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NetEA Tournament Pack

2013-08-07
www.net-armageddon.org
taccmd.tacticalwargames.net
NetEA Tournament Pack 2013-08-07
What is NetEA?
Net Eic Armageddon! or NetEA! is t"e name o# t"e Tactical
$argame Network%s de&eloment o# #an-made rule e'tensions!
arm( lists and arm( list udates #or )ames $orks"o%s Eic
Armageddon. T"e main #ocus o# NetEA is to clari#( t"e rules o#
Eic Armageddon and *alance its tournament arm( lists against
one anot"er #or t"e #un and en+o(ment o# all.
What is the Tournament Pack?
T"e NetEA Tournament Pack consists o# t"e #ollowing,
T"e Eic Armageddon game rules and all o# t"e errata
#ound on )ames $orks"o%s Eic Armageddon
-esources we* age. $e stress all "ere as some errata are
missing #rom t"e rule*ook sections #ound on t"e we*
age a*o&e.
T"e most u-to-date .A/ a&aila*le! essentiall( an
e'anded &ersion o# t"e .A/ #ound on t"e )ames
$orks"o we* age a*o&e. Eac" /0A is a #ootnote in
t"e aroriate section o# t"e rules.
All o# t"e NetEA Aro&ed tournament arm( lists and
an( rule e'tensions and /0A%s t"at accoman( t"em.
NetEA Aro&ed arm( lists are tournament read( and
*alanced against one anot"er using t"e Eic tournament
game rules.
Will the Tournament Pack be updated?
1es. T"e lan is to udate t"e Tournament Pack e&er( (ear wit"
t"e latest /0A%s and NetEA Aro&ed tournament arm( lists.
Which version of the Tournament Pack is this?
Eac" Tournament Pack "as its u*lication date at t"e to o#
most o# its ages! t"at is "ow it is &ersioned.
Where can I get the latest version of the Tournament Pack?
T"e latest Tournament Pack! as well as ot"er use#ul #iles and #an-
made Eic 2ulements! can *e #ound on t"e NetEA we*site.
www.net-armageddon.org
Whats the best wa to print the Tournament Pack?
T"e Tournament Pack is #ormatted to rint dou*led-sided wit"
age scaling or at 1003 on eit"er letter or A4-si5ed aer. 6lank
ages are inserted automaticall( to ensure new sections start on
t"e rig"t "and side! and arm( lists and datas"eets are #ront and
*ack w"ere ossi*le.
Whats a good forum for all things Epic?
Tactical 7ommand is! "ands down! t"e *est Eic #orum t"ere is.
taccmd.tacticalwargames.net
1ou%ll #ind ainting logs! ictures o# eoles% armies! *attle
reorts! rule 8uestions and answers! gaming ad&ice! and NetEA
de&eloment all on Tac7omm.
I found an error!tpo" where should I report it?
T"e Tac7omm #orums are t"e lace #or t"is sort o# t"ing. 9ra#ts
o# t"e Tournament Pack are osted t"ere as well so eole can
"a&e a c"ance to "unt #or t(os *e#ore t"e #inal &ersion is ut on
t"e NetEA we*site. Please let us know i# (ou #ind an( errors:
Where can I find more Epic arm lists?
Tac7omm "as tons o# t"em! and man( are included in t"e
NetEA Arm( ;ist 7omendium #ound on t"e NetEA we*site.
T"e( are clearl( la*elled as NetEA Aro&ed! 9e&elomental
and E'erimental so (ou "a&e an idea on "ow well la(-tested
eac" list is. <n addition! *e sure to c"eck out Eic-=> ?eic-
uk.co.uk@ i# (ou are in t"e => or eicA#r ?eic-#r.nice*oard.com@
i# (ou are in .rance to see w"at t"e locals are using in (our area.
Where can I bu Epic models?
)ames $orks"o sells 2ace Barine! <merial )uard! Crk!
Eldar and 7"aos models #rom t"eir Eic Armageddon section
under 2ecialist )ames. .orge $orld%s Eic 40!000 section "as
some models as well.
Cut o# rint models can *e #ound on &arious auction sites and
trade #orums across t"e internet. Cnce more! t"ere are man(
Dmm science #iction manu#acturers wit" roducts t"at make
e'cellent ro'ies #or Eic units.
Is this thing #ames Workshop $official%?
1es and no. $"ile t"e rules resented "ere are t"ose #ound in
t"e Eic Armageddon rule*ook! t"e .A/s "a&e *een e'anded
uon *ased on w"at is a&aila*le #rom )ames $orks"o.
Additionall(! t"e arm( lists resented "ere will "a&e some rice
and comosition di##erences w"en comared to w"at is ro&ided
on )ames $orks"o%s we*site. T"ese c"anges were all done in
t"e name o# *alance and "a&e t"e suort o# t"e Tac7omm
communit(. .or t"e most art t"e( are #airl( minimal and s"ould
not *e &iewed as Egame c"angingF*reakingG.
&I'()AI*E+ AN& T+A&E*A+, )I'T'
This document is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL ublishing, Blood Angels, Blood!uest, Blood Bowl, the
Blood Bowl logo, The Blood Bowl "pike #e$ice, %adian, %atachan, the %haos de$ice, %ityfight, the %haos logo, %itadel, %itadel #e$ice, %ity of the
#amned, %ode&, #aemonhunters, #ark Angels, #ark 'ldar, #ark Future, the #ouble()eaded*+mperial 'agle de$ice, ,'a$y -etal, 'ldar, 'ldar
symbol de$ices, 'pic, 'ye of Terror, Fanatic, the Fanatic logo, the Fanatic ++ logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo,
Genestealer, Golden #emon, Gorkamorka, Great .nclean /ne, the )ammer of "igmar logo, )orned 0at logo, +nferno, +n!uisitor, the +n!uisitor logo,
the +n!uisitor de$ice, +n!uisitor1%onspiracies, 2eeper of "ecrets, 2hemri, 2horne, 2root, Lord of %hange, -arauder, -ordheim, the -ordheim logo,
3ecromunda, 3ecromunda stencil logo, 3ecromunda late logo, 3ecron, 3urgle, /rk, /rk skull de$ices, "isters of Battle, "ka$en, the "ka$en symbol
de$ices, "laanesh, "pace )ulk, "pace -arine, "pace -arine chapters, "pace -arine chapter logos, Talisman, Tau, the Tau caste designations, Tomb
2ings, Trio of Warriors, Twin Tailed %omet Logo, Tyranid, Tyrannid, T4eentch, .ltramarines, Warhammer, Warhammer )istorical, Warhammer
/nline, Warhammer 56k #e$ice, Warhammer World logo, Warmaster, White #warf, the White #warf logo, and all associated marks, names, races, race
insignia, characters, $ehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the
Warhammer 56,666 uni$erse are either 7, T- and*or 8 %opyright Games Workshop Ltd 9666(96:9, $ariably registered in the .2 and other
countries around the world. .sed without permission. 3o challenge to their status intended. All 0ights 0eser$ed to their respecti$e owners.
NetEA Tournament Pack 2013-08-07 Ta*le o# 7ontents
1.0 Eic )ame -ules........................................................................... 1
1.0.1 $"at 1ou $ill Need To Pla(.......................................1
1.1 =nits.......................................................................................... 2
1.1.1 =nit T(es....................................................................... 2
1.1.2 2tands.............................................................................. 2
1.1.3 =nit 9atas"eets..............................................................2
1.2 .ormations............................................................................... 3
1.2.1 .ormations...................................................................... 3
1.2.2 <nitiati&e Halues..............................................................3
1.3 6last Barkers........................................................................... 3
1.4 2e8uence o# Pla(..................................................................... 4
1.4.1 2e8uence C# Pla(.......................................................... 4
1.4.2 A*ilities =sed At 2tart C# TurnFAction...................4
1.I T"e 2trateg( P"ase.................................................................. 4
1.D T"e Action P"ase.................................................................... I
1.D.1 Actions............................................................................ I
1.D.2 T"e Action Test............................................................. D
1.D.3 -etaining T"e <nitiati&e.................................................D
1.7 Bo&ement................................................................................. 7
1.7.1 Bultile Bo&es...............................................................7
1.7.2 Ct"er =nits..................................................................... 7
1.7.3 Jones C# 7ontrol......................................................... 7
1.7.4 .ormations...................................................................... 7
1.7.I Transort He"icles......................................................... 8
1.8 Terrain....................................................................................... K
1.8.1 9angerous Terrain Test................................................K
1.8.2 7o&er To Lit Bodi#iers................................................K
1.8.3 <n#antr( 7o&er 2a&es.....................................................K
1.8.4 Terrain E##ects.............................................................10
1.K 2"ooting.................................................................................. 11
1.K.1 Picking A Target..........................................................11
$eaon .ire Arcs.................................................................. 11
1.K.2 $"o Ba( 2"oot...........................................................11
1.K.3 2"ooting Procedure.....................................................12
1.K.4 Place 6last Barker.......................................................12
1.K.I -oll To Lit.................................................................... 12
Needing 7M To Lit...............................................................13
1.K.D Allocate Lits 0 Bake 2a&ing T"rows......................13
1.K.7 7"eck To 2ee <# Target 6reaks..................................14
1.K.8 6arrages......................................................................... 1I
1.10 C&erwatc"............................................................................ 17
1.11 7ross#ire............................................................................... 18
1.12 Assaults................................................................................. 20
1.12.1 Assault Procedure......................................................20
1.12.2 7"oose Target .ormation........................................20
1.12.3 Bake 7"arge Bo&e...................................................20
1.12.4 7ounter 7"arges........................................................ 21
1.12.I -esol&e Attacks.......................................................... 21
1.12.D 2uorting .ire.......................................................... 22
1.12.7 $ork Cut -esult........................................................23
1.12.8 ;oser $it"draws........................................................23
1.12.K $inner 7onsolidates.................................................24
1.12.10 <ntermingled .ormations.......................................24
1.13 -egrouing 0 6roken .ormations...................................24
1.13.1 -egrouing.................................................................24
1.13.2 6ecoming 6roken......................................................24
1.13.3 $it"drawals................................................................ 2I
1.13.4 6last Barkers and 6roken .ormations..................2I
1.14 T"e End P"ase.................................................................... 2D
1.14.1 -all(ing .ormations..................................................2D
1.14.2 7"eck Hictor( 7onditions........................................2D
-ounding................................................................................ 2D
1.1I 7ore -ules Training 2cenarios..........................................27
1.1I.1 6asic Training 2cenario.............................................27
1.1I.2 .ast Attack Training 2cenario..................................27
1.1I.3 Armoured Training 2cenario...................................27
1.1I.4 Ad&anced Training 2cenario....................................27
1.1I.I 7om*ined Arms Training 2cenario........................28
2.0 2ecialist =nits 0 $eaons.......................................................2K
2.1 2ecialist =nits...................................................................... 2K
2.1.1 7"aracters..................................................................... 2K
2.1.2 7ommanders................................................................ 30
2.1.3 .earless.......................................................................... 30
2.1.4 <n#iltrators..................................................................... 30
2.1.I <nsiring........................................................................ 31
2.1.D <n&ulnera*le 2a&es.......................................................31
2.1.7 Num Packs................................................................... 31
2.1.8 ;eaders.......................................................................... 31
2.1.K ;ig"t He"icles............................................................... 31
2.1.10 Bounted...................................................................... 31
2.1.11 -ein#orced Armour...................................................31
2.1.12 2couts.......................................................................... 31
2.1.13 2kimmers.................................................................... 32
2.1.14 2nier.......................................................................... 32
2.1.1I 2ureme 7ommanders.............................................33
2.1.1D T"ick -ear Armour...................................................33
2.1.17 Teleort....................................................................... 33
2.1.18 $alkers........................................................................ 33
-e-rolls.................................................................................... 33
2.1.1K 2low and 2tead(......................................................... 33
2.1.20 2uort 7ra#t............................................................. 33
2.1.21 2el# Planet#all............................................................. 33
2.1.22 E'enda*le................................................................. 34
2.1.23 Tunnelers.................................................................... 34
2.2 2ecialist $eaons................................................................ 3I
2.2.1 Anti-aircra#t $eaons.................................................3I
2.2.2 9isrut.......................................................................... 3I
2.2.3 E'tra Attacks................................................................ 3I
2.2.4 .irst 2trike..................................................................... 3I
2.2.I <gnore 7o&er................................................................ 3I
2.2.D Bacro-$eaons........................................................... 3I
2.2.7 2ingle 2"ot.................................................................... 3D
2.2.8 2low .iring.................................................................... 3D
2.2.K Titan >illers.................................................................. 3D
2.2.10 <ndirect .ire................................................................ 3D
2.3 2ecialist Training 2cenarios................................................37
2.3.1 2ecialist Training 2cenario........................................37
3.0 $ar Engines................................................................................. 3K
3.1 $ar Engine Bo&ement........................................................ 3K
3.1.1 $ar Engine .ormations..............................................3K
3.1.2 $ar Engine Jones C# 7ontrol.................................3K
3.1.3 Transort...................................................................... 3K
3.2 $ar Engine 2"ooting............................................................ 40
3.2.1 Allocating Lits To $ar Engines................................40
3.2.2 $ar Engine 9amage 7aacit(...................................41
3.2.3 7ritical Lits................................................................... 41
3.2.4 6last Barkers................................................................ 41
3.2.I Titan >iller $eaons..................................................42
3.3 $ar Engine Assaults............................................................. 43
3.3.1 7"arge Bo&es............................................................... 43
3.3.2 7lose 7om*at and .ire#ig"t Attacks........................43
3.3.3 -esult -olls................................................................... 43
i
Ta*le o# 7ontents NetEA Tournament Pack 2013-08-07
3.4 $ar Engine Training 2cenario..........................................44
3.4.1 >ors )rinda -eturns:.............................................44
4.0 Aerosace Cerations.............................................................. 4I
4.1 Aerosace =nits.................................................................. 4I
4.1.1 Aerosace .ormations.............................................4I
4.2 Aircra#t................................................................................. 4D
4.2.1 Aircra#t Aroac" Bo&es........................................4D
4.2.2 Aircra#t Attacks......................................................... 4D
4.2.3 Anti-aircra#t Attacks.................................................47
4.2.4 .lak Attacks............................................................... 47
4.2.I Transorting )round =nits....................................48
4.2.D 9isengagement Bo&es.............................................4K
4.2.7 6last Barkers............................................................. 4K
4.3 2acecra#t............................................................................. I0
4.3.1 Planning 2acecra#t Cerations..............................I0
4.3.2 7arr(ing Cut T"e Ceration..................................I0
4.3.3 Cr*ital 6om*ardments............................................I0
4.3.4 Pin-Point Attacks......................................................I1
4.4 Planet#all.............................................................................. I1
4.I Aerosace Training 2cenarios...........................................I2
4.I.1 9eat" .rom T"e 2kies:............................................I2
4.I.2 T"under"awk 9own................................................I3
I.0 .orces.......................................................................................... II
I.0.1 Eic Armageddon -e#erence 2"eet.......................ID
I.1 2ace Barine .orces.......................................................... I7
I.1.1 T"e( 2"all >now No .ear.......................................I8
I.2 <merial )uard .orces.......................................................IK
I.3 <merial Na&( .orces......................................................... D1
I.4 Titan ;egion .orces........................................................... D2
I.4.1 <merial Hoid 2"ields...............................................D2
I.I Crk .orces........................................................................... D3
I.I.1 Bo* -ule.................................................................... D4
I.I.2 Power o# t"e $aaag":..............................................D4
I.I.3 Power .ields............................................................... D4
I.D Eldar .orces........................................................................ DI
I.D.1 .arsig"t....................................................................... D7
I.D.2 Lit 0 -un Tactics.....................................................D7
I.D.3 Eldar Tec"nolog(......................................................D8
I.7 6aran 2iegemaster .orces..................................................DK
I.7.1 .orti#ied Positions.....................................................DK
I.8 .eral Crk .orces................................................................. 70
I.8.1 Bo* -ule.................................................................... 70
I.8.2 Power C# T"e $aaag":............................................70
I.K $"ite 2car .orces............................................................... 71
I.10 2eed .reek .orces.......................................................... 72
I.11 6lack ;egion .orces......................................................... 73
I.11.1 Augmented 2ummoning........................................7I
I.11.2 9aemonic .ocus.....................................................7I
I.12 7"aos 7ultist .orces........................................................ 77
I.13 9ark Eldar .orces............................................................ 7K
I.13.1 Lit 0 -un Tactics...................................................80
I.13.2 .leet o# .oot........................................................... 81
I.13.3 9ark Eldar Tec"nolog(..........................................81
I.14 Biner&an Tank ;egion .orces........................................83
I.1I Necron .orces.................................................................. 8I
I.1I.1 Necron Tec"nolog(................................................8D
I.1I.2 <mlaca*le Ad&ance...............................................87
I.1I.3 P"ase Cut................................................................. 87
I.1D 9eat" >ors o# >rieg .orces........................................8K
I.1D.1 Trenc"works............................................................ K0
I.17 2alamander .orces............................................................ K1
I.18 2cions o# <ron .orces......................................................K2
I.1K Tau .orces......................................................................... K3
I.1K.1 7oordinated .ire.....................................................K4
I.1K.2 Tau Tec"nolog(.......................................................K4
I.20 Alaitoc Eldar .orces......................................................... KI
D.0 Eic )aming.............................................................................. K7
D.1 Eic Tournament )ame -ules.........................................K8
D.1.1 .orces.......................................................................... K8
D.1.2 2et-u.......................................................................... K8
D.1.3 T"e .i&e Binute $arm =.....................................K8
D.1.4 Place C*+ecti&e Barkers...........................................K8
D.1.I 2etu 2acecra#t 0 )arrisons.................................K8
D.1.D 2et-u -emaining .ormations.................................KK
D.1.7 Hictor( 7onditions...................................................KK
D.2 Tournament Arm( ;ists..................................................100
D.2.1 T"e O7ounts As% -ule.............................................102
D.3 7ode' Astartes 2ace Barine Arm( ;ist......................103
D.3.1 2ace Barine Transorts.......................................103
D.4 Armageddon 2teel ;egion <merial )uard Arm( ;ist
................................................................................................... 10I
D.4.1 7ommissars..............................................................10I
D.I )"a5g"kull Bag =ruk T"raka%s Crk $ar Lorde Arm(
;ist............................................................................................ 107
D.I.1 Crk $arlords........................................................... 107
D.D Eldar 6iel-Tan 7ra#tworld Arm( ;ist............................10K
D.D.1 Ba( Not )arrison..................................................10K
D.7 6aran 2iegemasters <merial )uard Arm( ;ist...........111
D.7.1 -egimental L/s......................................................111
D.7.2 .orti#ied Positions...................................................111
D.8 $arlord 2nagga 2nagga%s .eral Crk Lorde Arm( ;ist
................................................................................................... 113
D.8.1 .eral Crk Eic Tournament 2ecial -ules..........113
D.K $"ite 2cars 2ace Barine Arm( ;ist............................11I
D.K.1 $"ite 2cars Transort............................................11I
D.10 6urning 9eat" 2eed .reeks Arm( ;ist.....................117
D.10.1 2eed .reek Eic Tournament 2ecial -ules...117
D.11 13t" 6lack 7rusade 6lack ;egion Arm( ;ist.............11K
D.11.1 .ickle Basters........................................................11K
D.11.2 .actions.................................................................. 11K
D.11.3 2ummoned =nits..................................................120
D.12 T"e 2tigmatus 7o&enant 7"aos 7ultist Arm( ;ist. . .123
D.12.1 2tigmatus 7o&enant Eic Tournament 2ecial
-ules................................................................................... 123
D.13 >a*al o# Pain%s $a( 9ark Eldar Arm( ;ist...............12I
D.13.1 >a*al o# Pain%s $a( Eic Tournament 2ecial
-ules................................................................................... 12I
D.13.2 9ark Eldar Transort...........................................12I
D.13.3 >as"narak.............................................................. 12D
D.14 Biner&an Tank ;egion <merial )uard Arm( ;ist...12K
D.14.1 Am"i*ious...........................................................12K
D.1I 2cara* 7on#lict Necron Arm( ;ist..............................131
D.1I.1 2cara* 7on#lict Necron Arm( Eic Tournament
2ecial -ules...................................................................... 131
D.1D 9eat" >ors o# >rieg <merial )uard Arm( list.....133
D.1D.1 Trenc"works..........................................................133
D.17 2alamanders 2ace Barine Arm( ;ist.........................13I
D.18 2cions o# <ron 2ace Barine Arm( ;ist.....................137
D.18.1 2cions o# <ron Transorts...................................137
D.18.2 T"under"awk Transorter..................................137
D.1K Tau T"ird P"ase E'ansion Arm( ;ist......................13K
D.1K.1 Tiger 2"ark )un 9rones.....................................13K
ii
NetEA Tournament Pack 2013-08-07 Ta*le o# 7ontents
D.20 Eldar Alaitoc 7ra#tworld Arm( ;ist............................141
D.20.1 Trail 6la5ing........................................................... 141
iii
NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
-./ EPI( #A*E +0)E'
;+t is the purest folly to belie$e that an indi$idual can sa$e Armageddon.
Wars are not won by heroes, they are won by firepower and force, and the
application of strategy and tactics.<
%ommissar =arrick
Cn t"e #ollowing ages (ou will #ind t"e core rules #or t"e Eic
game s(stem! co&ering all o# t"e *asic mec"anics o# t"e Eic
game. T"e core rules descri*e "ow units ?t"at%s to sa( an( kind
o# in#antr( or armoured &e"icles@ mo&e and #ire on eac" ot"er
and articiate in assaults.
2cattered t"roug" t"e rules (ou will occasionall( #ind 2ecial
-ule *o'es. Bost secial rules are descri*ed in rules sections 2.0-
4.0! *ut some rules (ou reall( need to know a*out earlier on and
*ecause o# t"is we%&e included t"em wit" t"e core rules. 1ou will
also #ind 9esign 7oncet *o'es t"at e'lain certain #undamental
rinciles o# t"e rules. $e%&e ut t"ese o## to one side rat"er
t"an include t"em in t"e rules roer in order to sa&e reetition!
and also to allow us to e'lain in rat"er more detail t"e concets
and "iloso"( *e"ind t"e rules. T"e aut"or #eels 8uite strongl(
t"at disutes or misinterretation o# t"e rules can *e minimised
i# (ou understand w"( a rule is written t"e wa( it is.
$e "ig"l( recommend t"at (ou la( se&eral games using t"e core
rules *e#ore #ig"ting *attles using t"e #ull range o# Eic scale
&e"icle and in#antr( miniatures t"at use t"e secial rules. <n order
to "el wit" t"is we%&e included a num*er o# Otraining scenarios%
at t"e end o# t"e core rules t"at will allow (ou to tr( t"e rules
out 8uickl( and easil(.
-./.- What 1ou Will Need To Pla
<n order to la( (ou will need to get "old o# Eic scale
miniatures. T"ese miniatures are a&aila*le #rom )ames
$orks"o stores and 9irect 2ales as well as indeendent
secialist "o**( s"os.
1ou will also need a small amount o# gaming terrain. 1ou can
use t"e "ills and trees made #or $ar"ammer or $ar"ammer
40!000 and a&aila*le #rom t"e same laces as Eic miniatures i#
(ou don%t "a&e an( Eic scale terrain! or +ust la( a clot" o&er
some *ooks to create rolling! "ill( terrain. .orge $orld sells a
wide arra( o# detailed resin terrain ieces to e'and t"e
*oundaries o# (our *attle settings.
<n addition to models! a suita*le *attle#ield! and la(ers (ou%ll
need a #ew more essential items to *egin la(,
Templates2 7ertain weaons in Eic! suc" as t"e "uge <merial
Eart"s"aker 7annon! "a&e an area e##ect rat"er t"an targeting a
seci#ic unit. T"ese attacks are reresented *( lacing a circular
temlate o&er t"e target and attemting to a##ect an( units under
it. Two t(es o# temlate are used in Eic! a 6arrage temlate
t"at "as a diameter o# 7.4cm! and a larger Cr*ital 6om*ardment
temlate t"at "as a diameter o# 12cm. T"e t(e and intensit( o#
t"e attack will dictate w"ic" temlate is used and "ow man(
temlates ma( *e re8uired. 7oies o# *ot" temlates can *e
#ound at t"e end o# t"e core rules! or (ou can use t"e lastic
6last and Crdnance temlates roduced *( )ames $orks"o.
1ou can also make (our own &ersions o# t"e temlates #rom card
or acetate.
*easuring Instrument2 1ou will need some kind o# measuring
instrument marked in centimetres ?cms@ in order to la( Eic.
1ou will #ind a retracta*le measuring tae most use#ul #or
measuring mo&ement and s"ooting distances. <# (ou onl( "a&e a
measuring instrument marked in inc"es t"en (ou can use it *(
"al&ing an( distances measured in centimetres and using t"e
result as a distance in inc"es instead. .or e'amle! i# t"e rules
said Icm (ou would count t"is as 2.IG instead. Please note t"at i#
(ou decide to measure an( distances in inc"es t"en *ot" la(ers
must do so:
Paper and Pens or Pencils2 1ou ma( need to record details o#
casualties and damage to t"ose gigantic war engines occasionall(
during a game! so it%s use#ul to "a&e some aer and a writing
imlement "and(.
&ice2 <n Eic (ou%ll need *uckets #ull o# ordinar( si'-sided dice
to resol&e s"ooting and #ig"ting in an assault. T"ese are re#erred
to as a 9D. <# (ou need to roll more t"an one dice! t"en t"is is
written as 29D ?#or roll two dice@ or 49D ?#or roll #our dice@ and
so on. <# (ou "a&e to add somet"ing to t"e total o# t"e roll! t"is
is added a#terwards. .or e'amle! 9DMD means roll one dice and
add D to t"e score to get a total *etween 7 and 12. <# asked to
roll a 93 siml( roll a 9D and count a roll o# 1-2 as a 1! a roll o#
3- 4 as a 2! and a roll o# I-D as a 3. <n some cases a unit or
#ormation will need to roll a 1 or "ig"er on a 9D. <n t"is case t"e
roll automaticall( succeeds and no dice roll is strictl( necessar(
?t"oug" (ou can roll an(wa( i# (ou wis":@.
3last *arkers2 An arm( in *attle tends to get worse at #ig"ting
as it is su*+ected to enem( #ire and loses close com*ats. <n Eic!
6last markers reresent t"is. 1ou can eit"er make (our own 6last
markers! or use t"e 6attle Barkers roduced *( )ames
$orks"o! or kee track o# t"ings wit" aer and encil or
some ot"er met"od i# (ou re#er. As long as (ou know "ow
man( 6last markers a #ormation "as accumulated during t"e
game t"en w"ate&er met"od (ou use is #ine wit" us:
1
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
-.- 0NIT'
Eic lets (ou #ig"t *attles wit" e&er(t"ing #rom lowl( in#antr( to
t"e terri#(ing war engines t"at dominate t"e *attle 5ones o# t"e
41st Billennium. .rom t"e smallest to t"e greatest! e&er( warrior
and weaon "as its art to la(. 9i##erent t(es o# unit
comlement one anot"er in com*at P war engines #ig"ting in
cities need in#antr( to enter *uildings and dri&e out enem(
troos! in#antr( in t"e oen need suort #rom t"eir own tanks
and war engines lest t"e( *e swet awa( *( enem( war engines.
No matter w"at t"eir si5e! t"e 7itadel miniatures used to la(
Eic are re#erred to as units in t"e rules t"at #ollow. Eac" unit is
an indi&idual la(ing iece wit" its own caa*ilities. A unit ma(
consist o# a single model tank! a gigantic war engine! or se&eral
in#antr( models mounted toget"er on a single *ase! *ut in t"e
rules all o# t"ese t"ings are siml( re#erred to as units.
I*P4+TANT2 T"e core rules on t"e #ollowing ages onl(
co&er in#antr( and armoured &e"icles. T"e rules #or secialist
units in section 2.0 introduce se&eral new unit t(es and
c"aracteristics! rules #or Titans and ot"er war engines are
introduced in 2ection 3.0! and rules #or aircra#t in 2ection 4.0.
-.-.- 0nit Tpes
All units in t"e core rules are su*di&ided into two *road
categories, <n#antr( and Armoured He"icles.
Infantr 5IN672 T"is designation includes all ersonnel not
mounted inside a &e"icle. <n#antr( are reresented *( *etween
t"ree and se&en Eic in#antr( models mounted on a single *ase
?see 1.1.2 #or details@. .ield artiller( suc" as Crk 6ig )un5 also
#all into t"is categor(! as do in#antr( t"at ride on *ikes or "orses.
Armoured 8ehicles 5A872 As t"eir name imlies! t"ese &e"icles
are co&ered wit" t"ick armour late. T"e categor( includes tanks
suc" as ;eman -uss and ;and -aiders! as well as armoured troo
carriers like t"e -"ino. Armoured &e"icles are reresented *( a
single model.
-.-.9 'tands
As re&iousl( noted! a unit can *e a single &e"icle model! or a
stand made u o# se&eral &er( small models groued toget"er and
glued to a small *ase. 2tands usuall( reresent t"ings like
in#antr(! w"ere mo&ing t"e indi&idual models round on t"eir
own would *e &er( #iddl( wit" Eic scale models. All t"e models
glued to a stand count as a single unit as #ar as t"e rules are
concerned. T"e si5e o# a stand and t"e num*er o# models glued
to it are le#t rett( muc" u to t"e la(er to decide wit"in t"e
#ollowing limitations,
A stand ma( *e no more t"an 40mm and no less t"an
Imm across in an( direction.
A stand must *e at least 20mm across in one direction
?i.e.! a Imm *( Imm stand is not allowed! *ut a Imm *(
20mm stand would *e oka(@.
2tands reresenting in#antr( units must "a&e at least t"ree
in#antr( models and ma( not "a&e more t"an se&en.
<n#antr( mounted on *ikes or "orses must "a&e *etween
two and #our models mounted on eac" *ase.
2tands reresenting artiller( must "a&e *etween one and
two artiller( ieces and u to si' crew models.
-.-.: 0nit &atasheets
-
Eac" unit in Eic "as a datas"eet t"at tells (ou "ow #ast! s"oot(
and toug" t"e unit is. Eac" datas"eet ro&ides t"e #ollowing
in#ormation,
Tpe2 $"at target t(e t"e unit *elongs to.
'peed2 T"e seed o# t"e unit. T"is is t"e distance in centimetres
t"e unit can mo&e eac" turn w"ile still #iring its weaons #airl(
e##ecti&el(. <t is ossi*le #or units to mo&e #aster t"an t"is i# (ou
wis"! *ut t"eir s"ooting will *e #ar less e##ecti&e.
Armour2 T"is num*er s"ows "ow well rotected andFor
di##icult to damage t"e unit is. <# a "it is scored on t"e unit t"en
(ou must roll t"is num*er or "ig"er on a 9D to Osa&e% t"e unit
#rom t"e damage.
(lose (ombat2 T"is num*er s"ows "ow e##ecti&e t"e unit is at
close com*at. <t is used w"en t"e unit c"arges an enem( unit! or
is c"arged itsel#.
6irefight2 T"is s"ows "ow e##ecti&e t"e unit is w"en in&ol&ed in
a s"ort-ranged #ire#ig"t.
Weapons2 T"is section o# t"e data s"eet lists w"at weaons t"e
unit carries. <# a unit carries more t"an one o# a t(e o# weaon
t"en t"is will *e noted as a Omultilier% *( t"e weaon%s name. .or
e'amle! a 2ace Barine Tactical s8uad is noted as "a&ing a
OBissile ;aunc"er%! w"ile a 2ace Barine 9e&astator s8uad is
noted as "a&ing O2 ' Bissile ;aunc"er%.
+ange2 T"e range o# t"e weaon in centimetres.
6irepower2 T"e num*ers "ere reresent "ow e##ecti&e t"e
weaon is w"en it s"oots. .ireower comes in two O#la&ours%,
Anti-ersonnel ?a**re&iated to AP@ and Anti- tank ?a**re&iated
to AT@. AP #ire is used against in#antr( targets and AT #ire
against armoured &e"icles. A weaon t"at "as *ot" an AP and an
AT &alue ma( c"oose to use eit"er one w"en it attacks! *ut ma(
not use *ot" in t"e same turn.
T"e &alue listed #or a weaon is t"e score re8uired on a single
9D to score a "it. Bost weaons onl( roll one 9D to "it w"en
t"e( s"oot. Lowe&er! i# a weaon%s #ireower &alue is receded
*( a multilier t"en a num*er o# dice e8ual to t"e multilier
s"ould *e rolled instead. .or e'amle! a weaon wit" a #ireower
o# OAPIM% would roll one 9D to "it! w"ile a unit wit" a #ireower
o# O3 ' APIM% would roll t"ree 9D. 2ometimes t"e entr( will
seci#( a dice roll rat"er t"an a #i'ed num*er. .or e'amle! a
weaon t"at "ad O93 ' APIM% would attack 93 times eac" time
it was used.
'pecial +ules2 2ome weaons "a&e additional a*ilities ?see 2.0@
and ma( "a&e limited #ire arcs ?see 1.K@.
Notes2 <# an( secial rules al( to t"e unit t"en t"e( will *e
noted "ere. An e'lanation o# w"at e##ect t"ese rules "a&e can
*e #ound in sections 2.0 P 4.0.
9atas"eets #or units #rom t"e Eic )ame cane *e #ound in
section I.0.
1 -.-.: 0nit &atasheets
/, AN9FC- designations are #re8uentl( used #or weaons t"at "a&e a ranged
#ire and an assault mode. $"at is t"e di##erence *etween t"e twoQ
A, 2ome weaon s(stems are caa*le o# *eing used in multile wa(s. A weaon
designated as EC-G ma( c"oose *etween t"e modes o# #ire on t"e datas"eet
eac" time it is used! w"et"er in a t(ical acti&ation or de#ending against an
assault. A weaon designated as EAN9G ma( use all modes o# #ire
simultaneousl( eac" time it is used.
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NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
-.9 64+*ATI4N'
Cn t"e *attle#ield! &e"icles and troos don%t +ust mill around
indi&iduall(! instead t"e( are organised so t"at t"e( #ig"t as a
uni#ied w"ole. <n Eic! a *od( o# troos and war mac"ines t"at
#ig"ts toget"er on t"e *attle#ield is re#erred to as a formation.
-.9.- 6ormations
All units must *e organised into #ormations at t"e start o# t"e
game. T"e scenarios included in t"ese rules will tell (ou w"at
#ormations eac" side ma( use. <# (ou are de&ising (our own
scenario t"en (ou must decide w"at #ormations t"e units taking
art will #ig"t in *e#ore t"e *attle *egins.
E&er( unit in a #ormation must *e no #urt"er t"an Icm #rom at
least one ot"er unit in t"e same #ormation. <n addition! all units
must #orm a Oc"ain% wit"out an( gas o# more t"an Icm.
2ometimes t"e units in a #ormation will *ecome searated due to
enem( #ire or assault. $"en t"is "aens! t"e #ormation must
close *ack u again into a legal #ormation w"en it ne't takes an
action ?see 1.D.1@.
-.9.9 Initiative 8alues
Eac" #ormation "as an initiati$e $alue t"at reresents "ow well
trained and moti&ated it is. T"e lower a #ormation%s initiati&e
&alue is! t"e *etter ?e.g.! an initiati&e o# 1 is *etter t"an an
initiati&e o# 2@. .ormations wit" good initiati&e &alues are more
likel( to carr( out orders! and will rall( more 8uickl( t"an
#ormations wit" worse initiati&e &alues. 1ou will #ind t"at a
#ormation%s initiati&e &alue is one o# its most imortant
c"aracteristics. 2ome e'amle initiati&e &alues are s"own *elow,
6ormation Initiative 8alue
2ace Barine 1M
<merial )uard 2M
Crk 3M
-.: 3)A'T *A+,E+'
9uring a game o# Eic t"e #ormations under (our command will
recei&e Blast markers w"en t"e( come under #ire! take casualties!
#ig"t in assaults! or #ail initiati&e tests. 6last markers can *e
remo&ed w"en a #ormation rallies or regrous ?see 1.13 and
1.14.1@. T"e e##ects o# *last markers will make more sense w"en
(ou "a&e read t"e rest o# t"e rules! *ut in summar(,
A #ormation recei&es one 6last marker e&er( time it is
s"ot at *( an enem( #ormation! e&en i# no casualties are
caused! unless t"e rules seci#icall( state ot"erwise.
<n addition! a #ormation recei&es one 6last marker e&er(
time a unit is destro(ed! unless t"e rules seci#icall( state
ot"erwise.
Eac" 6last marker suresses one unit in t"e #ormation
and stos it #rom s"ooting. 6last markers also a##ect a
#ormation%s a*ilit( to carr( out actions! win assaults! and
rall(. A #ormation is *roken w"en t"e num*er o# 6last
markers e8uals t"e num*er o# units in t"e #ormation!
unless t"e rules seci#icall( state ot"erwise. A *roken
#ormation "as to wit"draw! and is not allowed to take
actions in t"e action "ase ?w"ic" *asicall( means it can%t
mo&e or s"oot@. <t must tr( to rall( in t"e end "ase.
3last *arker Table
3last *arkers +esult Effect
Eac" 6last Barker =nit "uppressed Ba( not s"oot
Cne er unit .ormation Broken $it"draw
&E'I#N (4N(EPT
3last *arkers
Blast markers are an attempt to show in a simple and playable manner
that the psychological effect of fire is e$ery bit as important, if not more
important, than the actual number of casualties caused. Blast markers
represent a whole range of personal disasters occurring to the units in a
formation1 things being damaged, s!uads being scattered, breaking or
fleeing, and so on. They are a $ital part of 'pic so don,t o$erlook their
importance. The rules for Blast markers reflect the fact that most troops
will tend to grind to a halt and seek co$er when they come under e$en
!uite a small amount of fire >that,s why a single sniper can slow down
many times his own number of enemy troops?, but will only withdraw
when a combination of casualties and sustained enemy pressure con$inces
them that their position is untenable and they should withdraw >which is
why a single sniper will rarely dri$e the enemy off?.
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1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
-.; 'E<0EN(E 46 P)A1
An Eic *attle is #oug"t o&er a num*er o# turns. Low man(
turns a *attle will last is determined *( t"e la(ers t"emsel&es or
t"e scenario *eing #oug"t.
Eic uses t"e #ollowing se!uence of play. As (ou can see! eac" turn
in Eic Armageddon is slit into t"ree "ases. Lowe&er! t"e *ulk
o# t"e action occurs! aroriatel( enoug"! in t"e action "ase.
9uring t"is "ase! t"e la(ers take it in turn to ick one o# t"e
#ormations in t"eir armies and carr( out an action wit" it. Eac"
#ormation in an arm( can carr( out one action. A#ter *ot"
la(ers "a&e taken one action wit" eac" o# t"eir #ormations! t"e(
mo&e onto t"e end "ase. T"is is *asicall( a Otid(-u% "ase!
w"ere t"ings t"at are not carried out during t"e action "ase are
sorted out. Note t"at *ot" la(ers do t"ings in eac" "ase! so
*ot" carr( out actions in t"e action "ase! rall( *roken
#ormations in t"e end "ase! and so on.
-.;.- 'e=uence 4f Pla
9
I > 'trateg Phase2 Eac" la(er rolls a 9D and adds t"eir arm(%s
strateg( rating to t"e score. $"oe&er scores "ig"er ma( c"oose
to go #irst or second in t"e action "ase.
II > Action Phase2 T"e la(ers alternate carr(ing out actions
wit" t"eir units.
III > End Phase2 6ot" la(ers rall( #ormations wit" 6last
markers or t"at are *roken! and t"en c"eck t"e scenario &ictor(
conditions to see i# eit"er side "as won.
'PE(IA) +0)E
-.;.9 Abilities 0sed At 'tart 4f Turn!Action
"ome units ha$e special abilities that are specified as taking effect at the
beginning of the turn. These effects are resol$ed before the "trategy roll.
"imilarly, abilities that are used at the start of an action can be taken
before the +nitiati$e roll is made or the action chosen. +f both players
ha$e effects for the beginning of the turn, take turns resol$ing them
starting with the player with the higher "trategy rating, alternating
between players for each subse!uent effect until all effects are resol$ed.
3
2 -.;.- 'e=uence of Pla
/, 7an we get a 2e8uence o# Pla( ta*le t"at includes all t"e clari#ications a*out
w"at "aens w"en in t"e 2trateg( P"ase and t"e end P"aseQ
A, 2ure.
'trateg Phase
a@ Teleorts laced and all ot"er E*eginning o# turnG a*ilities go into
e##ect ?alternating! Lig"er 2- c"ooses w"o goes #irst@
*@ -oll #or 2trateg( ?simultaneous@
End Phase
1. Aircra#t disengage ?simultaneous@
2. -esol&e criticals and ot"er Eend o# turnG e##ects ?alternating! "ig"er
2- c"ooses w"o goes #irst@
3. -all( ?alternating! Lig"er 2- goes #irst@
4. 9aemons disaear ?simultaneous@
I. 7"eck &ictor( conditions *( scenario rules ?&aries *( scenario and
ma( come at a di##erent oint in t"e se8uence@
3 -.;.9 Abilities 0sed At 'tart of Turn!Action
/, $it" a*ilities t"at are used at t"e start o# t"e turn! w"o goes #irstQ
A, T"e la(er wit" t"e "ig"er strateg( rating "as t"e otion o# acting #irst or
#orcing t"e oonent to act #irst.
-.? T@E 'T+ATE#1 P@A'E
Eac" arm( "as a strategy rating. T"is will eit"er *e listed in t"e
notes #or a scenario! or can *e #ound in t"e arm( list i# (ou are
la(ing a tournament game. An arm(%s strateg( rating reresents
a mi'ture o# its aggression and t"e a*ilit( o# its commanders. An
arm( wit" a "ig" strateg( rating is more likel( to act *e#ore an
enem( wit" a lower strateg( rating.
<n t"e strateg( "ase at t"e start o# eac" turn *ot" la(ers make
a strateg( roll *( rolling a 9D and adding t"eir strateg( rating to
t"e score. T"e la(er w"ose arm( scores "ig"er can c"oose to go
#irst or second in t"e action "ase. <n t"e case o# a tie! t"e side
t"at #ailed to win t"e initiati&e last turn gets it on t"is turn.
&E'I#N (4N(EPT
Ties
+n the case of a tie or any situation where the rules allow both players to
do something at the same time, the player with the ne&t birthday gets to
go first unless the rules specifically say otherwise.
4
NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
-.A T@E A(TI4N P@A'E
<n t"e action "ase! t"e la(ers take it in turns to carr( out
actions wit" t"eir un*roken #ormations. Eac" un*roken
#ormation can take one action er turn. T"e la(er t"at won t"e
strateg( roll can c"oose w"et"er to go #irst or second.
T"e la(er going #irst t"en carries out an action wit" one
#ormation! and t"en t"eir oonent does likewise! and so on
until all #ormations "a&e taken an action. <# one la(er runs out
o# #ormations to acti&ate! t"en t"e oosing la(er ma( kee on
acti&ating #ormations one a#ter t"e ot"er until all o# "is
#ormations "a&e taken an action.
T"ere are t"ree stes to carr(ing out an action,
I > Nominate a #ormation.
II > 9eclare w"ic" action it will carr( out.
III > T"e #ormation must t"en ass an action test to see i# it
carries out t"e action success#ull(.
Eac" o# t"ese stes is e'lained in more detail *elow. Note t"at
(ou must declare *ot" t"e #ormation and t"e action it will carr(
out *e#ore taking t"e Action test. <# (ou #ail to do t"ese t"ings!
t"en t"e #ormation c"osen automaticall( #ails t"e Action test
wit"out t"e dice *eing rolled ?we can imagine t"is is due to a
communications #ailure@. <# (ou #ailed to e&en nominate t"e
#ormation t"en (our oonent ma( nominate t"e #ormation #or
(ou.
-.A.- Actions
To carr( out an action! #irst nominate an un*roken #ormation
and t"en c"oose an action #or it to carr( out. T"e actions t"at
can *e c"osen are listed as #ollows. Note t"at (ou must acti&ate a
#ormation i# (ou can! (ou can%t c"oose to Oass% unless (ou "a&e
no c"oice in t"e matter. Also note t"at a #ormation ma( onl( *e
acti&ated once er Action "ase.
Advance2 T"e #ormation ma( make one mo&e and t"en s"oot.
Engage2 T"e #ormation ma( make one Oc"arge% mo&e and t"en
#ig"t an assault.
&ouble2 T"e #ormation ma( make two mo&es and t"en s"oot
wit" a -1 modi#ier.
*arch2 T"e #ormation ma( make t"ree mo&es.
*arshal2 T"e #ormation ma( eit"er s"oot wit" a -1 modi#ier and
t"en regrou! or make one mo&e and t"en regrou. -egrouing
allows t"e #ormation to remo&e some o# t"e 6last markers
a##ecting t"e #ormation ?see 1.13@.
4verwatch2 T"e #ormation ma( not mo&e! *ut instead enters
o&erwatc". 6eing on o&erwatc" allows t"e #ormation to interrut
an enem( #ormation%s action to s"oot at it. 1ou ma( not c"oose
t"is action i# t"e #ormation "as an( units t"at are out o#
#ormation.
'ustained 6ire2 T"e #ormation ma( not mo&e ?not e&en to turn
in lace@! *ut can s"oot wit" a M1 modi#ier. 1ou ma( not c"oose
t"is action i# t"e #ormation "as an( units t"at are out o#
#ormation.
<n addition to t"ese *asic actions! t"ere are two more secial
t(es o# action a #ormation ma( make,
@old2 T"is action is t"e onl( one allowed to a #ormation t"at
#ails an Action test ?see t"e rules #or action tests ne't@. T"e
#ormation ma( make one mo&e or s"oot or regrou. 1ou must
c"oose to mo&e i# an( units are out o# #ormation.
'pecial Actions2 2ome #ormations are allowed to carr( out
secial actions. 2ome o# t"ese are descri*ed in t"e 2ecial -ules
section o# t"is rule*ook! or t"e( ma( *e included in t"e rules #or
a scenario.
I
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
-.A.9 The Action Test
;
6e#ore a #ormation can carr( out an action it must ass an action
test. 6roken #ormations ma( not take an action. <nstead t"e(
must ass a rall( test in t"e end "ase in order to rall(. 2ee t"e
rules #or *roken #ormations ?1.13@ later on.
To ass an action test! (ou must roll e8ual to or o&er t"e
#ormation%s initiati&e &alue on a 9D. <# t"e #ormation asses t"e
