Net Epic Armageddon
Army Army List List Compendium 2012
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
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
2
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
Ork Armies Section continued: Developmental Army Lists
7.4 Blood Axe Kommandant 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
8.9 Biel-Tan Great Court of the Young King
177
Common Eldar Special Rules
Approved Army Army Lists
Developmental Army Lists
Experimental Army Lists
9.0 Dark Eldar Armies Section Common Dark Eldar Special Rules
180
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
180 180 180 180 180 180
9.1 Kabal of Pain's Way
181
Approved Army Army Lists
10.0 Necron Armies Section Common Necron Special Rules
184
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
184 184 184 184 184 184 184
10.1Scarab Conflict
185
10.2 Nalsaran Incident Necron Attack 10.3 Dyrrachium III Necron Tomb World
187 189
Approved Army Army Lists
Experimental Army Lists
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
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
2
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
Ork Armies Section continued: Developmental Army Lists
7.4 Blood Axe Kommandant 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
8.9 Biel-Tan Great Court of the Young King
177
Common Eldar Special Rules
Approved Army Army Lists
Developmental Army Lists
Experimental Army Lists
9.0 Dark Eldar Armies Section Common Dark Eldar Special Rules
180
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
180 180 180 180 180 180
9.1 Kabal of Pain's Way
181
Approved Army Army Lists
10.0 Necron Armies Section Common Necron Special Rules
184
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
184 184 184 184 184 184 184
10.1Scarab Conflict
185
10.2 Nalsaran Incident Necron Attack 10.3 Dyrrachium III Necron Tomb World
187 189
Approved Army Army Lists
Experimental Army Lists
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 2012 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:
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 ways activates activates as normal. normal. Note: Note: The action action is chosen chosen at activation activation,, before 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 They remain remain high up in the air, hoverin hoveringg over the battlef battlefiel ield, d, firing 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
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 When a broken broken Space Space Marine Marine form formatio ation n rallies rallies,, it receive receivess a number 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 Spac Spacee Marine Mariness are a highly highly mobil mobilee army. army. Becaus Becausee of this this,, the points points cost 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 note that that you don’t don’t have have to take Rhino Rhinoss if you don’t don’t want to. to. If you’d 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 when the the army army list is dete determin rmined. ed.
*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.
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 (A Codex Astartes Space Marine army may contain any number of Space Marine Detachments)
FORMATION Tactical
UNITS
UPGRADES ALLOWED
COST
6 Tactical units plus transport
275 points
Assault Devastator Terminator Scout Bike Land Speeder Land Raider Predator
4 Assault units 4 Devastator units plus transport 4 Terminator units 4 Scout units plus transport 5 Bike units 5 Land Speeders 4 Land Raiders 4 Predators (Annihilator and/or Destructor in any combination) 4 Vindicators 4 Whirlwinds 1 Thunderhawk Gunship 1 Landing Craft 1 Strike Cruiser
Commander, Dreadnought, Razorback, Hunter, Vindicator, Land Raider Commander, Vindicator Commander, Dreadnought, Razorback, Hunter, Land Raider Commander, Dreadnought, Vindicator, Land Raider Commander, Razorback, Sniper Commander, Attack Bike Commander, Tornado/Typhoon Commander, Vindicator, Hunter Commander, Vindicator, Hunter Commander, Hunter Commander, Hunter None None Battle Barge
225 points 300 points 200 points 350 points 200 points
Vindicator Whirlwind Thunderhawk Landing Craft Strike Cruiser
175 points 250 points 350 points 150 points 200 points 200 points 325 points 250 points
SPACE MARINE UPGRADES (Each allowed upgrade may be taken once by each detachment.)
UPGRADE Attack Bike Battle Barge Commander
Dreadnought Hunter Land Raider Razorback Sniper Tornado/Typhoon
Vindicator
UNITS
COST
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
Free +150 point s +50 points OR +100 poi nts +50 points each +75 points +75 points each +25 points each
IMPERIAL ALLIES FORMATIONS
+25 point s Free +25 points each +50 points each
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 (A White Scars army may contain any number of White Scars Detachments)
FORMATION Assault Bike Land Speeder Landing Craft Predator Scout Strike Cruiser Tactical Terminator Thunderhawk Whirlwind
CORE UNITS
UPGRADES
COST
4 Assault units 8 White Scar Bike units 5 Land Speeders 1 White Scars Landing Craft 4 Predators (Annihilator and/or Destructor in any combination) 4 Scout units plus transport 1 White Scars Strike Cruiser 6 Tactical units plus transport 4 Terminator units plus 4 White Scars Land Raiders 1 White Scars Thunderhawk Gunship 4 Whirlwinds
Commander Commander, Attack Bike Commander, Tornado/Typhoon None Commander, Vindicator, Hunter
175 points 375 points 200 points 350 points 250 points
Commander, Razorback, Sniper Battle Barge Commander, Razorback Commander
150 points 200 points 275 points 650 points
None Commander, Hunter, Vindicator
200 points 300 points
WHITE SCARS UPGRADES (Each allowed upgrade may be taken once by each detachment.)
UPGRADE Attack Bike Battle Barge Commander
Hunter Razorback Sniper Tornado/Typhoon
Vindicator
UNITS
COST
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
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
COST
1 Warhound Titan 2 Warhound Titans
275 points 500 points
IMPERIAL NAVY AIRCRAFT FORMATION Thunderbolt Squadron Marauder Squadron
UNITS
COST
2 Thunderbolt Fighter-Bombers 2 Marauder Bombers
175 points 250 points
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 (A Salamanders army may contain any number of Salamanders Detachments)
FORMATION Devastator
CORE UNITS
UPGRADES
COST
4 Devastator units plus transport
250 points
Land Raider Landing Craft Predator Strike Cruiser Tactical
4 Salamanders Land Raiders 1 Salamanders Landing Craft 4 Predators (Annihilator and/or Destructor in any combination) 1 Salamanders Strike Cruiser 6 Tactical units plus transport
Commander, Close Support, Salamander Devastators, Dreadnought, Razorback Commander, Close Support, Helios None Commander, Close Support
200 points 275 points
Terminator Thunderhawk Vindicator Whirlwind
4 Salamanders Terminator units 1 Salamanders Thunderhawk Gunship 4 Vindicators 4 Whirlwinds
Battle Barge Commander, Close Support, Dreadnought, Razorback, Salamander Tacticals Commander, Close Support, Dreadnought, Heavy Transport, Helios None Commander, Close Support Commander, Close Support, Helios
350 points 425 points 250 points
325 points 250 points 225 points 325 points
SALAMANDERS RESTRICTED FORMATIONS (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)
FORMATION 0-1 Assault 0-1 Fast Attack Scout
CORE UNITS
UPGRADES
COST
4 Assault units 5 Bike units or Land Speeders 4 Scout units plus transport
Commander, Close Support Commander, Attack Bike Commander, Razorback, Sniper
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 FORMATION UNITS Warlord Titan 1 Warlord Titan 1 Reaver Titan Reaver Titan Warhound Titan 1 Warhound Titan Warhound Titan Pack 2 Warhound Titans
COST 825 points 650 points 275 points 500 points
FORMATION Thunderbolt Squadron Marauder Squadron
IMPERIAL NAVY AIRCRAFT UNITS 2 Thunderbolt Fighter-Bombers 2 Marauder Bombers
COST 175 points 250 points
SALAMANDERS UPGRADES (Each allowed upgrade may be taken once by each Salamanders Detachment.)
UPGRADE Attack Bike Battle Barge Close Support
UNITS
COST
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
Free +125 points +50 points each
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 (A Scions of Iron Space Marine army may contain any number of Scions of Iron Detachments)
FORMATION Bike Heavy Tactical Helios Land Raider Landing Craft Predator Scout Strike Cruiser Tactical
Terminator Thunderhawk Transporter Vindicator Whirlwind
CORE UNITS
UPGRADES
COST
4 Bike units 4 Tactical units plus 2 Land Raiders or Land Raider Crusaders 4 Land Raider Helios 4 Land Raiders
Commander, Attack Bike, Land Speeder Commander, Hunter, Land Raider, Supreme Commander
175 points 325 points
Commander, Hunter Commander, Land Raider, Hunter, Supreme Commander None Armour, Commander, Hunter, Supreme Commander
450 points 325 points
Commander, Razorback, Sniper Battle Barge Armour, Commander, Hunter, Razorback, Supreme Commander
150 points 150 points 300 points
Commander, Land Raider, Supreme Commander Thunderhawk Transporter
350 points 250 points
Armour, Commander, Hunter, Supreme Commander Commander, Hunter
225points 300 points
1 Landing Craft 4 Predators (Annihilator and/or Destructor in any combination) 4 Scout units plus transport 1 Strike Cruiser 4 Tactical units plus transport and 2 Vindicators or 2 Predator Annihilators or 2 Predator Destructors 4 Terminator units 2 Thunderhawk Transporters 4 Vindicators 4 Whirlwinds
350 points 250 points
SCIONS OF IRON SPACE MARINE UPGRADES (Each allowed upgrade may be taken once by each Scions of Iron Detachment.)
UPGRADE Armour Attack Bike Battle Barge Commander
Hunter Land Raider Land Speeder Razorback Sniper
UNITS
COST
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
+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
1.4 NetEA APPROVED Whirlwind Launcher
45cm
1BP Indirect Fire
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 (A Black Templars army may contain any number of Black Templars Detachments)
FORMATION Crusaders
CORE UNITS
UPGRADES
COST
6 Tactical units plus transport
Commander, Dreadnought, Emperor's Champion, Hunter, Land Raider, Neophyte, Razorback
275 points
BLACK TEMPLARS SUPPORT DETACHMENTS (Up to 2 may be taken for each Black Templar Crusaders Dtachment)
FORMATION Assault Bike Land Raider Land Speeder Predator Sword Brethren Terminator Vindicator
CORE UNITS
UPGRADES
COST
4 Assault units 5 Bike units 4 Black Templars Land Raiders or Black Templars Land Raider Crusaders 5 Land Speeders 4 Predators (Annihilator and/or Destructor in any combination) 6 Sword Brethren units plus transport 4 Terminator units 4 Vindicators
Commander, Vindicator Attack Bike, Commander, Neophyte Bike Commander, Hunter, Vindicator
175 points 200 points 325 points
Commander, Tornado/Typhoon Commander, Vindicator, Hunter
200 points 250 points
Commander, Emperor's Champion, Hunter, Land Raider, Razorback Commander, Emperor's Champion, Land Raider Commander, Hunter, Vindicator
300 points 350 points 225 points
BLACK TEMPLARS UPGRADES (Each allowed upgrade may be taken once per Black Templars Detachment and Support Detachment)
UPGRADE Attack Bike Commander
Dreadnought 1 Emperor's Champion Hunter Land Raider Neophyte Neophyte Bike Razorback Sniper Tornado/Typhoon
UNITS
COST
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
Free +50 points OR +100 poi nts +50 points each +50 points
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
+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
1.6 NetEA DEVELOPMENTAL BLOOD ANGELS SPACE MARINE ARMY LIST v2.12. v2.12. Sub-A Sub-Army rmy Champi Champion: on: "Evil&Chao l&Chaos" s"
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 (A Blood Angels Space Marine army may contain any number of Blood Angels Detachments)
FORMATION Assault Assault
CORE UNITS
UPGRADES
COST
6 Blood Angels Assault units
250 points
Bike 1 Death Company
Devastator
4 Blood Angels Bike units and 1 Attack Bike 4 Death Company Tactical units with 1 Chaplain plus transport OR 4 Death Company Assault units with 1 Chaplain 4 Blood Angels Devastator units plus transport
Assault, Commander, Dreadnought, Fast Attack, Heavy Support, Hunter, Stormraven Commander, Fast Attack Dreadnoughts, Stormraven
Land Speeder Landing Craft Predator Scout 0-1 Strike Cruiser Stormraven Tactical
5 Land Speeders 1 Blood Angels Landing Craft 4 Baal Predators 4 Blood Angels Scout units plus transport 1 Blood Angels Strike Cruiser 4 Stormraven Gunships 6 Blood Angels Tactical units plus transport
Terminator Thunderhawk Whirlwind
4 Blood Angels Terminator units 1 Blood Angels Thunderhawk Gunship 4 Blood Angels Whirlwinds
Commander, Dreadnought, Hunter, Heavy Support, Razorback, Stormraven Commander, Tornado/Typhoon None Commander, Fast Attack, Hunter Commander, Stormraven Battle Barge None Assault, Commander, Dreadnought, Fast Attack, Heavy Support, Hunter, Razorback, Stormraven Commander, Dreadnought, Heavy Support, Stormraven None Hunter
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 (Each allowed upgrade may be taken once per Detachment.)
UPGRADE Assault Assault Battle Barge Commander
Dreadnought Fast Attack Heavy Support
Hunter
UNITS
COST
Add 2 Assau Assault lt units units Replace a Blood Angels Strike Cruiser with a Blood Angels Battle Barge Add 1 Space Space Marine Marine Comman Commander der charact character er to to a unit unit in the formatio formation: n: The Comman Commander der may be a Captai Captain, n, Libra Librarian rian or Chaplain Chaplain 1 Space Marine Commander in the army may be a Supreme Commander Add 1 to 3 Vulcan Vulcan or Furioso Furioso Dreadno Dreadnought ughtss in any combin combinatio ation n Add 2 Land Land Speed Speeders ers or Bike Bike units, units, or 3 Attack Attack Bike Bikess Select 1 option from the following: Add 1 to 3 Blood ood Angels Angels Vindi Vindicato cators rs Add 1 to 3 Baal Baal Preda Predator torss or Blood Blood Angels Angels Predato Predatorr in any combina combinatio tion n Add any number number of Bloo Blood d Angel Angelss Land Land Raiders Raiders or Bloo Blood d Angels Angels Land Land Raide Raiderr Redee Redeemers mers,, in any combination, up to the number required to transport the entire formation Add 1 Blood ood Angels Angels Hunter Hunter
+75 points points +150 points +50 points OR +100 points +75 points points each +100 +100 points points +50 points points each +75 points points each +75 points points each +75 points points
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 (A Raven Guard Space Marine army may contain any number of Space Marine Detachments)
FORMATION Assault Bike Landing Craft Land Speeder Predator
CORE UNITS
UPGRADES
COST
Commander, Land Speeders Commander, Attack Bike None Commander, Tornado/Typhoon/Tempest, Planetfall Commander, Hunter
175 points 200 points 350 points 200 points 250 points
Raven Guard Assault
4 Assault units 5 Bike units 1 Raven Guard Landing Craft 5 Land Speeders 4 Predators (Annihilator and/or Destructor in any combination) 6 Raven Guard Assault units plus transport
225 points
Scout 0-1 Strike Cruiser Tactical Terminator Thunderhawk Whirlwind
4 Scout units plus transport 1 Raven Guard Strike Cruiser 6 Tactical units plus transport 4 Raven Guard Terminator units 1 Raven Guard Thunderhawk Gunship 4 Whirlwinds
Commander, Dreadnought, Hunter, Land Speeders, Razorback, Caestus Commander, Land Speeders, Land Speeder Storm, Scout, Sniper Battle Barge Commander, Dreadnought, Hunter, Razorback, Caestus Commander, Dreadnought , Caestus None Commander, Hunter
150 points 225 points 275 points 350 points 200 points 300 points
RAVEN GUARD UPGRADES (Each allowed upgrade may be taken once per Detachment.)
