 225 points 300 points
Transport
Vindicator Whirlwind
Add 1 Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain 1 Space Marine Commander in the army may be a Supreme Commander Add 1 or 2 Dreadnoughts (Hellfire or Siege in any combination) Add up to 2 Hunters Add any number of Razorbacks, up to the number required to transport the formation Add up to 2 Thunderfire Cannon units Replace any number of Land Speeders with 1 Land Speeder Tornado or Typhoon each 1 Land Speeder Tornado OR 1 Land Speeder Typhoon Add one of the following options: Rhinos (add only enough to carry the entire formation) 2 Land Raider Crusaders Add 1 or 2 Vindicators Add 2 Whirlwinds (Up to 1/3 of the armys points may be spent on Static Defences , Navy and War Engine formations)
CORE UNITS 50cm x 2.5cm of Minefield and 1 Firebase 3 Hyperios Platforms 6 Tarantulas
Imperial Fists formations may re-roll any dangerous terrain test required to move into or through Minefields they have purchased as part of their army selection.
36
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save, Leader Invulnerable Save, Supreme Commander Jump Packs Reinforced Armour, Teleport, Thick Rear Armour, Invulnerable Save Scout, Infiltrator, Sniper
Expendable Skimmer, Scout Skimmer, Scout Skimmer, Scout May be armed with only one of the listed weapon types Walker Walker
AV AV AV
5+ 4+ 4+
6+ 6+ 6+
6+ 4+ 4+
AV
25cm
4+
5+
5+
Predator Annihilator Predator Destructor Imperial Fists Razorback Imperial Fists Rhino Vindicator Whirlwind
AV AV AV
4+ 4+ 5+
6+ 6+ 6+
5+ 3+ 5+
45cm 45cm 15cm 15cm (15cm) (base contact) 60cm 30cm 45cm 60cm 15cm AND (15cm) (base contact) (15cm) 30cm 45cm 45cm 30cm 45cm 30cm 45cm (15cm) 30cm 45cm
Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator, Tactical or Devastator unit) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units or 3 of the following : Devastator, Tactical)
AV AV AV
5+ 4+ 5+
6+ 6+ 6+
6+ 4+ 5+
Transport: (May carry 1 of the following units: Tactical, Devastator) A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both select one option before the game. Transport: (May carry 2 of the following units: Tactical, Devastator) Walker
IMPERIAL FISTS
NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. DC2 Critical Hit Effect: Destroyed
Warlord Titan
WE
15cm
4+
2+
3+
AC/WE
Bomber
4+
n/a
n/a
AC
Fighter-Bomber
6+
n/a
n/a
2x Twin Heavy Bolter Bomb Racks Twin Lascannon Stormbolters Multilaser Underwing Rockets
AA5+ 3BP, FxF AT4+/AA4+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF
IMPERIAL FISTS
FORMATION Assault Devastator Predator Tank Squadron Siege Assault Siege Dreadnought Talon Tactical Terminator Thunderfire Defence Battery Thunderhawk Vindicator Tank Squadron Whirlwind Support Squadron
COST 150 points 250 points 325 points 400 points 250 points 275 points 325 points 250 points 250 points 300 points 400 points
COST +125 points for 2 +175 points for 3 +100 points each +75 points each +50 points OR +100 points +85 points +50 points each +150 points +150 points +150 points +150 points +325 points +150 points +100 points +25 points each Free +75 points Free
Heavy Transport
39
1.13 NetEA Experimental SIEGE ASSAULT VANGUARD SPACE MARINE ARMY REFERENCE 1
NAME Captain Chaplain Librarian Supreme Commander Assault Bike Devastator Scout Siege Assault Siege Devastator Siege Tactical Siege Terminator TYPE CH CH CH CH INF INF INF INF INF INF INF INF SPEED n/a n/a n/a n/a 30cm 35cm 15cm 15cm 15cm 15cm 15cm 15cm ARMOUR n/a n/a n/a n/a 4+ 4+ 4+ 5+ 4+ 4+ 4+ 4+ CC n/a n/a n/a n/a 3+ 3+ 5+ 4+ 3+ 5+ 4+ 3+ FF n/a n/a n/a n/a 5+ 4+ 3+ 5+ 5+ 4+ 5+ 3+ WEAPONS Power Weapon Power Weapon Power Weapon Smite Power Weapon Chainswords Bolt pistols Chainswords Bolters 2x Missile Launcher Heavy Bolter Shotguns Chainswords Bolt pistols 2x Multi-melta Multi-melta Thunder Hammers 2x Heavy Flamers Bolters Missile Launcher Thunderfire Cannon Missile Launcher Twin Lascannon OR Power Fist 2x Multi-melta Hurricane Bolter Seismic Hammer Flamestorm Cannon Heavy Flamer Siege Drill Hunter-Killer Firefury Missile Launcher Magna Melta Twin Heavy Bolter 2x Twin Lascannon Thunderfire Cannon 2x Twin Multi Meltas 2x Twin Lascannon Whirlwind Launcher 4x Twin Heavy Bolter STRATEGY 5 RANGE (base contact) (base contact) (base contact) (15cm) (base contact) (base contact) (15cm) (base contact) (15cm) 45cm 30cm (15cm) (base contact) (15cm) 15cm AND (15cm) 15cm AND (15cm) (base contact) 15cm AND (15cm) (15cm) 45cm 60cm 45cm 45cm (base contact) 15cm AND (15cm) (15cm) (base contact) 15cm 15cm (15cm) (base contact) 60cm 30cm 15cm AND (15cm) 30cm 45cm 60cm 15cm AND (15cm) 45cm 45cm 30cm FIREPOWER (Assault Weapons), MW, EA(+1) (Assault Weapons), MW, EA(+1) (Assault Weapons), MW, EA(+1) (Small Arms), MW, EA(+1) (Assault Weapons), MW, EA(+1) (Assault Weapons) (Small Arms) (Assault Weapons) (Small Arms) AP5+/AT6+ AP5+ (Small Arms) (Assault Weapons) (Small Arms) MW5+ (Small Arms), MW MW5+ (Small Arms), MW (Assault Weapons), MW, EA(+1) AP4+, Ignore Cover (Small Arms), Ignore Cover (Small Arms) AP5+/AT6+ 2xAP4+/AT6+, Disrupt OR Ignore Cover AP5+/AT6+ AT4+ (Assault Weapons), MW, EA(+1) MW5+ (Small Arms), MW (Small Arms) (Assault Weapons), MW, EA(+1) AP3+, Ignore Cover AP4+, Ignore Cover (Small Arms), Ignore Cover (Assault Weapons), MW, EA(+1) AT4+/AA4+ 1BP, Single Shot MW5+ Small Arms, MW AP4+ AT4+ 2xAP4+/AT6+, Disrupt OR Ignore Cover MW4+ (Small Arms), MW AT4+ 1BP Indirect Fire AP4+
NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save, Leader Invulnerable Save, Supreme Commander Jump Packs Mounted
Scout, Infiltrator
INF INF AV
4+ 5+ 3+
4+ 6+ 4+
4+ 5+ 4+
Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) OR a Power Fist and Multimelta (Vulcan), not both select one option before the game.
AV AV
15cm 15cm
4+ 3+
3+ 4+
4+ 3+
Hunter Siege Assault Vanguard Caestus Assault Ram Siege Assault Vanguard Land Raider Siege Assault Vanguard Land Raider Achilles Siege Assault Vanguard Land Raider Helios Siege Assault Vanguard Land Raider Prometheus
AV AV
30cm 35cm
5+ 5+
6+ 6+
6+ 5+
Planetfall, Reinforced Armour, Skimmer, Transport: (May carry 1 Siege Terminator unit or 2 of the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 of the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 1 of the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical) Replace the '5cm' Combined Assault restriction within the Commander and Supreme Commander abilities with 'any formation on the table.'
AV AV
25cm 25 cm
4+ 4+
6+ 6+
4+ 4+
AV AV
25cm 25cm
4+ 4+
6+ 6+
5+ 4+
NOTES
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)
AV AV AV
4+ 4+ 5+
6+ 6+ 6+
5+ 3+ 5+
AV AV AV AC/WE
5+ 4+ 5+ 4+
6+ 6+ 6+ -
6+ 4+ 5+ -
Transport (may carry 1 of the following units: Devastator , Siege Devastator, Siege Tactical, Tactical). A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both select one option before the game. Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Walker DC2, Reinforced Armour Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground.
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
45cm 45cm
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Warlord Titan
WE
15cm
4+
2+
3+
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
AV
25cm
4+
5+
5+
Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Frag Launchers Hurricane Bolters Twin Assault Cannon
15cm 30cm 30cm 15cm 15cm 45cm (base contact) (15cm) 30cm
AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF (Assault Weapons) (Small Arms), EA(+2) AP4+/AT4+
Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units or 3 of the following units: Tactical or Devastator)
2.0.2 FORTIFICATIONS
42
COMPANY 0-1 Regimental HQ Infantry Company Mechanised Infantry Company Tank Company Super-Heavy Tank Company Artillery Company
COST 500 points 250 points 400 points 650 points 500 points 650 points
(Up to three upgrades may be added to each Steel Legion Company) UPGRADE UNITS COST Fire Support Platoon Add 4 Support Squad units* +100 points Infantry Platoon Add 6 Imperial Guard Infantry units* +100 points Tank Squadron Add 3 Leman Russ or 3 Leman Russ Demolisher +175 points Hellhound Squadron Add 3 Hellhounds +125 points Griffon Battery Add 3 Griffons +75 points Snipers Add up to 2 Snipers units* +25 points each Ogryns Add 2 Ogryns units* +50 points Flak Add 1 Hydra +50 points * May have Chimera transport vehicles at 25 points each. You must take enough Chimera to transport the whole formation. You may not take more than 1 Chimera per unit in the formation. (Up to two Support Formations may be taken per Steel Legion Company) CORE UNITS 6 Rough Rider units 8 Storm Trooper units (May have 4 Valkyrie transport vehicles) 3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore 4 Sentinels 2 Deathstrike Missile Launchers 1 Baneblade or Shadowsword 1 Lunar class Cruiser OR 1 Emperor class Battleship 3 Hydras 4 Vultures
FORMATION Rough Rider Platoon Storm Trooper Platoon Artillery Battery Sentinel Squadron 0-1 Deathstrike Missile Battery Super-Heavy Tank Platoon 0-1 Orbital Support Flak Battery Vulture Squadron
COST 150 points 200 points (+150 points) 250 points 100 points 200 points 200 points 150 points 300 points 150 points 300 points
(Up to 1/3 of an armys points may be spent on Allies formations) COST 825 points 650 points 275 points 500 points FORMATION Thunderbolt Squadron Marauder Squadron
43
NOTES
Leader, Fearless, Inspiring Commander
INF
15cm
5+
4+
5+
Supreme Commander
INF
15cm
6+
5+
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 and divide by 2 (rounding up) to find the number of Autocannon shots you may take.
INF INF
15cm 20cm
3+ 6+
4+ 4+
5+ 6+
Sniper Storm Troopers Support Squad Sentinel Basilisk Bombard Chimera Deathstrike Missile Launcher Griffon Hellhound Hydra Leman Russ
15cm 15cm 15cm 20cm 20cm 20cm 30cm 20cm 30cm 30cm 30cm 20cm
5+ 6+ 5+ 6+ 5+ 6+ 6+ 4+ 6+ 4+
6+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
5+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 3+ 5+ 4+
Scout Scout
Scout, Walker May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages.
Transport: (May carry 1 Ogryn unit OR any 2 of the following units: Commander, Support Squad, Infantry, Snipers, Storm Troopers, Supreme Commander)
Reinforced Armour
AV
20cm
4+
6+
3+
Reinforced Armour
AV
20cm
4+
6+
4+
Reinforced Armour
Manticore Valkyrie
AV AV
20cm 35cm
6+ 5+
6+ 6+
5+ 5+
STEEL LEGION
NOTES
Skimmer, Scout
Baneblade
WE
15cm
4+
6+
4+
DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
WE WE
15cm 20cm
4+ 4+
6+ 3+
5+ 3+
Warhound Titan
WE
30cm
5+
4+
4+
45cm 45cm
DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Warlord Titan
WE
15cm
4+
2+
3+
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon
AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF
STEEL LEGION
UPGRADE Hellhound Squadron Griffon Battery Rapier Platoon Snipers Siege Infantry Platoon Thudd Gun Platoon
(One Fortified Position may be taken per Siege Regiment Company) UNITS Up to 50cm of trenches and 50cm of razor wire, plus up to 6 Gun Emplacements or Bunkers in any combination (Up to 1/4 of the armys points may be spent on Imperial Allies formations.) UNITS 2 Thunderbolt Fighters 2 Marauder Bombers
+75 points
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.
46
INF
15cm
5+
4+
5+
INF INF
10cm 20cm
6+
4+
5+ 6+
Sapper
INF
15cm
6+
5+
5+
Siege Infantry Sniper Thudd Gun Blitzen AA Gun Howitzer Weapon Platform Land Crawler Bombard Deathstrike Missile Launcher Griffon Hellhound Ragnarok Heavy Tank Siegfried Light Tank Baneblade
15cm 15cm 10cm Immobile Immobile 15cm 20cm 20cm 30cm 30cm 15cm 30cm 15cm
6+ 6+ 6+ 6+ 4+ 4+ 5+ 4+
6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
5+ 5+ 5+ 6+ 6+ 6+ 5+ 5+ 5+ 3+ 4+ 5+ 4+
WE AC
15cm Fighter-Bomber
4+ 6+
6+ n/a
5+ n/a
AC
Bomber
4+
n/a
n/a
STRATEGY 1 RANGE FIREPOWER NOTES (base contact) (Assault Weapons), MW, EA(+1) Leader, Fearless, Inspiring (base contact) (Assault Weapons) Commander (15cm) (Small Arms) 45cm AP5+/AT6+ (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander (15cm) (Small Arms) 45cm AP5+/AT6+ 45cm AP6+/AT4+ (base contact) (Assault Weapons), EA (+1), First Strike Infiltratos, Mounted, Scouts (base contact) (Assault Weapons) (15cm) (Small Arms) (base contact) (Assault Weapons), MW, EA(+1) Walker 15cm AP4+, Ignore Cover AND (15cm) Ignore Cover (15cm) (Small Arms) 30cm AP6+ 30cm AP5+, Sniper Scout 45cm AP4+/AT6+, Indirect Fire 60cm AP6+/AT5+/AA5+ 90cm 1BP, Indirect Fire 30cm AP6+ Transport: (May carry 1 of the following units: Any Weapon Platform, Thudd Gun or Rapier Laser Destroyer) 30cm AP5+ 45cm 2BP, Ignore Cover, Slow Firing, Indirect Fire 30cm AP5+ Unlimited MW2+, TK(D6), One-Shot, Indirect Fire 30cm AP5+ 30cm 1BP, Indirect Fire 30cm AP5+ 30cm AP3+, Ignore Cover 30cm AP6+ Reinforced Armour, Walker 60cm AP4+/AT4+ 30cm AP5+/AT6+ Scout 30cm AP4+ DC3, Reinforced Armour 30cm AP3+/AT4+, Ignore Cover, FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ 45cm AP5+/AT6+ 45cm AT5+ 75cm AP3+/AT3+ 30cm AP5+ DC3, Reinforced Armour 90cm MW2+, TK(D3), FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ 15cm AP4+/AA5+, FxF 30cm AP5+/AT6+/AA5+, FxF 30cm AT4+, FxF 15cm AA5+ 15cm 3BP, FxF 45cm AT4+/AA4+, FxF
BARAN SIEGEMASTERS
2.3 NetEA APPROVED DEATH KORPS OF KRIEG IMPERIAL GUARD ARMY LIST
Final version 2012 (2-Dec-11). Sub-Army Champion: "Evil&Chaos" Death Korps armies have a Strategy rating of 2. All Death Korps and Imperial Navy formations have an initiative rating of 2+. Titan Legion Battlegroups have an initiative rating of 1+. (A Death Korps Imperial Guard army may contain any number of Companies) CORE UNITS 1 Imperial Guard Supreme Commander unit and 19 Death Korps Infantry units 1 Imperial Guard Commander unit and 19 Death Korps Infantry units 12 Death Korps Rough Rider units
COMPANY 0-1 Death Korps Regimental HQ Death Korps Infantry Company Death Rider Company (0-1 per 1500 points)
UPGRADE Fire Support Battery Gorgon Siege Transporters Heavy Tank Hellhound Squadron Infantry Platoon Tank Squadron
(Up to three upgrades may be added to each Death Korps Company) UNITS Add 4 Death Korps Support Squad units Add 2 Death Korps Gorgon Siege Transporters (May not be added to Death Rider Companies) Add 1 Macharius Heavy Tank Add 3 Hellhounds Add 10 Death Korps Infantry units (May have 1 Death Korps Gorgon Siege Transporter) Add 3 Leman Russ variants from the following: Leman Russ Leman Russ Demolisher Leman Russ Thunderer
FORMATION Artillery Support Company Death Rider Scout Platoon 0-1 Deathstrike Silo Engineers Platoon Grenadiers Platoon Heavy Support Battery
Heavy Tank Platoon Light Support Battery Self-Propelled Heavy Support Super-Heavy Tank Platoon Super-Heavy Tank Support Company Tank Platoon
(Up to two Support Formations may be taken per Death Korps Company) CORE UNITS 9 Earthshaker platforms (May have 9 Trojans or 9 Gun Emplacements) 6 Death Korps Rough Rider units. (All units in this formation have the Scout special ability) 1 Death Korps Deathstrike Missile Silo 8 Death Korps Engineer units and 1 Hades Breaching Drill 8 Death Korps Grenadier units (May add 8 Death Korps Centaurs OR 1 Death Korps Gorgon Siege Transporter) 3 Hydra platforms or 3 Death Korps Heavy AA platforms, in any combination 3 Earthshaker platforms 3 Medusa platforms (Heavy Support Batteries may have 3 Death Korps Trojans or 3 Gun Emplacements) 2 Macharius Heavy Tanks and 1 Macharius Command tank 4 Death Korps Quad Launchers or 4 Death Korps Heavy Mortars (Light Support Batteries may have 4 Death Korps Centaurs or 20cm of Trenches) 3 Bombards 1 Stormblade, Stormsword, Baneblade, or Shadowsword. A formation of 3 Stormblades, Stormswords, Baneblades, Shadowswords, or any mix of the four types 6 Leman Russ variants. (Including 0-1 Vanquisher for +50 points)
COST 600 Points (Free) 150 points 250 points 300 points 225 Points (+75 Points) 125 Points 200 Points 275 Points (Free) 350 Points 200 Points (Free) 250 points 200 points 500 points 280 points
(Up to 1/3 of an armys points may be spent on Allies formations) COST 825 points 650 points 275 points 500 points FORMATION Thunderbolt Squadron Heavy Squadron
FORTIFICATIONS Trenchworks
TERRAIN INFANTRY VEHICLE WAR ENGINE Trenches 4+ Cover Save Dangerous No Effect Bunker 3+ Cover Save Dangerous Impassable Gun Emplacement 4+ Cover Save 5+ Cover Save No Effect Trenches may hold 1 Infantry Unit per 4cm of length, Gun Emplacements may hold 1 Unit and Bunkers may hold 3 Units. Bunkers are Fortifications
48
2.3 NetEA APPROVED DEATH KORPS OF KRIEG IMPERIAL GUARD ARMY REFERENCE 1
NAME Commissar Death Korps Commander Death Korps Supreme Commander Death Korps Engineers Death Korps Support Squad Death Korps Grenadiers Death Korps Heavy Mortar Death Korps Infantry Death Korps Quad Launcher Death Korps Rough Riders Death Korps Centaur Earthshaker Platform Heavy AA Platform Hydra Platform Medusa Platform Bombard Hellhound Leman Russ TYPE CH INF INF INF INF INF INF INF INF INF LV LV LV LV LV AV AV AV SPEED n/a 15cm 15cm 15cm 15cm 15cm 5cm 15cm 5cm 20cm 35cm Immobile Immobile Immobile Immobile 20cm 30cm 20cm ARMOUR n/a 6+ 5+ 5+ 5+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 4+ 4+ CC n/a 4+ 4+ 4+ 5+ 5+ 6+ 5+ 6+ 4+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ FF n/a 5+ 5+ 5+ 4+ 4+ 6+ 5+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 5+ 3+ 4+ WEAPONS Power Weapon Twin Heavy Stubber Power Weapon Twin Heavy Stubber Mole Launchers Twin Heavy Stubber Autocannon Heavy Flamers Heavy Mortar Lasguns Quad Launcher Power Lance Heavy Stubber Earthshaker Heavy AA gun 2x Hydra Autocannon Medusa Siege Gun Heavy Bolter Siege Mortar Heavy Bolter Inferno Cannon 2x Heavy Bolter Lascannon Battle Cannon 2x Plasma Cannon Demolisher Lascannon Demolisher Cannon 2x Heavy Bolter Lascannon Vanquisher Heavy Bolter STRATEGY 2 RANGE (base contact) 30cm (15cm) (base contact) 30cm 45cm 45cm 15cm 30cm (15cm) 45cm (base contact) 30cm 120cm 60cm 45cm 30cm 30cm 45cm 30cm 30cm 30cm 45cm 75cm 30cm 30cm 45cm 30cm 30cm 45cm 75cm 30cm FIREPOWER (Assault Weapons), MW, EA(+1) AP5+ (Small Arms) (Assault Weapons), MW, EA(+1) AP5+, Ignore Cover AP5+ AP5+/AT6+ AP4+, Ignore Cover 1BP, Indirect Fire (Small Arms) 2x AP4+, Indirect Fire (Assault Weapons), First Strike AP6+ AP4+/AT4+ OR 1BP Indirect Fire AP5+/AT5+/AA5+ AP4+/AT5+/AA5+ MW4+, Ignore Cover AP5+ 2BP, Ignore Cover, Slow Firing, Indirect Fire AP5+ AP3+, Ignore Cover AP5+ AT5+ AP4+/AT4+ AP4+/AT4+, Slow Firing AP3+/AT4+, Ignore Cover AT5+ AP3+/AT4+, Ignore Cover AP5+ AT5+ AP4+/AT2+ AP5+ -
NOTES
Leader, Fearless, Inspiring Commander Supreme Commander
Scouts
May fire non-BP weapon indirect Mounted, Infiltrator. (May have Scout) Transport: (May carry 1 unit of the following: Heavy Mortar, Quad Gun, Grenadier)
Reinforced Armour
AV
20cm
4+
6+
3+
Reinforced Armour
AV AV
20cm 20cm
4+ 4+
6+ 6+
5+ 4+
AV Special
20cm Immobile
6+ -
6+ -
6+ -
Baneblade
WE
15cm
4+
6+
4+
WE
20cm
4+
6+
6+(5+)
WE
Immobile
4+
6+
4+
3x Twin Heavy Bolter Demolisher Autocannon 2x Lascannon Main Battle Cannon 2x Twin Heavy Stubbers and 1 of the following options: Gorgon Mortars OR 2x Twin Heavy Bolters Deathstrike Missile
AP4+ AP3+/AT4+, Ignore Cover, FxF AP5+/AT6+ AT5+ AP3+/AT3+ AP5+ 2BP, One-Shot, Indirect Fire , Fwd AP4+ MW2+, TK(D6), Slow Fire, Indirect Fire
Transport: (May carry 1 Weapon Platform) Tunneler, Transport: (May carry 8 Death Korps Engineer units) 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. No Blast Marker is generated for its parent Hades Breach Drill leaving the formation behind during the game. DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
DC3, Reinforced Armour, Walker, Transport: (May carry 10 Infantry units). Critical Hit Effect: Immobilized. Further critical hits will destroy the Gorgon outright. Has FF5+ is Twin Heavy Bolters are chosen DC3, Reinforced Armour. Critical Hit Effect: Destroyed. All units within 5cm take a MW4+ hit.
2.3 NetEA APPROVED DEATH KORPS OF KRIEG IMPERIAL GUARD ARMY REFERENCE 2
NAME Macharius Heavy Tank TYPE WE SPEED 15cm ARMOUR 4+ CC 6+ FF 4+ WEAPONS 2x Battlecannon 2x Heavy Bolters Twin Heavy Stubber 2x Heavy Bolters Twin Heavy Stubber and 1 of the following options: 2x Vanquishers OR Vulcan Megabolter 2x Heavy Bolter Volcano Cannon Heavy Bolter 2x Twin Heavy Bolter 2x Lascannon Plasma Blastgun 2x Heavy Flamer Heavy Bolter 2x Twin Heavy Bolter Siege Cannon 2x Turbolaser Destructor Rocket Launcher STRATEGY 2 RANGE 75cm 30cm 30cm 30cm 30cm 75cm 45cm 30cm 90cm 30cm 30cm 45cm 45cm 15cm 30cm 30cm 30cm 60cm 60cm FIREPOWER AP4+/AT4+ AP5+ AP5+ AP5+ AP5+ AP4+/AT2+ 4x AP3+/AT5+ AP5+ MW2+, TK(D3), FxF AP5+ AP4+ AT5+ 2x MW2+, Slow-Firing, FxF AP4+, Ignore Cover AP5+ AP4+ 3BP, Disrupt, Ignore Cover, FxF 4x AP5+/AT3+, Fwd 3BP, FxF
NOTES
DC2, Reinforced Armour Critical Hit Effect: Destroyed DC2, Reinforced Armour. Critical Hit Effect: Destroyed
WE
15cm
4+
6+
4+
Shadowsword Stormblade
WE WE
15cm 15cm
4+ 4+
6+ 6+
5+ 5+
DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
Stormsword
WE
15cm
4+
6+
4+
DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
45cm 45cm
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Warlord Titan
WE
15cm
4+
2+
3+
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.
AC
Fighter-Bomber
6+
n/a
n/a
AC/WE
Bomber
5+
n/a
n/a
Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon
AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF
2.4 NetEA APPROVED MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY LIST
Final version 2012 (2-Dec-11). Sub-Army Champion: "Moscovian" Minervan Legion Imperial Guard armies have a Strategy rating of 2. Titan Legion formations have an initiative rating of 1+. Minervan Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+. (A Tank Legion Imperial Guard army may contain any number of Companies) CORE UNITS 9 Basilisks, Manticores, or Bombards 3 Stormblades, Stormswords, Baneblades, Shadowswords, or Stormhammers, in any combination 10 Leman Russ variants from the following list: Leman Russ Leman Russ Conqueror Leman Russ Demolisher Leman Russ Exterminator Leman Russ Thunderer Up to 2 units may instead be: Leman Russ Destroyer Leman Russ Executioner Leman Russ Vanquisher
COST 650 points 500 points 425 points (+20 points each) (+10 points each) (+20 points each) (+10 points each) (Free) (+70 points each) (+20 points each) (+45 points each)
(Up to three upgrades may be added to each Tank Legion Company) UNITS Add up to 2 Hydras Add 3 Griffons Add 3 Hellhounds Add 1 Salamander Command vehicle 1 Armoured Supreme Commander character upgrade Add 3 Leman Russ variants listed in the Tank Company (Not including Destroyer, Executioner or Vanquisher) (Up to two Support Formations may be taken per Armoured Company) CORE UNITS 3 Medusas 2 Deathstrike Missile Launchers 3 Hydras 10 Imperial Guard Infantry units, plus 5 Chimeras (May add 1 Salamander Command Vehicle) 1 Lunar class Cruiser OR 1 Emperor class Battleship 3 Salamander Scout Vehicles (May add 1 Salamander Command Vehicle) 3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore 8 Storm Trooper units (May have 4 Valkyrie) 1 Stormblade, Stormsword, Baneblade, Shadowsword, or Stormhammer 6 Leman Russ variants listed in the Tank Company (Including 0-1 Destroyer, Executioner or Vanquisher) 4 Vultures
COST +50 points each +75 points +125 points +25 points +100 points +140 points
FORMATION Assault Gun Platoon 0-1 Deathstrike Missile Battery Flak Battery Mechanized Platoon 0-1 Orbital Support Salamander Scout Platoon Self-Propelled Artillery Battery Storm Trooper Platoon Super-Heavy Tank Platoon Tank Platoon Vulture Squadron
COST 150 points 200 points 150 points 300 points (+25 points) 150 points 300 points 100 points (+25 points) 250 points 200 points (+150 points) 200 points 280 points 300 points
(Up to 1/3 of an armys points may be spent on Allies formations) COST 825 points 650 points 275 points 500 points FORMATION Thunderbolt Squadron Marauder Squadron
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. 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 to deploying any units.
51
2.4 NetEA APPROVED MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY REFERENCE 1
NAME Armoured Regiment Commissar Armoured Regiment Supreme Commander Imperial Guard Infantry TYPE CH CH INF SPEED n/a n/a 15cm ARMOUR n/a n/a CC n/a n/a 6+ FF n/a n/a 5+ WEAPONS Upgraded Guns Upgraded Guns Lasguns Autocannon Hellguns Plasma Guns Heavy Bolter Earthshaker Heavy Bolter Siege Mortar Heavy Bolter 0-1x Twin Heavy Bolter 0-1x Twin Heavy Flamer 0-1x Multilaser Heavy Bolter Deathstrike Missile Heavy Bolter Heavy Mortar Heavy Bolter Inferno Cannon Heavy Bolter 2x Twin Hydra Autocannon 2x Heavy Bolter Lascannon Battle Cannon Conqueror Cannon Lascannon 2x Plasma Cannon Demolisher Lascannon Tank Destroyer Lascannon Plasma Destroyer 2x Heavy Bolter Lascannon Twin Autocannon Demolisher Cannon 2x Heavy Bolter Lascannon Vanquisher Heavy Bolter Rocket Launcher Heavy Bolter Medusa Siege Gun Heavy Bolter Heavy Flamer Heavy Bolter Autocannon STRATEGY 2 RANGE (15cm) (15cm) (15cm) 45cm (15cm) 15cm 30cm 120cm 30cm 45cm 30cm 30cm 15cm 30cm 30cm Unlimited 30cm 30cm 30cm 30cm 30cm 45cm 30cm 45cm 75cm 45cm 45cm 30cm 30cm 45cm 75cm 45cm 60cm 30cm 45cm 45cm 30cm 30cm 45cm 75cm 30cm 150cm 30cm 30cm 30cm 15cm AND (15cm) 30cm 45cm FIREPOWER (Small Arms), EA(+1) (Small Arms), EA(+1) (Small Arms) AP5+/AT6+ (Small Arms) AP5+/AT5+ AP5+ AP4+/AT4+ OR 1BP, Indirect Fire AP5+ 2BP, Ignore Cover, Slow Firing, Indirect Fire AP5+ AP4+ AP4+, Ignore Cover AP5+/AT6+ AP5+ MW2+, TK(D6), One-Shot, Indirect Fire AP5+ 1BP, Indirect Fire AP5+ AP3+, Ignore Cover AP5+ AP4+/AT5+/AA5+ AP5+ AT5+ AP4+/AT4+ AP5+/AT5+ AT5+ AP5+/AT5+ AP3+/AT4+, Ignore Cover AT5+ AT4+, TK(1) AT5+ MW4+ AP5+ AT5+ AP4+/AT5+ AP3+/AT4+, Ignore Cover AP5+ AT5+ AP4+/AT2+ AP5+ 2BP, Disrupt, Slow Firing, Indirect Fire AP5+ MW4+, Ignore Cover AP5+ AP4+, Ignore Cover (Small Arms), Ignore Cover AP5+ AP5+/AT6+
NOTES
Fearless, Leader, Inspiring Supreme Commander 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 and divide by 2 (rounding up) to find the number of Autocannon shots you may take. Scout May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages.
INF AV AV AV
5+ 5+ 6+ 5+
5+ 6+ 6+ 6+
4+ 5+ 5+ 5+
Transport: (May carry 1 Ogryn unit OR any 2 of the following units: Commander, Fire Support, Infantry, Snipers, Stormtroopers, Supreme Commander) May be armed with one twin heavy bolter, twin heavy flamer or multilaser.
AV AV AV AV AV
6+ 6+ 4+ 6+ 4+
6+ 6+ 6+ 6+ 6+
5+ 5+ 3+ 5+ 4+
Reinforced Armour
AV AV
30cm 20cm
4+ 4+
6+ 6+
5+ 3+
AV AV AV
4+ 4+ 4+
6+ 6+ 6+
6+ 5+ 3+
AV AV
20cm 20cm
4+ 4+
6+ 6+
5+ 4+
AV AV AV
6+ 6+ 6+
6+ 6+ 6+
5+ 5+ 5+
Salamander Scout
AV
35cm
6+
6+
5+
Scout
NOTES
Skimmer, Scout, Transport: (May carry 2 Storm Trooper units)
Vulture
AV
35cm
5+
6+
5+
Skimmer, Scout
Baneblade
WE
15cm
4+
6+
4+
DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
Shadowsword Stormblade
WE WE
15cm 15cm
4+ 4+
6+ 6+
5+ 5+
DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
Stormhammer Stormsword
WE WE
15cm 15cm
4+ 4+
6+ 6+
3+ 4+
DC3, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
45cm 45cm
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Warlord Titan
WE
15cm
4+
2+
3+
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
SC SC
n/a n/a
n/a n/a
n/a n/a
n/a n/a
Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Orbital Bombardment Orbital Bombardment
AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF 8BP, MW 3BP, MW
Slow and Steady (May not be used on turns one and two of a battle unless the scenario specifically states otherwise)
Pin-point Attack
MW2+, TK(D3)
2.5 NetEA DEVELOPMENTAL CADIAN SHOCK TROOPS IMPERIAL GUARD ARMY LIST
v1.3. Sub-Army Champion: "Spectrar Ghost" Cadian Shock Troops Imperial Guard armies have a Strategy rating of 2. Whiteshield Companies have an initiative rating of 3+. Adeptus Mechanicus formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.
UPGRADE Assault Transport Fire Support Platoon Infantry Platoon Kasrkin Platoon Sabre Platforms Sanctioned Psykers Snipers
FORMATION Airborne Kasrkin Armoured Fist Platoon Artillery Battery 0-1 Deathstrike Missile Battery Flak Battery Griffon Platoon Hellhound Platoon Sentinel Squadron Super-Heavy Tank Platoon Tank Platoon
(Up to two Support Formations may be taken per Cadian Shock Company) CORE UNITS 1 Imperial Guard Commander unit, 7 Kasrkin units, and 4 Valkyries 10 Imperial Guard Infantry units and 5 Chimeras 3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore 2 Deathstrike Missile Launchers 3 Hydras 6 Griffons 6 Hellhounds 4 Sentinels or 6 Cadian Sentinels 1 Baneblade, Shadowsword or Stormsword 6 Leman Russ Tanks or 6 Leman Russ Demolisher Tanks
COST 325 points 300 points 250 points 200 points 150 points 200 points 250 points 100 points 200 points 400 points
ADEPTUS MECHANICUS
UNITS 1 Warlord Titan 1 Reaver Titan 1 Ordinatus Cadia
(Up to 1/3 of an armys points may be spent on Allies formations) FORMATION Thunderbolt Squadron Marauder Squadron Colossus Squadron
CADIAN FORTIFICATIONS
In tournament games, War Engines attached to a Cadian Shock formations with non-war engine units may only transport units from their own formation (i.e., the rules for War Engine transports do not apply to Cadian Shock formations when using the tournament army lists).
54
2.5 NetEA DEVELOPMENTAL CADIAN SHOCK TROOPS IMPERIAL GUARD ARMY REFERENCE 1
NAME Commissar Battle Psykers Imperial Guard Commander TYPE CH INF INF SPEED n/a 15cm 15cm ARMOUR n/a 6+ CC n/a 4+ 6+ FF n/a 4+ 5+ WEAPONS Power Weapon Psychic Powers Chainswords Lasguns Autocannon Power Weapon Lasguns Autocannon Lasguns Autocannon Plasma Guns Twin Sabre Autocannon Sniper Rifles 2x Autocannon Autocannon Multi-Laser Heavy Bolter Earthshaker Heavy Bolter Siege Mortar Heavy Bolter Multilaser Heavy Bolter Deathstrike Missile Heavy Bolter Heavy Mortar Heavy Bolter Inferno Cannon Heavy Bolter 2x Twin Hydra Autocannon 2x Heavy Bolter Lascannon Battle Cannon 2x Plasma Cannon Demolisher Lascannon Heavy Bolter Rocket Launcher 2x Rocket Pod 2x Heavy Bolter Multilaser 3x Twin Heavy Bolter Demolisher Autocannon 2x Lascannon Main Battle Cannon STRATEGY 2 RANGE (base contact) (15cm) (base contact) (15cm) 45cm (base contact) (15cm) 45cm (15cm) 45cm 15cm 30cm 30cm 45cm 45cm 30cm 30cm 120cm 30cm 45cm 30cm 30cm 30cm Unlimited 30cm 30cm 30cm 30cm 30cm 45cm 30cm 45cm 75cm 30cm 30cm 45cm 30cm 150cm 30cm 30cm 30cm 30cm 30cm 45cm 45cm 75cm FIREPOWER (Assault Weapons), MW, EA(+1) (Small Arms), MW (Assault Weapons) (Small Arms) AP5+/AT6+ (Assault Weapons), MW, EA(+1) (Small Arms) AP5+/AT6+ (Small Arms) AP5+/AT6+ AP5+/AT5+ AP4+/AT5+/AA5+ AP5+, Sniper AP5+/AT6+ AP5+/AT6+ AP5+/AT6+ AP5+ AP4+/AT4+ OR 1BP, Indirect Fire AP5+ 2BP, Ignore Cover, Slow Firing, Indirect Fire AP5+ AP5+/AT6+ AP5+ MW2+, TK(D6), One-Shot, Indirect Fire AP5+ 1BP, Indirect Fire AP5+ AP3+, Ignore Cover AP5+ AP4+/AT5+/AA5+ AP5+ AT5+ AP4+/AT4+ AP4+/AT4+, Slow Firing AP3+/AT4+, Ignore Cover AT5+ AP5+ 2BP, Disrupt, Slow Firing, Indirect Fire 1BP, Disrupt, One-Shot AP5+ AP5+/AT6+ AP4+ AP3+/AT4+, Ignore Cover, FxF AP5+/AT6+ AT5+ AP3+/AT3+
NOTES
Leader, Fearless, Inspiring Invulnerable Save Commander
INF
15cm
5+
4+
5+
Supreme Commander
INF
15cm
6+
5+
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 and divide by 2 (rounding up) to find the number of Autocannon shots you may take.
Kasrkin Sabre Platform Sniper Support Squad Cadian Sentinel Sentinel Basilisk Bombard Chimera Deathstrike Missile Launcher Griffon Hellhound Hydra Leman Russ
15cm 10cm 15cm 15cm 20cm 20cm 20cm 20cm 30cm 20cm 30cm 30cm 30cm 20cm
5+ 5+ 6+ 5+ 6+ 5+ 6+ 6+ 4+ 6+ 4+
5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
4+ 5+ 5+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 3+ 5+ 4+
Scout Walker Scout, Walker May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages.
Reinforced Armour
AV
20cm
4+
6+
3+
Reinforced Armour
AV AV
20cm 35cm
6+ 5+
6+ 6+
5+ 5+
Baneblade
WE
15cm
4+
6+
4+
DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
2.5 NetEA DEVELOPMENTAL CADIAN SHOCK TROOPS IMPERIAL GUARD ARMY REFERENCE 2
NAME Leviathan Mobile Command Centre TYPE WE SPEED 15cm ARMOUR 4+ CC 6+ FF 3+ WEAPONS Doomsday Cannon Battlecannon 3x Twin Lascannon 3x Twin Lascannon 2x Plasma Destructor 2x Lascannon 2x Heavy Bolter 2x Heavy Bolter Volcano Cannon Vulcan Mega-bolter 3x Twin Heavy Bolters 2x Heavy Flamer 2x Heavy Flamer Heavy Bolter 2x Twin Heavy Bolter Siege Cannon 2x Turbolaser Destructor Rocket Launcher STRATEGY 2 RANGE 90cm 75cm 45cm 45cm 75cm 45cm 30cm 30cm 90cm 45cm 30cm 15cm AND (15cm) 15cm AND (15cm) 30cm 30cm 30cm 60cm 60cm FIREPOWER 3BP, MW, FxF AP4+/AT4+ AT4+, Left Arc AT4+, Right Arc 4x MW2+, Slow Firing, FxF AT5+ AP5+/AA6+ AP5+ MW2+, TK(D3), FxF 4x AP3+/AT5+, FxF AP4+ AP4+, Ignore Cover (Small Arms) AP4+, Ignore Cover (Small Arms) AP5+ AP4+ 3BP, Disrupt, Ignore Cover, FxF 4x AP5+/AT3+, Fwd 3BP, FxF
NOTES
DC 4, 2 Void Shields, Reinforced Armour, Fearless, Transport: (May carry 16 Infantry units). 6 units may Fire and FF from the fighting platform. Critical Hit Effect: First hit immobilizes, subsequent critical hits do 1 extra point of DC. DC 4, 4 Void Shields, Reinforced Armour, Inspiring. Critical Hit Effect: Destroyed. Units within 15cm suffer a hit on a 4+. All friendly formations within LOS take a BM DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ DC 3, Reinforced Armour, Transport: (May carry 8 Infantry units). 4 units may Fire and FF from the fighting platform. Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
Ordinatus Cadia
WE
15cm
5+
6+
4+
Shadowsword Stormlord
WE WE
15cm
4+ 4+
6+ 6+
5+ 3+
Stormsword
WE
15cm
4+
6+
4+
Reaver Titan
WE
20cm
4+
3+
3+
Warlord Titan
WE
15cm
4+
2+
3+
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.
AC
Fighter-Bomber
6+
n/a
n/a
AC/WE
Bomber
5+
n/a
n/a
Stormbolters Multilaser Underwing Rockets Twin Heavy Bolter turret Twin Heavy Bolters Colossus Bomb 2x Twin Heavy Bolter Bomb Racks Twin Lascannon
AC/WE
Bomber
5+
n/a
n/a
AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AP4+/AA5+, Fwd AA5+, Rear Arc 3BP, Ignore Cover, Slow Firing, FxF, OR MW2+, TK(D3), Slow Firing, FxF AA5+ 3BP, FxF AT4+, FxF
DC 2 Critical: Destroyed. Note: The Colossus Bombs MW attack must target the unit closest to the centre of the Barrage attack DC2 Critical Hit Effect: Destroyed
2.6 NetEA EXPERIMENTAL CATACHAN DEATHWORLD VETERANS IMPERIAL GUARD ARMY LIST
v1.5. Sub-Army Champion: "Chroma" Deathworld Veterans Imperial Guard armies have a Strategy rating of 2. All formations have an initiative rating of 2+. (A Deathworld Veterans Imperial Guard army may contain any number of Companies) CORE UNITS 1 Imperial Guard Commander unit, plus 9 Imperial Guard Infantry units, plus 5 Catachan Valkyries (Any infantry upgrades must be equipped with Catachan Valkyries) 1 Imperial Guard Commander unit, plus 9 Imperial Guard Infantry units 1 Supreme Commander unit, plus 9 Imperial Guard Infantry units
COMPANY 0-1 Deathworld Air Cavalry Company Deathworld Infantry Company 0-1 Deathworld Regimental HQ
(Up to three may be added to each Deathworld Veterans Company) UPGRADE UNITS Fire Support Platoon Add 4 Support Squad units* Infantry Platoon Add 6 Imperial Guard Infantry units* Mortar Section Add 3 Catachan Mortar Team units Ogryns Add 2 Ogryn units Snipers Add up to 2 Sniper units* Vulture Support 2 Vultures *These upgrades may include up to 3 Valkyries for +50 points each, up to minimum transport requirement
NAVAL SUPPORT
UNITS Choose one: 1 Lunar class Cruiser 1 Emperor class Battleship 3 Thunderbolt Fighters 2 Marauder Bombers
Catachan Deathworld Veteran armies include one Commissar for every 1000 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.
57
2.6 NetEA EXPERIMENTAL CATACHAN DEATHWORLD VETERANS IMPERIAL GUARD ARMY REFERENCE
NAME Commissar Catachan Devils TYPE CH INF SPEED n/a 15cm ARMOUR n/a 5+ CC n/a 4+ FF n/a 5+ WEAPONS Power Weapon Sniper Rifles Booby Traps Catachan Knives Demolition Charges Heavy Flamer Chainswords Lasguns Autocannon Power Weapon Lasguns Autocannon Lasguns Autocannon Lasguns 2x Mortars Ogryn Combat Weapons Ripper Guns Sniper Rifles 2x Autocannon Heavy Flamer Chainsaw Heavy Bolter Inferno Cannon 2x Plasma Cannon Demolisher Lascannon 2x Rocket Pod 2x Heavy Bolter Multilaser Heavy Bolter Twin Autocannon 2x Hellstrike Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Orbital Bombardment Orbital Bombardment Pin-point Attack STRATEGY 2 RANGE (base contact) 30cm (15cm) (base contact) (base contact) 15cm AND (15cm) (base contact) (15cm) 45cm (base contact) (15cm) 45cm (15cm) 45cm (15cm) 30cm (base contact) (15cm) 30cm 45cm 15cm AND (15cm) (base contact) 30cm 30cm 30cm 30cm 45cm 30cm 30cm 30cm 30cm 45cm 120cm 15cm 30cm 30cm 15cm 15cm 45cm FIREPOWER (Assault Weapons), MW, EA(+1) AP5+, Sniper (Small Arms) (Assault Weapons) (Assault Weapons), MW, EA(+1), One-Shot AP4+, Ignore Cover (Small Arms), Ignore Cover (Assault Weapons) (Small Arms) AP5+/AT6+ (Assault Weapons), MW, EA(+1) (Small Arms) AP5+/AT6+ (Small Arms) AP5+/AT6+ (Small Arms) AP5+, Indirect Fire (Assault Weapons), MW, EA(+1) (Small Arms) AP5+, Sniper AP5+/AT6+ AP4+, Ignore Cover (Small Arms), Ignore Cover (Assault Weapons) AP5+ AP3+, Ignore Cover AP4+/AT4+, Slow Firing AP3+/AT4+, Ignore Cover AT5+ 1BP, Disrupt, One-Shot AP5+ AT5+/AT6+ AP5+ AP4+/AT5+ AT2+, One-Shot AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF 8BP, MW 3BP, MW MW2+, TK(D3)
NOTES
Leader, Fearless, Inspiring Infiltrator, Scout, Teleport
Deathworld Veterans
INF
15cm
6+
4+
5+
Scout, Infiltrator
INF
15cm
6+
5+
5+
Commander
INF
15cm
5+
4+
5+
Supreme Commander
INF
15cm
6+
5+
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 and divide by 2 (rounding up) to find the number of Autocannon shots you may take.
3+ 6+
6+ 4+ 6+ 6+ 5+
6+ 5+ 5+ 4+ 5+
AV AV
30cm 20cm
4+ 4+
6+ 6+
3+ 3+
Reinforced Armour
Catachan Valkyrie
AV
35cm
5+
6+
5+
Skimmer, Scout, Transport: (May carry 2 of the following units: Deathworld Veterans, Imperial Guard Commander, Imperial Guard Infantry, Support Squad, Sniper) Skimmer, Scout
Vulture
AV
35cm
5+
6+
5+
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
SC SC
n/a n/a
n/a n/a
n/a n/a
n/a n/a
Slow and steady (may not be used on turns one and two of a battle unless the scenario specifically states otherwise)
2.7 NetEA EXPERIMENTAL ELYSIAN DROP TROOP REGIMENT IMPERIAL GUARD ARMY LIST
v3.1.5. Sub-Army Champion: "Honda" Elysian Drop Troop Regiment Imperial Guard armies have a Strategy rating of 2. All formations have an initiative rating of 2+. (An Elysian Drop Troop Regiment Imperial Guard army may contain any number of Elysian Drop Troop Companies.) CORE UNITS 1 Elysian Supreme Commander unit, 7 Elysian Drop Troop Infantry units May have 4 Valkyries or Vendettas 1 Elysian Commander unit, 7 Elysian Drop Troop Infantry units May have 4 Valkyries or Vendettas (Up to three upgrades may be added to each Elysian Drop Troop Company) UNITS Add 4 Drop Sentinels Add 2 Elysian Support Squad units Add up to 2 Elysian Hardened Veteran units Add 4 Elysian Drop Troop Infantry units Add up to 2 Elysian Mortar Squad units
UPGRADE Drop Sentinel Platoon Fire Support Platoon Hardened Veterans Infantry Platoon Mortar Platoon
FORMATION Drop Sentinel Squadron Storm Trooper Platoon Tauros Squadron Vulture Squadron
(Up to two Support Formations may be taken per Elysian Drop Troop Company) CORE UNITS 4 Drop Sentinels (May have 4 Valkyrie Sky Talons) 8 Elysian Storm Trooper units and 4 Valkyries 4 Tauros (May replace any Tauros for a Tauros Venator) (May have 4 Valkyrie Sky Talons) 4 Vultures (Replace 2 Vultures with 2 Vulture Punishers) (Up to 1/3 of the army's points may be spent on Imperial Navy formations)
CORE UNITS Choose one: 1 Lunar class Cruiser 1 Emperor class Battleship 4 Lightning Interceptors 2 Lightning Strike Fighters 2 Marauder Destroyers
COST 150 points 300 points 300 points 200 points 375 points
All Elysian units do not incur a -1 while rallying if an enemy is within 30cm. This does not include Imperial Navy formations.
