Presents. Welcome to War Without End 2011 A campaign for Epic Armageddon.

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1 Presents Welcome to War Without End 2011 A campaign for Epic Armageddon. Thankyou for taking the time to download this player s pack for the Epic Armageddon: War Without End campaign. The Tabletop Gamers Association is proud to support the game of Epic Armageddon and as a player in this campaign it is hoped you will enjoy all that is on offer. It is highly advisable to read this entire document so you are clear on what is expected to make everything run smoothly. If you should have any questions or problems they can be directed to me: In person at the Tabletop Gamers Association on Sundays (my name is Steve) Via (username Onyx) Via (username Onyx) VENUE The Tabletop Gamers Association club rooms are located in the Main Hall at: HIGGINS PARK TENNIS CLUB Inc. CORNER OF PLAYFIELD STREET & DEVENISH STREET EAST VICTORIA PARK WA, 6101 TGA maintains a very well stocked kiosk and lunch will also be available during the day at a very reasonable cost. Alcohol is strictly prohibited during the campaign. It costs $3 to attend TGA. There is a great loyalty scheme in place for regular attendees to TGA. Ask Adam or Cam for details. War Without End 2011 will commence on Sunday May 29 th 2011.

2 The rules that we will be using are available for download from here Epic Armageddon Compendium. These are the latest rules available for Epic Armageddon with all the official up to date errata included. The army lists that we will be using are: - Codex Astartes - White Scars - Scions of Iron - Space Wolves - Steel Legion - Baran Siegemasters - Minervan Legion - Death Korps of Krieg - War Gryphons Titan Legion - Ghazgkhull's Warhorde - Burning Death Speed Freeks - Biel-Tan - Saim-Hann - Black Legion - Stigmatus Covenant Cultist Chaos Army (Lost & the Damned) - World Eaters - Emperor's Children - Thousand Sons - Death Guard - Red Corsairs - Dark Eldar-Kabal of Pain's Way - Necrons - Tau Army lists at the bottom of this file

3 All games are to be played at TGA Central. All games will be played on a 6 x4 board. We ll be sticking to the Epic Armageddon tournament scenario (with various points limits outlined below). This will mean that each player will need 3 objective markers (1 as a Blitzkrieg objective and 2 to place on the opponents side of the table). Objective markers can be anything from a small card marker to a more detailed terrain piece. Objectives do not provide cover or block line of sight, they are simply to signify important areas on the board. To find out if a formation is claiming/contesting an objective simply measure from the center of the objective. If any part of your formation is within of the center of the objective it is claimed/contested. We ll be using a Planetary Empires map to record the progress of the campaign (see below). Upon playing your first game, you will be given a Home sector to be placed on the outer edge of the campaign map. You can never lose this Home sector no matter what. Every week after your first game, you are also able to claim an unowned sector as a reward for turning up and playing (regardless of whether you win or lose). Once a game is finished, the victor can choose a single unclaimed sector on the outer ring of the map. Once all the outer ring sectors are captured you can choose any unclaimed sectors on the inner ring. The starport at the middle of the map can only be claimed once all other sectors are owned. If there s no clear winner after your game, use the Victory Points system to work out the victor (no draws, if you win by 1 Victory Point, you win the game). If players have spare infantry miniatures left over from their army, these can be painted up and used to mark who owns each territory (5-10 miniatures should be enough). I ll provide some Blu-Tac to hold the miniatures in place. I have some spare miniatures from most races or I can provide painted flags which can also be used to signify claimed territories. Once all sectors have been claimed, players can issue challenges to each other to try and capture a sector from their opponent. The winner of one of these battles can claim one sector from their opponent. The winner can choose whichever sector they want except the opponents Home sector. Challenges should not be refused! Each sector is worth the following points: - Each plain sector =1pt - The 3 Sectors with buildings on the inner ring =2pts - The Starport at the center of the board =3pts The campaign will run for 6 weeks. The player at the end of the campaign with the most points will be the winner. If there is a tie, then victory will be claimed by the best presented army of the tied players (to be judged by Cam and Adam of TGA). This is a shameless attempt to give players more encouragement to field painted/customised armies!

4 Campaign Rules All games played between May 29 th and June 5 th will be limited to 2000pts per side. No War Engine over 6 DC is allowed to be used (this means that Warhounds, Supa Stompas, Revenants, Super Heavy Tanks etc are allowed but no Warlords, Gargants, etc). All games between June 12 th and June 19 th will be limited to 2500pts per side. No limit on War Engines allowed (except no Emperor Titans permitted). All games between June 26 th and July 3 rd will be limited to 3000pts per side. No limit on War Engines allowed. Emperor Titans are allowed in these games (indeed they are encouraged I d love to see the mightiest War Engines in battle). No player is allowed to go over the points limit at all (no 3005pt army lists please). A player must stick to the same army for the whole campaign. A player can obviously make any legal army from that list each week. There is no requirement to stick with the same list each game. As long as your army is legal and from the same army each week, everything will be fine (i.e. if you are using the Codex Astartes army, you must continue to build all your lists for the entire campaign using the Codex Astartes list). Players should take it in turns to place the terrain as they see fit. 12 pieces of terrain should be used in each game (as per the official tournament scenario). 1 piece of terrain is an object approximately 15- across. All these details are described in the compendium linked above. TGA has some Epic Terrain available for all players to use. In addition, I ll be able to leave some of my Epic terrain at TGA that all campaign players are free to use at the club. If any of it goes missing, I will immediately remove all my terrain and reconsider the future of the campaign. Any players who have their own terrain are encouraged to bring it with them if they wish. TGA will store terrain for us but they will not accept any responsibility for lost/stolen items. All players are encouraged to play fair and hard whilst being courteous and helpful to each other. Please remember that for some of the participants, this will be their first experience of Epic Armageddon and we need to make it a positive one. For newcomers to the game, please feel free to ask questions of those who may know the game a little better, it s a great way to learn! If anyone wants to run their lists past me first I am happy to help. I will be taking part in the campaign and I will be using the Necron list.

5 As a little bit of fun, I d love to run a mega battle on the 17 th of July. If we can get enough players to participate, I propose that 2 teams be drawn up (either randomly or 2 teams - Imperial versus Non Imperial) with each player providing a legal 2000 or 3000pt army (dependant on the number of players). A massive table would be set up at TGA and we could spend the whole day having the biggest battle Perth has seen since last year (there were 20 Leman Russ tanks, an Imperator Titan, a Warlord Titan, 9 Manticores, 6 Warhounds and much more at last years mega battle). This should make most Apocalypse games look like a tiny skirmish! Players could use any legal list (we don t have to stick with what we used in the campaign) from those available for the campaign. We ll announce more details of this if it looks like we will get enough players. An Epic Armageddon tournament will be run on July 10th. It will be at TGA. It will be a 1 day event with 3 games to be played at 3000pts per army. More details as things are finalised. Useful link to GREAT army building website. Thanks for reading, Steve.

6 1.1 SPACE MARINES GENERAL SPACE MARINES SPECIAL RULES "And They Shall Know No Fear" Space Marines are renowned for their tenacity and bravery. This is represented by the following rules: It takes two Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any left over Blast markers). Space Marine formations are only broken if they have two Blast markers per unit in the formation. Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines. When a broken Space Marine formation rallies then it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the leader special ability remove 2 Blast markers instead of Space Marines Transports The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the formation; you can t take extras along to cover any losses! Note that many formations don t receive Rhinos, usually because they can t fit into them. Detachments that come with Rhinos will be noted as having plus transport in the units section of the army list below. Also note that you don t have to take Rhinos if you don t want to. If you d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you may do so. In addition, you may choose to replace a detachment s Rhinos with Drop Pods. If you do this then the detachment will enter play in a Drop Pod using the rules for planetfall (see section 4.4). Note that if you choose to do this you will also require at least one Space Marine Strike Cruiser or Battle Barge to deploy the drop pods from. Choosing transport options is part of the army selection process. Portions of a formation may be left behind during deployment (to garrison, for example) the decision to exchange options, even free ones, must be determined when the army list is determined GENERAL SPACE MARINE UNITS GENERAL SPACE MARINE CHARACTERS Captain CH n/a n/a n/a n/a Power Weapon (Assault Weapons), EA (+1), MW NOTES Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (Assault Weapons), EA (+1), MW NOTES Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon Smite (Assault Weapons), EA (+1), MW, EA (+1), MW NOTES Invulnerable Save, Leader Supreme CH n/a n/a n/a n/a Power Weapon (Assault Weapons), EA (+1), MW Commander NOTES Invulnerable Save, Supreme Commander GENERAL SPACE MARINE INFANTRY Assault INF Chainswords (Assault Weapons) Bolt pistols NOTES Jump Packs Bike INF 35cm Chainswords (Assault Weapons) Bolters NOTES Mounted Devastator INF x Missile Launcher /AT6+ NOTES -- Scout INF Shotguns Tactical Terminator Heavy Bolter NOTES Scout, Infiltrator INF Bolters Missile Launcher NOTES -- INF Power Weapons Storm Bolters 2x Assault Cannon NOTES Reinforced Armour, Teleport, Thick Rear Armour GENERAL SPACE MARINE LIGHT VEHICLES /AT6+ (Assault Weapons), EA (+1), MW /AT5+ Attack Bike LV 35cm Heavy Bolter NOTES Counts as a Bike for transport purposes. Land Speeder LV 35cm Multi-melta AND, MW MW5+ NOTES Skimmer, Scout Land Speeder Tornado LV 35cm Assault Cannon Heavy Bolter /AT5+ NOTES Skimmer, Scout Land Speeder Typhoon LV 35cm Twin Typhoon Missile Heavy Bolter AP3+/AT5+ NOTES Skimmer, Scout NetEA Army Compendium DRAFT - SPACE MARINES

7 GENERAL SPACE MARINE ARMOURED VEHICLES Dreadnought AV Missile Launcher Twin Lascannon OR Power Fist Assault Cannon /AT5+ Drop Pod Hunter Land Raider Land Raider Crusader /AT6+ AT4+ (Assault Weapons), EA (+1), MW NOTES Walker, A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) OR a Power Fist and Assault Cannon (Tactical), not both select one option before the game. special immobile 5+ n/a n/a Deathwind /AT5+ Planetfall, Transport (may carry one formation that includes only Tactical, Devastator and Dreadnought units) Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within of the drop pod. Drop pods may not be used to claim a crossfire. AV Hunter-Killer 60cm AT4+/AA4+ NOTES NOTES -- AV 25 cm Twin Heavy Bolter 2x Twin Lascannon AP4+ AT4+ Reinforced Armour, Thick Rear Armour, Transport (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator and Scout) AV 25 cm Frag Launchers (Assault Weapons) Pair of Hurricane Bolters, EA (+2) Twin Assault Cannon AP4+/AT4+ NOTES NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 2 Terminator units OR 3 of the following units: Tactical, Devastator and Scout) Land Raider Helios AV 25 cm Whirlwind Launcher 2x Twin Lascannon 1 BP, Indirect Fire AT4+ NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 1 of the following units: Tactical, Devastator and Scout) Land Raider AV 25cm x Twin Heavy Bolters AP4+ Prometheus NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry one Terminator unit OR two of the following units: Space Marine Tactical, Devastator and Scout units). Allows characters assigned to unit to replace the commander special ability s '5cm' restriction with 'any formation on Land Raider Redeemer Predator Annihilator Predator Destructor Predator Incinerator Razorback Rhino Vindicator Vulcan Dreadnought Whirlwind table' for purposes of combined assaults. AV 25cm Frag Launchers 2x Flamestorm Cannons Twin Assault Cannon (Assault Weapons) AP3+, Ignores Cover AP4+/AT4+ NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator and Scout) AV x Lascannon Twin Lascannon AT5+ AT4+ NOTES -- AV x Heavy Bolter Autocannon /AT6+ NOTES -- AV Autocannon 2 x Heavy Flamer NOTES -- AV Twin Heavy Bolter OR Twin Lascannon NOTES AND /AT6+ AP4+, Ignore Cover, Ignore Cover Transport (may carry 1 of the following units: Tactical, Devastator & Scout) A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both select one option before the game. AV Storm Bolter NOTES Transport (may carry 2 of the following units: Tactical, Devastator and Scout) AV 25cm Demolisher AP3+/AT4+, Ignore Cover NOTES Walker AV Power Fist Multi-melta AND AP4+ AT4+ (Assault Weapons), EA (+1), MW, MW MW5+ NOTES Walker AV Whirlwind 1 BP, Indirect Fire NOTES GENERAL SPACE MARINE AIRCRAFT AND SPACECRAFT Battle Barge SC n/a n/a n/a n/a Orbital Bombardment n/a 14 BP, MW NOTES Transport (may carry 60 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 60 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise. Landing Craft AC/W E B Storm Bolters 3x Twin Heavy Bolter 2x Twin Lascannon AP4+/AA5+ AT4+ NOTES DC4, Planetfall, Fearless, Reinforced Armour, Transport (may carry 12 Space Marine infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5 BP, MW NOTES Transport (may carry 20 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough Thunderhawk Gunship Thunderhawk Gunship (Close Air Support) AC/W E Drop Pods or Landing Craft to carry any other units on board) B Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon 75cm AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF NOTES DC2, Planetfall, Reinforced Armour, Transport (may carry 8 of the following units: Tactical, Assault, Devastator, Scout, Bike, Terminator and Dreadnought. Terminators and Dreadnoughts take up two spaces each.) Critical Hit Effect: the Thunderhawk s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. AV/W E Bomber 4+ n/a n/a Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter 2x Hellfire Missiles Turbo Laser AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AT4+, FxF 2x /AT3+, FxF NOTES DC2, Reinforced Armour Critical Hit Effect: the Thunderhawk s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground. NetEA Army Compendium DRAFT - SPACE MARINES

8 Thunderhawk Gunship (Saturation Bombing) Thunderhawk Transporter AV/W E Bomber 4+ n/a n/a Bombs Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon 75 cm 2 BP, FxF, Ignore Cover AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF NOTES DC2, Reinforced Armour Critical Hit Effect: the Thunderhawk s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground. AV/W Bomber x Twin Heavy Bolter Defence AP4+/AA4+ E Mount NOTES DC2, Planetfall, Reinforced Armour, Transport (may carry 1 Land Raider or 2 of the following units: Hunter, Predator, Razorback, Rhino, Vindicator, & Whirlwind, plus any infantry units carried in the transported vehicles) Critical Hit Effect: the Thunderhawk s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board EXPERIMENTAL SPACE MARINE UNITS EXPERIMENTAL SPACE MARINE CHARACTERS Emperor s CH n/a n/a n/a n/a Black Sword Assault weapon, EA (+1), Sniper Champion NOTES Invulnerable Save EXPERIMENTAL SPACE MARINE INFANTRY EXPERIMENTAL SPACE MARINE LIGHT VEHICLE Land Speeder LV 35cm Heavy Bolter Storm NOTES Skimmer, Transport (May carry one Scout unit). Land Speeder Tempest LV 35cm Tempest Missile Launcher AND AP4+/AT5+ AA6+ Assault Cannon /AT5+ NOTES Skimmer EXPERIMENTAL SPACE MARINE ARMOURED VEHICLES Caestus Assault Ram AV 35cm Magna Melta Firefury Missile Launcher AND, MW MW5+ 1BP, One-shot NOTES Planetfall, Reinforced Armor, Skimmer, Transport (may carry up to two Tactical, Devastator, Scout, or Terminator units) Stormraven Gunship Venerable Dreadnought AV 35cm Twin Heavy bolter Twin Assault Cannon Bloodstrike Missile 75cm AP4+/AA5+ AP4+/AT4+ AT4+ NOTES Skimmer, Planetfall, Transport (1 Terminator unit or 2 Scout, Tactical, Assault or Devastator units, plus 1 Dreadnought) AV Missile Launcher Twin Lascannon OR Power Fist Assault Cannon /AT6+ AT4+ (Assault Weapons), EA (+1), MW /AT5+ NOTES Fearless, Reinforced Armour, Walker, A Venerable Dreadnought is armed with a Missile Launcher and Twin Lascannon OR a Power Fist and Assault Cannon, not both select one option before the game EXPERIMENTAL SPACE MARINE AIRCRAFT AND SPACECRAFT NetEA Army Compendium DRAFT - SPACE MARINES

9 A CODEX ASTARTES SPACE MARINE ARMY LIST ARMY CHAMPION: Henrikki Hena Almusa Version: FINAL2010 NetEA Codex Astartes Space Marine armies have a strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The They Shall Know No Fear rule applies to all Space Marine formations. SPACE MARINE DETACHMENTS (A Codex Astartes Space Marine army may contain any number of Space Marine Detachments.) DETACHMENT CORE UNITS UPGRADES COST Tactical Six Tactical units plus transport Commander, Dreadnought, Razorback, Hunter, Vindicator 300 points Assault Four Assault units Commander, Vindicator 175 points Devastator Four Devastator units plus transport Commander, Dreadnought, Razorback, Hunter, Land Raider 250 points Terminator Four Terminator units Commander, Dreadnought, Vindicator, Land Raider 350 points Scout Four Scout units plus transport Commander, Razorback, Sniper 150 points Bike Five Bikes Commander, Attack Bike 200 points Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200 points Land Raider Four Land Raiders Commander, Vindicator, Hunter 350 points Predator Four Predators (Annihilator, Destructor or Commander, Vindicator, Hunter 275 points any combination of the two) Vindicator Four Vindicators Commander, Hunter 250 points Whirlwind Four Whirlwinds Commander, Hunter 300 points Thunderhawk One Thunderhawk Gunship None 200 points Landing Craft One Landing Craft None 350 points Strike Cruiser One Strike Cruiser Battle Barge 200 points SPACE MARINE UPGRADES (Each allowed upgrade may be taken once by each detachment.) UPGRADE UNITS COST Attack Bike Replace any number of Bike units with one Attack Bike each Free Battle Barge Replace Strike Cruiser with Battle Barge +150 points Commander Add one Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain OR One Space Marine Commander in the army may be a Supreme Commander +50 points +100 points Dreadnought Add one or two Dreadnoughts (Hellfire or Tactical in any combination) +50 points each Hunter Add one Hunter +75 point each Land Raider Add up to four Land Raiders +75 point each Razorback Add any number of Razorbacks, up to the number required to transport the formation +25 points each Sniper One Scout unit gains the Sniper ability +25 points Replace any number of Land Speeders, one a one per one basis, with: One Land Speeder Tornado OR One Land Speeder Typhoon Tornado/Typhoon Free +25 points each Vindicator Add one or two Vindicators +50 points each IMPERIAL NAVY AIRCRAFT IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army s points may be spent on Allies formations.) TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points Two Marauder Bombers 250 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points Two Warhound Class Titans 500 points NetEA Army Compendium DRAFT - SPACE MARINES

10 I WHITE SCARS SPACE MARINE ARMY LIST ARMY SUB-CHAMPION: Henrikki Hena Almusa Version: FINAL2010 NetEA White Space Marine armies have a strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The They Shall Know No Fear rule applies to all White Scars Space Marine formations. WHITE SCARS DETACHMENTS (A White Scars army may contain any number of White Scars Detachments.) DETACHMENT CORE UNITS UPGRADES COST Tactical Six Tactical units plus transport Commander, Razorback 275 points Assault Four Assault units Commander 175 points Terminator Four Terminator units plus four Land Raiders Commander 650 points Scout Four Scout units plus transport Commander, Razorback, Sniper 150 points White Scar Bike Eight Bike units Commander, Attack Bike 375 points Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200 points Predator Four Predators (Annihilator, Destructor or any Commander, Vindicator, Hunter 275 points combination of the two) Whirlwind Four Whirlwinds Commander, Hunter, Vindicator 300 points Thunderhawk One Thunderhawk Gunship None 200 points Landing Craft One Landing Craft None 350 points Strike Cruiser One Strike Cruiser Battle Barge 200 points WHITE SCARS UPGRADES (Each allowed upgrade may be taken once by each detachment.) UPGRADE UNITS COST Attack Bike Replace any number of Bike units with one Attack Bike each varies Battle Barge Replace Strike Cruiser with Battle Barge +150 points Commander Add one Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain OR One Space Marine Commander in the army may be a Supreme Commander +50 points +100 points Hunter Add one Hunter +50 points Razorback Add any number of Razorbacks, up to the number required to transport the formation +25 points each Sniper One Scout unit gains the Sniper ability +25 points Tornado/Typhoon Replace any number of Land Speeders, one a one per one basis, with: One Land Speeder Tornado OR One Land Speeder Typhoon Free +25 points each Vindicator Add 1 or 2 Vindicators +50 points each IMPERIAL NAVY SQUADRONS IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army s points may be spent on Allies formations.) TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warhound Class Titan 275 points Two Marauder Bombers 250 points Two Warhound Class Titans 500 points SPECIAL RULE - White Scars Transports The White Scars are a highly mobile army. Because of this the points cost of a detachment usually includes enough transport vehicles to transport it and any upgrades that have been taken. The number of vehicles will always be the minimum needed to carry the formation; you can t take extras along to cover any losses! The transport vehicles will be Land Raiders if the detachment is Terminators, Rhinos for any other form of detachment. Note that many formations don t receive transports, usually because they can t fit into them. Detachments that come with vehicles will be noted as having plus transport in the Units section of the detachment list below. White Scars detachments must take the transport vehicles for a detachment you cannot leave them behind in order to use the unit as a garrison. You can only choose to ignore this if the detachment is instead to be deployed by air transport (Thunderhawk or Landing Craft). Alternately, you may choose to deploy the White Scars force with drop pods. If you choose to do this, all detachments in the army which are eligible to be deployed from drop pods must do so. If you do choose to use drop pods, then the affected detachments will enter play in drop pods using the rules for Planetfall (see section 4.4). Note that you will require at least one Space Marine strike cruiser or battle barge to deploy the drop pods from. Formations which are not eligible to be deployed from drop pods must adhere to the transportation requirements above. SPECIAL RULE Born in the Saddle The White Scars hail from the world of Mundus Planus, where much of the population lives a nomadic, horseback existence on the great barren steppes which cover much of the planet. In his youth, the White Scars' Primarch, Jaghatai Khan lived amongst these horsemen and soon became greatest amongst them. The first recruits to the White Scars were drawn from Khan's own adopted tribe, and the White Scars continue to draw new members from amongst the horsemen of Mundus Planus. Once recruited, the White Scars retain many of their horse riding traditions, and the mounted style of warfare is greatly favoured by the Chapter, leading to a surfeit of bike mounted troops. The tribesmen of Mundus Planus are virtually born in the saddle, able to ride before they can walk, and these skills make White Scars the most able bikers in the Imperium. Years of combat fought from horseback allow the White Scars to maintain control of their bikes with their unparalleled sense of balance and riding skills. All White Scars Bike units gain the walker special ability to represent this control. NetEA Army Compendium DRAFT - SPACE MARINES