action test! it ma( carr( out t"e stated action. <# t"e #ormation
#ails t"e test! it can still carr( out a "old action ?e&en i# t"e la(er
nominated somet"ing else@! *ut t"e #ormation recei&es a 6last
marker. T"ere is a -1 modi#ier to t"e action test i# t"e #ormation
"as one or more 6last markers! and a #urt"er -1 modi#ier i# t"e
#ormation is tr(ing to retain t"e initiati&e ?see 1.D.3@.
-.A.: +etaining The Initiative
Cnce (ou "a&e success#ull( carried out an action wit" a
#ormation! (ou ma( i# (ou wis" tr( to retain t"e initiati&e and
take two actions in a row. <# (ou decide to retain t"e initiati&e
t"en (ou must nominate a new #ormation and declare t"e action
it will carr( out! *ut t"e #ormation will su##er a -1 modi#ier to its
action test. Note, <# t"e #irst #ormation #ails its action! (ou ma(
not attemt to retain t"e initiati&e P i.e.! (ou ma( onl( attemt to
retain t"e initiati&e a#ter a success#ul action.
1ou must "and o&er t"e initiati&e a#ter (ou "a&e comleted t"e
action #or a #ormation t"at retained t"e initiati&e ?i.e.! (ou can%t
retain t"e initiati&e twice in a row@. T"e onl( e'cetion to t"is is
i# one la(er "as no #ormations le#t to acti&ate. <n t"is case! t"e
ot"er la(er ma( kee on acti&ating #ormations wit"out su##ering
t"e -1 modi#ier #or retaining t"e initiati&e until all o# t"e
oosing #ormations "a&e taken an action.
4 -.A.9 The Action Test
/, $"en rolling #or initiati&e to acti&ate and order (our #ormations! does a 9D
roll o# 1 automaticall( #ailQ
A, No. T"is can lead to certain #ormations automaticall( assing an initiati&e
test. 2ace Barines! #or e'amle! will alwa(s ass a test unless modi#iers
al( to t"e roll! and Crks doing a dou*le or c"arge action would ass
automaticall( also. T"ese ad&antages are *uilt into t"e oints &alues used in
t"e )rand Tournament arm( lists! and (ou s"ould take t"em into account
w"en working out t"e #orces used in a scenario.
Action Test Table
.ormation "as at least one 6last marker -1
.ormation is tr(ing to retain t"e initiati&e -1
Action Test +esult Actions Notes
Pass Action Test An( Pla(er ma( attemt to retain
t"e initiati&e ?see 1.D.3@.
.ail Action Test Lold .ormation recei&es one 6last
marker. Pla(er ma( not
attemt to retain t"e
initiati&e.
EBA*P)E 46 P)A1
Actions
After setting up their forces, the /rk player >-att? and the +mperial
Guard player >Bill? both roll a dice and add their strategy rating. The
+mperial Guard player rolls a @, to which he adds his strategy rating of
9 for a total of A. The /rk player rolls a B on the dice, plus his strategy
rating of B, gi$ing him a total of @. The +mperial Guard player hence
wins the strategy phase and may choose whether to go first or second. )e
chooses to go first.
The action phase now begins and the +mperial Guard player nominates
the formation with which he will attempt his first action.
)e picks a "teel Legion -echanised +nfantry %ompany out on the left
flank and declares that they are going to attempt a double action. The
chosen formation are members of the +mperial Guard, and therefore ha$e
an initiati$e rating of 9C. The player rolls the dice and scores a 5 D the
action is successful and the formation makes its chosen action >in this
case, mo$ing twice up the flank. They then ha$e the option to shoot but
can,t see any enemy so the formation,s action is at an end?.
The +mperial Guard player then decides he is going to try to retain the
initiati$e.
)e nominates a "teel Legion "uper )ea$y Tank %ompany on the other
side of the battlefield and declares that they are also going to attempt a
double action. The player rolls a dice and scores a 9 D the action fails,
since the formation has an +nitiati$e of 9, and suffers (: to its dice roll
for retaining the initiati$e. The formation recei$es a Blast marker and
must take a hold action instead of taking the double action.
D
NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
-.C *48E*ENT
?
Bost actions allow all t"e units in a #ormation to make one or
more mo&es. =nits mo&e a distance in centimetres u to t"e
2eed &alue s"own on t"eir datas"eet P t"ere is no comulsion
on la(ers to use t"e total mo&e a&aila*le to t"em. 9eending on
t"e action t"e( are taking! a unit ma( mo&e one! two or t"ree
times ?see 1.7.1@. T"e( ma( turn #reel( as t"e( mo&e. A unit is
ne&er #orced to mo&e! *ut sometimes #ailing to do so can result
in its destruction ?see 1.13.3@. Cnce a la(er "as mo&ed a unit
and remo&ed "is "and #rom t"e model! t"e mo&e ma( not *e
c"anged.
-.C.- *ultiple *oves
A
<# an action allows units to make multile mo&es! take eac" mo&e
one a#ter t"e ot"er! #ollowing t"e rules t"at #ollow #or eac" mo&e
?i.e.! don%t siml( add t"e mo&ement distances toget"er@. .or
e'amle! a 2ace Barine Tactical detac"ment ?2eed 1Icms@
taking a Barc" action would make t"ree mo&es o# 1Icm eac"!
rat"er t"an one mo&e o# 4Icms.
-.C.9 4ther 0nits
Enem( units ma( ne&er mo&e o&er or t"roug" eac" ot"er. $it"
t"e e'cetion o# in#antr(! a #riendl( unit ma( ne&er mo&e directl(
o&er anot"er #riendl( unit. 1ou can mo&e o&er in#antr( units wit"
ot"er units! as t"e stationar( in#antr( are assumed to get out o#
I -.C *ovement
/, 7an units mo&e o## t"e gaming ta*leQ
A, Cnl( i# seci#icall( allowed to do so *( a secial rule.
/, 7an transorted units wit" a mo&e o# 5ero set u Icm awa( w"en
disem*arkingQ
A, 1es t"e( can.
/, 7an a 0cm mo&e unit on a road claim t"e MIcm mo&e *onusQ
A, 1es and no. T"ere is no clear distinction in t"e rules *etween 0cm mo&e and
trul( immo*ile units. $e recommend t"at units t"at could otentiall( *e
mo&ed in an emergenc( situation! like #ield artiller( ieces! *e considered to
"a&e a mo&e o# 0cm. Trul( immo*ile units suc" as a *unker in a scenario
t"at "as a unit data s"eet s"ould *e considered as immo*ile under an(
circumstances.
/, A 0cm mo&e unit would ossi*l( *ene#it #rom t"e road mo&ement *onus!
allowing it to mo&e Icm er mo&e. Lowe&er! it ma( o*&iousl( not lea&e t"e
road as it would t"en lose its *onus mo&ement. Also! unit wit" a seed
designated as Eimmo*ileG ma( not mo&e! e&en on a road.
A, As alwa(s! i# (ou anticiate an( issue wit" t"is rule! #or e'amle (ou are
la(ing 6aran 2iegemasters wit" man( 0cm mo&e units! go o&er it wit" (our
oonent during t"e I minute warm-u.
/, <# a #ormation o# t"ree 0cm mo&e guns "as t"e centre gun destro(ed and
t"e unit #ails to rall( ?i# t"e( get t"e c"ance@ is it remo&ed a#ter t"e ne't
acti&ation mo&ement "ase ?*roken #ormation! two stands! one stand
remo&ed *last marker kills ot"er stand@.
A, 1es! li#e can *e s"ort in a 2iege regiment:
D -.C.- *ultiple *oves
/, Cne o# t"e .A/ entries draws a conclusion t"at seems o&erl( *road to me.
2ection 1.7.1 talks a*out &arious orders allowing #ormations to mo&e. T"e
C&erwatc" section o# t"e .A/ rules t"at an( time a #ormation is allowed to
mo&e! it must mo&e.
A, 1ou can mo&e 5ero! i# (ou wis"! *ut t"at is still considered a mo&e. 1ou
don%t "a&e to mo&e. <n #act! some orders like 2ustained .ire re8uire (ou to
sta( stationar(. Ct"er t"an t"at order! (ou are merel( mo&ing 5ero.
$it"drawls are di##erent! in t"at t"e( are otional mo&ement. <# (ou c"oose
not to mo&e! (ou "a&e not mo&ed and do not allow a #ormation in
o&erwatc" to acti&ate against (ou.
$"en a unit does *reak! it does c"oose w"ere and i# to wit"draw. <
ersonall( ad&ance m( *roken #ormations. T"ere is a c"ance t"e( ma(
un*reak ne't turn and it ro&ides consternation to m( oonent. Lowe&er!
i# (ou end (our mo&e ?and (es! (ou can still mo&e 5ero@ wit"in 1I cms o# an
enem(! t"e unit is destro(ed.
t"e wa(. Note t"at Omo&ing o&er% re#ers to t"e model itsel#! not
t"e unit%s *ase.
-.C.: Dones 4f (ontrol
C
All units in Eic "a&e a 5one o# control t"at e'tends Icm in
e&er( direction #rom t"e model. Bodels mounted on a stand ma(
measure t"e 5one o# control #rom an( model on t"e stand.
=nits ma( not enter an enem( 5one o# control w"ile t"e( mo&e!
unless t"e( are undertaking an engage action and use t"eir c"arge
mo&e to get into *ase contact wit" t"e nearest enem( unit w"ose
5one o# control t"e( "a&e entered. Cnce a unit "as *een
contacted *( an engaging enem( unit! it loses its own 5one o#
control #or t"e rest o# t"at engage action ?including t"e ensuing
assault@. T"is will allow ot"er units to mo&e round it. =nits are
ne&er allowed to cross directl( o&er an enem( unit! e&en i# it "as
lost its 5one o# control.
<# a unit #inds itsel# in an enem( 5one o# control #or an( reason!
t"en it must eit"er c"arge t"e enem( or lea&e t"e 5one o# control
w"en it ne't takes an action ?note t"at t"is will re8uire an action
t"at allows it to c"arge or mo&e@.
-.C.; 6ormations
E
An( units t"at are out o# #ormation #or an( reason a#ter a
#ormation "as taken t"e mo&ement art o# its action are
destro(ed. T"e controlling la(er ma( c"oose w"ic" units are
Oout o# #ormation% and destro(ed. Note t"at eac" unit lost will
lace one 6last marker on t"e main art o# t"e #ormation. T"is
alies a#ter eac" indi&idual mo&e! so i# a #ormation made a
marc" action! (ou can%t wait until t"e end o# all t"ree mo&es in
order to *ring units *ack into #ormation P an( out o# #ormation
units are destro(ed at t"e end o# t"e #irst mo&e ?and again at t"e
end o# t"e second and t"ird mo&es i# an( ot"er units "a&e also
ended u out o# #ormation #ollowing t"e mo&e@.
7 -.C.: Dones of (ontrol
/, 7an (ou end (our mo&e e'actl( Icm awa( #rom an enem( unit! or would t"at
mean entering its Jo7Q
A, 1ou must sta( out o# t"e Jo7. As t"e Jo7 e'tends Icm! i# (ou were e'actl(
Icm (ou would *e in t"e Jo7 and t"is is not allowed. <n ot"er words! (ou
must remain more t"an Icm awa( #rom t"e enem( unit.
/, $"at are t"e otions #or a unit t"at #inds itsel# in an enem( Jo7 at t"e start
o# its acti&ationQ
A, <# a unit #inds itsel# in an enem( Jo7 #or an( reason t"en it must eit"er
c"arge t"e enem( or lea&e t"e Jo7 w"en it ne't takes an action. <t cannot
c"oose to remain stationar( and sta( in t"e Jo7! w"ic" means t"at t"e
#ormation it *elongs to will "a&e to c"oose an action t"at allows t"e unit to
mo&e awa( or c"arge. 1ou ma( use an Engage action to engage a searate
#ormation! so long as (our c"arge mo&e takes (ou out o# t"e Jo7 o# t"e
closer #ormation.
/, <# < "a&e a #ormation on C&erwatc" t"at is wit"in t"e Jone o# 7ontrol o#
an enem( unit! does t"at re&ent using C&erwatc"Q
A, No. .iring on C&erwatc" is not an action er se and t"e #iring #ormation is
not o*ligated to lea&e t"e Jone o# 7ontrol. <# t"e #ormation takes an(
action e'cet #iring on C$! it will *e o*ligated to Engage or mo&e out o#
t"e Jone o# 7ontrol as normal.
8 -.C.; 6ormations
/, At w"at oint in an action do (ou need to get units *ack into co"erenc(Q
A, 7o"erenc( alies at t"e end o# eac" mo&e made *( a #ormation. <# a
#ormation is out o# co"erenc( w"en it takes an action! t"en it must c"oose
an action t"at allows it to make a mo&e. Note t"at #ormation re8uirements
al( to c"arges! counterc"arges and consolidation during assault and t"ose
s"ould *e considered mo&es #or t"e uroses o# determining #ormation
co"erenc(.
2ee sections 2.1.12 and 3.0 #or co"erenc( 8uestions regarding 2couts and
$ar Engines! resecti&el(.
7
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
'PE(IA) +0)E
-.C.? Transport 8ehicles
-any formations include transport $ehicles that can be used to carry other units that belong to the same formation. The number and type of units that can
be carried will be listed on the transport $ehicle,s datasheet. Transport $ehicles may only carry units from their own formation. Transport $ehicles can pick up
and carry units as part of the transport $ehicle,s mo$e. The $ehicle simply mo$es into base contact with the unit to be picked up, and then carries on with its
mo$e as normal. 3ote that the transported unit is not allowed to mo$e themsel$es during the mo$e when they are picked up.
Transported units may disembark at the end of any mo$e after the mo$e in which is it was picked up. This happens after any o$erwatch shots >see :.:6? but
before the mo$ing formation shoots or assaults. #isembarking units may be placed within Ecms of the transport $ehicle. +f the formation has engage orders
then they may be placed in base contact with an enemy unit. /therwise they may not be placed within an enemy unit,s 4one of control. 3ote that units do not
ha$e to disembark, and may remain in their transport if they prefer. .nits may not be picked up and disembark as part of the same mo$e, though a
formation making multiple mo$es as part of a march or double action could pick up units in one mo$e and drop them off as part of a subse!uent mo$e.
.nits may embark or disembark as part of a counter(charge mo$e >see :.:9.5?, unless the transport $ehicle carrying them is already in base contact with
two enemy units D in which case they must stay on board >they are trapped insideF?.
.nits being transported may not shoot unless the transport $ehicle,s datasheet specifically says otherwise. Transported units are counted towards the number
of units in the formation for all rules purposes >ie, when working out the number of units in$ol$ed in an assault or if the formation is broken by Blast
markers, etc?. +f the transport unit is destroyed, then any transported units may make their normal armour sa$e /0 make a @C co$er sa$e. "ee 9.9.@ if a
transport is destroyed by a macro(weapon.
lease note that a transport $ehicle that is being transported cannot transport other units itself >ie, the G0ussian #oll, tactic is not allowedF?.
K
K -.C.? Transport 8ehicles
/, 9oes a unit loses its Jo7 w"en in a TransortQ .or e'amle! does a 2cout in a -"ino loses its 10cm Jo7Q
A, 1es. =nits *eing transorted lose t"eir Jo7 ?ie! use onl( t"e Jo7 o# t"e transorting unit@.
/, $"at "aens to transorted units i# t"eir Transort is destro(edQ
A, T"e units must make an Armour 2a&e or a DM 7o&er 2a&e to sur&i&e.
/, 9o troos in a Transort lose all t"eir Armour 2a&es w"en t"e Transort is "it *( an B$ or T> weaonQ
A, No! sa&es t"at could *e taken i# t"e unit were "it directl( *( a B$ ma( still *e taken. 2o! #or e'amle! Terminators wit" -ein#orced Armour would get a sa&e against
an B$ "it. 6ut unless t"e unit "as an a*ilit( t"at gi&es t"em a sa&e against B$ or T> "its t"e( would *e destro(ed automaticall( +ust as i# t"e( "ad *een "it *( t"ose
weaons t"emsel&es. ;ikewise! i# t"e s"ot "as <gnore 7o&er! units would not *e a*le to rel( on t"e DM co&er sa&e #rom *eing inside a &e"icle.
/, A #ailed dangerous terrain c"eck does not allow a sa&ing t"row #or &e"icles. 9oes t"at mean an( troos inside are denied an armor sa&e as wellQ
A, No. Transorted troos roll t"eir sa&es as normal.
/, 9o Transorts t"at are destro(ed in 77 ?or &ia AP #ire #or ;Hs@ cause transorted units to ossi*l( *e destro(ed as wit" AT and B$ #ireQ
A, 1es.
/, <# a series o# Transorts containing in#antr( #rom t"eir #ormation is c"arged! can t"e in#antr( *undle out o# t"e Transorts as art o# a 7ounter-c"arge mo&eQ And
would (our answer di##er i# t"e Transorts were in close com*at rat"er t"an a #ire#ig"tQ
A, T"e answer does di##er on w"et"er t"e Transort is in *ase-to-*ase contact or not. <# it is in *ase-to-*ase contact wit" two or more units ?see section 1.7.I@ t"en it is
not a*le to mo&e and can not t"ere#ore delo( an( troos. <# it is not in *ase-to-*ase contact t"en it can mo&e and as art o# t"at mo&e it can delo( troos. 2ee
section 1.12.4 #or restrictions on counter c"arges.
/, <# a Transort wit" two troos inside is destro(ed! and all o# t"e troos inside t"e transort are destro(ed "ow man( 6last markers are laced on t"e #ormation
A, .our. Cne #or *eing s"ot at! one #or destro(ing t"e Transort unit and two more #or t"e units inside t"e transort
/, <# a wit"drawing Transort is caug"t wit"in 1Icm o# an enem( unit a#ter #inis"ing its $it"drawal Bo&e! are t"e transorted units destro(ed as wellQ
A, 1es. An( .earless troos on t"e transort would not *e destro(ed unless wit"in Icm o# t"e enem( and would dismount as normal.
/, Are transorted units considered to *e in seci#ic transorting units o# t"eir #ormationQ
A, 1ou can la( it eit"er wa(! setting seci#ic units in ot"ers or randomi5ing it uon taking damage. <# it looks like *eing an issue #or (ou! t"en *ring it u in t"e #i&e
minute warm-u eriod at t"e start o# t"e game.
/, T"e Transort rules sa( t"at i# a Transort unit "as two enem( units in *ase-to-*ase t"e transorted units cannot disem*ark since t"e( are traed inside. 9oes t"is
mean t"at t"e( die wit"out sa&es i# t"e transorting unit is killed during t"e AssaultQ
A, No! t"e normal rules would al( ?i.e. t"e units get t"eir sa&es@! as t"e rules do not sa( ot"erwise. As a rule o# t"um* (ou s"ould stick wit" t"e core game rule unless
an e'cetion is seci#icall( noted. Also! transorted units are art o# t"e assault! e&en i# t"e( cannot directl( articiate. T"e( are similar to units t"at are out o#
range in t"at resect and count #or outnum*ering and an( secial a*ilities.
/, <# a #ormation loses an Assault and "a&e to remo&e a Transort wit" units inside it! is t"at considered a T> "it since it does not allow sa&es! t"ere*( remo&ing t"e
transorted units wit"out sa&es as wellQ
A, No! al( t"e normal rules.
/, T"e transort rules sa( t"e transort "as to mo&e into *ase contact wit" t"e units to *e transorted in order to ick t"em u. 9oes t"at mean t"e transort "as to
take a dangerous terrain c"eck i# t"e unit is in co&erQ Cr t"at t"e transort cannot ick u units inside imassa*le terrain! like a *uildingQ
A, <t deends on t"e e'act location o# t"e models. <# a unit is entirel( wit"in t"e terrain iece! t"en dangerous terrain c"ecks are re8uired and a &e"icle cannot enter
imassa*le terrain to ick u t"e unit. Lowe&er! i# art o# t"e unit is e'osed! #or e'amle an in#antr( unit artiall( inside a woods! t"e &e"icle can make *ase
contact wit" t"e e'osed ortion o# t"e unit to load.
8
NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
-.E TE++AIN
T"e gala'( is a &ast lace wit" millions o# di##erent worlds. T"e
terrain co&ering t"ese worlds can &ar( #rom emt( lains to sk(-
scraing "i&e cities! and #rom &erdant +ungles to arid as"-waste
deserts. Cnl( one #actor is common to t"em all! and t"at is t"at
t"e( all "a&e areas w"ere it is di##icult to wage war:
<n Eic! terrain a##ects units in one o# t"ree wa(s,
T"e terrain "as no e##ect on t"e unit w"en it mo&es
t"roug" it.
T"e terrain is imassa*le to t"e unit so it cannot mo&e
t"roug" t"e terrain under an( circumstances.
T"e terrain is dangerous to t"e unit! so t"e unit can enter
t"e terrain *ut it mig"t take damage ?see 1.8.1@.
T"e Terrain E##ects ta*le on t"e ne't age details some common
t(es o# terrain and t"e e##ects t"e( "a&e on di##erent t(es o#
unit. Low to reresent terrain on t"e *attle#ield is discussed later
on in t"is rule*ook.
-.E.- &angerous Terrain Test
-oll a 9D w"en (ou enter dangerous terrain! or w"en (ou start
to mo&e i# alread( in dangerous terrain. Cn a roll o# 1! t"e unit
is destro(ed wit" no sa&e allowed! *ut t"e #ormation it is art o#
does not recei&e a 6last marker.
=nits ma( c"oose to mo&e t"roug" dangerous terrain cautiousl(.
A unit t"at is mo&ing cautiousl( counts as "a&ing a seed o#
Icm! *ut is allowed to re-roll an( 9angerous Terrain tests t"at it
#ails.
&E'I#N (4N(EPT
Terrain (onventions
+t is possible to ha$e all kinds of arguments about whether terrain
partially or fully blocks the line of fire to a target. Because of this, you
should discuss the terrain on your gaming table with your opponent before
a game starts and make sure you both agree on how it will work with
regard to this and any of the other terrain rules. )owe$er, the (: to hit
modifier should be generously applied, and if in any doubt it should be
counted rather than ignored.
-.E.9 (over To @it *odifiers
=nits t"at are in terrain t"at is tall enoug" to at least artiall(
o*scure t"em #rom an attacker%s &iew recei&e a -1 to "it modi#ier
w"en *eing s"ot at ?see 1.K.I@. T"e to "it modi#ier also alies i#
inter&ening terrain o*scures t"e target artiall( #rom &iew.
-.E.: Infantr (over 'aves
7ertain terrain is noted as gi&ing in#antr( a co&er sa&e. $"ile in
suc" terrain! t"e in#antr( recei&e t"e co&er sa&e listed on t"e
Terrain ta*le in addition to t"e -1 to "it modi#ier #or *eing in
co&er. T"e co&er sa&e can *e used instead o# t"eir normal
armour sa&e w"ene&er t"e( "a&e to take an armour sa&e. Note
t"at t"e( can use one or t"e ot"er o# t"ese sa&es against a "it!
not *ot".
K
An +mperial Guard infantry company is attacking an
/rk warband. "ome of the /rk Boy4 are in co$er in
the buildings at the back, while some of the /rk Boy4
are in the open. The +mperial player must choose if he
wishes to attack only the Boy4 in the open, or the whole
of the /rk formation. +f he chooses to attack the whole
formation then he will suffer a (: to hit modifier. +n
addtion, the /rks in the building will benefit from the
5C infantry co$er sa$e aginst any hits applied against
them.
The "hadowsword has mo$ed into a Ghull down, position behind
a low ridge. From this position it counts as being in co$er against
attacks from the /rk formation with the Battlefortress and
Buggies attacking it from the front, and so they will suffer the (:
to hit modifier. )owe$er, the /rk Gunwagons ha$e manoeu$red
to a position where the ridge does not block their line of fire, and
so they do not suffer the penalty.
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
'PE(IA) +0)E
-.E.; Terrain Effects
6ortifications2 .nits in fortifications recei$e the (: to hit modifier for being in co$er and may ignore the (: sa$e modifier for being caught in a crossfire,
though they still recei$e the e&tra blast marker >see :.:: %rossfire?. +n addition, infantry in fortifications recei$e a BC co$er sa$e. Fortifications are normally
impassable terrain for $ehicles unless they are specifically designed to hold them >eg, tank emplacements?.
@ills2 .nits on hills will benefit from better lines of sight to enemy units, as they will be high enough to see o$er some terrain features >see :.H.9 Line of
Fire?. This aside, units on hills count as being in open ground >or whate$er other type of terrain they occupy that is also on the hill, such as roads, woods or
buildings?.
4pen #round2 +nfantry count as being in co$er >(: to hit modifier? and recei$e a EC co$er sa$e if they are on /$erwatch in /pen Ground. This
represents the fact that stationary infantry are $ery hard to see. 3ote that the sa$e will be lost after the infantry shoot and the /$erwatch marker is remo$ed.
+oads2 .nits that spend a whole mo$e on a road may add Ecms to their mo$e. +n addition, if all of the units in a formation are on a road at the start of
their action, you may declare they will make a road march. The formation takes a march action, and automatically passes the Action test. )owe$er, all of
the units in the formation must remain on the road for the entire three mo$es.
Armoured 8ehicles2 +nfantry count as being in co$er and recei$e the (: to hit modifier >but no co$er sa$e? if they are touching an armoured $ehicle or
war engine, to represent their ability to take co$er from enemy fire by crouching behind the $ehicle.
Terrain Effects Table
Terrain Infantr 8ehicle War Engine
6uildings 4M 7o&er 2a&e <massa*le <massa*le
7li##s <massa*le <massa*le <massa*le
.orti#ications 3M 7o&er 2a&e ?see rules@ 2ee rules <massa*le
Nungle 4M 7o&er 2a&e <massa*le 9angerous
Bars" DM 7o&er 2a&e! 9angerous 9angerous 9angerous
Cen )round! Lill 2loes No E##ect No E##ect No E##ect
-i&er DM 7o&er 2a&e! 9angerous <massa*le No E##ect
-oads 2ee rules 2ee rules 2ee rules
-uins! -u**le 4M 7o&er 2a&e 9angerous 9angerous
2cru* DM 7o&er 2a&e No E##ect No E##ect
$oods IM 7o&er 2a&e 9angerous 9angerous
10
10 -.E.; Terrain Effects
/, 7an an in#antr( unit claim co&er #rom enem( armored &e"iclesQ
A, 1es. T"e rule as written does not distinguis" *etween #riendl( and enem( &e"icles #or co&er *ene#its. 2ome grous #eel t"is is an odd situation and "ouse rule t"at t"e
co&er #rom enem( units is not allowed! so #eel #ree to co&er t"is in t"e I-minute warm-u wit" (our oonent.
10
NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
-.F '@44TIN#
--
Ban( actions allow a #ormation to s"oot. T"is takes lace in t"e
Action "ase w"en t"e #ormation takes its action.
-.F.- Picking A Target
$"en a la(er icks one #ormation to #ire! an enem( #ormation
is also c"osen as its target. .ormations ma( NCT slit #ire P an(
units una*le to s"oot at t"e nominated target #ormation lose t"e
c"ance to s"oot altoget"er.
'PE(IA) +0)E
Weapon 6ire Arcs
-ost weapons can be fired in any direction >ie, the unit does not ha$e to
be pointing at the target?. )owe$er, in some cases, a weapon will be noted
as ha$ing a limited weapon arc.
Weapons that are noted on the data sheet as firing to the forward ha$e a
:A6I arc of fire to the unit,s front, while weapons noted as firing to the
rear ha$e a :A6I arc of fire to the unit,s rear. Weapons with a left fire
arc may fire in the :A6I arc to the unit,s left side, while weapons with a
right fire arc can fire :A6I to the unit,s right. Finally, weapons that are
noted as fi&ed forward firing can only fire on targets that lie within 5EI
of either side of the direction that the unit is facing.
11 -.F 'hooting
/, < can%t #ind t"e AP or AT &alues #or small arms like *olters or lasguns. $"at
are t"ese &aluesQ
A, T"e e##ect o# small arms is included in t"e unit%s #ire#ig"t &alue! and used in
an assault *( units wit"in 1Icms o# t"e enem( and not in *ase contact. 2o
O#ire#ig"ts% and small arms #ire onl( "aens as art o# an assault. T"e
t"inking *e"ind t"is rule is *ased on o*ser&ations o# t"e wa( com*at works
in real-li#e. O2"ooting% in Eic reresents t"e kind o# long-range sustained
s"ooting attacks (ou%ll o#ten see in news-reelsR t"e kind o# t"ing w"ere (ou
see tanks or "ea&( weaons oing awa( at a distant "illside at an in&isi*le
target P t"e atl( named Oemt( *attle#ield% "enomena. An assault
reresents t"e situation w"ere troos "a&e *een ordered to take and "old a
osition! and all "ell *reaks loose as t"e( close in. <# (ou saw t"e TH series
O6and o# 6rot"ers% (ou%ll know w"at kind o# t"ing < mean. T"is is t"e main
reason t"at small arms are onl( reall( used in assaults! as t"e( are not &er(
e##ecti&e at t"e kind o# longranged suressi&e #ire reresented *( Os"ooting%
in Eic.
/, 7an (ou wit""old #ire #or later turnsQ
A, T"e la(er can c"oose w"ic" unitsFweaons to s"oot wit" and ne&er "as to
#ire i# "e doesn%t want to.
-.F.9 Who *a 'hoot
-9
<n order to s"oot! a unit must *e in range and "a&e a line o# #ire
to at least one unit in t"e target #ormation! and must not *e
suressed.
)ine 4f 6ire2 T"e line o# #ire is a straig"t line drawn #rom t"e
s"ooting unit to one unit in t"e target #ormation. T"e line o# #ire
is *locked *( terrain #eatures suc" as *uildings! "ills! woods! etc.
$eaons "ig"er u can o#ten see o&er an( terrain t"at is lower
down. 6uildings! ru**le! woods! #orti#ications and t"e like don%t
*lock t"e line o# #ire to or #rom units t"at are in t"e terrain itsel#
unless t"e line o# #ire asses t"roug" more t"an 10cms o# t"e
terrain #eature ?i.e.! (ou can s"oot 10cms Ointo% a terrain #eature!
*ut t"e line o# #ire is still *locked to units on t"e ot"er side@. T"e
onl( units t"at can *lock t"e line o# #ire are war engines ?see 3.0@.
Ct"er units do not *lock t"e line o# #ire #or #riend or #oe.
+ange2 <n order to s"oot! a unit must *e in range o# a unit to
w"ic" it "as a line o# #ire in t"e target #ormation.
'uppressed 0nits2 Cne unit t"at "as a line o# #ire and is wit"in
range ma( not s"oot #or eac" 6last marker on t"e #ormation.
=nits are suressed O#rom t"e *ack to t"e #ront% o# a #ormation!
wit" t"e #ront and t"e *ack *eing determined *( t"e location o#
t"e target #ormation. T"e units t"at are t"e #urt"est awa( #rom
an( units in t"e target #ormation are suressed #irst! on t"e
*asis t"at troos lurking at t"e rear are more likel( to kee t"eir
"eads down t"an t"e more gung "o c"as at t"e #ront: <# se&eral
units are e8uall( #ar awa( #rom t"e target #ormation! t"en t"e
controlling la(er ma( c"oose w"ic" to suress.
12 -.F.9 Who *a 'hoot
/, $"at *locks line o# sig"t ?ot"er t"an o*&ious terrain@Q
a@ Enem( models
*@ $ar engines ?#riend or #oe@
c@ .riendl( models ot"er t"an (our detac"ment! grou! w"ate&er
d@ 2tands wit"in (our own detac"ment.
e@ -uins
#@ 2"oot at w"ate&er%s in range and not *locked *( "ills or large
*uildingsQ
g@ < misunderstood somet"ing.
A, T"e answer is *! e 0 #. Terrain *locks t"e ;C.! units don%t.
/, 7an a transorted unit *e suressed w"en a #ormation #iresQ
A, Cnl( units in a osition to s"oot can *e suressed! so onl( i# t"e
transorted unit can s"oot out o# t"e transort can it count #or suression.
/, 7an a unit wit"out ranged weaons ?somet"ing wit" onl( .. or e&en lacking
t"at like an Crk $ild*o(@ *e suressed w"en a #ormation #iresQ
A, <n order to *e suressed a unit must "a&e a line o# #ire and *e in range.
T"is means t"at units wit"in small arms range ?1Icm@ ma( *e suressed
?e&en t"oug" t"e( cannot s"oot@! *ut t"e $ild*o( could not *e.
T"ere are ot"er e'amles o# units w"ic" #ul#ill t"e criteria #or suression
w"ile *eing una*le to s"oot. E'amles include units wit" one s"ot or slow-
#ire weaons w"ic" cannot #ire. Again! t"e re8uirements are onl( range and
line o# sig"t! not t"e a*ilit( to actuall( #ire.
/, 7an units armed onl( wit" 2mall Arms t"at are wit"in range o# t"e enem(
*e c"osen as unit to *e suressed *( 6last markersQ
A, 1es.
/, 7an a unit *e suressed i# it "as no enem( in t"e #ire arc o# its weaonsQ
A, No.
11
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
&E'I#N (4N(EPT
'hooting (onventions
The following principles apply to shooting1
*easuring +anges2 =ou must decide with your opponent how you
will measure the range between two models during a game. The method
used by the author >and the default you should use if you can,t agree to
an alternati$e? is that a weapon is in range if any bit of the attacking
weapon is within range of any part of the target model >or at least one
of the models on a target stand?.
)ines of 6ire2 +n 'pic, the terrain and the models are assumed to be
the same scale, so if you want to check a difficult line of sight between
two units, all you need to do is bend o$er and get a ,model,s eye $iew, to
see if they are in each others line of fire.
PreGmeasuring2 =ou must decide with your opponent if you are
allowed to pre(measure distances during a game of 'pic, or if you must
declare charges or shooting attacks before measuring. For e&ample, you
must decide if you can measure to make sure a unit is within range of
the enemy before deciding who it will shoot at, etc. 'ach method has its
own distinct ad$antages, which boil down to pre(measuring being more
precise and tactical, and not allowing pre(measuring being more
characterful and e&citing. +f you cannot agree on which method to use
then use the author,s method, which is to allow pre(measuring.
-.F.: 'hooting Procedure
-:
T"is is a summar( o# t"e s"ooting rocedure. $e%ll work
t"roug" it steP*(Pste in t"e rules t"at #ollow.
I > Place one 6last marker on t"e target #ormation.
II > -oll to "it.
III > Allocate "its! make sa&ing t"rows and remo&e casualties.
I8 > Place additional 6last markers #or casualties and c"eck to
see i# t"e enem( #ormation is *roken.
-.F.; Place 3last *arker
T"e target #ormation automaticall( recei&es a 6last marker as
long as at least one attacking unit can s"oot at t"e #ormation. An
additional 6last marker is recei&ed #or eac" unit t"at is destro(ed.
A #ormation recei&es a 6last marker #or coming under #ire e&en
i# none o# t"e attackers can cause an( damage ?e.g.! armoured
&e"icles coming under "ea&( *olter #ire@.
13 -.F.; Place 3last *arker
/, A #ormation #ires at a target *ut "as no weaons t"at can a##ect t"e targetQ
.or instance a #ormation t"at onl( "as AP weaons #ires at a &e"icle
#ormation. 9oes t"e target still get a 6last marker #or taking #ireQ
A, 1es. A target #ormation alwa(s recei&es a 6B #or taking #ire e&en i# t"at #ire
cannot "a&e an( e##ect on t"e target #ormation.
/, 7an AP weaons target AHs +ust to get t"e 6BQ And t"e corollar(Scan AT
weaons target in#antr( to get a 6BQ
A, 1es. .ormations ick u a *m #or coming under #ire e&en i# t"e weaons
*eing used cannot "arm t"e target.
/, 7an a #ormation wit" units armed onl( wit" weaons t"at are 2mall Arms
#ire at an enem( #ormation to lace a 6lask Barker on t"em Q
A, No. As t"e rules currentl( stand! units armed onl( wit" 2mall Arms cannot
s"oot and t"ere#ore can%t lace a 6B on an enem( #or causing t"em to
Ocome under #ire%.
/, <# (ou #ire at an enem( unit and t"e( are out o# range! do t"e( still recei&e a
*last markerQ
A, No! (ou must "a&e ;C. and range #rom at least one o# (our units to at least
one unit in t"e target #ormation in order to lace a 6B.
-.F.? +oll To @it
-;
T"e la(er must decide at t"is stage w"et"er weaons will #ire
wit" t"eir AP or AT &alues i# t"e( "a&e *ot". T"en roll a 9D #or
eac" s"ot *eing directed at t"e target #ormation. 1ou must roll
e8ual to or "ig"er t"an t"e aroriate Oto "it% &alue to score a
"it ?e.g.! i# t"e weaon "as an AT 4M ! (ou must roll a 4 or more
to "it@. T"e dice roll is modi#ied #or t"e #ollowing reasons.
Lowe&er a roll o# 1 *e#ore modi#ication is alwa(s counted as a
miss.
To @it *odifier Table
Target is in co&er -1T
Attacker is carr(ing out a dou*le or mars"al action -1
Attacker is carr(ing out a sustained #ire action M1
TT"e attacker can c"oose to ignore t"e co&er modi#ier i# it
alies to some units in t"e target #ormation *ut not to ot"ers.
Lowe&er! (ou can%t score "its on units in co&er unless (ou take
t"e -1 to "it modi#ier.
14 -.F.? +oll To @it
/, 9e&astator%s "a&e two missile launc"ers eac". 7an a 9e&astator unit slit its
#ire into one AP s"ot and one AT s"ot w"en s"ootingQ
A, 1es it can.
/, 9e&astators "a&e multile weaons. <s t"e answer a*out slitting #ire into AP
and AT t"e same i# it is one weaon wit" multile s"ots. .or e'amle! can a
$ar"ound titan #ire its Hulcan Bega*olter as 3 AP3M s"ots and 1 ATIM
s"otQ
A, No. T"e decision to c"oose AP or AT is *( weaon. <n t"e e'amle! t"e
Hulcan Bega*olter s"ots would "a&e to *e all AP or all AT! not a mi' o# t"e
two.
/, <# a unit "as a *ase! or modi#ied! M1 to "it &alue does t"at mean t"at t"e unit
automaticall( "itsQ Cr does rolling a 1 on a dD #or (our to-"it result alwa(s
#ailQ
A, According to section 1.K.I a roll o# 1 *e#ore modi#ication is alwa(s counted
as a miss. 2o regardless o# (our *ase or modi#ied to "it &alue a roll o# a 1
alwa(s misses.
/, <s t"ere an( wa( to seed u t"e dice rolling w"en #iringQ
A, <t is ossi*le to seed u dice rolling wit"out altering t"e o&erall result o#
s"ooting *( allocating "its against units o# t"e same t(e as a grou! and
t"en making all o# t"e sa&es toget"er! and #inall( remo&ing casualties #rom
t"e models closest to t"e enem(.
.or e'amle! i# a unit o# si' 2ace Barines and t"ree -"inos took 3 AP "its
and 2 AT "its! t"en t"e de#ender could siml( sa( E< allocate t"e AP "its to
t"e Barines and t"e AT "its to t"e -"inosG. Le would t"en roll 3 dice #or
t"e Barines% sa&es! remo&ing an( casualties *( eliminating t"e Barine units
closest to t"e enem(! #ollowed *( rolling 2 dice #or t"e -"ino%s sa&es and
remo&ing an( casualties in a similar manner. Please note t"at (ou will need to
agree wit" (our oonent t"at it%s oka( to use t"is met"od to allocate "its in
t"is wa(! and t"at e&en i# an oonent agrees! t"e oonent can still ask #or
(ou to use t"e Oo##icial% met"od in situations w"ere t"e oonent #eels it is
warranted.
12
NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
'PE(IA) +0)E
Needing CH To @it
+f to hit modifiers result in a re!uired score of J or more to hit then it is
still possible to score a hit, though $ery unlikely. As it is impossible to
roll a J on a #@ >go on, try if you don,t belie$e us?, you will first need to
roll a @, and then, for each dice rolling a @, you will need to roll a further
score as shown on the chart below. "o, for e&ample, to roll an A you must
roll a @ followed by a E or @.
Target &A rolls needed
7 D #ollowed *( 4! I or D
8 D #ollowed *( I or D
K D #ollowed *( D
10 Ba( not *e "it
-.F.A Allocate @its I *ake 'aving Throws
-?
1ou must allocate "its in#licted on (our #ormation against targets
t"at are wit"in range and line o# #ire o# t"e enem(. Lits are
allocated O#rom t"e #ront to t"e *ack% o# a #ormation. Note t"at
t"is is t"e oosite o# suression. AP "its can onl( *e allocated
against in#antr( units! and AT "its ma( onl( *e allocated against
armoured &e"icles. Lits must *e allocated to t"e closest otential
target #irst. 1ou ma( not allocate a second "it to a unit until one
"it "as *een allocated to e&er( otential target! or allocate a t"ird
"it until all targets "a&e *een allocated two "its! etc.
Cnce all "its "a&e *een allocated! make sa&ing t"rows #or eac"
unit t"at "as *een "it! using t"e unit%s armour &alue #rom its
1I -.F.A Allocate @its I *ake 'aving Throws
/, 7an a #ormation t"at "a&e a mi'ture o# AP and AT s"ots #ire t"e AP s"ots
at a #ormation in w"ic" all its in#antr( is in transorts! so t"at an( in#antr(!
w"ose transort is destro(ed and sur&i&es! can *e s"ot atQ
A, No. T"e( must *e an eligi*le target at t"e *eginning o# t"e s"ooting action!
alt"oug" according to section 2.2.D AP and AT "its are allocated #irst and
sa&es made *e#ore B$.
T"is means (ou could s"oot u a *unc" o# transort &e"icles! and t"en "a&e
B$ "its allocated to an( in#antr( t"at sur&i&e ?t"is doesn%t al( in t"e
e'erimental "it allocation rules@.
/, Are modi#iers to an Armour 2a&e cumulati&eQ .or e'amle! is a 2nier #iring
at a unit in 7ross#ire a -2 to t"e unit%s Armour sa&e or +ust a -1Q
A, All modi#iers al( unless t"e rules seci#icall( sa( somet"ing di##erent. 2o
t"e total Armour 2a&e modi#ier would *e -2.
/, <# < "a&e a unit o# Crk *o(5 ?DM sa&e@ w"o are caug"t in a cross#ire ?-1
sa&e@! do t"e( get no sa&e or do < need to roll a 7M ?i.e. D #ollowed *( 4M@Q
A, T"e( get no sa&e. 7M rolls are onl( #or ETo LitG.
/, <n t"e rules #or 2uression it states, ECne unit t"at "as a line o# #ire and is
wit"in range ma( not do so #or eac" 6last marker on t"e #ormationG. Low
s"ould t"is rule *e interreted #or units! like a 9eat"strike Bissile! t"at don%t
re8uire a ;ine o# .ire in order to #ireQ
A, =nits t"at do not re8uire a ;ine o# 2ig"t in order to s"oot are suressed i#
t"e( are wit"in range o# t"e enem(! e&en i# t"e( don%t "a&e a ;ine o# 2ig"t
to t"e target.
/, 7onsider an armoured #ormation wit" 4 ;Hs and 4 AHs. T"e ;Hs are closer
to t"e enem( #ormation t"at is s"ooting. T"e enem( #ormation s"oots and
scores 4 AP "its and 4 AT "its. Low are t"ese "its allocatedQ
a@ < can allocate t"e AT "its #irst! so eac" ;H gets one "it! and t"en t"e
AP! in total two "its er ;H and none #or t"e AHs.
*@ AP "its are allocated #irst! and t"en AT! -esulting in one "it on eac"
o# t"e ;Hs and one eac" on t"e A&s.Q
A, T"e intent o# t"e "it allocation rule is t"at (ou must allocate "its out to
strike as man( units as ossi*le. <n a situation suc" as t"at descri*ed t"e onl(
wa( to ac"ie&e t"is is to allocate t"e AP "its #irst and t"e AT second. <# t"e
#ormation consisted o# 4 in#antr( instead o# 4 tanks! t"e AT "its would need
to *e allocated #irst.
/, $"en s"ooting at a #ormation w"ere some units are in co&er and ot"ers are
not (ou can elect w"et"er to s"oot at targets in co&er ?in w"ic" case (ou take
t"e -1 enalt(@ or not ?in w"ic" case (ou don%t@. $"at is t"e scoe o# t"is
decisionQ
T"e entire s"ooting #ormationQ
Eac" s"ooting weaon t(eQ
Eac" s"ooting unitQ
6( damage t(e ?AT &s. AP@Q
Eac" s"ooting weaonQ
=nseci#ied! work it out wit" (our oonentQ
.or e'amle! i# someone s"oots at m( tactical #ormation! w"ic" "as t"ree
e'osed -"inos and si' Barines in co&er! does t"e attacker "a&e to take t"e
-1 to "it t"e -"inos ?w"ic" is AT #ire@! i# "e wants t"e tactical marines to *e
otential targets #or "is AP #ireQ
A, T"e c"oice to s"oot at in-co&er or out-o#-co&er targets must *e done *( t"e
entire #ormation. <t can onl( *e searated *( t(e o# weaon #ire.
13
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
datas"eet or t"e co&er sa&e #rom t"e terrain ta*le. -oll a 9D. <#
t"e score is lower t"an t"e armour &alue or co&er sa&e &alue t"en
t"e unit #ails its sa&e! and is destro(ed and remo&ed #rom la(. <#
t"e roll is e8ual to or greater t"an t"e armour or co&er sa&e &alue
t"en t"e unit is sa&ed and it remains in la(. Bake a searate sa&e
#or eac" "it t"e unit su##ers. -emem*er t"at t"e target #ormation
recei&es a 6last marker #or eac" unit t"at is destro(ed.
<# an attacking #ormation scores "its *ot" wit" normal weaons
and weaons wit" t"e macro-weaon a*ilit(! t"en t"e oosing
la(er must allocate and make an( sa&es #or t"e normal "its #irst!
and t"en allocate and make an( sa&es #or t"e macro-weaon "its.
Lits #rom macro-weaons can onl( *e alied to units t"at are in
a osition to *e "it *( a macro-weaon ?Note, $it" t"e
e'cetion o# $ar Engines ?see 3.3.2@! during an assault! all units
u to 1Icm awa( are &alid targets #or allocation! regardless o#
w"et"er t"e "its are #rom 77 or ..@.
-.F.C (heck To 'ee If Target 3reaks
Cnce t"e attack is comletel( resol&ed! (ou must c"eck to see i#
t"e target #ormation "as *een *roken *( t"e 6last markers it "as
recei&ed. T"e #ormation *reaks i# t"e num*er o# 6last markers
e8uals or e'ceeds t"e num*er o# units in t"e #ormation. Note
t"at #ormations do not *reak art wa( t"roug" a s"ooting attack
P onl( once it "as *een resol&ed.
<# (ou "ad AT! AP! and B$ #ire in one sal&o! (ou could #ire AT at out-o#-
co&er! AP at in-co&er and B$ at in-co&er. Cr an( ot"er arrangement! as
long as all o# eac" #ire t(e ?AP! AT! B$@ is directed solel( at one target
t(e ?in-co&er or out-o#-co&er@.
1ou cannot slit u targetting o# a single t(e o# #ire. <# an <) in#antr(
coman( "ad 2 units out o# co&er and 10 units in co&er and (ou were #iring
wit"! sa(! 8 AP s"ots! (ou could not target 4 AP at out-o#-co&er and 4 at in-
co&er. All t"e AP s"ots would "a&e to *e directed at a single target t(e.
EBA*P)E 46 P)A1
'hooting
A "pace -arine #e$astator #etachment in 0hinos has Kust made an
ad$ance action >to get within range of the enemy?. All units ha$e made
their mo$e, and now are permitted to shoot. They decide to shoot at an
/rk warband nearby. The "pace -arine player measures the range
>which is within the #e$astators, range and line of fire? and places a
Blast marker.
There are four #e$astator units in the formation, each with two missile
launchers, making for a total of eight shooting attacks. All the units in
the target formation are infantry, so the #e$astators elect to shoot using
their A $alue, which is A EC.
The player controlling the #e$astators then rolls eight dice, scoring :, 9,
9, 5, 5, E, @ and @ D making for a total of B hits.
The nearest units in the enemy formation are all /rk Boy4 stands, three
of whom suffer a hit.
The /rk player then attempts to make sa$es for these three units, rolling
one dice for each. The /rk player fails to roll any @s, meaning that all
three units are destroyed.
A further three Blast markers are placed on the warband, taking the
total number of Blast markers up to four D not enough to break the
warband >since it has more than four units remaining?.
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NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
'PE(IA) +0)E
-.F.E 3arrages
-any artillery pieces, rocket launchers and some other weapons fire a barrage of shots causing mass destruction on the enemy. When these guns or launchers
are grouped together in an attack they always fire a single barrage at the same target. /n their datasheets, these weapons ha$e no to hit rolls D instead they
ha$e a number of barrage points >Bs?. The main difference between a barrage and a normal attack is that the barrage co$ers a substantial area and so
may hit se$eral units.
To fire a barrage, first take a Barrage template >see :.6.:? and place it on the table where you want the barrage to land. 'ach weapon contributing to the
barrage must be within range and ha$e a line of fire to at least one unit under the template. Weapons that are not in range or do not ha$e a line of fire to
an enemy unit that falls under the template may not fire at all this turn. =ou are allowed to place templates o$er your own units, or units from se$eral enemy
formations if you wish but all units under the templates D friend and foe alike D are attacked. Any formation that is attacked recei$es a Blast marker for
Gcoming under fire, >see :.H.5?. 3e&t, refer to the data sheet to work out the total number of Barrage points. The whole formation fires at once, so the
number of Barrage points for each weapon that is in range and has a line of fire is added together. When you ha$e worked out the total number of barrage
points refer to the barrage table below. 3ote that a formation may only fire one barrage per turn D a single formation may not fire separate barrages at
different targets.
The Barrage table lists the hit roll re!uired to hit each unit under the Barrage template. 0oll to hit all units >friend or foe? under the template with the
appropriate to hit $alues. +n order to speed dice rolling we recommend rolling to hit all units of e&actly the same type together, and then remo$ing any
casualties from those closest to the enemy first.
3arrage Table
3arrage Points EJtra Templates EJtra 3last *arkers To @it +olls
AP AT
1 None None DM DM
2 None None IM DM
3 None None 4M IM
4-I Cne None 4M IM
D-7 Cne Cne 4M IM
8-K Two Cne 4M IM
10-12 Two Two 4M IM
13-1I Two T"ree 4M IM
1D-18 Two .our 4M IM
EJtra 3arrage Templates2 Large barrages may recei$e e&tra Barrage templates. The Barrage table will tell you if a barrage recei$es any e&tra
Barrage templates. lace any e&tra templates so that they touch the first template that was placed, and so that no templates o$erlap. All units under the
templates are attacked with the barrage,s to hit $alues. 3ote that once the first template has been placed, the attacker may choose where to place the
additional templates, as long as they are touching the first template, and no line of fire, placement or range restrictions apply >see below?.
EJtra 3last *arkers2 0eally large artillery barrages are $ery effecti$e at suppressing enemy troops as well as killing them. To represent this, a large
barrage may inflict one, two or three e&tra Blast markers, as shown on the barrage table. The Blast markers are placed in addition to any Blast markers
placed on a formation for it coming under fire or for any casualties that it suffered. +f se$eral formations are being attacked then each recei$es the appropriate
number of e&tra Blast markers.
0sing 3arrage Templates2 #eciding which enemy units ha$e been caught underneath a circular Barrage template is another one of the things that can
cause endless arguments during a game. The method we use >and the default you should use unless you ha$e a different con$ention that you prefer? is that a
unit is affected if any part of the model falls under the template, or at least one model on a stand. +n addition, templates must be placed in such a way as to
get as many enemy units from the target formation under them as possible within the restrictions for lines of fire and range. This stops players Gsniping, at
important units with artillery.
1D
1D -.F.E 3arrages
/, <# a *arrage touc"es se&eral #ormations! do t"e( get one initial 6last marker eac"Q
A, 1es.
/, 7an a *arrage get t"e cross#ire modi#ier i# alica*leQ
A, 1es.
/, <# an Artiller( 7oman( #ails its action test! can it c"oose to s"oot and still #ire an indirect *arrageQ
A, No! i# t"e initiati&e test is #ailed t"en t"e artiller( cannot take t"e sustained #ire action! *ut "a&e to take a "old action instead. T"is will allow t"em to s"oot normall(!
*ut t"e( will not *e allowed to #ire indirectl(.
/, <n 2ection 1.K.8 it sa(s ENote t"at once t"e #irst temlate "as *een laced! t"e attacker ma( c"oose w"ere to lace t"e additional temlates! as long as t"e( are
touc"ing t"e #irst temlate! and no line o# #ire! lacement or range restrictions al( ?see *elow@G. 9oes t"is mean t"at t"e original stiulation t"at eac" temlate
must co&er as man( units in t"e target #ormation as ossi*le is not in e##ect #or an( additional temlates laced *( a *arrageQ
1I
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
A, T"e #irst temlate t"at is laced must *e laced so as to co&er as man( units #rom t"e target #ormation as ossi*le! *ut ma( onl( *e laced in ositions w"ere all units
