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

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1 Presents Welcome to There is Only War A TGA Fusion event for Epic Armageddon. Thankyou for taking the time to download this players pack for the Epic Armageddon: There is Only War tournament. The Tabletop Gamers Association is proud to support the game of Epic Armageddon and as a player in this tournament it is hoped you will enjoy all that is on offer. It is highly advisable to read this entire document so you are clear on what is expected to make everything run smoothly. If you should have any questions or problems they can be directed to me: In person at the Tabletop Gamers Association on Sundays (my name is Steve), Via (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. Alcohol is strictly prohibited during the tournament. It costs $20 to attend There is Only War. Tickets will be available from TGA prior to the event. There Is Only War will be played on October 10th 2010.

2 Tournament Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No player is allowed to go over the points limit at all (no 3005pt army lists please). Army lists to be ed to me ( onyx99au at yahoo dot com dot au ) by midnight October 3 rd. No changes to your army after this time please. 10am - 1 st game starts. Finishes at 12pm (midday) 12.15pm 2 nd game starts. Finishes at 2.15pm Lunch and army painting judging 3pm 3rd game starts. Finishes at 5pm Awards If at the end of 2 hours there is no clear winner (1-0 is not a clear win), total up the number of Victory Points for damaged/destroyed/broken formations (as per the Scenario Page below). The player with the highest Victory Points total is the winner. A player must stick to the same army list for the whole tournament. Consider your list design before submitting your list (by October 3 rd ) as you will have to use the same list for all 3 games. Marine players will have to decide which of their free transport options they will use before seeing their opponents army list each game. Other players that can have forces starting off the table, must decide how they will enter play before seeing their opponents army (eg, Eldar must choose between Webway Portal, teleporting or air tansport before seeing their opponents army). All the terrain will be set out by the tournament organisers. Please make sure the terrain is left in place during the event. The player with the highest Strategy rating can decide which table edge to deploy on first. In case of identical Strategy Ratings, simply roll a D6 until one player rolls higher. That player can decide which table edge to use. All players are encouraged to play fair and hard whilst being courteous and helpful to each other. Please remember that for some of the participants, they may be new to Epic Armageddon and we need to make it a positive experience. For newcomers to the game, please feel free to ask questions of those who may know the game a little better before the event, it s a great way to learn! Each player will need 3 objective markers (1 as a Blitzkrieg objective and 2 to place on the opponents side of the table). Objective markers can be anything from a small card marker to a more detailed terrain piece. Objectives do not provide cover or block line of sight, they are simply to signify important areas on the board. To find out if a formation is claiming/contesting an objective, simply measure from the center of the objective. If any part of your formation is within of the center of the objective, it is claimed/contested. Players will also need a way to record Blast Markers for their army. All armies must be WYSIWYG (What You See Is What You Get). The miniatures used don t have to be official GW miniatures but all units must look like what they are representing. For example, Deathstike Missile Launchers must look like mobile missile launchers, Imperial Guard Fire Support teams must look obviously different from standard Imperial Guardsmen to avoid confusion etc. If there are an odd number of players for the tournament, I will play in the event and qualify for all the awards that are available (I will be using the Red Corsair army list). If there is an even number of entrants, I will hang around like a bad smell and be very jealous of all the rest of you! Steve (Onyx).

3 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 from the compendium are: - Codex Astartes - White Scars - Scions of Iron - Steel Legion - Baran Siegemasters - Minervan Legion - Ghazgkhull's Warhorde - Burning Death Speed Freeks - Biel-Tan - Saim-Hann - Dark Eldar-Kabal of Pain's Way In addition, we will be using the Black Legion, LatD, Red Corsairs and AMTL lists (I ll add the updated lists to the bottom of this file). There will be 3 awards on the day (see next page for more details) Best Overall (Games won + goals achieved + points for painting) Best General (the player that scores the most goals achieved on the day) Best painted (to be judged by all tournament participants on the day)