59
2.7 NetEA EXPERIMENTAL ELYSIAN DROP TROOP REGIMENT IMPERIAL GUARD ARMY REFERENCE
NAME Commissar Elysian Commander Elysian Supreme Commander Elysian Drop Troop Infantry Elysian Hardened Veterans Elysian Mortar Squad Elysian Storm Trooper Elysian Support Squad Drop Sentinel Tauros Tauros Venator Elysian Valkyrie TYPE CH INF INF INF INF INF INF INF LV LV LV AV SPEED n/a 15cm 15cm 15cm 15cm 15cm 15cm 15cm 20cm 35cm 35cm 35cm ARMOUR n/a 6+ 5+ 5+ 5+ 6+ 6+ 6+ 5+ CC n/a 5+ 4+ 5+ 5+ 6+ 5+ 6+ 6+ 6+ 6+ 6+ FF n/a 5+ 5+ 5+ 5+ 5+ 4+ 4+ 5+ 5+ 5+ 5+ WEAPONS Power Weapon Chainswords Lasguns Power Weapon Lasguns Lasguns Shotguns Sniper Rifles Mortars Hellguns Plasma Guns 2x Missile Launchers Multi-Melta Tauros Grenade Launcher Twin Multi-laser OR Twin Lascannon 2x Rocket Pod 2x Heavy Bolter Multilaser 2x Rocket Pod 2x Heavy Bolter Heavy Bolter Twin Autocannon 2x Hellstrike Heavy Bolter Twin Punisher Cannons 3x Twin Lascannons Long-barrel Autocannon Wingtip Lascannons 2x Underwing Rockets Wingtip Lascannons 3x Twin Autocannons Twin Heavy Bolters 2x Assault Cannons 4x Hellstrike Missiles Orbital Bombardment Orbital Bombardment Pin-point Attack STRATEGY 2 RANGE (base contact) (base contact) (15cm) (base contact) (15cm) (15cm) (15cm) 30cm 20cm (15cm) 15cm 45cm 15cm AND(15cm) 30cm 30cm 45cm 30cm 30cm 30cm 30cm 30cm 30cm 45cm 120cm 30cm 30cm 45cm 45cm 30cm 30cm 30cm 30cm 15cm 15cm 45cm FIREPOWER (Assault Weapons), MW, EA(+1) (Assault Weapons) (Small Arms) (Assault Weapons), MW, EA(+1) (Small Arms) (Small Arms) (Small Arms) AP5+, Sniper AP5+, No Line of Sight required (Small Arms) AP5+/AT5+ AP5+/AT6+ MW5+ (Small Arms), MW5+ AP5+/AT6+ AP5+/AT6+ AT4+ 1BP, Disrupt, One-Shot AP5+ AP5+/AT6+ 1BP, Disrupt, One-Shot AP5+ AP5+ AP4+/AT5+ AT2+, One-Shot AP5+ 4x AP4+ AT5+ AP5+/AT6+/AA5+, FxF AT5+/AA5+, FxF AT4+, FxF AT5+/AA5+, FxF AP4+/AT5+, FxF AA5+ AA5+, Rear Arc AT4+, FxF 8BP, MW 3BP, MW MW2+, TK(D3)
NOTES
Leader, Fearless, Inspiring Commander, Leader, Teleport Supreme Commander, Teleport Teleport Teleport Teleport Scout, Teleport Teleport Walker, Teleport Walker Walker Skimmer, Scout, Transport: (May carry 2 Elysian Infantry units or 1 Tauros)
AV AV
35cm 35cm
5+ 5+
6+ 6+
5+ 5+
Skimmer, Transport: (May carry 2 Drop Sentinel units or 1 of the following units :Tauros, Tauros Venator) Skimmer, Scout
Vulture Punisher Elysian Vendetta Lightning Fighter Lightning Strike Fighter Marauder Destroyer
AV AV AC AC AC/WE
5+ 5+ 6+ 6+ 5+
Skimmer, Scout Skimmer, Scout, Transport: (May carry 2 Elysian Infantry units or 1 Tauros)
SC SC
n/a n/a
n/a n/a
n/a n/a
n/a n/a
Slow and Steady (May not be used on turns one and two of a battle unless the scenario specifically states otherwise)
UPGRADE Artillery Liaison Officer (0-1 per 2000 points) Close Air Support
Fire Support Grav-Glider Harakoni Veterans 0-1 Regimental Command Warhawks Infantry
Add 2 of the following: Vultures Vulture Punishers Add 4 Harakoni Support Squad units Add 1 Grav-Glider to the formation Add 2 Storm Trooper units Replace a Harakoni Commander unit with a Harakoni Supreme Commander unit Add 4 Warhawks units (Up to two Support Formations may be taken per Strike Company) UNITS 6 Sentinels with GravChutes (May add 3 additional Sentinels) 7 Sapper units and 1 Tech Priest unit with GravChutes (Remove GravChutes and add 4 Vendettas) (May add a Grav-Glider) 4 Vultures or Vendettas (Add 2 additional Vultures or Vendettas) (Replace any 2 with 2 Vulture Punishers) 4 Support Sentinels with GravChutes
+125 points +175 points +100 points +50 points +50 points +100 points +75 points
Fighter Squadron
Heavy Squadron Destroyer Squadron Spectre Squadron Line Breaker Relief Column
UNITS 1 Onero Overflight OR 1 Lunar class Cruiser OR 1 Emperor class Battleship (Slow and Steady special ability only applies to turn 1) 2 Lightning Interceptors, Thunderbolts, or Lightning Strike Fighters (May add 2 more Lightning Interceptors) (May replace any number with Thunderbolts or Lightning Strike Fighters) 1 Marauder Heavy Bomber 1 Marauder Destroyer 1 Marauder Spectre 10 Imperial Guard Infantry and 5 Chimeras (May add 3 Leman Russ Conquerors)
(Up to 1/3 of the army's points may be spent on Imperial Allies formations)
IMPERIAL ALLIES
COST 150 points 150 points 300 points 150 points (+125 points) (+25 points each) 175 points 175 points 225 points 300 points (+150 points)
All Infantry and Light Vehicles in a formation with GravChutes gain the Planetfall special rule. All Skimmers gain Self-Planetfall special ability.
Self-Planetfall works exactly like the Planetfall ability; however a Spacecraft is not required in order to use this ability. You must pre-plot the turn and location of arrival as with a normal Planetfall. On the designated turn the Self-Planetfalling unit is activated in the normal activation sequence. Nominate the action for the formation and roll to activate. If the unit fails to activate its arrival is delayed to the next turn. If the activation is successful, place the formation at the plotted location and determine scatter distance as normal.
A Harakoni army may place one fighter formation on CAP during the garrisoning phase of the pre-game setup. The player may still place the usual two ground formation garrisons as normal, but only one may start the game on overwatch. The fighters follow the setup rules for CAP. PLAYTEST RULE Marauder Drop Marauder Heavy Bombers gain Transport (1 formation consisting only of Infantry or Light Vehicles). While transporting units, the Marauder is unable to use its Bomb Racks. Marauder Heavy Bombers are unable to conduct an Air-Assault, and can never load any troops after the game begins. When transported troops disembark from the Marauder during a Ground Attack action, the Bomber does not count as landed, and troops with Grav Chutes or the Skimmer special rule may deploy as if they were equipped with Jump Packs.
61
NOTES
Leader, Fearless, Inspiring Commander Supreme Commander
INF
15cm
6+
5+
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 and divide by 2 (rounding up) to find the number of Autocannon shots you may take.
Sapper
INF
15cm
5+
5+
5+
Storm Trooper Harakoni Support Squad Tech Priest Warhawks Sentinel Support Sentinel Chimera Valkyrie
5+ 5+ 3+ 5+ 6+ 6+ 5+ 5+
5+ 6+ 4+ 5+ 6+ 6+ 6+ 6+
4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
Scout
Scout, Walker Scout, Walker Transport: (May carry 2 Imperial Guard Infantry units) Skimmer, Scout, Transport: (May carry 2 Storm Trooper units)
Vulture
AV
35cm
5+
6+
5+
Skimmer, Scout
Vulture Punisher Vendetta Lightning Fighter Lightning Strike Fighter Thunderbolt Fighter-Bomber Grav-Glider
AV AV AC AC AC
5+ 5+ 6+ 6+ 6+
Skimmer, Scout, Self-Planetfall Skimmer, Scout, Self-Planetfall, Transport:(May carry 2 of the following units: Sapper, Tech Priest)
AC/WE
Bomber
4+
6+
AC/WE
Bomber
5+
n/a
n/a
DC1, Reinforced Armour, Expendable, Transport: (May carry 12 of the following units: Warhawks, Harakoni Commander, Harakoni Supreme Commander, Stormtrooper, Harakoni Support Squad, Tech Priest, Sapper, all Sentinels. All Light Vehicles take up 2 spaces each) DC2 Critical Hit Effect: Destroyed
HARAKONI WARHAWKS
NOTES
DC2 Critical Hit Effect: Destroyed
Marauder Spectre Emperor Class Battleship Lunar Class Cruiser Onero Overflight
AC/WE SC SC SC
DC2 Critical Hit Effect: Destroyed Slow and Steady (May not be used on turns one and two of a battle unless the scenario specifically states otherwise)
Transport (May carry up to 20 Skimmers and any troops transported on them, as well as any number of units with Gravchutes)
HARAKONI WARHAWKS
COMPANY 0-1 Lord General Militant Command HQ Armoured Fist Company Tank Company Super-heavy Tank Company
UPGRADE Flak Griffon Battery Hellhound Squadron Mechanized Fire Support Platoon Mechanized Infantry Platoon Mechanized Snipers Tank Squadron
(Up to two Support Formations may be taken for each Imperial Crusade Company, chosen from the following: Space Marine or Imperial Guard)
6 Tactical units
Assault Detachment
4 Assault units
Devastator Detachment
4 Devastator units
Armour Detachment
0-1 Landing Craft FORMATION Flak Battery Sentinel Squadron Artillery Battery Storm Trooper Platoon Super-Heavy Tank Platoon Vulture Squadron
4 Predators Annihilator and/or Destructors and/or Vindicators in any combination 1 Landing Craft
+300 points +50 points each +50 points Free +50 points per pair +75 points +50 points each +50 points + 125 points +50 points +50 points Free +50 points per pair +75 points +50 points each +50 points +75 points +75 points each +50 points
275 points
150 points
225 points
250 points
375 points COST 150 points 100 points 250 points 200 points (+150 points) 200 points 300 points
Space Marine Thunderhawk Thunderbolt Squadron Marauder Squadron Warlord Battlegroup Reaver Battlegroup Warhound Battlegroup
64
64
NOTES
Invulnerable Save, Leader, Commander. Counts as Space Marine Commander Invulnerable Save, Leader, Inspiring. Counts as Space Marine Commander Leader, Fearless, Inspiring Invulnerable Save, Leader. Counts as Space Marine Commander Jump Packs
Commander
INF
15cm
5+
4+
5+
Supreme Commander
INF
15cm
6+
5+
5+
5+ 4+ 4+
6+ 5+ 6+ 4+ 3+
5+ 4+ 4+ 4+ 3+
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 and divide by 2 (rounding up) to find the number of Autocannon shots you may take. Scout Scout
Land Speeder Land Speeder Tornado Land Speeder Typhoon Sentinel Chimera Basilisk Bombard Deathstrike Missile Launcher Dreadnought
LV LV LV LV AV AV AV AV AV
4+ 4+ 4+ 6+ 5+ 5+ 6+ 6+ 3+
6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 4+
5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 4+
Skimmer, Scout Skimmer, Scout Skimmer, Scout Scout, Walker Transport: (May carry 2 of the following units: Imperial Guard Commander, Imperial Guard Infantry, Sniper, Stormtrooper, Support Squad) May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages.
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.
AV AV AV
6+ 4+ 5+
6+ 6+ 6+
5+ 3+ 6+
NOTES
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit) Reinforced Armour
AV
20cm
4+
6+
3+
Reinforced Armour
AV
20cm
4+
6+
4+
Reinforced Armour
AV AV AV AV
6+ 4+ 4+ 5+
6+ 6+ 6+ 6+
5+ 5+ 3+ 5+
Rhino Valkyrie
AV AV
30cm 35cm
5+ 5+
6+ 6+
6+ 5+
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. Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Skimmer, Scout, Transport: (May carry 2 Storm Trooper units)
Vindicator Vulture
AV AV
25cm 35cm
4+ 5+
6+ 6+
4+ 5+
Drop Pod
Special
Immobile
5+
n/a
n/a
Baneblade
WE
15cm
4+
6+
4+
WE WE
15cm 20cm
4+ 4+
6+ 3+
5+ 3+
3x Twin Heavy Bolter Demolisher Autocannon 2x Lascannon Main Battle Cannon 2x Heavy Bolter Volcano Cannon 2x Turbolaser Destructor Rocket Launcher
AP4+ AP3+/AT4+, Ignore Cover, FxF AP5+/AT6+ AT5+ AP3+/AT3+ AP5+ MW2+, TK(D3), FxF 4x AP5+/AT3+, Fwd 3BP, FxF
Planetfall, Transport: (may carry 1 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 5cmof 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. DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
DC3, Reinforced Armour Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+.
NOTES
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Warlord Titan
WE
15cm
4+
2+
3+
Landing Craft
AC/WE
Bomber
4+
5+
3+
Thunderhawk Gunship
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battlecannon Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Orbital Bombardment Orbital Bombardment Pin-point Attack Orbital Bombardment
15cm 15cm 30cm 75cm 15cm 30cm 30cm 15cm 15cm 45cm n/a
AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF 8BP, MW 3BP, MW MW2+, TK(D3) 5BP, MW
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move takes the Banelord into impassable terrain or another unit it stops when it contacts the obstruction and suffers an extra point of damage. Any units run over or into take a hit on a D6 roll of 4+. 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 Crafts magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. 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: Thunderhawks control surfaces are damaged. The Pilot loses control and the Thunderhawk crashes to the ground, killing all on board.
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
Emperor Class Battleship Lunar Class Cruiser Space Marine Strike Cruiser
SC SC SC
Slow and Steady (May not be used on turns one and two of a battle unless the scenario specifically states otherwise)
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)
68
FORMATION Emperor Battle Titan Warlord Battle Titan Reaver Battle Titan
UNITS 1 Warhound Titan (Must select 2 Scout Titan weapons) 2 Warhound Titans (Must select 2 Scout Titan weapons each)
(Two Scout Titan Formations may be selected for each Battle Titan formation in the army)
FORMATION 0-1 Per Corvus Assault Pod Skitarii Demi-Century Forge Knight Squadron Lysander Fighter Marauder Squadron 0-1 Orbital Support Recon Platoon Thunderbolt Squadron
(One Support Formation may be selected for each Titan formation in the army)
SUPPORT FORMATIONS
COST 100 points 200 Points 375 Points 75 Points 250 Points 150 Points 150 Points 100 Points 150 Points
3 Forge Knights OR 6 Forge Knights 1 Lysander Fighter (0-1 per Warmonger Titan) 2 Marauder Bombers 1 Adeptus Mechanicus Gothic Class Cruiser OR 1 Ark Mechanicus 4 Sentinels 2 Thunderbolt Fighters (A Titan may not be upgraded with more or less weapons than its class allows)
TITAN WEAPONS
SCOUT AND BATTLE TITAN WEAPONS Inferno Gun, Vulcan Megabolter, Plasma Blastgun Turbolaser Destructor
COST Free +25 points COST Free +25 Points +50 Points +75 Points COST +50 points +25 points +50 points +50 points
BATTLE TITAN WEAPONS Laser Burner, Corvus Assault Pod, Carapace Landing Pad Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Titan Close Combat Weapon Melta Cannon, Laser Blaster, Volcano Cannon Plasma Destructor, Support Missile, Quake Cannon UPGRADE 0-1 Legate (Battle Titans Only) Veteran Princeps (0-1 per formation) Carapace Multi-Lasers (Battle Titans Only) Sacred Icon (Battle Titans Only)
TITAN UPGRADES
If any Battle class Titan is destroyed, then any friendly Titan formations within line of sight receive 1 Blast marker.
69
NOTES
Supreme Commander Commander, Leader Infiltrator, Invulnerable Save, Reinforced Armour, Walker DC 12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring. Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 3cm tall. Critical Hit Effect: Reactor damaged. Roll a D6 in the end phase of every turn: 1: Reactor explodes - Destroyed. 2-3: Suffers extra point of damage. 4-6: Reactor repaired. Causes no further trouble. If the reactor explodes, any units within 5cms of the Warmonger will be hit on a roll of 4+. DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
Warlord Titan
WE
15cm
4+
2+
3+
Warmonger Titan
WE
15cm
4+
4+
5+
8x Doomstrike Missiles Vengeance Cannon 4x Hydra Autocannon Fire Control Centre Head Gun Tertiary armament Leg Bastions Storm Bolters Heavy Bolter Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon 2x Pin-point Attacks
Unlimited 90cm 45cm 45cm (15cm) 15cm 30cm 15cm 30cm 30cm 15cm 15cm 45cm n/a
AC AC
Fighter Fighter-Bomber
6+ 6+
n/a n/a
n/a n/a
AC
Bomber
4+
n/a
n/a
SC
n/a
n/a
n/a
n/a
Support Missile Warhead(s) May fire only 1 missile per turn 2x MW2+ TK(D3), Fwd 2x AP4+/AT5+/AA5+ Re-roll one failed to-hit roll on one of the weapon systems per turn AP4+/AT4+ FxF (Small Arms), EA(+2) Counts-as a Corvus Assault Pod AP4+/AA5+, FxF AP5+/AA6+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF MW2+, TK(D3)
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. DC 12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring. Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 3cm tall. Critical Hit Effect: Reactor damaged. Roll a D6 in the end phase of every turn: 1: Reactor explodes - Destroyed. 2-3: Suffers extra point of damage. 4-6: Reactor repaired. Causes no further trouble. If the reactor explodes, any units within 5cms of the Warmonger will be hit on a roll of 4+.
WAR GRYPHONS TITAN LEGION ARMY REFERENCE 2 WAR GRYPHONS TITAN LEGION
TYPE SC
SPEED n/a
ARMOUR n/a
CC n/a
FF n/a
WEAPONS 2x Pin-point Attacks Orbital Bombardment Apocalypse Missile Launcher Carapace Landing Pad Close Combat Weapon (Arm Only) Corvus Assault Pod Gatling Blaster Laser Blaster Laser Burner Melta Cannon Quake Cannon Plasma Cannon Plasma Destructor Support Missile (Carapace Only) Warhead Type Choose 1 option: Vortex Warp Deathstrike Barrage Volcano Cannon Plasma Blastgun Inferno Gun Vulcan Megabolter Turbolaser Destructor Carapace Multi-Lasers Sacred Icon
FIREPOWER or EFFECT MW2+, TK(D3) 5BP, MW 3BP Allows BP weapons to use Indirect Fire ability EA(+3), TK(D3) Transport: (May carry 10 Hypaspist or Tech Priest units) 4x AP4+/AT4+ 6x AP5+/AT3+ (Small Arms), EA(+2) (Assault Weapons), EA(+4) MW2+, TK(D3) (Small Arms), EA(+1), TK(D6) 3BP, MW 3x MW2+, Slow Firing 4x MW2+, Slow Firing Indirect Fire, Warhead, One-Shot 3BP, MW, TK(1), Ignore Cover MW2+, TK(D3), Ignore Shields/Powerfields MW2+, TK(D6) 10BP, Disrupt MW2+, TK(D3) 2x MW2+, Slow Firing BP3, Ignores Cover 4x AP3+/AT5+ 4x AP5+/AT3+ 2x AP5+/AT6+/AA5+ n/a
NOTES
Slow and Steady
Titan Upgrades
Inspiring
3.2 NetEA DEVELOPMENTAL ADEPTUS MECHANICUS PLANETARY DEFENCE FORCE ARMY LIST
v2.01. AMTL Army Champion: "Evil&Chaos" (at time of publishing) Adeptus Mechanicus armies have a Strategy rating of 2. Titans have an initiative rating of 1+. All other formations have an initiative rating of 2+.
FORMATION Fire Support Flak Forge Knight Squadron Heavy Tank Cataphract 0-1 Orbital Support Prtorians Sentinel Squadron Tank Cataphract
COST 725 Points + 4 Battle Titan Weapons 575 Points + 3 Scout or Battle Titan Weapons 275 points + 2 Scout Titan Weapons 500 points + 2 Scout Titan Weapons each COST 150 points 250 points
MAJORIS WEAPONS
SCOUT AND BATTLE TITAN WEAPONS Inferno Gun, Vulcan Megabolter, Plasma Blastgun Turbolaser Destructor
(A Titan may not be upgraded with more or less weapons than its class allows) Free +25 points COST Free +25 Points +50 Points +75 Points COST +25 points +50 points +50 points
TITAN WEAPONS
BATTLE TITAN WEAPONS Laser Burner, Corvus Assault Pod, Carapace Landing Pad Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Close Combat Weapon Melta Cannon, Laser Blaster, Volcano Cannon Plasma Destructor, Support Missile, Quake Cannon UPGRADE Veteran Princeps (0-1 per formation) Carapace Multi-Lasers (Battle Titans Only) Sacred Icon (Battle Titans Only)
TITAN UPGRADES
72
NOTES
Fearless, Invulnerable Save, Supreme Commander Commander, Leader
Scout, Walker Infiltrator, Invulnerable Save, Reinforced Armour, Walker Reinforced Armour Transport: (May carry 1 of the following units: Hypaspist, Tech Priest) DC2, Reinforced Armour Critical Hit Effect: Destroyed DC2, Reinforced Armour. Critical Hit Effect: Destroyed
WE
15cm
4+
6+
4+
Ordinatus Majoris
WE
10cm
5+
6+
4+
Ordinatus Minoris
WE
10cm
5+
6+
5+
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
DC4, 4 Void Shields, Reinforced Armour, Inspiring Critical Hit Effect: Destroyed. All units within 15cm suffer a hit on a 4+. Any Friendly formations with line of sight to the explosion receive 1 Blast marker. Laser Burners and Close Combat Weapons option increases CC to 3+. If a pair of Corvus Assault Pods are selected, increase the Ordinatus speed to 25cm. DC2, 2 Void Shields, Reinforced Armour Critical Hit Effect: Destroyed. All units within 15cm suffer a hit on a 5+. Laser Burner and Close Combat Weapon option increases CC to 3+. If a Corvus Assault Pod is selected, increase the Ordinatus speed to 30cm. DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
NOTES
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
Adeptus Mechanicus Gothic class Cruiser Ark Mechanicus Battle Titan Weapons
SC SC
n/a n/a
n/a n/a
n/a n/a
n/a n/a
Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon 2x Pin-point Attacks 2x Pin-point Attacks Orbital Bombardment Apocalypse Missile Launcher Carapace Landing Pad Close Combat Weapon (Arm Only) Corvus Assault Pod Gatling Blaster Laser Blaster Laser Burner Melta Cannon Quake Cannon Plasma Cannon Plasma Destructor Support Missile (Carapace Only) Warhead Type Choose 1 option: Vortex Warp Deathstrike Barrage Volcano Cannon Plasma Blastgun Inferno Gun Vulcan Megabolter Turbolaser Destructor Carapace Multi-Lasers Sacred Icon Sonic Disruptor Hellfire Missiles Nova Cannon
15cm 30cm 30cm 15cm 15cm 45cm n/a n/a n/a 60cm (base contact) 60cm 60cm (15cm) OR (base contact) 30cm AND (15cm) 90cm 60cm 75cm Unlimited
AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF MW2+, TK(D3) MW2+, TK(D3) 5BP, MW 3BP Allows BP weapons to use the Indirect Fire ability EA(+3), TK(D3) Transport: (May carry 10 Hypaspist or Tech Priest units) 4x AP4+/AT4+ 6x AP5+/AT3+ (Small Arms), EA(+2) (Assault Weapons), EA(+4) MW2+, TK(D3) (Small Arms), EA(+1), TK(D6) 3BP, MW 3x MW2+, Slow Firing 4x MW2+, Slow Firing Indirect Fire, Warhead, One-Shot 3BP, MW, TK(1), Ignore Cover MW2+, TK(D3), Ignore Shields/Powerfields MW2+, TK(D6) 10BP, Disrupt MW2+, TK(D3) 2x MW2+, Slow Firing 3BP, Ignore Cover 4x AP3+/AT5+ 4x AP5+/AT3+ 2x AP5+/AT6+/AA5+ n/a 10BP, Ignore Cover, Disrupt 6x 2BP, MW, Single Shot, Indirect Fire 4x MW3+, TK(D3) Slow and Steady
90cm 45cm 30cm 45cm 60cm 30cm n/a 100cm Unlimited 100cm
Inspiring
CORE FORMATIONS
(Each Core Formation may select up to one Upgrade) UNITS Add up to 3 Knights Paladin Add up to 3 Knights Lancer Add up to 3 Knights Errant Add 1 Senechal Character Add 1 Knight Baron
UNITS 2 Knights Crusader or Knights Castellan in any combination (May have 1 additional Knight Crusader or Knight Castellan) 3 Knights Warden 6 Armiger Sentinels (All units in the formation gain the Scout ability) (May have 1 Knight Warden) 8 Armiger Sentinels (May have 1 Knight Warden) 3 Trebuchet Howitzers 3 Ballista AA guns
SUPPORT FORMATIONS
COST 300 points (+125 points) 250 points 175 points (+75 points) 175 points (+75 points) 150 points 100 points
FORMATION Thunderbolt Squadron Lightning Squadron Warlord Titan Reaver Titan Warhound Titan Warhound Titan Pack
UNITS 2 Thunderbolt Fighters 4 Lightning Fighters 1 Warlord Titan 1 Reaver Titan 1 Warhound Titan 2 Warhound Titans
ALLIES
COST 175 points 300 points 725 Points + 4 Battle Titan Weapons 575 Points + 3 Scout or Battle Titan Weapons 275 points + 2 Scout Titan Weapons 500 points + 2 Scout Titan Weapons each COST Free +25 points COST Free +25 Points +50 Points +75 Points COST +25 points +50 points +50 points
SCOUT AND BATTLE TITAN WEAPONS Inferno Gun, Vulcan Megabolter, Plasma Blastgun Turbolaser Destructor
TITAN WEAPONS
BATTLE TITAN WEAPONS Laser Burner, Corvus Assault Pod, Carapace Landing Pad Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Close Combat Weapon Melta Cannon, Laser Blaster, Volcano Cannon Plasma Destructor, Support Missile, Quake Cannon UPGRADE Veteran Princeps (0-1 per formation) Carapace Multi-Lasers (Battle Titans Only) Sacred Icon (Battle Titans Only)
TITAN UPGRADES
It takes two Blast markers to suppress a Knight unit or kill a Knight unit in a broken formation (ignore any leftover Blast markers). Knight formations are only broken if they have two Blast markers per unit in the formation. Knight formations only count half their number of blast markers in assault resolution (rounding down - note that assault resolution will not receive +1 for having blast marker if the formation has 1 blast marker before rounding down). Halve the number of extra hits suffered by a Knight formation that loses an assault, rounding down in favour of the Knights. When a broken Knight formation rallies then it receives a number of Blast markers equal to the number of units, rather than half this number. Knight units with the Leader special ability remove 2 Blast markers instead of 1.
The Knight Shield gives a Knight a 4+ saving throw, which may only be used if the Knight is hit by a weapon with the Titan-Killer. A Knight may not use its shield against Close Combat attacks, or hits sustained in a Crossfire. Make a single saving throw per hit with a Titan Killer weapon, rather than one for each point of damage During an Assault in which an unbroken unit with the Shock Lance ability is attacking or defending (but not Supporting Fire), it gains an extra Fire Fight attack with First Strike that hits on a 5+ regardless of the unit's FF value.
75
NOTES
Commander, Leader Commander, Inspiring, Leader
DC2, Walker, Reinforced Armour, Fearless, Thick Rear Armour, Inspiring, Shock Lance, Supreme Commander, Knight Shield Critical Hit Effect: Destroyed DC1, Walker, Reinforced Armour, Thick Rear Armour, Knight Shield, Shock Lance Critical Hit Effect: Destroyed DC1, Walker, Reinforced Armour, Thick Rear Armourr, Knight Shield, Shock Lance Critical Hit Effect: Destroyed DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance
WE WE
30cm 20cm
4+ 4+
5+ 4+
3+ 4+
DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance
Knight Warden
WE
15cm
4+
6+
5+
DC1, Walker, Reinforced Armour, Thick Rear Armour, Knight Shield, Shock Lance Critical Hit Effect: Destroyed
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Warlord Titan
WE
15cm
4+
2+
3+
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.
AC AC
Fighter Fighter-Bomber
6+ 6+
n/a n/a
n/a n/a
AP5+/AT6+/AA5+, FxF AT5+/AA5+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF
KNIGHTWORLD
NOTES
Titan Upgrades
3BP, MW, TK(1), Ignore Cover MW2+, TK(D3), Ignore Shields/Powerfields MW2+, TK(D6) 10BP, Disrupt MW2+, TK(D3) 2x MW2+, Slow Firing 3BP, Ignores Cover 4x AP3+/AT5+ 4x AP5+/AT3+ 2x AP5+/AT6+/AA5+ n/a
Inspiring
KNIGHTWORLD
Before rolling to activate, formations containing at least one unit with the Faithful special rule may declare they are performing an Act of Faith. Formations doing so have a -1 penalty to their initiative for their activation roll. If the test is passed all Faithful units in the formation receive the Fearless and Invulnerable Save special abilities until the formations next activation. If the test is failed, the formation must take a Hold action as normal and no bonuses are received.
78
Retributor Ministry Seraphim Choir Exorcism Battalion Repentia Confessional Dominion Recon
250 points 225 points 250 points 250 points 175 points
ECCLESIASTIC DETACHMENTS
FORMATION Redemptionist Crusade Penitent Atonement Flagellation Pilgrimage Fraternis Militia Militia Scout Squadron Mobile Sanctuary Reverent Fury
COST 150 points 250 points 250 points 225 points 100 points 350 points 500 points
UPGRADE Heroine Priest 0- 1 Supreme Commander Repentia Dominions Penitents Exorcists Hunter Flak Leman Russ Chimeras Vehicles Transport
COST +50 points +50 points +50 points +75 points +75 points +125 points +100 points +50 points +50 points +200 points +125 points +10 points each +10 points each +30 points each +30 points each
(Up to 1/4 of an armys points may be spent on Allies formations) COST 825 points 650 points 275 points 500 points
79
NOTES
Invulnerable Save, Inspiring, Supreme Commander Leader, Commander, Invulnerable Save, Inspiring Fearless, Inspiring, Supreme Commander Fearless, Leader, Inspiring Fearless, Infiltrator, Invulnerable Save Faithful, Scout One unit in every 2 has an Autocannon. Count up the number of Infantry units in the formation that can fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take.
Faithful Jump Packs, Faithful Faithful Faithful, Fearless, Infiltrator Transport: (May carry 2 of the following units: Imperial Guard Infantry, Redemptionist) Fearless, Walker, Infiltrator, Invulnerable Save Scout, Walker Faithful Faithful, Transport (may carry up to 2 of the following Adepta Sororitas units: Battle Sisters, Retributors, Dominions or Sisters Repentia) Faithful Faithful, Transport (May carry 1 of the following Adepta Sororitas units: Battle Sisters, Retributors, Dominions or Sisters Repentia) Faithful, Transport (May carry 1 of the following Adepta Sororitas units: Battle Sisters, Retributors, Dominions or Sisters Repentia) Faithful, Walker, Transport (may carry up to 2 of the following Adepta Sororitas units: Battle Sisters, Retributors, Dominions or Sisters Repentia) Transport: (May carry 2 Imperial Guard Infantry units)
Reinforced Armour
Cathedral of Purification
WE
15cm
4+
5+
3+
Emperors Chapel
WE
15cm
4+
6+
4+
DC6, 2 Void Shields, Reinforced Armour, Fearless, Inspiring, Invulnerable Save, Transport: (May carry 12 infantry units of any type) Critical Hit Effect: Immobilised. Further critical hits inflict an additional point of damage. DC3, Reinforced Armour, Fearless, Transport: (May carry 4 infantry units) Critical Hit Effect: Destroyed. Units within 5cm suffer a hit on a roll of 6+.
Reaver Titan
WE
20cm
4+
3+
3+
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+.
ADEPTUS MINISTORUM
NOTES
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Warlord Titan
WE
15cm
4+
2+
3+
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.
Lightning Fighter
AC
Fighter
6+
n/a
n/a
45cm 30cm
ADEPTUS MINISTORUM
INQUISITORIAL FORCES
UPGRADES Inquisitor Lord, Priest, Retinue, Transport Priest, Transport Glavian Pilot None Battleship COST 200 points 225 points 125 points 700 points 75 points
FORMATION Inquisitor (0-1 per 1000 points) Stormtroopers Gun-cutter (0-1 per Inquisitor) 0-1 Inquisition Fortress 0-1 Orbital Support
(You may take any number of Inducted Imperial Guard Companies) UNITS UPGRADES 12 Imperial Guard Infantry units Priest, Flak, Leman Russ, Transport
UPGRADE Battleship Canoness Flak Glavian Pilot Leman Russ 0-1 Inquisitor Lord Priest Penitents
Retinue
Repentia Transport
(Each upgrade may only be taken once per formation) UNITS Upgrade Rogue Trader Vessel to Inquisition Battleship Add 1 Canoness character to a unit in the formation Add 1 Hydra Add a Glavian Pilot character to a Gun Cutter Add 3 Leman Russ Add the Inquisitor Lord character to the Inquisitor or Canoness unit Add 1 Priest character upgrade to 1 unit in the formation Add 3 Arco-flagellant units OR Penitent Engines May only be added to a formation containing a Priest character (These may not take character upgrades) Add up to 4 units selected from the following: Death Cult Assassins (maximum 1 per retinue) Warrior Henchmen Support Staff Add up to 3 Repentia units, plus 1 Mistress character (which must be added to a Repentia unit). If the formation has Transports, then the Repentia must have their own transports. In any combination, add a number of transport vehicles from the following: Inquisition Land Raider (Inquisitor only) You may take only enough to carry the entire formation. Inquisition Valkyrie The following restrictions apply: Inquisition Chimera If Aquila Landers are selected, no other transports may be taken. Inquisition Rhino Aquila Lander Adepta Sororitas must select from the following: Adepta Sororitas Rhino Immolator
COST +250 points +75 points +50 points +75 points +200 points +50 points +50 points +150 points
+50 points +35 points +15 points +40 points each +100 points +40 points +25 points +10 points +50 points +10 points +30 points
(Up to 1/3 of an armys points may be spent on Allies formations.) COST 825 points 650 points 275 points 500 points FORMATION Thunderbolt Squadron Marauder Squadron
A unit with this ability behaves like an aircraft, but when landed (i.e. after landing or performing an air assault action) counts as a Skimmer with a move of 35cm. While landed it behaves as a ground unit in all respects (for example, it may perform Withdrawal manoeuvres), but it may disengage at the end of the turn, in which case it reverts back to being an aircraft as normal.
Aquila Landers are part of the formation and may not leave it once landed, they may use their VTOL engines to remain with their parent formation just like any other transport. The Aquila may disengage in the end phase, but if it does so any units that are not already embarked will count as destroyed (as normal for units that are out of coherency) and the appropriate number of Blast Markers will be added to the Aquilas formation.
82
NOTES
Invulnerable Save, Inspiring, Supreme Commander Invulnerable Save, Makes Bomber AC Fughter-Bomber Fearless, Invulnerable Save, Leader, Commander Fearless, Invulnerable Save, Supreme Commander Leader, Invulnerable Save, Inspiring Fearless, Infiltrator, Invulnerable Save One unit in every 2 has an Autocannon. Count up the number of 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. Faithful Faithful Fearless, Infiltrator Jump Packs, Faithful formation that can fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take.
4+ 4+ 5+ 4+
6+ 5+ 4+ 4+
3+ 4+ 4+
5+ 6+ 5+
5+ 6+ 5+
4+ 6+ 4+
Each unit of support staff gives the Inquisitor or one unit of warrior henchmen one re-roll per turn, which can be used to re-roll any attack dice or armour save.
Penitent Engine Adepta Sororitas Rhino Banisher Exorcist Immolator Inquisition Chimera Inquisition Land Raider Inquisition Rhino
LV AV AV AV AV AV AV AV
4+ 5+ 4+ 4+ 5+ 5+ 4+ 5+
4+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
5+ 6+ 6+ 5+ 3+ 5+ 4+ 6+
Fearless, Walker, Infiltrator, Invulnerable Save Faithful, Walker, Transport: (May carry up to 2 of the following units: Sisters of Battle, Retributors, Sisters Repentia) Scout, Walker Faithful Faithful, Transport (May carry 1 of the following units: Sisters of Battle, Retributors, Sisters Repentia) Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Guard Infantry, Storm Trooper, Support Staff, Warrior Henchmen) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 of the following units: Death Cult Assassins, Support Staff, Warrior Henchmen) Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Guard Infantry, Retributors, Sisters of Battle, Sisters Repentia, Storm Trooper, Support Staff, Warrior Henchmen) Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Guard Infantry, Storm Trooper, Support Staff, Warrior Henchmen)
Inquisition Valkyrie
AV
35cm
5+
6+
5+
AV AV
30cm 20cm
6+ 4+
6+ 6+
5+ 4+
2x Rocket Pod 2x Heavy Bolter Multilaser Heavy Bolter 2x Twin Hydra Autocannon 2x Heavy Bolter Lascannon Battle Cannon
1BP, Disrupt, One-Shot AP5+ AP5+/AT6+ AP5+ AP4+/AT5+/AA5+ AP5+ AT5+ AP4+/AT4+
Reinforced Armour
ORDO HERETICUS
NOTES
DC12, Inspiring, Reinforced Armour, Thick Rear Armour, Fearless, Transport: (May carry 20 Adepta Sororitas infantry units). If 6 Adepta Sororitas units are onboard, the Basilica is considered CC5+ and FF4+. Critical Hit Effect: Roll a D6. 1-2: Additional point of damage; 3-5: additional point of damage and D3 transported units suffer a hit; 6: D3 additional points of damage and D6 units suffer a hit. DC7, 5 Void Shields, Planetfall, Reinforced Armour, Fearless, Thick Rear Armour, Transport: (May carry 10 of the following units: Death Cult Assassins, Stormtrooper, Support Staff, Warrior Henchmen) Critical Hit Effect: Additional point of damage and D6 transported units suffer a hit. DC10, 5 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Transport: Transport: (May carry 15 of the following units: Death Cult Assassins, Stormtrooper, Support Staff, Warrior Henchmen) Critical Hit Effect: Additional point of damage and speed reduced by 5cm. DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Black Citadel
WE
Immobile
4+
5+
4+
4x Twin Hydra Autocannon 4x Punisher Launchers Battle Cannon Bolters Eye of Judgment 2x Battle Cannon Battle Cannon Battle Cannon 2x Turbolaser Destructor Rocket Launcher
45cm 45cm 75cm (15cm) 120cm 75cm 75cm 75cm 60cm 60cm
AP4+/AT5+/AA5+ 1BP AP4+/AT4+ (Small Arms) MW3+, TK(D3) AP4+/AT4+, Fwd AP4+/AT4+, Right Arc AP4+/AT4+, Left Arc 4x AP5+/AT3+, Fwd 3 BP, FxF
Obsidian Fortress
WE
15cm
4+
6+
5+
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
45cm 45cm
Warlord Titan
WE
15cm
4+
2+
3+
Aquila Lander
AC/AV
Bomber
4+
5+
Chin Multilaser
30cm
AP5+/AT6+/AA5+, FxF
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Planetfall, Scout, VTOL, Transport: (May carry 2 of the following units: Death Cult Assassins, Stormtrooper, Support Staff, Warrior Henchmen)
Gun Cutter
AC/WE
Bomber
5+
6+
5+
15cm 30cm -
SC
n/a
n/a
n/a
n/a
Inquisition Battleship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
10BP, MW
DC2, Planetfall, Scout, VTOL, Transport: (May carry 5 of the following units: Death Cult Assassins, Support Staff, Warrior Henchmen) Critical Hit Effect: Crashes and is destroyed, killing all onboard. Transport: (May carry 12 of the following units : Death Cult Assassins, Stormtrooper, Support Staff, Warrior Henchmen. In addition, it may carry 12 Aquila Landers or Gun Cutters. Gun Cutters take up 3 spaces) Slow and Steady (may not be used in the first two turns of the game unless the scenario specifically states other wise.) Transport: (May carry 54 of the following units: Death Cult Assassins, Stormtrooper, Support Staff, Warrior Henchmen plus 18 Aquila Landers plus 6 Gun Cutters plus 1 Black Citadel.
ORDO HERETICUS
NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Warhound Titan
WE
30cm
5+
4+
4+
45cm 45cm
Warlord Titan
WE
15cm
4+
2+
3+
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.
AC AC AC
6+ 6+ 6+
AC
Bomber
4+
n/a
n/a
AC/WE
Bomber
5+
n/a
n/a
Long-barrel Autocannon Wingtip Lascannons 2x Underwing Rockets Wingtip Lascannons Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Twin Heavy Bolter turret Twin Heavy Bolters Colossus Bomb 3x Twin Autocannons Twin Heavy Bolters 2x Assault Cannons 4x Hellstrike Missiles 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Spinal Volcano Cannon 2x Twin Heavy Bolter Orbital Bombardment Orbital Bombardment Pin-point Attack
45cm 30cm 30cm 30cm 15cm 30cm 30cm 15cm 15cm 45cm 15cm 15cm 15cm 30cm 15cm 15cm 45cm 15cm 15cm 45cm 45cm 15cm -
Marauder Destroyer
AC/WE
Bomber
5+
n/a
n/a
AC/WE
Bomber
5+
n/a
n/a
AC/WE SC SC
5+ n/a n/a
AP5+/AT6+/AA5+, FxF AT5+/AA5+, FxF AT4+, FxF AT5+/AA5+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF AP4+/AA5+, Fwd AA5+, Rear Arc 3BP, Ignore Cover, Slow Firing, FxF, OR MW2+, TK(D3), Slow Firing, FxF AP4+/AT5+, FxF AA5+ AA5+, Rear Arc AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF AT2+, TK(D3) AA5+ 8BP, MW 3BP, MW MW2+, TK(D3)
DC 2 Critical: Destroyed. Note: The Colossus Bombs MW attack must target the unit closest to the centre of the Barrage attack DC2 Critical Hit Effect: Destroyed
DC2 Critical Hit Effect: Destroyed DC2 Critical Hit Effect: Destroyed Slow and Steady (may not be used on turns one and two of a battle unless the scenario specifically states otherwise)
85
6.0.2 FACTIONS
Each formation in an army of chaos belongs to a faction that owes allegiance to one of the gods of chaos (Khorne, Nurgle, Slaanesh, Tzeentch or 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. Some armies, however, follow one specific Chaos god and these armies will be noted at the top of the army list as to which Faction they follow. With the exception of those formations that Worship Chaos Undivided, the different factions do not get along well and some factions hold 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 if one hated unit is within 15cm then this bonus is lost. This modifier only ever applies to units that are on the battlefield; aircraft and any other formations that are not in play never receive the modifier.
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 player 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 formations 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 players 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 formations 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
Some chaos units are noted as having Augmented Summoning (+x). Units with this ability add a number of summoning points equal to x when the formation they are in summons daemons. For example, a unit noted as having Augmented Summoning (+2D3) would allow a formation with a Daemonic pact to roll 4D3 for summoning points as opposed to the usual 2D3.
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.
86
6.1 NetEA APPROVED 13th BLACK CRUSADE BLACK LEGION ARMY LIST
Final version 2012 (2-Dec-11). Chaos Army Champion: "Steve54" A Black Legion Chaos Army has a Strategy rating of 4. All army formations have an initiative rating of 2+. (You may have any number of Black Legion Retinues) CORE UNITS UPGRADES 1 Chaos Space marine Lord Character and All 8 Chaos Space marine units (You may have one Black Legion Elite Formation for each Retinue selected) CORE UNITS UPGRADES 1 Chaos Space Marine Lord Character and 4 to 6 Dreadnought, Defilers, Obliterators Chaos Space Marine Terminator units Chaos Land Raiders, Dreadclaws, Chaos Champion, Daemonic Pact, Icon Bearer, Daemon Prince, Warlord 4 Chaos Space Marine Chosen units Dreadclaws, Rhinos, Daemonic Pact 1 to 3 Decimators Dreadnought Defilers
UPGRADE 0-1 Warlord Chaos Champion Chaos Vindicators Chaos Land Raiders Cult Marines Daemon Prince Daemonic Pact Defilers Dreadclaws Dreadnought Havocs Icon Bearer Obliterators Rhinos
UNITS Add 1 Warlord character to a Daemon Prince unit or a unit containing a Chaos Space Marine Lord Add 1 Chaos Champion character Add up to 3 Chaos Vindicators Add up to 4 Chaos Land Raiders Add 4 units belonging to the Cult associated with Retinue's faction: Berzerkers(Khorne), Noise Marines(Slaanesh), Plague Marines(Nurgle), Thousand Sons(Tzeentch) Replace the unit in the formation containing the Chaos Lord character with a Daemon Prince unit. You may have only 1 Daemon Prince per faction taken Allows the formation to summon daemons from the Daemon pool Add up to 3 Defilers Add Dreadclaws transports to the entire formation Add up to 3 Chaos Dreadnoughts Add 4 Havoc units Add 1 Icon Bearer Add up to 3 Obliterators Add up to 8 Rhinos. If you choose to take this option you must take exactly enough Rhinos to carry units that still require transport after all upgrades have been taken. No spare transport spaces may be left over if avoidable. (Daemons purchased are not faction specific and are used to represent daemons from any faction) UNITS Any number of Lesser Daemons Any number of Greater Daemon units (Up to 1/3 of the armys points may be spent on War Engines and Chaos Navy) COST 800 points 650 points 275 points 275 points each
COST +25 points +50 points +35 points each +75 points each +150 points +50 points +25 points +75 points each +5 points per unit in formation +50 points each +150 points +50 points +85 points each +10 points each
DAEMON POOL
FORMATION UNITS Hellblades 3 Hellblade Fighters Hell Talons 2 Hell Talon Fighter-Bombers Harbinger 1 Harbinger Bomber Spacecraft 1 Devastation Class Cruiser (Upgrade Cruiser to a Despoiler Battleship)
CHAOS NAVY
COST 200 points 250 points 425 points 150 points (+100 points)
Chaos Space Marine Lords may only be part of core units in a Black Legion formation, not as part of any upgrades purchased.
87
NOTES
Invulnerable Save, Augment Summoning (+2D3).
Commander, Leader, Invulnerable Save Leader, Daemonic Focus, Invulnerable Save. Commander, Leader, Invulnerable Save. Supreme Commander.
15cm(30cm) 15cm 15cm 15cm 15cm 30cm 15cm 15cm 15cm 25cm
3+(4+) 4+ 4+ 4+ 3+ 4+ 4+ 4+ 3+ 4+
3+ 5+ 4+ 3+ 3+ 3+ 5+ 2+ 4+ 6+
3+ 3+ 3+ 2+ 4+ 4+ 4+ 5+ 4+ 4+
Commander, Leader, Fearless, Reinforced Armour, Teleport. May have wings: count as Jump Packs. Speed increased to 30cm, armour reduced to 4+ Fearless. Reinforced Armour, Thick Rear Armour, Fearless, Teleport Fearless. Jump Packs. Reinforced Armour, Fearless. Fearless. Fearless, Walker. Reinforced Armour, Thick Rear Armour, Transport: (May carry 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 AV
30cm 30cm
4+ 5+
6+ 6+
4+ 6+
AV AV
25cm 20cm
4+ 4+
6+ 4+
4+ 3+
Demolisher Battle Cannon Reaper Autocannon Twin Heavy Flamer Battle Claws
AP3+/AT4+, Ignore Cover AP4+/AT4+ AP4+/AT6+ AP3+, Ignore Cover (Assault Weapons), MW, EA(+1)
Transport: (May carry 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Walker. Fearless, Infiltrator, Invulnerable Save, Walker.