contri*uting 6Ps to t"e attack "a&e a ;C. and are in range to at least one unit under t"e temlate.
Additional temlates must *e laced touc"ing ?not o&erlaing@ t"e #irst temlate! *ut wit"in t"is restriction must still *e laced to co&er as man( units as ossi*le
#rom t"e target #ormation. T"ere is no range or ;C. re8uirement #or t"e additional temlates t"at are laced.
/, 6arrage temlates P is it ossi*le to lace t"e #irst temlate o&er units to w"om no ;o. e'ists as long as t"ere is a ;o. to at least one unit under t"e temlateQ 7an <
"it units < can%t seeQ
A, 1es. As noted! onl( a single unit under t"e temlate "as to *e in ;o2 and range. T"at means (ou can "a&e units out o# ;o2 and *e(ond t"e nominal range o# t"e 6P
weaon under t"e temlate.
/, <s it ossi*le to lace t"e second and t"ird temlate comletel( out o# sig"t and "it units < can%t seeQ
A, 1es. And again! *ot" out o# ;o2 and out o# range are acceta*le.
/, < was wondering i# *arrage s"ots can "it units in co&er i# (ou declare t"at (ou are onl( s"ooting units in t"e oen.
A, 6arrages are tec"nicall( suosed to roll to "it t"e e'act models t"at are under t"em. Lence t"e E(ou must "it t"e largest num*er o# targetsG restriction to kee
eole #rom EsniingG &alua*le models wit" *arrage weaons. -oll #or units in co&er and units in t"e oen searatel( and allocate "its as aroriate.
/, Are *arrage attacks suosed to *e Eunit *( unitG to-"it and allocation rolls! or is t"e *arrage temlate merel( a marker wit" E#ront to *ackG unit allocation as normal
?under t"e temlate! o# course@Q
A, $"en t"e *arrage rules use t"e word Et(eG in relation to a unit! it is not re#erring to t"e tec"nical term Eunit t(eG in terms o# in#antr(FAHFetc.! *ut eac" kind o#
unit. 6asicall(! e&er( unit under t"e *arrage temlate stands a c"ance o# *eing "it and killed *( a luck( "it. <# t"e unit is o# a uni8ue kind! it would *e rolled #or
searatel( as it is t"e onl( one o# its t(e. >ee in mind t"at t"e temlate lacement rules are still in e##ect and will o#ten limit t"e amount o# EsniingG a la(er can
do t"roug" lacing temlates onl( on t"e most &alua*le units.
As an e'amle! an Crk $ar*and wit" 3 6attlewagons and 2 .lakwagons is "it *( a large *arrage t"at co&ers all t"e in#antr( and &e"icles. T"e attacker would roll 2
attemts to "it against No*5! D against 6o(5 and 2 against )rots and al( t"e "its to t"e aroriate unit. ;ikewise! t"e AT attacks would *e di&ided as 3 attacks on
t"e 6attlewagons and 2 on t"e .lakwagons. <# t"at $ar*and "aened to also include t"e Crk $ar*oss! (ou would roll to "it t"e unit wit" t"e $ar*oss searatel(
#rom *asic No*5 unit as well.
Note! #or simlicit(%s sake! t"is aroac" s"ould also *e alied to ot"er e##ects t"at seci#( rolling to-"it o&er an area! suc" as 9ro Pod 9eat"wind attacks and
critical "it e'losions.
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-.-/ 48E+WAT(@
-C
A #ormation t"at takes an o&erwatc" action ma( not mo&e! *ut
ma( s"oot! outside o# t"e normal turn se8uence! in resonse to
an enem( #ormation%s mo&ement. $e mark #ormations on
o&erwatc" using t"e )ames $orks"o Crder dice! *ut (ou can
use ot"er met"ods i# (ou re#er. Note t"at i# a #ormation "as
units more t"an Icm #rom anot"er unit in t"e #ormation ?i.e.! it is
not in a legal #ormation@! t"en t"e #ormation ma( not take an
o&erwatc" action! as it must mo&e *ack into a legal #ormation i#
it can.
17 -.-/ 4verwatch
/, 7an a unit remain on C&erwatc" into a #ollowing turnQ
A, <# t"e #ormation "asn%t #ired *( t"e end o# t"e turn! t"en t"e( can remain on
C&erwatc" into t"e #ollowing turn.
/, <s a #ormation t"at is allowed to mo&e as art o# an action! *ut w"ic"
decides to remain stationar(! considered to *e mo&ing #or t"e uroses o#
triggering C&erwatc" #ireQ .or e'amle! i# < take an Engage action! *ut don%t
mo&e an( units as t"e( are alread( wit"in #ire#ig"t range o# t"e enem(! can
m( oonent make an C&erwatc" attack *e#ore t"e Assault takes laceQ
A, 1es! to *ot" t"e 8uestion and t"e e'amle. C&erwatc" is triggered w"en an
enem( #ormation Ecomletes a mo&eG. .ormations t"at could mo&e *ut
remain stationar( "a&e still Ecomleted a mo&eG and are t"ere#ore eligi*le
targets.
/, $"en units aear on t"e ta*le! #or e'amle *( teleorting! or sawning! or
*eing summoned! do t"e( trigger C&erwatc"Q
A, No. Cnl( comleting a mo&e or disem*arking triggers C&erwatc".
Also! note t"at Ea mo&eG in t"e conte't o# C&erwatc" "as *een ruled to *e a
normal ground mo&e. An aerosace mo&e ?lanet#all or a landing aircra#t@
does not trigger o&erwatc"! nor does a counterc"arge mo&e during an
assault.
/, <s a #ormation t"at "as success#ull( acti&ated an C&erwatc" action
su*se8uentl( a*le to make a sustained #ire C$ attack in t"e same turn! ?or
does it "a&e to wait until t"e ne't turn to *e a*le to do t"is@Q
A, C&erwatc" and 2ustained .ire are two di##erent actions t"at can *e taken.
1ou "a&e to c"oose one or t"e ot"er w"en (ou acti&ate t"e #ormation. 1ou
can%t com*ine actions.
/, Nust to *e sure, <# a #ormation assaults anot"er t"at is on o&erwatc"! a#ter
resol&ing t"e attacks t"e attacking #ormation is *roken. 9o t"e( still assaultQ
< resume not.
A, 1.13.3 E<# a #ormation is *roken art wa( t"roug" an action . t"en it makes a
wit"drawal and loses t"e rest o# its action.G
/, ;et%s sa( < "a&e a #ormation on o&erwatc". <t gets ounded *( an artiller(
*arrage! lea&ing some units out o# co"esion. 7an t"e units still acti&ate #or
o&erwatc" normall( ?su*+ect to *last markers! etc.@! t"en ne't turn mo&e to
get *ack into co"esionQ Bust t"e unit acti&ate normall( and er#orm a mo&e
action to get *ack into co"esionQ $"at i# t"e unit acti&ated to go on
o&erwatc"! gets damaged! t"en er#orms t"e o&erwatc" acti&ationQ 9o t"e(
still "a&e until t"e end o# ne't turn to get *ack into co"esionQ
Cr is it w"oe&er%s out o# co"esion at t"e end o# t"e turn diesQ
A,
1@ A #ormation ma( not select C&erwatc" ?or 2ustained .ire #or t"at
matter@ as an action i# it "as an( units out o# co"erenc( ?1.D.1@
2@ Actuall( #iring on o&erwatc" is not a new action er se P t"e initiati&e
test "as *een taken alread(! it is a continuation o# t"e same action.
?1.10@ <# t"e #ormation *ecomes *roken! t"e action is cancelled.
?1.13.3@
An( units w"ic" are out o# co"erenc( are destro(ed at t"e end o# an( mo&e
?1.7.4@.
2o! t"e #ormation ma( #ire as normal on o&erwatc" and is onl( re8uired to
mo&e *ack into #ormation t"e ne't time it takes an action.
/, $"en can < #ire C$Q As < understand t"at < can c"oose to s"oot,
1@ *e#ore m( oonent unloads troos!
2@ a#ter m( oonent unloads troos and *e#ore "e s"oots or assault
A #ormation t"at is on o&erwatc" ma( c"oose to s"oot
immediatel( a#ter an enem( #ormation comletes a mo&e or
unloads troos! and *e#ore t"e target eit"er s"oots or assaults.
Note t"at a #ormation on o&erwatc" is allowed to s"oot at an
enem( #ormation a#ter an( mo&e! so it ma( s"oot at a #ormation
making se&eral mo&es a#ter it "as comleted one o# t"ese mo&es
and *e#ore it carries out t"e ne't one. T"is stos #ast #ormations
using dou*le or marc" actions to Ow"i5 ast% a #ormation t"at is
on o&erwatc".
Also note t"at #ormations on o&erwatc" ma( onl( react w"en a
#ormation mo&es or unloads troos. T"e( ma( not to c"oose to
s"oot at a #ormation t"at does an(t"ing else in t"eir line o# #ire!
suc" as s"ooting wit"out mo&ing or regrouing.
-esol&e t"e s"ooting attacks using t"e normal rules. T"e
o&erwatc"ing #ormation must s"oot at t"e #ormation t"at
triggered t"e s"ooting P it can%t ick a di##erent target. Cnce it
"as #ired! t"e #ormation is no longer considered to *e on
o&erwatc".
.ormations remain on o&erwatc" until t"e( eit"er s"oot! or t"e(
undertake a new action in t"e #ollowing turn. Note t"at t"is
means t"at a unit can go into o&erwatc" on one turn! and not
s"oot until t"e #ollowing turn. 2"ooting in t"e #ollowing turn
counts as (our action #or t"at turn! and will sto t"e #ormation
taking an action later on. <# t"e #ormation does not s"oot in t"e
#ollowing turn t"en it ma( take an action instead o# s"ooting.
EBA*P)E 46 P)A1
4verwatch
As his first action for the turn, the +mperial Guard player chooses to try
to put one of his "teel Legion -echani4ed +nfantry %ompanies onto
o$erwatch. )e passes the Action test and the unit goes onto o$erwatch.
3earby, an /rk formation chooses a sustained fire action and shoots at
a nearby Titan. The /rk formation doesn,t mo$e, so can,t trigger the
formation on o$erwatch to fire. Their o$erwatch goes onL
Later in the same turn, another /rk formation chooses a double action
and mo$es across in front of the +mperial Guard on o$erwatch. At the
end of their first mo$e, the /rks are within line of fire of the +mperial
Guard detachment, but the player decides not to shoot at them since their
second mo$e will take them closer to another unit with which he can shoot
them anyway. The o$erwatch is not triggered and still goes onL
A new turn begins and the /rk player wins the "trategy phase, enabling
him to go first. The first thing the /rk player does is begin an engage
action with a 2ult of "peed, which begins tearing towards the +mperial
Guard. At the end of their mo$e, they are $ery close to the +mperial
Guard formation, but before the assault is resol$ed, the +mperial Guard
player announces that he is going to trigger the formation,s o$erwatch and
shoot at the 2ult of "peed. The shooting is resol$ed normally, and in all
likelihood will pro$ide a massi$e aid to the +mperial Guard in the
coming assault.
After the effects of the shooting ha$e been resol$ed, the assault is resol$ed
normally.
3@ a#ter m( oonent unloads troos and a#ter "e s"oots or assault
A, A#ter (our oonent comletes a mo&e C- a#ter disem*arking troos! *ut
*e#ore "e does an(t"ing else! including s"ooting. 2o otion 1 and otion 2
*ut not otion 3.
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-.-- (+4''6I+E
-E
;,'re we go, ,ere we go, ,ere we goL Bloody hell, where,d dose beaky
wagon4 come fromM Nuick lad4, face dis way. 3o, no, noF 3ot dat way, dis
way. /iF Where are yoo4 boy4 running off tooM %ome back ,ere ya yoosless
lotL BuggaF /h well, + guess +,ll Kust ha$e to take out dem wagon4 meself.
,'re we go denL WAAAAAA0G)FFF<
Last words of Warlord 3a4(bakk
.ormations t"at take #ire #rom t"e #lank or rear are caug"t in a
deadl( cross#ire! and will su##er additional casualties as troos
struggle to #ind co&er #rom attacks coming #rom an une'ected
direction.
To reresent t"is! #ormations are allowed to use t"e #ollowing
rules to claim a cross#ire *onus w"en t"e( s"oot. 1ou can claim
t"e cross#ire *onus i# (ou can draw a straig"t line u to 4Icm
long #rom an( o# t"e units in t"e s"ooting #ormation to an( unit
in anot"er #riendl( #ormation and t"is line crosses a unit #rom t"e
target #ormation or t"e ga *etween two units #rom t"e target
#ormation.
T"e #riendl( unit t"at t"e cross#ire line is drawn to must "a&e a
line o# #ire to a unit #rom t"e target #ormation! *ut does not "a&e
to *e in range wit" an( o# its weaons. 1ou ma( not use units
t"at are in *roken or marc"ing #ormations to claim t"e cross#ire
*onus.
All units #rom a #ormation caug"t in a cross#ire su##er a -1 sa&e
modi#ier. T"is ma( result in some units automaticall( #ailing t"eir
sa&ing t"row. 2ome terrain #eatures or secial rules ma( counter
t"is modi#ier ?see 1.8.4 and 2.1.1D@.
<n addition! a #ormation caug"t in a cross#ire attack recei&es two
6last markers #or t"e first unit destro(ed *( t"e attack! rat"er
t"an +ust one 6last marker #or t"e destro(ed unit as would
usuall( *e t"e case ?see 1.K.4@.
Note t"at a #ormation attacked *( se&eral enem( #ormations!
eac" o# w"ic" can claim a cross#ire! will recei&e t"e e'tra 6last
marker #rom eac" enem( #ormation t"at in#licts one or more
casualties.
18 -.-- (rossfire
/, <n t"e Ocross#ire% rules! it was not clear w"et"er or not *ot" o# t"e
#ormations t"at were causing t"e cross#ire "ad to acti&el( s"oot at t"e enem(
#ormation in t"e cross#ire. <# t"is is t"e case! w"at i# t"e #irst #ormation
wies t"e enem( outQ
<s t"e second #ormation Ore-o*ligated% to s"oot at itQ
A, T"e second #ormation is not re-o*ligated to s"oot ?ie! it +ust needs to *e a
Ot"reat%@
/, 7an *ot" #ormations creating t"e cross#ire s"oot at t"e target enem(
#ormation and recei&e t"e cross#ire *onus ?(es or no@Q
A, 1es. Eac" will gain t"e cross#ire *onus w"en t"e( s"oot! t"oug" t"e( must
#ire in searate actions.
/, <# a #ormation is caug"t in a 7ross#ire! *ut are in ruined *uildings! do t"e(
still get t"e -1 modi#ier to t"eir sa&e i# t"e( use t"e 7o&er 2a&e #rom t"e
terrainQ
A, 1es.
/, 9oes a *arrage get t"e 7ross#ire modi#ier i# alica*leQ
A, 1es.
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EBA*P)E 46 P)A1
(rossfire
The Land 0aiders ha$e taken an ad$ance action and mo$ed to the position shown in the photograph below. The "pace -arine player is able to draw a line
of fire less than 5Ecms long to a unit in the "pace -arine Tactical formation, and so is able to claim the crossfire bonus when shooting on the /rks.
The Land 0aiders, lascannon are ineffecti$e against the /rk infantry, but their hea$y bolters inflict three hits. The (: sa$e modifier means that it is
impossible for the /rks to make their armour sa$e so three units are remo$ed as casualties.
Fi$e Blast markers are inflicted on the /rks1 one for coming under fire, two for the first casualty caused by the hea$y bolter fire, and two more for the
remaining two casualties. There are only fi$e units left in the /rk warband, so the fi$e Blast markers inflicted by the Land 0aiders are Kust enough to break
the warband.
1K
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
-.-9 A''A0)T'
.ormations t"at carr( out an engage action are allowed to mo&e
and t"en #ig"t an assault. An assault reresents a situation w"ere
all "ell *reaks loose as troos deseratel( tr( to sei5e a &ital
o*+ecti&e! or #ig"t a tenacious de#ence to kee t"e o*+ecti&e in
#riendl( "ands. Assaults are not necessaril( #ace to #ace or toe to
toe! siml( close enoug" t"at indi&idual in#antr( are a*le to
engage in t"e #ig"t and make use o# t"eir small arms! grenades
and ot"er s"ort ranged weaons. 7asualties will o#ten *e "ig" on
*ot" sides! and at t"e end o# t"e assault! one side or t"e ot"er
will *e #orced to wit"draw wit" its morale s"attered! lea&ing t"e
#ield to t"e &ictor.
-.-9.- Assault Procedure
T"is is a summar( o# t"e assault rocedure. $e%ll work t"roug"
it ste *( ste in t"e rules t"at #ollow,
I > 7"oose target #ormation
II > Bake c"arge mo&e
III > Bake counter-c"arges
I8 > -esol&e attacks
8 > $ork out result
8I > ;oser wit"draws
8II > $inner consolidates
-.-9.9 (hoose Target 6ormation
-F
A #ormation taking an engage action must ick an enem(
#ormation as t"e target o# t"e assault. An( enem( #ormation ma(
*e c"osen an(w"ere on t"e ta*le! t"oug" #or reasons t"at will
*ecome aarent it makes sense to c"oose someone #airl( close
*(.
=nder certain circumstances! a #ormation ma( assault two or
more enem( #ormations ?see t"e secial rule #or intermingled
#ormations@.
-.-9.: *ake (harge *ove
9/
A #ormation undertaking an engage action is allowed to make
one mo&e ?not a dou*le distance mo&e as is t"e case in man(
sets o# wargame rules! not least man( )ames $orks"o games@!
and t"en #ig"ts an assault against t"e enem( #ormation t"at was
c"osen as t"e target o# t"e c"arge. T"is mo&e is known as t"e
charge mo$e.
1K -.-9.9 (hoose Target 6ormation
/, 9o Assaults onl( occur w"en one la(er or t"e ot"er takes an Engage
actionQ
A, 1es. An Assault does not occur automaticall( in t"e Eic, Armageddon rules.
An Assault is onl( ossi*le w"en one la(er issues an Engage action to a
#ormation. Not in an( ot"er caseS so (ou can%t mo&e into an Assault! eit"er
on urose or accidentall(! unless (ou issue an Engage order.
20 -.-9.: *ake (harge *ove
/, Low s"ould we interret section 1.12.3 w"en it sa(s E-emem*er t"at a
c"arging unit t"at enters a 5one o# control must mo&e into *ase contact wit"
t"e nearest enem( w"ose 5one o# control "as *een enteredGQ
A, T"e intent o# t"e rule is t"at i# (ou enter a Jo7! t"en (ou must attemt to
mo&e into *ase contact wit" t"e nearest enem( unit w"ose Jo7 (ou "a&e
entered. <# (ou start a mo&e in a Jo7! (ou can eit"er mo&e into contact wit"
t"e closest enem( unit! or e'it t"e Jo7 *( t"e s"ortest ossi*le route.
<# a unit does not "a&e enoug" mo&ement to make it into *ase contact it still
mo&es as muc" as ossi*le towards t"e closest unit. T"e intent o# t"e rule is
t"at (ou s"ould not *e a*le to c"arge t"roug" a Jo7 to reac" a unit #urt"er
awa( *ut s"ould alwa(s mo&e towards t"e closest enem( unit e&en i# (ou
cannot make it into *ase contact.
Bake t"e mo&e normall(! as descri*ed in t"e mo&ement rules
gi&en re&iousl(. Cnce t"e mo&e is comlete! t"e engaging
#ormation must "a&e at least one unit wit"in 1Icms o# a unit
#rom t"e target #ormation. <# t"is is not t"e case t"en t"e assault
does not take lace and t"e action ends. T"is ca&eat aside! units
#rom t"e c"arging #ormation ma( mo&e in an( direction and do
not "a&e to "ead towards t"e enem(.
=nits making a c"arge mo&e are allowed to enter enem( 5ones
o# control in order to mo&e into *ase contact wit" an enem( unit
#rom t"e target #ormation. Bo&ing into *ase contact allows t"e
unit to #ig"t wit" its close com*at &alue rat"er t"an its #ire#ig"t
&alue! as descri*ed *elow. T"is is t"e onl( time a unit ma( enter
an enem( 5one o# control. 2ee t"e rules #or 5ones o# control
?1.7.3@. Note t"at c"arging units ma( not enter t"e 5one o#
control o# enem( units #rom anot"er #ormation t"at is not t"e
target o# t"e assault.
A ma'imum o# two units ma( mo&e into *ase contact wit" eac"
de#ender. A c"arging unit t"at enters a 5one o# control must
mo&e into *ase contact wit" t"e nearest enem( w"ose 5one o#
control "as *een entered. Cnce a unit "as *een contacted it loses
its 5one o# control #or t"e rest o# t"e assault! allowing ot"er
units to mo&e ast it.
<t%s imortant to note t"at all (ou "a&e to do is get one unit
wit"in 1Icms o# t"e enem( c"osen as t"e target o# t"e assault.
T"ere is no need #or an( units to get into *ase-to-*ase contact
wit" t"e enem( unless (ou want t"em to.
20
&E'I#N (4N(EPT
Assaults
The rules for assaults that follow are a crucial part of the 'pic rules,
and so it,s important to understand what they represent. .nlike most
wargames, where assaults only really co$er hand(to(hand combat, in 'pic
an assault co$ers e$erything that happens when a formation is ordered to
assault an enemy formation. To put this another way, if you think of an
assault as co$ering e$erything that happens in a typical 5(@ turn game of
Warhammer 56,666, then you won,t go too far wrongF
This means that while hand(to(hand combat >called close combat in 'pic?
can be a part of what happens in an assault, it is by no means
e$erything that happens. =ou will find it !uite common for assaults to be
resol$ed without any units making it into close combat at all, Kust as
games of Warhammer 56,666 can be resol$ed without any close combat
taking place.
/ne final point that needs to be made here is that an assault only occurs
if a formation takes an engage action. This means it is possible for
enemy formations to end up $ery close to each other >less than :Ecms?
without ha$ing to fight an assault. This reflects your troops, natural
inclination to get under co$er when they are close to the enemy unless they
are ordered to attack.
NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
-.-9.; (ounter (harges
9-
An assault reresents a *rutal s"ort-range *attle in&ol&ing
mo&ement! s"ooting and close com*at. Alt"oug" t"e assaulting
#ormation will "a&e initiated t"e com*at! t"e de#ending
#ormation will "a&e time to react to t"e enem( assault and make
limited mo&es o# t"eir own. To reresent t"is! units #rom t"e
de#ending #ormation in&ol&ed in t"e assault are allowed to make
a secial mo&e called a counter charge.
9e#ending units t"at are not alread( in *ase contact wit" an
enem( unit are allowed to counter c"arge. =nits wit" a seed o#
30cm or more ma( make a counter c"arge mo&e o# 10cm. =nits
wit" a seed o# 2Icm or less ma( make a counter c"arge mo&e
o# Icm. 7ounter c"arges "aen a#ter t"e engaging #ormation
"as #inis"ed mo&ing and an( o&erwatc" s"ots "a&e *een taken!
*ut *e#ore t"e com*at is resol&ed. All t"e normal c"arge mo&e
rules al(! and de#ending #ormations must still *e in a legal
#ormation a#ter t"e counter c"arge mo&es "a&e *een made ?i.e.!
all units must *e wit"in Icm o# anot"er unit #rom t"eir
#ormation@. Em*arked units ma( dismount.
A unit must use t"eir counter c"arge mo&e to mo&e directl(
towards t"e closest enem( unit. <t ma( mo&e into *ase contact i#
close enoug"! and as long as t"e enem( is not alread( in contact
wit" two de#ending units. =nits can c"oose not to counter
c"arge i# t"e( wis"! *ut i# t"e( do counter c"arge t"e( must
"ead towards t"e nearest enem(.
7ounter c"arging units are allowed to counter c"arge enem(
units #rom an( enem( #ormation! not +ust t"e one t"e( were
assaulted *(. An( enem( #ormations t"at are contacted *(
counter c"arging units are drawn into t"e assault! and will #ig"t
+ust as i# t"e( "ad made t"e assault t"emsel&es. Treat t"em and
t"e original attacking #ormation as a single #ormation #or all rules
uroses #or t"e duration o# t"e assault.
A 29D roll is used to resol&e a com*ined assault. <# t"e attacker
loses t"en eac" #ormation is *roken. <# t"e attacker wins t"en
eac" #ormation recei&es a num*er o# 6last markers e8ual to t"e
num*er o# units t"e #ormation lost in t"e assault.
21 -.-9.; (ounter (harges
/, 9oes a counter c"arge during an Assault or $it"drawal a#ter an Assault
count as an acti&ationQ 9oes eit"er o# t"ese actions sto me #rom acti&ating
a #ormation later in t"e game i# t"e( were not acti&ated *e#ore t"e AssaultQ
A, A counter c"arge is art o# t"e Assault and as suc" does not c"ange t"e
acti&ation status o# t"e #ormation doing t"e counter c"arge. A $it"drawal is
done *( units t"at lose an Assault and are *roken! As suc" t"e #ormation
cannot do an(t"ing #urt"er t"at turn so it couldn%t *e acti&ated in an( case.
/, <# one o# m( #ormations is c"arged in an Assault do < counter c"arge onl(
units #rom t"e assaulting #ormation or do < counter c"arge t"e nearest
enem( unit e&en i# it is in a suorting #ormation t"at is not art o# t"e
AssaultQ
A, A counter c"arging unit ma( engage enem( units #rom suorting
#ormations! as long as t"e( were t"e closest enem( units.
/, 9oes t"e #ormation co"erenc( rule still al( during a counter c"argeQ
A, 1es. T"e co"erenc( rules al( to counter c"arging units.
/, <# t"e closest enem( unit is alread( engaged ?it "as two units in *ase-to-*ase
contact wit" it@ do < still need to 7ounter-c"arge t"at unit or can < 7ounter-
c"arge anot"er enem( unitQ
A, <# t"e closest enem( is alread( #ull( engaged! (ou ma( carr( on t"e counter
c"arge and tr( to contact t"e ne't closest enem( unit.
/, 9oes a counter-c"arge trigger C&erwatc"Q
A, No. T"e Emo&eG re#erred to in t"e C$ rule re#ers to mo&es made as art o#
an action! as descri*ed in section 1.7.
-.-9.? +esolve Attacks
99
All units "a&e two assault &alues, a close com*at &alue and a
#ire#ig"t &alue. =nits t"at are in *ase-to-*ase contact wit" t"e
enem( use t"e close com*at &alue! w"ile units t"at are not in
*ase contact *ut are wit"in 1Icm and "a&e a line o# #ire to t"e
22 -.-9.? +esolve Attacks
/, <n an Assault! can (ou allocate "its to units in a #ormation t"at are not wit"in
1Icm o# an enem( unitQ
A, No. Lits in an Assault can onl( *e allocated to units t"at are wit"in 1Icm o#
an enem( unit.
/, 9o t"e 7o&er 2a&e and 7o&er to-"it modi#ier al( in AssaultsQ
A, 9e#enders in an Assault get t"e 7o&er 2a&e #rom an( terrain t"e( are in *ut
attackers ne&er get a 7o&er 2a&e #rom terrain. T"e -1 to-"it modi#ier is not
alied as t"ere are ne&er an( modi#iers to attack rolls in Assaults.
/, 7an t"e cross#ire *onus *e used in an assaultQ
A, No. <t is almost imossi*le to create cross#ire rules #or an assault t"at can%t
*e e'loited in some wa(. < re#er to use t"e rules as t"e( are and assume
t"at t"e cross#ire makes t"e assault easier *ecause #ormations can so#ten u
t"e de#enders *( s"ooting at t"em wit" t"e cross#ire *onus *e#ore t"e assault
goes in! making li#e easier #or t"e assaulting troos.
Note! suorting #ormations in osition to cross#ire can *e close enoug"
t"at t"e( re&ent t"e oonent #rom e##ecti&el( counter-c"arging ?i# t"e
suort #ormation is closest! t"e oonent%s unit "as to c"arge t"e suort
#ormation and ma( t"ere#ore not *e in range to counter-attack t"e engaging
#ormation@. $"ile t"e results o# t"is mec"anic are not necessaril( intuiti&e!
t"e result can *e a su*stantial disad&antage #or t"e de#ender comara*le to a
cross#ire.
/, <# units are assaultedFengaged w"ile in co&er! do enem( attacking wit" ..
&alues get a -1 modi#ier ?co&er@ to "itQ
A, No. Bodi#iers ne&er al( to a unit%s .. or 77 &alues w"en determining i#
t"e( "it in an Assault.
/, 9o units in co&er in an Assault get a 7o&er 2a&eQ
A, Cnl( t"e 9e#ender. .rom 1.12.I E<n#antr( units #rom #ormations
undertaking an Engage action ma( not take 7o&er 2a&es ?t"e( are assumed
to "a&e le#t co&er to c"arge t"e enem(@! *ut ot"er in#antr( units ma(G.
/, 7an a s8uad o# in#antr( in#lict a "it or cause damage to a He"icle or $ar
Engine in an AssaultQ
A, 1es.
21
&E'I#N (4N(EPT
Assault Weapons and 'mall Arms
-any unit datasheets include weapons that are noted as being either
assault weapons or small arms.
The term assault weapons co$ers all of the di$erse close combat weapons
of the 5:st -illennium, including chainswords, power weapons and /rk
choppas. The effect of these weapons is included in a unit,s %lose
%ombat $alue and so they can only be used during an assault. For
e&ample, Assault -arines with chainswords ha$e the effect of these
weapons included in their %lose %ombat $alue of BC.
The term Gsmall arms, co$ers a di44ying array of short(range weapons
used by units in the 5:st -illennium. '&amples include lasguns, bolters
and /rk shootas. The effect of these weapons is included in a unit,s
Firefight $alue and can only be used during an assault. For e&ample,
Tactical -arines with boltguns ha$e the effect of these weapons included
in their Firefight $alue of 5C.
An assault is the only time that units get to use their Gsmall arms, such
as bolters or lasguns, although these weapons ha$e a nominal range of
:Ecm on the unit datasheets. This represents the limited amounts of
ammo carried for such weapons, and also that in combat most soldiers
will keep their heads down and only shoot when the situation is really
desperateF 3either of these problems generally apply to hea$y weapons
teams, which is why these weapons get to shoot all of the time.
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
enem( can use t"eir #ire#ig"t &alue. =nits t"at are armed onl(
wit" close com*at weaons and do not "a&e an( small arms or
ot"er ranged weaons ma( onl( attack i# in *ase contact wit" t"e
enem(.
-oll 19D #or eac" unit t"at ma( attack. Note t"at 6last markers
do not suress units #rom #ormations in&ol&ed in an assault P it
is assumed t"at t"e ro'imit( o# t"e enem( means t"at e&er(one
+oins in: 7omare t"e dice roll to t"e unit%s close com*at &alue i#
it%s in contact wit" t"e enem(! or its #ire#ig"t &alue i# it%s wit"in
1Icm o# t"e enem( *ut not in *ase contact. <# t"e dice roll is
e8ual to or greater t"an t"e rele&ant &alue! t"en a "it is scored on
t"e enem(. No modi#iers e&er al( to t"ese dice rolls.
Eac" la(er allocates t"e "its and make sa&ing t"rows in t"e
same manner as t"e( would w"en allocating "its #rom s"ooting.
Lits ma( onl( *e allocated to units t"at were directl( engaged in
t"e com*at ?i.e.! t"at *elonged to t"e attacking or de#ending
#ormation and w"ic" were wit"in 1Icms o# t"e enem( a#ter
c"arge and counter-c"arge mo&es were comleted@. <n#antr(
units #rom #ormations taking a c"arge action ma( not take co&er
sa&es ?t"e( are assumed to "a&e le#t co&er to c"arge t"e enem(@!
*ut ot"er in#antr( units ma( take co&er sa&es normall(.
<# all o# t"e units in t"e de#ending #ormation "a&e *een killed
and at least one attacker sur&i&es! t"en t"e attacker wins and t"e
assault is o&er ?go straig"t to 1.12.8@. <# all o# t"e attacking units
directl( engaged in t"e assault are killed t"en t"e assault "as
stalled and t"e de#ender wins ?go straig"t to 1.12.8@. O9irectl(
engaged% means *eing wit"in 1Icm o# a de#ending unit a#ter
c"arge and counter-c"arge mo&es "a&e *een comleted. <# e&en
one o# t"e original attackers t"at were wit"in 1Icms o# t"e
enem( sur&i&es! t"en t"e attack "as not stalled. <n an( ot"er case!
*ot" sides can call on suort ?see 1.12.D@.
Important Note2 >ills in#licted in an assault do not count #or
lacing *last markers or #or *reaking a #ormation until after t"e
result o# t"e com*at "as *een worked out. Also note t"at t"e
attacker must comletel( destro( t"e de#ending #ormation to win
at t"is stage! w"ile all t"e de#ender "as to do is to kill all t"e
attacking units t"at made it to wit"in 1Icms o# a de#ender.
-.-9.A 'upporting 6ire
9:
6ot" sides ma( call uon suort unless t"e de#ender "as *een
wied out or t"e attack stalled as descri*ed a*o&e. 7alling on
suort allows units #rom ot"er #ormations to attack wit" t"eir
#ire#ig"t &alue i# t"e( are wit"in 1Icm and "a&e a line o# #ire to
an enem( unit directl( in&ol&ed in t"e assault. <n t"is case
Odirectl( in&ol&ed% means *elonging to t"e attacking or de#ending
#ormation?s@ and in a osition to attack. T"is rule reresents
units #rom *ot" sides t"at are not directl( in&ol&ed in t"e assault
lending suorting #ire w"en t"e( see t"eir #riends coming under
attack. =nits #rom #ormations t"at are eit"er 6roken or Barc"ed
t"is turn cannot lend suort.
-oll to "it using t"e #ire#ig"t &alues o# t"e suorting
#ormations! and t"en allocate "its and make sa&ing t"rows as (ou
would do #or s"ooting attacks. Cnce all casualties "a&e *een
remo&ed (ou must work out t"e result o# t"e attack ?see 1.12.7@.
23 -.-9.A 'upporting 6ire
/, T"e rules state t"at a #ormation t"at marc"ed ma( not lend 2uorting .ire.
9oes t"is al( i# t"e #ormation marc"ed last turnQ
A, No. $it" t"e e'cetion o# C&erwatc"! actions end in t"e end "ase! and t"e
#ormation is assumed to go on to read( status #or t"e ne't turn.
/, <s suorting #ire a##ected *( suressionQ
A, No. =nits lending suort in an assault are not a##ected *( suression.
22
NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
-.-9.C Work 4ut +esult
9;
A#ter *ot" la(ers "a&e remo&ed casualties! t"e outcome o# t"e
com*at must *e decided.
.irst! i# one side comletel( wied t"e ot"er side out! t"en it is
t"e winner. <# t"is isn%t t"e case t"en eac" la(er rolls 29D! and
adds an( modi#iers t"at al( #rom t"e c"art *elow to t"e single
9D t"at rolled "ig"est. Note t"at (ou don%t add (our dice rolls
toget"er! *ut use t"e single dice wit" t"e "ig"est score. $"oe&er
"as t"e "ig"er score a#ter an( modi#iers "a&e *een added wins
t"e assault.
<n addition! t"e losing #ormation su##ers a num*er o# e'tra "its
e8ual to t"e di##erence *etween t"e two sides% result scores.
T"ere are no sa&es #or t"ese "its! w"ic" reresent units *eing
"acked down as t"e( turn and run! or disintegrating into a anic-
dri&en rout as t"e( #lee. -emo&e t"ese additional casualties as
(ou would "its in#licted in t"e assault "ase ?i.e.! units in *ase
contact #irst! t"en t"ose closest to t"e enem(! etc.@.
<n t"e case o# a tied dice roll #ig"t a second assault using an(
sur&i&ing units! starting wit" ste 4 ?i.e. roll dice! allocate "its!
make sa&es and resol&e t"e com*at all o&er again wit" an(
sur&i&ors@. =nits #rom *ot" sides are allowed to make a counter
c"arge mo&e *e#ore t"e second round is #oug"t! wit" t"e attacker
mo&ing "is counter c"arging units #irst ?see 1.12.4@. <# a second
round is #oug"t t"en an( casualties #rom t"e #irst round carr(
o&er w"en working out t"e result o# t"e com*at.
24 -.-9.C Work 4ut +esult
/, $"at "aens i# a com*at round in an Assault is a draw! do (ou immediatel(
#ig"t anot"er roundQ And t"is round is also a draw do (ou #ig"t a t"ird
successi&e round ?and so on@Q
A, 1es. An Assault "as to result in one side winning. 1ou would continue to
#ig"t Assaults until one side or t"e ot"er "ad won t"e Assault.
/, <n a game we "a&e an Assault t"at results in a tie. 7onse8uentl( we must
#ig"t anot"er round o# com*at. 6ot" sides do t"eir counter-c"arge mo&e *ut
at t"e end o# t"e mo&e neit"er #ormation "as an( units wit"in 1Icm o# an
enem( unit. 9o we resol&e t"is round o# com*at ?e&en t"oug" no casualties
could *e caused@ or is t"e Assault consider o&er *ecause t"ere are no units
wit"in 1Icm o# an enem( unitQ
A, 1ou would need to resol&e t"e new Assault round! e&en t"oug" no actual
#ig"ting took lace. 2o work out t"e results as er 1.12.7 and don%t #orget to
include t"e casualties #rom t"e #irst round o# t"e Assault w"en determining
t"e winner o# t"is second round.
/, T"ere are &arious Eauto-killG e##ects w"ic" result #rom lost assaults ?*roken
#ormations wied out! aircra#t destro(ed! etc.@. 9o t"ose "aen *e#ore or
a#ter t"e e'tra "its #or losing assaultQ
A, T"e "its #rom losing assault ?so-called E"ackdownG "its@ come #irst. Per t"e
rules! t"e "ackdown "its occur during resolution ?1.12.7@ and t"e Eauto-killG
"its eit"er e'licitl( or imlicitl( occur a#ter t"at! usuall( in t"e E;oser
$it"drawsG ?1.12.8 @ ste. To ro&ide seci#ics! wiing out a *roken
#ormation clearl( "aens in 1.12.8. T"e #ormation%s status is c"anged to
E*rokenG during 1.12.8! so t"at%s w"en 7"aos 9aemons disaear into t"e
war. Aircra#t in a lost air assault ?4.2.I@ are somew"at am*iguous! *ut t"e
te't imlies a connection *etween t"e automatic destruction and wit"drawal!
w"ic" would corresond to 1.12.8 as well. <n t"e a*sence o# an e##ect
seci#icall( stating t"e contrar(! assume t"e losing la(er gets to allocate
"ackdown "its rior to auto-kills.
Assault *odifiers 5(umulative7
.or eac" kill (ou "a&e in#licted during t"e assault M1
1ou "a&e more units t"an t"e oosing #ormation M1T
1ou "a&e more t"an twice as man( units as t"e
oosing #ormation
M1T
1our #ormation "as no 6last markers M1TT
T"e oosing #ormation "as more 6last markers M1TT
O %ount the total number of units remaining in the charging formation
against the total number of units remaining in the defending formation.
#on,t include units from other formations that were lending supporting
fire.
OO %ount broken enemy formations as ha$ing as many Blast markers as
units.
-.-9.E )oser Withdraws
9?
A#ter t"e result o# t"e com*at "as *een worked out ?eit"er
*ecause all de#ending units were destro(ed! or t"e attack stalled!
or t"roug" a result roll@! t"en t"e loser is *roken and must
wit"draw! and #ormations on t"e winning side recei&e 6last
markers #or t"e casualties t"e( su##ered.
<# t"e loser was alread( *roken w"en it was assaulted t"en t"e
w"ole #ormation is destro(ed! and A;; units in t"e #ormation
are remo&ed #rom la( as casualties. <# t"e losing #ormation is
not *roken t"en it *ecomes *roken and ma( wit"draw ?see
1.13.3@.
Cnce an( additional casualties "a&e *een remo&ed! an( sur&i&ing
units on t"e losing side must make an immediate wit"drawal as
e'lained in t"e rules #or *roken #ormations later on ?see 1.13.3@.
.inall(! an( #ormations *elonging to t"e losing side t"at were in a
osition to "a&e lent suort ?i.e.! t"e( were wit"in 1Icms o# an
enem( unit in t"e assault@ recei&e one 6last marker eac"! e&en i#
t"e( did not actuall( lend suort. T"ese 6last markers reresent
t"e detrimental e##ect on morale o# seeing #riends de#eated in an
assault.
2I -.-9.E )oser Withdraws
/, Anot"er clari#ication. $"at "aens w"en a *roken unit is engagedQ
A, A *roken #ormation w"ic" loses is wied out. A *roken #ormation w"ic"
wins takes no #urt"er 6Bs or casualties and does not "a&e to wit"draw ?*ut
is! o# course! still *roken@.
/, <# (ou c"arge an Ointermingled #ormation% consisting o# a *roken #ormation
and a non-*roken one! and (ou win *( 3 is! do we kill o## t"e entire
routed #ormation before assessing t"e e'tra 3 casualties on t"e non-*roken
#ormationQ
A, NoR t"e e'tra casualties go on *e#ore t"e loser *reaks.
/, <n section 1.12.8 it states E<n addition! t"e losing #ormation su##ers a num*er
o# e'tra "its e8ual to t"e di##erence *etween t"e two sides% results scores.G
9o t"ese "its al( to onl( t"ose units t"at were wit"in 1Icm o# an enem(
or are t"e( alied to an( unit in t"e losing #ormationQ
A, T"e "its are alied to an( unit in t"e losing #ormation and not +ust t"ose
t"at were wit"in 1Icm o# an enem(. Assume t"at t"e units wit"in 1Icms get
"acked down and t"ose #urt"er awa( dissol&e into a anic-stricken rout.
23
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
-.-9.F Winner (onsolidates
9A
A#ter t"e loser "as wit"drawn! t"e winning #ormation recei&es a
num*er o# 6last markers e8ual to t"e num*er o# units t"at were
killed *( t"e enem(. Note t"at it is ossi*le #or a #ormation to
win an assault and t"en *ecome *roken *( t"e casualties t"at
t"e( su##ered: <n t"is case! t"e winning #ormation is *roken! *ut
does not "a&e to make a wit"drawal e&en i# ot"er enem( units
are wit"in 1Icm ?see 1.13.3@. <# t"e winner o# t"e com*at was
alread( *roken at t"e start o# t"e com*at! t"e( do not recei&e
an( additional 6last markers.
An( units on t"e winning side ma( t"en mo&e Icm. T"is is a #ree
*onus mo&e designed to allow attacking units to occu( territor(
t"e( "a&e catured. =nits ma( not enter an enem(%s 5one o#
control w"en t"e( consolidate.
'PE(IA) +0)E
-.-9.-/ Intermingled 6ormations
/ccasionally an attacker will wish to attack a position where units from
two enemy formations are intermingled together. When a player declares
the target for a charging formation he can choose, if he wishes, to include
any enemy formations that are intermingled with the target formation as
being part of the target of the charge. Two formations are intermingled
if they ha$e any units within Ecm of each other. +f there are two or
more formations within Ecm of the target formation, then the attacker
can choose to include one or more of them as the target, he does not
though ha$e to include any of them.
For the purposes of the assault, the intermingled formation is treated as
being a single formation. All of the intermingled formations are allowed
to make counter charges, and hits may be allocated to all of the
formations in$ol$ed. /nce casualties ha$e been worked out, a 9#@ roll is
used to resol$e the assault. Add together all of the Blast markers on the
intermingled formations when working out the result of the assault. +f
the defender loses then each formation is broken and must withdraw. +f
the defender wins then each formation recei$es a number of Blast
markers e!ual to the number of casualties it suffered in the combat >ie,
if one defending formation lost two units and then another one, then the
first would get two Blast markers and the other would recei$e one Blast
marker?.
27
2D -.-9.F Winner (onsolidates
/, A Transort mo&es 30cm! unloads troos w"o t"en articiate in t"e
Assault. <# t"e( win can t"e Transort ick u t"e units as art o# its
7onsolidation Bo&eQ
A, 1es. T"e 7onsolidation Bo&e is considered a mo&ement and as er section
1.7.I Transorts can ick u units as art o# an( mo&ement.
/, 7an a unit t"at disem*arked #rom a $ar Engine to take art in an Assault
use its consolidation mo&e to get *ack into t"e $ar EngineQ
A, 1es it can. Lowe&er! i# it does so t"en t"e $ar Engine loses its own
7onsolidation mo&e ?and $ar Engine Transort Aircra#t ma( not make a
9isengagement mo&e at t"e end o# t"e turn@ as it "as to wait around w"ile
t"e troos clim* *ack on *oard. Note t"at t"e $ar Engine ma( make a
7onsolidation mo&e ?or a 9isengagement mo&e i# it is an aircra#t@ i# no
troos em*ark uon it.
27 -.-9.-/ Intermingled 6ormations
/, <s t"e intention o# t"e intermingling rule t"at all t"e enem( #ormations
assaulted must "a&e a unit wit"in 1Icm o# t"e attacker a#ter c"arges! as well
as wit"in Icm o# t"e rime enem( #ormationQ
A, No! t"e intent was recisel( t"at a oorl( ositioned and suorted *attle
line could *e Erolled uG *( a #lanking attack. T"ere were multile
discussions a*out to w"at e'tent it s"ould *e allowed and t"e rules as
written re#lect t"e intent t"at an entire line can crum*le w"et"er or not t"e
units in 8uestion were directl( t"reatened.
-.-: +E#+40PIN# I 3+4,EN
64+*ATI4N'
.ormations t"at take a mars"al action are allowed to regrou in
order to remo&e 6last markers and attemt to a&oid *ecoming
*roken. .ormations are *roken once t"e( "a&e recei&ed a
num*er o# 6last markers e8ual to t"e num*er o# units in t"e
#ormation! or i# t"e( lose an assault. 6roken #ormations ma( not
*e selected to take an action in t"e Action "ase.
-.-:.- +egrouping
.ormations t"at take a mars"al action ma( regrou. -oll 29D
and remo&e a num*er o# 6last markers e8ual to t"e "ig"est roll.
Note t"at t"e dice are not added toget"erR instead t"e score o#
t"e "ig"er dice is used.
-.-:.9 3ecoming 3roken
9E
7"eck to see i# a #ormation is *roken a#ter it recei&es an( 6last
markers ?eit"er #rom #ailing an Action test! s"ooting or winning
an assault@. .ormations t"at lose an assault are automaticall(
*roken. 1ou s"ould comletel( resol&e an assault or an attacking
#ormation%s s"ooting *e#ore c"ecking to see i# t"e target
#ormation *reaks ?i.e.! don%t *reak a #ormation t"at comes under
#ire until all o# t"e s"ooting "as *een resol&ed@.
-emo&e all o# t"e 6last markers #rom a #ormation w"en it
*reaks! and mark it in some wa( to s"ow t"at it is *roken. 1ou
can mark a *roken #ormation in an( manner (ou likeR some
la(ers siml( remem*er! ot"ers turn units in a *roken
detac"ment awa( #rom t"e enem(! or (ou can use t"e Crder 9ice
or 6attle Barkers roduced *( )ames $orks"o. At t"e end o#
t"e da(! as long as (ou remem*er w"ic" #ormations are *roken
and w"ic" are not t"en an( met"od will do.
2ome eole "a&e la(ed a "ouserule t"at all intermingled enem( #ormations
must "a&e a unit wit"in t"e 1Icm o# t"e attacker a#ter c"arges ?and i# not
t"e enem( #ormation in 8uestion is droed #rom t"e assault@! as well as
wit"in Icm o# t"e rime enem( #ormation! *ut t"is is not art o# t"e o##icial
rules.
28 -.-:.9 3ecoming 3roken
/, 9o *roken units still e'ert a Jone o# 7ontrolQ
A, 1es. T"e onl( wa( a unit loses its Jo7 is i# it is in *ase-to-*ase contact wit"
an enem( unit ?or a num*er o# enem( units e8ual to its starting 97 i# it is a
$ar Engine@.
24
NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
-.-:.: Withdrawals
9F
=nless t"e rules state seci#icall( ot"erwise! a *roken #ormation
ma( c"oose to make a wit"drawal immediatel( a#ter t"e action
t"at caused it to *reak "as *een resol&ed. <# a #ormation is
*roken art wa( t"roug" an action t"at it is taking ?i.e.! *( t"e
6last marker recei&ed #or #ailing an initiati&e test! or as a result o#
6last markers recei&ed #rom o&erwatc" #ire@! t"en it makes a
wit"drawal and loses t"e rest o# its action.
A #ormation making a wit"drawal ma( make two mo&es.
$it"drawal mo&es ma( *e made in an( direction! *ut i# a unit
ends t"e second wit"drawal mo&e wit"in 1Icm o# t"e enem(! it
is destro(ed ?it is killed w"ile tr(ing to escae:@. =nits ma( ignore
enem( 5ones o# control w"ile making a wit"drawal mo&e *ut
ma( not mo&e directl( o&er enem( units. T"ese c"anges aside!
wit"drawal mo&es are treated e'actl( like a normal mo&e. Enem(
#ormations on o&erwatc" can s"oot at #ormations making
wit"drawal mo&es.
=nits wit" a seed o# 0cm o*&iousl( cannot mo&e w"en making
a wit"drawal! so are destro(ed i# t"ere are an( enem( units
wit"in 1Icm at t"e oint t"e( *ecome *roken.
2K -.-:.: Withdrawals
/, 6roken #ormations Oma( make a wit"drawal mo&e%. <s t"ere a minimum
mo&e or can < c"oose to sta( w"ere < am ?suosing t"ere is no enem(
wit"in 1Icm@Q
A, T"ere is no minimum mo&e. 1ou can mo&e towards t"e enem( i# (ou wis".
<t is &er( "ard to write watertig"t rules #orcing troos to Owit"draw #rom t"e
enem(%. <nstead o# attemting to do t"is < "a&e instead made it risk( #or
*roken troos to sta( close to t"e enem(! t"us encouraging la(ers to ull
t"em *ack.
/, <# a wit"drawing Transort is caug"t wit"in 1Icm o# an enem( unit a#ter
#inis"ing its $it"drawal Bo&e! are t"e transorted units destro(ed as wellQ
A, 1es. .earless units *eing transorted would not *e destro(ed *ut would *e
disem*arked +ust as an( ot"er circumstance w"ere t"e transort is destro(ed
*ut t"e unit is not.
/, $"en < mo&e a#ter losing an assault or siml( *( *eing *roken a#ter
s"ooting ! do < get destro(ed a#ter e&er( wit"drawal segment ? 2 Bo&es
allowed@ in w"ic" < end in 1I cm o# t"e enem(Q Cr do < c"eck a#ter t"e
comlete wit"drawal mo&ement ?u to 2 mo&ements@Q
A, <t is a#ter t"e second wit"drawal mo&e.
-.-:.; 3last *arkers and 3roken 6ormations
:/
6roken #ormations count as "a&ing as man( 6last markers as
units #or an( rules uroses.
6roken #ormations do not recei&e 6last markers a#ter t"e( "a&e
*een *roken and *e#ore t"e( rall(. <nstead eac" 6last marker t"at
t"e #ormation would normall( recei&e causes an additional "it on
t"e #ormation! wit" no sa&ing t"row allowed. Al( t"ese e'tra
"its as (ou would #rom normal s"ooting ?i.e.! #rom #ront to *ack
o# t"e #ormation@. T"ese additional "its reresent indi&idual
units anicking and #leeing t"e *attle#ield! and t"e( make *roken
#ormations e'tremel( &ulnera*le to enem( attack P (ou "a&e
*een warned:
-emem*er t"at a *roken #ormation t"at wins an assault does not
recei&e an( 6last markers #or t"e casualties it su##ered! and will
not t"ere#ore lose an( additional units due to anic. <t is assumed
t"at in t"is case! t"e #eeling o# trium" at winning t"e assault
o&ercomes an( #eelings o# terror or #ear.
30 -.-:.; 3last *arker and 3roken 6ormations
/, 6roken #ormations do not recei&e 6last markers i# t"e( are #ired on or
assault a#ter t"e( "a&e *een *roken and *e#ore t"e( rall(. <nstead eac" 6last
marker t"at t"e #ormation would normall( recei&e causes an additional "it on
t"e #ormation! wit" no sa&ing t"row allowed. Are t"ese "its allocated like
regular "its ?#rom t"e #ront to t"e *ack@ or does t"e la(er get to take t"em
"ow t"e( likeQ
A, T"e "its are allocated normall(! #rom #ront to *ack.
/, <# a 6roken #ormation t"at consists o# transorts carr(ing units recei&es a
6last marker do t"e transorted units get a sa&e i# t"e transort is destro(ed
as er 1.13.4Q
A, <# a transort &e"icle is destro(ed *ecause a 6B is laced on *roken
#ormation! t"en units *eing transorted need to make a sa&e to a&oid
destruction ?and get a DM co&er sa&e i# t"e( do not "a&e an armour sa&e as
er 1.7.I@
/, <# a *roken #ormation is #ired on and a unit is destro(ed as er 1.13.4 *( t"e
6B laced on t"e #ormation *( *eing #ired on does t"is casualt( cause
#urt"er 6Bs to *e laced ossi*l( resulting in a Ec"ain reactionG o# #urt"er
destro(ed unitsQ
A, =nits in a *roken #ormation destro(ed *( a 6B do not cause additional 6Bs
to *e laced on t"e #ormation.
2I
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
-.-; T@E EN& P@A'E
:-
T"e End "ase takes lace! unsurrisingl(! at t"e end o# t"e
turn! once *ot" la(ers "a&e taken an action wit" eac" o# t"eir
un*roken #ormations. 6ot" la(ers must attemt to rall( an(
#ormations and t"en c"eck t"e scenario &ictor( conditions to see
i# eit"er side "as won.
-.-;.- +alling 6ormations
:9
<n t"e End! "ase *ot" la(ers take turns to rall( #ormations t"at
"a&e 6last markers or t"at are *roken. -all( t"e #ormations one
at a time! starting wit" t"e la(er wit" t"e "ig"er strateg( rating.
<n order to rall( a #ormation (ou must roll e8ual to or o&er t"e
#ormation%s initiati&e &alue on a 9D ?see 1.2.2@. T"ere is a -2
modi#ier to t"e dice roll i# t"e #ormation is *roken! and a -1
modi#ier i# enem( units are wit"in 30cm o# a unit #rom t"e
#ormation.
<# t"e test is #ailed! t"en *roken #ormations must make a
wit"drawal ?see 1.13.3@! w"ile #ormations t"at are un*roken must
remain in lace *ut ma( not remo&e an( 6last markers.
<# t"e test is assed t"en remo&e "al# t"e 6last markers #rom t"e
#ormation! rounding #ractions u. .ormations wit" one 6last
marker remaining t"at ass a -all( test remo&e t"e last 6last
marker. A *roken #ormation t"at rallies is no longer *roken. <t
counts as "a&ing as man( 6last markers as units! "al# o# w"ic"
will *e remo&ed #or assing t"e -all( test. .or e'amle! a *roken
#ormation wit" se&en units t"at rallied would no longer *e
*roken and would recei&e t"ree 6last markers.
31 -.-; The End Phase
