Emperor s Children. V3.5.2 Play Document

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Emperor s Children V3.5.2 Play Document 1

Emperor s Children Army List EC1.0 The Emperor s Children Version 3.5.2 EC1.1 Emperor s Children Special Rules The following special rules apply to Emperor s Children formations and units. EC1.1.1 Initiative & Strategy Rating Emperor s Children armies have a strategy rating of 4. The following formations have an Initiative of 2+: Daemon Engine Pack House Devine Knights Chaos Navy All other Emperor s Children formations have an initiative of 1+. EC1.1.2 Factions All Emperor s Children are followers of Slaanesh. EC1.1.3 Summoned Units Certain units may be summoned to appear at the start of a Emperor s Children formation s action through the use of the Daemonic Pact upgrade. Formations that purchase the Daemonic Pact as an upgrade (see the army list below) are capable of summoning daemons to the battlefield. In order to have daemons to summon players must purchase a single Daemon Pool from which all formations with the Daemonic Pact upgrade will summon from. Players should either write down the contents of their Daemon pool or use tokens to indicate the number of each type of Daemon they have available. The Chaos player s opponent is always able to view the number of daemons (and their type) 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. 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 WE1.1.5 below). 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. Players are allowed to only summon one Greater Daemon to the battle at a time. So if you have already summoned one Keeper of Secrets you are not allowed to summon another until that first Greater Daemon has been removed from play. EC1.1.4 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 WE1.1.3 Summoning Units). 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 2D3. EC1.1.5 Daemonic Focus Certain Chaos units are noted as having Daemonic Focus. Units with this ability may keep any or all summoned units that belong to the formation in play. Summoned units do not vanish back into the warp after the formation has attempted to rally. Chaos units with Daemonic Focus may not be used to keep summoned units in play if the formation is broken. 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 rule of thumb Greater Daemons cost seven summoning points and all other units one summoning point each). Summoning points must be used to summon daemonic units from the Daemon Pool and 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. 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. Formations that have not bought a Daemonic Pact may not summon daemons. Summoned units must be set up with their entire base within 5cm of any unit from their formation, apart from other summoned units that have already been placed (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 types of units that can be summoned by the Emperor s Children are: Keeper of Secrets: Greater Daemon of Slaanesh; Daemonettes, and Seekers. 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 that the loss of a summoned unit 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. EC2.0 Emperor s Children Chaos Space Marine Army List EC2.1 Using the Army List Emperor s Children are organised around core formations called retinues which are supported by daemon influenced formations. Most formations may also include a number of extra units called upgrades. The tables below show what units comprise the detachment, what upgrades are allowed, and its points cost. Each upgrade taken adds to the cost of the company or detachment. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the detachment they are taken for, and sometimes take the form of additional units for the detachment. Each upgrade may be taken once per formation. Character upgrades may be given to both core units and upgrades within a retinue. Emperor s Children armies may be supported by War Engines of Slaanesh and Chaos Navy. Up to a third of the points available to the army may be spent on these formations. 2

Emperor s Children Emperor s Children Core Formations Formation type Units Upgrades Allowed Points Cost Noise Marine Retinue character upgrade, six Noise Marine units and a Daemonic Pact. Assault Walkers, Dreadclaws, Favoured of Slaanesh, Apostate of Rapture, Degenerate, Predators, Transport. 300 points Decadent Marine Retinue character upgrade, six Chaos Marine units and a Daemonic Pact. Assault Walkers, Dreadclaws, Apostate of Rapture, Degenerate, Noise Marines, Predators, Transport. 225 points Emperor s Children Support Formations Six may be taken per Noise Marine Retinue Restricted: House Devine Knight formations are restricted to one for every full 1000 points played. Emperor s Children Bike Retinue character upgrade and six Emperor s Children Bike units. Daemonic Pact, Apostate of Rapture, Degenerate. 250 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 Terminator Retinue character upgrade and six Emperor s Children Terminator units. Assault Walkers, Daemonic Pact, Favoured of Slaanesh, Apostate of Rapture, Degenerate Predators. 450 points 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 House Devine Knights 6 Slaanesh Daemon Knight units 400 points Emperor s Children Upgrades up to four upgrades may be taken per formation 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 Dreadclaws Allows the formation to deploy via Dreadclaws 50 Points 01 Favoured of Slaanesh Upgrade one Decadent Lord character in the army to a Lord of Pleasures character OR replace one Decadent Lord or Sonar Lord unit in the army with a Slaanesh Daemon Prince unit. + 50 Lord of Pleasures +100 Slaanesh Daemon Prince Apostate of Rapture Adds an Apostate to a unit in the formation 25 points Degenerate Adds a Degenerate to a unit in the formation 50 points Noise Marines Replace 3 Chaos Marine units with 3 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 3x Rhinos: 25 points 3x Land Raiders: 200 points Chaos Navy Three Hellblade Interceptors 200 points War Engines of Slaanesh One to two Subjugator Titans and / or Questor Titans 250 points each 300 points each Two Helltalon Fighter Bombers 250 points Reviler Titan 600 points Spacecraft Painlord Titan 01 Devastation Class Cruiser 150 points Daemon Pool 800 points Upgrade Cruiser to a Despoiler Class Battleship +100 points Greater Daemon (Keeper of Secrets) Lesser Daemons (Daemonettes and Seekers) 75 points 20 points each 3