UPGRADE Attack Bike Battle Barge Caestus Commander
Dreadnought Hunter Land Speeders
Land Speeder Storm Planetfall Razorback Scout Sniper Tornado/Typhoon/Tempest
UNITS
COST
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
Free +150 points +125 points for 2 +175 points for 3 +50 points OR +100 points +50 points each +75 points
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
+75 points +125 points +25 points each +25 points +25 points each +75 points +50 points
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 (You may have any number of Great Companies but must take at least one)
PACK 1+ Great Company
CORE UNITS
UPGRADES
COST
6 Grey Hunter units with 1 Hero character plus transport, plus 0-2 of the following options: (you may select each option only once per Great Company) 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
Land Raiders, Dreadnoughts, Venerable Dreadnought, Razorback, Vindicator, Hunter, Wolf Lord
300 points
HUNTING PACKS (You may not have more Hunting packs of any one type than you do Great Companies)
PACK Wolf Guard Terminators Wolf Scout Pack Long Fangs Pack Blood Claws Pack
CORE UNITS
UPGRADES
COST
4 Wolf Guard Terminator units 4 Wolf Scout units 4 Long Fang units plus transport 6 Blood Claws units plus transport
325 points 225 points 300 points 200 points
Skyclaws Assault Pack Swiftclaws Bike Pack Fenrisian Wolves
6 Skyclaws Assault units 6 Swiftclaws Bike units 6 Fenrisian Wolves units
Hero, Land Raiders Hero, Sniper Hero, Razorbacks, Land Raiders, Hunter Hero, Blood Claws, Land Raiders, Vindicators Hero, Skyclaws Hero, Swiftclaws Attack Bikes Hero
UNITS
UPGRADES
COST
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
Hero, Typhoon/Tornado Hero, Hunter Hero, Hunter Hero, Hunter Hero, Hunter Battle Barge none none
200 points 325 points 250points 225 points 300 points 200 points 225 points 375 points
225 points 200 points 150 points
SUPPORT PACKS (You may have any number of Support packs)
PACK Land Speeder Land Raiders Predators Vindicators Whirlwinds 0-1 Strike Cruiser Thunderhawk Landing Craft
SPACE WOLVES UPGRADES (Upgrades may only be taken once per parent Pack)
UPGRADE Hero 0-1 Wolf Lord
UNITS
COST
Add 1 of the following to the formation: Battle Leader, Rune Priest or Wolf Priest Add theSupreme Commander ability to either a Battle Leader or Venerable Dreadnought
+50 points +50 points
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 (An Apocrypha of Skaros Space Marine army may contain any number of Space Marine Detachments)
FORMATION Armoury
CORE UNITS
UPGRADES
COST
Commander, Dreadnought, Land Raiders, Support Weapons
175 points
Devastator
3 Space Marine Support Weapons (AntiPersonnel) and 3 Space Marine Support Weapons (Anti-Tank) 5 Bike units or Attack Bikes in any combination 4 Devastator units plus transport
Land Raider
4 Land Raiders
Land Speeder Predator Tactical
5 Land Speeders 4 Predator Destructors or Predator Annihilators 6 Tactical units plus transport
Whirlwind
4 Whirlwinds
Bike
Armoured Support, Commander
200 points
Commander, Dreadnought, Hunter, Land Raider Terminus, Razorback, Support Weapons Armoured Support, Commander, First Company, Hunter, Land Raider Terminus Commander, Land Speeder Armoured Support, Commander, Land Raiders, Land Raider Terminus, Hunter Armoured Support, Commander, Demi-Company, Dreadnought, Hunter, Razorback Commander, Hunter
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
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
+50 points each +50 points OR +100 poi nts +50 points extra +100 points +50 points +50 points each +75 points each +75 points
Demi-Company Dreadnought First Company Hunter Land Speeder
Land Raider Land Raider Terminus Razorback
Free +25 points each +75 points each +100 points +25 points for 1 +50 points for 2 +100 points for 3
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 (A Dark Angels Space Marine army may contain any number of Dark Angels Detachments)
FORMATION Assault Deathwing
CORE UNITS
UPGRADES
COST
4 Assault units 4 Terminator units
175 points 350 points
Devastator
4 Devastator units plus transport
Ironwing Landing Craft Land Raider Ravenwing Attack Ravenwing Support Sniper Scout 0-1 Strike Cruiser Dark Angels Tactical
4 Predators or Vindicators 1 Landing Craft 4 Dark Angels Land Raiders 4 Ravenwing Bike units, 2 Ravenwing Attack Bikes and 2 Land Speeder Tornados 5 Ravenwing Land Speeders 4 Sniper Scout units plus transport 1 Dark Angels Strike Cruiser 6 Dark Angels Tactical units plus transport
Master Master, Deathwing Tactics, Deathwing Support, Dreadnought, Land Raider Master, Dreadnought, Hunter, Ironwing Support, Land Raider, Plasma, Razorback Master, Hunter, Ironwing Support None Master, Hunter, Ironwing Support Master
Thunderhawk Whirlwind
1 Dark Angels Thunderhawk Gunship 4 Whirlwinds
Master, Ravenwing Tactics Master, Razorback Battle Barge Master, Deathwing Support, Dreadnought, Hunter, Ironwing Support, Land Raider, Razorback None Master, Hunter
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
SPECIAL RULE - Intractable
+50 points +100 points Free +25 points each +25 points
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 (A Grey Knights army may contain any number of Grey Knights Detachments)
FORMATION Strike Squad
CORE UNITS
UPGRADES
COST
6 to 8 Grey Knights Strike Squad units
Terminators
4 Grey Knights Terminators units
325 first 6 units +50 per extra unit 375 points
0-3 Inquisitorial Warband
8 Warrior Acolyte units and 1 Inquisitor character
Commander, Eternal Warriors, Grand Master, Hunter, Razorback, Rhino, Storm Raven, Land Raiders Commander, Eternal Warriors, Grand Master, Hunter, Land Raiders Imperial Agents, Chimeras, Landing Party
175 points
GREY KNIGHTS SUPPORT DETACHMENTS (Up to two Support formations may be taken for each Grey Knights detachment)
FORMATION Interceptor Squad
CORE UNITS
UPGRADES
COST
4 Grey Knights Interceptor units
225 points
Purgation Squad
4 Grey Knight Purgation units
Land Raiders
4 Land Raiders in any combination of the following: Grey Knights Land Raiders Grey Knights Land Raider Redeemers 1 Grey Knights Thunderhawk Gunship
Commander, Eternal Warriors, Grand Master, Storm Raven Commander, Eternal Warriors, Grand Master, Hunter, Razorback, Rhino, Storm Raven, Land Raiders Hunter
325 points
None
225 points
None
200 points for 2 +100 per extra unit 200 points 300 points
Thunderhawk Gunship Thunderhawk Transporters 0-1 Strike Cruiser Storm Raven Flight
2 to 4 Grey Knights Thunderhawk Transporters 1 Grey Knights Strike Cruiser 4 Grey Knights Storm Ravens
None None
275 points
GREY KNIGHTS UPGRADES (Up to three upgrades may be taken per Grey Knights formation. Each upgrade may be taken once per formation)
UPGRADE Commander Eternal Warriors
0-1 Grand Master Hunter Imperial Agents
UNITS
COST
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
+50 points
+50 points each +75 points each +100 points +75 points +20 points each +10 points each
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 (An Imperial Fists Planetary Taskforce army may contain any number of Imperial Fists Detachments)
FORMATION Assault Devastator Land Raider Land Speeder Predator Scout Snipers Tactical Terminator Thunderfire Battery Vindicator Whirlwind Battery
CORE UNITS
UPGRADES
COST
4 Assault units 4 Devastator units 4 Land Raiders 5 Land Speeders 4 Predators (Annihilator and/or Destructor in any combination) 4 Scout Sniper units 6 Tactical units 4 Terminator Assault units 4 Thunderfire Cannons 4 Vindicators 4 Whirlwinds
Commander All Achilles, Commander, Hunter, Vindicator Commander, Tornado/Typhoon Commander, Vindicator, Hunter
150 points 225 points 325 points 200 points 250 points
Commander, Dreadnoughts, Vindicator All Commander Dreadnoughts Commander, Hunter, Vindicator Commander, Hunter, Whirlwind
200 points 250 points 350 points 250 points 225 points 300 points
IMPERIAL FISTS UPGRADES (Each allowed upgrade may be taken once per Detachment.)
UPGRADE Achilles Commander
Dreadnought Hunter Razorback Thunderfire Tornado/Typhoon
Transport
Vindicator Whirlwind
UNITS
COST
Replace up to 4 Land Raiders with Land Raiders Achilles
+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
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
TASKFORCE SUPPORT (Up to 1/3 of the army’s points may be spent on Static Defences , Navy and War Engine formations)
STATIC DEFENCES
Free +25 points each +25 points +175 points +50 points each +125 points
1.12 NetEA EXPERIMENTAL
IMPERIAL FISTS SPACE MARINE ARMY REFERENCE 2 STRATEGY 5 RANGE
NAME Reaver Titan
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
WE
20cm
4+
3+
3+
2x Turbolaser Destructor Rocket Launcher
60cm 60cm
FIREPOWER 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
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
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 FORTIFICATION Minefield Fire Base
INFANTRY
VEHICLE
WAR ENGINE
Dangerous 3+
Dangerous Dangerous
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 (A Siege Assault Vanguard Space Marine army may contain any number of Detachments)
FORMATION Assault Devastator
CORE UNITS
UPGRADES
COST
4 Assault units 4 Devastator units plus transport
150 points 250 points
Predator Tank Squadron
Caestus, Close Support, Commander, Heavy Support, Land Raider Commander
400 points
Tactical
6 Predators (Annihilator and/or Destructor in any combination) 6 Siege Assault units plus 2 Land Raider Crusaders 6 Dreadnoughts in any combination of the following: Siege and/or Ironclad 6 Tactical units plus transport
Commander, Close Support Caestus, Close Support, Commander, Dreadnought, Heavy Support, Razorback, Siege Devastator Commander, Close Support
Terminator
4 Siege Terminator units
Thunderfire Defence Battery Thunderhawk Vindicator Tank Squadron Whirlwind Support Squadron
4 Thunderfire Cannons 1 Thunderhawk Bomber 6 Vindicators 6 Whirlwinds
Siege Assault Siege Dreadnought Talon
Caestus, Close Support, Commander, Dreadnought, Heavy Support, Razorback, Siege Mantlets, Siege Tactical Caestus, Close Support, Commander, Dreadnought, Heavy Support, Heavy Transport None None Commander, Close Support Commander, Close Support
325 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.)
UPGRADE Caestus Close Support Commander
Dreadnought Heavy Support
Heavy Transport
UNITS
COST
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:
+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
2.0 IMPERIAL GUARD ARMIES SECTION COMMON IMPERIAL GUARD SPECIAL RULES 2.0.1 COMMISSARS
2.0.2 FORTIFICATIONS
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.
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!
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.
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.
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 (A Steel Legion Imperial Guard army may contain any number of Steel Legion Companies.)
COMPANY 0-1 Regimental HQ Infantry Company Mechanised Infantry Company Tank Company Super-Heavy Tank Company Artillery Company
CORE UNITS
COST
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
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 Fire Support Platoon Infantry Platoon Tank Squadron Hellhound Squadron Griffon Battery Snipers Ogryns Flak
UNITS
COST
Add 4 Support Squad units* +100 points Add 6 Imperial Guard Infantry units* +100 points Add 3 Leman Russ or 3 Leman Russ Demolisher +175 points Add 3 Hellhounds +125 points Add 3 Griffons +75 points Add up to 2 Snipers units* +25 points each Add 2 Ogryns units* +50 points 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 (Up to two Support Formations may be taken per Steel Legion Company)
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
CORE UNITS
COST
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
150 points 200 points (+150 points) 250 points 100 points 200 points 200 points 150 points 300 points 150 points 300 points
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 (A Siegemasters Imperial Guard army may contain any number of Siege Regiment Companies)
COMPANY Siegemasters Infantry Company 1 Siegemasters Regimental HQ
CORE UNITS
COST
1 Commander unit and 9 Siege Infantry units 1 Supreme Commander unit and 9 Siege Infantry units
175 points 225 points
SIEGE REGIMENT COMPANY UPGRADES (Up to three upgrades may be added to each Siege Regiment Company)
UPGRADE Hellhound Squadron Griffon Battery Rapier Platoon Snipers Siege Infantry Platoon Thudd Gun Platoon
UNITS
COST
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
+125 points +75 points +75 points +25 points each +75 points +75 points
SIEGE REGIMENT SUPPORT FORMATIONS (Up to two Support Formations may be taken per Siege Regiment Company)
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
CORE UNITS
COST
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
250 points 200 points 150 points 300 points 150 points 250 points 425 points 150 points 100 points 200 points
SIEGE REGIMENT FORTIFICATIONS (One Fortified Position may be taken per Siege Regiment Company)
FORMATION Fortified Position
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 (Up to 1/4 of the army’s points may be spent on Imperial Allies formations.)