/, $"en e'actl( in t"e end "ase does t"e additional damage #rom Plasma
-eactor "its or )argant #ires "aenQ <s it *e#ore or a#ter rall(ing or
reairing s"ieldsQ
A, =nless noted ot"erwise! all secial e##ects like t"is s"ould "aen at t"e start
o# t"e End P"ase! *e#ore (ou do an(t"ing else.
/, <n w"at order are t"ings carried out in t"e End P"aseQ
A, An( secial e&ents w"ic" take lace during t"e End P"ase! suc" as critical "it
e##ects on a $ar Engine or t"e Eldar A&atar lea&ing t"e *attle#ield! are
resol&ed *e#ore #ormations rall( unless ot"erwise seci#ied. <# *ot" la(ers
"a&e e##ects #or t"e *eginning o# t"e End P"ase! take turns resol&ing t"em!
alternating *etween la(ers #or eac" su*se8uent e##ect until all e##ects are
resol&ed. T"e la(er wit" t"e "ig"er strateg( rating "as t"e otion o# acting
#irst or #orcing t"e oonent to act #irst.
32 -.-;.- +alling 6ormations
/, 7an *roken #ormations wit" onl( a single unit e&er rall(Q 9on%t t"e( recei&e
a 6B w"en t"e( rall( and t"en immediatel( *reakQ
A, Cne unit #ormations not *eing a*le to rall( was once art o# t"e original
design *ut t"is "as *een remo&ed. .ormations wit" a single unit now recei&e
a 6B w"en t"e( rall( *ut also gain t"e results o# a success#ul rall( w"ic"
means t"at t"e( remo&e "al# o# t"eir 6Bs! #ractions rounded u! w"ic" #ull(
remo&es t"e single *m t"e( "ad.
/, <# a #ormation is *roken! and kees #ailing it%s rall( test e&er( turn! does it
+ust remain in t"e lace it was *roken! or does it "a&e to #all *ack e&er( turnQ
A, A #ormation t"at #ails a rall( test must make a wit"drawal mo&e eac" time it
#ails t"e test. <t is u to (ou w"et"er t"e #ormation mo&es or not.
/, Nust w"at does a *roken #ormation do in a new turn i# it #ailed t"e -all( roll
at t"e end o# t"e re&ious turnQ 9o t"e( get to LoldQ 9ou*le or Barc"
*ackwardsQ 2it and s"i&erQ <n8uiring la(testers want to know ,-@
A, T"e( sit and s"i&er until t"e end "ase ?tr( sa(ing t"at ten times #ast R @@
/, Cnce a unit is *roken and "as made its $it"draw mo&e is it t"en stuck until
it "as ralliedQ
A, =nits t"at #ail to rall( ma( make wit"drawal mo&es a#ter t"e( #ail t"e rall(
roll! so t"e( do get to kee on mo&ing.
+all Test *odifiers
.ormation is *roken -2
T"ere are enem( units wit"in 30cms -1
-odifiers are cumulati$e.
-.-;.9 (heck 8ictor (onditions
Bost games o# Eic are la(ed using a scenario t"at will "a&e a
set o# &ictor( conditions t"at a la(er needs to ac"ie&e in order
to win. 2ee t"e secial rules #or scenarios in t"e secial rules
section #or more details on "ow t"is works.
'PE(IA) +0)E
+ounding
+n 'pic, all fractions are rounded up unless the rules specifically say
otherwise. Generosity rules where @mm soldiers are concernedF
2D
NetEA Tournament Pack 2013-08-07 1.0 Eic )ame -ules
-.-? (4+E +0)E' T+AININ# '(ENA+I4'
;/nly faith in the 'mperor and the training + am going to gi$e you will
sa$e you on the battlefield.<
Peteran "ergeant 2esser
1ou "a&e now read all (ou need to know in order to tr( out t"e
#ollowing training scenarios. A scenario is *asicall( a set o# notes!
telling (ou all (ou need to know a*out t"e *attle (ou are going to
#ig"t. <t will tell (ou w"at #orces are in&ol&ed! w"at &e"icles eac"
la(er "as! w"at eac" side%s o*+ecti&es are! and so on.
<n order to la( t"e core rules training scenarios (ou will need to
get "old o# a coule o# do5en units o# Eic scale 2ace Barines.
<t will "el i# (ou can track down some Predator 9estructors
and -"inos too! *ut t"ese are not &ital. T"ere is a #ree
downloada*le #ile on t"e NetEA we*site at "tt,FFwww.net-
armageddon.orgFageFgame-aids w"ic" "as a set o# counters
#or t"e 2ace Barine units and &e"icles used in t"e scenarios! so
i# (ou "a&e access to t"e internet (ou can tr( out t"e #irst two
scenarios e&en i# (ou don%t "a&e t"e correct models. 9atas"eets
#or t"e units can *e #ound in t"e .orces section ?see I.0@.
<n order to la( t"e scenarios t"at #ollow! (ou will also need a
small amount o# gaming terrain. 1ou can use $ar"ammer or
$ar"ammer 40!000 "ills and trees i# (ou don%t "a&e an( in Eic
scale! or +ust la( a clot" o&er some *ooks to create rolling! "ill(
terrain.
Note2 T"e datas"eets #or t"ese #i&e scenarios are in section I.0.
-.-?.- 3asic Training 'cenario
E&en 2ace Barines need to ractise t"eir tactics and strateg(.
T"is *asic training scenario is *ased on one o# t"ese e'ercises
and its 2ace Barines #rom t"e same 7"ater against eac"
ot"er in a simle training e'ercise. T"e o*+ect is to take and "old
an o*+ecti&e.
6orce Alpha2 Two #ormations eac" wit" si' 2ace Barine
Tactical units. T"e #orce "as a strateg( rating o# I and all
#ormations "a&e an initiati&e &alue o# 1M.
6orce 3eta2 Two #ormations eac" wit" si' 2ace Barine Tactical
units. T"e #orce "as a strateg( rating o# I and all #ormations
"a&e an initiati&e &alue o# 1M.
#aming Area2 2et u a la(ing area aro'imatel( D0-K0cm
s8uare. 2et u an( scener( (ou "a&e in a mutuall( agreea*le
manner. 1ou can set u as muc" or as little scener( as (ou like!
*ut tr( to make sure t"at (ou "a&e at least a coule o# "ills and
eit"er a *uilt-u area or some woods #or t"e troos to "ide
*e"ind or take co&er in. Place an Oo*+ecti&e counter% in t"e &er(
centre o# t"e *attle#ield ?a coin will do +ust #ine@.
&eploment2 <# one la(er set u t"e scener( t"en "is
oonent can c"oose w"ic" ta*le edge to delo( on. <# (ou set
u t"e scener( toget"er t"en roll dice to see w"o gets t"e c"oice
o# edge. T"e ot"er la(er sets u on t"e oosite ta*le edge.
1ou must delo( all o# (our units wit"in 1Icms o# (our ta*le
edge.
'pecial +ules2 All 2ace Barine units ma( use t"e They "hall
2now 3o Fear secial rule ?I.1.1@.
8ictor (onditions2 1ou cature t"e o*+ecti&e i# (ou "a&e a
unit wit"in 1Icms o# it in t"e end "ase and (our oonent does
not. To win t"e game! (ou must cature t"e o*+ecti&e and "old it
#or one #ull game turn.
-.-?.9 6ast Attack Training 'cenario
2ace Barine armies are "ig"l( mo*ile and make great use o#
armoured transort &e"icles to strike at t"e enem( wit" lig"tning
seed. 6( #ar t"e most common 2ace Barine transort &e"icle
is t"e u*i8uitous -"ino! a sturd( and relia*le mac"ine caa*le o#
transorting ten #ull( e8uied 2ace Barines across t"e
*attle#ield.
6orce Alpha2 Two #ormations eac" wit" si' 2ace Barine
Tactical units and t"ree -"inos. T"e #orce "as a strateg( rating
o# I and all #ormations "a&e an initiati&e &alue o# 1M.
6orce 3eta2 Two #ormations eac" wit" si' 2ace Barine Tactical
units and t"ree -"inos. T"e #orce "as a strateg( rating o# I and
all #ormations "a&e an initiati&e &alue o# 1M.
#aming Area2 2ame as 6asic Training ?1.1I.1@.
&eploment2 2ame as 6asic Training ?1.1I.1@.
8ictor (onditions2 2ame as 6asic Training ?1.1I.1@.
'pecial +ules2 2ame as 6asic Training ?1.1I.1@.
-.-?.: Armoured Training 'cenario
2ace Barines make use o# a num*er o# di##erent t(es o#
armoured #ig"ting &e"icle. Among t"e most common is t"e
Predator 9estructor! a nicel( *alanced #ig"ting mac"ine wit"
weaons suita*le #or engaging *ot" armoured and &e"icle
targets. T"is scenario is *ased on t"e training e'ercises used to
teac" 2ace Barines t"e skills re8uired to work as a mem*er o#
t"e crew o# a Predator tank.
6orce Alpha2 Two #ormations eac" wit" #our 2ace Barine
Predator 9estructors. T"e #orce "as a strateg( rating o# I and all
#ormations "a&e an initiati&e &alue o# 1M.
6orce 3eta2 Two #ormations eac" wit" #our 2ace Barine
Predator 9estructors. T"e #orce "as a strateg( rating o# I and all
#ormations "a&e an initiati&e &alue o# 1M.
#aming Area2 2ame as 6asic Training ?1.1I.1@.
&eploment2 2ame as 6asic Training ?1.1I.1@.
8ictor (onditions2 2ame as 6asic Training ?1.1I.1@.
'pecial +ules2 2ame as 6asic Training ?1.1I.1@.
-.-?.; Advanced Training 'cenario
2ace Barine armies include a num*er o# secialised #ormations
and troo t(es suc" as 2ace Barine Assault units e8uied
wit" Num Packs! and 2ace Barine 9e&estators e8uied wit"
additional "ea&( weaons. T"is scenario is *ased on t"e
ad&anced training missions used *( t"e 2ace Barines to s"ow
"ow t"e resence o# t"ese units a##ects t"e tactics learned during
*asic training.
6orce Alpha2 Two #ormations eac" wit" si' 2ace Barine
tactical units and t"ree -"inos! lus one #ormation o# #our 2ace
Barine Assault units. T"e #orce "as a strateg( rating o# I and all
#ormations "a&e an initiati&e &alue o# 1M.
6orce 3eta2 Two #ormations eac" wit" si' 2ace Barine tactical
units and t"ree -"inos! lus one #ormation o# #our 2ace Barine
9e&astators. T"e #orce "as a strateg( rating o# I and all
#ormations "a&e an initiati&e &alue o# 1M.
#aming Area2 2ame as 6asic Training ?1.1I.1@.
&eploment2 2ame as 6asic Training ?1.1I.1@.
8ictor (onditions2 2ame as 6asic Training ?1.1I.1@.
27
1.0 Eic )ame -ules NetEA Tournament Pack 2013-08-07
'pecial +ules2 All 2ace Barine units ma( use t"e They "hall
2now 3o Fear secial rule ?I.1.1@! and Assault Barines ma( use
t"e Qump ack secial rule ?2.1.7@.
-.-?.? (ombined Arms Training 'cenario
<n most circumstances! a 2ace Barine commander will #ield a
com*ined arms #orce. T"is scenario teac"es t"e &ital skills
needed to weld in#antr(! artiller( and armoured &e"icle
#ormations into a single #ig"ting #orce.
6orce Alpha2 Two #ormations eac" wit" si' 2ace Barine
tactical units and t"ree -"inos! lus one #ormation o# #our 2ace
Barine Assault units! one #ormation o# #our Predator
9estructors! and one #ormation o# t"ree $"irlwinds. T"e #orce
"as a strateg( rating o# I and all #ormations "a&e an initiati&e
&alue o# 1M.
6orce 3eta2 Two #ormations eac" wit" si' 2ace Barine tactical
units and t"ree -"inos! lus one #ormation o# #our 2ace Barine
9e&estator units! one #ormation o# #our Predator 9estructors!
and one #ormation o# t"ree $"irlwinds. T"e #orce "as a strateg(
rating o# I and all #ormations "a&e an initiati&e &alue o# 1M.
#aming Area2 2et u a la(ing area aro'imatel( K0-120cm
s8uare. 2et u an( scener( (ou "a&e in a mutuall( agreea*le
manner. 1ou can set u as muc" or as little scener( as (ou like!
*ut tr( to make sure t"at (ou "a&e at least a coule o# "ills and
eit"er a *uilt-u area or some woods #or t"e troos to "ide
*e"ind or take co&er in. Place an Oo*+ecti&e counter% in t"e &er(
centre o# t"e *attle#ield ?a coin will do +ust #ine@. T"en eac"
la(er must set u anot"er o*+ecti&e 4Icms awa( #rom an( ot"er
o*+ecti&e. T"ere s"ould *e a total o# t"ree o*+ecti&es once t"e(
"a&e all *een set u.
&eploment2 2ame as 6asic Training ?see 1.1I.1@.
8ictor (onditions2 1ou cature t"e o*+ecti&e i# (ou "a&e a
unit wit"in 1Icms o# it in t"e end "ase and (our oonent does
not. To win t"e game (ou must cature two o*+ecti&es and "old
t"em *ot" #or one #ull game turn at t"e same time.
'pecial +ules2 2ame as Ad&anced Training ?see 1.1I.D@.
28
&E'I#N (4N(EPT
+ules <uestions
Tabletop wargaming is an imprecise science and can often generate rules
!uestions. The sheer number of $ariables thrown up by the rules, army
lists and $aried tabletop terrain pretty much guarantees that at some
point during any game you and your opponent will ha$e a discussion
about how e&actly to deal with a situation that has occurred, or you will
find that you play the game using slightly different methods or
con$entions.
.sually, you will be able to o$ercome these differences by simply chatting
about them with your opponent, but occasionally you will find that you
each feel a rule or situation should be interpreted in a diametrically
opposed way. "uch a situation can lead to a $ery heated debate that might
spoil your enKoyment of the game, and because of this, when these
situations occur try not to argue about the rules, and instead simply smile
and say ;/kay, let,s play it your wayF< Trust me, you,ll find that this
method of play is much more rela&ing and fun than bickering about
rules, and you may find that you actually prefer your opponent,s method
to your own. +t,s also the mature approach, which + think is rather
appropriate for a game like 'pic, which when all is said and done is
designed for e&perienced wargamers rather than e&perienced rules lawyers.
,3uff said, + hopeF
NetEA Tournament Pack 2013-08-07 2.0 2ecialist =nits 0 $eaons
9./ 'PE(IA)I'T 0NIT' I WEAP4N'
;We,re safe Gere Gobbit4. There,s no way da beakies can get to us at the top
of dis cliffL<
Last words of Gibli the Gretchin before being o$errun by "pace -arine
Assault troops from the "alamanders %hapter
T"e *attle#ields o# t"e 41st Billennium are "ome to a &ast arra(
o# e'traordinar( units and weaons. T"ese can range #rom
in#antr( units e8uied wit" +um acks t"at allow t"em to #l(
t"roug" t"e air! t"roug" to "ea&il( armoured &e"icles e8uied
wit" "uge macro-weaons so ower#ul t"e( make a mocker( o#
all *ut t"e &er( t"ickest armour. T"ese kinds o# units "a&e
secial a*ilities t"at o#ten *reak t"e core game rules in some wa(
P troos wit" +um acks can lea o&er imassa*le terrain! #or
e'amle! w"ile units "it *( macro-weaons do not get an armour
sa&e! and so on. T"ese rules are not articularl( comle' and (ou
can start using t"em more or less straig"t awa(. $e "a&e siml(
searated t"em o## "ere so t"at t"e( do not clutter u t"e core
game rules.
2ecialist a*ilities reresent uni8ue attri*utes #or a unit or
weaon. 6ecause o# t"is! a*ilities are not trans#era*le to ot"er
units or weaons in t"e same #ormation. .or e'amle!
Terminators are allowed to teleort onto t"e *attle#ield and t"is
a*ilit( is listed in t"eir ro#ile in t"e .orces section o# t"e
rule*ook. Lowe&er! an( ot"er non- Terminator units in t"e same
#ormation would not "a&e t"is a*ilit(.
2ometimes situations will occur w"ere some units "a&e a secial
a*ilit( and ot"ers do not! raising t"e 8uestion o# w"et"er t"e
a*ilit( ma( *e used. .or e'amle! some units in a #ormation ma(
*e a*le to #ire a *arrage t"at ignores co&er or "as t"e macro-
weaon e##ect! w"ile ot"er weaons taking art in t"e *arrage do
not. <# suc" a situation occurs in a *attle t"en (ou ma( onl( use
t"e a*ilit( i# all o# t"e units taking art can use it P so t"e
*arrage would onl( ignore co&er or count as a macro- weaon i#
all o# t"e units articiating in t"e *arrage "ad t"ese a*ilities.
.inall(! unless t"e rules seci#icall( state ot"erwise t"en an(
secial a*ilities can *e used *( units *elonging to a *roken
#ormation. T"us a sureme commander! #or e'amle! could still
use "is secial a*ilities e&en i# "e was *roken.
9.- 'PE(IA)I'T 0NIT'
::
2ome units "a&e secial a*ilities t"at allow t"em to O*uck t"e
rules% in some wa(. T"is is usuall( *ecause t"e units t"emsel&es
are unusual due to t"eir training! e8uiment or temerament.
An( secial a*ilities t"at al( to a unit will *e noted on its
datas"eet ?see 1.1.3@.
9.-.- (haracters
:;
7ertain units are noted as *eing characters. T"ese units reresent
imortant indi&iduals rat"er t"an grous o# soldiers or t"e crew
o# a &e"icle or war engine. 6ecause o# t"is t"e( are not
reresented *( a searate model on t"e ta*leto! and are instead
added to anot"er unit in t"e arm(. T"e unit t"e c"aracter is added
33 9.- 'pecialist 0nits
/, $"at "aens i# a unit "as t"e same secial a*ilit( more t"an onceQ
A, A unit ma( onl( "a&e one o# eac" secial a*ilit(. <# an a*ilit( is dulicated
?#or e'amle! a c"aracter wit" a secial a*ilit( is added to a unit t"at alread(
"as t"e secial a*ilit(@ treat t"e unit as i# t"e a*ilit( onl( occurs once.
/, 2ome a*ilities can al( to eit"er a unit or a weaon. Low does t"is work
w"en a unit is carr(ing a weaon wit" suc" an a*ilit(Q
A, $"ile t"e secial a*ilities are generall( categori5ed into E2ecialist =nitsG
and E2ecialist $eaonsG t"ere are some a*ilities t"at can al( to eit"er t"e
unit or to a seci#ic weaon. <# t"e secial a*ilit( aears in t"e weaon
descrition! it alies onl( to attacks *( t"at seci#ic weaon. <# t"e secial
a*ilit( aears in t"e ENotesG section o# t"e datas"eet! it s"ould *e alied
to all actions *( t"e unit. .or e'amle! i# an Assault $eaon is descri*ed as
.irst 2trike t"at a*ilit( onl( alies to 77 attacks #rom t"at weaon! w"ile a
unit descri*ed as .irst 2trike in t"e Notes would al( t"e a*ilit( to all
assault attacks P 77! .. and an( Ee'tra attacksG a*ilit( t"e unit mig"t "a&e.
/, 7an units in a Transort use t"eir secial a*ilities ?e.g. Crk No*5 in a
Transort use t"eir ;eader a*ilit( to remo&e 6last markersQ@
A, 1es. Additionall(! 7"aracters or units wit" 2ecial A*ilities in *roken
#ormations can also use t"eir a*ilities. T"e onl( time a 2ecial A*ilit( can not
*e used is w"en t"e unit or 7"aracter in 8uestion is o##*oard! eit"er in
-eser&e or in a 2acecra#t or Transort waiting to *e delo(ed.
/, <# a #ormation is o##*oard ?awaiting teleort! in a transort aircra#t! etc.@ can
an( secial a*ilities o# units in t"at #ormation *e usedQ
A, No. 2ecial a*ilities o# o##*oard units ma( not *e used.
A seci#ic e'cetion is made #or a*ilities used to a##ect t"e acti&ation o# t"e
#ormation t"e( are in. .or e'amle! an Eldar #ormation wit" a .arseer is "eld
o##*oard in reser&e and t"e Eldar la(er retains t"e initiati&e to acti&ate t"is
#ormation. E&en t"oug" t"e #ormation is o##*oard t"e Eldar la(er can use
t"e .arsig"t a*ilit( o# t"e .arseer in t"at #ormation to negate t"e enalt( #or
retaining t"e initiati&e. 2imilarl(! a 2ace Barine 2ureme 7ommander ma(
use t"e 2ureme 7ommander a*ilit( to re-roll t"e command c"eck to
acti&ate t"e #ormation t"e( are in i# it was o##*oard *ut could not *e used to
al( t"at same re-roll to a #ormation t"at was on*oard or to anot"er
o##*oard #ormation.
34 9.-.- (haracters
/, 9o all 7"aracters "a&e an <n&ulnera*le 2a&e! or onl( i# it is listed on its
statisticsQ
A, 7"aracters used to all "a&e an <n&ulnera*le 2a&e *ut t"at was remo&ed.
=nless t"ere is an entr( in t"e Notes #or t"at 7"aracter ugrade t"at sa(s it
"as an <n&ulnera*le 2a&e t"e( don%t get it as a result o# *eing a 7"aracter.
/, <# a 7"aracter "as an B$ attack does it modi#( t"e attack o# t"e unit it is
attac"ed to or does it add an attackQ
A, T"at deends on t"e weaon stat line #or t"e 7"aracter. Bost 7"aracter%s
weaon stat lines also include t"e E'tra Attack a*ilit(. T"is means t"at t"e
7"aracter%s attack is considered to *e its own weaon entr(. <t doesn%t
modi#( t"e unit%s e'isting weaons! it sulements t"em. 2o! #or e'amle! a
2ace Barine Terminator unit wit" a 7"aracter ugrade would "a&e t"ree
attacks ?assuming t"at it is in *ase-to-*ase wit" an enem( unit@. T"e
Terminators *ase attack! t"e B$ attack #rom t"e Terminator%s Power
$eaon and t"e B$ attack #rom t"e 7"aracter *ecause o# t"e E'tra Attack
a*ilit(.
/, $"en < urc"ase a 7"aracter ugrade does it relace one o# t"e units in a
#ormationQ 2o i# < *u( a 7"alain #or a 2ace Barine Tactical #ormation
does t"e 7"alain relace one o# t"e Barine Tactical unitsQ
2K
2.0 2ecialist =nits 0 $eaons NetEA Tournament Pack 2013-08-07
to recei&es an( weaons and a*ilities t"at t"e c"aracter "as noted
on t"eir datas"eet. .or e'amle! 2ace Barine 7"alains are
c"aracters t"at are armed wit" a Power $eaon ?assault weaon!
macro-weaon! e'tra attack ?M1@@! and "a&e t"e in$ulnerable sa$e
and inspiring a*ilities. An( unit t"e( are added to will count as
"a&ing all o# t"ese t"ings in addition to t"eir normal weaons
and a*ilities. Note t"at c"aracters can *e added to an( t(e o#
unit! including &e"icles and war engines.
T"e unit and t"e c"aracter must oerate toget"er t"roug"out t"e
entire *attle. T"e c"aracter can *e transorted in an( &e"icle
allowed to transort t"e unit t"at "e +oins! and does not take u
an e'tra sace. T"e c"aracter s"ould *e reresented *( a suita*le
model or command *anner t"at is added to t"e unit "e +oins.
7"aracters t"at are taken as an ugrade #or a #ormation must *e
added to a unit #rom t"e #ormation t"e( were taken as an
ugrade #or.
9.-.9 (ommanders
:?
2ome units and c"aracters are noted as *eing commanders.
7ommanders can order u to t"ree #ormations o# troos to
#ollow t"em w"en t"e( make an assault! as long as all t"e
#ormations "a&e at least one unit wit"in Icm o# a unit #rom t"e
commander%s #ormation.
Bake a single initiati&e roll #or all t"e #ormations! counting a -1
modi#ier i# an( "a&e 6last markers. <# t"e test is #ailed t"en t"e
commander%s #ormation recei&es a 6last marker and must take a
"old action! *ut t"e ot"er #ormations are una##ected ?and ma(
take an action later in t"e turn@.
<# t"e test is assed t"en all t"ree #ormations ma( take an engage
action. Treat t"e t"ree #ormations as i# t"e( were a single
#ormation #or all rules uroses #or t"e duration o# t"e assault.
A, No. T"e 7"alain ?or an( 7"aracter #or t"at matter@ is added to one o# t"e
units in t"e #ormation. T"e 7"aracter%s a*ilities are also added to t"e unit. 2o
in t"e case o# t"e 2ace Barine Tactical #ormation one o# t"e Barine units
"as t"e 7"alain added to it ?(ou s"ould use a secial stand o# Barines wit"
a 7"alain #igure on it to reresent t"is@ and t"at unit now "as t"e 7"alain%s
a*ilities ?<nsiring! <n&ulnera*le 2a&e! ;eader and t"e Power $eaon@.
3I 9.-.9 (ommanders
/, <n a 7om*ined Assault! t"e rules state t"at t"e #ormations in t"e Assault are
treated as a single #ormation #or t"e duration o# t"e Assault. <# t"e
com*ined #ormation wins t"e Assault! does t"is mean t"at eac" #ormation
takes 6Bs *ased on t"e total num*er o# kills to all #ormations or +ust t"e
kills in#licted on eac" indi&idual #ormationQ
A, Eac" #ormation would onl( take a num*er o# 6Bs e8ual to t"e num*er o#
kills in#licted on it. .or e'amle, An Eldar la(er initiates a com*ined
Assault wit" two Asect $ar"osts ?9ire A&engers and 2wooing Lawks@
and t"e A&atar. T"e Eldar la(er wins t"e Assault and t"e 9ire A&engers
$ar"ost "as two kills against it! t"e 2wooing Lawks "a&e one and t"e
A&atar "as taken no damage. T"e 9ire A&engers would take two 6Bs! t"e
2wooing Lawks would take one and t"e A&atar would take no 6Bs.
/, 7an a 7ommander gi&e Assault orders to se&eral #ormations e&en i# t"e
7ommander "imsel# isn%t in c"arge rangeQ
A, 1es. T"e 7ommander issues t"e orders #or t"e 7om*ined Assault *e#ore t"e
c"arge mo&e is made. <# "e issues t"e order success#ull( ?ie! asses t"e action
test@! t"en t"e 7ommander%s #ormation and t"e ot"er two are treated as one
large #ormation #or t"e Assault.
T"is would mean t"at neit"er t"e 7ommander nor an( units #rom "is
#ormation would need to get wit"in 1Icm o# t"e enem( so long as at least
one unit #rom t"e com*ined #ormation does so. Note t"at t"e 7ommander
and t"e units in "is #ormation would *e *ound *( t"e co"erenc( rules! so
would need to end t"e c"arge wit" at least one unit wit"in Icm o# one unit
#rom at least one o# t"e ot"er #ormations.
/, <# < "a&e #ormations wit" di##ering <nitiati&e &alues! w"ic" one do < use
w"en acti&ating t"em toget"er ?e.g. wit" a 7ommander@Q
A, =se t"e acti&ating #ormation ?i.e. t"e commander%s #ormation@
A 29D roll is used to resol&e a com*ined assault. <# t"e attackers
lose t"en eac" #ormation is *roken. <# t"e( win t"en eac"
#ormation recei&es a num*er o# 6last markers e8ual to t"e
casualties it su##ered in t"e com*at.
9.-.: 6earless
:A
2ome units are noted as *eing fearless. 2uc" units are eit"er
e'cetionall( *ra&e or so cra5ed t"at t"e( will ne&er run awa(
e&en w"en *roken ?t"oug" (ou can c"oose to "a&e t"em make a
wit"drawal mo&e i# (ou want t"em to@.
=nits t"at are .earless are immune to damage #rom losing an
assault ?*ot" t"e additional "its and *eing wied out i# alread(
*roken@ and #rom t"e damage in#licted *( 6last markers i#
*roken. $"en *roken or ot"erwise #orced to take a wit"drawal
mo&e! .earless units ma( c"oose not to wit"draw! and i# t"e unit
elects to wit"draw it will *e destro(ed onl( i# it ends its mo&e
wit"in Icm o# t"e enem( rat"er t"an 1Icm. .earless units t"at
remain stationar( do not take additional damage. Note t"at ot"er
units in t"e #ormation t"at are not #earless will *e a##ected
normall( *( additional "its #or 6last markers or losing an assault
or w"ate&er P +ust don%t allocate an( o# t"e "its to t"e units t"at
are immune! *ut "and t"em out as normal to units t"at are not.
.earless units still count as art o# a #ormation! and so will
sometimes *e Odragged along% as t"eir #ormation wit"draws e&en
t"oug" t"e( don%t "a&e to! siml( in order to sta( in #ormation
?see 1.2.1@. .inall(! note t"at not needing to wit"draw can mean
t"at #earless units can end an assault still in an enem( 5one o#
control! or e&en in *asePtoP*ase contact wit" t"e enem( ?see
1.7.3 #or details o# "ow to deal wit" situations w"ere units start
an action in an enem( 5one o# control@.
9.-.; Infiltrators
:C
2ome units are noted as *eing infiltrators. T"ese are allowed to
dou*le t"eir seed w"en t"e( make a c"arge mo&e ?and onl(
w"en t"e( c"arge:@! and t"e( can also ignore enem( 5ones o#
control #rom t"e #ormation t"e( are c"arging. T"ese two secial
a*ilities allow t"em to sneak ast enem( units w"en t"e( c"arge
in order to attack enem( units t"at are #urt"er *ack. Note t"at
t"e unit co"erenc( rules still al( to in#iltrators.
3D 9.-.: 6earless
/, <# a .earless unit "as remained in *ase-to-*ase wit" an enem( unit a#ter
losing an Assault! does t"at a##ect ot"er #ormations a*ilit( to #ire at t"e two
#ormationsQ
A, No! al( t"e normal rules.
/, T"is "aened in a game o# oursR m( assault marines de#eated ?*ut did not
kill@ an immo*ile T(ranid s(nase creature. T"e creature o*&iousl( can%t
lea&e! *ut are m( troos o*liged to lea&e *ase-to-*aseQ
A, T"ere is not"ing t"at #orces eit"er art( to lea&e Jo7 as a result o# t"e
assault. T"e( can siml( elect not to mo&e. T"e( would t"en *egin t"e ne't
action in Jo7 and #ollow t"e rules #or t"at er t"e *ook. Essentiall(! t"e(
would eit"er engage again or *e #orced to mo&e out o# Jo7.
<# t"e( do c"oose to mo&e! eit"er as a $it"drawal or 7onsolidation! t"e(
would t"en *e re8uired to mo&e out o# t"e Jo7 to t"e *est o# t"eir a*ilit(
as normal.
37 9.-.; Infiltrators
/, 9o <n#iltrators get dou*le mo&ement i# t"e( counter c"argeQ
A, No. T"e dou*le mo&ement is onl( w"en t"e <n#iltrator c"arges.
/, 7an <n#iltrators mo&e t"roug" enem( unitsQ T"is 8uestion occurred during
an assault. < ositioned m( units &er( close to eac" ot"er and t"ere was no
sace *etween t"em to lace an( attacking <n#iltrators or to mo&e t"em
*etween m( units.
A, <n#iltrators ?2.1.4@ gi&es e'cetion to 5ones o# control ?1.7.3@ *ut not mo&ing
o&er enem( units ?1.7.2 and 1.7.3@.
30
NetEA Tournament Pack 2013-08-07 2.0 2ecialist =nits 0 $eaons
9.-.? Inspiring
:E
2ome units or c"aracters are noted as *eing inspiring. Eac"
insiring unit in&ol&ed in an assault adds M1 to t"e result roll ?as
long as it sur&i&es t"e com*at o# course:@
9.-.A Invulnerable 'aves
:F
7ertain units or c"aracters recei&e a secial in$ulnerable sa$e. T"ese
units eit"er "a&e rotecti&e de&ices or suernatural &italit( t"at
will allow t"em to sur&i&e an attack t"at would kill anot"er
creature. To reresent t"is! units wit" an in&ulnera*le sa&e
recei&e a second sa&e o# DM i# t"e( #ail t"eir #irst sa&e #or an(
reason. T"e( ma( take t"is second sa&e against an( #orm o#
attack! e&en attacks t"at would normall( not allow a sa&e to *e
taken. No modi#iers e&er al( to t"e second sa&e.
9.-.C Kump Packs
2ome units are noted as "a&ing Kump packs. T"ese units are
e8uied wit" secial de&ices t"at allow t"em to #l( #or s"ort
distances! usuall( in a series o# long O"os%.
=nits e8uied wit" +um acks ma( ignore dangerous or
imassa*le terrain as t"e( mo&e ?t"e( +um o&er it@. T"e( ma(
not land on imassa*le terrain! and i# t"e( land in dangerous
terrain t"e( must take a dangerous terrain test. =nits e8uied
wit" +um acks ma( also mo&e o&er ot"er #riendl( units as t"e(
mo&e! *ut ma( not land on t"em. =nits wit" +um acks are
a##ected *( enem( units and 5ones o# control normall(! and
cannot +um o&er enem( #ormations.
9.-.E )eaders
;/
2ome units or c"aracters are noted as *eing leaders. A #ormation
t"at includes an( leaders ma( remo&e one e'tra 6last marker #or
eac" leader w"ene&er it regrous or success#ull( rallies.
9.-.F )ight 8ehicles
;-
Light $ehicles include an( unarmoured &e"icles w"ere t"e crew is
e'osed to enem( #ire! suc" as Crk *uggies and 2ace Barine
;and 2eeders. T"e onl( di##erence *etween lig"t &e"icles and
armoured &e"icles is t"at lig"t &e"icles can *e a##ected *( AP #ire
as well as AT #ireR in e##ect t"e( count as in#antr( targets against
AP #ire and armoured targets against AT #ire.
38 9.-.? Inspiring
/, <# an <nsiring unit sulies suorting #ire ?&ia rule 1.12.D@ to an assault! is
it Ein&ol&edG ?t"e term used in rule 2.1.I@ in t"e assaultQ
A, No. Cnl( t"e #ormations actuall( #ig"ting as attacker and de#ender are
considered directl( in&ol&ed.
3K 9.-.A Invulnerable 'aves
/, Are "ackdown "its a*le to *e sa&ed *( an <n&ulnera*le 2a&eQ
A, No.
/, 9oes 7ross#ire or t"e 2nier a*ilit( a##ect an <n&ulnera*le 2a&eQ
A, T"e <n&ulnera*le 2a&e is not modi#ied *( an( modi#iers or secial e##ects.
40 9.-.E )eaders
/, $"en (ou -all( ?1.14.1@ do (ou remo&e one 6last marker er unit wit" t"e
;eader a*ilit( or can (ou onl( remo&e one 6last marker in total regardless o#
t"e num*er o# units in t"e #ormation t"at "a&e t"e ;eader a*ilit(Q
A, 1ou can remo&e one 6last marker #or e&er( unit in t"e #ormation t"at "as
t"e ;eader a*ilit(.
41 9.-.F )ight 8ehicles
/, <n section 2.1.K it states ET"e onl( di##erence *etween lig"t &e"icles and
armoured &e"icles is t"at lig"t &e"icles can *e a##ected *( AP #ire as well as
AT #ireG. 9oes t"is mean t"at ;H units ro&ide co&er in t"e same #as"ion as
AH unitsQ
A, No. T"e onl( &e"icles t"at ro&ide co&er are $E and AH units as listed in
t"e Terrain Ta*le in section 1.8.4.
;ig"t &e"icles rel( on seed and agilit( to rotect t"em #rom
enem( #ire! and *ecause o# t"is t"eir sa&ing t"row is *ased on
t"ese #actors rat"er t"an t"e t"ickness o# an( armour t"e( ma(
carr(. T"is aside! t"eir sa&ing t"row works in e'actl( t"e same
manner as t"e sa&ing t"row o# an( ot"er unit! and will *e
ignored *( macro-weaons! can *e used against *arrages! and so
on.
9.-.-/ *ounted
2ome in#antr( units are noted as *eing mounted! and will eit"er
ride on *ikes or li&ing creatures suc" as "orses. Bounted units
count as &e"icles #or terrain e##ects! and as in#antr( units #or all
ot"er uroses.
9.-.-- +einforced Armour
;9
=nits wit" reinforced armour are rotected *( armour man( times
t"icker t"an t"at #ound on most armoured &e"icles and "a&e
e'tremel( ro*ust internal construction too. 6ecause o# t"is t"e(
still take t"eir sa&ing t"row w"en "it *( macro-weaons ?see
2.2.D@. <n addition! t"e( ma( re-roll a #ailed sa&e against an( non-
macro-weaon "it! including t"ose in#licted during an assault.
9.-.-9 'couts
;:
2ome units are noted as *eing scouts. T"ese units are trained to
oerate on t"eir own! scouting a"ead o# t"eir #ormation to seek
out t"e enem(. 2cout units onl( "a&e to remain wit"in 20cm o#
anot"er unit #rom t"eir #ormation! rat"er t"an Icm as would
normall( *e t"e case. <n addition! scouts are trained to sread
out so t"e( can co&er a wide area! and so "a&e a 10cm 5one o#
control. Note t"at t"ese a*ilities onl( al( to scout units and
cannot *e trans#erred to ot"er units in t"e same #ormation or
transort units carr(ing t"e scouts.
42 9.-.-- +einforced Armour
/, 9oes -ein#orced Armour allow me to reroll an <n&ulnera*le 2a&eQ
A, No.
/, 9oes -ein#orced Armour allow me to reroll a 7o&er 2a&eQ
A, 1es. Lowe&er! t"e reroll is made using t"e unit%s own Armour 2a&e &alue! not
t"e 7o&er 2a&e &alue.
43 9.-.-9 'couts
/, <t%s ossi*le to lace a 2cout unit +ust *e"ind anot"er #riendl( unit! so t"at
t"e 2couts 10cm JC7 co&ers t"e #riendl( unit too. <# t"is "aens! can <
c"arge t"e non-2cout unitQ T"e rules sa( < can%t enter a JC7 unless <%m
c"arging t"e unit it *elongs to.
A, 1ou are! o# course! allowed to c"arge t"e unit: <# an e'lanation is needed!
t"en let%s sa( t"at t"e rule #or mo&ing into *ase contact wit" t"e enem( takes
recedence o&er t"e rule #or not entering anot"er unit%s JC7. Lowe&er! an(
la(er w"o "as attemted to use t"is tactic to sto a c"arge s"ould "ang
t"eir "ead in s"ame:
/, 2"ould 2cout units count as *eing Ointermingled% i# a #riendl( unit is wit"in
10cm! rat"er t"an Icm as would normall( *e t"e caseQ
A, No.
/, Low does #ormation co"erenc( work i# t"ere are 2cout and non-2cout units
in t"e same #ormation.
A, T"e 2cout units ma( *e u to 20cm #rom t"e ot"er units in t"e #ormation!
*ut t"e non-2cout units must still remain wit"in Icm o# one ot"er unit.
.or e'amleS 2 U scout unit! T U transort! P U IcmR t"ese would *e an
acceta*le Ec"ainG #or uroses o# maintaining t"e #ormation,
2 P T P P P P 2 P T
2 P P P P T P T P P P P 2
31
2.0 2ecialist =nits 0 $eaons NetEA Tournament Pack 2013-08-07
9.-.-: 'kimmers
;;
2ome units are noted as *eing skimmers. T"ese units are e8uied
wit" de&ices t"at allow t"em to "o&er a s"ort distance a*o&e t"e
ground! so t"at t"e( can #l( o&er terrain t"at would slow ot"er
units down. Note t"at skimmers do not #ollow an( o# t"e rules
#or aircra#t in section 4.0.
2kimmers ma( ignore dangerous or imassa*le terrain as t"e(
mo&e. T"e( ma( not land on imassa*le terrain! and i# t"e( land
in dangerous terrain t"e( must take a dangerous terrain test.
2kimmers ma( also mo&e o&er ot"er #riendl( units as t"e( mo&e!
*ut ma( not land on t"em. Enem( units and 5ones o# control
a##ect skimmers normall(.
44 9.-.-: 'kimmers
)eneral 7ommentar(, T"e skimmer rules and .A/s "a&e *een addressed a
num*er o# times. Lowe&er! t"e( remain a source o# con#usion as eac"
iteration o# t"e rules "a&e "ad wording t"at! taken literall(! does note
accuratel( re#lect t"e intent. T"ere are two criteria #or +udging t"e intended
e##ects o# t"e skimmer rule,
1@ Poing u counts as mo&ement ?wit" t"e e'cetion o# going onto
C$@.
2@ 2kimmers w"ic" get t"e *ene#its o# *eing EinG t"e terrain are
re8uired to take terrain c"ecks.
.or V1! i# (ou can mo&e! (ou can o u. T"is includes mo&es t"at aren%t
actuall( during an action! like counterc"arges.
.or V2! t"is means t"at i# (ou are loading troos or claiming an( sort o#
co&er modi#ier (ou "a&e to enter t"e terrain and make aroriate terrain
c"ecks.
/, 7an a 2kimmer #ormationFunit do a o-u attack as art o# t"eir 2ustained
.ire actionQ
A, No. T"e unit ma( not mo&e and t"ere#ore ma( not o u.
/, $"at "aens i# < want to em*ark a 6ans"ee unit in ruins ?9angerous
Terrain@ in a $a&e 2erent ?2kimmer unit@ w"ic" *egins and ends its
mo&ement in normal terrain *ut em*arks t"e 6ans"ee in 9angerous
TerrainQ 2"ould < consider t"at t"e 2kimmer "as to sto in 9angerous
Terrain w"ile t"e 6ans"ees are em*arking and t"en roll a dice as er section
1.8.1 o# t"e rule*ookQ
A, A Transort 2kimmer will need to take a 9angerous Terrain test i# it
em*arks units t"at are in 9angerous Terrain.
/, 9oes a skimmer t"at starts a mo&e in a iece o# dangerous terrain *ut t"en
mo&es out and ends its mo&e in terrain t"at isn%t dangerous "a&e to take a
dangerous terrain testQ
A, 1es it does.
/, <# a 2kimmer uses its a*ilit( to #orce units in *ase-to-*ase contact wit" it to
use t"eir .. a*ilit( are t"e units considered to *e no longer in *ase-to-*ase
contactQ
A, No. T"e a*ilit( does not c"ange t"e status o# t"e units. 2o e&en i# t"e
2kimmer uses its .. &alue in t"e assault t"e 2kimmer and an( units t"at were
in *ase-to-*ase wit" it are still considered to *e in *ase-to-*ase.
/, <# during an Assault Bo&e during an Engage Action a 2kimmer mo&es into
*ase contact wit" an enem( 2kimmer! can t"e de#ending 2kimmer #orce
t"em to use t"eir .ire#ig"t &aluesQ
A, 1es. <# eit"er la(er c"ooses! *ot" skimmers use t"eir .. ?it can *e imagined
t"at t"e( enter a Eskimmer dog#ig"tG@.
/, 7an a 2kimmer w"ic" #ails its action and decides to #ire as art o# its Lold
Action o-u and #ireQ
A, No. T"e #ormation ma( not mo&e and t"ere#ore ma( not o u.
/, 7an a skimmer see #urt"er into woods t"an ot"er unitsQ
A, No! t"e limitation o# "a&ing line o# #ire t"roug" at most 10 cm o# wooded
terrain to a unit in t"e wood is unc"anged #or skimmers. T"e skimmer line
o# #ire rule is used to determine w"et"er a skimmer can see an enem( unit
on t"e ot"er side o# t"e wood.
/, 7an a skimmer o u to gain ;C2 during an assaultQ
A, 2kimmers directl( in&ol&ed in t"e assault can o u during c"arge and
counter c"arge mo&es *( t"eir #ormations! *ut a skimmer in a suorting
#ormation would not *e allowed to o u! since oing u is onl( allowed
A skimmer ma( declare t"at it is oing u at t"e start o# an(
action t"at it takes! including w"en t"e skimmer goes into
o&erwatc". A skimmer ma( not o u as art o# a sustained #ire
action or a mars"al action! *ut ma( o-u w"en it goes onto
o&erwatc". Poing u counts as mo&ement #or t"e uroses o#
triggering #iring *( enem( units on o&erwatc".
A skimmer t"at "as oed u! Oos down% at t"e conclusion o#
t"e action. 2kimmers on o&erwatc" do not o down until a#ter
t"e( make t"eir o&erwatc" attack. 2kimmers wit" a transort
caacit( ma( not em*ark or disem*ark units w"ile t"e( are
oed u! and i# t"e( are destro(ed w"ile t"e( are oed u
t"en an( units on *oard will *e destro(ed wit" no sa&e.
A skimmer t"at "as oed u is assumed to *e #l(ing "ig"
enoug" t"at near*( inter&ening terrain t"at is closer to t"e
skimmer t"an t"e target does not *lock t"e line o# #ire. To c"eck
i# t"e line o# #ire is *locked! siml( measure t"e distance
*etween t"e skimmer and t"e terrain! and t"en measure t"e
distance *etween t"e terrain and t"e target unit. <# t"e skimmer
is nearer to t"e inter&ening terrain t"en t"e line o# #ire is not
*locked. <# t"e skimmer is #urt"er #rom t"e terrain! t"en work
out t"e line o# #ire normall(. <# t"e distance is is e8ual! t"en *ot"
t"e skimmer and t"e target unit can #ire at eac" ot"er! *ut t"e(
*ot" count as *eing in co&er and t"e co&er to "it modi#ier will
al(.
2kimmers ma( alwa(s c"oose to use t"eir #ire#ig"t &alue in an
assault! e&en i# t"ere are enem( units in *ase contact wit" t"e
skimmer. <# t"e( do t"is t"en t"e enem( must use t"eir #ire#ig"t
&alue also. T"is reresents t"e skimmer li#ting o## t"e ground
out o# reac" o# enem( ground units.
9.-.-; 'niper
;?
2ome in#antr( units are noted as *eing snipers. -oll searatel(
w"en attacking wit" a snier unit. <# t"e( "it! t"e attacker can
c"oose w"ic" enem( unit is "it #rom t"ose wit"in range and in
t"e line o# #ire o# t"e snier unit. <n addition t"e target su##ers a
-1 sa&e modi#ier.
during mo&ement.
/, $"( can skimmers o-u w"en t"e( go on o&erwatc"! w"en (ou can%t
mo&e w"en (ou go on o&erwatc"Q
A, C&erwatc" is t"e onl( e'cetion to t"e Eo u wit" mo&ementG concet.
T"e rule seci#icall( states (ou ma( o u on o&erwatc". T"e designer%s
intent was to allow modern "elicoter-like o u attacks *( skimmers.
/, $"at "aens w"en a unit is in *ase-to-*ase wit" two enem( units, one
ground unit and one skimmerQ 7an t"e unit still #orced to #ire#ig"t *( t"e
skimmer! e&en t"oug" it%s in close com*at range o# anot"er targetQ
T"e skimmer ma( onl( #orce a unit to use its #ire#ig"t &alue w"en attacking
t"e skimmer itsel#. <# t"e attacking unit "as anot"er &ia*le target to use its
close com*at &alue against t"en it will use its close com*at attack as it is
#orced to engage t"e non-skimmer unit. T"e skimmer ma( still c"oose to use
its #ire#ig"t &alue as normal.
4I 9.-.-; 'niper
/, 7an t"e 2nier a*ilit( *e used in an assaultQ
A, =nless seci#icall( noted on t"e datas"eet ?#or e'amle! *( addition to a
small arms weaon@! 2nier a*ilit( does not al( to attacks in assaults.
/, T"e 2nier rule! 2.1.14! states t"at t"e la(er can allocate 2nier "its to an(
unit in range and ;C.. 9oes t"is mean t"at (ou can allocate 2nier "its to
units t"at "a&e alread( *een allocated a "itQ
A, 1es. T"e la(er wit" t"e 2nier s"ould *e allowed to allocate t"at "it #reel(!
*e#ore or a#ter t"e ot"er "its are allocated.
/, 9oes 7ross#ire or t"e 2nier a*ilit( a##ect an <n&ulnera*le 2a&eQ
A, T"e <n&ulnera*le 2a&e is not modi#ied *( an( modi#iers or secial e##ects.
32
NetEA Tournament Pack 2013-08-07 2.0 2ecialist =nits 0 $eaons
9.-.-? 'upreme (ommanders
;A
"upreme %ommanders reresent "ig"-le&el command units. T"e(
count as commanders and leaders ?see 2.1.2 and 2.1.8
resecti&el(@. <n addition! eac" sureme commander unit in t"e
arm( allows a la(er to re-roll one #ailed initiati&e test ?o# an(
t(e@ once er turn.
9.-.-A Thick +ear Armour
2ome armoured units are noted as "a&ing thick rear armour. T"ese
&e"icles "a&e e8uall( t"ick armour all round! and so ignore t"e -1
sa&e modi#ier w"en t"e( are caug"t in a cross#ire.
9.-.-C Teleport
;C
=nits wit" t"e teleport a*ilit( can aear suddenl( on t"e
*attle#ield! eit"er *ecause t"e( "a&e access to tec"nological or
arcane de&ices t"at allow t"em to *e instantaneousl( mo&ed
#rom one lace to anot"er! or *ecause t"e( are caa*le o# "iding
e'tremel( well and t"en suddenl( aear Oas i# #rom now"ere%.
.ormations w"ere all o# t"e units "a&e t"is a*ilit( ma( *e ket
o## t"e ta*le! and can aear at t"e start o# an( turn. 2iml(
lace t"e unit an(w"ere (ou like on t"e ta*le at t"e start o# an(
turn! *e#ore determining w"o wins t"e strateg( roll. T"e unit
must *e laced wit"in Icms o# anot"er unit #rom its own
#ormation i# t"ere are an( alread( in la(. 2o! #or e'amle! i# a
w"ole #ormation teleorted into la( t"en t"e #irst unit could *e
laced an(w"ere! *ut an( ot"er units would need to *e laced
wit"in Icms o# a unit t"at "ad alread( *een laced. All units
must *e laced outside enem( 5ones o# control. <# laced in
dangerous terrain t"en a dangerous terrain test must *e taken
w"en t"e unit is laced on t"e ta*le.
Teleorting is an in"erentl( dangerous *usiness! and doesn%t
alwa(s go as lanned. To reresent t"is roll a 9D #or eac" unit
t"at teleorts into la(. Cn a roll o# a 1 t"e #ormation t"at t"e
unit *elongs to recei&es a 6last marker. 2.1.18 $alkers 2ome
&e"icle units are noted as *eing walkers. T"e( are a*le to
negotiate dangerous terrain more easil( t"an ot"er &e"icles. To
reresent t"is t"e( ma( re-roll an( #ailed dangerous terrain tests.
4D 9.-.-? 'upreme (ommanders
/, 1ou state t"at each sureme commander in an arm( can W1J. T"at imlies
t"at t"ere can *e more t"an one! *ut t"ere is no ro&ision #or more t"an one
sureme commander in t"e arm( listsQ
A, T"e game rules and t"e arm( lists are two comletel( searate t"ings. T"e
core rules need to co&er games w"ere la(ers create t"eir own scenarios and
w"ere t"ere could *e two or more sureme commanders on t"e same side.
Cn t"e ot"er "and! t"e arm( lists are designed to create *alanced Oick-u%
games! and t"ere#ore limit access to some units to create e&en games.
/, <s it sa#e to sa(! as #ar as t"e E2ureme 7ommanderG a*ilit( is counted! t"at a
#ailed -all( roll is one o# t"e initiati&e rolls t"at are alica*leQ
A, 1es.
47 9.-.-C Teleport
/, 7an < teleort units in to a #ormation at a later oint in t"e gameQ .or
e'amle! i# < "a&e a detac"ment o# Terminators wit" a ;and raider ugrade
can < lace t"e ;and -aiders on t"e *oard and t"en teleort t"e Terminators
in at t"e start o# a later turnQ
A, No. T"e Eic rules do seci#icall( state t"at onl( #ormations w"ere all o# t"e
units can teleort ma( *e ket o##-ta*le.
/, 7an a unit wit" Teleort and 2cout teleort onto t"e *oard and set u wit"in
20cm #rom eac" ot"erQQ
A, No. T"e #ormation teleorting must *e laced wit"in Icm o# anot"er unit
+ust as Teleort sa(s. $"en t"e #ormation mo&es it can t"en mo&e out to
20cm awa( #rom units in t"e #ormation.
9.-.-E Walkers
2ome &e"icle units are noted as *eing walkers. T"e( are a*le to
negotiate dangerous terrain more easil( t"an ot"er &e"icles. To
reresent t"is t"e( ma( re-roll an( #ailed dangerous terrain tests.
'PE(IA) +0)E
+eGrolls
"ometimes the rules will allow you to re(roll a dice if you don,t like the
first score you rolled. 0e(rolls always apply to single dice rolls D if you
rolled more than one dice then the re(roll will only allow you to re(roll one
of them unless the rules specifically say otherwise. 3o dice may be re(
rolled more than once >you can,t re(roll a re( roll? and you must accept the
result of the second roll.
9.-.-F 'low and 'tead
2ome sacecra#t units are noted as *eing slow and steady. T"e(
ma( not *e used on t"e #irst two turns o# a *attle unless t"e
scenario seci#icall( sa(s ot"erwise.
9.-.9/ 'upport (raft
;E
2uort 7ra#t are muc" like a "(*rid *etween a 2kimmer and an
Aircra#t. T"e( remain "ig" u in t"e air! "o&ering o&er t"e
*attle#ield! #iring o&er inter&ening terrain w"en ossi*le. 2uort
7ra#t #unction identicall( to a 2kimmer unit t"at is alwa(s
Ooed u%. 2uort 7ra#t #ire and are #ired at normall( ?i.e.
anti- aircra#t a*ilit( is not re8uired@. <n an assault! 2uort 7ra#t
automaticall( #orce a #ire#ig"t in t"e same manner 2kimmers ma(
c"oose. <t is assumed t"at 2uort 7ra#t transorts or t"e troos
t"e( carr( are aroriatel( e8uied to em*ark and disem*ark
troos as normal.
9.-.9- 'elf Planetfall
;F
2el# Planet#all is lotted e'actl( as Planet#all in section 4.4 o# t"e
7ore rules. 6ot" t"e turn in w"ic" t"e #ormation arri&es and t"e
landing location is lotted. T"e onl( e'cetion is t"at! *ecause
t"ese units are muc" smaller t"an or*iting sacecra#t! t"e( ma(
*e lotted to arri&e in t"e same turn t"at an enem( sacecra#t is
resent. Cn t"e designated turn t"e 2el# Planet#alling unit is
acti&ated in t"e normal acti&ation se8uence! as wit" 2acecra#t.
Nominate t"e action #or t"e #ormation and roll to acti&ate. <# t"e
unit #ails to acti&ate its arri&al is dela(ed to t"e ne't #ollowing
48 9.-.9/ 'upport (raft
/, < t"oug"t suort cra#t could draw a line o# sig"t to an( unit on t"e *oard
like aircra#t. $"at c"angedQ
A, T"e rule c"anged. ;ike man( t"ings in Eic t"e rules are la(tested!
e&aluated! and occasionall( c"anged #or *alance and la( uroses. T"e
suort cra#t is now designed more closel( to t"e skimmer t"an to t"e
aircra#t.
/, Low do (ou determine "ow "ig" t"e unit is oed uQ
A, -emem*er t"at t"e unit is counted as Ooed u% #or line-o#-sig"t uroses
onl(. <t is an a*stract concet t"at allows suort cra#t to #ire o&er
inter&ening terrain as long as t"at terrain is closer to t"e suort cra#t t"an
to t"e target. <t also re&ents t"e suort cra#t #rom *eing unrealisticall(
targeted #rom *e"ind *uildings ?see 7ore -ules 2.1.13 and a&aila*le .A/s@.
/, .or transort uroses! w"at is t"e ma'imum distance a transorted unit can
disem*arkQ
A, Icm #or all unit t(es. 2uort cra#t are not aircra#t and do not *ene#it #rom
t"e skimmerF+umack 1Icm disem*ark rules.
4K 9.-.9- 'elf Planetfall
/, $"at is t"e di##erence *etween sel# lanet#all and #ree lanet#allQ
A, E##ecti&el( not"ing. T"e name was c"anged in order to more accuratel(
re#lect t"e secial a*ilit( and t"e rules re&iew done *( t"e NetE-7 ?Net-
Eic -ules 7ommittee@.
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2.0 2ecialist =nits 0 $eaons NetEA Tournament Pack 2013-08-07
turn. <# t"e acti&ation is success#ul! lace t"e #ormation at t"e
lotted landing 5one and determine scatter according to 7ore
-ules 4.4 as i# it were a normal Planet#all! including loaded units
disem*arking u to Icm. T"e #ormation%s action roceeds as
normal in all resects #rom t"at oint. <n ot"er words! t"e
#ormation gets t"e E#ree mo&eG #rom Planet#all lacement at t"e
*eginning o# its action *ut in all ot"er wa(s acti&ates as normal.
Note, T"e action is c"osen at acti&ation! *e#ore scatter is
determined. 7"oose t"e action care#ull( as a oor scatter role
could render some actions ine##ecti&e.
9.-.99 EJpendable
2ome units are seen *( t"eir allies as a*lati&e or +ust lain
disosa*le. T"is ma( *e *ecause t"e units are seci#icall( created
to sacri#ice t"emsel&es! *ecause t"e units are siml( not &alued!
or #or a num*er o# ot"er reasons.
A #ormation does not recei&e a 6last marker w"en a unit wit"
E'enda*le is destro(ed! t"is includes t"e e'tra 6last marker
#rom t"e #irst casualt( o# a cross#ire and #or units destro(ed #or
*eing out o# #ormation a#ter a mo&e.
<# an e'enda*le unit is "it *( a weaon wit" 9isrut it does not
in#lict a 6last marker. <# a #ormation is comrised comletel( o#
e'enda*le units t"en t"e( do not *ene#it #rom an( o# t"e rules
a*o&e.
E'enda*le units killed in an assault count #or t"e uroses o#
working out its result ?see EA 1.12.7@.
9.-.9: Tunnelers
.ormations w"ere all o# t"e units "a&e Tunneler ?or are
transorted in units t"at "a&e t"e a*ilit(@ ma( *e ket o## t"e
ta*le and can aear at t"e start o# t"e second turn or a#ter. 2et
u t"e units touc"ing t"eir own side%s ta*le edge *e#ore t"e *attle
starts at t"e same time t"at sacecra#t are setu ?see EA 4.3.1@.
An( units transorted in t"e tunneler s"ould *e laced to one
side at t"is time too.
2ecretl( write down t"e location w"ere t"e tunneler will sur#ace
at t"e same time and in t"e same manner t"at (ou record t"e
coordinates o# a dro 5one ?see EA 4.3.1@. 1ou must also
secretl( record w"en t"e tunneler will sur#ace. <# it is going to
