Army List - Net Epic Armageddon

Transcription

Army List - Net Epic Armageddon
Net Epic Armageddon
Army List
Compendium
2014
2014-01-14
SPACE MARINES
TABLE OF CONTENTS
0.0 Introduction and Explanations
0.1 General Special Rules
1
0.1.1 Expendable
0.1.2 Self-Planetfall
0.1.3 Support Craft
0.1.4 Tunnelers
1
1
1
1
0.2.1 Aircraft Escorts
1
0.2 Optional Rules
1.0 Space Marine Armies Section
Common Space Marine Special Rules
2
1.0.1 And They Shall Know No fear
1.0.2 Space Marine Transports
2
2
1.1 Codex Astartes
1.2 White Scars
1.3 Salamanders
1.4 Scions of Iron
3
6
9
12
1.5 Black Templars
1.6 Blood Angels
1.7 Raven Guard
1.8 Space Wolves
15
18
21
24
1.9 Apocrypha of Skaros
1.10 Dark Angels
1.11 Grey Knights
1.12 Imperial Fists
1.13 Siege Assault Vanguard
27
30
33
36
39
Approved Army Lists
Developmental Army Lists
Experimental Army Lists
2.0 Imperial Guard Armies Section
Common Imperial Guard Special Rules
42
2.0.1 Commissars
2.0.2 Fortifications
42
42
2.1 Steel Legion
2.2 Baran Siegemasters
2.3 Death Korps of Krieg
2.4 Minervan Tank Legion Armoured Regiment
43
46
48
51
2.5 Cadian Shock Troops
54
2.6 Catachan Death World Veterans
2.7 Elysian Drop Troops Regiment
2.8 Harakoni Warhawks
2.9 Saranes Expanse Imperial Crusade
57
59
61
64
Approved Army Lists
Developmental Army Lists
Experimental Army Lists
3.0 Adeptus Mechanicus Armies Section
Common Adeptus Mechanicus Special Rules
68
3.0.1 Titan Weapons
68
3.2 War Gryphons Titan Legion
3.2 Adeptus Mechanicus Planetary Defense Force
3.3 House Hyperion Knightworld
69
72
75
Developmental Army Lists
4.0 Inquisition Armies Section
Common Inquisition Special Rules
78
4.0.1 Faithful
78
4.1 Adeptus Ministorum
79
4.2 Ordo Hereticus
82
Developmental Army Lists
Experimental Army Lists
Ork Armies Section continued:
Developmental Army Lists
7.4 Blood Axe Kommandant Ug Skragga Morkrump’s Korps
7.5 Kolonel Rommelz’s Blood Axe Mercenary Ork Warhorde
7.6 Albork Orkstein’s Gargant Big Mob
133
136
139
7.7 Gobgutz Badfang’s Stompy Onslaught
7.8 Sun-Tzork’s Grotling Waaaaaagh!
7.9 Grommelz’s Furst Affta-dem Korps
7.10 Kolonel Sandork’s Blood Axe Clan
142
145
147
149
Experimental Army Lists
8.0 Eldar Armies Section
152
8.0.1 Farsight
8.0.2 Hit and Run Tactics
8.0.3 Eldar Technology
8.0.3.1 Holofields
8.0.3.2 Lance
8.0.3.3 Webway
152
152
152
152
152
152
8.1 Biel-Tan Craftworld
8.2 Alaitoc Craftworld
153
156
8.3 Ulthwé 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
159
162
165
168
171
174
Common Eldar Special Rules
Approved Army Lists
Developmental Army Lists
Experimental Army Lists
8.9 Biel-Tan Great Court of the Young King
9.0 Dark Eldar Armies Section
Common Dark Eldar Special Rules
9.0.1 Fleet of Foot
9.0.2 Hit and Run Tactics
9.0.3 Dark Eldar Technology
9.0.3.1 Shadowfields
9.0.3.2 Lance
9.0.3.3 Webway Portals
Approved Army Lists
9.1 Kabal of Pain's Way
10.0 Necron Armies Section
Common Necron Special Rules
10.1Scarab Conflict
185
10.2 Nalsaran Incident Necron Attack
10.3 Dyrrachium III Necron Tomb World
187
189
Approved Army Lists
Experimental Army Lists
11.0 Tau Armies Section
Common Tau Special Rules
11.0.1 Coordinated Fire
11.0.2 Markerlights
11.0.3 Tau Jet Packs
11.0.4 Tau Deflector Shields
Approved Army Lists
6.0 Chaos Armies Section
86
Experimental Army Lists
6.0.1 Initiative and Strategy rating
6.0.2 Factions
6.0.3 Summoned Units
6.0.4 Augmented Summoning
6.0.5 Daemonic Focus
86
86
86
86
86
12.0 Tyranid Armies Section
6.1 13th Black Crusade Black Legion Army
6.2 Stigmatus Covenant Cultist Army
87
91
6.3 Vraksian Traitors
6.4 Death Guard
6.5 Emperor’s Children
6.6 Thousand Sons
6.7 World Eaters
6.8 Red Corsairs
95
98
101
104
107
110
6.9 Alpha Legion
6.10 Daemon World
6.11 Khorne Renegades
6.12 The Bloody Hand
113
116
119
122
7.0 Ork Armies Section
125
Developmental Army Lists
Experimental Army Lists
Common Ork Special Rules
7.0.1 Power of the Waaagh!
7.0.2 Mob Rule
7.0.3 Ork Powerfields
7.0.4 Cost of Ork Formations
7.0.5 Attached War Engines
Approved Army Lists
7.1 Ghazgkhull Mag Uruk Thraka’s War Horde
7.2 Burning Death Speed Freeks
7.3 Warlord Snagga Snagga’s Feral Ork Horde
125
125
125
125
125
181
184
184
184
184
184
184
184
184
85
Approved Army Lists
180
180
180
180
180
180
10.0.1 Necron
10.0.2 Portals
10.0.3 Tomb Complex
10.0.4 Living Metal
10.0.5 Implacable Advance
10.0.6 Phase Out
10.0.7 Necron Reserves
5.0 Imperial Allies Units
Common Chaos Special Rules
177
180
191
191
191
191
191
11.1 Tau Third Phase Expansion Force
192
11.2 Farsight Enclave Eradication Force
11.3 Fio’Ka Armoured Strike Force
195
197
Common Tyranid Special Rules
200
12.0.1 The Hive Mind
12.0.2 Swarming
12.0.3 Augmented Swarming
12.0.4 Brood
12.0.5 Synapse
12.0.6 Mobility
12.0.7 Regeneration
200
200
200
200
200
200
200
12.1 Hive Fleet Onachus
12.1 Hive Fleet Leviathan
12.3 Genestealer Cult
201
203
205
Experimental Army Lists
13.0 Squat & Demiurg Armies Section
Common Squat & Demiurg Special Rules
207
13.0.1 Stubborn
13.0.2 Land Train
207
207
13.1 Thurgrimm’s Stronghold
13.2 Demiurg Consortium
208
211
Experimental Army Lists
126
129
131
i
0.0 INTRODUCTION AND EXPLANATIONS
Net Epic Armageddon
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.
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 army’s 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
0.1 GENERAL SPECIAL RULES
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
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
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 formation’s 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.
0.2 OPTIONAL RULES
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.
1
1.0 SPACE MARINE ARMIES
SECTION
COMMON SPACE MARINE SPECIAL RULES
1.0.1 AND THEY SHALL KNOW NO FEAR
Space Marines are renowned for their tenacity and bravery. This is
represented by the following rules:
• It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a
broken formation (ignore any leftover Blast markers).
• Space Marine formations are only broken if they have 2 Blast markers
per unit in the formation.
• Space Marines formations only count half their number of Blaster
markers in assault resolution (rounding down – note that assault
resolution will not receive +1 for having no Blast markers if the
formation has 1 Blast marker before rounding down). Halve the number
of extra hits suffered by a Space Marine formation that loses an assault,
rounding down in favour of the Space Marines.
• When a broken Space Marine formation rallies, it receives a number of
Blast markers equal to the number of units, rather than half this number.
Space Marines with the Leader special ability remove 2 Blast markers
instead of 1.
1.0.2 SPACE MARINES TRANSPORTS
The Space Marines are a highly mobile army. Because of this, the points cost
of a detachment usually includes enough Rhino transport vehicles to transport
it and any upgrades that 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
don’t receive Rhinos, usually because they can’t fit into them. Detachments
that come with Rhinos will be noted as having ‘plus transport’ in the unit’s
section of the army lists below.
Also note that you don’t have to take Rhinos if you don’t want to. If you’d
rather field formations on foot instead, so they can act as garrisons for
example, or be transported in a Thunderhawk Gunship, then you may do so.
In addition, you may choose to replace a detachment’s Rhinos with Drop
Pods. If you do this then the detachment will enter play in a Drop Pod using
the rules for Planetfall (see section 4.4 of the Epic: Armageddon main rule
book). Note that if you choose to do this you will also require at least one
Space Marine Strike cruiser or Battle Barge to deploy the Drop Pods from.
Choosing transport options is part of the army selection process. Portions of
a formation may be left behind during deployment (to garrison, for example)
and the decision to exchange options, even free ones, must be determined
when the army list is determined.
*Please note: Chapter-specific transport vehicles carry their particular
Chapter’s troop types and therefore are often renamed from the standard
transport vehicle, e.g. Rhino, becomes Dark Angels Rhino in the Dark Angels
Chapter list and Drop Pod, becomes Space Wolves Drop pod in that list and
so on.
2
1.1 NetEA APPROVED
CODEX ASTARTES SPACE MARINE ARMY LIST
Final version 2012 (2-Dec-11). Space Marine Army Champion: “Dobbsy”
Codex Astartes Space Marine armies have a Strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.
SPACE MARINE DETACHMENTS
FORMATION
Tactical
Assault
Devastator
Terminator
Scout
Bike
Land Speeder
Land Raider
Predator
Vindicator
Whirlwind
Thunderhawk
Landing Craft
Strike Cruiser
(A Codex Astartes Space Marine army may contain any number of Space Marine Detachments)
UNITS
UPGRADES ALLOWED
6 Tactical units plus transport
Commander, Dreadnought, Razorback, Hunter, Vindicator,
Land Raider
4 Assault units
Commander, Vindicator
4 Devastator units plus transport
Commander, Dreadnought, Razorback, Hunter, Land Raider
4 Terminator units
Commander, Dreadnought, Vindicator, Land Raider
4 Scout units plus transport
Commander, Razorback, Sniper
5 Bike units
Commander, Attack Bike
5 Land Speeders
Commander, Tornado/Typhoon
4 Land Raiders
Commander, Vindicator, Hunter
4 Predators (Annihilator and/or
Commander, Vindicator, Hunter
Destructor in any combination)
4 Vindicators
Commander, Hunter
4 Whirlwinds
Commander, Hunter
1 Thunderhawk Gunship
None
1 Landing Craft
None
1 Strike Cruiser
Battle Barge
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
SPACE MARINE UPGRADES
UPGRADE
Attack Bike
Battle Barge
Commander
Dreadnought
Hunter
Land Raider
Razorback
Sniper
Tornado/Typhoon
Vindicator
(Each allowed upgrade may be taken once by each detachment.)
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
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS
FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack
UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans
COST
825 points
650 points
275 points
500 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Thunderbolt Squadron
Marauder Squadron
UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers
COST
175 points
250 points
3
1.1 NetEA APPROVED
CODEX ASTARTES SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian
TYPE
CH
CH
CH
SPEED
n/a
n/a
n/a
ARMOUR
n/a
n/a
n/a
CC
n/a
n/a
n/a
FF
n/a
n/a
n/a
Supreme Commander
Assault
CH
INF
n/a
30cm
n/a
4+
n/a
3+
n/a
5+
Bike
INF
35cm
4+
3+
4+
Devastator
Scout
Tactical
INF
INF
INF
15cm
15cm
15cm
4+
5+
4+
5+
4+
4+
3+
5+
4+
Terminator
INF
15cm
4+
3+
3+
Attack Bike
Land Speeder
LV
LV
35cm
35cm
4+
4+
5+
6+
5+
5+
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Dreadnought
AV
15cm
3+
4+
4+
Hunter
Land Raider
AV
AV
30cm
25cm
5+
4+
6+
6+
6+
4+
Predator Annihilator
AV
30cm
4+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
Razorback
AV
30cm
5+
6+
5+
Rhino
Vindicator
Whirlwind
Drop Pod
AV
AV
AV
Special
30cm
25cm
30cm
Immobile
5+
4+
5+
5+
6+
6+
6+
n/a
6+
4+
5+
n/a
WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Chainswords
Bolters
2x Missile Launcher
Heavy Bolter
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Multi-melta
Assault Cannon
Heavy Bolter
Twin Typhoon Missile Launcher
Heavy Bolter
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
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
Deathwind
STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
45cm
30cm
(15cm)
45cm
(base contact)
(15cm)
30cm
30cm
(15cm)
15cm
30cm
30cm
45cm
30cm
45cm
45cm
(base contact)
30cm
60cm
30cm
45cm
45cm
45cm
30cm
45cm
30cm
45cm
(15cm)
30cm
45cm
15cm
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), EA(+1), MW
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
AP5+
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
AP5+
(Small Arms), MW
MW5+
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AT4+/AA4+
AP4+
AT4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+
(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
AP5+/AT5+
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
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.
Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit
OR 2 of the following units: Tactical, Devastator)
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
1.1 NetEA APPROVED
CODEX ASTARTES SPACE MARINE ARMY REFERENCE 2
NAME
Reaver Titan
STRATEGY 5
RANGE
FIREPOWER
60cm
4x AP5+/AT3+, Fwd
60cm
3BP, FxF
TYPE
WE
SPEED
20cm
ARMOUR
4+
CC
3+
FF
3+
WEAPONS
2x Turbolaser Destructor
Rocket Launcher
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Landing Craft
AC/WE
Bomber
4+
5+
3+
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon
(15cm)
15cm
45cm
(Small Arms)
AP4+/AA5+
AT4+
Thunderhawk
Gunship
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
15cm
15cm
30cm
75cm
AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
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
15cm
30cm
30cm
15cm
15cm
45cm
n/a
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
NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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
Titan’s 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 Titan’s 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 Craft’s 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 Thunderhawk’s 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: 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
1.2 NetEA APPROVED
WHITE SCARS SPACE MARINE ARMY LIST
Final version 2012 (2-Dec-11). Space Marine Army Champion: “Dobbsy”
White Scars Space Marine armies have a Strategy rating of 5. All Space Marine and Titan Legion Battlegroups have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.
WHITE SCARS DETACHMENTS
FORMATION
Assault
Bike
Land Speeder
Landing Craft
Predator
Scout
Strike Cruiser
Tactical
Terminator
Thunderhawk
Whirlwind
(A White Scars army may contain any number of White Scars Detachments)
CORE UNITS
UPGRADES
4 Assault units
Commander
8 White Scar Bike units
Commander, Attack Bike
5 Land Speeders
Commander, Tornado/Typhoon
1 White Scars Landing Craft
None
4 Predators (Annihilator and/or
Commander, Vindicator, Hunter
Destructor in any combination)
4 Scout units plus transport
Commander, Razorback, Sniper
1 White Scars Strike Cruiser
Battle Barge
6 Tactical units plus transport
Commander, Razorback
4 Terminator units plus
Commander
4 White Scars Land Raiders
1 White Scars Thunderhawk Gunship
None
4 Whirlwinds
Commander, Hunter, Vindicator
COST
175 points
375 points
200 points
350 points
250 points
150 points
200 points
275 points
650 points
200 points
300 points
WHITE SCARS UPGRADES
UPGRADE
Attack Bike
Battle Barge
Commander
Hunter
Razorback
Sniper
Tornado/Typhoon
Vindicator
(Each allowed upgrade may be taken once by each detachment.)
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
COST
Free
+150 points
+50 points
OR
+100 points
+75 points
+25 points each
+25 points
Free
+25 points each
+50 points each
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Imperial Allies formations.)
TITAN LEGION BATTLEGROUPS
FORMATION
Warhound Titan
Warhound Titan Pack
UNITS
1 Warhound Titan
2 Warhound Titans
COST
275 points
500 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Thunderbolt Squadron
Marauder Squadron
UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers
COST
175 points
250 points
6
1.2 NetEA APPROVED
WHITE SCARS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian
SPEED
n/a
n/a
n/a
ARMOUR
n/a
n/a
n/a
CC
n/a
n/a
n/a
FF
n/a
n/a
n/a
Supreme Commander
Assault
CH
INF
n/a
30cm
n/a
4+
n/a
3+
n/a
5+
Scout
INF
15cm
5+
4+
5+
Tactical
INF
15cm
4+
4+
4+
Terminator
INF
15cm
4+
3+
3+
White Scars Bike
INF
35cm
4+
3+
4+
Attack Bike
Land Speeder
LV
LV
35cm
35cm
4+
4+
5+
6+
5+
5+
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Hunter
White Scars
Land Raider
Predator Annihilator
AV
AV
30cm
25cm
5+
4+
6+
6+
6+
4+
AV
30cm
4+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
White Scars
Razorback
AV
30cm
5+
6+
5+
AV
AV
AV
Special
30cm
25cm
30cm
Immobile
5+
4+
5+
5+
6+
6+
6+
n/a
6+
4+
5+
n/a
Storm Bolter
Demolisher
Whirlwind
Deathwind
(15cm)
30cm
45cm
15cm
(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
AP5+/AT5+
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
fPlasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
White Scars Rhino
Vindicator
Whirlwind
Drop Pod
Warhound Titan
WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Heavy Bolter
Shotguns
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Chainswords
Bolters
Heavy Bolter
Multi-melta
STRATEGY 5
RANGE
FIREPOWER
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms), EA(+1), MW
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
30cm
AP5+
(15cm)
(Small Arms)
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP5+/AT5+
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
30cm
AP5+
(15cm)
(Small Arms), MW
15cm
MW5+
30cm
AP5+/AT5+
30cm
AP5+
45cm
AP3+/AT5+
30cm
AP5+
60cm
AT4+/AA4+
30cm
AP4+
45cm
AT4+
45cm
AT5+
45cm
AT4+
30cm
AP5+
45cm
AP5+/AT6+
30cm
AP4+
45cm
AT4+
TYPE
CH
CH
CH
Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon
NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Jump Packs
Scout, Infiltrator
Reinforced Armour, Teleport, Thick Rear Armour
Mounted, Walker
Skimmer, Scout
Skimmer, Scout
Skimmer, Scout
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit)
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
Titan’s 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+.
WHITE SCARS
1.2 NetEA APPROVED
WHITE SCARS SPACE MARINE ARMY REFERENCE 2
STRATEGY 5
RANGE
FIREPOWER
(15cm)
(Small Arms)
15cm
AP4+/AA5+
45cm
AT4+
NAME
White Scars
Landing Craft
TYPE
AC/WE
SPEED
Bomber
ARMOUR
4+
CC
5+
FF
3+
WEAPONS
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon
White Scars
Thunderhawk
Gunship
AC/WE
Bomber
4+
6+
4+
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
White Scars
Battle Barge
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
White Scars
Strike Cruiser
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
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
5BP, MW
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 Craft’s 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 Thunderhawk’s 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: 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
1.3 NetEA APPROVED
SALAMANDERS SPACE MARINE ARMY LIST
Final version 2012 (2-Dec-11). Sub-Army Champion: “BlackLegion”
Salamanders Space Marine armies have a Strategy rating of 5. All Salamanders and Titan Legion Battlegroups have an initiative rating of 1+.
Imperial Navy aircraft have an initiative rating of 2+.
SALAMANDERS DETACHMENTS
FORMATION
Devastator
Land Raider
Landing Craft
Predator
Strike Cruiser
Tactical
Terminator
Thunderhawk
Vindicator
Whirlwind
(A Salamanders army may contain any number of Salamanders Detachments)
CORE UNITS
UPGRADES
4 Devastator units plus transport
Commander, Close Support, Salamander Devastators, Dreadnought,
Razorback
4 Salamanders Land Raiders
Commander, Close Support, Helios
1 Salamanders Landing Craft
None
4 Predators (Annihilator and/or
Commander, Close Support
Destructor in any combination)
1 Salamanders Strike Cruiser
Battle Barge
6 Tactical units plus transport
Commander, Close Support, Dreadnought, Razorback, Salamander
Tacticals
4 Salamanders Terminator units
Commander, Close Support, Dreadnought, Heavy Transport, Helios
1 Salamanders Thunderhawk Gunship
None
4 Vindicators
Commander, Close Support
4 Whirlwinds
Commander, Close Support, Helios
COST
250 points
350 points
425 points
250 points
200 points
275 points
325 points
250 points
225 points
325 points
SALAMANDERS RESTRICTED FORMATIONS
FORMATION
0-1 Assault
0-1 Fast Attack
Scout
(No more than 1/3 of the army’s points may be spent on Salamanders Restricted Formations. Upgrades to these formations count towards this total)
CORE UNITS
UPGRADES
Commander, Close Support
4 Assault units
Commander, Attack Bike
5 Bike units or Land Speeders
Commander, Razorback, Sniper
4 Scout units plus transport
COST
150 points
200 points
150 points
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s 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
COST
175 points
250 points
SALAMANDERS UPGRADES
UPGRADE
Attack Bike
Battle Barge
Close Support
Commander
Dreadnought
Heavy Transport
Helios
Razorback
Salamander Devastator
Salamander Tactical
Sniper
(Each allowed upgrade may be taken once by each Salamanders Detachment.)
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
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
9
1.3 NetEA APPROVED
SALAMANDERS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian
STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
45cm
15cm
(15cm)
15cm
(base contact)
15cm
AND (15cm)
Heavy Bolter
30cm
Bolters
(15cm)
Missile Launcher
45cm
Multi-melta
15cm
AND (15cm)
Multi-melta
15cm
AND (15cm)
Assault Cannon
30cm
Heavy Bolter
30cm
Twin Typhoon Missile Launcher
45cm
Heavy Bolter
30cm
Missile Launcher
45cm
Twin Lascannon OR
45cm
Power Fist
(base contact)
Multi-Melta
15cm
AND (15cm)
Hunter-Killer
60cm
2x Lascannon
45cm
Twin Lascannon
45cm
2x Heavy Bolter
30cm
Autocannon
45cm
Autocannon
45cm
2x Heavy Flamer
15cm
AND (15cm)
Twin Heavy Bolter
30cm
2x Twin Lascannon
45cm
TYPE
CH
CH
CH
SPEED
n/a
n/a
n/a
ARMOUR
n/a
n/a
n/a
CC
n/a
n/a
n/a
FF
n/a
n/a
n/a
Supreme Commander
Assault
CH
INF
n/a
30cm
n/a
4+
n/a
3+
n/a
5+
Bike
INF
35cm
4+
3+
4+
Devastator
Salamanders Devastators
Salamanders Tactical
INF
INF
INF
15cm
15cm
15cm
4+
4+
4+
5+
5+
4+
3+
4+
5+
Salamanders Terminator
INF
15cm
4+
3+
3+
Scout
Tactical
INF
INF
15cm
15cm
5+
4+
4+
4+
5+
4+
Salamanders Attack Bike
LV
35cm
4+
5+
4+
Land Speeder
LV
35cm
4+
6+
5+
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Dreadnought
AV
15cm
3+
4+
4+
Hunter
Predator Annihilator
AV
AV
30cm
30cm
5+
4+
6+
6+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
Predator Incinerator
AV
30cm
4+
6+
4+
Salamanders Land Raider
AV
25cm
4+
6+
4+
Salamanders
AV
25cm
4+
6+
5+
2x Twin Lascannon
45cm
AT4+
Whirlwind Launcher
4x Twin Heavy Bolter
45cm
30cm
1BP Indirect Fire
AP4+
2x Flamestorm Cannon
Twin Assault Cannon
Twin Heavy Bolter OR
15cm
30cm
30cm
AP3+, Ignore Cover
AP4+/AT4+
AP4+
Land Raider Helios
Salamanders Land
Raider Prometheus
Salamanders Land
Raider Redeemer
Salamanders Razorback
AV
25cm
4+
6+
4+
AV
25cm
4+
5+
3+
AV
30cm
5+
6+
5+
WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Chainswords
Bolters
2x Missile Launcher
2 x Multi-melta
Bolters
Multi-Melta
Thunder Hammers
2x Heavy Flamers
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+
MW5+ and (Small Arms), MW
(Small Arms)
MW5+ and (Small Arms), MW
(Assault Weapons), MW, EA(+1)
AP4+, Ignore Cover
(Small Arms), Ignore Cover
AP5+
(Small Arms)
AP5+/AT6+
MW5+
(Small Arms), MW
MW5+
(Small Arms), MW
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
MW5+
(Small Arms), MW
AT4+/AA4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP5+/AT6+
AP4+, Ignore Cover
(Small Arms), Ignore Cover
AP4+
AT4+
NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Jump Packs
Mounted
Reinforced Armour, Teleport, Thick Rear Armour
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.
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
SALAMANDERS
1.3 NetEA APPROVED
Twin Lascannon
45cm
AT4+
Tactical, Tactical and Scout). Armed with only 1of the listed weapon options, not both.
FIREPOWER
(Small Arms)
NOTES
SALAMANDERS SPACE MARINE ARMY REFERENCE 2
STRATEGY 5
RANGE
(15cm)
NAME
Salamanders Rhino
TYPE
AV
SPEED
30cm
ARMOUR
5+
CC
6+
FF
6+
WEAPONS
Storm Bolter
Vindicator
Whirlwind
Salamanders Drop Pod
AV
AV
Special
25cm
30cm
Immobile
4+
5+
5+
6+
6+
n/a
4+
5+
n/a
Demolisher
Whirlwind
Deathwind
30cm
45cm
15cm
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
AP5+/AT5+
Reaver Titan
WE
20cm
4+
3+
3+
2x Turbolaser Destructor
Rocket Launcher
60cm
60cm
4x AP5+/AT3+, Fwd
3BP, FxF
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Salamanders
Landing Craft
AC/WE
Bomber
4+
5+
3+
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon
(15cm)
15cm
45cm
(Small Arms)
AP4+/AA5+
AT4+
Salamanders
Thunderhawk
Gunship
AC/WE
Bomber
4+
6+
4+
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
Salamanders
Battle Barge
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
Salamanders
Strike Cruiser
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
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 Titan’s 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
Titan’s 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 Titan’s 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 Craft’s 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 aircraft’s
control surfaces are damaged The pilot loses control and the Thunderhawk crashes killing all aboard.
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
1.4 NetEA APPROVED
SCIONS OF IRON SPACE MARINE ARMY LIST
Final version 2012 (2-Dec-11). Sub-Army Champion: “Hena”
Scions of Iron Space Marine armies have a Strategy rating of 5. All Scions of Iron and Titan Legion formations have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.
SCIONS OF IRON SPACE MARINE DETACHMENTS
FORMATION
Bike
Heavy Tactical
Helios
Land Raider
Landing Craft
Predator
Scout
Strike Cruiser
Tactical
Terminator
Thunderhawk
Transporter
Vindicator
Whirlwind
(A Scions of Iron Space Marine army may contain any number of Scions of Iron Detachments)
CORE UNITS
UPGRADES
4 Bike units
Commander, Attack Bike, Land Speeder
4 Tactical units plus 2 Land Raiders or
Commander, Hunter, Land Raider, Supreme Commander
Land Raider Crusaders
4 Land Raider Helios
Commander, Hunter
4 Land Raiders
Commander, Land Raider, Hunter,
Supreme Commander
1 Landing Craft
None
4 Predators (Annihilator and/or
Armour, Commander, Hunter, Supreme Commander
Destructor in any combination)
4 Scout units plus transport
Commander, Razorback, Sniper
1 Strike Cruiser
Battle Barge
4 Tactical units plus transport and
Armour, Commander, Hunter, Razorback, Supreme Commander
2 Vindicators or 2 Predator Annihilators or
2 Predator Destructors
4 Terminator units
Commander, Land Raider, Supreme Commander
2 Thunderhawk Transporters
Thunderhawk Transporter
4 Vindicators
4 Whirlwinds
Armour, Commander, Hunter, Supreme Commander
Commander, Hunter
COST
175 points
325 points
450 points
325 points
350 points
250 points
150 points
150 points
300 points
350 points
250 points
225points
300 points
SCIONS OF IRON SPACE MARINE UPGRADES
UPGRADE
Armour
Attack Bike
Battle Barge
Commander
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
COST
+50 points each
Free
+150 points
+50 points
+75 points
+75 points each
+100 points each
+35 points each
+60 points each
+25 points each
+50 points
+100 points
+125 points
+100 points
+100 points each
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s 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)
COST
175 points
250 points
COST
250 points
250 points
12
1.4 NetEA APPROVED
SCIONS OF IRON SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian
TYPE
CH
CH
CH
SPEED
n/a
n/a
n/a
ARMOUR
n/a
n/a
n/a
CC
n/a
n/a
n/a
FF
n/a
n/a
n/a
Supreme Commander
Bike
CH
INF
n/a
35cm
n/a
4+
n/a
3+
n/a
4+
Scout
Tactical
INF
INF
15cm
15cm
5+
4+
4+
4+
5+
4+
Terminator
INF
15cm
4+
3+
3+
Attack Bike
Land Speeder
LV
LV
35cm
35cm
4+
4+
5+
6+
5+
5+
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Hunter
Land Raider
AV
AV
30cm
25cm
5+
4+
6+
6+
6+
4+
Land Raider
Prometheus
AV
25cm
4+
6+
4+
Predator Annihilator
AV
30cm
4+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
Razorback
AV
30cm
5+
6+
5+
Rhino
Vindicator
Whirlwind
AV
AV
AV
30cm
25cm
30cm
5+
4+
5+
6+
6+
6+
TYPE
WE
SPEED
20cm
ARMOUR
4+
Warhound Titan
WE
30cm
Warlord Titan
WE
15cm
NAME
Reaver Titan
WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolters
Heavy Bolter
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Multi-melta
Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
4x Twin Heavy Bolter
STRATEGY 5
RANGE
FIREPOWER
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms), EA(+1), MW
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
30cm
AP5+
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP5+/AT5+
30cm
AP5+
(15cm)
(Small Arms), MW
15cm
MW5+
30cm
AP5+/AT5+
30cm
AP5+
45cm
AP3+/AT5+
30cm
AP5+
60cm
AT4+/AA4+
30cm
AP4+
45cm
AT4+
30cm
AP4+
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon
45cm
45cm
30cm
45cm
30cm
45cm
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+
6+
4+
5+
Storm Bolter
Demolisher
Whirlwind
(15cm)
30cm
45cm
(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
CC
3+
FF
3+
WEAPONS
2x Turbolaser Destructor
Rocket Launcher
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Mounted
Scout, Infiltrator
Reinforced Armour, Teleport, Thick Rear Armour
Skimmer, Scout
Skimmer, Scout
Skimmer, Scout
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.'
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
SCIONS OF IRON SPACE MARINE ARMY REFERENCE 2
STRATEGY 5
RANGE
FIREPOWER
60cm
4x AP5+/AT3+, Fwd
60cm
3BP, FxF
NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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
Titan’s 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 Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
SCIONS OF IRON
1.4 NetEA APPROVED
Landing Craft
AC/WE
Bomber
4+
5+
3+
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon
(15cm)
15cm
45cm
(Small Arms)
AP4+/AA5+
AT4+
Thunderhawk
Transporter
AC/WE
Bomber
5+
6+
5+
2x Twin Heavy Bolter
15cm
AP4+/AA5+
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
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
15cm
30cm
30cm
15cm
15cm
45cm
n/a
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
Thunderhawk
Gunship
AC/WE
Bomber
4+
6+
4+
Thunderhawk
Saturation Bombing
Configuration
AC/WE
Bomber
4+
-
-
Thunderhawk
Close Air Support
Configuration
AC/WE
Bomber
4+
-
-
Land Raider Crusader
AV
25cm
4+
5+
5+
Land Raider Helios
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
5BP, MW
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
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 Craft’s 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 Thunderhawk’s 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 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 aircraft’s
control surfaces are damaged The pilot loses control and the Thunderhawk crashes killing all aboard.
DC2, Reinforced Armour, Critical Hit Effect: Destroyed.
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
1.5 NetEA DEVELOPMENTAL
BLACK TEMPLARS SPACE MARINE ARMY LIST
v3.5.2. Space Marine Army Champion: "Dobbsy"
Black Templars Space Marine armies have a Strategy rating of 5. All Black Templars and Crusade Fleet Support formations have an initiative rating of 1+.
BLACK TEMPLARS DETACHMENTS
FORMATION
Crusaders
(A Black Templars army may contain any number of Black Templars Detachments)
CORE UNITS
UPGRADES
6 Tactical units plus transport
Commander, Dreadnought, Emperor's Champion, Hunter,
Land Raider, Neophyte, Razorback
COST
275 points
BLACK TEMPLARS SUPPORT DETACHMENTS
FORMATION
Assault
Bike
Land Raider
Land Speeder
Predator
Sword Brethren
Terminator
Vindicator
(Up to 2 may be taken for each Black Templar Crusaders Dtachment)
CORE UNITS
UPGRADES
4 Assault units
Commander, Vindicator
5 Bike units
Attack Bike, Commander, Neophyte Bike
4 Black Templars Land Raiders or
Commander, Hunter, Vindicator
Black Templars Land Raider Crusaders
5 Land Speeders
Commander, Tornado/Typhoon
4 Predators (Annihilator and/or
Commander, Vindicator, Hunter
Destructor in any combination)
6 Sword Brethren units plus transport
Commander, Emperor's Champion, Hunter, Land Raider, Razorback
4 Terminator units
Commander, Emperor's Champion, Land Raider
4 Vindicators
Commander, Hunter, Vindicator
COST
175 points
200 points
325 points
200 points
250 points
300 points
350 points
225 points
BLACK TEMPLARS UPGRADES
UPGRADE
Attack Bike
Commander
Dreadnought
1 Emperor's Champion
Hunter
Land Raider
Neophyte
Neophyte Bike
Razorback
Sniper
Tornado/Typhoon
Vindicator
(Each allowed upgrade may be taken once per Black Templars Detachment and Support Detachment)
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
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
CRUSADE FLEET SUPPORT
FORMATION
0-1 Crusade Spacecraft
Landing Craft
Thunderhawk
Close Air Support
Saturation Bomber
Thunderhawk Transport
(Up to 1/3 of an army’s points may be spent on Crusade Fleet Support formations)
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
1.5 NetEA DEVELOPMENTAL
BLACK TEMPLARS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Emperor's Champion
Librarian
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
Supreme Commander
CH
n/a
n/a
n/a
n/a
Assault
INF
30cm
4+
3+
5+
Bike
INF
35cm
4+
3+
4+
Neophyte
Neophyte Bike
Sword Brethren
Tactical
INF
INF
INF
INF
15cm
35cm
15cm
15cm
5+
5+
4+
4+
4+
4+
3+
4+
5+
5+
4+
4+
Terminator
INF
15cm
4+
3+
3+
Attack Bike
Land Speeder
LV
LV
35cm
35cm
4+
4+
5+
6+
5+
5+
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Dreadnought
AV
15cm
3+
4+
4+
Hunter
Black Templars
Land Raider
Black Templars
Land Raider Crusader
AV
AV
30cm
25cm
5+
4+
6+
6+
6+
4+
AV
25cm
4+
5+
5+
Predator Annihilator
AV
30cm
4+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
Black Templars Razorback
AV
30cm
5+
6+
5+
Black Templars Rhino
Vindicator
Whirlwind
AV
AV
AV
30cm
25cm
30cm
5+
4+
5+
6+
6+
6+
6+
4+
5+
WEAPONS
Power Weapon
Power Weapon
Black Sword
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Chainswords
Bolters
Bolt Pistols
Twin Bolters
Bolters
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Multi-melta
STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
Frag Launchers
Hurricane Bolters
Twin Assault Cannon
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon
(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(15cm)
(15cm)
(15cm)
45cm
(base contact)
(15cm)
30cm
30cm
(15cm)
15cm
30cm
30cm
45cm
30cm
45cm
45cm
(base contact)
30cm
60cm
30cm
45cm
(base contact)
(15cm)
30cm
45cm
45cm
30cm
45cm
30cm
45cm
Storm Bolter
Demolisher
Whirlwind
(15cm)
30cm
45cm
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1), Sniper
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
NOTES
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Small Arms)
(Small Arms)
(Small Arms)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
AP5+
(Small Arms), MW
MW5+
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AT4+/AA4+
AP4+
AT4+
(Assault Weapons)
(Small Arms), EA(+2)
AP4+/AT4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+
Jump Packs
(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Mounted
Mounted
Infiltrator
Reinforced Armour, Teleport, Thick Rear Armour
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.
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)
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
1.5 NetEA DEVELOPMENTAL
BLACK TEMPLARS SPACE MARINE ARMY REFERENCE 2
NAME
Black Templars Drop Pod
STRATEGY 5
RANGE
15cm
TYPE
Special
SPEED
Immobile
ARMOUR
5+
CC
n/a
FF
n/a
WEAPONS
Deathwind
FIREPOWER
AP5+/AT5+
Black Templars
Landing Craft
AC/WE
Bomber
4+
5+
3+
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon
(15cm)
15cm
45cm
(Small Arms)
AP4+/AA5+
AT4+
Black Templars
Thunderhawk
Gunship
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
15cm
15cm
30cm
75cm
AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
Thunderhawk Interdictor
AC/WE
Bomber
4+
-
-
Thunderhawk Bomber
AC/WE
Bomber
4+
-
-
Black Templars
Thunderhawk
Transporter
AC/WE
Bomber
4+
6+
5+
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
45cm
30cm
15cm
15cm
30cm
75cm
30cm
15cm
15cm
15cm
15cm
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+
Black Templars
Battle Barge
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
14BP, MW
Black Templars
Strike Cruiser
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
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 Craft’s 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 Thunderhawk’s 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 Thunderhawk’s control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.
DC2, Reinforced Armour
Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.
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 Thunderhawk’s 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
1.6 NetEA DEVELOPMENTAL
BLOOD ANGELS SPACE MARINE ARMY LIST
v2.12. Sub-Army Champion: "Evil&Chaos"
Blood Angels Space Marine armies have a Strategy rating of 5. All Blood Angels have an initiative rating of 1+.
Imperial Navy aircraft formations and the Death Company have an initiative rating of 2+. All Blood Angels armies must include the Death Company formation.
BLOOD ANGELS DETACHMENTS
FORMATION
Assault
Bike
1 Death Company
Devastator
Land Speeder
Landing Craft
Predator
Scout
0-1 Strike Cruiser
Stormraven
Tactical
Terminator
Thunderhawk
Whirlwind
(A Blood Angels Space Marine army may contain any number of Blood Angels Detachments)
CORE UNITS
UPGRADES
6 Blood Angels Assault units
Assault, Commander, Dreadnought, Fast Attack, Heavy
Support, Hunter, Stormraven
4 Blood Angels Bike units and 1 Attack Bike
Commander, Fast Attack
4 Death Company Tactical units with 1
Dreadnoughts, Stormraven
Chaplain plus transport OR
4 Death Company Assault units with 1 Chaplain
4 Blood Angels Devastator units plus transport
Commander, Dreadnought, Hunter, Heavy Support,
Razorback, Stormraven
5 Land Speeders
Commander, Tornado/Typhoon
1 Blood Angels Landing Craft
None
4 Baal Predators
Commander, Fast Attack, Hunter
4 Blood Angels Scout units plus transport
Commander, Stormraven
1 Blood Angels Strike Cruiser
Battle Barge
4 Stormraven Gunships
None
6 Blood Angels Tactical units plus transport
Assault, Commander, Dreadnought, Fast Attack,
Heavy Support, Hunter, Razorback, Stormraven
4 Blood Angels Terminator units
Commander, Dreadnought, Heavy Support, Stormraven
1 Blood Angels Thunderhawk Gunship
None
4 Blood Angels Whirlwinds
Hunter
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
BLOOD ANGELS UPGRADES
UPGRADE
Assault
Battle Barge
Commander
Dreadnought
Fast Attack
Heavy Support
Hunter
Razorback
Stormraven
Tornado/Typhoon
(Each allowed upgrade may be taken once per Detachment.)
UNITS
Add 2 Assault units
Replace a Blood Angels Strike Cruiser with a Blood Angels 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 to 3 Vulcan or Furioso Dreadnoughts in any combination
Add 2 Land Speeders or Bike units, or 3 Attack Bikes
Select 1 option from the following:
Add 1 to 3 Blood Angels Vindicators
Add 1 to 3 Baal Predators or Blood Angels Predator in any combination
Add any number of Blood Angels Land Raiders or Blood Angels Land Raider Redeemers, in any
combination, up to the number required to transport the entire formation
Add 1 Blood Angels Hunter
Add any number of Blood Angels Razorbacks, up to the number required to transport the entire formation
Add any number of Stormraven Gunships, up to the number required to transport the entire formation
Replace any number of Land Speeders, on a 1 for 1 basis, with:
1 Land Speeder Tornado OR
1 Land Speeder Typhoon
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
IMPERIAL NAVY ALLIES
FORMATION
Thunderbolt Squadron
Marauder Squadron
(Up to 1/3 of an army’s points may be spent on Allies formations)
UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers
COST
175 points
250 points
SPECIAL RULE - Frenzied
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.
SPECIAL RULE - Death Company
Death Company formations may never claim objectives, but may contest them.
18
1.6 NetEA DEVELOPMENTAL
BLOOD ANGELS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian
WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Chainswords
Bolters
2x Missile Launcher
Shotguns
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Bolt Pistols
(Assault Weapons)
Bolt Pistols
(Assault Weapons)
Heavy Bolter
Multi-melta
STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
45cm
(15cm)
(15cm)
45cm
(base contact)
(15cm)
30cm
(15cm)
(base contact)
(15cm)
(base contact)
30cm
(15cm)
15cm
30cm
30cm
45cm
30cm
30cm
15cm
60cm
45cm
45cm
30cm
45cm
TYPE
CH
CH
CH
SPEED
n/a
n/a
n/a
ARMOUR
n/a
n/a
n/a
CC
n/a
n/a
n/a
FF
n/a
n/a
n/a
Supreme Commander
Blood Angels Assault
CH
INF
n/a
30cm
n/a
4+
n/a
3+
n/a
5+
Blood Angels Bike
INF
35cm
4+
3+
4+
Blood Angels Devastator
Blood Angels Scout
Blood Angels Tactical
INF
INF
INF
15cm
15cm
15cm
4+
5+
4+
5+
4+
4+
3+
5+
4+
Blood Angels Terminator
INF
15cm
4+
3+
3+
Death Company Assault
INF
30cm
4+
3+
5+
Death Company Tactical
INF
15cm
4+
3+
5+
Attack Bike
Land Speeder
LV
LV
35cm
35cm
4+
4+
5+
6+
5+
5+
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Baal Predator
AV
35cm
4+
6+
4+
Blood Angels Hunter
Blood Angels Predator
AV
AV
35cm
35cm
5+
4+
6+
6+
6+
5+
Blood Angels Razorback
AV
35cm
5+
6+
5+
Blood Angels Rhino
AV
35cm
5+
6+
6+
Storm Bolter
(15cm)
(Small Arms)
Blood Angels Vindicator
AV
30cm
4+
6+
4+
Demolisher
30cm
AP3+/AT4+, Ignore Cover
Blood Angels Whirlwind
AV
35cm
5+
6+
5+
Whirlwind
45cm
1BP, Indirect Fire
Dreadnought
(Furioso Pattern)
Dreadnought
(Vulcan Pattern)
AV
15cm
3+
4+
6+
AV
15cm
3+
4+
4+
Flamers
Power Fists
Power Fist
Multi-Melta
Land Raider
AV
25cm
4+
6+
4+
Land Raider Redeemer
AV
25cm
4+
5+
3+
(15cm)
(base contact)
(base contact)
15cm
AND (15cm)
30cm
45cm
(base contact)
15cm
30cm
Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Twin Assault Cannon
2x Heavy Flamer
Hunter-Killer
2x Lascannon
Twin Lascannon
Twin Heavy Bolter OR
Twin Lascannon
Twin Heavy Bolter
2x Twin Lascannon
Frag Launchers
2x Flamestorm Cannon
Twin Assault Cannon
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+
(Small Arms)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
Small Arms
(Assault Weapons), EA (+1)
Small Arms
(Assault Weapons), EA (+1)
AP5+
(Small Arms), MW
MW5+
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP4+/AT4+
AP4+, Ignore Cover
AT4+/AA4+
AT5+
AT4+
AP4+
AT4+
Small Arms
(Assault Weapons), MW, EA(+2)
(Assault Weapons), MW, EA(+1)
MW5+
(Small Arms), MW
AP4+
AT4+
(Assault Weapons)
AP3+, Ignore Cover
AP4+/AT4+
NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Jump Packs
Mounted, Scout
Scout, Infiltrator
Reinforced Armour, Teleport, Thick Rear Armour
Fearless, Frenzied, Invulnerable Save, Jump Packs
Fearless, Frenzied, Invulnerable Save
Skimmer, Scout
Skimmer, Scout
Skimmer, Scout
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
Frenzied, Walker.
Walker.
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
1.6 NetEA DEVELOPMENTAL
BLOOD ANGELS SPACE MARINE ARMY REFERENCE 2
WEAPONS
Twin Heavy Bolter
Twin Assault Cannon
Bloodstrike Missile
Deathwind
STRATEGY 5
RANGE
30cm
30cm
60cm
15cm
NAME
Stormraven Gunship
TYPE
AV
SPEED
35cm
ARMOUR
5+
CC
6+
FF
4+
FIREPOWER
AP4+
AP4+/AT4+
4x AT3+, Single Shot
AP5+/AT5+
Blood Angels
Drop Pod
Special
Immobile
5+
n/a
n/a
Blood Angels
Landing Craft
AC/WE
Bomber
4+
5+
3+
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon
(15cm)
15cm
45cm
(Small Arms)
AP4+/AA5+
AT4+
Blood Angels
Thunderhawk
Gunship
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
15cm
15cm
30cm
75cm
AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
Blood Angels
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
15cm
30cm
30cm
15cm
15cm
45cm
n/a
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
14BP, MW
Blood Angels
Strike Cruiser
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
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 Craft’s 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 Thunderhawk’s control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.
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
1.7 NetEA DEVELOPMENTAL
RAVEN GUARD SPACE MARINE ARMY LIST
v1.2.2 Sub-Army Champion: “NealHunt”
Raven Guard Space Marine armies have a Strategy rating of 5. All Raven Guard and Titan Legion Battlegroups have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.
RAVEN GUARD DETACHMENTS
FORMATION
Assault
Bike
Landing Craft
Land Speeder
Predator
Raven Guard Assault
Scout
0-1 Strike Cruiser
Tactical
Terminator
Thunderhawk
Whirlwind
(A Raven Guard Space Marine army may contain any number of Space Marine Detachments)
CORE UNITS
UPGRADES
4 Assault units
Commander, Land Speeders
5 Bike units
Commander, Attack Bike
1 Raven Guard Landing Craft
None
5 Land Speeders
Commander, Tornado/Typhoon/Tempest, Planetfall
4 Predators (Annihilator and/or
Commander, Hunter
Destructor in any combination)
6 Raven Guard Assault units plus transport
Commander, Dreadnought, Hunter, Land Speeders,
Razorback, Caestus
4 Scout units plus transport
Commander, Land Speeders, Land Speeder Storm, Scout, Sniper
1 Raven Guard Strike Cruiser
Battle Barge
6 Tactical units plus transport
Commander, Dreadnought, Hunter, Razorback, Caestus
4 Raven Guard Terminator units
Commander, Dreadnought , Caestus
1 Raven Guard Thunderhawk Gunship
None
4 Whirlwinds
Commander, Hunter
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
RAVEN GUARD UPGRADES
UPGRADE
Attack Bike
Battle Barge
Caestus
Commander
Dreadnought
Hunter
Land Speeders
Land Speeder Storm
Planetfall
Razorback
Scout
Sniper
Tornado/Typhoon/Tempest
(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
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS
IMPERIAL NAVY AIRCRAFT
FORMATION
UNITS
COST
FORMATION
UNITS
COST
Warhound Titan
1 Warhound Titan
275 points
Thunderbolt Squadron
2 Thunderbolt Fighter-Bombers
175 points
Warhound Titan Pack
2 Warhound Titans
500 points
Marauder Squadron
2 Marauder Bombers
250 points
SPECIAL RULE - Death From Above
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
SPECIAL RULE - Garrisons
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
1.7 NetEA DEVELOPMENTAL
RAVEN GUARD SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian
STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(15cm)
(15cm)
45cm
(base contact)
(15cm)
30cm
30cm
(15cm)
15cm
30cm
45cm
AND 30cm
30cm
30cm
45cm
30cm
30cm
15cm
AND (15cm)
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)
(Assault Weapons)
(Small Arms)
AP5+
(Small Arms)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
AP5+
(Small Arms), MW
MW5+
AP5+/AT5+
AP4+/AT5+
AA6+
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
1BP, Single Shot
MW4+
Small Arms, MW
NOTES
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Hunter-Killer
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon
45cm
45cm
(base contact)
30cm
60cm
45cm
45cm
30cm
45cm
30cm
45cm
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AT4+/AA4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+
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.
Storm Bolter
Whirlwind
(15cm)
45cm
TYPE
CH
CH
CH
SPEED
n/a
n/a
n/a
ARMOUR
n/a
n/a
n/a
CC
n/a
n/a
n/a
FF
n/a
n/a
n/a
WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Chainswords
Bolters
Chainswords
Bolt pistols
Heavy Bolter
Shotguns
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Multi-melta
Supreme Commander
Assault
CH
INF
n/a
30cm
n/a
4+
n/a
3+
n/a
5+
Bike
INF
35cm
4+
3+
4+
Raven Guard Assault
INF
15cm
4+
3+
5+
Scout
INF
15cm
5+
4+
5+
Tactical
INF
15cm
4+
4+
4+
Raven Guard Terminator
INF
15cm
4+
3+
3+
Attack Bike
Land Speeder
LV
LV
35cm
35cm
4+
4+
5+
6+
5+
5+
Land Speeder Tempest
LV
35cm
4+
6+
5+
Assault Cannon
Tempest Missile
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Raven Guard
Caestus Assault Ram
AV
35cm
5+
6+
5+
Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Firefury Missile Launcher
Magna Melta
Dreadnought
AV
15cm
3+
4+
4+
Hunter
Predator Annihilator
AV
AV
30cm
30cm
5+
4+
6+
6+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
Raven Guard Razorback
AV
30cm
5+
6+
5+
Raven Guard Rhino
Whirlwind
AV
AV
30cm
30cm
5+
5+
6+
6+
6+
5+
(Small Arms)
1BP, Indirect Fire
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
Skimmer, Scout
Skimmer
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)
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
1.7 NetEA DEVELOPMENTAL
RAVEN GUARD SPACE MARINE ARMY REFERENCE 2
NAME
Raven Guard Drop Pod
STRATEGY 5
RANGE
15cm
TYPE
Special
SPEED
Immobile
ARMOUR
5+
CC
n/a
FF
n/a
WEAPONS
Deathwind
FIREPOWER
AP5+/AT5+
Raven Guard
Landing Craft
AC/WE
Bomber
4+
5+
3+
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon
(15cm)
15cm
45cm
(Small Arms)
AP4+/AA5+
AT4+
Raven Guard
Thunderhawk
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
15cm
15cm
30cm
75cm
AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
Raven Guard
Battle Barge
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
14BP, MW
Raven Guard
Strike Cruiser
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
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
Land Speeder Storm
LV
35cm
4+
6+
5+
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Heavy Bolter
15cm
30cm
30cm
15cm
15cm
45cm
30cm
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
AP5+
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 Craft’s 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 Thunderhawk’s 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
Titan’s 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+.
Skimmer, Transport (one Scout)
RAVEN GUARD
1.8 NetEA DEVELOPMENTAL
SPACE WOLVES SPACE MARINE ARMY LIST
v2.4. Space Marine Army Champion: "Dobbsy”
Space Wolves Space Marine armies have a Strategy rating of 5. All Space Wolves and Titan Battlegroups formations have an initiative rating of 1+.
Blood Claws, Skyclaws, Swiftclaws, Fenrisian Wolves and Imperial Navy formations have an initiative rating of 2+. Wolf Guard Terminators may use Drop Pods.
GREAT COMPANIES
PACK
1+ Great Company
(You may have any number of Great Companies but must take at least one)
CORE UNITS
UPGRADES
6 Grey Hunter units with 1 Hero character plus transport, plus
Land Raiders, Dreadnoughts, Venerable
0-2 of the following options:
Dreadnought, Razorback, Vindicator,
(you may select each option only once per Great Company)
Hunter, Wolf Lord
2 Grey Hunters units and transport: +75 points
2 Blood Claws units and transport: +50 points
2 Long Fangs units and transport: +125 points
1 or 2 Wolf Guard Terminator units: +75 points each
COST
300 points
HUNTING PACKS
PACK
Wolf Guard Terminators
Wolf Scout Pack
Long Fangs Pack
Blood Claws Pack
Skyclaws Assault Pack
Swiftclaws Bike Pack
Fenrisian Wolves
(You may not have more Hunting packs of any one type than you do Great Companies)
CORE UNITS
UPGRADES
4 Wolf Guard Terminator units
Hero, Land Raiders
4 Wolf Scout units
Hero, Sniper
4 Long Fang units plus transport
Hero, Razorbacks, Land Raiders, Hunter
6 Blood Claws units plus transport
Hero, Blood Claws, Land Raiders,
Vindicators
6 Skyclaws Assault units
Hero, Skyclaws
6 Swiftclaws Bike units
Hero, Swiftclaws Attack Bikes
6 Fenrisian Wolves units
Hero
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
(You may have any number of Support packs)
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
SPACE WOLVES UPGRADES
UPGRADE
Hero
0-1 Wolf Lord
Blood Claws
Skyclaws
Swiftclaw Attack Bikes
Sniper
Razorbacks
Land Raiders
0-1 Venerable Dreadnought
Dreadnoughts
Typhoon/Tornado
Vindicators
Hunter
Battle Barge
(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
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
IMPERIAL ALLIES FORMATIONS
FORMATION
Warlord Titan
Reaver Titan
Thunderbolt Squadron
Marauder Squadron
(Up to 1/3 of an army’s points may be spent on Allies formations)
UNITS
1 Warlord Titan
1 Reaver Titan
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers
COST
825 points
650 points
175 points
250 points
SPECIAL RULE - Pack Mentality
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 Commander’s packs follow all the rules exactly as if the enemy had declared
them intermingled as per section 1.12.10 in the main rule book. Note that either the enemy or Space Wolves Commander may declare those packs intermingled.