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

5 RED CORSAIRS AR MY LIST V3.19 Red Corsairs Renegade Chapter Chaos Space Marine armies have a strategy rating of 4. All Red Corsairs and Chaos Titan Legion formations have an initiative rating of 1+. Defiler Assault Forces, Blood Slaughterer Packs, Brass Scorpion Onslaughts, Silver Tower Cirlces, Blight Drone Swarms, Daemon Knight Pavanes and Chaos Navy aircraft formations have an initiative rating of 2+. RED CORSAIRS CORE FOR MATIONS FOR MATION TYPE UNITS UPGRADES ALLOWED COST Hounds Squadron Terminator Retinue Traitor Retinue One Chaos Space Marine Lord character upgrade and eight Chaos Space Marine Bike units One Chaos Space Marine Lord character upgrade and four Chaos Terminator units One Chaos Space Marine Lord character upgrade and eight Chaos Space Marine units Daemonic Pact, Icon Bearer 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 300 points 275 points, +60 points each for up to two additional Chaos Terminator units 275 points RED CORSAIRS SUPPORT FOR M ATIONS (Two may be taken per Red Corsairs Core Formation) FOR MATION TYPE UNITS UPGRADES ALLOWED COST Armoured Company Four to eight vehicles (may choose either Chaos Predators or Chaos Chaos Hunter, Chaos Vindicators, Daemon Engines 50 points per Chaos Predator or 75 Land Raiders or a combination of the two) points per Chaos Land Raider 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 units (Chaos Space Marines in the formation Chaos Champion, Chaos Drop Pods, Chaos Rhinos, Daemonic Pact 200 points receive the Scout ability for free) Cult Marines One Chaos Space Marine Lord character upgrade and six Khorne Berzerker, Thousand Sons, Plague Marine OR Noise Marine units Chaos Champion, Chaos Dreadnought, Chaos Drop Pods, Chaos Rhinos, Daemonic Pact, 275 points Daemon Engines Defiler Assault Force Four Defilers Daemon Engines 250 points Blood Slaughterer Pack 1 Four Blood Slaughterers, Daemon Engines 250 points Brass Scorpion Onslaught 1 Two Brass Scorpions Daemon Engines 250 points Silver Tower Circle 2 Four Silver Towers Daemon Engines 250 points Blight Drone Swarm 3 Six Blight Drones Daemon Engines 300 points Daemon Knight Pavane 4 Four Daemon Knights Daemon Engines 250 points Daemon Pool Any number of Lesser Daemons and/or Greater Daemons - 15 points per Lesser Daemon unit 75 points per Greater Daemon Raptor Cult One Chaos Space Marine Lord character upgrade and four Raptor units Daemonic Pact 175 points, +35points each for up to four additional Raptor units 1 Only if the army contains Khorne Berzerkers. Only if the army contains Thousand Sons. 3 Only if the amry contains Plague Marines. 4 Only if the army contains Noise Marines. RED CORSAIRS UPGRADES (Four may be taken per Formation) UPGRADE DESCRIPTION POINTS 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 the formation vehicles other than Dreadnoughts. In addition it requires a Chaos Strike Cruiser or Chaos Battle Barge in order to be used. 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 units 10 points each 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 Marines 50 points 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: Defiler or Desecrator Blood Slaughterer 1 Silver Tower 2 Blight Drone 3 Daemon Knight 4 75 points each 75 points each 75 points each 50 points each 75 points each Havocs Replace Four Chaos Space Marine units with four Havoc units 50 points Icon Bearer Add one Icon Bearer character upgrade +50 points Obliterators Add up to three Obliterators 85 points each 1 Only for formations containing Khorne Berzerkers, Blood Slaughterers or Brass Scorpions 2 Only for formations containing Thousand Sons or Silver Towers 3 Only for formations containing Plague Marines or Blight Drones 4 Only for formations containing Noise Marines or Daemon Knights CHAOS NAVY AIRCRAFT FOR MATION TYPE POINTS COST Three Hellblade Interceptors Two Hell Talon Fighter-bombers One Harbinger Bomber 225 points 175 points 400 points CHAOS TITAN LEGION BATTLEGROUPS FORMATION TYPE POINTS COST One Chaos Warlord Class Titan One Chaos Reaver Class Titan One Chaos Warhound Class Titan 850 points 625 points 300 points

6 REFERENCE SHEETS This section of the supplement includes reference sheets for each or the armies covered in this book. Although not really a substitute for the full rules or datasheets, experienced players will be able to get by with just the reference sheets ninty-nine percent of the time. Should you find a discrepancy between the reference sheet and the rules, then the rules always take precedence. The following abbreviations are use on the reference sheets: AC AV CH INF LV - Aircraft - Armoured Vehicle - Character - Infantry - Light Vehicle SC CC FF BPs +1A - Spacecraft - Close Combat - Firefight - Barrage Points - +1 Extra Attack FxF FwA RrA Ind M W - Fixed Forward Arc - Forward Fire Arc - Rear Fire Arc - Indirect Fire - Macro-weapon CHAOS NAVY R EFERENCE SHEET STRATEGY RATING n/a INITIATIVE 2+ Slw TK DC Crit Sh - Slow-firing - Titan Killer - Damage Capacity - Critical Damage - Shields NA ME TYPE SPEED AR MOUR CC FF WEAPONS RANGE FIREPOWER NOTES Hellblade Interceptor AC Fighter 6+ n/a n/a 2 x Reaper Autocannon AP4+/AT6+/AA5+, FwA - Hell Talon Fighter-Bomber AC Fighter-Bomber 5+ n/a n/a Twin Lascannon Havoc Launcher Bombs AT4+/AA4+, FxF AP4+, FxF 2BP, Ignore Cover, FxF - Harbinger Bomber WE/A Bomber 5+ n/a n/a Reaper Autocannon Reaper Autocannon Reaper Autocannon Bombs AP4+/AT6+/AA5+, FxF AP4+/AT6+/AA5+, Right Arc AP4+/AT6+/AA5+, Left Arc 6BP, Ignore Cover, FxF Reinforced Armour, DC4 CHAOS TINTAN LEGION REFERENCE SHEET STRATEGY RATING n/a INITIATIVE 1+ NA ME TYPE SPEED AR MOUR CC FF W EAPONS RANGE FIREPOWER NOTES Chaos Warlord Titan WE x Inferno Gun Close Combat Weapon Plasma Destructor Chaos Reaver Titan WE 20cm Gatling Blaster Close Combat Weapon Apocalypse Missile Launcher Chaos Warhound Titan WE Vulcan Mega-Bolter Plasma Blastgun 75cm 60cm 60cm 3BP, Ignore Cover, FxF Assault Weapon, Titan Killer (D3), +3A, FwA 4 x MW2+, FwA 4 x AP4+/AT4+, FwA Assault Weapon, Titan Killer (D3), +3A, FwA 3BP, FxF 4 x AP3+/AT5+, FwA 2 x MW2+, Slow Firing, FwA Fearless, Reinforced Armour, Thick Rear Armour, Walker, DC8, 6Sh Fearless, Reinforced Armour, Walker, DC6, 4Sh Fearless, Inspiring, Reinforced Armour, Walker, DC3, 2Sh