sur#ace in (our "al# o# t"e ta*le it ma( arri&e #rom t"e second
turn onwards. <# it is going to sur#ace in t"e oosing "al# o#
t"e ta*le! it ma( arri&e #rom turn t"ree onwards.
2et u t"e tunneler at t"e start o# t"e stated turn! *e#ore lacing
units wit" teleort! at t"e location (ou wrote down. An( units
*eing transorted are allowed to disem*ark immediatel( uon
sur#acing. 2ur#acing does not count as mo&ement #or t"e
uroses o# triggering o&erwatc" #ire. 9isem*arking triggers
o&erwatc" #ire as normal.
<# t"e tunneler sur#aces on terrain t"at is imassa*le #or it! under
a #riendl( unit! or in an enem( 5one o# control t"en it is assumed
t"at on-*oard sensor e8uiment will di&ert it towards anot"er
entr( oint. T"e unit s"ould *e mo&ed *( t"e oosing la(er to
t"e nearest area w"ere it can sur#ace.
.ormations o# multile tunnelers need onl( record one location
w"ere t"e( will sur#ace. Place a unit at t"is location! or wit"in
Icm o# anot"er unit t"at "as alread( *een laced! so long as all
units are laced wit"in 1Icm o# t"e location and on t"e
aroriate "al# o# t"e ta*le.
Tunnelers! and an( units *eing transorted in t"em! ma( take an
action on t"e turn t"e( aear.
34
NetEA Tournament Pack 2013-08-07 2.0 2ecialist =nits 0 $eaons
9.9 'PE(IA)I'T WEAP4N'
2ome e'otic or ower#ul weaons "a&e secial a*ilities to
reresent t"eir uni8ue roerties. An( secial a*ilities t"at al(
to a weaon will *e noted in t"e line #or t"e weaon on a unit%s
datas"eet.
9.9.- AntiGaircraft Weapons
2ome o# t"e weaons used in Eic are used in dog#ig"ts or to
de#end against aircra#t. T"ese weaons are collecti&el( known as
anti-aircra#t weaons in t"e rules. Anti-aircra#t weaons "a&e an
OAA% #ireower &alue! in addition t"e( ma( also "a&e AP or AT
#ireower &alues. .or e'amle! t"e 2ace Barine Lunter "as a
.ireower &alue o# AT4MFAA4M. T"e rules #or carr(ing out AA
s"ooting are descri*ed in #ull in t"e rules #or Aerosace
Cerations ?see 4.0@.
9.9.9 &isrupt
?/
7ertain weaons are designed to disrut enem( #ormations as
muc" as kill enem( troos. To reresent t"is weaons noted as
"a&ing t"e disrut a*ilit( in#lict a 6last marker on an enem(
#ormation #or eac" "it t"e( in#lict instead o# #or eac" kill t"e(
in#lict. Note t"at t"e "its in#licted *( disrutor weaons are
sa&ed #or normall(. An( units t"at #ail t"eir sa&e are remo&ed as
casualties *ut do not cause a second 6last marker to *e laced
on t"e target #ormation.
9.9.: EJtra Attacks
2ome assault and close com*at weaons are noted as "a&ing
e&tra attacks >C&?. =nits armed wit" t"ese weaons recei&e a
num*er o# e'tra attacks e8ual to O'% during an assault. .or
e'amle! an assault weaon noted as "a&ing Oe'tra attacks ?M2@%
would allow t"e unit using it to make two e'tra close com*at
attacks in an assault. 2ometimes t"e entr( will seci#( a dice roll
rat"er t"an a #i'ed num*er. .or e'amle! a weaon t"at "ad
Oe'tra attacks ?93@% would attack 93 times eac" time it attacked.
E'tra attacks can al( to s"ooting attacks! close com*at attacks!
and #ire#ig"t attacks.
I0 9.9.9 &isrupt
/, <# an <merial )uard Artiller( 7o. contains 6asilisks and Banticores ?wit"
t"e 9isrut a*ilit(@ does a *arrage #ired #rom t"is #ormation use t"e 9isrut
rules since not all o# t"e units in it "a&e t"e 9isrut a*ilit(Q
A, 2ecial $eaon a*ilities are onl( used i# all t"e units #iring "a&e t"em. 2o i#
(ou wanted to use t"e 9isrut a*ilit( in t"is case (ou could onl( #ire wit" t"e
Banticores. A *arrage t"at used *ot" t(es o# units would not "a&e t"e
9isrut a*ilit(.
/, 9o "its stoed *( 2"ields still cause an additional 6B i# t"e weaon "ad
t"e 9isrut a*ilit(Q 2imilarl( do "its on )rot units *( 9isrut weaons
cause an additional 6BQ
A, 2"ields and )rots negate t"e 6B caused *( t"eir destruction. T"is means
t"at t"e( do negate t"e 6B in#licted *( 9isrut weaons. T"e same would
"old true #or an( unit or e##ect! suc" as 7"aos daemons! t"at re&ent a 6last
marker w"en a target is destro(ed.
/, 9o t"e e##ects o# t"e 9isrut a*ilit( al( to "its generated as a result o# a
Transort *eing destro(ed *( t"e 9isrut weaonQ 2o i# < destro( a -"ino
wit" a Nig"tsinner and it contained two Barine units do t"e otential "its
on t"e Barines count as "a&ing t"e 9isrut a*ilit(Q
A, No. T"e 9isrut a*ilit( does not al( to damage in#licted on transorted
units w"en t"eir Transort is destro(ed.
9.9.; 6irst 'trike
?-
$eaons wit" t"e #irst strike a*ilit( attack #irst in an assault.
-esol&e t"e attack and in#lict damage #or t"e weaon *e#ore an(
enem( units make t"eir attacks. T"is ma( result in some enem(
units *eing destro(ed *e#ore t"e( can attack. <# t"e a*ilit( is
noted #or a weaon wit" e'tra attacks ?see 2.2.3@ t"en onl( t"e
e'tra attacks gets t"e #irst strike a*ilit(R ot"erwise it will count #or
all close com*at attacks i# noted #or an assault weaon! or all
#ire#ig"t attacks i# noted #or small arms. <# oosing units *ot"
"a&e #irst strike weaons t"en all #irst strike attacks are resol&ed
simultaneousl( and t"eir results alied to *ot" sides *e#ore
ot"er attacks are resol&ed.
9.9.? Ignore (over
2ome weaons are noted as *eing a*le to ignore co&er. T"ese
weaons are designed to negate t"e e##ects o# co&er! eit"er *(
*lasting it aart or siml( *(assing it altoget"er. T"ese weaons
ignore co&er to "it modi#iers! and negate in#antr( co&er sa&es.
9.9.A *acroGWeapons
?9
2ome o# t"e weaons used in Eic are a*solutel( "uge. T"ese
weaons are collecti&el( known as macro(weapons in t"e rules.
Cnl( units wit" rein#orced armour or in&ulnera*le sa&es recei&e a
sa&ing t"row against "its #rom a macro-weaon ?see 2.1.D and
2.1.11@. An( ot"er t(e o# target t"at is "it does not get a sa&ing
t"row at all. T"e #ollowing rules e'lain in detail "ow t"is works!
*ut as long as (ou *ear in mind t"e rincile t"at macro-
weaons cancel sa&es t"en (ou won%t go too #ar wrong.
'hooting Attacks2 Bacro-weaons t"at can *e used #or
s"ooting attacks do not "a&e AP or AT #ireower &alues. <nstead
t"e( "a&e a Omacro-weaon% &alue ?a**re&iated to B$@. .or
e'amle! t"e &olcano cannon mounted on an <merial $arlord
Titan "as a #ire &alue o# B$ 2M. 1ou s"ould roll to "it normall(
w"en #iring a macro-weaon. Bacro-weaons can a##ect an( t(e
o# target! so t"e &olcano cannon mentioned a*o&e would "it an(
t(e o# target on a roll o# 2M. Cnl( units wit" rein#orced armour
or in&ulnera*le sa&es recei&e a sa&ing t"row against "its #rom a
macro-weaon ?see 2.1.D and 2.1.11@. An( ot"er t(e o# target
t"at is "it does not get a sa&ing t"row. 7o&er sa&es are also
negated! alt"oug" t"e -1 to "it modi#ier does al(. =nits on
*oard a transort &e"icle destro(ed *( a macro-weaon onl(
I1 9.9.; 6irst 'trike
/, Low does .irst 2trike al( to units wit" E'tra AttacksQ
A, 2ecial A*ilities t"at aear in t"e Notes section #or a weaon onl( al( to
t"at weaon! w"ile 2ecial A*ilities t"at aear in t"e Notes section #or t"e
unit ?t"e one at t"e *ottom o# t"e s"eet@ al( to all attacks t"e unit makes.
2o i# a $eaon "as E'tra Attacks ?M'@ and .irst 2trike t"en t"e .irst 2trike
a*ilit( alies onl( to t"e E'tra Attacks added *( t"at weaon. 6ut i# t"e
unit "as .irst 2trike in its Notes section t"en all attacks! including an( added
*( a seci#ic weaon! would *e .irst 2trike.
/, <# a unit "as a weaon t"at "as t"e .irst 2trike a*iliti( and is a 2mall Arms
weaon can it use t"e .irst 2trike a*ilit( i# it is ro&iding 2uorting .ire in
an AssaultQ
A, Tec"nicall(! (es. Lowe&er! as suort #ire does not occur until all t"e directl(
engaged unit attacks "a&e *een resol&ed! #irst strike #rom a suort unit will
ne&er actuall( re&ent a unit #rom attacking.
I2 9.9.A *acroGWeapons
/, <# a unit ?wit" an B$ attack@ in an Assault is killed *( a "it generated *( an
.. or 77 attack *e#ore its B$ "its are allocated are t"ose B$ "its
discardedQ
A, No. All attacks in assault are simultaneous. E&en t"oug" t"e B$ attack is
allocated in a searate EroundG o# allocation! t"e "it was caused rior to t"e
destruction o# t"e unit.
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2.0 2ecialist =nits 0 $eaons NetEA Tournament Pack 2013-08-07
recei&e a sa&e i# t"e( would "a&e one were t"e( "it *( t"e macro-
weaon directl(.
3arrages2 $ork out t"e macro-weaon%s *arrage normall(!
e'cet t"at an( units "it do not recei&e a sa&ing t"row unless
t"e( "a&e rein#orced armour or an in&ulnera*le sa&e.
Assaults2 <n an assault! some small arms and assault weaons
t"at are allowed e'tra attacks can "a&e t"e macro-weaon a*ilit(
as well. <n t"is case t"e macro- weaon a*ilit( only alies to t"e
e'tra attacks.
Allocating @its2 <# an attacking #ormation scores "its *ot" wit"
normal weaons and weaons wit" t"e macro- weaon a*ilit(!
t"en t"e oosing la(er must allocate and make an( sa&es #or
t"e normal "its #irst! and t"en allocate and make an( sa&es #or
t"e macro-weaon "its. Lits #rom macro-weaons can onl( *e
alied to units t"at are in a osition to *e "it *( a macro-
weaon.
9.9.C 'ingle 'hot
?:
2ome weaons are noted as *eing single shot. T"ese weaons ma(
*e used once er *attle and ma( not t"en *e #ired again. 1ou
ma( want to record w"ic" single s"ot weaons "a&e *een #ired
on a iece o# scra aer.
9.9.E 'low 6iring
?;
2ome weaons are noted as *eing slow firing. T"ese weaons
must take one turn to reload a#ter t"e( "a&e #ired. T"is means
t"at i# t"e( #ire on one turn t"e( ma( not #ire during t"e ne't.
$e "a&e #ound t"at t"e *est wa( o# remem*ering t"is is siml(
to turn t"e unit around to #ace awa( #rom t"e enem( w"en it
#ires! and t"en turn it *ack again w"en t"e #ormation is acti&ated
again ne't turn! *ut (ou can use an( met"od (ou re#er.
9.9.F Titan ,illers
??
2ome weaons are noted as *eing Titan 2illers. Enem( units "it
*( suc" weaons ma( not take a co&er or armour sa&e! e&en i#
t"e( "a&e rein#orced armour. <n addition! #urt"er secial rules
al( i# t"e target unit is a war engine ?see 3.0@. <n all ot"er wa(s!
Titan killers are treated as macro-weaons.
I3 9.9.C 'ingle 'hot
/, 9o 2ingle 2"ot weaons t"at "a&e #ired count #or 2uression urosesQ
A, T"e( can count #or 2uression. All (ou need is to *e in range and "a&e an
;o.. Actuall( *eing a*le to s"oot is not a re8uirement.
I4 9.9.E 'low 6iring
/, Are 2low-#iring units t"at #ired in t"e re&ious turn eligi*le #or 2uression
e&en i# t"e( are una*le to #ire t"is turnQ
A, 1es.
/, <# a 2low .iring unit o# artiller( attemts a 2ustained .ire and t"en disco&ers
t"at it is! in #act! out o# range does it count as "a&ing #ired t"at turnQ
A, No. No #iring is considered to "a&e taken lace.
/, 7an (ou decide to #ire a single s"ot #rom a $ar"ound Titan%s 6lastgun eac"
turn or must (ou wait a turn #or Erec"argingG i# (ou #ire +ust a single s"ot
#rom itQ
A, 1ou can #ire one e&er( turn i# (ou wis".
II 9.9.F Titan ,illers
/, Low do <n&ulnera*le 2a&es a##ect Titan >iller weaonsQ 9o (ou sa&e once
or #or eac" "itQ
A, According to 2.2.K and 3.2.I Titan >iller "its t"at otentiall( do multile
oints o# damage onl( roll #or multile "its against $ar Engines. Against a
normal unit! t"at means t"ere is onl( one T> "it to sa&e against and a single
<n&ulnera*le sa&ing t"row would t"ere#ore rotect t"e unit. .or a $ar
Engine! eac" oint o# damage is sa&ed against as i# it were a searate "it.
9.9.-/ Indirect 6ire
?A
2ome weaons t"at can #ire *arrages are noted as "a&ing t"e
indirect fire a*ilit(. =nits armed wit" indirect #ire weaons are
allowed to #ire indirectl( i# t"eir #ormation takes a sustained #ire
action. =nits *elonging to a #ormation t"at #ails t"e action test
ma( s"oot normall( as art o# t"eir "old action! *ut ma( not #ire
indirectl(. =nits #iring an indirect *arrage recei&e t"e M1 modi#ier
#or taking a sustained #ire action. <n addition! no line o# #ire is
re8uired #or an indirect *arrage! as it is assumed t"at t"e *arrage
is #ired "ig" in t"e air so t"at t"e s"ots rain down on t"e target
and ignore an( inter&ening terrain. 7o-ordinates #or t"e *arrage
are ro&ided *( Osotters% t"at are eit"er in ot"er #riendl(
#ormations t"at do "a&e a line o# #ire! or #rom or*iting s(
satellites or lanes. .inall(! t"e "ig" tra+ector( used *( weaons
#iring indirectl( greatl( increases t"eir range! *ut means t"e(
cannot #ire at targets t"at are too close *(. To reresent t"is!
weaons #iring indirectl( dou*le t"eir range! *ut "a&e a minimum
range o# 30cms.
ID 9.9.-/ Indirect 6ire
/, 2.2.10 allows a #ormation comrising entirel( o# units wit" Eindirect #ireG to
sustain #ire ?gaining M1@ at a target *e"ind a "ill *ecause it does not need
;ine o# .ire. Lowe&er! does t"e target also *ene#it #rom 1.8.2 co&er to "it
modi#ier ?-1@ *( *eing *e"ind t"e "ill as Et"e inter&ening terrain artiall(
o*scures t"e target #rom &iewG t"us negating t"e sustain #ire *onusQ
A, .rom 2.2.10! indirect #ire Eignores an( inter&ening terrainG w"ic" means t"at
inter&ening terrain doesn%t ro&ide an( *ene#its - t"e "ill would not ro&ide
co&er. T"e( would "owe&er get co&er modi#iersFsa&es i# t"e( were in co&er!
suc" as a wood.
3D
NetEA Tournament Pack 2013-08-07 2.0 2ecialist =nits 0 $eaons
9.: 'PE(IA)I'T T+AININ# '(ENA+I4'
;Why, if it isn,t Brother -arius. The inKuries from the last training
e&ercise ha$e healed well + see. And that new bionic eye should pro$e most
useful for this ne&t e&ercise. Tell me, how many hours ha$e you had on
Land "peeders up to nowM<
Peteran "ergeant 2esser
T"ere are a "uge num*er o# secialist units and weaons
co&ered *( t"e Eic rules! #ar too man( to *e co&ered in a single
training scenario. Lowe&er! t"e #ollowing &ariant o# t"e
7om*ined Arms training scenario can gi&e (ou a taste o# w"at
e##ect secialist units can "a&e on t"e game. <n order to la( t"e
scenario (ou will need access to t"e models (ou used #or t"e
7om*ined Arms scenario! lus models #or t"e units s"own on
t"e datas"eet section *elow.
Note2 T"e datas"eets #or t"is scenario are in section I.0.
9.:.- 'pecialist Training 'cenario
2ace Barines are organised into comanies led *( "ugel(
e'erienced and resected commanders! and *acked u wit"
"ea&il( armoured ;and -aiders and "ig"l( agile ;and 2eeders.
T"ese secialised units allow a #orce to *e tailored to carr( out
an( mission t"e coman( ma( *e called uon to undertake.
6orce Alpha2 Two #ormations eac" wit" si' 2ace Barine
Tactical units and t"ree -"inos! lus one #ormation o# #our ;and
-aiders and one #ormation o# #i&e ;and 2eeders. Cne Tactical
#ormation ma( include a 2ace Barine 7ommander and t"e
ot"er ma( include a 2ace Barine 9readnoug"t. T"e #orce "as a
strateg( rating o# I and all #ormations "a&e an initiati&e &alue o#
1M.
6orce 3eta2 Two #ormations eac" wit" si' 2ace Barine Tactical
units and t"ree -"inos! lus one #ormation o# #our ;and -aiders
and one #ormation o# #i&e ;and 2eeders. Cne Tactical
#ormation ma( include a 2ace Barine 7ommander and t"e
ot"er ma( include a 2ace Barine 9readnoug"t. T"e #orce "as a
strateg( rating o# I and all #ormations "a&e an initiati&e &alue o#
1M.
#aming Area2 2et u a la(ing area aro'imatel( K0-120cm
s8uare. 2et u an( scener( (ou "a&e in a mutuall( agreea*le
manner. 1ou can set u as muc" or as little scener( as (ou like!
*ut tr( to make sure t"at (ou "a&e at least a coule o# "ills and
eit"er a *uilt-u area or some woods #or t"e troos to "ide
*e"ind or take co&er in. Place an Oo*+ecti&e counter% in t"e &er(
centre o# t"e *attle#ield ?a coin will do +ust #ine@. T"en eac"
la(er must set u anot"er o*+ecti&e 4Icms awa( #rom an( ot"er
o*+ecti&e. T"ere s"ould *e a total o# t"ree o*+ecti&es once t"e(
"a&e all *een set u.
&eploment2 <# one la(er sets u t"e scener( t"en "is
oonent can c"oose w"ic" ta*le edge to delo( on. <# (ou set
u t"e scener( toget"er t"en dice to see w"o gets t"e c"oice o#
edge. T"e ot"er la(er sets u on t"e oosite ta*le edge. 1ou
must delo( all o# (our units wit"in 1Icms o# (our ta*le edge.
'pecial +ules2 All 2ace Barine units ma( use t"e They "hall
2now 3o Fear secial rule ?I.1.1@.
8ictor (onditions2 1ou cature t"e o*+ecti&e i# (ou "a&e a
unit wit"in 1Icms o# it in t"e end "ase and (our oonent does
not. To win t"e game (ou must cature two o*+ecti&es and "old
t"em *ot" #or one #ull game turn.
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NetEA Tournament Pack 2013-08-07 3.0 $ar Engines
:./ WA+ EN#INE'
;)ow much like a god he is, that ancient machine, primal of all his kindF
)is mighty fists, massi$e like two towers of destruction, laden with the
doom of mankind,s bitter foes. )e watches o$er us now as battle Koins, and
in his shadow we shall ad$ance upon our enemies and defeat them.<
T"e *attle#ields o# t"e 41st Billennium are "ome to some
awesomel( large &e"icles! man( o# w"ic" tower "ig" a*o&e t"e
*attle#ield and carr( weaons *atteries o# terri#(ing otenc(.
Bost #amous o# all o# t"ese are t"e Titans created *( t"e
Adetus Bec"anicus o# t"e <merium! *ut t"ere are man(
ot"ers including t"e )argants #ielded *( Crk armies and t"e
li&ing *io-Titans #ielded *( t"e T(ranids. All o# t"ese creations
are re#erred to as war engines in t"e Eic rules.
$ar engines include all &er( large mac"ines! suc" as Crk
)argants! <merial Titans! <merial )uard 6ane*lades and 2ace
Barine T"under"awk )uns"is. 6ecause o# t"eir "uge si5e and
awesome toug"ness! war engines are &er( di##erent to ot"er units!
and *ecause o# t"is man( o# t"e core game rules are modi#ied
w"en it comes to war engines.
T"at said! t"e main di##erence *etween a war engine and a
normal &e"icle is t"at t"e war engine "as a damage capacity
?a**re&iated 97@ t"at s"ows "ow man( Okills% t"e war engine can
a*sor* *e#ore it is destro(ed. .or e'amle! a $arlord Titan "as a
97 o# 8! and it t"ere#ore takes eig"t Okills% to destro( it. .or most
rules uroses! a war engine counts as *eing Owort"% a num*er o#
units e8ual to its starting damage caacit(! so a war engine%s
starting damage caacit( is also used to work out "ow man( dice
it rolls in an assault! "ow eas( it is to in and so on. T"is and all
o# t"e ot"er modi#ications to t"e core game rules are descri*ed
in detail as #ollows.
:.- WA+ EN#INE *48E*ENT
$ar engines #ollow t"e same mo&ement rules as an( ot"er unit.
$ar engines t"at #ail a dangerous terrain test su##er a "it ?see t"e
damage rules *elow@.
:.-.- War Engine 6ormations
?C
$ar engines are so large t"e( usuall( oerate as single units.
Alt"oug" onl( one unit! t"e war engine is still a searate
#ormation! and all o# t"e rules t"at al( to #ormations al( to
it also.
2ome smaller war engines like 6ane*lades oerate in #ormations
o# more t"an one unit. $ar engines count as *eing wit"in
#ormation co"erenc( distance i# t"e( are wit"in a distance e8ual
to t"eir starting damage caacit( ' Icm o# anot"er unit #rom t"e
#ormation. .or e'amle! a 6ande*lade "as a starting damage
caacit( o# 3! and so will *e in #ormation as long as it is wit"in
?3XI@ U 1Icm o# anot"er unit.
:.-.9 War Engine Dones 4f (ontrol
$ar engines "a&e a 5one o# control like an( ot"er unit. <n an
assault t"e( onl( lose t"eir 5one o# control once t"e( "a&e *een
c"arged *( a num*er o# units e8ual to t"eir starting damage
caacit(.
:.-.: Transport
?E
$ar Engines 2ome war engines are caa*le o# transorting ot"er
units. T"ese war engines are an e'cetion to t"e rule t"at
transort &e"icles ma( onl( carr( units #rom t"eir own
#ormation. <nstead a war engine transort &e"icle can carr( units
I7 :.-.- War Engine 6ormations
/, Now! t"e simle 8uestion, <# a #ormation consists o# a $E wit" starting 97
OA% and a Non-$E unit w"at is t"e roer distance to remain in co"erenc(Q
A, T"e $E can *e 97'Icm awa( #rom ot"er units to remain in co"erenc(. T"e
in#antr( "as to remain wit"in Icm o# anot"er unit. 2o a *attle#ortress can *e
u to 1Icm awa( #rom an Crk *o(5 stand as long as t"at stand is wit"in Icm
o# anot"er unit in t"e same #ormation ?ot"erwise t"e *o(5 would *e out o#
co"erenc( *ut t"e #ortress wouldn%t@.
.or e'amleS C U ork stand! 6. U 6attle #ortress! - U Icm
C-C---6.---6.-C-C-C---6.-C would *e an acceta*le Ec"ainG.
/, <# war engines are included in a #ormation wit" normal units! #or e'amle a
6attle .ortress! is it allowed to *e u-to 1Icms ?I' 2tarting damage@ #rom
t"e rest o# its #ormationQ <# it is allowed to *e so is it also allowed to *e
carr(ing troos at t"is distanceQ
A, 1es to *ot" 8uestions.
I8 :.-.: Transport
/, 7an a $ar Engine Transort carr( more t"an one #ormationQ
A, 1es! as long as all t"e units o# eac" #ormation can *e #ull( contained wit"in
t"e we transort.
.or e'amle, a 2ace Barine T"under"awk can carr( eig"t units. T"at
means t"at it could carr( two searate Assault #ormations ?#our units eac"
#or a total o# eig"t units@ *ut (ou couldn%t slit #ormations across multile
$E transorts.
/, 7an a #ormation o# $ar Engines wit" Transort caa*ilit( slit a #ormation
o# troos amongst eac" $EQ
A, No. 2ection 3.1.3 o# t"e rules is 8uite e'licit a*out t"isR a $ar Engine
Transort &e"icle can carr( units #rom anot"er #ormation! as long as t"e
entire #ormation can #it inside t"e $ar Engine. 2o t"e #ormation *eing
carried *( a single $E "as to *e a*le to *e #ull( contained in t"at $E. <# a
single $E #rom a #ormation o# multile $Es cannot #it t"e entire #ormation
?*eing transorted@ wit"in its Transort caacit( t"en (ou can not sread t"e
e'cess units #rom t"e #ormation to anot"er $E.
/, Are troos traed inside a $E Transort i# it is in *ase-to-*ase contact
wit" two enem( unitsQ
A, Troos are traed inside a $ar Engine Transort i# it is contacted *( two
or more enem( units er oint o# starting 9amage 7aacit(.
3K
3.0 $ar Engines NetEA Tournament Pack 2013-08-07
#rom anot"er #ormation! as long as t"e entire #ormation can #it
inside t"e war engine! and as long as t"e entire #ormation mounts
u as art o# t"e same mo&e. Note t"at a war engine ma( carr(
ot"er units #rom its own #ormation using t"e normal rules ?see
1.7.I@.
.or a #ormation to mount u in t"is wa( t"e units t"at are
getting on *oard must *e a*le to mo&e into *ase contact wit" t"e
war engine during t"eir action. T"e war engine is allowed to "a&e
taken an action *e#ore t"e ot"er #ormation mounts u! *ut ma(
not take an action a#ter t"e( "a&e done so. $"ile *eing
transorted t"e units ma( not s"oot or carr( out an( ot"er
actions e'cet to rall( in t"e end "ase ?see 1.14.1@.
Cnce t"e units *eing transorted "a&e mounted u! t"e war
engine can mo&e o## wit" t"em inside as art o# one o# its own
actions in a su*se8uent turn. <t can dismount t"e transorted
units at t"e end o# a mo&e in t"e same wa( as a normal transort
&e"icle ?i.e.! t"e units are laced wit"in Icms o# t"e transort at
t"e end o# a mo&e@.
.ormations t"at dismount in t"is wa( ma( not take an action in
t"e turn t"e( dismount! *ut are allowed to eit"er s"oot or #ig"t
in an assault i# t"e war engine t"at was transorting it is a*le to
s"oot or assault. <n *ot" cases! t"e war engine and t"e
transorted units are treated as a single #ormation until t"e
s"ooting attack or assault "as *een resol&ed. T"e war engine and
t"e #ormation t"at disem*arked are treated as *eing searate
#ormations once t"e war engine "as comletel( resol&ed its
action.
.or e'amle! a war engine could take a dou*le action and
disem*ark an( troos it was carr(ing at t"e end o# its mo&e. T"e
war engine and t"e disem*arked units could t"en s"oot toget"er
at a target #ormation! *ut all s"ooting would su##er t"e -1
modi#ier #or s"ooting w"ile taking a dou*le action. Alternati&el(
a war engine could take an engage action and dismount an(
transorted units at t"e end o# its c"arge mo&e. <t and t"e
disem*arking units would *e treated as a single #ormation #or t"e
uroses o# resol&ing t"e assault! as i# t"e( were making a
com*ined assault ?see 2.1.2! aragra" 3@.
:.9 WA+ EN#INE '@44TIN#
?F
T"e #ollowing secial rules al( w"en s"ooting eit"er at or wit"
war engines. <n general! war engines are treated in t"e same
manner as armoured &e"icle targets ?i.e.! an( "it t"at would a##ect
an armoured &e"icle can a##ect a war engine@. An( e'cetions to
t"is are noted *elow.
:.9.- Allocating @its To War Engines
A/
Normall(! (ou ma( onl( allocate one "it to a unit in a #ormation
until all units in t"e #ormation "a&e *een allocated one "it eac".
T"is doesn%t al( to war engines. <nstead! t"e de#ender allocates
a num*er o# "its e8ual to t"e war engine%s starting damage
caacit( *e#ore "e allocates an( "its to ot"er units.
IK :.9 War Engine 'hooting
.or Hoid 2"ield 8uestions! see I.4.1.
/, <s it onl( Titan >iller and Bacro $eaon attacks t"at can "urt a TitanQ
A, Titans and ot"er $ar Engines ma( *e a##ected *( AT attacks. B$ and T>
weaons are +ust more e##ecti&e against t"e massi&e armours o# most Titans
and $ar Engines.
D0 :.9.- Allocating @its to War Engines
/, $"en lacing a *arrage temlate on a #ormation t"at contains $ar Engine?s@
and ot"er units does t"e $ar Engine count as a single unit or do (ou count
its starting 97 w"en determining i# (ou "a&e t"e most units under a
temlate as er 1.K.8Q .or e'amle, a #ormation wit" a 6ane*lade ?97 3@
and 10 <merial )uard <n#antr( in it is attacked *( a *arrage t"at "as a single
temlate. <# t"e temlate is laced o&er t"e 6ane*lade does it count as one
unit or t"ree units ?#rom its starting 97 o# 3@Q
A, T"e $E s"ould count it%s starting 97 w"en working out w"ere to lace
*arrage temlates. 2o in t"e e'amle t"e 6ane*lade would count as t"ree
EunitsG to determine t"e lacement o# t"e *arrage temlate
/, 9oes a war engine t"at is under two or more temlates #rom t"e same
*arrage su##er "its #rom eac" temlateQ .or e'amle! i# it were under t"e
centre o# one temlate and artiall( co&ered *( a second! would it take "its
e8ual to "al# its 97! or "al# its 97M1Q
A, <t%s onl( a##ected *( one o# t"e temlates. 6( t"e same token! a normal unit
t"at "aens to *e artiall( co&ered *( two temlates ?ie! "al# o# t"e unit
under one temlate and t"e ot"er "al# under a second temlate@ will onl( *e
attacked once.
/, 9oes a 2LT 7oman( ?$E@ *lock ;C2F;C. o# a Titan t"at is *e"ind
t"em and Hice-HersaQ According to t"e -ules t"ere is onl( mentioned t"at
t"e( *lock ;C2 and #urt"er re#ereing to 2ection 3.0 $ar Engines. 6ut <
didn%t #ind an(t"ing comara*le! so < decided t"e( *lock! alt"oug" it seems
not logic t"at a Titan can%t see o&er a 2LT.
A, 2ince $ar Engines *lock line o# sig"t t"e( do so like an( ot"er terrain.
E$eaons "ig"er u can o#ten see o&er an( terrain t"at is lower down.G 2o a
$arlord%s weaons would likel( see o&er a *ane*lade! unless t"e enem( is
rig"t *e"ind it. T"e *est wa( to see is siml( to get a Emodel%s-e(e-&iewG
#rom eac" weaon to determine ;C..
/, <%&e la(ed a game wit" 6attle#ortress and Crk $ar*and making u a
#ormation. <n t"e game t"ere was a 6attle#ortress and 10 in#antr(. < ended u
in two engages during t"e *attle wit" t"e mo*. 2o m( 8uestion is. Low do <
gi&e out t"e "itsQ
A, 1ou allocate as normal! closest to #art"est. $"en t"e allocation se8uence
reac"es a $E it is allocated a num*er o# "its e8ual to its 97! t"en (ou mo&e
to t"e ne't unit to *e allocated.
/, <n t"e case o# a #ormation consisting o# two $ar"ounds ?#or e'amle@ must
(ou slit (our OL<T2% *etween t"e two o# t"emQ ?once t"e 97 o# one "as
*een reac"ed@Q
A, 1es (ou would. .or e'amle! i# a $ar"ound #ormation took #i&e "its! t"e
#irst t"ree would *e allocated to t"e nearer mac"ine! t"e second two to t"e
#urt"er mac"ine.
/, $"at o# a #ormation! suc" as an Crk war*and! w"ic" includes se&eral 6attle
.ortressesQ
A, T"e same would al(R w"en (ou got to a 6attle .ortress (ou would allocate
a num*er o# "its e8ual to its 97 *e#ore mo&ing on to t"e ne't unit in t"e
#ormation.
40
NetEA Tournament Pack 2013-08-07 3.0 $ar Engines
<# a #ormation includes *ot" war engines and non-war engine
units t"en an attacker must state w"et"er an( attacks "e makes
on t"e #ormation will *e directed at t"e war engines or t"e ot"er
units in t"e #ormation. Attacks directed at t"e war engines can
onl( *e allocated against war engines i# t"e( "it! w"ile attacks
directed at ot"er units ma( not *e allocated to t"e war engines in
t"e #ormation.
2ecial rules al( to war engines t"at are attacked *( weaons
t"at use temlates ?see 1.K.8@. Normall( t"ese weaons attack
eac" unit t"at #alls under t"e temlate once eac". Lowe&er! due
to its "uge si5e i# a war engine lies directl( under t"e centre o# a
temlate! t"en it is su*+ected to a num*er o# attacks e8ual to "al#
its starting damage caacit(! rounding #ractions u. .or e'amle!
a 6ane*lade ?973@ caug"t under t"e centre o# a temlate would
*e attacked twice. 1ou ma( wis" to make sure t"at (our *arrage
temlates "a&e a small "ole in t"e centre so t"at (ou can see i# a
war engine su##ers t"e #ull e##ect o# t"e *om*ardment or is onl(
attacked once.
:.9.9 War Engine &amage (apacit
=nlike normal &e"icles! war engines are a*le to a*sor* more t"an
one "it *e#ore t"e( are destro(ed. T"e num*er o# "its a war
engine can take is s"own *( its damage caacit(. Eac" "it t"at is
not sa&ed will reduce t"e war engine%s damage caacit( *( 1
oint! and t"e war engine is onl( destro(ed once its damage
caacit( is reduced to 0. Place one 6last marker on t"e war
engine%s #ormation #or eac" oint o# damage t"at it su##ers.
/, A #ormation o# two $ar"ounds Titans is "it *( two T> "its *ot" o# w"ic"
do 9D Tk 9amage. 6ot" o# t"em "it do t"e(R
1@ 6ot" "it t"e #irst $ar"ound ?as it is 973@ and t"en roll 2dD damage.
or
2@ -oll t"e dD damage and allocate t"e #irst 3 oints to war"ound 1 and
an( e'cess to $ar"ound 2.
A, T"e intent o# t"e T> rule is t"at (ou allocate t"e "it! and t"en roll #or
multile damage *e#ore allocating t"e ne't "it. An( model t"at su##ers
enoug" "its to destro( it is remo&ed! wit" an( e'cess "its *eing lost. <n e##ect
t"is means t"at a T> weaon rolls randoml( to see "ow man( "its it in#licts
on a target! *ut can onl( "it a single target unit.
2o in t"is instance (ou would allocate one T> to t"e #irst $ar"ound. <# it
sur&i&ed ?ie (ou rolled less t"an 3 oints o# T> damage@ t"en (ou would
allocate t"e second "it to t"e same $ar"ound. <# t"e #irst $ar"ound was
destro(ed *( t"e #irst T> "it t"en t"e second T> "it would *e allocated to
t"e second $ar"ound *ut an( e'cess damage #rom t"e #irst "it would *e
lost.
/, $"at "aens to a $ar Engine w"ic" sustains multile critical "itsQ Are t"e(
cumulati&e or are t"e additional critical "its ignoredQ
A, T"e e##ects o# t"e critical "its are cumulati&e. 2ee 3.2.3 #or #urt"er discussion
on resol&ing critical "its.
:.9.: (ritical @its
A-
T"e weaons used in Eic are so destructi&e t"at t"e( "a&e t"e
a*ilit( to destro( or damage e&en t"e largest target i# t"e( "it t"e
rig"t lace. To reresent t"is! an( "it on a war engine ?no matter
"ow it was in#licted@ "as a c"ance o# causing critical damage. -oll
a 9D #or eac" "it scored on a war engine. Cn a roll o# 1-I t"e
target su##ers normal damage and its damage caacit( is reduced
*( 1 oint. Cn a roll o# a D t"e "it "as caused critical damageR
t"e war engine still loses one oint o# damage caacit(! *ut in
addition su##ers a critical "it.
T"e e##ect o# a critical "it is listed on t"e war engine%s datas"eet
and will &ar( #rom one t(e o# war engine to anot"er. .or
e'amle! <merial Titans are &ulnera*le to "its on t"eir
dangerousl( unsta*le lasma reactors! w"ile Crk )argants are
renowned #or catc"ing #ire! and so on.
<# a war engine su##ers more t"an one critical "it t"en t"e e##ects
o# all o# t"e "its are cumulati&e.
:.9.; 3last *arkers
A9
E&er( time a war engine loses a oint o# damage t"en t"e
#ormation it is art o# recei&es one 6last marker. <# a war engine
is destro(ed *( t"e e##ect o# a critical "it t"en t"e #ormation it
*elongs to recei&es a num*er o# e'tra 6last markers e8ual to t"e
D1 :.9.: (ritical @its.
/, i# a Titan loses an additional oint o# 97 due to t"e e##ect o# a 7ritical Lit
in t"e End P"ase! will t"is lace a 6B andFor can t"is loss o# 97 in#lict
#urt"er critical damageQ 7an t"is loss o# 97 *e a&oided *( s"ieldsQQ
A, Additional damage in#licts 6Bs and can cause 7ritical Lits normall(. 2uc"
damage ma( not *e a&oided *( s"ields.
/, 7an damage #rom a critical e##ect cause more critical "its! ossi*l( causing a
c"ain reactionQ
A, 1es. An( time a $E takes damage! roll #or a critical "it.
7ritical "it e##ects resol&ed in t"e end "ase are onl( resol&ed once #or eac"
$ar Engine. Additional critical e##ects w"ic" call #or an end "ase resolution
will onl( *e resol&ed on t"e #ollowing turn. 1ou do not Erec(cleG t"e war
engine to t"e *eginning o# t"e critical resolution to resol&e new "its. .or
e'amle! a )reat )argant "as a #ire and w"en rolling #or it! t"e #ire sreads.
T"e )reat )argant takes 2 oints o# damage! one #or t"e original #ire and
one #or t"e new #ire. Cne o# t"ose oints o# damage causes a new critical!
resulting in a t"ird #ire. T"e )reat )argant "as alread( rolled t"e resolution
o# its criticals! t"oug"! so t"ere would *e no roll #or t"e t"ird #ire until t"e
end "ase o# t"e #ollowing turn ?w"en all 3 #ires would *e resol&ed@.
/, <n t"e rule*ook in section 3.2.3 it sa(s to roll #or a 7ritical Lit #or e&er( "it
made on a $ar Engine. 9o (ou actuall( roll #or eac" "it or #or eac" oint o#
damage t"at t"e $E takesQ
A, -oll #or a 7ritical Lit #or eac" oint o# damage not #or eac" "it. Cnl(
damage to a $E can otentiall( cause a 7ritical Lit! not +ust "itting t"e $ar
Engine wit" #ire.
/, <# a $E e'lodes due to a critical and causes "its on ot"er #ormations near
it! do t"ose #ormations get a *last marker #or Ecoming under #ireGQ
A, No. T"e ot"er #ormations aren%t Ecoming under #ireG er se.
/, <# a $E e'lodes due to a critical during an assault and t"at e'losion
in#licts kills on ot"er #ormations in&ol&ed in t"e assault are t"ose kills
counted #or com*at resolutionQ
A, 1es. All casualties in#licted on #ormations in&ol&ed in t"e assault #rom an(
source count towards resolution.
D2 :.9.; 3last *arkers
/, Low man( 6Bs does a #ormation get i# (ou manage to destro( a $E wit" a
critical "it. .or e'amle! (ou "a&e t"ree 2"adowswords in a "ea&( tank
coman(. Cne unit takes one oint o# damage! and t"is damage generates a
7ritical Lit and it *lows u. 9oes t"e #ormation take two 6B%s ?one #or
*eing s"ot! one #or t"e oint o# damage@ or #our ?one #or *eing s"ot and
t"ree #or total 97 on t"e $E@Q
A, T"e #ormation recei&es one 6B #or *eing s"ot! one 6B #or eac" oint o#
damage caused! and one 6B #or eac" oint o# 97 remaining on a we t"at
was destro(ed *( a critical "it ?e.g. #our in t"e e'amle stated a*o&e@.
41
3.0 $ar Engines NetEA Tournament Pack 2013-08-07
damage caacit( t"e war engine would "a&e "ad remaining were
it not destro(ed. .or e'amle! i# a re&iousl( undamaged
6ane*lade in a 2uer Lea&( Tank 7oman( were destro(ed *( a
single critical "it t"en t"e coman( would recei&e t"ree 6last
markers.
<t re8uires a num*er o# 6last markers e8ual to a war engine%s
starting damage caacit( to suress or *reak a war engine. Add
t"e starting damage caacit( o# an( #unctioning war engines in a
#ormation toget"er in order to #ind out "ow man( 6last markers
are re8uired to *reak t"e #ormation. <# t"e #ormation includes
units t"at are not war engines! t"en add t"e starting damage
caacit( o# an( #unctioning war engines in t"e #ormation to t"e
num*er o# ot"er non-war engine units to #ind t"e #ormation%s
*reak oint. .or e'amle! an Crk #ormation wit" a 6attle#ortress
?973@ and si' 6o(5 would *e *roken *( 3MD U K 6last markers.
$ar engines rall( using t"e normal rules.
A *roken war engine is assumed to "a&e a num*er o# 6last
markers e8ual to its starting damage caacit( #or all rules
uroses. <# t"ere are an( enem( units wit"in 1Icms o# t"e war
engine a#ter it makes a wit"drawal t"en it su##ers one e'tra oint
o# damage ?no sa&e allowed@ #or eac" enem( unit t"at is wit"in
1Icms. Additional "its caused *( losing an assault or recei&ing
6last markers w"ile *roken cause one oint o# damage eac".
-oll #or critical "its #rom t"ese e'tra "its as (ou would normall(.
:.9.? Titan ,iller Weapons
2ome units are armed wit" weaons t"at are noted as *eing
Titan >illers ?see 2.2.K@. Ban( o# t"ese weaons are caa*le o#
taking down a war engine wit" a single s"ot. Enem( units "it *(
suc" weaons ma( not take a co&er or armour sa&e! e&en i# t"e(
"a&e rein#orced armour. Note t"at co&er to "it modi#iers do
al(.
<n addition! Titan >iller weaons will usuall( "a&e a dice roll
noted in *rackets on t"eir data s"eet. .or e'amle! t"e Holcano
7annon mounted on an <merial )uard 2"adowsword is noted
as *eing a Titan >iller ?93@ weaon. <# suc" a weaon "its a war
engine t"en t"e war engine su##ers damage e8ual to t"e roll o#
t"e aroriate sort o# dice. Eac" oint o# damage will reduce
t"e war engine%s damage caacit( *( 1 oint. -oll #or critical "its
#or eac" oint o# damage in#licted. Titan >iller weaons t"at do
not "a&e a dice roll in *rackets onl( in#lict one oint o# damage.
$"en allocating Titan killer "its t"at ma( cause multile oints
o# damage! roll #or damage immediatel( a#ter allocating t"e "it.
T"e $ar Engine counts as "a&ing *een allocated a num*er o#
"its e8ual to t"e damage rolled. T"is is solel( #or uroses o#
allocation. 9amage is alied as normal! onl( a#ter all "its "a&e
*een allocated.
E'amle, A #ormation o# 2"adowswords scores 3 Titan >iller
?d3@ "its against a air o# $ar"ounds. T"e #irst "it is allocated
and t"e roll #or damage is 2. T"e #irst $ar"ound counts as
"a&ing 2 "its allocated to it. 6ecause it "as 3 9amage 7aacit(!
t"e #ront $ar"ound can still *e allocated an additional "it. T"e
second Titan >iller "it is t"ere#ore alied to t"e #ront
$ar"ound. T"e die is again a 2. Bultile Titan >iller "its don%t
Esill o&erG to ot"er units in t"e #ormation! so t"e lead
$ar"ound will take all 4 "its. As t"e num*er o# "its allocated
e'ceeds t"e 9amage 7aacit( o# t"e lead $ar"ound! t"e #inal
Titan >iller "it will *e allocated to t"e second $ar"ound. Note
t"at e&en i# t"e lead $ar"ound "ad *een damaged and t"e 2
oints o# Titan >iller damage #rom t"e #irst s"ot would *e
enoug" to destro( it! damage is onl( alied a#ter allocation. T"e
$ar"ound would remain in la( until all "its were allocated
e'actl( as a*o&e. Cnce allocation was comlete! t"e damage
would *e alied and t"e $ar"ound remo&ed.
42
NetEA Tournament Pack 2013-08-07 3.0 $ar Engines
:.: WA+ EN#INE A''A0)T'
A:
$ar engines can *e de&astating in an assault! w"ic" is re#lected
*( t"e #ollowing secial rules.
:.:.- (harge *oves
$"en a war engine c"arges it is allowed to O*arge% an( non-war
engine units *elonging to t"e target #ormation out o# t"e wa(
and carr( on wit" its c"arge mo&e. Bo&e t"e war engine as #ar as
desired! and t"en lace an( units t"at were *arged out o# t"e wa(
as close as (ou can to t"eir starting oint! w"ile still touc"ing t"e
*ase o# t"e war engine t"at so rudel( us"ed t"em aside. T"e
ma'imum num*er o# units a war engine can *arge aside in t"is
manner is two er oint o# its starting damage caacit(. Note
t"at war engines ma( not *arge ot"er war engines out o# t"e wa(.
T"e rule t"at no more t"an two units ma( mo&e into *ase
contact wit" an enem( unit w"en t"e( c"arge does not al( to
war engines. <nstead a war engine ma( *e c"arged *( u to two
enem( units er oint o# its% starting damage caacit( ?i.e.! a
6ane*lade wit" a 97 o# 3 could *e contacted *( u to si'
enem( units@.
:.:.9 (lose (ombat and 6irefight Attacks
<nstead o# rolling a single "it dice #or eac" war engine in an
assault! roll a num*er o# "it dice e8ual to t"e war engine%s
starting damage caacit(. 1ou ma( c"oose to slit t"ese *etween
close com*at rolls and #ire#ig"t rolls as (ou see #it! *ut close
D3 :.: War Engine Assaults
/, <s a $ar Engine Transort t"at is carr(ing a *roken #ormation allowed to
make an AssaultQ
A, 1es. Lowe&er! an( *roken #ormations on *oard t"e $ar Engine are not
allowed to disem*ark to take art in t"e Assault ?t"e( remain cowering inside
instead:@. <# #orced to disem*ark *ecause t"e $ar Engine is destro(ed during
t"e Assault t"en t"e( are automaticall( destro(ed wit" no sa&ing t"rows o#
an( kind allowed. Also! note t"at t"e 6last markers on t"e transorted
#ormation are counted w"en working out t"e result o# t"e Assault ?i.e. #or
w"o "as t"e most 6last markers! etc@.
/, 7an $ar Engines *arge units out o# t"e wa( in a 7ounter 7"arge
A, 1es.
/, Assaults P (ou sa( t"at war engines can *arge units out o# t"eir wa(. <# m(
$ar"ound is c"arging a #ormation t"at is 2Icm awa(! *ut *etween t"e
$ar"ound and t"e target is anot"er #ormation! can t"e $ar"ound *arge t"e
ot"er detac"ment out o# t"e wa( on it%s wa( inQ
A, No.
/, 7an < *arge a unit and run awa( so t"at onl( one or a #ew o# t"e target
#ormation units can attackQ 7an < *arge a unit out o# #ormationQ
A, Tec"nicall(! (es. Lowe&er! *arging onl( allows t"e $E to mo&e enem( units.
T"e ot"er restrictions on mo&ement remain in e##ect. A c"arging $E must
still mo&e to *ase contact wit" a unit i# it enters its Jone o# 7ontrol! w"ic"
in most cases means it will *e #orced to *arge deeer into t"e target
#ormation. ;ikewise! a counterc"arging $E must still counterc"arge towards
t"e closest unengaged enem( unit and cannot run awa(.
/, 7an a $ar Engine *arge an enem( #ormation and drag units out o#
co"erenc(Q <# so! does t"e #ormation su##er automatic casualties #or *eing
out o# #ormation! as in 1.7.4Q
A, <n most cases t"is is not ossi*le *ecause t"e $E "as to #ollow t"e c"arge
rules. T"at means it must mo&e towards an( enem( w"ose Jone o# 7ontrol
it enters. )enerall(! t"is #orces t"e $E deeer into t"e target #ormation and
would not allow it to gra* a unit and drag it o##.
<n t"e rare case w"ere it is ossi*le #or a $ar Engine to isolate a unit or
units! t"e target #ormation is not su*+ect to #ormation co"erenc( under 1.7.4
until t"e #ormation mo&es ?counterc"arges@. <t ma( siml( c"oose not to
counterc"arge i# it would result in *eing out o# #ormation. 2o *arging
cannot! *( itsel#! cause casualties due to loss o# #ormation ?1.7.4@.
<n an( case! dragging aart an enem( #ormation is somet"ing t"at was ne&er
intended under t"e rules. Attemting it is 8uestiona*le #rom a sortsmans"i
oint o# &iew.
com*at rolls will onl( "it enem( units in *ase contact! w"ile
#ire#ig"t rolls will onl( "it units wit"in 1Icm t"at are not in *ase
contact.
:.:.: +esult +olls
$"en working out t"e result o# an assault t"at includes a war
engine! count eac" oint o# damage in#licted on a war engine as
a Ocasualt(%. Eac" sur&i&ing war engine counts as a num*er o#
units e8ual to its starting damage caacit( w"en working out i#
one side outnum*ers t"e ot"er. <# a war engine loses an assault!
t"en it takes one e'tra oint o# damage #or eac" oint it lost t"e
assault *(. -oll #or critical "its normall(.
43
3.0 $ar Engines NetEA Tournament Pack 2013-08-07
:.; WA+ EN#INE T+AININ# '(ENA+I4
T"e #ollowing training scenario will allow (ou to 8uickl( and
easil( tr( out war engines #or t"e #irst time. $e "ig"l(
recommend la(ing t"e scenario *e#ore including war engines in
an( normal games! as so man( secial rules al( to war engines
t"at including t"em in a #ull si5ed game wit"out an( ractice will
slow t"ings down to a crawl.
<# (ou la( >ors )rinda -eturns twice! once as eac" side! t"en
(ou will gain a good gras o# t"e war engine rules and will easil(
*e a*le to incororate t"em into t"e games t"at (ou la(.
Note2 T"e datas"eets #or t"is scenario are on t"e ne't age and
in section I.0.
#ogards )ast 'tand
$arlord )ogard led an ill-ad&ised in&asion o# t"e <merial
lanet o# 6elle Al"a a*out ten (ears *e#ore t"e 6attle .or
Armageddon. Traed *( 6lood Angels 2ace Barine
rein#orcements! and wit" most o# "is *o(5 dead or d(ing!
)ogard *oarded "is trust( )argant 2orps Grinda and set o## #or
one last suicidal attack on t"e "ated O*eakies%. )ogard%s attack
came as a comlete surrise to t"e 6lood Angels! w"o onl(
managed to damage t"e )reat )argant *e#ore *eing #orced to
retreat #rom t"e awesome #ireower o# t"e war engine.
)ogard carried on until "e reac"ed t"e main <merial de#ence
line. Lere t"e <merial de#enders were muc" *etter reared and
raked t"e )argant wit" "ea&( weaons #ire as it ad&anced. T"e
)argant krew struggled to contain t"e #ires raging inside t"e war
engine! and were a*le to do so +ust long enoug" to allow 2orps
Grinda to cause immense destruction to t"e de#enders *e#ore a
massi&e e'losion in t"e "ull destro(ed t"e )argant and $arlord
)ogard once and #or all.
)ogard%s last #utile *attle and glorious demise is a tale o#ten
retold around Crk cam#ires! wit" t"e result t"at a num*er o#
Crk )argants on Armageddon are named 2orps Grinda or a
&ariation on t"e name ?"e(! no*od( said t"at Crks were original:@
:.;.- ,orps #rinda +eturnsL
<n a strange 8uirk o# #ate! one o# t"e )argants named 2orps
Grinda ++ #ound itsel# surrounded and cut o## #ar *e"ind
<merial lines! and was le#t wit" no otion ot"er t"an to tr( to
in#lict as muc" damage as ossi*le *e#ore it was destro(ed. T"e
stage was set #or a rerise o# )ogard%s ;ast 2tand:
4rk 6orces2 Cne #ormation consisting o# 2orps Grinda ++! a
)reat )argant ?t"e datas"eet is at t"e end o# section I.I@ T"e
#orce "as a strateg( rating o# 3 and all #ormations "a&e an
initiati&e &alue o# 3M. T"e Bo* -ule and Power o# t"e $aaag"
secial rules al( to 2orps Grinda ++.
'pace *arine 6orces2 Cne #ormation consisting o# a 2ace
Barine 7ommander! si' 2ace Barine Tactical units and t"ree
-"inos! lus one #ormation consisting o# a 2ace Barine
7ommander and #our 2ace Barine 9e&astator units! and one
#ormation consisting o# #our ;and -aiders. T"e #orce "as a
strateg( rating o# I and all #ormations "a&e an initiati&e &alue o#
1M. T"e T"e( 2"all >now No .ear secial rule alies to all
2ace Barine #ormations ?see 1.1I.1@.
#aming Area2 2et u t"e la(ing area aro'imatel( K0-120cm
s8uare! including t"e #eatures s"own on t"e accoman(ing ma.
2et u an( #urt"er scener( (ou "a&e in a mutuall( agreea*le
manner. T"e 2ace Barine la(er must set u two
communication *unkers w"en "e delo(s. T"ese are t"e
o*+ecti&es o# t"e Crk attack. T"e( ma( *e set u an(w"ere on
t"e ta*le t"at is at least 1Icm #rom a ta*le edge.
&eploment2 T"e 2ace Barine la(er sets u #irst. Cne
#ormation is delo(ed on t"e ta*le! eit"er in or touc"ing t"e
ruined *uildings *( t"e O1% +unction. T"e remaining two 2ace
Barine #ormations enter la( an(w"ere along t"e 2ace Barine
ta*le edge ?including t"e roads@ on t"e #irst turn o# t"e *attle.
T"e 2ace Barine la(er must delo( one unit #rom eac" o#
t"ese #ormations on t"e ta*le edge to s"ow w"ere t"e( will enter
la(. T"eir mo&e on t"e #irst turn must *e measured #rom t"is
oint. Cnce t"e 2ace Barines "a&e delo(ed! t"e Crk )reat
)argant ma( *e set u as s"own on t"e delo(ment ma.
8ictor (onditions2 T"e game carries on until 2orps Grinda ++ is
destro(ed or *ot" o*+ecti&es "a&e *een demolis"ed. <# t"e 2ace
Barines destro( 2orps Grinda ++ wit"out losing eit"er *unker t"en
t"e( win t"e game. <# one *unker is destro(ed t"en t"e game is a
draw! and i# t"e Crks destro( *ot" *unkers t"en t"e( win.
44
NetEA Tournament Pack 2013-08-07 4.0 Aerosace Cerations
;./ AE+4'PA(E 4PE+ATI4N'
;2rukfang pushed the control stick forward and steered #effblasta down
into a straffing run. The words of Gobstikk came back to him from when
the -ekaniak had been teaching the young 2rukfang how to fly. Long,
uncontrolled bursts the cle$er -ek had taught himL<
;Fighta(Bommer< by Ga$ Thorpe, from +mperial Armour ++
Bost Eic armies are suorted *( aerial units t"at eit"er
oerate in t"e atmos"ere or #rom or*it in sace. T"ese units
range #rom small #i'ed-wing aircra#t wit" a single crewman! to
gigantic sacecra#t manned *( t"ousands or e&en tens o#
t"ousands o# crew. Aerosace units are &er( di##erent to an(
ot"er unit in Eic. T"e( are &er( #ast comared to t"e ground
units descri*ed so #ar! *eing er#ectl( caa*le o# #l(ing onto and
o## t"e largest gaming ta*le in a single turn. T"is s"eer seed
means t"at onl( secialised ground units or ot"er aerosace units
are caa*le o# engaging t"em. <n addition! aerosace units o#ten
carr( an arsenal o# "ig"l( destructi&e weaons w"ic" w"en
com*ined wit" t"eir "ig" seed allows t"em to unleas"
de&astating attacks at almost an( oint on t"e *attle#ield. ;ast!
*ut not least! some aerosace units are caa*le o# transorting
ground units! "urtling onto t"e *attle#ield and deli&ering t"eir
cargo w"ere&er t"e( ma( *e needed.
T"e rules #or aerosace oerations are one o# t"e most
comlicated sections o# t"e Eic rule*ook. 6ecause o# t"is we
recommend la(ing a #ew games wit"out aerosace units *e#ore
(ou tr( t"em out! and t"at (ou limit eac" side to &er( small
num*ers o# aerosace units #or t"e #irst #ew games t"at (ou do
la( wit" t"e rules. 9i&ing in t"e dee end and using aircra#t!
dro ods and sacecra#t in (our #irst game is not
recommended:
;.- AE+4'PA(E 0NIT'
<n Eic t"ere are two t(es o# aerosace unit,