FORMATION
UNITS
COST
Thunderbolt Squadron
2 Thunderbolt Fighters
150 points
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 (A Death Korps Imperial Guard army may contain any number of Companies)
COMPANY 0-1 Death Korps Regimental HQ Death Korps Infantry Company Death Rider Company (0-1 per 1500 points)
CORE UNITS
COST
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
400 points 300 points 250 points
DEATH KORPS COMPANY UPGRADES (Up to three upgrades may be added to each Death Korps Company)
UPGRADE Fire Support Battery Gorgon Siege Transporters Heavy Tank Hellhound Squadron Infantry Platoon Tank Squadron
UNITS
COST
Add 4 Death Death Korps Korps Suppo Support rt Squa Squad d units units Add 2 Deat Death h Korps Korps Gorgon Gorgon Siege Siege Trans Transport porters ers (May not be added to Death Rider Companies) Add 1 Mach Machariu ariuss Heavy Heavy Tank Tank Add 3 Hellh Hellhound oundss Add 10 Death Death Korps Korps Infantr Infantryy units units (May have 1 Death Korps Gorgon Siege Transporter) Add 3 Lema Leman n Russ Russ varia variants nts from the follow following: ing: Leman Russ Leman Russ Demolisher Leman Russ Thunderer
+75 points points +125 +125 point pointss +125 +125 point pointss +125 +125 point pointss 175 Points Points (+50 Points) +140 +140 point pointss (+20 points each) (+10 points each) (Free)
DEATH KORPS SUPPORT FORMATIONS (Up to two Support Formations may be taken per Death Korps Company)
FORMATION Artiller Artilleryy Supp Support ort Company Company Death Rider Scout Platoon 0-1 Deathstrike Silo Engineers Platoon Grenadiers Platoon Heavy Support Battery
Heavy Tank Platoon Light Support Battery
CORE UNITS
COST
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 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
600 Points (Free) 150 points 250 points 300 points 225 Points (+75 Points) 125 Points 200 Points 275 Points (Free) 350 Points 200 Points
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 (A Tank Legion Imperial Guard army may contain any number of Companies)
COMPANY Self-Propelled Artillery Company Super-Heavy Tank Company Tank Company
CORE UNITS
COST
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
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 (Up to three upgrades may be added to each Tank Legion Company)
UPGRADE Flak Griffon Battery Hellhound Squadron Salamander Command 0-1 Supreme Commander Tank Squadron
UNITS
COST
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 variantslisted in the Tank Company (Not including Destroyer, Executioner or Vanquisher)
+50 points each +75 points +125 points +25 points +100 points +140 points
TANK LEGION SUPPORT FORMATIONS (Up to two Support Formations may be taken per Armoured Company)
FORMATION Assault Gun Platoon 0-1 Deathstrike Missile Battery Flak Battery Mechanized Platoon 0-1 Orbital Support Salamander Scout Platoon Self-Propelled Artillery Battery
CORE UNITS
COST
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 type chosen from the following list: Basilisk, Bombard, Manticore
150 points 200 points 150 points 300 points (+25 points) 150 points 300 points 100 points (+25 points) 250 points
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 (A Cadian Shock Troops Imperial Guard army may contain any number of Companies)
COMPANY Cadian Infantry Company 0-1 Cadian Regimental Headquarters Cadian Whiteshield Company (0-1 per Cadian Infantry Company) Kasrkin Infantry Company
CORE UNITS
COST
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
250 points 600 points
1 Imperial Guard Commander unit and 7 Kasrkin units.
200 points
200 points
CADIAN SHOCK COMPANY UPGRADES (Up to three upgrades may be added to each Cadian Shock Company)
UPGRADE Assault Transport Fire Support Platoon Infantry Platoon Kasrkin Platoon Sabre Platforms Sanctioned Psykers Snipers
UNITS
COST
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
+ 200 points each +100 points +100 points +100 points +100 points +25 points each +25 points each
CADIAN SHOCK SUPPORT FORMATIONS (Up to two Support Formations may be taken per Cadian Shock Company)
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
CORE UNITS
COST
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
325 points 300 points 250 points 200 points 150 points 200 points 250 points 100 points 200 points 300 points
IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army’s points may be spent on Allies formations)
ADEPTUS MECHANICUS FORMATION
UNITS
COST
IMPERIAL NAVY AIRCRAFT FORMATION
UNITS
COST
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 (A Deathworld Veterans Imperial Guard army may contain any number of Companies)
COMPANY 0-1 Deathworld Air Cavalry Company Deathworld Infantry Company 0-1 Deathworld Regimental HQ
CORE UNITS
COST
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
450 points 200 points 300 points
DEATHWORLD VETERANS COMPANY UPGRADES (Up to three may be added to each Deathworld Veterans Company)
UPGRADE Fire Support Platoon Infantry Platoon Mortar Section Ogryns Snipers Vulture Support
UNITS
COST
Add 4 Support Squad units* Add 6 Imperial Guard Infantry units* Add 3 Catachan Mortar Team units Add 2 Ogryn units Add up to 2 Sniper units* 2 Vultures *These upgrades may include up to 3 Valkyries for +50 points each, up to minimum transport requirement
+100 points +100 points +75 points +50 points +25 points each +150 points
DEATHWORLD VETERANS SUPPORT FORMATIONS (Up to two support formations may be take for each Deathworld Veterans Company)
FORMATION 0-1 Catachan Devils Deathworld Mortar Platoon Deathworld Sentinel Squadron Deathworld Veterans Platoon Hellhound Platoon 0-2 Ogryn Platoon Support Tank Squadron
UNITS
COST
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
300 points 150 points 150 points 200 points (+100 points) 250 points 200 points 275 points
NAVAL SUPPORT (Up to 1/3 of the army's points may be spent on Naval Support)
FORMATION Orbital Support
Thunderbolt Squadron Marauder Squadron
UNITS
COST
Choose one: 1 Lunar class Cruiser 1 Emperor class Battleship 3 Thunderbolt Fighters 2 Marauder Bombers
150 points 300 points 250 points 250 points
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 (An Elysian Drop Troop Regiment Imperial Guard army may contain any number of Elysian Drop Troop Companies.)
COMPANY 0-1 Regimental HQ Drop Troop Company
CORE UNITS
COST
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
275 points (+160 points) 200 points (+160 points)
ELYSIAN DROP TROOP COMPANY UPGRADES (Up to three upgrades may be added to each Elysian Drop Troop Company)
UPGRADE Drop Sentinel Platoon Fire Support Platoon Hardened Veterans Infantry Platoon Mortar Platoon
UNITS
COST
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
+100 points +50 points +25 points each +100 points +25 points each
ELYSIAN DROP TROOP SUPPORT FORMATIONS (Up to two Support Formations may be taken per Elysian Drop Troop Company)
FORMATION Drop Sentinel Squadron Storm Trooper Platoon Tauros Squadron Vulture Squadron
CORE UNITS
COST
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)
150 points (+160 points) 350 points 150 points (+160 points) 300 points (+50 points)
IMPERIAL NAVY SUPPORT (Up to 1/3 of the army's points may be spent on Imperial Navy formations)
FORMATION 0-1 Spacecraft
Lightning Squadron Strike Squadron Destroyer Squadron
CORE UNITS
COST
Choose one: 1 Lunar class Cruiser 1 Emperor class Battleship 4 Lightning Interceptors 2 Lightning Strike Fighters 2 Marauder Destroyers
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.
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 (A Harakoni Warhawks Imperial Guard army may contain any number of Harakoni Warhawks Companies.)
COMPANY Harakoni Strike Company
CORE UNITS
COST
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
250 points (+25 points) +25 points each (Free)
HARAKONI COMPANY UPGRADES (Up to three upgrades may be added to each Strike Company)
UPGRADE Artillery Liaison Officer (0-1 per 2000 points) Close Air Support
Fire Support Grav-Glider Harakoni Veterans 0-1 Regimental Command Warhawks Infantry
UNITS
COST
Add 1 Forward Observer character to a Warhawks unit in the formation
+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)
FORMATION Reconnaissance Squadron Demolition Specialists
Tank Hunter Squadron
Harakoni Light Artillery Squadron (0-1 per Reconnaissance Squadron)
UNITS
COST
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
150 points (+50 points) 200 points (+150 points) (+50 points) 300 points (+125 points) (+50 points) 200 Points
IMPERIAL ALLIES (Up to 1/3 of the army's points may be spent on Imperial Allies formations)
FORMATION 0-1 Spacecraft
UNITS
COST
1 Onero Overflight OR 1 Lunar class Cruiser OR
150 points 150 points
2.8 NetEA EXPERIMENTAL HARAKONI WARHAWKS IMPERIAL GUARD ARMY REFERENCE 2 STRATEGY 2 NAME Marauder Destroyer
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
RANGE
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 Spinal Volcano Cannon 2x Twin Heavy Bolter Orbital Bombardment
30cm 15cm 15cm 45cm 45cm 15cm -
Lunar Class Cruiser
SC
n/a
n/a
n/a
n/a
Onero Overflight
SC
n/a
n/a
n/a
n/a
Orbital Bombardment Pin-point Attack 2x Pin-point Attack
-
FIREPOWER
NOTES
AP4+/AT5+, FxF AA5+ AA5+, Rear Arc AT4+, FxF AT2+, TK(D3) AA5+ 8BP, MW
DC2 Critical Hit Effect: Destroyed
3BP, MW MW2+, TK(D3) 4x AT4+
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 (A Imperial Crusade army may contain any number of Imperial Crusade Companies)
COMPANY 0-1 Lord General Militant Command HQ Armoured Fist Company Tank Company Super-heavy Tank Company
CORE UNITS
COST
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
450 points 400 points 625 points 500 points
IMPERIAL CRUSADE COMPANY UPGRADES (Up to three upgrades may be added to each Imperial Crusade Company)
UPGRADE Flak Griffon Battery Hellhound Squadron Mechanized Fire Support Platoon Mechanized Infantry Platoon Mechanized Snipers Tank Squadron
UNITS
COST
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
+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
UPGRADES
4 Terminator units
Tactical Detachment
6 Tactical units
Assault Detachment
4 Assault units
Devastator Detachment
4 Devastator units
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
COST +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
325 points
275 points
150 points
225 points
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.
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 T itan 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.
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 (You may have any number of Battle Titans in the army)
FORMATION Emperor Battle Titan Warlord Battle Titan Reaver Battle Titan
UNITS
COST
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)
1250 Points 725 Points 575 Points
SCOUT TITAN FORMATIONS (Two Scout Titan Formations may be selected for each Battle Titan formation in the army)
FORMATION Warhound Scout Titan Warhound Titan Pack
UNITS
COST
1 Warhound Titan (Must select 2 Scout Titan weapons) 2 Warhound Titans (Must select 2 Scout Titan weapons each)
275 Points 500 Points
SUPPORT FORMATIONS (One Support Formation may be selected for each Titan formation in the army)
FORMATION 0-1 Per Corvus Assault Pod Skitarii Demi-Century Forge Knight Squadron Lysander Fighter Marauder Squadron 0-1 Orbital Support Recon Platoon Thunderbolt Squadron
UNITS
COST
9 Hypaspist units, plus 1 Tech-Priest unit
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 (A Titan may not be upgraded with more or less weapons than its class allows)
SCOUT AND BATTLE TITAN WEAPONS Inferno Gun, Vulcan Megabolter, Plasma Blastgun Turbolaser Destructor
Free +25 points
COST
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
Free +25 Points +50 Points +75 Points
COST
TITAN UPGRADES UPGRADE
COST
3.1 NetEA DEVELOPMENTAL
NAME Ark Mechanicus Battle Titan Weapons
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
STRATEGY 3 RANGE
SC
n/a
n/a
n/a
n/a
2x Pin-point Attacks Orbital Bombardment Apocalypse Missile Launcher Carapace Landing Pad Close Combat Weapon (Arm Only) Corvus Assault Pod
n/a n/a 60cm (base contact) -
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
FIREPOWER or EFFECT
NOTES
Slow and Steady
60cm 60cm (15cm) OR (base contact) 30cm AND (15cm) 90cm 60cm 75cm Unlimited
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
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 Dem -Century
UNITS
COST
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
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
COST
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)
+50 Points +100 points +175 points +100 Points +25 Points each
MECHANICUS SUPPORT FORMATIONS (Up to two Support formations may be taken per Core formation)
FORMATION Fire Support Flak Forge Knight Squadron Heavy Tank Cataphract 0-1 Orbital Support Prætorians Sentinel Squadron Tank Cataphract
UNITS
COST
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
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
COST
1 Warlord Titan 1 Reaver Titan 1 Warhound Titan 2 Warhound Titans
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
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 (You may take any number of Core Formations)
FORMATION Paladins Lancers Errants
UNITS
COST
4 Knights Paladin 3 Knights Lancer 3 Knights Errant
300 points 300 points 300 points
CORE FORMATION UPGRADES (Each Core Formation may select up to one Upgrade)
UPGRADE Paladins Lancers Errants Senechal 0-1 Baron
UNITS
COST
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
+75 points each +100 points each +100 points each +50 points +200 points
SUPPORT FORMATIONS (You may take one Support Formation per Core Formation)
FORMATION Custodians Wardens Squires Aspirants Trebuchets Ballistas
UNITS
COST
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
300 points (+125 points) 250 points 175 points (+75 points) 175 points (+75 points) 150 points 100 points
ALLIES (Up to 1/3 of the army's points may be spent on Allies)
FORMATION Thunderbolt Squadron Lightning Squadron Warlord Titan Reaver Titan Warhound Titan Warhound Titan Pack
UNITS
COST
2 Thunderbolt Fighters 4 Lightning Fighters 1 Warlord Titan 1 Reaver Titan 1 Warhound Titan 2 Warhound Titans
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
TITAN WEAPONS SCOUT AND BATTLE TITAN WEAPONS
COST
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
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
Melta Cannon Quake Cannon Plasma Cannon Plasma Destructor Support Missile (Carapace Only) Warhead Type— Choose 1 option:
Scout Titan Weapons
Titan Upgrades
STRATEGY 3 RANGE FIREPOWER or EFFECT
Vortex Warp Deathstrike Barrage Volcano Cannon Plasma Blastgun Inferno Gun Vulcan Megabolter Turbolaser Destructor Carapace Multi-Lasers Sacred Icon
90cm 45cm 30cm 45cm 60cm 30cm n/a
NOTES
3BP Allows BP weapons to use the Indirect Fire ability EA(+3), TK(D3) Transport: (May carry 10 Hypaspist or Tech Priest units) 4x AP4+/AT4+ 6x AP5+/AT3+ (Small Arms), EA(+2) (Assault Weapons), EA(+4) MW2+, TK(D3) (Small Arms), EA(+1), TK(D6) 3BP, MW 3x MW2+, Slow Firing 4x MW2+, Slow Firing Indirect Fire, Warhead, One-Shot 3BP, MW, TK(1), Ignore Cover MW2+, TK(D3), Ignore Shields/Powerfields MW2+, TK(D6) 10BP, Disrupt MW2+, TK(D3) 2x MW2+, Slow Firing 3BP, Ignores Cover 4x AP3+/AT5+ 4x AP5+/AT3+ 2x AP5+/AT6+/AA5+ n/a
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.