BLACK LEGION
NOTES
Planetfall, Transport: (May carry 1 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 15cmof the Dreadclaw. Once all units have been placed, the Dreadclaw is removed. DC3, Reinforced Armour, Fearless. Critical Hit Effect: Destroyed. Any units within 5cm suffer a hit on a 6+. DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless. May step over units, impassable or dangerous terrain lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move takes the Banelord into impassable terrain or another unit it stops when it contacts the obstruction and suffers an extra point of damage. Any units run over or into take a hit on a D6 roll of 4+. DC4, 2 Void Shields, Reinforced Armour, Fearless. Critical Hit Effect: rolls 3D6cm in random direction (stop on contact with impassable terrain or another war engine). Inflicts hit on any unit run over or into, then tips over and destroyed. DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units, impassable or dangerous terrain lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Feral into impassable terrain or another unit it cant 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+ (take any normal saving throws). DC6, 4 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 for the Ravager in the end phase of every turn: 1: Destroyed, 2-3: Extra point of DC, 4-6: Reactor repaired. If the reactor explodes, any units within 5cm of the Ravager will take a hit on a 5+. DC 4. Critical Hi Effect: Destroyed
Decimator
WE
15cm
4+
4+
4+
Banelord Titan
WE
15cm
4+
2+
4+
2x Twin Reaper Autocannon 2x Twin Reaper Autocannon Decimator Cannon Doomfist Tail Battlehead Hellstrike Cannon 6x Havoc Missiles 2x Twin Reaper Autocannon 2x Twin Reaper Autocannon Battle Cannon Battle Cannon Battlehead Hellmouth Death Storm
Deathwheel
WE
30cm
4+
5+
3+
Feral Titan
WE
30cm
5+
4+
5+
30cm 30cm 45cm (base contact) AND 30cm (base contact) AND 75cm (15cm) 60cm 60cm 30cm 30cm 75cm 75cm (15cm) 30cm 45cm
AP3+/AT5+, Left Arc AP3+/AT5+, Right Arc 3BP, MW, Ignore Cover, FxF (Assault Weapons), TK(D3), EA(+2) 4x AP4+/AT4+, FxF (Assault Weapons), EA(+1) AP4+/AT4+ (Small Arms), EA(+2), FxF 3BP, MW, Ignore Cover, FxF 2BP, One-Shot, Indirect Fire, Fwd AP4+/AT6+, Left Arc AP4+/AT6+, Right Arc AP4+/AT4+, Left Arc AP4+/AT4+, Right Arc (Small Arms), EA(+2), FxF 3BP, Ignore Cover, Fwd 4x AP4+/AT4+, Fwd
Ravager Titan
WE
20cm
4+
3+
4+
(base contact) AND 75cm (15cm) 45cm 45cm 30cm 15cm 15cm 15cm 15cm 15cm 45cm 45cm (base contact) (base contact) (base contact) (15cm) AND 15cm
(Assault Weapons), EA(+1) AP4+/AT4+ (Small Arms), EA(+2), FxF 4x AP4+/AT4+, Fwd MW2+, TK(D3), Ignore Cover, FxF AP4+/AT6+/AA5+, FxF AP4+/AT6+/AA5+, Right Arc AP4+/AT6+/AA5+, Left Arc 6BP, Ignore Cover, FxF AP4+/AT6+/AA5+, FxF 2BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF 3BP, MW MW2+, TK(D3) 3BP, MW MW2+, TK(D3) (Assault Weapons), TK(1), EA(+2) (Assault Weapons), TK(1), EA(+1) (Assault Weapons), EA(+1) (Small Arms), Ignore Cover, EA(+1) 3BP, Ignore Cover
Harbinger
AC/WE
Bomber
4+
n/a
n/a
AC AC
Fighter Fighter-Bomber
6+ 5+
n/a n/a
n/a n/a
SC SC WE
n/a n/a 4+
n/a n/a 3+
n/a n/a -
Reaper Autocannon Reaper Autocannon Reaper Autocannon Incendiary Bombs 2x Reaper Autocannon Bombs Twin Lascannon Havoc Launcher Orbital Bombardment 3x Pin-point Attack Orbital Bombardment Pin-point Attack Axe of Khorne Bloodthirster Whip Nurgling Swarm Stream of Corruption
Slow and Steady. Transport: (May carry up to 40 units that can be deployed with Dreadclaws). Transport: (May carry up to 20 units that can be deployed with Dreadclaws) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon.
WE
15cm
4+
4+
4+
BLACK LEGION
NOTES
DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Invulnerable Save, Costs 1 point to summon. First Strike, Invulnerable Save, Costs 1 point to summon. Infiltrator, Invulnerable Save. Costs 1 point to summon Invulnerable Save, Costs 1 point to summon. Invulnerable Save, Costs 1 point to summon.
Lord of Change
WE
30cm
4+
5+
3+
4+ 4+ 4+ 5+ 3+
4+ 3+ 3+ 5+ 4+
4+ 6+
BLACK LEGION
UPGRADE Big Mutants Chaos Altar Chaos Hounds Chaos Spawn Cultist or Mutants Daemon Prince
Daemonic Pact Icon Bearer Traitor Fire Support Traitor Flak Traitor Griffon Battery Traitor Hellhound Squadron Traitor Tank Squadron Transports
(Each Stigmatus Covenant upgrade may be taken once for each Covenant Coven formation) UNITS Replace 1 to 6 Cultist and/or Mutant units with an equal number of Big Mutants Add 1 Chaos Altar Add up to 3 Chaos Hounds units Add 1 Chaos Spawn unit Add up to 8 Cultist/Mutant units in any combination Replace the Demagogue or Chaos Space Marine Aspiring Champion with a Daemon Prince unit. You may have only 1 Daemon Prince per Chaos faction taken. Add a Daemonic Pact to the formation Add 1 Icon Bearer character to the formation Add up to 4 Traitor Fire Support units Add up to 2 Traitor Hydras Add up to 3 Traitor Griffons Add up to 3 Traitor Hellhounds Add up to 3 Traitor Leman Russ or Leman Russ Demolishers Add any combination of: Land Transporters and/or Traitor Chimeras If you choose to take this option you must take exactly enough transports to carry units that still require transport after all upgrades have been taken. No spare transport spaces may be left over if avoidable.
COST +20 points each +150 points each +10 points each +25 points +15 points each +50 points
+25 points +50 points each +25 points each +50 points each +35 points each +50 points each +70 points each +10 points each +25 points each
FORMATION
(You may take one Support Coven per Covenant Coven formation chosen from the following: Daemon Engines, Traitor Support or Traitor Navy) UNITS COST 1 to 2 Lords of Battles 4 Daemonic Assault Engines 1 to 3 Plague Towers 4 Contagion Towers 1 to 2 Daemon Scout Titans: Questor Subjugator 4 Daemon Knights 1 to 3 Firelords 3 Doomwings 4 Silver Towers 4 Hellfire Cannons 4 Defilers 6 Traitor Leman Russ 4 Traitor Basilisk 6 Traitor Rough Rider units 4 Traitor Sentinels 2 Traitor Thunderbolt Fighter-bombers 2 Traitor Marauder Bombers (Daemons purchased are not faction specific and are used to represent daemons from any faction) 400 points each 300 points 325 points each 325 points 275 points each 225 points each 275 points 150 points each 150 points 325 points 200 points 250 points 400 points 325 points 150 points 100 points 150 points 250 points
DAEMON ENGINES
Khorne: Lord of Battles Khorne: Daemon Assault Engines Nurgle: Plague Tower Nurgle: Contagion Towers Slaanesh: Daemon Scout Titans
Slaanesh: Daemon Knights Tzeentch: Firelord Tzeentch: Doomwings Tzeentch: Silver Towers Undivided: Hellfire Cannons Undivided: Defilers
TRAITOR SUPPORT
Traitor Armoured Company Traitor Artillery Battery Traitor Rough Rider Platoon Traitor Sentinel Squadron
TRAITOR NAVY
DAEMON POOL
UNITS Any number of Lesser Daemon units Any number of Greater Daemons
One Demagogue, Chaos Space Marine Aspiring Champion or Daemon Prince in the army must have an Arch-heretic character added for free
91
NOTES
Supreme Commander Leader, Daemonic Focus, Invulnerable Save.
3+ 3+(4+) 6+
3+ 5+ 3+ 5+
6+ 3+ 5+
Commander, Leader, Fearless, Reinforced Armour, Teleport. May have wings: count as Jump Packs. Speed increase to 30cm, save reduced to 4+ Invulnerable Save, Augment Summoning (+2D3).
6+ 5+ 6+
4+ 6+ 6+ 4+
6+ 4+ 6+
Infiltrator, Fearless, Infestation (Teleport). Plague Zombies may only contest, not hold objectives. Mounted, Scout, Infiltrator
Land Transporter
LV
30cm
5+
6+
6+
AP5+/AT6+ (Assault Weapons), EA(+1), First Strike (Assault Weapons) (Small Arms) AP6+/AT6+
AV AV
15cm 20cm
5+ 4+
5+ 4+
5+ 3+
Demonic Assault Engines Daemon Knight Hellfire Cannon Silver Tower Traitor Basilisk Traitor Chimeras
AV AV AV AV AV AV
4+ 4+ 4+ 4+ 5+ 5+
3+ 5+ 6+ 6+ 6+ 6+
5+ 4+ 4+ 4+ 5+ 5+
Vomit Cannon Plague Catapult Battle Cannon Reaper Autocannon Twin Heavy Flamer Battle Claws Daemons Blades/Spikes Blood Cannons Castigator Cannon Hellfire Cannon Arcane Cannons Beam of Power Heavy Bolter Earthshaker Heavy Bolter Multilaser Heavy Bolter Heavy Mortar Heavy Bolter Inferno Cannon Heavy Bolter 2x Twin Hydra Autocannon
30cm 45cm 75cm 30cm 15cm (base contact) (base contact) 30cm 45cm 75cm 45cm 60cm 30cm 120cm 30cm 30cm 30cm 30cm 30cm 30cm 30cm 45cm
AP4+/AT6+, Disrupt 1BP, Disrupt, Indirect Fire AP4+/AT4+ AP4+/AT6+ AP3+, Ignore Cover (Assault Weapons), MW, EA(+1) (Assault Weapons), EA(+D3) 2x AP4+/AT5+ 3x AP3+/AT5+ MW4+ 3x AP4+/AT4+ MW5+ AP5+ AP4+/AT4+ OR 1BP, Indirect Fire AP5+ AP5+/AT6+ AP5+ 1BP, Indirect Fire AP5+ AP3+, Ignore Cover AP5+ AP4+/AT5+/AA5+
Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring 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). Invulnerable Save, Fearless Fearless, Infiltrator, Invulnerable Save, Walker.
Invulnerable Save, Reinforced Armour, Fearless. Scout, Walker, Invulnerable Save, Fearless Invulnerable Save, Fearless Skimmer, Invulnerable Save, Fearless. May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages. Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring 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).
AV AV AV
6+ 4+ 6+
6+ 6+ 6+
5+ 3+ 5+
STIGMATUS COVENANT
NOTES
Reinforced Armour
Traitor Leman Russ Demolisher Traitor Sentinels Chaos Altar Lord of Battle
AV
20cm
4+
6+
3+
LV WE WE
6+ 4+ 4+
6+ 4+ 2+
5+ 4+ 4+
AP4+/AT4+, Slow Firing AP3+/AT4+, Ignore Cover AT5+ AP5+/AT6+ D3x AP4+/AT4+/AA4+ (Assault Weapons), MW, EA(+3) 4x AP4+/AT4+ AP4+/AT4+ 3+D3BP, Disrupt, FxF AP4+/AT4+ AP3+/AT5+, Ignore Cover, FxF
Reinforced Armour
Plague Tower
WE
15cm
4+
4+
4+
Questor
WE
35cm
5+
5+
3+
45cm 75cm
3x AP3+/AT5+ AP4+/AT4+
Subjugator Titan
WE
35cm
5+
3+
5+
Doomwing Firelord
AC AC
Fighter Bomber
6+ 4+
n/a n/a
n/a n/a
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
WE
30cm
4+
3+
n/a
Flame Cannon Flame Cannon Firestorm Bombs Twin Lascannon Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Axe of Khorne Bloodthirster Whip Nurgling Swarm Stream of Corruption Lash of Torment Gaze of Slaanesh Bedlam Staff
15cm 15cm 15cm 45cm 15cm 30cm 30cm 15cm 15cm 45cm (base contact) (base contact) (base contact) (15cm) AND 15cm (base contact) (15cm) AND 30cm (base contact)
AP4+/AT5+/AA5+, Ignore Cover, FxF AP4+/AT5+/AA5+, Ignore Cover, FxF D3BP, Ignore Cover, FxF AT4+/AA4+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF (Assault Weapons), TK(1), EA(+2) (Assault Weapons), TK(+1), EA(+1) (Assault Weapons), EA(+1) (Small Arms), Ignore Cover, EA(+1) 3BP, Ignore Cover (Assault Weapons), MW, EA(+1), First Strike (Small Arms), MW, First Strike, EA(+1) 3x MW4+ (Assault Weapons), MW, EA(+1)
Scout, Walker DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Daemonic Focus Augment Summoning (+2), Critical Hit Effect: Destroyed. Units within 5cm suffer MW6+ attack DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless Critical Hit Effect: immediately moves 3D6cm in a random direction. If this move takes the Lord of Battles into impassable terrain or another unit it cant over it stops when it contacts the obstruction and suffers an extra point of DC. Any units rampaged into or over suffer a hit on a D6 roll of 4+. DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport 16 of the following units: 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: Extra point of DC and kill D3 selected passengers (no saves allowed). The player may choose which units are killed. DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Questor into impassable terrain or another unit it hits the obstruction and suffers an extra point of damage. If it into cant move over then it stops when or over any units then they will take a hit on a D6 roll of 6+ (take any normal saving staggers throws). DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Subjugator into impassable terrain or another unit it cant 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+ (take any normal saving throws). Invulnerable Save. Invulnerable Save.
WE
15cm
4+
4+
4+
Keeper of Secrets
WE
15cm
4+
3+
4+
Lord of Change
WE
30cm
4+
5+
3+
DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs eight points to summon. DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless
STIGMATUS COVENANT
NOTES
Invulnerable Save, Costs 1 point to summon. First Strike, Invulnerable Save, Costs 1 point to summon. Invulnerable Save, Costs 1 point to summon. Invulnerable Save, Costs 1 point to summon. Infiltrator, Invulnerable Save, Costs 1 point to summon
STIGMATUS COVENANT
FORMATION Regimental HQ Platoon Infantry Platoon Leman Russ Tank Company Malcador Tank Company Artillery Company
COST 375 points (+150 points) 275 points 600 points (+25 points) 600 points 600 points
SUPPORT FORMATIONS
FORMATION Artillery Squadron Sentinel Squadron Flak Squadron Disciples of Xaphan Heavy Artillery Squadron Tank Hunter Squadron Armoured Fist Platoon 0-1 Deathstrike Squadron
COST 250 points 100 points 150 points 300 points 350 points 200 points 250 points 325 points 200 points
FORMATION UPGRADES
UPGRADES Fire Support Squad Infantry Reinforcements Tank Squadron Hellhound Squadron Griffon Squadron Ogryn Berserkers Flak
UNITS 4 Traitor Fire Support units 6 Traitor Infantry units 3 Traitor Leman Russ, Leman Russ Demolishers, Malcador, Malcador Defenders or Malcador Annihilators 3 Traitor Hellhounds 3 Traitor Griffons 3 Ogryn Berserker units 1 Traitor Hydra
COST +100 points +100 points +150 points +100 points +75 points +100 points +50 points
FORMATION Alpha Legion Retinue Hellblade Fighters Helltalon Fighter-Bombers Harbinger Bomber Chaos Warlord Titan Chaos Reaver Titan Chaos Warhound Titan Chaos Warhound Pack
(Up to one third of the army's total points may be spent on Chaos Allies) CORE UNITS 8 Alpha Legion Chaos Space Marine units and 1 Chaos Space Marine Lord, plus 4 Alpha Legion Rhinos 3 Hellblade Interceptors 2 Hell Talon Fighter-Bombers 1 Harbinger Bomber 1 Chaos Warlord Titan (Vraks configuration) 1 Chaos Reaver Titan (Vraks configuration) 1 Chaos Warhound Titan (Vraks configuration) 2 Chaos Warhound Titans (Vraks configuration)
CHAOS ALLIES
COST 325 points 200 Points 225 Points 400 Points 875 points 675 points 275 points 500 points
Vraksian armies are allowed one Vraksian Enforcer for each 500 points available to the army list. The first Enforcer must be attached to the Supreme commanders Company (If there is one present). Subsequent Enforcers may be attached to any formation in any order. No formation may have more than one Enforcer. Aircraft may not carry Enforcers, and the Alpha Legion will not tolerate Enforcers joining their formations either!
95
NOTES
Commander, Leader, Invulnerable Save Fearless, Inspiring, Leader
Every second unit has an Autocannon. Count 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.
Vraksian Commander
INF
15cm
6+
5+
5+
Vraksian Supreme Commander Traitor Sentinels Alpha Legion Rhino Traitor Basilisk Traitor Bombards Traitor Chimeras
INF
15cm
5+
4+
5+
Supreme Commander
LV AV AV AV AV
6+ 5+ 5+ 6+ 5+
6+ 6+ 6+ 6+ 6+
5+ 6+ 5+ 5+ 5+
Scout, Walker Transport: (May carry up to 2 Alpha Legion Chaos Space Marine units) May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages.
Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring 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).
Traitor Deathstrike Missile Launcher Traitor Griffons Traitor Hellhounds Traitor Hydras
AV AV AV AV
6+ 6+ 4+ 6+
6+ 6+ 6+ 6+
5+ 5+ 3+ 5+
Heavy Bolter Deathstrike Missile Heavy Bolter Heavy Mortar Heavy Bolter Inferno Cannon Heavy Bolter 2x Twin Hydra Autocannon 2x Heavy Bolter Lascannon Battlecannon 2x Plasma Cannon Demolisher Lascannon Laser Destroyer 2x Heavy Bolter Lascannon Vanquisher
30cm Unlimited 30cm 30cm 30cm 30cm 30cm 45cm 30cm 45cm 75cm 30cm 30cm 45cm 75cm 30cm 45cm 75cm
AP5+ MW2+, TK(D6), One-Shot, Indirect Fire AP5+ 1BP, Indirect Fire AP5+ AP3+, Ignore Cover AP5+ AP4+/AT5+/AA5+ AP5+ AT5+ AP4+/AT4+ AP4+/AT4+, Slow Firing AP3+/AT4+, Ignore Cover AT5+ AT3+, MW AP5+ AT5+ AP4+/AT2+ Reinforced Armour
AV
20cm
4+
6+
4+
Traitor Leman Russ Demolisher Traitor Leman Russ Destroyer Tank Hunter Traitor Leman Russ Vanquisher
AV
20cm
4+
6+
3+
Reinforced Armour
AV AV
20cm 20cm
4+ 4+
6+ 6+
6+ 4+
VRAKSIAN TRAITORS
NOTES
Reinforced Armour
AV AV
15cm 15cm
4+ 4+
6+ 6+
3+ 5+
Traitor Manticore Traitor Minotaur Artillery Tank Traitor Salamander Command Vehicle Traitor Valdor Tank Hunter Chaos Warlord Titan (Vraks Configuration)
AV AV AV AV WE
6++ 4+ 6+ 4+ 4+
6+ 6+ 6+ 6+ 2+
5+ 6+ 5+ 5+ 3+
Reinforced Armour DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
WE
20cm
4+
3+
3+
WE
30cm
5+
4+
4+
45cm 45cm
Harbinger
AC/WE
Bomber
4+
n/a
n/a
AC AC
Fighter Fighter-Bomber
6+ 5+
n/a n/a
n/a n/a
Reaper Autocannon Reaper Autocannon Reaper Autocannon Incendiary Bombs 2x Reaper Autocannon Bombs Twin Lascannon Havoc Launcher
AP4+/AT6+/AA5+, FxF AP4+/AT6+/AA5+, Right Arc AP4+/AT6+/AA5+, Left Arc 6BP, Ignore Cover, FxF AP4+/AT6+/AA5+, FxF 2BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF
VRAKSIAN TRAITORS
6.4 NetEA DEVELOPMENTAL DEATH GUARD CHAOS SPACE MARINE ARMY LIST
v2.3.1. Sub-Army Champion: "Frogbear" Death Guard Chaos Space Marine armies have a Strategy rating of 4. All Death Guard and Nurgle Titan Legion formations have an initiative rating of 1+. All Chaos Navy and Daemon Engine formations have an initiative rating of 2+. FORMATION Death Guard Retinue Death Guard Heavy Retinue CORE UNITS 1 Death Guard Lord, 3 Death Guard Chaos Space Marine units and 3 Plague Marines units 1 Death Guard Lord and 6 Death Guard Havoc units.
(You may take 1 Infantry Support formation per Death Guard Retinue) CORE UNITS UPGRADES 1 Death Guard Lord. 4 Death Guard Chaos Space Marine Chaos Champion, Daemonic Pact, units and 2 Plague Marines units. Daemon Prince, Death Guard Auxilia, Death Guard, Havocs, Dreadclaws, Icon Bearer, Walkers, Warlord 1 Death Guard Lord and 4 Death Guard Terminator units Chaos Champion, Dreadclaws, optional: add up to 2 Death Guard Terminator units Daemonic Pact, Daemon Prince, Icon Bearer, Transports, Walkers, Warlord 2D6+3 Plague Zombies. None (You may take 1 Vehicle Support formation per Death Guard Retinue) CORE UNITS UPGRADES 4 vehicles from following list: Support Vehicles Chaos Predators, Chaos Land Raiders Up to 3 Plague Reapers Support Vehicles, Walkers 4 Defilers Walkers 5 Blight Drones 4 Contagion Towers Walkers Up to 2 Plague Towers Walkers (Each allowed upgrade may only be taken once per formation) UNITS Adds a Chaos Champion to a unit in the formation Add up to 3 Chaos Spawn units to the formation Add up to 4 Plague Marines and/or Death Guard Marines to the formation Add up to 4 Death Guard Havocs to the formation Allows the formation to summon Daemons from the Daemon Pool Replace a unit containing a Death Guard Lord character with the Daemon Prince unit Add enough Dreadclaws transports to transport the entire formation Add an Icon Bearer to a unit in the formation Add up to 3 of the following units: Predator Land Raider Add Chaos Rhinos and/or Chaos Land Raiders to the formation. You may take only the minimum number required to transport the formation after all upgrades have been added. No spare transport spaces may be left over if avoidable. Add up to 3 of the following units: Chaos Dreadnought Defiler, Desecrator Add a Warlord character to a Death Guard Lord or Daemon Prince to the formation (Only Nurgle Daemons may be purchased for the Daemon pool)
Assault Retinue Defiler Assault Pack Blight Drone Swarm Contagion Towers Plague Towers
UPGRADE Chaos Champion Chaos Spawn Death Guard Auxilia Death Guard Havocs Daemonic Pact 0 1 Daemon Prince Dreadclaws Icon Bearer Support Vehicles
COST 50 points 25 points each 75 points per pair 100 points per pair 25 points 50 points 25 points per five units 50 points 50 points 75 points 10 points per Rhino 75 points per Land Raider
Transports
Walkers
0-1 Warlord
DAEMON POOL
UNITS Any number of Lesser Daemon units (Plague Bearers) One Greater Daemon (Great Unclean One) (Up to 1/3 of the army's points may be spent on War Engines and/or Chaos Navy)
FORMATION Hellblades Hell Talons 0-1 Spacecraft Plaguelord Titan Repugnant Titan Fester Titan
UNITS 3 Hellblade Fighters 2 Hell Talon Fighter-Bombers 1 Devastation Class Cruiser OR 1 Despoiler Class Battleship 1 Plaguelord Titan 1 Repugnant Titan 1 Fester Titan
COST 200 points 250 points 150 points 250 points 850 points 625 points 275 points
98
Icon Bearer Chaos Spawn Daemon Prince Death Guard Chaos Marines Death Guard Havocs Death Guard Terminators Plague Marines Plague Zombie Blight Drone
n/a 3+ 3+(4+) 3+
n/a 3+ 3+ 3+
n/a 3+ 4+
INF INF
15cm 15cm
3+ 4+
4+ 3+
3+ 3+
INF INF AV
3+ 5+ 5+
3+ 6+ 6+
4+ 4+
Chaos Dreadnought Death Guard Land Raider Death Guard Predator Death Guard Rhino
AV AV
15cm 25cm
3+ 4+
4+ 6+
4+ 4+
n/a Horrific Mutations Possessed Weapon Warp Blast Bolters Plague Knives Autocannon Bolters 2x Autocannon Power Weapons Combi-Bolters 2x Reaper Autocannons Plague Knives Bolters Claws and Teeth Maw Cannon Reaper Autocannon Vomit Cannon Power Fist Twin Autocannon Twin Heavy Bolter 2x Twin Lascannon 2x Heavy Bolters Twin Lascannon Combi-Bolters
n/a (base contact) (base contact) (15cm) (15cm) (base contact) 45cm (15cm) 45cm (base contact) (15cm) 30cm (base contact) (15cm) (base contact) 30cm 30cm 15cm (base contact) 45cm 30cm 45cm 30cm 45cm (15cm)
n/a (Assault Weapons), EA(+D3) (Assault Weapons), MW, EA(+2) (Small Arms), MW, EA(+1) (Small Arms) (Assault Weapons) AP5+/AT6+ (Small Arms) AP5+/AT6+ (Assault Weapons), MW, EA(+1) (Small Arms) AP4+/AT6+ (Assault Weapons) (Small Arms) (Assault Weapons) AP3+/AT5+ , Ignore Cover AP4+/AT6+ AP4+, Ignore Cover (Assault Weapons), MW, EA(+1) AP4+/AT5+ AP4+ AT4+ AP5+ AT4+ (Small Arms)
Fearless. Infiltrator, Fearless, Infestation (Teleport). Zombies may contest, not hold objectives. Fearless, Invulnerable Save, Skimmer
Fearless, Walker. Reinforced Armour, Thick Rear Armour, Transport: (May carry 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 AV
30cm 30cm
4+ 5+
6+ 6+
4+ 6+
Defiler
AV
20cm
4+
4+
3+
Desecrator
AV
15cm
4+
4+
4+
Dreadclaw
AV
n/a
n/a
n/a
n/a
Battle Cannon Reaper Autocannon Twin Heavy Flamer Battle Claws 2x Desecrator Cannons Vomit Cannon Battle Claws n/a
75cm 30cm 15cm (base contact) 45cm 30cm (base contact) n/a
AP4+/AT4+ AP4+/AT6+ AP3+, Ignore Cover (Assault Weapons), MW, EA(+1) AP4+/AT6+/AA5+ AP4+/AT6+, Disrupt (Assault Weapons), MW, EA(+1) n/a
Transport: (May carry 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Fearless, Infiltrator, Invulnerable Save, Walker.
Contagion Tower
AV
15cm
5+
5+
5+
30cm 45cm
Planetfall, Transport: (May carry 1 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. Invulnerable Save, Fearless
DEATH GUARD
Plague Tower
WE
15cm
4+
4+
4+
DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport 16 of the following units: 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: Extra point of DC and kill D3 selected passengers (no saves allowed). The player may choose which units are killed. DC 9, Void Shields: 6, Fearless, Reinforced Armour, Thick Rear Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Loses an extra point of damage and all units within 5cm suffer a hit on a 4+.
Plaguelord Titan
WE
15cm
4+
2+
4+
Liquefier Cannon Putrifier Cannon Plague Mortar Plague Flail Stream of Corruption Rot Mortar 2x Putrifier Cannon
Repugnant Titan
WE
20cm
4+
4+
4+
3x MW3+ 3x AP3+/AT5+ 3+D3BP, Disrupt, FxF (Assault Weapons), TK(D6), EA(+1) (Small Arms), EA(+1), FxF AP3+/AT5+, Ignore Cover, Disrupt, FxF 3BP, FxF 3x AP3+/AT5+
Fester Titan
WE
25cm
5+
5+
5+
30cm 30cm
DC 7, Void Shields 4, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Loses an extra point of damage and all units within 5cm suffer a hit on a 5+. DC 4, Void Shields: 2, Fearless, Reinforced Armour, Walker. Critical Hit Effect: Move it D6cm in a random direction. If this move takes the Titan into impassable terrain or another unit it cant move over, 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).
AC AC
Fighter Fighter-Bomber
6+ 5+
n/a n/a
n/a n/a
SC SC WE
n/a n/a 4+
n/a n/a 4+
n/a n/a 4+
2x Reaper Autocannon Bombs Twin Lascannon Havoc Launcher Orbital Bombardment 3x Pin-point Attack Orbital Bombardment Pin-point Attack Nurgling Swarm Stream of Corruption Plague Swords Plague of Flies
Plaguebearers
INF
15cm
3+
4+
6+
15cm 15cm 45cm 45cm (base contact) (15cm) AND 15cm (base contact) (15cm)
AP4+/AT6+/AA5+, FxF 2BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF 3BP, MW MW2+, TK(D3) 3BP, MW MW2+, TK(D3) (Assault Weapons), EA(+1) (Small Arms), EA(+1), Ignore Cover 3BP, Ignore Cover (Assault Weapons) (Small Arms)
Slow and Steady. Transport: (May carry up to 40 units that can be deployed with Dreadclaws). Transport: (May carry up to 20 units that can be deployed with Dreadclaws) DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Invulnerable Save. Costs 1 point to summon.
DEATH GUARD
6.5 NetEA DEVELOPMENTAL EMPEROR'S CHILDREN CHAOS SPACE MARINE ARMY LIST
v3.5.2. Sub-Army Champion: "Frogbear" Emperor's Children Chaos Space Marine armies have a Strategy rating of 4+. Daemon Engines, House Devine Knights and Chaos Navy units have initiative 2+. All other Emperor's Children formations have initiative 1+. All formations in the army belong to the Chaos faction, Slaanesh. FORMATION Noise Marine Retinue CORE UNITS 1 Emperors Children Decadent Lord character and 6 Noise Marine units and 1 Daemonic Pact.
1 Emperors Children Decadent Lord character and 6 Chaos Space Marine units and 1 Daemonic Pact
UPGRADES Favoured of Slaanesh, Degenerate, Assault Walkers, Dreadclaws, Apostate of Rapture, Predators, Transport Degenerate, Noise Marines Assault Walkers, Dreadclaws, Apostate of Rapture, Predators, Transport
225 points
Armoured Support
(You may take up to six Support formations per Noise Marine Retinue) CORE UNITS UPGRADES 1 Emperors Children Decadent Lord character Daemonic Pact, Degenerate, Apostate of Rapture, and 6 Emperors Children Bike units 1 Siren Lord character upgrade and 6 Siren units Daemonic Pact, Degenerate, Apostate of Rapture, Predators, Favoured of Slaanesh 1 Emperors Children Decadent Lord character and Daemonic Pact, Degenerate, 6 Emperors Children Terminator units. Apostate of Rapture, Predators, Favoured of Slaanesh, Assault Walkers, Transports 6 of the following in any combination: May replace 1 Predator Emperor's Children Land Raiders with a Debaser for +50 points Emperor's Children Predators 2 Defiler and 2 Debaser units 6 Slaanesh Daemon Knight units Assault Walkers None
450 points
House Devine Knight formations are restricted to 1 for every full 1000 points played. (Each Emperor's Children formation may take up to four allowed upgrades) UNITS Adds an Apostate to a unit in the formation Add up to 2 Assault Walker selections in any combination of the following: Emperors Children Dreadnought Defilers Debasers Allows the formation to summon daemons from the Daemon pool Adds a Degenerate to a unit in the formation Allows the formation to deploy via Dreadclaws Upgrade 1 Decadent Lord character to a Lord of Pleasures character OR Replace one Decadent Lord or Siren Lord unit in the army with a Slaanesh Daemon Prince unit Replace 3 Chaos Marine units with 3 Noise Marine Units Add up to 3 Emperor's Children Predators Choose 1 of the following transport options for the formation: 3x Rhinos (Noise Marine and Decadent Marine Retinues only) 3x Land Raiders (Only Slaanesh Daemons may be purchased for the Daemon pool) FORMATION Daemon Pool UNITS Any number of Lesser Daemon units (Daemonettes and/or Seekers) One Greater Daemon (Keeper of Secrets) (Up to 1/3 of the army's points may be spent on War Engines and Chaos Navy) COST 20 points each 75 points each
COST +25 points 50 points each 75 points each 100 points each +25 points +50 points +50 points +50 points +100 points +25 points +50 points each +25 points +200 points
Daemonic Pact Degenerate Dreadclaws 0-1 Favoured of Slaanesh Noise Marines Predators Transports
DAEMON POOL
FORMATION UNITS Hellblades 3 Hellblade Fighters Hell Talons 2 Hell Talon Fighter-Bombers Cruiser 1 Devastation Class Cruiser (Upgrade Cruiser to a Despoiler Class Battleship)
CHAOS NAVY
101
NOTES
Fearless, Invulnerable Save, Supreme Commander Fearless, Invulnerable Save, Leader Fearless, Invulnerable Save, Leader Daemonic Focus, Invulnerable Save Augment Summoning (+2D3), Invulnerable Save
4+ 4+ 4+ 3+ 3+
3+ 4+ 4+ 3+ 4+
4+ 3+ 5+ 3+ 3+
Mounted Fearless Jump Packs Fearless, Reinforced Armour, Supreme Commander, Teleport Wings: count as Jump Pack. Speed increased to 30cm, armour reduced to 4+ Fearless, Walker
AV
25cm
4+
5+
4+
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Emperors Children Terminator or Slaanesh Daemon Prince unit or 2 of the following: Noise Marines, Chaos Space Marines
AV AV AV
4+ 5+ 4+
6+ 6+ 4+
4+ 6+ 4+
Transport: (May carry 1 Slaanesh Daemon Prince or 2 of the following: Noise Marines, Chaos Space Marine). Fearless, Infiltrator, Invulnerable Save, Walker,
Dreadclaw
Special
n/a
n/a
n/a
n/a
AV WE
30cm 20cm
4+ 4+
5+ 3+
4+ 2+
3 x AP3+/AT5+ MW3+, TK(D3), FxF 4x AP3+/AT5+, Disrupt, Fwd 3BP, Disrupt, Ignore Cover FxF MW, EA(+3)
Planetfall, Transport: (May carry 1 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 5cmof 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). Scout, Walker, Invulnerable Save, Fearless DC7, Void Shields x6, Fearless, Reinforced Armour, Thick Rear Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move takes the Painlord into impassable terrain or another unit it stops when it contacts the obstruction and suffers an extra point of damage. Any units run over or into take a hit on a D6 roll of 4+.
EMPERORS CHILDREN
NOTES
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Questor into impassable terrain or another unit it cant 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+ (take any normal saving throws). DC5, Void Shields x4, Fearless, Reinforced Armour, Walker. May take either Tormentor or (Hellblades) not both. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Immediately gains D3 Blast Markers, and any formation within 2D6cms also gains a Blast Marker. DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Subjugator into impassable terrain or another unit it cant 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+ (take any normal saving throws).
Reviler Titan
WE
25cm
4+
4+(3+)
3+(5+)
MW3+, TK(D3), FxF 4x AP3+/AT5+, Disrupt, Fwd (Assault Weapons), TK(D3), EA(+2) (Assault Weapons), TK(D3), EA(+2) AP4+/AT4+
Subjugator Titan
WE
35cm
5+
3+
5+
AC AC
Fighter Fighter-Bomber
6+ 5+
n/a n/a
n/a n/a
SC SC WE
n/a n/a 4+
n/a n/a 3+
n/a n/a 4+
2x Reaper Autocannon Bombs Twin Lascannon Havoc Launcher Orbital Bombardment Pin-point Attack Orbital Bombardment 3x Pin-point Attack Lash of Torment Gaze of Slaanesh Daemonic Talons Daemonic Talons Battle Cannon Reaper Autocannon Twin Heavy Flamer Battle Claws
INF AV
4+ 4+ 4+
3+ 4+ 4+
3+
15cm 15cm 45cm 45cm (base contact) (15cm) AND 30cm (base contact) (base contact) 75cm 30cm 15cm (base contact)
AP4+/AT6+/AA5+, FxF 2BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF 3BP, MW MW2+, TK(D3) 3BP, MW MW2+, TK(D3) (Assault Weapons), MW, EA(+1), First Strike (Small Arms), MW, EA(+1), First Strike 3x MW4+ (Assault Weapons) (Assault Weapons), First Strike AP4+/AT4+ AP4+/AT6+ AP3+, Ignore Cover (Assault Weapons), MW, EA(+1)
Transport: (May carry up to 20 units that can be deployed with Dreadclaws) Slow and Steady, Transport: (May carry up to 40 units that can be deployed with Dreadclaws). May not be used on turns 1 or 2 unless specified DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. First Strike, Invulnerable Save. Costs 1 point to summon. Invulnerable Save, Mounted. Costs 1 point to summon Fearless, Infiltrator, Invulnerable Save, Walker.
EMPERORS CHILDREN
6.6 NetEA DEVELOPMENTAL THOUSAND SONS CHAOS SPACE MARINE ARMY LIST
v5.1. Sub-Army Champion: Neal Hunt A Thousand Sons Chaos Space Marine Army has a Strategy rating of 5. Aircraft and Silver Tower formations have an initiative rating of 2+. All other formations have 1+. All formations in the army belong to the Chaos faction, Tzeentch. (You may include any number of Retinues.) CORE UNITS UPGRADES 1 Adeptus Exempla and 5 Thousand Sons Adeptus All 1 Sorceror Lord and 9 Thousand Sons Marine units None. All units have in the formation have the Teleport special ability 1 Sorceror Lord and 6 Thousand Sons Marine units All except Magister Templi 4 to 9 Chaos Marine Predators and/or Defilers Thousand Sons Land Raiders 4 to 6 Silver Towers None
FORMATION 0-1 Scarab Occult 0-1 Ahriman's Chosen 1+ Rubric Fellowship Thousand Sons Armour Silver Tower Company
COST 400 points 450 points 275 points 50 points per Predator 75 points per Land Raider 90 points each
UPGRADE 0-1 Magister Templi Daemonic Pact Defilers Dreadclaws Icon Bearer Rhinos Land Raiders Thralls
UNITS Replace an Adeptus Exempla with a Magister Templi Allows the formation to summon daemons from the Daemon pool Add up to 3 Defilers and/or Deceivers Add enough Dreadclaws to transport the entire formation
Add 1 Icon Bearer character Add up to 5 Thousand Sons Rhinos. You may only take the minimum number required to carry the entire formation. Add up to 4 Thousand Sons Land Raiders Add up to 3 Thralls to any Thousand Sons Sorceror Lord, Adeptus Exempla, Magister Templi, Preceptor, Greater Spire and Warp Palace (Only Tzeentch Daemons may be purchased for the Daemon pool)
COST +50 points +25 points +75 points each +5 points per unit in formation +50 points +10 points each +75 points each +20 points each
DAEMON POOL
UNITS Any number of Lesser Daemon units (Flamers, Horrors, Screamers and Daemonic beasts) Any number of Greater Daemons (Lord of Change)
CHAOS NAVY
FORMATION Doomwings Firelords Cruiser Battleship CORE UNITS 3 Doomwing Interceptors Up to 3 Firelord Bombers 1 Devastation class Cruiser Upgrade Cruiser to a Despoiler class Battleship COST 150 points 150 points each 150 points +100 points
Units which were affected by the Rubric of Ahriman are effectively automatons. They must be given constant 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.
104
NOTES
Leader, Daemonic Focus, Invulnerable Save. Leader Commander, Leader, Invulnerable Save. Augmented Summoning (+1D3, One Shot), One Shot - Thralls are disposable and only one of their abilities or attacks may be used each game. Both abilities are also One Shot. Invulnerable Save, First Strike, Teleport Supreme Commander, Reinforced Armour, Fearless, Teleport
(base contact) AND (15cm) 45cm 45cm 15cm AND (15cm) (base contact) (15cm) (15cm) (15cm) 30cm (15cm) (base contact) (15cm) 45cm 45cm 15cm AND (15cm) (base contact) (base contact) 75cm 30cm 15cm (base contact) 45cm 60cm (15cm)
INF INF
15cm 15cm
4+ 4+
4+ 4+
4+ 4+
Sorcerous Weapons Psychic Powers Daemon Weapon 2x Warp Bolt Bolters Sorcerer Powers and Bolters Sorcerous Powers Combi-Bolters Power Weapons Psychic Abilities and Bolt Pistols Tzeentch Cannon Ether Cannon Heavy Flamer Battle Claws Warp Flame Battle Cannon Reaper Auto Cannon Twin Heavy Flamer Battle Claws Arcane Cannons Beam of Power Combi-Bolters
Magister Templi Thousand Sons Marines Sekhmet Disc Riders Thousand Sons Terminators
3+ 4+ 4+ 4+
3+ 5+ 3+ 4+
3+ 4+ 4+ 3+
Supreme Commander, Fearless, Reinforced Armour, Teleport Reinforced Armour, Fearless, Rubric Mounted, Skimmer Reinforced Armour. Thick Rear Armour. Fearless, Teleport, Rubric
INF AV
15cm 20cm
6+ 4+
6+ 4+
5+ 4+
Fearless, Invulnerable Save, Walker. Heavy flamer grants Fire Fight attack the Ignore Cover ability
Defiler
AV
20cm
4+
4+
3+
AV AV
20cm 30cm
4+ 5+
6+ 6+
4+ 6+
Macro-Weapon, EA (+1 Skimmer, Invulnerable Save, Fearless. Transport: (May carry 2 of the following units: Thousand Sons Marines, Thousand Sons Adeptus Exempla, Thousand Sons Adeptus, Magister Templi, Thousand Sons Neophyte) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Thousand Sons Terminators or 2 of the following units: Thousand Sons Marines, Chaos Adeptus Exempla, Magister Templi, Thousand Sons Adeptus, Thousand Sons Neophyte
AV
25cm
4+
6+
4+
AV
30cm
4+
6+
5+
WE
20cm
4+
5+
4+
WE
20cm
4+
4+
3+
Twin Heavy Bolter 2x Twin Lascannon Warp Flame Twin Lascannon 2x Heavy Bolter Warp Flame 3x Tzeentch Cannons Beam of Power Fate of Tzeentch 4x Tzeentch Cannons 2x Beam of Power Warp Fire of Tzeentch
30cm 45cm (base contact) 45cm 30cm (base contact) 45cm 60cm 30cm 45cm 60cm 30cm
AP4+ AT4+ (Assault Weapons), EA(+1), First Strike AT4+ AP5+ (Assault Weapons), EA(+1), First Strike AP4+/AT4+ MW5+ MW2+, TK(1) AP4+/AT4+ MW5+ 3BP, TK(D3), Ignore cover
DC3, Skimmer, Thick Rear Armour, Invulnerable Save, Fearless, Daemonic Focus Critical Hit Effect: Destroyed; each unit within 5cm takes a MW hit on a roll of 6. Skimmer, Reinforced Armour, Thick Rear Armour, Invulnerable Save, Fearless, Daemonic Focus. DC 6. Critical Hit Effect: One of the Silver Runes that channel the power of the warp is shattered, releasing a storm of warp energy. It takes an extra point of damage; each unit within 5cm takes a MW hit on a roll of 6.
THOUSAND SONS
NOTES
Invulnerable Save. Invulnerable Save.
SC SC WE
n/a n/a 4+
n/a n/a 5+
n/a n/a 3+
Transport: (May carry up to 20 units that can be deployed with Dreadclaws) Slow and Steady, Transport (May carry 40 units that can be deployed with Dreadclaws). May not be used on turns 1 or 2 unless specified DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless Critical Hit Effect: Hurled back into the warp. Drags any units with in 5cm back with it on a roll of 6+. Costs 8 points to summon. Infiltrator, Invulnerable Save. Costs 1 point to summon Invulnerable Save. Costs 1 point to summon. Invulnerable Save. Costs 1 point to summon Jump Packs. Invulnerable Save. Costs 1 point to summon.
INF INF
4+ 5+ 4+ 5+
3+ 5+ 4+ 3+
4+ 3+ -
INF
THOUSAND SONS
6.7 NetEA DEVELOPMENTAL WORLD EATERS CHAOS SPACE MARINE ARMY LIST
v3.7. Sub-Army Champion:"Frogbear" World Eaters Chaos Space Marine armies have a Strategy rating of 4+. All other World Eaters formations (including the World Eaters Battle Barge) have an initiative rating of 1+. Blood Slaughters, Defilers, Khorne Assault Engines, Khorne Support Engines and Chaos Navy have an initiative rating of 2+. All formations in the army belong to the Chaos faction, Khorne. FORMATION World Eaters Berzerker Retinue CORE UNITS 1 World Eaters Skull Lord character upgrade 4 World Eaters Legionnaires, and 4 Khorne Berzerker units, and optional Rhinos 1 World Eaters Skull Lord character upgrade and 6 to 8 World Eaters Bike units. 1 World Eaters Skull Lord character upgrade and 4 to 8 World Eaters Terminator units. 1 World Eaters Skull Lord character upgrade, 4 World Eaters Possessed units and 1 Chaos Pact 1 World Eaters Skull Lord character upgrade, 4 World Eaters Chosen units, and optional Rhino transports
UPGRADES All
World Eaters Bike Retinue World Eaters Terminator Retinue World Eaters Possessed Retinue World Eaters Chosen Retinue
Daemonic Pact, Keeper of Chains, Keeper of Skulls Daemonic Pact, Favoured of Khorne, Keeper of Chains, Keeper of Skulls Favoured of Khorne Assault Walkers, Daemonic Pact, Dreadclaws, Favoured of Khorne, Keeper of Chains, Keeper of Skulls, Transport
250 for 6 units +25 per extra unit 350 for 4 units +75 per extra unit 200 points 200 points
FORMATION Bloodpack Defiler Engines Juggernauts of Khorne Khorne Assault Engines Khorne Support Engines
(You may take up to four Auxiliary formations per World Eaters Berzerker Retinues) CORE UNITS UPGRADES 5 Khorne Berserker units and 3 Slaughterfiends 4 Defilers Assault Walkers 5 to 8 Khorne Juggernaut units 4 Khorne Assault Engines in any combination OR Assault Walkers 5 Blood Slaughterers 4 Khorne Support Engines in any combination Assault Walkers (Each World Eaters formation may take up to four allowed upgrades)
Daemonic Pact 0-1 Favoured of Khorne Keeper of Chains Keeper of Skulls Predators Dreadclaws
Transports
Allows the formation to summon daemons from the Daemon pool Upgrade 1 Skull Lord character in the army to a Blood Lord character OR Replace 1 Skull Lord character in the army with a Khorne Daemon Prince unit Add a Keeper of Chains to a unit in the formation Add a Keeper of Skulls to a unit in the formation Add up to 3 World Eaters Predators Replace entire formation's transports with Dreadclaws World Eater Chosen Retinue World Eater Berserker Retinue Replace the same number of World Eaters Rhinos with any of the following : Slaughterfiends Land Raiders You may not purchase more transports than necessary to carry the entire formation. (Only Khorne Daemons may be purchased for the Daemon pool)
COST +75 points per Defiler +75 points per 2 World Eaters Dreadnoughts +25 points +50 points +100 points +25 points +50 points +50 points each +50 points +75 points +125 points per 2 +125 points per 2
DAEMON POOL
UNITS Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds) One Greater Daemon (Bloodthirster) (Up to 1/3 of the armys points may be spent on War Engines and Chaos Navy)
CHAOS NAVY
Hell Talons 2 Hell Talon Fighter-Bombers Cruiser 1 Devastation Class Cruiser (Upgrade Cruiser to a World Eater Battle Barge)
If a formation effected by the Blood Rage of Khorne has at least one unit that can potentially reach base contact with an enemy decides to perform any other action other than an Engage, they will receive a -1 modifier to their initiative roll.