Aircraft2 T"e unit t(e includes all O#i'ed wing% aircra#t t"at can
oerate in a lanet%s atmos"ere. Bost aircra#t are owered *(
ower#ul +et engines and are caa*le o# carr(ing "ea&( a(loads
and o# #l(ing at t"ousands o# kilometres an "our. Aircra#t can
range in si5e #rom small single-seat #ig"ters to "uge transort
landers t"at can carr( entire #ormations o# troos. Aircra#t
*elong to one o# t"ree manoeu&re classes t"at determine "ow
easil( t"e( can turn w"en t"e( mo&e! as descri*ed *elow. T"e
t"ree classes are, Fighters! Bombers! and Fighter(Bombers. An
aircra#t%s manoeu&re class is noted instead o# its seed on its data
s"eet.
'pacecraft2 T"is categor( includes all o# t"e interstellar
sacecra#t used *( armies to mo&e #rom one star s(stem to
anot"er. T"ese cra#t can &ar( in si5e #rom small escorts to "uge
*attles"is armed wit" enoug" #ireower to le&el a "i&e cit(: <n
Eic t"e( are assumed to *e oerating #rom low or*it w"ere t"e(
can land dro ods and ro&ide long-range suort #or ground
troos.
;.-.- Aerospace 6ormations
A;
Aerosace units are organised into #ormations +ust like an( ot"er
unit. Lowe&er! alt"oug" aerosace #ormations do recei&e 6last
markers! t"e( cannot *e *roken or suressed. <n addition! t"e(
can%t *e assaulted! lend suort to an assault or *e used *(
anot"er #ormation to claim a cross#ire! etc.! w"ile in t"e air. Cnce
landed! an aerosace unit ma( *e assaulted and *e used in a
cross#ire! and is a##ected *( 6last markers normall(.
D4 ;.-.- Aerospace 6ormations
/, 7an (ou draw a 7ross#ire to or #rom an Aerosace #ormationQ
A, 1es and No. An Aerosace #ormation in #lig"t cannot claim a 7ross#ire
*onus ?see section 4.2.2@ and it cannot *e used *( anot"er #ormation to
generate a 7ross#ire *onus ?see section 4.1.1@. 6ut an Aerosace #ormation
t"at was landed is considered to *e a ground unit and could *ot" claim t"e
7ross#ire *onus and also *e used *( ot"er #ormations to generate t"e
7ross#ire *onus.
4I
4.0 Aerosace Cerations NetEA Tournament Pack 2013-08-07
;.9 AI+(+A6T
A?
Aircra#t #ormations are not set-u wit" ot"er units. T"e( are ket
o## ta*le ?w"ere it can *e imagined t"e( are in or*it or stationed
at a near*( air*ase@ *ut can *e set u on t"e *oard w"en t"e(
take an action. Aircra#t t"at are caa*le o# transorting ot"er
units ma( *e set u wit" t"e t"ese units alread( on *oard. T"e
aircra#t ?lus an( units t"e( are transorting@ ma( onl( enter la(
using t"e #ollowing rules.
Aircra#t #ormations can onl( take t"e #ollowing actions,
<ntercetion! )round Attack! 7om*at Air Patrol or 2tand 9own.
Aircra#t #ormations t"at #ail an action test must take a stand
down action rat"er t"an a "old action.
Interception2 Cnl( #ig"ters and #ig"ter-*om*ers can c"oose t"is
action. Take an action test #or t"e #ormation and i# it asses set
u t"e #ormation touc"ing (our ta*le edge. T"e #ormation ma(
t"en make an aroac" mo&e and t"en attack enem( aircra#t
units. <n t"e end "ase! t"e #ormation must make a
disengagement mo&e and e'it t"e ta*le.
#round Attack2 Take an action test #or t"e #ormation and i# it
asses set u t"e #ormation touc"ing (our ta*le edge. T"e
#ormation ma( t"en make an aroac" mo&e and t"en attack
enem( ground units. <n t"e end "ase! t"e #ormation must make
a disengagement mo&e and e'it t"e ta*le.
(ombat Air Patrol 5(AP72 Cnl( #ig"ters and #ig"ter- *om*ers
can c"oose t"is action. Take an action test #or t"e #ormation and
i# it asses set u t"e #ormation touc"ing (our own side%s ta*le
edge to s"ow w"ere it will enter la(.
DI ;.9 Aircraft
/, 9ue to t"e e'tremel( #le'i*le nature o# t"e aircra#t rules it is ossi*le #or an
aircra#t to end its mo&e in t"e middle o# an enem( #ormation! in order to
ensure t"at a seci#ic target is allocated "its *e#ore ot"er models. <s t"is
legalQ
A, T"is tactic is sometimes re#erred to as OAircra#t 2niing% and alt"oug" not
against t"e letter o# t"e rules it is against t"eir intent. 6ecause o# t"is it%s a
tactic t"at la(ers s"ould a&oid i# t"e( want to la( t"e game in t"e rig"t
sirit. <nstead o# a detailed ?and rat"er comle'@ rule to get round t"e
ro*lem! we recommend t"at i# an aircra#t ends its mo&e wit"in an enem(
#ormation t"en an( #ire is treated as coming #rom t"e direction o# aroac"
rat"er t"an its #inal osition.
/, <# < "a&e multile T"under*olt #ormations on 7AP < can onl( send one to
intercet an enem( ground attack! correctQ
A, 1es. .rom section 4.2 o# t"e rules, No more t"an one #ormation t"at is on
ca ma( intercet a #ormation t"at makes a ground attack mission.
/, 7an aircra#t on 7AP intercet air assaults as well as ground attacksQ
A, 1es! air assaults and landing are considered secial t(es o# ground attacks.
/, 7an more t"an one #ormation on 7AP engage an enem(! or can < counter
attack a #ormation on 7AP orders wit" m( own 7AP #ormationQ
A, No and no.
/, <s it allowed #or an aircra#t to c"oose a stand down actionQ
A, 1es! i# (ou want to take a 2tand 9own action (ou can! it%s on t"e list o#
actions under 4.2.
/, 9o aircra#t get a 6B #or #ailing an acti&ationQ
A, No ?t"e( lose all 6B a#ter acti&ating ass or #ail an(wa(@
/, <# an aircra#t "as tra&elled more t"an 30cm during its aroac" mo&e *ut not
made a turn can it t"en turn immediatel( w"en it does its disengagement
mo&eQ
A, No. T"e aircra#t%s mo&ement does not carr( o&er a#ter t"e aroac" mo&e.
<n t"is case t"e aircra#t would "a&e to mo&e t"e minimum 30cm during its
disengagement mo&e *e#ore it could turn again.
/, $"en an air #ormation *egins its disengagement mo&e! would < *e rig"t in
t"inking t"at t"e #ormation "as to mo&e again before making its #irst turn.
A, 1es.
A #ormation on com*at air atrol ma( c"oose to carr( out an
intercetion action in reaction to an enem( ground attack. No
initiati&e test is re8uired to carr( out t"e intercetion. <t takes
lace a#ter t"e enem( ground attack #ormation "as made its
aroac" mo&e! *ut *e#ore #lak is #ired at t"e ground attackers or
t"e( make t"eir own attack. .ormations t"at are on 7AP remain
on 7AP until t"e( make an intercetion. <# t"e( "a&en%t made an
<ntercetion *( t"e end o# t"e turn! t"en t"e( can eit"er stand
down and return to *ase normall(! or remain on 7AP into t"e
#ollowing turn.
No more t"an one #ormation t"at is on 7AP ma( intercet a
#ormation t"at makes a ground attack mission. <n e##ect 7AP
allows (ou to interrut an enem( ground attack action and
O*ounce% t"e enem( aircra#t *e#ore t"e( make t"eir attack. T"e
intercetion #ollows t"e normal rules! e##ecti&el( *eing an Oaction
wit"in an action%. A#ter t"e intercetion "as *een carried out la(
returns to t"e ground attack action.
'tand &own2 T"e #ormation ma( do not"ing t"is turn. An
aircra#t #ormation t"at #ails its action test must c"oose to take a
stand down action.
;.9.- Aircraft Approach *oves
Aircra#t carr(ing out an intercetion or ground attack action are
set u touc"ing t"eir own side%s ta*le edge ?c"oose an edge
randoml( i# (our side doesn%t "a&e a ta*le edge in t"e scenario
*eing la(ed@. A#ter t"e #ormation is set u it carries out an
aroac" mo&e.
Aircra#t making an aroac" mo&e ma( tra&el an unlimited
distance o&er t"e ta*leto w"en t"e( mo&e. Aircra#t are assumed
to *e tra&elling "ig" enoug" a*o&e t"e ground to #l( o&er terrain!
5ones o# control! and ot"er units ?in ot"er words t"e( ignore all
t"ree t"ings:@ 6( t"e same token! ot"er units ma( ignore aircra#t
and aircra#t 5ones o# control w"en t"e( mo&e. Note t"at aircra#t
ma( not assault ot"er units.
Aircra#t must generall( tra&el straig"t a"ead in t"e direction t"e(
are #acing! and can onl( c"ange direction *( turning. Aircra#t
*elong to one o# t"ree manoeu&re classes t"at determine "ow
easil( t"e( can turn w"en t"e( mo&e! as descri*ed *elow. T"e
t"ree classes are, .ig"ters! 6om*ers! and .ig"ter-6om*ers. An
aircra#t%s manoeu&re class is noted instead o# its seed on its data
s"eet.
6ighters2 .ig"ters ma( make one turn o# u to K0Y a#ter mo&ing
at least 30cm. Cnce t"e #ig"ter "as made a turn it must mo&e
anot"er 30cm *e#ore it can turn again.
3ombers2 6om*ers ma( make one turn o# u to 4IY a#ter
mo&ing at least 30cm. Cnce t"e *om*er "as made a turn it must
mo&e anot"er 30cm *e#ore it can turn again.
6ighterG3ombers2 .ig"ter-*om*ers manoeu&re as *om*ers
w"en making an aroac" mo&e i# t"e( are carr(ing out a
ground attack action ?*ecause t"e( are laden down wit" *om*s
or rockets@! and *e"a&e like #ig"ters under an( ot"er
circumstances.
;.9.9 Aircraft Attacks
AA
A#ter aircra#t "a&e made t"eir aroac" mo&e t"e( are allowed to
attack. Aircra#t carr(ing out a ground attack action ma( attack an
enem( ground #ormation. Aircra#t carr(ing out an intercetion
DD ;.9.9 Aircraft Attacks
/, 9o aircra#t t"at attack ground #ormations su##er to "it modi#iers #or co&erQ
/, 1es.
4D
NetEA Tournament Pack 2013-08-07 4.0 Aerosace Cerations
mission ma( attack an enem( aircra#t #ormation. Aircra#t are
assumed to *e #l(ing "ig" enoug" in t"e air to ignore an( terrain
t"at mig"t *lock t"e line o# sig"t w"en t"e( s"oot at an( targets!
and t"e cross#ire rule does not al( to aircra#t attacks. T"is
aside! resol&e t"e attack using t"e normal s"ooting rules.
A#ter t"e aircra#t #ormation "as made an attack! its action is o&er.
<t remains in la( until t"e end "ase! at w"ic" time it must make
a disengagement mo&e and e'it t"e ta*le ?see 4.2.D@.
;.9.: AntiGaircraft Attacks
AC
2ome weaons "a&e an anti-aircra#t &alue ?AA@ t"at can *e used
to attack aircra#t! and onl( aircra#t. Aircra#t can s"oot at ot"er
aircra#t eit"er w"en making a #lak attack ?see 4.2.4@ or w"en
attacking as art o# an intercetion action. )round units ma(
only s"oot at aircra#t w"en making a #lak attack! and ma( not
c"oose to s"oot at aircra#t #ormations as art o# one o# t"eir
actions ?t"is rule stos ground units Orus"ing o&er% to attack
aircra#t *e#ore t"e( can disengage@.
-oll to "it using t"e weaon%s AA &alue. <# a "it is scored t"en
t"e aircra#t must make a sa&ing roll to see i# it is destro(ed. T"e
cross#ire rule does not al( to aircra#t. Aircra#t t"at are carr(ing
out a 7AP or <ntercet action ma( add M1 to all o# t"eir to "it
rolls.
.ig"ters and #ig"ter-*om*ers can c"oose to O+ink% w"en t"e(
"a&e to make a sa&ing t"row. Ninking reresents t"e ilot
deseratel( swer&ing "is lane to one side in order to tr( and
dodge t"e enem( attack. All o# t"e aircra#t in a #ormation must
+ink! or none at all. Aircra#t t"at +ink recei&e a 4M sa&ing t"row
instead o# t"eir normal armour sa&e *ut lose t"eir attack i# t"e(
"a&e not alread( taken it ?t"e( are concentrating on dodging
enem( *ullets@. Place a suita*le marker on t"e aircra#t as a
reminder it can%t s"oot.
D7 ;.9.: AntiGAircraft Attacks
.or .l(er transort $ar Engine rules see also 3.2.1
/, <# an air Transort gets attacked *( .lak during an Air Assault can it still +ink
and still articiate in t"e AssaultQ
A, 1es. T"e rule #or +inking ?4.2.3@ does not seci#( an( ot"er e##ect o# +inking
ot"er t"an t"e aircra#t losing its attack so t"ere would *e no ot"er e##ect o#
+inking ot"er t"an t"is. Also! note t"at most air transorts are *om*ers and
cannot +ink.
/, Low are landed aircra#t attacked *( ot"er unitsQ 7an (ou use AA weaons
against t"emQ
A, No. $"ile landed! t"e aircra#t counts #or all rules uroses as a ground unit!
not an aircra#t.
/, $"at "aens to units t"at are in a landed aircra#t w"en it is destro(edQ T"e
rele&ant rule "rase, O<# t"e transort is destro(ed w"ile carr(ing units! t"en
an( transorted troos are lost wit" it ?no sa&es in t"is case:@%
A, T"e re&ious answer would al( P w"ile landed it doesn%t count as a
aircra#t.
;.9.; 6lak Attacks
AE
AA weaons are designed to #ire de#ensi&el( against an attacking
enem( aircra#t! and ma( t"ere#ore s"oot immediatel( a#ter an
enem( aircra#t #ormation makes an aroac" mo&e *ut *e#ore it
makes its attack. T"is is called a flak attack. Note t"at aircra#t
carr(ing out a ground attack mission t"at are armed wit" AA
weaons ma( s"oot at enem( intercetors t"at #all wit"in t"e AA
weaon%s #ire arc. Baking a #lak attack does not remo&e
o&erwatc" status #rom a ground #ormation.
.lak attacks ma( not *e carried out *( units *elonging to a
#ormation t"at is marc"ing or *roken. T"is aside! #lak attacks are
a O#ree% or *onus attack! and making a #lak attack does not sto
t"e unit attacking again later in t"e same turn. $"at%s more! a
#lak weaon can make an( num*er o# #lak attacks er turn
D8 ;.9.; 6lak Attacks
/, <# a #ormation "as 6last markers and wants to #ire its AA weaon?s@ at an
enem( air #ormation! *ut t"e onl( unit t"at "as t"e range or t"e ;C. to t"at
enem( is t"e AA unit! is t"e AA unit suressedQ
A, All ground units are considered to "a&e an ;o. to air units so all t"e units in
t"e #ormation! not +ust t"e AA unit! would *e considered to "a&e an ;o. to
t"e aircra#t #ormation. <# t"e AA unit is t"e onl( unit in t"e #ormation t"at is
in range o# t"e aircra#t t"en it would *e suressed. <# ot"er units in t"e
#ormation were in range t"en t"e( could *e considered &alid 2uression
targets! not +ust t"e AA unit. Note t"at a unit can *e suressed w"en #iring
at an aircra#t e&en i# it "as no AA attack &alue.
/, <# an <) <n#antr( 7oman( wit" a L(dra ugrade "as one 6last marker! can
t"e L(dra #ire at aircra#tQ
A, T"e normal 2uression rules al( w"en making .lak attacks. Lowe&er!
lease note t"at an( units in t"e #ormation ma( *e suressed! e&en i# t"e(
don%t "a&e AA weaons! +ust so long as t"e( are wit"in range and ;o. o# t"e
aircra#t unit wit" at least one weaon. Al( suression O#rom *ack to
#ront% as normal.
/, 2uression is alied #rom t"e rear o# t"e #ormation relati&e to t"e AF7
?t"e #urt"est unit #rom t"e aircra#t@ irresecti&e o# w"et"er t"at unit "as AA
caa*ilit( or not! is t"at rig"tQ
A, 7orrect! as long as t"e( "a&e range and ;C..
/, Crk .ig"ta 6ommers make a ground attack. $"en m( L(dra *atter( #ires its
.lak attack onl( one o# t"e t"ree L(dras are in range o# t"e .ig"ta
6ommers . < s"oot wit" t"at one. $"en t"e .ig"ta 6ommers disengage at
t"e end o# t"e turn t"e aircra#t come wit"in range o# t"e ot"er two L(dras
in t"e #ormation. Am < ermitted to #ire t"e ot"er two L(dras *ecause t"ose
units did not re&iousl( s"oot at t"at enem( #ormationQ
A, 1es. T"e rules in 4.2.4 seci#( t"at a unit cannot #ire on an aircra#t more t"an
once so in t"is case t"e ot"er two L(dra units would *e allowed to #ire i# t"e
aircra#t came into range w"en t"e( disengaged *ut not t"e #irst L(dra w"ic"
"ad alread( #ired on t"em during t"e aroac" mo&e
/, A #ormation o# Crk .ig"ta 6ommers attacks a #ormation t"at "as a L(dra
attac"ed to it. T"e .ig"ta 6ommers are also interceted *( two
T"under*olts. $"at is t"e order o# #ire #or t"e T"under*olts! L(dras! .ig"ta
6ommers AA and .ig"ta 6ommers ground attackQ
A, Eac" #ormation is allowed to make its .lak attacks a#ter eac" new air unit "as
#inis"ed its aroac" mo&e. T"e attacks would t"en *e resol&ed in t"e
re&erse order t"at t"e( were initiated #ollowing t"e rule o# aroac"! #lak!
attack. 2o t"e .ig"ta 6ommers would get a .lak attack at t"e end o# t"e
T"under*olts aroac" mo&e! t"e T"under*olts would get t"eir air attack!
t"e remaining .ig"ta 6ommers would t"en take #ire #rom t"e L(dras and
t"en t"e .ig"ta 6ommers would #inis" t"eir ground attack.
T"e order o# aircra#t and #lack attacks is summarised "ere,
1@ Attacking air units acti&ate and mo&e into osition.
2@ 9e#ending la(er ma( Eun-7APG u to one aircra#t #ormation on
atrol and mo&e it into osition.
3@ Attacker%s unit ground #lak #ires at 7AP ?i# alica*le@.
4@ Attacking aircra#ts% de#ensi&e AA #ires ?i.e. not +ust ground #lak@
I@ 9e#ender%s ground #lak #ires at attacking air units ?i# alica*le@.
D@ 7AP #ormation #ires at attacking air units ?i# alica*le@.
7@ Attacking air units er#orm ground attack or assault.
47
4.0 Aerosace Cerations NetEA Tournament Pack 2013-08-07
against di##erent aircra#t #ormations! as long as it does not attack
t"e same aircra#t #ormation more t"an once in a turn. .lak units
in #ormations w"ic" "a&e taken a mo&e action during t"e turn
#ire wit" a -1 to-"it modi#ier during t"e end "ase.
No line o# #ire is re8uired w"en #iring at aircra#t! as it is assumed
t"at t"e( are "ig" enoug" a*o&e an( terrain #eatures to *e seen
*( all units. Bake #lak attacks one unit at a time! in an( order (ou
like.
)round units t"at are armed wit" AA weaons can s"oot at
enem( aircra#t as t"e( mo&e ast t"em. To reresent t"is! t"e(
ma( s"oot at an aircra#t #ormation t"at mo&ed wit"in t"eir
weaon range during t"eir aroac" or disengagement mo&e!
e&en i# t"e aircra#t is no longer wit"in weaon range w"en t"e
attack is made. Attacks made against disengaging aircra#t are
resol&ed w"en t"e aircra#t reac"es t"e edge o# t"e ta*le! *e#ore it
is remo&ed to O#l( *ack to *ase%. =nits t"at s"ot at an aircra#t
#ormation as it aroac"ed ma( not s"oot at t"em again as t"e(
disengage.
/, 9oes t"e mo&ement "a&e e##ect on #lakQ Eg. <# < dou*le a unit wit" AA do <
get -1 to "itQ
A, No modi#iers #or mo&ement during t"e action "ase! it%s +ust a #ree attack.
Lowe&er! a #ormation t"at mo&ed in t"e action "ase #ir wit" a -1 to-"it
modi#ier during t"e end "ase. T"e onl( #ormation statuses t"at a##ects #lak
#ire are marc"ing or *eing *roken! w"ic" negate t"e attack entirel(.
;.9.? Transporting #round 0nits
AF
Aircra#t wit" a transort caacit( are known as transort aircra#t
and are allowed to ick u and dro o## ground units. Troos
*eing transorted are ket o##-*oard em*arked on t"e transort
aircra#t until it is delo(ed. An( units t"at are icked u and
transorted o## t"e ta*le ma( later return to la( in t"e same
transort aircra#t.
An aircra#t must carr( out a ground attack action in order to
transort units. Transort aircra#t are treated in t"e same manner
as war engine transort &e"icles! and are onl( allowed to
transort units #rom anot"er #ormation as long as t"e w"ole
#ormation can #it inside t"e transort aircra#t ?see 3.1.3@. <# a
transort aircra#t is destro(ed w"ile carr(ing ground units! t"en
an( transorted troos are lost wit" it ?no sa&es in t"is case:@
DK ;.9.? Transporting #round 0nits
/, 7an an aircra#t land in an enem( Jo7Q
A, Cnl( i# t"e( are making an Air Assault. <n suc" a situation t"e aircra#t could
land rig"t in t"e middle o# a #ormation! and! assuming it was a $ar Engine!
it could *arge enem( units out o# t"e wa( in order to make sace in w"ic" to
land.
/, 9o troos "eld o## *oard in an aircra#t Transort "a&e to *e delo(ed on
t"e #irst turnQ Cr can t"e( come on w"ate&er turn (ou wis"Q
A, T"e( can *e delo(ed on an( turn.
/, T"e rules sa( t"e #ollowing a*out units t"at are icked u *( Transort
aircra#t, EAn( units t"at are icked u and transorted o## t"e ta*le ma( later
return to la( in t"e same transort aircra#tG. <# t"e unit "ad t"e Teleort
a*ilit( could it c"oose to return to la( *( teleorting insteadQ
A, No.
/, 7an aircra#t like Barauders landQ
A, No. Cnl( aircra#t wit" t"e Transort a*ilit( can land. .rom section 4.2.I
;anding, Aircra#t wit" a Transort caa*ilit( can land a#ter making t"eir
aroac" mo&e and "a&ing *eing #ired uon *( an( enem( #lak.
/, <# (ou "a&e a landed T"under"awk ?or indeed an( transort aircra#t@ t"at
didn%t lea&e t"e ta*le can it conduct an( normal action on t"e turn a#ter ?ie!
take o##! #l( along a *it t"en ground attack somet"ingQ@ or are t"e( onl(
allowed to make a disengagement mo&e.
A, T"e crucial art o# t"e rules in m( mind is 4.2.I ?;anding su*"eading P 2nd
aragra"@,
ECnce landed! t"e aircra#t is treated in all wa(s as a ground unit wit" a seed
o# 0SG
T"is means t"at t"e aircra#t can! assuming it started t"e turn on t"e *oard
?or enters *( lanet#all@! er#orm an( action t"at a ground unit can ?i.e.
Ad&ance! Engage! 9ou*le! Barc"! Bars"al! C&erwatc"! 2ustained .ire and
Lold@. C*&iousl( wit" a mo&e o# 0! some o# t"ese are ointless. <t ma(
NCT make an aircra#t action! it doesn%t count as an aircra#t until t"e end o#
t"e turn! at w"ic" oint it ma( make a disengagement mo&e as normal.
/, $"at "aens to .earless aircra#t t"at lose an assaultQ
A, .earless aircra#t are immune to t"e automatic destruction and are instead
treated as an( .earless ground unit.
/, <t is ossi*le #or an aircra#t to assault into a #ormation w"ic" is comletel(
co&ered *( t"e Jones o# 7ontrol o# a #ormation o# 2cout units. T"at would
#orce t"e dismounting troos to enter t"e Jo7 o# t"e scout #ormation!
w"ic" is not allowed. Low s"ould t"is workQ
A, <n general! treat t"is as i# t"e unloading #ormation is starting a mo&e in
enem( Jo7. T"e( are alread( Engaging t"e target #ormation! so t"at
re8uirement is met. T"e ot"er re8uirement is t"at t"e( must attemt to mo&e
out o# t"e enem( Jo7. >ee in mind t"at as enem( units are contacted! t"e(
lose t"eir Jone o# 7ontrol.
<# t"e dismounting troos enter a target%s Jo7! t"e( must attemt to reac"
*ase contact wit" t"at unit! er t"e c"arge rules. <# t"e dismounting troos
can mo&e out o# all enem( Jo7 ?a&oiding t"e target%s Jo7 entirel( and
escaing t"e screening Jo7@! t"e( ma( c"oose to do so instead o# c"arging
to *ase contact. <# t"e dismounting troos cannot escae all enem( Jones
o# 7ontrol! t"e( must attemt to reac" *ase contact wit" t"e target
#ormation.
48
NetEA Tournament Pack 2013-08-07 4.0 Aerosace Cerations
Transort aircra#t can ick u and dro o## t"eir cargo in two
wa(s, *( landing or making an air assault.
)anding2 Aircra#t wit" a transort caa*ilit( can land a#ter
making t"eir aroac" mo&e and "a&ing *eing #ired uon *( an(
enem( #lak. <# t"e aircra#t lands in dangerous terrain it must take
a dangerous terrain test. A#ter t"e aircra#t "as landed! an( units
*eing transorted ma( disem*ark and are laced wit"in Icms o#
t"e transort aircra#t ?skimmers and units wit" +um acks can
*e laced wit"in 1Icms! to reresent t"em droing #rom t"e
aircra#t as it comes in to land@. Alternati&el(! t"e aircra#t ma( ick
u an( #riendl( units wit"in Icms! assuming t"e( will #it on *oard
o# course. A#ter em*arking or disem*arking an( units! t"e
aircra#t ma( carr( out its ground attack. Note t"at t"e limitations
t"at al( to units disem*arking #rom a war engine transort
&e"icle also al( to units disem*arking #rom an aircra#t ?i.e.!
t"e( can%t take an action on t"e turn t"e( disem*ark *ut can
s"oot wit" t"e aircra#t P see 3.1.3@.
Cnce landed! t"e aircra#t is treated in all wa(s as a ground unit
wit" a seed o# 0 ?i.e.! it ma( not mo&e@ <t ma( not carr( out an
action on t"e turn it lands. <# it is in&ol&ed in an assault and loses
t"en it is automaticall( destro(ed. Cnce landed! t"e aircra#t ma(
make a disengagement mo&e and e'it t"e ta*le in t"e end "ase
o# an( turn! including t"e one it landed in.
Air Assault2 Transort aircra#t ma( c"oose to land as descri*ed
a*o&e! and t"en it and an( units t"at disem*ark are allowed to
#ig"t an assault instead o# s"ooting. <# t"is otion is c"osen t"en
t"e aircra#t and an( units t"at disem*ark ma( enter enem( 5ones
o# control as i# t"e( were c"arging. T"e aircra#t and an( units
t"at disem*ark are treated as a single #ormation #or t"e duration
o# t"e assault! in t"e same manner as units disem*arking #rom a
war engine taking an engage action ?see 3.1.3@. <# t"e aircra#t
loses t"e assault it is destro(ed! *ut an( units t"at "a&e
disem*arked ma( wit"draw normall(.
;.9.A &isengagement *oves
<n t"e end "ase! all aircra#t t"at t"at "a&e not landed must e'it
t"e ta*le. Aircra#t t"at "a&e landed ma( c"oose to e'it t"e ta*le.
Aircra#t ma( e'it along AN1 ta*le edge. 2iml( mo&e t"e aircra#t
as (ou did w"en it made its aroac" mo&e! until it reac"es a
ta*le edge. T"is is called t"e disengagement mo$e! and it takes lace
at t"e start o# t"e end "ase *e#ore an( ground #ormations rall(.
;.9.C 3last *arkers
Aircra#t collect 6last markers in a similar manner to ot"er units!
*ut are a##ected *( t"em rat"er di##erentl(. T"e #ollowing #airl(
simle rules re#lect t"e time it takes to rearm and re#uel aircra#t
a#ter a mission. Aircra#t in a #ormation t"at "as come under
"ea&( attack and t"ere#ore "a&e a lot o# 6last markers will take
longer to get read(! and so t"ere is an increased c"ance t"at t"e(
ma( not get to carr( out a mission.
Aircra#t #ormations collect 6last markers under t"e #ollowing
circumstances,
An( aircra#t #ormation t"at su##ers an( attacks ?#rom ground #lak
or *eing interceted@ recei&es one 6last marker #or Ocoming
under #ire%. T"e #ormation can onl( recei&e one 6last marker
during t"e aroac" mo&e and anot"er 6last marker during t"e
disengagement mo&e! no matter "ow man( di##erent units #rom
"owe&er man( di##erent #ormations attack it.
T"e aircra#t recei&es one 6last marker #or eac" aircra#t unit t"at
is s"ot down or oint o# damage t"at is su##ered i# it is a war
engine.
T"e aircra#t recei&es an e'tra 6last marker i# it e'its #rom an(
ta*le edge ot"er t"an its own ta*le edge! to reresent t"e
ossi*ilit( o# it *eing attacked w"ile #l(ing *ack o&er enem(
territor(.
Aircra#t are not suressed or *roken *( 6last markers! *ut are
not allowed to rall( in t"e end "ase eit"er. <nstead! t"e ne't time
t"at (ou want to take an action wit" t"e #ormation! take t"e
action test as *e#ore! *ut al( a -1 modi#ier #or eac" 6last
marker on t"e #ormation ?t"is modi#ier relaces t"e modi#ier #or
"a&ing one or more 6last markers@.
All o# t"e 6last markers are remo&ed #rom t"e #ormation
immediatel( a#ter it takes t"e action test! w"et"er it asses t"e
test or not. <# it asses t"e test! it ma( carr( out an action! and i#
it #ails it ma( not.
Aircra#t t"at land are a##ected *( an( 6last makers t"e( "a&e
icked u normall(! and are allowed to rall( in t"e end "ase.
An( additional 6last markers t"e( ick u will *e %carried o## %
wit" t"em i# t"e( later take o## again.
4K
4.0 Aerosace Cerations NetEA Tournament Pack 2013-08-07
;.: 'PA(E(+A6T
C/
Bost armies "a&e access to sacecra#t t"at can *e used to land
*allistic entr( &e"icles and unleas" otentiall( de&astating or*ital
attacks. Eac" t(e o# sacecra#t an arm( can use "as its own
datas"eet wit" details o# t"e dro ods and weaons carried *(
t"e sacecra#t.
T"e sacecra#t o# t"e 41st Billennium are "uge. E&en a small
<merial ;unar class 7ruiser would *e o&er I metres long i# we
made an Eic scale model o# it. 6ecause o# t"is neit"er side is
allowed to include more t"an one sacecra#t in t"eir arm(.
2acecra#t can carr( out or*ital *om*ardments! in-oint attacks
and land units wit" t"e lanet#all a*ilit( w"en t"e( take an action.
T"e( ma( carr( out all t"ree o# t"ese t"ings as art o# t"e same
action i# t"e( "a&e t"e a*ilit( P t"eir "uge crew allows t"em to
carr( out a multitude o# tasks.
;.:.- Planning 'pacecraft 4perations
<n order to carr( out sacecra#t oerations (ou will need a
6attle#leet )ot"ic model reresenting t"e or*iting sacecra#t.
2acecra#t oerations must *e lanned well in ad&ance! and
*ecause o# t"is an( sacecra#t models must *e set u rig"t at t"e
start o# t"e *attle *e#ore an( ground units are delo(ed. <# *ot"
70 ;.: 'pacecraft
/, 9o 2acecra#t count #or t"e 6reak T"eir 2irit goal i# t"e( are t"e most
e'ensi&e #ormation in an arm(Q
A, No. 2acecra#t ?or an( o##-*oard units or #ormations@ do not count towards
goals.
/, T"e saces"i and dro od 9eat"wind rules are somew"at con#using wit"
resect to w"at constitutes a E#iring actionG and "ow 6Bs #or Ecoming
under #ireG would *e laced. Low does 2acecra#t and dro od #ire workQ
A, 2acecra#t attacks generate a single E6B #or coming under #ireG +ust as i# an(
ot"er multi-attack unit "its a target. <t%s analogous to a titan w"ic" #ired *ot"
a *arrage weaon and direct #ire.
T"e rules #or 9ro Pods state e'licitl( t"at eac" #ormation creates a 6B
#or Ecoming under #ireG #or all enem( #ormations in range o# t"e
9eat"wind! e'actl( as i# t"e attacks come #rom a searate #ormation. Note!
t"is means a #ormation "it *( a sacecra#t *arrage and 2 9eat"wind attacks
will recei&e 3 6Bs #or coming under #ire! lus an( additional 6Bs #or
casualties.
T"ere is no clear rules answer a*out w"en to al( 6Bs and c"eck #or
*roken #ormations! *ut t"e *est analog( is t"e *onus 6Bs #or a massi&e
*arrage. $it" t"at aroac"! all #ire ?sacecra#t and all 9eat"wind attacks@
woudl *e treated as a single! mass E#iring action.G Al( all 6Bs generated
*( all #ire as directed! t"en c"eck #or *roken #ormations onl( a#ter all #iring is
comlete.
/, T"e order o# resolution #or dro ods can make a di##erence! e.g. i# a scout
unit is killed *( a 9eat"wind attack! t"e loss o# Jone o# 7ontrol mig"t clear
t"e area #or a di##erent dro od to land. $"at is t"e order o# resolution #or
sacecra#t and dro od attacksQ
A, T"e sacecra#t rules state t"at Planet#all occurs a#ter t"e sacecra#t #ires.
Eac" #ormation is laced and scattered ?and an( dismounting decisions
made@ *e#ore mo&ing to t"e ne't lanet#all #ormation. T"e 2B 9ro Pod
rules state t"at t"e 9eat"wind attacks occur a#ter t"e #ormation "as *een
laced *ut *e#ore t"e marines dismount! so t"ose attacks would EinterrrutG
t"e lacement order. 9ro Pods are laced se8uentiall( a#ter t"e re&ious
od and deat"wind "a&e *een resol&ed.
2o t"at%s 1@ 2acecra#t attacks! 2@ Place and scatter 9ro Pod! 3@ 9eat"wind
attacks! -eeat 2 and 3 as needed. T"e sacecra#t la(er ma( c"oose t"e
order in w"ic" t"e lanet#alling #ormations are resol&ed. Note! t"is does
allow a certain le&el o# Eeeling t"e onionG as 9eat"wind attacks can clear
t"e wa( #or #ollow-on #ormations.
>ee in mind t"e e##ects o# casualties and 6Bs are resol&ed at t"e end o#
t"e sacecra#t%s acti&ation! i.e. #ormations do not *reak in t"e middle o# a
wa&e o# dro od attacks. $"ile t"is kees a #ormation #rom *eing a*le to
retreat! it also means t"at t"e Barine la(er ma( not use t"eir dro od
lacement to tr( to catc" *roken #ormations in order to get t"e E"ackdownG
kills #rom *last markers on *roken #ormations.
la(ers "a&e sacecra#t! t"e( s"ould take turns in setting t"em
u! starting wit" t"e la(er wit" t"e "ig"er strateg( rating.
2acecra#t are set u touc"ing t"eir own side%s ta*le edge ?c"oose
an edge randoml( i# (our side doesn%t "a&e a ta*le edge in t"e
scenario *eing la(ed@! #acing in an( direction. As eac" sacecra#t
is set u! t"e la(er must declare out loud on w"ic" turn t"e s"i
will arri&e. Note t"at t"e turn t"e sacecra#t will arri&e is not a
secret P t"e( are #ar too large to sneak u on t"e enem(: 1ou
ma( c"oose an( turn! #rom t"e #irst turn onwards. Lowe&er! (ou
ma( not c"oose a turn t"at "as alread( *een taken *( anot"er
sacecra#t! and no more t"an one sacecra#t can tra&el o&er t"e
*attle#ield on t"e same turn.
<n addition to sa(ing w"en t"e sacecra#t will arri&e! (ou must
secretl( record t"e dro 5one #or units entering la( using t"e
lanet#all a*ilit(! ?see 4.4@ and also w"ere an( or*ital
*om*ardments will #all. Eac" la(er needs to do t"is in turn
w"ile t"e ot"er la(er is not looking.
2iml( write down on a iece o# aer t"e coordinates o# t"e
dro 5one andFor *om*ardment in relation to t"e osition o#
t"e sace cra#t model. T"e coordinates (ou lot will determine
t"e centre oint o# t"e dro 5one and an( or*ital *om*ardment
(our sacecra#t #ires. .or e'amle (ou mig"t write Em( dro
5one will *e D0cm u! 30cm rig"t! and m( or*ital *om*ardment
will come down 4Icm u and 30cm le#tG. T"is would mean t"at
t"e dro 5one would *e located D0cm u and 30cm to t"e rig"t
o# t"e sacecra#t model! w"ile t"e or*ital *om*ardment would
"it a oint 4Icm and 30cm to t"e le#t o# t"e model.
;.:.9 (arring 4ut The 4peration
2acecra#t oerations take lace in t"e action "ase o# t"e turn.
2iml( take an action test #or t"e sacecra#t as (ou would #or an(
ot"er #ormation. <# t"e test is assed! t"e sacecra#t ma( make
or*ital *om*ardments! in-oint attacks! and carr( out a
lanet#all as descri*ed in t"e sections t"at #ollow ?see 4.3.3! 4.3.4
0 4.4@.
A#ter an( attacks or landings "a&e taken lace! t"e sacecra#t
model is remo&ed. <# t"e test is #ailed t"en t"e sacecra#t "as
*een dela(ed and #ails to arri&e t"is turnR (ou ma( roll #or it again
ne't turn as long as no ot"er sacecra#t are sc"eduled to arri&e
t"at turn. <# t"e ne't turn "as *een taken! t"en t"e dela(ed
sacecra#t will arri&e in t"e #irst a&aila*le #ree turn.
;.:.: 4rbital 3ombardments
C-
<# a sacecra#t can carr( out an or*ital *om*ardment t"is will *e
noted on its datas"eet.
Cr*ital *om*ardments co&er an area considera*l( larger t"an an
artiller( *om*ardment! and so re8uire a *arrage temlate t"at is
12cm across. 6( a remarka*le stroke o# good #ortune t"is
"aens to *e t"e same si5e as t"e Crdnance temlate used in
$ar"ammer 40!000! and i# (ou "aen to "a&e an( o# t"ese we
71 ;.:.: 4rbital 3ombardments
/, 9o #ormations t"at are under an Cr*ital 6om*ardment temlate recei&e a
6last marker #or *eing s"ot atQ
A, 1es.
/, =nder section 4.3.3 o# Cr*ital 6om*ardments it states, ETake one o# t"e
temlates and lace it wit" its centre at t"e co-ordinates (ou recorded at t"e
start o# t"e *attle. Place t"e two ot"er temlates so t"e( are touc"ing t"e
#irst oneSG 9oes t"is mean t"at t"e minimum num*er o# temlates #or an
or*ital *om*ardment is t"ree and can go u to #i&e deending on t"e si5e o#
t"e *om*ardmentQ
A, No. T"e( get t"e same num*er o# temlates as it sa(s on t"e 6arrage Ta*le
in section 1.K.8.
I0
NetEA Tournament Pack 2013-08-07 4.0 Aerosace Cerations
recommend (ou use t"em ?< know! it%s almost like we lanned it!
isn%t it@ <# not t"en make (our own temlates #rom card or
acetate.
Take one o# t"e temlates and lace it wit" its centre at t"e
coordinates (ou recorded at t"e start o# t"e *attle. Note t"at (ou
don%t need to ass a second initiati&e test in order to carr( out
t"e *om*ardment P t"e one (ou assed earlier on allows t"e
*om*ardment to take lace.
Cnce t"e osition o# t"e or*ital *om*ardment is known! attack
an( units under t"e temlates +ust as (ou would #or an artiller(
*arrage ?see 1.K.8@. Cr*ital *om*ardments ne&er *ene#it #rom
t"e cross#ire rule.
;.:.; PinGPoint Attacks
Pin-oint attacks ma( *e made on enem( war engines ?war
engines are t"e onl( t"ings *ig enoug" #or a sacecra#t to ick
out on t"e *attle#ield@. Pick a target an(w"ere on t"e ta*le and
t"en attack it wit" an( in- oint attacks t"e sacecra#t ma( "a&e.
1ou ma( target di##erent war engines wit" eac" in-oint attack
i# (ou wis"! or concentrate all o# t"e attacks on a single target.
Note t"at (ou do not need to record t"e co-ordinates o# in-
oint attacks.
;.; P)ANET6A))
C9
2ome armies are allowed to land ground units #rom or*iting
sacecra#t in seciall( modi#ied &e"icles. T"ese &e"icles are
mainl( used to carr( troos #rom or*iting sacecra#t to t"e
lanet *elow. Bost are more like manned missiles t"an aircra#t!
and are designed to *e #ired at e'tremel( "ig" seeds into t"e
lanet%s atmos"ere. At t"e last moment! ower#ul +ets slow t"e
descent o# t"e &e"icle allowing it and its cargo to land sa#el( on
t"e lanet%s sur#ace. T"e "ig" seeds t"at t"e &e"icles tra&el at
makes it almost imossi*le #or weaons to engage t"em *e#ore
t"e( "a&e landed. T"is is known as making a planetfall.
An( unit caa*le o# making a lanet#all will "a&e t"is noted on
its datas"eet. T"e datas"eets #or a sacecra#t will note t"e t(e
and num*er o# units it ma( carr( t"at can make lanet#all. <t is
assumed t"at a sacecra#t can also carr( an( cargo t"at will *e
transorted in t"e unit wit" t"e lanet#all a*ilit(. =nits entering
la( *( lanet#all and t"eir cargo ?i# an(@ s"ould *e ket o## t"e
ta*le until t"e( "a&e landed.
1ou can make a lanet#all on t"e turn t"e sacecra#t transorting
t"e units enters la(. 7arr( out t"e lanet#all a#ter carr(ing out
an( *om*ardments andFor in-oint attacks. Take one o# t"e
units wit" t"e lanet#all a*ilit( and lace it an(w"ere on t"e ta*le
72 ;.; Planetfall
/, 9o t"e 2ace Barine and 7"aos 2ace Barine 9ro Pod #igures reresent
an actual unit or are t"e( +ust a marker to indicate a landing locationQ
A, T"e( are +ust used to reresent t"e location o# t"e Planet#all.
/, ;et%s sa( < "a&e a 6attle >roo5er. < also "aen to "a&e #our Crk ;andas. 9o
all "a&e to land wit"in 1Icm o# t"e same dro 5one marker or is it ossi*le
to set u multile dro 5onesQ Cr is t"e onl( wa( to "a&e multile dro 5one
markers to get multile sacecra#tQ
A, Eac" transort #ormation ma( "a&e its own dro 5one. <n t"is e'amle t"ere
could *e u to #our dro 5ones! one #or eac" ;anda. <# (ou use multile
dro 5ones! (ou will need to record clearl( w"ic" ;anda is allocated to eac"
dro 5one.
/, 7an .lak attacks *e made against units using Planet#allQ
A, No.
/, 7an units transorted *( Planet#all ?#or e'amle Assault troos in a
T"under"awk@ disem*ark as soon as t"e transorting unit landsQ
A, T"e intent o# t"e Planet#all rule is t"at units landing &ia Planet#all get to land
#or #ree earl( in t"e turn! and t"en #unction as i# t"e( "ad *een on t"e ta*le
since t"e start o# t"e turn. T"is means t"at t"e( can take t"eir action later in
t"e turn! as t"e( won%t "a&e used it u (et P t"e( are literall( counted as
"a&ing done not"ing during t"e current turn.
=nits on *oard $E or ot"er transort can c"oose to disem*ark immediatel(
w"en t"e( land or t"e( can remain on *oard. <# t"e( c"oose to remain
loaded t"e( act as a normal mounted #ormation. -egardless o# t"e c"oice to
disem*ark or remain em*arked! t"e #ormation ma( take an action on t"e
turn it lands! as t"e rocess o# landing and disem*arking is #ree P in ot"er
words! +ust a wa( to get t"e units onto t"e ta*le as art o# t"e sacecra#t%s
acti&ation. Note i# a #ormation c"ooses to remain em*arked on a $ar
Engine transort! 3.1.3 will al( as normal.
/, <# a #ormation #ails to acti&ate and t"e( are still in a &e"icle t"at entered la(
using t"e rules #or lanet#all! can t"e( delo( in a c"ain u to 1Icm #rom t"e
&e"icle and t"en make a mo&e ?as art o# t"e Lold Action t"e( can take@ or
can t"e( onl( mo&e as er t"e regular acti&ationForder rulesQ
A, T"ere is one critical oint to make *e#ore < answer t"e 8uestion, t"e secial
rules t"at al( to 2ace Barine dro ods do not al( to ot"er units using
t"e lanet#all rulesR t"e( onl( al( to dro ods. =nits in dros ods ma(
not c"oose to sta( on *oard ?t"e( must disem*ark on landing@ and onl( units
in dro ods get to delo( u to 1Icms #rom t"e unit t"e( landed inR units
disem*arking #rom ot"er lanet#all &e"icles must disem*ark normall(! using
t"e normal rules.
/, 9oes Planet#all trigger C&erwatc"Q
A, ;anding does not count as mo&ement #or t"e uroses o# triggering enem(
o&erwatc" #ire. 9isem*arking triggers o&erwatc" #ire as normal.
I1
4.0 Aerosace Cerations NetEA Tournament Pack 2013-08-07
t"at is wit"in 1Icms o# t"e dro 5one co-ordinates recorded at
t"e start o# t"e game ?see 4.3.1@. T"e unit t"en scatters 29Dcms
in a random direction ?we recommend using a )ames $orks"o
scatter dice to determine t"e direction! *ut an( mutuall(
agreea*le met"od will do@. An( units *eing transorted are
allowed to disem*ark immediatel( on landing! or sta( on *oard
and disem*ark later. ;anding does not count as mo&ement #or
t"e uroses o# triggering enem( o&erwatc" #ire. 9isem*arking
triggers o&erwatc" #ire as normal.
7arr( on doing t"is until all o# t"e units wit" t"e lanet#all a*ilit(
t"at are on t"e sacecra#t "a&e landed. =nits t"at end u out o#
#ormation due to scattering as t"e( land must mo&e *ack into a
legal #ormation w"en t"e( ne't take an action ?see 1.2.1 and
1.D.1@.
=nits entering la( *( lanet#all are destro(ed i# t"e( land o##
t"e ta*le. <# t"e unit lands on terrain t"at is imassa*le or
dangerous #or it! or on to o# an( sort o# unit ?#riend or #oe@! or
in an enem( 5one o# control! t"en it is assumed t"at on-*oard
automatic guidance s(stems will di&ert it towards a sa#e landing
oint and t"e unit is mo&ed *( t"e oosing la(er to t"e nearest
area o# clear ground w"ere it can land.
=nits t"at land *( lanet#all ma( take an action later in t"e turn.
<n e##ect t"e units land #rom t"e sacecra#t w"en t"e sacecra#t
takes its action! and can take an action o# t"eir own later in t"e
same turn. -emem*er t"at an( #ormations t"at "a&e landed *(
lanet#all and scattered out o# #ormation must mo&e *ack into a
legal #ormation w"en t"e( take an action. Aircra#t t"at land *(
lanet#all are treated in t"e same manner as a landed aircra#t ?see
4.2.I@! and t"e( ma( take o## again later in t"e game.
;.? AE+4'PA(E T+AININ# '(ENA+I4'
EToda( "ad *een a good da( #or >ruk#angR lent( o# #iring!
lent( o# seed.G
T"e rules #or aerosace oerations! like t"e war engine rules t"at
receded t"em! are #airl( long and comle'! and #or t"is reason it
is *est to learn "ow to use t"em *( la(ing t"e #ollowing training
scenarios *e#ore (ou use t"em in #ull-si5ed games. T"e training
scenarios concentrate on t"e aircra#t rules e'clusi&el(! as t"ese
are *ot" t"e most comle' and t"e most commonl( used.
Note2 T"e datas"eets #or t"ese two scenarios are on t"e ne't
age and in section I.0.
;.?.- &eath 6rom The 'kiesL
<n t"e sul"ur-(ellow skies a*o&e Armageddon! Crk #ig"ta-
*ommers *attle wit" <merial Na&( T"under*olts and
Barauders in a deadl( dance o# deat". T(ical o# t"ese
engagements was t"e Crk aerial attack on <merial 7ommand
6unker 7omle' 17c! "ome to t"e Lead8uarters o# t"e <merial
)uard 2nd Asgardian -angers regiment. Bore t"an "al# a do5en
Crk #ig"ta- *ommers #rom Lart"ag%s 9e##*lasta%s .l(*o(5
28wadron attacked t"e comle'! and were interceted *(
elements o# t"e <merial Na&(%s 222nd <ntercetor 2trike $ing.
T"e air com*at t"at un#olded is considered *( man( to *e one
o# t"e classic aerial engagements o# t"e Armageddon wars.
4rk 6orces2 Two #ormations eac" consisting o# #our Crk
.ig"ta-6ommers. T"e #orce "as a strateg( rating o# 3 and all
#ormations "a&e an initiati&e &alue o# 3M.
Imperial 6orces2 Cne #ormation consisting o# t"ree <merial
Na&( T"under*olt .ig"ters! lus two #ormations eac" consisting
o# one 7ommand 6unker and one L(dra AA &e"icle! and one
#ormation consisting o# t"ree 6asilisk artiller( &e"icles and one
L(dra. T"e #orce "as a strateg( rating o# 2 and all #ormations
"a&e an initiati&e &alue o# 2M.
#aming Area2 2et u a la(ing area aro'imatel( K0-120cm
s8uare. 2et u an( scener( (ou "a&e in a mutuall( agreea*le
manner. 1ou can set u as muc" or as little scener( as (ou like!
*ut tr( to make sure t"at (ou "a&e at least a coule o# "ills and
eit"er a *uilt-u area or some woods #or t"e troos to "ide
*e"ind or take co&er in.
&eploment2 T"e <merial la(er sets u #irst! and must set u
all o# t"e ground #ormations in "is #orce an(w"ere "e likes on
t"e ta*le. 6ot" sides% aircra#t are o## t"e ta*le at t"e start o# t"e
*attle.
'pecial +ules2 2ee section I.I.2 #or ower of the WaaaghF
8ictor (onditions2 T"e Crk la(er "as t"ree turns in w"ic" to
destro( *ot" 7ommand 6unkers and all t"ree 6asilisks. <# "e
succeeds "e wins! i# not t"e <merial la(er wins.
I2
NetEA Tournament Pack 2013-08-07 4.0 Aerosace Cerations
;.?.9 Thunderhawk &own
Ac"eron Li&e #ell wit"out warning on t"e #i#t" da( o# t"e
in&asion o# Armageddon! t"e &ictim o# treac"er( *( none ot"er
t"an e'-<merial )o&ernor Lerman &on 2tra*. <ntelligence
reorts indicated t"at &on 2tra* was located in a catured
command *unker +ust outside t"e "i&e cit(. A small #orce o#
Terminators #rom t"e 2alamanders 7"ater were desatc"ed in a
T"under"awk )uns"i in a *id to cature t"e traitor. T"e
Terminators landed +ust outside t"e *unkers and 8uickl( o&erran
t"e comle'! *ut #ound t"at &on 2tra* "ad alread( le#t. T"ings
started to go wrong w"en Crk .ig"ta-6ommers am*us"ed t"e
T"under"awk sent to e&acuate t"e Terminators. Cnl( t"e
T"under"awk%s legendaril( sturd( construction and t"e timel(
assistance o# some <merial Na&( T"under*olt #ig"ters allowed
it to sur&i&e and ick u t"e Terminators. $"en t"e
T"under"awk returned to *ase onl( one engine was still
#unctioning! all o# its crew "ad eit"er *een wounded or killed!
and *ullet "oles caused *( o&er 2I0 *ig s"oota s"ell "its were
counted on its "ull. All o# t"e Terminators sent on t"e mission
were e&acuated sa#el(.
Imperial 6orces2 Cne T"under"awk )uns"i! lus one
#ormation consisting o# #our 2ace Barine Terminator units! and
one #ormation consisting o# t"ree <merial Na&( T"under*olt
#ig"ters. T"e #orce "as a strateg( rating o# I. All 2ace Barine
#ormations "a&e an initiati&e &alue o# 1M! and t"e T"under*olts
"a&e an initiati&e &alue o# 2M.
4rk 6orces2 Two #ormations eac" consisting o# t"ree Crk
.ig"ta-6ommers! and two #ormations eac" consisting o# one
7ommand 6unker and one ?traitor@ <merial )uard L(dra AA
&e"icle. T"e #orce "as a strateg( rating o# 2. Traitor )uard
#ormations "a&e an initiati&e &alue o# 2M! and t"e Crk .ig"ta-
6ommer5 "a&e an initiati&e &alue o# 3M.
#aming Area2 2ame as 4.I.1.
&eploment2 T"e Crk la(er sets u #irst! and must set u all
o# t"e ground #ormations in "is #orce an(w"ere "e likes on t"e
ta*le. All remaining #ormations are o## t"e ta*le at t"e start o#
t"e *attle. T"e 2ace Barine la(er ma( teleort t"e Terminators
into *attle i# "e wis"es to ?see 2.1.17@.
'pecial +ules2 2ee section I.I.2 #or ower of the WaaaghF and
section I.1.1 #or They "hall 2now 3o Fear.
8ictor (onditions2 T"e <merial la(er wins i# "e destro(s
*ot" *unkers wit" close com*at attacks! and t"en manages to
e'it at least one Terminator unit o## t"e ta*le in a T"under"awk
)uns"i. T"e <merial la(er gets a draw i# "e destro(s *ot"
*unkers. An( ot"er result is a win #or t"e Crk la(er.
I3
NetEA Tournament Pack 2013-08-07 I.0 .orces
?./ 64+(E'
T"is section o# t"e Eic rules includes datas"eets #or eac" o# t"e armies! lus a re#erence s"eet t"at grous all o# t"e game ta*les
toget"er into one lace. T"e #ollowing a**re&iations are used on t"e datas"eets,
A( > Aircraft
A8 > Armoured 8ehicle
5bc7 > 5base contact7
3P > 3arrage Points
(( > (lose (ombat
(@ > (haracter
& > &isrupt
&( > &amage (apacit
EA5HJ7 > EJtra Attacks 5HJ7
66 > 6irefight
6' > 6irst 'trike
6wA > 6orward 6ire Arc
6J6 > 6iJed 6orward 6ire Arc
#* > #uided *issile
I( > Ignore (over
Ind > Indirect 6ire
IN6 > Infantr
) > )ance
)eft > )eft 6ire Arc
)8 > )ight 8ehicle
*W > *acroGweapon
+ight > +ight 6ire Arc
+rA > +ear 6ire Arc
'( > 'pacecraft
'lw > 'low 6iring
' > 'niper
'' > 'ingle 'hot
T,5J7 > Titan ,iller 5J7
WE > War Engine
II
?./.- EPI( A+*A#E&&4N +E6E+EN(E '@EET
3last *arker Table
3last *arkers +esult Effect
Eac" 6last Barker =nit "uppressed Ba( not s"oot
Cne er unit .ormation Broken $it"draw
Actions
Advance2 Bake one mo&e and t"en s"oot.
Engage2 Bake one Oc"arge% mo&e and t"en #ig"t an assault.
&ouble2 Bake two mo&es and t"en s"oot wit" a -1 modi#ier.
*arch2 Bake t"ree mo&es.
*arshal2 2"oot wit" a -1 modi#ier and t"en regrou! or make
one mo&e and t"en regrou.
4verwatch2 Enter o&erwatc".
'ustained 6ire2 2"oot wit" a M1 modi#ier.
@old2 Bake one mo&e or s"oot or regrou.
Action Test Table
.ormation "as at least one 6last marker -1
.ormation is tr(ing to retain t"e initiati&e -1
To @it *odifier Table
Target is in co&er -1
Attacker is carr(ing out a dou*le or mars"al action -1
Attacker is carr(ing out a sustained #ire action M1
Needing CH to @it
Target &A rolls needed
7 D #ollowed *( 4! I or D
8 D #ollowed *( I or D
K D #ollowed *( D
10 Ba( not *e "it
Assault *odifiers
.or eac" kill (ou "a&e in#licted M1
1ou "a&e more units M1
1ou "a&e more t"an twice as man( units M1
1our #ormation "as no 6last markers M1
T"e oosing #ormation "as more 6last markers M1
.or eac" unit wit" t"e +nspiring a*ilit( M1
+all Test *odifiers
.ormation is *roken -2
T"ere are enem( units wit"in 30cms -1
8ictor (onditions 'ummar
6lit5 7ature t"e o*+ecti&e on (our oonent%s *oard edge
6T2 9estro( t"e enem( #ormation wort" t"e most oints
9T. 7ontrol all t"ree o*+ecti&es in (our ta*le "al#
T0L 7ature two o*+ecti&es in (our oonent%s ta*le "al#
T2NP No un*roken enem( #ormations in (our ta*le "al#
3arrage Table
3arrage Points EJtra Templates EJtra 3last *arkers To @it +olls
AP AT
1 None None DM DM
2 None None IM DM
3 None None 4M IM
4-I Cne None 4M IM
D-7 Cne Cne 4M IM
8-K Two Cne 4M IM
10-12 Two Two 4M IM
13-1I Two T"ree 4M IM
1D-18 Two .our 4M IM
Terrain Effects Table
Terrain Infantr 8ehicle War Engine
6uildings 4M 7o&er 2a&e <massa*le <massa*le
7li##s <massa*le <massa*le <massa*le
.orti#ications 3M 7o&er 2a&e ?see rules@ 2ee rules <massa*le
Nungle 4M 7o&er 2a&e <massa*le 9angerous
Bars" DM 7o&er 2a&e! 9angerous 9angerous 9angerous
Cen )round! Lill 2loes No E##ect No E##ect No E##ect
-i&er DM 7o&er 2a&e! 9angerous <massa*le No E##ect
-oads 2ee rules 2ee rules 2ee rules
-uins! -u**le 4M 7o&er 2a&e 9angerous 9angerous
2cru* DM 7o&er 2a&e No E##ect No E##ect
$oods IM 7o&er 2a&e 9angerous 9angerous
?.- 'PA(E *A+INE 64+(E'
C:
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
7atain 7L nFa nFa nFa nFa Power $eaon ?*c@ Assault $eaons! EA?M1@! B$ %ommander. +n$ulnerable "a$e, Leader
7"alain 7L nFa nFa nFa nFa Power $eaon ?*c@ Assault $eaons! EA?M1@! B$ +nspiring, +n$ulnerable "a$e, Leader
;i*rarian 7L