SPECIAL RULE - Unblooded
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
1.8 NetEA DEVELOPMENTAL
SPACE WOLVES SPACE MARINE ARMY REFERENCE 1
NAME
Battle Leader
Rune Priest
TYPE
CH
CH
SPEED
n/a
n/a
ARMOUR
n/a
n/a
CC
n/a
n/a
FF
n/a
n/a
Wolf Priest
Blood Claws
Fenrisian Wolves
Grey Hunters
Long Fangs
Skyclaws
CH
INF
INF
INF
INF
INF
n/a
15cm
20cm
15cm
15cm
30cm
n/a
4+
5+
4+
4+
4+
n/a
3+
4+
3+
5+
3+
n/a
6+
4+
3+
6+
Swiftclaws Bike
INF
35cm
4+
3+
5+
Wolf Guard Terminator
INF
15cm
4+
3+
3+
Wolf Scout
INF
15cm
5+
4+
5+
Land Speeder
LV
35cm
4+
6+
5+
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Swiftclaw Attack Bikes
Dreadnought
LV
AV
35cm
15cm
4+
3+
5+
4+
5+
4+
Hunter
Predator Annihilator
AV
AV
30cm
30cm
5+
4+
6+
6+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
Space Wolves Rhino
Space Wolves Razorback
AV
AV
30cm
30cm
5+
5+
6+
6+
6+
5+
Space Wolves Land Raider
AV
25cm
4+
6+
4+
Space Wolves
Land Raider Crusader
AV
25cm
4+
5+
5+
Venerable Dreadnought
AV
15cm
4+
3+
4+
Vindicator
Whirlwind
AV
AV
25cm
30cm
4+
5+
6+
6+
4+
5+
WEAPONS
Frost Blade
Runic Weapon
Thunderclap
Crozius Arcanum
Chainswords
Claws and Fangs
Bolters
3x Heavy Weapons
Chainswords
Bolt Pistols
Chainswords
Bolters
Storm Bolters
2x Assault Cannon
Power Weapons
Chainswords
Bolt Pistols
Heavy Bolter
Multi-Melta
Assault Cannon
Heavy Bolter
Typhoon Missile Launcher
Heavy Bolter
Multi-Melta
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Hunter-Killer
Twin Lascannon
2x Lascannon
Twin Autocannon
2x Heavy Bolters
Storm Bolters
Twin Heavy Bolter OR
Twin Lascannon
2x Twin Lascannon
Twin Heavy Bolter
Frag Launchers
Hurricane Bolters
Twin Assault Cannon
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Demolisher Cannon
Whirlwind
STRATEGY 5
RANGE
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(base contact)
(15cm)
45cm
(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
30cm
(base contact)
(base contact)
(15cm)
30cm
15cm
AND (15cm)
30cm
30cm
45cm
30cm
15cm
45cm
45cm
(base contact)
30cm
60cm
45cm
45cm
45cm
30cm
(15cm)
30cm
45cm
45cm
30cm
(base contact)
(15cm)
30cm
45cm
45cm
(base contact)
30cm
30cm
45cm
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Assault Weapons)
(Small Arms)
AP5+/AT5+
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Small Arms)
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
AP5+
MW 5+
(Small Arms) , MW
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
MW 5+ or (Small Arms) , MW
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AT4+/AA4+
AT4+
AT5+
AP5+/AT6+
AP5+
(Small Arms)
AP4+
AT4+
AT4+
AP4+
(Assault Weapons)
(Small Arms), EA(+2)
AP5+/AT5+
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
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
Scout, Infiltrator, Teleport
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.
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
Walker
SPACE WOLVES
1.8 NetEA DEVELOPMENTAL
SPACE WOLVES SPACE MARINE ARMY REFERENCE 2
NAME
Space Wolves Drop Pod
STRATEGY 5
RANGE
15cm
TYPE
Special
SPEED
Immobile
ARMOUR
5+
CC
n/a
FF
n/a
WEAPONS
Deathwind
FIREPOWER
AP5+/AT5+
Reaver Titan
WE
20cm
4+
3+
3+
2x Turbolaser Destructor
Rocket Launcher
60cm
60cm
4x AP5+/AT3+, Fwd
3BP, FxF
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Space Wolves Landing Craft
AC/WE
Bomber
4+
5+
3+
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon
(15cm)
15cm
45cm
(Small Arms)
AP4+/AA5+
AT4+
Space Wolves Thunderhawk
Gunship
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
15cm
15cm
30cm
75cm
AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
Space Wolves 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
15cm
30cm
30cm
15cm
15cm
45cm
n/a
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
14BP, MW
Space Wolves Strike Cruiser
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
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
Titan’s 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 Titan’s 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 Craft’s 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 Thunderhawk’s control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.
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
1.9 NetEA EXPERIMENTAL
APOCRYPHA OF SKAROS SPACE MARINE ARMY LIST
v1.1. Sub-Army Champion: "Simulated Knave"
Apocrypha of Skaros Space Marine armies have a Strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating of 1+.
SPACE MARINE DETACHMENTS
FORMATION
Armoury
Bike
Devastator
Land Raider
Land Speeder
Predator
Tactical
Whirlwind
(An Apocrypha of Skaros Space Marine army may contain any number of Space Marine Detachments)
CORE UNITS
UPGRADES
3 Space Marine Support Weapons (AntiCommander, Dreadnought, Land Raiders, Support Weapons
Personnel) and 3 Space Marine
Support Weapons (Anti-Tank)
5 Bike units or Attack Bikes
Armoured Support, Commander
in any combination
4 Devastator units plus transport
Commander, Dreadnought, Hunter, Land Raider Terminus,
Razorback, Support Weapons
4 Land Raiders
Armoured Support, Commander, First Company, Hunter,
Land Raider Terminus
5 Land Speeders
Commander, Land Speeder
4 Predator Destructors or Predator
Armoured Support, Commander, Land Raiders,
Annihilators
Land Raider Terminus, Hunter
6 Tactical units plus transport
Armoured Support, Commander, Demi-Company,
Dreadnought, Hunter, Razorback
4 Whirlwinds
Commander, Hunter
COST
175 points
200 points
250 points
325 points
200 points
250 points
275 points
300 points
SPACE MARINE UPGRADES
(Each allowed upgrade may be taken once per Detachment.)
UPGRADE
UNITS
COST
Armoured Support
Commander
+50 points each
+50 points
OR
+100 points
+50 points extra
+100 points
+50 points
+50 points each
+75 points each
+75 points
Land Raider
Land Raider Terminus
Razorback
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
Support Weapons
Add 2 Support Weapons to the formation in any combination
Demi-Company
Dreadnought
First Company
Hunter
Land Speeder
Free
+25 points each
+75 points each
+100 points
+25 points for 1
+50 points for 2
+100 points for 3
+50 points
IMPERIAL SUPPORT FORMATIONS
(Up to 1/4 of an army’s points may be spent on Allies formations)
AIRCRAFT
FORMATION
1 Thunderhawk Gunship
1 Thunderhawk Interdictor
1 Thunderhawk Bomber
COST
225 points
250 points
250 points
TITAN LEGION BATTLEGROUPS
FORMATION
1 Warlord Titan
1 Reaver Titan
2 Warhound Titans
COST
825 points
650 points
500 points
27
1.9 NetEA EXPERIMENTAL
APOCRYPHA OF SKAROS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian
STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
TYPE
CH
CH
CH
SPEED
n/a
n/a
n/a
ARMOUR
n/a
n/a
n/a
CC
n/a
n/a
n/a
FF
n/a
n/a
n/a
Supreme Commander
CH
n/a
n/a
n/a
n/a
WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
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)
Support Weapon
(Anti-Personnel)
Support Weapon
(Anti-tank)
Assault
INF
10cm
6+
6+
5+
Twin Heavy Bolter
30cm
AP4+
INF
10cm
6+
6+
6+
Twin Lascannon
45cm
AT4+
INF
30cm
4+
3+
5+
Bike
INF
35cm
4+
3+
4+
Devastator
Tactical
INF
INF
15cm
15cm
4+
4+
5+
4+
3+
4+
Terminator
INF
15cm
4+
3+
3+
Attack Bike
Land Speeder
LV
LV
35cm
35cm
4+
4+
5+
6+
5+
5+
Chainswords
Bolt pistols
Chainswords
Bolters
2x Missile Launcher
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Multi-melta
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Damocles Command
Rhino
AV
30cm
5+
6+
6+
Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Storm Bolter
(base contact)
(15cm)
(base contact)
(15cm)
45cm
(15cm)
45cm
(base contact)
(15cm)
30cm
30cm
(15cm)
15cm
30cm
30cm
45cm
30cm
(15cm)
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
AP5+
(Small Arms), MW
MW5+
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
(Small Arms)
Dreadnought
AV
15cm
3+
4+
4+
Hunter
Land Raider
AV
AV
30cm
25cm
5+
4+
6+
6+
6+
4+
Land Raider Terminus
AV
25cm
Predator Annihilator
AV
30cm
4+
6+
5+
Predator Destructor
AV
30cm
4+
6+
4+
Razorback
AV
30cm
5+
6+
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
45cm
45cm
(base contact)
30cm
60cm
30cm
45cm
45cm
45cm
45cm
45cm
30cm
45cm
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+
Rhino
Vindicator
Whirlwind
AV
AV
AV
30cm
25cm
30cm
5+
4+
5+
6+
6+
6+
6+
4+
5+
Storm Bolter
Demolisher
Whirlwind
(15cm)
30cm
45cm
(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Jump Packs
Mounted
Reinforced Armour, Teleport, Thick Rear Armour
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.
Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit
OR 2 of the following units: Tactical, Devastator)
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
1.9 NetEA EXPERIMENTAL
APOCRYPHA OF SKAROS SPACE MARINE ARMY REFERENCE 2
NAME
Drop Pod
STRATEGY 5
RANGE
15cm
TYPE
Special
SPEED
Immobile
ARMOUR
5+
CC
n/a
FF
n/a
WEAPONS
Deathwind
FIREPOWER
AP5+/AT5+
Reaver Titan
WE
20cm
4+
3+
3+
2x Turbolaser Destructor
Rocket Launcher
60cm
60cm
4x AP5+/AT3+, Fwd
3BP, FxF
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45c m
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Apocrypha of Skaros
Thunderhawk
Gunship
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
15cm
15cm
30cm
75cm
AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
Thunderhawk Interdictor
AC/WE
Bomber
4+
-
-
Thunderhawk Bomber
AC/WE
Bomber
4+
-
-
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
45cm
30cm
15cm
15cm
30cm
75cm
30cm
15cm
15cm
15cm
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
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
Titan’s 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
Titan’s 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 Titan’s 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 Thunderhawk’s 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 Thunderhawk’s control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.
DC2, Reinforced Armour
Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.
APOCRYPHA OF SKAROS
1.10 NetEA EXPERIMENTAL
DARK ANGELS SPACE MARINE ARMY LIST
v2.1. Sub-Army Champions: “BlackLegion” & “Angel_of_Caliban”
Dark Angels Space Marine armies have a Strategy rating of 5. All Dark Angels formations have an initiative rating of 1+.
DARK ANGELS DETACHMENTS
FORMATION
Assault
Deathwing
Devastator
Ironwing
Landing Craft
Land Raider
Ravenwing Attack
Ravenwing Support
Sniper Scout
0-1 Strike Cruiser
Dark Angels Tactical
Thunderhawk
Whirlwind
(A Dark Angels Space Marine army may contain any number of Dark Angels Detachments)
CORE UNITS
UPGRADES
4 Assault units
Master
4 Terminator units
Master, Deathwing Tactics, Deathwing
Support, Dreadnought, Land Raider
4 Devastator units plus transport
Master, Dreadnought, Hunter, Ironwing
Support, Land Raider, Plasma, Razorback
4 Predators or Vindicators
Master, Hunter, Ironwing Support
1 Landing Craft
None
4 Dark Angels Land Raiders
Master, Hunter, Ironwing Support
4 Ravenwing Bike units, 2 Ravenwing Attack Bikes
Master
and 2 Land Speeder Tornados
5 Ravenwing Land Speeders
Master, Ravenwing Tactics
4 Sniper Scout units plus transport
Master, Razorback
1 Dark Angels Strike Cruiser
Battle Barge
6 Dark Angels Tactical units plus transport
Master, Deathwing Support, Dreadnought, Hunter,
Ironwing Support, Land Raider, Razorback
1 Dark Angels Thunderhawk Gunship
None
4 Whirlwinds
Master, Hunter
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
DARK ANGELS UPGRADES
(Each allowed upgrade may be taken once per Detachment.)
UPGRADE
UNITS
COST
Battle Barge
Deathwing Tactics
Deathwing Support
Dreadnought
Hunter
Ironwing Support
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
Land Raider
Add up to 4 Land Raiders or Land Raider Crusaders
+150 points
Free
+175 points
+50 points each
+75 points
+125 points
+50 points each
+75 points each
Master
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
Plasma
Razorback
Ravenwing Tactics
+50 points
+100 points
Free
+25 points each
+25 points
SPECIAL RULE - Intractable
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.
SPECIAL RULE - Teleport Homers
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
1.10 NetEA EXPERIMENTAL
DARK ANGELS SPACE MARINE ARMY REFERENCE 1
TYPE
CH
CH
SPEED
n/a
n/a
ARMOUR
n/a
n/a
CC
n/a
n/a
FF
n/a
n/a
Grand Master
Interrogator Chaplain
Assault
CH
CH
INF
n/a
n/a
30cm
n/a
n/a
4+
n/a
n/a
3+
n/a
n/a
5+
Assault Terminator
Dark Angels Tactical
INF
INF
15cm
15cm
4+
4+
2+
4+
4+
Dark Angels Devastator
Devastator
Ravenwing Bike
INF
INF
INF
15cm
15cm
35cm
4+
4+
4+
5+
5+
3+
3+
3+
4+
Sniper Scout
Terminator
INF
INF
15cm
15cm
5+
4+
4+
3+
5+
3+
Ravenwing Attack Bike
Ravenwing Land Speeder
Land Speeder Tornado
LV
LV
LV
35cm
35cm
35cm
4+
4+
4+
5+
6+
6+
5+
5+
5+
Dreadnought
AV
15cm
3+
4+
4+
Special
Immobile
5+
n/a
n/a
Hunter
Dark Angels Land Raider
AV
AV
30cm
25cm
5+
4+
6+
6+
6+
4+
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
60cm
30cm
45cm
AT4+/AA4+
AP4+
AT4+
Predator Annihilator
AV
30cm
4+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
Dark Angels Razorback
AV
30cm
5+
6+
5+
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon
45cm
45cm
30cm
45cm
30cm
45cm
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+
Dark Angels Rhino
AV
30cm
5+
6+
6+
Storm Bolter
(15cm)
(Small Arms)
Vindicator
Whirlwind
AV
AV
25cm
30cm
4+
5+
6+
6+
4+
5+
Demolisher
Whirlwind
30cm
45cm
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
Dark Angels Drop Pod
WEAPONS
Power Weapon
Power Weapon
Smite
Power Weapon
Power Weapon
Chainswords
Bolt pistols
Thunder Hammer & Storm Shield
Bolters
Plasma Cannon
2x Plasma Cannon
2x Missile Launcher
Chainswords
Bolters
Sniper Rifle
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Heavy Bolter
Assault Cannon
Heavy Bolter
Missile Launcher
Twin Lascannon OR
Power Fist
Plasma Cannon
Deathwind
STRATEGY 5
RANGE
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
30cm
30cm
45cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
30cm
30cm
30cm
30cm
30cm
45cm
45cm
(base contact)
30cm
15cm
NAME
Company Master
Deathwing Librarian
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP4+/AT4+ Slow Fire
AP4+/AT4+ Slow Fire
AP5+/AT6+
(Assault Weapons)
(Small Arms)
AP5+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
AP5+
AP5+
AP5+/AT5+
AP5+
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP4+/AT4+ Slow Fire
AP5+/AT5+
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
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)
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
1.10 NetEA EXPERIMENTAL
DARK ANGELS SPACE MARINE ARMY REFERENCE 2
STRATEGY 5
RANGE
(15cm)
15cm
45cm
NAME
Dark Angels Landing Craft
TYPE
AC/WE
SPEED
Bomber
ARMOUR
4+
CC
5+
FF
3+
WEAPONS
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon
FIREPOWER
(Small Arms)
AP4+/AA5+
AT4+
Dark Angels Thunderhawk
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
15cm
15cm
30cm
75cm
Dark Angels Battle Barge
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
14BP, MW
Dark Angels Strike Cruiser
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
5BP, MW
Land Raider Crusader
AV
25cm
4+
5+
5+
Frag Launchers
Hurricane Bolters
Twin Assault Cannon
(base contact)
(15cm)
30cm
AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
(Assault Weapons)
(Small Arms), EA(+2)
AP4+/AT4+
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 Craft’s 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 Thunderhawk’s 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)
DARK ANGELS
1.11 NetEA EXPERIMENTAL
GREY KNIGHTS SPACE MARINE ARMY LIST
v1.3.1. Sub-Army Champion: "Fattdex”
Grey Knights Space Marine armies have a Strategy rating of 5. All Grey Knights and Titan Legion Battlegroups have an initiative rating of 1+.
Inquisitorial Warbands and Imperial Navy Aircraft formations have an initiative rating of 2+.
GREY KNIGHTS DETACHMENTS
FORMATION
Strike Squad
Terminators
0-3 Inquisitorial Warband
(A Grey Knights army may contain any number of Grey Knights Detachments)
CORE UNITS
UPGRADES
6 to 8 Grey Knights Strike Squad units
Commander, Eternal Warriors, Grand Master,
Hunter, Razorback, Rhino, Storm Raven, Land Raiders
4 Grey Knights Terminators units
Commander, Eternal Warriors, Grand Master,
Hunter, Land Raiders
8 Warrior Acolyte units and 1
Imperial Agents, Chimeras, Landing Party
Inquisitor character
COST
325 first 6 units
+50 per extra unit
375 points
175 points
GREY KNIGHTS SUPPORT DETACHMENTS
FORMATION
Interceptor Squad
Purgation Squad
Land Raiders
Thunderhawk Gunship
Thunderhawk Transporters
0-1 Strike Cruiser
Storm Raven Flight
(Up to two Support formations may be taken for each Grey Knights detachment)
CORE UNITS
UPGRADES
4 Grey Knights Interceptor units
Commander, Eternal Warriors, Grand Master,
Storm Raven
4 Grey Knight Purgation units
Commander, Eternal Warriors, Grand Master,
Hunter, Razorback, Rhino, Storm Raven, Land Raiders
4 Land Raiders in any combination of the following:
Hunter
Grey Knights Land Raiders
Grey Knights Land Raider Redeemers
1 Grey Knights Thunderhawk Gunship
None
2 to 4 Grey Knights Thunderhawk
Transporters
1 Grey Knights Strike Cruiser
4 Grey Knights Storm Ravens
None
COST
225 points
275 points
325 points
225 points
200 points for 2
+100 per extra unit
200 points
300 points
None
None
GREY KNIGHTS UPGRADES
UPGRADE
Commander
Eternal Warriors
0-1 Grand Master
Hunter
Imperial Agents
Land Raiders
Razorback
Rhino
Storm Raven
Chimeras
Landing Party
(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
COST
+50 points
+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
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS
FORMATION
Warlord Titan
Psi Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack
UNITS
1 Warlord Titan
1 Psi Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans
COST
825 points
825 points
650 points
275 points
500 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Thunderbolt Squadron
Destroyer Squadron
UNITS
2 Thunderbolt Fighter-Bombers
1 Marauder Destroyer
COST
175 points
175 points
SPECIAL RULE - May Not Garrison
Only Inquisitorial Warbands are allowed to garrison objectives in the Grand Tournament game scenario.
33
1.11 NetEA EXPERIMENTAL
GREY KNIGHTS SPACE MARINE ARMY REFERENCE 1
NAME
Brother Captain
Brotherhood Champion
Grey Knights Librarian
Grey Knights Grand Master
Inquisitor
Death Cult Assassins
Grey Knights Interceptors
STRATEGY 5
RANGE
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(base contact)
(base contact)
15cm
AND (15cm)
(15cm)
30cm
(15cm)
30cm
(base contact)
30cm
30cm
30cm
30cm
AND (15cm)
(15cm)
15cm
-
TYPE
CH
CH
CH
CH
CH
INF
INF
SPEED
n/a
n/a
n/a
n/a
n/a
15cm
25cm
ARMOUR
n/a
n/a
n/a
n/a
n/a
4+
4+
CC
n/a
n/a
n/a
n/a
n/a
3+
4+
FF
n/a
n/a
n/a
n/a
n/a
3+
WEAPONS
Nemesis Falchions
Anointed Blade
Smite
Nemesis Daemon Hammer
Power Weapon
Power Weapons
Nemesis Force Halberds
Incinerator
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1), First Strike
(Small Arms), MW, EA(+1)
(Assault Weapons), TK(1), EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
AP4+, Ignore Cover
(Small Arms), Ignore Cover
(Small Arms)
AP5+/AT5+
(Small Arms)
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AP5+
1BP
MW5+, Sniper
(Small Arms), MW, EA(+1), Sniper
(Small Arms)
AP5+-AT5+
-
Grey Knights Strikes
INF
15cm
4+
4+
3+
Grey Knights Purgations
INF
15cm
4+
4+
2+
Grey Knights Terminators
INF
15cm
4+
3+
3+
Imperial Servitors
Psyker Battle Squad
Vindicare Assassin
INF
INF
INF
15cm
15cm
15cm
5+
5+
4+
5+
6+
4+
5+
4+
4+
Storm Bolters
Psycannon
Storm Bolters
2x Psycannon
Nemesis Force Weapons
2x Psycannon
2x Heavy Bolters
Psychic Barrage
Exitus Weapons
Warrior Acolytes
INF
15cm
5+
5+
4+
Arvus Lighter
AV
35cm
5+
-
-
Hot Shot Lasguns
Plasma Guns
-
Aquila Lander
AV
35cm
4+
-
6+
Chin Multilaser
30cm
Grey Knights Dreadnought
AV
15cm
3+
4+
4+
Hunter
Grey Knights Land Raider
AV
AV
30cm
25cm
5+
4+
6+
6+
6+
4+
Grey Knights
Land Raider Redeemer
AV
25cm
4+
5+
4+
Nemesis Dreadknight
AV
30cm
4+
4+
3+
2x Twin Autocannon OR
Nemesis Doomfist AND
Heavy Psycannon
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
2x Flamestorm Cannons
Twin Psycannon
Frag Launchers
Nemesis Daemon Hammer
Heavy Psycannon
Heavy Incinerator
Grey Knights Razorback
AV
30cm
5+
6+
5+
Twin Psycannon OR
Twin Lascannon
45cm
(base contact)
30cm
60cm
30cm
45cm
15cm
30cm
(base contact)
(base contact)
30cm
15cm
AND (15cm)
30cm
45cm
AP4+/AT5+
(Assault Weapons), MW
AP4+/AT4+
AT4+/AA4+
AP4+
AT4+
AP3+, Ignores Cover
AP4+/AT4+
(Assault Weapons)
(Assault Weapons), MW, EA(+1)
AP4+/AT4+
AP4+, Ignore Cover
(Small Arms), Ignore Cover
AP4+/AT4+
AT4+
Grey Knights Rhino
Grey Knights Storm Raven
AV
AV
30cm
35cm
5+
5+
6+
6+
6+
5+
Storm Bolter
Twin Psycannon
Mindstrike Missiles
Twin Multi Meta
Inquisitorial Chimeras
AV
30cm
5+
6+
5+
Heavy Bolter
Multilaser
(15cm)
30cm
60cm
15cm
AND(15cm)
30cm
30cm
(Small Arms)
AP4+/AT4+
4x AP4+, One-Shot
MW4+
(Small Arms), MW
AP5+
AP5+/AT6+
AP5+/AT6+/AA5+, FxF
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
Teleport
Teleport, Reinforced Armour, Thick Rear Armour
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.
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
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)
GREY KNIGHTS
1.11 NetEA EXPERIMENTAL
GREY KNIGHTS SPACE MARINE ARMY REFERENCE 2
NAME
Divisio Telepathica Psi-Titan
STRATEGY 5
RANGE
(base contact)
60cm
60cm
30cm
AND (15cm)
TYPE
WE
SPEED
15cm
ARMOUR
4+
CC
2+
FF
3+
WEAPONS
Titan Nemesis Doomfist
Warp Cannon
Sensorium Dome
Battle Head
FIREPOWER
(Assault Weapons), TK(D3), EA(+1)
MW2+, TK, Ignore Shields/Power Fields, FxF
4BP, Disrupt, FxF
4x AP5+/AT5+, FxF
(Small Arms), EA(+2)
Reaver Titan
WE
20cm
4+
3+
3+
2x Turbolaser Destructor
Rocket Launcher
60cm
60cm
4x AP5+/AT3+, Fwd
3BP, FxF
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Grey Knights
Thunderhawk
Gunship
AC/WE
Bomber
4+
6+
4+
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Turbo Laser Destructor
15cm
15cm
30cm
45cm
AP4+/AA5+, Right Arc
AP4+/AA5+, Left Arc
AP4+/AA5+, FxF
2x AP3+/AT3+, FxF
Grey Knights
Thunderhawk
Transporter
AC/WE
Bomber
4+
6+
5+
2x Twin Heavy Bolter
15cm
AP4+/AA4+
Marauder Destroyer
AC/WE
Bomber
5+
-
-
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Grey Knights Strike Cruiser
SC
-
-
-
-
3x Twin Autocannons
Twin Heavy Bolters
Twin assault Cannons
2x Underwing Rockets
Stormbolters
Multilaser
Underwing Rockets
Orbital Bombardment
30cm
15cm
15cm
30cm
15cm
30cm
30cm
-
AP4+/AT5+, FxF
AA5+
AA4+, Rear Arc
AT4+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
5BP, MW
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 Titan’s 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
Titan’s 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
Titan’s 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 Titan’s 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 Thunderhawk’s 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 Thunderhawk’s 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+.
IMPERIAL FISTS DETACHMENTS
FORMATION
Assault
Devastator
Land Raider
Land Speeder
Predator
Scout Snipers
Tactical
Terminator
Thunderfire Battery
Vindicator
Whirlwind Battery
(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
COST
150 points
225 points
325 points
200 points
250 points
200 points
250 points
350 points
250 points
225 points
300 points
IMPERIAL FISTS UPGRADES
UPGRADE
Achilles
Commander
Dreadnought
Hunter
Razorback
Thunderfire
Tornado/Typhoon
Transport
Vindicator
Whirlwind
(Each allowed upgrade may be taken once per Detachment.)
UNITS
Replace up to 4 Land Raiders with Land Raiders Achilles
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
COST
+25 points each OR
+75 points for 4
+50 points
OR
+100 points
+50 points each
+75 points each
+25 points each
+50 points each
Free
+25 points each
+25 points
+175 points
+50 points each
+125 points
TASKFORCE SUPPORT
(Up to 1/3 of the army’s points may be spent on Static Defences , Navy and War Engine formations)
STATIC DEFENCES
FORMATION
Fortified Positions
Hyperios Platforms
Tarantula Sentry Guns
CORE UNITS
50cm x 2.5cm of Minefield and 1 Firebase
3 Hyperios Platforms
6 Tarantulas
TITAN LEGION BATTLEGROUPS
FORMATION
Warlord Titan
Reaver Titan
UNITS
1 Warlord Titan
1 Reaver Titan
COST
825 points
650 points
COST
50 points
125 points
125 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Fighter Bombers
Bomber
UNITS
2 Thunderbolt Fighter-Bombers
1 Marauder Heavy Bomber
COST
175 points
150 points
SPECIAL RULE – Masters of Siege*
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.
*Interim name
36
1.12 NetEA EXPERIMENTAL
IMPERIAL FISTS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian
TYPE
CH
CH
CH
SPEED
n/a
n/a
n/a
ARMOUR
n/a
n/a
n/a
CC
n/a
n/a
n/a
FF
n/a
n/a
n/a
Supreme Commander
Assault
CH
INF
n/a
30cm
n/a
4+
n/a
3+
n/a
5+
Assault Terminator
Devastator
Scout Sniper
INF
INF
INF
15cm
15cm
15cm
4+
4+
5+
2+
5+
4+
3+
5+
Tactical
INF
15cm
4+
4+
4+
Thunderfire Cannon
Hyperios Platform
Land Speeder
INF
LV
LV
10cm
Immobile
35cm
5+
6+
4+
6+
6+
6+
5+
6+
5+
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Tarantula
LV
Immobile
6+
6+
6+/5+
Dreadnought
(Hellfire)
Dreadnought
(Siege)
AV
15cm
3+
4+
4+
AV
15cm
3+
4+
3+
Hunter
Land Raider
AV
AV
30cm
25cm
5+
4+
6+
6+
6+
4+
Land Raider Achilles
AV
25cm
4+
6+
4+
Land Raider Crusader
AV
25cm
4+
5+
5+
Predator Annihilator
AV
30cm
4+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
Imperial Fists
Razorback
AV
30cm
5+
6+
5+
Imperial Fists Rhino
Vindicator
Whirlwind
AV
AV
AV
30cm
25cm
30cm
5+
4+
5+
6+
6+
6+
6+
4+
5+
STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
45cm
30cm
(15cm)
(15cm)
45cm
60cm
30cm
15cm
AND (15cm)
Assault Cannon
30cm
Heavy Bolter
30cm
Twin Typhoon Missile Launcher
45cm
Heavy Bolter
30cm
Twin Heavy Bolter OR
30cm
Twin Lascannon
45cm
WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Thunder Hammer & Storm Shield
2x Missile Launcher
Sniper Rifles
Shotguns
Bolters
Missile Launcher
Thunderfire Cannon
Hyperios Launcher
Multi-melta
Missile Launcher
Twin Lascannon
Flamestorm Cannon
Heavy Flamer
Frag Launchers
Hurricane Bolters
Twin Assault Cannon
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon
45cm
45cm
15cm
15cm
(15cm)
(base contact)
60cm
30cm
45cm
60cm
15cm
AND (15cm)
(base contact)
(15cm)
30cm
45cm
45cm
30cm
45cm
30cm
45cm
Storm Bolter
Demolisher
Whirlwind
(15cm)
30cm
45cm
Siege Drill
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
Thunderfire Cannon
2x Twin Multi Meltas
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), MW, EA(+1)
AP5+/AT6+
AP5+
(Small Arms)
(Small Arms)
AP5+/AT6+
2xAP4+/AT6+, Disrupt OR Ignore Cover
AA4+
MW 5+
(Small Arms) , MW
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP4+ (gives FF5+)
AT4+
NOTES
AP5+/AT6+
AT4+
AP3+, Ignore Cover
AP4+, Ignore Cover
(Small Arms), Ignore Cover
(Assault Weapons), MW, EA(+1)
AT4+/AA4+
AP4+
AT4+
2xAP4+/AT6+, Disrupt OR Ignore Cover
MW4+
(Small Arms), MW
(Assault Weapons)
(Small Arms), EA(+2)
AP4+/AT4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+
Walker
(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
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
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)
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
1.12 NetEA EXPERIMENTAL
IMPERIAL FISTS SPACE MARINE ARMY REFERENCE 2
STRATEGY 5
RANGE
60cm
60cm
NAME
Reaver Titan
TYPE
WE
SPEED
20cm
ARMOUR
4+
CC
3+
FF
3+
WEAPONS
2x Turbolaser Destructor
Rocket Launcher
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Marauder Heavy
Bomber
AC/WE
Bomber
4+
n/a
n/a
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Stormbolters
Multilaser
Underwing Rockets
15cm
15cm
45cm
15cm
30cm
30cm
AA5+
3BP, FxF
AT4+/AA4+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
FORTIFICATION
Minefield
Fire Base
FIREPOWER
4x AP5+/AT3+, Fwd
3BP, FxF
NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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 Titan’s 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
IMPERIAL FISTS FORTIFICATIONS TABLE
INFANTRY
Dangerous
3+
VEHICLE
Dangerous
Dangerous
WAR ENGINE
Dangerous
Impassable
CAPACITY
n/a
Up to 8 units. Armoured Vehicles count as 2 units
IMPERIAL FISTS
CODEX ASTARTES SIEGE ASSAULT VANGUARD SPACE MARINE ARMY LIST
v0.2.2. Sub-Army Champion: "BlackLegion"
Siege Assault Vanguard Space Marine armies have a Strategy rating of 5. All Space Marine and Titan Legion Battlegroups have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.
SIEGE ASSAULT VANGUARD DETACHMENTS
FORMATION
Assault
Devastator
Predator Tank Squadron
Siege Assault
Siege Dreadnought Talon
Tactical
Terminator
Thunderfire Defence Battery
Thunderhawk
Vindicator Tank Squadron
Whirlwind Support Squadron
(A Siege Assault Vanguard Space Marine army may contain any number of Detachments)
CORE UNITS
UPGRADES
4 Assault units
Commander, Close Support
4 Devastator units plus transport
Caestus, Close Support, Commander, Dreadnought,
Heavy Support, Razorback, Siege Devastator
6 Predators (Annihilator and/or
Commander, Close Support
Destructor in any combination)
6 Siege Assault units plus
Caestus, Close Support, Commander, Heavy Support,
2 Land Raider Crusaders
Land Raider
6 Dreadnoughts in any combination
Commander
of the following: Siege and/or Ironclad
6 Tactical units plus transport
Caestus, Close Support, Commander, Dreadnought,
Heavy Support, Razorback, Siege Mantlets, Siege Tactical
4 Siege Terminator units
Caestus, Close Support, Commander, Dreadnought,
Heavy Support, Heavy Transport
4 Thunderfire Cannons
None
1 Thunderhawk Bomber
None
6 Vindicators
Commander, Close Support
6 Whirlwinds
Commander, Close Support
COST
150 points
250 points
325 points
400 points
250 points
275 points
325 points
250 points
250 points
300 points
400 points
SIEGE ASSAULT VANGUARD UPGRADES
(Each allowed upgrade may be taken once per Detachment.)
UNITS
Add the minimum number of Siege Assault Vanguard Caestus Assault Rams required to
transport the entire formation
Add up to 3 of the following:
Siege Assault Vanguard Land Raider Achilles
Siege Assault Vanguard Land Raider Helios
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
The Supreme Commander's formation may add 1 Siege Assault Vanguard Land Raider Prometheus
Add up to 3 Dreadnoughts (Hellfire or Vulcan in any combination)
Add 1 of the following:
3 Hunters
3 Predators (Annihilators and/or Destructors in any combination)
3 Vindicators
3 Whirlwinds
Add the following:
4 Siege Assault Vanguard Land Raiders and/or Land Raider Redeemers (in any combination) OR
2 Land Raider Crusaders
Replace 2 Siege Assault Vanguard Land Raider Crusaders with
3 Siege Assault Vanguard Land Raiders and/or Siege Assault Vanguard Land Raider Redeemers
Add any number of Razorbacks, up to the number required to transport the formation
Replace up to 2 Devastator units with Siege Devastator units
Remove all transport vehicles. All Tactical units gain 5+ Reinforced Armour
versus shooting attacks
Replace up to 2 Tactical units with Siege Tactical units
UPGRADE
Caestus
Close Support
Commander
Dreadnought
Heavy Support
Heavy Transport
Land Raider
Razorback
Siege Devastator
Siege Mantlets
Siege Tactical
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
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS
FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack
UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans
COST
825 points
650 points
275 points
500 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Fighter Bombers
Bombers
UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers
COST
175 points
250 points
39
1.13 NetEA Experimental
SIEGE ASSAULT VANGUARD SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian
TYPE
CH
CH
CH
SPEED
n/a
n/a
n/a
ARMOUR
n/a
n/a
n/a
CC
n/a
n/a
n/a
FF
n/a
n/a
n/a
WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Supreme Commander
CH
n/a
n/a
n/a
n/a
Assault
INF
30cm
4+
3+
5+
Bike
INF
35cm
4+
3+
4+
Devastator
Scout
INF
INF
15cm
15cm
4+
5+
5+
4+
3+
5+
Siege Assault
INF
15cm
4+
3+
5+
Siege Devastator
INF
15cm
4+
5+
4+
Chainswords
Bolt pistols
Chainswords
Bolters
2x Missile Launcher
Heavy Bolter
Shotguns
Chainswords
Bolt pistols
2x Multi-melta
Siege Tactical
INF
15cm
4+
4+
5+
Multi-melta
Siege Terminator
INF
15cm
4+
3+
3+
Thunder Hammers
2x Heavy Flamers
Tactical
INF
15cm
4+
4+
4+
Thunderfire Cannon
Dreadnought
INF
AV
10cm
15cm
5+
3+
6+
4+
5+
4+
Bolters
Missile Launcher
Thunderfire Cannon
Missile Launcher
Twin Lascannon OR
Power Fist
2x Multi-melta
Dreadnought (Ironclad)
AV
15cm
4+
3+
4+
Dreadnought (Siege)
AV
15cm
3+
4+
3+
Hunter
Siege Assault Vanguard
Caestus Assault Ram
AV
AV
30cm
35cm
5+
5+
6+
6+
6+
5+
Siege Assault Vanguard
Land Raider
Siege Assault Vanguard
Land Raider Achilles
AV
25cm
4+
6+
4+
AV
25 cm
4+
6+
4+
Siege Assault Vanguard
Land Raider Helios
Siege Assault Vanguard
Land Raider Prometheus
AV
25cm
4+
6+
5+
AV
25cm
4+
6+
4+
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)
NOTES
(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+
Jump Packs
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Mounted
Scout, Infiltrator
Reinforced Armour, Thick Rear Armour, Teleport
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.
Reinforced Armour, Walker
Walker
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.'
SIEGE ASSAULT VANGUARD
1.13 NetEA Experimental
SIEGE ASSAULT VANGUARD SPACE MARINE ARMY REFERENCE 2
NAME
Siege Assault Vanguard
Land Raider Redeemer
WEAPONS
Frag Launchers
2x Flamestorm Cannon
Twin Assault Cannon
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon
STRATEGY 5
RANGE
(base contact)
15cm
30cm
45cm
45cm
30cm
45cm
30cm
45cm
Storm Bolter
Demolisher
Whirlwind
Battle Cannon
2x Twin Heavy Bolter
Twin Heavy Bolter
Twin Heavy Bolter
Bombs
2x Turbolaser Destructor
Rocket Launcher
(15cm)
30cm
45cm
75cm
30cm
15cm
15cm
15cm
60cm
60cm
(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
AP4+/AT4+, FxF
AP4+/AA5+, FxF
AP4+/AA5+, Left
AP4+/AA5+, Right
2BP, FxF, Ignore Cover
4x AP5+/AT3+, Fwd
3BP, FxF
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
6+
n/a
n/a
Bomber
4+
n/a
n/a
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
TYPE
AV
SPEED
25cm
ARMOUR
4+
CC
5+
FF
3+
Predator Annihilator
AV
30cm
4+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
Siege Assault Vanguard
Razorback
AV
30cm
5+
6+
5+
Rhino
Vindicator
Whirlwind
Thunderhawk Bomber
AV
AV
AV
AC/WE
30cm
25cm
30cm
Bomber
5+
4+
5+
4+
6+
6+
6+
-
6+
4+
5+
-
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
Warlord Titan
WE
15cm
4+
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
Marauder Bomber
AC
Land Raider Crusader
AV
FIREPOWER
(Assault Weapons)
AP3+, Ignore Cover
AP4+/AT4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
(Assault Weapons)
(Small Arms), EA(+2)
AP4+/AT4+
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)
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 Thunderhawk’s control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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
Titan’s 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 Titan’s 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+.
Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units
or 3 of the following units: Tactical or Devastator)
SIEGE ASSAULT VANGUARD
2.0 IMPERIAL GUARD ARMIES
SECTION
COMMON IMPERIAL GUARD SPECIAL RULES
2.0.1 COMMISSARS
An Imperial Guard army may include one Commissar character per 500
points, or part thereof, in the army. The Commissars do not cost any points.
Commissar units may be added to the army at the start of the battle before
either side sets up. If the army includes a Supreme Commander then the first
Commissar must be attached to the Supreme Commander’s formation. Any
further Commissars may be attached to any other formations.
You may not include more than one Commissar per formation. You may not
add a Commissar to an Imperial Navy or Titan Legion formation. If you have
more Commissars than formations any excess is lost.
2.0.2 FORTIFICATIONS
Fortifications must be set up after Objectives, but before any formations are
deployed. They may be set up anywhere a vehicle may deploy in the Imperial
Guard half of the table. You may split up a set of fortifications as desired, as
long as the rules for formation coherence are adhered to. For example, you
could split up trenches into several lines, as long as there are 5cm ‘links’
between the different parts of the position. Fortifications are immobile, and
may ‘garrison’ (e.g., they can be set up in positions that garrison units can be
set up in). It goes without saying that they may not be transported, and any
players that were considering transporting them onto the table should be
deeply ashamed of themselves!
Once set up, fortifications may be used by any unit, not just the units they
were purchased for. They may be captured and used by enemy units too.
42
2.1 NetEA APPROVED
STEEL LEGION IMPERIAL GUARD ARMY LIST
Final version 2012 (2-Dec-11). Imperial Guard Army Champion: "Rug"
Steel Legion Imperial Guard armies have a Strategy rating of 2. Titan Legion Battlegroups have an initiative rating of 1+.
Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+.
STEEL LEGION COMPANIES
COMPANY
0-1 Regimental HQ
Infantry Company
Mechanised Infantry Company
Tank Company
Super-Heavy Tank Company
Artillery Company
(A Steel Legion Imperial Guard army may contain any number of Steel Legion Companies.)
CORE UNITS
1 Supreme Commander unit, 12 Imperial Guard Infantry units plus 7 Chimeras
(1 for Commander)
1 Imperial Guard Commander unit and 12 Imperial Guard Infantry units
1 Imperial Guard Commander unit, 12 Imperial Guard Infantry units plus
7 Chimeras (1 for Commander)
10 Leman Russ. 1 Leman Russ may be upgraded to a Vanquisher command tank at no additional cost
3 Baneblades or Shadowswords in any combination
9 Artillery units chosen from the following list: Basilisk, Manticore
COST
500 points
250 points
400 points
650 points
500 points
650 points
STEEL LEGION COMPANY UPGRADES
(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.
STEEL LEGION SUPPORT FORMATIONS
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
(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
COST
150 points
200 points
(+150 points)
250 points
100 points
200 points
200 points
150 points
300 points
150 points
300 points
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS
FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack
UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans
COST
825 points
650 points
275 points
500 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Thunderbolt Squadron
Marauder Squadron
UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers
COST
150 points
250 points
43
2.1 NetEA APPROVED
STEEL LEGION IMPERIAL GUARD ARMY REFERENCE 1
NAME
Commissar
Imperial Guard Commander
TYPE
CH
INF
SPEED
n/a
15cm
ARMOUR
n/a
6+
CC
n/a
6+
FF
n/a
5+
Imperial Guard
Supreme Commander
INF
15cm
5+
4+
5+
Imperial Guard Infantry
INF
15cm
-
6+
5+
Ogryns
INF
15cm
3+
4+
5+
Rough Riders
INF
20cm
6+
4+
6+
Sniper
Storm Troopers
INF
INF
15cm
15cm
5+
6+
5+
5+
4+
Support Squad
Sentinel
Basilisk
INF
LV
AV
15cm
20cm
20cm
6+
5+
6+
6+
6+
4+
5+
5+
Bombard
AV
20cm
6+
6+
5+
Chimera
AV
30cm
5+
6+
5+
Deathstrike Missile
Launcher
Griffon
AV
20cm
6+
6+
5+
AV
30cm
6+
6+
5+
Hellhound
AV
30cm
4+
6+
3+
Hydra
AV
30cm
6+
6+
5+
Leman Russ
AV
20cm
4+
6+
4+
Leman Russ Demolisher
AV
20cm
4+
6+
3+
Leman Russ Vanquisher
AV
20cm
4+
6+
4+
Manticore
AV
20cm
6+
6+
5+
Valkyrie
AV
35cm
5+
6+
5+
WEAPONS
Power Weapon
Chainswords
Lasguns
Autocannon
Power Weapon
Lasguns
Autocannon
Lasguns
Autocannon
Ogryn Combat Weapons
Ripper Guns
Power Lance
Chainswords
Laspistols
Sniper Rifles
Hellguns
Plasma Guns
2x 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
2x Heavy Bolter
Lascannon
Vanquisher
Heavy Bolter
Rocket Launcher
2x Rocket Pod
2x Heavy Bolter
Multilaser
STRATEGY 2
RANGE
(base contact)
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
(15cm)
45cm
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
30cm
(15cm)
15cm
45cm
30cm
30cm
120cm
30cm
45cm
30cm
30cm
30cm
Unlimited
30cm
30cm
30cm
30cm
30cm
45cm
30cm
45cm
75cm
30cm
30cm
45cm
30cm
45cm
75cm
30cm
150cm
30cm
30cm
30cm
(Assault Weapons), MW, EA(+1)
(Small Arms)
(Assault Weapons), EA (+1), First Strike
(Assault Weapons)
(Small Arms)
AP5+, Sniper
(Small Arms)
AP5+/AT5+
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+
AT5+
AP4+/AT2+
AP5+
2BP, Disrupt, Slow Firing, Indirect Fire
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+
NOTES
Leader, Fearless, Inspiring
Commander
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.
Infiltratos, Mounted, Scouts
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
Reinforced Armour
Reinforced Armour
Skimmer, Scout, Transport: (May carry 2 Storm Trooper units)
STEEL LEGION
2.1 NetEA APPROVED
STEEL LEGION IMPERIAL GUARD ARMY REFERENCE 2
NAME
Vulture
TYPE
AV
SPEED
35cm
ARMOUR
5+
CC
FF
6+
5+
WEAPONS
Heavy Bolter
Twin Autocannon
2x Hellstrike
3x Twin Heavy Bolter
Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Heavy Bolter
Volcano Cannon
2x Turbolaser Destructor
Rocket Launcher
STRATEGY 2
RANGE
30cm
45cm
120cm
30cm
30cm
45cm
45cm
75cm
30cm
90cm
60cm
60cm
FIREPOWER
AP5+
AP4+/AT5+
AT2+, One-Shot
AP4+
AP3+/AT4+, Ignore Cover, FxF
AP5+/AT6+
AT5+
AP3+/AT3+
AP5+
MW2+, TK(D3), FxF
4x AP5+/AT3+, Fwd
3BP, FxF
Baneblade
WE
15cm
4+
6+
4+
Shadowsword
WE
15cm
4+
6+
5+
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
15cm
30cm
30cm
15cm
15cm
45cm
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
NOTES
Skimmer, Scout
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
Titan’s 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
Titan’s 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 Titan’s 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+.
STEEL LEGION
2.2 NetEA APPROVED
BARAN SIEGEMASTERS IMPERIAL GUARD ARMY LIST
Final version 2012 (2-Dec-11). Imperial Guard Army Champion: "Rug"
Baran Siegemaster Imperial Guard armies have a Strategy rating of 1. All formations have an initiative rating of 2+.
SIEGE REGIMENT COMPANIES
COMPANY
Siegemasters Infantry Company
1 Siegemasters Regimental HQ
(A Siegemasters Imperial Guard army may contain any number of Siege Regiment Companies)
CORE UNITS
1 Commander unit and 9 Siege Infantry units
1 Supreme Commander unit and 9 Siege Infantry units
COST
175 points
225 points
SIEGE REGIMENT COMPANY UPGRADES
UPGRADE
Hellhound Squadron
Griffon Battery
Rapier Platoon
Snipers
Siege Infantry Platoon
Thudd Gun Platoon
(Up to three upgrades may be added to each Siege Regiment Company)
UNITS
Add 3 Hellhounds
Add 3 Griffons
Add 3 Rapier Laser Destroyer units
Add up to 2 Sniper units
Add 6 Siege Infantry units
Add 3 Thudd Gun units
COST
+125 points
+75 points
+75 points
+25 points each
+75 points
+75 points
SIEGE REGIMENT SUPPORT FORMATIONS
FORMATION
Bombard Battery
0-1 Deathstrike Missile Battery
Light Tank Platoon
Heavy Tank Platoon
Rough Rider Platoon
0-1 Sapper Platoon
Siege Regiment Artillery Company
Siege Regiment Artillery Battery
Siege Regiment Flak Battery
Super-Heavy Tank Platoon
(Up to two Support Formations may be taken per Siege Regiment Company)
CORE UNITS
3 Bombards
2 Deathstrike Missile Launchers
6 Siegfried Light Tanks
6 Ragnarok Heavy Tanks
6 Rough Rider units
8 Sapper units (may be split up and added to 1 or more companies in the army,
or be fielded as a single formation in their own right)
9 Howitzer Weapon Platforms, plus 9 Gun Emplacements
3 Howitzer Weapon Platforms plus 3 Land Crawlers
3 Blitzen AA gun units plus 3 Land Crawlers OR 3 Gun Emplacements
1 Baneblade or Shadowsword
COST
250 points
200 points
150 points
300 points
150 points
250 points
425 points
150 points
100 points
200 points
SIEGE REGIMENT FORTIFICATIONS
FORMATION
Fortified Position
(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
+75 points
IMPERIAL NAVY ALLIES
FORMATION
Thunderbolt Squadron
Marauder Squadron
(Up to 1/4 of the army’s points may be spent on Imperial Allies formations.)
UNITS
2 Thunderbolt Fighters
2 Marauder Bombers
COST
150 points
250 points
SPECIAL RULE - Siege Regiment HQ
When playing Tournament games, a Siegemaster army must include a Regimental HQ. The enemy count as having achieved the ‘Break Their Spirit’ victory condition by destroying
this formation or by destroying the most expensive formation in the army.
46
2.2 NetEA APPROVED
BARAN SIEGEMASTERS IMPERIAL GUARD ARMY REFERENCE
NAME
Commissar
Imperial Guard Commander
TYPE
CH
INF
SPEED
n/a
15cm
ARMOUR
n/a
6+
CC
n/a
5+
FF
n/a
5+
Imperial Guard
Supreme Commander
INF
15cm
5+
4+
5+
Rapier Laser Destroyer
Rough Riders
INF
INF
10cm
20cm
6+
4+
5+
6+
Sapper
INF
15cm
6+
5+
5+
Siege Infantry
INF
15cm
-
6+
5+
Sniper
Thudd Gun
Blitzen AA Gun
Howitzer Weapon Platform
Land Crawler
Bombard
INF
INF
LV
LV
LV
AV
15cm
10cm
Immobile
Immobile
15cm
20cm
6+
6+
6+
6+
5+
5+
6+
6+
6+
5+
Deathstrike Missile
Launcher
Griffon
AV
20cm
6+
6+
5+
AV
30cm
6+
6+
5+
Hellhound
AV
30cm
4+
6+
3+
Ragnarok Heavy Tank
AV
15cm
4+
6+
4+
Siegfried Light Tank
Baneblade
AV
WE
30cm
15cm
5+
4+
6+
6+
5+
4+
Shadowsword
WE
15cm
4+
6+
5+
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
WEAPONS
Power Weapon
Chainswords
Lasguns
Autocannon
Power Weapon
Lasguns
Autocannon
Rapier Laser Destroyer
Power Lance
Chainswords
Laspistols
Melta Bombs
Heavy Flamer
Lasguns
Heavy Stubber
Sniper Rifles
Thudd Gun
Blitzen Cannon
Howitzer
Heavy Stubber
Heavy Bolter
Siege Mortar
Heavy Bolter
Deathstrike Missile
Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
2x Heavy Stubber
Ragnarok Battlecannon
Multilaser
3x Twin Heavy Bolter
Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Heavy Bolter
Volcano Cannon
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
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+.
DEATH KORPS COMPANIES
COMPANY
0-1 Death Korps Regimental HQ
Death Korps Infantry Company
Death Rider Company
(0-1 per 1500 points)
(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
COST
400 points
300 points
250 points
DEATH KORPS COMPANY UPGRADES
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
COST
+75 points
+125 points
+125 points
+125 points
175 Points
(+50 Points)
+140 points
(+20 points each)
(+20 points each)
(Free)
DEATH KORPS SUPPORT FORMATIONS
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
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS
FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack
UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans
COST
825 points
650 points
275 points
500 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Thunderbolt Squadron
Heavy Squadron
UNITS
2 Thunderbolt Fighter-Bombers
1 Heavy Marauder Bomber
COST
150 points
150 points
DEATH KORPS TRENCHWORKS
FORTIFICATIONS
Trenchworks
(One may be taken per Infantry Company or Regimental HQ Company)
UNITS
80cm of Trenches and Razor Wire, plus 4 Bunkers
COST
100 points
DEATH KORPS TERRAIN TABLE
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
TYPE
CH
INF
INF
SPEED
n/a
15cm
15cm
ARMOUR
n/a
6+
5+
CC
n/a
4+
4+
FF
n/a
5+
5+
INF
INF
15cm
15cm
5+
-
4+
5+
5+
4+
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
INF
INF
INF
INF
INF
LV
LV
LV
LV
LV
AV
15cm
5cm
15cm
5cm
20cm
35cm
Immobile
Immobile
Immobile
Immobile
20cm
5+
5+
6+
6+
6+
6+
6+
6+
5+
6+
5+
6+
4+
6+
6+
6+
6+
6+
6+
4+
6+
5+
5+
6+
6+
6+
6+
6+
6+
5+
Hellhound
AV
30cm
4+
6+
3+
Leman Russ
AV
20cm
4+
6+
4+
Leman Russ Demolisher
AV
20cm
4+
6+
3+
Leman Russ Thunderer
Leman Russ Vanquisher
AV
AV
20cm
20cm
4+
4+
6+
6+
5+
4+
AV
Special
20cm
Immobile
6+
-
6+
-
6+
-
Baneblade
WE
15cm
4+
6+
4+
Death Korps Gorgon Siege
Transporter
WE
20cm
4+
6+
6+(5+)
Death Korps Trojan
Hades Breaching Drill
Deathstrike Missile Silo
WE
Immobile
4+
6+
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
-
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
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
-
30cm
30cm
45cm
45cm
75cm
30cm
30cm
30cm
Unlimited
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+
-
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
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
Reinforced Armour
Reinforced Armour, Thick Rear Armour
Reinforced Armour
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.
DEATH KORPS OF KRIEG
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+
Macharius Heavy Tank
(Command variant)
WE
15cm
4+
6+
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
FIREPOWER
AP4+/AT4+
AP5+
AP5+
AP5+
AP5+
75cm
45cm
30cm
90cm
30cm
30cm
45cm
45cm
15cm
30cm
30cm
30cm
60cm
60cm
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
Shadowsword
WE
15cm
4+
6+
5+
Stormblade
WE
15cm
4+
6+
5+
Stormsword
WE
15cm
4+
6+
4+
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Thunderbolt
Fighter-Bomber
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
15cm
30cm
30cm
15cm
15cm
45cm
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
Marauder Heavy Bomber
NOTES
DC2, Reinforced Armour
Critical Hit Effect: Destroyed
DC2, Reinforced Armour.
Critical Hit Effect: Destroyed
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+
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
Titan’s 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
Titan’s 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 Titan’s 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
DEATH KORPS OF KRIEG
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+.
TANK LEGION ARMOURED COMPANIES
COMPANY
Self-Propelled Artillery Company
Super-Heavy Tank Company
Tank Company
(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)
TANK LEGION ARMOURED COMPANY UPGRADES
UPGRADE
Flak
Griffon Battery
Hellhound Squadron
Salamander Command
0-1 Supreme Commander
Tank Squadron
(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)
COST
+50 points each
+75 points
+125 points
+25 points
+100 points
+140 points
TANK LEGION SUPPORT FORMATIONS
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
(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
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
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS
FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack
UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans
COST
825 points
650 points
275 points
500 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Thunderbolt Squadron
Marauder Squadron
UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers
COST
150 points
250 points
SPECIAL RULE - Armoured Regiment Commissars
The Armoured Regiment armies include one Commissar for every 500 points. If there is a Supreme Commander present, then the first Commissar must join that formation.
Subsequent Commissars can be allocated to any unit in any order, though no formation may have more than one Commissar. Any excess Commissars are lost.
SPECIAL RULE - Amphibious
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
STRATEGY 2
RANGE
(15cm)
(15cm)
TYPE
CH
CH
SPEED
n/a
n/a
ARMOUR
n/a
n/a
CC
n/a
n/a
FF
n/a
n/a
WEAPONS
Upgraded Guns
Upgraded Guns
INF
15cm
-
6+
5+
Lasguns
Autocannon
(15cm)
45cm
Storm Troopers
INF
15cm
5+
5+
4+
Basilisk
AV
20cm
5+
6+
5+
Bombard
AV
20cm
6+
6+
5+
Chimera
AV
30cm
5+
6+
5+
Deathstrike Missile
Launcher
Griffon
AV
20cm
6+
6+
5+
AV
30cm
6+
6+
5+
Hellhound
AV
30cm
4+
6+
3+
Hydra
AV
30cm
6+
6+
5+
Leman Russ
AV
20cm
4+
6+
4+
Leman Russ Conqueror
AV
30cm
4+
6+
5+
Leman Russ Demolisher
AV
20cm
4+
6+
3+
Leman Russ Destroyer
Leman Russ Executioner
AV
AV
20cm
20cm
4+
4+
6+
6+
6+
5+
Leman Russ Exterminator
AV
20cm
4+
6+
3+
Leman Russ Thunderer
Leman Russ Vanquisher
AV
AV
20cm
20cm
4+
4+
6+
6+
5+
4+
Manticore
AV
20cm
6+
6+
5+
Medusa
AV
20cm
6+
6+
5+
Salamander Command Vehicle
AV
35cm
6+
6+
5+
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
Salamander Scout
AV
35cm
6+
6+
5+
(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
Heavy Bolter
Autocannon
FIREPOWER
(Small Arms), EA(+1)
(Small Arms), EA(+1)
NOTES
(Small Arms)
AP5+/AT6+
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
(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+
Fearless, Leader, Inspiring
Supreme Commander
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,
Fire Support, Infantry, Snipers, Stormtroopers, Supreme Commander)
May be armed with one twin heavy bolter, twin heavy flamer or multilaser.