107
AV AV Special
4+ 5+ n/a
6+ 5+ n/a
5+ 6+ n/a
Slaughterfiend
AV
20cm
4+
3+
5+
Defiler
AV
20cm
4+
4+
3+
AV AV
15cm 25cm
3+ 4+
3+ 4+
4+
AV WE
20cm 20cm
5+ 5+
6+ 3+
4+ 3+
Battle Cannon Twin Power Flails Spiked Battle Claws Battle Cannon Reaper Autocannon Twin Heavy Flamer Battle Claws Cleavers Cannons OR Guns Assault Weapons Doom Blasters OR Warp Cannon Scorpion Mega Cannon Hellmaw Cannon Demolisher Cannon Battle Claws
75cm (base contact) (base contact) 75cm 30cm 15cm (base contact) (base contact) 45cm 30cm (base contact) 45cm 90cm 30cm 15cm 30cm (base contact)
AP4+/AT4+ (Assault Weapons), MW, EA(+1) (Assault Weapons), MW, EA(+1) AP4+/AT4+ AP4+/AT6+ AP3+, Ignore Cover (Assault Weapons), MW, EA(+1) (Assault Weapons), MW, EA(+2) 2x AP5+/AT5+ AP3+/AT5+ (Assault Weapons), MW, EA(+1) 2BP MW5+, Ignore Cover 2x AP3+/AT5+ 2x AP4+, Ignore Cover AP3+/AT4+, Ignore Cover (Assault Weapons), MW, EA(+2)
Transport: (May carry up to 2 of the following: World Eaters Legionnaires, Khorne Berzerkers, World Eaters Chosen) 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 15cmof the Dreadclaw. Once all units have been placed, the Dreadclaw is removed. Fearless, Infiltrator, Invulnerable Save, Walker, Bloodride: Dangerous terrain test required to mount and Transport: (May carry up to 2 of the following: World Eaters Legionnaires, Khorne Berzerkers, World Eaters Chosen). Fearless, Infiltrator, Invulnerable Save, Walker
Fearless, Reinforced Armour DC3, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker (May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide.) Critical Hit Effect: The Brass Scorpion is destroyed and any units within 5cm of the model suffer a hit on a D6 roll of 4+.
WORLD EATERS
Banelord Titan
WE
15cm
4+
2+
4+
Doomfist Tail Battlehead Hellstrike Cannon 6x Havoc Missiles 2x Reaper Autocannon Bombs Twin Lascannon Havoc Launcher Orbital Bombardment 2x Pin-point Attack Orbital Bombard Pin-point Attack Axe of Khorne Bloodthirster Whip Hellblades Claws and Fangs
AC AC
Fighter Fighter-Bomber
6+ 5+
n/a n/a
n/a n/a
SC SC WE
n/a n/a 4+
n/a n/a 3+
(base contact) AND 30cm (base contact) AND 75cm (15cm) 60cm 60cm 15cm 15cm 45cm 45cm (base contact) (base contact) (base contact) (base contact)
(Assault Weapons), TK(D3), EA(+2) 4x AP4+/AT4+, FxF (Assault Weapons), EA(+1) AP4+/AT4+ (Small Arms), EA(+2), FxF 3BP, MW, Ignore Cover, FxF 2BP, One-Shot, Indirect Fire, Fwd AP4+/AT6+/AA5+, FxF 2BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF 3BP, MW MW2+, TK(D3) 3BP, MW MW2+, TK(D3) (Assault Weapons), TK(1), EA(+2) (Assault Weapons), TK(1), EA(+1) (Assault Weapons), EA(+1) (Assault Weapons)
Transport: May carry up to 20 units that can be deployed with Dreadclaws. Slow and Steady, Transport (May carry 80 units that can be deployed with Dreadclaws), May not be used on turns 1 or 2 unless specified DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 7 points to summon. Invulnerable Save. Costs 1 point to summon. Infiltrator, Invulnerable Save. Costs 1 point to summon.
INF INF
15cm 20cm
4+ 4+
4+ 3+
n/a n/a
WORLD EATERS
UPGRADES Daemonic Pact, Icon Bearer All except Cult Marines, Havocs and Rhinos All
COST 300 points 275 points for 4 +60 points per extra 275 points
Cult Marines
Defiler Assault Pack Blood Slaughterer Pack 1 Brass Scorpion Onslaught 1 Silver Tower Circle 2 Blight Drone Swarm 3 Daemon Knight Pavane 4 Daemon Pool Raptor Cult
(You may take up to two Support formations per Core formation) CORE UNITS UPGRADES 4 to 8 Chaos Predators and/or Chaos Land Raiders Chaos Hunter, Chaos Vindicators, Daemon Engines 1 Chaos Strike Cruiser Chaos Battle Barge(+150 points) 1 Chaos Thunderhawk None 6 Chaos Space Marine units (with the Scout special ability) Chaos Champion. Chaos Drop Pods, Chaos Rhinos, Daemonic Pact 1 Chaos Space Marine Lord character and 6 of the same units from the following list: Khorne Berzerkers, Noise Marines, Plague Marines, Chaos Champion. Chaos Drop Pods, Thousand Sons Chaos Dreadnought, Chaos Rhinos, Daemonic Pact, Daemon Engines 4 Defilers Daemon Engines 5 Blood Slaughterers Daemon Engines 2 Brass Scorpions Daemon Engines 4 Silver Towers Daemon Engines 6 Blight Drones Daemon Engines 4 Daemon Knights Daemon Engines Any number of Lesser Daemons and /or None Greater Daemons 1 Chaos Space Marine Lord character and Daemonic pact 4 to 8 Raptor units
COST 50 points per Predator 75 points per Land Raiders 200 points 250 points 200 points
275 points
250 points 225 points 250 points 250 points 300 points 250 points 15 points each 75 points each 175 points per 4 +35 points per extra
1 Only if Khorne Berzerkers are present in formation. 2 Only if Thousand Sons are present in formation. 3 Only if Plague Marines are present in formation. 4 Only if Noise Marines are present in formation.
UPGRADE Chaos Champion Chaos Dreadnought Chaos Drop Pods Chaos Hunter Chaos Land Raiders Chaos Rhinos Chaos Spawn Chaos Vindicators Cult Marines Daemonic Pact 0-1 Daemon Prince Daemon Engines
UNITS Add 1 Chaos Champion character Add up to 3 Chaos Dreadnoughts Deploy the entire formation in Drop Pods (requires Chaos Strike Cruiser or Battle Barge) Add 1 Chaos Hunter Add up to 4 Chaos Land Raiders Add up to 8 Chaos Rhinos. If you choose to take this option you must take exactly enough Rhinos to carry units that still require transport after all upgrades have been taken. No spare transport spaces may be left over if avoidable. Add up to 3 Chaos Spawn units Add up to 3 Chaos Vindicators Replace 4 Chaos Space Marine units with 4 units from the following list: Khorne Berzerkers, Noise Marines, Plague Marines, Thousand Sons Allows the formation to summon daemons from the Daemon pool Replace unit in the formation containing the Chaos Lord character with a Daemon Prince unit. You may have only 1 Daemon Prince per army Add up to 3 of the following: Defiler or Desecrator Blood Slaughterer 1 Silver Tower 2 Blight Drone 3 Daemon Knight 4 Replace 4 Chaos Space Marines with 4 Havoc units Add 1 Icon Bearer Add up to 3 Obliterators
COST +50 points +50 points each +5 per unit in formation +50 points +75 points each +10 points each +25 points each +35 points each +50 points +25 points +50 points
+75 points each +50 point each +75 points each +50 points each +75 points each +50 points +50 points each +85 points each
1 Only if Khorne Berzerkers, Blood Slaughterers or Brass Scorpions are present in army. 2 Only if Thousand Sons or Silver Towers are present in army 3 Only if Plague Marines or Blight Drones are present in army. 4 Only if Noise Marines or Daemon Knights are present in army.
(Up to 1/3 of the army's points may be spent on Titan Legion and/or Chaos Navy) COST 850 points FORMATION Hellblades
CHAOS NAVY
110
110
6.8 NetEA DEVELOPMENTAL RED CORSAIRS CHAOS RENEGADE CHAOS ARMY REFERENCE 1
NAME Chaos Warlord Chaos Lord Chaos Sorcerer Lord Champion of Chaos TYPE CH CH CH CH SPEED n/a n/a n/a n/a ARMOUR n/a n/a n/a n/a CC n/a n/a n/a n/a FF n/a n/a n/a n/a WEAPONS Daemon Weapon Daemon Weapon Warp Bolt Daemon Artifact Khorne, Nurgle, Undivided only Daemon Bolt Slaanesh, Tzeentch only n/a Bolters Autocannon Chainswords Bolters Power Weapons Combi-Bolters 2x Reaper Autocannons Horrific Mutations Possessed Weapon Warp Blast 2x Autocannon Sonic Blasters Blastmaster 3x Body Weapons Plague Knives Bolters Chainswords Melta Weapons Bolters Chainaxes Bolt Pistols Maw Cannon Reaper Autocannon Cleavers Power Fist Twin Autocannon Hunter-killer Twin Heavy Bolter 2x Twin Lascannon 2x Heavy Bolters Twin Lascannon Combi-Bolters STRATEGY 4 RANGE (base contact) (base contact) (15cm) (base contact) (15cm) n/a (15cm) 45cm (base contact) (15cm) (base contact) (15cm) 30cm (base contact) (base contact) (15cm) 45cm (15cm) 30cm 45cm (base contact) (15cm) (base contact) (15cm) (15cm) (base contact) (15cm) 30cm 30cm (base contact) (base contact) 45cm 60cm 30cm 45cm 30cm 45cm (15cm) FIREPOWER (Assault Weapons), MW, EA(+1) (Assault Weapons), MW, EA(+1) (Small Arms), EA(+1), MW (Assault Weapons), EA(+1), First Strike (Small Arms), EA(+1), First Strike n/a (Small Arms) AP5+/AT6+ (Assault Weapons) (Small Arms) (Assault Weapons), MW, EA(+1) (Small Arms) AP4+/AT6+ (Assault Weapons), EA(+D3) (Assault Weapons), MW, EA(+2) (Small Arms), MW, EA(+1) AP5+/AT6+ (Small Arms) AP5+/AT6+, Disrupt AP5+/AT5+/AA6+ (Assault Weapons) (Small Arms) (Assault Weapons) (Small Arms) (Small Arms) (Assault Weapons) (Small Arms) AP3+/AT5+ , Ignore Cover AP4+/AT6+ (Assault Weapons), MW, EA(+2) (Assault Weapons), MW, EA(+1) AP4+/AT5+ AT4+/AA4+ AP4+ AT4+ AP5+ AT4+ (Small Arms) Leader, Daemonic Focus, Invulnerable Save.
NOTES
Supreme Commander, Invulnerable Save Commander, Leader, Invulnerable Save Commander, Leader, Invulnerable Save Invulnerable Save, Augment Summoning (+2D3).
Icon Bearer Chaos Space Marines Chaos Space Marine Bikes Chaos Space Marine Terminators Chaos Spawn Daemon Prince Havocs Noise Marines Obliterators Plague Marines Raptors Thousand Sons Khorne Berzerkers Blight Drone Blood Slaughterer Chaos Dreadnought Chaos Hunter Chaos Land Raider
n/a 4+ 4+ 4+
n/a 4+ 3+ 3+
n/a 4+ 4+ 3+
15cm 15cm(30cm) 15cm 15cm 15cm 15cm 30cm 15cm 15cm 35cm 15cm 15cm 30cm 25cm
3+ 3+(4+) 4+ 4+ 4+ 3+ 4+ 4+ 4+ 5+ 3+ 3+ 5+ 4+
3+ 3+ 5+ 4+ 3+ 3+ 3+ 5+ 2+ 6+ 3+ 4+ 6+ 6+
3+ 3+ 3+ 2+ 4+ 4+ 4+ 5+ 4+ 4+ 6+ 4+
Invulnerable Save, Fearless. Commander, Leader, Fearless, Reinforced Armour, Teleport. May have wings: count as Jump Packs. Speed increased to 30cm, armour reduced to 4+ Fearless. Reinforced Armour, Thick Rear Armour, Fearless, Teleport Fearless. Jump Packs. Reinforced Armour, Fearless. Fearless. Fearless, Invulnerable Save, Skimmer Fearless, Infiltrator, Invulnerable Save, Walker Fearless, Walker.
Reinforced Armour, Thick Rear Armour, Transport: (May carry 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 AV
30cm 30cm
4+ 5+
6+ 6+
4+ 6+
AV AV AV
4+ 4+ 4+
6+ 5+ 4+
4+ 4+ 3+
Desecrator
AV
20cm
4+
4+
4+
Demolisher Castigator Cannon Battle Cannon Reaper Autocannon Twin Heavy Flamer Battle Claws Ultrasonic Disruptor Reaper Autocannon
AP3+/AT4+, Ignore Cover 3x AP3+/AT5+ AP4+/AT4+ AP4+/AT6+ AP3+, Ignore Cover (Assault Weapons), MW, EA(+1) 2x AP5+/AT6+/AA5+ , Disrupt AP4+/AT6+
Transport: (May carry 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Walker. Scout, Walker, Invulnerable Save, Fearless Fearless, Infiltrator, Invulnerable Save, Walker.
RED CORSAIRS
NOTES
Skimmer, Invulnerable Save, Fearless. DC2, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker Critical Hi Effect: Destroyed. All units within 5cm take a hit on a 4+.
WE
15cm
4+
2+
3+
WE
20cm
4+
3+
3+
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+.
WE
30cm
5+
4+
4+
45cm 45cm
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
WE/AC
Bomber
4+
6+
4+
Harbinger
AC/WE
Bomber
4+
n/a
n/a
AC AC
Fighter Fighter-Bomber
6+ 5+
n/a n/a
n/a n/a
SC SC
n/a n/a
n/a n/a
n/a n/a
n/a n/a
Battle Cannon 2x Twin Heavy Bolter Twin Heavy Bolter Twin Heavy Bolter Reaper Autocannon Reaper Autocannon Reaper Autocannon Incendiary Bombs 2x Reaper Autocannon Bombs Twin Lascannon Havoc Launcher Orbital Bombardment Orbital Bombardment
75cm 30cm 15cm 15cm 30cm 15cm 15cm 15cm 15cm 15cm 45cm 45cm n/a n/a
AP4+/AT4+, FxF AP4+/AA5+, FxF AP4+/AA5+, Right Arc AP4+/AA5+, Left Arc AP4+/AT6+/AA5+, FxF AP4+/AT6+/AA5+, Right Arc AP4+/AT6+/AA5+, Left Arc 6BP, Ignore Cover, FxF AP4+/AT6+/AA5+, FxF 2BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF 5BP, MW 14BP, MW
DC2, Planetfall, Reinforced Armour, Transport: (May carry up to 8 of the following: Chaos Space Marines, Chaos Space Marine Bike, Chaos Spawn, Havoc, Cult Marine, Chaos Dreadnought or Chaos Space Marine Terminator units. Chaos Terminators and Dreadnoughts take up 2 spaces each). Critical Hi Effect: Destroyed DC 4. Critical Hi Effect: Destroyed
AV
Immobile
5+
n/a
n/a
Deathwind
15cm
AP5+/AT5+
Transport: (May carry up to 20 of the following: Chaos Space Marines, Havocs, Chaos Spawn, Cult Marines, Chaos Dreadnought or Chaos Space Marine Bike units, plus 6 Chaos Thunderhawks and enough Drop Pods to carry any other units on board). Slow & Steady, Transport: (May carry up to 60 of the following: Chaos Space Marines, Havocs, Chaos Spawn, Cult Marines, Chaos Dreadnought or Chaos Space Marine Bike units, plus 9 Chaos Thunderhawks and enough Drop Pods to carry any other units on board). Planetfall, Transport: (May carry 1 formation that includes only Chaos Space Marines, Havocs, Chaos Spawn, Cult Marines or Chaos 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 within5cm 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.
RED CORSAIRS
RED CORSAIRS
FORMATION 1+ Traitor Coven Traitor Rough Riders Traitor Sentinels Traitor Artillery Traitor Armour Company 0-2 Traitor Storm Troopers Traitor Super-Heavy Tank Company 0-1 Daemon Pool
(Up to two Alpha Legion Chaos Cultist Formations may be taken per one Alpha Legion Chaos Space Marine formation taken.) CORE UNITS 1 Demagogue or Chaos Marine Aspiring Champion All except Chaos Space Marine and 11 Cultist units Transport 6 Traitor Rough Rider units None 4 Traitor Sentinels None 4 Traitor Basilisks and/or Manticores None 6 Traitor Leman Russ Traitor Griffon Battery, Traitor Flak Traitor Hellhound Squadron 1 Demagogue or Chaos Marine Aspiring Champion Traitor Snipers, Transport and 6 Traitor Storm Troopers 1 to 3 Baneblades and/or Shadowswords Traitor Tank Squadron, Traitor Flak in any combination Traitor Hellhound Squadron, Traitor Griffon Battery Any number of Lesser Daemon units None Any number of Greater Daemon units None (A formation may take each allowed upgrade once.) UNITS Replace 1 to 6 Cultist and/or Mutant units with an equal number of Big Mutants Add 1 Chaos Altar Add up to 3 Chaos Hounds units Add Chaos Rhinos and/or Chaos Land Raiders to the formation. You may take only the minimum number required to transport the formation after all upgrades have been added. No spare transport spaces may be left over if avoidable. Add 1 Chaos Spawn unit Add up to 8 Cultist/Mutant units in any combination Replace the Demagogue or Chaos Space Marine Aspiring Champion with a Daemon Prince unit. You may have only 1 Daemon Prince per Chaos faction taken. Add a Daemonic Pact to the formation Add 1 Icon Bearer character to the formation Add up to 3 Chaos Dreadnoughts Add 4 Havoc units Add enough Dreadclaws to transport the entire formation
COST 200 points 150 points 100 points 350 points 400 points 200 points 200 points 200 points each
UPGRADE Big Mutants Chaos Altar Chaos Hounds Chaos Space Marine Transport Chaos Spawn Cultist or Mutants Daemon Prince Daemonic Pact Icon Bearer Dreadnought Havocs Dreadclaws Traitor Snipers Traitor Tank Squadron Transports
Add 2 Traitor Sniper units Add up to 3 Traitor Leman Russ or Leman Russ Demolishers Add any combination of: Land Transporters and/or Traitor Chimeras. You may take only the minimum number required to transport the formation after all upgrades have been added. No spare transport spaces may be left over if avoidable. Add 3 Traitor Griffons Add 1 Traitor Hydra Add 3 Traitor Hellhounds (Up to 1/3 of the army's points may be spent on Spacecraft and Support) UNITS 3 Hellblade Fighters 2 Hell Talon Fighter-Bombers 2 Traitor Thunderbolt Fighter-bombers 2 Traitor Marauder Bombers 1 or 2 Traitor Warhound Titans 1 Devastation Class Cruiser
FORMATION Hellblades Hell Talons Traitor Thunderbolts Traitor Marauders Traitor Warhound Pack Cruiser
113
113
NOTES
Commander, Leader, Invulnerable Save Leader, Daemonic Focus, Invulnerable Save. Reinforced Armour, Thick Rear Armour, Teleport.
Big Mutant Chaos Hound Chaos Space Marine Aspiring Champion Chaos Space Marine Bikes Chaos Space Marine Chosen Chaos Spawn Cultist Daemon Prince Demagogue Havocs Mutant Plague Zombie Traitor Rough Rider
3+ 6+ 4+
4+ 4+ 4+
4+ 4+
INF INF INF INF INF INF INF INF INF INF
35cm 15cm 15cm 15cm 15cm(30cm) 15cm 15cm 15cm 10cm 20cm
4+ 4+ 3+ -3+(4+) 6+ 4+ 6+ 5+ 6+
3+ 4+ 3+ 5+ 3+ 5+ 5+ 4+ 6+ 4+
4+ 4+ 6+ 3+ 5+ 3+ 6+ 6+
Commander, Leader, Fearless, Reinforced Armour, Teleport. May have wings: count as Jump Packs. Speed increase to 30cm, save reduced to 4+ Invulnerable Save, Augment Summoning (+2D3).
INF INF LV
5+ 5+
5+ 5+ 6+
6+ 4+ 6+
(Assault Weapons), EA(+1), First Strike (Assault Weapons) (Small Arms) AP5+, Sniper (Small Arms) AP5+/AT5+ AP6+/AT6+
Infiltrator, Fearless, Infestation (Teleport). Plague Zombies may only contest, not hold objectives. Mounted, Scout, Infiltrator
Scout
Chaos Land Raider Chaos Dreadnought Chaos Rhino Traitor Basilisk Traitor Chimeras
AV AV AV AV AV
4+ 3+ 5+ 5+ 5+
6+ 4+ 6+ 6+ 6+
4+ 4+ 6+ 5+ 5+
Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each). Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Alpha Legion Terminator unit or 2 Chaos Space Marine units) Fearless, Walker. Transport: (may carry 2 Chaos Space marine or Chaos Space Marine Chosen
Heavy Bolter Earthshaker Heavy Bolter Multilaser Heavy Bolter Heavy Mortar Heavy Bolter 2x Twin Hydra Autocannon
AP5+ AP4+/AT4+ OR 1BP, Indirect Fire AP5+ AP5+/AT6+ AP5+ 1BP, Indirect Fire AP5+ AP4+/AT5+/AA5+
May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages. Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each).
AV AV
30cm 30cm
6+ 6+
6+ 6+
5+ 5+
ALPHA LEGION
NOTES
Reinforced Armour
AV
Reinforced Armour
AV AV Special
6++ 6+ n/a
6+ 6+ n/a
5+ 5+ n/a
Chaos Altar
WE
15cm
4+
4+
4+
Arcane Technology
45cm
D3x AP4+/AT4+/AA4+
Scout, Walker Planetfall, Transport: (May carry 1 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 15cmof the Dreadclaw. Once all units have been placed, the Dreadclaw is removed. DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Augment Summoning (+2), Daemonic Focus Critical Hit Effect: Destroyed. Units within 5cm suffer MW6+ attack
WE
30cm
5+
4+
4+
45cm 45cm
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Traitor Baneblade
WE
15cm
4+
6+
4+
Traitor Shadowsword
WE
15cm
4+
6+
5+
3x Twin Heavy Bolter Demolisher Autocannon 2x Lascannon Main Battle Cannon 2x Heavy Bolter Volcano Cannon 2x Reaper Autocannon Bombs Twin Lascannon Havoc Launcher Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon Claws and Fangs Claws and Fangs
30cm 30cm 45cm 45cm 75cm 30cm 90cm 15cm 15cm 45cm 45cm 15cm 30cm 30cm 15cm 15cm 45cm (base contact) (base contact)
AP4+ AP3+/AT4+, Ignore Cover, FxF AP5+/AT6+ AT5+ AP3+/AT3+ AP5+ MW2+, TK(D3), FxF AP4+/AT6+/AA5+, FxF 2BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3BP, FxF AT4+/AA4+, FxF (Assault Weapons), MW, EA(+2) (Assault Weapons)
DC3, Reinforced Armour Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on a roll of 6+.
DC3, Reinforced Armour Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on a roll of 6+.
AC AC
Fighter Fighter-Bomber
6+ 5+
n/a n/a
n/a n/a
Traitor Thunderbolt Fighter-Bombers Traitor Marauder Bombers Generic Greater Daemon Generic Lesser Daemon
AC
Fighter-Bomber
6+
n/a
n/a
AC
Bomber
4+
n/a
n/a
WE INF 15cm
4+ 4+
3+ 3+
DC3, Reinforced Armour, Fearless, Inspiring, Walker. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 6 points to summon. Invulnerable Save. Costs 1 point to summon.
ALPHA LEGION
COST 75 points
1 Great Abomination 0-2 Plague Zombie Infestation FORMATION Daemonic Horde Mutant Horde 0-1 Greater Daemon
Free 175 points COST 250 points 200 points 250 points
HORDE UPGRADES
UPGRADES Daemon Prince Icon Bearer Mutants Big Mutants Chaos Altar Chaos Spawn Chaos Hounds Furies Additional Daemons
COST +50 points +50 points +15 points each +20 points each +150 points +25 points each +10 points each +25 points each +25 points each
FORMATION
DAEMON ENGINES:
COST 400 points each 300 points 325 points each 325 points each 275 points 225 points 50 points each 50 points each 25 points each 25 points each 25 points each 225 points 150 points
Khorne: Lord of Battles Khorne: Daemon Assault Engines Nurgle: Plague Tower Nurgle: Contagion Towers Slaanesh: Daemon Scout Titans
FOLLOWERS OF CHAOS:
Khorne: Juggernaut Pack Nurgle: Beasts of Nurgle Pack Slaanesh: Seekers Pack Tzeentch: Screamers Pack Undivided: Spawn Pack Chaos Renegades Pack Cultist Mob
A Chaos Gate included in the army allows the Chaos player to pick up to three other formations, and keep them within the Warp instead of deploying them normally. Any formations that are kept within the Warp may enter play via the Chaos Gate, by taking an action that allows them to make a move, and then measuring their first move from the position that a Chaos Gate occupies on the tabletop. No more than one formation may travel through a Chaos Gate each turn.
Any Daemon World formation that fails an initiative test, for any reason, immediately loses 1D3 Lesser Daemons. These losses do not cause any Blast though the formation may break if this causes them to have more Blast Markers than units. Formations without Lesser Daemons are still subject to this rule though, in practice, it has no effect on them.
116
NOTES
Leader, Daemonic Focus, Invulnerable Save. Fearless, Invulnerable Save, Mounted, Walker
INF INF INF INF INF INF INF INF INF INF INF INF INF INF INF INF AV AV
3+ -3+(4+) 4+ 4+ 6+ 5+ 4+ 6+ 4+ 3+ 6+ 3+ 5+ 5+ 4+ 5+ 4+
3+ 5+ 3+ 3+ 3+ 5+ 5+ 3+ 4+ 4+ 3+ 4+ 4+ 6+ 3+ 4+ 5+ 4+
Commander, Leader, Fearless, Reinforced Armour, Teleport. May have wings: count as Jump Packs. Speed increase to 30cm, save reduced to 4+ First Strike, Invulnerable Save, Costs 1 point to summon. Infiltrator, Invulnerable Save, Costs 1 point to summon Invulnerable Save, Augment Summoning (+2D3). Invulnerable Save. Costs 1 point to summon. Infiltrator, Invulnerable Save. Costs 1 point to summon. Wings (count as Jump Pack), Invulnerable Save, Scout. Costs 1 point to summon. Invulnerable Save. Costs 1 point to summon Fearless, Infiltrator, Invulnerable Save, Mounted, Walker
Invulnerable Save. Costs 1 point to summon. Infiltrator, Fearless, Infestation (Teleport). Plague Zombies may only contest, not hold objectives. Jump Packs. Invulnerable Save. Costs 1 point to summon First Strike, Invulnerable Save, Mounted. Costs 1 point to summon. Invulnerable Save, Fearless Fearless, Infiltrator, Invulnerable Save, Walker.
Demonic Assault Engines Daemon Knight Hellfire Cannon Silver Tower Chaos Altar
AV AV AV AV WE
4+ 4+ 4+ 4+ 4+
3+ 5+ 6+ 6+ 4+
5+ 4+ 4+ 4+ 4+
Invulnerable Save , Reinforced Armour, Fearless. Scout, Walker, Invulnerable Save, Fearless Invulnerable Save, Fearless Skimmer, Invulnerable Save, Fearless. DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Augment Summoning (+2), Daemonic Focus Critical Hit Effect: Destroyed. Units within 5cm suffer MW6+ attack
DAEMON WORLD
NOTES
DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless Critical Hit Effect: immediately moves 3D6cm in a random direction. If this move takes the Lord of Battles into impassable terrain or another unit it cant over 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+. DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport 16 of the following units: 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: Extra point of DC and kill D3 selected passengers (no saves allowed). The player may choose which units are killed. DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Questor into impassable terrain or another unit it cant move over then it stops when it hits 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+ (take any normal saving throws). DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Subjugator into impassable terrain or another unit it cant move over then it stops when it hits 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+ (take any normal saving throws). DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Invulnerable Save. Invulnerable Save.
Plague Tower
WE
15cm
4+
4+
4+
Questor
WE
35cm
5+
5+
3+
45cm 75cm
3x AP3+/AT5+ AP4+/AT4+
Subjugator
WE
35cm
5+
5+
3+
Blood Thirster
WE
30cm
4+
3+
n/a
Axe of Khorne Bloodthirster Whip Nurgling Swarm Stream of Corruption Lash of Torment Gaze of Slaanesh Bedlam Staff Withering Gaze Flame Cannon Flame Cannon Firestorm Bombs Twin Lascannon
(base contact) (base contact) (base contact) (15cm) AND 15cm (base contact) (15cm) AND 30cm (base contact) (15cm) AND 45cm 15cm 15cm 15cm 45cm
(Assault Weapons), TK(1), EA(+2) (Assault Weapons), TK(1), EA(+1) (Assault Weapons), EA(+1) (Small Arms), Ignore Cover, EA +1) 3BP, Ignore Cover (Assault Weapons), MW, EA(+1), First Strike (Small Arms), MW, First Strike, EA(+1) 3x MW4+ (Assault Weapons), MW, EA(+1) (Small Arms), MW, EA(+1) 2x MW3+ AP4+/AT5+/AA5+, Ignore Cover, FxF AP4+/AT5+/AA5+, Ignore Cover, FxF D3BP, Ignore Cover, FxF AT4+/AA4+, FxF
WE
15cm
4+
4+
4+
Keeper of Secrets
WE
15cm
4+
3+
4+
Lord of Change
WE
30cm
4+
5+
3+
Doomwing Firelord
AC AC
Fighter Bomber
6+ 4+
n/a n/a
n/a n/a
DAEMON WORLD
RETINUES
UPGRADES All
(One Elite Support Formation may be included in the army for each Retinue selected) CORE UNITS UPGRADES 4 Khorne Renegade Terminators units Dreadnoughts, Khorne Champion, Daemon Prince, Daemonic Pact, Icon Bearer, Khorne Lord 8 World Eaters Berzerkers units plus World Eaters Terminators, Dreadclaw Assault boats Khorne Lord, Khorne Champion, Icon Bearer, Dreadnoughts, Daemonic Pact, Daemon Prince 3 Slaughterfiends and 3 Khorne Berzerker units None (One Khorne Support Formation may be included for every Retinue selected) CORE UNITS UPGRADES 8 Khorne Renegade Bike units Daemonic Pact, Icon Bearer 6 Khorne Raptor units 8 Khorne Cultists and/or Mutants units 4 Khorne Blood Slaughterers None None Blood Slaughterers
275 points
300 points
SUPPORT FORMATIONS
FORMATION Khorne Renegade Bike Company Khorne Raptor Cult Khorne Cultists/Mutants Slaughter Pack
UPGRADES Khorne Lord 0-1 Khorne Warlord 0-1 Khorne Daemon Prince Khorne Berzerkers World Eaters Terminators Dreadnoughts Blood Slaughterers Khorne Renegade Annihilators Dreadclaws Khorne Champion Icon Bearer Daemonic Pact Predators Transports
UNITS Add a Khorne Lord to a unit Add the Supreme Commander ability to a single Khorne Lord unit Replace a unit containing a Khorne Lord or War Lord character with a Khorne Daemon Prince unit. Add 4 units of Khorne Berzerkers to the formation Replace up to 4 World Eaters Berzerker units with the same number of World Eaters Terminator units Add up to 2 Khorne Dreadnoughts Add up to 2 Blood Slaughterers Replace up to 4 Khorne Renegade Marine units with the same number of Renegade Annihilator units Equips the formation with Dreadclaw Assault Boats
UPGRADES
COST +50 points +50 points +50 points +150 points +45 points each +50 points each +50 points each +35 points each +5 points per unit in the formation +50 points +50 points +25 points +50 points each +10 points per Rhino +75 per Land Raider
Add a Khorne Champion to a unit in the formation Add a Khorne Icon Bearer to a unit in the formation Allows the formation to summon Daemons from the Daemon Pool Add up to 4 Khorne Predators Add Khorne Rhinos and/or Khorne Land Raiders. You may take only the minimum number required to transport the formation after all upgrades have been added. No spare transport spaces may be left over if avoidable. (Only Khorne Daemons may be purchased for the Daemon pool)
DAEMON POOL
UNITS Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds) Any number of Greater Daemon (Bloodthirster)
All followers of Khorne units within the Khorne Renegades army list have both the Bloodthirsty and Aggressive traits Formations that have a Bloodthirsty unit which can potentially reach base contact with an enemy unit after a charge move will receive a -1 modifier to their initiative roll, if they attempt to perform any action other than an Engage action. This rule does not affect transport aircraft that are carrying Bloodthirsty units.
Formations that have an aggressive unit which can potentially reach base contact with an enemy unit after a charge move will receive a +1 modifier to their initiative roll, if they attempt to perform an Engage action. This rule does not affect transport aircraft that are carrying Aggressive units.
119
NOTES
Invulnerable Save, Augment Summoning (+2D3). Leader, Daemonic Focus, Invulnerable Save. Commander, Leader, Invulnerable Save Fearless, Reinforced Armour, Supreme Commander, Teleport Wings: count as Jump Pack. Speed increased to 30cm, armour reduced to 4+ Fearless
Mounted.
4+ 4+ 4+ 3+ 3+ 4+
3+ 3+ 2+ 3+ 4+ 6+
5+ 5+ 4+ 5+ 4+
Jump Packs.
Reinforced Armour, Thick Rear Armour, Teleport. Fearless, Infiltrator, Invulnerable Save, Walker Fearless, Walker Reinforced Armour, Thick Rear Armour, Transport: (May carry up to 2 of the following: Khorne Renegade Marines, Khorne Renegade Annihilators, Khorne Renegade Terminators. Khorne Berzerkers, Khorne Renegade Terminators take up 2 spaces each).
AV AV AV
4+ 5+ 4+
6+ 5+ 3+
5+ 6+ 5+
Dreadclaw
Special
n/a
n/a
n/a
n/a
WE
15cm
4+
2+
4+
(base contact) AND 30cm (base contact) AND 75cm (15cm) 60cm 60cm
(Assault Weapons), TK(D3), EA(+2) 4x AP4+/AT4+, FxF (Assault Weapons), EA(+1) AP4+/AT4+ (Small Arms), EA(+2), FxF 3BP, MW, Ignore Cover, FxF 2BP, One-Shot, Indirect Fire, Fwd
Transport: (May carry up to 2 of the following: Khorne Renegade Marines, Khorne Renegade Annihilators, Khorne Berzerkers) Fearless, Infiltrator, Invulnerable Save, Walker, Bloodride: Transport: (May carry 1 Khorne Berzerker unit). Dangerous terrain test required to embark. 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 15cmof the Dreadclaw. Once all units have been placed, the Dreadclaw is removed. 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 Titans knees and up to 2cm wide. Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move takes the Banelord into impassable terrain or another unit it stops when it contacts the obstruction and suffers an extra point of damage. Any units run over or into take a hit on a D6 roll of 4+.
KHORNE RENEGADES
NOTES
DC2, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker
Feral Titan
WE
30cm
5+
4+
5+
Lord of Battle
WE
25cm
4+
2+
4+
Harbinger
AC/WE
Bomber
4+
n/a
n/a
AC AC
Fighter Fighter-Bomber
6+ 5+
n/a n/a
n/a n/a
Reaper Autocannon Reaper Autocannon Reaper Autocannon Incendiary Bombs 2x Reaper Autocannon Bombs Twin Lascannon Havoc Launcher Orbital Bombardment Pin-point Attack Orbital Bombardment 1x Pin-point Attack Axe of Khorne Bloodthirster Whip Hellblades Claws and Fangs
30cm 15cm 15cm 15cm 15cm 15cm 45cm 45cm (base contact) (base contact) (base contact) (base contact)
AP4+/AT6+/AA5+, FxF AP4+/AT6+/AA5+, Right Arc AP4+/AT6+/AA5+, Left Arc 6BP, Ignore Cover, FxF AP4+/AT6+/AA5+, FxF 2BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF 3BP, MW MW2+, TK(D3) 3BP, MW MW2+, TK(D3) (Assault Weapons), TK(1), EA(+2) (Assault Weapons), TK(1), EA(+1) (Assault Weapons), EA(+1) (Assault Weapons)
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Feral into impassable terrain or another unit it cant 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+ (take any normal saving throws). DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless Critical Hit Effect: immediately moves 3D6cm in a random direction. If this move takes the Lord of Battles into impassable terrain or another unit it cant over 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+. DC 4. Critical Hi Effect: Destroyed
SC SC WE
n/a n/a 4+
n/a n/a 3+
Slow and Steady. Transport: (May carry up to 40 units that can be deployed with Dreadclaws). Transport: (May carry up to 20 units that can be deployed with Dreadclaws) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Invulnerable Save, Costs 1 point to summon. Infiltrator, Invulnerable Save. Costs 1 point to summon
INF INF
15cm 20cm
4+ 4+
4+ 3+
n/a -
KHORNE RENEGADES
COST 275 points (+50 points) (+75 points) 300 points (+25 points) 225 points 475 points 500 points
UNIT UPGRADES
(Any number of upgrades may be taken per Warband. Each upgrade may only be taken once per Warband) UPGRADE Flak Flame Tanks Fire Support Coven Assault guns Sniper Support Stalk Tanks Death Brigade Support UNITS Add 1 ZU57 Reaper Heavy Flak Add 2 CR3 Cerberus Close Support Tanks Add 3 Anti-Tank Section units Add up to 3 Gore Mage units Add 2 U90 Usurpers Add 1 or 2 Bloodied Sniper Units Add 2 Stalk Tanks Add 2 Death Brigade Units and 1 STeG4 (Daemons purchased are not faction specific and are used to represent daemons from any faction) COST +50 points +75 points +75 points +25 points each +125 points +25 points Each +50 points +75 points
DAEMON POOL
UNITS 2 Lesser Daemon units (Blood Thralls, Blood Wolves and Crones) 1 Greater Daemon unit (Flesh Fiend)
FORMATION Corrupted Leviathan 0-2 Close Formation Warhounds Hell-Razor Fighters Tormentors Fighter-Bombers Harbinger Bomber 0-1 Orbital Support
UNITS 1 Corrupted Leviathan 1 Hellfire Pattern Warhound 3 Hell-Razors 2 Tormentors 1 Udeshi Pattern Harbinger 1 Devastation Class Cruiser
(No more than 1/3 of your army points can be spent on Support Formations)
SUPPORT FORMATIONS
COST 400 points 300 points 200 points 225 points 400 points 150 points
Units with this rule have the Daemonic Pact and Augmented Summoning (+1D3) abilities. If a formation loses all models with Blood Symbiosis for whatever reason, any daemons currently summoned into that formation are immediately destroyed. When formations with daemons summoned by Blood Symbiosis are broken, the daemons are not destroyed but are returned to the Daemon Pool. In addition, if three or more units with Blood Symbiosis are present in the formation, those units receive Daemonic Focus as well.
Units with the Tank Hunter rule are exceptionally good at targeting armoured vehicles. To represent this, when performing the Sustained Fire or Advance orders their weapons AT values are improved by 1
122
NOTES
Supreme Commander, Invulnerable, Fearless Supreme Commander, Invulnerable, Fearless Blood Symbiosis Commander (One in every Two Units has a Missile Launcher)
Scout Fearless Blood Symbiosis, Invulnerable Supreme Commander, Invulnerable, Fearless Reinforced Armour, Inspiring, Infiltrator Walker, Scout Transport: (May carry up to 2 units of the following: Bloodied Infantry, Gore mage, Anti-tank, Bloodied Commander, Bloodied Snipers) Transport: (May carry up to 2 units of the following: Bloodied Infantry, Gore mage, Anti-tank, Bloodied Commander, Bloodied Snipers, Warlord, Master Thaumaturge, Magister, Death Brigade units) Walker
Stalk Tank
LV
25cm
4+
5+
5+
AT83 Brigand U90 Usurper ZU57 Reaper CR3 Cerberus Warpstrike Launcher Urdeshi Pattern Baneblade
AV AV AV AV AV WE
4+ 6+ 5+ 4+ 6+ 4+
6+ 6+ 6+ 6+ 6+
4+ 5+ 5+ 3+ 6+ 4+
Bloodied Stormsword
WE
15cm
4+
6+
4+
Slaughtersword
WE
15cm
4+
6+
4+
Corrupted Leviathan
WE
15cm
4+
5+
4+
Autocannon Twin Heavy Stubber Flamer Battlecannon 2x Heavy Stubbers Earthshaker Heavy Stubber 2x Hydra Autocannons Inferno Cannon Warpstrike Missile Heavy Stubber Baneblade Battlecannon Crusader Cannon Autocannon 4x Heavy Stubbers Siege Cannon 2x Twin Heavy Stubbers Heavy Stubber 2x Heavy Flamers Slaughtercannon 2x Lascannon Twin Heavy Stubber Doomsday Cannon Heavy Battlecannon 3x Twin Autocannons 3x Twin Autocannons Automatic Defence Array
45cm 30cm (15cm) 75cm 30cm 120cm 30cm 45cm 30cm Unlimited 30cm 75cm 45cm 45cm 30cm 45cm 30cm 30cm 15cm 45cm 45cm 30cm 90cm 75cm 45cm 45cm (15cm)
AP5+/AT6+ AP5+ (Small Arms), Ignore Cover AP4+/AT4+ AP6+ AP4+/AT4+ or 1BP Indirect Fire AP6+ AP4+/AT5+/AA5+ AP3+, Ignore Cover MW2+, TK(D3), One-shot, Indirect Fire AP6+ AP3+/AT3+ AP4+/AT4+ AP5+/AT6+ AP6+ 3BP, Disrupt, Ignores Cover, FxF AP5+ AP6+ AP4+, Ignores Cover BP1, Ignore Cover, TK(D3), FxF AT5+ AP5+ 3BP, Disrupt, Ignores Cover, FxF AP3+/AT3+ AP5+/AT5+, Left Arc AP5+/AT5+, Right Arc (Small Arms), EA(+4)
Walker, Reinforced Armour May only use indirect fire inBP mode
DC3, Reinforced Armour Critical Hit Effect: Destroyed, all units within 5cm take a hit on a 6+
DC3 Critical Destroyed, all units within 5cm take a hit on a 6+ Reinforced Armour
DC3, Reinforced Armour, Walker, Tank Hunter Critical Destroyed, all units within 5cm take a MW hit on a 5+ DC6 4 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Transport (may carry 16 of the following: Bloodied Infantry, Gore Mage, Anti-tank, ) Bloodied Commander, Bloodied Snipers, Warlord, Master Thaumaturge, Magister, Death Brigade, Sabre Platform units) Critical Hit Effect: Lose an extra DC, and all passengers onboard take a hit on a 6+.
NOTES
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.
Hell-Razor Tormentor
AC AC
Fighter Fighter-Bomber
6+ 5+
n/a n/a
n/a n/a
AC/WE
Bomber
5+
n/a
n/a
Devastation Class Cruiser Blood Thralls Blood Wolves Crones Flesh Fiend
n/a 4+ 4+
n/a 4+ 4+ 5+ 3+
n/a 5+
2x Reaper Autocannons Twin Lascannon Havoc Launcher Bombs Reaper Autocannon Reaper Autocannon Reaper Autocannon Firebombs Orbital Bombardment 2x Pinpoint Attack Claws and Fangs Claws and Fangs Claws and Fangs Aerial Assault Possessed Weapon Arcane Powers
15cm 30cm 30cm 15cm 30cm 15cm 15cm 15cm n/a n/a (base contact) (base contact) (base contact) 30cm (base contact) 30cm AND (15cm)
AP4+/AT6+/AA5+, FxF AT4+/AA5+, FxF AP5+/AT6+, FxF 2BP, FxF AP4+/AT6+/AA5+, FxF AP4+/AT6+/AA5+, Left Arc AP4+/AT6+/AA5+, Right Arc 6BP, Ignores Cover, FxF 3BP, MW MW2+, TK(D3) (Assault Weapons) (Assault Weapons) (Assault Weapons) AA6+ (Assault Weapons), EA(+2), TK(1) MW5+ (Small Arms), MW
Invulnerable, Expendable, costs 1 point to summon Invulnerable, Infiltrator, Expendable, costs 1 point to summon Invulnerable, Jump Packs, Scout, Expendable, costs 1 point to summon DC 3, Fearless, Inspiring, Invulnerable, Walker, Reinforced Armour, Critical Hit Effect: Destroyed, all daemonic units within 5cm are removed on a 5+. Costs 8 points to summon
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.
Orks believe that as long as theres a bunch of them still fighting together (slightly more than they can count up to is ideal!) then theres always a chance that theyll prevail, no matter the odds. To represent this, Ork formations with more than five units (i.e., too many to count on the fingers of one hand), not including Grotz, Big Gunz or Squig Katapults, 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.
In tournament games, war engines attached to a formation with nonwar engines may only transport units from their own formation (i.e., the rules for War Engine transports do not apply to them when using the tournament army lists).
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, 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.
125
7.1 NetEA APPROVED GHAZGKHULL MAG URUK THRAKAS WARHORDE ORK ARMY
Final version 2012 (2-Dec-11). Ork Army Champion: Neal Hunt Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+. (An Ork War Horde army may contain any number of War Horde formations) COST PER FORMATION NORMAL BIG UGE UPGRADES 200 points 350 points 500 points Any number of the following for 25 points each: Boyz (plus an optional free Grot per Boyz unit), Big Gunz, Killa Kans, Kommandos, Skorchas, Stormboyz, Warbikes, War Buggies 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 Any number of the following for +25 points each: Kommandos, Skorchas, Stormboyz, Warbikes, War Buggies Any number of Deth Koptas for +35 points each Any number of the following for +25 points each: Skorchas, Warbikes, War Buggies Any number of the following for +35 points each: Deth Koptas, Flakwagonz, Gunwagonz Up to 1 Oddboy character for +50 points Any number of the following for +25 points each: Skorchas, Warbikes, War Buggies 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 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 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 May be upgraded to Ork Battlekroozer for +50 points
Stormboyz Warhorde
6 Stormboyz units
150 points
Kult of Speed
200 points
350 points
500 points
Blitz Brigade
150 points
250 points
350 points
Mekboy Stompamob
3 Stompas
225 points
400 points
575 points
Mekboy Gunzmob
125 points
225 points
325 points
Kill Kroozer
1 Kill Kroozer
200 points
(Up to 1/3 of an armys points may be spent on Aircraft, and Gargants) COST PER FORMATION NORMAL BIG UGE UPGRADES 650 points None 850 points None 200 points None 150 points Up to 6 Fighta-Bommers for +50 points each
Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you dont have to pay any points for it. If the army includes any Great Gargant, 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.
126
7.1 NetEA APPROVED GHAZGKHULL MAG URUK THRAKAS WARHORDE ORK ARMY REFERENCE 1
NAME Oddboy TYPE CH SPEED n/a ARMOUR n/a CC n/a FF n/a WEAPONS Supa-Zzap-Gun OR Soopagun RANGE 60cm 60cm STRATEGY 3 FIREPOWER MW3+, TK(D3) 2BP, MW
NOTES
Oddboy characters can be one of two types: Big Meks or Slavers. 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. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun. Supreme Commander
CH INF INF
n/a n/a 6+
n/a 6+ 4+
n/a 5+ 6+
Grotz
INF
15cm
6+
6+
(Assault Weapons), MW, EA(+1) AP5+/AT5+ (Assault Weapons) (Small Arms) AP6+/AT6+ (Small Arms)
Kommandos
INF
15cm
6+
4+
6+
Nobz
INF
15cm
4+
3+
5+
INF INF LV LV LV AV
6+ 5+ 4+ 5+ 5+ 5+
4+ 4+ 6+ 6+ 5+ 6+
6+ 6+ 5+ 4+ 5+ 5+
Choppas Shootas Big Shoota Big Choppas Shootas 2x Big Shoota Choppas Shootas Twin Sawn-off Big Shoota Twin Big Shoota Skorcha Twin Big Shoota 2x Twin Big Shoota
(base contact) (15cm) 30cm (base contact) (15cm) 30cm (base contact) (15cm) 15cm 30cm 15cm 30cm 30cm
(Assault Weapons) (Small Arms) AP6+/AT6+ (Assault Weapons), EA(+1) (Small Arms) AP6+/AT6+ (Assault Weapons) (Small Arms) AP5+/AT5+ AP5+/AT6+ AP4+, Ignore Cover AP5+/AT6+ AP5+/AT6+
Formations that include at least 1 Ork unit dont receive Blast markers for Grot units that are killed, and dont count Grotz units that are lost in an assault when working out who has won the combat. Scout, Infiltrator
Leader
AV AV AV AV AV
4+ 5+ 5+ 5+ 4+
4+ 5+ 5+ 5+ 4+
5+ 5+ 5+ 6+ 4+
Kombat Klaws 2x Twin Big Shoota Flak Gun Big Gun Kombat Klaws Big Shoota 3x Big Guns OR 2x Big Guns 0-1x Kombat Ammer 4x Twin Big Shoota Big Gun
(base contact) 30cm 30cm 45cm (base contact) 30cm 45cm 45cm (base contact) OR 30cm 30cm 45cm
(Assault Weapons), MW, EA(+1) AP5+/AT6+ 2x AP6+/AT6+/AA6+ AP5+/AT5+ (Assault Weapons), MW, EA(+1) AP6+/AT6+ AP5+/AT5+ AP5+/AT5+ (Assault Weapons), MW, EA(+1) AP5+/AT6+ AP5+/AT6+ AP5+/AT5+
Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Walker Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Walker Walker, Reinforced Armour
Battlefortress
WE
30cm
4+
4+
4+
Gunfortress
WE
30cm
4+
4+
4+
30cm 45cm
AP5+/AT6+ AP5+/AT5+
DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will only survive on a roll of 6. DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will only survive on a roll of 6.