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 (You may take any number of Adepta Sororitas Detachments)
FORMATION Adepta Sororitas Mission
CORE UNITS
UPGRADES
COST
8 Sisters of Battle units
225 points
Retributor Ministry Seraphim Choir Exorcism Battalion Repentia Confessional Dominion Recon
6 Retributor units 6 Seraphim units 5 Exorcist units 6 Repentia units and 1 Mistress character 4 Dominion units
Transport, Heroine, Dominions Repentia, Exorcists, Supreme Commander Transport, Heroine, Dominions Heroine, Supreme Commander Hunter Transport, Priest, Penitents Transport(must be taken), Heroine, Dominions
250 points 225 points 250 points 250 points 175 points
ECCLESIASTIC DETACHMENTS (You may take one Ecclesiastic Detachment per Adepta Sororitas Detachment)
FORMATION Redemptionist Crusade Penitent Atonement Flagellation Pilgrimage Fraternis Militia
CORE UNITS
UPGRADES
COST
10 Redemptionist units 4 Penitent Engine units 6 Arco-Flagellant units 12 Imperial Guard Infantry units
150 points 250 points 250 points 225 points
Militia Scout Squadron Mobile Sanctuary Reverent Fury
4 Sentinels 2 Emperor’s Chapels 1 Cathedral of Purification
Priest, Penitents, Supreme Commander , Vehicles Penitents Penitents Priest, Flak, Leman Russ, Chimeras, Vehicles(may not have both Chimeras and Vehicles) None Priest Priest, Supreme Commander
100 points 350 points 500 points
ADEPTUS MINISTORUM UPGRADES (Each upgrade may only be taken once per formation)
UPGRADE Heroine Priest 0- 1 Supreme Commander Repentia Dominions Penitents Exorcists Hunter Flak Leman Russ
UNITS
COST
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
+50 points +50 points +50 points +75 points +75 points +125 points +100 points +50 points +50 points +200 points
4.1 NetEA DEVELOPMENTAL ADEPTUS MINISTORUM ARMY LIST REFERENCE 2 NAME Warhound Titan
STRATEGY 3 RANGE
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
WE
30cm
5+
4+
4+
Vulcan Mega-Bolter Plasma Blastgun
45cm 45cm
FIREPOWER 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
Long-barrel Autocannon Wingtip Lascannons
45cm 30cm
AP5+/AT6+/AA5+, FxF AT5+/AA5+, FxF
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: Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally). 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+.
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 (You may take any number of Inquisitorial Forces)
FORMATION Inquisitor (0-1 per 1000 points) Stormtroopers Gun-cutter (0-1 per Inquisitor) 0-1 Inquisition Fortress 0-1 Orbital Support
UNITS
UPGRADES
COST
1 Inquisitor unit and 3 Warrior Henchmen or Support Staff units
Inquisitor Lord, Priest, Retinue, Transport Priest, Transport Glavian Pilot
200 points
8 Inquisitorial Stormtrooper units 1 Gun-cutter 1 Black Citadel OR Obsidian Fortress 1 Rogue Trader Vessel
None Battleship
225 points 125 points 700 points 75 points
INDUCTED IMPERIAL GUARD COMPANIES (You may take any number of Inducted Imperial Guard Companies)
FORMATION Imperial Guard Company
UNITS
UPGRADES
COST
12 Imperial Guard Infantry units
Priest, Flak, Leman Russ, Transport
250 points
ADEPTA SORORITAS DETACHMENTS (ORDO HERETICUS, CHAMBER MILITANT) FORMATION Adepta Sororitas Convent Retributor Convent Seraphim Convent Exorcism Battalion Basilica Imperialis
UNITS
UPGRADES
COST
8 Sisters of Battle units 6 Retributor units 6 Seraphim units 5 Exorcists or Banishers (any mixture) 1 Basilica Imperialis
Canoness, Repentia, Transport, Priest Transport Canoness
250 points 250 points 225 points 350 points 500 points
INQUISITION TASK FORCE UPGRADES (Each upgrade may only be taken once per formation)
UPGRADE Battleship Canoness Flak Glavian Pilot Leman Russ 0-1 Inquisitor Lord Priest Penitents
Retinue
UNITS
COST
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)
+250 points +75 points +50 points +75 points +200 points +50 points +50 points +150 points
+50 points
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
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
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 (You may have any number of Black Legion Retinues)
FORMATION Black Legion Retinue
CORE UNITS
UPGRADES
COST
1 Chaos Space marine Lord Character and 8 Chaos Space marine units
All
275 points
BLACK LEGION ELITE FORMATIONS (You may have one Black Legion Elite Formation for each Retinue selected)
FORMATION Black Legion Chaos Space Marine Terminators
CORE UNITS
UPGRADES
COST
1 Chaos Space Marine Lord Character and 4 to 6 Chaos Space Marine Terminator units
275 points for 4 +65 points per extra
Black Legion Chosen
4 Chaos Space Marine Chosen units
Dreadnought, Defilers, Obliterators Chaos Land Raiders, Dreadclaws, Chaos Champion, Daemonic Pact, Icon Bearer, Daemon Prince, Warlord Dreadclaws, Rhinos, Daemonic Pact
125 points
1 to 3 Decimators
Dreadnought Defilers
225 points each
Black Legion Decimators
BLACK LEGION SUPPORT FORMATIONS (You may have up to two Black Legion Support formations per Retinue taken)
FORMATION Black Legion Armoured Company Black Legion Bike Company Defiler Assault Pack Raptor Cult
CORE UNITS
UPGRADES
COST
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
50 points per Predator 75 points per Land Raider 300 points
None Daemonic pact
275 points 175 points per 4 +35 points per extra
BLACK LEGION UPGRADES (Each Black Legion formation may take up to four allowed upgrades)
UPGRADE 0-1 Warlord Chaos Champion Chaos Vindicators Chaos Land Raiders Cult Marines Daemon Prince Daemonic Pact
UNITS
COST
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
+25 points +50 points +35 points each +75 points each +150 points +50 points +25 points
6.1 NetEA APPROVED 13TH BLACK CRUSADE BLACK LEGION REFERENCE 3 NAME Keeper of Secrets
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
WE
15cm
4+
3+
4+
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
NOTES
(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)
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)
FORMATION Stigmatus Covenant Coven
CORE UNITS
COST
1 Demagogue or Chaos Space Marine Aspiring Champion and 11 Cultist or Mutant units in any combination
200 points
STIGMATUS COVENANT UPGRADES (Each Stigmatus Covenant upgrade may be taken once for each Covenant Coven formation)
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
UNITS
COST
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
+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
UNITS
COST
0-2 Plague Zombie Infestation
3+2D6 Plague Zombie units
175 points
STIGMATUS COVENANT SUPPORT COVENS (You may take one Support Coven per Covenant Coven formation chosen from the following: Daemon Engines, Traitor Support or Traitor Navy)
FORMATION
UNITS
COST
6.2 NetEA APPROVED STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 3 NAME Bloodletters Daemonettes Plaguebearers
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
INF INF INF
15cm 15cm 15cm
4+ 4+ 3+
4+ 3+ 4+
n/a n/a 6+
Flamers
INF
15cm
5+
5+
4+
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) (base contact) (base contact) (15cm) (base contact) AND (15cm) (base contact)
(Assault Weapons), EA(+1) (Assault Weapons) (Assault Weapons) (Small Arms) (Assault Weapons) (Small Arms), EA(+1) (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 (A Vraksian Traitor army may contain any number of Core Formations.)
FORMATION Regimental HQ Platoon Infantry Platoon Leman Russ Tank Company Malcador Tank Company Artillery Company
CORE UNITS
COST
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.
375 points
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
(+150 points) 275 points 600 points (+25 points) 600 points 600 points
SUPPORT FORMATIONS (Two Support Formation may be selected for each Core Formation in your army list)
FORMATION Artillery Squadron Sentinel Squadron Flak Squadron Disciples of Xaphan Heavy Artillery Squadron Tank Hunter Squadron Armoured Fist Platoon 0-1 Deathstrike Squadron
CORE UNITS
COST
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
250 points 100 points 150 points 300 points 350 points 200 points 250 points 325 points 200 points
FORMATION UPGRADES (Each Core Formation in the army may select up to three upgrades)
UPGRADES Fire Support Squad Infantry Reinforcements Tank Squadron Hellhound Squadron Griffon Squadron Ogryn Berserkers Flak
UNITS
COST
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
+100 points +100 points +150 points +100 points +75 points +100 points +50 points
CHAOS ALLIES (Up to one third of the army's total points may be spent on Chaos Allies)
FORMATION
CORE UNITS
COST
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+.
DEATH GUARD CORE FORMATIONS FORMATION Death Guard Retinue Death Guard Heavy Retinue
CORE UNITS
UPGRADES
COST
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.
Any except Dreadclaws
250 points
Any except Dreadclaws
350 points
DEATH GUARD INFANTRY SUPPORT FORMATIONS (You may take 1 Infantry Support formation per Death Guard Retinue)
FORMATION Death Guard Drop Retinue
CORE UNITS
UPGRADES
COST
1 Death Guard Lord. 4 Death Guard Chaos Space Marine units and 2 Plague Marines units.
250 points
Death Guard Terminator Retinue
1 Death Guard Lord and 4 Death Guard Terminator units optional: add up to 2 Death Guard Terminator units
Plague Zombie Infestation
2D6+3 Plague Zombies.
Chaos Champion, Daemonic Pact, Daemon Prince, Death Guard Auxilia, Death Guard, Havocs, Dreadclaws, Icon Bearer, Walkers, Warlord Chaos Champion, Dreadclaws, Daemonic Pact, Daemon Prince, Icon Bearer, Transports, Walkers, Warlord None
450 points +100 points per extra unit 175 points
DEATH GUARD VEHICLE SUPPORT FORMATIONS (You may take 1 Vehicle Support formation per Death Guard Retinue)
FORMATION Armoured Company
Assault Retinue Defiler Assault Pack Blight Drone Swarm Contagion Towers Plague Towers
CORE UNITS
UPGRADES
4 vehicles from following list: Chaos Predators, Chaos Land Raiders Up to 3 Plague Reapers 4 Defilers 5 Blight Drones 4 Contagion Towers Up to 2 Plague Towers
Support Vehicles
Support Vehicles, Walkers Walkers Walkers 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 (Each allowed upgrade may only be taken once per formation)
UPGRADE Chaos Champion Chaos Spawn Death Guard Auxilia Death Guard Havocs Daemonic Pact 0 – 1 Daemon Prince Dreadclaws
UNITS
COST
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 gh Dreadcla t th ntire fo tion
50 points 25 points each 75 points per pair 100 points per pair 25 points 50 points 25 point er five unit
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
UPGRADES
COST
1 Emperor’s Children Decadent Lord character and 6 Noise Marine units and 1 Daemonic Pact.
300 points
Decadent Marine Retinue
1 Emperor’s Children Decadent Lord character and 6 Chaos Space Marine units and 1 Daemonic Pact
Favoured of Slaanesh, Degenerate, Assault Walkers, Dreadclaws, Apostate of Rapture, Predators, Transport Degenerate, Noise Marines Assault Walkers, Dreadclaws, Apostate of Rapture, Predators, Transport
225 points
EMPEROR'S CHLDREN SUPPORT FORMATIONS (You may take up to six Support formations per Noise Marine Retinue)
FORMATION Emperor’s Children Bike Retinue Sirens
CORE UNITS
UPGRADES
COST
1 Emperor’s Children Decadent Lord character and 6 Emperor’s Children Bike units 1 Siren Lord character upgrade and 6 Siren units
250 points
Emperor’s Children Terminator Retinue
1 Emperor’s Children Decadent Lord character and 6 Emperor’s Children Terminator units.
Armoured Support
6 of the following in any combination: Emperor's Children Land Raiders
Daemonic Pact, Degenerate, Apostate of Rapture, Daemonic Pact, Degenerate, Apostate of Rapture, Predators, Favoured of Slaanesh Daemonic Pact, Degenerate, Apostate of Rapture, Predators, Favoured of Slaanesh, Assault Walkers, Transports May replace 1 Predator with a Debaser for +50 points
Emperor's Children Predators 2 Defiler and 2 Debaser units 6 Slaanesh Daemon Knight units
Assault Walkers None
Daemon Engine Pack House Devine Knights
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 (Each Emperor's Children formation may take up to four allowed upgrades)
UPGRADE Apostate of Rapture Assault Walkers
Daemonic Pact
UNITS
COST
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
+25 points 50 points each 75 points each 100 points each +25 points
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 (You may include any number of Retinues.)
FORMATION 0-1 Scarab Occult 0-1 Ahriman's Chosen
CORE UNITS
UPGRADES
COST
1 Adeptus Exempla and 5 Thousand Sons Adeptus 1 Sorceror Lord and 9 Thousand Sons Marine units
400 points 450 points
1+ Rubric Fellowship Thousand Sons Armour
1 Sorceror Lord and 6 Thousand Sons Marine units 4 to 9 Chaos Marine Predators and/or Thousand Sons Land Raiders 4 to 6 Silver Towers
All None. All units have in the formation have the Teleport special ability All except Magister Templi Defilers
Silver Tower Company
None
275 points 50 points per Predator 75 points per Land Raider 90 points each
THOUSAND SONS SUPPORT FORMATIONS (Up to two Support formations may be taken for each Rubric Fellowship selected)
FORMATION Thousand Sons Warcoven Sekhmet Disc Riders Neophyte Class
CORE UNITS
UPGRADES
COST
1 Sorceror Lord and 4 to 6 Thousand Sons Terminator units 1 Sorceror Lord and 9 Disc Riders 1 Thousand Sons Preceptor and 9 Neophyte units
Daemonic pact, Deceiver, Dreadclaws Icon Bearer, Land Raiders, Thralls Daemonic Pact Daemonic Pact, Icon Bearer, Rhinos,
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 Icon Bearer Rhinos Land Raiders Thralls
UNITS
COST
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
+50 points +25 points +75 points each +5 points per unit in formation +50 points +10 points each
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
+75 points each +20 points each
DAEMON POOL (Only Tzeentch Daemons may be purchased for the Daemon pool)
FORMATION
UNITS
Daemon Pool
Any number of Lesser Daemon units (Flamers, Horrors, Screamers and Daemonic beasts)
COST 20 points each
Any number of Greater Daemons (Lord of Change)
75 points each
6.6 NetEA DEVELOPMENTAL THOUSAND SONS CHAOS SPACE MARINE REFERENCE 2 NAME Doomwing Firelord
STRATEGY 5 FIREPOWER
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
RANGE
AC AC
Fighter Bomber
6+ 4+
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
Lord of Change
WE
30cm
4+
5+
3+
Flame Cannon Flame Cannon Firestorm Bombs Twin Lascannon Orbital Bombardment 2x Pin-point Attack Orbital Bombardment 3x Pin-point Attack Bedlam Staff Withering Gaze
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
15cm 15cm 15cm 45cm (base contact) (15cm) AND 45cm (base contact) (base contact) AND (15cm) (15cm) (base contact)
AP4+/AT5+/AA5+, Ignore Cover, FxF AP4+/AT5+/AA5+, Ignore Cover, FxF D3BP, Ignore Cover, FxF AT4+/AA4+, FxF 3BP, MW MW2+, TK(D3) 3BP, MW MW2+, TK(D3) (Assault Weapons), MW, EA(+1) (Small Arms), MW, EA(+1) 2x MW3+ (Assault Weapons) (As sault Weapons) (Small Arms), EA(+1) (Small Arms) (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.