Reinforced Armour
Reinforced Armour
Reinforced Armour
Reinforced Armour
Reinforced Armour
Reinforced Armour
Reinforced Armour, Thick Rear Armour
Reinforced Armour
Commander, Leader, Scout
Scout
MINERVAN TANK LEGION
2.4 NetEA APPROVED
MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY REFERENCE 2
WEAPONS
2x Rocket Pod
2x Heavy Bolter
Multilaser
Heavy Bolter
Twin Autocannon
2x Hellstrike
3x Twin Heavy Bolter
Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Heavy Bolter
Volcano Cannon
Heavy Bolter
2x Twin Heavy Bolter
2x Lascannon
Plasma Blastgun
4x Twin Heavy Bolter
2x Twin Snub Battle Cannon
2x Heavy Flamer
Heavy Bolter
2x Twin Heavy Bolter
Siege Cannon
2x Turbolaser Destructor
Rocket Launcher
STRATEGY 2
RANGE
30cm
30cm
30cm
30cm
45cm
120cm
30cm
30cm
45cm
45cm
75cm
30cm
90cm
30cm
30cm
45cm
45cm
30cm
45cm
15cm
30cm
30cm
45cm
60cm
60cm
NAME
Valkyrie
TYPE
AV
SPEED
35cm
ARMOUR
5+
CC
6+
FF
5+
FIREPOWER
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+
AP5+
AP4+/AT5+
AT2+, One-Shot
AP4+
AP3+/AT4+, Ignore Cover, FxF
AP5+/AT6+
AT5+
AP3+/AT3+
AP5+
MW2+, TK(D3), FxF
AP5+
AP4+
AT5+
2 x MW2+, Slow-Firing, FxF
AP4+
AP3+/AT3+
AP4+, Ignore Cover
AP5+
AP4+
3BP, Disrupt, Ignore Cover, FxF
4x AP5+/AT3+, Fwd
3BP, FxF
Vulture
AV
35cm
5+
6+
5+
Baneblade
WE
15cm
4+
6+
4+
Shadowsword
WE
15cm
4+
6+
5+
Stormblade
WE
15cm
4+
6+
5+
Stormhammer
WE
15cm
4+
6+
3+
Stormsword
WE
15cm
4+
6+
4+
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
Emperor Class Battleship
SC
n/a
n/a
n/a
n/a
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Orbital Bombardment
15cm
30cm
30cm
15cm
15cm
45cm
-
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
8BP, MW
Lunar Class Cruiser
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
-
NOTES
Skimmer, Scout, Transport: (May carry 2 Storm Trooper units)
Skimmer, Scout
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+
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, 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+
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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
Titan’s 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 Titan’s 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+.
Slow and Steady (May not be used on turns one and two of a battle unless the scenario
specifically states otherwise)
3BP, MW
MINERVAN TANK LEGION
2.4 NetEA APPROVED
Pin-point Attack
-
MW2+, TK(D3)
MINERVAN TANK LEGION
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+.
CADIAN SHOCK COMPANIES
COMPANY
Cadian Infantry Company
0-1 Cadian Regimental Headquarters
Cadian Whiteshield Company
(0-1 per Cadian Infantry Company)
Kasrkin Infantry Company
(A Cadian Shock Troops Imperial Guard army may contain any number of Companies)
CORE UNITS
1 Imperial Guard Commander unit and 12 Imperial Guard units
1 Imperial Guard Supreme Commander unit and 7 Kasrkin units and
1 Leviathan Mobile Command Centre
1 Imperial Guard Commander unit and 12 Imperial Guard units
1 Imperial Guard Commander unit and 7 Kasrkin units.
COST
250 points
600 points
200 points
200 points
CADIAN SHOCK COMPANY UPGRADES
UPGRADE
Assault Transport
Fire Support Platoon
Infantry Platoon
Kasrkin Platoon
Sabre Platforms
Sanctioned Psykers
Snipers
(Up to three upgrades may be added to each Cadian Shock Company)
UNITS
Add 1 or 2 Stormlords
Add 4 Support Squad units
Add 6 Imperial Guard Infantry units
Add 4 Kasrkin units
Add 3 Sabre Platforms
Add up to 2 Battle Psyker units
Add up to 2 Sniper units
COST
+ 200 points each
+100 points
+100 points
+100 points
+100 points
+25 points each
+25 points each
CADIAN SHOCK SUPPORT FORMATIONS
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
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Allies formations)
ADEPTUS MECHANICUS
FORMATION
Warlord Titan
Reaver Titan
0-1 Ordinatus Cadia
UNITS
1 Warlord Titan
1 Reaver Titan
1 Ordinatus Cadia
COST
825 points
625 points
550 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Thunderbolt Squadron
Marauder Squadron
Colossus Squadron
UNITS
2 Thunderbolt Fighter-Bombers
1 Marauder Heavy Bomber
1 Marauder Colossus
COST
150 points
150 points
300 points
CADIAN FORTIFICATIONS
FORTIFICATIONS
Fortified Position
(One Fortified Position may be taken per Cadian Shock Company)
UNITS
Up to 50cm of trenches and up to 6 Gun Emplacements
COST
+100 points
SPECIAL RULE - Leviathans & Stormlords
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+
Imperial Guard
Supreme Commander
INF
15cm
5+
4+
5+
Imperial Guard Infantry
INF
15cm
-
6+
5+
Kasrkin
Sabre Platform
Sniper
Support Squad
Cadian Sentinel
Sentinel
Basilisk
INF
INF
INF
INF
LV
LV
AV
15cm
10cm
15cm
15cm
20cm
20cm
20cm
5+
5+
6+
5+
5+
6+
6+
6+
6+
6+
6+
4+
5+
5+
4+
5+
5+
5+
Bombard
AV
20cm
6+
6+
5+
Chimera
AV
30cm
5+
6+
5+
Deathstrike Missile
Launcher
Griffon
AV
20cm
6+
6+
5+
AV
30cm
6+
6+
5+
Hellhound
AV
30cm
4+
6+
3+
Hydra
AV
30cm
6+
6+
5+
Leman Russ
AV
20cm
4+
6+
4+
Leman Russ Demolisher
AV
20cm
4+
6+
3+
Manticore
AV
20cm
6+
6+
5+
Cadian Valkyrie
AV
35cm
5+
6+
5+
Baneblade
WE
15cm
4+
6+
4+
WEAPONS
Power Weapon
Psychic Powers
Chainswords
Lasguns
Autocannon
Power Weapon
Lasguns
Autocannon
Lasguns
Autocannon
STRATEGY 2
RANGE
(base contact)
(15cm)
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
(15cm)
45cm
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
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
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
Walker
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 Imperial Guard Infantry units)
Reinforced Armour
Reinforced Armour
Skimmer, Scout, Transport: (May carry 2 Kasrkin units)
DC3, Reinforced Armour
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
CADIAN SHOCK TROOPS
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+
Ordinatus Cadia
WE
15cm
5+
6+
4+
Shadowsword
WE
15cm
4+
6+
5+
Stormlord
WE
4+
6+
3+
Stormsword
WE
4+
6+
4+
15cm
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
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
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
Reaver Titan
WE
20cm
4+
3+
3+
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Colossus
Bomber
AC/WE
Bomber
5+
n/a
n/a
Stormbolters
Multilaser
Underwing Rockets
Twin Heavy Bolter turret
Twin Heavy Bolters
Colossus Bomb
15cm
30cm
30cm
15cm
15cm
15cm
Marauder Heavy Bomber
AC/WE
Bomber
5+
n/a
n/a
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
15cm
15cm
45cm
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
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+
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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 Titan’s 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
Critical: Destroyed.
Note: The Colossus Bomb’s MW attack must target the
unit closest to the centre of the Barrage attack
DC2
Critical Hit Effect: Destroyed
CADIAN SHOCK TROOPS
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+.
DEATHWORLD VETERANS COMPANIES
COMPANY
0-1 Deathworld Air Cavalry
Company
Deathworld Infantry Company
0-1 Deathworld Regimental HQ
(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
COST
450 points
200 points
300 points
DEATHWORLD VETERANS COMPANY UPGRADES
(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
COST
+100 points
+100 points
+75 points
+50 points
+25 points each
+150 points
DEATHWORLD VETERANS SUPPORT FORMATIONS
FORMATION
0-1 Catachan Devils
Deathworld Mortar Platoon
Deathworld Sentinel Squadron
Deathworld Veterans Platoon
Hellhound Platoon
0-2 Ogryn Platoon
Support Tank Squadron
(Up to two support formations may be take for each Deathworld Veterans Company)
UNITS
6 Catachan Devil units. (These units may be split up and added to the Regimental HQ or 1
or more Infantry Companies in the army, or fielded as a single formation in their own right)
6 Catachan Mortar Team units
4 Catachan Sentinels
6 Deathworld Veterans units
(May have 3 Catachan Valkyrie transport vehicles)
6 Hellhounds
6 Ogryn units
4 Leman Russ Demolishers
COST
300 points
150 points
150 points
200 points
(+100 points)
250 points
200 points
275 points
NAVAL SUPPORT
FORMATION
Orbital Support
Thunderbolt Squadron
Marauder Squadron
(Up to 1/3 of the army's points may be spent on Naval Support)
UNITS
Choose one:
1 Lunar class Cruiser
1 Emperor class Battleship
3 Thunderbolt Fighters
2 Marauder Bombers
COST
150 points
300 points
250 points
250 points
SPECIAL RULE – Oops! Sorry, Sir!
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+
Deathworld Veterans
INF
15cm
6+
4+
5+
Imperial Guard Commander
INF
15cm
6+
5+
5+
Imperial Guard
Supreme Commander
INF
15cm
5+
4+
5+
Imperial Guard Infantry
INF
15cm
-
6+
5+
Catachan Mortar Team
INF
15cm
-
6+
6+
Ogryns
INF
15cm
3+
4+
5+
Sniper
Support Squad
Catachan Sentinel
INF
INF
LV
15cm
15cm
20cm
6+
6+
6+
5+
5+
4+
5+
Hellhound
AV
30cm
4+
6+
3+
Leman Russ Demolisher
AV
20cm
4+
6+
3+
Catachan Valkyrie
AV
35cm
5+
6+
5+
Vulture
AV
35cm
5+
6+
5+
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
Emperor Class Battleship
SC
n/a
n/a
n/a
n/a
Lunar Class Cruiser
SC
n/a
n/a
n/a
n/a
STRATEGY 2
RANGE
(base contact)
30cm
(15cm)
(base contact)
(base contact)
15cm
AND (15cm)
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
(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+
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
(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
-
(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
Orbital Bombardment
Pin-point Attack
-
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
NOTES
Leader, Fearless, Inspiring
Infiltrator, Scout, Teleport
Scout, Infiltrator
Commander
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
Scout, Walker
Reinforced Armour
Skimmer, Scout, Transport: (May carry 2 of the following units: Deathworld Veterans,
Imperial Guard Commander, Imperial Guard Infantry, Support Squad, Sniper)
Skimmer, Scout
Slow and steady (may not be used on turns one and two of a battle unless the scenario
specifically states otherwise)
3BP, MW
MW2+, TK(D3)
CATACHAN DEATHWORLD VETERANS
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+.
ELYSIAN DROP TROOP COMPANIES
COMPANY
0-1 Regimental HQ
Drop Troop Company
(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
COST
275 points
(+160 points)
200 points
(+160 points)
ELYSIAN DROP TROOP COMPANY UPGRADES
UPGRADE
Drop Sentinel Platoon
Fire Support Platoon
Hardened Veterans
Infantry Platoon
Mortar Platoon
(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
COST
+100 points
+50 points
+25 points each
+100 points
+25 points each
ELYSIAN DROP TROOP SUPPORT FORMATIONS
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)
COST
150 points
(+160 points)
350 points
150 points
(+160 points)
300 points
(+50 points)
IMPERIAL NAVY SUPPORT
FORMATION
0-1 Spacecraft
Lightning Squadron
Strike Squadron
Destroyer Squadron
(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
SPECIAL RULE - Iron Discipline
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
TYPE
CH
INF
SPEED
n/a
15cm
ARMOUR
n/a
6+
CC
n/a
5+
FF
n/a
5+
Elysian Supreme Commander
INF
15cm
5+
4+
5+
Elysian Drop Troop Infantry
Elysian Hardened Veterans
INF
INF
15cm
15cm
5+
5+
5+
5+
5+
Elysian Mortar Squad
Elysian Storm Trooper
INF
INF
15cm
15cm
5+
6+
5+
5+
4+
Elysian Support Squad
Drop Sentinel
INF
LV
15cm
20cm
6+
6+
6+
4+
5+
Tauros
Tauros Venator
LV
LV
35cm
35cm
6+
6+
6+
6+
5+
5+
Elysian Valkyrie
AV
35cm
5+
6+
5+
Valkyrie Sky Talon
AV
35cm
5+
6+
5+
Vulture
AV
35cm
5+
6+
5+
Vulture Punisher
AV
35cm
5+
6+
5+
Elysian Vendetta
Lightning Fighter
AV
AC
35cm
Fighter
5+
6+
6+
n/a
5+
n/a
Lightning Strike Fighter
AC
Fighter
6+
n/a
n/a
AC/WE
Bomber
5+
n/a
n/a
SC
SC
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
Marauder Destroyer
Emperor Class Battleship
Lunar Class Cruiser
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)
Skimmer, Transport: (May carry 2 Drop Sentinel units or 1 of the
following units :Tauros, Tauros Venator)
Skimmer, Scout
Skimmer, Scout
Skimmer, Scout, Transport: (May carry 2 Elysian Infantry units or 1 Tauros)
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)
ELYSIAN DROP TROOPS REGIMENT
2.8 NetEA EXPERIMENTAL
HARAKONI WARHAWKS IMPERIAL GUARD ARMY LIST
v1.4. Sub-Army Champion: "Signal"
Harakoni Warhawks Imperial Guard armies have a Strategy rating of 3. All formations have an initiative rating of 2+.
HARAKONI WARHAWKS COMPANIES
COMPANY
Harakoni Strike Company
(A Harakoni Warhawks Imperial Guard army may contain any number of Harakoni Warhawks Companies.)
CORE UNITS
1 Harakoni Commander unit, 3 Warhawks units, 2 Storm Trooper units, and 1 of the following:
4 Warhawk units with GravChutes
Enough Valkyries to transport the entire formation
2 Storm Trooper units and GravChutes
COST
250 points
(+25 points)
+25 points each
(Free)
HARAKONI COMPANY UPGRADES
UPGRADE
Artillery Liaison Officer
(0-1 per 2000 points)
Close Air Support
Fire Support
Grav-Glider
Harakoni Veterans
0-1 Regimental Command
Warhawks Infantry
(Up to three upgrades may be added to each Strike Company)
UNITS
Add 1 Forward Observer character to a Warhawks unit in the formation
COST
+100 points
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
+125 points
+175 points
+100 points
+50 points
+50 points
+100 points
+75 points
HARAKONI SUPPORT FORMATIONS
(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
FORMATION
Reconnaissance Squadron
Demolition Specialists
Tank Hunter Squadron
Harakoni Light Artillery Squadron
(0-1 per Reconnaissance Squadron)
COST
150 points
(+50 points)
200 points
(+150 points)
(+50 points)
300 points
(+125 points)
(+50 points)
200 Points
IMPERIAL ALLIES
FORMATION
0-1 Spacecraft
Fighter Squadron
Heavy Squadron
Destroyer Squadron
Spectre Squadron
Line Breaker Relief Column
(Up to 1/3 of the army's points may be spent on Imperial Allies formations)
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)
COST
150 points
150 points
300 points
150 points
(+125 points)
(+25 points each)
175 points
175 points
225 points
300 points
(+150 points)
SPECIAL RULE – Skyborne
All Infantry and Light Vehicles in a formation with GravChutes gain the Planetfall special rule. All Skimmers gain Self-Planetfall special ability.
SPECIAL RULE: Self-Planetfall
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.
SPECIAL RULE – CAP Garrison
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
2.8 NetEA EXPERIMENTAL
HARAKONI WARHAWKS IMPERIAL GUARD ARMY REFERENCE 1
NAME
Commissar
Forward Observer
Harakoni Commander
STRATEGY 2
WEAPONS
Power Weapon
Basilisk Company Vox-Link
Lascarbines
Autocannon
Lascarbines
Autocannon
Power Weapon
Lasguns
Autocannon
TYPE
CH
CH
INF
SPEED
n/a
n/a
15cm
ARMOUR
n/a
n/a
5+
CC
n/a
n/a
6+
FF
n/a
n/a
5+
RANGE
(base contact)
60cm
(15cm)
45cm
(15cm)
45cm
(base contact)
(15cm)
45cm
FIREPOWER
(Assault Weapons), MW, EA(+1)
6BP, Slow Firing
(Small Arms)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT6+
Harakoni Supreme Commander
INF
15cm
5+
4+
5+
Imperial Guard Infantry
INF
15cm
-
6+
5+
Sapper
INF
15cm
5+
5+
5+
Melta Bombs
Heavy Flamer
Hellguns
Plasma Guns
2x Lascannon
Augmentations
Heavy Bolter
Lascarbines
Heavy Bolter
Multi-Laser
Support Rocket Launcher
Heavy Bolter
Multilaser
2x Rocket Pod
2x Heavy Bolter
Multilaser
Heavy Bolter
Twin Autocannon
2x Hellstrike
Heavy Bolter
Twin Punisher Cannons
3x Twin Lascannons
(base contact)
15cm
AND (15cm)
(15cm)
15cm
45cm
(base contact)
30cm
(15cm)
30cm
30cm
30cm
30cm
30cm
30cm
30cm
30cm
30cm
45cm
120cm
30cm
30cm
45cm
(Assault Weapons), MW, EA(+1)
AP4+, Ignore Cover
(Small Arms), Ignore Cover
(Small Arms)
AP5+/AT5+
AT5+
(Assault Weapons), MW, EA(+1)
AP5+
(Small Arms)
AP5+
AP5+/AT6+
1BP, Disrupt, Indirect Fire
AP5+
AP5+/AT6+
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+
AP5+
AP4+/AT5+
AT2+, One-Shot
AP5+
4 x AP4+
AT5+
Storm Trooper
INF
15cm
5+
5+
4+
Harakoni Support Squad
Tech Priest
INF
INF
15cm
15cm
5+
3+
6+
4+
4+
5+
Warhawks
INF
15cm
5+
5+
5+
Sentinel
Support Sentinel
Chimera
LV
LV
AV
20cm
20cm
30cm
6+
6+
5+
6+
6+
6+
5+
5+
5+
Valkyrie
AV
35cm
5+
6+
5+
Vulture
AV
35cm
5+
6+
5+
Vulture Punisher
AV
35cm
5+
6+
5+
Vendetta
AV
35cm
5+
6+
5+
Lightning Fighter
AC
Fighter
6+
n/a
n/a
Long-barrel Autocannon
Wingtip Lascannons
2x Underwing Rockets
Wingtip Lascannons
Stormbolters
Multilaser
Underwing Rockets
2x Rocket Pod
45cm
30cm
30cm
30cm
15cm
30cm
30cm
30cm
AP5+/AT6+/AA5+, FxF
AT5+/AA5+, FxF
AT4+, FxF
AT5+/AA5+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
1BP, Disrupt, One-Shot
Lightning Strike Fighter
AC
Fighter
6+
n/a
n/a
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Grav-Glider
AC/WE
Bomber
4+
-
6+
Marauder Heavy Bomber
AC/WE
Bomber
5+
n/a
n/a
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
15cm
15cm
45cm
AA5+
3BP, FxF
AT4+/AA4+, FxF
NOTES
Leader, Fearless, Inspiring
Commander
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
Scout, Walker
Scout, Walker
Transport: (May carry 2 Imperial Guard Infantry units)
Skimmer, Scout, Transport: (May carry 2 Storm Trooper units)
Skimmer, Scout
Skimmer, Scout, Self-Planetfall
Skimmer, Scout, Self-Planetfall, Transport:(May carry 2 of the following units:
Sapper, Tech Priest)
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
2.8 NetEA EXPERIMENTAL
HARAKONI WARHAWKS IMPERIAL GUARD ARMY REFERENCE 2
NAME
Marauder Destroyer
TYPE
AC/WE
SPEED
Bomber
ARMOUR
5+
CC
n/a
FF
n/a
Marauder Spectre
AC/WE
Bomber
5+
n/a
n/a
Emperor Class Battleship
SC
n/a
n/a
n/a
n/a
Lunar Class Cruiser
SC
n/a
n/a
n/a
n/a
Onero Overflight
SC
n/a
n/a
n/a
n/a
STRATEGY 2
WEAPONS
3x Twin Autocannons
Twin Heavy Bolters
2x Assault Cannons
4x Hellstrike Missiles
Spinal Volcano Cannon
2x Twin Heavy Bolter
Orbital Bombardment
Orbital Bombardment
Pin-point Attack
2x Pin-point Attack
RANGE
30cm
15cm
15cm
45cm
45cm
15cm
-
FIREPOWER
AP4+/AT5+, FxF
AA5+
AA5+, Rear Arc
AT4+, FxF
AT2+, TK(D3)
AA5+
8BP, MW
3BP, MW
MW2+, TK(D3)
4x AT4+
NOTES
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)
Transport (May carry up to 20 Skimmers and any troops transported on them, as well
as any number of units with Gravchutes)
HARAKONI WARHAWKS
2.9 NetEA EXPERIMENTAL
SARANES EXPANSE IMPERIAL CRUSADE ARMY LIST
v1.3.Sub-Army Champion: "Chroma"
Imperial Crusade armies have a Strategy rating of 3. All Space Marine and Titan formation have an initiative rating of 1+.
All other Imperial Crusade formations have an initiative rating of 2+. The "And They Shall Know No Fear" special rule applies to all Space Marine formations.
IMPERIAL CRUSADE COMPANIES
Super-heavy Tank Company
(A Imperial Crusade army may contain any number of Imperial Crusade Companies)
CORE UNITS
1 Imperial Guard Supreme Commander unit, 6 Imperial Guard Infantry units,
4 Storm Trooper units, and 6 Chimeras (1 for Supreme Commander)
1 Imperial Guard Commander unit, 12 Imperial Guard Infantry units, and
7 Chimeras (1 for Commander)
10 Leman Russ
1 Leman Russ may be upgraded to a Leman Russ Vanquisher +25 points
3 Baneblades or Shadowswords in any combination
UPGRADE
Flak
Griffon Battery
Hellhound Squadron
Mechanized Fire Support Platoon
Mechanized Infantry Platoon
Mechanized Snipers
Tank Squadron
(Up to three upgrades may be added to each Imperial Crusade Company)
UNITS
Add 1 Hydra
Add 3 Griffons
Add 3 Hellhounds
Add 4 Support Squad units and 2 Chimeras
Add 6 Imperial Guard Infantry units and 3 Chimeras
Add 2 Sniper units and 1 Chimera
Add 3 Leman Russ or 3 Leman Russ Demolisher
COMPANY
0-1 Lord General Militant
Command HQ
Armoured Fist Company
Tank Company
COST
450 points
400 points
625 points
500 points
IMPERIAL CRUSADE COMPANY UPGRADES
COST
+50 points
+75 points
+125 points
+150 points
+175 points
+75 points
+175 points
IMPERIAL CRUSADE SUPPORT FORMATIONS
(Up to two Support Formations may be taken for each Imperial Crusade Company, chosen from the following: Space Marine or Imperial Guard)
SPACE MARINE SUPPORT DETACHMENTS
FORMATION
0-1 Terminator
Detachment
CORE UNITS
4 Terminator units
Tactical Detachment
6 Tactical units
Assault Detachment
4 Assault units
Devastator Detachment
4 Devastator units
Armour Detachment
4 Predators Annihilator and/or
Destructors and/or Vindicators
in any combination
1 Landing Craft
0-1 Landing Craft
UPGRADES
Add 4 Land Raiders
Add up to 2 Dreadnoughts
Add 1 Space Marine Commander
Add 3 Rhinos or Drop Pods
Each Rhino may be replaced by 2 Razorbacks
Add 1 Hunter
Add up to 2 Dreadnoughts
Add 1 Space Marine Commander
Add 3 Land Speeders or Land Speeder Tornadoes
Add 1 Land Speeder Typhoon
Add 1 Space Marine Commander
Add 2 Rhinos or Drop Pods
Each Rhino may be replaced by 2 Razorbacks
Add 1 Hunter
Add up to 2 Dreadnoughts
Add 1 Space Marine Commander
Add 1 Hunter +75 points
Add up to 2 Vindicators or Predators
Add 1 Space Marine Commander
None
+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
COST
325 points
275 points
150 points
225 points
250 points
375 points
IMPERIAL GUARD SUPPORT PLATOONS
FORMATION
Flak Battery
Sentinel Squadron
Artillery Battery
Storm Trooper Platoon
Super-Heavy Tank Platoon
Vulture Squadron
CORE UNITS
3 Hydras
4 Sentinels
3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore
8 Storm Trooper units
(May have 4 Valkyrie transport vehicles)
1 Baneblade or Shadowsword
4 Vultures
COST
150 points
100 points
250 points
200 points
(+150 points)
200 points
300 points
AEROSPACE AND TITAN LEGION SUPPORT
FORMATION
0-1 Orbital Support
Space Marine Thunderhawk
Thunderbolt Squadron
Marauder Squadron
Warlord Battlegroup
Reaver Battlegroup
Warhound Battlegroup
(Up to 1/3 of the army's points may be spent on Aerospace and Titan Legion support.)
CORE UNITS
1 Lunar class Cruiser OR
1 Emperor class Battleship OR
1 Space Marine Strike Cruiser
1 Thunderhawk Gunship
2 Thunderbolt Fighters
2 Marauder Bombers
1 Warlord Class Titan
1 Reaver Class Titan
1 Warhound Class Titan OR
2 Warhound Class Titans
COST
150 points
300 points
200 points
200 points
150 points
250 points
825 points
650 points
275 points
500 points
SPECIAL RULE - Commissars
64
2.9 NetEA EXPERIMENTAL
Imperial Crusade 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.
64
2.9 NetEA EXPERIMENTAL
SARANES EXPANSE IMPERIAL CRUSADE ARMY REFERENCE 1
NAME
Captain
Chaplain
Commissar
Librarian
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
Assault
INF
30cm
4+
3+
5+
Devastator
Imperial Guard Commander
INF
INF
15cm
15cm
4+
6+
5+
6+
3+
5+
Imperial Guard
Supreme Commander
INF
15cm
5+
4+
5+
Imperial Guard Infantry
INF
15cm
6+
5+
5+
Sniper
Stormtroopers
INF
INF
15cm
15cm
5+
6+
5+
5+
4+
Support Squad
Tactical
INF
INF
15cm
15cm
4+
6+
4+
4+
4+
Terminator
INF
15cm
4+
3+
3+
Land Speeder
LV
35cm
4+
6+
5+
Land Speeder Tornado
LV
35cm
4+
6+
5+
Land Speeder Typhoon
LV
35cm
4+
6+
5+
Sentinel
Chimera
LV
AV
20cm
30cm
6+
5+
6+
6+
5+
5+
Basilisk
AV
20cm
5+
6+
5+
Bombard
AV
20cm
6+
6+
5+
Deathstrike Missile
Launcher
Dreadnought
AV
20cm
6+
6+
5+
AV
15cm
3+
4+
4+
Griffon
AV
30cm
6+
6+
5+
Hellhound
AV
30cm
4+
6+
3+
Hunter
AV
30cm
5+
6+
6+
WEAPONS
Power Weapon
Power Weapon
Power Weapon
Power Weapon
Smite
Chainswords
Bolt pistols
2x Missile Launcher
Chainswords
Lasguns
Autocannon
Power Weapon
Lasguns
Autocannon
Lasguns
Autocannon
Sniper Rifles
Hellguns
Plasma Guns
2x Autocannon
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Multi-melta
Assault Cannon
Heavy Bolter
Twin Typhoon Missile Launcher
Heavy Bolter
Multi-Laser
Heavy Bolter
Multilaser
Heavy Bolter
Earthshaker
Heavy Bolter
Siege Mortar
Heavy Bolter
Deathstrike Missile
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
Hunter-Killer
STRATEGY 2
RANGE
(base contact)
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
(15cm)
45cm
30cm
(15cm)
15cm
45cm
(15cm)
45cm
(base contact)
(15cm)
30cm
15cm
AND (15cm)
30cm
30cm
45cm
30cm
30cm
30cm
30cm
30cm
120cm
30cm
45cm
30cm
Unlimited
45cm
45cm
(base contact)
30cm
30cm
30cm
30cm
30cm
60cm
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
AP5+, Sniper
(Small Arms)
AP5+/AT5+
AP5+/AT6+
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
MW5+
(Small Arms), MW
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP5+/AT6+
AP5+
AP5+/AT6+
AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
2BP, Ignore Cover, Slow Firing, Indirect Fire
AP5+
MW2+, TK(D6), One-Shot, Indirect Fire
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AP5+
1BP, Indirect Fire
AP5+
AP3+, Ignore Cover
AT4+/AA4+
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
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
Scout
Reinforced Armour, Teleport, Thick Rear Armour
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.
SARANES EXPANSE IMPERIAL CRUSADE
2.9 NetEA EXPERIMENTAL
SARANES EXPANSE IMPERIAL CRUSADE ARMY REFERENCE 2
NAME
Hydra
TYPE
AV
SPEED
30cm
ARMOUR
6+
CC
6+
FF
5+
Land Raider
AV
25cm
4+
6+
4+
Leman Russ
AV
20cm
4+
6+
4+
Leman Russ Demolisher
AV
20cm
4+
6+
3+
Leman Russ Vanquisher
AV
20cm
4+
6+
4+
Manticore
AV
30cm
6+
6+
5+
Predator Annihilator
AV
30cm
4+
6+
5+
Predator Destructor
AV
30cm
4+
6+
3+
Razorback
AV
30cm
5+
6+
5+
Rhino
Valkyrie
AV
AV
30cm
35cm
5+
5+
6+
6+
6+
5+
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+
Shadowsword
WE
15cm
4+
6+
5+
Reaver Titan
WE
20cm
4+
3+
3+
WEAPONS
Heavy Bolter
2x Twin Hydra Autocannon
Twin Heavy Bolter
2x Twin Lascannon
2x Heavy Bolter
Lascannon
Battle Cannon
2x Plasma Cannon
Demolisher
Lascannon
2x Heavy Bolter
Lascannon
Vanquisher
Heavy Bolter
Siege Mortar
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon
STRATEGY 2
RANGE
30cm
45cm
30cm
45cm
30cm
45cm
75cm
30cm
30cm
45cm
30cm
45cm
75cm
30cm
150cm
45cm
45cm
30cm
45cm
30cm
45cm
FIREPOWER
AP5+
AP4+/AT5+/AA5+
AP4+
AT4+
AP5+
AT5+
AP4+/AT4+
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
AP5+
AT5+
AP4+/AT2+
AP5+
2BP, Disrupt, Slow Firing, Indirect Fire
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+
Storm Bolter
2x Rocket Pod
2x Heavy Bolter
Multilaser
Demolisher
Heavy Bolter
Twin Autocannon
2x Hellstrike
Deathwind
(15cm)
30cm
30cm
30cm
30cm
30cm
45cm
120cm
15cm
(Small Arms)
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+
AP3+/AT4+, Ignore Cover
AP5+
AP4+/AT5+
AT2+, One-Shot
AP5+/AT5+
3x Twin Heavy Bolter
Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Heavy Bolter
Volcano Cannon
2x Turbolaser Destructor
Rocket Launcher
30cm
30cm
45cm
45cm
75cm
30cm
90cm
60cm
60cm
AP4+
AP3+/AT4+, Ignore Cover, FxF
AP5+/AT6+
AT5+
AP3+/AT3+
AP5+
MW2+, TK(D3), FxF
4x AP5+/AT3+, Fwd
3BP, FxF
NOTES
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit)
Reinforced Armour
Reinforced Armour
Reinforced Armour
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)
Walker
Skimmer, Scout
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
Titan’s 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+.
SARANES EXPANSE IMPERIAL CRUSADE
2.9 NetEA EXPERIMENTAL
SARANES EXPANSE IMPERIAL CRUSADE ARMY REFERENCE 3
NAME
Warhound Titan
STRATEGY 2
RANGE
45cm
45cm
FIREPOWER
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
NOTES
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon
(15cm)
15cm
45cm
(Small Arms)
AP4+/AA5+
AT4+
4+
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Battlecannon
15cm
15cm
30cm
75cm
AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, 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 Titan’s 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 Craft’s 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: Thunderhawk’s control surfaces are damaged. The Pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.
n/a
n/a
4+
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
15cm
30cm
30cm
15cm
15cm
45cm
-
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
8BP, MW
SC
n/a
n/a
n/a
n/a
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
Pin-point Attack
Orbital Bombardment
n/a
TYPE
WE
SPEED
30cm
ARMOUR
5+
CC
4+
FF
4+
WEAPONS
Vulcan Mega-Bolter
Plasma Blastgun
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
Landing Craft
AC/WE
Bomber
4+
5+
3+
Thunderhawk Gunship
AC/WE
Bomber
4+
6+
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
Marauder Bomber
AC
Bomber
Emperor Class Battleship
SC
Lunar Class Cruiser
Space Marine Strike Cruiser
3BP, MW
MW2+, TK(D3)
5BP, MW
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. 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+.
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)
SARANES EXPANSE IMPERIAL CRUSADE
ADEPTUS MECHANICUS AND TITAN
LEGIONS ARMIES SECTION
COMMON ADEPTUS MECHANICUS AND TITAN LEGIONS SPECIAL RULES
TITAN WEAPONS
The God Machines of the Titan Legions bristle with a staggering array of
weaponry to fight the wars of the forty-first millennium and upon the mighty
frames of the Titans are mounted some of the largest ground-based weapons
fielded in the Imperium. Armed according to the mission at hand, each Titan
will usually be armed with two weapons on its arm mounts and the larger
Battle Titans mount additional armaments upon their carapace armour.
Each Titan formation of a Titan Legion must select at least 2 different
weapon types. However, if the player wishes, a Titan formation may contain
only 1 type of weapon for a +25 point surcharge.
68
3.1 NetEA DEVELOPMENTAL
WAR GRYPHONS TITAN LEGION ARMY LIST
v3.19. AMTL Army Champion: “Evil&Chaos” (at time of publishing)
Titan Legion armies have a Strategy rating of 3. Titans have an initiative rating of 1+. All other formations have an initiative rating of 2+.
BATTLE TITAN FORMATIONS
FORMATION
Emperor Battle Titan
Warlord Battle Titan
Reaver Battle Titan
(You may have any number of Battle Titans in the army)
UNITS
1 Emperor Titan (Either Imperator or Warmonger configuration)
1 Warlord Titan (Must select 4 Battle Titan weapons)
1 Reaver Titan (Must select 3 Battle or Scout Titan weapons)
COST
1250 Points
725 Points
575 Points
SCOUT TITAN FORMATIONS
FORMATION
Warhound Scout Titan
Warhound Titan Pack
(Two Scout Titan Formations may be selected for each Battle Titan formation in the army)
UNITS
1 Warhound Titan (Must select 2 Scout Titan weapons)
2 Warhound Titans (Must select 2 Scout Titan weapons each)
COST
275 Points
500 Points
SUPPORT FORMATIONS
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)
UNITS
9 Hypaspist units, plus 1 Tech-Priest unit
COST
100 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
200 Points
375 Points
75 Points
250 Points
150 Points
150 Points
100 Points
150 Points
TITAN 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)
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
COST
Free
+25 points
COST
Free
+25 Points
+50 Points
+75 Points
COST
+50 points
+25 points
+50 points
+50 points
SPECIAL RULE - God Machines
If any Battle class Titan is destroyed, then any friendly Titan formations within line of sight receive 1 Blast marker.
69
3.1 NetEA DEVELOPMENTAL
WAR GRYPHONS TITAN LEGION ARMY REFERENCE 1
TYPE
CH
CH
SPEED
n/a
n/a
ARMOUR
n/a
n/a
CC
n/a
n/a
FF
n/a
n/a
WEAPONS
n/a
n/a
STRATEGY 3
RANGE
n/a
n/a
Forge Knight
AV
20cm
4+
4+
5+
Imperator Titan
WE
15cm
4+
4+
3+
Reaver Titan
WE
20cm
4+
3+
3+
Arc Lance
Manipulators
Plasma Annihilator
Hellstorm Cannon
Defence Laser
4x Battle Cannon
Quake Cannon
Tertiary armament
Leg Bastions
3x Scout or Battle Titan Weapons
30cm
(base contact)
90cm
60cm
90cm
75cm
90cm
(15cm)
-
Warhound Titan
WE
30cm
5+
4+
4+
2x Scout Titan Weapons
-
-
Warlord Titan
WE
15cm
4+
2+
3+
4x Scout or Battle Titan Weapons
-
-
Warmonger Titan
WE
15cm
4+
4+
5+
8x Doomstrike Missiles
Unlimited
Vengeance Cannon
4x Hydra Autocannon
Fire Control Centre
90cm
45cm
-
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
45cm
(15cm)
15cm
30cm
15cm
30cm
30cm
15cm
15cm
45cm
n/a
NAME
Legate
Veteran Princeps
Lysander Fighter
AC
Fighter
6+
n/a
n/a
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
Adeptus Mechanicus
Gothic class Cruiser
SC
n/a
n/a
n/a
n/a
FIREPOWER or EFFECT
n/a
n/a
NOTES
AT4+
(Assault Weapons), MW, EA(+1)
4x MW2+, TK(D3), Slow Firing, Fwd
10BP, Fwd
MW2+/AA4+ TK(D3)
AP4+/AT4+
3BP, MW, FxF
(Small Arms), EA(+2)
Counts-as a Corvus Assault Pod
-
Infiltrator, Invulnerable Save, Reinforced Armour, Walker
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)
Supreme Commander
Commander, Leader
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
Titan’s 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
Titan’s 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 Titan’s 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
3.1 NetEA DEVELOPMENTAL
NAME
Ark Mechanicus
Battle Titan Weapons
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
Scout Titan Weapons
Titan Upgrades
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
STRATEGY 3
RANGE
n/a
n/a
60cm
(base contact)
60cm
60cm
(15cm) OR
(base contact)
30cm AND
(15cm)
90cm
60cm
75cm
Unlimited
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
90cm
45cm
30cm
45cm
60cm
30cm
n/a
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
Inspiring
WAR GRYPHONS TITAN LEGION
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+.
MECHANICUS CORE FORMATIONS
FORMATION
Ordinatus Majoris
Ordinatus Minoris Company
Skitarii Demi-Century
UNITS
1 Ordinatus Majoris (must add 1 Majoris Weapon or 2 identical Battle Titan Weapons)
3 Ordinatus Minoris (must add 1 Battle Titan Weapons)
9 Hypaspist units, plus 1 Tech Priest unit
COST
400 Points
400 Points
275 Points
MECHANICUS CORE FORMATION UPGRADES
FORMATION
Flak
Infantry Support
Ordinatus Minoris
0-1 Tech-Lord
Transportation
(Each Core formation may select up to three Upgrades)
UNITS
Add 1 Hydra
5 Hypaspist units
1 Ordinatus Minoris (must add 1 Titan Weapon for cost listed below)
1 Tech Lord Character Upgrade (May only be added to a Tech Priest unit)
Add enough Mechanicus Chimedons to carry the entire formation (Including any upgrades)
COST
+50 Points
+100 points
+175 points
+100 Points
+25 Points each
MECHANICUS SUPPORT FORMATIONS
FORMATION
Fire Support
Flak
Forge Knight Squadron
Heavy Tank Cataphract
0-1 Orbital Support
Prætorians
Sentinel Squadron
Tank Cataphract
(Up to two Support formations may be taken per Core formation)
UNITS
6 Rapier Laser Destroyer units or 6 Mole Mortar units
3 Hydras
6 Forge Knights OR
3 Forge Knights
2 Macharius tanks and 1 Macharius Command tank
1 Adeptus Mechanicus Gothic class Cruiser OR
1 Ark Mechanicus
5 Prætorian Combat Servitor units
(May add one Ordinatus Minoris)
4 Sentinels
6 Mechanicus Leman Russ Executioners
COST
150 Points
150 Points
375 Points
200 Points
350 Points
150 Points
150 Points
250 Points
+175 Points
100 Points
500 Points
IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS
FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack
UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans
FORMATION
Thunderbolt Squadron
Marauder Squadron
UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers
UPGRADE
Mars
Golgotha
Armageddon
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
IMPERIAL NAVY AIRCRAFT
WEAPON
Sonic Disruptor
Hellfire Missiles
Nova Cannon
MAJORIS WEAPONS
COST
150 points
250 points
COST
+100 points
+150 points
+150 points
TITAN 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
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
COST
Free
+25 Points
+50 Points
+75 Points
COST
+25 points
+50 points
+50 points
72
3.2 NetEA DEVELOPMENTAL
ADEPTUS MECHANICUS PLANETARY DEFENCE FORCE ARMY REFERENCE 1
NAME
Adeptus Mechanicus Tech Lord
Veteran Princeps
Hypaspist
Mole Mortar
Praetorian Combat Servitors
TYPE
CH
CH
INF
INF
INF
SPEED
n/a
n/a
15cm
10cm
15cm
ARMOUR
n/a
n/a
5+
3+
CC
n/a
n/a
5+
4+
FF
n/a
n/a
5+
6+
5+
Rapier
Skitarii Tech-Priest
INF
INF
10cm
15cm
4+
4+
5+
4+
Sentinel
Forge Knight
LV
AV
20cm
20cm
6+
4+
6+
4+
5+
5+
Leman Russ Executioner
AV
20cm
4+
6+
4+
Mechanicus Chimedon
AV
30cm
5+
6+
5+
Macharius Heavy Tank
WE
15cm
4+
6+
4+
Macharius Heavy Tank
(Command variant)
WE
15cm
4+
6+
4+
STRATEGY 3
WEAPONS
RANGE
Augmentations
(base contact)
n/a
n/a
Heavy Bolter
30cm
Mole Mortar
30cm
Autocannon
45cm
Augmentations
(base contact)
Rapier Laser Destroyer
45cm
Heavy Bolter
30cm
Augmentations
(base contact)
Multi-Laser
30cm
Arc Lance
30cm
Manipulators
(base contact)
Lascannon
45cm
Plasma Destroyer
60cm
Conqueror Cannon
45cm
Heavy Bolter
30cm
2x Battlecannon
75cm
2x Heavy Bolters
30cm
Twin Heavy Stubber
30cm
2x Heavy Bolters
30cm
Twin Heavy Stubber
30cm
and 1 of the following options:
2x Vanquishers OR
75cm
Vulcan Megabolter
45cm
2x Mars Heavy Bolter
30cm
2x Lascannon
45cm
Plus 1x Majoris Weapon OR
varies
2x Battle Titan Weapons
varies
FIREPOWER or EFFECT
(Assault Weapons), MW, EA(+1)
n/a
AP5+
AP5+, Indirect Fire, Disrupt, Ignore Cover
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
AP6+/AT4+
AP5+
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AT5+
MW4+
AP5+/AT5+
AP5+
AP4+ /AT4+
AP5+
AP5+
AP5+
AP5+
AP4+/AT2+
4x AP3+/AT5+
AP5+/AA6+
AT5+
varies, FxF
varies, FxF
Ordinatus Majoris
WE
10cm
5+
6+
4+
Ordinatus Minoris
WE
10cm
5+
6+
5+
2x Mars Heavy Bolter
Plus 1x Majoris Weapon OR
1x Battle Titan Weapon
30cm
varies
varies
Reaver Titan
WE
20cm
4+
3+
3+
3x Scout or Battle Titan Weapons
-
-
Warhound Titan
WE
30cm
5+
4+
4+
2x Scout Titan Weapons
-
-
AP5+/AA6+
varies, FxF
varies, FxF
NOTES
Fearless, Invulnerable Save, Supreme Commander
Commander, Leader
Fearless, Invulnerable Save
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
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
Titan’s 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
Titan’s 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+.
ADEPTUS MECHANICUS PDF
3.2 NetEA DEVELOPMENTAL
ADEPTUS MECHANICUS PLANETARY DEFENCE FORCE ARMY REFERENCE 2
NAME
Warlord Titan
TYPE
WE
SPEED
15cm
ARMOUR
4+
CC
2+
FF
3+
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
Adeptus Mechanicus
Gothic class Cruiser
Ark Mechanicus
SC
n/a
n/a
n/a
n/a
SC
n/a
n/a
n/a
n/a
Battle Titan Weapons
STRATEGY 3
WEAPONS
RANGE
4x Scout or Battle Titan Weapons
-
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
2x Pin-point Attacks
15cm
30cm
30cm
15cm
15cm
45cm
n/a
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
MW2+, TK(D3)
2x Pin-point Attacks
Orbital Bombardment
Apocalypse Missile Launcher
Carapace Landing Pad
n/a
n/a
60cm
-
Close Combat Weapon (Arm Only)
Corvus Assault Pod
(base contact)
-
Gatling Blaster
Laser Blaster
Laser Burner
60cm
60cm
(15cm) OR
(base contact)
30cm AND
(15cm)
90cm
60cm
75cm
Unlimited
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
Melta Cannon
Scout or Battle Titan Weapons
Titan Upgrades
Ordinatus Weapons
FIREPOWER or EFFECT
-
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
90cm
45cm
30cm
45cm
60cm
30cm
n/a
100cm
Unlimited
100cm
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)
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 Titan’s 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+.
Slow and Steady
Inspiring
ADEPTUS MECHANICUS PDF
3.3 NetEA DEVELOPMENTAL
HOUSE HYPERION KNIGHTWORLD ARMY LIST
v1.3. Sub-Army Champion: "Morgan Vening"
Knightworld armies have a Strategy rating of 3. All formations have an initiative rating of 2+, except Titan Allies which have an initiative rating of 1+.
CORE FORMATIONS
FORMATION
Paladins
Lancers
Errants
(You may take any number of Core Formations)
UNITS
4 Knights Paladin
3 Knights Lancer
3 Knights Errant
COST
300 points
300 points
300 points
CORE FORMATION UPGRADES
UPGRADE
Paladins
Lancers
Errants
Senechal
0-1 Baron
(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
COST
+75 points each
+100 points each
+100 points each
+50 points
+200 points
SUPPORT FORMATIONS
FORMATION
Custodians
Wardens
Squires
Aspirants
Trebuchets
Ballistas
(You may take one Support Formation per Core Formation)
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
COST
300 points
(+125 points)
250 points
175 points
(+75 points)
175 points
(+75 points)
150 points
100 points
ALLIES
FORMATION
Thunderbolt Squadron
Lightning Squadron
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack
(Up to 1/3 of the army's points may be spent on Allies)
UNITS
2 Thunderbolt Fighters
4 Lightning Fighters
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans
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
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
SPECIAL RULE - Might of the Omnissiah
• 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.
SPECIAL RULE - Knight Shield
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
SPECIAL RULE – Shock Lance
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
3.3 NetEA DEVELOPMENTAL
HOUSE HYPERION KNIGHTWORLD ARMY REFERENCE 1
NAME
Veteran Princeps
Seneschal
Armiger Sentinel
TYPE
CH
CH
LV
SPEED
n/a
n/a
20cm
ARMOUR
n/a
n/a
6+
CC
n/a
n/a
5+
FF
n/a
n/a
5+
Ballista AA Gun
Trebuchet
Knight Baron
LV
LV
WE
0cm
0cm
25cm
4+
3+
6+
6+
3+
Knight Castellan
WE
15cm
4+
5+
4+
Knight Crusader
WE
15cm
4+
5+
3+
Knight Errant
WE
25cm
4+
3+
4+
Knight Lancer
WE
30cm
4+
5+
3+
Knight Paladin
WE
20cm
4+
4+
4+
Knight Warden
WE
15cm
4+
6+
5+
WEAPONS
n/a
Manipulator Claw
Multilaser
Secured Ballista Cannon
Secured Frag Launcher
Baron Cannon
Baron Lance
Light Quake Cannon
Gatling Autocannon
And
Light Quake Cannon
Crusader Lascannon
Thermal Cannon
STRATEGY 3
RANGE
FIREPOWER or EFFECT
n/a
n/a
(base contact)
(Assault Weapons)
30cm
AP5+/AT6+
60cm
AP6+/AT5+/AA5+
60cm
1BP, Indirect Fire
45cm
2x AP4+/AT4+
(15cm)
(Small Arms), MW, EA(+1), First Strike
90cm
2BP, MW
45cm
3x AP4+/AT6+
(15cm)
(Small Arms), EA(+1)
90cm
2BP, MW
45cm
2x AP6+/AT4+
30cm
MW4+ and
AND (15cm)
(Small Arms), MW
(base contact)
(Assault Weapons), TK(1), EA(+1)
45cm
AP4+/AT4+
(15cm)
(Small Arms), MW, EA(+1)
45cm
AP4+/AT4+
30cm
AP5+
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP5+/AT6+
(15cm)
(Small Arms), EA(+1)
Reaver Titan
WE
20cm
4+
3+
3+
Power Gauntlet
Knight Cannon
Power Lance
Knight Cannon
Heavy Bolter
Heavy Chain Sword
2x Multilaser
And
Plus 1 of the following options:
0-1x Battlecannon
0-1x Frag Launcher
0-1x Ballista Cannon
3x Scout or Battle Titan Weapons
Warhound Titan
WE
30cm
5+
4+
4+
2x Scout Titan Weapons
-
-
Warlord Titan
WE
15cm
4+
2+
3+
4x Scout or Battle Titan Weapons
-
-
Lightning Fighter
AC
Fighter
6+
n/a
n/a
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Long-barrel Autocannon
Wingtip Lascannons
Stormbolters
Multilaser
Underwing Rockets
45cm
30cm
15cm
30cm
30cm
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
DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance
DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance
DC1, Walker, Reinforced Armour, Thick Rear Armour, Knight Shield, Shock Lance
Critical Hit Effect: Destroyed
75cm
45cm
45cm
-
AP4+/AT4+
1BP
AP6+/AT5+/AA5+
-
DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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
Titan’s 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 Titan’s 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+.
AP5+/AT6+/AA5+, FxF
AT5+/AA5+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
KNIGHTWORLD
3.3 NetEA DEVELOPMENTAL
HOUSE HYPERION KNIGHTWORLD ARMY REFERENCE 2
NAME
Battle Titan Weapons
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Apocalypse Missile Launcher
Carapace Landing Pad
Close Combat Weapon (Arm Only)
Corvus Assault Pod
Gatling Blaster
Laser Blaster
Laser Burner
Melta Cannon
Scout Titan Weapons
Titan Upgrades
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
STRATEGY 3
RANGE
FIREPOWER or EFFECT
60cm
3BP
Allows BP weapons to use the
Indirect Fire ability
(base contact)
EA(+3), TK(D3)
Transport: (May carry 10 Hypaspist or
Tech Priest units)
60cm
4x AP4+/AT4+
60cm
6x AP5+/AT3+
(15cm) OR
(Small Arms), EA(+2)
(base contact)
(Assault Weapons), EA(+4)
30cm AND
MW2+, TK(D3)
(15cm)
(Small Arms), EA(+1), TK(D6)
90cm
3BP, MW
60cm
3x MW2+, Slow Firing
75cm
4x MW2+, Slow Firing
Unlimited
Indirect Fire, Warhead, One-Shot
90cm
45cm
30cm
45cm
60cm
30cm
n/a
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
NOTES
Inspiring
KNIGHTWORLD
4.0 INQUISITION ARMIES SECTION
COMMON INQUISITON SPECIAL RULES
4.0.1 FAITHFUL
The Adepta Sororitas are fuelled by their fanatical devotion to the
Imperial Cult. Their unquestioning faith is so powerful it can rouse
them in their darkest hours, strengthen their resolve and even
physically protect them.
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 formation’s next activation.
If the test is failed, the formation must take a Hold action as normal and no
bonuses are received.
78
4.1 NetEA DEVELOPMENTAL
ADEPTUS MINISTORUM ARMY LIST
v1.2. Sub-Army Champion: "Zombocom"
Adeptus Ministorum armies have a Strategy rating of 3. Adepta Sororitas Detachments and Titan Legion Allies have an initiative rating of 1+.
All other formations have an initiative rating of 2+.
ADEPTA SORORITAS DETACHMENTS
FORMATION
Adepta Sororitas Mission
Retributor Ministry
Seraphim Choir
Exorcism Battalion
Repentia Confessional
Dominion Recon
(You may take any number of Adepta Sororitas Detachments)
UPGRADES
Transport, Heroine, Dominions
Repentia, Exorcists, Supreme
Commander
6 Retributor units
Transport, Heroine, Dominions
6 Seraphim units
Heroine, Supreme Commander
5 Exorcist units
Hunter
6 Repentia units and 1 Mistress character
Transport, Priest, Penitents
4 Dominion units
Transport(must be taken), Heroine, Dominions
CORE UNITS
8 Sisters of Battle units
COST
225 points
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
(You may take one Ecclesiastic Detachment per Adepta Sororitas Detachment)
CORE UNITS
UPGRADES
10 Redemptionist units
Priest, Penitents, Supreme Commander , Vehicles
4 Penitent Engine units
Penitents
6 Arco-Flagellant units
Penitents
12 Imperial Guard Infantry units
Priest, Flak, Leman Russ, Chimeras,
Vehicles(may not have both Chimeras and Vehicles)
4 Sentinels
None
2 Emperor’s Chapels
Priest
1 Cathedral of Purification
Priest, Supreme Commander
COST
150 points
250 points
250 points
225 points
100 points
350 points
500 points
ADEPTUS MINISTORUM UPGRADES
UPGRADE
Heroine
Priest
0- 1 Supreme Commander
Repentia
Dominions
Penitents
Exorcists
Hunter
Flak
Leman Russ
Chimeras
Vehicles
Transport
(Each upgrade may only be taken once per formation)
UNITS
Add a Palatine Character to a unit in the formation
Add a Preacher Character to a unit in the formation
Replace a Palatine Character with a Canoness Character OR
Replace a Preacher Character with a Cardinal Character
Add 2 Sisters Repentia units
If the formation already has Transports, then transport must be purchased for the Sisters Repentia upgrade
Add 2 Dominion units to the formation.
Note that a formation that takes this upgrade must also take the Transport upgrade
Add 2 Penitent Engines
Add 2 Exorcist units
Add 1 Adepta Sororitas Hunter
Add 1 Hydra
Add 3 Leman Russ
Add 6 Chimeras
Add Civilian Vehicles. You may only take as many vehicles as necessary to carry the entire formation.
Add transport vehicles in any combination from the following:
Rhinos
Repressors
You may only take as many vehicles as necessary to carry the entire formation.