7 Warlord = Supreme Commander, Daemon Weapon RED CORSAIRS REFERENCE SHEET STRATEGY RATING n/a INITIATIVE 1+ NAME TYPE SPEED AR MOUR CC FF WEAPONS RANGE FIREPOWER NOTES Daemon Prince INF () 3+ (4+) Possessed Weapon Warp Blast Chaos Space Marine Lord CH n/a n/a n/a n/a Daemon Weapon Warp Bolt Assault Weapon, MW +2A Small Arms, MW +1A Assault Weapon, MW +1A Small Arms, MW +1A Commander, Fearless, Leader, Reinforced Armour, Teleport Character, Commander, Invulnerable Save, Leader Chaos Lord = Daemon Weapon Sorcerer Lord = Warp Bolt Chaos Champion CH n/a n/a n/a n/a Daemon Artefact Daemonic Bolt Assault Weapon, First Strike +1A Small Arms, First Strike +1A Character, Invulnerable Save, Augment Summoning (+2D3) Khorne, Nurgle, Undivided = Daemonic Artifact Tzeentch, Slaanesh = Daemonic Bolt Icon Bearer CH n/a n/a n/a n/a Character, Daemonic Focus, Invulnerable Save, Leader Chaos Terminators INF Combi Bolters Power Weapons 2 x Reaper Autocannon Chaos Dreadnought AV Twin Autocannon Power Fist Chaos Space Marines INF Bolters Autocannon Khorne Berzerkers INF Bolt Pistols Chainaxes Noise Marines INF Sonic Blasters Blastmasters Plague Marines INF Bolters Plague Knife Small Arms Assault Weapon MW +1A AP4+/AT6+ AP4+/AT5+ Assault Weapon MW +1A Small Arms AP5+/AT6+ Small Arms Assault Weapon Small Arms AP5+/AT6+, Disrupt Small Arms Assault Weapon Reinforced Armour, Teleport, Thick Rear Armour Fearless, Walker Thousand Sons INF Bolters Small Arms Fearless, Reinforced Armour Chaos Bikes INF 35cm Bolters Small Arms Mounted Chainswords Assault Weapon Raptors INF Melta Guns Small Arms Jump Packs Chainswords Assault Weapon Chaos Spawn INF none Horrific Mutations Assault Weapon +D3A Fearless, Invulnerable Save Havocs INF x Autocannon AP5+/AT6+ - Obliterators INF Body Weapons 3 x AP5+/AT5+ /AA6+ Fearless, Reinforced Armour, Teleport, Thick Rear Armour Chaos Rhino AV Combi-bolter Small Arms Transport (2) Chaos Hunter AV Hunter-killer 60cm AT4+/AA4+ - Chaos Predator AV Twin Lascannon AT x Heavy bolter AP5+ Chaos Vindicator AV 25cm Demolisher Cannon AP3+/AT4+, Ignore Cover Walker Chaos Land Raider AV 25cm x Twin Lascannon AT4+ Reinforced Armour, Thick Rear Armour, Transport (1 or 2) Twin Heavy Bolter AP4+ Defiler AV 20cm Battlecannon Reaper Autocannon Twin Heavy Flamer Battle Claws 75cm AP4+/AT4+ AP4+/AT6+ AP3+, Ignore Cover Assault Weapon, MW +1A Fearless, Infiltrator, Invulnerable Save, Walker Desecrator AV 20cm Ultrasonic Disruptor Reaper Autocannon Havoc Launcher Battle Talons 2 x AP5+/AT6+/AA5+, Disrupt AP4+/AT6+ AP4+ Assault Weapon, +1A - Fearless Fearless Fearless Fearless, Invulnerable Save, Walker Blood Slaughterer AV none Cleavers Assault Wpn. MW +2A Fearless, Infiltrator, Invulnerable Save, Walker Silver Tower AV 20cm Arcane Cannons 45m 3 x AP4+/AT4+ Fearless, Invulnerable Save, Skimmer Beam of Power 60cm MW5+ Blight Drone AV 35cm Maw Cannon AP3+/AT5+, Ignore Cover Fearless, Invulnerable Save, Skimmer Reaper Autocannon AP4+/AT6+ Daemon Knight AV Castigator Cannon 3 x AP3+/AT5+ Fearless, Invulnerable Save, Scout, Walker Brass Scorpion WE 20cm Scorpion Cannon 2 x AP3+/AT5+ Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker, DC2 2 x Hellmaw Cannon Demolisher Cannon Claws AP4+, Ignore Cover AP3+/AT4+, Ignore Cover Assault Weapon, MW +1A Summoned Greater Daemon WE none Claws and Fangs Assault Weapon, MW +2A Fearless, Inspiring, Invulnerable Save, Reinforced Armour, Walker, DC3, 6SP Summoned Lesser Daemons INF none Claws and Fangs Assault Weapon Invulnerable Save, 1SP Chaos Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport (20) Chaos Battle Barge SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport (60), Slow and steady Chaos Thunderhawk Gunship WE/A Bomber Battle Cannon 2 x Twin Heavy Bolter 1 x Twin Heavy Bolter 1 x Twin Heavy Bolter 75cm AP4+/AT4+, FxF AP4+/AA5+, FxF AP4+/AA5+, Right Arc AP4+/AA5+, Left Arc Chaos Drop Pod AV Immobile 5+ none none Deathwind AP5+/AT5+ See datasheet for rules Planetfall, Reinforced Armour, Transport (8), DC2