GHAZGKHULLS WARHORDE
7.1 NetEA APPROVED GHAZGKHULL MAG URUK THRAKAS WARHORDE ORK ARMY REFERENCE 2
NAME Gargant TYPE WE SPEED 15cm ARMOUR 4+ CC 3+ FF 3+ WEAPONS Gaze of Mork 2-3x Soopaguns 0-1x Supa-Zzap-Gun 0-1x Mega-Choppa Gaze of Mork 2x Big Guns 1-2x Twin Soopagun OR Soopagun 0-1x Lifta-Droppa Gaze of Mork 2-3x Soopaguns 0-1x Mega-Choppa STRATEGY 3 RANGE FIREPOWER 30cm MW4+, TK 60cm 2 BP, MW 60cm MW3+, TK(D3), FxF 45cm AND AP5+/AT5+, FxF (base contact) (Assault Weapons), TK(D3), EA(+1) 30cm MW4+, TK 45cm AP5+/AT5+ 60cm 3BP, MW, FxF 60cm 2BP, MW, FxF 60cm AND MW3+, TK(D3), FxF (base contact) (Assault Weapons), EA(+1) 30cm MW4+, TK 60cm 2BP, MW 45cm AND AP5+/AT5+, FxF (base contact) (Assault Weapons), TK(D3), EA(+1) 15cm 30cm 15cm 30cm AP5+/AA5+ AT4+ D6+3x AP5+/AA6+ AT4+, FxF
NOTES
DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Any fires not put out cause one point of damage. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Any fires not put out cause one point of damage.
Great Gargant
WE
15cm
4+
3+
3+
Supa-Stompa
WE
15cm
4+
4+
4+
DC 4, D3 Power Fields, Walker, Fearless, Reinforced Armour Critical Hit Effect: The Supa-Stompas head is blown 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. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa
FightaBommer Landa
AC AC/WE
Fighter-Bomber Bomber
6+ 5+
n/a 6+
n/a 4+
Battlekroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
D6+3BP, MW
DC3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units: Boyz, Kommandos, Stormboyz, Nobz, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts, War Bikes, War Buggies. 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 Landas pilot is killed and the Landa crashes to the ground, killing all on board. Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry up to 12 Ork Landas plus the troops carried in them)
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
D6+1BP, MW
GHAZGKHULLS WARHORDE
CORE UNITS 1 Nobz unit, 3 Boyz units and 4 Trukks Plus any 4 of the following: Skorchas, Warbikes, War Buggies
Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz Up to 1 each of the following: Nobz unit for +35 points, Mekboy Speedsta +50 points Replace any number of Nobz with Nob Warbikes for free Any number of the following for +25 points each: Skorchas, Warbikes, War Buggies Any number of the following for +35 points each: Deth Koptas, Flakwagonz, Gunwagonz Up to 1 Mekboy Speedsta for +50 points Any number of the following for +25 points each: Boyz, Skorchas, Warbikes, War Buggies Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz Up to 1 each of the following: Nobz unit OR Nobz Warbike for +35 points each, Mekboy Speedsta +50 points, Gunfortress +125 points None
Kult of Speed
200 points
350 points
500 points
Blitz Brigade
150 points
250 points
350 points
Warbike Outriders
150 points
250 points
350 points
Fortress Mob
275 points
475 points
675 points
Any number of the following for +25 points each: Boyz Any number of the following for +35 points each: Flakwagonz Up to 1 each of the following: Nobz unit OR Nobz Warbike for +35 points each, Battlefortress +115 points Gunfortress +125 points May be upgraded to Ork Battlekroozer for +50 points
Kill Kroozer
1 Kill Kroozer
200 points
(Up to 1/3 of an armys points may be spent on Aircraft and Fortress Mobs) COST PER FORMATION NORMAL BIG UGE UPGRADES 200 points None 150 points Up to 6 Fighta-Bommers for +50 points each
ORK AIRCRAFT
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.
Every Speed Freek Ork army must include a Mekboy Bad Ork Bikeboy unit. The Bikeboy character is free, you dont have to pay any points for him, and it can be added to any formation in the army.
129
7.2 NetEA APPROVED BURNING DEATH SPEED FREEKS ORK ARMY REFERENCE
NAME Big Gunz Boyz TYPE INF INF SPEED 10cm 15cm ARMOUR n/a 6+ CC 6+ 4+ FF 5+ 6+ WEAPONS Big Gun Choppas Shootas Big Shoota Choppa Blades Sawn-off Custom Blasta Big Choppas Shootas 2x Big Shoota Big Choppas Shootas 2x Big Shoota Choppas Shootas Twin Sawn-off Big Shoota Twin Big Shoota Skorcha STRATEGY 3 RANGE FIREPOWER 45cm AP5+/AT5+ (base contact) (Assault Weapons) (15cm) (Small Arms) 30cm AP6+/AT6+ (contact) (Assault Weapons), MW, EA(+1) 15cm MW5+ AND (15cm) (Small Arms), MW, EA(+1) (base contact) (Assault Weapons), EA(+1) (15cm) (Small Arms) 30cm AP6+/AT6+ (base contact) (Assault Weapons), EA(+1) (15cm) (Small Arms) 30cm AP6+/AT6+ (base contact) (Assault Weapons) (15cm) (Small Arms) 15cm AP5+/AT5+ 30cm AP5+/AT6+ 15cm AP4+, Ignore Cover -
NOTES
INF
40cm
5+
4+
5+
INF
15cm
4+
3+
5+
Leader
Nobz Warbike
INF
35cm
4+
3+
5+
Leader, Mounted
INF INF LV LV LV
6+ 5+ 4+ 5+ 5+
4+ 4+ 6+ 6+ 6+
6+ 6+ 5+ 4+ -
Jump Pack, Scouts Mounted Skimmer Transport: (May carry any 1 of the following units: Boyz, Nobz, Grots, Big Gunz. Units other than Big Gunz may shoot while being transported) Units being transported may fire with any ranged weapons Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) D3 Power Fields DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.
Warbuggy Battlewagon
LV AV
35cm 30cm
5+ 5+
5+ 6+
5+ 5+
30cm 30cm
AP5+/AT6+ AP5+/AT6+
AV AV AV WE
5+ 5+ 5+ 4+
5+ 5+ 6+ 4+
5+ 5+ 5+ 4+
Flak Gun Big Gun Kustom Kannon 4x Twin Big Shoota Big Gun
Gunfortress
WE
30cm
4+
4+
4+
30cm 45cm
AP5+/AT6+ AP5+/AT5+
AC AC/WE
Fighter-Bomber Bomber
6+ 5+
n/a 6+
n/a 4+
Battlekroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
D6+3BP, MW
DC3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units: Boyz, Kommandos, Stormboyz, Nobz, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts, War Bikes, War Buggies. 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 Landas pilot is killed and the Landa crashes to the ground, killing all on board. Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry up to 12 Ork Landas plus the troops carried in them)
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
D6+1BP, MW
SPEED FREEKS
7.3 NetEA APPROVED WARLORD SNAGGA SNAGGAS FERAL ORK HORDE ARMY
Final version 2012 (2-Dec-11). Sub-Army Champion: "Tiny-Tim" Feral Ork armies have a Strategy rating of 3. All Feral Ork formations have an initiative rating of 3+. (A Feral Ork army may contain any number of War Horde Formations.) COST PER FORMATION NORMAL BIG UGE UPGRADES 200 points 350 points 500 points Any number of the following for 25 points each: Boyz (plus an optional free Grot per Boyz unit), 2 Wildboyz (note: you get 2 Wildboyz units for 25 points), Boarboyz Any number of Squiggoths for +50 points each Up to 1 Nobz for +35 points Up to 3 Squig Katapults for +25 points each Up to 1 Wyrdboy character +50 points Up to 1 Orkeosaurus for +175 points Any number of the following for 25 points each: Boyz (plus an optional free Grot per Boyz unit), 2 Wildboyz (note: you get 2 Wildboyz units for 25 points), Boarboyz Any number of Squiggoths for +50 points each Up to 1 Nobz for +35 points Up to 3 Squig Katapults for +25 points each Up to 1 Wyrdboy character +50 points Up to 1 Orkeosaurus for +175 points Any number of Boarboyz for +25 each Up to 1 Wyrdboy character for +50 points Up to 1 Nobz for +35 points
FORMATION Warband
Wildboyz
125 points
225 points
325 points
5 Boarboyz units 6 Wildboyz (All units receive the Scout Ability free) 6 Junkatrukks 6 Boyz units
175 points -
250 points -
Junka Brigade
175 points
300 points
350 points
500 points
Any number of the following for +25 points each: 1 Boyz unit with 1 Junkatrukk Up to 1 Junkatrukk and 1 Nobz for +50 points Up to 1 Wyrdboy character for +50 points Up to 6 extra Madboyz for +15 points each Up to 3 Wyrdboy characters for +50 points each None
Every Feral Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you dont have to pay any points for it. The Warlord will join the formation with the most units in the army. War Engines count their starting Damage Capacity towards the formation size. If there is a tie, you may choose which formation the Warlord will join.
131
7.3 NetEA APPROVED WARLORD SNAGGA-SNAGGA'S FERAL ORK HORDE ARMY REFERENCE
NAME Warlord Wyrdboy Boarboyz Boyz TYPE CH CH INF INF SPEED n/a n/a 20cm 15cm ARMOUR n/a n/a 5+ 6+ CC n/a n/a 4+ 4+ FF n/a n/a 6+ 6+ WEAPONS Big Choppas Fist of Gork Big Choppas Shootas Choppas Shootas Big Shoota Shootas RANGE (base contact) 45cm (base contact) (15cm) (base contact) (15cm) 30cm (15cm) STRATEGY 3 FIREPOWER (Assault Weapons), MW, EA(+1) MW5+/AA5+, MW (Assault Weapons) (Small Arms) (Assault Weapons) (Small Arms) AP6+/AT6+ (Small Arms)
NOTES
Supreme Commander Mounted, Infiltrator
Grotz
INF
15cm
6+
6+
Madboyz Nobz
INF INF
15cm 15cm
6+ 4+
4+ 3+
6+ 5+
INF INF LV
6+ 5+
6+ 4+ 5+
5+ 6+
Choppas Shootas Big Choppas Shootas 2x Big Shoota Squig Katapult Choppas Big Shoota
(base contact) (15cm) (base contact) (15cm) 30cm 45cm (base contact) 30cm
(Assault Weapons) (Small Arms) (Assault Weapons), EA(+1) (Small Arms) AP6+/AT6+ 1BP (Assault Weapons) AP6+/AT6+
Formations that include at least 1 Ork unit dont receive Blast markers for Grot units that are killed, and dont count Grotz units that are lost in an assault when working out who has won the combat. Fearless Leader
Disrupt Transport: (May carry 1 of the following: Boyz, Nobz. May also carry 1 Grotz unit in addition it to any other units) Units being transported may fire with any ranged weapons Reinforced Armour, Thick Rear Armour, Transport: (May carry 4 of the following: Boyz, Nobz, Wildboyz. May also carry 2 Grotz unit in addition it to any other units) DC6, Reinforced Armour, Thick Rear Armour, Transport: (May carry 12 of the following: Boyz, Nobz, Wildboyz. May also carry 6 Grotz unit in addition it to any other units) Critical Hit Effect: Rampages 3D6cm in random direction. Stops if contacting impassable terrain or another unit or move ends. Units rampaged over suffer a MW hit. If contacting impassable terrain the Orkeosaurus is killed. DC4, Reinforced Armour, Fearless, Walker. Critical Hit Effect: Destroyed. All units in 2D6cm suffer a hit. May not have more than 2 Soopaguns or Mega-Choppas in total (1 on each arm).
Squiggoth
LV
20cm
4+
4+
5+
Orkeosaurus
WE
15cm
4+
4+
5+
2x Twin Big Shoota Teeth and Horns Big Gun 4x Twin Big Shoota Goring Tusks 2x Big Gun
AP5+/AT6+ (Assault Weapons), MW, EA(+D3) AP5+/AT5+ AP5+/AT6+ (Assault Weapons), MW, EA(+D3) OR (Assault Weapons), TK(D3), EA(+1) AP5+/AT5+
Steam Gargant
WE
15cm
4+
4+
4+
FERAL ORKS
7.4 NetEA DEVELOPMENTAL BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPSS KORPS ORK ARMY
v1.3. Ork Army Champion: Neal Hunt Blood Axe War Horde Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+. (A Blood Axe Ork army may contain any number of War Horde Formations.) COST PER FORMATION NORMAL BIG UGE UPGRADES 200 points 350 points 500 points Any number of the following for 25 points each: Boyz (plus an optional free Grot per Boyz unit), Big Gunz, Killa Kans, Kommandos, Lobbaz, Skorchas, Stormboyz, Warbikes, War Buggies Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz, Lobbawagonz Any number of Big Wagons for +75 points each Any number of Big Koptas for +125 points each Any number of Gunfortresses for +125 points each Up to 2 Nobz for +35 points each Up to 1 Oddboy character for +50 points Any number of the following for +25 points each: Buggies, Kommandos, Skorchas, Stormboyz, Warbikes, War Buggies Any number of Deth Koptas for +35 points each Any number of Big Koptas for +125 points each Any number of the following for +25 points each: Kommandos, Stormboyz Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz Any number of Big Koptas for +125 points each Any number of the following for +25 points each: Skorchas, Warbikes, War Buggies Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz, Lobbawagonz Any number of Big Wagonz for +75 points each Up to 1 Oddboy character for +50 points Up to 1 Gunfortress for +125 points Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz, Lobbawagonz Any number of Big Wagonz for +75 points each Up to 1 Oddboy character for +50 points Up to 1 Gunfortress for +125 points Any number of the following for +25 points each: Big Gunz, Lobbaz Any number of the following for +35 points each: Battlewagonz, Flakwagonz
FORMATION Warband
Stormboyz Warhorde
6 Stormboyz units
150 points
Kommandos Squad
6 Kommandos units
150 points
Blitz Brigade
150 points
250 points
350 points
Tankaz
3 Big Wagonz
225 points
400 points
575 points
Mekboy Gunzmob
125 points
225 points
325 points
Up to 1 Nobz for +35 points Up to 1 Oddboy character for +50 points (Up to 1/3 of the armys points cost may be spent on Fighta Sqwadrons and Bommers) 150 points 0-6 Fighta-Bommers for +50 points each 200 points None
SPECIAL RULE - Blood Axe Kommandant SPECIAL RULE - Blood Axe Meks SPECIAL RULE - Bommers
One Blood Axe Unit in the army must be upgraded to include a Blood Axe Kommandant. It does not cost any additional points. The Kommandant is in all ways identical to a standard Ork Warlord A Blood Axe Oddboyz upgrade may be added to Big Wagonz units in addition to the normal options. Any Fighta Sqwadron that includes Bommers limits the entire formation (including Fighta Bommers) to the turn radius of the Bommers. As well, the formation is not eligible to be given CAP or Interception missions. If all the Bommers are destroyed then any remaining Fighta Bommers revert to their own turning radius and can be given any aircraft mission.
133
7.4 NetEA DEVELOPMENTAL BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPSS KORPS ORK ARMY REFERENCE 1
NAME Oddboy TYPE CH SPEED n/a ARMOUR n/a CC n/a FF n/a WEAPONS Supa-Zzap-Gun OR Soopagun RANGE 60cm 60cm STRATEGY 3 FIREPOWER MW3+, TK(D3) 2BP, MW
NOTES
Oddboy characters can be one of two types: Big Meks or Slavers. 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. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun. Supreme Commander
CH INF INF
n/a 6+
n/a 6+ 4+
n/a 5+ 6+
Grotz
INF
15cm
6+
6+
(Assault Weapons), MW, EA(+1) AP5+/AT5+ (Assault Weapons) (Small Arms) AP6+/AT6+ (Small Arms)
Kommandos
INF
15cm
6+
4+
6+
Lobba Nobz
INF INF
10cm 15cm
4+
6+ 3+
6+ 5+
INF INF LV LV LV AV
6+ 5+ 4+ 5+ 5+ 5+
4+ 4+ 6+ 6+ 5+ 6+
6+ 6+ 5+ 4+ 5+ 5+
Choppas Shootas Big Shoota Lobba Big Choppas Shootas 2x Big Shoota Choppas Shootas Twin Sawn-off Big Shoota Twin Big Shoota Skorcha Twin Big Shoota 2x Twin Big Shoota
(base contact) (15cm) 30cm 45cm (base contact) (15cm) 30cm (base contact) (15cm) 15cm 30cm 15cm 30cm 30cm
(Assault Weapons) (Small Arms) AP6+/AT6+ 1BP (Assault Weapons), EA(+1) (Small Arms) AP6+/AT6+ (Assault Weapons) (Small Arms) AP5+/AT5+ AP5+/AT6+ AP4+, Ignore Cover AP5+/AT6+ AP5+/AT6+
Formations that include at least 1 Ork unit dont receive Blast markers for Grot units that are killed, and dont count Grotz units that are lost in an assault when working out who has won the combat. Scout, Infiltrator
Big Wagon
AV
25cm
4+
5+
4+
3x Big Gunz
45cm
AP5+/AT5+
AV AV AV AV Special
5+ 5+ 5+ 6+ n/a
5+ 5+ 5+ 6+ n/a
5+ 5+ 6+ 6+ n/a
Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Reinforced Armour, Transport: (May carry any one of the following units: Boyz, Grots, Kommandos, Nobz, Big Gun, may carry 1 Grotz unit in addition to other units). Represents Orkified Land Raider, Leman Russ, Ragnarok tanks Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Walker Represents Orkified Whirlwind, Basilisk, Manticore, Bombard, Deathstrike, Griffon tanks Planetfall, Transport: (May carry 1 Mob that includes only: Nobz, Boyz, Grotz, Stormboyz, Kommandos, Killa Kanz, Dreadnoughts). Any troops carried in the Drop Kan must disembark within 5cm of the Drop Kan or within 5cm of another unit from the same formation, and all units must disembark within 15cm of the Drop Kan. DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. DC3. Skimmer. Transport (may carry any six of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Big Kopta crashes to the ground, destroying it and killing all aboard.
Battlefortress
WE
30cm
4+
4+
4+
30cm 45cm
AP5+/AT6+ AP5+/AT5+
Big Kopta
WE
35cm
4+
5+
4+
30cm 45cm
AP5+/AT6+ AP5+/AT5+
7.4 NetEA DEVELOPMENTAL BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPSS KORPS ORK ARMY REFERENCE 2
NAME Gunfortress TYPE WE SPEED 30cm ARMOUR 4+ CC 4+ FF 4+ WEAPONS 5x Twin Big Shoota 3x Big Guns RANGE 30cm 45cm STRATEGY 3 FIREPOWER AP5+/AT6+ AP5+/AT5+
NOTES
DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. DC3, Transport: 6 Stormboyz units. Stormboyz units may disembark after the Bommer has made a Ground Attack and count as having activated for that turn.
AC AC SC
6+ 6+ n/a
Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry up to 12 Ork Landas plus the troops carried in them)
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
D6+1BP, MW
7.5 NetEA DEVELOPMENTAL KOLONEL ROMMELZ'S BLOOD AXE MERCENARY ORK WARHORDE ARMY
v1.4. Sub-Army Champion: "Chroma" Blood Axe Mercenary Ork armies have a Strategy rating of 3, modified by the Blood Axe Taktics special rule. All Blood Axe Mercenary Ork formations have an initiative rating of 3+. (A Blood Axe Mercenary Ork army may contain any number of War Horde Formations) COST PER FORMATION NORMAL BIG UGE UPGRADES 200 points 350 points 500 points Up to 4 Looted Chimeras at +25 points each Any number of the following for +25 points each: Big Gunz, Boyz (with free Grot), Killa Kans, Kommandos, Stormboyz Any number of the following for +35 points each: Deth Koptas, Dreadnoughts, Flakwagonz, Gunwagonz Any number of Battlefortress for +115 points each Any number of Gunfortress for +125 points each Up to 2 Nobz for +35 points each Up to 1 Oddboy character for +50 points Any number of the following for +25 points each: Ork Boyz (with free Grot), Buggies, Kommandos, Warbikes, Skorchas Any number of the following for +35 points each: Gunwagons, Deth Koptas, Flakwagonz Up to 1 Nob for +35 points Up to 1 Oddboy character for +50 points Up to 2 Looted Rhinos for free Up to 2 Looted Land Raiders for +75 points each Any number of the following for +35 points each: Deth Koptas, Dreadnoughts, Gunwagons, Flakwagonz Up to 2 Nobz for +35 points each Any number of the following for +35 points each: Gunwagons, Deth Koptas, Flakwagonz Up to 1 Nobz unit for +35 points Up to 1 Oddboy character for +50 points Any number of the following for +25 points each: Big Gunz Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz, Up to 1 Nobz unit for +35 points Up to 1 Oddboy character for +50 points (Up to 1/3 of an armys points may be spent on Aircraft, Spacecraft, and Gargants) UNITS UPGRADE 3 Fighta-Bommers Up to 6 Fighta-Bommers for +50 points each 1 Drop Rok n/a 1 Ork Landa n/a 1 Kill Kroozer May be upgraded to Ork Battlekroozer for +50 points
Mekanized Warband
150 points
250 points
350 points
175 points
300 points
425 points
Any 3 of the following: Looted Leman Russ Looted Leman Russ Demolisher Looted Land Raider 3 Looted Basilisks
225 points
400 points
575 points
225 points
400 points
575 points
Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you dont have to pay any points for it. If the army includes any Great Gargant, 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.
The following rules apply to Looted Vehicles: All Looted Vehicles lose the Indirect Fire special ability. Any Looted Vehicle that partakes in a 'Double' or 'March' action must take a dangerous terrain test at the end of its second move or break down and be destroyed. You are free to "move cautiously" during this move, but that's not very Orky, is it? In all other ways, Looted Vehicles are treated like their Imperial counterparts, but should be painted/modelled in suitably Orky style.
At the start of a battle, before setup (EA 6.1.2) the Blood Axe player rolls on the following chart: 1: "Dis is da wrong map!" - For setup and the first turn, the Blood Axe army is treated as having a Strategy rating of 1. This returns to Strategy Rating 3 for all subsequent turns. 2-5: Kunning as an Ork - The Blood Axe army has the normal Ork Strategy rating of 3. 6: "I've gotz a very kunning plan..." - For setup and the first turn, the Blood Axe army is treated as having a Strategy rating of 5. This returns to Strategy rating 3 for all subsequent turns.
136
7.5 NetEA DEVELOPMENTAL KOLONEL ROMMELZ'S BLOOD AXE MERCENARY ORK WARHORDE ARMY REFERENCE 1
NAME Oddboy TYPE CH SPEED n/a ARMOUR n/a CC n/a FF n/a WEAPONS Supa-Zzap-Gun OR Soopagun STRATEGY 3 RANGE FIREPOWER 60cm MW3+, TK(D3) 60cm 2BP, MW
NOTES
Oddboy characters can be one of two types: Big Meks or Slavers. 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. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun. Supreme Commander
CH INF INF
n/a 6+
n/a 6+ 4+
n/a 5+ 6+
Grotz
INF
15cm
6+
6+
(Assault Weapons), MW, EA(+1) AP5+/AT5+ (Assault Weapons) (Small Arms) AP6+/AT6+ (Small Arms)
Kommandos
INF
15cm
6+
4+
6+
Nobz
INF
15cm
4+
3+
5+
Stormboyz Warbikes Deth Kopta Skorcha Warbuggy Dreadnought Flakwagon Gunwagon Killa Kan Looted Basilisk Looted Chimera
INF INF LV LV LV AV AV AV AV AV AV
30cm 35cm 35cm 35cm 35cm 15cm 30cm 30cm 15cm 20cm 30cm
6+ 5+ 4+ 5+ 5+ 4+ 5+ 5+ 5+ 5+ 5+
4+ 4+ 6+ 6+ 5+ 4+ 5+ 5+ 5+ 6+ 6+
6+ 6+ 5+ 4+ 5+ 5+ 5+ 5+ 6+ 5+ 5+
Choppas Shootas Big Shoota Big Choppas Shootas 2x Big Shoota Choppas Shootas Twin Sawn-off Big Shoota Twin Big Shoota Skorcha Twin Big Shoota Kombat Klaws 2x Twin Big Shoota Flak Gun Big Gun Kombat Klaws Big Shoota Heavy Bolter Earthshaker Heavy Bolter Multilaser Twin Heavy Bolter 2x Twin Lascannon
(base contact) (15cm) 30cm (base contact) (15cm) 30cm (base contact) (15cm) 15cm 30cm 15cm 30cm (base contact) 30cm 30cm 45cm (base contact) 30cm 30cm 120cm 30cm 30cm 30cm 45cm
(Assault Weapons) (Small Arms) AP6+/AT6+ (Assault Weapons), EA(+1) (Small Arms) AP6+/AT6+ (Assault Weapons) (Small Arms) AP5+/AT5+ AP5+/AT6+ AP4+, Ignore Cover AP5+/AT6+ (Assault Weapons), MW, EA(+1) AP5+/AT6+ 2x AP6+/AT6+/AA6+ AP5+/AT5+ (Assault Weapons), MW, EA(+1) AP6+/AT6+ AP5+ AP4+/AT4+ OR 1 BP AP5+ AP5+/AT6+ AP5+ AT4+
Formations that include at least 1 Ork unit dont receive Blast markers for Grotz units that are killed, and dont count Grotz units that are lost in an assault when working out who has won the combat. Scout, Infiltrator
Leader
Walker Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Walker May either shoot normally or fire a barrage. No Indirect Fire. Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, One of the units carried may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Reinforced Armour, Thick Rear Armour, Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, One of the units carried may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Reinforced Armour
AV
25cm
4+
6+
4+
AV
20cm
4+
6+
4+
AV
20cm
4+
6+
4+
AV
30cm
5+
6+
6+
2 x Heavy Bolter Lascannon Battle Cannon 2 x Plasma Cannon Demolisher Lascannon Storm Bolter
AP5+ AT5+ AP4+/AT4+ AP4+/AT4+, Slow Firing AP3+/AT4+, Ignore Cover AT5+ (Small Arms)
Reinforced Armour
Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, One of the units carried may be a Big Gunz. May carry 1 Grotz unit in addition to any other units)
7.5 NetEA DEVELOPMENTAL KOLONEL ROMMELZ'S BLOOD AXE MERCENARY ORK WARHORDE ARMY REFERENCE 2
NAME Battlefortress TYPE WE SPEED 30cm ARMOUR 4+ CC 4+ FF 4+ WEAPONS 4x Twin Big Shoota Big Gun STRATEGY 3 RANGE FIREPOWER 30cm AP5+/AT6+ 45cm AP5+/AT5+
NOTES
DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. DC3, Free Planetfall, Reinforced Armour, Transport: (May carry 20 of the following units: Boyz, Nobz, Kommandos, Stormboyz, Big Guns, Deth Koptas, Dreadnoughts, Killa Kans, Skorchas, War Bikes, War Buggies. Dreadnoughts and Light Vehicles (but not Killa Kans) take up 2 spaces each. May also carry 8 Grotz units in addition any other units) DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.
Drop Rok
WE
Immobile
5+
6+
5+
30cm 45cm
AP5+/AT6+ AP5+/AT5+
Gunfortress
WE
30cm
4+
4+
4+
30cm 45cm
AP5+/AT6+ AP5+/AT5+
AC AC/WE
Fighter-Bomber Bomber
6+ 5+
n/a 6+
n/a 4+
Battlekroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
D6+3BP, MW
DC3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units: Boyz, Kommandos, Stormboyz, Nobz, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts, War Bikes, War Buggies. 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 Landas pilot is killed and the Landa crashes to the ground, killing all on board. Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry up to 12 Ork Landas plus the troops carried in them)
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
D6+1BP, MW
BIGMOB FORMATIONS
Loota Warband
6 Boyz units 2 Grotz units AND 2 Big Gunz units OR 2 Killa Kans
175 points
325 points
450 points
0-1 Oddboy for +50 points 0-1 Battlefortress for +115 points 0-1 Gunfortress for +125 points A Loota Warband Oddboy may take: 0-1 Kustom Upgrade for free OR 0-1 Big Kustom Upgrade for +50 points (Up to 1/3 of the armys points cost may be spent on Drop Roks, Fighta Sqwadrons, Bommers, and Spacecraft) 1 Drop Rok 200 points None 3 Fighta-Bommers 150 points 0-6 Fighta-Bommers for +50 points each 1 Ork Bommer 200 points None 1 Killkroozer 150 points May be upgraded to a Battlekroozer for +50 points (Each Kustom Upgrade allows the player to replace a Gargant arm weapon or belly gun with one Kustom Upgrade option) RANGE FIREPOWER NOTES 45cm 4x AP5+/AT6+ FxF (15cm) (Small Arms), EA(+2) Add 2D3 extra Power Fields 60cm D3+3BP FxF (base contact) (Assault Weapons), EA(+1), TK(D3) If added to an Oddboy Character, AND 45cm AP5+/AT5+ change CC rating to 3+ 60cm MW3+ TK(D3), Fixed Forwards (base contact) (Assault Weapons), TK, EA(+1), First Strike FxF. May be fitted as a replacement for a OR (15cm) (Small Arms), EA(+2), First Strike Belly Gun only.
KUSTOM UPGRADES
UPGRADE Gatling Kannon Bigga Generatas Megalobba Mega Choppa Supa Zzapp Gun Snappa
(Each Big Kustom Upgrade allows the player to replace a Gargant arm weapon or belly gun with one Big Kustom Upgrade or one Kustom Upgrade) UPGRADE RANGE FIREPOWER NOTES 2x Grot Guided Mega Missile Unlimited MW3+ TK(D3), One Shot, MW, Indirect Fire, FxF Transporta The Gargant gains a Transport capacity of 2 Infantry units per point of DC, plus 1 extra Grot unit for every 2 points of DC. Dreadnoughts and Light Vehicles may be carried but take up 2 Infantry spaces each (Killa Kans only take up 1 Infantry space). In addition the Gargant gains +5cm speed. Wyrdboy Tower 45cm AA5+ MW. Does not replace an arm weapon like the other upgrades, but is in addition to it.
If the army contains a spacecraft, then one formation in the army may use the Planetfall ability. To Planetfall a Gargant Mob formation, a Battlekroozer is required.
Self-Planetfall works exactly like the Planetfall ability; however a Spacecraft is not required in order to use this ability. You must pre-plot the turn and location of arrival as with a normal Planetfall. On the designated turn the Self-Planetfalling unit is activated in the normal activation sequence. Nominate the action for the formation and roll to activate. If the unit fails to activate its arrival is delayed to the next turn. If the activation is successful, place the formation at the plotted location and determine scatter distance as normal.
Oddboy Characters can also take Kustom Upgrades and Big Kustom Upgrades.
139
7.6 NetEA DEVELOPMENTAL ALBORK ORKSTEINS GARGANT BIGMOB ORK ARMY REFERENCE 1
NAME Mekboy Big Boss Oddboy TYPE CH CH SPEED n/a n/a ARMOUR n/a n/a CC n/a n/a FF n/a n/a WEAPONS Big Ammer Kustom Shoota Supa-Zzap-Gun OR Soopagun RANGE (base contact) (15cm) 60cm 60cm STRATEGY 3 FIREPOWER (Assault Weapons), MW, EA (+1) (Small Arms), MW, EA (+1) MW3+, TK(D3) 2BP, MW
NOTES
Supreme Commander Oddboy characters can be one of two types: Big Meks or Slavers. 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. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun.
INF INF
10cm 15cm
6+
6+ 4+
5+ 6+
Grotz
INF
15cm
6+
6+
Nobz
INF
15cm
4+
3+
5+
INF LV AV
6+ 4+ 5+
4+ 6+ 6+
6+ 5+ 5+
Big Choppas Shootas 2x Big Shoota Choppas Shootas Twin Big Shoota 2x Twin Big Shoota
(Assault Weapons), EA(+1) (Small Arms) AP6+/AT6+ (Assault Weapons) (Small Arms) AP5+/AT6+ AP5+/AT6+
Formations that include at least 1 Ork unit dont receive Blast markers for Grot units that are killed, and dont count Grotz units that are lost in an assault when working out who has won the combat. Leader
Jump Pack, Scouts Skimmer Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Walker Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Walker DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Any fires not put out cause one point of damage. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Any fires not put out cause one point of damage.
AV AV AV WE
4+ 5+ 5+ 4+
4+ 5+ 5+ 4+
5+ 5+ 6+ 4+
Kombat Klaws 2x Twin Big Shoota Flak Gun Kombat Klaws Big Shoota 4x Twin Big Shoota Big Gun
(Assault Weapons), MW, EA(+1) AP5+/AT6+ 2x AP6+/AT6+/AA6+ (Assault Weapons), MW, EA(+1) AP6+/AT6+ AP5+/AT6+ AP5+/AT5+
Gargant
WE
15cm
4+
3+
3+
Gaze of Mork 2-3x Soopaguns 0-1x Supa-Zzap-Gun 0-1x Mega-Choppa 5x Twin Big Shoota 3x Big Guns
Gunfortress
WE
30cm
4+
4+
4+
MW4+, TK 2 BP, MW MW3+, TK(D3), FxF AP5+/AT5+, FxF (Assault Weapons), TK(D3), EA(+1) AP5+/AT6+ AP5+/AT5+
Great Gargant
WE
15cm
4+
3+
3+
Gaze of Mork 2x Big Guns 1-2x Twin Soopagun Soopagun 0-1x Lifta-Droppa
MW4+, TK AP5+/AT5+ 3BP, MW, FxF 2BP, MW, FxF MW3+, TK(D3), FxF (Assault Weapons), EA(+1)
NOTES
DC16, D6+6 Power Fields, Walker, Fearless. Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Any fires not put out cause one point of damage.
Supa-Stompa
WE
15cm
4+
4+
4+
AC AC SC
6+ 6+ n/a
DC4, D3 Power Fields, Walker, Fearless, Reinforced Armour Critical Hit Effect: The Supa-Stompas head is blown 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. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa DC3, Transport: 6 Stormboyz units. Stormboyz units may disembark after the Bommer has made a Ground Attack and count as having activated for that turn. Critical Hit Effect: Destroyed along with all onboard. Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry up to 12 Ork Landas plus the troops carried in them)
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
D6+1BP, MW
(A Stompy Onslaught army may contain any number of formations) COST PER FORMATION NORMAL BIG UGE UPGRADES 200 points 350 points 500 points Any number of the following for 25 points each: Boyz (plus an optional free Grot per Boyz unit), Big Gunz, Killa Kans Any number of the following for +35 points each: Dreadnoughts, Flakwagonz Any number of Mega Dreads for +50 points each Any number of Kustom Stompas for +175 points each Any number of Mekboy Stompas for +250 points each Up to 2 Nobz for +35 points each (Upgrade any Nobz to Meganobz for +15 points each) Up to 1 Oddboy character for +50 points None
Stormboyz Warhorde
6 Stormboyz units
150 points
Kommando Warband
6 Kommando units
125 points
Mekboy Gunzmob
125 points
225 points
325 points
Any number of the following for +35 points each: Deth Koptas, Flakwagonz Any number of Warkopters for +50 points each Any number of Kustom Stompas for +175 points each Any number of Big Gunz for +25 points each Any number of Flakwagonz for +35 points each Any number of Kustom Stompas for +175 points each Up to 1 Nobz for +35 points (Upgrade any Nobz to Meganobz for +15 points each) Up to 1 Oddboy character for +50 points Any number of Killa Kanz for +25 points each Any number of the following for +35 points each: Dreadnoughts, Flakwagonz Any number of Mega Dreads for +50 points each Up to 1 Oddboy character for +50 points Up to 6 Fighta-Bommers for +50 points each None May be upgraded to Battlekroozer for +50 points None None
225 points
400 points
575 points
150 points 200 points 150 points 650 points 850 points
Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you dont have to pay any points for it. If the army includes any Great Gargant, 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.
142
7.7 NetEA EXPERIMENTAL GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ARMY REFERENCE 1 STRATEGY 3
FF n/a n/a 5+ 6+ WEAPONS Supa-Zzap-Gun OR Soopagun Big Choppas Big Gun Choppas Shootas Big Shoota Shootas RANGE 60cm 60cm (base contact) 45cm (base contact) (15cm) 30cm (15cm) FIREPOWER MW3+, TK(D3) 2BP, MW (Assault Weapons), MW, EA(+1) AP5+/AT5+ (Assault Weapons) (Small Arms) AP6+/AT6+ (Small Arms)
CC n/a n/a 6+ 4+
NOTES
Oddboy characters can be added to a Big Gunz unit or Mega Dread Supreme Commander
Grotz
INF
15cm
n/a
6+
6+
Kommandos
INF
15cm
6+
4+
6+
Meganobz
INF
10cm
4+
3+
4+
Nobz
INF
15cm
4+
3+
5+
Stormboyz
INF INF LV LV AV AV AV AV
6+ 5+ 4+ 5+ 4+ 5+ 5+ 4+
4+ 4+ 6+ 6+ 4+ 5+ 5+ 4+
6+ 6+ 5+ 6+ 5+ 5+ 6+ 4+
Choppas Shootas Big Shoota Shootas Big Choppas 3x Big Shootas Big Choppas Shootas 2x Big Shoota Choppas Shootas Twin Sawn-off Big Shoota Twin Big Shoota 2x Big Shoota Kombat Klaws 2x Twin Big Shoota Flak Gun Kombat Klaws Big Shoota 0-2x Big Gun 0-2x Rippa Klaw 2x Big Shoota Supa-Gattler Soopagun Supa-Rokkit Mega Choppa Gaze of Mork Soopagun Lifta-Droppa Mega Choppa
(base contact) (15cm) 30cm (15cm) (base Contact) 30cm (base contact) (15cm) 30cm (base contact) (15cm) 15cm 30cm 30cm (base contact) 30cm 30cm (base contact) 30cm 45cm (base contact) 30cm 45cm 60cm 90cm (base contact) 30cm 60cm 60cm AND (base contact) (base contact)
(Assault Weapons) (Small Arms) AP6+/AT6+ (Small Arms) (Assault Weapons), MW, EA(+1) AP6+/AT6+ (Assault Weapons), EA(+1) (Small Arms) AP6+/AT6+ (Assault Weapons) (Small Arms) AP5+/AT5+ AP5+/AT6+ AP6+/AT6+ (Assault Weapons), MW, EA(+1) AP5+/AT6+ 2x AP6+/AT6+/AA6+ (Assault Weapons), MW, EA(+1) AP6+/AT6+ AP5+/AT5+ (Assault Weapons), MW, EA(+1) AP6+/AT6+ 3x AP4+/AT5+, Slow Firing, Fwd 2BP, MW, Fwd AT4+, Fwd (Assault Weapons), TK(D3), EA (+1) MW4+ 2BP, MW, FxF MW3+, TK(D3), Fwd (Assault Weapons), TK(D3), EA(+1) (Assault Weapons), TK(D3), EA(+1)
Formations that include at least 1 Ork unit dont receive Blast markers for Grot units that are killed, and dont count Grotz units that are lost in an assault when working out who has won the combat. Scout, Infiltrator
Leader
Jump Pack, Scouts Mounted Skimmer Skimmer, Transport: (May carry 2 of the following units: Boyz, Kommandos or Nobz. Plus 1 Grot unit in addition to other units, May not carry Meganobz) Walker Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Walker Walker, Reinforced Armour May be armed with 2 Big Guns or 2 Rippa Klaws, or 1 of each (No more than 2 arm weapons in total) DC4, Fearless, Walker, Reinforced Armour Transport: (May carry 4 of the following units: Boyz, Big Gunz, Kommandos, Nobz, Meganobz. Meganobz count as 2 units. Plus 2 Grot units in addition to other units) Critical Hit Effect: Suffer an extra point of DC (And roll again to see if that point of DC is also Critical) DC4, D3 Power Fields, Fearless, Walker, Reinforced Armour. Transport: (May carry 4 of the following units: Boyz, Big Gunz, Kommandos, Nobz. Plus 2 Grot units in addition to other units) Critical Hit Effect: Suffer an extra point of DC (And roll again to see if that point of DC is also Critical)
Kustom Stompa
WE
15cm
4+
4+
4+
Mekboy Stompa
WE
15cm
4+
4+
4+
NOTES
DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Any fires not put out cause one point of damage. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Any fires not put out cause one point of damage.
Great Gargant
WE
15cm
4+
3+
3+
AC AC/WE
Fighter-Bomber Bomber
6+ 6+
n/a n/a
n/a n/a
Battlekroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
D6+3BP, MW
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
D6+1BP, MW
DC 3, Transport: (May carry 6 Stormboyz units. Stormboyz units may disembark after the Bommer has made a Ground Attack and count as having activated for that turn. Critical Hit Effect: Destroyed along with all aboard. Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry 168 units, plus as many Drop Kans as are necessary to carry them, and also 12 Landas). Transport (40 units, plus as many Drop Kans as are necessary to carry them).
Grotling Warband
Soopagunz Mob Grot Launchers Grot Tank Mob Gargant Mob Great Gargant Mob
1 Kustom Stompa
250 points
145
NOTES
Oddboy characters can be added to a Big Gunz unit or Mega Dread
Grot Gunnaz
INF
15cm
7+
5+
Grot Stabberz
INF
15cm
5+
7+
Ork Mega Grot Warboss Grot Bomb Launcher Grot Tank Dreadnought Grot Mega Tank
INF LV LV AV AV
6+ 5+ 4+ 5+
4+ 7+ 6+ 4+ 6+
6+ 5+ 5+ 4+
Formations that include at least 1 Ork unit dont receive Blast markers for Grot units that are killed, and dont count Grotz units that are lost in an assault when working out who has won the combat. Formations that include at least 1 Ork unit dont receive Blast markers for Grot units that are killed, and dont count Grotz units that are lost in an assault when working out who has won the combat. Supreme Commander, Counts as an Ork Unit for the purposes of using the Grots Blast Markers rule. For speed, roll 4D6 after activating or being broken, all Grot Tanks & Mega Grot Tanks in a formation will move at that speed in cm for the subsequent action. Walker For speed, roll 4D6 after activating or being broken, all Grot Tanks & Mega Grot Tanks in a formation will move at that speed in cm for the subsequent action. Walker Walker, Reinforced Armour May be armed with 2 Big Guns or 2 Rippa Klaws, or 1 of each (No more than 2 arm weapons in total) DC4, Fearless, Walker, Reinforced Armour Transport: (May carry 4 of the following units: Boyz, Big Gunz, Kommandos, Nobz, Meganobz. Meganobz count as 2 units. Plus 2 Grot units in addition to other units) Critical Hit Effect: Suffer an extra point of DC (And roll again to see if that point of DC is also Critical)
AV AV
15cm 15cm
5+ 4+
5+ 4+
6+ 4+
Kustom Stompa
WE
15cm
4+
4+
4+
KORPS FORMATIONS
Pincer-Gretchineers Mob
150
200
250
250 175
375 250
UPGRADES Grot Mega tank +65 points Grot Mega Boss (0-1 per army) +125 points 0-1 Battle Boss +25 points 0-2 Flakwagonz +35 points each Grot Mega Boss (0-1 per army) +125 points 0-2 Looted Umie Tanks +50 points each 0-2 Gunwagonz +35 points each 0-1 Battle Boss +25 points 0-1 Grot Odd-Boy Stoodent +75 points 0-2 Flakwagonz +35 points each Grot Mega Boss (0-1 per army) +125 points 0-2 Flakwagonz +35 points each 0-1 Grot Odd-Boy Stoodent +75 points 0-2 Flakwagonz +35 points each 0-4 Spottaz +35 points each
Any Grot formation containing the Grot Mega Boss is counted as Fearless.
Once per game, a Grot Tank Battle Mob may fire all of its gunz at once for a Barrage template effect, determined by the formation's size. Normal: 2BP; Big: 4BP; 'Uge: 6BP. It has a 30cm range. Grot haf-trakks may carry more Grotz units than is wise to do. If a formation with Haf-trakks has more infantry than can be carried normally, all haf-trakks receive a -5cm unit movement penalty until the number of infantry units is reduced to normal capacity. In addition, any extra Grotz units trying to board a fully-laden haf-trakk must take a dangerous terrain test.
147
NOTES
Leader Formations that include a Battle Boss don't receive Blast Markers for Grot infantry units that are killed and don't count those same units that are lost in an assault when working out who has won the combat Upgrade a Rokkit Haf-trakk weapon OR Upgrade a Gunwagonz weapon Skimmer, Scout Tank Ridaz, Transport : 3 infantry units 2 Power Fields, Supreme Commander, Reinforced Armour, Walker, Formations that include a Battle Boss don't receive Blast Markers for Grot infantry units that are killed and don't count those same units that are lost in an assault when working out who has won the combat Walker Transport: (May carry 3 Grotz units)
Grot Odd-Boy Stoodent Grotz Spottaz Flakwagon Grot Haf-trakk Grot Mega Boss
CH INF LV AV AV AV
n/a 4+ 5+ 5+ 4+
n/a 6+ 6+ 5+ 6+ 5+
n/a 6+ 5+ 5+ 5+ 4+
Soopagun OR Supa-Zzap-Gun Shootas Twin Big Shoota Flak Gun Twin Big Shoota 3x Twin Big Shootas Flak Gun
2BP, MW MW3+, TK(D3) Small Arms AP5+/AT6+ 2x AP6+/AT6+/AA6+ AP5+/AT6+ AP5+/AT6+ 2x AP6+/AT6+/AA6+
AV AV AV
5+ 5+ 4+
6+ 5+ 6+
5+ 5+ 4+
Big Shoota Big Gun Big Gun 2x Big Shootas Big Shoota Grot Bomb Launchers Boom Kannisters 2x Twin Big Shootas Big Shoota 2x Skorchas
30cm 45cm 45cm 30cm 30cm 45cm (15cm) 30cm 30cm 15cm
AP6+/AT6+ AP5+/AT5+ AP5+/AT5+ AP5+/AT6+ AP6+/AT6+ 1BP, Indirect Fire (Small Arms) AP5+/AT6+ AP6+/AT6+ AP4+, Ignore Cover
AV WE
25cm 25cm
6+ 5+
6+ 6+
6+ 4+
2 DC, Walker, Reinforced Armour Critical Hit Effect: The Mega Tank loses half its crew and a large chunk of its armour in a huge explosion. Its armour save is now 6+ Reinforced Armour
7.10 NetEA EXPERIMENTAL KOLONEL SANDORK'S BLOOD AXE CLAN ORK ARMY
v. Sub-Army Champion: "Evil&Chaos" Blood Axe Clan Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+.
(A Blood Axe Clan army may contain any number of formations) COST PER FORMATION NORMAL BIG UGE UPGRADES 200 points 350 points 500 points Any number of the following for 25 points each: Boyz (plus an optional free Grot per Boyz unit), Big Gunz, Killa Kans, Kommandos, Skorchas, Stormboyz, Warbikes, War Buggies, Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz, Lobbawagonz Any number of Warkoptas for +50 points each Any number of Big Wagons for +75 points each Any number of Mega Warkoptas for +125 points each Any number of Gunfortresses for +125 points each Up to 2 Nobz for +35 points each (Upgrade any Nobz to Meganobz for +25 points each) Up to 1 Oddboy character for +50 points Any number of the following for +25 points each: War Buggies, Kommandos, Skorchas, Stormboyz, Warbikes Any number of Deth Koptas for +35 points each Any number of Warkoptas for +50 points each Any number of Mega Warkoptas for +125 points each Any number of the following for +25 points each: Kommandos, Stormboyz Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz Any number of Warkoptas for +50 points each Any number of the following for +25 points each: 2 Kommando units, 1 Warkopta Up to 2 Nobz for +35 points each Any number of the following for +25 points each: Skorchas, Warbikes, War Buggies Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Lobbawagonz Any number of Big Wagonz for +75 points each Up to 1 Oddboy character for +50 points Up to 1 Gunfortress for +135 points Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Lobbawagonz Any number of Big Wagonz for +75 points each Up to 1 Oddboy character for +50 points Up to 1 Gunfortress for +135 points Any number of the following for +25 points each: Big Gunz, Lobbaz Any number of the following for +35 points each: Battlewagonz, Flakwagonz Up to 1 Nobz for +35 points (Upgrade any Nobz to Meganobz for +25 points each) Up to 1 Oddboy character for +50 points Up to 6 Fighta-Bommers for +50 points each None May be upgraded to Battlekroozer for +50 points None None
Stormboyz Warhorde
6 Stormboyz units
150 points
Kommandos Squad
6 Kommandos units
150 points
6 Deth Koptas
200 points
350 points
500 points
Blitz Brigade
150 points
250 points
350 points
Tankaz
3 Big Wagonz
225 points
425 points
625 points
Mekboy Gunzmob
125 points
225 points
325 points
150 points 200 points 150 points 650 points 850 points
Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you dont have to pay any points for it. If the army includes any Great Gargant, 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.