Immolators(either type)
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
IMPERIAL ALLIES FORMATIONS
(Up to 1/4 of an army’s points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS
FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack
UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans
COST
825 points
650 points
275 points
500 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Lightning Squadron
UNITS
2 Lightning Fighters
COST
150 points
79
4.1 NetEA DEVELOPMENTAL
ADEPTUS MINISTORUM ARMY LIST REFERENCE 1
NAME
Canoness
Palatine
Repentia Mistress
Cardinal
Preacher
Arco-Flagellants
Dominions
Imperial Guard Infantry
TYPE
CH
CH
CH
CH
CH
INF
INF
INF
SPEED
n/a
n/a
n/a
n/a
n/a
15cm
15cm
15cm
ARMOUR
n/a
n/a
n/a
n/a
n/a
5+
4+
-
CC
n/a
n/a
n/a
n/a
n/a
2+
5+
6+
FF
n/a
n/a
n/a
n/a
n/a
4+
5+
Redemptionists
INF
15cm
-
4+
6+
Retributors
Seraphim
Sisters of Battle
INF
INF
INF
15cm
30cm
15cm
4+
4+
4+
6+
4+
5+
3+
4+
4+
Sisters Repentia
Civilian Vehicle
Penitent Engine
INF
LV
LV
15cm
30cm
15cm
5+
5+
4+
4+
6+
4+
6+
5+
Sentinel
Adepta Sororitas Hunter
Adepta Sororitas Rhino
LV
AV
AV
20cm
30cm
30cm
6+
5+
5+
6+
6+
6+
5+
5+
6+
WEAPONS
Blessed Weapon
Blessed Weapon
Neural Whips
Holy Evicerator
Holy Evicerator
Electro-Flails
Meltaguns
Lasguns
Autocannon
Autoguns
Exterminators
2x Heavy Bolter
Twin Bolt Pistols
Heavy Flamer
Bolters
Evicerators
Twin Heavy Stubber
Combat Arms
2x Heavy Flamers
Multi-Laser
Hunter-Killer
Stormbolter
Exorcist
Immolator
"Justice Pattern"
Immolator
"Hellfire Pattern"
Repressor
AV
AV
30cm
30cm
4+
5+
6+
6+
5+
5+
Exorcist Launcher
Twin Multi-melta
AV
30cm
5+
6+
3+
Twin Heavy Flamer
AV
30cm
5+
6+
5+
Chimera
AV
30cm
5+
6+
5+
Hydra
AV
30cm
6+
6+
5+
Leman Russ
AV
20cm
4+
6+
4+
Cathedral of Purification
WE
15cm
4+
5+
3+
Emperor’s Chapel
WE
15cm
4+
6+
4+
Heavy Flamer
Stormbolter
Heavy Bolter
Multilaser
Heavy Bolter
2x Twin Hydra Autocannon
2x Heavy Bolter
Lascannon
Battle Cannon
Promethium Cannon
Excommunicator
2x Inferno Cannons
Inferno Gun
2x Twin Sponson Multi-Meltas
Reaver Titan
WE
20cm
4+
3+
3+
Exorcist Launcher
2x Turbolaser Destructor
Rocket Launcher
STRATEGY 3
RANGE
(base contact)
(base contact)
(base contact)
(base contact)
(base contact)
(base contact)
(15cm)
(15cm)
45cm
(15cm)
(base contact)
30cm
(15cm)
15cm
(15cm)
(base contact)
30cm
(base contact)
15cm
30cm
60cm
(15cm)
45cm
15cm
AND (15cm)
15cm
15cm
(15cm)
30cm
30cm
30cm
45cm
30cm
45cm
75cm
45cm
45cm
30cm
30cm
15cm
AND (15cm)
2x AP6+/AT4+
60cm
60cm
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms), MW
(Small Arms)
AP5+/AT6+
(Small Arms)
(Assault Weapons)
AP5+
(Small Arms)
AP4+, Ignore Cover
(Small Arms)
(Assault Weapons), MW
AP5+
(Assault Weapons), MW, EA(+2)
AP4+, Ignore Cover
AP5+/AT6+
AT4+/AA4+
(Small Arms)
2xAP6+/AT4+
MW4+
(Small Arms), MW
AP3+, Ignore Cover
AP4+, Ignores Cover
(Small Arms)
AP5+
AP5+/AT6+
AP5+
AP4+/AT5+/AA5+
AP5+
AT5+
AP4+/AT4+
4BP, Ignore Cover, FxF
3x AP6+/AT4+/AA5+
AP3+, Ignore Cover
3BP, Ignore Cover, Fwd
MW4+
(Small Arms), MW, EA(+1)
4x AP5+/AT3+, Fwd
3 BP, FxF
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
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+.
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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
4.1 NetEA DEVELOPMENTAL
ADEPTUS MINISTORUM ARMY LIST REFERENCE 2
STRATEGY 3
RANGE
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
FIREPOWER
NOTES
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. 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+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
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 Titan’s 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
Long-barrel Autocannon
Wingtip Lascannons
45cm
30cm
AP5+/AT6+/AA5+, FxF
AT5+/AA5+, FxF
NAME
ADEPTUS MINISTORUM
4.2 NetEA EXPERIMENTAL
ORDO HERETICUS TASK FORCE ARMY LIST
Sub-Army Champion: "Lord I"
Inquisition Task Forces have a Strategy rating of 3 unless the force is composed entirely of Adepta Sororitas and Imperial Allies, whereby it is 4+. If any Inducted Imperial
guard formations are included in the army it has a Strategy rating of 2+. Inquisitorial Forces, Adepta Sororitas and Inducted Titan Legions have an initiative rating of 1+.
Inducted Imperial Guard and Imperial Navy formations have an initiative rating of 2+.
INQUISITORIAL FORCES
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 Inquisitorial Forces)
UNITS
1 Inquisitor unit and 3 Warrior Henchmen or Support Staff units
COST
200 points
8 Inquisitorial Stormtrooper units
1 Gun-cutter
UPGRADES
Inquisitor Lord, Priest, Retinue,
Transport
Priest, Transport
Glavian Pilot
1 Black Citadel OR Obsidian Fortress
1 Rogue Trader Vessel
None
Battleship
700 points
75 points
225 points
125 points
INDUCTED IMPERIAL GUARD COMPANIES
FORMATION
Imperial Guard Company
(You may take any number of Inducted Imperial Guard Companies)
UNITS
UPGRADES
12 Imperial Guard Infantry units
Priest, Flak, Leman Russ, Transport
COST
250 points
ADEPTA SORORITAS DETACHMENTS (ORDO HERETICUS, CHAMBER MILITANT)
FORMATION
Adepta Sororitas Convent
Retributor Convent
Seraphim Convent
Exorcism Battalion
Basilica Imperialis
UNITS
8 Sisters of Battle units
6 Retributor units
6 Seraphim units
5 Exorcists or Banishers (any mixture)
1 Basilica Imperialis
UPGRADES
Canoness, Repentia, Transport, Priest
Transport
Canoness
COST
250 points
250 points
225 points
350 points
500 points
INQUISITION TASK FORCE UPGRADES
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
INDUCTED IMPERIAL ALLIES FORMATIONS
(Up to 1/3 of an army’s points may be spent on Allies formations.)
TITAN LEGION BATTLEGROUPS
FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack
UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans
COST
825 points
650 points
275 points
500 points
IMPERIAL NAVY AIRCRAFT
FORMATION
Thunderbolt Squadron
Marauder Squadron
UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers
COST
175 points
250 points
SPECIAL RULE - VTOL Aircraft
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.
SPECIAL RULE - Aquila Lander
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 Aquila’s formation.
82
4.2 NetEA EXPERIMENTAL
ORDO HERETICUS ARMY LIST REFERENCE 1
WEAPONS
Blessed Weapon
Scourging
Power Weapon
Scourging
Power Weapon
Evicerator
Neural Whips
Electro-Flails
Power Weapons
Lasguns
Autocannon
STRATEGY 3
RANGE
(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
(base contact)
(base contact)
(base contact)
(base contact)
(15cm)
45cm
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
(Assault Weapons)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT6+
2x Heavy Bolter
Heavy Flamer
Bolters
Evicerators
Twin Bolt Pistols
Autocannon
30cm
15cm
(15cm)
(base contact)
(15cm)
45cm
AP5+
AP4+, Ignore Cover
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
AP5+/AT6+
Hellguns
Plasma Guns
Laspistols
(15cm)
15cm
(15cm)
6+
Hellguns
Weapon Implants
Plasma Cannon
Combat Arms
Twin Arm Flamers
Stormbolter
(15cm)
(base contact)
30cm
(base contact)
15cm
(15cm)
6+
6+
6+
6+
5+
3+
Banisher Launcher
Exorcist Launcher
Twin Heavy Flamer
45cm
45cm
15cm
D3x AT6+/AA5+
2xAP6+/AT4+
AP3+, Ignore Cover
5+
6+
5+
25cm
4+
6+
4+
30cm
5+
6+
6+
Heavy Bolter
Multilaser
Twin Heavy Bolter
2x Twin Lascannon
Storm Bolter
30cm
30cm
30cm
45cm
(15cm)
AP5+
AP5+/AT6+
AP4+
AT4+
(Small Arms)
AV
35cm
5+
6+
5+
Hydra
AV
30cm
6+
6+
5+
Leman Russ
AV
20cm
4+
6+
4+
2x Rocket Pod
2x Heavy Bolter
Multilaser
Heavy Bolter
2x Twin Hydra Autocannon
2x Heavy Bolter
Lascannon
Battle Cannon
30cm
30cm
30cm
30cm
45cm
30cm
45cm
75cm
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+
AP5+
AP4+/AT5+/AA5+
AP5+
AT5+
AP4+/AT4+
NAME
Canoness
Glavian Pilot
Inquisitor
TYPE
CH
CH
INF
SPEED
n/a
n/a
15cm
ARMOUR
n/a
n/a
4+
CC
n/a
n/a
4+
FF
n/a
n/a
4+
Inquisitor Lord
CH
n/a
n/a
n/a
n/a
Priest
Mistress
Arco-Flagellants
Death Cult Assassins
Imperial Guard Infantry
CH
CH
INF
INF
INF
n/a
n/a
15cm
15cm
15cm
n/a
n/a
5+
4+
-
n/a
n/a
2+
3+
6+
n/a
n/a
5+
Retributors
Sisters of Battle
INF
INF
15cm
15cm
4+
4+
6+
5+
3+
4+
Sisters Repentia
Seraphim
INF
INF
15cm
30cm
5+
4+
4+
4+
4+
Storm Troopers
INF
15cm
5+
5+
4+
Support Staff
INF
15cm
6+
6+
6+
Warrior Henchmen
INF
15cm
5+
5+
4+
Penitent Engine
LV
15cm
4+
4+
5+
Adepta Sororitas Rhino
AV
30cm
5+
6+
Banisher
Exorcist
Immolator
AV
AV
AV
30cm
30cm
30cm
4+
4+
5+
Inquisition Chimera
AV
30cm
Inquisition Land Raider
AV
Inquisition Rhino
AV
Inquisition Valkyrie
(Small Arms)
AP5+/AT5+
(Small Arms)
(Small Arms)
(Assault Weapons), MW
AP4+/AT4+, Slow Firing
(Assault Weapons), MW, EA(+2)
AP4+, Ignore Cover
(Small Arms)
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.
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.
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)
Reinforced Armour
ORDO HERETICUS
4.2 NetEA EXPERIMENTAL
ORDO HERETICUS ARMY LIST REFERENCE 2
NAME
Basilica Imperialis
Black Citadel
TYPE
WE
SPEED
15cm
ARMOUR
5+
CC
6+(5+)
FF
5+(4+)
WEAPONS
Conflagration Cannon
Excommunicator launcher
Heavy Flamers
WE
Immobile
4+
5+
4+
4x Twin Hydra Autocannon
4x Punisher Launchers
STRATEGY 3
RANGE
45cm
60cm
15cm
FIREPOWER
5BP, Ignore Cover
D6xAP4+/AT4+/AA5+
AP4+, Ignore Cover
NOTES
45cm
45cm
AP4+/AT5+/AA5+
1BP
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,
Battle Cannon
75cm
AP4+/AT4+
Support Staff, Warrior Henchmen)
Bolters
Eye of Judgment
2x Battle Cannon
Battle Cannon
Battle Cannon
2x Turbolaser Destructor
Rocket Launcher
(15cm)
120cm
75cm
75cm
75cm
60cm
60cm
(Small Arms)
MW3+, TK(D3)
AP4+/AT4+, Fwd
AP4+/AT4+, Right Arc
AP4+/AT4+, Left Arc
4x AP5+/AT3+, Fwd
3 BP, FxF
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
Titan’s 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
Titan’s 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+.
Obsidian Fortress
WE
15cm
4+
6+
5+
Reaver Titan
WE
20cm
4+
3+
3+
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Aquila Lander
AC/AV
Bomber
4+
-
5+
Chin Multilaser
30cm
AP5+/AT6+/AA5+, FxF
Gun Cutter
AC/WE
Bomber
5+
6+
5+
Nose Assault Cannon
Twin Wing-Autocannons
15cm
30cm
AP5+/AT5+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
Rogue Trader Vessel
SC
n/a
n/a
n/a
n/a
Pin-Point Attack
-
MW2+, TK(D3)
Inquisition Battleship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
-
10BP, 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 Titan’s 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)
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
5.0 NetEA APPROVED
5.0 IMPERIAL ALLIES UNITS
Imperial Allies are not an army in their own right but are used to support a variety of other Imperial forces. Such formations use the Strategy rating and other special rules listed with the army they are allied with.
IMPERIAL NAVY REFERENCE
NAME
Reaver Titan
TYPE
WE
SPEED
20cm
ARMOUR
4+
CC
3+
FF
3+
WEAPONS
2x Turbolaser Destructor
Rocket Launcher
RANGE
60cm
60cm
FIREPOWER
4x AP5+/AT3+, Fwd
3 BP, FxF
Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd
Warlord Titan
WE
15cm
4+
2+
3+
2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon
60cm
60cm
90cm
4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd
Lightning Fighter
AC
Fighter
6+
n/a
n/a
Lightning Strike Fighter
AC
Fighter
6+
n/a
n/a
Thunderbolt
Fighter-Bomber
AC
Fighter-Bomber
6+
n/a
n/a
Marauder Bomber
AC
Bomber
4+
n/a
n/a
Marauder Colossus
Bomber
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
45cm
30cm
30cm
30cm
15cm
30cm
30cm
15cm
15cm
45cm
15cm
15cm
15cm
Marauder Destroyer
AC/WE
Bomber
5+
n/a
n/a
Marauder Heavy Bomber
AC/WE
Bomber
5+
n/a
n/a
Marauder Spectre
AC/WE
Bomber
5+
n/a
n/a
Emperor class Battleship
SC
n/a
n/a
n/a
n/a
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
30cm
15cm
15cm
45cm
15cm
15cm
45cm
45cm
15cm
-
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
Lunar class Cruiser
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
Pin-point Attack
-
NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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
Titan’s 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 Titan’s 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
Critical: Destroyed.
Note: The Colossus Bomb’s 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)
3BP, MW
MW2+, TK(D3)
85
6.0 CHAOS ARMIES SECTION
COMMON CHAOS SPECIAL RULES
6.0.1 INITIATIVE AND STRATEGY RATING
The Chaos Powers are quick to punish or reward their champions.
In the strategy phase if the Chaos player rolls a 6 they are rewarded for their
tactical acumen with an additional 1D3 daemon to add to the Daemon Pool.
If the Chaos player rolls 1 their patron Powers withdraw their support and the
Chaos player must remove D3 daemons from the Daemon Pool. If the
Chaos player has no remaining daemons in their Daemon Pool then there is
no further effect.
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.
6.0.3 SUMMONED UNITS
Formations that purchase the Daemonic Pact upgrade (see the army list
below) are able to summon daemons to the battlefield. In order to summon
daemons, a 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 formation’s faction
dictates what types of daemons may be summoned (see below). Players
should either write down the contents of their Daemon Pool or use tokens to
indicate the number of each lesser and greater daemon they have available to
summon during a game. The Chaos player’s opponent is always able to view
the number of lesser and greater daemons remaining in the Daemon Pool.
The Daemon Pool is kept off the board and daemons are removed from it as
formations summon daemons onto the board.
At the start of that formation’s action, before the action test dice roll is made,
the formation may summon daemonic units from the Daemon Pool.
Summoning allows you to call 2D3 summoning points worth of daemonic
units to the battlefield (the number of summoning points it costs to summon
a unit will be listed on its data sheet, but as a general rule greater daemons cost
8 summoning points and all other units cost 1 summoning point each).
Summoning points must be used to summon daemonic units from the
Daemon Pool and summoned units are brought into play immediately. If for
any reason any summoning points generated are not used, they are lost and
may not be carried over into subsequent turns. You may only summon as
many daemons as you have left in your Daemon Pool. Left over daemonic
units may be summoned during a later turn. Daemonic units that are
destroyed are removed from play and are not put back into the Daemon
Pool. Broken formations or formations that have not bought a Daemonic
Pact may not summon daemons.
Players may only have one greater daemon of a given faction in the army on
the board at one time. For example, if you already have a summoned
Bloodthirster on the board you are not allowed to summon another
Bloodthirster until that first greater daemon has been removed from play.
Summoned units must be set up with their base within 5cm of any nondaemonic unit from their formation, (i.e. you cannot place a ‘chain’ of
summoned units). They may not be set up in the Zone of Control of an
enemy unit or in impassable terrain. The type of unit that can be summoned
depends on the summoning formation’s faction, as follows:
Khorne – Bloodthirster, Bloodletters, Flesh Hounds
Nurgle - Great Unclean One, Plaguebearers
Slaanesh - Keeper of Secrets, Daemonettes, Screamers, Seekers
Tzeentch - Lord of Change, Flamers, Horrors
Undivided - Daemonic Beasts, Blood Thralls, Blood Wolves, Flesh Fiend,
Furies, Crones and any other unnamed Daemons listed.
Summoned units count as part of the formation for all rules purposes as long
as they remain on the battlefield. Summoned units are Expendable, but they are
otherwise counted as normal units, and are included when working out if a
formation outnumbers an opponent in an assault or is broken by Blast
markers, etc. Note that Daemons that are killed in an assault do count
towards the number of units killed by the enemy when working out modifiers
for assault resolution. If a formation loses an assault remove extra hits from
the formation before it is broken and all the remaining summoned units are
then removed.
Summoned units remain on the battlefield until the end phase of the turn in
which they are summoned. In the end of the rally phase, after formations
have attempted to rally, all summoned units in the formation are removed
from the board and placed back into the Daemon Pool unless the formation
has a unit with Daemonic Focus. Greater Daemons that are returned to the
Daemon Pool keep the same DC they had when they left the battlefield. They
do not heal back to full DC, so when summoned again they will have that
same DC. Summoned units that are destroyed are not put back into the
Daemon Pool. Note that this may lead to the formation breaking if the
number of Blast markers on the formation is greater than the number of units
left in play after the summoned units have been removed. When a formation
breaks any summoned units in the formation are lost in the warp and
considered destroyed. They do not go back into the Daemon Pool.
6.0.4 AUGMENTED SUMMONING
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.
6.0.5 DAEMONIC FOCUS
Certain Chaos units are noted as having Daemonic Focus. Units with this
ability may keep any or all summoned units that belong to the formation in
play. Summoned units do not vanish back into the warp after the formation
has attempted to rally. Chaos units with daemonic Focus may not be used to
keep summoned units in play if the formation is broken.
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+.
BLACK LEGION RETINUES
FORMATION
Black Legion Retinue
(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
COST
275 points
BLACK LEGION ELITE FORMATIONS
FORMATION
Black Legion Chaos Space
Marine Terminators
Black Legion Chosen
Black Legion Decimators
(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
Dreadnought
Defilers
1 to 3 Decimators
COST
275 points for 4
+65 points per extra
125 points
225 points each
BLACK LEGION SUPPORT FORMATIONS
FORMATION
Black Legion Armoured
Company
Black Legion Bike
Company
Defiler Assault Pack
Raptor Cult
(You may have up to two Black Legion Support formations per Retinue taken)
CORE UNITS
UPGRADES
4 to 8 Chaos Predators and/or Chaos Land Raiders
Chaos Vindicators, Defilers
1 Chaos Space Marine Lord character and
8 Chaos Space Marine Bike units
4 Defilers
1 Chaos Space Marine Lord character and
4 to 8 Raptor units
Daemonic Pact, Icon Bearer
None
Daemonic pact
COST
50 points per Predator
75 points per Land Raider
300 points
275 points
175 points per 4
+35 points per extra
BLACK LEGION UPGRADES
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
(Each Black Legion formation may take up to four allowed upgrades)
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
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
spaces may be left over if avoidable.
DAEMON POOL
FORMATION
Daemon Pool
(Daemons purchased are not faction specific and are used to represent daemons from any faction)
UNITS
COST
Any number of Lesser Daemons
Any number of Greater Daemon units
20 points each
75 points each
WAR ENGINES AND CHAOS NAVY
(Up to 1/3 of the army’s points may be spent on War Engines and Chaos Navy)
TITAN LEGION FORMATIONS
FORMATION
Banelord Titan
Ravager Titan
Feral Titan
Deathwheel Squadron
UNITS
1 Banelord Titan
1 Ravager Titan
1 Feral Titan
1 to 3 Deathwheels
COST
800 points
650 points
275 points
275 points each
CHAOS NAVY
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)
COST
200 points
250 points
425 points
150 points
(+100 points)
Special rule - Chaos Space Marine Lords
Chaos Space Marine Lords may only be part of core units in a Black Legion formation, not as part of any upgrades purchased.
87
6.1 NetEA APPROVED
13TH BLACK CRUSADE BLACK LEGION REFERENCE 1
NAME
Champion of Chaos
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
Chaos Space Marine Lord
Icon Bearer
Sorceror Lord
Warlord
Chaos Space Marines
CH
CH
CH
CH
INF
n/a
n/a
n/a
n/a
15cm
n/a
n/a
n/a
n/a
4+
n/a
n/a
n/a
n/a
4+
n/a
n/a
n/a
n/a
4+
Chaos Space Marine
Bikes
Chaos Space Marine
Chosen
Chaos Space Marine
Terminators
INF
35cm
4+
3+
4+
INF
15cm
4+
4+
4+
INF
15cm
4+
3+
3+
Daemon Prince
INF
15cm(30cm)
3+(4+)
3+
3+
Havocs
Noise Marines
INF
INF
15cm
15cm
4+
4+
5+
4+
3+
3+
Obliterators
Plague Marines
INF
INF
15cm
15cm
4+
3+
3+
3+
2+
4+
Raptors
INF
30cm
4+
3+
4+
Thousand Sons
Khorne Berzerkers
INF
INF
15cm
15cm
4+
4+
5+
2+
4+
5+
Chaos Dreadnought
AV
15cm
3+
4+
4+
Chaos Land Raider
AV
25cm
4+
6+
4+
Chaos Predator
AV
30cm
4+
6+
4+
Chaos Rhino
AV
30cm
5+
6+
6+
Chaos Vindicator
Defiler
AV
AV
25cm
20cm
4+
4+
6+
4+
4+
3+
WEAPONS
Daemon Artifact
STRATEGY 4
RANGE
(base contact)
Daemon Bolt
(15cm)
Daemon Weapon
n/a
Warp Bolt
n/a
Bolters
Autocannon
Chainswords
Bolters
Bolters
Autocannon
Power Weapons
Combi-Bolters
2x Reaper Autocannons
Possessed Weapon
Warp Blast
2x Autocannon
Sonic Blasters
Blastmaster
3x Body Weapons
Plague Knives
Bolters
Chainswords
Melta Weapons
Bolters
Chainaxes
Bolt Pistols
Power Fist
Twin Autocannon
Twin Heavy Bolter
2x Twin Lascannon
(base contact)
n/a
(15cm)
n/a
(15cm)
45cm
(base contact)
(15cm)
(15cm)
45cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
45cm
(15cm)
30cm
45cm
(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(base contact)
(15cm)
(base contact)
45cm
30cm
45cm
2x Heavy Bolters
Twin Lascannon
Combi-Bolters
30cm
45cm
(15cm)
Demolisher
Battle Cannon
Reaper Autocannon
Twin Heavy Flamer
Battle Claws
30cm
75cm
30cm
15cm
(base contact)
FIREPOWER
(Assault Weapons), EA(+1), First Strike
Khorne, Nurgle, Undivided only
(Small Arms), EA(+1), First Strike
Slaanesh, Tzeentch only
(Assault Weapons), MW, EA(+1)
n/a
(Small Arms), MW, EA(+1)
n/a
(Small Arms)
AP5+/AT6+
(Assault Weapons)
(Small Arms)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP4+/AT6+
(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)
(Assault Weapons), MW, EA(+1)
AP4+/AT5+
AP4+
AT4+
AP5+
AT4+
(Small Arms)
AP3+/AT4+, Ignore Cover
AP4+/AT4+
AP4+/AT6+
AP3+, Ignore Cover
(Assault Weapons), MW, EA(+1)
NOTES
Invulnerable Save, Augment Summoning (+2D3).
Commander, Leader, Invulnerable Save
Leader, Daemonic Focus, Invulnerable Save.
Commander, Leader, Invulnerable Save.
Supreme Commander.
Mounted.
Scout.
Reinforced Armour, Thick Rear Armour, Teleport.
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).
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
6.1 NetEA APPROVED
13TH BLACK CRUSADE BLACK LEGION REFERENCE 2
NAME
Dreadclaw
TYPE
Special
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
WEAPONS
n/a
Decimator
WE
15cm
4+
4+
4+
Banelord Titan
WE
15cm
4+
2+
4+
2x Twin Reaper Autocannon
2x Twin Reaper Autocannon
Decimator Cannon
Doomfist
WE
30cm
4+
5+
3+
Feral Titan
WE
30cm
5+
4+
5+
Ravager Titan
WE
20cm
4+
3+
4+
Harbinger
AC/WE
Bomber
4+
n/a
n/a
Hellblade
Hell Talon
AC
AC
Fighter
Fighter-Bomber
6+
5+
n/a
n/a
n/a
n/a
Despoiler Class Battleship
SC
n/a
n/a
n/a
n/a
Devastation Class Cruiser
SC
n/a
n/a
n/a
n/a
Blood Thirster
WE
30cm
4+
3+
-
Great Unclean One
WE
15cm
4+
4+
4+
FIREPOWER
n/a
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
Battlehead
2x Death Storm
Doomburner
(base contact)
AND 75cm
(15cm)
45cm
45cm
(Assault Weapons), EA(+1)
AP4+/AT4+
(Small Arms), EA(+2), FxF
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Ignore Cover, FxF
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
30cm
15cm
15cm
15cm
15cm
15cm
45cm
45cm
(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)
Nurgling Swarm
Stream of Corruption
(base contact)
(15cm)
AND 15cm
(Assault Weapons), EA(+1)
(Small Arms), Ignore Cover, EA(+1)
3BP, Ignore Cover
Tail
Deathwheel
STRATEGY 4
RANGE
n/a
Battlehead
Hellstrike Cannon
6x Havoc Missiles
2x Twin Reaper Autocannon
2x Twin Reaper Autocannon
Battle Cannon
Battle Cannon
Battlehead
Hellmouth
Death Storm
Tail
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 Titan’s 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 Titan’s 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 can’t move over then it stops when it contacts
the obstruction and suffers an extra point of damage. If it staggers into or over any
units then they will take a hit on a D6 roll of 6+ (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
Titan’s 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
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.
BLACK LEGION
6.1 NetEA APPROVED
13TH BLACK CRUSADE BLACK LEGION REFERENCE 3
NAME
Keeper of Secrets
TYPE
WE
SPEED
15cm
ARMOUR
4+
CC
3+
FF
4+
WEAPONS
Lash of Torment
Gaze of Slaanesh
Lord of Change
WE
30cm
4+
5+
3+
Bedlam Staff
Withering Gaze
Bloodletters
Daemonettes
Daemonic beasts
Flamers
INF
INF
INF
INF
15cm
15cm
20cm
15cm
4+
4+
4+
5+
4+
3+
3+
5+
4+
Hellblades
Daemonic Talons
Claws and Fangs
Flames of Tzeentch
Plaguebearers
INF
15cm
3+
4+
6+
Plague Swords
Plague of Flies
STRATEGY 4
RANGE
(base contact)
(15cm)
AND 30cm
(base contact)
(15cm)
AND 45cm
(base contact)
(base contact)
(base contact)
(base contact)
AND (15cm)
(base contact)
(15cm)
FIREPOWER
(Assault Weapons), MW, EA(+1), First Strike
(Small Arms), MW, EA(+1), First Strike
3x MW4+
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
2x MW3+
(Assault Weapons), EA(+1)
(Assault Weapons)
(Assault Weapons)
(Assault Weapons)
(Small Arms), EA(+1)
(Assault Weapons)
(Small Arms)
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.
BLACK LEGION
6.2 NetEA APPROVED
STIGMATUS COVENANT CULTIST CHAOS ARMY LIST
Final version 2012 (2-Dec-11). Chaos Army Champion: "Steve54”
A Stigmatus Covenant Cultist Chaos Army has a Strategy rating of 2.
All Cultist Covens, Traitor Support, Plague Zombies and Daemon Engine formations have an initiative rating of 3+.
All other formations have an initiative rating of 2+.
STIGMATUS COVENANT COVENS
(You may have any number of Covenant Covens)
CORE UNITS
1 Demagogue or Chaos Space Marine Aspiring Champion and
11 Cultist or Mutant units in any combination
FORMATION
Stigmatus Covenant Coven
COST
200 points
STIGMATUS COVENANT UPGRADES
(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
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
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
carry units that still require transport after all upgrades have been taken.
No spare transport spaces may be left over if avoidable.
STIGMATUS COVENANT PLAGUE ZOMBIE INFESTATION
FORMATION
0-2 Plague Zombie Infestation
UNITS
COST
3+2D6 Plague Zombie units
175 points
STIGMATUS COVENANT SUPPORT COVENS
FORMATION
(You may take one Support Coven per Covenant Coven formation chosen from the following: Daemon Engines, Traitor Support or Traitor Navy)
UNITS
COST
DAEMON ENGINES
Khorne: Lord of Battles
Khorne: Daemon Assault Engines
Nurgle: Plague Tower
Nurgle: Contagion Towers
Slaanesh: Daemon Scout Titans
400 points each
300 points
325 points each
325 points
Slaanesh: Daemon Knights
Tzeentch: Firelord
Tzeentch: Doomwings
Tzeentch: Silver Towers
Undivided: Hellfire Cannons
Undivided: Defilers
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
Traitor Armoured Company
Traitor Artillery Battery
Traitor Rough Rider Platoon
Traitor Sentinel Squadron
6 Traitor Leman Russ
4 Traitor Basilisk
6 Traitor Rough Rider units
4 Traitor Sentinels
400 points
325 points
150 points
100 points
Traitor Thunderbolts
Traitor Marauders
2 Traitor Thunderbolt Fighter-bombers
2 Traitor Marauder Bombers
150 points
250 points
TRAITOR SUPPORT
TRAITOR NAVY
275 points each
225 points each
275 points
150 points each
150 points
325 points
200 points
250 points
DAEMON POOL
(Daemons purchased are not faction specific and are used to represent daemons from any faction)
FORMATION
UNITS
COST
Daemon Pool
Any number of Lesser Daemon units
20 points each
Any number of Greater Daemons
75 points each
SPECIAL RULE - Arch-Heretic
One Demagogue, Chaos Space Marine Aspiring Champion or Daemon Prince in the army must have an Arch-heretic character added for free
91
6.2 NetEA APPROVED
STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 1
NAME
Arch-Heretic
Icon Bearer
Big Mutant
TYPE
CH
CH
INF
SPEED
n/a
n/a
15cm
ARMOUR
n/a
n/a
3+
CC
n/a
n/a
4+
FF
n/a
n/a
4+
Chaos Hound
Chaos Space Marine
Aspiring Champion
INF
INF
30cm
15cm
6+
4+
4+
4+
4+
Chaos Spawn
Cultist
INF
INF
15cm
15cm
3+
-
3+
5+
6+
Daemon Prince
INF
15cm(30cm)
3+(4+)
3+
3+
Demagogue
INF
15cm
6+
5+
5+
Mutant
INF
15cm
6+
4+
6+
Plague Zombie
INF
10cm
5+
6+
-
Traitor Fire Support
Traitor Rough Rider
INF
INF
15cm
20cm
6+
6+
4+
4+
6+
Land Transporter
LV
30cm
5+
6+
6+
Contagion Tower
AV
15cm
5+
5+
5+
Defiler
AV
20cm
4+
4+
3+
Demonic Assault
Engines
Daemon Knight
Hellfire Cannon
Silver Tower
AV
25cm
4+
3+
5+
AV
AV
AV
30cm
15cm
20cm
4+
4+
4+
5+
6+
6+
4+
4+
4+
Traitor Basilisk
AV
20cm
5+
6+
5+
Traitor Chimeras
AV
30cm
5+
6+
5+
Traitor Griffons
AV
30cm
6+
6+
5+
Traitor Hellhounds
AV
30cm
4+
6+
3+
Traitor Hydras
AV
30cm
6+
6+
5+
WEAPONS
n/a
n/a
Big Weapons
2x Heavy Stubber
Fangs
Daemon Weapon
Bolters
Heavy Weapons
Horrific Mutations
Firearms
Heavy Weapons
Possessed Weapon
Warp Blast
Daemon Weapon
Heavy Weapons
Daemon Weapon
Assorted Weapons
Firearms
Claws and Teeth
STRATEGY 2
RANGE
FIREPOWER
n/a
n/a
n/a
n/a
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP6+
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), EA(+D3)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), MW, EA(+2)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
2x Autocannon
Power Lance
Chainswords
Las Pistol
Heavy Weapons
45cm
(base contact)
(base contact)
(15cm)
30cm
AP5+/AT6+
(Assault Weapons), EA(+1), First Strike
(Assault Weapons)
(Small Arms)
AP6+/AT6+
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
30cm
45cm
75cm
30cm
15cm
(base contact)
(base contact)
30cm
45cm
75cm
45cm
60cm
30cm
120cm
30cm
30cm
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+
Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
Heavy Bolter
2x Twin Hydra Autocannon
30cm
30cm
30cm
30cm
30cm
45cm
NOTES
Supreme Commander
Leader, Daemonic Focus, Invulnerable Save.
Invulnerable Save, Commander, Leader
Invulnerable Save, Fearless.
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).
Infiltrator, Fearless, Infestation (Teleport).
Plague Zombies may only contest, not hold objectives.
Mounted, Scout, Infiltrator
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).
AP5+
1BP, Indirect Fire
AP5+
AP3+, Ignore Cover
AP5+
AP4+/AT5+/AA5+
STIGMATUS COVENANT
6.2 NetEA APPROVED
STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 2
STRATEGY 2
RANGE
FIREPOWER
30cm
AP5+
45cm
AT5+
75cm
AP4+/AT4+
NAME
Traitor Leman Russ
TYPE
AV
SPEED
20cm
ARMOUR
4+
CC
6+
FF
4+
WEAPONS
2x Heavy Bolter
Lascannon
Battlecannon
Traitor Leman Russ
Demolisher
AV
20cm
4+
6+
3+
Traitor Sentinels
Chaos Altar
LV
WE
20cm
15cm
6+
4+
6+
4+
5+
4+
2x Plasma Cannon
Demolisher
Lascannon
Multilaser
Arcane Technology
30cm
30cm
45cm
30cm
45cm
Lord of
Battle
WE
25cm
4+
2+
4+
Chain Fist
Death Storm
2x Battle Cannon
(base contact)
45cm
75cm
(Assault Weapons), MW, EA(+3)
4x AP4+/AT4+
AP4+/AT4+
Plague Tower
WE
15cm
4+
4+
4+
Plague Mortar
2x Battle Cannon
Rot Cannon
60cm
75cm
90cm
3+D3BP, Disrupt, FxF
AP4+/AT4+
AP3+/AT5+, Ignore Cover, FxF
Questor
WE
35cm
5+
5+
3+
2x Castigator Cannon
2x Battle Cannon
45cm
75cm
3x AP3+/AT5+
AP4+/AT4+
Subjugator Titan
WE
35cm
5+
3+
5+
2x Hellblades
Battle Cannon
(base contact)
75cm
(Assault Weapons), TK(D3), EA(+2)
AP4+/AT4+
Doomwing
Firelord
AC
AC
Fighter
Bomber
6+
4+
n/a
n/a
n/a
n/a
Traitor Thunderbolt
Fighter-Bombers
AC
Fighter-Bomber
6+
n/a
n/a
Traitor Marauder
Bombers
AC
Bomber
4+
n/a
n/a
Blood Thirster
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
15cm
15cm
15cm
45cm
15cm
30cm
30cm
15cm
15cm
45cm
(base contact)
(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)
Great Unclean One
WE
15cm
4+
4+
4+
Nurgling Swarm
Stream of Corruption
Keeper of Secrets
WE
15cm
4+
3+
4+
Lash of Torment
Gaze of Slaanesh
Lord of Change
WE
30cm
4+
5+
3+
Bedlam Staff
(base contact)
(15cm)
AND 15cm
(base contact)
(15cm)
AND 30cm
(base contact)
(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)
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
AP5+/AT6+
D3x AP4+/AT4+/AA4+
NOTES
Reinforced Armour
Reinforced Armour
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 can’t 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 Titan’s 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 can’t 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 Titan’s 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 can’t move over then it stops when it contacts the
obstruction and suffers an extra point of damage. If it staggers into or over any units then they
will take a hit on a D6 roll of 6+ (take any normal saving throws).
Invulnerable Save.
Invulnerable Save.
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
6.2 NetEA APPROVED
Withering Gaze
(15cm)
AND 45cm
(Small Arms), MW, EA(+1)
2x MW3+
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.
STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 3
NAME
Bloodletters
Daemonettes
Plaguebearers
TYPE
INF
INF
INF
SPEED
15cm
15cm
15cm
ARMOUR
4+
4+
3+
CC
4+
3+
4+
FF
n/a
n/a
6+
Flamers
INF
15cm
5+
5+
4+
WEAPONS
Hellblades
Daemonic Talons
Plague Swords
Plague of Flies
Flames of Tzeentch
Daemonic beasts
INF
20cm
4+
3+
n/a
Claws and Fangs
STRATEGY 2
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1)
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
AND (15cm)
(Small Arms), EA(+1)
(base contact)
(Assault Weapons)
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
6.3 NetEA DEVELOPMENTAL
VRAKSIAN TRAITORS CHAOS ARMY LIST
by Ben “Evil & Chaos” Skinner
Vraksian Traitors armies have a Strategy Rating of 2. Alpha Legion and Chaos Titan formations which have an initiative rating of 1+.
All other formations have an initiative rating of 2+.
VRAKSIAN TRAITORS CORE FORMATIONS
FORMATION
Regimental HQ Platoon
Infantry Platoon
Leman Russ Tank Company
Malcador Tank Company
Artillery Company
(A Vraksian Traitor army may contain any number of Core Formations.)
CORE UNITS
1 Traitor Supreme Commander unit with Traitor Sanction Psyker character and
12 Traitor Infantry units
(May add 7 Chimeras)
1 Vraksian Commander unit and 12 Imperial Guard Infantry units.
10 Leman Russ
(0-1 Leman Russ may be exchanged for a Leman Russ Vanquisher)
10 Malcador, Malcador Annihilator or Malcador Defender tanks in any combination
9 Basilisks, Manticores or Bombards, in any combination
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
(Two Support Formation may be selected for each Core Formation in your army list)
CORE UNITS
3 Basilisks, Manticores or Bombards
4 Sentinels
3 Hydras
8 Disciples of Xaphan units plus 4 Chimeras
3 Minotaur Artillery Tanks
3 Leman Russ Destroyer Tank Hunters OR
3 Valdor Tank Hunters
10 Imperial Guard Infantry units, 5 Chimeras and 1 Salamander Command Vehicle
2 Deathstrike Missile Launchers
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
(Each Core Formation in the army may select up to three upgrades)
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
CHAOS ALLIES
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)
COST
325 points
200 Points
225 Points
400 Points
875 points
675 points
275 points
500 points
SPECIAL RULE – Enforcers
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 commander’s 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
6.3 NetEA DEVELOPMENTAL
VRAKSIAN TRAITORS CHAOS ARMY REFERENCE 1
Alpha Legion Chaos
Space Marines
Disciples of Xaphan
INF
SPEED
n/a
n/a
n/a
n/a
15cm
INF
15cm
-
6+
5+
Ogryn Berserkers
Traitor Fire Support
Traitor Imperial Guard
INF
INF
INF
15cm
15cm
15cm
3+
-
3+
6+
6+
4+
5+
Vraksian Commander
INF
15cm
6+
5+
5+
Vraksian Supreme
Commander
INF
15cm
5+
4+
5+
Traitor Sentinels
Alpha Legion Rhino
Traitor Basilisk
LV
AV
AV
20cm
30cm
20cm
6+
5+
5+
6+
6+
6+
5+
6+
5+
Traitor Bombards
AV
20cm
6+
6+
5+
Traitor Chimeras
AV
30cm
5+
6+
5+
Traitor Deathstrike
Missile Launcher
Traitor Griffons
AV
20cm
6+
6+
5+
AV
30cm
6+
6+
5+
Traitor Hellhounds
AV
30cm
4+
6+
3+
Traitor Hydras
AV
30cm
6+
6+
5+
Traitor Leman Russ
AV
20cm
4+
6+
4+
Traitor Leman Russ
Demolisher
AV
20cm
4+
6+
3+
Traitor Leman Russ
Destroyer Tank Hunter
Traitor Leman Russ
Vanquisher
AV
20cm
4+
6+
6+
AV
20cm
4+
6+
4+
Alpha Legion Lord
Vraksian Enforcer
Traitor Sanctioned Psyker
TYPE
CH
CH
CH
ARMOUR
n/a
n/a
n/a
n/a
4+
CC
n/a
n/a
n/a
n/a
4+
FF
n/a
n/a
n/a
n/a
4+
STRATEGY 2
RANGE
(base contact)
(base contact)
(15cm)
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
Bolters
Autocannon
Autocannon
Meltaguns
Large Implements
2x Autocannons
Lasguns
Autocannon
(15cm)
45cm
45cm
(15cm)
(base contact)
45cm
(15cm)
45cm
(Small Arms)
AP5+/AT6+
AP5+/AT6+
(Small Arms), MW
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
Power Weapons
Rogue Psyker
Autocannon
Power Weapons
Rogue Psyker
Autocannon
Multi-laser
Combi-bolters
Heavy Bolter
Earthshaker
Heavy Bolter
Siege Mortar
Heavy Bolter
Multilaser
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
30cm
(15cm)
30cm
120cm
30cm
45cm
30cm
30cm
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
AP5+/AT6+
AP5+/AT6+
(Small Arms)
AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
2BP, Ignore Cover, Slow Firing, Indirect Fire
AP5+
AP5+/AT6+
Heavy Bolter
Deathstrike Missile
Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
Heavy Bolter
2x Twin Hydra Autocannon
30cm
Unlimited
30cm
30cm
30cm
30cm
30cm
45cm
2x Heavy Bolter
Lascannon
Battlecannon
2x Plasma Cannon
Demolisher
Lascannon
Laser Destroyer
30cm
45cm
75cm
30cm
30cm
45cm
75cm
AP5+
AT5+
AP4+/AT4+
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
AT3+, MW
Reinforced Armour
2x Heavy Bolter
Lascannon
Vanquisher
30cm
45cm
75cm
AP5+
AT5+
AP4+/AT2+
Reinforced Armour
WEAPONS
Power Weapon
Power Weapon
Psychic Powers
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.
Supreme Commander
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).
AP5+
MW2+, TK(D6), One-Shot, Indirect Fire
AP5+
1BP, Indirect Fire
AP5+
AP3+, Ignore Cover
AP5+
AP4+/AT5+/AA5+
Reinforced Armour
Reinforced Armour
VRAKSIAN TRAITORS
6.3 NetEA DEVELOPMENTAL
VRAKSIAN TRAITORS CHAOS ARMY REFERENCE 2
FIREPOWER
AP4+/AT4+
AT5+
AP5+
AP4+
AP3+/AT4+, Ignores Cover
NOTES
SPEED
15cm
ARMOUR
4+
CC
6+
FF
5+
Traitor Malcador Defender
AV
15cm
4+
6+
3+
Traitor Malcador Annihilator
AV
15cm
4+
6+
5+
Twin Lascannon
45cm
AT4+
Reinforced Armour
2x Lascannon
Demolisher Cannon
Heavy Bolter
Rocket Launcher
Minotaur Earthshaker
45cm
30cm
30cm
150cm
120cm
AT5+
AP3+/AT4+, Ignores Cover
AP5+
2BP, Disrupt, Slow Firing, Indirect Fire
2BP, Indirect Fire
Reinforced Armour, Thick Rear Armour
Heavy Bolter
Heavy Flamer
Lascannon
Neutron Laser Projector
2x Inferno Gun
Close Combat Weapon
Plasma Destructor
30cm
15cm
45cm
60cm
30cm
(base contact)
75cm
AP5+
AP4+, Ignore Cover
AT5+
MW3+, Disrupt
3BP, Ignore Cover, FxF
(Assault Weapons), TK(D3), EA(+3) , Fwd
4x MW2+, Fwd
4x AP4+/AT4+ , Fwd
(Assault Weapons), TK(D3), EA(+3), Fwd
3BP, FxF
Traitor Malcador
WEAPONS
Battlecannon
2x Lascannon
Heavy Bolter
3x Twin Heavy Bolter
Demolisher Cannon
STRATEGY 2
RANGE
75cm
45cm
30cm
30cm
30cm
TYPE
AV
Traitor Manticore
AV
20cm
6++
6+
5+
Traitor Minotaur
Artillery Tank
Traitor Salamander
Command Vehicle
Traitor Valdor
Tank Hunter
Chaos Warlord Titan
(Vraks Configuration)
AV
15cm
4+
6+
6+
AV
35cm
6+
6+
5+
AV
15cm
4+
6+
5+
WE
15cm
4+
2+
3+
Chaos Reaver Titan
(Vraks Configuration)
WE
20cm
4+
3+
3+
Gatling Blaster
Close Combat Weapon
Apocalypse Missile Launcher
60cm
(base contact)
60cm
Chaos Warhound Titan
(Vraks Configuration)
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+ , Fwd
2x MW2+, Slow Firing , Fwd
Harbinger
AC/WE
Bomber
4+
n/a
n/a
Hellblade
Hell Talon
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
30cm
15cm
15cm
15cm
15cm
15cm
45cm
45cm
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
Reinforced Armour
Reinforced Armour
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 Titan’s 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
Titan’s 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 Titan’s 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+.
DC 4. Critical Hi Effect: Destroyed
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
DEATH GUARD CORE FORMATIONS
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.
UPGRADES
Any except Dreadclaws
COST
250 points
Any except Dreadclaws
350 points
DEATH GUARD INFANTRY SUPPORT FORMATIONS
FORMATION
Death Guard Drop
Retinue
Death Guard Terminator
Retinue
Plague Zombie Infestation
(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
COST
250 points
450 points
+100 points per
extra unit
175 points
DEATH GUARD VEHICLE SUPPORT FORMATIONS
FORMATION
Armoured Company
Assault Retinue
Defiler Assault Pack
Blight Drone Swarm
Contagion Towers
Plague Towers
(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
COST
50 points per Predator
75 points per Land Raider
275 points each
275 points
250 points
325 points
325 points each
DEATH GUARD UPGRADES
UPGRADE
Chaos Champion
Chaos Spawn
Death Guard Auxilia
Death Guard Havocs
Daemonic Pact
0 – 1 Daemon Prince
Dreadclaws
Icon Bearer
Support Vehicles
Transports
Walkers
0-1 Warlord
(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
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
50 points
75 points
25 points
DAEMON POOL
(Only Nurgle Daemons may be purchased for the Daemon pool)
FORMATION
UNITS
COST
Daemon Pool
Any number of Lesser Daemon units (Plague Bearers)
20 points each
One Greater Daemon (Great Unclean One)
75 points each
TITANS AND CHAOS NAVY
(Up to 1/3 of the army's points may be spent on War Engines and/or Chaos Navy)
FORMATION
UNITS
COST
Hellblades
3 Hellblade Fighters
200 points
Hell Talons
2 Hell Talon Fighter-Bombers
250 points
0-1 Spacecraft
1 Devastation Class Cruiser OR
150 points
1 Despoiler Class Battleship
250 points
Plaguelord Titan
1 Plaguelord Titan
850 points
Repugnant Titan
1 Repugnant Titan
625 points
Fester Titan
1 Fester Titan
275 points
98
6.4 NetEA DEVELOPMENTAL
DEATH GUARD CHAOS SPACE MARINE REFERENCE 1
NAME
Champion of Chaos
Death Guard Lord
STRATEGY 4
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1), First Strike
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms), MW, EA(+1)
TYPE
CH
CH
SPEED
n/a
n/a
ARMOUR
n/a
n/a
n/a
CC
n/a
n/a
n/a
FF
n/a
n/a
n/a
WEAPONS
Daemon Artifact
Man Reaper
Warp Bolt
Icon Bearer
Chaos Spawn
Daemon Prince
CH
INF
INF
n/a
15cm
15cm(30cm)
n/a
3+
3+(4+)
n/a
3+
3+
n/a
3+
Death Guard
Chaos Marines
INF
15cm
3+
3+
4+
Death Guard Havocs
INF
15cm
3+
4+
3+
Death Guard
Terminators
INF
15cm
4+
3+
3+
Plague Marines
INF
15cm
3+
3+
4+
Plague Zombie
Blight Drone
INF
AV
10cm
35cm
5+
5+
6+
6+
4+
Chaos Dreadnought
AV
15cm
3+
4+
4+
Death Guard
Land Raider
AV
25cm
4+
6+
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
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
Death Guard Predator
AV
30cm
4+
6+
4+
Death Guard Rhino
AV
30cm
5+
6+
6+
2x Heavy Bolters
Twin Lascannon
Combi-Bolters
30cm
45cm
(15cm)
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
Contagion Tower
AV
15cm
5+
5+
5+
Vomit Cannon
Plague Catapult
30cm
45cm
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)
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
AP4+/AT6+, Disrupt
1BP, Disrupt, Indirect Fire
NOTES
Invulnerable Save, Augment Summoning (+2D3).
Fearless. Death Guard Lords are one of three types, Plaguelord, Sorcerer Lord
and Nurgle Warlord. All are Characters and have the Invulnerable Save and Leader
abilities. Plaguelords have the Commander ability. Sorcerer Lords have the
Warp Bolt attack (listed in the weapons section above). Nurgle Warlord has the
Supreme Commander ability.
Leader, Daemonic Focus, Invulnerable Save.
Invulnerable Save, Fearless.
Commander, Leader, Fearless, Reinforced Armour, Teleport. May have
wings: count as Jump Packs. Speed increased to 30cm, armour reduced to 4+
Indomitable
Indomitable
Reinforced Armour, Thick Rear Armour, Teleport, Indomitable
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).
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.
Fearless, Invulnerable Save, 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
15cm of the Dreadclaw. Once all units have been placed, the Dreadclaw is removed.
Invulnerable Save, Fearless
DEATH GUARD
6.4 NetEA DEVELOPMENTAL
DEATH GUARD CHAOS SPACE MARINE REFERENCE 2
NAME
Plague Reaper
TYPE
WE
SPEED
15cm
ARMOUR
4+
CC
4+
FF
4+
Plague Tower
WE
15cm
4+
4+
4+
WEAPONS
Nurgling Swarm
3x Twin Heavy Bolter
2x Las Cannon
Demolisher Cannon
Pus Cannon
Plague Mortar
2x Battle Cannon
Rot Cannon
STRATEGY 4
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1)
30cm
AP4+
45cm
AT5+
30cm
AP3+/AT4+, Ignore Cover
30cm
2BP
60cm
3+D3BP, Disrupt, FxF
75cm
AP4+/AT4+
90cm
AP3+/AT5+, Ignore Cover, FxF
NOTES
DC3, Fearless, Reinforced Armour.
Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on a D6 roll of 6.
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).
Plaguelord Titan
WE
15cm
4+
2+
4+
Liquefier Cannon
Putrifier Cannon
Plague Mortar
Plague Flail
Stream of Corruption
Repugnant Titan
WE
20cm
4+
4+
4+
Rot Mortar
2x Putrifier Cannon
75cm
60cm
60cm
(base contact)
(15cm)
Template
60cm
60cm
Fester Titan
WE
25cm
5+
5+
5+
Decay Cannon
Rot Belcher
30cm
30cm
Hellblade
Hell Talon
AC
AC
Fighter
Fighter-Bomber
6+
5+
n/a
n/a
n/a
n/a
Despoiler Class
Battleship
Devastation Class Cruiser
SC
n/a
n/a
n/a
n/a
SC
n/a
n/a
n/a
n/a
Great Unclean One
WE
15cm
4+
4+
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
Plaguebearers
INF
15cm
3+
4+
6+
15cm
15cm
45cm
45cm
(base contact)
(15cm)
AND 15cm
(base contact)
(15cm)
Plague Swords
Plague of Flies
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+
4x AP3+
3BP, 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), EA(+1)
(Small Arms), EA(+1), Ignore Cover
3BP, Ignore Cover
(Assault Weapons)
(Small Arms)
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 Titan’s
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+.
DC 7, Void Shields 4, Fearless, Reinforced Armour, Walker.
May step over units and impassable or dangerous terrain that is lower than the Titan’s
knees and up to 2cm wide.
Critical Hit Effect: 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 can’t 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).
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.
EMPEROR'S CHILDREN CORE FORMATIONS
FORMATION
Noise Marine Retinue
CORE UNITS
1 Emperor’s Children Decadent Lord character and
6 Noise Marine units and 1 Daemonic Pact.
Decadent Marine Retinue
1 Emperor’s 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
COST
300 points
225 points
EMPEROR'S CHLDREN SUPPORT FORMATIONS
(You may take up to six Support formations per Noise Marine Retinue)
CORE UNITS
UPGRADES
1 Emperor’s Children Decadent Lord character
Daemonic Pact, Degenerate,
Apostate of Rapture,
and 6 Emperor’s Children Bike units
1 Siren Lord character upgrade and 6 Siren units
Daemonic Pact, Degenerate,
Apostate of Rapture, Predators,
Favoured of Slaanesh
1 Emperor’s Children Decadent Lord character and
Daemonic Pact, Degenerate,
6 Emperor’s 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
FORMATION
Emperor’s Children
Bike Retinue
Sirens
Emperor’s Children
Terminator Retinue
Armoured Support
Emperor's Children Predators
2 Defiler and 2 Debaser units
6 Slaanesh Daemon Knight units
Daemon Engine Pack
House Devine Knights
Assault Walkers
None
COST
250 points
250 points
450 points
75 points each
50 points each
300 points
400 points
House Devine Knight formations are restricted to 1 for every full 1000 points played.