11 A SCIONS OF IRON SPACE MARINE ARMY LIST ARMY SUB-CHAMPION: Henrikki Hena Almusa Version: 1.4 NetEA Scions of Iron Space Marine armies have a strategy rating of 5. All Scions of Iron and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The They Shall Know No Fear rule applies to all Scions of Iron formations. SCIONS OF IRON DETACHMENTS (A Scions of Iron army may contain any number of Scions of Iron Detachments.) DETACHMENT CORE UNITS UPGRADES COST Bike Four Bike units Attack Bike, Commander, Land Speeder 175 points Heavy Tactical Two Land Raiders or Land Raider Commander, Hunter, Land Raider, Supreme Commander 350 points Crusaders and four Tactical units Helios Four Land Raider Helioses Commander, Hunter 450 points Land Raider Four Land Raiders Commander, Hunter, Land Raider, Supreme Commander 350 points Landing Craft One Landing Craft None 375 points Predators Four Predators (any mix of Annihilators or Armour, Commander, Hunter, Supreme Commander 275 points Destructors) Scout Four Scout unit plus transport Commander, Land Speeder, Razorback, Sniper 150 points Strike Cruiser One Strike Cruiser Battle Barge 150 points Tactical Two Vindicators or Predators of either Armour, Commander, Hunter, Razorback, Supreme Commander 300 points type, four Tacticals plus transport Terminator Four Terminator units Commander, Land Raider, Supreme Commander 350 points Thunderhawk Two Thunderhawk Transporters Thunderhawk Transport 250 points Transporter Vindicators Four Vindicators Armour, Commander, Hunter, Supreme Commander 250 points Whirlwinds Four Whirlwinds Commander, Hunter 300 points SCIONS OF IRON UPGRADES (Each allowed upgrade may be taken once by each detachment.) UPGRADE UNITS COST Armour Add two units from the following list: Two Vindicators or Predator Destructors +100 points Two Predator Annihilators +125 points Attack Bike Replace any number of Bike units with one Attack Bike each Free Battle Barge Replace Strike Cruiser with Battle Barge +100 points Commander Add one Space Marine Commander character to a unit in the formation. The Commander may be a Captain, Librarian or +50 points Chaplain. (Cannot be combined with the Supreme Commander upgrade.) Hunter Add one Hunter +75 points Land Raider Add up to four Land Raiders from the following options: Land Raiders or Land Raider Crusaders +75 points each (in any combination) Land Raider Helios +100 points each Land Speeder Add up to three Land Speeders from the following list: Land Speeder +35 points each (in any combination) Land Speeder Tornado +50 points each Land Speeder Typhoon +60 points each 0-1 Supreme Choose one of the following: Add Supreme Commander to a Land Add Supreme Commander +100 points Commander Raider or replace one unit with Land Raider Prometheus with Supreme Replace Predator or Vindicator +125 points Commander. (Cannot be combined with the Commander upgrade.) Replace Land Raider or Crusader +100 points Razorback Replace any number of Rhinos with one or two Razorbacks +25 each Sniper All Scouts units in the formation add the sniper ability to their Heavy Bolters +50 points Thunderhawk Transporter Add one or two Thunderhawk Tranporters SCIONS OF IRON SUPPORT AND IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army s points may be spent on Support and Allies formations.) +100 each 0-2 IMPERIAL NAVY SQUADRONS 0-2 TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points Two Marauder Bombers 250 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points SCIONS OF IRON AIRCRAFT Two Warhound Class Titans 500 points FORMATION One Thunderhawk Gunship (Saturation Bombing) One Thunderhawk Gunship (Close Air Support) COST 250 points 250 points SPECIAL RULE - Scions of Iron Transports The Scions of Irons are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. The number of Rhinos will always be the minimum needed to carry the formation, you can t take extras along to cover any losses! However you must take the minimum to carry all units. SPECIAL RULE - Thunderhawk Transporter The entire Thunderhawk Transporter detachment is counted as one War Engine for War Engine transport rule (eg. one transported detachment can be split to multiple aircrafts within one Thunderhawk Transporter detachment). Note that many formations don t receive Rhinos, usually because they can t fit into them. Detachments that come with Rhinos will be noted as having plus transport in the units section of the army list opposite. Note that Terminators must take either Teleport or have Land Raiders, they may not start the game as foot infantry. NetEA Army Compendium DRAFT - SPACE MARINES

12 C SPACE WOLVES SPACE MARINE ARMY LIST ARMY SUB-CHAMPION: Matt Dobbsy Dobbs Version: 2.3 NetEA Space Wolves armies have a strategy rating of 5. Blood Claws, Skyclaws, and Swiftclaw packs and Imperial Navy squadrons have an initiative rating of 2+. All other formations have an initiative rating of 1+. The They Shall Know No Fear rule applies to all Space Wolves formations. SPACE WOLVES GREAT COMPANIES (A Space Wolves army any number of Great Companies but must take at least one.) PACK CORE UNITS UPGRADES COST 1+ Great Company Six Grey Hunter units and one Hero Character, plus transport Add 0-2 of the following options (you may select each option only once) two Grey Hunters units and transport: + 75points two Blood Claws units and transport: + 50 points two Long Fangs units and transport: points one or two Wolf Guard Terminator units: + 75 points each Land Raiders, Dreadnoughts, Venerable Dreadnought, Razorbacks, Vindicators, Hunter 300 points SPACE WOLVES HUNTING PACKS (You may not have more Hunting packs of any one type than you do Great Companies) SPACE WOLVES SUPPORT PACKS (You may have any number of Support packs) PACK CORE UNITS UPGRADES COST PACK CORE UNITS UPGRADES COST Wolf Guard Terminators Four Wolf Guard Terminator units Hero, Land Raiders 325 points Fenrisian Wolves Six Fenrisian Wolves units Hero 150 points Wolf Scouts Four Wolf Scout units Hero, Sniper 225 points Land Speeder Five Land Speeder units Hero, 200 points Typhoon/Tornado Long Fangs Four Long Fang units Razorbacks, Land Raiders, 300 points Land Raiders Four Land Raiders or Land Raider Hero, Hunter 350 points plus transport Hunter Crusaders Blood Claws Six Blood Claws units Hero, Blood Claws, Vindicators 200 points Predators Four Predators (either Annihilator Hero, Hunter 275 points plus Transport and/or Destructor) Skyclaws Six Skyclaws Assault Hero, Skyclaws 225 points Vindicators Four Vindicators Hero,Hunter 250points units Whirlwinds Four Whirlwinds Hero, Hunter 300 points Swiftclaws Six Bike units Hero, Swiftclaws Attack Bikes 200 points 0-1 Strike Cruiser One Strike Cruiser Battle Barge 200 points Thunderhawk One Thunderhawk Gunship none 225 points Landing Craft One Landing Craft none 375points SPACE WOLVES UPGRADES IMPERIAL ALLIES FORMATIONS (Each allowed upgrade may be taken once by each pack.) (Up to 1/3 of the army s points may be spent on Allies.) UPGRADE UNITS COST IMPERIAL NAVY AIRCRAFT Hero Add one of the following characters to the formation: FORMATION COST Wolf Guard Battle Leader (Commander), Rune Priest (Librarian) or Wolf Priest (Chaplain) +50 points Two Thunderbolt Fighters 150 points 0-1 Wolf Lord Add the Supreme Commander ability to either a Wolf Guard Two Marauder Bombers 250 points Battle Leader or a Venerable Dreadnought +50 points Blood Claws Add 2 Blood Claws units to the formation +50points Skyclaws Add 2 Skyclaws Assault units to the formation +75 points Swiftclaw Attack Bikes Replace any number of Swiftclaw bikes with the same number of Swiftclaw Attack Bikes Free TITAN LEGION BATTLEGROUPS Sniper Add the Sniper ability to 1 or 2 units in the formation +25 points each FORMATION COST Razorbacks Replace any number of Rhinos with 1 or 2 Razorbacks +25 points each One Warlord Class Titan 850 points Land Raiders Add up to 4Land Raidersand/or Land Raider Crusaders +75points each One Reaver Class Titan 600 points 0-1 Venerable Dreadnought Add thev enerable Dreadnought unit to a formation +75 points Dreadnoughts Add 1 or 2 Dreadnought units to the formation +50 points each Tornado/Typhoon Replace any number of Land Speeders, one a one per one basis, with: One Land Speeder Tornado OR One Land Speeder Typhoon Free +25 points each Vindicators Add 1 or 2 Vindicator units to the formation +50points each Hunter Add 1 Hunter unit to the formation +75 points Battle Barge Replace the Space Wolves Strike Cruiser with a Space Wolves Battle Barge +150 points SPECIAL RULE Unblooded All Blood Claws packs are young, aggressive, hot headed and often hard to control on the field of battle. They are, however, always eager to get to grips with their enemies in combat. All Blood Claws, Skyclaws and Swiftclaws packs have an initiative of 2+. However, the pack is considered initiative 1+ when they undertake either an Engage action. In addition, they must always counter-charge whenever assaulted, may not choose to remain at fire fight range with the enemy and must always retain unit coherency while doing so. SPECIAL RULE Space Wolves Terminators All Terminators in the Space Wolves army list may lose the teleport special ability, but may utilize Drop Pods, even though they are not on the list of transportable units in the Drop Pod datafax. SPECIAL RULE Pack Mentality Space Wolves Wolf Lords and Battle Leaders have the Commander special ability. They follow the Commander special rule in section of the main rule book; however packs may use a 10cm range to include new packs in an assault rather than the standard 5cm. All other rules and modifiers regarding this ability apply as normal to those packs taking part. Additionally, when defending against an assault, a Space Wolves Commander may declare friendly packs within 5cm to be intermingled during the assault. Once declared intermingled, the Commander s packs follow all the rules exactly as if the enemy had declared them intermingled as per section in the main rule book. Note: That either the enemy or Space Wolves Commander may declare those packs intermingled. SPACE WOLVES SPECIFIC UNITS Grey Hunters INF Bolters NOTES Count as Tacticals for transport purposes. Bloodclaws INF Bolters Chainswords (base) (Assault Weapons) NOTES Count as Tacticals for transport purposes. Skyclaws INF Chainswords Bolt pistols (Assault Weapons) NOTES Jump Packs, Count as Assault for transport purposes. Swiftclaw Attack Bike LV 35cm Multi-melta AND, MW MW5+ NOTES Unblooded, Count as an Attack Bike for transport purposes. Long Fangs INF x Twin Missile Launchers AP4+/AT4+ NOTES Long in the Tooth Hunting pack may remove an extra BM when rallying, Count as Devastators for transport purposes. Wolf Scouts INF Chainswords Heavy Bolter (Assault Weapons) NOTES Scouts, Infiltrators, Teleport Fenrisian Wolves INF 20cm n/a Claws and Fangs (Assault weapon ), +1EA NOTES Infiltrator NetEA Army Compendium DRAFT - SPACE MARINES

13 1.2 IMPERIAL GUARD GENERAL IMPERIAL GUARD SPECIAL RULES Commissars An Imperial Guard army may include one Commissar character per 500 points, or part thereof, in the army. The Commissars do not cost any points. Commissar units may be added to the army at the start of the battle before either side sets up. If the army includes a Supreme Commander than the first Commissar must be attached to the Supreme Commander s formation. Any further Commissars may be attached to any other Steel Legion formations. You may not include more than one Commissar per formation. You may not add a Commissar to an Imoperial Navy or Titan Legion formation. If you have more Commissars than formations any excess is lost GENERAL IMPERIAL GUARD UNITS Fortifications Fortifications must be set up after Objectives, but before any formations are deployed. They may be set up anywhere a vehicle may deploy in the Imperial Guard half of the table. You may split up a set of fortifications as desired, as long as the rules for formation coherence are adhered to. For example, you could split up trenches into several lines, as long as there are 5cm links between the different parts of the position. Fortifications are immobile, and may garrison (e.g., they can be set up in positions that garrison units can be set up in). It goes without saying that they may not be transported, and any players that were considering transporting them onto the table should be deeply ashamed of themselves! Once set up, fortifications may be used by any unit, not just the units they were purchased for. They may be captured and used by enemy units too GENERAL IMPERIAL GUARD CHARACTERS Armoured Commissar CH n/a n/a n/a n/a Upgraded Guns (15 cm), EA (+1) NOTES: Inspiring, Fearless Armoured Supreme CH n/a n/a n/a n/a Upgraded Guns (15 cm), EA (+1) Commander NOTES: Supreme Commander Commissar CH n/a n/a n/a n/a Power Weapon (Assault Weapons), EA (+1), MW NOTES: Leader, Fearless, Inspiring GENERAL IMPERIAL GUARD INFANTRY Imperial Guard Commander INF 15 cm Chainswords Lasguns Autocannon 45 m (Assault Weapons) /AT6+ Imperial Guard Infantry Ogryns Rapier Laser Destroyer Rough Riders Sappers Siege Infantry Snipers Storm Troopers Support Squad Imperial Guard Supreme Commander Thudd Gun NOTES: Commander INF 15 cm n/a Lasguns Autocannon 45 m /AT6+ NOTES: Only one unit in every two has an Autocannon. Count up the number of IG Infantry units in the formation that can fire at the target formation and divide by two (rounding up) to find the number of Autocannon shots you may take. INF 15 cm Ogryn Combat Weapons (Assault Weapons), EA (+1), MW Ripper Guns NOTES: None INF 10 cm n/a n/a 5+ Rapier Laser Destroyer AP6+/AT4+ NOTES: None INF 20 cm Power Lance (Assault Weapons), EA (+1), First Strike Chainswords (Assault Weapons) Laspistols NOTES: Mounted, Scout, Infiltrator INF 15 cm Melta Bombs Heavy Flamer NOTES: Walker INF 15 cm n/a Lasgun Heavy Stubber NOTES: (15 cm) AND 15 cm (15 cm) 30 cm (Assault Weapons), EA (+1), MW Ignore Cover AP4+, Ignore Cover AP6+ INF 15 cm n/a Sniper Rifles 30 cm, Sniper NOTES: Scout INF 15 cm Hellguns (15 cm) 15 cm /AT5+ Plasma Guns NOTES: Scout INF 15 cm n/a Autocannon 45 cm /AT6+ NOTES: None INF 15 cm Power Weapon Lasguns (15 cm) Autocannon 45 cm (Assault Weapons), EA (+1), MW /AT6+ NOTES: Supreme Commander INF 10 cm n/a n/a 5+ Thudd Gun 45 cm AP4+/AT6+, Indirect Fire NOTES: None GENERAL IMPERIAL GUARD LIGHT VEHICLES Heavy AA Gun LV 0cm n/a n/a 6+ Heavy AA Gun 60 cm AP6+/AT5+/AA5+ Weapon Platform NOTES: None Howitzer Weapon LV 0cm n/a n/a 6+ Howitzer 90cm 1BP, Indirect Fire Platform NOTES: None Land Crawler LV 6+ n/a 6+ Heavy Stubber AP6+ NOTES: Transport (may carry 1 of the following units: Any Weapon Platform, Thudd Gun or Rapier Laser Destroyer) Centaur LV 35cm (20cm) Heavy Stubber AP6+ NOTES: Transport (May carry one Grenadier, Heavy Mortar Team, Quad Laucher, Rapier Laser Destroyer, or Thudd Gun unit). Centaurs transporting Heavy Mortar Teams, Quad Launcher, Rapier Laser Destroyers, or Thudd Guns reduce their speed to 20cm. Earthshaker LV 0cm n/a n/a 6+ Earthshaker 120cm AP4+ / AT4+ OR 1BP Indirect Fire Weapon Platform NOTES: None Manticore Weapon LV 0cm n/a n/a 6+ Rocket Launcher 150cm 2BP, Indirect, Slow Firing, Disrupt Platform NOTES: None Hydra Weapon LV 0cm n/a n/a 6+ 2 Hydra Autocannon AP4+ / AT5+ / AA5+ Platform NOTES: None Medusa Weapon Platform LV 0cm n/a n/a 6+ Medusa Siege Gun 60cm OR 1BP, Ignores Cover, Disrupt, Indirect MW4+, Ignores Cover NOTES: None Sentinel LV 20cm Multilaser /AT6+ NOTES: Scout, Walker NetEA Army Compendium - DRAFT IMPERIAL GUARD - 1

14 GENERAL IMPERIAL GUARD ARMOURED VEHICLES Basilisk AV 20 cm Heavy Bolter Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire NOTES: May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages. Bombard AV 20 cm Heavy Bolter Siege Mortar 2 BP, Ignore Cover, Slow Firing, Indirect Fire NOTES: None Chimera AV 30 cm Heavy Bolter Multilaser /AT6+ Deathstrike Missile Launcher Griffon Hellhound Hydra Leman Russ Leman Russ Conqueror Leman Russ Demolisher Leman Russ Executioner Leman Russ Exterminator Leman Russ Tank Destroyer Leman Russ Thunderer Leman Russ Vanquisher Manticore Medusa Assault Gun Ragnarok Heavy Tank Salamander Commander Salamander Scout Siegfried Light Tank Valkyrie Vulture NOTES: Transport (may carry 1 Ogryn unit OR any 2 of the following units: Supreme Commander, Commander, Infantry, Stormtroopers, Fire Support, Snipers) AV 20 cm Heavy Bolter Deathstrike Missile NOTES: None AV 30 cm Heavy Bolter Heavy Mortar NOTES: None- AV 30 cm Heavy Bolter Inferno Cannon NOTES: None AV 30 cm Heavy Bolter 2 Twin Hydra Autocannon NOTES: None AV 20 cm Heavy Bolter Lascannon Battle Cannon NOTES: Reinforced Armour AV 30 cm Conqueror Cannon Lascannon NOTES: Reinforced Armour AV 20 cm Plasma Cannon Demolisher Lascannon NOTES: Reinforced Armour AV 20 cm Lascannon Plasma Destroyer NOTES: Reinforced Armour AV 20 cm Heavy Bolter Lascannon Twin Autocannon NOTES: Reinforced Armour Unlimited 75cm 60cm MW2+, TK(D6), One-Shot, Indirect Fire 1BP, Indirect Fire AP3+, Ignore Cover AP4+/AT5+/AA5+ AT5+ AP4+/AT4+ /AT5+ AT5+ AP4+/AT4+, Slow Firing AP3+/AT4+, Ignore Cover AT5+ AT5+ MW4+ AT5+ AP4+/AT5+ AV 20 cm Laser Destroyer 75cm AT4+, TK(1) NOTES: Reinforced Armour. The Laser Destroyer may only target AVs, LVs, and WEs. AV 20 cm Demolisher Cannon AP3+/AT4+, Ignore Cover NOTES: Reinforced Armour, Thick Rear Armour AV 20 cm Heavy Bolter Lascannon AT5+ Vanquisher Cannon 75cm AP4+/AT2+ NOTES: Reinforced Armour AV 20 cm Heavy Bolter Siege Mortar NOTES: None AV 20 cm Heavy Bolter Medusa Siege Gun NOTES: AV 15 cm Heavy Stubber Ragnarok Battlecannon NOTES: Reinforced Armour, Walker AV 35 cm Heavy Flamer 150cm 60cm 2BP, Disrupt, Slow Firing, Indirect Fire MW4+, Ignore Cover AP6+ AP4+/AT4+ AND Heavy Bolter NOTES: Commander, Leader, Scout AV 35 cm Heavy Bolter Autocannon /AT6+ NOTES: Scout AV 30 cm Multilaser /AT6+ NOTES: Scout AV 35 cm Rocket Pod 2 Heavy Bolter Multilaser NOTES: Skimmer, Scout, Transport (may carry 2 Storm Trooper units) AV 35 cm Heavy Bolter Twin Autocannon 2 Hellstrike NOTES: Skimmer, Scout 120cm, Ignore Cover AP4+, Ignore Cover 1BP, Disrupt, One-Shot AT5+ AP4+/AT5+ AT2+, One-Shot NetEA Army Compendium - DRAFT IMPERIAL GUARD - 2

15 GENERAL IMPERIAL GUARD WAR ENGINES Baneblade WE 15 cm Twin Heavy Bolter Demolisher Autocannon 2 Lascannon Main Battle Cannon 75cm Deathstrike Silo Gorgon Siege Transporter Macharius Heavy Tank Macharius Heavy Tank (Command Variant) Shadowsword Stormblade Stormhammer Stormsword AP4+ AP3+/AT4+, Ignore Cover, FxF /AT6+ AT5+ AP3+/AT3+ NOTES: DC3, Reinforced Armour Critical Hit Effect: The Baneblade s magazine explodes. The Baneblade is destroyed, and any units within 5cm of the model suffer a hit on a roll of 6+ WE immobile Deathstrike missile Unlimited MW2+, TK (D6), Indirect Fire, Slow Firing NOTES: DC3, Reinforced Armour. Despite being a unit, the Deathstrike Silo is deployed like a fortification. Critical Hit Effect: The bunker is destroyed in an awesome detonation. All units within 5cm take a MW4+ hit. WE 20cm (5+) 2 Twin Heavy Stubbers Gorgon Mortars OR 2BP One-Shot, Indirect Fire, FxF. AP4+ 2 Twin Heavy Bolters NOTES: DC3, Reinforced Armour, Walker, Transport (10 Infantry Units). The Gorgon may either have Gorgon Mortars or 2 x Twin Heavy Bolters, not both. The Heavy Bolter option grants the Gorgon FF 5+. Critical hit effect: The Gorgon is immobilized. A Further Critical Hit will destroy the Gorgon outright. WE Battlecannons 2 Heavy Bolters Twin Heavy Stubber NOTES: DC2, Reinforced Armour Critical Hit Effect: The Macharius is destroyed instantly. WE Vanquisher cannons OR Vulcan Megabolter 2 Heavy Bolters Twin Heavy Stubber 75cm 75cm AT4+/AP4+ AP4+/AT2+ 4 AP3+/AT5+ NOTES: DC2, Reinforced Armour. The Macharius Command Tank may have either 2 x Vanquisher cannons or a Vulcan Megabolter, not both. Critical Hit Effect: The Macharius is destroyed instantly. WE 15 cm Heavy Bolter Volcano Cannon 90cm MW2+, TK(D3), FxF NOTES: DC3, Reinforced Armour Critical Hit Effect: The Volcano Cannon s energy coils explode. The Shadowsword is destroyed, and any units within 5cm of the model suffer a hit on a roll of 6+ WE 15 cm Heavy Bolter 2 Twin Heavy Bolter 2 Lascannon Plasma Blastgun AP4+ AT5+ 2 x MW2+, Slow-Firing, FxF NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormblade s plasma generator ignites. The Stormblade is destroyed, and any units within 5cm suffer a hit on a roll of 6+ WE 15 cm Twin Heavy Bolter 4 Lascannon AP4+ AT5+ AP3+/AT3+ 2 Twin Snub Battle Cannon NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormhammer s magazine explodes. The Stormhammer is destroyed, and any units within 5cm suffer a hit on a roll of 6+ WE 15 cm Heavy Flamer Heavy Bolter 2 Twin Heavy Bolter Siege Cannon AP4+, Ignore Cover AP4+ 3 BP, Disrupt, Ignore Cover, FxF NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormsword s cannon munitions detonate. The Stormsword is destroyed, and any units within 5cm suffer a hit on a roll of GENERAL IMPERIAL GUARD FORTIFICATIONS FORTIFICATION INFANTRY VEHICLE WAR ENGINE CAPACITY Trench 4+ cover save Dangerous No effect One unit per 4cm length Gun Emplacement 4+ cover save 5+ cover save No effect One unit Bunker 3+ cover save Dangerous Impassable Three units Razorwire Dangerous No effect No effect n/a NetEA Army Compendium - DRAFT IMPERIAL GUARD - 3

16 1.2.3 EXPERIMENTAL IMPERIAL GUARD UNITS EXPERIMENTAL IMPERIAL GUARD CHARACTERS Sanctioned Psyker CH n/a n/a n/a n/a Psychic Powers, EA (+1), MW NOTES: None EXPERIMENTAL IMPERIAL GUARD INFANTRY Deathworld Veterans INF 15 cm Demolition Charges Heavy Flamer Heavy Mortar Team Mortar Squad Quad Launcher Special Weapons Squad AND NOTES: Scouts, Infiltrators INF 5cm none Heavy Mortar 1BP, Indirect Fire NOTES: None INF 15 cm none Lasguns 2 Mortar, Indirect Fire (Assault Weapons), EA (+1), MW, One Shot, Ignore Cover AP4+, Ignore Cover NOTES: None INF 5cm none Quad Launcher 2x AP4+, Indirect Fire NOTES: None INF 15 cm none Meltaguns AND MW5+, MW NOTES: None EXPERIMENTAL IMPERIAL GUARD LIGHT VEHICLE Deathworld Sentinel LV 20cm Chainsaw Heavy Flamer NOTES: Scouts, Walker. Ttreats Jungle terrain as Dangerous instead of Impassable. AND (Assault Weapons), Ignore Cover AP4+, Ignore Cover EXPERIMENTAL IMPERIAL GUARD ARMOURED VEHICLES Malcador Tank AV Battlecannon 2 Lascannon Heavy Bolter 75cm AP4+/AT4+ AT5+ Malcador Defender Malcador Annihilator NOTES: None AV Twin Heavy Bolter Demolisher Cannon NOTES: None AV Twin Lascannon 2 Lascannon Demolisher Cannon NOTES: None Minotaur Artillery Tank NOTES: None Trojan Support AV 20cm Heavy Bolter Vehicle NOTES: Transport (May carry 1 Weapon Platform) Valdor Tank Hunter AV Lascannon Neutron Laser Projector 60cm NOTES: None AP4+ AP3+/AT4+, Ignores Cover AT4+ AT5+ AP3+/AT4+, Ignores Cover AV Minotaur Earthshakers 120cm 2BP, Indirect Fire AT5+ MW3+, Disrupt EXPERIMENTAL IMPERIAL GUARD WAR ENGINES Imperial Bastion WE immobile Battle Cannon 2 Lascannon 75cm AP4+/AT4+, Fwd AT5+, FA Leviathan Mobile Command Centre 4 Heavy Bolter Turrets NOTES: DC4, 2 Void Shields, Fearless, Reinforced Armour, Scout, Transport (up to 16 infantry units, Ogryn and Terminators count as two units). Infantry units transported within an Imperial Bastion may fire their weapons normally and use their firefight value in assaults. Despite being a unit, the Imperial Bastion is deployed like a fortification. Critical Hit Effect: The Bastion's Void Shield generator shorts out, it loses all Void Shields and cannot regain them for the rest of the game. Subsequent critical hits cause an additional 1DC of damage. WE Battle Cannon 3 Twin Lascannons 3 Twin Lascannons Doomsday Cannon 75cm 120cm AP4+/AT4+ AT4+, Right Fire Arc AT4+, Left Fire Arc 3BP, MW, FxF NOTES: DC4, 2 Void Shields, Reinforced Armour, Thick Rear Armour, Transport (up to 16 infantry units, Ogryn count as two units) Critical Hit Effect: The Leviathans tracks are destroyed and it becomes immobile. Subsequent critical hits cause an extra point of damage EXPERIMENTAL IMPERIAL GUARD FORTIFICATIONS FORTIFICATION INFANTRY VEHICLE WAR ENGINE CAPACITY Minefield Dangerous Dangerous Dangerous n/a Tank Trap 6+ cover save Impassable Dangerous n/a NetEA Army Compendium - DRAFT IMPERIAL GUARD - 4