WORLD EATERS CORE FORMATIONS FORMATION World Eaters Berzerker Retinue
World Eaters Bike Retinue World Eaters Terminator Retinue World Eaters Possessed Retinue World Eaters Chosen Retinue
CORE UNITS
UPGRADES
COST
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
All
300 points
Daemonic Pact, Keeper of Chains, Keeper of Skulls Daemonic Pact, Favoured of Khorne, Keeper of Chains, Keeper of Skulls Favoured of Khorne
250for 6 units +25 per extra unit 350for 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 (You may take up to four Auxiliary formations per World Eaters Berzerker Retinues)
FORMATION Bloodpack Defiler Engines Juggernauts of Khorne Khorne Assault Engines Khorne Support Engines
CORE UNITS 5 Khorne Berserker units and 3 Slaughterfiends 4 Defilers 5 to 8 Khorne Juggernaut units 4 Khorne Assault Engines in any combination OR 5 Blood Slaughterers 4 Khorne Support Engines in any combination
UPGRADES
COST
Assault Walkers
375 points 250 points 50 points per unit 250 points
Assault Walkers
275 points
Assault Walkers
WORLD EATERS UPGRADES (Each World Eaters formation may take up to four allowed upgrades)
UPGRADE Assault Walkers
Daemonic Pact 0-1 Favoured of Khorne Keeper of Chains Keeper of Skulls Predators Dreadclaws
UNITS
COST
Add up to 2 Assault Walker selections in any combination
+75 points per Defiler +75 points per 2 World Eaters Dreadnoughts +25 points +50 points +100 points +25 points +50 points +50 points each
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
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.
RED CORSAIRS CORE FORMATIONS FORMATION Hounds Squadron Terminator Retinue Renegade Warband
CORE UNITS
UPGRADES
COST
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
Daemonic Pact, Icon Bearer
300 points
All except Cult Marines, Havocs and Rhinos All
275 points for 4 +60 points per extra 275 points
RED CORSAIRS SUPPORT FORMATIONS (You may take up to two Support formations per Core formation)
FORMATION Armoured Company
CORE UNITS
UPGRADES
COST
4 to 8 Chaos Predators and/or Chaos Land Raiders
Chaos Strike Cruiser Chaos Thunderhawk Chosen
1 Chaos Strike Cruiser 1 Chaos Thunderhawk 6 Chaos Space Marine units (with the Scout special ability)
Chaos Hunter, Chaos Vindicators, Daemon Engines Chaos Battle Barge(+150 points) None Chaos Champion. Chaos Drop Pods, Chaos Rhinos, Daemonic Pact
50 points per Predator 75 points per Land Raiders 200 points 250 points 200 points
Cult Marines
1 Chaos Space Marine Lord character and 6 of the same units from the following list: Khorne Berzerkers, Noise Marines, Plague Marines, Thousand Sons
Chaos Champion. Chaos Drop Pods, Chaos Dreadnought, Chaos Rhinos, Daemonic Pact, Daemon Engines Daemon Engines Daemon Engines Daemon Engines Daemon Engines Daemon Engines Daemon Engines None
275 points
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 1 Only
4 Defilers 5 Blood Slaughterers 2 Brass Scorpions 4 Silver Towers 6 Blight Drones 4 Daemon Knights Any number of Lesser Daemons and /or Greater Daemons 1 Chaos Space Marine Lord character and 4 to 8 Raptor units
Daemonic pact
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
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 (Each Red Corsairs formation may take up to four allowed upgrades)
UPGRADE
UNITS
COST
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
6.8 NetEA DEVELOPMENTAL Lesser Daemons
INF
15cm
4+
3+
-
Claws and Fangs
(base contact)
(Assault Weapons)
Invulnerable Save. Costs 1 point to summon.
RED CORSAIRS
6.9 NetEA EXPERIMENTAL ALPHA ALPHA LEGI LEGION ON UPRISI UPRISING NG CHAOS CHAOS ARMY ARMY LIST LIST v1.2. v1.2. SubSub-Army Army Champi Champion: on: “Chrom “Chroma” a”
Alpha Alpha Legio Legion n Upris Uprising ing armies armies have have a Strate Strategy gy rati rating ng of of 5 during during setu setup p and and Turn Turn 1 and and a Strateg Strategyy ratin ratingg of 3 on all all subsequ subsequent ent turns. turns. Alpha Alpha Legi Legion on Chaos Chaos Space 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 Alpha Legio Legion n Chaos Chaos Space Space Marin Marinee format formations ions may only only selec selectt the the "Chao "Chaoss Undivi Undivided ded" " factio faction. n.
ALPHA ALPHA LEGI LEGION ON CHAOS CHAOS SPAC SPACE E MARIN MARINES ES FORMAT FORMATION IONSS (You may take any number of Alpha Legion Chaos Space Marines formations.)
FORMATION 0-1 Alpha Legion Terminators Alpha Alpha Legio Legion n Retinue Alpha Alpha Legio Legion n Bike Company Alpha Alpha Legio Legion n Armoure Armoured d Compan Companyy 0-2 Alpha Legion Infiltrator
CORE UNITS
COST
1 Chaos space Marine Lord and 4 to 6 Alpha Legion Terminators 1 Chaos Space Marine Lord and 8 Chaos Space Marine units 1 Chaos Space Marine Lord and 8 Chaos Space Marine Bike units 4 to 8 Chaos Predators and/or Chaos Land Raiders in any combination 1 Chaos Lord Lord and 6 Chaos Space Marine Chosen units
Chaos Marine Transport, Dreadclaws, Dreadnought Chaos Space Marine Transport,
275 points for 4 +65 points per extra unit 275 points
Dreadnought, Dreadclaws, Havocs None
300 points
None Chaos Space Marine Transport (Rhinos only), Dreadclaws
50 points per Predator 75 points per Land Raider 300 points
ALPHA ALPHA LEGI LEGION ON CHAOS CHAOS CULTIST CULTIST FORMAT FORMATION IONSS (Up to two Alpha Legion Chaos Cultist Formations may be taken per one Alpha Legion Chaos Space Marine formation taken.)
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
CORE UNITS
COST
1 Demagogue or Chaos Marine Aspiring Champion and 11 Cultist units 6 Traitor Rough Rider units 4 Traitor Sentinels 4 Traitor Basilisks and/or Manticores 6 Traitor Leman Russ 1 Demagogue or Chaos Marine Aspiring Champion and 6 Traitor Storm Troopers 1 to 3 Baneblades and/or Shadowswords in any combination Any number number of Lesser Lesser Daem Daemon on units units Any number number of Greater Greater Daemon Daemon units units
All except Chaos Space Marine Transport None None None Traitor Griffon Battery, Traitor Flak Traitor tor Hellhound hound Squad Squadron ron Traitor Snipers, Transport Traitor Tank Squadron, Traitor Flak Traitor Hellhound Squadron, Traitor Traitor Griffo Griffon n Batter Battery y None None
200 points 150 points 100 points 350 points 400 points 200 points points 200 points 200 points each
20 points each 75 points each
ALPHA ALPHA LEGI LEGION ON UPRI UPRISI SING NG UPGR UPGRADE ADESS UPGRADE Big Mutants Chaos Altar Chaos Hounds Chaos Space Marine
UNITS
(A formation may take each allowed upgrade once.)
Replace 1 to 6 Cultist and/or Mutant units with an equal number of Big Mutants Add 1 Chaos Chaos Altar Altar Add up to to 3 Chaos Chaos Hound Houndss units units Add Chaos Chaos Rhino Rhinoss and/o and/orr Chaos Chaos Land Land Raide Raiders rs to to the the forma formation tion.. You You may may take take
COST +20 points each +150 +150 points points each each +10 points points each each 10 point pointss per per Rhin Rhino o
6.9 NetEA EXPERIMENTAL At the the start start of of the the game game and and for for the the firs firstt turn, turn, an Alpha Alpha Legion Legion army army is conside considered red to have have a Strat Strategy egy rating ng of of 5; this is used used for for deter determini mining ng tabl tablee edges edges,, deplo deployme yment nt orde order, r, etc. In all subsequent turns they are treated as having Strategy rating 3 as local forces mobilize to respond to their treachery.
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
COST
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
75 points
Free 175 points
DAEMON WORLD HORDES FORMATION Daemonic Horde Mutant Horde 0-1 Greater Daemon
CORE UNITS
COST
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.
250 points 200 points 250 points
HORDE UPGRADES (Each Horde, including Greater Daemon formations, may take any number of upgrades. Each upgrade may only be selected once per Horde.)
UPGRADES Daemon Prince Icon Bearer Mutants Big Mutants Chaos Altar Chaos Spawn Chaos Hounds Furies Additional Daemons
UNITS
COST
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)
+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 (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)
FORMATION
CORE UNITS
COST
1 to 2 Lords of Battles 4 Daemonic Assault Engines 1 to 3 Plague Towers
400 points each 300 points 325 points each
DAEMON ENGINES:
Khorne: Lord of Battles Khorne: Daemon Assault Engines Nurgle: Plague Tower
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+.
RETINUES FORMATION Khorne Renegade Marines Retinue
CORE UNITS
UPGRADES
COST
8 Khorne Renegade Marine units
All
225 points
ELITE SUPPORT FORMATIONS (One Elite Support Formation may be included in the army for each Retinue selected)
FORMATION Khorne Renegade Terminators
CORE UNITS
UPGRADES
COST
4 Khorne Renegade Terminators units
300 points
World Eaters Planetary Assault
8 World Eaters Berzerkers units plus Dreadclaw Assault boats
Renegades Blood Pack
3 Slaughterfiends and 3 Khorne Berzerker units
Dreadnoughts, Khorne Champion, Daemon Prince, Daemonic Pact, Icon Bearer, Khorne Lord World Eaters Terminators, Khorne Lord, Khorne Champion, Icon Bearer, Dreadnoughts, Daemonic Pact, Daemon Prince None
275 points
300 points
SUPPORT FORMATIONS (One Khorne Support Formation may be included for every Retinue selected)
FORMATION Khorne Renegade Bike Company Khorne Raptor Cult Khorne Cultists/Mutants Slaughter Pack
CORE UNITS
UPGRADES
COST
8 Khorne Renegade Bike units
Daemonic Pact, Icon Bearer
300 points
6 Khorne Raptor units 8 Khorne Cultists and/or Mutants units 4 Khorne Blood Slaughterers
None None Blood Slaughterers
250 points 125 points 200 points
UPGRADES (Each allowed upgrade may be taken once per formation)
UPGRADES Khorne Lord 0-1 Khorne Warlord 0-1 Khorne Daemon Prince Khorne Berzerkers World Eaters Terminators Dreadnoughts Blood Slaughterers Khorne Renegade Annihilators
UNITS
COST
Add a Khorne Lord to a unit Add theSupreme 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
+50 points +50 points +50 points +150 points +45 points each +50 points each +50 points each +35 points each
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+.
THE BLOODY HAND WARBANDS UNIT 0-1 Arch Heretic:
Mechanised Warband: Infantry Warband: Heavy Tank Warband:. Artillery Warband:
CORE UNITS
COST
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
275 points (+50 points) (+75 points) 300 points (+25 points) 225 points 475 points 500 points
BLOODY HAND DETACHMENT FORMATIONS (Up to two Detachments may be taken for each Warband present in the army)
UNIT Death Brigade Detachment Stalk Tank Detachment Artillery Detachment Outrider Detachment Super Heavy Tank Detachment Slaughtersword Detachment 0-1 Warpstrike Detachment Sabre Detachment
CORE UNITS
COST
8 Death Brigade Units (May add 4 STeg4) 6 Stalk Tanks 3 U90 Usurpers 6 Outriders 1 Urdeshi Pattern Baneblade, or Urdeshi Pattern Stormsword
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
COST
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
+50 points +75 points +75 points +25 points each +125 points +25 points Each +50 points +75 points
DAEMON POOL (Daemons purchased are not faction specific and are used to represent daemons from any faction)
6.12 NetEA EXPERIMENTAL
THE BLOODY HAND CHAOS ARMY REFERENCE 2 NAME Hellfire Pattern Warhound
Hell-Razor Tormentor
Udeshi Pattern Harbinger
TYPE
STRATEGY 2 RANGE FIREPOWER
SPEED
ARMOUR
CC
FF
WEAPONS
WE
30cm
5+
4+
4+
2x Inferno Gun
30cm
AC AC
Fighter Fighter-Bomber
6+ 5+
n/a n/a
n/a n/a
AC/WE
Bomber
5+
n/a
n/a
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)
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+
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
3DC, 2 Void Shields, Reinforced Armour, Fearless, Walker Critical Hit Effect: Moves D6cm in a random direction. If it hits impassable terrain or unit it cannot step over, it stops and takes 1 DC. 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
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.
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 list ed in the army list.
7.0.2 MOB RULE Orks believe that as long as there’s a bunch of them still fighting together (slightly more than they can count up to is ideal!) then there’s always a chance that they’ll prevail, no matter the odds. To represent this, Ork formations with more than five units (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.
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.
‘
An Ork forma tion may include any of the extra units lis ted 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.
7.0.5 ATTACHED WAR ENGIN ES In tournament games, war engines attached to a formation withnon war 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 ).