8 V3.18 LEGIO GRYPHONICUS WAR GRYPHONS TITAN LEGION ARMY LIST Titans have an initiative rating of 1+. All other units types have an initiative rating of 2+. Titan Legion armies have a strategy rating of 3. BATTLE TITAN FORMATIONS Formation Units Cost Emperor Battle Titan One Emperor Titan (Either Imperator or Warmonger configuration) 1250 Points Warlord Battle Titan One Warlord Titan 725 Points Reaver Battle Titan One Reaver Titan 575 Points SCOUT TITAN FORMATIONS Two Scout Titan Formations may be selected for each Battle Titan formation in the army. Formation Units Cost Warhound Scout Titan One Warhound Titan 275 Points Warhound Titan Pack Two Warhound Titans 500 Points SUPPORT FORMATIONS One Support Formation may be selected for each Titan formation in the army. Formation Units Cost Three Forge Knights or 200 Points Forge Knight Squadron Six Forge Knights 375 Points Recon Platoon Four Sentinels 100 Points Thunderbolt Squadron Two Thunderbolt Fighters 150 Points Marauder Squadron Two Marauder Bombers 250 Points 0-1 Orbital Support One Adeptus Mechanicus Gothic Class Cruiser One Arc Mechanicus or 150 Points 300 Points Skitarii Demi-Century Nine Hypaspist units, plus one Tech-Priest unit 300 Points Lysander Fighter One Lysander Fighter (0-1 per Warmonger Titan) 75 Points Scout or Battle Titan Weapons Inferno Gun, Vulcan Megabolter, Plasma Blastgun Turbolaser Destructor Battle Titan Weapons Laser Burner, Corvus Assault Pod, Carapace Landing Pad Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Titan Close Combat Weapon Melta Cannon, Laser Blaster, Volcano Cannon Plasma Destructor, Support Missile, Quake Cannon COST Free +25 Points COST Free +25 Points +50 Points +75 Points Titan Upgrades Range Firepower / Effect Cost 0-1 Legate (Battle Titans Only) Supreme Commander 50pts Veteran Princeps (0-1 per formation) Commander, Leader 25pts Carapace Multi-Lasers (Battle Titans Only) 2x AP5+ / AT6+ / AA5+ 50pts Sacred Icon (Battle Titans Only) Inspiring 50pts 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 within line of sight receive one blast marker. Warhound, Reaver and Warlord Titans each must be upgraded with two, three and four Titan weapons respectively. A Titan may not be upgraded with more or less weapons than its class allows. Each Titan formation must select at least two different types of weapons. If the player wishes, a Titan formation may contain only one type of weapon, at the cost of paying a +25 point surcharge. For further details see the Titans respective data sheets. LIST CONSTRUCTION RULE : TITAN WEAPONS