EMPEROR'S CHILDREN UPGRADES
UPGRADE
Apostate of Rapture
Assault Walkers
Daemonic Pact
Degenerate
Dreadclaws
0-1 Favoured of Slaanesh
Noise Marines
Predators
Transports
(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:
Emperor’s 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
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
DAEMON POOL
(Only Slaanesh Daemons may be purchased for the Daemon pool)
FORMATION
UNITS
COST
Daemon Pool
Any number of Lesser Daemon units (Daemonettes and/or Seekers)
One Greater Daemon (Keeper of Secrets)
20 points each
75 points each
WAR ENGINES AND CHAOS NAVY
(Up to 1/3 of the army's points may be spent on War Engines and Chaos Navy)
SLAANESH WAR ENGINE FORMATIONS
FORMATION
Painlord Titan
Reviler Titan
Scout Titan
UNITS
1 Painlord Titan
1 Reviler Titan
1 to 2 Subjugator Titans
and/or Questor Titans
COST
800 points
600 points
250 points each
300 points each
CHAOS NAVY
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)
COST
200 points
250 points
150 points
(+100 points)
101
6.5 NetEA DEVELOPMENTAL
EMPEROR'S CHILDREN CHAOS SPACE MARINE REFERENCE 1
NAME
Lord of Pleasures
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
Decadent Lord
Siren Lord
Apostate of Rapture
Degenerate
Chaos Space Marines
CH
CH
CH
CH
INF
n/a
n/a
n/a
n/a
15cm
n/a
n/a
n/a
n/a
4+
n/a
n/a
n/a
n/a
4+
n/a
n/a
n/a
n/a
4+
Emperor’s Children
Terminators
INF
15cm
4+
3+
3+
Emperor’s Children Bike
Marines
Noise Marines
INF
35cm
4+
3+
4+
INF
15cm
4+
4+
3+
Siren
INF
30cm
4+
4+
5+
Slaanesh Daemon
Prince
Emperor’s Children
Dreadnought
INF
15cm(30cm)
3+
3+
3+
AV
15cm
3+
4+
3+
Emperor’s Children
Land Raider
AV
25cm
4+
5+
4+
Emperor’s Children
Predator
Emperor’s Children Rhino
AV
30cm
4+
6+
4+
AV
30cm
5+
6+
6+
Debaser
AV
20cm
4+
4+
4+
Special
n/a
n/a
n/a
n/a
AV
WE
30cm
20cm
4+
4+
5+
3+
4+
2+
Dreadclaw
Daemon Knight
Painlord Titan
WEAPONS
Lash of Torment
Siren of Slaanesh
Daemon Weapon
Daemon Weapon
n/a
Daemonic Bolt
Bolters
Autocannon
Doom Siren
2x Blastmaster
Power Weapons
Sonic Blasters
Doom Siren
Sonic Blasters
Blast Master
Mutations
Doom Siren
Lash of Submission
Visions of Debauchery
Twin Blast Master
Twin Sonic Blasters
Doom Siren
2x Twin Lascannon
Blastmaster
STRATEGY 4
RANGE
(base contact)
(15cm)
(base contact)
(base contact)
n/a
(15cm)
(15cm)
45cm
(15cm)
30cm
(base contact)
(15cm)
(15cm)
(15cm)
30cm
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(15cm)
(15cm)
45cm
30cm
Blast Master
Twin Sonic Blasters
Sonic Blasters
30cm
(15cm)
(15cm)
Ultrasonic Disruptor
Blastmaster
Death Wailer
Battle Claws
n/a
45cm
30cm
(15cm)
(base contact)
n/a
2xAP5+/AT6+/AA5+ Disrupt
AP5+/AT5+, Disrupt
(Small Arms), First Strike, Ignore Cover, EA(+1)
(Assault Weapons), MW, EA(+1)
n/a
Castigator Cannon
Psi-pulse
Tormentor
Excruciator
Energy Whip
45cm
45cm
45cm
45cm
(base contact)
3 x AP3+/AT5+
MW3+, TK(D3), FxF
4x AP3+/AT5+, Disrupt, Fwd
3BP, Disrupt, Ignore Cover FxF
MW, EA(+3)
FIREPOWER
(Assault Weapons), EA(+1), First Strike
(Small Arms), EA(+1), First Strike, Ignore Cover
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1), First Strike
n/a
(Small Arms), EA(+1), First Strike
(Small Arms)
AP5+/AT6+
(Small Arms), Ignore Cover
AP5+/AT6+ Disrupt
(Assault Weapons), MW, EA(+1)
(Small Arms)
(Small Arms), Ignore Cover
(Small Arms)
AP5+/AT6+, Disrupt
(Assault Weapons), First Strike
(Small Arms), Ignore Cover
(Assault Weapons), MW, EA(+1), First Strike
(Small Arms), EA(+1), First Strike, Ignore Cover
AP4+/AT5+, Disrupt
(Small Arms), EA(+1)
(Small Arms), Ignore Cover
AT4+
AP5+/AT6+, Disrupt
AP5+/AT6+, Disrupt
(Small Arms), EA(+1)
(Small Arms)
NOTES
Fearless, Invulnerable Save, Supreme Commander
Fearless, Invulnerable Save, Leader
Fearless, Invulnerable Save, Leader
Daemonic Focus, Invulnerable Save
Augment Summoning (+2D3), Invulnerable Save
Reinforced Armour, Teleport, Thick Rear Armour
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
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Emperor’s
Children Terminator or Slaanesh Daemon Prince unit or 2 of the following:
Noise Marines, Chaos Space Marines
Transport: (May carry 1 Slaanesh Daemon Prince or 2 of the following:
Noise Marines, Chaos Space Marine).
Fearless, Infiltrator, Invulnerable Save, 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 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 Titan’s
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+.
EMPEROR’S CHILDREN
6.5 NetEA DEVELOPMENTAL
EMPEROR'S CHILDREN CHAOS SPACE MARINE REFERENCE 2
NAME
Questor Titan
TYPE
WE
SPEED
35cm
ARMOUR
5+
CC
5+
FF
3+
WEAPONS
2x Castigator Cannon
2x Battle Cannon
STRATEGY 4
RANGE
45cm
75cm
Reviler Titan
WE
25cm
4+
4+(3+)
3+(5+)
Psi-pulse
2x Tormentor OR
2x Hellblades
45cm
45cm
(base contact)
MW3+, TK(D3), FxF
4x AP3+/AT5+, Disrupt, Fwd
(Assault Weapons), TK(D3), EA(+2)
Subjugator Titan
WE
35cm
5+
3+
5+
2x Hellblades
2x Battle Cannon
(base contact)
75cm
(Assault Weapons), TK(D3), EA(+2)
AP4+/AT4+
Hellblade
Hell Talon
AC
AC
Fighter
Fighter-Bomber
6+
5+
n/a
n/a
n/a
n/a
Devastation Class Cruiser
SC
n/a
n/a
n/a
n/a
Despoiler Class Battleship
SC
n/a
n/a
n/a
n/a
Keeper of Secrets
WE
15cm
4+
3+
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
Daemonettes
Seekers
Defiler
INF
15cm
30cm
20cm
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)
AV
Daemonic Talons
Daemonic Talons
Battle Cannon
Reaper Autocannon
Twin Heavy Flamer
Battle Claws
FIREPOWER
3x AP3+/AT5+
AP4+/AT4+
NOTES
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over
units and impassable or dangerous terrain lower than the Titan’s 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 can’t move over then it stops when
it contacts the obstruction and suffers an extra point of damage. If it staggers into
or over any units then they will take a hit on a D6 roll of 6+ (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 Titan’s 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 Titan’s 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 can’t move over then it stops when it contacts the
obstruction and suffers an extra point of damage. If it staggers into or over any units then they
will take a hit on a D6 roll of 6+ (take any normal saving throws).
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.
EMPEROR’S 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.
THOUSAND SONS RETINUES
FORMATION
0-1 Scarab Occult
0-1 Ahriman's Chosen
1+ Rubric Fellowship
Thousand Sons Armour
Silver Tower Company
(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
COST
400 points
450 points
275 points
50 points per Predator
75 points per Land Raider
90 points each
THOUSAND SONS SUPPORT FORMATIONS
FORMATION
Thousand Sons
Warcoven
Sekhmet Disc Riders
Neophyte Class
(Up to two Support formations may be taken for each Rubric Fellowship selected)
CORE UNITS
UPGRADES
1 Sorceror Lord and 4 to 6 Thousand Sons Terminator
Daemonic pact, Deceiver, Dreadclaws
units
Icon Bearer, Land Raiders, Thralls
1 Sorceror Lord and 9 Disc Riders
Daemonic Pact
1 Thousand Sons Preceptor and 9 Neophyte units
Daemonic Pact, Icon Bearer, Rhinos,
COST
350 points
+85 points per extra unit
325points
175 points
THOUSAND SONS UPGRADES
(Each formation may take up to four allowed upgrades once per formation)
UPGRADE
0-1 Magister Templi
Daemonic Pact
Defilers
Dreadclaws
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
Icon Bearer
Rhinos
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
Land Raiders
Thralls
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
(Only Tzeentch Daemons may be purchased for the Daemon pool)
FORMATION
UNITS
COST
Daemon Pool
Any number of Lesser Daemon units (Flamers, Horrors, Screamers and Daemonic beasts)
20 points each
Any number of Greater Daemons (Lord of Change)
75 points each
WAR ENGINES AND CHAOS NAVY
(Up to 1/3 of the army’s points may be spent on War Engines and Chaos Navy)
WAR ENGINE FORMATIONS
FORMATION
CORE UNITS
UPGRADES
Greater Spires
1 to 3 Greater Spires of Tzeentch
Daemonic Pact, Thralls
200 points each
COST
Warp Palace
1 Warp Palace
Daemonic Pact, Thralls
550 points
FORMATION
CORE UNITS
Doomwings
3 Doomwing Interceptors
150 points
Firelords
Up to 3 Firelord Bombers
150 points each
Cruiser
1 Devastation class Cruiser
150 points
Battleship
Upgrade Cruiser to a Despoiler class Battleship
+100 points
CHAOS NAVY
COST
SPECIAL RULE - Rubric
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
6.6 NetEA DEVELOPMENTAL
THOUSAND SONS CHAOS SPACE MARINE REFERENCE 1
NAME
Icon Bearer
Preceptor
TYPE
CH
CH
SPEED
n/a
n/a
ARMOUR
n/a
n/a
CC
n/a
n/a
FF
n/a
n/a
WEAPONS
n/a
Warp Bolts
Sorceror Lord
CH
CH
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
Warp Bolt
Thralls
n/a
n/a
n/a
Adeptus
Adeptus Exempla
INF
INF
15cm
15cm
4+
4+
4+
4+
4+
4+
Magister Templi
INF
15cm
3+
3+
3+
Thousand Sons Marines
Sekhmet Disc Riders
INF
INF
15cm
30cm
4+
4+
5+
3+
4+
4+
Thousand Sons Terminators
INF
15cm
4+
4+
3+
Thousand Sons Neophyte
INF
15cm
6+
6+
5+
Deceiver
AV
20cm
4+
4+
4+
Defiler
AV
20cm
4+
4+
3+
Silver Tower
AV
20cm
4+
6+
4+
Thousand Sons Rhino
AV
30cm
5+
6+
6+
Thousand Sons Land Raider
AV
25cm
4+
6+
4+
Thousand Sons Predator
AV
30cm
4+
6+
5+
Greater Spires of Tzeentch
WE
20cm
4+
5+
4+
Warp Palace of Tzeentch
WE
20cm
4+
4+
3+
STRATEGY 5
RANGE
FIREPOWER
n/a
n/a
(15cm)
(Small Arms), MW, EA(+1)
OR (15cm)
(Small Arms), MW, EA(+1), One-Shot
(15cm)
(Small Arms), MW, EA(+1)
NOTES
Leader, Daemonic Focus, Invulnerable Save.
Leader
Commander, Leader, Invulnerable Save.
(base contact)
AND (15cm)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
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.
45cm
45cm
15cm
AND (15cm)
(base contact)
(15cm)
(15cm)
(15cm)
AP5+/AT6+
AP5+/AT6+
MW5+
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Small Arms)
(Small Arms)
Invulnerable Save, First Strike, Teleport
Supreme Commander, Reinforced Armour, Fearless, Teleport
30cm
(15cm)
(base contact)
(15cm)
2xAP4+/AT6+
(Small Arms)
(Assault Weapons)
(Small Arms)
Reinforced Armour. Thick Rear Armour. Fearless, Teleport, Rubric
AP4+/AT4+
2x AA6+
AP4+
Small Arms
(Assault Weapons)
(Assault Weapons)
AP4+/AT4+
AP4+/AT6+
AP3+
(Assault Weapons)
3x AP4+/AT4+
MW5+
(Small Arms)
Fearless, Invulnerable Save, Walker. Heavy flamer grants Fire Fight attack the
Ignore Cover ability
Battle Claws
Warp Flame
Battle Cannon
Reaper Auto Cannon
Twin Heavy Flamer
Battle Claws
Arcane Cannons
Beam of Power
Combi-Bolters
45cm
45cm
15cm
AND (15cm)
(base contact)
(base contact)
75cm
30cm
15cm
(base contact)
45cm
60cm
(15cm)
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
Sacrificial Power
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
Supreme Commander, Fearless, Reinforced Armour, Teleport
Reinforced Armour, Fearless, Rubric
Mounted, Skimmer
Fearless, Infiltrator, Invulnerable Save, Walker
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
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
6.6 NetEA DEVELOPMENTAL
THOUSAND SONS CHAOS SPACE MARINE REFERENCE 2
NAME
Doomwing
Firelord
TYPE
AC
AC
SPEED
Fighter
Bomber
ARMOUR
6+
4+
CC
n/a
n/a
FF
n/a
n/a
WEAPONS
Flame Cannon
Flame Cannon
Firestorm Bombs
Twin Lascannon
Orbital Bombardment
2x Pin-point Attack
Orbital Bombardment
3x Pin-point Attack
Bedlam Staff
Withering Gaze
Devastation Class Cruiser
SC
n/a
n/a
n/a
n/a
Despoiler Class Battleship
SC
n/a
n/a
n/a
n/a
Lord of Change
WE
30cm
4+
5+
3+
Daemonic beasts
Flamers
INF
INF
20cm
15cm
4+
5+
3+
5+
4+
Claws and Fangs
Flames of Tzeentch
Horrors
Screamers
INF
15cm
30cm
4+
5+
4+
3+
3+
-
Daemonic Fire
Claws and Fangs
STRATEGY 5
RANGE
FIREPOWER
15cm
AP4+/AT5+/AA5+, Ignore Cover, FxF
15cm
AP4+/AT5+/AA5+, Ignore Cover, FxF
15cm
D3BP, Ignore Cover, FxF
45cm
AT4+/AA4+, FxF
3BP, MW
MW2+, TK(D3)
3BP, MW
MW2+, TK(D3)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms), MW, EA(+1)
AND 45cm
2x MW3+
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons)
AND (15cm)
(Small Arms), EA(+1)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
NOTES
Invulnerable Save.
Invulnerable Save.
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.
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
World Eaters Bike Retinue
World Eaters Terminator Retinue
World Eaters Possessed Retinue
World Eaters Chosen Retinue
WORLD EATERS CORE FORMATIONS
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
COST
300 points
Daemonic Pact, Keeper of Chains,
Keeper of Skulls
Daemonic Pact, Favoured of Khorne,
Keeper of Chains, Keeper of Skulls
Favoured of Khorne
250 for 6 units
+25 per extra unit
350 for 4 units
+75 per extra unit
200 points
Assault Walkers, Daemonic Pact,
Dreadclaws, Favoured of Khorne,
Keeper of Chains, Keeper of Skulls,
Transport
200 points
WORLD EATERS AUXILIARY FORMATIONS
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
COST
375 points
250 points
50 points per unit
250 points
275 points
WORLD EATERS UPGRADES
(Each World Eaters formation may take up to four allowed upgrades)
UPGRADE
Assault Walkers
UNITS
Add up to 2 Assault Walker selections in any combination
Daemonic Pact
0-1 Favoured of Khorne
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.
Keeper of Chains
Keeper of Skulls
Predators
Dreadclaws
Transports
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
(Only Khorne Daemons may be purchased for the Daemon pool)
FORMATION
Daemon Pool
UNITS
Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds)
One Greater Daemon (Bloodthirster)
COST
20 points each
75 points each
WAR ENGINES AND CHAOS NAVY
(Up to 1/3 of the army’s points may be spent on War Engines and Chaos Navy)
KHORNE WAR ENGINE FORMATIONS
FORMATION
Banelord Titan
Lord of Battle
Greater Brass
Scorpion
UNITS
1 Banelord Titan
(Leader ability)
1 Lord of Battle
2 Lords of Battle
Up to 3 Greater Brass
Scorpions
COST
800 points
+25 points
425 points
800 points
200 points each
SPECIAL RULE - Blood Rage of Khorne
All units within the World Eaters Army list (not Chaos Navy) are effected by the
Blood Rage of Khorne
If a formation effected by the Blood Rage of Khorne has at least one unit that can
potentially reach base contact with an enemy, they may perform an Engage action
with a +1 modifier to the initiative roll.
FORMATION
Hellblades
CHAOS NAVY
UNITS
3 Hellblade Fighters
Hell Talons
2 Hell Talon Fighter-Bombers
Cruiser
1 Devastation Class Cruiser
(Upgrade Cruiser to a World Eater Battle Barge)
COST
200 points
250 points
150 points
(+100 points)
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
6.7 NetEA DEVELOPMENTAL
WORLD EATERS CHAOS SPACE MARINE REFERENCE 1
NAME
Blood Lord
TYPE
CH
Keeper of Chains
Keeper of Skulls
Skull Lord
Khorne Daemon Prince
CH
CH
CH
INF
SPEED
n/a
n/a
n/a
n/a
n/a
15cm (30cm)
ARMOUR
n/a
n/a
n/a
n/a
n/a
3+ (4+)
CC
n/a
n/a
n/a
n/a
n/a
2+
FF
n/a
n/a
n/a
n/a
n/a
5+
World Eaters Legionnaires
World Eaters Possessed
World Eaters Chosen
World Eaters Terminators
INF
INF
INF
INF
15cm
30cm
15cm
15cm
4+
4+
4+
4+
3+
2+
3+
2+
5+
5+
5+
4+
World Eaters Bikes
INF
35cm
4+
3+
4+
Khorne Berserkers
INF
15cm
4+
2+
5+
Juggernauts of Khorne
World Eaters Dreadnought
INF
AV
20cm
15cm
3+
3+
3+
4+
6+
4+
World Eaters Land Raider
AV
25cm
4+
6+
4+
World Eaters Predator
AV
30cm
4+
6+
5+
World Eaters Rhino
AV
30cm
5+
5+
Special
n/a
n/a
Slaughterfiend
AV
20cm
Defiler
AV
Blood Slaughterer
Khorne Assault Engines
WEAPONS
Daemon Weapon
Gift of Khorne
Rope of Chains
Daemon Artefact
Daemon Weapon
Daemon Weapon
Battle Roar of Khorne
Khornate Chainaxes
Mutations
Khornate Chainaxes
2x Reaper Autocannon
Power Weapons
Chainaxes
Combi-bolters
Chainaxes
Bolt Pistols
Juggernaut Bulk
Plasma Cannon
Power Fist
Twin Heavy Bolter
2x Twin Lascannon
STRATEGY 4
RANGE
(base contact)
(base contact)
(base contact)
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(base contact)
30cm
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
30cm
(base contact)
30cm
45cm
6+
Autocannon
2x Lascannon
Combi-bolter
45cm
45cm
(15cm)
n/a
n/a
n/a
n/a
4+
3+
5+
20cm
4+
4+
3+
AV
AV
15cm
25cm
3+
4+
3+
4+
4+
Khorne Support Engine
AV
20cm
5+
6+
4+
Greater Brass Scorpion
WE
20cm
5+
3+
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)
Dreadclaw
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
(Assault Weapons)
(Assault Weapons), EA(+1), First Strike
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+3)
(Small Arms) Ignore Cover
(Assault Weapons), EA(+1)
(Assault Weapons)
(Assault Weapons), EA(+1)
AP4+/AT6+
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Assault Weapons), MW
AP4+/AT4+, Slow Firing
(Assault Weapons), MW, EA(+1)
AP4+
AT4+
AP5+/AT6+
AT5+
(Small Arms)
n/a
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)
NOTES
Fearless, Invulnerable Save, Supreme Commander
Daemonic Focus, Invulnerable Save
Augment Summoning (+2D3), Invulnerable Save
Commander, Invulnerable Save, Leader
Fearless, Reinforced Armour, Supreme Commander, Teleport
Wings: count as Jump Pack. Speed increased to 30cm, armour reduced to 4+
Invulnerable save, Wings (Jump Packs)
Scout
Reinforced Armour, Teleport, Thick Rear Armour
Mounted
Fearless
Fearless, Infiltrator, Invulnerable Save, Mounted, Walker
Fearless, Walker
Reinforced Armour, Thick Rear Armour, Transport: (May carry up to 2 of the following:
World Eaters Legionnaires, World Eaters Chosen, Khorne Berzerkers; or one Khorne Daemon Prince and
World Eaters Terminators)
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, Infiltrator, Invulnerable Save, Walker
Fearless, Reinforced Armour
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 Titan’s 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
6.7 NetEA DEVELOPMENTAL
WORLD EATERS CHAOS SPACE MARINE REFERENCE 2
NAME
Lord of Battle
TYPE
WE
SPEED
25cm
ARMOUR
4+
CC
2+
FF
4+
WEAPONS
Chain Fist
Death Storm
2x Battle Cannon
Banelord Titan
WE
15cm
4+
2+
4+
Doomfist
AC
AC
Fighter
Fighter-Bomber
6+
5+
n/a
n/a
n/a
n/a
Devastation Class Cruiser
SC
n/a
n/a
n/a
n/a
World Eaters Battle Barge
SC
n/a
n/a
n/a
n/a
Blood Thirster
WE
30cm
4+
3+
n/a
Bloodletters
Flesh Hounds
INF
INF
15cm
20cm
4+
4+
4+
3+
n/a
n/a
FIREPOWER
(Assault Weapons), MW, EA(+3)
4x AP4+/AT4+
AP4+/AT4+
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
(base contact)
AND 30cm
(base contact)
AND 75cm
(15cm)
60cm
60cm
15cm
15cm
45cm
45cm
(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)
Hellblades
Claws and Fangs
(base contact)
(base contact)
(Assault Weapons), EA(+1)
(Assault Weapons)
Tail
Hellblade
Hell Talon
STRATEGY 4
RANGE
(base contact)
45cm
75cm
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 can’t
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+.
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless.
May step over units and impassable or dangerous terrain that is lower than the Titan’s
knees and up to 2cm wide.
Critical Hit Effect: 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+.
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.
WORLD EATERS
6.8 NetEA DEVELOPMENTAL
RED CORSAIRS CHAOS ARMY LIST
v3.22. Sub-Army Champion: “BlackLegion”
Red Corsairs Chaos Space Marine armies have a Strategy rating of 4. All Red Corsairs and Chaos Titan Legion formations have an initiative rating of 1+.
Formations marked with a 1, 2, 3 or 4 and Chaos Navy aircraft formations have an initiative rating of 2+. Red Corsairs Chaos Space Marine armies do not use the
Factions rule.
FORMATION
Hounds Squadron
Terminator Retinue
Renegade Warband
RED CORSAIRS CORE FORMATIONS
CORE UNITS
1 Chaos Space Marine Lord character and
8 Chaos Space Marine Bike units
1 Chaos Space Marine Lord character and 4 to 6
Chaos Space Marine Terminator units
1 Chaos Space Marine Lord character and
8 Chaos Space Marine units
UPGRADES
Daemonic Pact, Icon Bearer
COST
300 points
All except Cult Marines, Havocs
and Rhinos
All
275 points for 4
+60 points per extra
275 points
RED CORSAIRS SUPPORT FORMATIONS
FORMATION
Armoured Company
Chaos Strike Cruiser
Chaos Thunderhawk
Chosen
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.
RED CORSAIRS UPGRADES
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
Havocs
Icon Bearer
Obliterators
(Each Red Corsairs formation may take up to four allowed upgrades)
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.
TITAN LEGIONS AND CHAOS NAVY
(Up to 1/3 of the army's points may be spent on Titan Legion and/or Chaos Navy)
TITAN LEGION FORMATIONS
FORMATION
Chaos Warlord Titan
UNITS
1 Warlord Titan
COST
850 points
FORMATION
Hellblades
CHAOS NAVY
UNITS
3 Hellblade Fighters
COST
200 points
110
6.8 NetEA DEVELOPMENTAL
Chaos Reaver Titan
Chaos Warhound Titan
1 Reaver Titan
1 Warhound Titan
625 points
300 points
Hell Talons
Harbinger
2 Hell Talon Fighter-Bombers
1 Harbinger Bomber
250 points
450 points
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
Icon Bearer
Chaos Space Marines
CH
INF
n/a
15cm
n/a
4+
n/a
4+
n/a
4+
Chaos Space Marine
Bikes
Chaos Space Marine
Terminators
INF
35cm
4+
3+
4+
INF
15cm
4+
3+
3+
Chaos Spawn
Daemon Prince
INF
INF
15cm
15cm(30cm)
3+
3+(4+)
3+
3+
3+
Havocs
Noise Marines
INF
INF
15cm
15cm
4+
4+
5+
4+
3+
3+
Obliterators
Plague Marines
INF
INF
15cm
15cm
4+
3+
3+
3+
2+
4+
Raptors
INF
30cm
4+
3+
4+
Thousand Sons
Khorne Berzerkers
INF
INF
15cm
15cm
4+
4+
5+
2+
4+
5+
Blight Drone
AV
35cm
5+
6+
4+
Blood Slaughterer
AV
15cm
3+
3+
-
Chaos Dreadnought
AV
15cm
3+
4+
4+
Chaos Hunter
Chaos Land Raider
AV
AV
30cm
25cm
5+
4+
6+
6+
6+
4+
Chaos Predator
AV
30cm
4+
6+
4+
Chaos Rhino
AV
30cm
5+
6+
6+
Chaos Vindicator
Daemon Knight
Defiler
AV
AV
AV
25cm
30cm
20cm
4+
4+
4+
6+
5+
4+
4+
4+
3+
Desecrator
AV
20cm
4+
4+
4+
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
STRATEGY 4
RANGE
(base contact)
(base contact)
(15cm)
(base contact)
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), EA(+1), MW
(Assault Weapons), EA(+1), First Strike
(15cm)
(Small Arms), EA(+1), First Strike
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)
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)
Power Fist
Twin Autocannon
Hunter-killer
Twin Heavy Bolter
2x Twin Lascannon
(base contact)
45cm
60cm
30cm
45cm
(Assault Weapons), MW, EA(+1)
AP4+/AT5+
AT4+/AA4+
AP4+
AT4+
2x Heavy Bolters
Twin Lascannon
Combi-Bolters
30cm
45cm
(15cm)
Demolisher
Castigator Cannon
Battle Cannon
Reaper Autocannon
Twin Heavy Flamer
Battle Claws
Ultrasonic Disruptor
Reaper Autocannon
30cm
45cm
75cm
30cm
15cm
(base contact)
45cm
30cm
AP5+
AT4+
(Small Arms)
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+
NOTES
Supreme Commander, Invulnerable Save
Commander, Leader, Invulnerable Save
Commander, Leader, Invulnerable Save
Invulnerable Save, Augment Summoning (+2D3).
Leader, Daemonic Focus, Invulnerable Save.
Mounted.
Reinforced Armour, Thick Rear Armour, Teleport.
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).
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.
Fearless, Invulnerable Save, Walker.
RED CORSAIRS
6.8 NetEA DEVELOPMENTAL
Havoc Launcher
Battle Talons
45cm
(base contact)
AP5+/AT6+
(Assault Weapons), EA(+1)
WEAPONS
Arcane Cannons
Beam of Power
Scorpion Cannon
2x Hellmaw Cannon
Demolisher Cannon
Claws
2x Inferno Gun
Close Combat Weapon
Plasma Destructor
STRATEGY 4
RANGE
45cm
60cm
30cm
15cm
30cm
(base contact)
30cm
(base contact)
75cm
FIREPOWER
3x AP4+/AT4+
MW5+
2x AP3+/AT5+
AP4+, Ignore Cover
AP3+/AT4+, Ignore Cover
(Assault Weapons), MW, EA(+1)
3BP, Ignore Cover, FxF
(Assault Weapons), TK(D3), EA(+3) , Fwd
4x MW2+ , Fwd
4x AP4+/AT4+ , Fwd
(Assault Weapons), TK(D3), EA(+3), Fwd
3BP, FxF
RED CORSAIRS CHAOS RENEGADE CHAOS ARMY REFERENCE 2
NAME
Silver Tower
TYPE
AV
SPEED
20cm
ARMOUR
4+
CC
6+
FF
4+
Brass Scorpion
WE
20cm
5+
3+
3+
Chaos Warlord Titan
WE
15cm
4+
2+
3+
Chaos Reaver Titan
WE
20cm
4+
3+
3+
Gatling Blaster
Close Combat Weapon
Apocalypse Missile Launcher
60cm
(base contact)
60cm
Chaos Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+, Fwd
2x MW2+, Slow Firing, Fwd
75cm
30cm
15cm
15cm
30cm
15cm
15cm
15cm
15cm
15cm
45cm
45cm
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
Chaos Thunderhawk
Gunship
WE/AC
Bomber
4+
6+
4+
Harbinger
AC/WE
Bomber
4+
n/a
n/a
Hellblade
Hell Talon
AC
AC
Fighter
Fighter-Bomber
6+
5+
n/a
n/a
n/a
n/a
Chaos Strike Cruiser
SC
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
Chaos Battle Barge
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
Chaos Drop Pod
AV
Immobile
5+
n/a
n/a
Deathwind
15cm
14BP, MW
AP5+/AT5+
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+.
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 Titan’s 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
Titan’s 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 Titan’s 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+.
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
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
6.8 NetEA DEVELOPMENTAL
Greater Daemons
WE
15cm
4+
3+
-
Claws and Fangs
(base contact)
(Assault Weapons), MW, EA(+2)
Lesser Daemons
INF
15cm
4+
3+
-
Claws and Fangs
(base contact)
(Assault Weapons)
DC3, Fearless, Inspiring, Invulnerable Save, Reinforced Armour, Walker. Costs 6 points to
summon.
Invulnerable Save. Costs 1 point to summon.
RED CORSAIRS
6.9 NetEA EXPERIMENTAL
ALPHA LEGION UPRISING CHAOS ARMY LIST
v1.2. Sub-Army Champion: “Chroma”
Alpha Legion Uprising armies have a Strategy rating of 5 during setup and Turn 1 and a Strategy rating of 3 on all subsequent turns. Alpha Legion Chaos Space
Marine, Aircraft, Spacecraft, and Titan formations have an initiative rating of 2+. Alpha Legion Chaos Cultist formations have an initiative rating of 3+.
Alpha Legion Chaos Space Marine formations may only select the "Chaos Undivided" faction.
ALPHA LEGION CHAOS SPACE MARINES FORMATIONS
FORMATION
0-1 Alpha Legion
Terminators
Alpha Legion
Retinue
Alpha Legion
Bike Company
Alpha Legion
Armoured Company
0-2 Alpha Legion
Infiltrator
(You may take any number of Alpha Legion Chaos Space Marines formations.)
CORE UNITS
1 Chaos space Marine Lord and
Chaos Marine Transport,
4 to 6 Alpha Legion Terminators
Dreadclaws, Dreadnought
1 Chaos Space Marine Lord and
Chaos Space Marine Transport,
8 Chaos Space Marine units
Dreadnought, Dreadclaws, Havocs
1 Chaos Space Marine Lord and 8 Chaos Space
None
Marine Bike units
4 to 8 Chaos Predators and/or Chaos Land Raiders
None
in any combination
1 Chaos Lord Lord and 6 Chaos Space
Chaos Space Marine Transport
Marine Chosen units
(Rhinos only), Dreadclaws
COST
275 points for 4
+65 points per extra unit
275 points
300 points
50 points per Predator
75 points per Land Raider
300 points
ALPHA LEGION CHAOS CULTIST FORMATIONS
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
COST
200 points
150 points
100 points
350 points
400 points
200 points
200 points
200 points each
20 points each
75 points each
ALPHA LEGION UPRISING UPGRADES
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
Traitor Griffon Battery
Traitor Flak
Traitor Hellhound Squadron
(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
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
COST
+20 points each
+150 points each
+10 points each
10 points per Rhino
75 points per Land Raider
+25 points
+15 points each
+50 points
+25 points
+50 points each
+50 points each
+150 points
+5 points per unit
in formation
+50 points
+70 points each
+10 points each
+25 points each
+75 points
+50 points
+125 points
ALPHA LEGION SPACECRAFT AND SUPPORT
FORMATION
Hellblades
Hell Talons
Traitor Thunderbolts
Traitor Marauders
Traitor Warhound Pack
Cruiser
(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
COST
200 points
250 points
150 points
250 points
275 points each
150 points
SPECIAL RULE - Surprise Attack
113
6.9 NetEA EXPERIMENTAL
At the start of the game and for the first turn, an Alpha Legion army is considered to have a Strategy rating of 5; this is used for determining table edges, deployment order,
etc. In all subsequent turns they are treated as having Strategy rating 3 as local forces mobilize to respond to their treachery.
113
6.9 NetEA EXPERIMENTAL
ALPHA LEGION UPRISING CHAOS ARMY REFERENCE 1
NAME
Chaos Space Marine Lord
Icon Bearer
Alpha Legion Terminators
TYPE
CH
CH
INF
SPEED
n/a
n/a
15cm
ARMOUR
n/a
n/a
4+
CC
n/a
n/a
3+
FF
n/a
n/a
3+
Big Mutant
INF
15cm
3+
4+
4+
Chaos Hound
Chaos Space Marine
Aspiring Champion
INF
INF
30cm
15cm
6+
4+
4+
4+
4+
Chaos Space Marine
Bikes
Chaos Space Marine
Chosen
Chaos Spawn
Cultist
INF
35cm
4+
3+
4+
INF
15cm
4+
4+
4+
INF
INF
15cm
15cm
3+
--
3+
5+
6+
Daemon Prince
INF
15cm(30cm)
3+(4+)
3+
3+
Demagogue
INF
15cm
6+
5+
5+
Havocs
Mutant
INF
INF
15cm
15cm
4+
6+
5+
4+
3+
6+
Plague Zombie
INF
10cm
5+
6+
-
Traitor Rough Rider
INF
20cm
6+
4+
6+
Traitor Snipers
Traitor Stormtroopers
INF
INF
15cm
15cm
5+
5+
5+
6+
4+
Land Transporter
LV
30cm
5+
6+
6+
Chaos
Land Raider
Chaos Dreadnought
AV
25cm
4+
6+
4+
AV
15cm
3+
4+
4+
Chaos Rhino
AV
30cm
5+
6+
6+
Traitor Basilisk
AV
20cm
5+
6+
5+
Traitor Chimeras
AV
30cm
5+
6+
5+
Traitor Griffons
AV
30cm
6+
6+
Traitor Hydras
AV
30cm
6+
6+
WEAPONS
Daemon Weapon
n/a
Power Weapons
Combi-Bolters
2x Reaper Autocannons
Big Weapons
2x Heavy Stubber
Fangs
Daemon Weapon
Bolters
Heavy Weapons
Chainswords
Bolters
Bolters
Autocannon
Horrific Mutations
Firearms
Heavy Weapons
Possessed Weapon
Warp Blast
Daemon Weapon
Firearms
2x Autocannon
Assorted Weapons
Firearms
Claws and Teeth
STRATEGY 2
RANGE
FIREPOWER
(base contact)
(Assault Weapons), MW, EA(+1)
n/a
n/a
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP4+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP6+
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(base contact)
(Assault Weapons), EA(+D3)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), MW, EA(+2)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
Power Lance
Chainswords
Las Pistol
Sniper Rifles
Hellguns
Plasma Guns
Heavy Weapons
(base contact)
(base contact)
(15cm)
30cm
(15cm)
15cm
30cm
(Assault Weapons), EA(+1), First Strike
(Assault Weapons)
(Small Arms)
AP5+, Sniper
(Small Arms)
AP5+/AT5+
AP6+/AT6+
Twin Heavy Bolter
2x Twin Lascannon
Power Fist
Twin Autocannon
30cm
45cm
(base contact)
45cm
AP4+
AT4+
(Assault Weapons), MW, EA(+1)
AP4+/AT5+
NOTES
Commander, Leader, Invulnerable Save
Leader, Daemonic Focus, Invulnerable Save.
Reinforced Armour, Thick Rear Armour, Teleport.
Invulnerable Save, Commander, Leader
Mounted.
Scout.
Invulnerable Save, Fearless.
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).
Infiltrator, Fearless, Infestation (Teleport).
Plague Zombies may only contest, not hold objectives.
Mounted, Scout, Infiltrator
Scout
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
30cm
120cm
30cm
30cm
AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
AP5+/AT6+
5+
Heavy Bolter
30cm
AP5+
5+
Heavy Mortar
Heavy Bolter
2x Twin Hydra Autocannon
30cm
30cm
45cm
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).
ALPHA LEGION
6.9 NetEA EXPERIMENTAL
ALPHA LEGION UPRISING CHAOS ARMY REFERENCE 2
STRATEGY 2
RANGE
FIREPOWER
30cm
AP5+
30cm
AP3+, Ignore Cover
30cm
AP5+
45cm
AT5+
75cm
AP4+/AT4+
30cm
AP4+/AT4+, Slow Firing
30cm
AP3+/AT4+, Ignore Cover
45cm
AT5+
30cm
AP5+
150cm
2BP, Disrupt, Slow Firing, Indirect Fire
30cm
AP5+/AT6+
n/a
n/a
NAME
Traitor Hellhounds
TYPE
AV
SPEED
30cm
ARMOUR
4+
CC
6+
FF
3+
Traitor Leman Russ
AV
20cm
4+
6+
4+
Traitor Leman Russ
Demolisher
AV
Traitor Manticore
AV
20cm
6++
6+
5+
Traitor Sentinels
Dreadclaw
AV
Special
20cm
n/a
6+
n/a
6+
n/a
5+
n/a
WEAPONS
Heavy Bolter
Inferno Cannon
2x Heavy Bolter
Lascannon
Battlecannon
2x Plasma Cannon
Demolisher
Lascannon
Heavy Bolter
Rocket Launcher
Multilaser
n/a
Chaos Altar
WE
15cm
4+
4+
4+
Arcane Technology
45cm
D3x AP4+/AT4+/AA4+
Traitor Warhound Titan
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4x AP3+/AT5+ , Fwd
2x MW2+, Slow Firing , Fwd
3x Twin Heavy Bolter
Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Heavy Bolter
Volcano Cannon
30cm
30cm
45cm
45cm
75cm
30cm
90cm
AP4+
AP3+/AT4+, Ignore Cover, FxF
AP5+/AT6+
AT5+
AP3+/AT3+
AP5+
MW2+, TK(D3), FxF
15cm
15cm
45cm
45cm
15cm
30cm
30cm
15cm
15cm
45cm
(base contact)
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)
(base contact)
(Assault Weapons)
Traitor Baneblade
WE
15cm
4+
6+
4+
Traitor Shadowsword
WE
15cm
4+
6+
5+
Hellblade
Hell Talon
AC
AC
Fighter
Fighter-Bomber
6+
5+
n/a
n/a
n/a
n/a
Traitor Thunderbolt
Fighter-Bombers
AC
Fighter-Bomber
6+
n/a
n/a
Traitor Marauder
Bombers
AC
Bomber
4+
n/a
n/a
Generic Greater Daemon
WE
4+
3+
-
2x Reaper Autocannon
Bombs
Twin Lascannon
Havoc Launcher
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Claws and Fangs
Generic Lesser Daemon
INF
4+
3+
-
Claws and Fangs
15cm
NOTES
Reinforced Armour
Reinforced Armour
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
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain
that is lower than the Titan’s knees and up to 2cm wide. 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+.
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+.
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
6.10 NetEA EXPERIMENTAL
DAEMON WORLD CHAOS ARMY LIST
v2.2. Sub-Army Champion: “Chroma”
Daemon World Chaos Armies have a Strategy rating of 2. All Daemon World Chaos Army formations have an initiative rating of 3+.
DAEMON WORLD SPECIAL
FORMATION
0-1 Warp Rift
1 Great Abomination
0-2 Plague Zombie Infestation
CORE UNITS
1 Warp Rift (replace one objective on the Daemon World side of the table with a Warp Rift).
The Warp Rift functions both as a Chaos Gate and as an objective for rules purposes.
It may not be attacked or destroyed.
Important note: Warp Rifts are one of the smallest types of Chaos Gate 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 Warp Gate to enter play.
1 Chaos Space Marine Aspiring Champion, Daemon Prince, Demagogue, or Greater Daemon
in the army gains the Supreme Commander ability.
3D6 Plague Zombie units
DAEMON WORLD HORDES
FORMATION
Daemonic Horde
Mutant Horde
0-1 Greater Daemon
CORE UNITS
8 Lesser Daemon units. (Must be of same Faction and/or Undivided as desired)
1 Demagogue or Chaos Marine Aspiring Champion and 11 Mutant units.
You may include 1 Greater Daemon per Daemonic Horde in the army, with a maximum
of 1 per Chaos Faction represented.
COST
75 points
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
(Each Horde, including Greater Daemon formations, may take any number of upgrades. Each upgrade may only be selected once per Horde.)
UNITS
Replace a Chaos Space Marine Aspiring Champion or Demagogue with a
Daemon Prince unit. You may have only 1 Daemon Prince per faction taken
Add 1 Icon Bearer character to the formation
Add up to 8 Mutant units to the formation
Replace 1 to 6 Mutant units with an equal number of Big Mutants
Add 1 Chaos Altar
Add up to 3 Chaos Spawn units
Add up to 3 Chaos Hounds units
Add 1 to 3 Fury units
Add 1 to 6 Lesser Daemons (must be of same faction or Undivided)
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
DAEMON WORLD SUPPORT PACKS
FORMATION
DAEMON ENGINES:
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
(You may take one Daemon World Support Pack per Daemon World Horde in the army from the following list:
Daemon Engines or Followers of Chaos. Selections must be Faction specific)
CORE 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
400 points each
300 points
325 points each
325 points each
4 to 8 Juggernauts of Khorne
4 to 6 Beasts of Nurgle
6 to 9 Seekers
6 to 9 Screamers
4 to 6 Chaos Spawn
8 Chaos Space Marines (May be mounted in 4 Chaos Marine Rhinos for +75 points)
12 Cultist units
50 points each
50 points each
25 points each
25 points each
25 points each
225 points
150 points
SPECIAL RULE - Chaos Gate
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.
275 points
225 points
SPECIAL RULE - Instability
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
6.10 NetEA EXPERIMENTAL
DAEMON WORLD CHAOS ARMY REFERENCE 1
NAME
Icon Bearer
Beasts of Nurgle
TYPE
CH
INF
SPEED
n/a
15cm
ARMOUR
n/a
3+
CC
n/a
4+
FF
n/a
5+
Big Mutant
INF
15cm
3+
4+
4+
Bloodletters
Chaos Hound
Chaos Space Marine
Aspiring Champion
INF
INF
INF
15cm
30cm
15cm
4+
6+
4+
4+
4+
4+
n/a
n/a
4+
Chaos Spawn
Cultist
INF
INF
15cm
15cm
3+
--
3+
5+
n/a
6+
Daemon Prince
INF
15cm(30cm)
3+(4+)
3+
3+
Daemonettes
Daemonic beasts
Demagogue
INF
INF
INF
15cm
20cm
15cm
4+
4+
6+
3+
3+
5+
n/a
n/a
5+
Flamers
INF
15cm
5+
5+
4+
Flesh Hounds
Furies
INF
INF
20cm
30cm
4+
6+
3+
4+
-
Horrors
Khorne Juggernauts
Mutant
INF
INF
INF
20cm
15cm
4+
3+
6+
4+
3+
4+
3+
6+
6+
Plaguebearers
INF
15cm
3+
4+
6+
Plague Zombie
INF
10cm
5+
6+
n/a
Screamers
Seekers
Contagion Tower
INF
INF
AV
30cm
30cm
15cm
5+
4+
5+
3+
4+
5+
5+
Defiler
AV
20cm
4+
4+
3+
Demonic Assault
Engines
Daemon Knight
Hellfire Cannon
Silver Tower
AV
25cm
4+
3+
5+
AV
AV
AV
30cm
15cm
20cm
4+
4+
4+
5+
6+
6+
4+
4+
4+
Chaos Altar
WE
15cm
4+
4+
4+
WEAPONS
n/a
Acidic Slime
Cloud of Flies
Big Weapons
2x Heavy Stubber
Hellblades
Fangs
Daemon Weapon
Bolters
Heavy Weapons
Horrific Mutations
Firearms
Heavy Weapons
Possessed Weapon
Warp Blast
Daemonic Talons
Claws and Fangs
Daemon Weapon
Firearms
Flames of Tzeentch
Claws and Fangs
Claws and Fangs
Aerial Assault
Daemonic Fire
Juggernaut Bulk
Assorted Weapons
Firearms
Plague Swords
Plague of Flies
Claws and Teeth
Claws and Fangs
Daemonic Talons
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
Arcane Technology
STRATEGY 2
RANGE
FIREPOWER
n/a
n/a
(base contact)
(Assault Weapons), Ignore Cover
(15cm)
(Small Arms), Ignore Cover
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP6+
(base contact)
(Assault Weapons), EA(+1)
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), EA(+D3)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), MW, EA(+2)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
AND (15cm)
(Small Arms), EA(+1)
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons)
30cm
AA6+
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
(base contact)
(base contact)
30cm
45cm
75cm
30cm
15cm
(base contact)
(base contact)
30cm
45cm
75cm
45cm
60cm
45cm
(Assault Weapons)
(Assault Weapons)
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+
D3x AP4+/AT4+/AA4+
NOTES
Leader, Daemonic Focus, Invulnerable Save.
Fearless, Invulnerable Save, Mounted, Walker
Invulnerable Save, Costs 1 point to summon.
Invulnerable Save, Commander, Leader
Invulnerable Save, Fearless.
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.
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
6.10 NetEA EXPERIMENTAL
DAEMON WORLD CHAOS ARMY REFERENCE 2
STRATEGY 2
RANGE
FIREPOWER
(base contact)
(Assault Weapons), MW, EA(+3)
45cm
4x AP4+/AT4+
75cm
AP4+/AT4+
NAME
Lord of Battle
TYPE
WE
SPEED
25cm
ARMOUR
4+
CC
2+
FF
4+
WEAPONS
Chain Fist
Death Storm
2x Battle Cannon
Plague Tower
WE
15cm
4+
4+
4+
Plague Mortar
2x Battle Cannon
Rot Cannon
60cm
75cm
90cm
3+D3BP, Disrupt, FxF
AP4+/AT4+
AP3+/AT5+, Ignore Cover, FxF
Questor
WE
35cm
5+
5+
3+
2x Castigator Cannon
2x Battle Cannon
45cm
75cm
3x AP3+/AT5+
AP4+/AT4+
Subjugator
WE
35cm
5+
5+
3+
2x Hellblades
Battle Cannon
(base contact)
75cm
(Assault Weapons), TK(D3), EA(+2)
AP4+/AT4+
Blood Thirster
WE
30cm
4+
3+
n/a
Axe of Khorne
Bloodthirster Whip
(base contact)
(base contact)
(Assault Weapons), TK(1), EA(+2)
(Assault Weapons), TK(1), EA(+1)
Great Unclean One
WE
15cm
4+
4+
4+
Nurgling Swarm
Stream of Corruption
Keeper of Secrets
WE
15cm
4+
3+
4+
Lash of Torment
Gaze of Slaanesh
Lord of Change
WE
30cm
4+
5+
3+
Bedlam Staff
Withering Gaze
Doomwing
Firelord
AC
AC
Fighter
Bomber
6+
4+
n/a
n/a
n/a
n/a
Flame Cannon
Flame Cannon
Firestorm Bombs
Twin Lascannon
(base contact)
(15cm)
AND 15cm
(base contact)
(15cm)
AND 30cm
(base contact)
(15cm)
AND 45cm
15cm
15cm
15cm
45cm
(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
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 can’t
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 Titan’s 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 can’t 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 Titan’s 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 can’t 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.
DAEMON WORLD
6.11 NetEA EXPERIMENTAL
KHORNE RENEGADES CHAOS ARMY LIST
v1.1.1. Sub-Army Champion: "Dobbsy"
Khorne Renegades armies have a Strategy rating of 4. All formations in a Khorne Renegades army have an initiative rating of 1+.
Chaos Navy formations have an initiative rating of 2+.
FORMATION
Khorne Renegade Marines
Retinue
CORE UNITS
8 Khorne Renegade Marine units
RETINUES
UPGRADES
All
COST
225 points
ELITE SUPPORT FORMATIONS
FORMATION
Khorne Renegade
Terminators
World Eaters Planetary
Assault
Renegades Blood Pack
(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
COST
300 points
275 points
300 points
SUPPORT FORMATIONS
FORMATION
Khorne Renegade Bike
Company
Khorne Raptor Cult
Khorne Cultists/Mutants
Slaughter Pack
(One Khorne Support Formation may be included for every Retinue selected)
CORE UNITS
UPGRADES
8 Khorne Renegade Bike units
Daemonic Pact, Icon Bearer
COST
300 points
6 Khorne Raptor units
8 Khorne Cultists and/or Mutants units
4 Khorne Blood Slaughterers
250 points
125 points
200 points
None
None
Blood Slaughterers
UPGRADES
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
(Each allowed upgrade may be taken once per formation)
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
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.
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
DAEMON POOL
(Only Khorne Daemons may be purchased for the Daemon pool)
FORMATION
UNITS
COST
Daemon Pool
Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds)
Any number of Greater Daemon (Bloodthirster)
20 points each
75 points each
WAR ENGINES AND
CHAOS NAVY FORMATIONS
(Up to 1/3 of the army’s points may be spent on War Engines and Chaos Navy formations)
FORMATION
UNITS
COST
Banelord Titan
1 Banelord Titan
800 points
Lord of Battle
1 Lord of Battle
425 points
2 Lords of Battle
800 points
Brass Scorpion
Up to 2 Brass Scorpions
200 points each
Hellblades
3 Hellblade Fighters
200 points
Hell Talons
2 Hell Talon Fighter-Bombers
250 points
Harbinger
1 Harbinger Bomber
425 points
Cruiser
1 Devastation Class Cruiser
150 points
Battleship
1 Despoiler Class Battleship
250 points
SPECIAL RULE - Blood Rage of Khorne
All followers of Khorne units within the Khorne Renegades army list have
both the Bloodthirsty and Aggressive traits
SPECIAL RULE - Bloodthirsty
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.
SPECIAL RULE - Aggressive
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
6.11 NetEA EXPERIMENTAL
KHORNE RENEGADES CHAOS ARMY REFERENCE 1
NAME
Champion of Khorne
Icon Bearer
Khorne Lord
Khorne Daemon Prince
TYPE
CH
CH
CH
INF
SPEED
n/a
n/a
n/a
15cm (30cm)
ARMOUR
n/a
n/a
n/a
3+ (4+)
CC
n/a
n/a
n/a
2+
FF
n/a
n/a
n/a
5+
Khorne Berserkers
INF
15cm
4+
2+
5+
Khorne Cultist
INF
15cm
-
5+
6+
Khorne Mutants
INF
15cm
6+
5+
6+
Khorne Renegade
Annihilators
Khorne Renegade Bikes
INF
15cm
4+
5+
3+
INF
35cm
4+
3+
4+
Khorne Renegade Marines
INF
15cm
4+
4+
4+
Khorne Renegade
Terminators
INF
15cm
4+
3+
3+
Khorne Raptors
INF
30cm
4+
3+
5+
World Eaters Legionnaires
INF
15cm
4+
3+
5+
World Eaters Terminators
INF
15cm
4+
2+
4+
Blood Slaughterer
Khorne Dreadnought
AV
AV
15cm
15cm
3+
3+
3+
4+
5+
Khorne Land Raider
AV
25cm
4+
6+
4+
Khorne Predator
AV
30cm
4+
6+
5+
Khorne Rhino
AV
30cm
5+
5+
6+
Renegades Slaughterfiend
AV
20cm
4+
3+
5+
Special
n/a
n/a
n/a
WE
15cm
4+
2+
Dreadclaw
World Eaters Banelord Titan
WEAPONS
Daemon Artifact
n/a
Daemon Weapon
Daemon Weapon
Battle Roar of Khorne
Chainaxes
Bolt Pistols
Axes
Heavy Weapons
Axes
Firearms
Plasma Cannon
Heavy Bolter
Chainswords
Bolters
Bolters
Autocannon
Power Weapons
Combi-Bolters
2x Reaper Autocannons
Chainswords
Bolt Pistols
Khornate Chainaxes
Bolt Pistols
2x Reaper Autocannon
Power Weapons
Cleavers
Twin Powerfist
Twin Flamers
Twin Heavy Bolter
2x Twin Lascannon
STRATEGY 4
RANGE
(base contact)
n/a
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
30cm
(base contact)
(15cm)
30cm
30cm
(base contact)
(15cm)
(15cm)
45cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(base contact)
(base contact)
(base contact)
(15cm)
30cm
45cm
FIREPOWER
(Assault Weapons), EA(+1), First Strike
n/a
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+3)
(Small Arms) Ignore Cover
(Assault Weapons)
(Small Arms)
(Assault Weapons)
AP6+/AT6+
(Assault Weapons)
(Small Arms)
AP4+/AT4+, Slow Firing
AP5+
(Assault Weapons)
(Small Arms)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP4+/AT6+
(Assault Weapons)
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
AP4+/AT6+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+2)
(Assault Weapons), MW, EA(+2)
(Small Arms), Ignore Cover
AP4+
AT4+
Autocannon
2x Heavy Bolters
Combi-bolter
45cm
30cm
(15cm)
n/a
Battle Cannon
Twin Power Flails
Battle Claws
n/a
75cm
(base contact)
(base contact)
n/a
AP4+/AT4+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
n/a
4+
Doomfist
(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
Tail
Battlehead
Hellstrike Cannon
6x Havoc Missiles
AP5+/AT6+
AP5+
(Small Arms)
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.
Reinforced Armour, Thick Rear Armour, Teleport.
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).
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
Titan’s 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
6.11 NetEA EXPERIMENTAL
KHORNE RENEGADES CHAOS ARMY REFERENCE 2
NAME
Brass Scorpion
TYPE
WE
SPEED
20cm
ARMOUR
5+
CC
3+
FF
3+
Feral Titan
WE
30cm
5+
4+
5+
Lord of Battle
WE
25cm
4+
2+
4+
Harbinger
AC/WE
Bomber
4+
n/a
n/a
Hellblade
Hell Talon
AC
AC
Fighter
Fighter-Bomber
6+
5+
n/a
n/a
n/a
n/a
Despoiler Class Battleship
SC
n/a
n/a
n/a
n/a
Devastation Class Cruiser
SC
n/a
n/a
n/a
n/a
Blood Thirster
WE
30cm
4+
3+
n/a
Bloodletters
Flesh Hounds
INF
INF
15cm
20cm
4+
4+
4+
3+
n/a
-
STRATEGY 4
RANGE
30cm
15cm
30cm
(base contact)
(15cm)
30cm
45cm
FIREPOWER
2 x AP3+/AT5+
AP4+, Ignore Cover
AP3+/AT4+, Ignore Cover
(Assault Weapons), MW, EA(+1)
(Small Arms), EA(+2), FxF
3BP, Ignore Cover, Fwd
4x AP4+/AT4+, Fwd
Chain Fist
Death Storm
2x Battle Cannon
(base contact)
45cm
75cm
(Assault Weapons), MW, EA(+3)
4x AP4+/AT4+
AP4+/AT4+
Reaper Autocannon
Reaper Autocannon
Reaper Autocannon
Incendiary Bombs
2x Reaper Autocannon
Bombs
30cm
15cm
15cm
15cm
15cm
15cm
AP4+/AT6+/AA5+, FxF
AP4+/AT6+/AA5+, Right Arc
AP4+/AT6+/AA5+, Left Arc
6BP, Ignore Cover, FxF
AP4+/AT6+/AA5+, FxF
2BP, FxF
Twin Lascannon
Havoc Launcher
Orbital Bombardment
Pin-point Attack
Orbital Bombardment
1x Pin-point Attack
Axe of Khorne
Bloodthirster Whip
45cm
45cm
(base contact)
(base contact)
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)
Hellblades
Claws and Fangs
(base contact)
(base contact)
(Assault Weapons), EA(+1)
(Assault Weapons)
WEAPONS
Scorpion Cannon
2x Hellmaw Cannon
Demolisher Cannon
Claws
Battlehead
Hellmouth
Death Storm
NOTES
DC2, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units
and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm
wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Feral
into impassable terrain or another unit it can’t move over then it stops when it
contacts the obstruction and suffers an extra point of damage. If it staggers into or
over any units then they will take a hit on a D6 roll of 6+ (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 can’t
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
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
KHORNE RENEGADES
6.12 NetEA EXPERIMENTAL
THE BLOODY HAND CHAOS ARMY
v1.06. Sub-Army Champion: "Jaggedtoothgrin"
The Bloody Hand armies have a Strategy rating of 2. Non-Aircraft Support Formations which have an initiative rating of 1+.