7.1 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 (An Ork War Horde army may contain any number of War Horde formations)
FORMATION Ork Warband
CORE UNITS 6 Boyz units 2 Nobz units 2 Grotz units
COST PER FORMATION NORMAL BIG ‘UGE 200 points
350 points
500 points
UPGRADES 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
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
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 (A Speed Freeks Ork army may contain any number of Speed Freeks formations)
FORMATION Speed Freeks Warband
CORE UNITS 1 Nobz unit, 3 Boyz units and 4 Trukks
COST PER FORMATION NORMAL BIG ‘UGE 200 points
375 points
550 points
Plus any 4 of the following: Skorchas, Warbikes, War Buggies
UPGRADES Any number of the following for 25 points each: Boyz with a Trukk, Big Gunz, Skorchas, Stormboyz, 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:
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 (A Feral Ork army may contain any number of War Horde Formations.)
FORMATION Warband
Wildboyz
CORE UNITS 6 Boyz units 2 Nobz units 2 Grotz units
6 Wildboyz units 2 Nobz units
COST PER FORMATION NORMAL BIG ‘UGE 200 points
125 points
350 points
225 points
500 points
325 points
Boarboyz Horde
5 Boarboyz units
100 points
175 points
250 points
Trappas
6 Wildboyz (All units receive the Scout Ability Ability free) 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 Junka Brigad Brigadee
0-1 Madboyz Horde 0-1 Steam Gargant
UPGRADES 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 number of Squi Squiggo ggoths ths for +50 points points each Up to 1 Nobz for +35 points Up to 3 Squig Katapults for +25 points each Up to 1 Wyrdboy character +50 points Up to 1 Orkeosaurus for +175 points Any number of the following for 25 points each: Boyz (plus an optional free Grot per Boyz unit), 2 Wildboyz (note: you get 2 Wildboyz units for 25 points), Boarboyz Any number number of Squi Squiggo ggoths ths for +50 points 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 ord will will join join the the form formatio ation n with with the most most units units in the the army army.. War War Engin Engines es coun countt their their starting starting Damage Damage Capacit Capacityy towar towards ds the the form formatio ation n size. ze. If there there is a tie, you may choose which formation the Warlord will join.
7.4 NetEA DEVELOPMENTAL BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPS’S KORPS ORK ARMY v1.3. v1.3. Ork Ork Army Army Champ Champion ion:: Neal Neal Hunt 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 (A Blood Axe Ork army may contain any number of War Horde Formations.)
FORMATION Warband
CORE UNITS 6 Boyz units 2 Nobz units 2 Grotz units
COST PER FORMATION NORMAL BIG ‘UGE 200 points
350 points
500 points
UPGRADES Any number of the following for 25 points each: Boyz (plus an optional free Grot per Boyz unit), Big Gunz, Killa Kans, Kommandos, Lobbaz, Skorchas, Stormboyz, Warbikes, War Buggies Any number number of the follow following ing for +35 points points each: each: Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz, Lobbawagonz Any number number of Big Big Wago Wagons ns for for +75 +75 point pointss each each Any number number of Big Big Kopt Koptas as for for +125 +125 points points each each Any number number of Gunfor Gunfortres tresses ses for +125 +125 points points each
Stormboyz Warhorde
6 Stormboyz units
150 points
-
-
Kommandos Squad
6 Kommandos units
150 points
-
-
Blitz Brigade
Any 4 of the follow following ing:: Gunwagons, Deth Koptas, Flakwagonz, Lobbawagonz
150 points points
250 points points
350 points points
Tankaz
3 Big Wagonz
225 points
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: Buggies, Kommandos, Skorchas, Stormboyz, Warbikes Warbikes,, War War Buggi Buggies es Any number number of Deth Koptas Koptas for +35 points points each each Any number number of Big Big Kopt Koptas as for for +125 +125 points points each each Any number of the following for +25 points each: Kommandos, Stormboyz Any number number of the follow following ing for +35 points points each: each: Battlewagonz, Deth Koptas, Flakwagonz Any number number of Big Big Kopt Koptas as for for +125 +125 points points each each Any number number of the follow following ing for +25 points points each: each: Skorchas, Warbikes, War Buggies Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz, Lobbawagonz Any number number of Big Big Wago Wagonz nz for +75 points points each 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,
7.4 NetEA DEVELOPMENTAL BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPS’S KORPS ORK ARMY REFERENCE 2 NAME
STRATEGY 3 FIREPOWER
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
RANGE
Gunfortress
WE
30cm
4+
4+
4+
5x Twin Big Shoota 3x Big Guns
30cm 45cm
AP5+/AT6+ AP5+/AT5+
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
D6x AP5+/AT6+/AA6+ D3+1BP, Fixed Forwards AP5+/AA5+ AT4+ D6+3BP, MW
Kill Kroozer
SC
n/a
n/a
n/a
n/a
Orbital Bombardment
n/a
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 (A Blood Axe Mercenary Ork army may contain any number of War Horde Formations)
FORMATION Kommando Warband
Mekanized Warband
CORE UNITS 6 Kommandos units 1 Nobz units 2 Grotz units
1 Nobz unit, 3 Boyz units and 2 Looted Chimeras
COST PER FORMATION NORMAL BIG ‘UGE 200 points
150 points
350 points
250 points
500 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
UPGRADES Up to 4 Looted Chimeras at +25 points each Any number of the following for +25 points each: Big Gunz, Boyz (with free Grot), Killa Kans, Kommandos, Stormboyz Any number of the following for +35 points each: Deth Koptas, Dreadnoughts, Flakwagonz, Gunwagonz Any number of Battlefortress for +115 points each Any number of Gunfortress for +125 points each Up to 2 Nobz for +35 points each Up to 1 Oddboy character for +50 points Any number of the following for +25 points each: Ork Boyz (with free Grot), Buggies, Kommandos, Warbikes, Skorchas Any number of the following for +35 points each: Gunwagons, Deth Koptas, Flakwagonz Up to 1 Nob for +35 points Up to 1 Oddboy character for +50 points Up to 2 Looted Rhinos for free Up to 2 Looted Land Raiders for +75 points each Any number of the following for +35 points each: Deth Koptas, Dreadnoughts, Gunwagons, Flakwagonz Up to 2 Nobz for +35 points each Any number of the following for +35 points each: Gunwagons, Deth Koptas, Flakwagonz Up to 1 Nobz unit for +35 points Up to 1 Oddboy character for +50 points Any number of the following for +25 points each: Big Gunz Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz,
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 (You may select up to three non-Gargant formations for each Gargant Mob)
FORMATION Gargant Mob
CORE UNITS
COST PER FORMATION NORMAL BIG ‘UGE
1 Mega Gargant 1 Great Gargant 1 Gargant
1050 points 850 points 650 points
-
-
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
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 (Each Kustom Upgrade allows the player to replace a Gargant arm weapon or belly gun with one Kustom Upgrade option)
UPGRADE Gatling Kannon
RANGE
FIREPOWER
NOTES
45cm
4x AP5+/AT6+
FxF
7.6 NetEA DEVELOPMENTAL NAME Mega Gargant
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
RANGE
WE
15cm
4+
3+
4+
Supa-Stompa
WE
15cm
4+
4+
4+
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
30cm 60cm 60cm 75cm Unlimited (base contact) 45cm 30cm 60cm 45cm AND (base contact)
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
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 (A Stompy Onslaught army may contain any number of formations)
FORMATION Warband
CORE UNITS 6 Boyz units 2 Nobz units 2 Grotz units
COST PER FORMATION NORMAL BIG ‘UGE 200 points
350 points
500 points
UPGRADES 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
3 Fighta-Bommers
225 points
150 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
7.7 NetEA EXPERIMENTAL GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ARMY REFERENCE 2 NAME Gargant
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
WE
15cm
4+
3+
3+
Gaze of Mork 2-3x Soopaguns 0-1x Supa-Zzap-Gun 0-1x Mega-Choppa
STRATEGY 3 RANGE FIREPOWER 30cm 60cm
MW4+, TK 2BP, MW 2BP, MW
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
60cm 45cm AND (base contact) 30cm 45cm 60cm 60cm 60cm AND (base contact) 15cm 30cm 15cm 15cm
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
MW3+, TK(D3), FxF MW4+, TK AP5+/AT5+ 3BP, MW, FxF 2BP, MW, FxF MW3+, TK(D3), FxF (Assault Weapons), EA(+1) AP5+/AA5+ AT4+ D6x AP5+/AT6+/AA6+ D3+1BP, 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 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 (A Grotling Waaaaaagh! army may contain any number of formations)
COST PER FORMATION NORMAL BIG ‘UGE
FORMATION 0-1 Da Boss' Warband
CORE UNITS 1 Ork Mega Grot Warboss 6 Grot Gunnaz units 6 Grot Stabberz units
275 points
-
-
Grotling Warband
1 Boyz unit 6 Grot Gunnaz units 6 Grot Stabberz units
175 points
325 points
475 points
Soopagunz Mob
5 Big Gunz
125 points
225 points
325 points
Grot Launchers Grot Tank Mob Gargant Mob
125 points 150 points 225 points
225 points 250 points 400 points
325 points 350 points 525 points
Great Gargant Mob
5 Grot Bomb Launchers 8 Grot Tanks 4 Dreadnoughts and 4 Killa Kans 4 Mega Dreads
225 points
400 points
525 points
Mega Gargant Mob
1 Kustom Stompa
-
-
250 points
UPGRADES Any number of the following for +15 points each: Grot Gunnaz, Grot Stabberz Up to 1 Wyrdboy for +50 points Any number of the following for +15 points each: Grot Gunnerz, Grot Stabberz Up to 1 Wyrdboy for +50 points Up to 1 Oddboy character for +50 points Up to 1 Wyrdboy for +50 points None Any number of Grot Mega Tanks +50 points each Up to 1 Mega Dreadnought for +50 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 Up to 1 Oddboy character for +50 points None
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
FORMATION
CORE UNITS
Grot Tank Battle Mob
6 Grot Tanks
150
250
350
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.
7.9 NetEA EXPERIMENTAL GROMMELZ’S FURST AFFTA-DEM KORPS REFERENCE SHEET NAME Battle Boss
STRATEGY RATING 2 RANGE FIREPOWER
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
CH
n/a
n/a
n/a
n/a
n/a
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
n/a
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 (A Blood Axe Clan army may contain any number of formations)
FORMATION Warband
CORE UNITS 6 Boyz units 2 Nobz units 2 Grotz units
COST PER FORMATION NORMAL BIG ‘UGE 200 points
350 points
500 points
UPGRADES 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
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,
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
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, Macro weapon 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
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
NOTES
COST
The Eldar player may choose to replace 1 of the objective markers in their half of the table with a Wraithgate.
The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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).
50 points
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.
Free
+75 points
BIEL-TAN CRAFTWORLD WARHOSTS (A Biel-Tan army may contain any number of Warhosts)
FORMATION Aspect Warrior Host
CORE UNITS
EXTRAS
COST
8 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.
300 points
Guardian Warhost
1 Farseer unit 7 Guardian units.
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 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. 3 Support Weapon Platforms for +50 points 2-3 Wraithguard units for +50 points each 3 Wraithlords for +175 points
Up to 3 Guardians may be replaced with Heavy Weapon Platforms for free.
150 points
Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points.
BIEL-TAN CRAFTWORLD TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)
FORMATION
CORE UNITS
COST
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
NOTES
COST
The Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate.
The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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).
50 points
0-1 Avatar
1 Avatar
0-1 Autarch
Add an Autarch character to any Aspect Warrior unit.
Free
+75 points
ALAITOC CRAFTWORLD INDIVIDUALS (An Alaitoc army may contain any number of Warhosts.)
FORMATION Alaitoc Ranger Warhost
CORE UNITS
EXTRAS
COST
4 Eldar Ranger units
200 points
Guardian Warhost
1 Farseer unit 7 Guardian units.
Choose 1 of the following options: 4 additional Eldar Rangers, free. 3 War Walkers, free 4 Falcons, +200 points 3 Support Weapon Platforms for +50 points 2-3 Wraithguard units for +50 points each 3 Wraithlords for +175 points
Up to 3 Guardians may be replaced with Heavy Weapon Platforms for free.
150 points
Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points.
ALAITOC CRAFTWORLD TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)
FORMATION Pathfinder Troupe Aspect Warrior Troupe
CORE UNITS
COST
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 t fr hin awk and ider ay b ted
50 points each 225 points
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
NOTES
COST
The Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate.
The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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.
50 points
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
Free
+100 points
ULTHWÉ CRAFTWORLD HOSTS (An Ulthwé army may contain any number of Warhosts)
FORMATION Guardian Warhost
CORE UNITS
EXTRAS
COST
1 Farseer unit 7 Guardian units.
3 Support Weapon Platforms for +50 points 2 or 3 Wraithguard units for +50 points each 3 Wraithlords for +175 points
150 points
Up to 3 Guardians may be replaced with Heavy Weapon Platforms for free.
Black Guardian Warhost
2 Farseer units 6 Guardian units. Up to 3 Guardians may be replaced with Heavy Weapon Platforms for free
Alternatively, formations consisting onlyof Guardians, Heavy Weapon Platforms, Farseers and Seer Council may be mounted in 4 Wave Serpents for +200 points 3 Support Weapon Platforms for +50 points 200 points 3 War Walkers for +100 points Alternatively, formations consisting only of Guardians, Farseers 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
ULTHWÉ CRAFTWORLD TROUPES (The army may include up to two Troupes chosen from the following list for each Warhost included in the army.)
FORMATION Aspect Warrior Troupe
CORE UNITS
COST
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
175 points
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
NOTES
COST
The Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate.
The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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
50 points
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
If an Autarch is taken then he counts as one of the Exarchs in the Aspect Warrior formation
Free
+75 points OR +100 points
IYANDEN CRAFTWORLD WARHOSTS (An Iyanden army may contain any number of Warhosts)
FORMATION Spirit Warrior Warhost
CORE UNITS
EXTRAS
COST
1 Spirit Seer character and 6 Wraithguard units
350 points
Guardian Warhost
1 Farseer unit 7 Guardian units.
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 3 Support Weapon Platforms for +50 points 2-3 Wraithguard units for +50 points each 3 Wraithlords for +175 points
Up to 3 Guardians may be replaced with Heavy Weapon Platforms for free.
150 points
Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points.
IYANDEN CRAFTWORLD TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)
FORMATION Aspect Warrior Troupe
CORE UNITS
COST
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
175 points
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
NOTES
COST
The Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate.