149
7.10 NetEA EXPERIMENTAL KOLONEL SANDORK'S BLOOD AXE CLAN ORK ARMY REFERENCE 1
NAME Oddboy TYPE CH SPEED n/a ARMOUR n/a CC n/a FF n/a WEAPONS Supa-Zzap-Gun OR Soopagun RANGE 60cm 60cm STRATEGY 3 FIREPOWER MW3+, TK(D3) 2BP, MW
NOTES
Oddboy characters can be one of two types: Big Meks or Slavers. 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. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun. Supreme Commander
CH INF INF
n/a 6+
n/a 6+ 4+
n/a 5+ 6+
Grotz
INF
15cm
6+
6+
(Assault Weapons), MW, EA(+1) AP5+/AT5+ (Assault Weapons) (Small Arms) AP6+/AT6+ (Small Arms)
Kommandos
INF
15cm
6+
4+
6+
Lobba Meganobz
INF INF
10cm 10cm
4+
6+ 3+
6+ 4+
Nobz
INF
15cm
4+
3+
5+
INF INF LV LV LV AV
6+ 5+ 4+ 5+ 5+ 5+
4+ 4+ 6+ 6+ 5+ 6+
6+ 6+ 5+ 4+ 5+ 5+
Choppas Shootas Big Shoota Lobba Shootas Big Choppas 3x Big Shootas Big Choppas Shootas 2x Big Shoota Choppas Shootas Twin Sawn-off Big Shoota Twin Big Shoota Skorcha Twin Big Shoota 2x Twin Big Shoota
(base contact) (15cm) 30cm 45cm (15cm) (base Contact) 30cm (base contact) (15cm) 30cm (base contact) (15cm) 15cm 30cm 15cm 30cm 30cm
(Assault Weapons) (Small Arms) AP6+/AT6+ 1BP (Small Arms) (Assault Weapons), MW, EA(+1) AP6+/AT6+ (Assault Weapons), EA(+1) (Small Arms) AP6+/AT6+ (Assault Weapons) (Small Arms) AP5+/AT5+ AP5+/AT6+ AP4+, Ignore Cover AP5+/AT6+ AP5+/AT6+
Formations that include at least 1 Ork unit dont receive Blast markers for Grot units that are killed, and dont count Grotz units that are lost in an assault when working out who has won the combat. Scout, Infiltrator
Represents Orkified Gotterdammerung Howitzers, Thudd Guns Leader, Reinforced Armour, Counts-as 2 Nobz for transport purposes)
Leader
Big Wagon
AV
25cm
4+
5+
4+
3x Big Gunz
45cm
AP5+/AT5+
AV AV AV AV Special
5+ 5+ 5+ 6+ n/a
5+ 5+ 5+ 6+ n/a
5+ 5+ 6+ 6+ n/a
Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Reinforced Armor, Transport: (May carry any one of the following units: Boyz, Grots, Kommandos, Nobz, Big Gun, may carry 1 Grotz unit in addition to other units). Represents Orkified Land Raider, Leman Russ, Ragnarok tanks Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Walker Represents Orkified Whirlwind, Basilisk, Manticore, Bombard, Deathstrike, Griffon tanks Planetfall, Transport: (May carry 1 Mob that includes only: Nobz, Boyz, Grotz, Stormboyz, Kommandos, Killa Kanz, Dreadnoughts). Any troops carried in the Drop Kan must disembark within 5cm of the Drop Kan or within 5cm of another unit from the same formation, and all units must disembark within 15cm of the Drop Kan. DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. DC3. Skimmer. Transport (may carry any six of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Big Kopta crashes to the ground, destroying it and killing all aboard.
Battlefortress
WE
30cm
4+
4+
4+
30cm 45cm
AP5+/AT6+ AP5+/AT5+
Big Kopta
WE
35cm
4+
5+
4+
30cm 45cm
AP5+/AT6+ AP5+/AT5+
7.10 NetEA EXPERIMENTAL KOLONEL SANDORK'S BLOOD AXE CLAN ORK ARMY REFERENCE 2
NAME Gunfortress TYPE WE SPEED 30cm ARMOUR 4+ CC 4+ FF 4+ WEAPONS 5x Twin Big Shoota 3x Big Guns RANGE 30cm 45cm STRATEGY 3 FIREPOWER AP5+/AT6+ AP5+/AT5+
NOTES
DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Any fires not put out cause one point of damage. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Any fires not put out cause one point of damage.
Gargant
WE
15cm
4+
3+
3+
Gaze of Mork 2-3x Soopaguns 0-1x Supa-Zzap-Gun 0-1x Mega-Choppa Gaze of Mork 2x Big Guns 1-2x Twin Soopagun Soopagun 0-1x Lifta-Droppa 3x Twin Big Shootas Big Gun Heavy Shootas Tankbusta Rokkits Orbital Bombardment
Great Gargant
WE
15cm
4+
3+
3+
Mega Warkopta
WE
35cm
4+
5+
4+
30cm 60cm 60cm 45cm AND (base contact) 30cm 45cm 60cm 60cm 60cm AND (base contact) 30cm 45cm 15cm 30cm -
MW4+, TK 2BP, MW MW3+, TK(D3), FxF AP5+/AT5+, FxF (Assault Weapons), TK(D3), EA(+1) MW4+, TK AP5+/AT5+ 3BP, MW, FxF 2BP, MW, FxF MW3+, TK(D3), FxF (Assault Weapons), EA(+1) AP5+/AT6+ AP5+/AT5+ AP5+/AA5+ AT4+ D6+3BP, MW
DC3. Skimmer, Transport: (May carry 6 of the following units: Boyz, Kommandos, Nobz, Grots, 0-1 Big Gunz. May carry 4 Grots in addition to other units). Critical Hit Effect: The Mega Warkopta is destroyed and crashes, killing all aboard.
AC SC
Fighter-Bomber n/a
6+ n/a
n/a n/a
n/a n/a
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
D6+1BP, MW
Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry 168 units, plus as many Drop Kans as are necessary to carry them, and also 12 Landas). Transport (40 units, plus as many Drop Kans as are necessary to carry them).
8.0.3.1 Holofields:
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 then move twice, move twice then shoot or move shoot and 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 5cm as would normally be the case.
Eldar Titans are protected by a holofield that is projected from wing-like structures on the Titans 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 Titans normal saving throw. This save may always be taken, even against hits in an assault or against TK or Macro-weapon attacks. Make a single save against weapons with TK 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 my Lance, Macroweapon or TK 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.
A Lance uses a highly concentrated beam of laser energy to destroy heavily armoured targets. A unit with Reinforced armour that is hit by a Lance weapon is not allowed to re-roll its saving throw.
The Eldar are a technologically sophisticated race that makes use of a number of devices that have capabilities far in advance of anything used by other races
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 formations 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 web way portal each turn. In the Grand Tournament scenario reserve formations with multiple deployment options must be designated as to deployment method during setup webway, air transport or teleport.
152
0-1 Avatar
0-1 Autarch
NOTES The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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. In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) it 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 it may not return. 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).
COST 50 points
Free
+75 points
Guardian Warhost
(A Biel-Tan army may contain any number of Warhosts) CORE UNITS EXTRAS 8 Aspect Warrior units chosen All units apart from Shining Spears, Swooping Hawks and Warp from the following list, in any Spiders may be transported in Wave Serpents and/or Falcons if combination: Dire Avengers, Striking desired. If you choose to take this option then you must take exactly Scorpions, Howling Banshees, Fire enough transport vehicles to carry the units that require transport, Dragons, Warp Spiders, Dark Reapers without any spare transport space being left over. Each Falcon or Swooping Hawks, Shining Spears. Wave Serpent purchased costs +50 points. In addition the Warhost may include up to two Exarch character upgrades for +25 points each. 1 Farseer unit 7 Guardian units. 3 Support Weapon Platforms for +50 points 2-3 Wraithguard units for +50 points each Up to 3 Guardians may be replaced 3 Wraithlords for +175 points with Heavy Weapon Platforms for free. Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points. (You may include up to three Troupes chosen from the following list for each Warhost included in the army) CORE UNITS 4 to 8 Eldar Rangers 6 Eldar War Walkers 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 5 or 6 Falcons for +50 points each. Up to 2 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 3 Eldar Night Spinners Up to 3 Cobra, Scorpion, Storm Serpent, or Void Spinner (or any combination)
150 points
FORMATION Ranger Troupe War Walker Troupe Windrider Troupe Swords of Vaul Troupe Night Spinner Troupe Engine of Vaul Troupe
COST 25 points each 200 points 200 points varies 175 points 250 points each
Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.
153
NOTES
Supreme Commander, Inspiring, Invulnerable Save
Autarch Close Combat Weapon Autarch Ranged Weapon Ancient Weapons Exarch Close Combat Weapon OR Exarch Ranged Weapon Shuriken Pistols Witch Blades Shuriken Catapults Scatter Laser D-Cannon Shuriken Pistols Long Rifles Shuriken Catapults Shuriken Catapults Fusion Guns Reaper Missile Launcher Shuriken Pistols Mandiblasters Shuriken Pistols Banshee Mask Power Lances Lasblasters Death Spinner Wraithcannon Scatter Laser Scatter Laser Bright Lance Pulse Laser Scatter Laser Prism Cannon Firestorm Battery Night Spinner Power Fists Bright Lance Twin Shuriken Cannon
(base contact) (15cm) (base contact) (base contact) (15cm) (15cm) (base contact) (15cm) 30cm 30cm (15cm) 30cm (15cm) (15cm) 15cm AND (15cm) 45cm (15cm) (base contact) (15cm) (base contact) (base contact) (15cm) (15cm) 15cm AND (15cm) 30cm 30cm 30cm 45cm 30cm 60cm 45cm 45cm (base contact) 30cm 30cm
Farseer Guardians Heavy Weapon Platform Support Weapon Platform Rangers Jetbikes Dire Avengers Fire Dragons Dark Reapers Striking Scorpions Howling Banshees Shining Spears Swooping Hawks Warp Spiders Wraithguard Vyper Jetbikes War Walker Falcon Fire Prism Firestorm Night Spinner Wraithlord Wave Serpent
INF INF INF INF INF INF INF INF INF INF INF INF INF INF INF LV LV AV AV AV AV AV AV
15cm 15cm 15cm 15cm 15cm 35cm 15cm 15cm 15cm 15cm 15cm 35cm 35cm 15cm 15cm 35cm 20cm 35cm 35cm 35cm 35cm 15cm 35cm
4+ 5+ 5+ 5+ 5+ 5+ 4+ 5+ 4+ 5+ 4+ 4+ 4+ 6+ 5+ 5+ 5+ 5+ 4+ 5+
4+ 6+ 6+ 6+ 6+ 6+ 5+ 5+ 6+ 4+ 2+ 4+ 5+ 5+ 4+ 6+ 5+ 6+ 6+ 6+ 6+ 3+ 6+
5+ 4+ 5+ 6+ 5+ 4+ 4+ 4+ 3+ 5+ 5+ 5+ 4+ 4+ 4+ 5+ 5+ 4+ 5+ 4+ 5+ 4+ 4+
Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Commander, Invulnerable Save, Farsight
Skimmer, Mounted Scout, Jump Packs, Teleport Jump Packs, Infiltrator, First Strike Fearless, Reinforced Armour Skimmer Reinforced Armour, Walker, Scout Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Reinforced Armour, Fearless, Walker Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. Critical Hit Effect: 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. 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 Cobras gravitic drives implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6.
Avatar
WE
15cm
3+
2+
4+
Wailing Doom
MW5+ (Assault Weapons), MW, EA(+1) AP5+ 2BP, TK(D3+1), FxF AP5+/AT6+/AA6+
Cobra
WE
25cm
5+
6+
5+
BIEL-TAN
NOTES
DC3, Reinforced Armour Skimmer. 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 suffer a hit on a roll of 6. DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. DC3, Holofield, Walker, Jump Packs, Fearless Weapons may fire 360 degrees due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Revenant Titans holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan. DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal 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 suffer a hit on a roll of 6. 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 DC3, Reinforced Armour, Skimmer. Critical Hit Effect: The Void Spinners gravitic drives implode, sucking nearby troops into an energy maelstrom. The Void Spinner is destroyed and any models within 5cm suffer a hit on a roll of 6. DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.
Phantom Titan
WE
25cm
5+
3+
3+
Revenant Titan
WE
35cm
5+
4+
4+
45cm 45cm
2x MW3+ AP5+/AT6+/AA6+
Storm Serpent
WE
25cm
5+
6+
4+
30cm 45cm
AP5+/AT5+ 2x AT3+
Void Spinner
WE
25cm
5+
6+
5+
60cm
Warlock Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher Psychic Lance 0-1x Titan Pulsar 0-1x Power Fist
AC AC
Fighter Fighter-Bomber
4+ 5+
n/a n/a
n/a n/a
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Twin Shuriken Cannons Bright Lances Nightspinner Twin Shuriken Cannons Phoenix Pulse Laser Scatter Laser 2x Vampire Pulse Laser
45cm (15cm) AND 30cm 75cm (base contact) OR (15cm) OR 30cm 30cm 30cm 15cm 30cm 45cm 30cm 45cm
AP4+/AT5+/AA5+ (Small Arms), EA(+2), TK(D3) 3BP, TK(D3), Disrupt, Ignore Cover 2x MW3+, TK(1) (Assault Weapons), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+ AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF 1BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF AP5+/AT5+/AA5+, FxF 2x AT4+, FxF
Reinforced Armour
Wraithship
SC
n/a
n/a
n/a
n/a
Dragonship
SC
n/a
n/a
n/a
n/a
DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 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 Vampires control surfaces have been damaged and it is destroyed. 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. 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.
BIEL-TAN
0-1 Avatar
1 Avatar
0-1 Autarch
NOTES The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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. In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) it 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 it may not return. 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 Troupe below).
COST 50 points
Free
+75 points
Guardian Warhost
(An Alaitoc army may contain any number of Warhosts.) EXTRAS Choose 1 of the following options: 4 additional Eldar Rangers, free. 3 War Walkers, free 4 Falcons, +200 points 1 Farseer unit 7 Guardian units. 3 Support Weapon Platforms for +50 points 2-3 Wraithguard units for +50 points each Up to 3 Guardians may be replaced 3 Wraithlords for +175 points with Heavy Weapon Platforms for free. Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points. CORE UNITS 4 Eldar Ranger units (You may include up to three Troupes chosen from the following list for each Warhost included in the army) CORE UNITS 4 to 6 Eldar Pathfinders. Six 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 1 Exarch character upgrade for +25 points. 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 5 or 6 Falcons for +50 points each. Up to 2 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 3 Eldar Night Spinners Up to 3 Cobra, Scorpion, or Storm Serpent (in any combination) (Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans CORE UNITS 1 Wraithship OR 1 Dragonship 1 Warlock Titan 1 Phantom Titan 2 Revenant Titans 3 Nightwing Interceptors 3 Phoenix Bombers 1 Vampire Raider
150 points
War Walker Troupe Windrider Troupe Swords of Vaul Troupe Night Spinner Troupe Engine of Vaul Troupe
150 points 200 points varies 175 points 250 points each
FORMATION 0-1 Eldar Spacecraft 0-1 Warlock Titan Phantom Titan Revenant Titans Nightwings Phoenix Bombers Vampire Raider
Only Alaitoc Ranger Warhosts, Pathfinder Troupes, and War Walkers Troupes are allowed to garrison objectives in the Grand Tournament game scenario.
Falcons in an Alaitoc army are allowed to transport a single Ranger or Pathfinder unit instead of their normally transportable units. All other normal transport rules apply.
156
NOTES
Supreme Commander, Inspiring, Invulnerable Save Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Commander, Invulnerable Save, Farsight
(Assault Weapons), MW, EA(+1) (Small Arms), EA(+1) (Assault Weapons), EA(+1) (Small Arms), EA(+1) (Small Arms) (Assault Weapons), MW, EA(+1) (Small Arms) AP5+/AT5+ MW5+ (Small Arms) AP5+ (Small Arms) (Small Arms), EA(+1) MW5+ (Small Arms), MW 2x AP5+ (Small Arms) (Assault Weapons), EA(+1) (Small Arms) (Assault Weapons), First Strike (Small Arms) AP5+ (Assault Weapons), Lance (Small Arms) (Small Arms) 2x MW5+ (Small Arms), MW, EA(+1) AP5+/AT5+ AP5+/AT5+ AT5+, Lance 2x AT4+ AP5+/AT5+ AP4+/AT2+, Lance 2x AP5+/AT5+/AA4+ 1BP, Disrupt, Indirect (Assault Weapons), MW, EA(+1) AT5+, Lance AP4+
Scout, Sniper, Invulnerable Save, Teleport Skimmer, Mounted Scout, Jump Packs, Teleport Jump Packs, Infiltrator, First Strike Fearless, Reinforced Armour Skimmer Reinforced Armour, Walker, Scout Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Reinforced Armour, Fearless, Walker Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. Critical Hit Effect: 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. 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 Cobras gravitic drives implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6. DC3, Reinforced Armour Skimmer. 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
Avatar
WE
15cm
3+
2+
4+
Wailing Doom
MW5+ (Assault Weapons), MW, EA(+1) AP5+ 2BP, TK(D3+1), FxF AP5+/AT6+/AA6+ 2x MW2+ AP5+
Cobra
WE
25cm
5+
6+
5+
Shuriken Cannon Cobra D-Cannon Eldar Missile Launcher Twin Pulsar Shuriken Cannon
Scorpion
WE
25cm
5+
6+
5+
ALAITOC
NOTES
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. DC3, Holofield, Walker, Jump Packs, Fearless Weapons may fire 360 degrees due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Revenant Titans holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan. DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal 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 suffer a hit on a roll of 6. 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 DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.
AP4+/AT5+/AA5+ 2x MW3+, TK(1) (Assault Weapons), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+
Revenant Titan
WE
35cm
5+
4+
4+
45cm 45cm
2x MW3+ AP5+/AT6+/AA6+
Storm Serpent
WE
25cm
5+
6+
4+
30cm 45cm
AP5+/AT5+ 2x AT3+
Warlock Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher Psychic Lance 0-1x Titan Pulsar 0-1x Power Fist
AC AC
Fighter Fighter-Bomber
4+ 5+
n/a n/a
n/a n/a
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Twin Shuriken Cannons Bright Lances Nightspinner Twin Shuriken Cannons Phoenix Pulse Laser Scatter Laser 2x Vampire Pulse Laser
45cm (15cm) 30cm 75cm (base contact) OR (15cm) OR 30cm 30cm 30cm 15cm 30cm 45cm 30cm 45cm
AP4+/AT5+/AA5+ (Small Arms), EA(+2), TK(D3) 3BP, Disrupt, Ignore Cover, TK(D3) 2x MW3+, TK(1) (Assault Weapons)s), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+ AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF 1BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF AP5+/AT5+/AA5+, FxF 2x AT4+, FxF
Reinforced Armour
Wraithship
SC
n/a
n/a
n/a
n/a
Dragonship
SC
n/a
n/a
n/a
n/a
DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 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 Vampires control surfaces have been damaged and it is destroyed. 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. 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.
ALAITOC
NOTES The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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. In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) it 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 it may not return.
COST 50 points
Free
You may replace one Farseer unit with a Seer Council unit
+100 points
(An Ulthw army may contain any number of Warhosts) EXTRAS COST 3 Support Weapon Platforms for +50 points 150 points 2 or 3 Wraithguard units for +50 points each Up to 3 Guardians may be replaced 3 Wraithlords for +175 points with Heavy Weapon Platforms for free. Alternatively, formations consisting only of Guardians, Heavy Weapon Platforms, Farseers and Seer Council may be mounted in 4 Wave Serpents for +200 points 2 Farseer units 6 Guardian units. 3 Support Weapon Platforms for +50 points 200 points 3 War Walkers for +100 points Up to 3 Guardians may be replaced Alternatively, formations consisting only of Guardians, Farseers with Heavy Weapon Platforms for free and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points. Up to 2 Wave Serpents may be replaced with a pair of falcons each at an additional cost of +50 points per pair. You may also add three Jetbike units or Vyper Jetbikes, in any combination, for +100 points CORE UNITS 1 Farseer unit 7 Guardian units. (The army may include up to two Troupes chosen from the following list for each Warhost included in the army.) CORE UNITS 4 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 1 Exarch character upgrade for +25 points. 4 to 8 Eldar Rangers 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 5 or 6 Falcons for +50 points each. Up to 2 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 3 Eldar Night Spinners Up to 3 Cobra, Scorpion and Storm Serpent (or any combination) (Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans CORE UNITS 1 Wraithship OR 1 Dragonship 1 Warlock Titan 1 Phantom Titan 2 Revenant Titans 3 Nightwing Interceptors 3 Phoenix Bombers One Vampire Raider
Ranger Troupe War Walker Troupe Windrider Troupe Swords of Vaul Troupe Night Spinner Troupe Engine of Vaul Troupe
25 points each 150 points 200 points varies 175 points 250 points each
FORMATION 0-1 Eldar Spacecraft 0-1 Warlock Titan Phantom Titan Revenant Titans Nightwings Phoenix Bombers Vampire Raider
Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.
159
NOTES
Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon.
Exarch Close Combat Weapon OR Exarch Ranged Weapon Singing Spears Shuriken Pistols Witch Blades Shuriken Catapults Scatter Laser Witch Blades Eldar Psychic Powers D-Cannon Shuriken Pistols Long Rifles Shuriken Catapults Shuriken Catapults Fusion Guns Reaper Missile Launcher Shuriken Pistols Mandiblasters Shuriken Pistols Banshee Mask Power Lances Lasblasters Death Spinner Wraithcannon Scatter Laser Scatter Laser Bright Lance Pulse Laser Scatter Laser Prism Cannon Firestorm Battery Night Spinner Power Fists Bright Lance Twin Shuriken Cannon
(Assault Weapons), EA(+1) (Small Arms), EA(+1) (Small Arms), EA (+1) (Assault Weapons), MW, EA(+1) (Small Arms) (Assault Weapons), MW, EA(+1) (Small Arms) AP5+/AT5+ (Assault Weapons), EA (+1), MW (Small Arms), EA (+1), MW MW5+ (Small Arms) AP5+ (Small Arms) (Small Arms), EA(+1) MW5+ (Small Arms), MW 2x AP5+ (Small Arms) (Assault Weapons), EA(+1) (Small Arms) (Assault Weapons), First Strike (Assault Weapons), Lance (Small Arms) (Small Arms) 2x MW5+ (Small Arms), MW, EA(+1) AP5+/AT5+ AP5+/AT5+ AT5+, Lance 2x AT4+ AP5+/AT5+ AP4+/AT2+, Lance 2x AP5+/AT5+/AA4+ 1BP, Disrupt, Indirect (Assault Weapons), MW, EA(+1) AT5+, Lance AP4+
Skimmer, Mounted Scout, Jump Packs, Teleport Jump Packs, Infiltrator, First Strike Fearless, Reinforced Armour Skimmer Reinforced Armour, Walker, Scout Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Reinforced Armour, Fearless, Walker Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. Critical Hit Effect: 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. 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 Cobras gravitic drives implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6.
Avatar
WE
15cm
3+
2+
4+
Wailing Doom
MW5+ (Assault Weapons), MW, EA(+1) AP5+ 2BP, TK(D3+1), FxF AP5+/AT6+/AA6+
Cobra
WE
25cm
5+
6+
5+
ULTHW
NOTES
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. DC3, Holofield, Walker, Jump Packs, Fearless Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Revenant Titans holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan. DC3, Reinforced Armour Skimmer. 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 suffer a hit on a roll of 6. DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal 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 suffer a hit on a roll of 6 . 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 DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. Weapons may fire all around due to Titans exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.
2x Twin Eldar Missile Launcher 1-2x Titan Pulsar 0-1x Power Fist
AP4+/AT5+/AA5+ 2x MW3+, TK(1) (Assault Weapons), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+
Revenant Titan
WE
35cm
5+
4+
4+
45cm 45cm
2x MW3+ AP5+/AT6+/AA6+
Scorpion
WE
25cm
5+
6+
5+
Twin Pulsar Shuriken Cannon Scatter Laser Storm Serpent Pulse Laser
Storm Serpent
WE
25cm
5+
6+
4+
Warlock Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher Psychic Lance 0-1x Titan Pulsar 0-1x Power Fist
AC AC
Fighter Fighter-Bomber
4+ 5+
n/a n/a
n/a n/a
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Twin Shuriken Cannons Bright Lances Nightspinner Twin Shuriken Cannons Phoenix Pulse Laser Scatter Laser 2x Vampire Pulse Laser
45cm (15cm) 30cm 75cm (base contact) OR (15cm) OR 30cm 30cm 30cm 15cm 30cm 45cm 30cm 45cm
AP4+/AT5+/AA5+ (Small Arms), EA(+2), TK(D3) 3BP, Disrupt, Ignore Cover, TK(D3) 2x MW3+, TK(1) (Assault Weapons)s), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+ AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF 1BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF AP5+/AT5+/AA5+, FxF 2x AT4+, FxF
Reinforced Armour
Wraithship
SC
n/a
n/a
n/a
n/a
Dragonship
SC
n/a
n/a
n/a
n/a
DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 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 Vampires control surfaces have been damaged and it is destroyed. 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. 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.
ULTHW
0-1 Avatar
1 Avatar
Choose one: Add an Autarch character to any Aspect Warrior unit. OR replace 1 Spirit Seer with 1 Wraith Seer
NOTES The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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. In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) it 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 it may not return If an Autarch is taken then he counts as one of the Exarchs in the Aspect Warrior formation
COST 50 points
Free
Guardian Warhost
(An Iyanden army may contain any number of Warhosts) EXTRAS In addition, the Spirit Warhost may select one of the following options: Add 3 Wraithlords for +175 points OR Add 6 Wave Serpents for +300 points 1 Farseer unit 7 Guardian units. 3 Support Weapon Platforms for +50 points 2-3 Wraithguard units for +50 points each Up to 3 Guardians may be replaced 3 Wraithlords for +175 points with Heavy Weapon Platforms for free. Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points. CORE UNITS 1 Spirit Seer character and 6 Wraithguard units (You may include up to three Troupes chosen from the following list for each Warhost included in the army) CORE UNITS 4 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 1 Exarch character upgrade for +25 points. 6 Wraithlords 4 to 8 Eldar Rangers 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 5 or 6 Falcons for +50 points each. Up to 2 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 3 Eldar Night Spinners Up to 3 Cobra, Scorpion or Storm Serpent(or any combination) (Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans CORE UNITS 1 Wraithship OR 1 Dragonship 1 Warlock Titan 1 Phantom Titan 2 Revenant Titans 3 Nightwing Interceptors 3 Phoenix Bombers 1 Vampire Raider
150 points
Spirit Warrior Troupe Ranger Troupe War Walker Troupe Windrider Troupe Swords of Vaul Troupe Night Spinner Troupe Engine of Vaul Troupe
350 points 25 points each 150 points 200 points varies 175 points 250 points each
FORMATION 0-1 Eldar Spacecraft 0-1 Warlock Titan Phantom Titan Revenant Titans Nightwings Phoenix Bombers Vampire Raider
SPECIAL RULE May Not Garrison SPECIAL RULE The Living Few
Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario. Iyanden Craftworld Eldar Armies may not have more individual Eldar Guardian Warhosts, Aspect Warrior, Ranger, or Windrider Troupes than they have Spirit Warrior Warhosts.
162
NOTES
Supreme Commander, Inspiring, Invulnerable Save Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Invulnerable Save, Farsight. A Spirit Seer adds +1 to the Initiative rolls of any Spirit Warrior formation they are part of. 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. Commander, Invulnerable Save, Farsight
Autarch Close Combat Weapon Autarch Ranged Weapon Exarch Close Combat Weapon OR Exarch Ranged Weapon Singing Spear Singing Spear
(Assault Weapons), MW, EA(+1) (Small Arms), EA(+1) (Assault Weapons), EA(+1) (Small Arms), EA(+1) (Small Arms), EA (+1) (Assault Weapons), EA (+1), MW (Small Arms), EA (+1) (Assault Weapons), EA (+1), MW (Small Arms) (Assault Weapons), MW, EA(+1) (Small Arms) AP5+/AT5+ MW5+ (Small Arms) AP5+ (Small Arms) (Small Arms), EA(+1) MW5+ (Small Arms), MW 2x AP5+ (Small Arms) (Assault Weapons), EA(+1) (Small Arms) (Assault Weapons), First Strike (Assault Weapons), Lance (Small Arms) (Small Arms) 2x MW5+ (Small Arms), MW, EA(+1) AP5+/AT5+ AP5+/AT5+ AT5+, Lance 2x AT4+ AP5+/AT5+ AP4+/AT2+, Lance 2x AP5+/AT5+/AA4+ 1BP, Disrupt, Indirect (Assault Weapons), MW, EA(+1) AT5+, Lance AP4+
Farseer Guardians Heavy Weapon Platform Support Weapon Platform Rangers Jetbikes Dire Avengers Fire Dragons Dark Reapers Striking Scorpions Howling Banshees Shining Spears Swooping Hawks Warp Spiders Wraithguard Vyper Jetbikes War Walker Falcon Fire Prism Firestorm Night Spinner Wraithlord Wave Serpent
INF INF INF INF INF INF INF INF INF INF INF INF INF INF INF LV LV AV AV AV AV AV AV
15cm 15cm 15cm 15cm 15cm 35cm 15cm 15cm 15cm 15cm 15cm 35cm 35cm 15cm 15cm 35cm 20cm 35cm 35cm 35cm 35cm 15cm 35cm
4+ 5+ 5+ 5+ 5+ 5+ 4+ 5+ 4+ 5+ 4+ 4+ 4+ 6+ 5+ 5+ 5+ 5+ 4+ 5+
4+ 6+ 6+ 6+ 6+ 6+ 5+ 5+ 6+ 4+ 2+ 4+ 5+ 5+ 4+ 6+ 5+ 6+ 6+ 6+ 6+ 3+ 6+
5+ 4+ 5+ 6+ 5+ 4+ 4+ 4+ 3+ 5+ 5+ 5+ 4+ 4+ 4+ 5+ 5+ 4+ 5+ 4+ 5+ 4+ 4+
Shuriken Pistols Witch Blades Shuriken Catapults Scatter Laser D-Cannon Shuriken Pistols Long Rifles Shuriken Catapults Shuriken Catapults Fusion Guns Reaper Missile Launcher Shuriken Pistols Mandiblasters Shuriken Pistols Banshee Mask Power Lances Lasblasters Death Spinner Wraithcannon Scatter Laser Scatter Laser Bright Lance Pulse Laser Scatter Laser Prism Cannon Firestorm Battery Night Spinner Power Fists Bright Lance Twin Shuriken Cannon
Skimmer, Mounted Scout, Jump Packs, Teleport Jump Packs, Infiltrator, First Strike Fearless, Reinforced Armour Skimmer Reinforced Armour, Walker, Scout Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Reinforced Armour, Fearless, Walker Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations
Avatar
WE
15cm
3+
2+
4+
Wailing Doom
IYANDEN
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 Cobras gravitic drives implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6. DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. Weapons may fire all around due to Titans exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. DC3, Holofield, Walker, Jump Packs, Fearless Weapons may fire 360 degrees due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Revenant Titans holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan. DC3, Reinforced Armour Skimmer. 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 suffer a hit on a roll of 6. DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal 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 suffer a hit on a roll of 6. 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 DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. Weapons may fire all around due to Titans exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.
AP5+ 2BP, TK(D3+1), FxF AP5+/AT6+/AA6+ AP4+/AT5+/AA5+ 2x MW3+, TK(1) (Assault Weapons), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+
Phantom Titan
WE
25cm
5+
3+
3+
Revenant Titan
WE
35cm
5+
4+
4+
45cm 45cm
2x MW3+ AP5+/AT6+/AA6+
Scorpion
WE
25cm
5+
6+
5+
Twin Pulsar Shuriken Cannon Scatter Laser Storm Serpent Pulse Laser
Storm Serpent
WE
25cm
5+
6+
4+
Warlock Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher Psychic Lance 0-1x Titan Pulsar 0-1x Power Fist
AC AC
Fighter Fighter-Bomber
4+ 5+
n/a n/a
n/a n/a
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Twin Shuriken Cannons Bright Lances Nightspinner Twin Shuriken Cannons Phoenix Pulse Laser Scatter Laser 2x Vampire Pulse Laser
45cm (15cm) 30cm 75cm (base contact) OR (15cm) OR 30cm 30cm 30cm 15cm 30cm 45cm 30cm 45cm
AP4+/AT5+/AA5+ (Small Arms), EA(+2), TK(D3) 3BP, Disrupt, Ignore Cover, TK(D3) 2x MW3+, TK(1) (Assault Weapons)s), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+ AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF 1BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF AP5+/AT5+/AA5+, FxF 2x AT4+, FxF
Reinforced Armour
Wraithship
SC
n/a
n/a
n/a
n/a
Dragonship
SC
n/a
n/a
n/a
n/a
DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 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 Vampires control surfaces have been damaged and it is destroyed. 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. 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
IYANDEN
IYANDEN
0-1 Avatar
1 Avatar
NOTES The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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. In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) it 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 it may not return
COST 50 points
Free
Add an Autarch character to a single Wild Riders unit. (A Saim-Hann army may contain any number of Warhosts. Only one Shining Spear Warhost may be included per Wild Rider Clan Warhost)) CORE UNITS EXTRAS 1 Wild Riders unit and 6 Jet Bike units Add 3 Jet Bike units for +100 points or add 6 Jet Bike units for +200 points Add 3 Shining Spears units for +100 points Add 1 Mounted Farseer character to a Jet Bike or Vyper unit +50 points Any number of Jet Bike units in the formation may be replaced with Vypers at no additional points cost. 8 Shining Spear Aspect Warrior units Add up to 2 Exarch character upgrades for +25 points each
+75 points
300 points
(You may include up to two Troupes chosen from the following list for each Warhost included in the army) CORE UNITS 6 Guardian units and 3 Wave Serpents Up to 2 Guardians may be replaced with Heavy Weapon Platforms at no additional cost Replace 2 Guardian units with Wraithguard units and add an additional Wave Serpent +125 points 6 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 must be transported in Wave Serpents and/or Falcons if desired. 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 1 Exarch character upgrade for +25 points. 6 Hornets 4 to 8 Eldar Rangers 5 or 6 Falcons for +50 points each. Up to 2 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 3 Eldar Night Spinners Up to 3 Cobra, Scorpion or Storm Serpent(or any combination) (Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans CORE UNITS 1 Wraithship OR 1 Dragonship 2 Revenant Titans 3 Nightwing Interceptors 3 Phoenix Bombers 2 Vampire Hunters
225 points
Hornet Troupe Ranger Troupe Swords of Vaul Troupe Night Spinner Troupe Engine of Vaul Troupe
250 points 25 points each varies 175 points 250 points each
FORMATION 0-1 Eldar Spacecraft Revenant Titans Nightwings Phoenix Bombers Vampire Hunter
Only Saim-Hann Hornet and Ranger formations are allowed to garrison in the Grand Tournament game scenario.
165
NOTES
Supreme Commander, Inspiring, Invulnerable Save Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Commander, Invulnerable Save, Farsight. May Summon the Avatar.
(Assault Weapons), MW, EA(+1) (Small Arms), EA(+1) (Assault Weapons), EA(+1) (Small Arms), EA(+1) (Assault Weapons), MW, EA(+1) (Small Arms) AP5+/AT5+ (Small Arms) AP5+ (Small Arms) (Small Arms), EA(+1) MW5+ (Small Arms), MW 2x AP5+ (Small Arms) (Assault Weapons), EA(+1) (Small Arms) (Assault Weapons), First Strike (Assault Weapons), Lance (Small Arms) (Small Arms) (Assault Weapons), EA(+1) (Small Arms) 2x MW5+ (Small Arms), MW, EA(+1) 2x AT3+ AP5+/AT5+ 2x AT4+ AP5+/AT5+ AP4+/AT2+, Lance 2x AP5+/AT5+/AA4+ 1BP, Disrupt, Indirect (Assault Weapons), MW, EA(+1) AT5+, Lance AP4+
Skimmer, Mounted Scout, Jump Packs, Teleport Jump Packs, Infiltrator, First Strike Skimmer, Mounted, Leader Fearless, Reinforced Armour Scout, Skimmer Skimmer Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Reinforced Armour, Fearless, Walker Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. Critical Hit Effect: 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. 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 Cobras gravitic drives implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6. DC3, Holofield, Walker, Jump Packs, Fearless Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Revenant Titans holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan.
Avatar
WE
15cm
3+
2+
4+
Wailing Doom Court of the Young King Shuriken Cannon Cobra D-Cannon Eldar Missile Launcher 2x Revenant Pulse Laser 2x Eldar Missile Launcher
Cobra
WE
25cm
5+
6+
5+
30cm AND (base contact) (base contact) 30cm 30cm 45cm 45cm 45cm
MW5+ (Assault Weapons), MW, EA(+1) (Assault Weapons), MW, EA(+1) AP5+ 2BP, TK(D3+1), FxF AP5+/AT6+/AA6+ 2x MW3+ AP5+/AT6+/AA6+
Revenant Titan
WE
35cm
5+
4+
4+
SAIM-HANN
NOTES
DC3, Reinforced Armour Skimmer. 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 suffer a hit on a roll of 6. DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal 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 suffer a hit on a roll of 6. 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
Storm Serpent
WE
25cm
5+
6+
4+
30cm 45cm
AP5+/AT5+ 2x AT3+
AC AC
Fighter Fighter-Bomber
4+ 5+
n/a n/a
n/a n/a
Vampire Hunter
AC/WE
Bomber
5+
6+
4+
Wraithship
SC
n/a
n/a
n/a
n/a
Twin Shuriken Cannons Bright Lances Nightspinner Twin Shuriken Cannons Phoenix Pulse Laser Scatter Laser Hunter Twin Pulsar Twin Eldar Missile Launcher Orbital Bombardment OR Pin-point Attack Orbital Bombardment OR 2x Pin-point Attack
30cm 30cm 15cm 30cm 45cm 30cm 30cm 45cm n/a n/a n/a n/a
AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF 1BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF AP5+/AT5+/AA5+, FxF 2x MW2+, FxF AP4+/AT5+/AA5+ 4BP, MW MW2+, TK(D3) 8BP, MW MW2+, TK(D3)
Reinforced Armour
DC2, Reinforced Armour, Planetfall, Critical Hit Effect: The Vampires control surfaces have been damaged and it is destroyed. 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. 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.
Dragonship
SC
n/a
n/a
n/a
n/a
SAIM-HANN
8.6 NetEA DEVELOPMENTAL IYBRAESIL ELDAR CRAFTWORLD CRONE WORLD RAIDERS ARMY LIST
v3.5. Eldar Army Champion: "Chroma" Iybraesil Craftworld armies have a Strategy rating of 4. Titans and any formations containing Aspect Warriors have an initiative rating of 1+. All other formations have an initiative rating of 2+. FORMATION 0-1 Wraithgate CORE UNITS The Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate.
NOTES The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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. If an Autarch is taken then she counts as one of the Exarchs in the Aspect Warrior formation
COST 50 points
+75 points
(A Crone World Raiders army may contain any number of Warhosts) CORE UNITS EXTRAS 1 Farseer unit and 5 Guardian units plus 1-2 Wraithguard units for +50 points each 2 Aspect Warrior units in any combination from the following list: All units apart from Shining Spears, Swooping Hawks and Warp Dire Avengers, Striking Scorpions, Spiders may be transported in Wave Serpents and/or Falcons if Howling Banshees, Fire Dragons, desired. If you choose to take this option then you must take exactly Warp Spiders, Dark Reapers, Swooping enough transport vehicles to carry the units that require transport, Hawks, Shining Spears. without any spare transport space being left over. Each Falcon or Up to 2 Guardians may be replaced with Heavy Wave Serpent purchased costs +50 points. Weapon Platforms at no additional cost In addition the Warhost may include 1 Exarch character upgrade for +25 points each. All units may be transported in Wave Serpents and/or Falcons if 8 Howling Banshees Aspect Warrior units 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 space being left over. Each Falcon or Wave Serpent purchased costs +50 points. In addition the Warhost may include up to two Exarch character upgrades for +25 points each. (You may include up to three Troupes chosen from the following list for each Warhost included in the army) CORE UNITS 1 Farseer unit, 3 Guardians units and 4 Wraithguard units 1 of the following options may be added Add 6 Wave Serpents +300 points OR Add 3 Wraithlords +175 points 4 Jet Bike units plus 2 Aspect Warrior units in any combination, chosen from the following list: Swooping Hawks, Shining Spears. Any number of Jet Bikes may be replaced with Vypers at no additional cost 4 to 6 Eldar Rangers for +25 points each and/or War Walkers for +35 points each, in any combination 5 Falcons plus 2 Aspect Warrior units in any combination chosen from the following: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Dark Reapers, Swooping Hawks, Shining Spears. Up to 2 Falcons may be replaced with a Firestorm at no additional cost. In addition, any number of falcons may be upgraded to Fire Prisms for +15 points each. 4 Eldar Night Spinners and 1 Firestorm Up to 3 Cobra, Scorpion or Storm Serpent(or any combination)
250 points
200 points
In the Crone World Raiders list, only Relic Hunter formations are allowed to garrison in the Grand Tournament game scenario.
168
8.6 NetEA DEVELOPMENTAL IYBRAESIL ELDAR CRAFTWORLD CRONE WORLD RAIDERS ARMY REFERENCE 1
NAME Autarch Exarch Farseer Guardians Heavy Weapon Platform Rangers Jet Bikes Dire Avengers Fire Dragons Dark Reapers Striking Scorpions Howling Banshees Shining Spears Swooping Hawks Warp Spiders Wraithguard Vyper Jetbikes War Walker Falcon Fire Prism Firestorm Night Spinner Wraithlord Wave Serpent TYPE CH CH INF INF INF INF INF INF INF INF INF INF INF INF INF INF LV LV AV AV AV AV AV AV SPEED n/a n/a 15cm 15cm 15cm 15cm 35cm 15cm 15cm 15cm 15cm 15cm 35cm 35cm 15cm 15cm 35cm 20cm 35cm 35cm 35cm 35cm 15cm 35cm ARMOUR n/a n/a 4+ 5+ 5+ 5+ 5+ 5+ 4+ 5+ 4+ 5+ 4+ 4+ 4+ 6+ 5+ 5+ 5+ 5+ 4+ 5+ CC n/a n/a 4+ 6+ 6+ 6+ 6+ 5+ 5+ 6+ 4+ 2+ 4+ 5+ 5+ 4+ 6+ 5+ 6+ 6+ 6+ 6+ 3+ 6+ FF n/a n/a 5+ 4+ 5+ 5+ 4+ 4+ 4+ 3+ 5+ 5+ 5+ 4+ 4+ 4+ 5+ 5+ 4+ 5+ 4+ 5+ 4+ 4+ WEAPONS Autarch Close Combat Weapon Autarch Ranged Weapon Exarch Close Combat Weapon OR Exarch Ranged Weapon Shuriken Pistols Witch Blades Shuriken Catapults Scatter Laser Shuriken Pistols Long Rifles Shuriken Catapults Shuriken Catapults Fusion Guns Reaper Missile Launcher Shuriken Pistols Mandiblasters Shuriken Pistols Banshee Mask Power Lances Lasblasters Death Spinner Wraithcannon Scatter Laser Scatter Laser Bright Lance Pulse Laser Scatter Laser Prism Cannon Firestorm Battery Night Spinner Power Fists Bright Lance Twin Shuriken Cannon STRATEGY RATING 4 RANGE FIREPOWER (base contact) (15cm) (base contact) (15cm) (15cm) (base contact) (15cm) 30cm (15cm) 30cm (15cm) (15cm) 15cm AND (15cm) 45cm (15cm) (base contact) (15cm) (base contact) (base contact) (15cm) (15cm) 15cm AND (15cm) 30cm 30cm 30cm 45cm 30cm 60cm 45cm 45cm (base contact) 30cm 30cm
NOTES
Supreme Commander, Inspiring, Invulnerable Save Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Commander, Invulnerable Save, Farsight
(Assault Weapons), MW, EA(+1) (Small Arms), EA(+1) (Assault Weapons), EA(+1) (Small Arms), EA(+1) (Small Arms) (Assault Weapons), MW, EA(+1) (Small Arms) AP5+/AT5+ (Small Arms) AP5+ (Small Arms) (Small Arms), EA(+1) MW5+ (Small Arms), MW 2x AP5+ (Small Arms) (Assault Weapons), EA(+1) (Small Arms) (Assault Weapons), First Strike (Assault Weapons), Lance (Small Arms) (Small Arms) 2x MW5+ (Small Arms), MW, EA(+1) AP5+/AT5+ AP5+/AT5+ AT5+, Lance 2x AT4+ AP5+/AT5+ AP4+/AT2+, Lance 2x AP5+/AT5+/AA4+ 1BP, Disrupt, Indirect (Assault Weapons), MW, EA(+1) AT5+, Lance AP4+
Skimmer, Mounted Scout, Jump Packs, Teleport Jump Packs, Infiltrator, First Strike Fearless, Reinforced Armour Skimmer Reinforced Armour, Walker, Scout Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Reinforced Armour, Fearless, Walker Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) 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 Cobras gravitic drives implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6. DC3, Holofield, Walker, Jump Packs, Fearless Weapons may fire 360 degrees due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Revenant Titans holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan.
Cobra
WE
25cm
5+
6+
5+
Shuriken Cannon Cobra D-Cannon Eldar Missile Launcher 2x Revenant Pulse Laser 2x Eldar Missile Launcher
Revenant Titan
WE
35cm
5+
4+
4+
IYBRAESIL
8.6 NetEA DEVELOPMENTAL IYBRAESIL ELDAR CRAFTWORLD CRONE WORLD RAIDERS ARMY REFERENCE 2
NAME Scorpion TYPE WE SPEED 25cm ARMOUR 5+ CC 6+ FF 5+ WEAPONS Twin Pulsar Shuriken Cannon STRATEGY RATING 4 RANGE FIREPOWER 60cm 30cm 2x MW2+ AP5+
NOTES
DC3, Reinforced Armour Skimmer. 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 suffer a hit on a roll of 6. DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal 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 suffer a hit on a roll of 6. 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
Storm Serpent
WE
25cm
5+
6+
4+
30cm 45cm
AP5+/AT5+ 2x AT3+
AC AC
Fighter Fighter-Bomber
4+ 5+
n/a n/a
n/a n/a
Vampire Hunter
AC/WE
Bomber
5+
6+
4+
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Twin Shuriken Cannons Bright Lances Nightspinner Twin Shuriken Cannons Phoenix Pulse Laser Scatter Laser Hunter Twin Pulsar Twin Eldar Missile Launcher Scatter Laser 2x Vampire Pulse Laser
30cm 30cm 15cm 30cm 45cm 30cm 30cm 45cm 30cm 45cm
AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF 1BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF AP5+/AT5+/AA5+, FxF 2x MW2+, FxF AP4+/AT5+/AA5+ AP5+/AT5+/AA5+, FxF 2x AT4+, FxF
Reinforced Armour
DC2, Reinforced Armour, Planetfall, Critical Hit Effect: The Vampires control surfaces have been damaged and it is destroyed. DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 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 Vampires control surfaces have been damaged and it is destroyed. 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. 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.
Wraithship
SC
n/a
n/a
n/a
n/a
Dragonship
SC
n/a
n/a
n/a
n/a
IYBRAESIL
portal and as an objective for rules purposes. It may not be attacked or destroyed.)