All other formations have an initiative rating of 2+.
UNIT
0-1 Arch Heretic:
Mechanised Warband:
Infantry Warband:
Heavy Tank Warband:.
Artillery Warband:
THE BLOODY HAND WARBANDS
CORE UNITS
1 Magister unit and 8 Death Brigade Infantry units
(May Upgrade Magister to Master Thaumaturge)
(May purchase 5 STeG4)
1 Bloodied Commander unit, 12 Bloodied Infantry units, 7 N20
(May replace 7 N20 with 7 STeG4)
1 Bloodied Commander unit and 12 Bloodied Infantry units
9 AT83 Brigand Heavy Tanks
9 U90 Usurper Self Propelled Artillery
COST
275 points
(+50 points)
(+75 points)
300 points
(+25 points)
225 points
475 points
500 points
BLOODY HAND DETACHMENT FORMATIONS
UNIT
Death Brigade Detachment
Stalk Tank Detachment
Artillery Detachment
Outrider Detachment
Super Heavy Tank
Detachment
Slaughtersword
Detachment
0-1 Warpstrike Detachment
Sabre Detachment
(Up to two Detachments may be taken for each Warband present in the army)
CORE UNITS
8 Death Brigade Units
(May add 4 STeg4)
6 Stalk Tanks
3 U90 Usurpers
6 Outriders
1 Urdeshi Pattern Baneblade, or Urdeshi Pattern Stormsword
COST
200points
(+75 points)
200 points
200 points
175 points
175 points
1 Slaughtersword
250 points
3 Warpstrike Missile Launchers
6 Sabre Platforms
225 points
150 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
COST
+50 points
+75 points
+75 points
+25 points each
+125 points
+25 points Each
+50 points
+75 points
DAEMON POOL
FORMATION
Daemon Pool
(Daemons purchased are not faction specific and are used to represent daemons from any faction)
UNITS
2 Lesser Daemon units (Blood Thralls, Blood Wolves and Crones)
1 Greater Daemon unit (Flesh Fiend)
COST
25 points
75 points
SUPPORT FORMATIONS
FORMATION
Corrupted Leviathan
0-2 Close Formation
Warhounds
Hell-Razor Fighters
Tormentors Fighter-Bombers
Harbinger Bomber
0-1 Orbital Support
(No more than 1/3 of your army points can be spent on Support Formations)
UNITS
1 Corrupted Leviathan
1 Hellfire Pattern Warhound
COST
400 points
300 points
3 Hell-Razors
2 Tormentors
1 Udeshi Pattern Harbinger
1 Devastation Class Cruiser
200 points
225 points
400 points
150 points
SPECIAL RULE - Blood Symbiosis
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.
SPECIAL RULE - Tank Hunter
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
6.12 NetEA EXPERIMENTAL
THE BLOODY HAND CHAOS ARMY REFERENCE 1
STRATEGY 2
NAME
Magister
TYPE
INF
SPEED
15cm
ARMOUR
5+
CC
5+
FF
5+
WEAPONS
Missile Launcher
Close Combat Weapons
Greater Arcane Powers
Master Thaumaturge
INF
15cm
5+
4+
4+
Bloodied Commander
INF
15cm
5+
5+
5+
Bloodied Infantry
Anti-Tank Section
Sabre Platform
Bloodied Snipers
Death Brigade Infantry
INF
INF
INF
INF
INF
15cm
15cm
10cm
15cm
15cm
5+
6+
6+
6+
5+
5+
5+
6+
5+
4+
Grenade Launcher
Close Combat Weapons
Missile Launcher
2x Lascannons
Twin Flak Cannon
Heavy Sniper Rifles
Heavy Flamer
Gore Mages
INF
15cm
-
6+
5+
Arcane Powers
Warlord
INF
15cm
4+
3+
-
Outriders
N20 Half Track
LV
AV
30cm
30cm
6+
6+
6+
6+
5+
5+
Possessed Weapon
Arcane Blast
Multilaser
Heavy Flamer
STeG4 IFV
AV
25cm
4+
6+
6+
Grenade Launcher
RANGE
45cm
(base contact)
30cm
AND (15cm)
45cm
(base contact)
45cm
45cm
30cm
45cm
15cm
AND (15cm)
30cm
AND (15cm)
(base contact)
15cm
30cm
15cm
AND (15cm)
45cm
Stalk Tank
LV
25cm
4+
5+
5+
AT83 Brigand
AV
15cm
4+
6+
4+
U90 Usurper
AV
20cm
6+
6+
5+
ZU57 Reaper
CR3 Cerberus
Warpstrike Launcher
AV
AV
AV
30cm
25cm
10cm
5+
4+
6+
6+
6+
-
5+
3+
6+
Urdeshi Pattern
Baneblade
WE
15cm
4+
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)
FIREPOWER
AP5+/AT6+
(Assault Weapons), EA(+1)
MW4+
(Small Arms), MW, EA(+2)
AP6+/AT6+, Disrupt
(Assault Weapons), EA(+1)
AP5+/AT6+
AT5+
AP5+/AA5+
AP5+, Sniper
AP4+, Ignore Cover
(Small Arms), Ignore Cover
MW5+
(Small Arms), MW
(Assault Weapons), EA(+2) MW
MW4+, One-shot
AP5+/AT6+
AP4+, Ignore Cover
(Small Arms), Ignore Cover
AP6+/AT6+, Disrupt
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)
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
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+.
THE BLOODY HAND
6.12 NetEA EXPERIMENTAL
THE BLOODY HAND CHAOS ARMY REFERENCE 2
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
STRATEGY 2
RANGE
FIREPOWER
Hellfire Pattern Warhound
WE
30cm
5+
4+
4+
2x Inferno Gun
30cm
Hell-Razor
Tormentor
AC
AC
Fighter
Fighter-Bomber
6+
5+
n/a
n/a
n/a
n/a
Udeshi Pattern Harbinger
AC/WE
Bomber
5+
n/a
n/a
Devastation Class Cruiser
SC
n/a
n/a
n/a
n/a
Blood Thralls
Blood Wolves
Crones
INF
INF
INF
15cm
20cm
20cm
4+
-
4+
4+
5+
-
Flesh Fiend
WE
30cm
4+
3+
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)
3BP, Ignores Cover, FxF
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
NOTES
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous
terrain that is lower than the Titan’s knees and up to 2cm wide. 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+.
DC4, Reinforced Armour, Invulnerable. Critical Hit Effect: Destroyed.
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
THE BLOODY HAND
7.0 ORK ARMIES SECTION
COMMON ORK SPECIAL RULES
7.0.1 POWER OF THE WAAAGH!
7.0.4 COST OF ORK FORMATIONS
7.0.2 MOB RULE
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 are not noted for their organisational abilities, and thus usually have a
pretty low initiative rating. However, if there is one thing that will galvanise an
Ork Warband, it’s the thought of a good punch-up! Because of this, Ork
formations that are attempting to take engage or double actions receive a +2
modifier to their action test roll. Ork flyboyz similarly relish the chance to
shoot things up, and receive a +2 modifier to their action test roll when
attempting to carry out interception or ground attack actions.
Orks believe that as long as there’s a bunch of them still fighting together
(slightly more than they can count up to is ideal!) then there’s always a chance
that they’ll prevail, no matter the odds. To represent this, Ork formations with
more than five units (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.
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.
7.0.5 ATTACHED WAR ENGINES
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).
7.0.3 ORK POWERFIELDS
Some Ork war engines are protected by banks of power fields. The number
each war engine has is noted on its datasheet. Power fields work in exactly the
same manner as Imperial Void Shields, 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 THRAKA’S 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+.
WAR HORDE FORMATIONS
FORMATION
Ork Warband
CORE UNITS
6 Boyz units
2 Nobz units
2 Grotz units
(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
Stormboyz
Warhorde
6 Stormboyz units
150 points
-
-
Kult of Speed
Any 8 of the following:
Skorchas, Warbikes,
War Buggies
200 points
350 points
500 points
Blitz Brigade
Any 4 of the following:
Gunwagonz, Deth Koptas,
Flakwagonz
150 points
250 points
350 points
Mekboy
Stompamob
3 Stompas
225 points
400 points
575 points
Mekboy
Gunzmob
5 Big Gunz units
125 points
225 points
325 points
Kill Kroozer
1 Kill Kroozer
-
200 points
-
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
ORK AIRCRAFT AND GARGANTS
FORMATION
Gargant
Great Gargant
Landa
Fighta
Squadron
CORE UNITS
1 Gargant
1 Great Gargant
1 Landa
3 Fighta-Bommers
(Up to 1/3 of an army’s 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
SPECIAL RULE - Warlord
Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you don’t have to pay any points for it. If the army includes any
Great 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 THRAKA’S WARHORDE ORK ARMY REFERENCE 1
STRATEGY 3
FIREPOWER
MW3+, TK(D3)
2BP, MW
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
Warlord
Big Gunz
Boyz
CH
INF
INF
n/a
10cm
15cm
n/a
n/a
6+
n/a
6+
4+
n/a
5+
6+
Grotz
INF
15cm
-
6+
6+
Big Choppas
Big Gun
Choppas
Shootas
Big Shoota
Shootas
(base contact)
45cm
(base contact)
(15cm)
30cm
(15cm)
(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
INF
30cm
6+
4+
6+
Warbikes
Deth Kopta
Skorcha
Warbuggy
Battlewagon
INF
LV
LV
LV
AV
35cm
35cm
35cm
35cm
30cm
5+
4+
5+
5+
5+
4+
6+
6+
5+
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+
Dreadnought
AV
15cm
4+
4+
5+
Kombat Klaws
2x Twin Big Shoota
(base contact)
30cm
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
Flakwagon
Gunwagon
Killa Kan
AV
AV
AV
30cm
30cm
15cm
5+
5+
5+
5+
5+
5+
5+
5+
6+
Stompa
AV
15cm
4+
4+
4+
Flak Gun
Big Gun
Kombat Klaws
Big Shoota
3x Big Guns OR
2x Big Guns
0-1x Kombat ’Ammer
Battlefortress
WE
30cm
4+
4+
4+
4x Twin Big Shoota
Big Gun
30cm
45cm
(base contact)
30cm
45cm
45cm
(base contact) OR
30cm
30cm
45cm
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+
Gunfortress
WE
30cm
4+
4+
4+
5x Twin Big Shoota
3x Big Guns
30cm
45cm
AP5+/AT6+
AP5+/AT5+
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
Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units
that are killed, and don’t 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
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
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.
GHAZGKHULL’S WARHORDE
7.1 NetEA APPROVED
GHAZGKHULL MAG URUK THRAKA’S WARHORDE ORK ARMY REFERENCE 2
NAME
Gargant
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)
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
Great Gargant
WE
15cm
4+
3+
3+
Gaze of Mork
2x Big Guns
1-2x Twin Soopagun OR
Soopagun
0-1x Lifta-Droppa
Supa-Stompa
WE
15cm
4+
4+
4+
Gaze of Mork
2-3x Soopaguns
0-1x Mega-Choppa
FightaBommer
Landa
AC
Fighter-Bomber
6+
n/a
n/a
AC/WE
Bomber
5+
6+
4+
Heavy Shootas
Tankbusta Rokkits
Gun Turrets
Tankbusta Rokkits
15cm
30cm
15cm
30cm
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
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.
DC 4, D3 Power Fields, Walker, Fearless, Reinforced Armour
Critical Hit Effect: The Supa-Stompa’s 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, 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 Landa’s 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)
GHAZGKHULL’S WARHORDE
7.2 NetEA APPROVED
BURNING DEATH SPEED FREEKS ORK ARMY
Final version 2012 (2-Dec-11). Sub-Army Champion: "Tiny-Tim"
Speed Freeks armies have a Strategy rating of 3. All Speed Freeks formations have an initiative rating of 3+.
SPEED FREEKS FORMATIONS
FORMATION
Speed Freeks
Warband
CORE UNITS
1 Nobz unit, 3 Boyz units
and 4 Trukks
(A Speed Freeks Ork army may contain any number of Speed Freeks formations)
COST PER FORMATION
NORMAL
BIG
‘UGE
UPGRADES
200 points
375 points
550 points
Any number of the following for 25 points each:
Boyz with a Trukk, Big Gunz, Skorchas, Stormboyz, Warbikes,
War Buggies
Plus any 4 of the following:
Skorchas, Warbikes,
War Buggies
Any number of the following for +35 points each:
Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz
Kult of Speed
Any 8 of the following:
Skorchas, Warbikes,
War Buggies
200 points
350 points
500 points
Blitz Brigade
Any 4 of the following:
Gunwagonz, Deth Koptas,
Flakwagonz
150 points
250 points
350 points
Warbike
Outriders
5 Warbike units
(All units receive the Scout
Ability free)
150 points
250 points
350 points
Fortress Mob
Any 2 of the following:
Battlefortress
Gunfortress
275 points
475 points
675 points
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
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,
Kill Kroozer
1 Kill Kroozer
-
200 points
-
Battlefortress +115 points
Gunfortress +125 points
May be upgraded to Ork Battlekroozer for +50 points
ORK AIRCRAFT
FORMATION
Landa
Fighta
Squadron
CORE UNITS
1 Landa
3 Fighta-Bommers
(Up to 1/3 of an army’s 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
SPECIAL RULE - Gotta Go Fasta
Every unit in a Speed Freeks formation must either have at least a speed of 30cm, or be transported in a unit with at least a speed of 30cm. In other words, formations may not
include units with a speed of less than 30cm unless they also have a transport vehicle capable of carrying those units around.
SPECIAL RULE - Mekboy Bad Ork Bike Boy
Every Speed Freek Ork army must include a Mekboy Bad Ork Bikeboy unit. The Bikeboy character is free, you don’t have to pay any points for him, and it can be added to any
formation in the army.
129
7.2 NetEA APPROVED
BURNING DEATH SPEED FREEKS ORK ARMY REFERENCE
NAME
Big Gunz
Boyz
SPEED
10cm
15cm
ARMOUR
n/a
6+
CC
6+
4+
FF
5+
6+
Mekboy Bad
Ork Bikeboy
INF
40cm
5+
4+
5+
Nobz
INF
15cm
4+
3+
5+
Nobz Warbike
INF
35cm
4+
3+
5+
Stormboyz
INF
30cm
6+
4+
6+
Warbikes
Deth Kopta
Skorcha
Trukk
INF
LV
LV
LV
35cm
35cm
35cm
35cm
5+
4+
5+
5+
4+
6+
6+
6+
6+
5+
4+
-
Big Choppas
Shootas
2x Big Shoota
Big Choppas
Shootas
2x Big Shoota
Choppas
Shootas
Twin Sawn-off Big Shoota
Twin Big Shoota
Skorcha
-
Warbuggy
Battlewagon
LV
AV
35cm
30cm
5+
5+
5+
6+
5+
5+
Twin Big Shoota
2x Twin Big Shoota
30cm
30cm
AP5+/AT6+
AP5+/AT6+
Flakwagon
Gunwagon
Mekboy Speedsta
Battlefortress
AV
AV
AV
WE
30cm
30cm
35cm
30cm
5+
5+
5+
4+
5+
5+
6+
4+
5+
5+
5+
4+
Flak Gun
Big Gun
Kustom Kannon
4x Twin Big Shoota
Big Gun
30cm
45cm
45cm
30cm
45cm
2x AP6+/AT6+/AA6+
AP5+/AT5+
MW4+
AP5+/AT6+
AP5+/AT5+
Gunfortress
WE
30cm
4+
4+
4+
5x Twin Big Shoota
3x Big Guns
30cm
45cm
AP5+/AT6+
AP5+/AT5+
Fighta- Bommer
AC
Fighter-Bomber
6+
n/a
n/a
AC/WE
Bomber
5+
6+
4+
Heavy Shootas
Tankbusta Rokkits
Gun Turrets
Tankbusta Rokkits
15cm
30cm
15cm
30cm
AP5+/AA5+
AT4+
D6+3x AP5+/AA6+
AT4+, FxF
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
Landa
WEAPONS
Big Gun
Choppas
Shootas
Big Shoota
Choppa Blades
Sawn-off Custom Blasta
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
-
TYPE
INF
INF
NOTES
Mounted, Invulnerable Save, Supreme Commander
Leader
Leader, Mounted
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.
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 Landa’s 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)
SPEED FREEKS
7.3 NetEA APPROVED
WARLORD SNAGGA SNAGGA’S 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+.
FERAL ORK WAR HORDES
FORMATION
Warband
Wildboyz
CORE UNITS
6 Boyz units
2 Nobz units
2 Grotz units
6 Wildboyz units
2 Nobz units
(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
125 points
225 points
325 points
Boarboyz Horde
5 Boarboyz units
100 points
175 points
250 points
Trappas
6 Wildboyz
(All units receive the Scout
Ability free)
6 Junkatrukks
6 Boyz units
150 points
-
-
175 points
300 points
-
6 Madboyz units
100 points
-
-
1 Steam Gargant
200 points
350 points
500 points
Junka Brigade
0-1 Madboyz
Horde
0-1 Steam Gargant
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
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
SPECIAL RULE - Feral Ork Warlord
Every Feral Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you don’t 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
TYPE
CH
CH
INF
SPEED
n/a
n/a
20cm
ARMOUR
n/a
n/a
5+
CC
n/a
n/a
4+
FF
n/a
n/a
6+
Boyz
INF
15cm
6+
4+
6+
Grotz
INF
15cm
-
6+
6+
Madboyz
INF
15cm
6+
4+
6+
Nobz
INF
15cm
4+
3+
5+
Squig Katapult
Wildboyz
Junkatrukk
INF
INF
LV
10cm
15cm
25cm
6+
5+
6+
4+
5+
5+
6+
Squiggoth
LV
20cm
4+
4+
5+
Orkeosaurus
WE
15cm
4+
4+
5+
Steam Gargant
WE
15cm
4+
4+
4+
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)
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+
2x Twin Big Shoota
Teeth and Horns
Big Gun
4x Twin Big Shoota
Goring Tusks
30cm
(base contact)
45cm
30cm
(base contact)
2x Big Gun
45cm
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+
Fist of Gork
0-2x Soopagun
0-2x Mega-Choppa
45cm
60cm
(base contact)
MW5+/AA5+, MW
2BP, MW
(Assault Weapons), TK(D3), EA(+1)
NOTES
Supreme Commander
Mounted, Infiltrator
Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units
that are killed, and don’t 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).
FERAL ORKS
7.4 NetEA DEVELOPMENTAL
BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPS’S 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+.
WAR HORDE FORMATIONS
FORMATION
Warband
(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
CORE UNITS
6 Boyz units
2 Nobz units
2 Grotz units
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
Stormboyz
Warhorde
6 Stormboyz units
150 points
-
-
Kommandos Squad
6 Kommandos units
150 points
-
-
Blitz Brigade
Any 4 of the following:
Gunwagons, Deth Koptas,
Flakwagonz, Lobbawagonz
150 points
250 points
350 points
Tankaz
Mekboy
Gunzmob
Fighta Sqwadron
Bommer
3 Big Wagonz
225 points
5 Big Gunz units or
Lobbaz units
3 Fighta-Bommers
1 Ork Bommer
125 points
400 points
225 points
575 points
325 points
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
Up to 1 Nobz for +35 points
Up to 1 Oddboy character for +50 points
(Up to 1/3 of the army’s 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
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
SPECIAL RULE - Blood Axe Meks
A Blood Axe Oddboyz upgrade may be added to Big Wagonz units in addition to the normal options.
SPECIAL RULE - Bommers
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 MORKRUMPS’S KORPS ORK ARMY REFERENCE 1
STRATEGY 3
FIREPOWER
MW3+, TK(D3)
2BP, MW
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
Warlord
Big Gunz
Boyz
CH
INF
INF
n/a
10cm
15cm
n/a
6+
n/a
6+
4+
n/a
5+
6+
Grotz
INF
15cm
-
6+
6+
Big Choppas
Big Gun
Choppas
Shootas
Big Shoota
Shootas
(base contact)
45cm
(base contact)
(15cm)
30cm
(15cm)
(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+
Stormboyz
INF
30cm
6+
4+
6+
Warbikes
Deth Kopta
Skorcha
Warbuggy
Battlewagon
INF
LV
LV
LV
AV
35cm
35cm
35cm
35cm
30cm
5+
4+
5+
5+
5+
4+
6+
6+
5+
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+
Big Wagon
AV
25cm
4+
5+
4+
3x Big Gunz
45cm
Flakwagon
Gunwagon
Killa Kan
AV
AV
AV
30cm
30cm
15cm
5+
5+
5+
5+
5+
5+
5+
5+
6+
Lobbawagon
Drop Kan
AV
Special
25cm
Immobile
6+
n/a
6+
n/a
6+
n/a
Flak Gun
Big Gun
Kombat Klaws
Big Shoota
Lobba
-
30cm
45cm
(base contact)
30cm
45cm
-
Battlefortress
WE
30cm
4+
4+
4+
4x Twin Big Shoota
Big Gun
30cm
45cm
AP5+/AT6+
AP5+/AT5+
Big Kopta
WE
35cm
4+
5+
4+
3x Twin Big Shoota
Big Gun
30cm
45cm
AP5+/AT6+
AP5+/AT5+
AP5+/AT5+
2x AP6+/AT6+/AA6+
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
1BP
-
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
Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units
that are killed, and don’t 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
Jump Pack, Scouts
Mounted
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)
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.
MORKRUMP’S BLOOD AXE KORPS
7.4 NetEA DEVELOPMENTAL
BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPS’S 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
Bommer
AC
Bomber
6+
n/a
n/a
Fighta-Bommer
AC
Fighter-Bomber
6+
n/a
n/a
Battlekroozer
SC
n/a
n/a
n/a
n/a
Bommer Turrets
Bomms
Heavy Shootas
Tankbusta Rokkits
Orbital Bombardment
15cm
15cm
15cm
30cm
n/a
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
STRATEGY 3
FIREPOWER
AP5+/AT6+
AP5+/AT5+
D6x AP5+/AT6+/AA6+
D3+1BP, Fixed Forwards
AP5+/AA5+
AT4+
D6+3BP, MW
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.
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)
D6+1BP, MW
MORKRUMP’S BLOOD AXE KORPS
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+.
WAR HORDE FORMATIONS
FORMATION
Kommando
Warband
Mekanized
Warband
CORE UNITS
6 Kommandos units
1 Nobz units
2 Grotz units
(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
1 Nobz unit, 3 Boyz units and
2 Looted Chimeras
150 points
250 points
350 points
0-1 Taktical
Warband
4 Nobz units and 2 Grotz
175 points
300 points
425 points
‘Eavy Armour
Brigade
Any 3 of the following:
Looted Leman Russ
Looted Leman Russ Demolisher
Looted Land Raider
225 points
400 points
575 points
3 Looted Basilisks
225 points
‘Eavy Gunz
Brigade
400 points
575 points
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
BLOOD AXE AIRCRAFT, SPACECRAFT, AND GARGANTS
FORMATION
Fighta Sqwadron
Drop Rok
Landa
Kill Kroozer
(Up to 1/3 of an army’s 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
COST
150 points
200 points
200 points
200 points
SPECIAL RULE - Warlord
Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you don’t have to pay any points for it. If the army includes any
Great 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.
SPECIAL RULE - Looted Vehicles
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.
SPECIAL RULE - Blood Axe Taktics
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
STRATEGY 3
RANGE
FIREPOWER
60cm
MW3+, TK(D3)
60cm
2BP, MW
NAME
Oddboy
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
WEAPONS
Supa-Zzap-Gun OR
Soopagun
Warlord
Big Gunz
Boyz
CH
INF
INF
n/a
10cm
15cm
n/a
6+
n/a
6+
4+
n/a
5+
6+
Grotz
INF
15cm
-
6+
6+
Big Choppas
Big Gun
Choppas
Shootas
Big Shoota
Shootas
(base contact)
45cm
(base contact)
(15cm)
30cm
(15cm)
(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
INF
30cm
6+
4+
6+
Warbikes
Deth Kopta
Skorcha
Warbuggy
Dreadnought
INF
LV
LV
LV
AV
35cm
35cm
35cm
35cm
15cm
5+
4+
5+
5+
4+
4+
6+
6+
5+
4+
6+
5+
4+
5+
5+
Flakwagon
Gunwagon
Killa Kan
AV
AV
AV
30cm
30cm
15cm
5+
5+
5+
5+
5+
5+
5+
5+
6+
Looted Basilisk
AV
20cm
5+
6+
5+
Looted Chimera
AV
30cm
5+
6+
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
(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
(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+
Looted Land Raider
AV
25cm
4+
6+
4+
Twin Heavy Bolter
2x Twin Lascannon
30cm
45cm
AP5+
AT4+
Looted Leman Russ
AV
20cm
4+
6+
4+
Looted Leman Russ
Demolisher
AV
20cm
4+
6+
4+
Looted Rhino
AV
30cm
5+
6+
6+
2 x Heavy Bolter
Lascannon
Battle Cannon
2 x Plasma Cannon
Demolisher
Lascannon
Storm Bolter
30cm
45cm
75cm
30cm
30cm
45cm
(15cm)
AP5+
AT5+
AP4+/AT4+
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
(Small Arms)
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
Formations that include at least 1 Ork unit don’t receive Blast markers for Grotz units
that are killed, and don’t 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
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
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)
BLOOD AXE MERCENARIES
7.5 NetEA DEVELOPMENTAL
KOLONEL ROMMELZ'S BLOOD AXE MERCENARY ORK WARHORDE ARMY REFERENCE 2
NAME
Battlefortress
STRATEGY 3
RANGE
FIREPOWER
30cm
AP5+/AT6+
45cm
AP5+/AT5+
TYPE
WE
SPEED
30cm
ARMOUR
4+
CC
4+
FF
4+
WEAPONS
4x Twin Big Shoota
Big Gun
Drop Rok
WE
Immobile
5+
6+
5+
2x Twin Big Shootas
2 x Big Gun
30cm
45cm
AP5+/AT6+
AP5+/AT5+
Gunfortress
WE
30cm
4+
4+
4+
5x Twin Big Shoota
3x Big Guns
30cm
45cm
AP5+/AT6+
AP5+/AT5+
Fighta- Bommer
AC
Fighter-Bomber
6+
n/a
n/a
AC/WE
Bomber
5+
6+
4+
Heavy Shootas
Tankbusta Rokkits
Gun Turrets
Tankbusta Rokkits
15cm
30cm
15cm
30cm
AP5+/AA5+
AT4+
D6+3x AP5+/AA6+
AT4+, FxF
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
Landa
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.
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 Landa’s 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)
BLOOD AXE MERCENARIES
7.6 NetEA DEVELOPMENTAL
ALBORK ORKSTEIN’S GARGANT BIGMOB ORK ARMY
v3.0.3. Sub-Army Champion: "Evil&Chaos"
Gargant Bigmob armies have a Strategy rating of 3. All formations have an initiative rating of 3+.
The army receives one free Mekboy Big Boss that may be added to any Great or Mega Gargant in the army.
BIGMOB FORMATIONS
FORMATION
Gargant Mob
CORE UNITS
1 Mega Gargant
1 Great Gargant
1 Gargant
(You may select up to three non-Gargant formations for each Gargant Mob)
COST PER FORMATION
NORMAL
BIG
‘UGE
UPGRADES
1050 points
Any number of the following for +25 points each:
850 points
Big Gunz , Killa Kans
650 points
Any number of the following for +35 points each:
Deth Koptas , Dreadnoughts
0-1 Kustom Upgrade for free
0-1 Big Kustom Upgrade for +50 points
Supa Stompa Mob
1 Supa Stompa
325 points
600 points
875 points
Loota Warband
6 Boyz units
2 Grotz units AND
175 points
325 points
450 points
2 Big Gunz units OR
2 Killa Kans
Drop Rok
Fighta Sqwadron
Bommer
Kroozer
Mega Gargants may not take upgrades
Any number of the following for +25 points each:
Big Gunz , Killa Kans
Any number of the following for +35 points each:
Deth Koptas , Dreadnoughts
0-1 Kustom Upgrade for free
0-1 Big Kustom Upgrade for +50 points
Any number of Killa Kans or Big Gunz for +25 points each
0-1 Nobz unit for +35 points
Any number of the following for +35 points each:
Battlewagonz, Flakwagonz, Dreadnoughts
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 army’s 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
KUSTOM UPGRADES
UPGRADE
Gatling Kannon
Bigga Generatas
Megalobba
Mega Choppa
Supa Zzapp Gun
Snappa
(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.
BIG KUSTOM UPGRADES
(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.
SPECIAL RULE: Tellyportas
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.
SPECIAL RULE: Self-Planetfall
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.
SPECIAL RULE: Kustom Upgrades
Oddboy Characters can also take Kustom Upgrades and Big Kustom Upgrades.
139
7.6 NetEA DEVELOPMENTAL
ALBORK ORKSTEIN’S GARGANT BIGMOB ORK ARMY REFERENCE 1
NAME
Mekboy Big Boss
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
Oddboy
CH
n/a
n/a
n/a
n/a
Big Gunz
Boyz
INF
INF
10cm
15cm
6+
6+
4+
5+
6+
Grotz
INF
15cm
-
6+
6+
Nobz
INF
15cm
4+
3+
5+
Stormboyz
INF
30cm
6+
4+
6+
Deth Kopta
Battlewagon
LV
AV
35cm
30cm
4+
5+
6+
6+
5+
5+
Dreadnought
AV
15cm
4+
4+
5+
Flakwagon
Killa Kan
AV
AV
30cm
15cm
5+
5+
5+
5+
5+
6+
Battlefortress
WE
30cm
4+
4+
4+
Gargant
WE
15cm
4+
3+
Gunfortress
WE
30cm
4+
Great Gargant
WE
15cm
4+
STRATEGY 3
FIREPOWER
(Assault Weapons), MW, EA (+1)
(Small Arms), MW, EA (+1)
MW3+, TK(D3)
2BP, MW
WEAPONS
Big ‘Ammer
Kustom Shoota
Supa-Zzap-Gun OR
Soopagun
RANGE
(base contact)
(15cm)
60cm
60cm
Big Gun
Choppas
Shootas
Big Shoota
Shootas
45cm
(base contact)
(15cm)
30cm
(15cm)
AP5+/AT5+
(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)
Big Choppas
Shootas
2x Big Shoota
Choppas
Shootas
Twin Big Shoota
2x Twin Big Shoota
(base contact)
(15cm)
30cm
(base contact)
(15cm)
30cm
30cm
(Assault Weapons), EA(+1)
(Small Arms)
AP6+/AT6+
(Assault Weapons)
(Small Arms)
AP5+/AT6+
AP5+/AT6+
Kombat Klaws
2x Twin Big Shoota
Flak Gun
Kombat Klaws
Big Shoota
4x Twin Big Shoota
Big Gun
(base contact)
30cm
30cm
(base contact)
30cm
30cm
45cm
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
2x AP6+/AT6+/AA6+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
AP5+/AT6+
AP5+/AT5+
3+
Gaze of Mork
2-3x Soopaguns
0-1x Supa-Zzap-Gun
0-1x Mega-Choppa
4+
4+
5x Twin Big Shoota
3x Big Guns
30cm
60cm
60cm
45cm AND
(base contact)
30cm
45cm
MW4+, TK
2 BP, MW
MW3+, TK(D3), FxF
AP5+/AT5+, FxF
(Assault Weapons), TK(D3), EA(+1)
AP5+/AT6+
AP5+/AT5+
3+
3+
Gaze of Mork
2x Big Guns
1-2x Twin Soopagun
Soopagun
0-1x Lifta-Droppa
30cm
45cm
60cm
60cm
60cm AND
(base contact)
MW4+, TK
AP5+/AT5+
3BP, MW, FxF
2BP, MW, FxF
MW3+, TK(D3), FxF
(Assault Weapons), EA(+1)
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.
Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units
that are killed, and don’t 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.
ALBORK ORKSTEIN’S GARGANT BIGMOB ORK ARMY REFERENCE 2
STRATEGY 3
ORKSTEIN’S GARGANT BIGMOB
7.6 NetEA DEVELOPMENTAL
NAME
Mega Gargant
TYPE
WE
SPEED
15cm
ARMOUR
4+
CC
3+
FF
4+
WEAPONS
Gaze of Mork
2x Supa Zzap Gun
Soopagunz
Mega Kannon
2x Grot Mega Missile
2x Kombat Arms
Wyrdboy Tower
Gaze of Mork
2-3x Soopaguns
0-1x Mega-Choppa
RANGE
30cm
60cm
60cm
75cm
Unlimited
(base contact)
45cm
30cm
60cm
45cm AND
(base contact)
Supa-Stompa
WE
15cm
4+
4+
4+
Bommer
AC
Bomber
6+
n/a
n/a
n/a
Bommer Turrets
Bomms
Heavy Shootas
Tankbusta Rokkits
Orbital Bombardment
15cm
15cm
15cm
30cm
n/a
Fighta- Bommer
AC
Fighter-Bomber
6+
n/a
n/a
Battlekroozer
SC
n/a
n/a
n/a
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
FIREPOWER
MW4+, FxF
MW3+, TK(D3), FxF
8BP, MW, FxF
2BP, MW, FxF
MW3+, TK(D3), One -Shot, Indirect, FxF
(Assault Weapons), MW, EA(+1), TK(D6)
AA5+, MW
MW4+, TK
2BP, MW
AP5+/AT5+, FxF
(Assault Weapons), TK(D3), EA(+1)
D6x AP5+/AT6+/AA6+
D3+1BP, Fixed Forwards
AP5+/AA5+
AT4+
D6+3BP, MW
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.
DC4, D3 Power Fields, Walker, Fearless, Reinforced Armour
Critical Hit Effect: The Supa-Stompa’s 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)
D6+1BP, MW
ORKSTEIN’S GARGANT BIGMOB
7.7 NetEA EXPERIMENTAL
GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ORK ARMY
v. Sub-Army Champion: "Evil&Chaos"
Badfang's Stompy Onslaught army has a Strategy rating of 3. All Ork formations have an initiative rating of 3+.
STOMPY ONSLAUGHT FORMATIONS
FORMATION
Warband
CORE UNITS
6 Boyz units
2 Nobz units
2 Grotz units
(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
Stormboyz
Warhorde
6 Stormboyz units
150 points
-
-
Kommando
Warband
6 Kommando units
125 points
-
-
Mekboy
Gunzmob
5 Big Gunz units
125 points
225 points
325 points
Mekboy
Dreads Mob
4 Dreadnoughts and
4 Killa Kans
OR
4 Mega Dreads
Fighta Sqwadron
Bommer
Kill Kroozer
Gargant
Great Gargant
3 Fighta-Bommers
1 Ork Bommer
1 Kill Kroozer
1 Gargant
1 Great Gargant
225 points
150 points
200 points
150 points
650 points
850 points
400 points
575 points
-
-
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
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
SPECIAL RULE - Warlord
Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you don’t have to pay any points for it. If the army includes any
Great 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
NAME
Oddboy
GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ARMY REFERENCE 1
STRATEGY 3
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
Warlord
Big Gunz
Boyz
CH
INF
INF
n/a
10cm
15cm
n/a
n/a
6+
n/a
6+
4+
n/a
5+
6+
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
30cm
6+
4+
6+
Deth Kopta
Warkopter
INF
LV
LV
35cm
35cm
35cm
5+
4+
5+
4+
6+
6+
6+
5+
6+
Dreadnought
AV
15cm
4+
4+
5+
Flakwagon
Killa Kan
AV
AV
30cm
15cm
5+
5+
5+
5+
5+
6+
Mega Dread
AV
15cm
4+
4+
4+
Kustom Stompa
WE
15cm
4+
4+
4+
Mekboy Stompa
WE
15cm
4+
4+
4+
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)
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
(base contact)
(15cm)
30cm
(15cm)
(base Contact)
30cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
15cm
30cm
30cm
(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+
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
(base contact)
30cm
30cm
(base contact)
30cm
45cm
(base contact)
30cm
45cm
60cm
90cm
(base contact)
(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)
Gaze of Mork
Soopagun
Lifta-Droppa
30cm
60cm
60cm AND
(base contact)
(base contact)
MW4+
2BP, MW, FxF
MW3+, TK(D3), Fwd
(Assault Weapons), TK(D3), EA(+1)
(Assault Weapons), TK(D3), EA(+1)
Mega Choppa
NOTES
Oddboy characters can be added to a Big Gunz unit or Mega Dread
Supreme Commander
Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units
that are killed, and don’t count Grotz units that are lost in an assault when working out
who has won the combat.
Scout, Infiltrator
Leader, Reinforced Armour, Counts-as 2 Nobz for transport purposes)
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)
BADFANG’S STOMPY ONSLAUGHT
7.7 NetEA EXPERIMENTAL
GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ARMY REFERENCE 2
NAME
Gargant
SPEED
15cm
ARMOUR
4+
CC
3+
FF
3+
Great Gargant
WE
15cm
4+
3+
3+
Gaze of Mork
2x Big Guns
1-2x Twin Soopagun
Soopagun
0-1x Lifta-Droppa
Fighta- Bommer
AC
Fighter-Bomber
6+
n/a
n/a
AC/WE
Bomber
6+
n/a
n/a
Heavy Shootas
Tankbusta Rokkits
Bommer Turrets
Bomms
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
Bommer
WEAPONS
STRATEGY 3
RANGE
FIREPOWER
30cm
MW4+, TK
60cm
2BP, MW
2BP, MW
60cm
45cm AND
MW3+, TK(D3), FxF
(base contact)
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)
15cm
AP5+/AA5+
30cm
AT4+
15cm
D6x AP5+/AT6+/AA6+
15cm
D3+1BP, FxF
TYPE
WE
Gaze of Mork
2-3x Soopaguns
0-1x Supa-Zzap-Gun
0-1x Mega-Choppa
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.
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).
BADFANG’S STOMPY ONSLAUGHT
7.8 NetEA EXPERIMENTAL
SUN-TZORK'S GROTLING WAAAAAAGH!
v. Sub-Army Champion: "Evil&Chaos"
Sun-Tzork's Grotling Waaaaaagh! has a Strategy rating of D6 (Roll randomly each turn). All formations have an initiative rating of 3+.
GROTLING WAAAAAAGH! FORMATIONS
FORMATION
0-1 Da Boss'
Warband
Grotling Warband
Soopagunz Mob
Grot Launchers
Grot Tank Mob
Gargant Mob
Great Gargant Mob
Mega Gargant Mob
(A Grotling Waaaaaagh! army may contain any number of formations)
COST PER FORMATION
CORE UNITS
NORMAL
BIG
‘UGE
UPGRADES
1 Ork Mega Grot Warboss
275 points
Any number of the following for +15 points each:
6 Grot Gunnaz units
Grot Gunnaz, Grot Stabberz
6 Grot Stabberz units
Up to 1 Wyrdboy for +50 points
1 Boyz unit
175 points
325 points
475 points
Any number of the following for +15 points each:
6 Grot Gunnaz units
Grot Gunnerz, Grot Stabberz
6 Grot Stabberz units
Up to 1 Wyrdboy for +50 points
5 Big Gunz
125 points
225 points
325 points
Up to 1 Oddboy character for +50 points
Up to 1 Wyrdboy for +50 points
5 Grot Bomb Launchers
125 points
225 points
325 points
None
8 Grot Tanks
150 points
250 points
350 points
Any number of Grot Mega Tanks +50 points each
4 Dreadnoughts and
225 points
400 points
525 points
Up to 1 Mega Dreadnought for +50 points
4 Killa Kans
4 Mega Dreads
225 points
400 points
525 points
Any number of Killa Kanz for +25 points each
Any number of the following for +35 points each:
Dreadnoughts
Any number of Mega Dreadnought for +50 points each
1 Kustom Stompa
250 points
-
-
Up to 1 Oddboy character for +50 points
None
145
7.8 NetEA EXPERIMENTAL
SUN-TZORK'S GROTLING WAAAAAAGH! ARMY REFERENCE 1
NAME
Oddboy
WEAPONS
Supa-Zzap-Gun OR
Soopagun
Fist of Gork
Big Gun
Choppas
Shootas
Big Shoota
Shootas
Feeble Little Fists
RANGE
60cm
60cm
45cm
45cm
(base contact)
(15cm)
30cm
(15cm)
(base contact)
STRATEGY D6
FIREPOWER
MW3+, TK(D3)
2BP, MW
MW5+/AA5+, MW
AP5+/AT5+
(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)
(Assault Weapons)
7+
Chippas
Scavenged Pistols
(base contact)
(15cm)
(Assault Weapons)
(Small Arms)
4+
6+
Shootas
(15cm)
5+
7+
6+
5+
Grot Bomb
Twin Big Shoota
45cm
30cm
4+
4+
5+
5+
6+
4+
15cm
5+
5+
6+
AV
15cm
4+
4+
4+
WE
15cm
4+
4+
4+
Kombat Klaws
2x Twin Big Shoota
Boom Kannisters
2x Twin Big Shoota
3x Big Shoota
Kombat Klaws
Big Shoota
0-2x Big Gun
0-2x Rippa Klaw
2x Big Shoota
Supa-Gattler
Soopagun
Supa-Rokkit
Mega Choppa
(base contact)
30cm
(15cm)
30cm
30cm
(base contact)
30cm
45cm
(base contact)
30cm
45cm
60cm
90cm
(base contact)
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
Wyrdboy
Big Gunz
Boyz
CH
INF
INF
n/a
10cm
15cm
n/a
n/a
6+
n/a
6+
4+
n/a
5+
6+
Grot Gunnaz
INF
15cm
-
7+
5+
Grot Stabberz
INF
15cm
-
5+
Ork Mega Grot
Warboss
Grot Bomb Launcher
Grot Tank
INF
15cm
6+
LV
LV
25cm
Special
Dreadnought
AV
15cm
Grot Mega Tank
AV
Killa Kan
AV
Mega Dread
Kustom Stompa
(Small Arms)
AP4+/AT6+, One-Shot
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
AP6+/AT6+
(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)
NOTES
Oddboy characters can be added to a Big Gunz unit or Mega Dread
Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units
that are killed, and don’t 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 don’t receive Blast markers for Grot units
that are killed, and don’t 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 Grot’s
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)
SUN-TZORK’S GROTLING WAAAAAAGH!
7.9 NetEA EXPERIMENTAL
GROMMELZ'S FURST AFFTA-DEM KORPS
v0.2. Sub-Army Champion: "Dobbsy"
Grommelz's Furst Affta-Dem Korps army has a Strategy rating of 2. All formations have an initiative rating of 3+.
KORPS FORMATIONS
(Da Furst Affta-dem Korps may contain any number of formations)
COST PER FORMATION
NORMAL
BIG
‘UGE
150
250
350
FORMATION
Grot Tank Battle Mob
CORE UNITS
6 Grot Tanks
Pincer-Gretchineers Mob
1 Grot Tank
8 Grotz units
3 Grot haf-trakks
150
200
250
Grot Mega Tanks
2 Grot Mega Tank units
125
250
375
Grotillery Mob
4 Rokkit haf-trakks units
200
-
-
Spottaz
4 Spottaz units
100
175
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
SPECIAL RULE - For Da Boss
Any Grot formation containing the Grot Mega Boss is counted as Fearless.
SPECIAL RULE - Onslaught of Gunz
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.
SPECIAL RULE - Tank Ridaz
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
7.9 NetEA EXPERIMENTAL
GROMMELZ’S FURST AFFTA-DEM KORPS REFERENCE SHEET
NAME
Battle Boss
STRATEGY RATING 2
RANGE
FIREPOWER
n/a
n/a
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
WEAPONS
n/a
Grot Odd-Boy Stoodent
CH
n/a
n/a
n/a
n/a
Grotz
Spottaz
Flakwagon
Grot Haf-trakk
Grot Mega Boss
INF
LV
AV
AV
AV
15cm
25cm
30cm
25cm
25cm
4+
5+
5+
4+
6+
6+
5+
6+
5+
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
60cm
60cm
(15cm)
30cm
30cm
30cm
30cm
30cm
2BP, MW
MW3+, TK(D3)
Small Arms
AP5+/AT6+
2x AP6+/AT6+/AA6+
AP5+/AT6+
AP5+/AT6+
2x AP6+/AT6+/AA6+
Grot Tank
(Grommelz Pattern)
Gunwagon
Looted ‘Umie Tank
AV
25cm
5+
6+
5+
Big Shoota
30cm
AP6+/AT6+
AV
AV
30cm
20cm
5+
4+
5+
6+
5+
4+
Rokkit Haf-trakk
Grot Mega Tank
(Grommelz Pattern)
AV
WE
25cm
25cm
6+
5+
6+
6+
6+
4+
Big Gun
Big Gun
2x Big Shootas
Big Shoota
Grot Bomb Launchers
Boom Kannisters
2x Twin Big Shootas
Big Shoota
2x Skorchas
45cm
45cm
30cm
30cm
45cm
(15cm)
30cm
30cm
15cm
AP5+/AT5+
AP5+/AT5+
AP5+/AT6+
AP6+/AT6+
1BP, Indirect Fire
(Small Arms)
AP5+/AT6+
AP6+/AT6+
AP4+, Ignore Cover
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)
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
GROMMELZ’S FURST AFFTA-DEM KORPS
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+.
BLOOD AXE CLAN FORMATIONS
FORMATION
Warband
CORE UNITS
6 Boyz units
2 Nobz units
2 Grotz units
(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
Stormboyz
Warhorde
6 Stormboyz units
150 points
-
-
Kommandos Squad
6 Kommandos units
150 points
-
-
Airborne Kult of
Speed
6 Deth Koptas
200 points
350 points
500 points
Blitz Brigade
Any 4 of the following:
Gunwagons, Flakwagonz,
Lobbawagonz
150 points
250 points
350 points
Tankaz
Mekboy
Gunzmob
Fighta Sqwadron
Bommer
Kill Kroozer
Gargant
Great Gargant
3 Big Wagonz
5 Big Gunz units or
Lobbaz units
3 Fighta-Bommers
1 Ork Bommer
1 Kill Kroozer
1 Gargant
1 Great Gargant
225 points
125 points
150 points
200 points
150 points
650 points
850 points
425 points
225 points
-
625 points
325 points
-
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
SPECIAL RULE - Warlord
Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you don’t have to pay any points for it. If the army includes any
Great 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
STRATEGY 3
FIREPOWER
MW3+, TK(D3)
2BP, MW
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
Warlord
Big Gunz
Boyz
CH
INF
INF
n/a
10cm
15cm
n/a
6+
n/a
6+
4+
n/a
5+
6+
Grotz
INF
15cm
-
6+
6+
Big Choppas
Big Gun
Choppas
Shootas
Big Shoota
Shootas
(base contact)
45cm
(base contact)
(15cm)
30cm
(15cm)
(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+
Stormboyz
INF
30cm
6+
4+
6+
Warbikes
Deth Kopta
Skorcha
Warbuggy
Battlewagon
INF
LV
LV
LV
AV
35cm
35cm
35cm
35cm
30cm
5+
4+
5+
5+
5+
4+
6+
6+
5+
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+
Big Wagon
AV
25cm
4+
5+
4+
3x Big Gunz
45cm
Flakwagon
Gunwagon
Killa Kan
AV
AV
AV
30cm
30cm
15cm
5+
5+
5+
5+
5+
5+
5+
5+
6+
Lobbawagon
Drop Kan
AV
Special
25cm
Immobile
6+
n/a
6+
n/a
6+
n/a
Flak Gun
Big Gun
Kombat Klaws
Big Shoota
Lobba
-
30cm
45cm
(base contact)
30cm
45cm
-
Battlefortress
WE
30cm
4+
4+
4+
4x Twin Big Shoota
Big Gun
30cm
45cm
AP5+/AT6+
AP5+/AT5+
Big Kopta
WE
35cm
4+
5+
4+
3x Twin Big Shoota
Big Gun
30cm
45cm
AP5+/AT6+
AP5+/AT5+
AP5+/AT5+
2x AP6+/AT6+/AA6+
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
1BP
-
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
Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units
that are killed, and don’t 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
Jump Pack, Scouts
Mounted
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)
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.
KOLONEL SANDORK’S BLOODAXE CLAN
7.10 NetEA EXPERIMENTAL
KOLONEL SANDORK'S BLOOD AXE CLAN ORK ARMY REFERENCE 2
NAME
Gunfortress
STRATEGY 3
FIREPOWER
AP5+/AT6+
AP5+/AT5+
TYPE
WE
SPEED
30cm
ARMOUR
4+
CC
4+
FF
4+
WEAPONS
5x Twin Big Shoota
3x Big Guns
RANGE
30cm
45cm
Gargant
WE
15cm
4+
3+
3+
Gaze of Mork
2-3x Soopaguns
0-1x Supa-Zzap-Gun
0-1x Mega-Choppa
Great Gargant
WE
15cm
4+
3+
3+
Gaze of Mork
2x Big Guns
1-2x Twin Soopagun
Soopagun
0-1x Lifta-Droppa
Mega Warkopta
WE
35cm
4+
5+
4+
3x Twin Big Shootas
Big Gun
30cm
60cm
60cm
45cm AND
(base contact)
30cm
45cm
60cm
60cm
60cm AND
(base contact)
30cm
45cm
Fighta- Bommer
AC
Fighter-Bomber
6+
n/a
n/a
Battlekroozer
SC
n/a
n/a
n/a
n/a
Heavy Shootas
Tankbusta Rokkits
Orbital Bombardment
15cm
30cm
-
AP5+/AA5+
AT4+
D6+3BP, MW
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
-
D6+1BP, MW
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+
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.
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.
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).
KOLONEL SANDORK’S BLOODAXE CLAN
8.0 ELDAR ARMIES SECTION
COMMON ELDAR SPECIAL RULES
8.0.1 FARSIGHT
Eldar Farseers are able to partially unravel the threads of time, allowing them
to foresee events that may affect his army, and act to counter them. To
represent this, any Eldar formation that includes a unit with Farsight may
ignore the -1 Action test penalty when they try to retain the initiative.
In addition, once per turn the Eldar player may attempt to retain the initiative
twice in a row (i.e. the Eldar player can retain the initiative and take another
action after having successfully retained the initiative once already). Any Eldar
formation may be chosen, including those that do not include a unit with
Farsight but at least one unit with Farsight must still be in play and on the
battlefield. The formation must still pass an initiative test in order to carry out
the action, and will suffer the -1 modifier for retaining the initiative unless it
includes a unit with Farsight. Once the action has been taken the initiative
returns to the opposing player.
8.0.2 HIT AND RUN TACTICS
The Eldar are a dying race and any loss is deeply mourned. Because of this
they have developed tactics that when combined with their highly advanced
technology allows them to attack the enemy and then quickly retire in order to
avoid any return fire. This special ability is reflected by the following special
rules which apply to all formations in an Eldar army.
Eldar formations that take advance or double actions may choose to shoot
either before or after each move. However, they may still only shoot once
during the action. For example, an Eldar formation taking an advance action
could shoot and then move or move and then shoot, while a formation taking
a double action could shoot 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.
8.0.3 ELDAR TECHNOLOGY
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
in the galaxy. These technological advantages are represented in Epic by the
following special rules:
8.0.3.1 Holofields:
Eldar Titans are protected by a holofield that is projected from wing-like
structures on the Titan’s carapace. These fracture the image of the Titan
making it appear as a swirling cloud of coloured motes to the naked eye, while
at the same time disrupting any targeting devices attempting to lock onto the
Titan. The overall result is to make the Titan a very hard target to hit.
Holofields provide Titans with a special 3+ saving throw that can be taken
instead of the Titan’s normal saving throw. This save may always be taken,
even against hits in an assault or against 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 unit’s armour
save rather than the Holofield save. No Blast markers are placed for hits that
are saved by a holofield.
8.0.3.2 Lance Weapons:
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.
8.0.3.3 Webway Portals:
Webway portals are used by the Eldar to safely travel through the Warp. Each
webway portal included in the army allows the Eldar player to pick up to three
other formations and keep them back on the Craftworld. Any 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
8.1 NetEA APPROVED
BIEL-TAN ELDAR CRAFTWORLD ARMY LIST
Final version 2012 (2-Dec-11). Eldar Army Champion: "Chroma"
Biel-Tan Craftworld armies have a Strategy rating of 4. Aspect Warrior and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.
BIEL-TAN CRAFTWORLD INDIVIDUALS
FORMATION
0-1 Wraithgate
CORE UNITS
The Eldar player may choose to
replace 1 of the objective markers
in their half of the table with a
Wraithgate.
0-1 Avatar
1 Avatar, escorted by the Court of the
Young King.
0-1 Autarch
Add 1 Autarch character to any
Aspect Warrior unit.
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
BIEL-TAN CRAFTWORLD WARHOSTS
FORMATION
Aspect Warrior Host
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.
COST
300 points
150 points
BIEL-TAN CRAFTWORLD TROUPES
FORMATION
Ranger Troupe
War Walker Troupe
Windrider Troupe
Swords of Vaul Troupe
Night Spinner Troupe
Engine of Vaul Troupe
(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)
COST
25 points each
200 points
200 points
varies
175 points
250 points each
BIEL-TAN SPACECRAFT, AIRCRAFT, AND TITANS
FORMATION
0-1 Eldar Spacecraft
0-1 Warlock Titan
Phantom Titan
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Raider
(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
COST
150 points
300 points
850 points
750 points
650 points
300 points
400 points
200 points
SPECIAL RULE – May Not Garrison
Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.
153
8.1 NetEA APPROVED
BIEL-TAN ELDAR CRAFTWORLD ARMY REFERENCE 1
STRATEGY RATING 4
RANGE
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
FIREPOWER
NOTES
Autarch
CH
n/a
n/a
n/a
n/a
CH
CH
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(Assault Weapons), MW, EA(+1)
(Small Arms), EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
(Small Arms), EA(+1)
Supreme Commander, Inspiring, Invulnerable Save
Court of the Young King
Exarch
Autarch Close Combat Weapon
Autarch Ranged Weapon
Ancient Weapons
Exarch Close Combat Weapon
OR Exarch Ranged Weapon
Farseer
INF
15cm
4+
4+
5+
Guardians
Heavy Weapon Platform
Support Weapon Platform
Rangers
INF
INF
INF
INF
15cm
15cm
15cm
15cm
5+
6+
6+
6+
6+
4+
5+
6+
5+
Jetbikes
Dire Avengers
Fire Dragons
INF
INF
INF
35cm
15cm
15cm
5+
5+
5+
6+
5+
5+
4+
4+
4+
Shuriken Pistols
Witch Blades
Shuriken Catapults
Scatter Laser
D-Cannon
Shuriken Pistols
Long Rifles
Shuriken Catapults
Shuriken Catapults
Fusion Guns
Dark Reapers
Striking Scorpions
INF
INF
15cm
15cm
5+
4+
6+
4+
3+
5+
Howling Banshees
INF
15cm
5+
2+
5+
Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard
INF
INF
INF
INF
35cm
35cm
15cm
15cm
4+
5+
4+
4+
4+
5+
5+
4+
5+
4+
4+
4+
Vyper Jetbikes
War Walker
LV
LV
35cm
20cm
4+
6+
6+
5+
5+
5+
Falcon
AV
35cm
5+
6+
4+
Fire Prism
Firestorm
AV
AV
35cm
35cm
5+
5+
6+
6+
5+
4+
Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery
(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
(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+
Night Spinner
AV
35cm
5+
6+
5+
Night Spinner
45cm
Wraithlord
AV
15cm
4+
3+
4+
Wave Serpent
AV
35cm
5+
6+
4+
Power Fists
Bright Lance
Twin Shuriken Cannon
(base contact)
30cm
30cm
(Assault Weapons), MW, EA(+1)
AT5+, Lance
AP4+
Avatar
WE
15cm
3+
2+
4+
Wailing Doom
30cm AND
(base contact)
MW5+
(Assault Weapons), MW, EA(+1)
Cobra
WE
25cm
5+
6+
5+
Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher
30cm
30cm
45cm
Reaper Missile Launcher
Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Wraithcannon
1BP, Disrupt, Indirect
AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+
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
Scout, Snipers
Skimmer, Mounted
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 Cobra’s 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.