The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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
50 points
0-1 Avatar
1 Avatar
0-1 Wild Rider Chieftain
Add an Autarch character to a single Wild Riders unit.
Free
+75 points
SAIM-HANN CRAFTWORLD WARHOSTS (A Saim-Hann army may contain any number of Warhosts. Only one Shining Spear Warhost may be included per Wild Rider Clan Warhost))
FORMATION Wild Rider Clan
CORE UNITS
EXTRAS
COST
1 Wild Riders unit and 6 Jet Bike units
250 points
Shining Spear Aspect Warrior Warhost
8 Shining Spear Aspect Warrior 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. Add up to 2 Exarch character upgrades for +25 points each
300 points
SAIM-HANN CRAFTWORLD TROUPES (You may include up to two Troupes chosen from the following list for each Warhost included in the army)
FORMATION Saim-Hann Guardian Troupe Aspect Warrior Troupe
CORE UNITS
COST
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
250 points
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’.
225 points
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
0-1 Hag Seer
CORE UNITS
NOTES
COST
The Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate.
The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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
50 points
Add an Autarch character to a Farseer or Howling Banshees unit.
+75 points
CRONE WORLD RAIDERS WARHOSTS (A Crone World Raiders army may contain any number of Warhosts)
FORMATION Crone World Raiders Warhost
Daughters of the Crone Warhost
CORE UNITS
EXTRAS
COST
1 Farseer unit and 5 Guardian units plus 2 Aspect Warrior units in any combination from the following list: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears. Up to 2 Guardians may be replaced with Heavy Weapon Platforms at no additional cost
1-2 Wraithguard units for +50 points each
200 points
8 Howling Banshees Aspect Warrior units
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 space being ‘left over’. Each Falcon or Wave Serpent purchased costs +50 points. 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 250 points 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.
CRONE WORLD RAIDERS TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)
FORMATION Deathwalker Troupe
CORE UNITS
COST
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
275 points
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+.
YME-LOC INDIVIDUALS 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
NOTES
COST
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
Wraithgates are one of NOTE:
50 points
the smallest types of webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units that have walker ability; formations that include any other type of unit may not use a Wraithgate to enter play. NOTE: Gates of Vaul are one of the largest types of webway portal, and may be used by any Eldar formation. No Eldar formation may exit from it if any unbroken enemy formations are within 15cm of it. In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) it may be set up on the table within 15cms of a Farseer In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once the
150 points
Free
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 (An Yme-Loc army may contain any number of Warhosts)
FORMATION Engines of Vaul Warhost Swords of Vaul Warhost
CORE UNITS
EXTRAS
COST
2 Engines of Vaul in any combination chosen from the following: Cobra, Scorpion, Storm Serpent 1 Farseer unit and 7 Falcons. Up to 2 Falcons may be replaced with Firestorms at no additional cost.
Add an additional Engine of Vaul + 250 points Add 3 Vyper Jetbikes for +100 points Add 4 Guardian Units and 2 Wave Serpents for +150 Replace up to three Falcons with Fire Prisms for +15 points each Add 3 Vyper Jetbikes for +100 points Add 4 Guardian Units and 2 Wave Serpents for +150
450 points
350 points
YME-LOC TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)
FORMATION Aspect Warrior Troupe
CORE UNITS
COST
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
225 points
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.
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+
ELDAR TITAN CLAN INDIVIDUALS 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
NOTES
COST
1 Gate of Vaul.
NOTE: Gates of Vaul are
150 points
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
+75 points
ELDAR TITAN CLAN WARHOSTS (A Fir Iolarion army may contain any number of Warhosts)
FORMATION Warlock Titan
CORE UNITS
UPGRADES
COST
1 Warlock Titan
850 points
Phantasm Titan
1 Phantasm Titan
Phantom Titan
1 Phantom Titan
Revenant Titan Host
1 or 2 Revenant Titans
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
700 points
750 points
325 points each
TITAN UPGRADES (A Warhost may take each allowed upgrade once)
UPGRADE Bonesinger Spiritsinger Spirit Stones Wraithgate Eldar Battle Titan Weapon
CORE UPGRADE
COST
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
+50 points +100 points +50 points +100 points Free +25 points
ELDAR TITAN CLAN ALLIES (One Allies formation may be included in the army per Warhost, chosen from the following sections: Craftworld Eldar and Eldar Knights)
8.8 NetEA DEVELOPMENTAL FIR IOLARION ELDAR TITAN CLAN ARMY REFERENCE 2 NAME Vampire Hunter
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
-
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
0-1 Autarch
CORE UNITS
NOTES
COST
The Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate.
The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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).
50 points
Add an Autarch character to any Aspect Warrior unit.
+75 points
GREAT COURT WARHOSTS (A Great Court army may contain any number of Warhosts)
FORMATION 0-1 Great Court of the Young King
Aspect Warrior Host
CORE UNITS
EXTRAS
COST
1 Avatar escorted by the Court of the Young King plus 1 each of the following: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks 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 from the following list, in any combination: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers Swooping Hawks, Shining Spears.
Add up to four Aspect Warrior units of any type for +50 points each.
350 points
In addition the Great Court may add up to 4 Exarch character upgrades to any Aspect Warrior units in the formation for +25 points each.
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 space being ‘left over’. Each Falcon or Wave Serpent purchased costs +50 points. In addition the Warhost may include up to 2 Exarch character upgrades for +25 points each.
300 points
GREAT COURT TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)
FORMATION Greater Aspect Warrior Troupe
CORE UNITS
COST
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.
225 points
8.9 NetEA EXPERIMENTAL
BIEL-TAN GREAT COURT OF THE YOUNG KING ELDAR ARMY REFERENCE 2 NAME Vampire Raider
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)
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.
9.0.3 DARK ELDAR TECHNOLOGY
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).
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+.
DARK ELDAR INDIVIDUALS FORMATION 0-1 Wraithgate
0-1 Archon 0-1 Kashnarak
CORE UNITS
NOTES
COST
The Dark Eldar player may choose to replace one of the objective markers in their half of the table with a Wraithgate.
The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed.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.
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
Replace 1 Dracon character with 1 Archon character 1 Kashnarak
50 points
DARK ELDAR KABALS (A Dark Eldar army may contain any number of Kabals. Formations may never exceed eight infantry units)
FORMATION 0-1 Kabal Coterie
CORE UNITS
UPGRADES
COST
4 Incubi units and 1 Dracon character, plus transport
250 points
Kabal Syndicate
6 Warriors units, plus transport
Kabal Flotilla
4 Ravagers
Incubi, Warriors, Wyches, Ravager, Mandrakes, Haemonculi, Scourges, Dracon, Sybarite Warriors, Wyches, Haemonculi, Ravager, Scourges Mandrakes, Dracon, Sybarite Dracon, Sybarite Add 2 Ravagers Add 0-1 Vessel of Pain
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
UPGRADES
COST
2 Haemonculi units and 4 Grotesques units, plus transports 4 Talos
Haemonculi, Talos, Perditor, Sybarite Talos, Perditor, Slavebringer
250 points 200 points
FORMATION Wych Cult Hellion Murder Reaver Gang
CORE UNITS
UPGRADES
COST
6 Wych units, plus transport 6 Hellions 6 Reavers
Wyches, Beasts, Hellions, Reavers, Sybarite Hellions, Sybarite Reavers, Sybarite
200 points 200points 200 points
CULTS
COHORTS
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
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
ARMOUR SAVE? Yes
RA SAVE Yes
DC LOST 1
MW
Yes
Yes
1
TK
Yes
No
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
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.
NECRON INDIVIDUALS FORMATION 0-1 C’tan 0-1 Tomb Complex
CORE UNITS
NOTES
COST
The Deceiver OR The Nightbringer Replace the Necron Blitzkrieg objective with a Tomb Complex
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.
300 points 75 points
NECRON PHALANXES (A Necron army may contain any number of Phalanxes)
FORMATION Warrior Phalanx
CORE UNITS
UPGRADES
COST
6 Necron Warrior units with 1 Necron Lord character
0-3 Immortals for +40 points each 0-1 Pariahs for +60 points 0-3 Tomb Spyders for +50 points each 0-3 Wraiths for +50 points each
225 points
NECRON MANIPLES (Up to three Necron Maniples may be included in the army for each Phalanx)
FORMATION Armoured Phalanx Eques Maniple Monolith Maniple Monolith Phalanx
Pylon Venator Maniple
CORE UNITS
UPGRADES
COST
6 Obelisks 6 Destroyers (Any number of Destroyers may be replaced by Heavy Destroyers) 1 Monolith and 2 Obelisks
None 0-1 Necron Lord character +25 points 0-3 Wraiths for +50 points each 0-1 Monoliths for +75 points each 0-1 Obelisks for +50 points each 0-3 Obelisks for +50 points each None 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
300 points 350 points
3 Monoliths 1 Pylon (Counts toward War Engine allocation) 6 Flayed Ones
200 points 275 points 200 points 200 points
NECRON HARVESTERS FORMATION 0-1 Harvester Engine 0-2 Warbarque
0-1 Spacecraft
CORE UNITS
COST
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
750 points 300 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
350 points
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 (A Necron army may contain any number of Phalanxes)
FORMATION 0-1 Supreme Commander
CORE UNITS
COST
Choose 1 of the following options: Add Supreme Commander to 1 Necron Lord Add Supreme Commander to a Warbarque
+75 points
NECRON ATTACK PHALANXES (A Necron Attack army may contain any number of Phalanxes)
FORMATION Monolith Phalanx
CORE UNITS
NOTES
COST
2 Monoliths
250 points
Warrior Phalanx
6 Necron Warrior units with 1 Necron Lord character
0-1 Monoliths +100 points 0-3 Obelisks +50 points 0-2 Immortals for +50 points each 0-2 Tomb Spyders for +50 points each 0-2 Wraiths for +50 points each
225 points
NECRON ATTACK MANIPLES (Up to two Necron Maniples may be included in the army for each Phalanx)
FORMATION Eques Maniple Formido Maniple Immunes Maniple Obelisk Maniple Venator Maniple
CORE UNITS
UPGRADES
COST
6 Destroyers (Any number of Destroyers may be replaced by Heavy Destroyers) 3 Wraiths 4 Tomb Spyders 4 Obelisks 6 Flayed Ones
0-1 Necron Lord character +25 points 0-3 Wraiths for +50 points each 0-3 Wraiths for +50 points each 0-2 Tomb Spyders for 50 points each 0-2 Obelisks 0-1 Necron Lord character +25 points 0-2 Tomb Spyders +50 points each 0-2 Wraiths for +50 points each
350 points 225 points 250 points 250 points 200 points
NECRON ATTACK SUPPORT (Up to 1/4 of the army's points may be spent on Necron Attack Support formations)
FORMATION Defence System 0-1 Warbarque 0-1 Spacecraft
CORE UNITS
COST
1 Pylon 1 Warbarque 1 Scythe Class Harvester
200 points 300 points 350 points
SPECIAL RULE - Raiders A Necron Attack army may not deploy Garrisons.
10.2 NetEA EXPERIMENTAL NALSARAN INCIDENT NECRON ATTACK ARMY REFERENCE 1 NAME Necron Lord
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
RANGE
CH
n/a
n/a
n/a
n/a
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
(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) -
Warbarque
Scythe Class Harvester
WE
20cm
4+
6+
4+
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 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.
NECRON TOMB WORLD INDIVIDUALS FORMATION 0-1 Supreme Commander
0-3 Tomb Complex
CORE UNITS
NOTES
Choose 1 of the following: The Deceiver or The Nightbringer OR Give 1 Necron Lord or Warbarque the Supreme Commander ability Replace up to 3 objectives on the Necron table half with Tomb Complexes
The 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 (A Necron army may contain any number of Phalanxes)
FORMATION Custodian Phalanx
CORE UNITS
UPGRADES
COST
4 Tomb Spyders
200 points
Warrior Phalanx
6 Necron Warrior units with 1 Necron Lord character
0-3 Scarab Swarm units +25 points each 0-2 Tomb Spyders for +50 points each 0-2 Immortals for +50 points each 0-3 Scarab Swarm units for +25 points each 0-3 Tomb Spyders for +50 points each
225 points
NECRON TOMB WORLD MANIPLES (Up to two Necron Tomb World Maniples may be included in the army for each Phalanx)
FORMATION Custodian Maniple
CORE UNITS
UPGRADES
COST
6 Scarab Swarm units
150 points
Eques Maniple
6 Destroyers (Any number of Destroyers may be replaced by Heavy Destroyers) 2 Pylons 1 Monolith and 2 Obelisks
0-3 Scarab Swarm units +25 points each 0-2 Tomb Spyders for +50 points each 0-1 Necron Lord character +25 points
Gauss Pylon Network Monolith Maniple
0-3 Pylons +175 points each 0-1 Monoliths for +75 points each 0-1 Obelisks for +50 points each 0-3 Wraiths +50 points each 0-1 Pariah +75 points 0-3 Scarab Swarm units +25 points each 0-2 Tomb Spyders for +50 points each
350 points 400 points 200 points
Recon Maniple 0-1 Tomb Guardian Maniple
4 Wraiths 6 Immortals and 1 Necron Lord character
FORMATION 0-2 Tomb Sphynx 0-2 Warbarque
CORE UNITS
COST
1 Tomb Sphynx 1 Warbarque
500 points 300 points
175 points 300 points
NECRON HARVESTERS
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.