9 ADEPTUS MECHANICUS REFERENCE SHEET. PAGE 2. VERSION 3.18 / 1.13 SCOUT TITAN WEAPONS WEAPON RANGE FIREPOWER Plasma Blastgun 2x MW2+, Slow Firing Inferno Gun BP3, Ignores Cover Vulcan Megabolter 4x AP3+ / AT5+ Turbolaser Destructor 60cm 4x AP5+ / AT3+ WEAPON RANGE FIREPOWER Carapace Landing Pad Allows BP weapons to use the Indirect Fire ability Corvus Assault Pod Transport (10 infantry). Some unit types take up two spaces (see the Corvus Assault Pod entry on page 11). Close Combat Weapon (Arm Only) (Base Contact) Extra Attacks (+3), Titan Killer (D3) Laser Burner OR (Base Contact) Apocalypse Missile Launcher 60cm BP3 Gatling Blaster 60cm 4x AP4+ / AT4+ Extra Attacks (+2), (Small Arms) Extra Attacks (+4), (Assault Weapons) Plasma Cannon 60cm 3x MW2+, Slow Firing Melta Cannon AND Laser Blaster 60cm 6x AP5+ / AT3+ Volcano Cannon 90cm MW2+, Titan-Killer (D3) Plasma Destructor 75cm 4x MW2+, Slow Firing Quake Cannon 90cm BP3, Macro Weapon Support Missile (Carapace Only) Warhead Type Pick one: Vortex Warp Deathstrike Barrage BATTLE TITAN WEAPONS Unlimited WEAPON RANGE FIREPOWER MW2+, Titan-Killer (D3) Small Arms, Extra Attacks (+1), Titan Killer (D6) Indirect Fire, Warhead, One-Shot. BP3, Macro-Weapon, Titan-Killer (1), Ignores Cover MW2+, Titan-Killer (D3), Ignores Shields/Powerfields MW2+, Titan-Killer (D6) 10BP, Disrupt Mars (Sonic Disruptor) 100cm 10BP, Ignores Cover, Disrupt Golgotha (Hellfire Missiles) Unlimited 6x 2BP, Macro-Weapon, Single Shot, Indirect Fire Armageddon (Nova Cannon) 100cm 4x MW3+, Titan-Killer (D3) UNIT Warhound Titan ORDINATUS WEAPONS CRITICAL HITS CRITICAL HIT EFFECT The Warhound staggers D6cm in a random direction. If the Titan contacts impassable terrain or another unit it cannot step over, then it stops and takes a point of damage. Any units stumbled into or orver take a hit on a 6+. Reaver, Warlord, and Emperor Titans Roll a D6 in the end phase of every turn. On a roll of a 1 the Titan is destroyed and all units within 5cm of the Titan receive a hit on a 5+. On a 2-3 the Titan suffers an extra point of damage. On a 4-6 the Titan is repaired and the Critical Hit will cause no further trouble. Gorgon Baneblade, Shadowsword, Stormblade, Stormsword Ordinatus Minoris, Ordinatus Majoris The Gorgon is immobilised. A further critical hit will destroy the Gorgon outright. The tank is destroyed, and all units within 5cm suffer a hit on a roll of a 6+. The Ordinatus is destroyed. All units within suffer a hit on a 5+. If the Ordinatus was an Ordinatus Majoris, then all friendly formations within line of sight take a Blast Marker. UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Warhound Titan WE x Scout Titan Wepns DC 3, Fearless, Reinforced Armour, Walker. 2 Void Shields DC 6, Fearless, Reinforced Armour, Walker, 4 Void Shields Reaver Titan WE 20cm x Scout or Battle Titan Weapons DC 8, Fearless, Reinforced Armour, Walker, 6 Void Shields Thick Rear Armour. Warlord Titan WE x Scout or Battle Titan Weapons Reinforced Armour, Walker, Invulnerable Save, Infiltrator. AT4+ Assault Weapon, Macro-Weapon, Extra Attack (+1) (Base Contact) Forge Knight AV 20cm Arc Lance Manipulators Warmonger Titan WE See Datasheet DC 12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring. Imperator Titan WE See Datasheet As Warmonger. AP4+ / AA5+ AP5+ / AT6+ / AA5+ AT4+ 6+ n/a n/a Stormbolters Multilaser Underwing Rockets Thunderbolt Fighter Aircraft Fighter- Bomber AA5+ AT4+ / AA4+, Fixed Forwards Arc 3BP, Fixed Forwards Arc Marauder Bomber Aircraft Bomber 4+ n/a n/a 2x Twin Heavy Bolters Twin Lascannon Bomb racks

10 1.8 CHAOS NetEA Chaos Champion: Steve Steve54 Gullick NetEA Rule Committee: Neal Hunt, Henrikki Hena Almusa, and Kevin Chroma Petker Based on work by Jervis Johnson, Zac Belado, Audrey Ewing, and Eoin Whelan. With special thanks to Neal Hunt. Layout by Kevin Chroma Petker GENERAL CHAOS SPECIAL RULES Summoned Units Formations that purchase the Daemonic Pact upgrade (see the army list below) are Initiative and Strategy Rating 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 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 Daemonic Pact upgrade will summon. Daemons in the Daemon Pool are purchased and noted only as being lesser their patron Powers withdraw their support and the Chaos player must remove or 1D3 daemons from the Daemon Pool. If the Chaos player has no remaining greater daemons, not by their faction. The summoning formation s faction dictates daemons in their Daemon Pool then there is no further effect. 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 Factions Chaos player s opponent is always able to view the number of lesser and greater 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. 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. 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 Players may only have one greater daemon of a given faction in the army on the never receive the modifier. 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 Augment Summoning their base within 5cm of any non-daemonic unit from their formation, (i.e. you Some Chaos units are noted as having Augment Summoning (+x). Units with this cannot place a chain of summoned units). They may not be set up in the Zone of 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. Control of an enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning formation s faction, as follows: Khorne - Bloodthirster (Greater Daemon), Bloodletters Nurgle - Great Unclean One (Greater Daemon), Plaguebearers Slaanesh - Keeper of Secrets (Greater Daemon), Daemonettes Tzeentch - Lord of Change (Greater Daemon), Flamers Any faction - Daemonic Beasts Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. The only exception to the normal rules is when a summoned unit is destroyed it does not cause a blast marker to be placed on the formation. They are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by blast markers, etc. Note that Daemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers to the result dice roll. If a formation loses an assault you remove extra hits from the formation before it is considered broken and all the remaining summoned units are removed. Summoned units remain on the battlefield until the end phase of the turn in which they are summoned. In the end of the rally phase, after formations have attempted to rally, all summoned units in the formation are removed from the board and placed back into the Daemon Pool unless the formation has a unit with Daemonic Focus (see ). Greater Daemons that are returned to the Daemon Pool keep the same DC they had when they left the battlefield. They do not heal back to full DC, so when summoned again they will have that same DC. Summoned units that are destroyed are not put back into the Daemon Pool. Note that this may lead to the formation breaking if the number of Blast Markers on the formation is greater than the number of units left in play after the summoned units have been removed. When a formation breaks any summoned units in the formation are lost in the warp and considered destroyed. They do not go back into the Daemon Pool. NetEA Army Compendium - BETA v3.1 Chaos - 1