nFa

nFa

nFa nFa

2mite ?1Icm@ 2mall Arms! EA?M1@! B$ +n$ulnerable "a$e, Leader
Power $eaon ?*c@ Assault $eaons! EA?M1@! B$
2ureme 7ommander 7L nFa nFa nFa nFa Power $eaon ?*c@ Assault $eaons! EA?M1@! B$ +n$ulnerable "a$e, "upreme %ommander
Assault <N. 30cm 4M 3M IM 6olt Pistols ?1Icm@ 2mall Arms Qump acks
6ike <N. 3Icm 4M 3M 4M Twin 6olters ?1Icm@ 2mall Arms -ounted
9e&astator <N. 1Icm 4M IM 3M 2' Bissile ;aunc"er 4Icm APIMFATDM
2cout <N. 1Icm IM 4M IM Lea&( 6olter 30cm APIM +nfiltrators, "couts
Tactical <N. 1Icm 4M 4M 4M Bissile ;aunc"er 4Icm APIMFATDM
Terminator

<N.

1Icm

4M

3M

3M 2' Assault 7annon 30cm APIMFATIM 0einforced Armour, Teleport, Thick 0ear Armour
Power $eaons ?*c@ Assault $eaons! EA?M1@! B$
Attack 6ike ;H 3Icm 4M IM IM Lea&( 6olter 30cm APIM
;and 2eeder ;H

3Icm

4M

DM

IM Bulti-melta 1Icm B$IM "kimmer, "cout
and ?1Icm@ 2mall Arms! B$
;and 2eeder Tornado ;H

3Icm

4M

DM

IM Assault 7annon 30cm APIMFATIM "kimmer, "cout
Lea&( 6olter 30cm APIM
;and 2eeder T("oon ;H

3Icm

4M

DM

IM Twin T("oon Bissile 4Icm AP3MFATIM "kimmer, "cout
Lea&( 6olter 30cm APIM
9readnoug"t AH



1Icm



3M



4M



4M 0-1' Bissile ;aunc"er 4Icm APIMFATDM Walker. Armed with either a -issile Launcher and Twin Lascannon, or a ower Fist and
Assault %annon.
0-1' Twin ;ascannon 4Icm AT4M
0-1' Power .ist ?*c@ Assault $eaons! EA?M1@! B$
0-1' Assault 7annon 30cm APIMFATIM
Lunter AH 30cm IM DM DM Lunter->iller D0cm AT4MFAA4M
;and -aider AH

2Icm

4M

DM

4M 2' Twin ;ascannon 4Icm AT4M 0einforced Armour, Thick 0ear Armour, Transport >one Terminator unitR or two of the following
units1 #e$astator, Tactical?
Twin Lea&( 6olter 30cm AP4M
Predator Anni"ilator AH

30cm

4M

DM

IM Twin ;ascannon 4Icm AT4M
2' ;ascannon 4Icm ATIM
Predator 9estructor AH

30cm

4M

DM

3M Autocannon 4Icm APIMFATDM
2' Lea&( 6olter 30cm APIM
-a5or*ack AH

30cm

IM

DM

IM 0-1' Twin Lea&( 6olter 30cm AP4M Transport >one of the following units1 #e$astator, "cout, Tactical?. Armed with either a Twin
)ea$y Bolter or a Twin Lascannon.
0-1' Twin ;ascannon 4Icm AT4M
-"ino AH 30cm IM DM DM 2torm 6olter ?1Icm@ 2mall Arms Transport >two of the following units1 #e$astator, "cout, Tactical?
Hindicator AH 2Icm 4M DM 4M 9emolis"er 30cm AP3MFAT4M! <7 Walker
$"irlwind AH 30cm IM DM IM $"irlwind 4Icm 16P! <nd
73 ?.- 'pace *arine 6orces
/, 7an a 2ace Barine ;i*rarian use "is 2mite a*ilit( in an Assault i# "e is in *ase-to-*ase contact wit" an enem( unitQ
A, No. T"e 2mite a*ilit( is listed as *eing a 2mall Arms weaon. 2mall Arms weaons are used in Assaults w"en t"e unit is not in *ase-to-*ase contact. Note t"at as a 2ace Barine 7"aracter! t"e ;i*rarian does "a&e a B$ 77 attack.
;anding 7ra#t A7F
$E

6om*er

4M

IM

3M 2' Twin ;ascannon 4Icm AT4M #%5, Fearless, lanetfall, 0einforced Armour, Transport >twel$e of the following units1 Assault,
Attack Bike, Bike, #e$astator, #readnought, "cout, Tactical, TerminatorR Terminators and
#readnoughts count as two units eachR plus si& of the following units1 )unter, Land 0aider,
redator Annihilator, redator #estructor, 0a4orback, 0hino, Pindicator, WhirlwindR Land
0aiders count as one and a half units each, rounding up?. %ritical )it 'ffect1 The unit and all
units on board are destroyed. All units within Ecm suffer a hit.
3' Twin Lea&( 6olter 1Icm AP4MFAAIM
T"under"awk )uns"i A7F
$E