17 A STEEL LEGION IMPERIAL GUARD ARMY LIST ARMY CHAMPION:??? Rug???? Version: FINAL 2010 NetEA Steel Legion Imperial Guard armies have a strategy rating of 2. Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+. Titans have an initiative rating of 1+. The Commissars special rule applies to Steel Legion Imperial Guard armies. STEEL LEGION COMPANIES (A Steel Legion Imperial Guard army may contain any number of Steel Legion Companies.) COMPANY CORE UNITS COST 0-1 Regimental HQ One Supreme Command unit, twelve Imperial Guard Infantry units, and seven Chimera transport vehicles (one for Commander) 500 points Steel Legion Infantry Company One Imperial Guard Command unit plus twelve Imperial Guard Infantry units 250 points Steel Legion Mechanised Infantry One Imperial Guard Command unit, twelve Imperial Guard Infantry units, and seven Chimera transport Company vehicles (one for Commander) 400 points Steel Legion Tank Company Ten Leman Russ tanks. One Leman Russ may be upgraded to a Vanquisher command tank at no additional cost 650 points Steel Legion Super-heavy Tank Company Three Baneblades or Shadowswords, or any combination of the two 500 points Steel Legion Artillery Company Nine Artillery units chosen from the following list: Basilisk, Manticore 650 points STEEL LEGION COMPANY UPGRADES (Up to three upgrades may be added to each Steel Legion Company) UPGRADE UNITS COST Fire Support Platoon Add four Support Squad units* +100 points Infantry Platoon Add six Infantry units* +100 points Tank Squadron Add three Leman Russ or three Leman Russ Demolisher +200 points Hellhound Squadron Add three Hellhounds +150 points Griffon Battery Add three Griffons +100 points Snipers Add two Sniper units* +50 points Ogryns Add two Ogryn units* +50 points Flak Add One Hydra +50 points * These unit s formations may have Chimera transport vehicles. Each Chimera costs 25 points. You must take enough Chimera to transport the whole formation if any are taken, but you may not take more than one Chimera per unit in the formation. STEEL LEGION SUPPORT FORMATIONS (Up to two Support Formations may be taken per Steel Legion Company) UPGRADE UNITS COST Rough Rider Platoon Six Rough Rider units 150 points Storm Trooper Platoon Eight Storm Trooper units 200 points (may have four Valkyrie transport vehicles) (+150 points) Steel Legion Artillery Battery Three units of the same type chosen from the following list: Basilisk, Bombard, Manticore 250 points Sentinel Squadron Four Sentinels 100 points 0-1 Deathstrike Missile Battery Two Deathstrike Missile Launchers 200 points Super-heavy Tank Platoon One Baneblade or Shadowsword 200 points 0-1 Orbital Support One Imperial Navy Lunar class cruiser OR 150 points One Emperor class Battleship 300 points Flak Battery Three Hydras 150 points Vulture Squadron Four Vultures 300 points IMPERIAL ALLIES (Up to one third of the army s points may be spent on Imperial Allies formations.) IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points Two Marauder Bombers 250 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points Two Warhound Class Titans 500 points NetEA Army Compendium - DRAFT IMPERIAL GUARD - 5

18 A BARAN SIEGEMASTERS IMPERIAL GUARD ARMY LIST ARMY SUB-CHAMPION:??? Rug???? Version: FINAL 2010 NetEA Baran Siegemaster armies have a Strategy rating of 1. Baran Siegemaster formations and Imperial Navy aircraft formations have an Initiative rating of 2+. The Commissars special rule applies to Baran Siegemaster Imperial Guard armies. SIEGE REGIMENT COMPANIES (A Siegemasters Imperial Guard army may contain any number of Siege Regiment Companies.) COMPANY CORE UNITS COST 1 Siegemasters Regimental HQ One Supreme Commander unit and nine Siege Infantry units 225 Siegemasters Infantry Company One Commander unit and nine Siege Infantry units 175 SIEGE REGIMENT COMPANY UPGRADES (Up to three upgrades may be added to each Siege Regiment Company) UPGRADE UNITS COST Siege Infantry Platoon Add six Siege Infantry units +75 Rapier Platoon Add three Rapier Laser Destroyer units +75 Thudd Gun Platoon Add three Thudd Gun units +75 Hellhound Squadron Add three Hellhounds +125 Griffon Battery Add three Griffons +100 Snipers Add one or two Sniper units +25 each SIEGE REGIMENT SUPPORT FORMATIONS (Up to two Support Formations may be taken per Siege Regiment Company) FORMATION UNITS COST Siege Regiment Artillery Company Nine Howitzer Weapon Platforms, plus 9 Gun Emplacements 425 Rough Rider Platoon Six Rough Rider units 150 Light Tank Platoon Six Siegfried light tanks 150 Heavy Tank Platoon Six Ragnarok heavy tanks 300 Siege Regiment Artillery Battery Three Howitzer Weapon Platforms plus 3 Land Crawlers 150 Siege Regiment AA Battery Three Blitzen AA gun units plus 3 Land Crawlers OR 3 Gun Emplacements 100 Super-Heavy Tank Platoon One Baneblade OR one Shadowsword 200 Bombard Battery Three Bombards Deathstrike Missile Battery Two Deathstrike Missile Launchers Sapper Platoon Eight Sapper units (may be split up and added to one or more companies in the army, or be fielded as a single formation in their own right) 250 SIEGE REGIMENT FORTIFICATIONS (One Fortified Position may be taken per Siege Regiment Company) FORTIFICATIONS UNITS COST Fortified Position Up to 50cm of trenches and 50cm of razor wire, plus up to six Gun Emplacements or Bunkers in any +75 combination FORMATION Two Thunderbolt Fighters Two Marauder Bombers IMPERIAL ALLIES (Up to one quarter of the army s points may be spent on Imperial Allies formations.) IMPERIAL NAVY AIRCRAFT COST 150 points 250 points SPECIAL RULE - Siege Regiment HQ When playing Tournament games, a Siegemaster army must include a Regimental HQ. The enemy count as having achieved the Break Their Spirit victory condition by destroying this formation or by destroying the most expensive formation in the army. NetEA Army Compendium - DRAFT IMPERIAL GUARD - 6

19 MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY LIST ARMY SUB-CHAMPION: W. L. Moscovian Sturtevant Version: 2.0 NetEA Minervan Legion Imperial Guard armies have a strategy rating of 2. Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+. Titans have an initiative rating of 1+. The Commissars special rule applies to Minervan Legion Imperial Guard armies. TANK LEGION ARMOURED COMPANIES (A Tank Legion Imperial Guard army may contain any number of Companies.) COMPANY CORE UNITS COST Self-Propelled Artillery Company Nine Basilisks, Manticores, or Bombards 650 points Super-Heavy Tank Company Three Stormblades, Stormswords, Baneblades, Shadowswords, or Stormhammers, in any combination 500 points Tank Company Ten Leman Russ variants, of which up to two units may be Rare Leman Russ Variants 425 points TANK LEGION ARMOURED COMPANY UPGRADES (Up to three upgrades may be added to each Tank Legion Company) UPGRADE UNITS COST Flak Support One or two Hydras +50 each Griffon Battery Three Griffons +100 Hellhound Squadron Three Hellhounds +150 Salamander Command Vehicle One Salamander Command Vehicle Supreme Commander One Armoured Supreme Commander character upgrade +100 Tank Squadron Three Leman Russ variants (may not include rare variants) +140 points TANK LEGION SUPPORT FORMATIONS (Up to two Support Formations may be taken per Armoured Company) UPGRADE UNITS COST Assault Gun Platoon Three Medusas 150 points 0-1 Deathstrike Missile Platoon Two Deathstrike Missile Launchers 200 points Mechanized Platoon Ten Infantry units, plus five Chimeras (may add a Salamander Command Vehicle) 300 points (+25 points) 0-1 Orbital Support One Imperial Navy Lunar Class Cruiser OR One Emperor class Battleship 150 points 300 points Salamander Scout Platoon Three Salamander Scout Vehicles (may add a Salamander Command Vehicle) 100 points (+25 points) Self Propelled Artillery Platoon Three Basilisks or three Bombards or three Manticores 250 points Self Propelled Flak Battery Three Hydras 150 points Storm Trooper Platoon Eight Storm Trooper units (may have four Valkyries) 200 points (+150 points) Super-Heavy Tank Platoon One Stormblade, Stormsword, Baneblade, Shadowsword, or Stormhammer 200 points Tank Platoon Six Leman Russ variants (May include 0-1 rare Leman Russ variants) 280 points Vulture Squadron Four Vultures 300 points IMPERIAL ALLIES (Up to one third of the army s points may be spent on Imperial Allies formations.) IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Marauder Bombers 250 points One Warlord Class Titan 850 points Two Thunderbolt Fighters 150 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points Two Warhound Class Titans 500 points SPECIAL RULE Leman Russ Variants The Minervan Tank Legion makes use of many different types of Leman Russ tanks, each with their own strengths and weakness. The following point values to determine the cost of specific tank formations as the army is created. STANDARD VARIANTS COST RARE VARIANTS COST Leman Russ +20 points Leman Russ Destroyer +70 points Leman Russ Conqueror +10 points Leman Russ Executioner +20 points Leman Russ Demolisher +20 points Leman Russ Vanquisher +45 points Leman Russ Exterminator +10 points Leman Russ Thunderer Free SPECIAL RULE - Amphibious The Armoured Legions of Minerva are able to convert many of their vehicles on the fly to amphibious use. For every 1000 points, the Minervan player may designate one Armoured Company as amphibious. Units in an amphibious company ignore the Terrain Effects of Marshes and count Rivers as Dangerous Terrain (instead of Impassable). The designation of specific formations as Amphibious must be made prior deploying any units. SPECIAL RULE - Armoured Regiment Commissars The Armoured Regiment armies include one Commissar for every 500 points. If there is a Supreme Commander present, then the first Commissar must join that formation. Subsequent Commissars can be allocated to any unit in any order, though no formation may have more than one Commissar. Any excess Commissars are lost. NetEA Army Compendium DRAFT IMPERIAL GUARD - 7

20 DEATH KORPS OF KRIEG SIEGE REGIMENT IMPERIAL GUARD ARMY LIST ARMY SUB-CHAMPION: Ben Evil & Chaos Skinner Version: v1.16 NetEA Death Korps armies have a strategy rating of 2. All Death Korps and Imperial Navy formations have an initiative rating of 2+. Titan Legion formations have an initiative rating of 1+. The Commissars special rule applies to Death Korps Imperial Guard armies. DEATH KORPS COMPANIES (A Death Korps Imperial Guard army may contain any number of Companies.) COMPANY CORE UNITS COST 0-1 Death Korps Regimental HQ One Supreme Commander unit and nineteen Imperial Guard Infantry units 400 points Death Korps Infantry Company One Commander unit and nineteen Imperial Guard Infantry units 300 points Death Rider Company Twelve Rough Rider units 250 points (0-1 Per 1500pts) (Units in this formation lose the scouts special ability) DEATH KORPS COMPANY UPGRADES (Up to three upgrades may be added to each Death Korps Company) UPGRADE UNITS COST Fire Support Battery Four Fire Support units +75 Points Gorgon Siege Transporters Two Gorgons (May not be added to Death Rider Companies) +125 Points Heavy Tank One Macharius tank +125 Points Hellhound Squadron Three Hellhounds +125 points Infantry Platoon Ten Death Korps Infantry Units (May have one Gorgon Siege Transporter) 175 Points (+50 Points) Tank Squadron Three Leman Russ variants (May not include rare Leman Russ variants) +140 points DEATH KORPS SUPPORT FORMATIONS (Up to two Support Formations may be taken per Death Korps Company) FORMATION UNITS COST 0-1 Deathstrike Silo One Deathstrike Missile Silo 250 points Artillery Support Company Nine Earthshaker platforms (May have nine Trojans or nine Gun Emplacements) 600 Points (Free) Death Rider Scout Platoon Six Rough Rider units 150 Points Engineers Platoon Eight Death Korps Engineer units and a Hades Breaching Drill 300 Points Grenadiers Platoon Eight Death Korps Grenadier units (May add eight Centaurs OR one Gorgon) 225 Points (+75 Points) Heavy Support Battery Choose one of the following Heavy Support Batteries : Three Hydra platforms or Three Heavy Anti-Aircraft platforms, or a mix of the two. Three Earthshaker Weapon Platforms Three Medusa platforms (May have three Trojans or three Gun Emplacements) 125 Points 200 Points 275 Points (Free) Heavy Tank Platoon Two Macharius tanks and one Macharius command tank. 350 Points Light Support Battery Four Quad Launchers or Four Heavy Mortars (May have four Centaurs or 20cm of Trenches) 200 Points (Free) Self-Propelled Heavy Support Three Bombards. 250 Points Super-Heavy Tank Company Three of the following Super-Heavy Tanks (in any combination): Baneblades, Shadowswords, Stormblades, or Stormswords 500 Points Super-Heavy Tank Platoon One Stormblade, Stormsword, Baneblade, or Shadowsword 200 Points Tank Platoon Six Leman Russ variants (0-1 of which may be a rare Leman Russ variant) 280 Points DEATH KORPS FORTIFICATIONS (One Fortification may be taken per Death Korps Company) IMPERIAL ALLIES (Up to one third of the army s points may be spent on Imperial Allies formations.) IMPERIAL NAVY TITAN LEGION BATTLEGROUPS FORTIFICATIONS UNITS COST FORMATION COST FORMATION COST Trenchworks 50cm of Trenches plus four One Heavy Marauder 100 Points bunkers. Bomber 150 points One Warlord Class Titan 850 points Two Thunderbolt Fighters 150 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points Two Warhound Class Titans 500 points SPECIAL RULE Leman Russ Variants The Death Korps makes use of many different types of Leman Russ tanks, each with their own strengths and weakness. The following point values to determine the cost of specific tank formations as the army is created. SPECIAL RULE Death Korps What the Death Korps lacks in high tech equipment it makes up in sheer, bloodyminded tenacity. The following rules reflect this situation: Imperial Guard Infantry lose their Autocannon, and all Commander, Fire Support, and Supreme Commander units have one Autorcannon replaced by a Twin Heavy Stubber with the following statistics: STANDARD VARIANTS COST RARE VARIANTS COST Leman Russ +20points Leman Russ Vanquisher +50 points Leman Russ Demolisher +20 points Leman Russ Thunderer Free Twin Heavy Stubber All Commander, Imperial Guard Infantry, Mortar Squad, Support Squad, and Weapon Platform units in the Death Korps army gain +1 to their Close Combat statistic, with a minimum of CC 6+ All Weapon Platforms gain a 6+ Armour Save and all Rough Rider units gain a 5+ Armour Save. DEATH KORPS UNITS Death Korps Grenadier INF Heavy Flamer AND Ignore Cover AP4+, Ignore Cover NOTES: Scouts Death Korps Engineers INF Gas Grenades Mole Launcher (Contact) Ignore Cover NOTES: None Hades Breaching Special immobile n/a n/a n/a none None None Drill NOTES: Tunneler, Transport (May transport 8 Engineers). Note that the Hades Breaching Drill is not a unit and so may not be shot at nor have hits applied to it. It is in all respects simply a marker, to be used in a similar manner to Space Marine Drop Pods. No Blast marker is generated for its parent formation leaving the Hades Breach Drill behind during the game. NetEA Army Compendium DRAFT IMPERIAL GUARD - 8

21 1.4 ADEPTUS MECHANICUS GENERAL ADEPTUS MECHANICUS SPECIAL RULES Imperial Void Shields Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan s datasheet Imperial Allies The Titans of the Adeptus Mechanicus are often assigned to assist other Imperial forces. Non-Adeptus Mechanicus forces may only select Standard configuration Titans. Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan. Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (eg, if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker) GENERAL ADEPTUS MECHANICUS UNITS STANDARD CONFIGURATION ADEPTUS MECHANICUS WAR ENGINES Reaver Titan WE 20 cm x Turbolaser Destructor Rocket Launcher 60 cm 60 cm 4x /AT3+, Fwd 3 BP, FxF (Standard configuration) NOTES DC6, 4 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Reaver s plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is Warhound Titan (Standard configuration) Warlord Titan (Standard configuration) repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Reaver will be hit on a roll of 5+ WE 30 cm Vulcan Mega-Bolter 45c m 4x AP3+/AT5+, Fwd Plasma Blastgun 45 cm 2x MW2+, Slow-Firing, Fwd NOTES DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. The Plasma Blastgun may either fire one shot and still have one shot in reserve for next turn, or fire two shots and not shoot next turn at all. Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it can t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally) WE 15 cm x Turbolaser Destructor Gatling Blaster Volcano Cannon 60 cm 60 cm 90 cm 4x /AT3+, FxF 4x AP4+/AT4+, Fwd MW2+, TK(D3), Fwd NOTES DC8, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Warlord s plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Warlord will be hit on a roll of GENERAL ADEPTUS MECHANICUS CHARACTERS Carapace CH n/a n/a n/a n/a Carapace Multi-lasers 2 x /AT6+/AA5+ Multi-lasers NOTES -- Veteran CH n/a n/a n/a n/a None Princeps NOTES Commander, Leader Legate CH n/a n/a n/a n/a None NOTES Supreme Commander Tech-Lord CH n/a n/a n/a n/a Augmentations (Assault Weapon), EA (+1), MW NOTES Supreme Commander, Fearless, Invulnerable Save GENERAL ADEPTUS MECHANICUS INFANTRY Hypaspists INF Heavy Bolter Praetorian Combat Servitors Skitarii Tech- Priest Mole Mortar NOTES -- INF 15 cm Autocannon Augmentations / AT6+, (Assault Weapon), EA (+1), MW NOTES Fearless, Invulnerable Save. Counts as two units for transport purposes. INF Heavy Bolter Augmentations (Assault Weapon), EA (+1), MW NOTES Leader, Commander, Invulnerable Save. INF 10cm n/a n/a 6+ Mole Mortar, Indirect Fire, Disrupt, Ignores Cover NOTES GENERAL ADEPTUS MECHANICUS ARMOURED VEHICLES Forge Knight AV 20cm Arc Lance Manipulators AT4+ (Assault Weapon), EA (+1), MW NOTES Reinforced Armour, Walker, Invulnerable Save, Infiltrator. NetEA Army Compendium - Adeptus Mechanicus DRAFT

22 GENERAL ADEPTUS MECHANICUS AIRCRAFT AND SPACECRAFT Adeptus Mechanicus SC n/a n/a n/a n/a 2 x Pin-Point Attack n/a MW2+, TK (D3) Gothic Class Cruiser NOTES -- Arc Mechanicus SC n/a n/a n/a n/a 2 x Pin-Point Attack Orbital Bombardment NOTES Slow and Steady n/a n/a MW2+, TK (D3) 6BP, MW GENERAL ADEPTUS MECHANICUS WAR ENGINES Ordinatus Majoris Ordinatus Minoris Reaver Titan Warhound Titan Warlord Titan WE 10cm x Heavy Bolter 2 x Lascannon 1 x Ordinatus Weapon OR 2 x Battle Titan Weapon varies varies AT5+ FxF FxF NOTES DC4; 4 Void Shields; Reinforced Armour, Inspiring. Select two Battle Titan weapons (They must both be of the same type) or a single Ordinatus weapon; whichever weapon(s) is chosen, it is carried on a fixed forward arc. Critical Hit Effect: The Ordinatus's plasma reactor explodes in a roiling blast of energy; the war engine is destroyed an all units within suffer a hit on a 5+. Any friendly formations with line of sight to the explosion receive one Blast marker. WE 10cm x Battle Titan Weapon 2 x Twin Heavy Bolter varies FxF AP4+ NOTES Damage Capacity 2, 2 Void Shields, Reinforced Armour. Select one Battle Titan weapon; the Ordinatus Minoris carries this weapon on a fixed forward arc. Critical Hit Effect: The Ordinatus's plasma reactor explodes in a roiling blast of energy; the war engine is destroyed an all units within suffer a hit on a 5+. WE 20 cm x Arm Scout or Battle Titan Weapons 1 x Carapace Scout or Battle Titan Weapons -- Forward Arc FxF NOTES DC6, 4 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Reaver s plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Reaver will be hit on a roll of 5+ WE 30 cm x Scout Titan Weapons -- Forward Arc NOTES DC 3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it can t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally) WE 15 cm x Arm Scout or Battle Titan Weapons -- Forward Arc 2 x Carapace Scout or Battle Titan Weapons -- FxF NOTES DC 8, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Warlord s plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Titan, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Warlord will be hit on a roll of SCOUT TITAN WEAPONS WEAPON RANGE FIREPOWER Inferno Gun BP3, Ignores Cover Plasma Blastgun 2x MW2+, Slow Firing, The Plasma Blastgun may either fire one shot and still have one shot in reserve for next turn, or fire two shots and not shoot next turn at all. Turbolaser Destructor 60cm 4x / AT3+ Vulcan Megabolter 4x AP3+ / AT BATTLE TITAN WEAPONS WEAPON RANGE FIREPOWER Apocalypse Missile Launcher 60cm BP3 Carapace Landing Pad -- Allows the Titan s BP weapons to use the indirect fire ability Close Combat Weapon (Arm Only) (Contact) EA (+3), TK(D3) Corvus Assault Pod -- Transport (10 infantry) Gatling Blaster 60cm 4x AP4+/AT4+ Laser Blaster (Triple Turbolaser) 60cm 6x /AT3+ Laser Burner OR, EA (+2), (Contact) Melta Cannon AND Plasma Cannon 60cm 3x MW2+, Slow Firing Plasma Destructor 75cm 4x MW2+, Slow Firing Quake Cannon 90cm BP3, MW Volcano Cannon 90cm MW2+, TK(D3) (Assault Weapons), EA (+4) MW2+, TK(D3), EA (+1), TK(D3) SUPPORT MISSILE WARHEADS WEAPON RANGE FIREPOWER Barrage Unlimited 10BP, Disrupt, Indirect Fire, Warhead, One-Shot, Carapace Only Deathstrike Unlimited MW2+, TK(D6), Indirect Fire, Warhead, One-Shot, Carapace Only Vortex Unlimited BP3, MW, TK(1), Indirect Fire, Warhead, One-Shot. Carapace Only Warp Unlimited MW2+, TK(D3), Ignores Shields/Powerfields, Indirect Fire, Warhead, One-Shot, Carapace Only ORDINATUS WEAPONS WEAPON RANGE FIREPOWER Armageddon (1x Nova Cannon) 100cm 4x MW3+, TK(D3) Golgotha (6 x Hellfire Missiles) Unlimited 2BP, MW, Single Shot, Indirect Fire Mars (1 x Sonic Disruptor) 100cm 10BP, Ignores Cover, Disrupt NetEA Army Compendium - Adeptus Mechanicus DRAFT