0-1 Avatar
CORE UNITS Choose: 1 Wraithgate: 50 points The Eldar player replace one of the Objective markers in their half of the table with a Wraithgate. OR 1 Gate of Vaul: 150 points The Eldar player replace one of the Objective markers in their half of the table with a Gate of Vaul 1 Avatar
YME-LOC INDIVIDUALS
NOTES 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. NOTE: Gates of Vaul are one of the largest types of webway portal, and may be used by any Eldar formation. No Eldar formation may exit from it if any unbroken enemy formations are within 15cm of it. In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) it 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 it may not return. The Autarch does not replace an Exarch in the formation
COST 50 points
150 points
Free
0-1 Autarch
+75 points
(An Yme-Loc army may contain any number of Warhosts) CORE UNITS EXTRAS 2 Engines of Vaul in any combination Add an additional Engine of Vaul + 250 points chosen from the following: Add 3 Vyper Jetbikes for +100 points Cobra, Scorpion, Storm Serpent Add 4 Guardian Units and 2 Wave Serpents for +150 1 Farseer unit and 7 Falcons. Up to Replace up to three Falcons with Fire Prisms for +15 points each 2 Falcons may be replaced with Add 3 Vyper Jetbikes for +100 points Firestorms at no additional cost. Add 4 Guardian Units and 2 Wave Serpents for +150 (You may include up to three Troupes chosen from the following list for each Warhost included in the army) CORE UNITS 6 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 or 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 1 Exarch character upgrade for +25 points. 4 Eldar Night Spinners and 1 Firestorm 1 Cobra, Scorpion or Storm Serpent 7 Guardians units. Up to 3 Guardian units may be replaced with Heavy Weapons Platforms at no additional cost. 1 Farseer unit may be added for +50 points In addition the formation may include these upgrades: 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 4 Wave Serpents for +200 points. 4 to 8 Eldar Rangers 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) Add up to 3 Hornets at +35 points each
YME-LOC WARHOSTS
350 points
YME-LOC TROUPES
Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.
171
NOTES
Supreme Commander, Inspiring, Invulnerable Save Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Commander, Invulnerable Save, Farsight
Autarch Close Combat Weapon Autarch Ranged Weapon Exarch Close Combat Weapon OR Exarch Ranged Weapon Shuriken Pistols Witch Blades Shuriken Catapults Scatter Laser D-Cannon Shuriken Pistols Long Rifles Shuriken Catapults Shuriken Catapults Fusion Guns Reaper Missile Launcher Shuriken Pistols Mandiblasters Shuriken Pistols Banshee Mask Power Lances Lasblasters Death Spinner Wraithcannon Twin Pulse Laser Scatter Laser Scatter Laser Bright Lance Pulse Laser Scatter Laser Prism Cannon Firestorm Battery Night Spinner Power Fists Bright Lance Twin Shuriken Cannon
(Assault Weapons), MW, EA(+1) (Small Arms), EA(+1) (Assault Weapons), EA(+1) (Small Arms), EA(+1) (Small Arms) (Assault Weapons), MW, EA(+1) (Small Arms) AP5+/AT5+ MW5+ (Small Arms) AP5+ (Small Arms) (Small Arms), EA(+1) MW5+ (Small Arms), MW 2x AP5+ (Small Arms) (Assault Weapons), EA(+1) (Small Arms) (Assault Weapons), First Strike (Assault Weapons), Lance (Small Arms) (Small Arms) 2x MW5+ (Small Arms), MW, EA(+1) 2x AT3+ AP5+/AT5+ AP5+/AT5+ AT5+, Lance 2x AT4+ AP5+/AT5+ AP4+/AT2+, Lance 2x AP5+/AT5+/AA4+ 1BP, Disrupt, Indirect (Assault Weapons), MW, EA(+1) AT5+, Lance AP4+
Skimmer, Mounted Scout, Jump Packs, Teleport Jump Packs, Infiltrator, First Strike Fearless, Reinforced Armour Scout, Skimmer Skimmer Reinforced Armour, Walker, Scout Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Reinforced Armour, Fearless, Walker Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. Critical Hit Effect: 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. 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 Cobras gravitic drives implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6. DC3, Reinforced Armour Skimmer. 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 suffer a hit on a roll of 6.
Avatar
WE
15cm
3+
2+
4+
Wailing Doom Court of the Young King Shuriken Cannon Cobra D-Cannon Eldar Missile Launcher Twin Pulsar Shuriken Cannon
Cobra
WE
25cm
5+
6+
5+
30cm AND (base contact) (base contact) 30cm 30cm 45cm 60cm 30cm
MW5+ (Assault Weapons), MW, EA(+1) (Assault Weapons), MW, EA(+1) AP5+ 2BP, TK(D3+1), FxF AP5+/AT6+/AA6+ 2x MW2+ AP5+
Scorpion
WE
25cm
5+
6+
5+
YME-LOC
NOTES
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. DC3, Holofield, Walker, Jump Packs, Fearless Weapons may fire 360 degrees due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Revenant Titans holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan. DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal 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 suffer a hit on a roll of 6. 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 DC3, Reinforced Armour, Skimmer. Critical Hit Effect: The Void Spinners gravitic drives implode, sucking nearby troops into an energy maelstrom. The Void Spinner is destroyed and any models within 5cm suffer a hit on a roll of 6. DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.
2x Twin Eldar Missile Launcher 1-2x Titan Pulsar 0-1x Power Fist
AP4+/AT5+/AA5+ 2x MW3+, TK(1) (Assault Weapons), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+
Revenant Titan
WE
35cm
5+
4+
4+
45cm 45cm
2x MW3+ AP5+/AT6+/AA6+
Storm Serpent
WE
25cm
5+
6+
4+
30cm 45cm
AP5+/AT5+ 2x AT3+
Void Spinner
WE
25cm
5+
6+
5+
60cm
Warlock Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher 1x Psychic Lance 0-1x Titan Pulsar 0-1x Power Fist
AC AC
Fighter Fighter-Bomber
4+ 5+
n/a n/a
n/a n/a
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Twin Shuriken Cannons Bright Lances Nightspinner Twin Shuriken Cannons Phoenix Pulse Laser Scatter Laser 2x Vampire Pulse Laser
45cm (15cm) 30cm 75cm (base contact) OR (15cm) OR 30cm 30cm 30cm 15cm 30cm 45cm 30cm 45cm
AP4+/AT5+/AA5+ (Small Arms), EA(+2), TK(D3) 3BP, Disrupt, Ignore Cover, TK(D3) 2x MW3+, TK(1) (Assault Weapons)s), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+ AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF 1BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF AP5+/AT5+/AA5+, FxF 2x AT4+, FxF
Reinforced Armour
Wraithship
SC
n/a
n/a
n/a
n/a
Dragonship
SC
n/a
n/a
n/a
n/a
DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 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 Vampires control surfaces have been damaged and it is destroyed. 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. 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.
YME-LOC
8.8 NetEA DEVELOPMENTAL FIR IOLARION ELDAR TITAN CLAN ARMY LIST
v2.1.1. Sub-Army Champion: "Angel_of_Caliban" Fir Iolarion armies have a Strategy rating of 4. Phantasm Titan formations have an initiative rating of 3+. All other Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+ FORMATION 0-1 Webway Portal (The Webway Portal functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed.) 0-1 Wraith Seer CORE UNITS 1 Gate of Vaul.
The Eldar player replace one of the objective markers in their half of the table with a Gate of Vaul
NOTES NOTE: Gates of Vaul are one of the largest types of webway portal, and may be used by any Eldar formation. No Eldar formation may exit from it if any unbroken enemy formations are within 15cm of it.
You may add an Eldar Titan Wraith Seer character to a single Warlock Titan
+75 points
Phantasm Titan
1 Phantasm Titan
Phantom Titan
1 Phantom Titan
1 or 2 Revenant Titans
(A Fir Iolarion army may contain any number of Warhosts) UPGRADES Wraith Seer, Bonesinger, Spirit Stones. May replace any number of Titan Pulsars with an alternate Eldar Battle Titan Weapon Spiritsinger. May replace any number of Titan Pulsars with an alternate Eldar Battle Titan Weapon Bonesinger, Spirit Stones, Wraithgate May replace any number of Titan Pulsars with an alternate Eldar Battle Titan Weapon Bonesinger. May replace any number of Revenant Pulse Lasers with Revenant Sonic Lances for free (A Warhost may take each allowed upgrade once)
700 points
750 points
TITAN UPGRADES
UPGRADE Bonesinger Spiritsinger Spirit Stones Wraithgate Eldar Battle Titan Weapon
CORE UPGRADE Gives a Titan the Commander special ability Allows the Titan to re-roll a failed Initiative test once per turn. Gives a Titan the Inspiring special ability. Adds a Wraithgate portal to a single Titan Power Fist, Spirit Sword, Fusion Lance Tremor Cannon, D-Cannon
COST +50 points +100 points +50 points +100 points Free +25 points
FORMATION
CRAFTWORLD ELDAR:
Guardian Troupe Wraithlord Troupe Ranger Troupe Windrider Troupe Nightwings Phoenix Bombers Vampire Hunter 0-1 Eldar Spacecraft
(One Allies formation may be included in the army per Warhost, chosen from the following sections: Craftworld Eldar and Eldar Knights) CORE UNITS 5 Guardians units and 5 Heavy Weapons Platforms (You may replace the Heavy Weapon Platform units with 5 Support Weapon Platform units for +100 points) 6 Wraithlords 6 to 8 Eldar Rangers 6 Jetbikes. (Any number of Jet Bikes may be replaced with Vypers at no additional cost.) 3 Nightwing Interceptors 3 Phoenix Bombers 1 Vampire Hunter 1 Wraithship OR 1 Dragonship 3 Fire Gales or Towering Destroyers in any combination (Any number of units may be exchanged for a Bright Stallion for +25 points each)
COST 200 points 300 points 25 points each 200 points 300 points 400 points 250 points 150 points 300 points 300 points
ELDAR KNIGHTS:
Eldar Knight Hunting Pack
Only Eldar Ranger Troupes are allowed to garrison in the Grand Tournament game scenario.
174
8.8 NetEA DEVELOPMENTAL FIR IOLARION ELDAR TITAN CLAN ARMY REFERENCE 1
NAME Eldar Titan Wraith Seer Guardians Heavy Weapon Platform Support Weapon Platform Rangers Jet Bikes Vyper Jetbikes Wraithlord Bright Stallion TYPE CH INF INF INF INF INF LV AV WE SPEED n/a 15cm 15cm 15cm 15cm 35cm 35cm 15cm 30cm ARMOUR n/a 5+ 5+ 4+ 4+ 5+ CC n/a 6+ 6+ 6+ 6+ 6+ 6+ 3+ 4+ FF n/a 4+ 5+ 6+ 5+ 4+ 5+ 4+ 5+ WEAPONS n/a Shuriken Catapults Scatter Laser D-Cannon Shuriken Pistols Long Rifles Shuriken Catapults Scatter Laser Power Fists Bright Lance Stallion Lasers Hooves Fire Lance 2x Twin Eldar Missile Launcher 1-2x Titan Pulsar STRATEGY RATING 4 RANGE FIREPOWER n/a (15cm) 30cm 30cm (15cm) 30cm (15cm) 30cm (base contact) 30cm 45cm AND (15cm) (base contact) 30cm 45cm 75cm
NOTES
Supreme Commander, Farsight.
WE WE
20cm 25cm
5+ 4+
5+ 3+
4+ 3+
n/a (Small Arms) AP5+/AT5+ MW5+ (Small Arms) AP5+ (Small Arms) AP5+/AT5+ (Assault Weapons), MW, EA(+1) AT5+, Lance 2x MW4+ (Small Arms), EA (+1) (Assault Weapon), EA (+1) MW4+, TK (3 -1 per 15cm from target) AP4+/AT5+/AA5+ 2x MW3+, TK(1)
Scout, Snipers Skimmer, Mounted Skimmer Reinforced Armour, Fearless, Walker DC2, Reinforced Armour, Walker. Critical Hit Effect: Staggers D6cm in a random direction and collapses, destroyed. Any units struck suffer a hit. DC2, Reinforced Armour, Walker. Critical Hit Effect: Staggers D6cm in a random direction and collapses, destroyed. Any units struck suffer a hit. DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. DC3, Holofield, Walker, Jump Packs, Fearless Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Revenant Titans holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan. DC2, Reinforced Armour, Walker. Critical Hit Effect: Staggers D6cm in a random direction and collapses, destroyed. Any units struck suffer a hit.
Phantom Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher 1-2x Titan Pulsar 0-1x Power Fist
AP4+/AT5+/AA5+ 2x MW3+, TK(1) (Assault Weapons), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+
Revenant Titan
WE
35cm
5+
4+
4+
45cm 45cm
2x MW3+ AP5+/AT6+/AA6+
Towering Destroyer
WE
20cm
5+
4+
5+
Destroyer Cannon Destroyer Laser Destroyer Sabres 2x Twin Eldar Missile Launcher 1x Psychic Lance 0-1x Titan Pulsar 0-1x Power Fist
Warlock Titan
WE
25cm
5+
3+
3+
AC AC
Fighter Fighter-Bomber
4+ 5+
n/a n/a
n/a n/a
Twin Shuriken Cannons Bright Lances Nightspinner Twin Shuriken Cannons Phoenix Pulse Laser
30cm 45cm AND (15cm) (base contact) 45cm (15cm) 30cm 75cm (base contact) OR (15cm) OR 30cm 30cm 30cm 15cm 30cm 45cm
2x AP4+ 2x AT4+ (Small Arms), EA (+1) (Assault Weapons), EA (+2) AP4+/AT5+/AA5+ (Small Arms), EA(+2), TK(D3) 3BP, Disrupt, Ignore Cover, TK(D3) 2x MW3+, TK(1) (Assault Weapons)s), TK(D3), EA(+2) (Small Arms), EA(+3) 6x AP4+/AT4+ AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF 1BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.
Reinforced Armour
FIR IOLARION
8.8 NetEA DEVELOPMENTAL FIR IOLARION ELDAR TITAN CLAN ARMY REFERENCE 2
NAME Vampire Hunter TYPE AC/WE SPEED Bomber ARMOUR 5+ CC 6+ FF 4+ WEAPONS Scatter Laser Hunter Twin Pulsar Twin Eldar Missile Launcher Orbital Bombardment OR Pin-point Attack Orbital Bombardment OR 2x Pin-point Attack STRATEGY RATING 4 RANGE FIREPOWER 30cm 30cm 45cm -
NOTES
DC2, Reinforced Armour, Planetfall, Critical Hit Effect: The Vampires control surfaces have been damaged and it is destroyed. 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. 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.
Wraithship
SC
n/a
n/a
n/a
n/a
AP5+/AT5+/AA5+, FxF 2x MW2+, FxF AP4+/AT5+/AA5+ 4BP, MW MW2+, TK(D3) 8BP, MW MW2+, TK(D3)
Dragonship
SC
n/a
n/a
n/a
n/a
WEAPON Fusion Lance Revenant Sonic Lance Spirit Sword Titan D-Cannon Tremor Cannon
FIREPOWER MW2+, TK(4 - 1 per full 15cm to target) 2BP, Disrupt, Ignore Cover, Lance (Assault Weapons), EA(+2), TK(3) (Small Arms) MW, EA(+1) 4BP, MW, TK(d6) 4BP, Disrupt, Ignore Cover, Lance
FIR IOLARION
8.9 NetEA EXPERIMENTAL BIEL-TAN GREAT COURT OF THE YOUNG KING ELDAR ARMY LIST
v1.3. Eldar Army Champion: "Chroma" Great Court armies have a Strategy rating of 4. Great Court, Aspect Warrior and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+. FORMATION 0-1 Wraithgate CORE UNITS The Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate.
0-1 Autarch
NOTES The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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. 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).
COST 50 points
+75 points
(A Great Court army may contain any number of Warhosts) CORE UNITS EXTRAS 1 Avatar escorted by the Court of the Add up to four Aspect Warrior units of any type for +50 points each. Young King plus 1 each of the following: Dire Avengers, Striking Scorpions, In addition the Great Court may add up to 4 Exarch character Howling Banshees, Fire Dragons, Warp upgrades to any Aspect Warrior units in the formation for +25 points Spiders, Dark Reapers, Swooping Hawks each. and Shining Spears. (All units in the Great Court gain the Invulnerable Save special ability if they do not already possess it.) 8 Aspect Warrior units chosen All units apart from Shining Spears, Swooping Hawks and Warp from the following list, in any Spiders may be transported in Wave Serpents and/or Falcons if combination: Dire Avengers, Striking desired. If you choose to take this option then you must take exactly Scorpions, Howling Banshees, Fire enough transport vehicles to carry the units that require transport, Dragons, Warp Spiders, Dark Reapers without any spare transport space being left over. Each Falcon or Swooping Hawks, Shining Spears. Wave Serpent purchased costs +50 points. In addition the Warhost may include up to 2 Exarch character upgrades for +25 points each. (You may include up to three Troupes chosen from the following list for each Warhost included in the army) CORE UNITS 6 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 or 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 purchased costs +50 points. In addition the Troupe may include up to 2 Exarch character upgrades for +25 points. 4 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 purchased costs +50 points. In addition the Troupe may include up to 1 Exarch character upgrade for +25 points. 4 to 8 Eldar Rangers Up to 3 Storm Serpents 5 or 6 Falcons for +50 points each. Up to 2 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
300 points
175 points
Only Eldar Ranger Troupes are allowed to garrison in the Grand Tournament game scenario.
177
8.9 NetEA EXPERIMENTAL BIEL-TAN GREAT COURT OF THE YOUNG KING ELDAR ARMY REFERENCE 1
NAME Autarch Court of the Young King Exarch Rangers Dire Avengers Fire Dragons Dark Reapers Striking Scorpions Howling Banshees Shining Spears Swooping Hawks Warp Spiders Falcon Fire Prism Firestorm Wave Serpent TYPE CH CH CH INF INF INF INF INF INF INF INF INF AV AV AV AV SPEED n/a n/a n/a 15cm 15cm 15cm 15cm 15cm 15cm 35cm 35cm 15cm 35cm 35cm 35cm 35cm ARMOUR n/a n/a n/a 5+ 5+ 5+ 5+ 4+ 5+ 4+ 5+ 4+ 5+ 5+ 5+ 5+ CC n/a n/a n/a 6+ 5+ 5+ 6+ 4+ 2+ 4+ 5+ 5+ 6+ 6+ 6+ 6+ FF n/a n/a n/a 5+ 4+ 4+ 3+ 5+ 5+ 5+ 4+ 4+ 4+ 5+ 4+ 4+ WEAPONS Autarch Close Combat Weapon Autarch Ranged Weapon Ancient Weapons Exarch Close Combat Weapon OR Exarch Ranged Weapon Shuriken Pistols Long Rifles Shuriken Catapults Fusion Guns Reaper Missile Launcher Shuriken Pistols Mandiblasters Shuriken Pistols Banshee Mask Power Lances Lasblasters Death Spinner Pulse Laser Scatter Laser Prism Cannon Firestorm Battery Twin Shuriken Cannon STRATEGY RATING 4 RANGE FIREPOWER (base contact) (15cm) (base contact) (base contact) (15cm) (15cm) 30cm (15cm) 15cm AND (15cm) 45cm (15cm) (base contact) (15cm) (base contact) (base contact) (15cm) (15cm) 45cm 30cm 60cm 45cm 30cm
NOTES
Supreme Commander, Inspiring, Invulnerable Save
(Assault Weapons), MW, EA(+1) (Small Arms), EA(+1) (Assault Weapons), MW, EA(+1) (Assault Weapons), EA(+1) (Small Arms), EA(+1) (Small Arms) AP5+ (Small Arms), EA(+1) MW5+ (Small Arms), MW 2x AP5+ (Small Arms) (Assault Weapons), EA(+1) (Small Arms) (Assault Weapons), First Strike (Assault Weapons), Lance (Small Arms) (Small Arms) 2x AT4+ AP5+/AT5+ AP4+/AT2+, Lance 2x AP5+/AT5+/AA4+ AP4+
Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Scout, Snipers
Avatar
WE
15cm
3+
2+
4+
Wailing Doom Court of the Young King 2x Revenant Pulse Laser 2x Eldar Missile Launcher
Revenant Titan
WE
35cm
5+
4+
4+
MW5+ (Assault Weapons), MW, EA(+1) (Assault Weapons), MW, EA(+1) 2x MW3+ AP5+/AT6+/AA6+
Storm Serpent
WE
25cm
5+
6+
4+
30cm 45cm
AP5+/AT5+ 2x AT3+
Skimmer, Mounted Scout, Jump Packs, Teleport Jump Packs, Infiltrator, First Strike Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Skimmer Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. Critical Hit Effect: 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. DC3, Holofield, Walker, Jump Packs, Fearless Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Revenant Titans holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan. DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal 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 suffer a hit on a roll of 6. 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.
AC AC
Fighter Fighter-Bomber
4+ 5+
n/a n/a
n/a n/a
Vampire Hunter
AC/WE
Bomber
5+
6+
4+
Twin Shuriken Cannons Bright Lances Nightspinner Twin Shuriken Cannons Phoenix Pulse Laser Scatter Laser Hunter Twin Pulsar Twin Eldar Missile Launcher
AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF 1BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF AP5+/AT5+/AA5+, FxF 2x MW2+, FxF AP4+/AT5+/AA5+
Reinforced Armour
DC2, Reinforced Armour, Planetfall, Critical Hit Effect: The Vampires control surfaces have been damaged and it is destroyed.
NOTES
DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 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 Vampires control surfaces have been damaged and it is destroyed. 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. 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.
Wraithship
SC
n/a
n/a
n/a
n/a
Dragonship
SC
n/a
n/a
n/a
n/a
The Dark Eldar are piratical raiders from the depths of the Dark City and the treacherous expanses of space. Due to their limited population, losses simply cannot be sustained at length. 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 ability is reflected by the following special rules, which apply to all formations in a Dark Eldar army: Dark 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, a Dark 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, a Dark Eldar formation that wins an assault is allowed to move up to their full movement when they consolidate, rather than being limited to a move of 5cms as would normally be the case.
A Lance uses a highly concentrated beam of laser energy used to destroy heavily armoured targets. A unit with Reinforced Armour that is hit by a Lance weapon is not allowed to re-roll its saving throw.
These smallish portals are used by the Dark Eldar as much as the Eldar. Allowing safe travel through the Warp, each Webway portal included in the army allows the Dark Eldar player to keep up to three formations back in Commorragh. Any of these reserve formations may enter play via a Webway portal by taking an action that allows them to move, then measuring its first move from the portal on the tabletop. No more than one formation may travel through a single portal each turn. Wraithgate use is limited to formations made up exclusively of infantry, light vehicles, and armoured vehicles with the walker ability (The feared Kashnarak is the exception to the rule).
9.0.3.1 Shadowfields:
180
8.2 NetEA APPROVED KABAL OF PAIN'S WAY DARK ELDAR ARMY LIST
v1.6. Dark Eldar Army Champion: "Moscovian" Dark Eldar armies have a Strategy rating of 3. Kabals, Tormentors, and Executors have an initiative rating of 1+. All other formations have an initiative rating of 2+. FORMATION 0-1 Wraithgate CORE UNITS The Dark Eldar player may choose to replace one of the objective markers in their half of the table with a Wraithgate.
NOTES The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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. The Archon must be placed in the Kabal Coterie if there is one in the army. 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.
COST 50 points
50 points 50 points
(A Dark Eldar army may contain any number of Kabals. Formations may never exceed eight infantry units) CORE UNITS UPGRADES 4 Incubi units and 1 Dracon character, plus transport Incubi, Warriors, Wyches, Ravager, Mandrakes, Haemonculi, Scourges, Dracon, Sybarite 6 Warriors units, plus transport Warriors, Wyches, Haemonculi, Ravager, Scourges Mandrakes, Dracon, Sybarite 4 Ravagers Dracon, Sybarite Add 2 Ravagers Add 0-1 Vessel of Pain (You may include up to two Partisan formations for each Kabal, chosen from the following: Covens, Cults, Cohorts. Formations may never exceed eight infantry units)
COST 250 points 200 points 250 points (+100 points) (+250 points)
FORMATION Haemonculi Coven Talos Swarm FORMATION Wych Cult Hellion Murder Reaver Gang FORMATION Mandrake Throng Scourge Flight Heavy Barges UPGRADE Beasts Dracon Haemonculi Hellions Incubi Mandrakes Perditors
CORE UNITS 2 Haemonculi units and 4 Grotesques units, plus transports 4 Talos CORE UNITS 6 Wych units, plus transport 6 Hellions 6 Reavers CORE UNITS 6 Mandrakes 6 Scourges Up to 2 Vessels of Pain
UPGRADES Haemonculi, Talos, Perditor, Sybarite Talos, Perditor, Slavebringer UPGRADES Wyches, Beasts, Hellions, Reavers, Sybarite Hellions, Sybarite Reavers, Sybarite UPGRADES Mandrakes Scourges, Sybarite None UPGRADE Ravager Reavers Scourges Sybarite Talos Warriors Wyches UNITS Add 1 Ravager Add 2 Reavers units Add 2 Scourges units Add 1 Sybarite character Add up to 2 Talos Add 2 Dark Eldar Warriors units Add 2 Wyches units
CULTS
COHORTS
COST 225 points 225 points 250 points each COST +50 points +100 points +125 points +25 points +50 points each +100 points +100 points
UNITS Add 2 Warp Beasts units Add 1 Dracon character Add 1 Haemonculi unit and 1 Grotesque unit Add 2 Hellions units Add 2 Incubi units Add 2 Mandrakes units Add up to 2 Perditors
SPACECRAFT
(Up to 1/3 of the army's points may be spent on Aircraft and Space Craft) COST 300 points OR 150 points each 500 points 750 points FORMATION Raven Squadron Razorwing Squadron
UNITS 2 Raven Fighters Add 1 Raven Fighter 2 Razorwing Bombers Add 1 Razorwing Bomber
AIRCRAFT
Any Dark Eldar formation that include "plus transport" may choose from the above 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.
181
9.1 NetEA APPROVED KABAL OF PAIN'S WAY DARK ELDAR ARMY LIST REFERENCE 1
NAME Archon Dracon Sybarite Grotesques Haemonculi Hellions Incubi Mandrakes Reavers Scourges Warp Beasts Warriors Wyches Raiders TYPE CH CH CH INF INF INF INF INF INF INF INF INF INF LV SPEED n/a n/a n/a 15cm 15cm 30cm 15cm 15cm 40cm 30cm 15cm 15cm 15cm 35cm ARMOUR n/a n/a n/a 5+ 4+ 5+ 4+ 5+ 4+ 6+ 4+ CC n/a n/a n/a 3+ 3+ 4+ 3+ 4+ 4+ 6+ 3+ 5+ 3+ 6+ FF n/a n/a n/a 5+ 5+ 6+ 6+ 5+ 4+ 4+ 6+ 5+ WEAPONS Agonizer Agonizer Assault Weapon Bladed Gloves Arcane Terrors Scissor Hands Hellglaives Halberds Tormentor Helms Punisher Splinter Pistols Splinter Rifles Mounted Blades Dark Lance Splinter Rifles Teeth and Claws Splinter Cannons Splinter Rifles Splinter Pistols Wych Weapons Dark Lance Horrorfex STRATEGY 3 RANGE (base contact) (base contact) (base contact) (base contact) 15cm (base contact) (15cm) (base contact) (15cm) (base contact) (15cm) (15cm) (base contact) 30cm (15cm) (base contact) 15cm (15cm) (15cm) (base contact) 30cm 15cm FIREPOWER (Assault Weapons), MW, EA(+1) (Assault Weapons), MW, EA(+1) (Assault Weapons), EA(+1) (Assault Weapons) AP3+, Disrupt (Assault Weapons) (Small Arms) (Assault Weapons) (Small Arms) (Assault Weapons), EA(+1) (Small Arms) (Small Arms) (Assault Weapons) AT5+, Lance (Small Arms), EA(+1) (Assault Weapons) AP5+ (Small Arms) (Small Arms) (Assault Weapons) AT5+, Lance AP6+, Disrupt
NOTES
Inspiring, Invulnerable Save, Supreme Commander Invulnerable Save, Commander, Leader Leader Fearless Fearless, Leader Jump Packs, Scout
Infiltrator, First Strike, Teleport Skimmer, Mounted Jump Packs, Teleport Infiltrator, First Strike. In an assault Warp Beasts receive a 5+ armour save; this applies to close combat, fire fight, and all supporting fire.
Ravager
LV
35cm
4+
6+
3+
AV WE
15cm 30cm
4+ 5+
4+ 5+
5+ 4+
2x Dark Lance Disintegrator Horrorfex Paralyzer Talos Claws 2x Dark Lances Long-Barrel Splinter Cannons Desolator
AT5+ Lance AP4+/AT6+ AT6+, Disrupt AP5+, Disrupt Assault Weapons, MW AT5+, Lance AP5+ 2BP, Disrupt
Infiltrator, First Strike. In an assault Wyches receive a 5+ armour save; this applies to close combat, fire fight, and all supporting fire. Skimmer, Transport (may carry up to two of the following units: Warriors, Incubi, Haemonculi, Grotesques, and Wyches: may transport 1 Mandrake unit in addition to these two units). Units being transported may fire with any ranged weapons, and use their fire fight value in an assault or to lend supporting fire Skimmer
Fearless, Reinforced Armour, Walker DC3, Shadowfields (2), Skimmer, Transport: (May carry up to 4 of the following units: Warriors, Incubi, Haemonculi, Grotesques, Wyches, Warp Beasts; in addition may transport up to 2 Mandrake units). Units being transported may fire with any ranged weapons, and use their fire fight value in an assault or to lend supporting fire. Critical Hit Effect: May no longer fire any weapons or use close combat or fire fight values (transported units may still fire or assault from within, however). Additional Critical hits will destroy the Barge. DC6, Shadowfield (4), Support Craft, Self Planetfall, Reinforced Armour, Fearless, Webway Portal, Transport (may carry eight of the following: Light Vehicles, Armoured Vehicles, or War Engines. War Engines count as their starting damage capacity in spaces each. In addition, the Executor may carry up to 16 infantry units of any type). Critical Hit Effect: Weapon systems damaged. All weapons listed stop functioning including extra attacks and Fire fight value drops to 6+. Additional hits will cause an extra point of damage. DC2, Fearless, Reinforced Armour Critical Hit Effect: Destroyed DC4, Shadowfields (3), Reinforced Armour, Jump Pack, Walker, Fearless Critical Hit Effect: Movement reduced to 25cm and loses the Jump Pack ability for the rest of the game. Further hits cause an extra point of damage.
WE
25cm
5+
6+
4+
WE WE
15 cm 35 cm
4+ 5+
3+ 3+
4+ 4+
2 BP, Disrupt, Indirect Fire (Assault Weapons), MW, EA(+1) MW3+, TK(1) 3x AP4+/AT6+ (Small Arms), EA(+2) (Assault Weapons), EA(+3), TK(1)
9.1 NetEA APPROVED KABAL OF PAIN'S WAY DARK ELDAR ARMY LIST REFERENCE 2
NAME Vessel of Pain TYPE WE SPEED 30 cm ARMOUR 4+ CC 5+ FF 4+ STRATEGY 3 WEAPONS RANGE 2x Phantom Lances 45cm 2x Long-Barrel Splinter Cannon 45cm Desolator 30cm Dark Lances 30cm Long-Barrel Splinter Cannon 30cm Razor Lances 30cm 2x Long-Barrel Splinter Cannon 30cm Horrorfex 15cm 2x Twin Dark Lances 30cm Turreted Splinter Cannons 30cm FIREPOWER MW3+, TK(1) AP5+ 2BP, Disrupt AT4+/AA5+, Lance, FxF AP5+ /AA5+, Fwd MW3+, TK (1), Slow-firing, FxF AP5+/AA5+, FxF AP6+, Disrupt AT4+/AA5+, Lance, FxF AP5+/AA5+
NOTES
DC3, Shadowfields (2), Skimmer Critical Hit Effect: Destroyed. Units within 5cm suffer a hit on a roll of 5+ (armour saves allowed).
AC AC
Fighter Fighter-Bomber
4+ 4+
n/a n/a
n/a n/a
AC/WE
Bomber
4+
6+
5+
DC 2, Shadowfields (1), Planetfall, Transport (may carry up to 8 of the following units: Warriors, Incubi, Haemonculi, Grotesques, Wyches, Warp Beasts, Hellions, Scourges; Talos count as 2 infantry units. In addition may transport up to 4 Mandrake units). Critical Hit Effect: Destroyed. All onboard are killed. Any escorts selected form a single squadron and act in the same manner as spacecraft. They may combine their Orbital Bombardments into a single strike, or fire separately (templates may not overlap). Each Corsair may choose to forfeit its Pin Point attack in favour of carrying up to three Slavebringer Assault Boats and up to one Executor Landing Module and their cargos. Transport: (May carry up to 6 Slavebringer Assault Boats and their cargos. In addition, if the Pin Point Attacks are forfeited, this may be increased to 10 Slavebringer Assault Boats and up to 2 Executor Landing Modules and their respective cargos. DC4, Infiltrator, Inspiring, Scout, Walker Critical Hit Effect: Destroyed. Special Rule: At the beginning of any turn(before the strategy roll), the Dark Eldar player may release the Kashnarak through a Webway Portal. Its subsequent actions will always be the following: Attempt a barging, close combat assault on the closest formation(s), even Dark Eldar. If unable to reach base-to-base contact, it marches toward the closest formation, to its maximum movement. If it reaches an enemy zone of control, the beast stops its move. Consolidation moves are also toward the closest formation. The Kashnarak is always the first activation of subsequent turns, before the strategy roll or teleport and acts as mentioned above. A broken Kashnarak will remain in place on the board and will not attempt a move until it rallies. If within 15cm of a Wych unit at the beginning of the Kashnarak's activation, its assault or move may be directed by the Dark Eldar player. In addition, the Kashnarak never moves toward or assaults a Wych formation; instead it will choose the next closest formation. These directed actions still take place prior to the strategy roll for the turn. The Kashnarak is not considered part of the Dark Eldar force for the purposes of placing formations, holding objectives, calculating crossfire, or determining victory conditions and tie-breakers. It does not count toward Dark Eldar activations nor does it count toward Webway Portal use or benefit from the Hit & Run Tactics special rule. It can contest objectives for both the Dark Eldar (when within 15cm of a Wych unit) and their opponents.
SC
n/a
n/a
n/a
n/a
n/a n/a
SC
n/a
n/a
n/a
n/a
Kashnarak
Special WE
20 cm
4+
3+
10.0.1 NECRON
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 formations starting point.
Units made of living metal receive a Reinforced Armour saving throw against normal weapons, lance weapons, and even macro-weapons. In addition, their save is not reduced by sniper abilities. Any TK attacks are automatically reduced to TK (1) when resolving hits against Living Metal units, and Living Metal units are permitted a single armour save. See chart below:
WEAPON AP/AT MW TK ARMOUR SAVE? Yes Yes Yes RA SAVE Yes Yes No DC LOST 1 1 1
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 Armoured 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 didnt.
10.0.2 PORTALS
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.
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 broken formations 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 EA1.14). 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.
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
Any Necron formation may be held back in reserve (with the exception of the onic 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.
184
NECRON INDIVIDUALS
NOTES The Ctan counts toward your War Engine allocation 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.
(A Necron army may contain any number of Phalanxes) CORE UNITS UPGRADES 6 Necron Warrior units with 1 Necron Lord 0-3 Immortals for +40 points each character 0-1 Pariahs for +60 points 0-3 Tomb Spyders for +50 points each 0-3 Wraiths for +50 points each (Up to three Necron Maniples may be included in the army for each Phalanx) CORE UNITS UPGRADES 6 Obelisks None 6 Destroyers (Any number of Destroyers may be 0-1 Necron Lord character +25 points replaced by Heavy Destroyers) 0-3 Wraiths for +50 points each 1 Monolith and 2 Obelisks 0-1 Monoliths for +75 points each 0-1 Obelisks for +50 points each 3 Monoliths 0-3 Obelisks for +50 points each 1 Pylon (Counts toward War Engine allocation) None 6 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 CORE UNITS 1 onic Orb OR 1 Abattoir 1 Warbarque (Add Supreme Commander to the Warbarque for +50 points) Note: Only 1 Supreme Commander is allowed per army 1 Scythe Class Harvester
NECRON PHALANXES
NECRON MANIPLES
FORMATION Armoured Phalanx Eques Maniple Monolith Maniple Monolith Phalanx Pylon Venator Maniple
COST 300 points 350 points 200 points 275 points 200 points 200 points
NECRON HARVESTERS
0-1 Spacecraft
350 points
Necron formations may not Garrison in the Grand Tournament Scenario unless fielding a Tomb Complex. The Necron player may choose to garrison up to two Warrior Phalanx formations at the Tomb Complex.
185
NOTES
Leader, Invulnerable Save Necron, Mounted, Skimmer Necron, Infiltrator, Scout, Teleport Necron, Mounted, Skimmer Necron Necron Inspiring Necron, Invulnerable Save, Jump Pack, First Strike Living Metal, Thick Rear Armour, Fearless, Skimmer, Portal, Teleport Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport, Fearless, Leader, Skimmer, Walker
Abattoir
WE
20cm
4+
2+
4+
DC8, Living Metal, Thick Rear Armour, Fearless, Infiltrator, Portal, Skimmer. May not Phase Out. Counts as Ruins when destroyed. Critical Hit Effect: Explodes. A capacitor explosion inflicts a TK hit on every unit within 5cm (including the Abattoir) on a D6 roll of 4+. DC6, Living Metal, Thick Rear Armour, Fearless, Skimmer, May not Phase Out. Critical Hit Effect: Centre a single Orbital Barrage Template on the Orb. All units (including the Orb) under the template, suffer a 3BP MW attack. DC3, Living Metal, Supreme Commander, Fearless, Walker, Inspiring, Skimmer, Teleport Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour saves allowed). DC3, Living Metal, Supreme Commander, Fearless, Walker, Inspiring, Skimmer, Teleport Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour saves allowed). DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out. Critical Hit Effect: Destroyed. All units within 5cm suffer a hit on a roll of 4+. DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Skimmer, Portal, 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.
Aeonic Orb
WE
20cm
4+
3+
Solar Flare
WE WE
15cm 15cm
4+ 4+
4+ 3+
4+ 5+
Pylon
WE
Immobile
4+
4+
Despair Claws Lightning Arc Gaze of Death Scythe Particle Accelerator Gauss Flux Arc 2x Particle Cannons 2x War Cannons 2x Gauss Cannons Gauss Flux Arc Orbital Bombardment 2x Pin-Point Attack
Warbarque
WE
20cm
4+
6+
4+
SC
n/a
n/a
n/a
n/a
SCARAB CONFLICT
(A Necron Attack army may contain any number of Phalanxes) CORE UNITS NOTES 2 Monoliths 0-1 Monoliths +100 points 0-3 Obelisks +50 points 6 Necron Warrior units with 1 Necron Lord 0-2 Immortals for +50 points each character 0-2 Tomb Spyders for +50 points each 0-2 Wraiths for +50 points each (Up to two Necron Maniples may be included in the army for each Phalanx) CORE UNITS UPGRADES 6 Destroyers (Any number of Destroyers may 0-1 Necron Lord character +25 points be replaced by Heavy Destroyers) 0-3 Wraiths for +50 points each 3 Wraiths 0-3 Wraiths for +50 points each 4 Tomb Spyders 0-2 Tomb Spyders for 50 points each 4 Obelisks 0-2 Obelisks 6 Flayed Ones 0-1 Necron Lord character +25 points 0-2 Tomb Spyders +50 points each 0-2 Wraiths for +50 points each (Up to 1/4 of the army's points may be spent on Necron Attack Support formations) CORE UNITS 1 Pylon 1 Warbarque 1 Scythe Class Harvester
FORMATION Eques Maniple Formido Maniple Immunes Maniple Obelisk Maniple Venator Maniple
COST 350 points 225 points 250 points 250 points 200 points
187
NOTES
Leader, Invulnerable Save Necron, Mounted, Skimmer Necron, Infiltrator, Scout, Teleport Necron, Mounted, Skimmer Necron Necron Necron, Invulnerable Save, Jump Pack, First Strike Living Metal, Thick Rear Armour, Fearless, Skimmer, Portal, Teleport Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport, Fearless, Leader, Skimmer, Walker
Pylon
WE
Immobile
4+
4+
Claws Particle Accelerator Gauss Flux Arc 2x Particle Cannons 2x War Cannons 2x Gauss Cannons Gauss Flux Arc Orbital Bombardment 2x Pin-Point Attack
DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out. Critical Hit Effect: Destroyed. All units within 5cm suffer a hit on a roll of 4+. DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Skimmer, Portal, 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.
Warbarque
WE
20cm
4+
6+
4+
SC
n/a
n/a
n/a
n/a
NALSARAN INCIDENT
10.3 NetEA EXPERIMENTAL DYRRACHIUM III NECRON TOMB WORLD ARMY LIST
v1.2. Sub-Army Champion: "Chroma" Necron Tomb World armies have a Strategy rating of 1. All Necron formations have an initiative rating of 1+. Up to 1/3 of the armys points may be spent on War Engines. FORMATION 0-1 Supreme Commander CORE UNITS Choose 1 of the following: The Deceiver or The Nightbringer OR Give 1 Necron Lord or Warbarque the Supreme Commander ability Replace up to 3 objectives on the Necron table half with Tomb Complexes
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
(A Necron army may contain any number of Phalanxes) UPGRADES 0-3 Scarab Swarm units +25 points each 0-2 Tomb Spyders for +50 points each 6 Necron Warrior units with 1 Necron Lord 0-2 Immortals for +50 points each character 0-3 Scarab Swarm units for +25 points each 0-3 Tomb Spyders for +50 points each CORE UNITS 4 Tomb Spyders (Up to two Necron Tomb World Maniples may be included in the army for each Phalanx) CORE UNITS UPGRADES 6 Scarab Swarm units 0-3 Scarab Swarm units +25 points each 0-2 Tomb Spyders for +50 points each 6 Destroyers (Any number of Destroyers may 0-1 Necron Lord character +25 points be replaced by Heavy Destroyers) 2 Pylons 0-3 Pylons +175 points each 1 Monolith and 2 Obelisks 0-1 Monoliths for +75 points each 0-1 Obelisks for +50 points each 4 Wraiths 0-3 Wraiths +50 points each 6 Immortals and 1 Necron Lord 0-1 Pariah +75 points character 0-3 Scarab Swarm units +25 points each 0-2 Tomb Spyders for +50 points each CORE UNITS 1 Tomb Sphynx 1 Warbarque 1 Scythe Class Harvester
FORMATION Custodian Maniple Eques Maniple Gauss Pylon Network Monolith Maniple Recon Maniple 0-1 Tomb Guardian Maniple
COST 150 points 350 points 400 points 200 points 175 points 300 points
NECRON HARVESTERS
Any formation in the Necron Tomb World army may Garrison in the Grand Tournament Scenario.
189
10.3 NetEA EXPERIMENTAL DYRRACHIUM III NECRON TOMB WORLD ARMY REFERENCE 1
AME Necron Lord Destroyers Heavy Destroyers Immortals Necron Warriors Pariahs Wraiths Monolith Obelisk Tomb Spyder TYPE CH INF INF INF INF INF INF AV AV AV SPEED n/a 25cm 25cm 15cm 15cm 15cm 30cm 15cm 30cm 15cm ARMOUR n/a 4+ 4+ 4+ 4+ 4+ 4+ 4+ 5+ 4+ CC n/a 6+ 6+ 4+ 5+ 3+ 4+ 6+ 6+ 5+ FF n/a 3+ 4+ 3+ 4+ 3+ 5+ 5+ 5+ WEAPONS Staff of Light 2x Gauss Cannons Heavy Gauss Cannon Gauss Blasters Gauss Flayers War Scythe Claws Particle Whip Gauss Flux Arc Particle Flail Scarab Swarm RANGE (15cm) (base contact) 30cm 30cm 15cm 15cm (base contact) AND 15cm (base contact) 30cm (15cm) 45cm (base contact) OR 30cm AND(15cm) (base contact) 45cm (base contact) 30cm (base contact) (base contact) 120cm AND 90cm (15cm) 60cm 30cm 30cm (15cm) (15cm) (15cm) 60cm 15cm (15cm) STRATEGY 1 FIREPOWER (Small Arms), EA(+1) (Assault Weapons), MW, EA(+1) AP4+/AT6+ AT3+ AP4+/AT6+ AP5+/AT6+ (Assault Weapons), MW, EA(+1) AP4+/AT6+ (Assault Weapons), EA(+1) AP4+/AT4+ (Small Arms), EA(+2) AP4+/AT4+ (Assault Weapons), EA(+1), Ignore Cover, AP5+/AT5+, Ignores Cover (Small Arms), EA(+1), Ignore Cover (Assault Weapons), MW, EA(+1) 4BP, Disrupt (Assault Weapons), EA(+2), TK(1) MW4+ MW, EA(+2) (Assault Weapons), EA(+2), TK(D3) MW4+, TK(D3) AA4+, TK(1) (Small Arms), EA(+2) AP5+/AT3+ AT4+ AP4+/AT6+ (Small Arms), EA(+2) 4BP, MW MW2+, TK(D3) (Small Arms), EA(+1), Ignore Cover (Small Arms), Ignore Cover 4x MW3+, FxF 4BP, Disrupt, Ignore Cover (Small Arms), EA(+1), Ignore Cover
NOTES
Leader, Invulnerable Save Necron, Mounted, Skimmer Necron, Mounted, Skimmer Necron Necron Inspiring Necron, Invulnerable Save, Jump Pack, First Strike Living Metal, Thick Rear Armour, Fearless, Skimmer, Portal, Teleport Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport, Fearless, Leader, Skimmer, Walker
WE WE
15cm 15cm
4+ 4+
4+ 3+
4+ 5+
Pylon
WE
Immobile
4+
4+
Claws Despair Claws Lightning Arc Gaze of Death Scythe Particle Accelerator Gauss Flux Arc 2x Particle Cannons 2x War Cannons 2x Gauss Cannons Gauss Flux Arc Orbital Bombardment 2x Pin-Point Attack Swarm Attack and Arc Projector Disruptor Pulse And
DC3, Living Metal, Supreme Commander, Fearless, Inspiring, Skimmer, Teleport Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour saves allowed). DC3, Living Metal, Supreme Commander, Fearless, Inspiring, Skimmer, Teleport Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour saves allowed). DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out. Critical Hit Effect: Destroyed. All units within 5cm suffer a hit on a roll of 4+. DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Skimmer, Portal, Teleport, May not Phase Out. Critical Hit Effect: Additional critical hits destroy the Warbarque.
Warbarque
WE
20cm
4+
6+
4+
SC INF WE
n/a 6+ 4+
n/a 5+ 4+
n/a 3+
Expendable, Infiltrators, Necron DC5, Fearless, Living Metal, Walker, May step over units and impassable or dangerous terrain that is lower then the Tomb Sphynxs knees and up to 2cm wide. Critical Hit Effect: The Tomb Sphynxs energy stream is disrupted. Roll a D6 for the Tomb Sphynx in the end phase of every turn: On a 1 the stream fails to correct itself and the Tomb Sphynx implodes and is destroyed, any units within 10cm suffer a hit on a 6+ from the release of uncontrolled energy. On a 2-4 the Tomb Sphynx begins to implode before the energy stream is corrected and suffers one more point of damage. On a 5-6 the stream is re-aligned and will cause no further trouble.
Tau Battlesuits and Drones make use of powerful and sophisticated jump packs. These allow them to pounce on the enemy and strafe them before retreating again out of range of the survivors retribution. TAU JET PACKS Tau Jet Packs follow all the rules for Jump Packs.Additionally, units with Tau Jet Packs are allowed to make an additional move of 10cm at the end of an Advance, Double or March order. The extra move is allowed whether or not the unit fires and takes place after any firing. This extra move may be in any direction and follows all the normal movement rules, so unit coherency and zones of control must be adhered to as usual. No extra movement is allowed on any orders other than advance, double or march. In formations where only some of the units have Tau Jet Packs, the units without Tau Jet Packs are not allowed the extra move.
11.0.2 MARKERLIGHTS
Markerlights are devices carried by many types of Tau infantry and vehicles. They allow their user to mark out enemy targets electronically, so that they can easily be targeted and engaged by other friendly units. Some Tau weapons, such as Seeker missiles are self-guided projectiles that can only be fired on targets marked by a Markerlight. Their robotic brains allow them to
Tau Deflector Shields work in a different way to Imperial or Ork shields in that they do not absorb the incoming energy, but are shaped and positioned in such a way as to deflect the incoming fire (hence the designation). A further noteworthy trait is that the shields response will be proportionally more powerful with the energy of the attack. TAU DEFLECTOR SHIELDS Tau Deflector Shields work like an invulnerable save in all respects, except that this invulnerable save is always at a 5+ on the die roll.