BIEL-TAN
8.1 NetEA APPROVED
BIEL-TAN ELDAR CRAFTWORLD ARMY REFERENCE 2
STRATEGY RATING 4
RANGE
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Scorpion
WE
25cm
5+
6+
5+
Twin Pulsar
Shuriken Cannon
60cm
30cm
Phantom Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
1-2x Titan Pulsar
0-1x Power Fist
45cm
75cm
(base contact)
OR (15cm)
OR 30cm
FIREPOWER
NOTES
2x MW2+
AP5+
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
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+
2x Revenant Pulse Laser
2x Eldar Missile Launcher
45cm
45cm
2x MW3+
AP5+/AT6+/AA6+
Storm Serpent
WE
25cm
5+
6+
4+
Scatter Laser
Storm Serpent Pulse Laser
30cm
45cm
AP5+/AT5+
2x AT3+
Void Spinner
WE
25cm
5+
6+
5+
Void Spinner Array
60cm
3BP, Disrupt, Indirect Fire
Warlock Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
Psychic Lance
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
0-1x Titan Pulsar
0-1x Power Fist
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
Nightwing
AC
Fighter
4+
n/a
n/a
Phoenix Bomber
AC
Fighter-Bomber
5+
n/a
n/a
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Wraithship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
Pin-point Attack
-
4BP, MW
MW2+, TK(D3)
Dragonship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
2x Pin-point Attack
-
8BP, MW
MW2+, TK(D3)
Titan’s 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 Titan’s knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titan’s holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
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 Spinner’s 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 Titan’s 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
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 Vampire’s 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
8.2 NetEA APPROVED
ALAITOC ELDAR CRAFTWORLD ARMY LIST
Final version 2012 (2-Dec-11). Eldar Army Champion: "Chroma"
Alaitoc Craftworld armies have a Strategy rating of 4. Aspect Warrior, Avatar and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.
ALAITOC CRAFTWORLD INDIVIDUALS
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 Avatar
1 Avatar
0-1 Autarch
Add an Autarch character to any
Aspect Warrior unit.
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
ALAITOC CRAFTWORLD INDIVIDUALS
FORMATION
Alaitoc Ranger
Warhost
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
COST
200 points
150 points
ALAITOC CRAFTWORLD TROUPES
FORMATION
Pathfinder Troupe
Aspect Warrior Troupe
War Walker Troupe
Windrider Troupe
Swords of Vaul Troupe
Night Spinner Troupe
Engine of Vaul Troupe
(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)
COST
50 points each
225 points
150 points
200 points
varies
175 points
250 points each
ALAITOC SPACECRAFT, AIRCRAFT, AND TITANS
FORMATION
0-1 Eldar Spacecraft
0-1 Warlock Titan
Phantom Titan
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Raider
(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
COST
150 points
300 points
850 points
750 points
650 points
300 points
400 points
200 points
SPECIAL RULE – Trail Blazing
Only Alaitoc Ranger Warhosts, Pathfinder Troupes, and War Walkers Troupes are allowed to garrison objectives in the Grand Tournament game scenario.
SPECIAL RULE – Falcons of Alaitoc
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
8.2 NetEA APPROVED
ALAITOC ELDAR CRAFTWORLD ARMY REFERENCE 1
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Autarch
CH
n/a
n/a
n/a
n/a
Exarch
CH
n/a
n/a
n/a
n/a
Farseer
INF
15cm
4+
4+
5+
Guardians
Heavy Weapon Platform
Support Weapon Platform
Rangers
INF
INF
INF
INF
15cm
15cm
15cm
15cm
5+
6+
6+
6+
6+
4+
5+
6+
5+
Jetbikes
Dire Avengers
Fire Dragons
INF
INF
INF
35cm
15cm
15cm
5+
5+
5+
6+
5+
5+
4+
4+
4+
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
Dark Reapers
Striking Scorpions
INF
INF
15cm
15cm
5+
4+
6+
4+
3+
5+
Howling Banshees
INF
15cm
5+
2+
5+
Pathfinder
INF
20cm
5+
6+
5+
Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard
INF
INF
INF
INF
35cm
35cm
15cm
15cm
4+
5+
4+
4+
4+
5+
5+
4+
5+
4+
4+
4+
Vyper Jetbikes
War Walker
LV
LV
35cm
20cm
4+
6+
6+
5+
5+
5+
Falcon
AV
35cm
5+
6+
4+
Fire Prism
Firestorm
AV
AV
35cm
35cm
5+
5+
6+
6+
Night Spinner
AV
35cm
5+
Wraithlord
AV
15cm
Wave Serpent
AV
Avatar
STRATEGY RATING 4
RANGE
FIREPOWER
5+
4+
Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery
(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(base contact)
(15cm)
30cm
30cm
(15cm)
30cm
(15cm)
(15cm)
15cm
AND (15cm)
45cm
(15cm)
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(base contact)
(15cm)
(15cm)
15cm
AND (15cm)
30cm
30cm
30cm
45cm
30cm
60cm
45cm
6+
5+
Night Spinner
45cm
4+
3+
4+
35cm
5+
6+
4+
Power Fists
Bright Lance
Twin Shuriken Cannon
(base contact)
30cm
30cm
(Assault Weapons), MW, EA(+1)
AT5+, Lance
AP4+
WE
15cm
3+
2+
4+
Wailing Doom
30cm AND
(base contact)
MW5+
(Assault Weapons), MW, EA(+1)
Cobra
WE
25cm
5+
6+
5+
Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher
30cm
30cm
45cm
AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+
Scorpion
WE
25cm
5+
6+
5+
Twin Pulsar
Shuriken Cannon
60cm
30cm
2x MW2+
AP5+
Reaper Missile Launcher
Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Shuriken Pistols
Long Rifles
Power Lances
Lasblasters
Death Spinner
Wraithcannon
(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
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
Scout, Snipers
Skimmer, Mounted
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 Cobra’s 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
ALAITOC
8.2 NetEA APPROVED
ALAITOC ELDAR CRAFTWORLD ARMY REFERENCE 2
NAME
Phantom Titan
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
1-2x Titan Pulsar
0-1x Power Fist
STRATEGY RATING 4
RANGE
FIREPOWER
45cm
75cm
(base contact)
OR (15cm)
OR 30cm
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
6x AP4+/AT4+
Titan’s 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 Titan’s knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titan’s holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
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
Titan’s 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.
Revenant Titan
WE
35cm
5+
4+
4+
2x Revenant Pulse Laser
2x Eldar Missile Launcher
45cm
45cm
2x MW3+
AP5+/AT6+/AA6+
Storm Serpent
WE
25cm
5+
6+
4+
Scatter Laser
Storm Serpent Pulse Laser
30cm
45cm
AP5+/AT5+
2x AT3+
Warlock Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
Psychic Lance
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
0-1x Titan Pulsar
0-1x Power Fist
NOTES
AP4+/AT5+/AA5+
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)
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
Nightwing
AC
Fighter
4+
n/a
n/a
Phoenix Bomber
AC
Fighter-Bomber
5+
n/a
n/a
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Wraithship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
Pin-point Attack
-
4BP, MW
MW2+, TK(D3)
Dragonship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
2x Pin-point Attack
-
8BP, MW
MW2+, TK(D3)
Reinforced Armour
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 Vampire’s 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
8.3 NetEA DEVELOPMENTAL
ULTHWÉ ELDAR CRAFTWORLD ARMY LIST
Final version 2012 (2-Dec-11). Eldar Army Champion: "Chroma"
Ulthwé Craftworld armies have a Strategy rating of 5. Aspect Warrior, Avatar, Black Guardians and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.
ULTHWÉ CRAFTWORLD INDIVIDUALS
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 Ulthwé Avatar
1 Avatar. May accompanied by the
Spear of Khaine for +25 points
0-1 Seer Council
You may replace one Farseer unit with a
Seer Council unit
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
+100 points
ULTHWÉ CRAFTWORLD HOSTS
FORMATION
Guardian Warhost
Black Guardian
Warhost
(An Ulthwé 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.
ULTHWÉ CRAFTWORLD TROUPES
FORMATION
Aspect Warrior
Troupe
Ranger Troupe
War Walker Troupe
Windrider Troupe
Swords of Vaul Troupe
Night Spinner Troupe
Engine of Vaul Troupe
(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)
COST
175 points
25 points each
150 points
200 points
varies
175 points
250 points each
ULTHWÉ SPACECRAFT, AIRCRAFT, AND TITANS
FORMATION
0-1 Eldar Spacecraft
0-1 Warlock Titan
Phantom Titan
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Raider
(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
COST
150 points
300 points
850 points
750 points
650 points
300 points
400 points
200 points
SPECIAL RULE – May Not Garrison
Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.
159
8.3 NetEA DEVELOPMENTAL
ULTHWÉ ELDAR CRAFTWORLD ARMY REFERENCE 1
STRATEGY RATING 5
RANGE
FIREPOWER
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Exarch
CH
n/a
n/a
n/a
n/a
Spear of Khaine
CH
n/a
n/a
n/a
n/a
Exarch Close Combat Weapon
OR Exarch Ranged Weapon
Singing Spears
Farseer
INF
15cm
4+
4+
5+
Guardians
Heavy Weapon Platform
Seer Council
INF
INF
INF
15cm
15cm
15cm
4+
6+
6+
4+
4+
5+
4+
Support Weapon Platform
Rangers
INF
INF
15cm
15cm
5+
6+
6+
6+
5+
Jetbikes
Dire Avengers
Fire Dragons
INF
INF
INF
35cm
15cm
15cm
5+
5+
5+
6+
5+
5+
4+
4+
4+
Dark Reapers
Striking Scorpions
INF
INF
15cm
15cm
5+
4+
6+
4+
3+
5+
Howling Banshees
INF
15cm
5+
2+
5+
Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard
INF
INF
INF
INF
35cm
35cm
15cm
15cm
4+
5+
4+
4+
4+
5+
5+
4+
5+
4+
4+
4+
Vyper Jetbikes
War Walker
LV
LV
35cm
20cm
4+
6+
6+
5+
5+
5+
Falcon
AV
35cm
5+
6+
4+
Fire Prism
Firestorm
AV
AV
35cm
35cm
5+
5+
6+
6+
Night Spinner
AV
35cm
5+
Wraithlord
AV
15cm
Wave Serpent
AV
Avatar
Cobra
5+
4+
Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery
(base contact)
(15cm)
(15cm) OR
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(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
6+
5+
Night Spinner
45cm
4+
3+
4+
35cm
5+
6+
4+
Power Fists
Bright Lance
Twin Shuriken Cannon
(base contact)
30cm
30cm
(Assault Weapons), MW, EA(+1)
AT5+, Lance
AP4+
WE
15cm
3+
2+
4+
Wailing Doom
30cm AND
(base contact)
MW5+
(Assault Weapons), MW, EA(+1)
WE
25cm
5+
6+
5+
Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher
30cm
30cm
45cm
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
(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
AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+
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.
Commander, Invulnerable Save, Farsight
Supreme Commander, Invulnerable Save, Farsight, and Reinforced Armor
Scout, Snipers
Skimmer, Mounted
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 Cobra’s 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.
ULTHWÉ
8.3 NetEA DEVELOPMENTAL
ULTHWÉ ELDAR CRAFTWORLD ARMY REFERENCE 2
NAME
Phantom Titan
STRATEGY RATING 5
RANGE
FIREPOWER
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
1-2x Titan Pulsar
0-1x Power Fist
45cm
75cm
(base contact)
OR (15cm)
OR 30cm
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
6x AP4+/AT4+
Titan’s 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 Titan’s knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titan’s holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
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 Titan’s exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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.
Revenant Titan
WE
35cm
5+
4+
4+
2x Revenant Pulse Laser
2x Eldar Missile Launcher
45cm
45cm
2x MW3+
AP5+/AT6+/AA6+
Scorpion
WE
25cm
5+
6+
5+
Twin Pulsar
Shuriken Cannon
60cm
30cm
MW2+, Pulse
AP5+
Storm Serpent
WE
25cm
5+
6+
4+
Scatter Laser
Storm Serpent Pulse Laser
30cm
45cm
AP5+/AT5+
2x AT3+
Warlock Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
Psychic Lance
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
0-1x Titan Pulsar
0-1x Power Fist
NOTES
AP4+/AT5+/AA5+
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)
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
Nightwing
AC
Fighter
4+
n/a
n/a
Phoenix Bomber
AC
Fighter-Bomber
5+
n/a
n/a
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Wraithship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
Pin-point Attack
-
4BP, MW
MW2+, TK(D3)
Dragonship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
2x Pin-point Attack
-
8BP, MW
MW2+, TK(D3)
Reinforced Armour
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 Vampire’s 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.
ULTHWÉ
8.4 NetEA DEVELOPMENTAL
IYANDEN ELDAR CRAFTWORLD ARMY LIST
v3.5. Eldar Army Champion: "Chroma"
Iyanden Craftworld armies have a Strategy rating of 4. Aspect Warrior and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.
IYANDEN CRAFTWORLD INDIVIDUALS
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 Avatar
1 Avatar
0-1 Supreme
Commander
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
COST
50 points
If an Autarch is taken then he counts as one of the Exarchs in the
Aspect Warrior formation
+75 points
OR
+100 points
Free
IYANDEN CRAFTWORLD WARHOSTS
FORMATION
Spirit Warrior
Warhost
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
COST
350 points
150 points
IYANDEN CRAFTWORLD TROUPES
FORMATION
Aspect Warrior Troupe
Spirit Warrior Troupe
Ranger Troupe
War Walker Troupe
Windrider Troupe
Swords of Vaul Troupe
Night Spinner Troupe
Engine of Vaul Troupe
(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)
COST
175 points
350 points
25 points each
150 points
200 points
varies
175 points
250 points each
IYANDEN SPACECRAFT, AIRCRAFT, AND TITANS
FORMATION
0-1 Eldar Spacecraft
0-1 Warlock Titan
Phantom Titan
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Raider
(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
COST
150 points
300 points
850 points
750 points
650 points
300 points
400 points
200 points
SPECIAL RULE – May Not Garrison
Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.
SPECIAL RULE – The Living Few
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
8.4 NetEA DEVELOPMENTAL
IYANDEN ELDAR CRAFTWORLD ARMY REFERENCE 1
STRATEGY RATING 4
RANGE
FIREPOWER
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Autarch
CH
n/a
n/a
n/a
n/a
Exarch
CH
n/a
n/a
n/a
n/a
Spirit Seer
CH
n/a
n/a
n/a
n/a
Autarch Close Combat Weapon
Autarch Ranged Weapon
Exarch Close Combat Weapon
OR Exarch Ranged Weapon
Singing Spear
Wraith Seer
CH
n/a
n/a
n/a
n/a
Singing Spear
Farseer
INF
15cm
4+
4+
5+
Guardians
Heavy Weapon Platform
Support Weapon Platform
Rangers
INF
INF
INF
INF
15cm
15cm
15cm
15cm
5+
6+
6+
6+
6+
4+
5+
6+
5+
Jetbikes
Dire Avengers
Fire Dragons
INF
INF
INF
35cm
15cm
15cm
5+
5+
5+
6+
5+
5+
4+
4+
4+
Shuriken Pistols
Witch Blades
Shuriken Catapults
Scatter Laser
D-Cannon
Shuriken Pistols
Long Rifles
Shuriken Catapults
Shuriken Catapults
Fusion Guns
Dark Reapers
Striking Scorpions
INF
INF
15cm
15cm
5+
4+
6+
4+
3+
5+
Howling Banshees
INF
15cm
5+
2+
5+
Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard
INF
INF
INF
INF
35cm
35cm
15cm
15cm
4+
5+
4+
4+
4+
5+
5+
4+
5+
4+
4+
4+
Vyper Jetbikes
War Walker
LV
LV
35cm
20cm
4+
6+
6+
5+
5+
5+
Falcon
AV
35cm
5+
6+
4+
Fire Prism
Firestorm
AV
AV
35cm
35cm
5+
5+
6+
6+
Night Spinner
AV
35cm
5+
Wraithlord
AV
15cm
Wave Serpent
AV
Avatar
WE
(base contact)
(15cm)
(base contact)
(15cm)
(15cm) OR
(base contact)
(15cm) OR
(base contact)
(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
5+
4+
Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery
(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
(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+
6+
5+
Night Spinner
45cm
4+
3+
4+
35cm
5+
6+
4+
Power Fists
Bright Lance
Twin Shuriken Cannon
(base contact)
30cm
30cm
(Assault Weapons), MW, EA(+1)
AT5+, Lance
AP4+
15cm
3+
2+
4+
Wailing Doom
30cm AND
(base contact)
MW5+
(Assault Weapons), MW, EA(+1)
Reaper Missile Launcher
Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Wraithcannon
1BP, Disrupt, Indirect
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
Scout, Snipers
Skimmer, Mounted
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
IYANDEN
8.4 NetEA DEVELOPMENTAL
IYANDEN ELDAR CRAFTWORLD ARMY REFERENCE 2
STRATEGY RATING 4
RANGE
FIREPOWER
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Cobra
WE
25cm
5+
6+
5+
Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher
30cm
30cm
45cm
Phantom Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
1-2x Titan Pulsar
0-1x Power Fist
45cm
75cm
(base contact)
OR (15cm)
OR 30cm
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+
Revenant Titan
WE
35cm
5+
4+
4+
2x Revenant Pulse Laser
2x Eldar Missile Launcher
45cm
45cm
2x MW3+
AP5+/AT6+/AA6+
Scorpion
WE
25cm
5+
6+
5+
Twin Pulsar
Shuriken Cannon
60cm
30cm
2x MW2+
AP5+
Storm Serpent
WE
25cm
5+
6+
4+
Scatter Laser
Storm Serpent Pulse Laser
30cm
45cm
AP5+/AT5+
2x AT3+
Warlock Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
Psychic Lance
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
0-1x Titan Pulsar
0-1x Power Fist
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
Nightwing
AC
Fighter
4+
n/a
n/a
Phoenix Bomber
AC
Fighter-Bomber
5+
n/a
n/a
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Wraithship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
Pin-point Attack
-
4BP, MW
MW2+, TK(D3)
Dragonship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
2x Pin-point Attack
-
8BP, MW
MW2+, TK(D3)
NOTES
DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts as having the 'Ignore
Cover' special ability when used against War Engines. Critical Hit Effect: The Cobra’s gravitic drives
implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any
models within 5cm 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
Titan’s 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 Titan’s knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titan’s holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
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 Titan’s exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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
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 Vampire’s 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
8.4 NetEA DEVELOPMENTAL
arrive on. Write down the weapon system to be used alongside the turn of arrival.
IYANDEN
8.5 NetEA DEVELOPMENTAL
SAIM-HANN ELDAR CRAFTWORLD ARMY LIST
v3.5. Eldar Army Champion: "Chroma"
Saim-Hann Craftworld armies have a Strategy rating of 3. Aspect Warrior, Avatar and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.
SAIM-HANN CRAFTWORLD INDIVIDUALS
FORMATION
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 Avatar
1 Avatar
0-1 Wild Rider
Chieftain
Add an Autarch character to a single
Wild Riders unit.
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
+75 points
SAIM-HANN CRAFTWORLD WARHOSTS
FORMATION
Wild Rider Clan
Shining Spear Aspect
Warrior Warhost
(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
COST
250 points
300 points
SAIM-HANN CRAFTWORLD TROUPES
FORMATION
Saim-Hann Guardian
Troupe
Aspect Warrior
Troupe
Hornet Troupe
Ranger Troupe
Swords of Vaul Troupe
Night Spinner Troupe
Engine of Vaul Troupe
(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)
COST
250 points
225 points
250 points
25 points each
varies
175 points
250 points each
SAIM-HANN SPACECRAFT, AIRCRAFT, AND TITANS
FORMATION
0-1 Eldar Spacecraft
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Hunter
(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
COST
150 points
300 points
650 points
300 points
400 points
500 points
SPECIAL RULE – Saim-Hann Garrison
Only Saim-Hann Hornet and Ranger formations are allowed to garrison in the Grand Tournament game scenario.
165
8.5 NetEA DEVELOPMENTAL
SAIM-HANN ELDAR CRAFTWORLD ARMY REFERENCE 1
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Autarch
CH
n/a
n/a
n/a
n/a
Exarch
CH
n/a
n/a
n/a
n/a
Mounted Farseer
Guardians
Heavy Weapon Platform
Rangers
CH
INF
INF
INF
n/a
15cm
15cm
15cm
n/a
5+
n/a
6+
6+
6+
n/a
4+
5+
5+
Jet Bikes
Dire Avengers
Fire Dragons
INF
INF
INF
35cm
15cm
15cm
5+
5+
5+
6+
5+
5+
4+
4+
4+
Autarch Close Combat Weapon
Autarch Ranged Weapon
Exarch Close Combat Weapon
OR Exarch Ranged Weapon
Witch Blade
Shuriken Catapults
Scatter Laser
Shuriken Pistols
Long Rifles
Shuriken Catapults
Shuriken Catapults
Fusion Guns
Dark Reapers
Striking Scorpions
INF
INF
15cm
15cm
5+
4+
6+
4+
3+
5+
Howling Banshees
INF
15cm
5+
2+
5+
Shining Spears
Swooping Hawks
Warp Spiders
Wild Rider
INF
INF
INF
INF
35cm
35cm
15cm
35cm
4+
5+
4+
4+
4+
5+
5+
4+
5+
4+
4+
5+
Wraithguard
INF
15cm
4+
4+
4+
Hornet
Vyper Jetbikes
Falcon
LV
LV
AV
40cm
35cm
35cm
4+
4+
5+
6+
6+
6+
5+
5+
4+
Fire Prism
Firestorm
AV
AV
35cm
35cm
5+
5+
6+
6+
Night Spinner
AV
35cm
5+
Wraithlord
AV
15cm
Wave Serpent
AV
Avatar
STRATEGY RATING 3
RANGE
FIREPOWER
5+
4+
Twin Pulse Laser
Scatter Laser
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery
(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(15cm)
30cm
(15cm)
(15cm)
15cm
AND (15cm)
45cm
(15cm)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(15cm)
(base contact)
(15cm)
15cm
AND (15cm)
45cm
30cm
45cm
30cm
60cm
45cm
6+
5+
Night Spinner
45cm
4+
3+
4+
35cm
5+
6+
4+
Power Fists
Bright Lance
Twin Shuriken Cannon
(base contact)
30cm
30cm
(Assault Weapons), MW, EA(+1)
AT5+, Lance
AP4+
WE
15cm
3+
2+
4+
Wailing Doom
Cobra
WE
25cm
5+
6+
5+
Court of the Young King
Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher
30cm AND
(base contact)
(base contact)
30cm
30cm
45cm
MW5+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+
Revenant Titan
WE
35cm
5+
4+
4+
2x Revenant Pulse Laser
2x Eldar Missile Launcher
45cm
45cm
Reaper Missile Launcher
Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Eldar Close Combat Weapons
Shuriken Catapults
Wraithcannon
(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
2x MW3+
AP5+/AT6+/AA6+
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.
Scout, Snipers
Skimmer, Mounted
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 Cobra’s 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 Titan’s knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titan’s holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
SAIM-HANN
8.5 NetEA DEVELOPMENTAL
SAIM-HANN ELDAR CRAFTWORLD ARMY REFERENCE 2
STRATEGY RATING 3
RANGE
FIREPOWER
NOTES
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Scorpion
WE
25cm
5+
6+
5+
Twin Pulsar
60cm
2x MW2+
DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking
Shuriken Cannon
30cm
AP5+
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+
Scatter Laser
Storm Serpent Pulse Laser
30cm
45cm
AP5+/AT5+
2x AT3+
Nightwing
AC
Fighter
4+
n/a
n/a
Phoenix Bomber
AC
Fighter-Bomber
5+
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
30cm
30cm
15cm
30cm
45cm
30cm
30cm
45cm
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)
Dragonship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
2x Pin-point Attack
n/a
n/a
8BP, MW
MW2+, TK(D3)
Reinforced Armour
DC2, Reinforced Armour, Planetfall,
Critical Hit Effect: The Vampire’s 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.
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+.
CRONE WORLD RAIDERS INDIVIDUALS
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 Hag Seer
Add an Autarch character to a Farseer or
Howling Banshees unit.
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
CRONE WORLD RAIDERS WARHOSTS
FORMATION
Crone World
Raiders Warhost
Daughters of the
Crone Warhost
(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.
COST
200 points
250 points
CRONE WORLD RAIDERS TROUPES
FORMATION
Deathwalker Troupe
Far Rider Troupe
Relic Hunter Troupe
Swords of Fate Troupe
Skeins of Fate Troupe
Engine of Vaul Troupe
(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)
COST
275 points
200 points
varies
300 points
400 points
250 points each
CRONE WORLD RAIDERS SPACECRAFT, AIRCRAFT, AND TITANS
FORMATION
0-1 Eldar Spacecraft
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Hunter
Vampire Raider
(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
1 Vampire Hunter
1 Vampire Raider
COST
150 points
300 points
650 points
300 points
400 points
275 points
200 points
SPECIAL RULE – Relic Hunter Garrison
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
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Autarch
CH
n/a
n/a
n/a
n/a
Exarch
CH
n/a
n/a
n/a
n/a
Farseer
INF
15cm
4+
4+
5+
Guardians
Heavy Weapon Platform
Rangers
INF
INF
INF
15cm
15cm
15cm
5+
6+
6+
6+
4+
5+
5+
Jet Bikes
Dire Avengers
Fire Dragons
INF
INF
INF
35cm
15cm
15cm
5+
5+
5+
6+
5+
5+
4+
4+
4+
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
Dark Reapers
Striking Scorpions
INF
INF
15cm
15cm
5+
4+
6+
4+
3+
5+
Howling Banshees
INF
15cm
5+
2+
5+
Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard
INF
INF
INF
INF
35cm
35cm
15cm
15cm
4+
5+
4+
4+
4+
5+
5+
4+
5+
4+
4+
4+
Vyper Jetbikes
War Walker
LV
LV
35cm
20cm
4+
6+
6+
5+
5+
5+
Falcon
AV
35cm
5+
6+
4+
Fire Prism
Firestorm
AV
AV
35cm
35cm
5+
5+
6+
6+
Night Spinner
AV
35cm
5+
Wraithlord
AV
15cm
Wave Serpent
AV
Cobra
Revenant Titan
STRATEGY RATING 4
RANGE
FIREPOWER
5+
4+
Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery
(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
6+
5+
Night Spinner
45cm
4+
3+
4+
35cm
5+
6+
4+
Power Fists
Bright Lance
Twin Shuriken Cannon
(base contact)
30cm
30cm
WE
25cm
5+
6+
5+
Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher
30cm
30cm
45cm
AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+
WE
35cm
5+
4+
4+
2x Revenant Pulse Laser
2x Eldar Missile Launcher
45cm
45cm
2x MW3+
AP5+/AT6+/AA6+
Reaper Missile Launcher
Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Wraithcannon
(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+
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
Scout, Snipers
Skimmer, Mounted
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 Cobra’s 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 Titan’s knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titan’s holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
IYBRAESIL
8.6 NetEA DEVELOPMENTAL
IYBRAESIL ELDAR CRAFTWORLD CRONE WORLD RAIDERS ARMY REFERENCE 2
STRATEGY RATING 4
RANGE
FIREPOWER
NOTES
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Scorpion
WE
25cm
5+
6+
5+
Twin Pulsar
Shuriken Cannon
60cm
30cm
2x MW2+
AP5+
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.
Storm Serpent
WE
25cm
5+
6+
4+
Scatter Laser
Storm Serpent Pulse Laser
30cm
45cm
AP5+/AT5+
2x AT3+
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
Nightwing
AC
Fighter
4+
n/a
n/a
Phoenix Bomber
AC
Fighter-Bomber
5+
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
Wraithship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
Pin-point Attack
-
4BP, MW
MW2+, TK(D3)
Dragonship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
2x Pin-point Attack
-
8BP, MW
MW2+, TK(D3)
Reinforced Armour
DC2, Reinforced Armour, Planetfall,
Critical Hit Effect: The Vampire’s 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 Vampire’s 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.
IYBRAESIL
8.7 NetEA DEVELOPMENTAL
YME-LOC ELDAR CRAFTWORLD ARMY LIST
v1.6. Eldar Army Champion: "Chroma"
Yme-Loc Craftworld armies have a Strategy rating of 4. Aspect Warrior, Avatar and 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 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.
COST
50 points
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
Free
150 points
Avatar has left it may not return.
0-1 Autarch
Add an Autarch character to a
single Aspect Warrior unit.
The Autarch does not replace an Exarch in the formation
+75 points
YME-LOC WARHOSTS
FORMATION
Engines of Vaul
Warhost
Swords of Vaul
Warhost
(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
COST
450 points
350 points
YME-LOC TROUPES
FORMATION
Aspect Warrior Troupe
Chains of Vaul Troupe
Engine of Vaul Troupe
Guardian Troupe
Ranger Troupe
War Walker Troupe
Yme-Loc Windrider
Troupe
(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
COST
225 points
400 points
250 points each
125 points
25 points each
150 points
200 points
YME-LOC SPACECRAFT, AIRCRAFT, AND TITANS
FORMATION
0-1 Eldar Spacecraft
0-1 Warlock Titan
Phantom Titan
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Raider
(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
COST
150 points
300 points
850 points
750 points
650 points
300 points
400 points
200 points
SPECIAL RULE – May Not Garrison
Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.
171
8.7 NetEA DEVELOPMENTAL
YME-LOC ELDAR CRAFTWORLD ARMY REFERENCE 1
STRATEGY RATING 4
RANGE
FIREPOWER
NAME
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Autarch
CH
n/a
n/a
n/a
n/a
Exarch
CH
n/a
n/a
n/a
n/a
Farseer
INF
15cm
4+
4+
5+
Guardians
Heavy Weapon Platform
Support Weapon Platform
Rangers
INF
INF
INF
INF
15cm
15cm
15cm
15cm
5+
6+
6+
6+
6+
4+
5+
6+
5+
Jet Bikes
Dire Avengers
Fire Dragons
INF
INF
INF
35cm
15cm
15cm
5+
5+
5+
6+
5+
5+
4+
4+
4+
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
Dark Reapers
Striking Scorpions
INF
INF
15cm
15cm
5+
4+
6+
4+
3+
5+
Howling Banshees
INF
15cm
5+
2+
5+
Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard
INF
INF
INF
INF
35cm
35cm
15cm
15cm
4+
5+
4+
4+
4+
5+
5+
4+
5+
4+
4+
4+
Hornet
Vyper Jetbikes
War Walker
LV
LV
LV
40cm
35cm
20cm
4+
4+
6+
6+
6+
5+
5+
5+
5+
Falcon
AV
35cm
5+
6+
4+
Fire Prism
Firestorm
AV
AV
35cm
35cm
5+
5+
6+
6+
Night Spinner
AV
35cm
5+
Wraithlord
AV
15cm
Wave Serpent
AV
Avatar
5+
4+
Twin Pulse Laser
Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery
(base contact)
(15cm)
(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)
45cm
30cm
30cm
30cm
45cm
30cm
60cm
45cm
6+
5+
Night Spinner
45cm
4+
3+
4+
35cm
5+
6+
4+
Power Fists
Bright Lance
Twin Shuriken Cannon
(base contact)
30cm
30cm
(Assault Weapons), MW, EA(+1)
AT5+, Lance
AP4+
WE
15cm
3+
2+
4+
Wailing Doom
Cobra
WE
25cm
5+
6+
5+
Court of the Young King
Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher
30cm AND
(base contact)
(base contact)
30cm
30cm
45cm
MW5+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+
Scorpion
WE
25cm
5+
6+
5+
Twin Pulsar
Shuriken Cannon
60cm
30cm
Reaper Missile Launcher
Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Wraithcannon
(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
2x MW2+
AP5+
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
Scout, Snipers
Skimmer, Mounted
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 Cobra’s 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.
YME-LOC
8.7 NetEA DEVELOPMENTAL
YME-LOC ELDAR CRAFTWORLD ARMY REFERENCE 2
NAME
Phantom Titan
STRATEGY RATING 4
RANGE
FIREPOWER
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
1-2x Titan Pulsar
0-1x Power Fist
45cm
75cm
(base contact)
OR (15cm)
OR 30cm
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
6x AP4+/AT4+
Titan’s 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 Titan’s knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titan’s holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
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 Spinner’s 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
Titan’s 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.
Revenant Titan
WE
35cm
5+
4+
4+
2x Revenant Pulse Laser
2x Eldar Missile Launcher
45cm
45cm
2x MW3+
AP5+/AT6+/AA6+
Storm Serpent
WE
25cm
5+
6+
4+
Scatter Laser
Storm Serpent Pulse Laser
30cm
45cm
AP5+/AT5+
2x AT3+
Void Spinner
WE
25cm
5+
6+
5+
Void Spinner Array
60cm
3BP, Disrupt, Indirect Fire
Warlock Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
1x Psychic Lance
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
0-1x Titan Pulsar
0-1x Power Fist
NOTES
AP4+/AT5+/AA5+
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)
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
Nightwing
AC
Fighter
4+
n/a
n/a
Phoenix Bomber
AC
Fighter-Bomber
5+
n/a
n/a
Vampire Raider
AC/WE
Bomber
5+
6+
4+
Wraithship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
Pin-point Attack
-
4BP, MW
MW2+, TK(D3)
Dragonship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
2x Pin-point Attack
-
8BP, MW
MW2+, TK(D3)
Reinforced Armour
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 Vampire’s 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.
ELDAR TITAN CLAN INDIVIDUALS
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.
The Eldar player replace one of the
objective markers in their half of the
table with a Gate of Vaul
You may add an Eldar Titan Wraith Seer
character to a single Warlock Titan
COST
150 points
+75 points
ELDAR TITAN CLAN WARHOSTS
FORMATION
Warlock Titan
CORE UNITS
1 Warlock Titan
Phantasm Titan
1 Phantasm Titan
Phantom Titan
1 Phantom Titan
Revenant Titan Host
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
COST
850 points
700 points
750 points
325 points each
TITAN UPGRADES
UPGRADE
Bonesinger
Spiritsinger
Spirit Stones
Wraithgate
Eldar Battle Titan
Weapon
(A Warhost may take each allowed upgrade once)
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
ELDAR TITAN CLAN ALLIES
FORMATION
CRAFTWORLD ELDAR:
Guardian Troupe
Wraithlord Troupe
Ranger Troupe
Windrider Troupe
Nightwings
Phoenix Bombers
Vampire Hunter
0-1 Eldar Spacecraft
ELDAR KNIGHTS:
Eldar Knight
Hunting Pack
(One Allies formation may be included in the army per Warhost, chosen from the following sections: Craftworld Eldar and Eldar Knights)
CORE UNITS
COST
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
200 points
3 Fire Gales or Towering Destroyers in any combination
(Any number of units may be exchanged for a Bright Stallion for +25 points each)
300 points
300 points
25 points each
200 points
300 points
400 points
250 points
150 points
300 points
SPECIAL RULE – Iolarion Ranger Garrison
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
STRATEGY RATING 4
RANGE
FIREPOWER
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Eldar Titan Wraith Seer
Guardians
Heavy Weapon Platform
Support Weapon Platform
Rangers
CH
INF
INF
INF
INF
n/a
15cm
15cm
15cm
15cm
n/a
5+
n/a
6+
6+
6+
6+
n/a
4+
5+
6+
5+
Jet Bikes
Vyper Jetbikes
Wraithlord
INF
LV
AV
35cm
35cm
15cm
5+
4+
4+
6+
6+
3+
4+
5+
4+
Bright Stallion
WE
30cm
5+
4+
5+
n/a
Shuriken Catapults
Scatter Laser
D-Cannon
Shuriken Pistols
Long Rifles
Shuriken Catapults
Scatter Laser
Power Fists
Bright Lance
Stallion Lasers
Fire Gale
WE
20cm
5+
5+
4+
Hooves
Fire Lance
n/a
(15cm)
30cm
30cm
(15cm)
30cm
(15cm)
30cm
(base contact)
30cm
45cm
AND (15cm)
(base contact)
30cm
Phantasm Titan
WE
25cm
4+
3+
3+
2x Twin Eldar Missile Launcher
1-2x Titan Pulsar
45cm
75cm
Phantom Titan
WE
25cm
5+
3+
3+
2x Twin Eldar Missile Launcher
1-2x Titan Pulsar
0-1x Power Fist
45cm
75cm
(base contact)
OR (15cm)
OR 30cm
Revenant Titan
WE
35cm
5+
4+
4+
2x Revenant Pulse Laser
2x Eldar Missile Launcher
45cm
45cm
Towering Destroyer
WE
20cm
5+
4+
5+
Destroyer Cannon
Destroyer Laser
Warlock Titan
WE
25cm
5+
3+
3+
30cm
45cm
AND (15cm)
(base contact)
45cm
(15cm)
30cm
75cm
(base contact)
OR (15cm)
OR 30cm
30cm
30cm
15cm
30cm
45cm
Destroyer Sabres
2x Twin Eldar Missile Launcher
1x Psychic Lance
0-1x Titan Pulsar
0-1x Power Fist
Nightwing
AC
Fighter
4+
n/a
n/a
Phoenix Bomber
AC
Fighter-Bomber
5+
n/a
n/a
Twin Shuriken Cannons
Bright Lances
Nightspinner
Twin Shuriken Cannons
Phoenix Pulse Laser
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)
AP4+/AT5+/AA5+
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)
6x AP4+/AT4+
2x MW3+
AP5+/AT6+/AA6+
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
NOTES
Supreme Commander, Farsight.
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
Titan’s 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
Titan’s 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 Titan’s knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titan’s holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
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, 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
Titan’s 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
STRATEGY RATING 4
RANGE
FIREPOWER
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
AC/WE
Bomber
5+
6+
4+
Wraithship
SC
n/a
n/a
n/a
n/a
Scatter Laser
Hunter Twin Pulsar
Twin Eldar Missile Launcher
Orbital Bombardment OR
Pin-point Attack
30cm
30cm
45cm
-
Dragonship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
2x Pin-point Attack
-
Vampire Hunter
AP5+/AT5+/AA5+, FxF
2x MW2+, FxF
AP4+/AT5+/AA5+
4BP, MW
MW2+, TK(D3)
8BP, MW
MW2+, TK(D3)
NOTES
DC2, Reinforced Armour, Planetfall,
Critical Hit Effect: The Vampire’s 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.
ELDAR BATTLE TITAN WEAPONS
WEAPON
Fusion Lance
Revenant Sonic Lance
Spirit Sword
Titan D-Cannon
Tremor Cannon
RANGE
60cm
45cm
(base contact)
AND (15cm)
45cm
60cm
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+.
GREAT COURT INDIVIDUALS
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
Add an Autarch character to any
Aspect Warrior unit.
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
GREAT COURT WARHOSTS
FORMATION
0-1 Great Court of
the Young King
Aspect Warrior Host
(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.
COST
350 points
300 points
GREAT COURT TROUPES
FORMATION
Greater Aspect
Warrior Troupe
Lesser Aspect
Warrior Troupe
Ranger Troupe
Storm Serpent Troupe
Swords of Vaul Troupe
(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
COST
225 points
175 points
25 points each
200 points each
varies
GREAT COURT SPACECRAFT, AIRCRAFT, AND TITANS
(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans
FORMATION
0-1 Eldar Spacecraft
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Hunter
Vampire Raider
CORE UNITS
1 Wraithship OR
1 Dragonship
2 Revenant Titans
3 Nightwing Interceptors
3 Phoenix Bombers
2 Vampire Hunters
1 Vampire Raider
COST
150 points
300 points
650 points
300 points
400 points
500 points
200 points
SPECIAL RULE – Great Court Ranger Garrison
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
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
Autarch
CH
n/a
n/a
n/a
n/a
Court of the Young King
Exarch
CH
CH
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
Rangers
INF
15cm
5+
6+
5+
Dire Avengers
Fire Dragons
INF
INF
15cm
15cm
5+
5+
5+
5+
4+
4+
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
Dark Reapers
Striking Scorpions
INF
INF
15cm
15cm
5+
4+
6+
4+
3+
5+
Howling Banshees
INF
15cm
5+
2+
5+
Shining Spears
Swooping Hawks
Warp Spiders
Falcon
INF
INF
INF
AV
35cm
35cm
15cm
35cm
4+
5+
4+
5+
4+
5+
5+
6+
5+
4+
4+
4+
Fire Prism
Firestorm
AV
AV
35cm
35cm
5+
5+
6+
6+
Wave Serpent
AV
35cm
5+
Avatar
WE
15cm
Revenant Titan
WE
Storm Serpent
STRATEGY RATING 4
RANGE
FIREPOWER
5+
4+
Reaper Missile Launcher
Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery
(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
(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+
6+
4+
Twin Shuriken Cannon
30cm
3+
2+
4+
Wailing Doom
35cm
5+
4+
4+
Court of the Young King
2x Revenant Pulse Laser
2x Eldar Missile Launcher
30cm AND
(base contact)
(base contact)
45cm
45cm
WE
25cm
5+
6+
4+
Scatter Laser
Storm Serpent Pulse Laser
30cm
45cm
AP5+/AT5+
2x AT3+
Nightwing
AC
Fighter
4+
n/a
n/a
Phoenix Bomber
AC
Fighter-Bomber
5+
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
30cm
30cm
15cm
30cm
45cm
30cm
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+
AP4+
MW5+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
2x MW3+
AP5+/AT6+/AA6+
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.
Scout, Snipers
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 Titan’s knees and up to
2cm wide. Critical Hit Effect: The Revenant Titan’s holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
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.
Reinforced Armour
DC2, Reinforced Armour, Planetfall,
Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed.
GREAT COURT OF THE YOUNG KING
8.9 NetEA EXPERIMENTAL
BIEL-TAN GREAT COURT OF THE YOUNG KING ELDAR ARMY REFERENCE 2
NAME
STRATEGY RATING 4
RANGE
FIREPOWER
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
AC/WE
Bomber
5+
6+
4+
Scatter Laser
2x Vampire Pulse Laser
30cm
45cm
Wraithship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
Pin-point Attack
-
4BP, MW
MW2+, TK(D3)
Dragonship
SC
n/a
n/a
n/a
n/a
Orbital Bombardment OR
2x Pin-point Attack
-
8BP, MW
MW2+, TK(D3)
Vampire Raider
AP5+/AT5+/AA5+, FxF
2x AT4+, FxF
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 Vampire’s 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.
GREAT COURT OF THE YOUNG KING
8.2 NetEA APPROVED
9.0 DARK ELDAR ARMIES
SECTION
COMMON DARK ELDAR SPECIAL RULES
9.0.1 FLEET OF FOOT
With eons in which to practice pirating techniques upon the mon-keigh of the
galaxy, the Dark Kin have honed the skill of squeezing every bit of advantage
from a lightning style attack.
To represent this, Dark Eldar formations do not incur the typical penalties
that other races would after taking a March action. Dark Eldar formations
that have marched may lend support in assaults, help claim a crossfire bonus,
and even fire flak shots.
9.0.2 HIT AND RUN TACTICS
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.
markers are caused for this hit (this includes fire fight but not close combat).
A war engine with at least one Shadowfield remaining automatically regains an
additional field at the end of the rally phase of each turn. If the Shadowfields
are completely knocked out, they will not return for the remainder of the
game. The war engine can never have more Shadowfields than originally
allotted. In addition an active Shadowfield always counts as being in cover
(apply -1 cover modifier). This has no effect on their engagements, however,
either in close combat or fire fight.
9.0.3.2 Lance Weapons:
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.
9.0.3.3 Webway Portals:
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 DARK ELDAR TECHNOLOGY
9.0.3.1 Shadowfields:
Dark Eldar war engines are shrouded in light absorbing energy fields which
serve as a powerful defence against the massed guns of their cornered prey.
Each Shadowfield will absorb one successful hit before going down; no blast
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.
0-1 Archon
Replace 1 Dracon character
with 1 Archon character
1 Kashnarak
0-1 Kashnarak
DARK ELDAR INDIVIDUALS
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.
COST
50 points
In Grand Tournament games the Kashnarak must start off the table. At the start of
any turn (including the first) it may be set up on the table within 5cms of a Webway
Portal (this represents the Kashnarak bursting through to the battlefield), but does not
count as a use of the Webway Portal. If the Dark Eldar army does not include a
Webway Portal, the Kashnarak may not be used.
50 points
50 points
DARK ELDAR KABALS
(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
FORMATION
0-1 Kabal Coterie
Kabal Syndicate
Kabal Flotilla
COST
250 points
200 points
250 points
(+100 points)
(+250 points)
DARK ELDAR PARTISANS
(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)
COVENS
FORMATION
Haemonculi Coven
Talos Swarm
CORE UNITS
2 Haemonculi units and 4 Grotesques units, plus transports
4 Talos
FORMATION
Wych Cult
Hellion Murder
Reaver Gang
CORE UNITS
6 Wych units, plus transport
6 Hellions
6 Reavers
FORMATION
Mandrake Throng
Scourge Flight
Heavy Barges
CORE UNITS
6 Mandrakes
6 Scourges
Up to 2 Vessels of Pain
UPGRADE
Beasts
Dracon
Haemonculi
Hellions
Incubi
Mandrakes
Perditors
CULTS
COHORTS
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
UPGRADES
Haemonculi, Talos, Perditor, Sybarite
Talos, Perditor, Slavebringer
COST
250 points
200 points
UPGRADES
Wyches, Beasts, Hellions, Reavers, Sybarite
Hellions, Sybarite
Reavers, Sybarite
COST
200 points
200points
200 points
UPGRADES
Mandrakes
Scourges, Sybarite
None
COST
225 points
225 points
250 points each
DARK ELDAR UPGRADES
COST
+100 points
+50 points
+150 points
+100 points
+125 points
+125 points
+150 points each
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
COST
+50 points
+100 points
+125 points
+25 points
+50 points each
+100 points
+100 points
DARK ELDAR AIRCRAFT AND SPACE CRAFT
(Up to 1/3 of the army's points may be spent on Aircraft and Space Craft)
FORMATION
0-1 Spacecraft
Tormentor
Executor
SPACECRAFT
UNITS
1 Torture class Cruiser OR
Up to 3 Corsair class Escorts
1 Tormentor Titan
1 Executor Landing Module
COST
300 points OR
150 points each
500 points
750 points
DARK ELDAR TRANSPORTS
TRANSPORT
Raider
Barge of Pleasure
Slavebringer
UNITS
Up to 4 Raiders
Up to 2 Barges of Pleasure
1 Slavebringer
COST
Free
+125 points each
+200 points
FORMATION
Raven Squadron
Razorwing
Squadron
AIRCRAFT
UNITS
2 Raven Fighters
Add 1 Raven Fighter
2 Razorwing Bombers
Add 1 Razorwing Bomber
COST
200 points
(+100 points)
250 points
(+125 points)
SPECIAL RULE- Dark Eldar Transports
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
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
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)
Splinter Cannons
Splinter Rifles
Splinter Pistols
Wych Weapons
Dark Lance
Horrorfex
15cm
(15cm)
(15cm)
(base contact)
30cm
15cm
AP5+
(Small Arms)
(Small Arms)
(Assault Weapons)
AT5+, Lance
AP6+, Disrupt
2x Dark Lance
Disintegrator
Horrorfex
Paralyzer
Talos Claws
2x Dark Lances
Long-Barrel Splinter Cannons
Desolator
30cm
30cm
15cm
15cm
(base contact)
30cm
45cm
30cm
AT5+ Lance
AP4+/AT6+
AT6+, Disrupt
AP5+, Disrupt
Assault Weapons, MW
AT5+, Lance
AP5+
2BP, Disrupt
4+
Disintegrator Array
Heavy Phantom Lance
Twin Desolators
Hail of Splinters
60cm
60cm
30cm
45cm
AND (15cm)
2 x AA4+
MW3+, TK(D3), FxF
4BP, Disrupt, Fwd
3x AP4+/AT6+
EA(+2)
3+
4+
3+
4+
Widowmaker
Perditor Claws
2x Phantom Lances
Hail of Splinters
30cm
(base contact)
45cm
45cm
AND (15cm)
(base contact)
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)
TYPE
CH
CH
CH
INF
INF
SPEED
n/a
n/a
n/a
15cm
15cm
ARMOUR
n/a
n/a
n/a
5+
4+
CC
n/a
n/a
n/a
3+
3+
FF
n/a
n/a
n/a
5+
Hellions
INF
30cm
5+
4+
5+
Incubi
INF
15cm
4+
3+
6+
Mandrakes
Reavers
INF
INF
15cm
40cm
5+
4+
4+
4+
6+
5+
Scourges
INF
30cm
6+
6+
4+
Warp Beasts
INF
15cm
-
3+
-
Warriors
INF
15cm
-
5+
4+
Wyches
INF
15cm
-
3+
6+
Raiders
LV
35cm
4+
6+
5+
Ravager
LV
35cm
4+
6+
3+
Talos
AV
15cm
4+
4+
5+
Barge of Pleasure
WE
30cm
5+
5+
4+
Executor Landing
Module
WE
25cm
5+
6+
Perditor
WE
15 cm
4+
Tormentor Titan
WE
35 cm
5+
Tormentor Blades
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)
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.
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.
KABAL OF PAIN’S WAY
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+
Raven Fighter
AC
Fighter
4+
n/a
n/a
Razorwing Bomber
AC
Fighter-Bomber
4+
n/a
n/a
AC/WE
Bomber
4+
6+
5+
SC
n/a
n/a
n/a
n/a
Slavebringer Assault Boat
Corsair Class Escort
Torture Class Cruiser
Kashnarak
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).
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.
Orbital Bombardment
n/a
2BP, MW
Any escorts selected form a single squadron and act in the same manner as spacecraft.
Pin-point attack
n/a
MW2+, TK(D3)
6BP, MW
MW2+, TK(D3)
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.
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
2x Pin-point attack
n/a
n/a
Special
WE
20 cm
4+
3+
-
Massive Claws & Teeth
(base contact)
(Assault Weapons), MW, EA(+2)
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.
KABAL OF PAIN’S WAY
10.0 NECRON ARMIES SECTION
COMMON NECRON SPECIAL RULES
10.0.1 NECRON
Necron technology allows many of its units to repair themselves at an
accelerated rate. This is reflected as the Necron ability on a unit’s data
sheet.
Units with the Necron ability that have been destroyed can regenerate.
Formations can return one previously destroyed Necron unit in the end
phase of each turn either on or off the board. In addition, if a
formation regroups on board it can use the dice rolls to either return
units with the Necron ability to play or to remove blast markers or
both (e.g., if you rolled a ‘2’ you could return 2 units to play, remove 2
blast markers, or return 1 unit and remove 1 Blast marker). Formations
off board are restricted to using their regroup function to remove blast
markers only. A formation may only return to play those destroyed
Necron units that were part of its original formation.
10.0.2 PORTALS
Necron Portals are the primary means by which the Necron forces are
transported across the galaxy. Any formation that is in the reserves,
either because it has not entered play or has left the board for any
reason, may enter play via a portal as part of any activation that allows
movement. Measure their movement using the portal as the starting
point. Additionally, formations may leave the board by entering a
portal, taking them into the reserves. Note that once in the reserves
they can either re-enter play immediately via another portal, provided
they have movement, or remain in the reserves.
Necron Portals can only be used by 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
didn’t.
10.0.3 TOMB COMPLEX
Scattered throughout the Galaxy on worlds beyond number, the
Necron placed Tombs to house and maintain their race. During the
long sleep over millions of years, many of these building have
become buried, only to be uncovered by the unwitting efforts of
explorers or the design of the C'tan eager to reclaim the Galaxy they
once ruled. These Tombs are the "bases" from which Necron raiders
and conquering armies strike at their enemies. As such, they have a
high importance to both the Necron (who need them for the troops
and support facilities they contain) and the enemies who would
destroy them to keep their contents from awaking. Attacking
these facilities carries the risk of awaking the Necron within, or
attracting the notice of other, wakened forces that might rush to
their defence.
The Tomb is considered a Necron Portal, and can be used to bring
formations from off board into place, or to relay troops to and from
other portals. Measure from the edge of the board as the formation’s
starting point.
10.0.4 LIVING METAL
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
10.0.5 IMPLACABLE ADVANCE
The Necron are an offensive army, always on the advance, stopping
only to eliminate enemy positions before moving on to harvest
others. While subject to disruption from losses and enemy fire, the
mechanical nature of the Necron permits them to easily reorganize
to maintain the offensive momentum.
Necron formations receive a +1 bonus to Marshal Actions. Due to
their steady, deliberate, nature Necron formations cannot take a March
action.
10.0.6 PHASE OUT
When a Necron formation becomes broken, it does not just fall back but also
vanishes from the battlefield without leaving any proof of its existence.
In the end phase of the turn, remove 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.
10.0.7 NECRON RESERVES
Any Necron formation may be held back “in reserve” (with the exception of
the Æonic Orb and Abattoir) if you are playing the Tournament Scenario.
Note that Formations that do not have the Teleport ability will only be able to
enter play through Portals. Any Necron formation held in reserve for any
reason (either because it has not yet entered play or was broken) is considered
destroyed for the purpose of calculating a Tie Breaker or the Break Their
Spirit victory point.
184
10.1 NetEA APPROVED
SCARAB CONFLICT NECRON ARMY LIST
Final version 2012 (2-Dec-11). Necron Army Champion: "Zombocom"
Necron armies have a Strategy rating of 2. All Necron formations have an initiative rating of 1+. Up to 1/3 of the army’s points may be spent on War Engines.
FORMATION
0-1 C’tan
0-1 Tomb Complex
CORE UNITS
The Deceiver OR The Nightbringer
Replace the Necron Blitzkrieg
objective with a Tomb Complex
NECRON INDIVIDUALS
NOTES
The C’tan 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.
COST
300 points
75 points
NECRON PHALANXES
FORMATION
Warrior Phalanx
(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
COST
225 points
NECRON MANIPLES
FORMATION
Armoured Phalanx
Eques Maniple
Monolith Maniple
Monolith Phalanx
Pylon
Venator Maniple
FORMATION
0-1 Harvester Engine
0-2 Warbarque
0-1 Spacecraft
(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
NECRON HARVESTERS
CORE UNITS
1 Æonic 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
COST
300 points
350 points
200 points
275 points
200 points
200 points
COST
750 points
300 points
350 points
SPECIAL RULE - Garrisons
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
10.1 NetEA APPROVED
SCARAB CONFLICT NECRON ARMY REFERENCE
NAME
Necron Lord
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
WEAPONS
Staff of Light
Destroyers
Flayed Ones
Heavy Destroyers
Immortals
Necron Warriors
Pariahs
INF
INF
INF
INF
INF
INF
25cm
15cm
25cm
15cm
15cm
15cm
4+
4+
4+
4+
4+
4+
6+
3+
6+
4+
5+
3+
3+
4+
3+
4+
3+
2x Gauss Cannons
Claws
Heavy Gauss Cannon
Gauss Blasters
Gauss Flayers
War Scythe
Wraiths
Monolith
INF
AV
30cm
15cm
4+
4+
4+
6+
5+
Obelisk
Tomb Spyder
AV
AV
30cm
15cm
5+
4+
6+
5+
5+
5+
Claws
Particle Whip
Gauss Flux Arc
Particle Flail
Scarab Swarm
Abattoir
WE
20cm
4+
2+
4+
Claws
Harvesters
3x Scarab Swarms
Aeonic Orb
WE
20cm
4+
-
3+
Solar Flare
C'Tan The Deceiver
WE
15cm
4+
4+
4+
C'Tan The Nightbringer
WE
15cm
4+
3+
5+
Pylon
WE
Immobile
4+
-
4+
Despair
Claws
Lightning Arc
Gaze of Death
Scythe
Particle Accelerator
Warbarque
WE
20cm
4+
6+
4+
Scythe Class Harvester
SC
n/a
n/a
n/a
n/a
Gauss Flux Arc
2x Particle Cannons
2x War Cannons
2x Gauss Cannons
Gauss Flux Arc
Orbital Bombardment
2x Pin-Point Attack
STRATEGY 2
RANGE
FIREPOWER
(15cm)
(Small Arms), EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP4+/AT6+
(base contact)
(Assault Weapons)
30cm
AT3+
15cm
AP4+/AT6+
15cm
AP5+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
AND 15cm
AP4+/AT6+
(base contact)
(Assault Weapons), EA(+1)
30cm
AP4+/AT4+
(15cm)
(Small Arms), EA(+2)
45cm
AP4+/AT4+
(base contact) OR
(Assault Weapons), EA(+1), Ignore Cover,
30cm
AP5+/AT5+, Ignores Cover
AND(15cm)
(Small Arms), EA(+1), Ignore Cover
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), EA(+2), TK(D3),
(base contact) AND
(Assault Weapons), EA(+1), Ignore Cover,
30cm OR
(15cm)
90cm
OR 90cm
AP5+/AT5+, Ignores Cover
(Small Arms), EA(+1), Ignore Cover
MW3+, TK(D6)
12BP
45cm
(base contact)
30cm
(base contact)
(base contact)
120cm
AND 90cm
(15cm)
60cm
30cm
30cm
(15cm)
-
4BP, Disrupt
(Assault Weapons), EA(+2), TK(1)
MW4+
MW, EA(+2)
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)
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
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.