23 1.4.3 EXPERIMENTAL ADEPTUS MECHANICUS UNITS EXPERIMENTAL ADEPTUS MECHANICUS CHARACTERS EXPERIMENTAL ADEPTUS MECHANICUS INFANTRY EXPERIMENTAL ADEPTUS MECHANICUS ARMOURED VEHICLES EXPERIMENTAL ADEPTUS MECHANICUS AIRCRAFT AND SPACECRAFT AC F 6+ n/a n/a Storm Bolters Lysander Fighter NOTES -- Heavy Bolter AP4+/AA5+, FxF /AA6+, FxF EXPERIMENTAL ADEPTUS MECHANICUS WAR ENGINES Imperator Titan Warmonger Titan WE Plasma Annihilator Hellstorm Cannon Defence Laser 4 x Battle Cannon Quake Cannon Tertiary armament Leg Bastions 90cm 60cm 90cm 75cm 90cm n/a 4x MW2+ TK(D3), Forward Arc, Slow Firing 10BP, Forward Arc MW2+/AA4+, TK (D3) AP4+/AT4+ 3BP, MW, FxF, EA (+2) Counts-as a Corvus Assault Pod NOTES DC12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring. The Imperator Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 3cm tall. Critical Hit Effect: The Warmonger s plasma reactor has been damaged. Roll a D6 for the Imperator in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Titan, on a roll of 2-3 it suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Imperator will be hit on a roll of 4+. WE x Doomstrike Missiles Vengeance Cannon 4 x Hydra Autocannon Fire Control Centre Head Gun Tertiary armament Leg Bastions Unlimited 90cm n/a n/a Warhead, may fire only one missile per turn. 2 x MW2+, TK (D3), Forward Arc 2 x AP4+/AT5+/ AA5+ Re-roll one failed to-hit roll once per turn. AP4+/AT4+ Fixed Forward Arc, EA (+2) Counts-as a Corvus Assault Pod NOTES DC12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring. The Warmonger Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 3cm tall. Critical Hit Effect: The Warmonger s plasma reactor has been damaged. Roll a D6 for the Warmonger in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Titan, on a roll of 2-3 it suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Warmonger will be hit on a roll of 4+. DESIGN NOTE Emperor Battle Titans The Adeptus Mechanicus are in the possession of some awesome pieces of technology, some might be so awesome, that they break the game! The Emperor-class Titans are good example of this. We don t recommend their use in Tournament games, but are interested in seeing them tested for possible future inclusion. Consider these point values as experimental: Imperator Titan 1250 Points Warmonger Titan Points (Allows one Lysander Fighter to be included per Warmonger at 75 points each.) NetEA Army Compendium - Adeptus Mechanicus DRAFT

24 A LEGIO GRYPHONICUS WAR GRYPHONS ADEPTUS MECHANICUS TITAN LEGION ARMY LIST ARMY CHAMPION: Ben Evil & Chaos Skinner Version: 3.18 Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+. Titan Legion armies have a strategy rating of 3. TITAN LEGION BATTLE TITAN FORMATIONS The army may contain any number of Battle Titan formations. FORMATION CORE UNITS COST Warlord Battle Titan One Warlord Titan 725 Points Reaver Battle Titan One Reaver Titan 575 Points TITAN LEGION SCOUT TITAN FORMATIONS Two Scout Titan Formations may be selected for each Battle Titan formation in the army. FORMATION CORE UNITS COST Warhound Scout Titan One Warhound Titan 275 Points Warhound Titan Pack Two Warhound Titans 500 Points TITAN LEGION SUPPORT FORMATIONS One Support Formation may be selected for each Titan formation in the army. FORMATION CORE UNITS COST Forge Knight Squadron Three Forge Knights (Add three additional Forge Knights) 200 Points (+175Points) Recon Platoon Four Sentinels 100 Points Thunderbolt Squadron Two Thunderbolt Fighters 150 Points Marauder Squadron Two Marauder Bombers 250 Points 150 Points OR 300 Points 0-1 Orbital Support One Adeptus Mechanicus Gothic Class Cruiser OR One Arc Mechanicus Skitarii Demi-Century Nine Hypaspist units, plus one Tech-Priest unit 300 Points TITAN UPGRADES A Titan formation may take one of each upgrade. UPGRADE UNITS COST 0-1 Legate Add a Legate to one Battle Titan in the formation +50 points Veteran Princeps Add a Veteran Princeps to one Titan in the formation +25 points Carapace Multi-Lasers Add Carapace Multi-Lasers to one Battle Titan in the formation +50 points Sacred Icon Add a Sacred Icon to one Battle Titan in the formation +50 points TITAN WEAPONS Warhound, Reaver and Warlord Titans each must be upgraded with two, three and four Titan weapons respectively. A Titan may not be upgraded with more or less weapons than its class allows. Each Titan formation must select at least two different types of weapons. If the player wishes, a Titan formation may contain only one type of weapon, at the cost of paying a +25 point surcharge. BATTLE TITAN WEAPONS SCOUT TITAN WEAPON WEAPON COST WEAPON COST Laser Burner, Corvus Assault Pod, Carapace Landing Pad Free Inferno Gun, Vulcan Megabolter, Plasma Blastgun Free Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Titan Close Combat Weapon +25 Points Turbolaser Destructor +25 Points Melta Cannon, Laser Blaster (Triple-Turbolaser), Volcano Cannon Plasma Destructor, Support Missile (Select one warhead), Quake Cannon +50 Points +75 Points SPECIAL RULE God Machines The Adeptus Mechanicus worships their Titans as icons of the Deus Mechanicus, avatars that rule battlefields with awesome firepower; the loss of even one large Titan is enough to shake the heart of any Adept of the Mechanicus. If any Battle class Titan is destroyed, then any friendly Titan formations wi thin line of sight receive one blast marker. NetEA Army Compendium - Adeptus Mechanicus DRAFT

25 1.6 ORKS GENERAL ORK SPECIAL RULES Power of the Waaagh! Orks are not noted for their organisational abilities, and thus usually have a pretty low initiative rating. However, if there is one thing that will galvanise an Ork warband, it s the thought of a good punch-up! Because of this, Ork formations that are attempting to take engage or double actions receive a +2 modifier to their action test roll. Ork flyboyz similarly relish the chance to shoot things up, and receive a +2 modifier to their action test roll when attempting to carry out interception or ground attack actions (see 4.0) Mob Rule Orks believe that as long as there s a bunch of them still fighting together (slightly more than they can count up to is ideal!) then there s always a chance that they ll prevail, no matter the odds. To represent this, Ork formations with more than five units (ie, too many to count on the fingers of one hand), not including Grotz, Big Gunz or Squig Catapults, receive a +1 modifier to any rally rolls they make, and formations with more than 10 such units receive a +2 modifier. For the purposes of this rule war engines count each point of starting damage capacity as a unit GENERAL ORK UNITS Ork Powerfields Some Ork war engines are protected by banks of power fields. The number each war engine has is noted on its datasheet. Power fields work in exactly the same manner as Imperial Void Shields (see ), 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 Cost of Ork Formations An Ork player may choose to double or triple the number of core units in a formation if they wish. A formation with double the normal number of units is called a Big formation, and a formation with three times the normal number of units is called an Uge; the point value of each type of formation is listed in the army list. An Ork formation may include any of the extra units listed in the Extras column. You may include any number of extra units in a formation unless it is specifically noted otherwise. If there are limitations then the limit is doubled for a Big formation and tripled for an Uge formation Attached War Engines In tournament games, war engines attached to a formation with non-war engines may only transport units from their own formation (ie, the rules for War Engine transports do not apply to them when using the tournament army lists) GENERAL ORK CHARACTERS Big Mek CH n/a n/a n/a n/a NOTES: Adds one Big Mek Kustom Bitz option to a single War Engine or Big Gun unit in the formation that the Big Mek is attached to. Oddboy CH n/a n/a n/a n/a Supa-Zzap-Gun OR Soopagun 60 cm 60 cm MW3+, TK(D3) 2 BP, MW NOTES: Ork Oddboyz can be one of two types: Big Meks or Slavers. Both are Characters. A Big Mek can be added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle into a Soopagun or Supa-Zzap-Gun with the characteristics shown above. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun with the characteristics above. Warlord CH n/a n/a n/a n/a Big Choppas (Assault Weapons), MW, EA (+1) NOTES: Supreme Commander Wyrdboy CH n/a n/a n/a n/a Fist of Gork 45 cm MW5+/AA5+, MW NOTES: GENERAL ORK INFANTRY Big Gunz INF 10 cm n/a Big Gun 45 cm /AT5+ Boarboyz NOTES: - INF 20 cm Choppas Shootas (15 cm) (Assault Weapons) Boyz Grotz Kommandos Madboyz Mekboy Bad Ork Bikeboy Nobz Nob Warbikes Squig Katapult Wildboyz Stormboyz Warbikes NOTES: Mounted, Infiltrator INF 15 cm Choppas Shootas Big Shoota (15 cm) 30 cm (Assault Weapons) AP6+/AT6+ NOTES: INF 15 cm n/a Shootas (15 cm) NOTES: Formations that include at least 1 Ork unit don t receive Blast markers for Grot units that are killed, and don t count Grot units that are lost in an assault when working out who has won the combat. INF 15 cm Choppas (Assault Weapons) Shootas (15 cm) Big Shoota 30 cm AP6+/AT6+ NOTES: Scout, Infiltrator INF 15 cm Choppas Shootas NOTES: Fearless INF 40 cm Choppa Blades Sawn-off Custom Blasta (15 cm) AND (Assault Weapons) (Assault Weapons), MW, EA (+1) MW5+, MW, EA (+1) NOTES: Mounted, Invulnerable Save, Supreme Commander INF 15 cm Big Choppas Shootas 2x Big Shoota (15 cm) 30 cm NOTES: Leader INF 35 cm Big Choppas Shootas (15 cm) 2x Big Shoota 30 cm NOTES: Leader, Mounted INF 10 cm n/a Squig Katapult 45 cm 1 BP, Disrupt NOTES: INF 15 cm n/a Choppas (Assault Weapons) NOTES: -- INF 30 cm Choppas (Assault Weapons) Shootas (15 cm) NOTES: Scout, Jump Packs INF 35 cm Twin Sawn-off Big Shoota 15 cm /AT5+ NOTES: Mounted (Assault Weapons), EA (+1) AP6+/AT6+ (Assault Weapons), EA (+1) AP6+/AT6+ NetEA Army Compendium - ORKS DRAFT - 1

26 GENERAL ORK LIGHT VEHICLES Deth Kopta LV 35 cm Twin Big Shoota 30 cm /AT6+ NOTES: Skimmer Junkatrukk LV 25 cm Big Shoota 30 cm AP6+/AT6+ NOTES: Transport (may carry 1 Grot plus any 1 of the following units: Boyz, Nobz, Wildboyz. Units may shoot while being transported) Trukk LV 35 cm n/a n/a n/a n/a NOTES: Transport (may carry any 1 of the following units: Boyz, Nobz, Grots, Big Gunz. Units other than Big Gunz may shoot while being transported) Skorcha LV 35 cm Skorcha 15 cm AP4+, Ignore Cover NOTES: -- Squiggoth LV 20 cm Teeth & Horns 2x Twin Big Shoota Big Gun 30 cm 45 cm (Assault Weapons), MW, EA (+D3) /AT6+ /AT5+ NOTES: Reinforced Armour, Thick Rear Armour, Transport (may carry any 4 of the following units: Boyz, Nobz, Wildboyz. May carry 2 Grotz in addition to any other units) Warbuggy/ LV 35 cm Twin Big Shoota 30 cm /AT6+ Wartrak NOTES: GENERAL ORK ARMOURED VEHICLES Battlewagon AV 30 cm x Twin Big Shoota 30 cm /AT6+ NOTES: Transport (may carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, one of the two units transported may be a Big Gun. May carry 1 Grot in addition to any other units) Dreadnought AV 15 cm Kombat Klaws 2x Big Shoota 30 cm (Assault Weapons), MW, EA (+1) AP6+/AT6+ NOTES: Walker Flakwagon AV 30 cm Flak Gun 30 cm 2x AP6+/AT6+/AA6+ NOTES: Transport (may carry any 1 of the following units: Boyz, Kommandos, Grots, Nobz, Big Gun) Gunwagon AV 30 cm Big Gun 45 cm /AT5+ Killa Kan NOTES: Transport (may carry any 1 of the following units: Boyz, Kommandos, Grots, Nobz, Big Gun) AV 15 cm Kombat Klaws Big Shoota 30 cm NOTES: Walker AV 35 cm Kustom Kannon 45 cm MW4+ Mekboy Speedsta NOTES: D3 Power Fields Stompa AV 15 cm x Kombat Ammer OR 30 cm 45 cm (Assault Weapons), MW, EA (+1) AP6+/AT6+ (Assault Weapons), MW, EA (+1) /AT6+ /AT5+ 2-3x Big Guns NOTES: Walker, Reinforced Armour. May be armed with 3 big guns or 2 big guns and 1 Kombat Ammer. The Kombat Ammer may shoot and be used as an assault weapon. It only has the Macro-weapon and Extra Attack abilities when used in an assault GENERAL ORK AIRCRAFT AND SPACECRAFT Battlekroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+3 BP, MW NOTES: Transport (may carry up to 12 Ork Landas plus the troops carried in them), Slow and steady (may not be used on the first or second turn of a game unless the scenario specifically states otherwise) Fighta- AC FB 6+ n/a n/a Heavy Shootas 15 cm /AA5+ Bommer Tankbusta Rokkits 30 cm AT4+ NOTES: Kill Kroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+1 BP, MW Landa NOTES: AC/WE B Gun Turrets Tankbusta Rokkits 15 cm 30 cm D6+3x /AA6+ AT4+, FxF NOTES: DC 3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units: Boyz, Kommandos, Stormboyz, Nobz, Attack Bikes, Buggies, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts. All light vehicles and Dreadnoughts (but not Killa Kans) take up 2 spaces each. In addition it may also carry 4 Grots) Critical Hit Effect: The Landa s pilot is killed and the Landa crashes to the ground, killing all on board. NetEA Army Compendium - ORKS DRAFT - 2

27 GENERAL ORK WAR ENGINES Battlefortress WE x Twin Big Shoota Big Gun /AT6+ /AT6+ NOTES: DC 3, Transport (may carry any 8 of the following units: Boyz, Kommandos, Nobz. 1 of the units transported may be a Big Gun. May carry 4 Grots in addition to any other units) Critical Hit Effect: The attack hits the Battlefortress s running gear and it flips over. The Battlefortress comes to rest D6cm away in a random direction, hitting anything it lands on. The Battlefortress is destroyed and any units on board will only survive on a roll of 6. Gunfortress WE x Twin Big Shoota 3x Big Gun /AT6+ /AT6+ NOTES: DC 3, Transport (may carry any 4 of the following units: Boyz, Kommandos, Nobz. 1 of the units transported may be a Big Gun. May carry 4 Grots in addition to any other units) Critical Hit Effect: The attack hits the Gunfortress s running gear and it flips over. The Gunfortress comes to rest D6cm away in a random direction, hitting anything it lands on. The Gunfortress is destroyed and any units on board will only survive on a roll of 6. Gargant WE Gaze of Mork 2-3x Soopagun 0-1x Supa-Zzap-Gun 0-1 Mega-Choppa 60cm 60cm AND MW4+, TK 2 BP, MW, FxF MW3+, TK(D3), FxF /AT5+, FxF (Assault Weapons), TK(D3), EA (+1) NOTES: DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega- Choppa or 1 Supa-Zzap-Gun. The Mega-Choppa may shoot and be used as an assault weapon. The Mega-Choppa s Titan Killer and Extra Attack abilities may only be used in an assault. Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5-6 the fire is put out. Any fires not put out cause one point of damage. Great Gargant Orkeosaurus Steam Gargant Supa-Stompa WE 15 cm Gaze of Mork 2x Big Gun 1x Soopagun 1-2x Twin Soopagun 0-1x Lifta-Droppa 30 cm 45 cm 60 cm 60 cm 60cm AND MW4+, TK /AT5+ 2 BP, MW, FxF 3 BP, MW, FxF MW3+, TK(D3), FxF (Assault Weapons), EA (+1) NOTES: DC 12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour. May be armed with 2 Twin Soopaguns or 1 Twin Soopagun and 1 Lifta-Droppa. The Lifta-Droppa may shoot and be used as an assault weapon. The Lifta-Droppa s Extra Attack may only be used in an assault. Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5-6 the fire is put out. Any fires not put out cause one point of damage. WE 15 cm Goring Tusks OR 30 cm 45 cm (Assault Weapons), MW, EA (+D3) (Assault Weapons), TK(D3), EA (+1) /AT6+ /AT5+ 4x Twin Big Shoota 2x Big Gun NOTES: DC 6, Reinforced Armour, Thick Rear Armour, Transport (may carry any 12 of the following units: Boyz, Nobz, Wildboyz. May carry 6 Grotz in addition to any other units) Critical hit effect: The shot enrages the Orkeosaurus. It immediately rampages 3D6cm in a random direction, stopping immediately if it encounters impassable terrain or another unit or once the move has finished. If it stops because it moved into another unit, then the unit suffers a hit that counts as having been inflicted by a macro-weapon. If it crashes into impassable terrain then the Orkeosaurus is killed WE 15 cm x Mega-Choppa Fist of Gork 0-2x Soopagun NOTES: 45 cm 60 cm (Assault Weapons), MW, TK(D3), EA (+1) MW5+/AA5+, MW 2 BP, MW DC 4, Reinforced Armour, Walker, Fearless. May not have more than two Soopaguns or Mega-Choppas in total (one on each arm). Critical Hit Effect: The Steam Gargant s boiler blows up. The Steam Gargant is destroyed and all units within 2D6cm suffer a hit. WE 15 cm Gaze of Mork 2-3x Soopagun 0-1 Mega-Choppa 30 cm 60 cm 45 cm AND MW4+, TK 2 BP, MW, FxF /AT5+, FxF (Assault Weapons), TK(D3), EA (+1) NOTES: DC 4, D3 Power Fields, Walker, Fearless, Reinforced Armour May be armed with 3 Soopaguns or 2 Soopaguns and 1 Mega-Choppa. The Mega-Choppa may shoot and be used as an assault weapon. The Mega-Choppa s Titan Killer and Extra Attack abilities may only be used in an assault. Critical Hit Effect: The Supa-Stompa s head is blown clean off, killing the Kaptain. It suffers a -1 to hit modifier from now on. Any subsequent critical hits will cause an extra point of damage instead EXPERIMENTAL ORK UNITS EXPERIMENTAL ORK CHARACTERS Big Mek CH n/a n/a n/a n/a NOTES: Adds one Big Mek Kustom Bitz option to a single War Engine or Big Gun unit in the formation that the Big Mek is attached to. Mekboy Big CH n/a n/a n/a n/a Big 'Ammer (Assault Weapons), MW, EA (+1) Boss Kustom Shoota, MW, EA (+1) NOTES: Supreme Commander EXPERIMENTAL ORK INFANTRY Lobba INF 10cm n/a Lobba 1BP NOTES: Represents Orkified Gotterdammerung Howitzers, Thudd Guns EXPERIMENTAL ORK LIGHT VEHICLE EXPERIMENTAL ORK ARMOURED VEHICLES Big Wagon AV 25cm x Big Gunz /AT5+ NOTES: Reinforced Armor, Transport (may carry any one of the following units: Boyz, Grots,Kommandos, Nobz, Big Gun, may carry one Grots unit in addition to other units). Represents Orkified Land Raider, Leman Russ, Ragnarok tanks. Lobbawagon AV 25cm Lobba 1BP NOTES: Represents Orkified Whirlwind, Basilisk, Manticore, Bombard, Deathstrike, Griffon tanks. NetEA Army Compendium - ORKS DRAFT - 3

28 F GHAZGKHULL MAG URUK THRAKA S WAR HORDE ORK ARMY ARMY CHAMPION: Neal Hunt Version: FINAL NetEA Ork armies have a Strategy rating of 3. All Ork formations have an Initiative rating of 3+ and use the Power of the Waaagh! and Mob Rule special rules. WAR HORDE FORMATIONS (An Ork army may contain any number of War Horde Formations.) COST PER FORMATION TYPE CORE UNITS NORMAL BIG UGE UPGRADES Ork Warband Stormboyz Warhorde Kult of Speed Blitz Brigade Mekboy Stompamob Mekboy Gunzmob Six Boyz units Two Nobz unts Two Grotz units Six Stormboyz units 150 n/a n/a Any eight of the following units: Buggies, Warbikes, Skorchas Any four of the following units: Gunwagons, Deth Koptas, Flakwagonz Three Stompas Five Big Gunz units Any number of the following for +25 points each: Boyz (+ an optional free Grot per Boyz unit), Stormboyz, Kommandos, Buggies, Warbikes, Skorchas, Big Gunz, Killa Kans Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Dreadnoughts, Flakwagonz, Gunwagonz Up to 2 Nobz for +35 points each Up to 1 Oddboy character for +50 points Any number of Stompas for +75 points each Any number of Battlefortress for +115 points each Any number of Gunfortress for +125 points each Any number of the following for +25 points each: Stormboyz, Kommandos, Buggies, Warbikes, Skorchas Any number of Deth Koptas for +35 points each Any number of the following for +25 points each: Buggies, Warbikes, Skorchas Any number of the following for +35 points each: Deth Koptas, Flakwagonz, Gunwagonz Up to 1 Oddboy character for +50 points Any number of the following for +25 points each: Buggies, Warbikes, Skorchas Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz Up to 1 Oddboy character for +50 points Up to 1 Gunfortress for +125 points each Any number of Killa Kanz for +25 points each - Any number of the following for +35 points each: Dreadnoughts, Flakwagonz Any number of Stompas for +75 points each Up to 1 Supa-Stompa for 275 points Any number of Big Gunz for +25 points each Any number of the following for +35 points each: Battlewagonz, Flakwagonz Up to 1 Nobz for +35 points Up to 1 Oddboy character for +50 points ORK AIRCRAFT, SPACECRAFT, AND GARGANTS (Up to one third of an army s points may be spent on Aircraft, Spacecraft, and Gargants.) FORMATION UNITS UPGRADE COST Fighta Squadron Three Fighta-Bommers Up to six Fighta-Bommers for +50 points each 150 Landa One Ork Landa n/a 200 Kill Kroozer One Kill Kroozer May be upgraded to Ork Battlekroozer for +50 points 150 Gargant One Gargant n/a 650 Great Gargant One Great Gargant n/a 850 SPECIAL RULE - Warlord Every Ork army must include a Supreme Command character called a Warlord. The Warlord character is free; you don t have to pay any points for it. If the army includes any Great Gargants, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit. NetEA Army Compendium - ORKS DRAFT - 5

29 F BURNING DEATH SPEED FREEKS ORK ARMY ARMY SUB-CHAMPION: Tim Tiny-Tim Hunt Version: FINAL Speed Freeks armies have a Strategy rating of 3. All Speed Freek formations have an Initiative rating of 3+ and use the Power of the Waaagh! and Mob Rule special rules. NetEA SPEED FREEKS FORMATIONS (A Speed Freeks army may contain any number of Speed Freek Formations.) COST PER FORMATION TYPE CORE UNITS NORMAL BIG UGE UPGRADES One Nobz unit with one Trukk OR Speed One Nobz Warbikes units Three Boyz units with three Freeks Trukks Warband Plus any four of the following units: Buggies, Warbikes, Skorchas Kult of Speed Blitz Brigade Warbike Outriders Fortress Mob Any eight of the following units: Buggies, Warbikes, Skorchas Any four of the following units: Gunwagons, Deth Koptas, Flakwagonz Five Warbike units (All units in the formation receive the Scout ability for free) Any two of the following units: Battlefortress, Gunfortress Any number of the following for +25 points each: Boyz (+ an optional free Grot per Boyz unit), Stormboyz, Buggies, Warbikes, Skorchas, Big Gunz Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz Up to 1 each of the following units: Nobz unit OR Nob Warbikes +35 points, Mekboy Speedsta +50 points Any number of the following for +25 points each: Buggies, Warbikes, Skorchas Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz Up to 1 Mekboy Speedsta for +50 points Any number of the following for +25 points each: Ork Boyz, Buggies, Warbikes, Skorchas Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz Up to 1 each of the following units: Nobz OR Nob Warbikes (+35 points), Mekboy Speedsta (+50 points), Gunfortress (+125 points) No extra units allowed. Any number of the following for +25 each: Ork Boyz Any number of the following for +35 points each: Flakwagonz Up to 1 each of the following units: Nobz OR Nobz Warbikes (+35 points), Battlefortress (+115 points), Gunfortress (+125 points) SPEED FREEK AIRCRAFT AND SPACECRAFT (Up to one third of an army s points may be spent on Aircraft and Spacecraft.) FORMATION UNITS UPGRADE COST Fighta Squadron Three Fighta-Bommers Up to 6 Fighta-Bommers for +50 points each 150 Landa One Ork Landa n/a 200 Kill Kroozer One Kill Kroozer May be upgraded to Ork Battlekroozer for +50 points 200 SPECIAL RULE - Mekboy Bad Ork Bikeboy Every Speed Freek Ork army must include a Mekboy Bad Ork Bikeboy unit. The Bikeboy character is free, you don t have to pay any points for him, and it can be added to any formation in the army. SPECIAL RULE - Gotta Go Fasta! Every unit in a Speed Freeks formation must either have at least a speed of, or be transported in a unit with at least a speed of. In other words, formations may not include units with a speed of less than unless they also have a transport vehicle capable of carrying those units around. NetEA Army Compendium - ORKS DRAFT - 6