11 1.8.2 GENERAL CHAOS UNITS GENERAL CHAOS CHARACTERS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER Arch-Heretic CH NOTES Supreme Commander. Champion of CH Daemon Artifact (contact) (Assault Weapons), EA (+1), First Strike Chaos Daemonic Bolt (Small Arms), 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 Chaos Lord CH Daemon Weapon (contact) (Assault Weapons), EA (+1), MW NOTES Commander, Leader, Invulnerable Save. Chaos Warlord CH NOTES Supreme Commander. Icon Bearer CH NOTES Leader, Daemonic Focus, Invulnerable Save. Sorcerer Lord CH n/a n/a n/a n/a Warp Bolt (Small Arms), EA (+1), MW NOTES Commander, Leader, Invulnerable Save GENERAL CHAOS INFANTRY UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER Berzerker INF Chainaxes (contact) (Assault Weapons) Bolt Pistols (Small Arms) NOTES Fearless. Big Mutant INF Big Weapons (contact) (Assault Weapons), EA (+1), MW 2x Heavy Stubber AP6+ NOTES -- Chaos Hound INF Fangs (contact) (Assault Weapons) NOTES -- Chaos Marine INF Daemon Weapon (contact) (Assault Weapons), EA (+1), MW Aspiring Bolters (Small Arms) Champion Heavy Weapons AP6+/AT6+ NOTES Invulnerable Save, Commander, Leader. Chaos Marine INF 35 cm Chainswords (contact) (Assault Weapons) Bike Bolters (Small Arms) NOTES Mounted. Chaos Marine INF Bolters (Small Arms) Chosen Autocannon AP5+/AT6+ NOTES Scouts. Chaos Marine INF Power Weapons (contact) (Assault Weapons), EA (+1), MW Terminator Combi-Bolters (Small Arms) 2x Reaper Autocannon AP4+/AT6+ NOTES Reinforced Armour, Thick Rear Armour, Teleport. Chaos Space INF Bolters (Small Arms) Marine Autocannon AP5+/AT6+ NOTES -- Chaos Spawn INF Horrific Mutations (contact) (Assault Weapons), EA (+D3) NOTES Invulnerable Save, Fearless. Cultist INF Firearms (Small Arms) Heavy Weapons AP6+/AT6+ NOTES Daemon Prince INF Possessed Weapon (contact) (Assault Weapons), EA (+2), MW () (4+) Warp Blast (Small Arms), EA (+1), 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+. Demagogue INF Daemon Weapon (contact) (Assault Weapons), EA (+1), MW Firearms (Small Arms) Arcane Powers MW6+ Heavy Weapons AP6+/AT6+ NOTES Invulnerable Save, Augment Summoning (+2D3). Havoc INF x Autocannon AP5+/AT6+ NOTES -- Mutant INF Assorted Weapons (contact) (Assault Weapons) Firearms (Small Arms) NOTES -- Noise Marine INF Sonic Blasters (Small Arms) Blastmaster AP5+/AT6+, Disrupt NOTES Fearless. Plague Marine INF Plague Knives (contact) (Assault Weapons) Bolters (Small Arms) NOTES Fearless. Plague Zombie INF 10 cm Claws and Teeth (contact) (Assault Weapons) NOTES Infiltrator, Fearless, Infestation (Treat placement just like Teleport). Plague Zombies may contest objectives in games but may not hold objectives. Obliterator INF x Body Weapons AP5+/AT5+/AA6+ NOTES Reinforced Armour, Thick Rear Armour, Fearless, Teleport. Raptor INF Chainswords (contact) (Assault Weapons) Melta Weapons (Small Arms) NOTES Jump Packs. Thousand Sons INF Bolters (Small Arms) NOTES Reinforced Armour, Fearless GENERAL CHAOS LIGHT VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER Land LV Heavy Weapons AP6+/AT6+ Transporter NOTES Transport (May transport 2 of the following units: Demagogue, Aspiring Chaos Marine Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each). NetEA Army Compendium - BETA v3.1 Chaos - 2