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 (A Tau Expansion Force Army may contain any number of core formations)
FORMATION
CORE UNITS
UPGRADES
COST
Crisis Battlesuit Cadre Fire Warrior Cadre
4 XV8 Crisis Battlesuit units 8 Tau Fire Warrior units or 6 Tau Fire Warrior units and 3 Devilfish
Commander, Crisis Suits, Gun Drones Bonded Team, Broadsides, Ethereal, Fire Warriors, Gun Drones, Hammerheads, Pathfinders, Piranhas, Skyray
250 points 225 points
TAU SUPPORT FORMATIONS (Up to three Support formations may be taken per Core formation)
FORMATION
CORE UNITS
UPGRADES
COST
Armour Support Group Broadside Group Kroot Kindred
4 Hammerhead Gunships 6 XV88 Broadside Battlesuits 1 Kroot Master Shaper unit and 9 Kroot Warrior units 4 Pathfinder units and 2 Devilfish 6 Tetra or Piranha, in any combination 3 Skyrays 6 XV15 Stealth Battlesuit units
Hammerheads, Skyray None Kroot, Kroot Hounds, Krootox
200 points 300 points 175 points
Gun Drones, Piranhas Gun Drones, Piranhas None Gun Drones
200 points 175 points 275 points 250 points
Pathfinder Group Recon Skimmer Group Skysweep Support Group Stealth Group
TAU UPGRADES (Up to three upgrades may be taken per formation. No upgrade may be taken more than once)
UPGRADE
UNITS
COST
Bonded Team Broadsides Commander
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
+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
Crisis Suits Ethereal Fire Warriors Gun Drones Hammerheads Kroot Kroot Hounds Krootox Pathfinders Piranhas Skyray
11.1 NetEA APPROVED TAU THIRD PHASE EXPANSION FORCE ARMY REFERENCE 2 NAME Orca
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
RANGE
WE/AC
Bomber
4+
6+
6+
Manta
WE
20cm
5+
-
4+
Hero Cruiser
SC
n/a
n/a
n/a
n/a
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
15cm 45cm 45cm 90cm 75cm 30cm 45cm 90cm 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 (A Tau Farsight Enclave Army may contain any number of core formations)
FORMATION
CORE UNITS
UPGRADES
COST
Crisis Battlesuit Cadre Fire Warrior Cadre
4 Enclave XV8 Crisis Battlesuit units 8 Tau Fire Warrior units or 6 Tau Fire Warrior units and 3 Devilfish
Commander, Crisis Suits, Gun Drones Broadsides, Fire Warriors, Gun Drones, Hammerheads, Pathfinders, Piranhas, Skyray
250 points 225 points
TAU SUPPORT FORMATIONS (Up to two Support formations may be taken per Core formation)
FORMATION
CORE UNITS
UPGRADES
COST
Armour Support Group Broadside Group Pathfinder Group Recon Skimmer Group Skysweep Support Group Stealth Group
4 Hammerhead Gunships 6 XV88 Broadside Battlesuits 4 Enclave Pathfinder units and 2 Devilfish 6 Piranha 3 Skyrays 6 XV15 Stealth Battlesuit units
Hammerheads, Skyray None Gun Drones, Piranhas Gun Drones, Piranhas None Gun Drones
200 points 300 points 150 points 150 points 275 points 250 points
TAU UPGRADES (Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)
UPGRADE
UNITS
COST
Broadsides Commander
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
+150 points +50points +100points +50 points each +100 points +150 points +25 points each +75 points +100 points +100 points +75 points +100 points
Crisis Suits Fire Warriors Gun Drones Hammerheads Pathfinders Piranhas Skyray
AIR CASTE FORMATIONS (Up to 1/3 of an army's points may be spent on Air Caste formations)
FORMATION
UNITS
COST
Barracuda Squadron Manta Dropship Orca Dropship 0-1 Spacecraft
2 Barracuda Fighters 1 Manta 1 Orca 1 Hero Class Cruiser or
150 points 675 points 150 points 200 points
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 (A Fio'Ka Army may contain any number of Hunters Cadres)
FORMATION
CORE UNITS
UPGRADES
COST
Armoured Cadre Mechanised Cadre
6 Hammerhead Gunships 4 Hammerhead Gunships, 6 Fire Warriors units plus 3 Devilfish
Command Node, Hammerhead, Skyray Skyray, Command Node, Ethereal, Gun Drones
300 points 425 points
TAU SUPPORT CADRES (You may take up to two Support Cadre per Hunter Cadre)
FORMATION
CORE UNITS
UPGRADES
COST
Harassment Cadre Recon Cadre Scorpionfish Cadre 0-1 Sentry Drone Network Skysweep Cadre
6 Stealth Battlesuit units 6 Tetra 1 Scorpionfish Super-Heavy Missile Gunships 4 Sentry Drone Turrets 3 Skyrays
Gun Drones Piranha Commander , Scorpionfish, Skyray None None
250 points 175 points 200 points 150 points 250 points
TAU UPGRADES (Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)
UPGRADE
UNITS
COST
Commander Ethereal Gun Drone
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
+50 points +75 points +25 points each +75 points +50 points each +25 points Free +175 points +100 points
Hammerhead Command Node Piranha Scorpionfish Skyray
AIR CASTE FORMATIONS (Up to 1/3 of an army's points may be spent on Air Caste formations)
FORMATION
UNITS
COST
AX-1-0 Squadron Barracuda Squadron Manta Dropship Moray Orca Dropship 0-1 Spacecraft
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
375 points 75 points each 675 points 350 points 150 points 200 points 250 points 175 points +100 points
Tiger Shark Squadron
11.3 NetEA EXPERIMENTAL TAU FIO'KA ARMOURED STRIKE FORCE ARMY REFERENCE 2 NAME Tigershark
STRATEGY 3 RANGE FIREPOWER
TYPE
SPEED
ARMOUR
CC
FF
WEAPONS
AC
Bomber
5+
n/a
n/a
Twin Ion Cannons Twin Burst Cannons Twin Missile Pods
30cm 15cm 45cm
AP3+/AT4+/AA4+, FxF AA6+ AP5+/AT6+, FxF
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
MW3+, TK(D3), FxF AA6+ AP5+/AT6+, FxF AT6+, Guided Missiles MW2+, TK(D3)
Custodian Battleship
SC
n/a
n/a
n/a
n/a
2x Gravitic Tracer Salvo
n/a
Tigershark AX-1-0
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 BROOD Units with Brood (X) (brood units) are placed in the army's off-board “swarm pool” when they are destroyed. These units may be returned to play via swarming for a number of swarm points equal to “X”.
SYNAPSE Formations that contain at least one unit with Synapse (a synapse unit) may return brood units to play from the swarm pool via swarming.
SWARMING After a formation with at least one synapse unit regroups or attempts to rally it may swarm. Roll a number of dice based on the following modifiers: Formation is not broken +1D3 No enemy units within 30cm +1D3 The total rolled is the number of swarm points available to the formation. Brood (X) units in the swarm pool may be returned to play for a number of swarm points equal to “X”. 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 Termagants but not Hormagaunts it could return Termagants, but not Hormagaunts, 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.
AUGMENTED SWARMING
Some units are noted as having Augmented Swarming (+X). Units with this ability add a number of swarm points equal to “X” when their formation swarms.
MOBILITY Tyranid armored vehicle and war engine units do not take dangerous terrain tests. In addition, Tyranid light vehicle units count as infantry for the purposes of terrain (see E:A 1.8.4)
Fortification terrain features such as minefields or razor wire, and special terrain features such as lava flows affect Tyranids normally.
REGENERATION War engine units with regeneration can regain lost damage capacity points. Each unit with regeneration regains one damage capacity point at the beginning of each turn's end phase. Regeneration cannot be used by a destroyed unit nor may it increase a unit's damage capacity beyond the starting amount.
THE HIVE MIND The Hive Mind of the Tyranids is a single coordinating sentience. Its influence is projected through synapse creatures that communicate with their lesser kin via a form of telepathy. Under the control of synapse creatures the slave organisms act in perfect unison. However, should the synapse creatures be slain the basic creatures revert to their animalistic behaviors until other synapse creatures can exert control over them. This is represented by the following rules for Synapse Swarm, not Independent Swarm, formations: Synapse Swarms ignore brood units for the purposes of determining formation strength during tiebreak. 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 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. A formation absorbed this way is considered completely destroyed for the purposes of tiebreak and the Break Their Spirit victory condition.
12.1 NetEA EXPERIMENTAL HIVE FLEET ONACHUS TYRANID ARMY LIST V10.0.0. Tyranid Army Champion: "Dave"
Tyranid armies have a Strategy rating of 1. Tyranid formations have an initiative rating of 1+. Synapse Swarm formations have an initiative rating of 3+ if they contain no synapse units. No more than 1/3 of the army’s points may be spent on Bio-Titans and the Dominatrix.
SYNAPSE SWARM FORMATIONS Small
COST Medium
Large
1 Dominatrix
350 points
n/a
n/a
1 Hive Tyrant or 2 Tyranid Warriors, plus 6 of the following: Termagants, Hormagaunts
200 points
375 points
550 points
FORMATION 0-1 Nexus Swarm
CORE UNITS
Tyranid Swarm
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 Up to 3 Meiotic Spores for +25 points each. 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 Up to 6 Meiotic Spores for +25 points each.
INDEPENDENT SWARM FORMATIONS (Up to one may be taken for each Synapse Swarm formation)
Small
COST Medium
Large
5 Biovores 3 Dactylis 3 Exocrine 6 Genestealers
150 points 300 points 175 points 150 points
275 points 575 points 325 points n/a
400 points 850 points 475 points n/a
1 Harridan 1 Hierodule Bio-Titan (745.M41) 1 Hierophant Bio-Titan (745.M41) Three Lictors
150 points 350 points
275 points n/a
400 points n/a
525 points
n/a
n/a
None
150 points
n/a
n/a
Up to 3 Lictors for +50 points each
FORMATION Biovore Swarm Dactylis Swarm Exocrine Swarm Genestealer Swarm
CORE UNITS
Harridan Swarm Hierodule Bio-Titan Hierophant Bio-Titan 0-2 Lictor Swarm
UPGRADES Any number of Biovores for +30 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
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 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
SWARM Horde Swarm Specialist Swarm
SYNAPSE CLUSTERS
BROOD CLUSTERS
RARE CLUSTERS
1-3 1
1+ 0
1 per Brood 1-2
SYNAPSE CLUSTERS CLUSTER Warriors Tyrant Zoanthrope Tervigon Malanthrope Dominatrix Node
UNITS
COST
2 Tyranid Warrior units 1 Hive Tyrant 2 Zoanthropes 1 Tervigon 1 Malanthrope 1 Hierophant Bio-Titan with Dominatrix Symbiote 1 Synapse Node
100 points 100 points 100 points 125 points 125 points 400 points 150 points
BROOD CLUSTERS (Large Brood Clusters contain double the number of units than Small Brood Clusters)
CLUSTER Termagants Hormagaunts Raveners Gargoyles
UNITS
SMALL COST
LARGE COST
4 Termagant units 4 Hormagaunt units 4 Ravener units 4 Gargoyle units
75 points 50 points 125 points 100 points
125 points 100 points 200 points 150 points
UNITS
SMALL COST
LARGE COST
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
50 points 100 points 125 points 100 points 75 points 75 points 150 points 100 points
75 points 150 points 200 points 150 points 125 points 125 points 250 points -
RARE CLUSTERS (Large Rare Clusters contain double the number of units than Small Rare Clusters)
CLUSTER Guard Biovores Carnifex Harpies Trygon Tyranofex Hierodule 0-1 Swarmlord
SUPPORT SWARMS (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)
SWARM Trygon Prime
UNITS
UPGRADES
COST
1 Trygon with Synapse Symbiote and
Add 1 Trygon for +75 points
250 points
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 (You may take any number of Core Formations)
FORMATION Brood Brothers 0-1 Inner Circle
UNITS
COST
12 Brood Brothers and 1 Acolyte character 4 Genestealer units and 4 Genestealer Hybrid units
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
COST
6 Genestealer units 8 Genestealer Hybrid units 3 Basilisks 3 Hydras 6 Leman Russ 4 Sentinels 4 Lictors (May not take upgrades)
150 points 200 points 250 points 150 points 400 points 100 points 150 points
UPGRADES (Core Formations may take up to three upgrades. Support Formations may take one upgrade. Each upgrade may only be taken once per formation))
BROOD Broodlord Extended Family Fire Support Flak Hybrids Leman Russ 0-1 Magus 0-1 Patriarch Purestrains Transport
UNITS
COST
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
+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 (You may spend up to 1/4 of the army's points Air Assets)
FORMATION PDF Fighters PDF Bombers
UNITS
COST
3 Planetary Defence Force Fighters 2 Planetary Defence Force Bombers
150 points 200 points
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.
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 (You may take any number of Brotherhoods)
COMPANY Warrior Brotherhood
CORE UNITS
UPGRADES
COST
1 Lord unit and 9 Warrior units
350 points
Berserker Brotherhood 0-1 Grand Battery
1 Lord unit and 5 Berzerker units 8 Mole Mortar units
Exo-Armour, Guns, Living Ancestor, Thunderers, Thunderfire, Transport, Tunnelers, Warlord, Warriors Berzerkers, Transports, Tunnelers Guns, Thunderers, Thunderfire
250 points 250 points
BROTHERHOOD SUPPORT FORMATIONS (Up to two Support Formations may be taken per Brotherhood)
FORMATION Bikers Guild Gun Battery
CORE UNITS
UPGRADES
COST
Guild Bikes, Guild Trikes
250 points 200 points
0-1 Hearthguard
1 Guild Master unit and 7 Guild Bike units 4 units chosen from the following list: Mole Mortar, Rapier, Tarantula, Thudd Gun 6 Hearthguard units
Living Ancestor, Tunnelers
325 points
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
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
Berzerkers Exo-Armour Guild Bikes Guild Trikes Guns Iron Hawk 0-1 Living Ancestor
UNITS Add up to 7 of the following units:
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
COST 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
+125 points each +125 points each +100 points each +150 points each +150 points each +75 points +25 points +50 points +50 points +75 points +50 points +75 points
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 (You may take any number of Brotherhoods)
COMPANY Allied Sappers Guild Federated Master-Craftsmen Iron-breakers League Lineholders Grand Battery Merchant Service-journeymen
CORE UNITS
COST
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
225 points 250 points 300 points 200 points 225 points
LOCAL AFFILIATES UPGRADES (You may add one to each Brotherhood)
UPGRADE Allied Sappers Guild Loca Federated Master-Craftsmen Loca Iron-breakers League Local Lineholders Grand Battery Local Merchant Service-journeymen Local
CORE UNITS
COST
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
+125 points +150 points +200 points +100 points +125 points
SUPPORT FORMATIONS (You may take one Support Formation per Brotherhood in the army)
FORMATION Autonom Cadre 0-1 Spacecraft Iron Eagle Air Wing Steadholder Retinue Thunderfire Battery
UNITS
COST
5 Robot units 1 Bastion class Cruiser OR 1 Stronghold class Battleship 4 Iron Eagle Gyrocopters 6 Hearthguard units 2 Thunderfire units
200 points 150 points 300 points 200 points 325 points 100 points
UPGRADES (Each upgrade may only be taken once by a Brotherhood or Support formation)
UPGRADE Commander
Hearthguard Hearthguard Cavalry Iron Hawk Spotter Trikers Transports
UNITS
COST
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
+100 points +50 points +25 points Free Free Free Free +40 points each
Gorgon