30 1.7 CRAFTWORLD ELDAR GENERAL CRAFTWORLD ELDAR SPECIAL RULES 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 Hit and Run Tactics The Eldar are a dying race, and any loss is deeply mourned. Because of this they have developed tactics that, when combined with their highly advanced technology, allows them to attack the enemy and then quickly retire in order to avoid any return fire. This special ability is reflected by the following special rules, which apply to all formations in an Eldar army. Eldar formations that take advance or double actions may choose to shoot either before or after each move. However, they may still only shoot once during the action. For example, an Eldar formation taking an advance action could shoot and then move or move and then shoot, while a formation taking a double action could shoot and move twice, move twice and then shoot, or move then shoot and then move again. In addition, Eldar formations that win an assault are allowed to move any distance up to their speed value when they consolidate, rather than being limited to a move of 5 cm as would normally be the case Eldar Technology The Eldar are a technologically sophisticated race that make use of a number of devices that have capabilities far in advance of anything used by the other races in the galaxy. These technological advantages are represented in Epic by the following special rules: Holofields: Eldar Titans are protected by a holofield that is projected from special wing-like structures on the Titan s carapace. These fracture the image of the Titan making it appear as a swirling cloud of coloured motes to the naked eye, while at the same time disrupting any targeting devices attempting to lock onto the Titan. The overall result is to make the Titan a very hard target to hit! Holofields provide Titans with a special 3+ saving throw that can be taken instead of the Titan s normal saving throw. This save may always be taken, even against hits in an assault or against Titan Killer or Macro-weapons attacks. Make a single saving against weapons with the Titan Killer ability, rather than a separate save for each point of damage. If a vehicle with a holofield also has reinforced armour, then it is allowed to re-roll its saving throw unless hit by Lance, Macro-weapon or Titan Killer attacks, but the re-roll must be made using the units armour save rather than the holofield save. No Blast markers are placed for hits that are saved by a holofield. Lance weapons: A lance uses a highly concentrated beam of laser energy to destroy heavily armoured targets. A unit with reinforced armour (see Epic: Armageddon ) that is hit by a lance weapon is not allowed to re-roll its saving throw. Webway Portals: Webway portals are used by the Eldar to safely travel through the Warp. Each webway portal included in the army allows the Eldar player to pick up to three other formations, and keep them back on the Craftworld. Any formation s that are kept on the Craftworld may enter play via the Webway Portal, by taking an action that allows them to make a move, and then measuring their first move from the position that a webway portal occupies on the tabletop. Note that the formation may appear through any portal, not just the one that was used to allow the formation to be kept off-board. No more than one formation may travel through each webway portal each turn. In the GT scenario reserve formations with multiple deployment options must be designated as to deployment method during setup webway, air transport or teleport GENERAL CRAFTWORLD ELDAR UNITS GENERAL CRAFTWORLD ELDAR CHARACTERS Autarch CH n/a n/a n/a n/a Autarch CC Weapon Autarch FF Weapon (Assault Weapons), EA (+1), MW, EA (+1) NOTES Supreme Commander, Inspiring, Invulnerable Save Court of the Young CH n/a n/a n/a n/a Ancient Weapons (Assault Weapons), EA (+1), MW King NOTES The Court of the Young King represents Exarchs accompanying the Biel-Tan Avatar into battle. Exarch CH n/a n/a n/a n/a Exarch CC Weapon Exarch FF Weapon (Assault Weapons), EA (+1), EA (+1) NOTES Inspiring. Exarchs added to Dire Avenger, Howling Banshee, Striking Scorpion, or Shining Spear units have an Exarch CC weapon. Exarchs added to Fire Dragon, Swooping Hawk, Warp Spider or Dark Reaper units have an Exarch FF weapon. Spear of Khaine CH n/a n/a n/a n/a Singing Spears OR, EA (+1) (Assault Weapons), EA (+1), MW NOTES The Spear of Khaine represents Warlocks accompanying the Ulthwé Avatar into battle GENERAL CRAFTWORLD ELDAR INFANTRY Farseer INF Witch Blades Shuriken Pistols (Assault Weapons), EA (+1), MW NOTES Farsight, Commander, Invulnerable Save Guardians INF n/a Shuriken Catapults Heavy Weapon NOTES -- INF n/a Scatter Laser /AT5+ Platform NOTES -- Jetbikes INF 35cm Shuriken Catapults NOTES Skimmer, Mounted Pathfinders INF 20cm Shuriken Pistols Long Rifles Rangers NOTES Scout, Sniper, Invulnerable Save, Teleport INF Shuriken Pistols Long Rifles NOTES Scout, Sniper INF Witch Blades Seer Council (Assault Weapons), EA (+1), MW Eldar Psychic Powers, EA (+1), MW NOTES Farsight, Invulnerable Save, Reinforced Armour, Supreme Commander. Counts as a Farseer. Support Weapon INF n/a D-Cannon MW5+ Platform NOTES -- Wraithguard INF Wraithcannon AND, EA (+1), MW 2 x MW5+ NOTES Fearless, Reinforced Armour NetEA Army Compendium DRAFT CRAFTWORLD ELDAR - 1

31 GENERAL CRAFTWORLD ELDAR ASPECT WARRIORS Dark Reapers INF Reaper Missile Launcher 2 x Dire Avengers Fire Dragons Howling Banshees Shining Spears Swooping Hawks Striking Scorpions Warp Spiders NOTES -- INF Shuriken Catapults, EA (+1) NOTES -- INF Fusion Guns AND, MW MW5+ NOTES -- INF Banshee Masks Shuriken Pistols (Assault Weapons), First Strike NOTES -- INF 35cm Laser Lances (Assault Weapons), Lance NOTES Skimmer, Mounted INF 35cm Lasblasters NOTES Scout, Jump Packs, Teleport INF Mandiblasters (Assault Weapons), EA (+1) Shuriken Pistols NOTES -- INF Death Spinner NOTES Jump Packs, First Strike, Infiltrator GENERAL CRAFTWORLD ELDAR LIGHT VEHICLES Vyper Jetbike LV 35cm Scatter Laser /AT5+ NOTES Skimmer War Walker LV 20cm Scatter Laser Bright Lance /AT5+ AT5+, Lance NOTES Walker, Scout, Reinforced Armour GENERAL CRAFTWORLD ELDAR ARMOURED VEHICLES Falcon AV 35cm Scatter Laser Falcon Pulse Laser /AT5+ 2 x AT4+ NOTES Skimmer, Transport (may transport 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Fire Prism AV 35cm Prism Cannon 60cm AP4+/AT2+, Lance NOTES Skimmer Firestorm AV 35cm Firestorm Battery 2 x /AT5+/AA4+ NOTES Skimmer, Transport (may transport 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Night Spinner AV 35cm Nightspinner 1 BP, Disrupt, Indirect Fire NOTES Skimmer, Transport (may transport 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Wave Serpent AV 35cm Twin Shuriken Cannon AP4+ NOTES Skimmer, Reinforced Armour, Transport (May transport 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Wraithlord AV Power Fists Bright Lance (Assault Weapons), EA (+1), MW AT5+, Lance NOTES Walker, Fearless, Reinforced Armour GENERAL CRAFTWORLD ELDAR AIRCRAFT AND SPACECRAFT Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR 2x Pin-point Attack n/a n/a 8 BP, MW MW2+, TK(D3) Nightwing Interceptor Phoenix Bomber Vampire Raider Wraithship NOTES Transport (May carry up to 12 Vampires and the units being transported on them) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival. AC F 4+ n/a n/a Twin Shuriken Cannons Bright Lances NOTES -- AC FB 5+ n/a n/a Nightspinner Twin Shuriken Cannons Phoenix Pulse Laser AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF 1 BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF NOTES Reinforced Armour AC/WE B Scatter Laser 2x Vampire Pulse Laser /AT5+/AA5+, FxF 2 x AT4+, FxF NOTES DC2, Reinforced Armour, Planetfall, Transport (may transport eight of the following units: Autarch, Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support Weapon Platform, Wraithguard, Rangers) Critical Hit Effect: The Vampire s control surfaces have been damaged and it is destroyed SC n/a n/a n/a n/a Orbital Bombardment OR Pin-point Attack n/a n/a 4 BP, MW MW2+, TK(D3) NOTES You must decide which weapon system the Wraithship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival. NetEA Army Compendium DRAFT CRAFTWORLD ELDAR - 2

32 GENERAL CRAFTWORLD ELDAR WAR ENGINES Avatar WE Wailing Doom AND Cobra Phantom Titan Revenant Scout Titan Scorpion Storm Serpent Void Spinner Warlock Titan NOTES (Assault Weapons), EA (+1), MW MW5+ DC3, Commander, Inspiring, Fearless, Walker, Invulnerable Save Critical Hit Effect: With a ghastly wail the Avatar falls to the ground, twitches and lies still. All Eldar formations with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker. WE 25cm Shuriken Cannon Cobra D-Cannon Eldar Missile Launcher NOTES 2 BP, TK(D3+1), FxF /AT6+/AA6+ DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts as having the 'Ignore Cover' special ability when used against War Engines. Critical Hit Effect: The Cobra s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm of the model suffer one hit on a roll of 6. WE 25cm x Twin Eldar Missile Launcher 1-2x Titan Pulsar 0-1x Power Fist NOTES 75cm OR OR AP4+/AT5+/AA5+ 2 x MW3+, TK(1) (Assault Weapons), TK(D3), EA (+2), EA (+3) 6x AP4+/AT4+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist.The Phantom's weapons may fire all around due to the Titan's exceptional manoeuvrability. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The holofield projector mounted in the Phantom Titan s wings is badly damaged and will no longer work. The Phantom Titan loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. WE 35cm x Revenant Pulse Laser 2 x Eldar Missile Launcher 2 x MW3+ /AT6+/AA6+ NOTES DC3, Holofield, Walker, Jump Packs, Fearless. The Revenant s weapons may fire all around due to the Titan's exceptional manoeuvrability. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Revenant Titan s holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan. WE 25cm Shuriken Cannon Scorpion Twin Pulsars NOTES 60cm 2 x MW2+ DC3, Skimmer, Reinforced Armour Critical Hit Effect: The Scorpion s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm of the model suffer one hit on a roll of 6. WE 25cm Scatter Laser /AT5+ 2 x AT3+ Storm Serpent Pulse Laser NOTES DC3, Skimmer, Reinforced Armour, Wraithgate Webway Portal IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units with the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play. Critical Hit Effect: The Storm Serpent s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm of the model suffer one hit on a roll of 6. WE 25cm Voidspinner Array 60cm 3 BP, Disrupt, Indirect Fire NOTES DC3, Skimmer, Reinforced Armour Critical Hit Effect: The Void Spinner s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Void Spinner is destroyed and any models within 5cm of the model suffer one hit on a roll of 6. WE 25cm x Twin Eldar Missile Launcher 1 x Psychic Lance NOTES 0-1 x Titan Pulsar 0-1 x Power Fist 75cm OR OR AP4+/AT5+/AA5+, EA (+2), TK(D3) 3 BP, Disrupt, Ignore Cover, TK (D3) 2x MW3+, TK(1) (Assault Weapons), EA (+2), TK(D3), EA (+3) 6x AP4+/AT4+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. The Warlock's weapons may fire all around due to the Titan's exceptional manoeuvrability. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The holofield projector mounted in the Warlock Titan s wings is badly damaged and will no longer work. The Warlock Titan loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. NetEA Army Compendium DRAFT CRAFTWORLD ELDAR - 3

33 1.7.3 EXPERIMENTAL CRAFTWORLD ELDAR UNITS EXPERIMENTAL CRAFTWORLD ELDAR CHARACTERS Mounted CH n/a n/a n/a n/a Witch Blade (Assault Weapons), EA (+1), MW Farseer NOTES Commander, Invulnerable Save, Farsight. Counts as a Farseer for summoning the Avatar. Spirit Seer CH n/a n/a n/a n/a Singing Spear OR, EA (+1) (Assault Weapons), EA (+1), MW NOTES Invulnerable Save, Farsight. A Spiritseer adds +1 to the Initiative rolls of any Spirit Warrior formation they are part of. Wraith Seer CH n/a n/a n/a n/a Singing Spear OR, EA (+1) (Assault Weapons), EA (+1), MW NOTES Supreme Commander, Invulnerable Save, Farsight. Counts as a Farseer for summoning the Avatar. A Wraith Seer adds +1 to the Initiative rolls of any Spirit Warrior formation they are part of EXPERIMENTAL ELDAR INFANTRY Wild Riders INF 35cm Eldar Close Combat Weapons Shuriken Catapults (Assault Weapons), EA (+1) NOTES Skimmer, Mounted, Leader EXPERIMENTAL ELDAR LIGHT VEHICLES Hornet LV 40cm Twin Pulse Laser 2 x AT3+ NOTES Scout, Skimmer EXPERIMENTAL ELDAR ARMOURED VEHICLES [Empty] EXPERIMENTAL ELDAR AIRCRAFT AND SPACECRAFT Vampire Hunter AC/WE B 5+ n/a n/a Scatter Laser Hunter Twin Pulsar NOTES Twin Eldar Missile Launcher DC2, Reinforced Armour Critical Hit Effect: The Vampire Hunter's control surfaces have been damaged, it crashes and is destroyed. /AT5+/AA5+, FxF 2 x MW2+, FxF AP4+/AT5+/AA EXPERIMENTAL ELDAR WAR ENGINES Bright Stallion WE Stallion Lasers Hooves Fire Gale Phantasm Titan Towering Destroyer 2 x MW4+, EA (+1) (Assault Weapon), EA (+1) NOTES DC2, Reinforced Armor, Walker. Critical Hit Effect: The Bright Stallion staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit. WE 20cm Fire Lance MW4+, TK (3-1 per from target) NOTES DC2, Reinforced Armor, Walker. Critical Hit Effect: The Fire Gale staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit. WE 25cm x Twin Eldar Missile Launcher 1-2x Titan Pulsar NOTES AP4+/AT5+/AA5+ 75cm 2 x MW3+, TK(1) DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader. The Phantam's weapons may fire all around due to the Titan's exceptional manoeuvrability. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The holofield projector mounted in the Phantasm Titan s wings is badly damaged and will no longer work. The Phantasm Titan loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. WE 20cm Destroyer Cannon Destroyer Laser NOTES AND 2 x AP4+ 2 x AT4+, EA (+1) (Assault Weapons), EA (+2) Destroyer Sabers DC2, Reinforced Armor, Walker. Critical Hit Effect: The Towering Destroyer staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit EXPERIMENATL ELDAR TITAN WEAPONS WEAPON RANGE FIREPOWER Fusion Lance 60cm MW2+, TK (4-1 per every full to target) Revenant Sonic Lance BP2, Disrupt, Ignore Cover, Lance Spirit Sword Contact (Assault) EA +2, TK (3) EA +1, MW Titan D-Cannon 4BP, MW, TK (D6) Tremor Cannon 60cm 4BP, Disrupt, Ignore Cover, Lance NetEA Army Compendium DRAFT CRAFTWORLD ELDAR - 4

34 B BIEL-TAN CRAFTWORLD ARMY LIST ARMY CHAMPION: Kevin Chroma Petker Version: FINAL2010 NetEA Biel-Tan Craftworld armies have a strategy rating of 4. Aspect Warrior, Avatar, and Titans formations have an initiative rating of 1+. All other formations have an initiative rating of 2+. BIEL-TAN CRAFTWORLD INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate. The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. IMPORTANT NOTE: Wraithgates are one of the smallest types of webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units that have walker ability; formations that include any other type of unit may not 50 points 0-1 Avatar One Avatar, escorted by the Court of the Young King. 0-1 Autarch Add an Autarch character to any Aspect Warrior unit. 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) they may be set up on the table within s of a Farseer In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once the Avatar has left they may not return. 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). Free +75 points BIEL-TAN CRAFTWORLD WARHOSTS A Biel-Tan army may contain any number of Warhosts. FORMATION CORE UNITS EXTRAS COST Aspect Warrior 300 Warhost points Guardian Warhost Eight Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears. One Farseer unit Seven Guardian units. Up to three Guardian s may be replaced with Heavy Weapon Platforms for free. All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly enough transport vehicles to carry the units that require transport, without any spare transport spaces being left over. Each Falcon or Wave Serpent taken costs +50 points. In addition the Troupe may include up to two Exarch character upgrades for +25 points each. 3 Support Weapon Platforms for +50 points 2-3 Wraithguard units for +50 points each 3 Wraithlords for +175 points Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in four Wave Serpents for +200 points. BIEL-TAN CRAFTWORLD TROUPES The army may include up to three Troupes chosen from the following list for each Warhost included in the army. FORMATION CORE UNITS COST Ranger Troupe Four to eight Eldar Rangers 25 points each War Walker Troupe Six Eldar War Walkers 200 points Windrider Troupe Six Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points Swords of Vaul Troupe Five or six Falcons for +50 points each. Up to two Falcons may be replaced with a Fire Storm for free. In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each. Varies Night Spinner Troupe Three Eldar Night Spinners 175 points Engine of Vaul Troupe Up to three Cobra, Scorpion, Storm Serpent, or Void Spinner (or any combination) 250 points each BIEL-TAN SPACECRAFT, AIRCRAFT, AND TITANS Up to a third of the army's points may be spent on Spacecraft, Aircraft, and Titans. FORMATION CORE UNITS COST 0-1 Eldar Spacecraft One Wraithship OR one Dragonship 150 points 300 points 0-1 Warlock Titan One Warlock Titan 850 points Phantom Titan One Phantom Titan 750 points Revenant Titans Two Revenant Titans 650 points Nightwings Three Nightwing Interceptors 300 points Phoenix Bombers Three Phoenix Bombers 400 points Vampire Raider One Vampire Raider 200 points 150 points SPECIAL RULE May Not Garrison The Eldar are a highly mobile army, and rarely have enough forces to try to take and hold ground. Because of this, instead of maintaining a heavily garrisoned front line, they will usually rely on a screen of Rangers and War Walkers to warn of the approach of any enemy forces. Meanwhile the bulk of the highly mobile Eldar army will be held back in reserve, where it will be ready to move quickly to any threatened sector. This tactic allows the Eldar to hold large areas of ground with relatively few troops To represent these tactics, only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario. NetEA Army Compendium DRAFT CRAFTWORLD ELDAR - 5

35 E SAIM-HANN CRAFTWORLD ARMY LIST ARMY SUB-CHAMPION: Kevin Chroma Petker Version: 6.5 NetEA Saim-Hann Craftworld armies have a strategy rating of 3. Aspect Warrior, Avatar, and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+. SAIM-HANN CRAFTWORLD INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to replace one of the Objective The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 50 points markers in their half of the table with a Wraithgate at a cost of 50 points. IMPORTANT NOTE: Wraithgates are one of the smallest types of webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units that have walker ability; formations that include any other type of unit may not use a Wraithgate to enter play. 0-1 Avatar One Avatar In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) they may be set up on the table within s of a Farseer (this represents the Farseer summoning the Avatar to the battlefield). In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once the Avatar has left it may not return. Note that if there are no Farseers in play then the Avatar may not be used (as there will not be a Farseer that can summon them). Free 0-1 Wild Rider Chieftain You may add an Autarch character to one Wild Riders unit. SAIM-HANN CRAFTWORLD HOSTS A Saim-Han army may contain any number of Warhosts. FORMATION CORE UNITS EXTRAS COST Wild Rider Clan 250 Warhost points A Wild Rider Clan Warhost consists of one Wild Riders unit and six Jetbike units. Add 3 Jetbike units for +100 points or add 6 Jetbike units for +200 points Add 3 Shining Spears units for +100 points Add 1 Mounted Farseer character to a Jetbike or Vyper unit +50 points +75 points Shining Spear Aspect Warrior Warhost (You may include one Shining Spear Warhost in your army per Wild Rider Clan Warhost) A Shining Spear Aspect Warrior Warhost consists of eight Shining Spear Aspect Warrior units. Any number of Jetbike units in the formation may be replaced with Vypers at no additional points cost. The formation may include up to two Exarch character upgrades for +25 points each 300 points SAIM-HANN CRAFTWORLD TROUPES The army may include up to two Troupes chosen from the following list for each Warhost included in the army. FORMATION CORE UNITS COST Saim-Hann Guardian Troupe Six Guardian units and three Wave Serpents Up to two Guardians may be replaced with Heavy Weapon Platforms at no additional cost in points. Replace two Guardian units with Wraithguard units and add an additional Wave Serpent +125 points 250 points Aspect Warrior Troupe Six Aspect Warrior units chosen, in any combination, from the following list for 225 points: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks and Shining Spears. All units apart from Shining Spears, Swooping Hawks and Warp Spiders must be transported in Wave Serpents and/or Falcons. You must take exactly enough transport vehicles to carry the units that require transport, without any spare transport space being left over. Each Falcon or Wave Serpent taken costs +50 points. In addition the formation may include one Exarch character upgrade for +25 points. Hornet Troupe Six Hornets 250 points Ranger Troupe From four to eight Eldar Rangers 25 points each Swords of Vaul Troupe From five to six Falcons for 50 points each. Up to two Falcons may be replaced with a Fire Storm at no additional cost. In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each. Varies Night Spinner Troupe Three Eldar Night Spinners 175 points Engines of Vaul Troupe Up to three Scorpion, Cobra, or Storm Serpent (or any combination) 250 points each Varies SAIM-HANN SPACECRAFT, AIRCRAFT, AND TITANS Up to a third of the army's points may be spent on Spacecraft, Aircraft, and Titans. FORMATION CORE UNITS COST 0-1 Eldar Spacecraft One Wraithship OR one Dragonship 150 points 300 points Revenant Titans Two Revenant Titans 650 points Nightwings Three Nightwing Interceptors 300 points Phoenix Bombers Three Phoenix Bombers 400 points Vampire Hunters Two Vampire Hunters 500 points SPECIAL RULE Saim-Hann Garrisons The Eldar of Saim-Hann fight in rapid and fluid way, and rarely have enough forces to try to take and hold ground. Because of this, instead of maintaining a heavily garrisoned front line, they will usually rely on a screen of Rangers or oneman vehicles to warn of the approach of any enemy forces. Meanwhile the bulk of the highly mobile Saim-Hann army will be held back in reserve, where it will be ready to move quickly to any threatened sector. This tactic allows Saim-Hann to hold large areas of ground with relatively few troops. To represent these tactics, only Eldar Hornet and Ranger formations are allowed to garrison in the Grand Tournament game scenario. NetEA Army Compendium DRAFT CRAFTWORLD ELDAR - 9