Name Type Speed Armour CC FF Weapon Range Firepower Notes Lord of Pleasures CHA Lash of Torment Siren of Slaanesh Slaanesh Daemon Prince INF 15cm () 3+ (4+) 3+ 3+ Lash of Submission Visions of Debauchery Extra Attack (+1), First Strike Extra Attack (+1), First Strike, Extra Attack (+1), First Strike, Fearless, Invulnerable Save, Supreme Commander Fearless, Reinforced Armour, Supreme Commander, Teleport Decadent Lord CHA Daemon Weapon Fearless, Invulnerable Save, Leader Siren Lord CHA Daemon Weapon Fearless, Invulnerable Save, Leader Apostate of Rapture CHA Daemonic Focus, Invulnerable Save Degenerate CHA Daemonic Bolt Extra Attack (+1), First Strike Augment Summoning (+2D3), Invulnerable Save Chaos Marine INF 15cm 4+ 4+ 4+ Autocannon Bolter Siren INF 4+ 4+ 5+ Mutations Emperor s Children Terminators INF 15cm 4+ 3+ 3+ 2x Blastmaster Power Weapons Emperor s Children Bike INF 35cm 4+ 3+ 4+ Sonic Blasters Noise Marines INF 15cm 4+ 4+ 3+ Sonic Blasters Blast Master Emperor s Children Dreadnought AV 15cm 4+ 4+ 3+ Twin Blast Master Twin Sonic Blasters Emperor s Children Land Raider AV 25cm 4+ 5+ 4+ 2x Twin Lascannon Blastmaster Emperor s Children Predator AV 4+ 6+ 4+ Blast Master Twin Sonic Blasters AP5+/AT6+ First Strike AP5+/AT6+ Disrupt AP4+/AT5+, Disrupt Extra Attack (+1) AT4+ Extra Attack (+1) Jump Pack Reinforced Armour, Teleport, Thick Rear Armour Mounted Fearless Fearless, Walker Emperor s Children Rhino AV 5+ 6+ 6+ Sonic Blasters Transport (2) Reinforced Armour, Thick Rear Armour, Transport (2) Dreadclaw Transport (6), No Scatter, Planetfall Debaser AV 20cm 4+ 4+ 4+ Ultrasonic Disruptor Blastmaster Death Wailer Battle Claws 2xAP5+/AT6+/AA5+ Disrupt AP5+/AT5+, Disrupt First Strike,, Extra Attack (+1) Fearless, Infiltrator, Invulnerable Save, Walker, Defiler AV 20cm 4+ 4+ 3+ Battlecannon Reaper Autocannon Twin Heavy Flamer Battle Claws 15cm AP4+/AT6+ AP3+, Fearless, Infiltrator, Invulnerable Save, Walker Slaanesh Daemon Knight AV 4+ 5+ 4+ Castigator Cannon 3x AP3+/AT5+ Fearless, Invulnerable Save, Scout, Walker Keeper of Secrets WE 15cm 4+ 3+ 4+ Gaze of Slaanesh Lash of Torment 3x MW 4+ DC3, Fearless, Inspiring, Invulnerable Save, Reinforced Armour, Walker, Wings (Jump Packs). Summon:8 Points Daemonettes INF 15cm 4+ 3+ Daemonic Talons First Strike Invulnerable Save. Summon: 1 Point Seekers INF 4+ 4+ Daemonic Talons First Strike Invulnerable Save, Mounted. Summon: 1 Point Questor Titan WE 35cm 5+ 5+ 3+ 2x Castigator Cannon 2x Battle Cannon Subjugator Titan WE 35cm 5+ 3+ 5+ Hellblades 2x Battle Cannon Reviler Titan WE 25cm 4+ 4+(3+) 3+(5+) Psipulse 2x Tormentor OR 2x Hellblades Painlord Titan WE 20cm 4+ 3+ 2+ Psipulse Tormentor Excruciator Energy Whip 3x AP3+/AT5+ Extra Attack (+2), TK(D3) MW3+, TK(D3), FFA 4x AP3+/AT5+, Disrupt, FA Extra Attack (+1), TK(D3) MW3+, TK(D3), FFA 4x AP3+/AT5+, Disrupt, FA 3BP, Disrupt, FFA Extra Attack (+3), MW Hellblade AIR Fighter 6+ 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FA Helltalon AIR Fighter /Bomber 5+ Twin Lascannon Havoc Launcher Bombs Devastation Class Cruiser SS Orbital Bombard Pinpoint Attack Despoiler Class Battleship SS Orbital Bombard 3x Pinpoint Attack 15cm AT4+/AA4+, FF AP4+/AT6+, FF 2BP, FF 3BP, MW MW2+, TK (D3) 3BP, MW MW2+, TK (D3) DC3, Void Shields x2, Fearless, Reinforced Armour, Walker* DC3, Void Shields x2, Fearless, Reinforced Armour, Walker* DC5, Void Shields x4, Fearless, Reinforced Armour, Walker* Note: Must take either Tormentor or (Hellblades) not both DC7, Void Shields x6, Fearless, Reinforced Armour, Thick Rear Armour, Walker* Transport (20) Transport (40), Slow and Steady May not be used on turns 1 or 2 unless specified * May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. 4

Transports Rhino, Transport(2): May transport a Slaanesh Daemon Prince, Noise Marines, and Chaos Marine units. Land Raider, Transport(2): May transport Slaanesh Daemon Prince, Noise Marines, Chaos Marines, and Emperor s Children Terminator units. Each Emperor s Children Terminator unit takes up 2 slots. Dreadclaws: Each may transport two of the following units: Slaanesh Daemon Prince, Noise Marines, Chaos Marines, and Emperor s Children Dreadnaught. War Engine Critical Effects Keeper of Secrets The greater daemon is hurled back into the warp and destroyed. Any daemonic units within 5cms will be dragged back into the warp with the greater daemon and destroyed on a roll of 6. Questor Titan The Questor is caught offbalance and staggers. Move it 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). Subjugator Titan The Subjugator is caught offbalance and staggers. Move it 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). Reviler Titan 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. 5