12 GENERAL CHAOS ARMOURED VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER Contagion AV Vomit Cannon AP4+/AT6+, Disrupt Tower Plague Catapult 1 BP, Disrupt, Indirect Fire NOTES Invulnerable Save, Fearless. Demonic AV 25 cm Daemons Blades/Spikes (contact) (Assault Weapons), EA (+D3) Assault Blood Cannons 2 x AP4+/AT5+ Engines NOTES Reinforced Armour, Fearless. Daemon AV Castigator Cannon 3 x AP3+/AT5+ Knight 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 (contact) (Assault Weapons), EA (+1), MW NOTES Fearless, Infiltrator, Invulnerable Save, Walker. Dreadclaw Special 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. Dreadnought AV Power Fist (contact) (Assault Weapons), EA (+1), MW Twin Autocannon AP4+/AT5+ NOTES Fearless, Walker. Hellfire AV Hellfire Cannon 75 cm MW4+ Cannon NOTES Invulnerable Save, Fearless. Land Raider AV 25 cm Twin Heavy Bolter AP4+ 2x Twin Lascannon AT4+ NOTES Reinforced Armour, Thick Rear Armour, Transport (may transport 1 Terminator or 2 of the following units: Space Marines, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Predator AV x Heavy Bolter AP5+ Twin Lascannon AT4+ NOTES -- Rhino AV Combi-Bolter (Small Arms) Transport (may transport 2 of the following units: Chaos Space Marines, Chaos Marine Chosen, Berzerkers, Noise Marines, Plague NOTES Marines, Thousand Sons, Havocs). Silver Tower AV 20 cm Arcane Cannons 3 x AP4+/AT4+ Beam of Power 60 cm MW5+ NOTES Skimmer, Invulnerable Save, Fearless. Vindicator AV 25 cm Demolisher AP3+/AT4+, Ignore Cover NOTES Walker GENERAL CHAOS AIRCRAFT AND SPACECRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER Despoiler Class SC 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 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 Flame Cannon AP4+/AT5+/AA5+, Ignore Cover, FxF NOTES Invulnerable Save. Firelord AC B 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 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 Incendiary Bombs 2 BP, FxF Twin Lascannon AT4+/AA4+, FxF Havoc Launcher AP5+/AT6+, FxF NOTES -- Hellblade AC F x Reaper Autocannon AP4+/AT6+/AA5+, FxF NOTES GENERAL CHAOS WAR ENGINES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER Banelord WE Doomfist (contact) (Assault Weapons), TK (D3), EA (+2) Titan AND 4x AP4+/AT4+, FxF Tail (contact) (Assault Weapons), EA (+1) AND 75 cm AP4+/AT4+ Battlehead (Small Arms), EA (+2), FxF Hellstrike Cannon 60 cm 3 BP, MW, Ignore Cover, FxF 6x Havoc Missile 60 cm 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. If the Titan rampages into or over any units then they will take a hit on a D6 roll of 4+. Death Wheel WE x Reaper Autocannon AP4+/AT6+, Left Arc 2x Reaper Autocannon AP4+/AT6+, Right Arc Battle Cannon 75 cm AP4+/AT4+, Left Arc Battle Cannon 75 cm 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 NetEA Army Compendium - BETA v3.1 Chaos - 3