36 1.8 CHAOS NetEA Chaos Army Champion: Steve Steve54 Gullick GENERAL CHAOS SPECIAL RULES Initiative and Strategy Rating The Chaos Powers are quick to punish or reward their champions. In the strategy phase if the Chaos player rolls a 6 they are rewarded for their tactical acumen with an additional 1D3 daemons to add to the Daemon Pool. If the Chaos player rolls 1 their patron Powers withdraw their support and the Chaos player must remove 1D3 daemons from the Daemon Pool. If the Chaos player has no remaining daemons in their Daemon Pool then there is no further effect Factions Each formation in an army of the Black Legion belongs to a faction that owes allegiance to one of the gods of Chaos (Khorne, Nurgle, Slaanesh or Tzeentch), or to Chaos Undivided. You must decide which faction each formation in your army belongs to before the battle and note it down on your army list. With the exception of those formations that worship Chaos Undivided, the different factions do not get along well, and some factions hold a millennia-old hatred of each other. Although the factions will often unite under a powerful Warlord to fight a common enemy, their enmity can cause problems during a battle. This is represented by the following rules: Formations dedicated to a specific Chaos god hate formations dedicated to any other Chaos god. Formations dedicated to Chaos Undivided do not suffer from hatred and are not hated by other Factions. A formation that has no units from a hated formation within of any of its units receives a +1 modifier to its Initiative test. If even one hated unit is within then this bonus is lost. This modifier only ever applies to units that are on the battlefield; aircraft, spacecraft and any other formations that are not in play never receive the modifier Augment Summoning Some Chaos units are noted as having Augment Summoning (+x). Units with this ability add a number of summoning points equal to "x" when the formation they are in summons daemons (see ). For example, a unit noted as having Augment Summoning (+2D3) would allow a formation with a Daemon Pack to roll 4D3 for Summoning Points as opposed to the usual 2D Daemonic Focus Certain Chaos units are noted as having Daemonic Focus. Units with this ability may keep any or all summoned units that belong to the formation in play. Summoned units do not vanish back into the warp after the formation has attempted to rally. Chaos units with Daemonic Focus may not be used to keep summoned units in play if the formation is broken Traitors Unless given specific alternate statistics, Traitor units have the same statistics as their Imperial counterparts but are considered Chaos units for all purposes. Furthermore, Traitor Chimeras have this additional note: Transport (May transport two of the following units: Demagogue, Aspiring Chaos Space Marine Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds. Daemon Princes, Chaos Spawn and Big Mutants take up two transport spaces each.) Summoned Units Formations that purchase the Daemonic Pact upgrade (see the army list below) are able to summon daemons to the battlefield. In order to summon daemons a players must first purchase a single Daemon Pool from which all formations with the Daemonic Pact upgrade will summon. Daemons in the Daemon Pool are purchased and noted only as being lesser or greater daemons, not by their faction. The summoning formation s faction dictates what types of daemons may be summoned (see below). Players should either write down the contents of their Daemon Pool or use tokens to indicate the number of each lesser and greater daemon they have available to summon during a game. The Chaos player s opponent is always able to view the number of lesser and greater daemons remaining in the Daemon Pool. The Daemon Pool is kept off the board and daemons are removed from it as formations summon daemons onto the board. At the start of that formation s action, before the action test dice roll is made, the formation may summon daemonic units from the Daemon Pool. Summoning allows you to call 2D3 summoning points worth of daemonic units to the battlefield (the number of summoning points it costs to summon a unit will be listed on its data sheet, but as a general rule greater daemons cost 8 summoning points and all other units cost 1 summoning point each). Summoning points must be used to summon daemonic units from the Daemon Pool and summoned units are brought into play immediately. If for any reason any summoning points generated are not used, they are lost and may not be carried over into subsequent turns. You may only summon as many daemons as you have left in your Daemon Pool. Left over daemonic units may be summoned during a later turn. Daemonic units that are destroyed are removed from play and are not put back into the Daemon Pool. Broken formations or formations that have not bought a Daemonic Pact may not summon daemons. Players may only have one greater daemon of a given faction in the army on the board at one time. For example, if you already have a summoned Bloodthirster on the board you are not allowed to summon another Bloodthirster until that first greater daemon has been removed from play. Summoned units must be set up with their base within 5cm of any non-daemonic unit from their formation, (i.e. you cannot place a chain of summoned units). They may not be set up in the Zone of Control of an enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning formation s faction, as follows: Khorne - Bloodthirster (Greater Daemon), Bloodletters Nurgle - Great Unclean One (Greater Daemon), Plaguebearers Slaanesh - Keeper of Secrets (Greater Daemon), Daemonettes Tzeentch - Lord of Change (Greater Daemon), Flamers Any faction - Daemonic Beasts Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. Summoned units are expendable, but they are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by Blast markers, etc. Note that Daemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers for assault resolution. If a formation loses an assault remove extra hits from the formation before it is broken and all the remaining summoned units are then removed. Summoned units remain on the battlefield until the end phase of the turn in which they are summoned. In the end of the rally phase, after formations have attempted to rally, all summoned units in the formation are removed from the board and placed back into the Daemon Pool unless the formation has a unit with Daemonic Focus (see ). Greater Daemons that are returned to the Daemon Pool keep the same DC they had when they left the battlefield. They do not heal back to full DC, so when summoned again they will have that same DC. Summoned units that are destroyed are not put back into the Daemon Pool. Note that this may lead to the formation breaking if the number of Blast markers on the formation is greater than the number of units left in play after the summoned units have been removed. When a formation breaks any summoned units in the formation are lost in the warp and considered destroyed. They do not go back into the Daemon Pool. NetEA Army Compendium DRAFT 2010 Chaos - 1

37 1.8.2 GENERAL CHAOS UNITS GENERAL CHAOS CHARACTERS Arch-Heretic CH n/a n/a n/a n/a n/a n/a n/a NOTES Supreme Commander. Champion of CH n/a n/a n/a n/a Daemon Artifact Chaos Daemonic Bolt Chaos Space Marine Lord Chaos Space Marine Warlord Icon Bearer Sorcerer Lord (Assault Weapons), EA (+1), First Strike, EA (+1), First Strike NOTES Invulnerable Save, Augment Summoning (+2D3). A Champion of Chaos is outfitted depending on the faction of the formation they are attached to: Khorne, Nurgle and Undivided Champions wield the Daemon Artifact Slaanesh and Tzeentch Champions are equipped with the Daemonic Bolt CH n/a n/a n/a n/a Daemon Weapon (Assault Weapons), EA (+1), MW NOTES Commander, Leader, Invulnerable Save. CH n/a n/a n/a n/a n/a n/a n/a NOTES Supreme Commander. CH n/a n/a n/a n/a n/a n/a n/a NOTES Leader, Daemonic Focus, Invulnerable Save. CH n/a n/a n/a n/a Warp Bolt, EA (+1), MW NOTES Commander, Leader, Invulnerable Save GENERAL CHAOS INFANTRY Berzerker INF Chainaxes (Assault Weapons) Bolt Pistols NOTES Fearless. Big Mutant INF Big Weapons (Assault Weapons), EA (+1), MW 2x Heavy Stubber AP6+ Chaos Hound Chaos Space Marine Aspiring Champion Chaos Space Marine Bike Chaos Space Marine Chosen Chaos Space Marine Terminator Chaos Space Marine Chaos Spawn Cultist Daemon Prince Demagogue Havoc Mutant Noise Marine Plague Marine Plague Zombie NOTES -- INF n/a Fangs (Assault Weapons) NOTES -- INF Daemon Weapon Bolters Heavy Weapons NOTES Invulnerable Save, Commander, Leader. INF 35 cm Chainswords Bolters NOTES Mounted. INF Bolters Autocannon NOTES Scouts. INF Power Weapons Combi-Bolters (Assault Weapons), EA (+1), MW AP6+/AT6+ (Assault Weapons) GENERAL CHAOS LIGHT VEHICLES Land Transporter LV Heavy Weapons AP6+/AT6+ NOTES Transport (May transport 2 of the following units: Demagogue, Aspiring Chaos Space Marine Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each). /AT6+ 2x Reaper Autocannon (Assault Weapons), EA (+1), MW AP4+/AT6+ NOTES Reinforced Armour, Thick Rear Armour, Teleport. INF Bolters Autocannon /AT6+ NOTES -- INF n/a Horrific Mutations (Assault Weapons). EA (+D3) NOTES Invulnerable Save, Fearless. INF Firearms Heavy Weapons AP6+/AT6+ NOTES INF () 3+ (4+) Possessed Weapon Warp Blast (Assault Weapons), EA (+2), MW, EA (+2), MW NOTES Commander, Leader, Fearless, Reinforced Armour, Teleport. The Daemon Prince may have wings: it counts as having Jump Packs and its speed is increased to, but its armour value is reduced to 4+. INF Daemon Weapon (Assault Weapons), EA (+1), MW Firearms Arcane Powers MW6+ Heavy Weapons AP6+/AT6+ NOTES Invulnerable Save, Augment Summoning (+2D3). INF x Autocannon /AT6+ NOTES -- INF Assorted Weapons Firearms NOTES -- INF Sonic Blasters Blastmaster (Assault Weapons) /AT6+, Disrupt NOTES Fearless. INF Plague Knives Bolters (Assault Weapons) NOTES Fearless. INF 10 cm n/a Claws and Teeth (Assault Weapons) NOTES Infiltrator, Fearless, Infestation (Treat placement just like Teleport). Plague Zombies may contest objectives in games but may not hold objectives. INF x Body Weapons /AT5+/AA6+ Obliterator NOTES Reinforced Armour, Thick Rear Armour, Fearless, Teleport. Raptor INF Chainswords Melta Weapons NOTES Jump Packs. Thousand Sons INF Bolters Marine NOTES Reinforced Armour, Fearless. (Assault Weapons) NetEA Army Compendium DRAFT 2010 Chaos - 2

38 GENERAL CHAOS ARMOURED VEHICLES Contagion Tower AV Vomit Cannon AP4+/AT6+, Disrupt Plague Catapult 1 BP, Disrupt, Indirect Fire NOTES Invulnerable Save, Fearless. Chaos Space AV Power Fist (Assault Weapons), EA (+1), MW Marine Twin Autocannon AP4+/AT5+ Dreadnought NOTES Fearless, Walker. Hellfire Cannon AV Hellfire Cannon 75 cm MW4+ NOTES Invulnerable Save, Fearless. Chaos Space AV 25 cm Twin Heavy Bolter AP4+ Marine Land 2x Twin Lascannon AT4+ Raider NOTES Reinforced Armour, Thick Rear Armour, Transport (may transport 1 Chaos Space Marine Terminator or 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Chaos Space AV x Heavy Bolter Marine Predator Twin Lascannon AT4+ NOTES -- Chaos Space AV Combi-Bolter Marine Rhino NOTES Transport (may transport 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Chaos Space AV 25 cm Demolisher AP3+/AT4+, Ignore Cover Marine Vindicator NOTES Walker. Demonic Assault AV 25 cm Daemons Blades/Spikes (Assault Weapons), EA (+D3) Engines Blood Cannons 2 x AP4+/AT5+ NOTES Invulnerable Save, Reinforced Armour, Fearless. Daemon Knight AV Castigator Cannon 3 x AP3+/AT5+ NOTES Scout, Walker, Invulnerable Save, Fearless. Defiler AV 20cm Battle Cannon 75cm AP4+/AT4+ Reaper Autocannon AP4+/AT6+ Twin Heavy Flamer AP3+, Ignore Cover Battle Claws (Assault Weapons), EA (+1), MW NOTES Fearless, Infiltrator, Invulnerable Save, Walker. Dreadclaw Special n/a n/a n/a n/a n/a n/a n/a NOTES Planetfall, Transport (may carry one formation that contains no mounted infantry, light vehicles, or armoured vehicles other than Dreadnaughts). A Dreadclaw does not scatter when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within of the Dreadclaw. Once all units have been placed, the Dreadclaw is removed. Silver Tower AV 20 cm Arcane Cannons Beam of Power NOTES Skimmer, Invulnerable Save, Fearless. 60 cm 3 x AP4+/AT4+ MW GENERAL CHAOS AIRCRAFT AND SPACECRAFT Despoiler Class SC n/a n/a n/a n/a Orbital Bombardment -- 3 BP, MW Battleship 3x Pin-point Attack -- MW2+, TK (D3) NOTES Slow and Steady. May carry up to forty units that can be deployed with Dreadclaws. Devastation SC n/a n/a n/a n/a Orbital Bombardment -- 3 BP, MW Class Cruiser Pin-point Attack -- MW2+, TK (D3) NOTES May carry up to twenty units that can be deployed with Dreadclaws. Doomwing AC F 6+ n/a n/a Flame Cannon AP4+/AT5+/AA5+, Ignore Cover, FxF NOTES Invulnerable Save. Firelord AC B 4+ n/a n/a Flame Cannon AP4+/AT5+/AA5+, Ignore Cover, FxF Firestorm Bombs D3 BP, Ignore Cover, FxF Twin Lascannon AT4+/AA4+, FxF NOTES Invulnerable Save. Harbinger AC/WE B 5+ n/a n/a Reaper Autocannon AP4+/AT6+/AA5+, FxF Reaper Autocannon AP4+/AT6+/AA5+, Right Arc Reaper Autocannon AP4+/AT6+/AA5+, Left Arc Incendiary Bombs 6BP, Ignore Cover, FxF NOTES DC 4. Critical Hi Effect: The Munitions of the Harbinger are hit setting off a series of catastrophic explosions. The Harbinger is destroyed. Hell Talon AC F-B 5+ n/a n/a Bombs 2 BP, FxF Twin Lascannon AT4+/AA4+, FxF Havoc Launcher /AT6+, FxF NOTES -- Hellblade AC F 6+ n/a n/a 2x Reaper Autocannon AP4+/AT6+/AA5+, FxF NOTES GENERAL CHAOS WAR ENGINES Banelord WE Doomfist Titan AND Tail AND 75 cm Battlehead Hellstrike Cannon 60 cm 6x Havoc Missile 60 cm Chaos Altar (Assault Weapons), TK (D3), EA (+2) 4x AP4+/AT4+, FxF (Assault Weapons), EA (+1) AP4+/AT4+, EA (+2), FxF 3 BP, MW, Ignore Cover, FxF 2 BP, One-Shot, Indirect Fire, Fwd NOTES DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Banelord is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move takes the Banelord into impassable terrain or another unit it can t move over then it stops when it contacts the obstruction and suffers an extra point of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+. WE Arcane Technology D3 x AP4+/AT4+/AA4+ NOTES DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Augment Summoning (+2), Daemonic Focus. Critical Hit Effect: The Altar is dragged into the warp and destroyed. Remove it from play. All units within 5cm suffer a MW6+ attack from the backlash of the raw power of the Warp. NetEA Army Compendium DRAFT 2010 Chaos - 3

39 Death Wheel Decimator Feral Titan Lord of Battles Questor Plague Tower Subjugator Ravager Titan WE x Reaper Autocannon 2x Reaper Autocannon Battle Cannon Battle Cannon 75 cm 75 cm AP4+/AT6+, Left Arc AP4+/AT6+, Right Arc AP4+/AT4+, Left Arc AP4+/AT4+, Right Arc NOTES DC4, 2 Void Shields, Reinforced Armour, Fearless. Critical Hit Effect: The Death Wheel s gyroscopic stabiliser is damaged. The Death Wheel rolls 3D6cm in a random direction (stopping if it contacts impassable terrain or another war engine) inflicting a hit on any unit run over or into, and then tips over and is destroyed WE x Twin Reaper Autocannon 2x Twin Reaper Autocannon Decimator Cannon AP3+/AT5+, LF AP3+/AT5+, RF 3 BP, MW, Ignore Cover, FxF NOTES DC3, Reinforced Armour, Fearless. Critical Hit Effect: The Decimator s boiler explodes. The Decimator is destroyed, and any units within 5cm suffer a hit on a 6+. WE Battlehead Hellmouth Death Storm, EA (+2), FxF 3BP, Ignore Cover, Fwd 4x AP4+/AT4+, Fwd NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. Critical Hit Effect: The Feral is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Feral into impassable terrain or another unit it can t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally) WE 25 cm Chain Fist Death Storm 75 cm (Assault Weapons), MW, EA (+3) 4x AP4+/AT4+ AP4+/AT4+ 2x Battle Cannon NOTES DC6, Invulnerable Save, Reinforced Armour, Thick Rear Armour, Fearless. Critical Hit Effect: The Lord of Battles is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move takes the Lord of Battles into impassable terrain or another unit it can t move over then it stops when it contacts the obstruction and suffers an extra point of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+. WE 35 cm x Castigator Cannon 2x Battle Cannon 3x AP3+/AT5+ 75 cm AP4+/AT4+ NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide Critical Hit Effect: The Questor is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Questor into impassable terrain or another unit it can t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally) WE Plague Mortar 2x Battle Cannon Rot Cannon 60 cm 75 cm 90 cm 3+D3 BP, Disrupt, FxF AP4+/AT4+ AP3+/AT5+, Ignore Cover, FxF NOTES DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport 16 of the following units: Arch Heretic, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds, Daemonic Beasts, Plague Bearers, Great Unclean One Chaos Spawns, Big Mutants, Daemon Princes and Great Unclean Ones take up 2 transport spaces each). Critical Hit Effect: Internal explosions cause an extra point of damage and kill D3 selected passengers (no saves allowed). The player may choose which units are killed WE 35 cm Hellblades (Assault Weapons), TK(D3), EA (+2) 2x Battle Cannon 75 cm AP4+/AT4+ NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide Critical Hit Effect: The Subjugator is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Subjugator into impassable terrain or another unit it can t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally) WE 20 cm Tail Battlehead 2x Death Storm Doomburner AND 75cm (Assault Weapons), EA (+1) AP4+/AT4+, EA (+2), FxF 4x AP4+/AT4+, Fwd MW2+, TK(D3), Ignore Cover, FXF NOTES DC6, 4 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Ravager s plasma reactor has been damaged. Roll a D6 for the Ravager in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Ravager, on a roll of 2-3 the Ravager suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Ravager will be hit on a roll of GENERAL CHAOS DAEMONS Bloodletters INF n/a Hellblades (Assault Weapons), EA (+1) NOTES Invulnerable Save, Costs one point to summon. Daemonettes INF n/a Daemonic Talons (Assault Weapons) NOTES First Strike, Invulnerable Save, Costs one point to summon. Daemonic Beasts INF 20 cm n/a Claws and Fangs (Assault Weapons) NOTES Infiltrator, Invulnerable Save, Costs one point to summon. Flamers INF Flames of Tzeentch (Assault Weapons) AND, EA (+1) NOTES Invulnerable Save, Costs one point to summon. Plaguebearers INF Plague Swords (Assault Weapons) Plague of Flies NOTES Invulnerable Save, Costs one point to summon. Bloodthirster WE n/a Axe of Khorne (Assault Weapons), TK (1), EA (+2) Bloodthirster s Whip (Assault Weapons), TK(+1), EA (+1) NOTES DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6 Great Unclean WE Nurgling Swarm (Assault Weapons), EA (+1) One Stream of Corruption AND, Ignore Cover, EA (+1) 3BP, Ignore Cover NOTES DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Costs eight points to summon. Keeper of Secrets Lord of Change Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6 WE Lash of Torment Gaze of Slaanesh AND (Assault Weapons), MW, EA(+1), First Strike, MW, First Strike, EA (+1) 3x MW4+ NOTES DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6 WE Bedlam Staff Withering Gaze NOTES AND (Assault Weapons), EA (+1), MW, EA (+1), MW 2x MW3+ DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6 NetEA Army Compendium DRAFT 2010 Chaos - 4

40 1.8.3 EXPERIMENTAL CHAOS UNITS EXPERIMENTAL CHAOS CHARACTERS EXPERIMENTAL CHAOS INFANTRY Slaanesh Daemon INF Lash of Submission, MW, EA (+1) Prince () (4+) Visions of Debauchery (Assault Weapons), EA (+1), Ignore Cover NOTES Fearless, First Strike, Reinforced Armour, Supreme Commander, Teleport. The Daemon Prince may have wings: it counts as having Jump Packs and its speed is increased to, but its armour value is reduced to 4+. Khorne Daemon INF Daemon Weapon, MW, EA (+3) Prince () (4+) Battle Roar of Khorne (Assault Weapons), Ignore Cover NOTES Fearless, Reinforced Armour, Supreme Commander, Teleport. The Daemon Prince may have wings: it counts as having Jump Packs and its speed is increased to, but its armour value is reduced to EXPERIMENTAL CHAOS LIGHT VEHICLES EXPERIMENTAL CHAOS ARMOURED VEHICLES Deceiver AV 20cm Tzeentch Cannon Ether Cannon Heavy Flamer Debaser Slaughterfiend AND EXPERIMENTAL CHAOS AIRCRAFT AND SPACECRAFT AP4+/AT4+ 2x AA6+ Ignore Cover, Ignore Cover (Assault Weapons), EA (+1), MW (Assault Weapons), EA (+1), First Strike Battle Claws Warp Flame NOTES Fearless, Invulnerable Save, Walker AV 20cm Ultrasonic Disruptor 2x/AT6+/AA5+ Disrupt Blastmaster /AT5+, Disrupt Death Wailer First Strike, Ignore Cover, Extra Attack (+1) Battle Claws MW, Extra Attack (+1) NOTES Fearless, Invulnerable Save, Walker AV 20cm Battle Cannon 75cm AP4+/AT4+ Twin Power Flails MW, Extra Attack (+1) Spiked Battle Claws MW, Extra Attack (+1) NOTES Fearless, Infiltrator, Invulnerable Save, Walker, Bloodride: Transport (May transport 2 of the following units: Khorne Daemon Prince, Khorne Berserkers, and World Eaters Chosen units). Dangerous terrain test required to mount. AV n/a Cleavers MW, Extra attack (+2) Blood Slaughterer NOTES Fearless, Infiltrator, Invulnerable Save, Walker Khorne Assault Engines AV 25cm Cannons OR Guns Assault Weapons Khorne Support Engine Blight Drone NOTES Fearless, Reinforced Armour AV 20cm Doom Blasters OR Warp Cannon NOTES Fearless, Reinforced Armour AV 35cm Maw Cannon Reaper Autocannon NOTES Fearless, Invulnerable Save, Skimmer 90cm 2x /AT5+ AP3+/AT5+ MW, Extra attack (+1) 2BP MW5+, Ignore Cover AP3+/AT5+, Ignore Cover AP4+/AT EXPERIMENTAL CHAOS WAR ENGINES Reviler Titan WE 25cm 4+ 4+(3+) 3+(5+) Psi-pulse MW3+, TK(D3), FFA 2x Tormentor OR 4x AP3+/AT5+, Disrupt, FA 2x Hellblades Extra Attack (+1), TK(D3) NOTES DC5, 4 Void Shields, Fearless, Reinforced Armour, Walker. (May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide.) Critical Hit Effect: The Reviler is wounded and the daemon within screams in pain and pleasure, overloading its sonic weaponry with psychic feedback. The Titan immediately gains D3 Blast Markers, and any formation within 2D6cms also gains a Blast Marker. Painlord Titan Greater Brass Scorpion Note: Must take either Tormentor or (Hellblades) not both WE 20cm Psi-pulse Tormentor Excruciator Energy Whip MW3+, TK(D3), FFA 4x AP3+/AT5+, Disrupt, FA 3BP, Disrupt, Ignore Cover FFA Extra Attack (+3), MW NOTES DC7, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. (May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide.) Critical Hit Effect: The Painlord is wounded and the daemon within screams in pain and pleasure, overloading its sonic weaponry with psychic feedback. The Titan immediately gains D3 Blast Markers, and any formation within 2D6cms also gains a Blast Marker. WE 20cm Scorpion Mega Cannon Hellmaw Cannon Demolisher Cannon Battle Claws 2 x AP3+/AT5+ 2 x AP4+, Ignore Cover AP3+/AT4+, Ignore Cover Extra Attack (+2), MW NOTES DC3, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker. (May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide.) Critical Hit Effect: The Brass Scorpion s reactor explodes. The Brass Scorpion is destroyed and any units within 5cm of the model suffer a hit on a D6 roll of 4+. NetEA Army Compendium DRAFT 2010 Chaos - 5

41 Plague Reaper Plaguelord Titan Repugnant Titan Fester Titan Traitor Warlord Titan Traitor Reaver Titan Brass Scorpion WE Nurgling Swarm 3x Twin Heavy Bolter 2x Las Cannon Demolisher Cannon Pus Cannon Assault Weapons Extra Attacks (+1) AP4+ AT5+ AP3+/AT4+ Ignore Cover 2BP, Ignore Cover, FxF NOTES Notes: DC3, Fearless, Reinforced Armour Critical Hit Effect: The Plague Reaper s magazines explode. The Plague Reaper is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6. WE 10cm Stream of Corruption NOTES Liquefier Cannon Plague Flail Plague Mortar AND 75cm 60cm, Ignore Cover, EA (+1) 3BP, Ignore Cover 3xMW3+, Forward Arc Assault Weapons, Titan Killer (D6), Extra attack (+1) 3+D3BP, Disrupt, Fixed Forward Arc DC10, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. Way step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Plaguelord s structural integrity is disrupted and putrid filth pours out of the titan. The Titan loses an extra point of damage and all units within 5cm suffer a hit on a 4+. WE Rot Mortar NOTES 2 x Putrifier Cannon 60cm 60cm 3BP, FxF 3 x AP3+/AT5+ Ignore Cover, FwD DC7, 4 Void Shields Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Repugnant s structural integrity is disrupted and putrid filth pours out of the Titan. The Ttitan loses an extra point of damage and all units within 5cm suffer a hit on a 5+. WE 25cm Plaguemaw Filth Cannon RotBelcher NOTES 2xMW3+ Forward Arc 2xAP3+/AT5+ Ignore Cover, Forward Arc 1BP Ignore Cover, Fixed Forward Arc DC4, 2 Void Shields, Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: The Fester is caught offbalance and staggers. Move it D6cm in a random direction. If this move takes the Fester into impassable terrain or another unit it can t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally). WE x Inferno Gun Close Combat Weapon Plasma Destructor 75cm 3BP, Ignore Cover, FxF Assault Weapon, Titan Killer (D3), +3A, FwA 4 x MW2+, FwA NOTES DC8, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: As standard Warlord. WE 20cm Gatling Blaster Close Combat Weapon Apocalypse Missile Launcher 60cm 60cm 4 x AP4+/AT4+, FwA Assault Weapon, Titan Killer (D3), +3A, FwA 3BP, FxF NOTES DC6, 4 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Critical Hit Effect: As standard Reaver. WE 20cm Scorpion Cannon 2 x Hellmaw Cannon Demolisher Cannon Claws 2 x AP3+/AT5+ AP4+, Ignore Cover AP3+/AT4+, Ignore Cover Assault Weapon, MW +1A NOTES DC2, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker. Critical Hit Effect: The Brass Scorpion s reactor explodes. The Brass Scorpion is destroyed and any units within 5cm of the model suffer a hit on a D6 roll of EXPERIMENTAL CHAOS DAEMONS Beasts of Nurgle INF Acidic Slime (Assault Weapons), Ignore Cover Cloud of Flies, Ignore Cover NOTES Fearless, Invulnerable Save, Mounted, Walker Slaanesh: Seekers INF n/a Daemonic Talons (Assault Weapons) NOTES First Strike, Invulnerable Save, Mounted. Costs one point to summon. Tzeentch: INF Daemonic Fire Small Arms Horrors NOTES Invulnerable Save. Costs one point to summon. Tzeentch: INF n/a Claws and Fangs (Assault Weapons) Screamers NOTES Jump Packs. Invulnerable Save. Costs one point to summon. Generic Lesser INF none Claws and Fangs Assault Weapons Daemons NOTES Invulnerable Save, Costs one point to summon. Khorne: Flesh INF 20cm n/a Claws and Fangs - Hounds NOTES Infiltrator, Invulnerable Save. Costs one point to summon. Juggernauts of INF 20cm Juggernaut Bulk MW Khorne NOTES Fearless, Infiltrator, Invulnerable Save, Mounted, Walker Generic Greater WE none Claws and Fangs Assault Weapon, MW +2A Daemon DC3, Fearless, Inspiring, Invulnerable Save, Reinforced Armour, Walker, Costs six points to summon. NetEA Army Compendium DRAFT 2010 Chaos - 6