191
11.1 NetEA APPROVED TAU EMPIRE THIRD PHASE EXPANSION FORCE ARMY LIST
Final version 2012 (2-Dec-11). Tau Army Champion: "Yme-Loc" Tau Third Phase Expansion armies have a Strategy rating of 3. Crisis Battlesuit Cadres and the Manta Dropship are initiative 1+. All other formations are initiative 2+. (A Tau Expansion Force Army may contain any number of core formations) CORE UNITS UPGRADES 4 XV8 Crisis Battlesuit units Commander, Crisis Suits, Gun Drones 8 Tau Fire Warrior units or Bonded Team, Broadsides, Ethereal, Fire Warriors, 6 Tau Fire Warrior units and 3 Devilfish Gun Drones, Hammerheads, Pathfinders, Piranhas, Skyray (Up to three Support formations may be taken per Core formation) CORE UNITS UPGRADES 4 Hammerhead Gunships Hammerheads, Skyray 6 XV88 Broadside Battlesuits None 1 Kroot Master Shaper unit and Kroot, Kroot Hounds, Krootox 9 Kroot Warrior units 4 Pathfinder units and 2 Devilfish Gun Drones, Piranhas 6 Tetra or Piranha, in any combination Gun Drones, Piranhas 3 Skyrays None 6 XV15 Stealth Battlesuit units Gun Drones (Up to three upgrades may be taken per formation. No upgrade may be taken more than once)
FORMATION Armour Support Group Broadside Group Kroot Kindred Pathfinder Group Recon Skimmer Group Skysweep Support Group Stealth Group
COST 200 points 300 points 175 points 200 points 175 points 275 points 250 points
TAU UPGRADES
UPGRADE Bonded Team Broadsides Commander Crisis Suits Ethereal Fire Warriors Gun Drones Hammerheads Kroot Kroot Hounds Krootox Pathfinders Piranhas Skyray
UNITS Add the Leader ability to One Fire Warrior unit Add 3 XV88 Broadside Battlesuits Add 1 Shasel Commander to a Crisis Battlesuit unit or Add 1 Shaso Commander to a Crisis Battlesuit unit (Max 1 per Army) Add 1 to 4 Crisis Battlesuit units Add 1 Ethereal to a Fire Warrior unit (Max 1 per Army) Add 4 Fire Warrior units or Add 4 Fire Warrior units and 2 Devilfish Add 1 or 2 Gun Drone units or Add 4 Gun Drone units Add 2 Hammerhead Gunships Add 5 Kroot Warrior units Add 3 Kroot Hound packs Add 3 Krootox Herds Add 2 Pathfinder units and 1 Devilfish Add 3 Piranhas Add 1 Skyray
COST +25 points +150 points +50points +100points +50 points each +75 points +100 points +150 points +25 points each +75 points +100 points +75 points +50 points +75 points +125 points +75 points +100 points
FORMATION Barracuda Squadron Manta Dropship Orca Dropship 0-1 Spacecraft Tiger Shark Squadron Tiger Shark AX-1-0 Squadron
UNITS 2 Barracuda Fighters 1 Manta 1 Orca 1 Hero Class Cruiser or 1 Custodian Class Battleship 2 Tiger Sharks May begin the game transporting a formation of 6 Gun Drone units 2 Tiger Shark AX-1-0
COST 150 points 675 points 150 points 200 points 250 points 175 points +100 points 375 points
192
11.1 NetEA APPROVED TAU THIRD PHASE EXPANSION FORCE ARMY REFERENCE 1
NAME Ethereal Shas'o Shas'el Crisis Battlesuits TYPE CH CH CH INF SPEED n/a n/a n/a 20cm ARMOUR n/a n/a n/a 3+ CC n/a n/a n/a 5+ FF n/a n/a n/a 5+ WEAPONS Honour Blade Commander Plasma Rifle Commander Plasma Rifle Missile Pods Twin Plasma Rifles Twin Fusion Blasters Pulse Rifles Pulse Carbines Twin Pulse Carbines Mercenary Weapons Kroot rifles Kroot rifles Fangs Claws Kroot Guns Rail Rifles Pulse Carbines Silenced Burst Cannons Twin Railguns Smart Missile System Burst Cannon & Drones Seeker Missiles Tetra Pulse Rifles Burst Cannon & Drones Seeker Missiles Smart Missile System Seeker Missiles Plus 1 of the following: Hammerhead Rail Gun OR Ion Cannon OR Twin Fusion Cannons Smart Missile System 2x Hunter Missiles 2x Seeker Missiles Ion Cannon Twin Burst Cannons Twin Missile Pods Twin Ion Cannons Twin Burst Cannons Twin Missile Pods STRATEGY 3 RANGE FIREPOWER (base contact) (Assault Weapons), EA(+1) 30cm 30cm 45cm 30cm 15cm 30cm 15cm 15cm (base contact) (15cm) (15cm) and (base contact) (base contact) (base contact) 45cm 30cm 15cm 15cm 75cm 30cm 15cm 90cm 30cm 15cm 90cm 30cm 90cm 75cm 60cm 30cm 30cm 60cm 90cm 30cm 15cm 45cm 30cm 15cm 45cm
NOTES
Invulnerable Save, Leader. Formation: Fearless but formation Breaks on Death Coordinated Fire, Leader. The Shas'o allows the Tau player to re-roll one failed initiative test (of any type) per turn. Coordinated Fire, Leader Invulnerable Save, Tau Jet packs
Fire Warriors Gun Drones Kroot Master Shaper Kroot Warriors Kroot Hounds Krootox Pathfinders Stealth Battlesuits Broadside Battlesuits Piranha Pathfinder Tetra Devilfish Hammerhead
15cm 20cm 15cm 15cm 15cm 15cm 15cm 20cm 15cm 35cm 35cm 30cm 30cm
5+ 5+ 6+ 4+ 5+ 5+ 4+ 5+ 5+ 5+ 4+
6+ 6+ 4+ 4+ 3+ 4+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
5+ 5+ 5+ 5+ 4+ 5+ 5+ 5+ 6+ 6+ 6+ 5+
AP4+ AP4+ AP5+/AT6+ AP4+ MW4+ AP4+ AP5+, Disrupt AP4+, Disrupt (Assault Weapons), EA(+1) (Small Arms) (Small Arms) (Assault Weapons) (Assault Weapons) (Assault Weapons), EA(+1) AP5+/AT6+ AP5+, Sniper AP5+, Disrupt AP4+, Disrupt AT3+ AP5+, Ignore Cover AP5+ AT6+, Guided Missiles AP6+ AP5+ AT6+, Guided Missiles AP5+, Ignore Cover AT6+, Guided Missiles AP5+/AT4+ AP4+/AT5+ MW4+ AP5+, Ignore Cover AA5+ AT6+, Guided Missiles AP4+/AT5+/AA5+, FxF AA6+ AP5+/AT6+, FxF AP3+/AT4+/AA4+, FxF AA6+ AP5+/AT6+, FxF
Tau Jet packs Leader, Infiltrator, Scout Infiltrator, Scout Infiltrator, Scout
Coordinated Fire, Markerlights, Scout First Strike, Markerlights, Reinforced Armour, Scout, Tau Jet Packs, Teleport Reinforced Armour, Walker Skimmer Coordinated Fire, Markerlights, Skimmer, Scout Skimmer, Transport: (May carry 2 Fire Warrior or Pathfinder units) Skimmer
Skyray
AV
30cm
5+
6+
5+
Skimmer, Markerlights
Barracuda Fighter
AC
Fighter
6+
n/a
n/a
Tigershark
AC
Bomber
5+
n/a
n/a
Transport: (May carry 3 Gun Drone units). Transported Gun Drone formations may be split across multiple Tigersharks as an exception to the normal aircraft transport rules. The Tiger shark cannot land, make an Engagement, or embark units, but can disembark transported Drones after an approach move. Drone formation may shoot when it disembarks as normal and counts as having activated for that turn. After this initial deployment the Gun Drones are a completely independent formation. Gun Drones being transported by Tiger Sharks do not generate blast markers for being destroyed until after they are disembarked
Tigershark AX-1-0
AC
Bomber
5+
n/a
n/a
Twin Rail Cannons Twin Burst Cannons Twin Missile Pods Aircraft Seeker Missiles
11.1 NetEA APPROVED TAU THIRD PHASE EXPANSION FORCE ARMY REFERENCE 2
NAME Orca TYPE WE/AC SPEED Bomber ARMOUR 4+ CC 6+ FF 6+ WEAPONS Twin Burst Cannons Twin Missile Pods Aircraft Seeker Missiles Twin Heavy Rail Cannons 3x Heavy Ion Phalanx 4x Manta Burst Cannons Twin Missiles Pods 2x Seeker Missiles 2x Pin-point attack 2x Gravitic Tracer Salvo RANGE 15cm 45cm 45cm 90cm 75cm 30cm 45cm 90cm n/a n/a STRATEGY 3 FIREPOWER AA6+ AT5+/AT6+ AT6+, Guided Missiles MW2+, TK(D3), FxF AP3+/AT4+, FxF AP5+/AA6+ AP5+/AT6+, FxF AT6+, Guided Missiles MW2+, TK(D3)
NOTES
DC2, Planetfall, Transport: (May carry 12 Tau infantry and Broadsides. Crisis units take up 2 spaces each. Critical Hit Effect: The Orca and all units aboard are destroyed. DC8, Support Craft, Markerlights, Planetfall, Reinforced Armour, Fearless, Tau Deflector Shield Transport: (may carry 20 Tau infantry units and Broadsides. Crisis units take up 2 spaces each. Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the remainder of the game. Further critical hits cause an additional point of damage Transport: (May carry up to 6 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes) Transport (may carry up to 18 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes).
Manta
WE
20cm
5+
4+
SC SC
n/a n/a
n/a n/a
n/a n/a
n/a n/a
FORMATION Armour Support Group Broadside Group Pathfinder Group Recon Skimmer Group Skysweep Support Group Stealth Group
COST 200 points 300 points 150 points 150 points 275 points 250 points
TAU UPGRADES
UPGRADE Broadsides Commander Crisis Suits Fire Warriors Gun Drones Hammerheads Pathfinders Piranhas Skyray
COST +150 points +50points +100points +50 points each +100 points +150 points +25 points each +75 points +100 points +100 points +75 points +100 points
FORMATION Barracuda Squadron Manta Dropship Orca Dropship 0-1 Spacecraft Tiger Shark Squadron Missile Strike Squadron
UNITS 2 Barracuda Fighters 1 Manta 1 Orca 1 Hero Class Cruiser or 1 Explorer Class Battleship 2 Tiger Sharks May begin the game transporting a formation of 6 Gun Drone units 2 Tiger Sharks Missile Strike variant
COST 150 points 675 points 150 points 200 points 225 points 175 points +100 points 225 points
One Crisis Battlesuit unit and Fire Warrior unit in each Cadre in a Farsight Enclave army have the Leader ability. All Crisis Battlesuit and Fire Warrior Cadres in a Farsight Enclave army gain +1 to hit with their Fire Fight values when they are directly involved in an engagement against a marked enemy formation.
Tau Farsight Enclave armies may not use the Tau Coordinated Fire special rule.
195
NOTES
Supreme Commander. The Shas'o allows the Tau player to re-roll one failed initiative test (of any type) per turn. Commander, Leader Invulnerable Save, Tau Jet packs
Fire Warriors Gun Drones Enclave Pathfinders Stealth Battlesuits Broadside Battlesuits Piranha Devilfish Hammerhead
5+ 5+ 5+ 5+ 4+ 5+ 5+ 4+
6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
5+ 5+ 5+ 5+ 5+ 6+ 6+ 5+
Tau Jet packs, Drones Markerlights, Scout First Strike, Markerlights, Reinforced Armour, Scout, Tau Jet Packs, Teleport Reinforced Armour, Walker Skimmer Skimmer, Transport: (May carry 2 Fire Warrior or Pathfinder units) Skimmer
Skyray
AV
30cm
5+
6+
5+
Skimmer, Markerlights
Barracuda Fighter
AC
Fighter
6+
n/a
n/a
Tigershark
AC
Bomber
5+
n/a
n/a
Transport: (May carry 3 Gun Drone units). Transported Gun Drone formations may be split across multiple Tigersharks as an exception to the normal aircraft transport rules. The Tiger shark cannot land, make an Engagement, or embark units, but can disembark transported Drones after an approach move. Drone formation may shoot when it disembarks as normal and counts as having activated for that turn. After this initial deployment the Gun Drones are a completely independent formation. Gun Drones being transported by Tiger Sharks do not generate blast markers for being destroyed until after they are disembarked
AC
Bomber
4+
n/a
n/a
Orca
WE/AC
Bomber
4+
6+
6+
Manta
WE
20cm
5+
4+
SC SC
n/a n/a
n/a n/a
n/a n/a
n/a n/a
Twin Ion Cannons Twin Burst Cannons Twin Missile Pods 2x Aircraft Seeker Missiles Twin Burst Cannons Twin Missile Pods Aircraft Seeker Missiles Twin Heavy Rail Cannons 3x Heavy Ion Phalanx 4x Manta Burst Cannons Twin Missiles Pods 2x Seeker Missiles 2x Pin-point attack 2x Gravitic Tracer Salvo
30cm 15cm 45cm 45cm 15cm 45cm 45cm 90cm 75cm 30cm 45cm 90cm n/a n/a
AP3+/AT4+, FxF AA6+ AP5+/AT6+, FxF AT6+, Guided Missiles AA6+ AT5+/AT6+ AT6+, Guided Missiles MW2+, TK(D3), FxF AP3+/AT4+, FxF AP5+/AA6+ AP5+/AT6+, FxF AT6+, Guided Missiles MW2+, TK(D3) 3x MW4+, Guided Missiles
DC2, Planetfall, Transport: (May carry 12 Tau infantry and Broadsides. Crisis units take up 2 spaces each. Critical Hit Effect: The Orca and all units aboard are destroyed. DC8, Support Craft, Markerlights, Planetfall, Reinforced Armour, Fearless, Tau Deflector Shield Transport: (may carry 20 Tau infantry units and Broadsides. Crisis units take up 2 spaces each. Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the remainder of the game. Further critical hits cause an additional point of damage Transport: (May carry up to 6 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes) Transport (May carry up to 12 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes).
FARSIGHT ENCLAVE
11.3 NetEA EXPERIMENTAL TAU FIO'KA ARMOURED STRIKE FORCE ARMY LIST
v0.2. Sub-Army Champion: "Dobbsy" Fio'Ka armies have a Strategy rating of 3. The Manta Dropship is initiative 1+. All other formations are initiative 2+. (A Fio'Ka Army may contain any number of Hunters Cadres) CORE UNITS UPGRADES 6 Hammerhead Gunships Command Node, Hammerhead, Skyray 4 Hammerhead Gunships, 6 Fire Warriors units plus Skyray, Command Node, Ethereal, Gun Drones 3 Devilfish (You may take up to two Support Cadre per Hunter Cadre) CORE UNITS UPGRADES 6 Stealth Battlesuit units Gun Drones 6 Tetra Piranha 1 Scorpionfish Super-Heavy Missile Gunships Commander , Scorpionfish, Skyray 4 Sentry Drone Turrets None 3 Skyrays None (Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)
FORMATION Harassment Cadre Recon Cadre Scorpionfish Cadre 0-1 Sentry Drone Network Skysweep Cadre
COST 250 points 175 points 200 points 150 points 250 points
TAU UPGRADES
UPGRADE Commander Ethereal Gun Drone Hammerhead Command Node Piranha Scorpionfish Skyray
UNITS Add the Supreme Commander ability to 1 Scorpionfish (Max 1 per Army) Add 1 Ethereal to a Fire Warrior unit (Maximum 1 per Army) Add 1 or 2 Gun Drone units or Add 4 Gun Drone units Add 2 or 4 Hammerhead Gunships Add the Leader ability to a Hammerhead Replace 2 Tetras with 2 Piranha Add 1 Scorpionfish Add 1 Skyray
COST +50 points +75 points +25 points each +75 points +50 points each +25 points Free +175 points +100 points
FORMATION AX-1-0 Squadron Barracuda Squadron Manta Dropship Moray Orca Dropship 0-1 Spacecraft Tiger Shark Squadron
UNITS 2 Tiger Shark AX-1-0 2-3 Barracuda Fighters 1 Manta 1 Moray 1 Orca 1 Hero class Cruiser OR 1 Custodian class Battleship 2 Tiger Sharks May begin the game transporting a formation of 6 Gun Drone units
COST 375 points 75 points each 675 points 350 points 150 points 200 points 250 points 175 points +100 points
197
11.3 NetEA EXPERIMENTAL TAU FIO'KA ARMOURED STRIKE FORCE ARMY REFERENCE 1
NAME Ethereal Fire Warriors Gun Drones Stealth Battlesuits Pathfinder Tetra Piranha Sentry Drone Turret TYPE CH INF INF INF LV LV LV SPEED n/a 15cm 20cm 20cm 35cm 35cm Immobile ARMOUR n/a 5+ 5+ 5+ 5+ 5+ 5+ CC n/a 6+ 6+ 6+ 6+ 6+ 6+ FF n/a 5+ 5+ 5+ 6+ 6+ 5+ WEAPONS Honour Blade Pulse Rifles Pulse Carbines Twin Pulse Carbines Silenced Burst Cannons Tetra Pulse Rifles Burst Cannon & Drones Seeker Missiles Twin Burst Cannon OR Twin Fusion Blasters OR Twin Missile Pods OR Twin Plasma Rifles Burst Cannon & Drones Seeker Missiles Smart Missile System Seeker Missiles Plus 1 of the following: Hammerhead Rail Gun OR Ion Cannon OR Twin Fusion Cannons OR 2x Twin Missile Pods OR Twin Plasma Rifles Smart Missile System 2x Hunter Missiles 2x Seeker Missiles 2x Twin Missile Pods Either 4x Tracer Missiles OR 6x Seeker Missiles OR 6x Submunition Missiles Twin Heavy Rail Cannons 3x Heavy Ion Phalanx 4x Manta Burst Cannons Twin Missiles Pods 2x Seeker Missiles Heavy Rail Cannon 2x Ion Cannon 2x Manta Burst Cannons Twin Missile Pods Seeker Missile Twin Burst Cannons Twin Missile Pods Aircraft Seeker Missiles Ion Cannon Twin Burst Cannons Twin Missile Pods STRATEGY 3 RANGE FIREPOWER (base contact) (Assault Weapons), EA(+1) 30cm AP4+ 15cm AP5+, Disrupt 15cm AP4+, Disrupt 15cm AP4+, Disrupt 30cm AP6+ 15cm AP5+ 90cm AT6+, Guided Missiles 15cm AP5+ 15cm MW4+ 45cm AT5+/AT6+ 30cm AP3+ 15cm AP5+ 90cm AT6+, Guided Missiles 30cm AP5+, Ignore Cover 90cm AT6+, Guided Missiles 75cm 60cm 30cm 45cm 30cm 30cm 60cm 90cm 45cm 75cm 90cm 75cm 90cm 75cm 30cm 45cm 90cm 90cm 60cm 30cm 45cm 90cm 15cm 45cm 45cm 30cm 15cm 45cm
NOTES
Invulnerable Save, Leader. Formation: Fearless but formation Breaks on death
Tau Jet packs First Strike, Markerlights, Reinforced Armour, Scout, Tau Jet Packs, Teleport Coordinated Fire, Markerlights, Skimmer, Scout Skimmer Markerlights, Teleport
Devilfish Hammerhead
AV AV
30cm 30cm
5+ 4+
6+ 6+
6+ 5+
Skyray
AV
30cm
5+
6+
5+
Scorpionfish
WE
25cm
5+
6+
6+
Manta
WE
20cm
5+
4+
Moray
WE
20cm
5+
5+
Orca
WE/AC
Bomber
4+
6+
6+
Barracuda Fighter
AC
Fighter
6+
n/a
n/a
AP5+/AT4+ AP4+/AT5+ MW4+ AP5/AT6+ AP3+ AP5+, Ignore Cover AA5+ AT6+, Guided Missiles AT5+/AT6+ MW6+ Guided Missiles AT6+ Guided Missiles AP5+ Guided Missiles, Ignore Cover MW2+, TK(D3), FxF AP3+/AT4+, FxF AP5+/AA6+ AP5+/AT6+, FxF AT6+, Guided Missiles MW3+ TK( D3), FxF AP4+/AT5+, FxF AP5+/AA6+ AT5+/AT6+ AT6+ Guided Missile AA6+ AT5+/AT6+ AT6+, Guided Missiles AP4+/AT5+/AA5+, FxF AA6+ AP5+/AT6+, FxF
Skimmer, Markerlights
DC3, Reinforced Armour, Skimmer. May fire either Seeker, Submunition or Tracer Missiles per turn. Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a single on 6+. DC8, Support Craft, Markerlights, Planetfall, Reinforced Armour, Fearless, Tau Deflector Shield Transport: (May carry 20 of the following: Stealth Battlesuit or Gun Drone units. ) Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the remainder of the game. Further critical hits cause an additional point of damage DC3, Tau Deflector, Support Craft, Planetfall, Fearless, Reinforced Armour Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the remainder of the game. Further critical hits destroy the Moray.
DC2, Planetfall, Transport: (May carry 12 Stealth Battlesuits and Gun Drones) Critical Hit Effect: The Orca and all units aboard are destroyed.
FIOKA
11.3 NetEA EXPERIMENTAL TAU FIO'KA ARMOURED STRIKE FORCE ARMY REFERENCE 2
NAME Tigershark TYPE AC SPEED Bomber ARMOUR 5+ CC n/a FF n/a WEAPONS Twin Ion Cannons Twin Burst Cannons Twin Missile Pods STRATEGY 3 RANGE FIREPOWER 30cm AP3+/AT4+/AA4+, FxF 15cm AA6+ 45cm AP5+/AT6+, FxF
NOTES
Transport: (May carry 3 Gun Drone units). Transported Gun Drone formations may be split across multiple Tigersharks as an exception to the normal aircraft transport rules. The Tiger shark cannot land, make an Engagement, or embark units, but can disembark transported Drones after an approach move. Drone formation may shoot when it disembarks as normal and counts as having activated for that turn. After this initial deployment the Gun Drones are a completely independent formation. Gun Drones being transported by Tiger Sharks do not generate blast markers for being destroyed until after they are disembarked
Tigershark AX-1-0
AC
Bomber
5+
n/a
n/a
SC SC
n/a n/a
n/a n/a
n/a n/a
n/a n/a
Twin Rail Cannons Twin Burst Cannons Twin Missile Pods Aircraft Seeker Missiles 2x Pin-point attack 2x Gravitic Tracer Salvo
MW3+, TK(D3), FxF AA6+ AP5+/AT6+, FxF AT6+, Guided Missiles MW2+, TK(D3) 3x MW4+, Guided Missiles
Transport: (May carry up to 6 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes) Transport: (May carry up to 18 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes).
FIOKA
200
Tyranid Swarm
200 points
375 points
550 points
Trygon Swarm
3 Trygons
200 points
375 points
550 points
Any number of Raveners for +35 points each. Any number of Trygons for +75 points each.
201
NOTES
Leader, Inspiring, Invulnerable Save Brood (2), Expendable, Jump Packs Infiltrator, Scout Brood (1), Expendable, Infiltrator Brood (2), Expendable, Infiltrator, Tunnelers Brood (1), Expendable Fearless, Synapse First Strike, Infiltrator, Invulnerable Save, Scout, Teleport Invulnerable Save Fearless, Reinforced Armour Reinforced Armour Reinforced Armour Reinforced Armour Commander, Fearless, Leader, Reinforced Armour, Synapse Reinforced Armour, Transport (Two of the following: Genestealers, Hormagaunts, Raveners, Termagants or Tyranid Warriors) DC4, Augmented Swarming (+1d3), Fearless, Invulnerable Save, Regeneration, Reinforced Armour, Supreme Commander, Synapse Critical Hite Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the unit loses 1 DC. On a 6 the unit loses 1 DC and the Supreme Commander and Synapse special abilities. DC3, Fearless, Reinforced Armour, Skimmer, Transport (Four Gargoyles) Critical Hite Effect: The unit loses 1 DC. DC4, Fearless, Invulnerable Save, Regeneration, Reinforced Armour Critical Hite Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the unit loses 1 DC. On a 6 the unit loses 2 DC.
Harridan
WE
35cm
5+
5+
5+
WE
25cm
4+
3+
5+
WE
25cm
4+
3+
5+
DC6, Fearless, Invulnerable Save, Regeneration, Reinforced Armour Critical Hite Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the unit loses 1 DC. On a 6 the unit loses 2 DC.
Trygon
WE
25cm
5+
4+
6+
DC2, Fearless, Reinforced Armour, Tunneler Critical Hite Effect: The unit is destroyed.
SWARM Horde Swarm Specialist Swarm CLUSTER Warriors Tyrant Zoanthrope Tervigon Malanthrope Dominatrix Node
RARE CLUSTERS 1 per Brood 1-2 COST 100 points 100 points 100 points 125 points 125 points 400 points 150 points
SYNAPSE CLUSTERS
(Large Brood Clusters contain double the number of units than Small Brood Clusters)
BROOD CLUSTERS
LARGE COST 125 points 100 points 200 points 150 points
CLUSTER Guard Biovores Carnifex Harpies Trygon Tyranofex Hierodule 0-1 Swarmlord
UNITS 2 Tyrant Guard 4 Biovores 3 Carnifex (Devourer and/or Barbed in any combination) 2 Harpies 1 Trygon 1 Tyranofex 1 Scythed Hierodule or Barbed Hierodule Add Supreme Commander to a Hive Tyrant if the Dominatrix isnt taken
(Large Rare Clusters contain double the number of units than Small Rare Clusters)
RARE CLUSTERS
SMALL COST 50 points 100 points 125 points 100 points 75 points 75 points 150 points 100 points
LARGE COST 75 points 150 points 200 points 150 points 125 points 125 points 250 points -
Hierophant Prime
(You may take one Support Swarm per Core Synapse Swarm. All Support Swarms are Synapse Swarms and are subject to The Hive Mind special rule) UNITS UPGRADES 1 Trygon with Synapse Symbiote and Add 1 Trygon for +75 points 4 Ravener units Add 4 Ravener units for + 100 points 1 Harridan with Synapse Symbiote and Add 1 Harridan for +150 points 4 Gargoyle units Add 4 Gargoyle units for +75 points Add 2 Harpies for +100 points 1 Hierophant Prime with a Synapse Symbiote Add 1 Hierophant for +250 points Add 1 Scythed Hierodule for +150 points Add 1 Barbed Hierodule for +150 points (You may spend up to 1/4 of the army's points on Independent Swarms. Independent Swarms are not subject to "The Hive Mind" special rule) UNITS UPGRADES 6 Genestealer units Add 2 Genestealer units for +50 points Add 1 Broodlord character for +50 points 4 Lictors Add 2 Lictors for +50 points 6 Meiotic Spores Add 2 Meiotic Spores for +50 points
SUPPORT SWARMS
350 points
INDEPENDENT SWARMS
203
NOTES
Leader, Inspiring, Invulnerable Save Supreme Commander, Synapse, Augmented Swarming (D3) Synapse, Fearless Brood (2), Expendable, Jump Packs Infiltrator, Scout Brood (1), Expendable, Infiltrator Brood (2), Expendable, Infiltrator, Tunnelers Brood (1), Expendable Fearless, Synapse First Strike, Infiltrator, Invulnerable Save, Scout, Teleport Skimmer, Expendable, Scout Fearless, Reinforced Armour, Expendable Jump Packs, Invulnerable Save, Synapse Fearless, Reinforced Armour Fearless, Reinforced Armour Fearless, Reinforced Armour Skimmer, Reinforced Armour, First Strike Commander, Fearless, Leader, Reinforced Armour, Synapse Fearless, Reinforced Armour, Invulnerable Save, Synapse, Jump Packs
WE WE
25cm 35cm
5 5+
5+ 5+
5+ 5+
DC3, Fearless, Reinforced Armour, Critical Hit Effect: Killed. All units within 5cm suffer a hit on a roll of 6+. DC3, Fearless, Reinforced Armour, Skimmer, Transport (Four Gargoyles) Critical Hit Effect: 1 additional point of damage DC5, Fearless, Reinforced Armour, Invulnerable Save, Regeneration Critical Hit Effect: Roll 1D6. 1: 1 additional point of damage and all units within 5cm take a hit on a 6+; 2-5: 1 additional point of damage; 6: 2 additional points of damage DC3, Fearless, Reinforced Armour, Critical Hit Effect: Killed. All units within 5cm suffer a hit on a roll of 6+. DC4, Fearless, Reinforced Armour, Thick Rear Armour, Synapse, Augmented Swarming (D3) Critical Hit Effect: Roll D6. 1: Additional point of damage and all units within 5cm suffer a hit on a 6+; 2-5: 1 additional point of damage; 6: 2 additional points of damage DC2, Fearless, Leader, Reinforced Armour, Synapse, Augmented Swarming (D3) Critical Hit Effect: Killed. Any Tyranid unit within 5cm suffers a hit on a roll of 6+. DC2, Fearless, Reinforced Armour, Tunneler Critical Hit Effect: Destroyed. DC2, Fearless, Reinforced Armour Critical Hit Effect: Killed. All units within 5cm suffer a hit on a roll of 6+.
Hierophant Bio-Titan
WE
25cm
4+
3+
5+
WE WE
30cm 0cm
5+ 4+
3+ 6+
6+ 6+
WE WE WE
5+ 5+ 4+
5+ 4+ 5+
5+ 6+ 5+
12.3 NetEA EXPERIMENTAL THE CHILDREN OF THE LIGHT GENESTEALER CULT ARMY LIST
v0.4. Sub-Army Champion: "Zombocom" Genestealer Cult armies have a Strategy rating of 2. All formations have an initiative rating of 2+. (You may take any number of Core Formations)
CORE FORMATIONS
UNITS 12 Brood Brothers and 1 Acolyte character 4 Genestealer units and 4 Genestealer Hybrid units
SUPPORT FORMATIONS
(You may take up to two Support Formations per Core Formation) BROOD Purestrain Hybrids Artillery Flak Tank Platoon Sentinels 0-1 Lictors UNITS 6 Genestealer units 8 Genestealer Hybrid units 3 Basilisks 3 Hydras 6 Leman Russ 4 Sentinels 4 Lictors (May not take upgrades) (Core Formations may take up to three upgrades. Support Formations may take one upgrade. Each upgrade may only be taken once per formation)) UNITS Add 1 Broodlord character to a unit in the formation Add 6 Brood Brother units Add 2 Brood Fire Support units Add 1 Hydra Add 4 Genestealer Hybrid units Add 3 Leman Russ Add the Genestealer Magus character to a unit in the formation Add the Genestealer Patriarch unit to the formation Add 3 Genestealer units Add transport vehicles to the formation. You may only take as many as required to carry the entire formation. Civilian Vehicles Cult Chimeras (You may spend up to 1/4 of the army's points Air Assets) COST 150 points 200 points 250 points 150 points 400 points 100 points 150 points
UPGRADES
BROOD Broodlord Extended Family Fire Support Flak Hybrids Leman Russ 0-1 Magus 0-1 Patriarch Purestrains Transport
COST +50 points +75 points +50 points +50 points +100 points +200 points +50 points +100 points +100 points
205
12.3 NetEA EXPERIMENTAL THE CHILDREN OF THE LIGHT GENESTEALER CULT ARMY REFERENCE
NAME Acolyte Brood Lord Genestealer Magus Brood Brothers Brood Fire Support Genestealers Genestealer Hybrid Genestealer Patriarch TYPE CH CH CH INF INF INF INF INF SPEED n/a n/a n/a 15cm 15cm 20cm 15cm 20cm ARMOUR n/a n/a n/a 6+ 6+ 4+ CC n/a n/a n/a 5+ 5+ 2+ 4+ 3+ FF n/a n/a n/a 6+ 5+ 5+ 4+ WEAPONS Psychic Powers Sharp Claws Rending Claws and Talons Psychic Horror Laspistols Missile Launchers Laspistols 2x Missile Launchers Rending Claws Claws Heavy Bolter Large Rending Claws Psychic Presence Twin Heavy Stubber Flesh Hooks Lictor Talons Multi-Laser Heavy Bolter Earthshaker Heavy Bolter Multilaser Heavy Bolter 2x Twin Hydra Autocannon 2x Heavy Bolter Lascannon Battle Cannon Bombs 2x Twin Heavy Stubbers Cannon Heavy Stubber STRATEGY 2 RANGE FIREPOWER (15cm) (Small Arms), MW, EA(+1) (base contact) (Assault Weapons), EA(+1) (base contact) (Assault Weapons), EA(+1), First Strike 30cm MW4+ AND (15cm) (Small Arms), MW, EA(+1) (15cm) (Small Arms) 45cm AP5+/AT6+ (15cm) (Small Arms) 45cm AP5+/AT6+ (base contact) (Assault Weapons), First Strike (base contact) (Assault Weapons), EA(+1) 30cm AP5+ (base contact) (Assault Weapons), MW, EA(+1),First Strike (15cm) (Small Arms), MW, EA(+1) 30cm (15cm) (base contact) 30cm 30cm 120cm 30cm 30cm 30cm 45cm 30cm 45cm 75cm 15cm 15cm 15cm 15cm AP5+ (Small Arms) (Assault Weapons), Sniper AP5+/AT6+ AP5+ AP4+/AT4+ OR 1BP, Indirect Fire AP5+ AP5+/AT6+ AP5+ AP4+/AT5+/AA5+ AP5+ AT5+ AP4+/AT4+ 2BP, FxF AA6+ AT6+/AA6+, FxF AP6+/AA6+, FxF
NOTES
Invulnerable Save, Leader Leader, Inspiring, Invulnerable Save Commander, Leader, Inspiring, Invulnerable Save One in every two units has a Missile Launcher.
Infiltrator, Scout Infiltrator Supreme Commander, Inspiring, Invulnerable Save, Fearless, Infiltrator While the Patriarch is alive, all Genestealer Cult Formations gain +1 to their Rallying rolls. If the Patriarch dies, all Genestealer Cult Formations take a Blast Marker. Transport: (May carry 2 of the following units: Brood Brothers, Brood Fire Support, Genestealers, Genestealer Hybrid, Genestealer Patriarch) First Strike, Infiltrator, Invulnerable Save, Scout, Teleport Scout, Walker May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages. Transport: (May carry 2 of the following units: Brood Brothers, Brood Fire Support, Genestealers, Genestealer Hybrid, Genestealer Patriarch)
Cult Civilian Vehicle Lictor Sentinel Basilisk Cult Chimera Hydra Leman Russ
LV LV LV AV AV AV AV
5+ 5+ 6+ 5+ 5+ 6+ 4+
6+ 3+ 6+ 6+ 6+ 6+ 6+
6+ 6+ 5+ 5+ 5+ 5+ 4+
Reinforced Armour
AC AC
Bomber Fighter-Bomber
5+ -
n/a n/a
n/a n/a
GENESTEALER CULT
13.0.2 STUBBORN
Squats are stubborn and are hard to break in assaults; they rally quicker than other troops to get back into the fight. This is represented by the following rule. All Squat formations except Robot Cohorts are allowed to re-roll results of 1 for rally tests and assault results.
207
BROTHERHOODS
FORMATION Bikers Guild Gun Battery 0-1 Hearthguard Iron Eagle Squadron 0-2 Robot Cohort Thunderer Battery Thunderfire Battery Trikes Guild
(Up to two upgrades may be added to each formation. Each upgrade may only be added once) 0-3 Berzerker Battle Car 0-1 Bomb Battle Car 0-3 Dragon Battle Car 0-2 Mortar Battle Car 0-2 Thunder Battle Car
BROTHERHOOD UPGRADES
Berzerkers Exo-Armour Guild Bikes Guild Trikes Guns Iron Hawk 0-1 Living Ancestor Thunderers Thunderfire Transports
Add 2 Berzerker units Upgrade 1 Lord to an Exo-Armour Lord or 1 Guild Master to an Exo-Armour Guild Master Add 2 Guild Bike units Add 2 Guild Trikes Add 2 units chosen from the following list: Mole Mortar, Rapier, Tarantula, Thudd Gun Add 1 Iron Hawk Gyrocopter Add 1 Living Ancestor character per army to a unit in the formation Add 2 Thunderer units Add 1 Thunderfire unit Add the exact number of 1 of the following units required to transport the entire formation: (Only 1 formation in the army may be transported in Spartans) Add 1 Warlord character Add 2 Warrior units
COST +125 points each +125 points each +100 points each +150 points each +150 points each +75 points +25 points +50 points +50 points +75 points +50 points +75 points +75 points +50 points +40 points each +25 points each +20 points each +15 points each +50 points +75 points
Warlord Warriors
FORMATION Colossus Cyclops Goliath Mega-Cannon Battery Hellbore Battery Land Train Leviathan Overlord Squadron
(Up to 1/3 of an armys points may be spent on War Engines formations) CORE UNITS UPGRADES 1 Colossus Living Ancestor, Iron Hawk 1 Cyclops Living Ancestor 1 to 2 Goliath Mega-Cannons Thunderfire 1 Hellbore 1 Land Train and any 1 Battle Car Living Ancestor, Battle Cars 1 Leviathan Living Ancestor 1 to 3 Overlords
WAR ENGINES
COST 450 points 500 points 150 points each 125 points 350 points 350 points 200 points each
208
NOTES
Inspiring, Invulnerable Save, Supreme Commander Commander, Invulnerable Save, Leader Infiltrator Leader, Mounted, Reinforced Armour Leader, Reinforced Armour Mounted Leader, Mounted Reinforced Armour Leader Mounted The Mole Mortar must fire indirectly in order to claim the disrupt special ability Mounted Scout, Walkers Mounted Mounted Mounted
AV
35cm
5+
6+
5+
AV AV AV
5+ 4+ 4+
6+ 6+ 6+
5+ 6+ 5+
Battlecannon 2x Autocannon Point Defence Gun Battlecannon Bolters Twin Heavy Bolter
Reinforced Armour, Transport: (May carry 4 of the following units: Berzerkers, Exo-Armour Guild Master, Exo-Armour Lord, Hearthguard, Mole Mortar, Rapier, Tarantula, Thudd Gun, Thunderers or Warriors Exo-Armour Guild Master, Exo-Armour Lord, Hearthguard, Mole Mortar, Rapier, Tarantula and Thudd Gun units take up 2 spaces each), Walker Scout, Skimmer
Termite
AV
15cm
4+
6+
6+
Bolters
(15cm)
(Small Arms)
Scout, Skimmer Reinforced Armour, Transport: (May carry 4 of the following units: Berzerkers, Hearthguard, Thunderers or Warriors Hearthguard units take up 2 spaces each), Tunneler Transport: (May carry 2 of the following units: Berzerkers, Thunderers or Warriors; or 1 Exo-Armour Guild Master, Exo-Armour Lord, Hearthguard, Mole Mortar, Rapier, Tarantula or Thudd Gun unit) Reinforced Armour, Transport: (May carry 2 of the following units: Berzerkers, Thunderers or Warriors; or 1 Hearthguard unit), Tunneler DC6, 4 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Takes 1 extra point of DC
Colossus
WE
15cm
4+
3+
3+
3BP, MW, FxF AP4+/AT4+, FxF AP4+/AT4+, Left Arc AP4+/AT4+, Right Arc AP4+/AT5+, FxF, Ignore Cover 3BP
THURGRIMMS STRONGHOLD
NOTES
DC6, 5 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Takes 1 extra point of DC
WE WE
0cm 15cm
5+ 4+
6+ 6+
6+ 6+
Land Train
WE
15cm
4+
4+
4+
WE
10cm
4+
4+
4+
Bomb Battle Car Dragon Battle Car Mortar Battle Car Thunderer Battle Car
WE WE WE WE
4+ 4+ 4+ 4+
4+ 4+ 4+ 4+
5+ 4+ 4+ 3+
Doomsday Cannon 2x Battlecannon 2x Battlecannon Autocannon 2x Twin Auto Gun 2x Twin Auto Gun Rad Bomb Bolters Firethrower Siege Mortar Thunderfire 4x Twin Autoguns Doomsday Cannon Battlecannon 3x Twin Auto Gun 3x Twin Auto Gun Storm Bolters 2x Battlecannon 4x Flak Cannon Melta Bombs
120cm 75cm 75cm 45cm 30cm 30cm Unlimited (15cm) 30cm 45cm 60cm 30cm 120cm 75cm 30cm 30cm (15cm) 75cm 45cm 15cm
3BP, MW , FxF AP4+/AT4+, Left Arc AP4+/AT4+, Right Arc AP5+/AT6+ AP3+/AT5+, Left Arc AP3+/AT5+, Right Arc 3BP, TK(1), (Orbital Barrage Template) (Small Arms), First Strike 3x AP3+/AT4+, Ignore Cover 3BP 2x AP6+/AT5+/AA5+ AP3+/AT5+ 3BP,MW, FxF AP4+/AT4+ AP3+/AT5+, Left Arc AP3+/AT5+, Right Arc (Small Arms), EA(+2) AP4+/AT4+, FxF AP5+/AT6+/AA5+ 2BP, MW
DC3, Reinforced Armour Critical Hit Effect: The unit is destroyed DC3, Reinforced Armour, Thick Rear Armour, Transport: (May carry 16 of the following units: Berzerkers, Hearthguard, Thunderers or Warriors Hearthguard units take up 2 spaces each), Tunneler Critical Hit Effect: Takes 1 extra point of DC DC3, 2 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Takes 1 extra point of DC DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour, Transport: (May carry 8 Berzerker units) Critical Hit Effect: Immobilized DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Immobilized DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Immobilized DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Immobilized
Leviathan
WE
15cm
4+
3+
3+
DC6, 4 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Transport: (May carry 16 of the following units: Berzerkers, Hearthguard, Thunderers or Warriors Hearthguard units take up 2 spaces each) Critical Hit Effect: Takes 1 extra point of DC and D3 units transported suffer 1 hit DC3, Fearless, Reinforced Armour, Support Craft, Thick Rear Armour Critical Hit Effect: Scatters 2D6cm randomly, hitting anything it lands on, and is destroyed
Overlord
WE
15cm
4+
6+
4+
THURGRIMMS STRONGHOLD
BROTHERHOODS
COMPANY Allied Sappers Guild Federated Master-Craftsmen Iron-breakers League Lineholders Grand Battery Merchant Service-journeymen
CORE UNITS 6 Berserker units 6 Thunderer units 8 Warrior units 6 of the following units in any combination: Mole Mortar, Rapier, Tarantula, Thudd Gun 6 Guild Bikes (You may add one to each Brotherhood) CORE UNITS 4 Berserker units 4 Thunderer units 6 Warrior units 3 of the following units in any combination: Mole Mortar, Rapier, Tarantula, Thudd Gun 4 Guild Bikes (You may take one Support Formation per Brotherhood in the army)
COST 225 points 250 points 300 points 200 points 225 points
UPGRADE Allied Sappers Guild Local Federated Master-Craftsmen Local Iron-breakers League Local Lineholders Grand Battery Local Merchant Service-journeymen Local
COST +125 points +150 points +200 points +100 points +125 points
SUPPORT FORMATIONS
FORMATION Autonom Cadre 0-1 Spacecraft Iron Eagle Air Wing Steadholder Retinue Thunderfire Battery
UNITS 5 Robot units 1 Bastion class Cruiser OR 1 Stronghold class Battleship 4 Iron Eagle Gyrocopters 6 Hearthguard units 2 Thunderfire units
COST 200 points 150 points 300 points 200 points 325 points 100 points
UPGRADE Commander
(Each upgrade may only be taken once by a Brotherhood or Support formation) UNITS Add 1 of the following characters to a Hearthguard unit: 0-1 Living Ancestor 0-1 Warlord (per 1000 points played) 0-1 Trade Factor (per 500 points played) Replace 2 units with 1 Hearthguard unit Replace 1 Hearthguard unit with a Hearthguard Cavalry unit Add 1 Iron Hawk Gyrocopter per Colossus formation in the army Replace any number of Guild Bikes with an equal number of Guild Trikes Add the enough of the following units required to transport the entire formation. (Only one formation in the army may be transported in Spartans)
UPGRADES
COST +100 points +50 points +25 points Free Free Free Free +40 points each +20 points each +20 points each +10 points each
FORMATION Colossus Cyclops Goliath Mega-Cannon Battery Hellbore Battery Land Train
(Up to 1/3 of an armys points may be spent on War Engines formations) CORE UNITS 1 Colossus 1 Cyclops 2 Goliath Mega-Cannons 1 Hellbore 1 Land Train plus 2 to 5 of the following: Berserker Battle Car Bomb Battle Car Dragon Battle Car Mortar Battle Car 1 Leviathan Up to 3 Overlords
WAR ENGINES
COST 450 points 500 points 300 points 125 points 250 points +200 points each +125 points each +100 points each +125 points each 350 points 200 points each
211
NOTES
Inspiring, Invulnerable Save, Supreme Commander Commander, Invulnerable Save, Leader Leader Infiltrator Mounted Reinforced Armour Mounted, Reinforced Armour Mounted The Mole Mortar must fire indirectly in order to claim the disrupt special ability Mounted Scout, Walker Mounted Mounted Mounted
AV
35cm
5+
6+
5+
Reinforced Armour, Walker, Transport: (May carry 4 of the following units: Berserkers, Hearthguard, Mole Mortar, Rapier, Tarantula, Thudd Gun, Thunderer, Warrior. Hearthguard, Mole Mortar, Rapier, Tarantula and Thudd Gun units take up 2 spaces each) Scout, Skimmer
Iron Hawk Gyrocopter Demiurg Mole Demiurg Spartan Demiurg Termite Colossus
AV AV AV AV WE
5+ 4+ 4+ 4+ 4+
6+ 6+ 6+ 6+ 3+
5+ 6+ 6+ 6+ 3+
Scout, Skimmer Reinforced Armour, Tunneler, Transport: (May carry 4 of the following units: Berserker, Hearthguard, Thunderer or Warrior. Hearthguard units take up 2 spaces each). Transport: (May carry 2 of the following units: Berserker, Thunderer or Warrior; or 1 Hearthguard, Mole Mortar, Rapier, Tarantula, Thudd Gun unit) Reinforced Armour, Tunneler, Transport: (May carry 2 of the following units: Berserker, Thunderer, Warrior; or 1 Hearthguard unit) DC6, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Additional point of damage
Cyclops
WE
15cm
4+
3+
3+
DC6, Fearless, Reinforced Armour, Thick Rear Armour. Critical Hit Effect: Additional point of damage
Goliath Mega-Cannon
WE
0cm
5+
6+
6+
DEMIURG CONSORTIUM
NOTES
DC3, Reinforced Armour, Thick Rear Armour, Tunneler , Transport: (May carry 16 of the following units: Berserker, Hearthguard, Thunderer or Warrior. Hearthguard units take up 2 spaces each), Critical Hit Effect: Additional point of damage DC3, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Additional point of damage DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour, Transport: (May carry 8 Berserker units) Critical Hit Effect: Immobilized DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Immobilized DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Immobilized DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Immobilized DC6, Fearless, Reinforced Armour, Thick Rear Armour, Transport: (May carry 16 of the following units: Berserker, Hearthguard, Thunderer, Warrior. Hearthguard units take up 2 spaces each) Critical Hit Effect: Additional point of damage and D3 units transported suffer 1 hit DC3, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Scatters 2D6cm randomly, hitting anything it lands on, and is destroyed
Land Train
WE
15cm
4+
4+
4+
WE
10cm
4+
4+
4+
Bomb Battle Car Dragon Battle Car Mortar Battle Car Leviathan
WE WE WE WE
4+ 4+ 4+ 4+
4+ 4+ 4+ 3+
5+ 4+ 4+ 3+
Doomsday Cannon 2x Battlecannon 2x Battlecannon Autocannon 2x Twin Auto Gun 2x Twin Auto Gun Rad Bomb Bolters Firethrower Siege Mortar Doomsday Cannon Battlecannon 3x Twin Auto Gun 3x Twin Auto Gun Storm Bolters 2x Battlecannon 4x Flak Cannon Melta Bombs Pin-point Attack Orbital Bombardment 2x Pin-point Attack Orbital Bombardment
120cm 75cm 75cm 45cm 30cm 30cm Unlimited (15cm) 30cm 45cm 120cm 75cm 30cm 30cm (15cm) 75cm 45cm 15cm n/a n/a n/a n/a
3BP, MW, FxF AP4+/AT4+, Left Arc AP4+/AT4+, Right Arc AP5+/AT6+ AP3+/AT5+, Left Arc AP3+/AT5+, Right Arc 3BP, TK(1), (Orbital Barrage Template), Single Shot (Small Arms), First Strike 3x AP3+/AT4+, Ignore Cover 3BP 3BP, MW, FxF AP4+/AT4+ AP3+/AT5+, Left Arc AP3+/AT5+, Right Arc (Small Arms), EA(+2) AP4+/AT4+, FxF AP5+/AT6+/AA5+ 2BP MW2+, TK(D3) 4BP, MW MW2+, TK(D3) 8BP, MW
Overlord
WE
15cm
4+
6+
4+
SC SC
n/a n/a
n/a n/a
n/a n/a
n/a n/a
Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise.
DEMIURG CONSORTIUM