13 Decimator WE x Twin Reaper Autocannon AP3+/AT5+, LF 2x Twin Reaper Autocannon AP3+/AT5+, RF Decimator Cannon 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+. War Altar WE Arcane Technology D3 x AP4+/AT4+/AA4+ Notes DC3, Reinforced Armour, Fearless, Inspiring, Augment Summoning (+2), Daemonic Focus Critical Damage: 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. Feral Titan WE Battlehead (Small Arms), EA (+2), FxF Hellmouth 3BP, Ignore Cover, Fwd Death Storm 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) Lord of WE 25 cm Chain Fist (contact) (Assault Weapons), MW, EA (+3) Battles Death Storm 4x AP4+/AT4+ 2x Battle Cannon 75 cm AP4+/AT4+ NOTES DC6, Reinforced Armour, Thick Rear Armour, Fearless. Critical Hit Effect: The Lord of Battles is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move takes the Lord of Battles into impassable terrain or another unit it can t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If the Lord of Battles rampages into or over any units then they will take a hit on a D6 roll of 4+ (make saving throws for the units normally) Questor WE 35 cm x Castigator Cannon 3x AP3+/AT5+ 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 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) Plague Tower WE Plague Mortar 60 cm 3+D3 BP, Disrupt, FxF 2x Battle Cannon 75 cm AP4+/AT4+ Rot Cannon 90 cm AP3+/AT5+, Ignore Cover, FxF NOTES DC3, 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 Subjugator WE 35 cm Hellblades (contact) (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) Ravager Titan WE 20 cm Tail (contact) (Assault Weapons), EA (+1) AND 75cm AP4+/AT4+ Battlehead (Small Arms), EA (+2), FxF 2x Death Storm 4x AP4+/AT4+, Fwd Doomburner 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 Effet: The Ravager s plasma reactor has been damaged. Roll a D6 for the Ravager in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Ravager, on a roll of 2-3 the Ravager suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Ravager will be hit on a roll of GENERAL CHAOS DAEMONS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER Bloodletters INF Hellblades (contact) (Assault Weapons), EA (+1) NOTES Invulnerable Save, Summoning cost 1 Daemonettes INF Daemonic Talons (contact) (Assault Weapons) NOTES First Strike, Invulnerable Save, Summoning cost 1 Daemonic Beasts INF 20 cm Claws and Fangs (contact) (Assault Weapons) NOTES Infiltrator, Invulnerable Save, Summoning cost 1 Flamers INF Flames of Tzeentch (contact) (Assault Weapons) AND (Small Arms), EA (+1) NOTES Invulnerable Save, Summoning cost 1 Plaguebearers INF Plague Swords (contact) (Assault Weapons) Plague of Flies (Small Arms) NOTES Invulnerable Save, Summoning cost 1 Bloodthirster WE Axe of Khorne (contact) (Assault Weapons), TK (1), EA (+2) Bloodthirster s Whip (contact) (Assault Weapons), TK(1), EA (+1) NOTES DC 3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Summoning cost 8 Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6 Great Unclean WE Nurgling Swarm (contact) (Assault Weapons), EA (+1) One Stream of Corruption OR (Small Arms), Ignore Cover, EA (+1) 3BP, Ignore Cover NOTES DC 4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Summoning cost 8 Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6 Keeper of Secrets WE Lash of Torment (contact) (Assault Weapons), MW, EA(+1), First Strike Gaze of Slaanesh AND (Small Arms), MW, First Strike, EA (+1) 3x MW4+ NOTES DC 3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Summoning cost 8 Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6 Lord of Change WE Bedlam Staff (contact) (Assault Weapons), EA (+1), MW Withering Gaze AND (Small Arms), EA (+1), MW 2x MW3+ NOTES DC 3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Summoning cost 8 Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6 NetEA Army Compendium - BETA v3.1 Chaos - 4

14 13TH BLACK CRUSADE BLACK LEGION CHAOS ARMY LIST ARMY CHAMPION: Steve Steve54 Gullick Version: Draft v3.1 A Black Legion Chaos Army has a Strategy Rating of 4. All 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 One Chaos Space Marine Lord character and Black Legion Retinue All 275 points eight Chaos Space Marines units 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 One Chaos Space Marine Lord character and Dreadnought, Defilers, Chaos Land Raiders, 275 for 4 Terminators from four to six Terminator units Dreadclaws, Obliterators, Daemonic Pact, Chaos +65 points per extra unit Marine Terminators Champion, Icon Bearer, Daemon Prince, Warlord 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 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 Armoured Four to eight Chaos Predators and/or Chaos Chaos Vindicators, Defilers 50 points per Predator Company Land Raiders in any combination 75 points per Land Raider Black Legion Bike Company One Chaos Space Marine Lord character and Daemonic Pact, Icon Bearer 300 points eight Chaos Space Marines Bike units Defiler Assault Pack Four Defilers None 275 points One Chaos Space Marine Lord character and 175 for 4 Raptors Raptor Cult from four to eight Raptor units Daemonic Pact +35 points per extra unit 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 Chaos Vindicators Add up to three Chaos Vindications +35 points each Add four units belonging to the Cult associated with the Retinue s faction: Berzerkers (Khorne), Cult Marines Noise Marines (Slaanesh), Plague Marines (Nurgle), Thousand Sons (Tzeentch) points Replace the unit in the formation that includes the Chaos Lord character with a Daemon Prince unit. Daemon Prince 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 +5 points per unit in the Dreadclaws Transport the entire formation in Dreadclaws 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 Add up to eight Rhinos. If you choose to take this option then you must take exactly enough Rhinos to Rhinos carry the units that still require transport after any other upgrades that can transport units have been +10 points each taken. No spare transport spaces may be left over if it is possible to avoid it. 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 Daemon Pool Any number of Lesser Daemon units 20 points per Lesser Daemon and any number of Greater Daemons 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 225 points Ravager Titan One Ravager Titan 650 points Two Hell Talon Fighter-bomber 175 points Feral Titan One Feral Titan 275 points One Harbinger Bomber 450 points Deathwheel Squadron One to three Deathwheels 275 points each One Devastation Class Cruiser 150 points One Despoiler Class Battleship 250 points SPECIAL RULE - Chaos Space Marine Lord Upgrade The Chaos Space Marine Lord upgrade (Chaos Lord or Sorcerer Lord) may only be applied to one of the Core units of a Black Legion Formation. For example, the Chaos Space Marine Lord upgrade for a Black Legion Retinue could only be added to the Chaos Space Marine units in that formation; it could not be added to any units, such as Obliterators or Cult Marines purchased as an upgrade. NetEA Army Compendium - BETA v3.1 Chaos - 5

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