42 13TH BLACK CRUSADE BLACK LEGION CHAOS ARMY LIST ARMY CHAMPION: Steve Steve54 Gullick Version: v3.1 NetEA A Black Legion Chaos Army has a Strategy Rating of 4. Chaos Navy formations have an Initiative rating of 1+, while all other formations have an Initiative rating of 2+. The "Factions" rule applies to all Black Legion Chaos Army formations. BLACK LEGION RETINUES (A Black Legion Chaos Army may include any number of Retinues.) FORMATION CORE UNITS UPGRADES ALLOWED COST Black Legion Retinue One Chaos Space Marine Lord character and eight Chaos Space Marines units All 275 points BLACK LEGION ELITE FORMATIONS (One Black Legion Elite Formation may be included in the army for each Retinue selected.) FORMATION CORE UNITS UPGRADES ALLOWED COST Black Legion Chaos Space Marine Terminators One Chaos Space Marine Lord character and from four to six Terminator units Dreadnought, Defilers, Chaos Land Raiders, Dreadclaws, Obliterators, Daemonic Pact, Chaos Champion, Icon Bearer, Daemon Prince, Warlord BLACK LEGION SUPPORT FORMATIONS (Up to two Black Legion Support Formations may be included in the army for each Retinue selected.) FORMATION CORE UNITS UPGRADES ALLOWED COST BLACK LEGION UPGRADES (Each Black Legion formation may take up to four allowed upgrades) UPGRADE UNITS COST 0-1 Warlord Add one Warlord character to a Daemon Prince unit or a unit containing a Chaos Space Marine Lord +25 points Chaos Champion Add one Chaos Champion character +50 points Chaos Land Raiders Add up to four Chaos Land Raiders +75 points each DAEMON POOL (Daemons purchased for the Daemon Pool are not Faction specific and are used to represent Daemons from any Faction.) FORMATION CORE UNITS COST 275 for four Terminators +65 points per extra unit Black Legion Chosen Four Chaos Space Marine Chosen units Dreadclaws, Rhinos, Daemonic Pact, Dreadnought 125 points Black Legion Decimators One to Three Decimators Defilers 225 points each Black Legion Armoured Four to eight Chaos Predators and/or Company Chaos Land Raiders in any combination Chaos Vindicators, Defilers Black Legion Bike Company One Chaos Space Marine Lord character and eight Chaos Space Marines Bike units Daemonic Pact, Icon Bearer 300 points Defiler Assault Pack Four Defilers None 275 points Raptor Cult One Chaos Space Marine Lord character and from four to eight Raptor units Daemonic Pact 50 points per Predator 75 points per Land Raider 175 for four Raptors +35 points per extra unit Chaos Vindicators Add up to three Chaos Vindications +35 points each Cult Marines Add four units belonging to the Cult associated with the Retinue s faction: Berzerkers (Khorne), Noise Marines (Slaanesh), Plague Marines (Nurgle), Thousand Sons (Tzeentch) points Daemon Prince Replace the unit in the formation that includes the Chaos Lord character with a Daemon Prince unit. One Daemon Prince may be included for each Faction present in the army +50 points Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points Defilers Add up to three Defilers +75 points each Dreadclaws Transport the entire formation in Dreadclaws +5 points per unit in the formation Dreadnought Add up to three Chaos Dreadnoughts +50 points each Havocs Add four Havoc units +150 points Icon Bearer Add one Icon Bearer +50 points Obliterators Add up to three Obliterators +85 points each Rhinos Daemon Pool Add up to eight Rhinos. If you choose to take this option then you must take exactly enough Rhinos to carry the units that still require transport after any other upgrades that can transport units have been taken. No spare transport spaces may be left over if it is possible to avoid it. Any number of Lesser Daemon units and any number of Greater Daemons +10 points each 20 points per Lesser Daemon 75 points per Greater Daemon CHAOS NAVY AND TITAN FORMATIONS (Up to one third of the army s points may be spent on Chaos Navy and Titan Formations CHAOS TITANS CHAOS NAVY FORMATION UNITS COST FORMATION COST Banelord Titan One Banelord Titan 800 points Three Hellblade Fighters 200 points Ravager Titan One Ravager Titan 650 points Two Hell Talon Fighter-bomber 250 points Feral Titan One Feral Titan 275 points One Harbinger Bomber 450 points Deathwheel Squadron One to three Deathwheels 275 points each 0-1 Devastation Class Cruiser 150 points (Upgrade Devastation Cruiser to a Despoiler Battleship) (+100 points) SPECIAL RULE - Chaos Space Marine Lords Chaos Space Marine Lord characters (Chaos Lord or Sorcerer Lord) may only be applied to one of the Core units of a Black Legion Formation. For example, the Chaos Space Marine Lord character for a Black Legion Retinue could only be added to the Chaos Space Marine units in that formation; it could not be added to any units, such as Obliterators or Cult Marines, purchased as an upgrade. NetEA Army Compendium DRAFT 2010 Chaos - 7

43 THE STIGMATUS COVENANT CULTIST CHAOS ARMY LIST ARMY CHAMPION: Steve Steve54 Gullick Version: v3.1 NetEA A Stigmatus Covenant Cultist Chaos Army has a Strategy Rating of 2. All Cultist Covens, Traitor Support, Plague Zombie and Daemon Engines formations have an Initiative rating of 3+. Daemon Engine Aircraft and Traitor Navy formations have an Initiative rating of 2+. The "Factions" rule applies to all Stigmatus Covenant Cultist Chaos Army formations. STIGMATUS COVENANT COVENS (The army may contain any number of Covenant Coven formations.) FORMATION CORE UNITS COST Stigmatus Covenant Coven One Demagogue or Chaos Space Marine Aspiring Champion and eleven Cultist or Mutant units in any combination. 200 points STIGMATUS COVENANT UPGRADES (Each Covenant upgrade may be taken once per Covenant Coven formation.) UPGRADE UNITS COST Big Mutants Replace one to six Cultist and/or Mutant units with an equal number of Big Mutant units. +20 points each Chaos Altar Add one Chaos Altar +150 points each Chaos Hounds Add one to three Chaos Hound units +10 points each Chaos Spawn Add one Chaos Spawn unit +25 points Cultists or Mutants Add up to eight Cultist or Mutants units in any combination +15 points each Daemon Prince Replace the Demagogue or Chaos Space Marine Aspiring Champion with a Daemon Prince. One Daemon Prince may be included in an army for each Chaos faction present in the army. +50 points Daemonic Pact Add a Daemonic Pact to the formation +25 points Icon Bearer Add one Icon Bearer character +50 points Traitor Fire Support Add up to four Traitor Fire Support units +25 points each Traitor Flak Add up to two Traitor Hydras +50 points each Traitor Griffon Battery Add up to three Traitor Griffons +35 points each Traitor Hellhound Squadron Add up to three Traitor Hellhounds +50 points each Traitor Tank Squadron Add up to three Traitor Leman Russ or Leman Russ Demolishers +70 points each Transports Add Land Transporters Add Traitor Chimera If you choose to take this option then you must take exactly enough transports to carry all infantry units that move or less after any other upgrades that can transport units have been taken. No spare transport spaces may be left over if it is possible to avoid it. You may mix and match Land Transporters and Traitor Chimera. +10 points each +25 points each DAEMON POOL (Daemons purchased for the Daemon Pool are not Faction specific and are used to represent Daemons from any Faction.) FORMATION UNITS COST Daemon Pool Any number of Lesser Daemon units Any number of Greater Daemons STIGMATUS COVENANT PLAGUE ZOMBIE INFESTATION FORMATION CORE UNITS COST 0-2 Plague Zombie Infestations 3+2D6 Plague Zombie units. 175 points STIGMATUS COVENANT SUPPORT COVENS (You may take only one Stigmatus Covenant Support Coven per Stigmatus Covenant Coven in the army, chosen from one of the three categories below: Daemon Engines, Traitor Support or Traitor Navy). SPECIAL RULE - Arch-Heretic One Demagogue, Chaos Space Marine Aspiring Champion or Daemon Prince in the army must be upgraded to an Arch Heretic. This character upgrade does not cost any additional points. 20 points per Lesser Daemon 75 points per Greater Daemon Daemon Engines FORMATION UNITS COST Khorne: Lord of Battles 1 to 2 Lords of Battles. 400 points each Khorne: Daemon Assault Engines 4 Demonic Assault Engines 300 points Nurgle: Plague Tower 1 to 3 Plague Towers. 325 points each Nurgle: Contagion Towers 4 Contagion Towers. 325 points Slaanesh: Daemon Scout Titans 1 to 2 Daemon Scout Titans: Questor 275 points each Subjugator 225 points each Slaanesh: Daemon Knights 4 Daemon Knights 275 points Tzeentch: Firelord 1 to 3 Firelords. 150 points each Tzeentch: Doomwings 3 Doomwings. 150 points Tzeentch: Silver Towers 4 Silver Towers 325 points Undivided: Hellfire Cannons 4 Hellfire Cannons 200 points Undivided: Defilers 4 Defilers 250 points Traitor Support Traitor Navy FORMATION UNITS COST FORMATION COST Traitor Armoured Company 6 Traitor Leman Russ 400 points 2 Traitor Thunderbolt Fighters 150 points Traitor Artillery Battery 4 Traitor Basilisks. 325 points 2 Traitor Marauder Bombers 250 points Traitor Rough Rider Platoon 6 Traitor Rough Rider units. 150 points Traitor Sentinel Squadron 4 Traitor Sentinels. 100 points NetEA Army Compendium DRAFT 2010 Chaos - 8

44 WORLD EATERS CHAOS SPACE MARINES ARMY LIST ARMY CHAMPION: Andrew Frogbear --- Version: v3.6.2 NetEA A World Eaters Chaos Space Marine Army has a Strategy Rating of 4. Chaos Navy, Khorne Assault and Support Engines formations have an Initiative rating of 2+, while all other formations have an Initiative rating of 1+. All World Eaters formations are considered frenzied. All formations in the army belong to the Khorne Faction. WORLD EATERS RETINUES (A World Eaters Army may include any number of Retinues.) FORMATION CORE UNITS UPGRADES ALLOWED COST World Eaters Berzerkers One Chaos Space Marine Lord character, four World Eaters All 275 points Legionnaires units, and four Khorne Berzerker units. World Eaters Bikes One Chaos Space Marine Lord character and six to eight Chaos Space Marine Bike units. Daemonic Pact, Keeper of Chains, Keeper of Skulls. 250 first 6 units +25 per extra unit World Eaters Terminators One Chaos Space Marine Lord character and five to eight World Eaters Terminator units. Daemonic Pact, Favoured of Khorne, Keeper of Chains, Keeper of Skulls, Transport. 375 first 5 units +75 per extra unit World Eaters Possessed One Chaos Space Marine Lord character, four World Eaters Favoured of Khorne 200 points Possessed units, and a Daemonic Pact World Eaters Chosen One Chaos Space Marine Lord character, four World Eaters Chosen units, and optional Rhino transports Assault Walkers, Daemonic Pact, Dreadclaws, Favoured of Khorne, Keeper of Chains, Keeper of Skulls, Transport. 200 points WORLD EATERS AUXILIARY FORMATIONS (Up to two Auxiliary Formations may be included in the army for each Retinue selected.) FORMATION CORE UNITS UPGRADES ALLOWED COST Bloodpack Five Khorne Berserker units and three Slaughterfiends None 375 points Defiler Engines Four Defilers Assault Walkers 250 points Juggernauts of Khorne Five to eight Khorne Juggernaut units None 50 points per unit Khorne Assault Engines Four Khorne Assault Engines in any combination Assault Walkers 250 points Khorne Support Engines Four Khorne Support Engines in any combination Assault Walkers 275 points WORLD EATERS UPGRADES (Each World Eaters formation may take up to four allowed upgrades) UPGRADE UNITS COST Assault Walkers Add up to four assault walker selections in any combination +50 points per Blood Slaughterer +75 points per Defiler +75 points per two World Eater Dreadnoughts Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points Dreadclaws Purchase enough Dreadclaws to transport the entire formation +25 points per two units transported WORLD EATERS DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as the Khornate Daemons indicated.) + 50 Blood Lord +100 Khorne Daemon Prince 0-1 Favoured of Khorne Upgrade one Chaos Space Marine Lord character in the army to a Blood Lord character OR replace one Chaos Space Marine Lord unit in the army with a Khorne Daemon Prince unit. Keeper of Chains Add an Icon Bearer to a unit in the formation +25 points Keeper of Skulls Add a Champion of Chaos to a unit in the formation +50 points Predators Add up to three World Eaters Predators to the formation +50 points each Transport Add any of the following to transport the formation. (only purchase enough to transport the formation) +25 points per two Rhinos +125 points per two Slaughterfiend +150 points per two Land Raiders FORMATION CORE UNITS COST Daemon Pool Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds) and any number of Greater Daemons (Bloodthirster) CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army s points may be spent on Chaos Navy and Titan Formations WAR ENGINES OF KHORNE CHAOS NAVY AND SPACECRAFT WORLD EATERS UNITS Blood Lord CHA n/a n/a n/a n/a Daemon Weapon (Contact) MW, Extra attack (+1) Gift of Khorne (Contact) Extra attack (+1) NOTES Fearless, Invulnerable Save, Supreme Commander Keeper of Chains CHA n/a n/a n/a n/a Rope of Chains (Contact) - NOTES Daemonic Focus, Invulnerable Save World Eater INF Mutations (Contact) Possessed NOTES Invulnerable save, Wings (Jump Packs) World Eater INF Khornate Chainaxes (Contact) Extra attack (+1) Legionnaires NOTES -- World Eater INF Khornate Chainaxes (Contact) Extra attack (+1) Chosen NOTES Scouts 20 points per Lesser Daemon 75 points per Greater Daemon FORMATION UNITS COST FORMATION COST Brass Scorpions Two to four Greater Brass Scorpions Engines 175 points each Three Hellblade Interceptors 200 points Lords of Battle One to two Lords of Battle 425 points each Two Helltalon Fighter Bombers 250 points Banelord Titan World Eater Terminators World Eater Bikes World Eater Dreadnought World Eaters Battle Barge Banelord Titan (May purchase Leader ability +25 points) 800 points 0-1 Devastation Class Cruiser Upgrade Devastation Cruiser to a World Eater Battle Barge INF x Reaper Autocannon Power Weapons (Contact) AP4+/AT6+ Extra Attack (+1), MW NOTES Reinforced Armour, Teleport, Thick Rear Armour INF 35cm Khornate Chainaxes (Contact) Extra attack (+1) NOTES Mounted AV Plasma Cannon AP4+/AT4+, Slow Firing Power Fist (Contact) MW, Extra attack (+1) NOTES Fearless, Walker SC n/a n/a n/a n/a Orbital Bombard Pin-point Attack - - NOTES Transport (80), Slow and Steady(May not be used on turns 1 or 2 unless specified) 3BP, MW MW2+, TK (D3) 150 points +100 points NetEA Army Compendium DRAFT 2010 Chaos - 9

45 EMPEROR S CHILDREN CHAOS SPACE MARINES ARMY LIST ARMY CHAMPION: Andrew Frogbear --- Version: v3.5.1 NetEA An Emperor s Children Chaos Space Marine Army has a Strategy Rating of 4. Daemon Engine Pack, House Devine Knights, Chaos Navy have an Initiative rating of 2+, while all other formations have an Initiative rating of 1+. All formations in the army belong to the Slaanesh Faction. EMPEROR S CHILDREN RETINUES (An Emperor s Children Army may include any number of Retinues.) FORMATION CORE UNITS UPGRADES ALLOWED COST Decadent Marine One Emperor s Children Decadent Lord character upgrade, Assault Walkers, Dreadclaws, Apostate of Rapture, Degenerate, Noise 225 points Retinue six Chaos Marine units and a Daemonic Pact. Marines, Predators, Transport. Noise Marine Retinue One Emperor s Children Decadent Lord character upgrade, six Noise Marine units and a Daemonic Pact. Assault Walkers, Dreadclaws, Favoured of Slaanesh, Apostate of Rapture, Degenerate, Predators, Transport. 300 points EMPEROR S CHILDREN SUPPORT RETINUES (Up to six Support Retinues may be taken per Noise Marine Retinue in the army. House Devine Knight formations are each restricted to one for every 1000 points played.) FORMATION CORE UNITS UPGRADES ALLOWED COST Armoured Support Six Armoured vehicles in any combination May replace one Predator with a Debaser for +50 points Land Raiders: 75 points each Predators: 50 points each Daemon Engine Pack Two Defiler and two Debaser units Assault Walkers 300 points Emperor s Children One Emperor s Children Decadent Lord character Daemonic Pact, Apostate of Rapture, Degenerate. 250 points Bike Retinue upgrade and six Emperor s Children Bike units. Emperor s Children One Emperor s Children Decadent Lord character Assault Walkers, Daemonic Pact, Favoured of Slaanesh, 450 points Terminator Retinue upgrade and six Emperor s Children Terminator units. Apostate of Rapture, Degenerate Predators. House Devine Knights Six Slaanesh Daemon Knight units None 400 points Sirens One Siren Lord character upgrade and six Siren units. Daemonic Pact, Favoured of Slaanesh, Apostate of Rapture, Degenerate, Predators. 250 points EMPEROR S CHILDREN UPGRADES (Each formation may take up to four allowed upgrades) UPGRADE UNITS COST Apostate of Rapture Add an Apostate to a unit in the formation +25 points Assault Walkers Add up to two assault walkers in any combination Emperor s Children Dreadnought: +50 points Defilers: +75 points each Debasers: +100 points each Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points Degenerate Add a Champion of Chaos to the formation +50 points Dreadclaws Allows the formation to deploy via Dreadclaws +50 Points 0-1 Favoured of Slaanesh Upgrade one Decadent Lord character in the army to a Lord of Pleasures character OR replace one Decadent Lord or Siren Lord unit in the army with a Slaanesh Daemon Prince unit. +50 Lord of Pleasures +100 Slaanesh Daemon Prince Noise Marines Replace three Chaos Marine units with three Noise Marine Units +25 Points Predators Add up to three Emperor s Children Predators to the formation +50 points each Transport Choose one transport option for the formation Three Rhinos: +25 points Three Land Raiders: +200 points EMPEROR S CHILDREN DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as Slaanesh Daemons.) FORMATION UNITS COST Daemon Pool Any number of Lesser Daemon units (Daemonettes or Seekers) and any number of Greater Daemons (Keepers of Secrets) CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army s points may be spent on Chaos Navy and Titan Formations 20 points per Lesser Daemon 75 points per Greater Daemon WAR ENGINES OF SLAANESH CHAOS NAVY AND SPACECRAFT FORMATION UNITS COST FORMATION COST Painlord Battle Titan One Painlord Titan 800 points Three Hellblade Interceptors 200 points Reviler Battle Titan One Reviler Titan 600 points Two Hell Talon Fighter Bombers 250 points Slaanesh Scout Titans One or two Subjugator Titans and/or Questor Titans 250 points each 300 points each 0-1 Devastation Class Cruiser (Upgrade Devastation Cruiser to a Despoiler Battleship) 150 points (+100 points) EMPEROR S CHILDREN UNITS Lord of Pleasures CH n/a n/a n/a n/a Lash of Torment (Contact) Extra Attack (+1), First Strike Siren of Slaanesh Extra Attack (+1), First Strike, Ignore Cover NOTES Fearless, Invulnerable Save, Supreme Commander Decadent Lord CH n/a n/a n/a n/a Daemon Weapon (Contact) MW, Extra Attack (+1) NOTES Fearless, Invulnerable Save, Leader Siren Lord CH n/a n/a n/a n/a Daemon Weapon (Contact) MW, Extra Attack (+1), First Strike NOTES Fearless, Invulnerable Save, Leader Apostate of CH n/a n/a n/a n/a Rapture Siren Emperor s Children Terminators Emperor s Children Bike Emperor s Children Dreadnought Emperor s Children Land Raider Emperor s Children Predator NOTES Daemonic Focus, Invulnerable Save INF Mutations Doom Siren NOTES Jump Pack. Count as Raptors for transport. INF Doom Siren 2x Blastmaster Power Weapons (Contact) Contact First Strike Ignore Cover Ignore Cover /AT6+ Disrupt MW, Extra Attack (+1) NOTES Reinforced Armour, Teleport, Thick Rear Armour INF 35cm Doom Siren Ignore Cover NOTES Mounted AV Twin Blast Master Twin Sonic Blasters Doom Siren NOTES Fearless, Walker AV 25cm x Twin Lascannon Blastmaster NOTES Reinforced Armour, Thick Rear Armour, Transport (2) AV Blast Master Twin Sonic Blasters NOTES -- AP4+/AT5+, Disrupt Extra Attack (+1) Ignore Cover AT4+ /AT6+, Disrupt /AT6+, Disrupt Extra Attack (+1) NetEA Army Compendium DRAFT 2010 Chaos - 10