SCARAB CONFLICT
10.2 NetEA EXPERIMENTAL
NALSARAN INCIDENT NECRON ATTACK ARMY LIST
v1.2. Sub-Army Champion: "Chroma"
Necron Attack armies have a Strategy rating of 4. All Necron formations have an initiative rating of 1+.
NECRON ATTACK SUPREME COMMANDER
FORMATION
0-1 Supreme Commander
(A Necron army may contain any number of Phalanxes)
CORE UNITS
Choose 1 of the following options:
Add Supreme Commander to 1 Necron Lord
Add Supreme Commander to a Warbarque
COST
+75 points
NECRON ATTACK PHALANXES
FORMATION
Monolith Phalanx
Warrior Phalanx
(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
COST
250 points
225 points
NECRON ATTACK MANIPLES
FORMATION
Eques Maniple
Formido Maniple
Immunes Maniple
Obelisk Maniple
Venator Maniple
(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
COST
350 points
225 points
250 points
250 points
200 points
NECRON ATTACK SUPPORT
FORMATION
Defence System
0-1 Warbarque
0-1 Spacecraft
(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
COST
200 points
300 points
350 points
SPECIAL RULE - Raiders
A Necron Attack army may not deploy Garrisons.
187
10.2 NetEA EXPERIMENTAL
NALSARAN INCIDENT NECRON ATTACK ARMY REFERENCE 1
NAME
Necron Lord
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
WEAPONS
Staff of Light
Destroyers
Flayed Ones
Heavy Destroyers
Immortals
Necron Warriors
Wraiths
Monolith
INF
INF
INF
INF
INF
INF
AV
25cm
15cm
25cm
15cm
15cm
30cm
15cm
4+
4+
4+
4+
4+
4+
4+
6+
3+
6+
4+
5+
4+
6+
3+
4+
3+
4+
5+
Obelisk
Tomb Spyder
AV
AV
30cm
15cm
5+
4+
6+
5+
5+
5+
2x Gauss Cannons
Claws
Heavy Gauss Cannon
Gauss Blasters
Gauss Flayers
Claws
Particle Whip
Gauss Flux Arc
Particle Flail
Scarab Swarm
Pylon
WE
Immobile
4+
-
4+
Claws
Particle Accelerator
Warbarque
WE
20cm
4+
6+
4+
Scythe Class Harvester
SC
n/a
n/a
n/a
n/a
Gauss Flux Arc
2x Particle Cannons
2x War Cannons
2x Gauss Cannons
Gauss Flux Arc
Orbital Bombardment
2x Pin-Point Attack
RANGE
(15cm)
(base contact)
30cm
(base contact)
30cm
15cm
15cm
(base contact)
30cm
(15cm)
45cm
(base contact) OR
30cm
AND(15cm)
(base contact)
120cm
AND 90cm
(15cm)
60cm
30cm
30cm
(15cm)
-
STRATEGY 4
FIREPOWER
(Small Arms), EA(+1)
(Assault Weapons), MW, EA(+1)
AP4+/AT6+
(Assault Weapons)
AT3+
AP4+/AT6+
AP5+/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)
MW4+, TK(D3)
AA4+, TK(1)
(Small Arms), EA(+2)
AP5+/AT3+
AT4+
AP4+/AT6+
(Small Arms), EA(+2)
4BP, MW
MW2+, TK(D3)
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
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.
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 army’s points may be spent on War Engines.
FORMATION
0-1 Supreme Commander
0-3 Tomb Complex
NECRON TOMB WORLD INDIVIDUALS
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
NOTES
The C’tan counts toward your War Engine allocation
COST
300 points
+50 points
The Tomb Complex functions both as a Necron Portal and as an
objective for rules purposes. It may not be attacked or destroyed.
Movement from the Necron Portal is measured from where the
Blitzkrieg Objective touches the Necron table edge.
75 points
NECRON TOMB WORLD PHALANXES
FORMATION
Custodian Phalanx
Warrior Phalanx
(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
COST
200 points
225 points
NECRON TOMB WORLD MANIPLES
FORMATION
Custodian Maniple
Eques Maniple
Gauss Pylon Network
Monolith Maniple
Recon Maniple
0-1 Tomb Guardian Maniple
FORMATION
0-2 Tomb Sphynx
0-2 Warbarque
0-1 Spacecraft
(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
NECRON HARVESTERS
COST
150 points
350 points
400 points
200 points
175 points
300 points
COST
500 points
300 points
350 points
SPECIAL RULE - Tomb Guardians
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
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
WEAPONS
Staff of Light
Destroyers
Heavy Destroyers
Immortals
Necron Warriors
Pariahs
INF
INF
INF
INF
INF
25cm
25cm
15cm
15cm
15cm
4+
4+
4+
4+
4+
6+
6+
4+
5+
3+
3+
4+
3+
4+
3+
2x Gauss Cannons
Heavy Gauss Cannon
Gauss Blasters
Gauss Flayers
War Scythe
Wraiths
Monolith
INF
AV
30cm
15cm
4+
4+
4+
6+
5+
Obelisk
Tomb Spyder
AV
AV
30cm
15cm
5+
4+
6+
5+
5+
5+
Claws
Particle Whip
Gauss Flux Arc
Particle Flail
Scarab Swarm
C'Tan The Deceiver
WE
15cm
4+
4+
4+
C'Tan The Nightbringer
WE
15cm
4+
3+
5+
Pylon
WE
Immobile
4+
-
4+
Warbarque
WE
20cm
4+
6+
4+
Scythe Class Harvester
SC
n/a
n/a
n/a
n/a
Scarab Swarm
INF
15cm
6+
5+
-
Tomb Sphynx
WE
25cm
4+
4+
3+
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
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
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.
Expendable, Infiltrators, Necron
DC5, Fearless, Living Metal, Walker, May step over units and impassable or dangerous terrain that is lower then the Tomb
Sphynx’s knees and up to 2cm wide.
Critical Hit Effect: The Tomb Sphynx’s 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.
DYRRACHIUM III TOMB WORLD
11.0 TAU ARMIES SECTION
COMMON TAU SPECIAL RULES
11.0.1 COORDINATED FIRE
The Tau are masters of ranged warfare and have several very experienced
fighters and specially equipped troops that are able to lead other Tau on an
attack, expertly directing their fire against the foe; thus Tau are especially adept
at outflanking enemy formations and attacking them from several sides with
their deadly coordinated fire.
Some units are noted as being able to call in coordinated fire. These units can
order up to two other formations within 15cm that have not taken an action
this turn, and which are not broken, to follow their own formation when they
take an advance, double or sustained fire action.
Make a single initiative roll for all formations, counting a single -1 modifier if
any have blast markers. If the test is failed then the original formation
(containing the unit calling for coordinated fire) receives a Blast marker and
must take a hold action, but the other formations are unaffected (and may
take an action later in the turn). If the test is passed then all formations
concerned are allowed to take either an advance, double or sustained fire
action.
There is no obligation for all formations to take the same action, and these
actions may be resolved in any order, but they must all fire at the same target
formation. The formations don’t have to stay within a given distance of each
other and will complete their actions one after the other. Each formations
action is declared and resolved (including testing to see if the target formation
is broken) before moving on to the next Tau formation.
Note that units with this ability confer the Coordinated Fire ability to any
formation that they join. For example, a Pathfinder upgrade purchased to be
added to a Fire Warrior Cadre, adds the Coordinated Fire ability to all units in
the Cadre.
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
independently find their way to their designated target, avoiding any obstacles
in the way.
MLIGHTS
All enemy formations with at least one unit within 30cm range and Line of
Fire (LOF) of at least one Tau unit with the Markerlights ability is considered
to be marked. When shooting at a marked formation, all ranged firepower
attacks add +1 to their to-hit roll. Guided Missiles may only be fired at a target
formation that is marked, but Guided Missiles may be fired without LOF if
the target is marked. A Tau formation may not mark an enemy formation if it
has used the March order during the turn, or if it is broken. This bonus for
shooting at a marked enemy may not be used when making Anti-Aircraft
attacks.
11.0.3 TAU JET PACKS
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.
11.0.4 TAU DEFLECTOR SHIELDS
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 shield’s 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+.
TAU CORE FORMATIONS
FORMATION
Crisis Battlesuit Cadre
Fire Warrior Cadre
(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
COST
250 points
225 points
TAU SUPPORT FORMATIONS
FORMATION
Armour Support Group
Broadside Group
Kroot Kindred
Pathfinder Group
Recon Skimmer Group
Skysweep Support Group
Stealth Group
(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
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
(Up to three upgrades may be taken per formation. No upgrade may be taken more than once)
UNITS
Add the Leader ability to One Fire Warrior unit
Add 3 XV88 Broadside Battlesuits
Add 1 Shas’el Commander to a Crisis Battlesuit unit or
Add 1 Shas’o 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
AIR CASTE FORMATIONS
FORMATION
Barracuda Squadron
Manta Dropship
Orca Dropship
0-1 Spacecraft
Tiger Shark Squadron
Tiger Shark AX-1-0 Squadron
(Up to 1/3 of an army's points may be spent on Air Caste formations)
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
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
WEAPONS
Honour Blade
Shas'o
Shas'el
Crisis Battlesuits
CH
CH
INF
n/a
n/a
20cm
n/a
n/a
3+
n/a
n/a
5+
n/a
n/a
5+
Fire Warriors
INF
15cm
5+
6+
5+
Gun Drones
Kroot Master Shaper
INF
INF
20cm
15cm
5+
6+
6+
4+
5+
5+
Kroot Warriors
INF
15cm
-
4+
5+
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
Kroot Hounds
Krootox
INF
INF
15cm
15cm
4+
3+
4+
4+
Pathfinders
INF
15cm
5+
6+
5+
Stealth Battlesuits
Broadside Battlesuits
INF
LV
20cm
15cm
5+
4+
6+
6+
5+
5+
Piranha
LV
35cm
5+
6+
6+
Pathfinder Tetra
Devilfish
LV
AV
35cm
30cm
5+
5+
6+
6+
6+
6+
Hammerhead
AV
30cm
4+
6+
5+
Skyray
AV
30cm
5+
6+
5+
Barracuda Fighter
AC
Fighter
6+
n/a
n/a
Tigershark
AC
Bomber
5+
n/a
n/a
Tigershark AX-1-0
AC
Bomber
5+
n/a
n/a
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
Twin Rail Cannons
Twin Burst Cannons
Twin Missile Pods
Aircraft Seeker Missiles
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
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
75cm
60cm
30cm
30cm
60cm
90cm
30cm
15cm
45cm
30cm
15cm
45cm
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
45cm
15cm
45cm
45cm
MW3+, TK(D3), FxF
AA6+
AP5+/AT6+, FxF
AT6+, Guided Missiles
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
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
Skimmer, Markerlights
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
THIRD PHASE EXPANSION
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+
n/a
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
RANGE
15cm
45cm
45cm
90cm
75cm
30cm
45cm
90cm
n/a
Manta
WE
20cm
5+
-
4+
Hero Cruiser
SC
n/a
n/a
n/a
Custodian Battleship
SC
n/a
n/a
n/a
n/a
2x Gravitic Tracer Salvo
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)
3x MW4+, Guided Missiles
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).
THIRD PHASE EXPANSION
11.2 NetEA EXPERIMENTAL
TAU FARSIGHT ENCLAVE ERADICATION ARMY LIST
v1.0.1. Sub-Army Champion: "professorcurly"
Tau Farsight Enclave armies have a Strategy rating of 3. Crisis Battlesuit Cadres and the Manta Dropship are initiative 1+. All other formations are initiative 2+.
TAU CORE FORMATIONS
FORMATION
Crisis Battlesuit Cadre
Fire Warrior Cadre
(A Tau Farsight Enclave Army may contain any number of core formations)
CORE UNITS
UPGRADES
4 Enclave XV8 Crisis Battlesuit units
Commander, Crisis Suits, Gun Drones
8 Tau Fire Warrior units or
Broadsides, Fire Warriors, Gun Drones, Hammerheads,
6 Tau Fire Warrior units and 3 Devilfish
Pathfinders, Piranhas, Skyray
COST
250 points
225 points
TAU SUPPORT FORMATIONS
FORMATION
Armour Support Group
Broadside Group
Pathfinder Group
Recon Skimmer Group
Skysweep Support Group
Stealth Group
(Up to two Support formations may be taken per Core formation)
CORE UNITS
UPGRADES
4 Hammerhead Gunships
Hammerheads, Skyray
6 XV88 Broadside Battlesuits
None
4 Enclave Pathfinder units and 2 Devilfish
Gun Drones, Piranhas
6 Piranha
Gun Drones, Piranhas
3 Skyrays
None
6 XV15 Stealth Battlesuit units
Gun Drones
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
(Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)
UNITS
Add 3 XV88 Broadside Battlesuits
Add 1 Enclave Shas’el Commander to a Crisis Battlesuit unit or
Add 1 Enclave Shas’o Commander to a Crisis Battlesuit unit (Max 1 per Army)
Add 1 to 4 Enclave Crisis Battlesuit units
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 2 Enclave Pathfinder units and 1 Devilfish
Add 3 Piranhas
Add 1 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
AIR CASTE FORMATIONS
FORMATION
Barracuda Squadron
Manta Dropship
Orca Dropship
0-1 Spacecraft
Tiger Shark Squadron
Missile Strike Squadron
(Up to 1/3 of an army's points may be spent on Air Caste formations)
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
SPECIAL RULE - Blood Brothers
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.
SPECIAL RULE - Doctrinal Change
Tau Farsight Enclave armies may not use the Tau Coordinated Fire special rule.
195
11.2 NetEA EXPERIMENTAL
TAU FARSIGHT ENCLAVE ERADICATION ARMY REFERENCE
NAME
Enclave Shas'o
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
Enclave Shas’el
Enclave Crisis Battlesuits
CH
INF
n/a
20cm
n/a
3+
n/a
5+
n/a
4+
Fire Warriors
INF
15cm
5+
6+
5+
Gun Drones
Enclave Pathfinders
Stealth Battlesuits
Broadside Battlesuits
INF
INF
INF
LV
20cm
15cm
20cm
15cm
5+
5+
5+
4+
6+
6+
6+
6+
5+
5+
5+
5+
Piranha
LV
35cm
5+
6+
6+
Devilfish
AV
30cm
5+
6+
6+
Hammerhead
AV
30cm
4+
6+
5+
WEAPONS
Commanders Plasma Rifle
Power Weapon
Commander Plasma Rifle
Twin Burst Cannons
Twin Tau Flamers
Twin Fusion Blasters
Pulse Rifles
Pulse Carbines
Twin Pulse Carbines
Pulse Carbines
Silenced Burst Cannons
Twin Railguns
Smart Missile System
Burst Cannon & Drones
Seeker Missiles
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
Skyray
AV
30cm
5+
6+
5+
Barracuda Fighter
AC
Fighter
6+
n/a
n/a
Tigershark
AC
Bomber
5+
n/a
n/a
Tigershark Missile
Strike Variant
AC
Bomber
4+
n/a
n/a
WE/AC
Bomber
4+
6+
6+
Manta
WE
20cm
5+
-
4+
Hero Cruiser
SC
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
Explorer Battleship
SC
n/a
n/a
n/a
n/a
2x Gravitic Tracer Salvo
Orca
STRATEGY 3
RANGE
FIREPOWER
30cm
AP4+
(base contact)
(Assault Weapon), EA (+1), MW
30cm
AP4+
15cm
AP5+
(15cm)
(Small Arms), Ignore Cover
15cm
MW4+
30cm
AP4+
15cm
AP5+, Disrupt
15cm
AP4+, Disrupt
15cm
AP5+, Disrupt
15cm
AP4+, Disrupt
75cm
AT3+
30cm
AP5+, Ignore Cover
15cm
AP5+
90cm
AT6+, Guided Missiles
15cm
AP5+
90cm
AT6+, Guided Missiles
30cm
AP5+, Ignore Cover
90cm
AT6+, Guided Missiles
75cm
60cm
30cm
30cm
60cm
90cm
30cm
15cm
45cm
30cm
15cm
45cm
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
30cm
15cm
45cm
45cm
15cm
45cm
45cm
90cm
75cm
30cm
45cm
90cm
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)
n/a
3x MW4+, Guided Missiles
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
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
Skimmer, Markerlights
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
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+.
TAU HUNTER CADRES
FORMATION
Armoured Cadre
Mechanised Cadre
(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
COST
300 points
425 points
TAU SUPPORT CADRES
FORMATION
Harassment Cadre
Recon Cadre
Scorpionfish Cadre
0-1 Sentry Drone Network
Skysweep Cadre
(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
COST
250 points
175 points
200 points
150 points
250 points
TAU UPGRADES
UPGRADE
Commander
Ethereal
Gun Drone
Hammerhead
Command Node
Piranha
Scorpionfish
Skyray
(Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)
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
AIR CASTE FORMATIONS
FORMATION
AX-1-0 Squadron
Barracuda Squadron
Manta Dropship
Moray
Orca Dropship
0-1 Spacecraft
Tiger Shark Squadron
(Up to 1/3 of an army's points may be spent on Air Caste formations)
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
TYPE
CH
INF
SPEED
n/a
15cm
ARMOUR
n/a
5+
CC
n/a
6+
FF
n/a
5+
Gun Drones
Stealth Battlesuits
Pathfinder Tetra
Piranha
INF
INF
LV
LV
20cm
20cm
35cm
35cm
5+
5+
5+
5+
6+
6+
6+
6+
5+
5+
6+
6+
Sentry Drone Turret
LV
Immobile
5+
6+
5+
Devilfish
AV
30cm
5+
6+
6+
Hammerhead
AV
30cm
4+
6+
5+
Skyray
AV
30cm
5+
6+
5+
Scorpionfish
WE
25cm
5+
6+
6+
Manta
WE
20cm
5+
-
4+
Moray
WE
20cm
5+
-
5+
WE/AC
Bomber
4+
6+
6+
AC
Fighter
6+
n/a
n/a
Orca
Barracuda Fighter
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
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
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
Skimmer, Transport: (May carry 2 Fire Warrior units)
Skimmer
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.
FIO’KA
11.3 NetEA EXPERIMENTAL
TAU FIO'KA ARMOURED STRIKE FORCE ARMY REFERENCE 2
NAME
Tigershark
STRATEGY 3
RANGE
FIREPOWER
30cm
AP3+/AT4+/AA4+, FxF
15cm
AA6+
45cm
AP5+/AT6+, FxF
TYPE
AC
SPEED
Bomber
ARMOUR
5+
CC
n/a
FF
n/a
WEAPONS
Twin Ion Cannons
Twin Burst Cannons
Twin Missile Pods
Tigershark AX-1-0
AC
Bomber
5+
n/a
n/a
Hero Cruiser
SC
n/a
n/a
n/a
n/a
Twin Rail Cannons
Twin Burst Cannons
Twin Missile Pods
Aircraft Seeker Missiles
2x Pin-point attack
45cm
15cm
45cm
45cm
n/a
Custodian Battleship
SC
n/a
n/a
n/a
n/a
2x Gravitic Tracer Salvo
n/a
MW3+, TK(D3), FxF
AA6+
AP5+/AT6+, FxF
AT6+, Guided Missiles
MW2+, TK(D3)
3x MW4+, Guided Missiles
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
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).
FIO’KA
TYRANID ARMIES SECTION
COMMON TYRANID SPECIAL RULES
Xeno-Sociology
Mobility: Tyranid armored vehicle and war engine units do not take
A Tyranid invasion is more akin to an infestation. Lesser creatures are
dangerous terrain tests. In addition, Tyranid light vehicle units count as
everywhere, whether because they were separated from a swarm or because
infantry for the purposes of terrain (see EA 1.8).
they just made planetfall via a Mycetic Spore. These creatures instinctively
Fortification terrain features such as minefields or razorwire, and special
seek out the psychic conduits of the Hive Mind that are the synapse creatures.
terrain features such as lava flows affect Tyranids normally.
This is represented by the following rules:
Regeneration: War engine units with Regeneration can regain lost damage
Brood: Units with Brood (brood units) are placed in the army's off-board
capacity points. Each unit with regeneration regains one damage capacity
“swarm pool” when they are destroyed. These units may be returned to play
point at the beginning of each turn's end phase.
via swarming for a number of swarm points equal to their brood value. This is
Regeneration cannot be used by a destroyed unit nor may it increase a unit's
the number in parenthesis after “Brood”.
damage capacity beyond the starting amount.
Synapse: Formations that contain at least one unit with Synapse (a synapse
The Hive Mind
unit) may return brood units from the swarm pool to play via swarming. Each
The Hive Mind of the Tyranids is a single coordinating sentience. Its influence
synapse unit has a synapse value, the number in parenthesis after “Synapse”.
is projected through synapse creatures that communicate with their lesser kin
Swarming: After a formation regroups, or in the End phase after all
via a form of telepathy. Under the control of synapse creatures the slave
formations have rallied, a formation with at least one synapse unit may swarm.
organisms act in perfect unison. However, should the synapse creatures be
Total up all the synapse values in the formation, this is the number of swarm
slain the basic creatures revert to their animalistic behaviors until other
points available to the formation. Units with Brood in the swarm pool may be
synapse creatures can exert control over them. This is represented by the
returned to play for a number of swarm points equal to their brood value.
following rules for synapse swarm, not independent swarm, formations:
If a formation is broken or within 30cm of enemy units halve the number of
•
swarm points available to it, rounding up. If a formation is broken and within
30cm of enemy units then it may not swarm.
determining formation strength during tiebreak.
•
A formation may only return units to play if it started the game with that type
of unit. For example, if a formation began the game with only Termagants
then it could only return Termagants via swarming.
All units returned to play in this manner must be placed within 5cm of a unit
from the formation that was there prior to swarming. These units may not be
placed in enemy zone of control or in impassable terrain. Not all of the swarm
points available need to be used, but any leftover are discarded.
Xeno-Biology
Tyranids are the most rapidly evolving species in the known galaxy. The
developmental leaps exhibited in broods from the same hive fleet would
normally take millions of years to achieve in other creatures. Their biology
gives them certain benefits on the field of battle which are represented by the
following rules:
Synapse swarms ignore brood units for the purposes of
A synapse swarm with no synapse units has an initiative of 3+
and may not capture objectives.
•
A synapse swarm with at least one synapse unit ignores the -2
modifier for being broken when it is attempting to rally.
Additionally, it can absorb other synapse swarm formations with
no synapse units at the end of its action. The formation must
have one unit within 5cm of a unit from the formation(s) being
absorbed. The units and blast markers of an absorbed formation
become part of the formation. An absorbed formation is
considered completely destroyed for the purposes of tiebreak
and the Break Their Spirit victory condition.
Vanguard Organisms
Only Genestealer and Lictor Swarm formations may be set up on the table as
‘garrisons’ at the start of the Epic tournament game scenario.
200
12.1 NetEA EXPERIMENTAL
HIVE FLEET ONACHUS TYRANID ARMY LIST
V10.2. Tyranid Army Champion: "Dave"
Hive Fleet Onachus Tyranid armies have a strategy rating of 1. All Tyranid formations have an initiative rating of 1+ but synapse swarm formations have an
initiative of 3+ if they do not contain synapse units. If a synapse swarm does contain a synapse unit it ignores the -2 modifier for being broken when rallying (see
The Hive Mind rule). No more than one third of the points available may be spent on war engines.
SYNAPSE SWARM FORMATIONS
FORMATION
0-1 Nexus Swarm
CORE UNITS
1 Dominatrix
Small
350 points
COST
Medium
n/a
Large
n/a
UPGRADES
Any number of the following for +20 points each:
Termagants, Hormagaunts
Any number of the following for +25 points each:
Biovore, Gargoyles, Zoanthrope (745.M41)
Any number of Raveners for +35 points each.
Any number of the following for +50 points each:
Carnifex, Haruspex, Malefactor
Any number of the following for +60 points each:
Dactylis, Exocrine, Trygon
Tyranid Swarm
1 Hive Tyrant or
2 Tyranid Warriors,
plus 6 of the following:
Termagants, Hormagaunts
200 points
375 points
550 points
Up to 1 Tyranid Warriors for +50 points each.
Any number of the following for +20 points each:
Termagants, Hormagaunts
Any number of the following for +25 points each:
Biovore, Gargoyles, Zoanthrope (745.M41)
Any number of Raveners for +35 points each.
Any number of the following for +50 points each:
Carnifex, Haruspex, Malefactor
Any number of the following for +60 points each:
Dactylis, Exocrine, Trygon
INDEPENDENT SWARM FORMATIONS
(Up to one may be taken for each Synapse Swarm formation)
COST
Small
Medium
Large
150 points
275 points
400 points
300 points
575 points
850 points
175 points
325 points
475 points
150 points
n/a
n/a
FORMATION
Biovore Swarm
Dactylis Swarm
Exocrine Swarm
Genestealer Swarm
CORE UNITS
5 Biovores
3 Dactylis
3 Exocrine
6 Genestealers
Harridan Swarm
Hierodule Bio-Titan
150 points
350 points
300 points
n/a
450 points
n/a
525 points
n/a
n/a
None
0-2 Lictor Swarm
1 Harridan
1 Hierodule Bio-Titan
(745.M41)
1 Hierophant Bio-Titan
(745.M41)
Three Lictors
150 points
n/a
n/a
Up to 3 Lictors for +50 points each.
Trygon Swarm
3 Trygons
200 points
375 points
550 points
Hierophant Bio-Titan
UPGRADES
Any number of Biovores for +25 points each.
Any number of Dactylis for +100 points each.
Any number of Exocrine for +60 points each.
Any number of Genestealers for +25 points each.
Up to one Brood Lord for +50 points.
Any number of Gargoyles for +25 points each.
None
Any number of Raveners for +35 points each.
Any number of Trygons for +75 points each.
201
12.1 NetEA EXPERIMENTAL
HIVE FLEET ONACHUS TYRANID REFERENCE
NAME
Brood Lord
Gargoyles
Genestealers
Hormagaunts
Raveners
Termagants
Tyranid
Warriors
Biovore
Lictor
TYPE
CH
INF
INF
INF
INF
INF
INF
SPEED
n/a
30cm
20cm
20cm
20cm
20cm
20cm
ARMOUR
n/a
6+
5+
5+
CC
n/a
6+
2+
3+
4+
6+
2+
FF
n/a
5+
5+
5+
WEAPONS
Rending Claws and Talons
Flamespurts
Rending Claws
Scything Talons
Twin Scything Talons
Fleshborers
Deathspitters
LV
LV
15cm
20cm
6+
5+
6+
3+
5+
6+
Zoanthrope
(745.M41)
Carnifex
LV
15cm
4+
6+
5+
Spore Mines
Flesh Hooks
Lictor Talons
Warp Blast
AV
20cm
4+
3+
5+
Dactylis
Exocrine
Haruspex
Hive Tyrant
AV
AV
AV
AV
15cm
15cm
20cm
20cm
4+
4+
4+
4+
5+
5+
3+
3+
5+
4+
5+
5+
Malefactor
AV
25cm
4+
4+
5+
Dominatrix
WE
20cm
4+
3+
5+
Harridan
WE
35cm
5+
5+
5+
Hierodule Bio-Titan
(745.M41)
WE
25cm
4+
3+
5+
Hierophant Bio-Titan
(745.M41)
WE
25cm
4+
3+
5+
Trygon
WE
25cm
5+
4+
6+
Bio-Plasma
Large Scything Talons
Bile Pods
Bio-Cannon
2x Acid Jets and Frag Spines
Venom Cannon
Lash Whip and Bonesword
2x Frag Spines
Arms
Bio-Titan Bio-Cannon
Energy Pulse
Massive Scything Talons
Twin Harridan Bio-Cannon
Large Scything Talons
Claws and Mandibles
0-1x Bile Launcher
Cluster Spines
0-1x Razorclaw
2x Massive Scything Talons
Bio-Titan Bio-Cannon
0-1x Pyro Acid Spray
0-1x Razorclaw
Ripper Tentacles
2x Gigantic Scything Talons
Bio-Electric Field
Large Scything Talons
STRATEGY 1
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1), First Strike
15cm
Ignore Cover
(base contact)
(Assault Weapons), First Strike
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), EA(+1)
(15cm)
(Small Arms)
30cm
AP5+
30cm
(15cm)
(base contact)
30cm
AND (15cm)
(15cm)
(base contact)
45cm
45cm
15cm
30cm
(base contact)
15cm
(base contact)
45cm
60cm
(base contact)
AP5+/AT6+, Disrupt, Indirect Fire
(Small Arms)
(Assault Weapons), Sniper
AP5+
(Small Arms), MW
(Small Arms)
(Assault Weapons), MW, EA(+1)
1BP, Disrupt, Indirect Fire
2x AP4+/AT5+
AP5+/AT6+
AP4+/AT5+
(Assault Weapons), MW, EA(+1)
AP5+
(Assault Weapons), MW, EA(+1)
3x AP4+/AT5+, FxF
3BP, MW
(Assault Weapons), EA(+1), TK
45cm
(base contact)
(base contact)
60cm
30cm
(base contact)
AND (15cm)
(base contact)
45cm
15cm
(base contact)
AND (15cm)
(base contact)
(base contact)
(15cm)
(base contact)
2x AP4+/AT5+, FxF
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
3BP, Fwd
4BP, Fwd
(Assault Weapons), TK(D3), EA(+1)
(Small Arms) , EA(+1)
(Assault Weapons), EA(+1), TK
3x AP4+/AT5+, Fwd
3BP, Ignore Cover, Fwd
(Assault Weapons), TK(D3), EA(+1)
(Small Arms), EA(+1)
(Assault Weapons), EA(+1), First Strike
(Assault Weapons), TK(D3), EA(+1)
(Small Arms)
(Assault Weapons), MW, EA(+1)
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.
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.
DC2, Fearless, Reinforced Armour, Tunneler
Critical Hite Effect: The unit is destroyed.
HIVE FLEET ONACHUS
12.2 NetEA EXPERIMENTAL
HIVE FLEET LEVIATHAN ARMY LIST
v3.0. Sub-Army Champion: "Zombocom"
Hive Fleet Leviathan armies have a Strategy rating of 1. All formations have an initiative rating of 1+.
CORE SYNAPSE SWARMS
SWARM
Horde Swarm
Specialist Swarm
CLUSTER
Warriors
Tyrant
Zoanthrope
Tervigon
Malanthrope
Dominatrix
Node
Hive Fleet Leviathan armies may contain any number of Core Synapse Swarms. All Core Synapse
Swarms are subject to "The Hive Mind" special rule. Each Core Synapse Swarm is composed of Clusters
SYNAPSE CLUSTERS
BROOD CLUSTERS
1-3
1+
1
0
RARE CLUSTERS
1 per Brood
1-2
SYNAPSE CLUSTERS
UNITS
2 Tyranid Warrior units
1 Hive Tyrant
2 Zoanthropes
1 Tervigon
1 Malanthrope
1 Hierophant Bio-Titan with Dominatrix Symbiote
1 Synapse Node
COST
100 points
100 points
100 points
125 points
125 points
400 points
150 points
BROOD CLUSTERS
CLUSTER
Termagants
Hormagaunts
Raveners
Gargoyles
(Large Brood Clusters contain double the number of units than Small Brood Clusters)
UNITS
4 Termagant units
4 Hormagaunt units
4 Ravener units
4 Gargoyle units
SMALL COST
75 points
50 points
125 points
100 points
LARGE COST
125 points
100 points
200 points
150 points
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
-
RARE CLUSTERS
CLUSTER
Guard
Biovores
Carnifex
Harpies
Trygon
Tyranofex
Hierodule
0-1 Swarmlord
(Large Rare Clusters contain double the number of units than Small Rare Clusters)
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 isn’t taken
SUPPORT SWARMS
SWARM
Trygon Prime
Harridan Prime
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
COST
250 points
250 points
350 points
INDEPENDENT SWARMS
BROOD
Genestealers
Lictors
Spore Mine Cloud
(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
COST
150 points
150 points
150 points
203
12.2 NetEA EXPERIMENTAL
HIVE FLEET LEVIATHAN TYRANID ARMY REFERENCE
NAME
Brood Lord
Dominatrix Symbiote
Synapse Symbiote
Gargoyles
Genestealers
Hormagaunts
Raveners
Termagants
Tyranid Warriors
Biovore
Lictor
TYPE
CH
CH
CH
INF
INF
INF
INF
INF
INF
LV
LV
SPEED
n/a
n/a
n/a
30cm
20cm
20cm
20cm
20cm
20cm
15cm
20cm
ARMOUR
n/a
n/a
n/a
6+
5+
5+
6+
5+
CC
n/a
n/a
n/a
6+
2+
3+
4+
6+
2+
6+
3+
FF
n/a
n/a
n/a
5+
5+
5+
5+
6+
Meiotic Spore
LV
10cm
5+
6+
6+
Tyrant Guard
Zoanthrope
LV
LV
20cm
15cm
5+
4+
3+
6+
5+
Barbed Carnifex
AV
20cm
4+
5+
4+
Carnifex
AV
20cm
4+
3+
5+
Devourer Carnifex
Harpy
AV
AV
20cm
35cm
4+
5+
4+
5+
3+
5+
Hive Tyrant
AV
20cm
4+
3+
5+
Malanthrope
AV
20cm
4+
3+
5+
Barbed Hierodule
WE
25cm
5
5+
5+
Harridan
WE
35cm
5+
5+
5+
Hierophant Bio-Titan
WE
25cm
4+
3+
5+
Scythed Hierodule
WE
30cm
5+
3+
6+
Synapse Node
WE
0cm
4+
6+
6+
Tervigon
WE
15cm
5+
5+
5+
Trygon
WE
25cm
5+
4+
6+
Tyranofex
WE
15cm
4+
5+
5+
Twin Bio-Cannon
Large Scything Talons
Twin Harridan Bio-Cannon
Large Scything Talons
Claws and Mandibles
2x Bio-Titan Bio-Cannon
2x Gigantic Scything Talons
STRATEGY 1
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1), First Strike
60cm
3BP, MW
(15cm)
(Small Arms)
15cm
AA6+
(base contact)
(Assault Weapons), First Strike
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), EA(+1)
(15cm)
(Small Arms)
30cm
AP5+
30cm
AP5+/AT6+, Disrupt, Indirect Fire
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), Sniper
(base contact)
(Assault Weapons)
15cm
AA5+, Disrupt
(base contact)
(Assault Weapons)
30cm
AP5+
AND (15cm)
(Small Arms), MW
30cm
AP4+/AT5+
30cm
AP4+
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
15cm
AP3+
30cm
AP3+
15cm
1BP
30cm
AP4+/AT5+
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), EA(+1)
AND (15cm)
(Small Arms)
45cm
AP3+/AT4+
(base contact)
(Assault Weapons), MW, EA(+1)
45cm
2x AP4+/AT5+, FxF
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
45cm
3x AP4+/AT5+, Fwd
(base contact)
(Assault Weapons), TK(1), EA(+1)
2x Gigantic Scything Talons
Bio-Acid Spray
Ripper Swarm
2x Spore Chimneys
(base contact)
15cm
(base contact)
15cm
(Assault Weapons), TK(1), EA(+1)
AP3+, Ignore Cover
(Assault Weapons), EA(+1)
AA5+, Disrupt
Stinger Salvo
Claws and Teeth
Bio-Electric Field
Large Scything Talons
Rupture Cannon
Thorax Swarm
(15cm)
(base contact)
(15cm)
(base contact)
45cm
15cm
(Small Arms)
(Assault Weapons)
(Small Arms)
(Assault Weapons), MW, EA(+1)
2x AT4+, FxF
AP4+, Ignore Cover
WEAPONS
Rending Claws and Talons
Energy Pulse
Psychic Onslaught
Flamespurts
Rending Claws
Scything Talons
Twin Scything Talons
Fleshborers
Deathspitters
Spore Mines
Flesh Hooks
Lictor Talons
Acidic Explosions
Spore Clouds
Talons
Warp Blast
Heavy Venom Cannon
Stranglethorn Cannon
Bio-Plasma
Large Scything Talons
2x Twin Devourer
Twin Stranglethorn Cannon
Spore Mine Cysts
Venom Cannon
Lash Whip and Bonesword
Poisoned Talons
Ripper Swarm
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
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+.
HIVE FLEET LEVIATHAN
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+.
CORE FORMATIONS
FORMATION
Brood Brothers
0-1 Inner Circle
(You may take any number of Core Formations)
UNITS
12 Brood Brothers and 1 Acolyte character
4 Genestealer units and 4 Genestealer Hybrid units
COST
200 points
200 points
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)
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
(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
COST
+50 points
+75 points
+50 points
+50 points
+100 points
+200 points
+50 points
+100 points
+100 points
+10 points each
+25 points each
INFILTRATED AIR ASSETS
FORMATION
PDF Fighters
PDF Bombers
(You may spend up to 1/4 of the army's points Air Assets)
UNITS
3 Planetary Defence Force Fighters
2 Planetary Defence Force Bombers
COST
150 points
200 points
205
12.3 NetEA EXPERIMENTAL
THE CHILDREN OF THE LIGHT GENESTEALER CULT ARMY REFERENCE
NAME
Acolyte
WEAPONS
Psychic Powers
Sharp Claws
Rending Claws and Talons
Psychic Horror
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)
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
Brood Lord
Genestealer Magus
CH
CH
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
Brood Brothers
INF
15cm
-
5+
6+
Brood Fire Support
INF
15cm
-
5+
5+
Genestealers
Genestealer Hybrid
INF
INF
20cm
15cm
6+
6+
2+
4+
5+
Genestealer Patriarch
INF
20cm
4+
3+
4+
Cult Civilian Vehicle
LV
30cm
5+
6+
6+
Twin Heavy Stubber
30cm
Lictor
LV
20cm
5+
3+
6+
Sentinel
Basilisk
LV
AV
20cm
20cm
6+
5+
6+
6+
5+
5+
Cult Chimera
AV
30cm
5+
6+
5+
Hydra
AV
30cm
6+
6+
5+
Leman Russ
AV
20cm
4+
6+
4+
Planetary Defence
Force Bomber
Planetary Defence
Force Fighter
AC
Bomber
5+
n/a
n/a
AC
Fighter-Bomber
-
n/a
n/a
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
(15cm)
(base contact)
30cm
30cm
120cm
30cm
30cm
30cm
45cm
30cm
45cm
75cm
15cm
15cm
15cm
15cm
Laspistols
Missile Launchers
Laspistols
2x Missile Launchers
Rending Claws
Claws
Heavy Bolter
Large Rending Claws
Psychic Presence
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)
Reinforced Armour
GENESTEALER CULT
13.0 SQUAT & DEMIURG
ARMIES SECTION
COMMON SQUAT SPECIAL RULES
13.0.1 LAND TRAIN
13.0.2 STUBBORN
A Land Train must form a connected chain with the Engine in front. As long
as the train is able to maintain this chain the whole train has a speed of 15cm,
and all of its cars may combine their void shields. While the entire Land Train
is treated as a single formation, and do combine their void shields, treating it
as a single shield covering a single formation, they are still treated as individual
war engines as far as the rules of Epic-A are concerned. If a car is
immobilized through a critical hit it may be abandoned by the Land Train.
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
13.1 NetEA EXPERIMENTAL
THURGRIMM'S STRONGHOLD SQUAT ARMY LIST
v4.0. Squat-Demiurg Army Champion: “Moscovian”
Thurgrimm's Stronghold armies have a Strategy rating of 3. Thurgrimm's Stronghold formations have an initiative rating of 2+.
BROTHERHOODS
COMPANY
Warrior Brotherhood
Berserker Brotherhood
0-1 Grand Battery
(You may take any number of Brotherhoods)
CORE UNITS
UPGRADES
Exo-Armour, Guns, Living Ancestor, Thunderers,
1 Lord unit and 9 Warrior units
Thunderfire, Transport, Tunnelers, Warlord, Warriors
1 Lord unit and 5 Berzerker units
Berzerkers, Transports, Tunnelers
8 Mole Mortar units
Guns, Thunderers, Thunderfire
COST
350 points
250 points
250 points
BROTHERHOOD SUPPORT FORMATIONS
0-1 Hearthguard
(Up to two Support Formations may be taken per Brotherhood)
CORE UNITS
UPGRADES
1 Guild Master unit and 7 Guild Bike units
Guild Bikes, Guild Trikes
4 units chosen from the following list:
Mole Mortar, Rapier, Tarantula, Thudd Gun
6 Hearthguard units
Living Ancestor, Tunnelers
Iron Eagle Squadron
3 Iron Eagle Gyrocopters
0-2 Robot Cohort
5 Robot units
Thunderer Battery
1 Lord unit and 5 Thunderer units
Thunderfire Battery
2-3 Thunderfire units
Trikes Guild
1 Guild Master unit and 5 Guild Trikes
FORMATION
Bikers Guild
Gun Battery
COST
250 points
200 points
325 points
200 points
250 points
Exo-Armour, Thunderers, Transports
250 points
50 points each
Guild Bikes, Guild Trikes
250 points
BROTHERHOOD UPGRADES
(Up to two upgrades may be added to each formation. Each upgrade may only be added once)
UPGRADE
Battle Cars
UNITS
Add up to 7 of the following units:
Berzerkers
Exo-Armour
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)
Guild Bikes
Guild Trikes
Guns
Iron Hawk
0-1 Living Ancestor
Thunderers
Thunderfire
Transports
Warlord
Warriors
Add 1 Warlord character
Add 2 Warrior units
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
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
Gorgon
Mole
Spartan
Termite
+50 points
+75 points
+75 points
+50 points
+40 points each
+25 points each
+20 points each
+15 points each
+50 points
+75 points
WAR ENGINES
FORMATION
Colossus
Cyclops
Goliath Mega-Cannon Battery
Hellbore Battery
Land Train
Leviathan
Overlord Squadron
(Up to 1/3 of an army’s 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
COST
450 points
500 points
150 points each
125 points
350 points
350 points
200 points each
208
13.1 NetEA EXPERIMENTAL
THURGRIMM'S STRONGHOLD SQUAT ARMY REFERENCE 1
NAME
Living Ancestor
Warlord
Berzerker
Exo-Armour Guild Master
WEAPONS
Master Crafted Weapon
Master Crafted Weapon
Trench Pistols
Power Lance
Master Crafted Weapon
Autocannon
Bolt Pistols
Power Lance
Master Crafted Weapon
Heirloom Weapons
Master Crafted Weapons
Autocannon
Mole Mortar
STRATEGY 3
RANGE
FIREPOWER
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
45cm
AP5+/AT6+
(15cm)
(Small Arms)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP5+/AT5+
(base contact)
(Assault Weapons), MW, EA(+1)
45cm
AP5+/AT6+
45cm OR
1BP
45cm
1BP, Disrupt, Indirect Fire
45cm
AP6+/AT4+
45cm
AP5+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
45cm
AP5+/AT5+
45cm
AP4+/AT6+, Indirect Fire
45cm
AP5+/AT6+
60cm
AA5+
45cm
AP5+/AT6+
15cm
MW5+
AND (15cm)
(Small Arms), MW
15cm
AP4+, Ignore Cover
15cm
2BP
TYPE
CH
CH
INF
INF
SPEED
n/a
n/a
15cm
30cm
ARMOUR
n/a
n/a
5+
4+
CC
n/a
n/a
4+
3+
FF
n/a
n/a
6+
5+
Exo-Armour Lord
Guild Bike
Guild Master
INF
INF
INF
15cm
35cm
30cm
4+
4+
4+
4+
4+
3+
5+
5+
5+
Hearthguard
INF
15cm
4+
4+
4+
Lord
Mole Mortar
INF
INF
15cm
10cm
5+
6+
4+
6+
5+
6+
Rapier
Robot
INF
INF
10cm
10cm
6+
4+
6+
5+
5+
5+
Tarantula
Thudd Gun
Thunderer
Thunderfire
Warrior
Guild Trike
INF
INF
INF
INF
INF
LV
10cm
10cm
15cm
0cm
15cm
30cm
6+
6+
5+
6+
5+
4+
6+
6+
6+
6+
5+
6+
5+
5+
4+
6+
5+
4+
Gorgon
AV
20cm
4+
6+
4+
Heavy Flamer
Mine Thrower
Iron Eagle Gyrocopter
AV
35cm
5+
6+
5+
Iron Hawk Gyrocopter
Mole
AV
AV
35cm
15cm
5+
4+
6+
6+
5+
6+
Battlecannon
2x Autocannon
Point Defence Gun
Battlecannon
Bolters
75cm
45cm
30cm
75cm
(15cm)
AP4+/AT4+
AP5+/AT6+
AA5+
AP4+/AT4+
(Small Arms)
Spartan
AV
25cm
4+
6+
5+
Twin Heavy Bolter
30cm
AP4+
Termite
AV
15cm
4+
6+
6+
Bolters
(15cm)
(Small Arms)
Colossus
WE
15cm
4+
3+
3+
Doomsday Cannon
2x Battlecannon
4x Battlecannon
4x Battlecannon
Thunderer
Plasma Missiles
120cm
75cm
75cm
75cm
30cm
60cm
3BP, MW, FxF
AP4+/AT4+, FxF
AP4+/AT4+, Left Arc
AP4+/AT4+, Right Arc
AP4+/AT5+, FxF, Ignore Cover
3BP
Quad Lascannons
Autocannon
Powerfist
Tarantula
Thudd Gun
2x Missile Launcher
2x Thunderfire
Missile Launcher
Multi-melta
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
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
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
THURGRIMM’S STRONGHOLD
13.1 NetEA EXPERIMENTAL
THURGRIMM'S STRONGHOLD SQUAT ARMY REFERENCE 2
NAME
Cyclops
TYPE
WE
SPEED
15cm
ARMOUR
4+
CC
3+
FF
3+
WEAPONS
Hellfury Cannon
Battlecannon
Melta Cannon
Melta Cannon
Goliath Mega-Cannon
Hellbore
WE
WE
0cm
15cm
5+
4+
6+
6+
6+
6+
Land Train
WE
15cm
4+
4+
4+
Berserker Battle Car
WE
10cm
4+
4+
4+
Bomb Battle Car
WE
10cm
4+
4+
5+
Dragon Battle Car
WE
10cm
4+
4+
Mortar Battle Car
WE
10cm
4+
Thunderer Battle Car
WE
10cm
Leviathan
WE
Overlord
WE
Doomstorm Missiles
Mega-Cannon
Bolters
STRATEGY 3
RANGE
FIREPOWER
90cm
2x MW2+, TK(2), FxF
75cm
AP4+/AT4+
30cm
2x MW4+, Left Arc
AND (15cm)
(Small Arms), MW, EA(+2)
30cm
2x MW4+, Right Arc
AND (15cm)
(Small Arms), MW, EA(+2)
60cm
4BP, MW
120cm
3BP, MW, Ignore Cover, Indirect Fire
(15cm)
(Small Arms)
4+
Doomsday Cannon
2x Battlecannon
2x Battlecannon
Autocannon
2x Twin Auto Gun
2x Twin Auto Gun
Rad Bomb
Bolters
Firethrower
120cm
75cm
75cm
45cm
30cm
30cm
Unlimited
(15cm)
30cm
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
4+
4+
Siege Mortar
45cm
3BP
4+
4+
3+
Thunderfire
4x Twin Autoguns
60cm
30cm
2x AP6+/AT5+/AA5+
AP3+/AT5+
15cm
4+
3+
3+
15cm
4+
6+
4+
Doomsday Cannon
Battlecannon
3x Twin Auto Gun
3x Twin Auto Gun
Storm Bolters
2x Battlecannon
4x Flak Cannon
Melta Bombs
120cm
75cm
30cm
30cm
(15cm)
75cm
45cm
15cm
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
NOTES
DC6, 5 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Takes 1 extra point of DC
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
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
THURGRIMM’S STRONGHOLD
13.1 NetEA EXPERIMENTAL
DEMIURG CONSORTIUM ARMY LIST
v.5.0. Squat-Demiurg Army Champion: "Moscovian"
Demiurg Consortium armies have a Strategy rating of 3. All Demiurg Consortium formations have an initiative rating of 2+.
BROTHERHOODS
COMPANY
Allied Sappers Guild
Federated Master-Craftsmen
Iron-breakers League
Lineholders Grand Battery
Merchant Service-journeymen
(You may take any number of Brotherhoods)
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
COST
225 points
250 points
300 points
200 points
225 points
LOCAL AFFILIATES UPGRADES
UPGRADE
Allied Sappers Guild Local
Federated Master-Craftsmen Local
Iron-breakers League Local
Lineholders Grand Battery Local
Merchant Service-journeymen Local
(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
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
(You may take one Support Formation per Brotherhood in the army)
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
UPGRADES
UPGRADE
Commander
Hearthguard
Hearthguard Cavalry
Iron Hawk Spotter
Trikers
Transports
(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)
COST
Gorgon
Mole
Spartan
Termite
+100 points
+50 points
+25 points
Free
Free
Free
Free
+40 points each
+20 points each
+20 points each
+10 points each
WAR ENGINES
FORMATION
Colossus
Cyclops
Goliath Mega-Cannon Battery
Hellbore Battery
Land Train
Leviathan
Overlord Squadron
(Up to 1/3 of an army’s 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
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
13.1 NetEA EXPERIMENTAL
DEMIURG CONSORTIUM ARMY REFERENCE 1
NAME
Living Ancestor
Warlord
Trade Factor
Berserker
Guild Bike
Hearthguard
WEAPONS
Master Crafted Weapon
Master Crafted Weapon
Master Crafted Weapon
Trench Pistols
Bolt Pistols
Heirloom Weapons
Master Crafted Weapons
Master Crafted Pistols
Powerlance
Mole Mortar
STRATEGY 3
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms)
(Small Arms)
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
(Small Arms)
(Assault Weapons), MW, EA(+1)
1BP
1BP, Disrupt, Indirect Fire
AP6+/AT4+
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AP4+/AT6+, Indirect Fire
AP5+/AT6+
AA5+
AP5+/AT6+
MW5+
(Small Arms), MW
AP4+, Ignore Cover
2BP
TYPE
CH
CH
CH
INF
INF
INF
SPEED
n/a
n/a
n/a
15cm
35cm
15cm
ARMOUR
n/a
n/a
n/a
5+
4+
4+
CC
n/a
n/a
n/a
4+
4+
4+
FF
n/a
n/a
n/a
6+
5+
4+
Hearthguard Cavalry
INF
30cm
4+
3+
5+
Mole Mortar
INF
10cm
6+
6+
6+
Rapier
Robot
INF
INF
10cm
10cm
6+
4+
6+
5+
5+
5+
Tarantula
Thudd Gun
Thunderer
Thunderfire
Warrior
Guild Trike
INF
INF
INF
INF
INF
LV
10cm
10cm
15cm
0cm
15cm
30cm
6+
6+
5+
6+
5+
4+
6+
6+
6+
6+
5+
6+
5+
5+
4+
6+
5+
4+
Demiurg Gorgon
AV
20cm
4+
6+
4+
Heavy Flamer
Mine Thrower
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(15cm)
30cm
(base contact)
(15cm)
(base contact)
45cm OR
45cm
45cm
45cm
(base contact)
45cm
45cm
45cm
60cm
45cm
15cm
AND (15cm)
15cm
15cm
Iron Eagle Gyrocopter
AV
35cm
5+
6+
5+
Iron Hawk Gyrocopter
Demiurg Mole
AV
AV
35cm
15cm
5+
4+
6+
6+
5+
6+
Battlecannon
2x Autocannon
Point Defence Gun
Battlecannon
Bolters
75cm
45cm
30cm
75cm
(15cm)
AP4+/AT4+
AP5+/AT6+
AA5+
AP4+/AT4+
(Small Arms)
Demiurg Spartan
AV
25cm
4+
6+
6+
Storm Bolter
(15cm)
(Small Arms)
Demiurg Termite
AV
15cm
4+
6+
6+
Bolters
(15cm)
(Small Arms)
Colossus
WE
15cm
4+
3+
3+
Cyclops
WE
15cm
4+
3+
3+
Doomsday Cannon
2x Battlecannon
4x Battlecannon
4x Battlecannon
Thunderer
Plasma Missiles
Hellfury Cannon
Battlecannon
Melta Cannon
120cm
75cm
75cm
75cm
30cm
60cm
90cm
75cm
30cm
AND (15cm)
30cm
AND (15cm)
60cm
125cm
Quad Lascannons
Autocannon
Powerfist
Tarantula
Thudd Gun
2x Missile Launcher
2x Thunderfire
Missile Launcher
Multi-melta
Melta Cannon
Goliath Mega-Cannon
WE
0cm
5+
6+
6+
Doomstorm Missiles
Mega-Cannon
3BP, MW, FxF
AP4+/AT4+, FxF
AP4+/AT4+, Left Arc
AP4+/AT4+, Right Arc
AP4+/AT5+, Ignore Cover, FxF
3BP
2x MW2+, TK(2), FxF
AP4+/AT4+
2x MW4+, Left Arc
(Small Arms), MW, EA(+2)
2x MW4+, Right Arc
(Small Arms), MW, EA(+2)
4BP, MW
4BP, MW, Ignore Cover, Indirect Fire
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
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
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
DC6, Fearless, Reinforced Armour, Thick Rear Armour.
Critical Hit Effect: Additional point of damage
DC3, Reinforced Armour Critical Hit Effect: Destroyed
DEMIURG CONSORTIUM
13.1 NetEA EXPERIMENTAL
DEMIURG CONSORTIUM ARMY REFERENCE 2
NAME
Demiurg Hellbore
STRATEGY 3
FIREPOWER
(Small Arms)
TYPE
WE
SPEED
15cm
ARMOUR
4+
CC
6+
FF
6+
WEAPONS
Bolters
RANGE
(15cm)
Land Train
WE
15cm
4+
4+
4+
Berserker Battle Car
WE
10cm
4+
4+
4+
Bomb Battle Car
WE
10cm
4+
4+
5+
Doomsday Cannon
2x Battlecannon
2x Battlecannon
Autocannon
2x Twin Auto Gun
2x Twin Auto Gun
Rad Bomb
120cm
75cm
75cm
45cm
30cm
30cm
Unlimited
(15cm)
30cm
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
Dragon Battle Car
WE
10cm
4+
4+
4+
Bolters
Firethrower
Mortar Battle Car
WE
10cm
4+
4+
4+
Siege Mortar
45cm
3BP
Leviathan
WE
15cm
4+
3+
3+
Overlord
WE
15cm
4+
6+
4+
Bastion class Cruiser
SC
n/a
n/a
n/a
n/a
Stronghold class Battleship
SC
n/a
n/a
n/a
n/a
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
30cm
30cm
(15cm)
75cm
45cm
15cm
n/a
n/a
n/a
n/a
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
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
Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise.
DEMIURG CONSORTIUM