46 THE THOUSAND SONS CHAOS SPACE MARINES ARMY LIST ARMY CHAMPION: Neal Hunt Version: v5.1 NetEA A Thousand Sons Chaos Space Marine Army has a Strategy Rating of 5. Aircraft and Silver Tower formations have an Initiative rating of 2+, while all other formations have an Initiative rating of 1+. All formations in the army belong to the Tzeentch Faction. THOUSAND SONS RETINUES (A Thousand Sons Army may include any number of Retinues.) FORMATION CORE UNITS UPGRADES ALLOWED COST 0-1 Scarab Occult Adeptus Exempla and five Thousand Sons Adeptus All 400 points 0-1 Ahriman s Chosen Sorcerer Lord and nine Thousand Sons Marines units None. All units in Ahriman s Chosen 450 points have the Teleport special ability. 1+ Rubric Fellowship One Sorcerer Lord and six Thousand Sons Marines units All except Magister Templi 275 points Thousand Sons Armour Four to nine Chaos Marine Predators and/or Land Raiders Defilers 50 points per Predator 75 points per Land Raider Silver Tower Company Four to six Silver Towers None 90 points each THOUSAND SONS SUPPORT FORMATIONS (Up to two Support Formations may be included in the army for each Rubric Fellowship selected.) FORMATION CORE UNITS UPGRADES ALLOWED COST Thousand Sons Warcoven One Sorcerer Lord and four to six Terminator units Daemonic Pact, Deceiver, Dreadclaws, Icon Bearer, Land Raiders, Thralls 350 points for four +85 per additional Terminator Sekhmet Disc Riders One Sorcerer Lord and nine Disc Rider units Daemonic Pact 325 points Neophyte Class One Thousand Sons Preceptor and nine Neophyte units Daemonic Pact, Icon Bearer, Rhinos, Thralls 175 points THOUSAND SONS UPGRADES (Each formation may take up to four allowed upgrades, once per formation.) UPGRADE UNITS COST 0-1 Magister Templi Replace an Adeptus Exempla with a Magister Templi +50 points Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points each Defilers Add up to three Deceivers and/or Defilers +75 points each Dreadclaws Add enough Dreadclaws to contain the entire formation +5 points per unit in the formation Icon Bearer Add one Icon Bearer character +50 points Rhinos Add up to five Rhinos. You may only take the minimum number required to transport the formation. +10 points each Land Raiders Add up to four Chaos Space Marine Land Raiders +75 points each Thralls Add up to three Thralls added to any Thousand Sons Sorcerer Lord, Adeptus Exempla, Magister Templi, Preceptor, Greater Spire or Warp Palace. +20 points each THOUSAND SONS DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as the Tzeentch Daemons indicated.) FORMATION CORE UNITS COST Daemon Pool Any number of Lesser Daemon units (Flamers, Horrors, Screamers, Flamers and Daemonic Beasts) and any number of Greater Daemons (Lord of Change) CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army s points may be spent on Chaos Navy and Titan Formations WAR ENGINES OF TZEENTCH CHAOS NAVY AND SPACECRAFT FORMATION UPGRADES COST FORMATION COST One to three Greater Spires of Tzeentch Daemonic Pact, Thralls 200 points each Three Doomwing Fighters 150 points SPECIAL RULE - Rubric Units which were affected by the Rubric of Ahriman are effectively automatons. They must be given consistent direction or they will cease to act. Units designated as Rubric may not take part in a March action. When making a withdrawal move Rubric units may only take a single move rather than two moves. Thousand Sons Marine and Terminators are Rubric units. SPECIAL RULE Warp Flame Thousand Sons Land Raiders and Predators have this additional weapon: Warp Flame 20 points per Lesser Daemon 75 points per Greater Daemon One Warp Palace of Tzeentch Daemonic Pact, Thralls 550 points each One to three Firelord Bombers 150 points each 0-1 Devastation Class Cruiser 150 points (Upgrade to a Despoiler Battleship) (+100 points) THOUSAND SONS UNITS Magister Templi INF Daemon Weapon 2 x Warp Bolt NOTES Supreme Commander, Fearless, Reinforced Armour, Teleport. Adeptus Exempla INF Sorcerous Weapons Psychic Powers Preceptor Adeptus Thralls Sekhmet Disc Riders Neophyte Greater Spires of Tzeentch Warp Palace of Tzeentch (Assault Weapons), EA (+1), First Strike AND (Assault Weapons), EA (+1), MW, EA (+1), MW /AT6+ MW5+, EA (+1), MW NOTES Supreme Commander, Reinforced Armor, Fearless, Teleport CH n/a n/a n/a n/a Warp Bolts, EA (+1), MW NOTES Leader. INF /AT6+ NOTES Invulnerable Save, First Strike, Teleport CH n/a n/a n/a n/a Sacrificial Power OR (Assault Weapon), EA (+1), MW, One Shot, EA (+1), MW, One Shot NOTES Augment Summoning (+1d3, One Shot). Thralls are disposable and only one of their abilities or attacks may be used each game. INF Bolters and Sorcerer Powers NOTES Mounted, Skimmer INF Pistols and psychic abilities (s) NOTES -- WE 20cm xTzeentch Cannons AP4+/AT4+ Beam of Power 60cm MW5+ Fate of Tzeentch MW2+, Titan Killer (1) NOTES DC3, Skimmer, Thick Rear Armor, Invulnerable Save, Fearless, Daemonic Focus Critical Hit Effect: One of the Silver Runes that channel the power of the warp is shattered, releasing a storm of warp energy. The Greater Spire is destroyed; each unit within 5cm takes a MW hit on a roll of 6. WE 20cm x Tzeentch Cannons 2x Beam of Power Warp Fire of Tzeentch 60cm AP4+/AT4+ MW5+ 3BPTK(d3), Ignore cover NOTES DC 6, Skimmer, Reinforced Armour, Thick Rear Armour, Invulnerable Save, Fearless, Daemonic Focus Critical Hit Effect: One of the Silver Runes that channel the power of the warp is shattered, releasing a storm of warp energy. The Warp Palace takes an extra point of damage; each unit within 5cm takes a MW hit on a roll of 6. NetEA Army Compendium DRAFT 2010 Chaos - 11

47 DEATH GUARD CHAOS SPACE MARINES ARMY LIST ARMY SUB-CHAMPION: Henrikki Hena Almusa Version: v2.2 NetEA Death Guard armies have a strategy rating of 4.All Death Guard, Daemon and Nurgle Titan Legion formations have an initiative rating of 1+. Chaos Navy formations have an initiative rating of 2+. All formations in the army belong to the Nurgle Faction. DEATH GUARD CORE RETINUES (A Death Guard Army may include any number of Core Retinues.) FORMATION CORE UNITS UPGRADES ALLOWED COST Death Guard Retinue One Death Guard Lord. Three Death Guard Chaos Space Marine units and Any except Dreadclaws 250 points three Plague Marines units. Death Guard Heavy Retinue One Death Guard Lord and six Death Guard Havoc units. Any except Dreadclaws 350 points DEATH GUARD INFANTRY SUPPORT RETINUES (You may include one Infantry Support Retinue per Core Retinue in the army.) FORMATION CORE UNITS UPGRADES ALLOWED COST Death Guard Drop Retinue Death Guard Terminators Retinue Plague Zombie Infestation One Chaos Space Marine Lord character and four Death Guard Chaos Space Marine units and two Plague Marines units. Chaos Champion, Daemonic Pact, Daemon Prince, Death Guard Havocs, Dreadclaws, Icon Bearer, Plague Marines 250 points One Chaos Space Marine Lord character and Chaos Champion, Dreadnoughts, Dreadclaws, Daemonic 450 points for four units from four to six Death Guard Terminator units Pact, Daemon Prince, Icon Bearer, Transport +100 points per extra unit D6+7 Plague Zombies per infestation None 175 points DEATH GUARD VEHICLE SUPPORT RETINUES (You may include one Vehicle Support Retinue per Core Retinue in the army.) FORMATION CORE UNITS UPGRADES ALLOWED COST Armoured Company Four vehicles from following list: Predators, Land Raiders Support Vehicles 50 points per Predator 75 points per Land Raider Assault Retinue Up to three Plague Reapers. Support Vehicles, Walkers 275 points each Blight Drone Swarm Five Blight Drones none 250 points Contagion Towers Four Contagion Towers none 325 points Defiler Assault Pack Four Defilers Walkers 275 points Plague Towers Up to two Plague Towers none 325 points each DEATH GUARD UPGRADES (Each formation may take up to four allowed upgrades, once per formation.) UPGRADE UNITS COST Chaos Champion Adds a Chaos Champion to a unit in the formation +50 points Chaos Spawn Add up to three Chaos Spawn to the formation +25 points each Demonic Pact Allows the formation to summon Demons from the Demon Pool +25 points 0 1 Demon Prince Replace the unit with Death Guard Lord character with the Daemon Prince unit. +50 points Dreadnought Add up to three Chaos Dreadnoughts +50 points each Dreadclaw Equips the formation with Dreadclaw Assault Boats. There must be at least enough to transport all units in formation. Death Guard Havocs Add four Death Guard Havocs to the formation +200 points Icon Bearers Add an Icon Bearer to a unit in the formation +50 points Plague Marines Add four Plague Marines to the formation +150 points Support Vehicles Transport Walkers Add up to three units of the following units in any combination: Predator, Defiler, Desecrator, Land Raider Add Rhinos and/or Land Raiders to the formation. You may take only minimum number needed to transport the formation after other upgrades have been added. Add up to three units of the following units in any combination: Dreadnought Defiler, Desecrator DEATH GUARD DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as Nurgle Daemons.) +25 points per four units FORMATION UNITS COST Daemon Pool Any number of Lesser Daemon units (Plaguebearers) and any number of Greater Daemons (Great Unclean Ones) +50 points per Dreadnought +75 points per Defiler, Desecrator, Land Raider +10 points per Rhino +75 points per Land Raider +50 points per Dreadnought +75 points per Defiler, Desecrator 20 points per Lesser Daemon 75 points per Greater Daemon CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army s points may be spent on Chaos Navy and Titan Formations WAR ENGINES OF NURGLE CHAOS NAVY AND SPACECRAFT FORMATION UNITS COST FORMATION COST Plaguelord Titan One Plaguelord Titan 850 points Three Hellblade Interceptors 200 points Repugnant Titan One Repugnant Titan 625 points Two Hell Talon Fighter Bombers 250 points Fester Titan Pack One to two Fester Scout Titans 325 points each 0-1 Devastation Class Cruiser (Upgrade Devastation Cruiser to a Despoiler Battleship) 150 points (+100 points) SPECIAL RULE Marines of the Death Guard The corrupted Space Marines of the Death Guard are numbed to both the horrors and injuries of war and bring pestilential death with them wherever they go. To represent these factors, the following rules apply: Chaos Space Marines and Havocs units designated as Death Guard in this army list increase both their Armour Save and Close Combat values by 1 and gain the indomitable special ability. Chaos Space Marine Terminator units designated as Death Guard in this army list gain the fearless special ability. SPECIAL RULE Indomitable Nurgle s followers are inured against pain, implacable and diseased of mind in many cases. The Death Guard always had a reputation for tenacity, which has not been reduced by their exposure to the Warp. All units that are indomitable may make their normal armour saves (including any rerolls that may apply) against hackdown hits due to losing close combat or hits caused by suffering Blast Markers when broken. Note that indomitable units are still destroyed outright if they are within of enemy at the end of a Withdrawal move. NetEA Army Compendium DRAFT 2010 Chaos - 12

48 RED CORSAIRS ARMY LIST CHAOS MARINE ARMY LIST ARMY CHAMPION:??? BlackLegion??? Version: v3.1 NetEA A Red Corsairs Chaos Marine Army has a Strategy Rating of 4. Chaos Navy formations have an Initiative rating of 1+, while all other formations have an Initiative rating of 2+. The "Factions" rule applies to all Black Legion Chaos Army formations. RED CORSAIRS CORE FORMATIONS (A Red Corsairs Chaos Marine Army may include any number of Core Formations.) FORMATION CORE UNITS UPGRADES ALLOWED COST Hounds Squadron One Chaos Space Marine Lord character and Daemonic Pact, Icon Bearer 300 points eight Chaos Space Marine Bike units Terminator Retinue One Chaos Space Marine Lord character and four to six Chaos Terminator units Renegade Warband One Chaos Space Marine Lord character and eight Chaos Space Marine units Chaos Champion, Chaos Dreadnought, Chaos Drop Pods, Chaos Hunter, Chaos Land Raiders, Chaos Spawn, Chaos Vindicators, Daemonic Pact, Daemon Prince, Daemon Engines, Icon Bearer, Obliterators All 275 for four Terminators +65 points per extra unit 275 points RED CORSAIRS SUPPORT FORMATIONS (You may include up to two Support Formations in the army per Core Formation from the two categories below: Chaos Space Marine Support and Daemon Engines.) CHAOS SPACE MARINE SUPPORT FORMATION CORE UNITS UPGRADES ALLOWED COST Armoured Company Four to eight Chaos Predators and/or Chaos Land Raiders in any combination Chaos Hunter, Chaos Vindicators, Daemon Engines 50 points per Predator 75 points per Land Raider 0-1 Chaos Strike Cruiser One Chaos Strike Cruiser Upgrade to Chaos Battle Barge (+150 points) 200 points Chaos Thunderhawk One Chaos Thunderhawk Gunship none 250 points Chosen Six Chaos Space Marine Chosen units Chaos Champion, Chaos Drop Pods, Chaos Rhinos, Daemonic Pact 200 points Cult Marines Raptor Cult One Chaos Space Marine Lord character upgrade and six Khorne Berzerker, Thousand Sons, Plague Marine OR Noise Marine units One Chaos Space Marine Lord character and from four to eight Raptor units Chaos Champion, Chaos Dreadnought, Chaos Drop Pods, Chaos Rhinos, Daemonic Pact, Daemon Engines Daemonic Pact 275 points DAEMON ENGINES (You may only include Faction Daemon Engines if the army already includes Cult Marines of the appropriate Faction.) FORMATION CORE UNITS UPGRADES ALLOWED COST Defiler Assault Force Four Defilers Daemon Engines 250 points Khorne: Blood Slaughterer Pack Five Blood Slaughterers Daemon Engines 225 points Khorne: Brass Scorpion Onslaught Two Brass Scorpions Daemon Engines 250 points Tzeentch: Silver Tower Circle Four Silver Towers Daemon Engines 250 points Nurgle: Blight Drone Swarm Six Blight Drones Daemon Engines 300 points Slaanesh: Daemon Knight Pavane Four Daemon Knights Daemon Engines 250 points 175 for four Raptors +35 points per extra unit RED CORSAIRS UPGRADES (Each formation may take up to four allowed upgrades, once per formation.) UPGRADE UNITS COST Chaos Champion Add one Chaos Champion character upgrade +50 points Chaos Dreadnought Add up to three Chaos Dreadnoughts +50 points each Chaos Drop Pods Deploy the whole formation by Planetfall in Chaos Drop Pods. This upgrade may not be taken by formations that include any +5 points per unit in vehicles other than Dreadnoughts. In addition it requires a Chaos Strike Cruiser or Chaos Battle Barge in order to be used. the formation Chaos Hunter Add one Chaos Hunter +50 points Chaos Land Raiders Add up to four Chaos Land Raiders +75 points each Chaos Rhinos Add up to eight Chaos Rhinos. If you choose to take this option then you must take exactly enough Chaos Rhinos to carry the +10 points each units that still require transport after any other upgrades that can transport units have been taken. No spare transport spaces may be 'left over'. Chaos Spawn Add up to three Chaos Spawn units +25 points each Chaos Vindicators Add up to three Chaos Vindicators +35 points each Cult Marines Replace four Chaos Space Marine units with four units from the following list: Khorne Berzerkers, Noise Marines, Plague +50 points Marines OR Thousand Sons Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points 0-1 Daemon Prince Replace the unit in the formation that includes the Chaos Space Marine Lord character with a Daemon Prince unit. +50 points Only one Daemon Prince may be included in the army. Daemon Engines Add up to three choices from the following list, you may only add Faction specific units to formations contain appropriate Cult or Faction units: Defiler or Desecrator, Tzeentch: Silver Tower, Slaanesh: Daemon Knight +75 points each Nurgle: Blight Drone, Khorne: Blood Slaughterer +50 points each Havocs Replace Four Chaos Space Marine units with four Havoc units +50 points Icon Bearer Add one Icon Bearer character upgrade +50 points Obliterators Add up to three Obliterators +85 points each DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as generic Daemons.) FORMATION CORE UNITS COST Daemon Pool Any number of Lesser Daemon units and any number of Greater Daemons 15 points per Lesser Daemon 75 points per Greater Daemon CHAOS NAVY AND TITAN FORMATIONS (Up to one third of the army s points may be spent on Chaos Navy and Titan Formations CHAOS TITANS CHAOS NAVY FORMATION UNITS COST FORMATION COST Traitor Warlord Titan One Tratior Warlord Titan 850 points Three Hellblade Fighters 200 points Traitor Reaver Titan One Traitor Reaver Titan 625 points Two Hell Talon Fighter-bomber 250 points Traitor Warhound Titan One Traitor Warhound Titan 300 points One Harbinger Bomber 450 points NetEA Army Compendium DRAFT 2010 Chaos - 13

49 Unit Name Counts As / Unit Name Type Speed Armor CC FF Weapons Range Firepower Weapon Notes Other Notes - Archon Character Agonizer (base) Assault Wpns MW, EA (+1) Invulnarable Save, Supreme Commander, Inspiring - Dracon Character Agonizer (base) Assault Wpns MW, EA (+1) Invulnerable Save, Supreme Commander, Inspiring - Sybarite Character Punisher (base) Assault Wpns EA (+1) Leader Farseer Incubi Infantry Tormentor Helms Small Arms Punisher (base) Assault Wpns EA (+1) None Guardians Warriors Infantry Splinter Cannons - Splinter Rifles Small Arms - - Banshees Wyches Infantry Splinter Pistols Small Arms - Infiltrator, First Strike, Assault Wych Weapons (base) Assault Wpns - with 5+ Armor Wraithguard Warp Beasts Infantry Teeth & Claws (base) Assault Wpns EA (+1) Infiltrator, First Strike, Assault with 5+ Armor Shining Hellglaives Small Arms - Hellions Infantry Spears Halberds (base) Assault Wpns - Jump Packs, Scouts Jet Bikes Reavers Infantry 40cm Splinter Rifles Small Arms - Mounted. Blades (base) Assault Wpns - Skimmer, Mounted Dire Avengers Haemonculi Infantry Arcane Terrors 20cm AP3+ Disrupt Fearless, Leader Fire Dragons Grotesques Infantry Blade Gloves (base) Assault Wpns - Fearless Striking Scorp. Mandrakes Infantry Splinter Pistols Small Arms - Infiltrator, First Strike, Teleport Swoop. Hawks Wave Serpent Scourges Infantry Raiders Falcon Ravager Fire Storm Talos Light Vehicle Light Vehicle Armored Vehicle 35cm cm Dance Lance Splinter Rifles Dark Lance Horrorfex Dark Lance Disintegrator Horrorfex Paralyzer Talos Claws (base) AT5+ Small Arms AT5+ AP6+ 2x AT5+ AP4+/AT6+ AP6+ Assault Wpns - Lance EA (+1) Lance Disrupt Lance Disrupt Disrupt MW Jump Packs, Teleport Skimmer, Transport (2), infantry may fire from inside Skimmer Fearless, Reinforced Armor, Walker

50 Unit Counts As / Type Speed Armor CC FF Weapons Range Firepower Weapon Name Unit Name Notes Void Spinner Perditor War Engine Widowmaker 2BP Disrupt, Ind. Perditor Claws (base) Assault Wpns EA(+1),MW Dark Lances 2xAT5+ Lance Storm Barge of Long Splint War Engine 25cm Serpent Pleasure Cannons 2BP Disrupt Desolator Scorpion Phantom Lances 2x MW3+ TK(1) Vessel of Long Splint War Engine Pain Cannons 2 BP Disrupt Desolator Phantom Lances 2x MW3+ TK(1) Phantom Hail Splinters 3xAP4+/AT6+ - Tormentor War Engine 35cm Titan - Small Arms EA(+2) Tormentor Blades (base) Assault Wpns EA(+3),TK(1) Revenant Titan Kashnarak War Engine 20cm n/a Teeth & Claws (base) Assault Wpns EA(+2), MW Nightwing Raven Aircraft Fighter 4+ n/a n/a Phoenix Razorwing Aircraft F/B 4+ n/a n/a Vampire Slavebringer Warlock Titan Tau Manta or Something Big Dragonship Wraithship Executor Corsair Escort Torture Cruiser WE / Aircraft WE / Support Craft Bomber cm Spacecraft Spacecraft Dark Lances Long Splint. - - Cannons Razor Lances Long Splint. Cannons Horrorfex Twin Dark Lances Turretted Splinter Cannons Disintegrator Hvy Phantom Lances Twin Desolators Hail Splinters Orbital Bombardment Pin Point Attacks Orbital Bombardment Pin Point Attacks - 60cm 60cm AT4+/AA5+ /AA5+ MW3+ - 2x/AA5+ AP6+ 2xAT4+/AA5+ /AA5+ 2x AA4+ MW3+ 4BP 3xAP4+/AT6+ Small Arms 6BP 2xMW2+ 2BP MW2+ Lance, FFA FFA TK(1), Slow, FFA FFA Disrupt Lance, FFA - - TK(D3), FFA Disrupt, FA - EA(+2) MW TK(D3) MW TK(D3) Other Notes DC2, Fearless, RA DC3, Shadowfields (2), Skimmer, Transport (4), infantry may fire from inside DC3, Shadowfields (2), Skimmer DC4, Shadowfields (3), Reinforced Armor, Jump Pack, Walker, Fearless. May fire all around. DC4, Infiltrator, Inspiring, Fearless, Scout, Walker, see datafax for special rules - - DC2, Shadowfields (1), Planetfall, Transport (8) DC6, SF4, Reinforced Armor, Self Planetfall, Fearless, Portal, Transport (8 vehicles & 16 infantry) See datafax See datafax

51 DARK ELDAR ARMY LIST V1.6 - KABAL OF PAIN'S WAY Dark Eldar armies have a strategy rating of 3. Kabals, Tormentors, and Executors have an initiative of 1+. All other formations have an Initiative of 2+. DARK ELDAR INDIVIDUALS FORMATION UNITS NOTES COST 0-1 Webway The Webway Portal functions both as a Portal and as an objective for rules purposes. It may not be 50 Portal attacked or destroyed. One Wraithgate: The Dark Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate at a cost of 50 points. IMPORTANT NOTE: Webway Portals are one of the smallest types of portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armored vehicle units that have walker ability; formations that include any other type of unit may not use a Wraithgate to enter play. 0-1 Kashnarak One Kashnarak In Grand Tournament games the Kashnarak must start off the table. At the start of any turn (including the first) it may be set up on the table within 5cms of a Webway Portal (this represents the Kashnarak bursting through to the battlefield), but does not count as a use of the Webway Portal. If the Dark Eldar army does not include a Webway Portal, the Kashnarak may not be used. 0-1 Archon Replace one Dracon with an Archon character upgrade. The Archon must be placed in the Kabal Coterie if there is one in the army. DARK ELDAR KABALS You may have any number of core formations in your army. The formation may never exceed more than eight infantry units. FORMATION UNITS UPGRADES COST 0-1 Kabal Coterie Four Incubi and one Dracon character, Incubi, Warriors, Wyches, Ravager, Mandrakes, Haemonculi, Scourges, Sybarite 250 plus transport Kabal Syndicate Six Dark Eldar Warriors, plus transport Warriors, Wyches, Haemonculi, Ravager, Scourges, Mandrakes, Dracon, Sybarite 200 Kabal Flotilla Four Ravagers Dracon, Sybarite, two additional Ravagers +100 points, 0-1 Vessels of Pain +250 points DARK ELDAR PARTISANS You may include up to two Partisan formations for each Kabal formation in the army, chosen from the following: Haemonculi Covens, Wych Cults and Dark Eldar Cohorts. The formation may never exceed more than eight infantry units. HAEMONCULI COVENS FORMATION UNITS UPGRADES COST Haemonculi Coven Two Haemonculus and four Grotesques, plus transport Haemonculi, Talos, Perditor, Sybarite 250 Talos Swarm Four Talos Talos, Perditor, Slavebringer 200 WYCH CULTS FORMATION UNITS UPGRADES COST Wych Cult Six Wych units, plus transport Wyches, Beasts, Hellions, Reavers, Sybarite 200 Hellion Murder Six Hellions Hellions, Sybarite 200 Reaver Gang Six Reavers Reavers, Sybarite 200 DARK ELDAR COHORTS FORMATION UNITS UPGRADES COST Mandrake Throng Six Mandrakes Mandrakes 225 Scourge Flight Six Scourges Scourges, Sybarite 225 Heavy Barges One or two Vessels of Pain None 250 each 19 DARK ELDAR UPGRADES UPGRADE NOTES COST Dracon or Dracite Each formation may only have one such Character character. 50 Sybarite Character Each formation may only have one such character. 25 Incubi Two Incubi units +125 Warriors Two Dark Eldar Warrior units +100 Wyches Two Wyches +100 Haemonculi One Haemonculus and one Grotesque +150 Mandrakes Two Mandrake units +125 Scourges Two Scourge units +125 Beasts Two Warp Beast units +100 Hellions Two Hellion units +100 Reavers Two Reaver units +100 Ravager One Ravager per formation +50 Talos One or two Talos per formation +50 each Perditors One or two Perditors per formation +150 each 1st to me wins a prize DARK ELDAR TRANSPORT Any Dark Eldar formation that include "plus transport" may choose from the following list. You may only take as many transport units as are required to carry the entire formation, including upgrades, with no extra spaces if possible. The Slavebringer is an independent war engine that must be assigned to a specific Dark Eldar formation during army creation. You may select no transport at all if desired. UPGRADE NOTES COST Raider Up to four Raiders free Barge of Pleasure Up to two Barges of Pleasure +125 each Slavebringer One Slavebringer Assault Boat 200 AIRCRAFT, SPACECRAFT, AND OTHER HORRORS Up to a third of the army's points may be spent on this section FORMATION UNITS COST 0-1 Dark Eldar Spacecraft One Torture Class Cruiser Or One to three Corsair Class Escorts 300 Or 150 each Tormentor One Tormentor Titan 500 Executor Landing Module One Executor Landing Module 750 Fighter Formation Two Raven Fighters Add one Raven for +100 points 200 Bomber Formation Two Razorwing Bombers Add one Razorwing +125 points 250

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