6om*er



4M



DM



4M 6attle 7annon 7Icm AP4MFAT4M! .'. #%9, lanetfall, 0einforced Armour, Transport >eight of the following units1 Assault, Attack
Bike, Bike, #e$astator, #readnought, "cout, Tactical, TerminatorR Terminators and
#readnoughts count as two units each?. %ritical )it 'ffect1 The unit and all units on board are
destroyed.
2' Twin Lea&( 6olter 30cm AP4MFAAIM! .'.
Twin Lea&( 6olter 1Icm AP4MFAAIM! ;e#t
Twin Lea&( 6olter 1Icm AP4MFAAIM! -ig"t
6attle 6arge 27 nFa nFa nFa nFa Cr*ital 6om*ardment nFa 146P! B$ "low and "teady, Transport >@6 of the following units1 Assault, Attack Bike, Bike, #e$astator,
#readnought, "cout, Tactical, TerminatorR plus @6 of the following units1 )unter, Land 0aider,
redator Annihilator, redator #estructor, 0a4orback, 0hino, Pindicator, WhirlwindR plus nine
Thunderhawk Gunships and enough #rop ods or Landing %raft to transport any other units on
board?
2trike 7ruiser 27 nFa nFa nFa nFa Cr*ital 6om*ardment nFa I6P! B$ Transport >96 of the following units1 Assault, Attack Bike, Bike, #e$astator, #readnought,
"cout, Tactical, TerminatorR plus 96 of the following units1 )unter, Land 0aider, redator
Annihilator, redator #estructor, 0a4orback, 0hino, Pindicator, WhirlwindR plus si&
Thunderhawk Gunships and enough #rop ods or Landing %raft to transport any other units on
board?
9ro Pod 2ecial nFa nFa nFa nFa 9eat"wind 1Icm APIMFATIM lanetfall, Transport >one formation of only the following units1 #e$astator, #readnought,
Tactical?. #eathwind1 After the drop pod lands, its #eathwind attacks all enemy units within
:Ecm. 'ach enemy formation attacked recei$es a Blast marker for coming under fire, and an e&tra
Blast marker for each casualty. Then any troops carried in the drop pod must disembark within
Ecm of the drop pod or within Ecm of another unit from the same formation that has already
landed, so long as all units are placed within :Ecm of the drop pod. #rop pod models should be
remo$ed from the board once the formation they transport has disembarked.
'PE(IA) +0)E
?.-.- The 'hall ,now No 6ear
"pace -arines are renowned for their tenacity and bra$ery. This is represented by the following rules1
+t takes 9 Blast markers to suppress a "pace -arine unit or kill a unit in a broken formation >ignore any lefto$er Blast markers?.
"pace -arine formations are only broken if they ha$e 9 Blast markers per unit in the formation.
"pace -arines formations only count half their number of Blaster markers in assault resolution >rounding down D note that assault resolution will not recei$e C: for ha$ing no Blast markers if the formation
has : Blast marker before rounding down?. )al$e the number of e&tra hits suffered by a "pace -arine formation that loses an assault, rounding down in fa$our of the "pace -arines.
When a broken "pace -arine formation rallies, it recei$es a number of Blast markers e!ual to the number of units, rather than half this number. "pace -arines with the Leader special ability remo$e 9 Blast
markers instead of :.
74 ?.-.- The 'hall ,now No 6ear
/, 9o *roken 2ace Barine units count as "a&ing one 6B er unit or one-"al# 6B er unit in Assault resolutionQ
A, Cne 6B er unit.
/, $"en *roken 2ace Barines #ormations are s"ot at! one unit is killed #or eac" 2 6last markers as er ET"e( 2"all >now No .earG 2ecial -ule. $"at i# an odd num*er o# 6last markers is generated! or onl( oneQ
A, An( e'tra 6last markers are ignored. .rom t"e ET"e( 2"all >now No .earG 2ecial -ule, <t takes two 6last markers to suress a 2ace Barine unit or kill a unit in a *roken #ormation ?ignore an( le#t o&er 6last markers@.
/, <# < s"oot two times on a *roken 2ace Barine #ormation ?killing no units@ do < generate 2 searate 6last markersQ
A, No. 6roken units do not retain 6last markers. 2o in t"is case t"e 2ace Barines would ignore t"e one 6last marker (ou lace eac" time and would not lose an( units. 1ou would "a&e to lace two or more 6last markers on a *roken
2ace Barine #ormation *e#ore it loses a unit.
?.9 I*PE+IA) #0A+& 64+(E'
C?
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
7ommissar 7L nFa nFa nFa nFa Power $eaon ?*c@ Assault $eaons! EA?M1@! B$ Fearless, +nspiring, Leader
7ommander <N. 1Icm DM IM IM Autocannon 4Icm APIMFATDM %ommander
<n#antr( <N. 1Icm - DM IM Autocannon 4Icm APIMFATDM /ne unit in e$ery two has an Autocannon.
Cgr(ns <N. 1Icm 3M 4M IM -ier )uns ?1Icm@ 2mall Arms
Cgr(n 7om*at $eaons ?*c@ Assault $eaons! EA?M1@! B$
-oug" -iders <N. 20cm DM 4M DM ;asistols ?1Icm@ 2mall Arms +nfiltrators, -ounted, "couts
Power ;ance ?*c@ Assault $eaons! EA?M1@! .2
2niers <N. 1Icm - DM IM 2nier -i#les 30cm APIM "couts, "nipers
2torm Trooers <N. 1Icm IM IM 4M Plasma )uns 1Icm APIMFATIM "couts
2uort 28uad <N. 1Icm - DM 4M 2' Autocannon 4Icm APIMFATDM
2ureme 7ommander <N. 1Icm IM 4M IM Autocannon 4Icm APIMFATDM "upreme %ommander
Power $eaon ?*c@ Assault $eaons! EA?M1@! B$
2entinel ;H 20cm DM DM IM Bultilaser 30cm APIMFATDM "cout, Walker
6asilisk AH 20cm IM DM IM Eart"s"aker 120cm AP4MFAT4M
or 120cm 16P! <nd
Lea&( 6olter 30cm APIM
6om*ard AH 20cm DM DM IM 2iege Bortar 4Icm 26P! <7! <nd! 2lw
Lea&( 6olter 30cm APIM
7"imera AH 30cm IM DM IM Bultilaser 30cm APIMFATDM Transport >one /gryns unitR or two of the following units1 %ommander, +nfantry, "nipers,
"torm Troopers, "upport "!uad, "upreme %ommander?
Lea&( 6olter 30cm APIM
9eat"strike AH 20cm DM DM IM 9eat"strike Bissile =nlimited B$2M! <nd! 22! T>?9D@
Lea&( 6olter 30cm APIM
)ri##on AH 30cm DM DM IM Lea&( Bortar 30cm 16P! <nd
Lea&( 6olter 30cm APIM
Lell"ound AH 30cm 4M DM 3M <n#erno 7annon 30cm AP3M! <7
Lea&( 6olter 30cm APIM
L(dra AH 30cm DM DM IM 2' Twin L(dra Autocannon 4Icm AP4MFATIMFAAIM
Lea&( 6olter 30cm APIM
;eman -uss AH 20cm 4M DM 4M 6attle 7annon 7Icm AP4MFAT4M 0einforced Armour
;ascannon 4Icm ATIM
2' Lea&( 6olter 30cm APIM
;eman -uss 9emolis"er AH 20cm 4M DM 3M 9emolis"er 30cm AP3MFAT4M! <7 0einforced Armour
;ascannon 4Icm ATIM
2' Plasma 7annon 30cm AP4MFAT4M! 2lw
7I ?.9 Imperial #uard 6orces
/, Low do (ou determine t"e num*er o# Autocannon s"ots an <merial )uard in#antr( #ormation "as i# units in it are suressedQ
A, $ork out 2uression #or <merial )uard in#antr( *e#ore working out t"e num*er o# Autocannon s"ots. An( )uardsman wit"in 4Icm o# t"e enem( is assumed to *e in range and ma( t"ere#ore *e suressed as long as t"e( "a&e a
;ine o# .ire. 7ount t"e num*er o# remaining )uard units and "al&e t"is total! rounding u! to #ind t"e num*er o# Autocannon s"ots (ou ma( take.
Anot"er wa( to t"ink a*out t"is is t"at eac" <) unit "as Z o# an attack. Nust as a 6B suresses all t"e s"ots o# a single unit! it suresses t"e Z s"ot o# t"e single <) in#antr( unit.
;eman -uss Han8uis"er AH 20cm 4M DM 4M Han8uis"er 7Icm AP4MFAT2M 0einforced Armour
;ascannon 4Icm ATIM
2' Lea&( 6olter 30cm APIM
Banticore AH 20cm DM DM IM -ocket ;aunc"er 1I0cm 26P! 9! <nd! 2lw
Lea&( 6olter 30cm APIM
Halk(rie AH 3Icm IM DM IM Bultilaser 30cm APIMFATDM "cout, "kimmer, Transport >one /gryns unitR or two of the following units1 %ommander,
+nfantry, "nipers, "torm Troopers, "upport "!uad, "upreme %ommander?
2' Lea&( 6olter 30cm APIM
2' -ocket Pod 30cm 16P! 9! 22
Hulture AH 3Icm IM DM IM Lea&( 6olter 30cm APIM "cout, "kimmer
Twin Autocannon 4Icm AP4MFATIM
2' Lellstrike 120cm AT2M! 22
6ane*lade $E 1Icm 4M DM 4M 6ane*lade 6attle 7annon 7Icm AP3MFAT3M #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm
suffer a hit on a roll of @C.
Autocannon 4Icm APIMFATDM
9emolis"er 30cm AP3MFAT4M! .'.! <7
2' ;ascannon 4Icm ATIM
3' Twin Lea&( 6olter 30cm AP4M
2"adowsword $E 1Icm 4M DM IM Holcano 7annon K0cm B$2M! .'.! T>?93@ #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm
suffer a hit on a roll of @C.
2' Lea&( 6olter 30cm APIM
?.: I*PE+IA) NA81 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
Emeror 7lass 6attles"i 27 nFa nFa nFa nFa Cr*ital 6om*ardment nFa 86P! B$ "low and "teady
;unar 7lass 7ruiser 27 nFa nFa nFa nFa Cr*ital 6om*ardment nFa 36P! B$
Pin-Point Attack nFa B$2M! T>?93@
Barauder 6om*er A7 6om*er 4M nFa nFa Twin ;ascannon 4Icm AT4MFAA4M! .'.
6om* -acks 1Icm 36P! .'.
2' Twin Lea&( 6olter 1Icm AAIM
T"under*olt .ig"ter A7 .ig"ter-
6om*er
DM nFa nFa 2torm*olters 1Icm AP4MFAAIM! .'.
Bultilaser 30cm APIMFATDMFAAIM! .'.
=nderwing -ockets 30cm AT4M! .'.
?.; TITAN )E#I4N 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
-ea&er 7lass Titan $E 20cm 4M 3M 3M 2' Tur*olaser D0cm 4' APIMFAT3M! .wA 5 Poid "hields, #%@, Fearless, 0einforced Armour, Walker. -ay step o$er units and pieces of terrain that are
lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 The unit,s plasma reactor has been
breached. 0oll a #@ for each breach on the unit in the end phase of each turn. /n a roll of : the unit is destroyed
and all units within Ecm suffer a hit on a roll of EC, and on a roll of 5(@ the breach has been repaired. Any
breach not repaired causes one point of damage.
-ocket ;aunc"er D0cm 36P! .'.
$ar"ound 7lass Titan $E 30cm IM 4M 4M Hulcan Bega-6olter 4Icm 4' AP3MFATIM! .wA 9 Poid "hields, #%B, Fearless, 0einforced Armour, Walker. -ay step o$er units and pieces of terrain that that
are lower lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 -o$e the unit #@cm in a random
direction. +f it mo$es into impassable terrain or another unit it can,t mo$e o$er it will stop and suffer one point of
damage. All units it mo$es into or o$er suffer a hit on a roll of @C.
Plasma 6lastgun 4Icm 2' B$2M! .wA! 2lw
$arlord 7lass Titan $E 1Icm 4M 2M 3M )atling 6laster D0cm 4' AP4MFAT4M! .wA @ Poid "hields, #%A, Fearless, 0einforced Armour, Thick 0ear Armour, Walker. -ay step o$er units and pieces
of terrain that are lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 The unit,s plasma
reactor has been breached. 0oll a #@ for each breach on the unit in the end phase of each turn. /n a roll of : the
unit is destroyed and all units within Ecm suffer a hit on a roll of 5C, and on a roll of 5(@ the breach has been
repaired. Any breach not repaired causes one point of damage.
Holcano 7annon K0cm B$2M! .wA!
T>?93@
2' Tur*olaser D0cm 4' APIMFAT3M! .'.
'PE(IA) +0)E
?.;.- Imperial 8oid 'hields
+mperial Titans are protected by $oid shield generators. The number of $oid shields each Titan has is noted on the Titan,s datasheet.
'ach $oid shield will automatically stop one point of damage and then go down. #o not make armour sa$es for damage stopped by $oid shields, nor allocate Blast markers. /nce all of the shields ha$e been knocked down,
the Titan may be damaged normally and you may make sa$ing throws against any hits that are scored. )its from close combat ignore $oid shields but units using their firefight $alues must first knock down any shields
before they can damage the Titan.
Poid shields that ha$e been knocked down can be repaired. 'ach Titan can repair one downed $oid shield in the end phase of each turn. +n addition, if a Titan regroups it can use the dice roll to either repair the $oid
shield or remo$e Blast markers >eg, if you rolled a 9 you could repair 9 shields, remo$e 9 Blast markers or repair : shield and remo$e : Blast marker?.
7D
7D ?.;.- 8oid 'hields
/, $e did "a&e some con#usion o&er t"e interaction o# &oid s"ieldsFower #ields and 6last markers. 9oes "a&ing 6last markers re&ent "a&ing &oid s"ieldsQ
A, No. T"e idea is t"at downed &oid s"ields can *e reaired instead o# remo&ing 6last markers w"en (ou regrou. 2o i# (ou regrou (ou could use eac" i o# t"e dice roll to eit"er reair one s"ield or remo&e one 6last marker.
/, <# a $ar Engine wit" Hoid 2"ields is "it *( a weaon causing multile oints o# damage! will an( oints le#t o&er a#ter knocking down s"ields carr( o&er to t"e $ar Engine itsel# Q
A, 1es! t"e( will carr( o&er to damage t"e $ar Engine
/, $"en Hoid 2"ields rec"arge in #ormations wit" multile units is one dice rolled #or t"e #ormation or one dice #or eac" unitQ
A, $"en regrouing roll two dice and take t"e "ig"est as normal. Eac" i can *e used to remo&e one 6last marker or rec"arge one s"ield on e&er( unit in t"e #ormation t"at "as Hoid 2"ields.
/, $"en does a TitanF$ar Engine get Hoid 2"ields *ackQ
A, T"e Hoid 2"ields 2ecial -ule in section I.4.1 de#ines w"en a Titan or $ar Engine can regenerate Hoid 2"ields. 6asicall( a Titan or $ar Engine gets one Hoid 2"ield *ack in t"e End P"ase o# eac" turn ?i# t"e( "a&e lost an( Hoid
2"ields@. As well! i# a Titan or $ar Engine takes a Bars"all action t"e( can use t"e result o# t"e -egrou dice roll ?see 1.13.1@ to reair Hoid 2"ields.
/, 9oes AP #ire take down a Hoid 2"ieldQ
A, No. Cnl( AT! B$ or T> #ire can a##ect a Hoid 2"ield. Note t"at .. attacks in an Assault will damage a Titan%s Hoid 2"ields. Also remem*er t"at t"e Titan or $E will also recei&e a 6last marker #or coming under #ire e&en i# it can%t
a##ect t"e Titan or damage its Hoid 2"ield.
/, Low does allocation work wit" Hoid 2"ields in #ormations wit" multile $EsQ 9o (ou treat t"em as *eing art o# t"e $Es damage caacit(! and continue allocating "its to t"e one $E u to its com*ined s"ield and 97 &alueQ
A, T"e Hoid 2"ields are not considered as art o# t"e $ar Engine%s 9amage 7aacit( w"en allocating "its to t"e we. 2o w"en allocating "its to a $ar Engine t"at "as Hoid 2"ields! or e&en Power .ields! onl( consider t"e $E%s starting
9amage 7aacit( and not an( ot"er #actors.
/, <# a Titan wit" Hoid 2"ields gets "it *( a T>93 weaon do (ou remo&e 1 Hoid 2"ield or 93 Hoid 2"ieldsQ
A, 93. T"e T> s"ot is assigned to a unit. Cnce all t"e "its "a&e *een asssigned t"e results o# t"ose "its are resol&ed. <# t"e unit "ad #ewer Hoid s"ields t"an damage t"e e'tra damage would carr( o&er into t"e unit.
?.? 4+, 64+(E'
CC
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
Cdd*o( 7L nFa nFa nFa nFa 0-1' 2ua-J5a-)un D0cm B$3M! T>?93@ 0eplace one Big Gun weapon with either a "upa(S4ap(Gun or a "oopagun.
0-1' 2ooagun D0cm 26P! B$
$arlord 7L nFa nFa nFa nFa 6ig 7"oa ?*c@ Assault $eaons! EA?M1@! B$ "upreme %ommander
6ig )un5 <N. 10cm nFa DM IM 6ig )un 4Icm APIMFATIM
6o(5 <N. 1Icm DM 4M DM 6ig 2"oota 30cm APDMFATDM
)rot5 <N. 1Icm - DM DM 2"ootas ?1Icm@ 2mall Arms '&pendable. Formations that include at least one /rk unit don,t count Grot units that are lost in
an assault when working out who has won the combat.
>ommandos <N. 1Icm DM 4M DM 6ig 2"oota 30cm APDMFATDM +nfiltrators, "couts
No*5 <N. 1Icm 4M 3M IM 2' 6ig 2"oota 30cm APDMFATDM Leaders
6ig 7"oas ?*c@ Assault $eaons! EA?M1@
2torm*o(5 <N. 30cm DM 4M DM 2"ootas ?1Icm@ 2mall Arms Qump acks, "couts
$ar*ikes <N. 3Icm IM 4M DM Twin 2awn-C## 6ig 2"oota 1Icm APIMFATIM -ounted
9et" >ota ;H 3Icm 4M DM IM Twin 6ig 2"oota 30cm APIMFATDM "kimmer
2korc"a ;H 3Icm IM DM 4M 2korc"a 1Icm AP4M! <7
$ar*ugg( ;H 3Icm IM IM IM Twin 6ig 2"oota 30cm APIMFATDM
6attlewagon AH 30cm IM DM IM 2' Twin 6ig 2"oota 30cm APIMFATDM Transport >two of the following units1 Big Gun4, Boy4, Grot4, 2ommandos, 3ob4R only one of the
two units may be a Big Gun4R plus one unit of Grot4?
9readnoug"t AH 1Icm 4M 4M IM 2' 6ig 2"oota 30cm APDMFATDM Walker
>om*at >laws ?*c@ Assault $eaons! EA?M1@! B$
.lakwagon AH 30cm IM IM IM .lak )un 30cm 2' APDMFATDMFAADM Transport >one of the following units1 Big Gun4, Boy4, Grot4, 2ommandos, 3ob4?
)unwagon AH 30cm IM IM IM 6ig )un 4Icm APIMFATIM Transport >one of the following units1 Big Gun4, Boy4, Grot4, 2ommandos, 3ob4?
>illa >an AH 1Icm IM IM DM 6ig 2"oota 30cm APDMFATDM Walker
>om*at >laws ?*c@ Assault $eaons! EA?M1@! B$
2toma AH 1Icm 4M 4M 4M 2-3' 6ig )un 4Icm APIMFATIM 0einforced Armour, Walker. Armed with either three Big Guns, or two Big Guns and a 2ombat
,Ammer.
0-1' >om*at %Ammer 30cm APIMFATDM
and ?*c@ Assault $eaons! EA?M1@! B$
6attle#ortress $E 30cm 4M 4M 4M 4' Twin 6ig 2"oota 30cm APIMFATDM #%B, Transport >eight of the following units1 Big Gun4, Boy4, Grot4, 2ommandos, 3ob4R only
one of the eight units may be a Big Gun4R plus four units of Grot4? %ritical )it 'ffect1 -o$e the
unit #@cm in a random direction, all units under it suffer a hit. The unit is destroyed, all units on
board are destroyed unless they roll a @C.
6ig )un 4Icm APIMFATIM
77 ?.? 4rk 6orces
/, T"e #ree Crk $arlord 7"aracter ugrades t"e a*ilities o# a single unit in t"e mo*! correctQ
A, 1es. T"is also includes t"e )argant or )reater )argant i# t"e $arlord is added to eit"er o# t"ose units.
/, $"ere are t"e stats #or t"e Crk 6ig 6oss 7"aracterQ
A, T"e 6ig 6oss unit was remo&ed #rom t"e arm( list *ut some re#erences to it still e'ist. Nust ignore an( re#erence to it.
/, 6ig )un5! since t"e( are crewed *( )rot5! "a&e no sa&e and do not count as art o# t"e Bo*-= rule. but! do (ou accumulate a *last marker #or killing oneQ <# so! t"at would *e a rat"er *ig negati&e to taking t"em. 1ou get all o# t"e
minuses and none o# t"e luses.
A, T"e secial rules in t"e E)rot5G datas"eet al( onl( to E)rot5G units! so (es (ou do get 6B #or killing 6ig )un5. Cn t"e ot"er "and! )rot5 and 6ig )un5 are seci#icall( mentioned in t"e Bo* = rule. ?Alt"oug" it actuall( re#ers to
E)retc"inG! it s"ould read E)rot5G@.
)argant $E 1Icm 4M 3M 3M )a5e o# Bork 30cm B$4M! T> #BCB ower Fields, #% A, Fearless, 0einforced Armour, Walker. Armed with either three
"oopaguns, or two "oopaguns and one of the following1 -ega(%hoppa, "upa(S4ap(Gun. %ritical
)it 'ffect1 The unit catches fires. 0oll a #@ for each fire burning on the unit in the end phase of
each turn. /n a roll of : a second fire starts, and on a roll of E(@ the fire is put out. Any fires not
put out cause one point of damage.
2-3' 2ooagun D0cm 26P! .'.! B$
0-1' 2ua-J5a-)un D0cm B$3M! .'.! T>?93@
0-1' Bega-7"oa 4Icm APIMFATIM! .'.
and ?*c@ Assault $eaons! EA?M1@! T>?93@
)reat )argant $E 1Icm 4M 3M 3M )a5e o# Bork 30cm B$4M! T> #@C@ ower Fields, #% :9, Fearless, 0einforced Armour, Walker. Armed with either two Twin
"oopaguns, or a Twin "oopagun and Lifta(#roppa. %ritical )it 'ffect1 The unit catches fires. 0oll
a #@ for each fire burning on the unit in the end phase of each turn. /n a roll of : a second fire
starts, and on a roll of E(@ the fire is put out. Any fires not put out cause one point of damage.
2' 6ig )un 4Icm APIMFATIM
2ooagun D0cm 26P! .'.! B$
2-3' Twin 2ooagun D0cm 36P! .'.! B$
0-1' ;i#ta-9roa D0cm B$3M! .'.! T>?93@
and ?*c@ Assault $eaons! EA?M1@! T>?93@
)un#ortress $E 30cm 4M 4M 4M I' Twin 6ig 2"oota 30cm APIMFATDM #%B, Transport >four of the following units1 Big Gun4, Boy4, Grot4, 2ommandos, 3ob4R only
one of the four units may be a Big Gun4R plus two units of Grot4? %ritical )it 'ffect1 -o$e the
unit #@cm in a random direction, all units under it suffer a hit. The unit is destroyed, all units on
board are destroyed unless they roll a @C.
3' 6ig )uns 4Icm APIMFATIM
2ua-2toma $E 1Icm 4M 4M 4M )a5e o# Bork 30cm B$4M! T> #B ower Fields, #% 5, Fearless, 0einforced Armour, Walker. Armed with either three
"oopaguns, or two "oopaguns and a -ega(%hoppa. %ritical )it 'ffect1 The unit suffers a (: to hit
modifier for the rest of the game. "ubse!uent critical hits cause an e&tra point of damage.
2-3' 2ooagun D0cm 26P! .'.! B$
0-1' Bega-7"oa 4Icm APIMFATIM! .'.
and ?*c@ Assault $eaons! EA?M1@! T>?93@
.ig"ta 6ommer A7 .ig"ter-
6om*er
DM nFa nFa Lea&( 2"ootas 1Icm APIMFAAIM
Tank*usta -okkits 30cm AT4M
;anda A7F
$E
6om*er IM DM 4M )un Turrets 1Icm 9DM3' APIMFAADM #%B, lanetfall, 0einforced Armour, Transport >ten of the following units1 Boy4, #readnought,
Grot4, 2illa 2an, 2ommandos, 3ob4, "korcha, "tormboy4, Warbikes, WarbuggyR plus four units
of Grot4, Light Pehicles and #readnoughts count as two units each?. %ritical )it 'ffect1 The unit
and all units on board are destroyed.
2' Tank*usta -okkits 30cm AT4M! .'.
6attlekroo5er 27 nFa nFa nFa nFa Cr*ital 6om*ardment nFa 9DM36P! B$ "low and "teady, Transport >twel$e Landas and the units being transported on them?
>ill >roo5er 27 nFa nFa nFa nFa Cr*ital 6om*ardment nFa 9DM16P! B$
'PE(IA) +0)E
?.?.- *ob +ule
/rks belie$e that as long as there,s a bunch of them still fighting
together >slightly more than they can count up to is idealF? then
there,s always a chance that they,ll pre$ail, no matter the odds. To
represent this, /rk formations with more than fi$e units >ie, too
many to count on the fingers of one hand?, not including Gretchin
or Big Gun4 units, recei$e a C: modifier to any rally rolls they
make, and formations with more than :6 such units recei$e a C9
modifier. For the purposes of this rule war engine,s count each
point of starting damage capacity as a unit.
'PE(IA) +0)E
?.?.9 Power of the WaaaghL
/rks are not noted for their organisational abilities, and thus
usually ha$e a pretty low initiati$e rating. )owe$er, if there is one
thing that will gal$anise an /rk warband, it,s the thought of a
good punch(upF Because of this, /rk formations that are
attempting to take engage or double actions recei$e a C9 modifier
to their action test roll. /rk flyboy4 similarly relish the chance to
shoot things up, and recei$e a C9 modifier to their action test roll
when attempting to carry out interception or ground attack actions
>see 5.6?.
'PE(IA) +0)E
?.?.: Power 6ields
"ome /rk war engines are protected by banks of power fields. The
number each war engine has is noted on its datasheet. ower fields
work in e&actly the same manner as +mperial Poid "hields >see
E.5.:?, with the sole e&ception that they may not be repaired once
they ha$e been knocked down by a hit, and will instead remain
down for the remainder of the battle.
?.A E)&A+ 64+(E'
CE
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
Autarc" 7L nFa nFa nFa nFa Autarc" -anged $eaon ?1Icm@ 2mall Arms! EA?M1@ +nspiring, +n$ulnerable "a$e, "upreme %ommander
Autarc" 7lose 7om*at $eaon ?*c@ Assault $eaons! EA?M1@! B$
7ourt o# t"e 1oung >ing 7L nFa nFa nFa nFa Ancient $eaons ?*c@ Assault $eaons! EA?M1@! B$
E'arc" 7L nFa nFa nFa nFa 0-1' E'arc" -anged $eaon ?1Icm@ 2mall Arms! EA?M1@ +nspiring. '&archs added to units of #ire A$engers, )owling Banshees,
"hining "pears or "triking "corpions ha$e an '&arch %lose %ombat
weapon. '&archs added to a unit of #ark 0eapers, Fire #ragons,
"wooping )awks or Warp "piders ha$e an '&arch 0anged Weapon.
0-1' E'arc" 7lose 7om*at $eaon ?*c@ Assault $eaons! EA?M1@
9ark -eaers <N. 1Icm IM DM 3M -eaer Bissile ;aunc"ers 4Icm 2' APIM
9ire A&engers <N. 1Icm IM IM 4M 2"uriken 7ataults ?1Icm@ 2mall Arms! EA?M1@
.arseer <N. 1Icm 4M 4M IM 2"uriken Pistols ?1Icm@ 2mall Arms %ommander, Farsight, +n$ulnerable "a$e
$itc" 6lades ?*c@ Assault $eaons! EA?M1@! B$
.ire 9ragons <N. 1Icm IM IM 4M .usion )uns 1Icm B$IM
and ?1Icm@ 2mall Arms! B$
)uardians <N. 1Icm - DM 4M 2"uriken 7ataults ?1Icm@ 2mall Arms
Lea&( $eaon Plat#orm <N. 1Icm - DM IM 2catter ;aser 30cm APIMFATIM
Lowling 6ans"ees <N. 1Icm IM 2M IM 2"uriken Pistols ?1Icm@ 2mall Arms
6ans"ee Basks ?*c@ Assault $eaons! .2
Net*ikes <N. 3Icm IM DM 4M Twin 2"uriken 7ataults ?1Icm@ 2mall Arms -ounted, "kimmers
-angers <N. 1Icm IM DM IM ;ong -i#les 30cm APIM "couts, "nipers
2"ining 2ears <N. 3Icm 4M 4M IM Twin 2"uriken 7ataults ?1Icm@ 2mall Arms -ounted, "kimmers
Power ;ances ?*c@ Assault $eaons! ;
2uort $eaon Plat#orm <N. 1Icm - DM DM 9-7annon 30cm B$IM
2triking 2corions <N. 1Icm 4M 4M IM 2"uriken Pistols ?1Icm@ 2mall Arms
Bandi*lasters ?*c@ Assault $eaons! EA?M1@
2wooing Lawks <N. 3Icm IM IM 4M ;as*lasters ?1Icm@ 2mall Arms Qump acks, "couts, Teleport
$ar 2iders <N. 1Icm 4M IM 4M 9eat" 2inner ?1Icm@ 2mall Arms First "trike, +nfiltrators, Qump acks
$rait"guard <N. 1Icm 4M 4M 4M $rait"cannons 1Icm 2' B$IM Fearless, 0einforced Armour
and ?1Icm@ 2mall Arms! EA?M1@! B$
H(er ;H 3Icm 4M DM IM 2catter ;aser 30cm APIMFATIM "kimmer
$ar $alker ;H 20cm DM IM IM 2catter ;aser 30cm APIMFATIM 0einforced Armour, "cout, Walker
6rig"t ;ance 30cm ATIM! ;
78 ?.A Eldar 6orces
/, Pla(ed a game a #ew weeks ast and we "ad an interesting Assault. B( oonent "ad "is A&atar in t"e assault and it was killed *( a critical w"en resol&ing t"e 77 and .. "its *ut *e#ore we resol&ed t"e B$ attacks #rom t"e A&atar and
t"e 71>. T"ere#ore t"e A&atar ne&er got to take t"ose attacks since it was dead &ia t"e e##ect o# t"e critical. ;egalQ
A, No. B$ "its in#licted *( t"e A&atar were generated *e#ore it was destro(ed ma( still *e alied to enem( units t"at were in *ase contact wit" t"e A&atar w"en it was killed.
/, 7an a 2torm 2erent carr( out a Barc" action and use we* ortalQ
A, 1es.
/, 7an (ou use a $e*wa( Portal on a destro(ed 2torm 2erentQ
A, No. ;ike all ot"er secial a*ilities! i# t"e model isn%t t"ere t"en t"e secial a*ilit( isn%t t"ere. $"ile t"e $rait"gate cannot *e attacked! t"e 2torm 2erent can.
/, Eldar E'arc"s, i# < add an E'arc" to a .ire 9ragon unit! is t"e E'arc"%s e'tra attack B$Q And i# < add it to a $ar 2ider unit! is t"e E'arc"%s additional attack #irst strike tooQ
A, T"e .ire 9ragon B$ attack is associated wit" t"eir weaon! so t"e e'tra attack #rom t"e E'arc" is a searate attack and so doesn%t get t"e B$ *onus. T"e $ar 2iders! "owe&er! "a&e .irst 2trike in t"e notes section! and it t"ere#ore
alies to all o# t"eir attacks! including additional E'arc" attacks.
.alcon AH 3Icm IM DM 4M Pulse ;aser 4Icm 2' AT4M "kimmer, Transport >one of the following units1 #ark 0eapers, #ire
A$engers, Farseer, Fire #ragons, Guardians, )ea$y Weapon latform,
)owling Banshees, "triking "corpions?
2catter ;aser 30cm APIMFATIM
.ire Prism AH 3Icm IM DM IM Prism 7annon D0cm AP4MFAT2M! ; "kimmer
.irestorm AH 3Icm IM DM 4M .irestorm 6atter( 4Icm 2' APIMFATIMFAA4M "kimmer, Transport >one of the following units1 #ark 0eapers, #ire
A$engers, Farseer, Fire #ragons, Guardians, )ea$y Weapon latform,
)owling Banshees, "triking "corpions?
Nig"t 2inner AH 3Icm IM DM IM Nig"t 2inner 4Icm 16P! 9! <nd "kimmer, Transport >one of the following units1 #ark 0eapers, #ire
A$engers, Farseer, Fire #ragons, Guardians, )ea$y Weapon latform,
)owling Banshees, "triking "corpions?
$a&e 2erent AH 3Icm IM DM 4M Twin 2"uriken 7annon 30cm AP4M 0einforced Armour, "kimmer, Transport >one Wraithguard unitR or two of
the following units1 #ark 0eapers, #ire A$engers, Farseer, Fire #ragons,
Guardians, )ea$y Weapon latform, )owling Banshees, "triking
"corpions?
$rait"lord AH 1Icm 4M 3M 4M 6rig"t ;ance 30cm ATIM! ; Fearless, 0einforced Armour, Walker
Power .ists ?*c@ Assault $eaons! EA?M1@! B$
A&atar $E 1Icm 3M 2M 4M $ailing 9oom 30cm B$IM #%B, %ommander, Fearless, +nspiring, +n$ulnerable "a$e, Walker. %ritical
)it 'ffect1 The unit is destroyed. All 'ldar formations with a unit with a
line of fire to the A$atar recei$e a Blast marker.
and ?*c@ Assault $eaons! EA?M1@! B$
7o*ra $E 2Icm IM DM IM 7o*ra 9-7annon 30cm 26P! .'.! T>?93M1@ #%B, "kimmer, 0einforced Armour. The %obra #(%annon has the +gnore
%o$er ability when used against War 'ngines. %ritical )it 'ffect1 The unit
is destroyed. All units within Ecm suffer a hit on a roll of @C.
Eldar Bissile ;aunc"er 4Icm APIMFATDMFAADM
2"uriken 7annon 30cm APIM
P"antom Titan $E 2Icm IM 3M 3M 1-2' Titan Pulsar 7Icm 2' B$3M! T> #%@, Fearless, )olofield, Leader, 0einforced Armour, Walker. Armed with
either two Titan ulsars, or a Titan ulsar and ower Fist. -ay step o$er
units and pieces of terrain that are lower than the unit,s knees and less than
9cm wide. %ritical )it 'ffect1 The unit loses the )olofield ability sa$e for the
rest of the game. "ubse!uent critical hits cause an e&tra point of damage.
0-1' Power .ist 30cm D' AP4MFAT4M
and ?1Icm@ 2mall Arms! EA?M3@
or ?*c@ Assault $eaons! EA?M2@! T>?93@
2' Twin Eldar Bissile ;aunc"er 4Icm AP4MFATIMFAAIM
-e&enant Titan $E 3Icm IM 4M 4M 2' -e&enant Pulse ;aser 4Icm 2' B$3M #%B, Fearless, )olofield, Qump ack, Walker. -ay step o$er units and
pieces of terrain that are lower than the unit,s knees and less than 9cm wide.
%ritical )it 'ffect1 The unit loses the )olofield ability sa$e for the rest of
the game. "ubse!uent critical hits destroy the unit.
2' Eldar Bissile ;aunc"er 4Icm APIMFATDMFAADM
2corion $E 2Icm IM DM IM 2corion Twin Pulsar D0cm 2' B$2M #%B, "kimmer, 0einforced Armour. %ritical )it 'ffect1 The unit is
destroyed. All units within Ecm suffer a hit on a roll of @C.
2"uriken 7annon 30cm APIM
2torm 2erent $E 2Icm IM DM 4M 2torm 2erent Pulse ;aser 4Icm 2' AT3M #%B, "kimmer, 0einforced Armour, Webway ortal. /nly formations
consisting completely of infantry units, light $ehicle units or armoured $ehicles
units with the walker ability may use the "torm "erpent,s Webway ortal to
enter play. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm
suffer a hit on a roll of @C.
2catter ;aser 30cm APIMFATIM
Hoid 2inner $E 2Icm IM DM IM Hoid 2inner Arra( D0cm 36P! 9! <nd #%B, "kimmer, 0einforced Armour. %ritical )it 'ffect1 The unit is
destroyed. All units within Ecm suffer a hit on a roll of @C.
$arlock Titan $E 2Icm IM 3M 3M Ps(c"ic ;ance 30cm 36P! 9! <7! T>?93@ #%@, Farsight, Fearless, )olofield, +nspiring, Leader, 0einforced Armour,
Walker. Armed with a sychic Lance, and either a Titan ulsar or ower
Fist. -ay step o$er units and pieces of terrain that are lower than the unit,s
knees and less than 9cm wide. %ritical )it 'ffect1 The unit loses the
)olofield ability sa$e for the rest of the game. "ubse!uent critical hits cause
an e&tra point of damage.
and ?1Icm@ 2mall Arms! EA?M2@! T>?93@
0-1' Titan Pulsar 7Icm 2' B$3M! T>
0-1' Power .ist 30cm D' AP4MFAT4M
and ?1Icm@ 2mall Arms! EA?M3@
or ?*c@ Assault $eaons! EA?M2@! T>?93@
2' Twin Eldar Bissile ;aunc"er 4Icm AP4MFATIMFAAIM
Nig"twing <ntercetor A7 .ig"ter 4M nFa nFa Twin 2"uriken 7annon 30cm AP4MFAAIM! .'.
Twin 6rig"t ;ance 30cm AT4MFAAIM! .'.! ;
P"oeni' 6om*er A7 .ig"ter-
6om*er
IM nFa nFa Twin 2"uriken 7annon 30cm AP4MFAAIM! .'. 0einforced Armour
Pulse ;aser 4Icm 2' AT4M! .'.
Nig"t 2inner 1Icm 16P! 9! .'.
Hamire -aider A7F
$E
6om*er IM DM 4M 2' Pulse ;aser 4Icm 2' AT4M! .'. #%9, lanetfall, 0einforced Armour, Transport >eight of the following
units1 #ark 0eapers, #ire A$engers, Farseer, Fire #ragons, Guardians,
)ea$y Weapon latform, )owling Banshees, 0angers, "triking "corpions,
"upport Weapon latform, "wooping )awks, Warp "piders, WraithguardR
Wraithguard count as two units each?. %ritical )it 'ffect1 The unit and all
units on board are destroyed.
2catter ;aser 30cm APIMFATIMFAAIM! .'.
9ragons"i 27 nFa nFa nFa nFa 0-1' Cr*ital 6om*ardment - 86P! B$ Transport >twel$e Pampire 0aiders and the units being transported on them?.
Armed with either an /rbital Bombardment or two in(oint Attacks.
0-1' 2' Pin-Point Attack - B$2M! T>?93@
$rait"s"i 27 nFa nFa nFa nFa 0-1' Cr*ital 6om*ardment - 46P! B$ Armed with either an /rbital Bombardment or in(oint Attack.
0-1' Pin-Point Attack - B$2M! T>?93@
'PE(IA) +0)E
?.A.- 6arsight
'ldar Farseers are able to partially unra$el the threads of time, allowing them to foresee e$ents that may affect his army, and act to counter them. To represent this, any 'ldar formation that includes a unit with Farsight
may ignore the (: Action test penalty when they try to retain the initiati$e.
+n addition, once per turn the 'ldar player may attempt to retain the initiati$e twice in a row >i.e. the 'ldar player can retain the initiati$e and take another action after ha$ing successfully retained the initiati$e once
already?. Any 'ldar 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
initiati$e test in order to carry out the action, and will suffer the (: modifier for retaining the initiati$e unless it includes a unit with Farsight. /nce the action has been taken the initiati$e returns to the opposing player.
'PE(IA) +0)E
?.A.9 @it I +un Tactics
The 'ldar are a dying race, and any loss is deeply mourned. Because of this they ha$e de$eloped tactics that, when combined with their highly ad$anced technology, allows them to attack the enemy and then !uickly retire in
order to a$oid any return fire. This special ability is reflected by the following special rules, which apply to all formations in an 'ldar army.
'ldar formations that take ad$ance or double actions may choose to shoot either before or after each mo$e. )owe$er, they may still only shoot once during the action. For e&ample, an 'ldar formation taking an ad$ance
action could shoot and then mo$e or mo$e and then shoot, while a formation taking a double action could shoot and mo$e twice, mo$e twice and then shoot, or mo$e then shoot and then mo$e again.
+n addition 'ldar formations that wins an assault are allowed to mo$e any distance up to their speed $alue when they consolidate, rather than being limited to a mo$e of Ecms as would normally be the case.
7K
7K ?.A.9 @it I +un Tactics
/, <n an Eldar mo&eFs"ootFmo&e ?dou*le mo&e@ can transorted in#antr( *e unloaded a#ter t"e #irst mo&e! s"oot and get t"en icked u as art o# t"e second mo&eQ
/, 1es
/, <# < use Eldar and t"eir Lit 0 -un secial rule t"at allows t"em to #ire *e#ore or a#ter < make t"e mo&e and < s"oot once and t"en mo&e twice! would < still recei&e a -1 modi#ier to "itQ
A, 1es. A dou*le action is a dou*le action P t"e -1 alies w"ic"e&er order t"e mo&esFs"ooting is made in.
'PE(IA) +0)E
?.A.: Eldar Technolog
The 'ldar are a technologically sophisticated race that make use of a number of de$ices that ha$e capabilities far in ad$ance of anything used by the other races in the gala&y. These technological ad$antages are
represented in 'pic by the following special rules1
@olofield2 'ldar Titans are protected by a )olofield that is proKected 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 de$ices attempting to lock onto the Titan. The o$erall result is to make the Titan a $ery hard target to hitF )olofields pro$ide Titans with a special
BC sa$ing throw that can be taken instead of the Titan,s normal sa$ing throw. This sa$e may always be taken, e$en against hits in an assault or against Titan 2iller or -acro(weapons attacks. -ake a single sa$ing
against weapons with the Titan 2iller ability, rather than a separate sa$e for each point of damage. +f a $ehicle with a )olofield also has 0einforced Armour, then it is allowed to re(roll its sa$ing throw unless hit by
Lance, -acro(weapon or Titan 2iller attacks, but the re(roll must be made using the units armour sa$e rather than the )olofield sa$e. 3o Blast markers are placed for hits that are sa$ed by a )olofield.
)ance2 A Lance uses a highly concentrated beam of laser energy to destroy hea$ily armoured targets. A unit with 0einforced Armour that is hit by a Lance weapon is not allowed to re(roll its sa$ing throw.
Webwa Portal2 Webway portals are used by the 'ldar to safely tra$el through the Warp. 'ach Webway ortal included in the army allows the 'ldar player to pick up to three other formations, and keep them back
on the %raftworld. Any formation,s that are kept on the %raftworld may enter play $ia the Webway ortal, by taking an action that allows them to make a mo$e, and then measuring their first mo$e from the position that
a Webway ortal occupies on the tabletop. 3ote that the formation may appear through any Webway ortal, not Kust the one that was Gused, to allow the formation to be kept off(board. 3o more than one formation may
tra$el through each Webway ortal each turn.
+n the 'pic Tournament Game 0ules formations in reser$e with multiple deployment options must ha$e a designated deployment method during setup >e.g. Webway ortal, air transport or teleport?.
80
80 ?.A.: Eldar Technolog
/, $"en do < decide w"at met"od Eldar reser&e #ormations will use to enter la(Q
A, <n t"e )T scenario reser&e #ormations wit" multile delo(ment otions must *e designated as to delo(ment met"od during setu P we*wa(! air transort or teleort..
/, 9o Eldar "olo #ields work in 77
A, 1es. "olo #ields work against all #orms o# attack! including 77 attacks and 6arrages.
/, 9oes t"e -ein#orced Armour a*ilit( o# Eldar Titans allow (ou to re-roll a #ailed "olo #ield 2a&eQ
A, Cnl( against AT #ire or "its in an Assault. T"e -ein#orced Armour sa&e does not al( to B$ #ire. Note! t"e -ein#orced Armor reroll a#ter a Lolo#ield sa&e uses t"e unit%s armor &alue.
/, Are Lolo .ields e##ected *( 7ross#ire
A, 1es.
/, 9o (ou "a&e to c"oose w"et"er to use a Titan%s Lolo .ield 2a&e or an Armour 2a&e or do (ou use *ot"Q
A, T"e Lolo .ield sa&e is taken instead o# t"e unit%s normal sa&e. 1ou don%t get t"e Lolo .ield sa&e and t"e units Armour 2a&e! (ou ick w"ic" to use.
Lowe&er! i# t"e unit #ails it%s Lolo .ield sa&e and "as -ein#orced armour! t"en it is allowed a re-roll #or AT "its or "its #rom an Assault. No -ein#orced Armour reroll is allowed #or B$ "its ?or T> "its #or t"at matter@. <n t"is case!
t"oug"! it "as to use it%s Armour &alue #or t"e re-roll not t"e Lolo .ield sa&e.
T"e -ein#orced Armour a*ilit( is used! i# alica*le! e&en i# t"e la(er c"ose to use t"e Lolo .ield sa&e and not t"e Armour sa&e.
?.C 3A+AN 'IE#E*A'TE+ 64+(E'
E-
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
-aier ;aser 9estro(er <N. 10cm - - IM -aier ;aser 9estro(er 4Icm APDMFAT4M
2aers <N. 1Icm DM IM IM Lea&( .lamer 1Icm AP4M! <7 Walker
and ?1Icm@ 2mall Arms! <7
Belta 6om*s ?*c@ Assault $eaons! EA?M1@! B$
2iege <n#antr( <N. 1Icm - DM IM Lea&( 2tu**er 30cm APDM
T"udd )un <N. 10cm - - IM T"udd )un 4Icm AP4MFATDM! <nd
6lit5en AA )un ;H 0cm - - DM 6lit5en 7annon D0cm APDMFATIMFAAIM
6ruen"ilde ;H 1Icm DM - DM Lea&( 2tu**er 30cm APDM Transport >one of the following units1 Blit4en AA Gun, GTtterdUmmerung )owit4er,
0apier Laser #estroyer, Thudd Gun?
)[tterd\mmerung Lowit5er ;H 0cm - - DM Lowit5er K0cm 16P! <nd
-agnarok Lea&( Tank AH 1Icm 4M DM 4M -agnarok 6attlecannon D0cm AP4MFAT4M 0einforced Armour, Walker
2' Lea&( 2tu**er 30cm APDM
2ieg#ried ;ig"t Tank AH 30cm IM DM IM Bultilaser 30cm APIMFATDM "cout
?.C.- 6ortified Positions
E9
Terrain Infantr 8ehicle War Engine Notes
6unker 3M 7o&er 2a&e 9angerous <massa*le 7ounts as Fortifications ?see 1.8.4@. 7an "old t"ree units.
)un Emlacement 4M 7o&er 2a&e IM 7o&er 2a&e No E##ect Pro&ides &e"icles wit" a 7o&er 2a&e t"at works in t"e same manner as an in#antr( 7o&er
2a&e ?see 1.8.3@. 7an "old one unit.
-a5or $ire 9angerous No E##ect No E##ect
Trenc" 4M 7o&er 2a&e 9angerous No E##ect 7an "old one in#antr( unit er 4cm o# lengt".
81 ?.C 3aran 'iegemaster 6orces
.or 0cm mo&e units! see section 1.7 a*o&e.
82 ?.C.- 6ortified Positions
/, $"at is a #orti#ied ositionQ
A, <n t"e rules t"is term re#ers onl( to t"e O#orti#ied ositions% (ou *u( #rom t"e #orti#ied ositions entr( on t"e arm( list.
/, 9o t"e( work against #ire #rom all directionsQ
A, 1es! all directions.
/, .or ra5or wire! onl( lengt" is gi&en. Low *road can a *ase "olding ra5or wire *eQ
A, -egardless o# widt" assume it is under Icm ?i.e. can *e crossed in one Ocautious% mo&e as descri*ed in 1.8.1@.
/, 9o #orti#ications ?eseciall( *unkers! *ut also trenc"esFsiege lines@ *lock ;C.Q
A, No. 2uc" t"ings are designed to *e uno*trusi&e and i# roerl( constructed mostl( *elow ground:
/, <# a &e"icle attacks a unit in a trenc" in 77 does t"e #act it "as attacked me in 77 mean it "as to take a testQ
A, <# t"e &e"icle contacts art o# t"e stand t"at is wit"in co&er it "as to take a dangerous terrain test! i# it contacts a art o# t"e stand t"at is not wit"in co&er ?sa( t"e unit is "al# wit"in a wood@ it would not and #inall( i# t"e stand were
wit"in a *unker! *uilding or ot"er #eature imassa*le to t"e &e"icle it would not *e a*le to enter 77 at all.
/, 9o (ou roll dangerous terrain tests #or going o&er (our own *ar*ed wireQ
A, 1es.
?.E 6E+A) 4+, 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
$(rd*o( 7L nFa nFa nFa nFa .ist o# )ork 4Icm B$IMFAAIM! B$
6oar*o(5 <N. 20cm IM 4M DM 2"ootas ?1Icm@ 2mall Arms +nfiltrators, -ounted
Bad*o(5 <N. 1Icm DM 4M DM 2"ootas ?1Icm@ 2mall Arms Fearless
28uig >atault <N. 10cm - DM IM 28uig >atault 4Icm 16P! 9
$ild*o(5 <N. 1Icm DM 4M - -
Nunkatrukk ;H 2Icm IM IM DM 6ig 2"oota 30cm APDMFATDM Transport >one of the following units1 Boy4, Grot4, 3ob4?. .nits being transported may shoot.
28uiggot" ;H 20cm 4M 4M IM 6ig )un 4Icm APIMFATIM 0einforced Armour, Thick 0ear Armour, Transport >four of the following units1 Boy4, Grot4, 3ob4,
Wildboy4R plus two units of Grot4?
2' Twin 6ig 2"oota 30cm APIMFATDM
Teet" and Lorns ?*c@ Assault $eaons! EA?M93@! B$
Crkeosaurus $E 1Icm 4M 4M IM 2' 6ig )un 4Icm APIMFATIM #%@, 0einforced Armour, Thick 0ear Armour, Transport >twel$e of the following units1 Boy4, Grot4,
3ob4, Wildboy4R plus si& units of Grot4?. %ritical )it 'ffect1 -o$e the unit B#@cm in a random
direction. +f it mo$es into impassable terrain it stops and is destroyed. +f it mo$es into another unit it stops
and that unit suffers a macro(weapon hit.
4' Twin 6ig 2"oota 30cm APIMFATDM
)oring Tusks ?*c@ Assault $eaons! EA?M93@! B$
or ?*c@ Assault $eaons! EA?M1@! T>?93@
2team )argant $E 1Icm 4M 4M 4M 0-2' 2ooagun D0cm 26P! B$ #%5, Fearless, 0einforced Armour, Walker. Armed with any two of the following weapons1 "oopagun,
-ega(%hoppa. %ritical )it 'ffect1 The unit is destroyed. All units within 9#@cm suffer a hit.
0-2' Bega-7"oa ?*c@ Assault $eaons! EA?M1@! T>?93@
.ist o# )ork 4Icm B$IMFAAIM! B$
'PE(IA) +0)E
?.E.- *ob +ule
/rks belie$e that as long as there,s a bunch of them still fighting together >slightly more than they can
count up too is ideal? then there,s always a chance that they,ll pre$ail, no matter the odds. To represent
this /rk formations with more than fi$e units >ie, too many to count on the fingers of one hand?, not
including Grot4 or "!uig 2atapult4 units, recei$e a C: modifier to any 0ally rolls they make, and
formations with more than :6 such units recei$e a C9 modifier. For the purposes of this rule War
'ngines count each point of starting damage capacity as a unit.
'PE(IA) +0)E
?.E.9 Power 4f The WaaaghL
/rks are not noted for their organisational abilities, and thus usually ha$e a pretty low +nitiati$e rating.
)owe$er, if there is one thing that will gal$anise an /rk warband, it,s the thought of a good punch(up.
Because of this /rk formations that are attempting to take %harge or #ouble actions recei$e a C9
modifier to their Action test roll.
?.F W@ITE '(A+ 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
$"ite 2cars 6ike <N. 3Icm 4M 3M 4M Twin 6olters ?1Icm@ 2mall Arms -ounted, Walker. %ounts as a Bike unit for the purposes of being transported.
?.-/ 'PEE& 6+EE, 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
Bek*o( 6ad Crk 6iker*o( <N. 40cm IM 4M IM 2awn-C## 7ustom 6lasta 1Icm B$IM +n$ulnerable "a$e, -ounted, "upreme %ommander. %ounts as a Warbikes unit for the
purposes of being transported.
and ?1Icm@ 2mall Arms! EA?M1@! B$
7"oa 6lades ?*c@ Assault $eaons! EA?M1@! B$
No* $ar*ikes <N. 3Icm 4M 3M IM 2' 6ig 2"oota 30cm APDMFATDM Leaders, -ounted. %ounts as a Warbikes unit for the purposes of being transported.
6ig 7"oas ?*c@ Assault $eaons! EA?M1@
Trukk ;H 3Icm IM DM - - Transport >one of the following units1 Big Gun4, Boy4, Grot4, 3ob4?. With the e&ception
of Big Gun4, units being transported may shoot.
Bek*o( 2eedsta AH 3Icm IM DM IM >ustom >annon 4Icm B$4M #B ower Fields
?.-- 3)A(, )E#I4N 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
7"amion o# 7"aos 7L nFa nFa nFa nFa 0-1' 9aemon Arti#act ?*c@ Assault $eaons! EA?M1@! .2 Augmented "ummoning >C9#B?, +n$ulnerable "a$e. %hampion of %haos
added to a formation that belongs to 2horne, 3urgle or %haos .ndi$ided
ha$e a #aemon Artifact weapon. %hampion of %haos added to a formation
that belongs to "laanesh or T4eentch ha$e a #aemon Bolt weapon.
0-1' 9aemon 6olt ?1Icm@ 2mall Arms! EA?M1@! .2
7"aos ;ord 7L nFa nFa nFa nFa 9aemon $eaon ?*c@ Assault $eaons! EA?M1@! B$ %ommander, Leader, +n$ulnerable "a$e
7"aos $arlord 7L nFa nFa nFa nFa - "upreme %ommander
<con 6earer 7L nFa nFa nFa nFa - #aemonic Focus, Leader, +n$ulnerable "a$e
2orceror ;ord 7L nFa nFa nFa nFa $ar 6olt ?1Icm@ 2mall Arms! EA?M1@! B$ %ommander, Leader, +n$ulnerable "a$e
6er5erkers <N. 1Icm 4M 2M IM 6olt Pistols ?1Icm@ 2mall Arms Fearless
6loodletters <N. 1Icm 4M 4M - Lell*lades ?*c@ Assault $eaons! EA?M1@ '&pendable, +n$ulnerable "a$e. %osts one point to summon.
7"aos 2ace Barines <N. 1Icm 4M 4M 4M Autocannon 4Icm APIMFATDM
7"aos 2ace Barine 6ikes <N. 3Icm 4M 3M 4M Twin 6olters ?1Icm@ 2mall Arms -ounted
7"aos 2ace Barine 7"osen <N. 1Icm 4M 4M 4M Autocannon 4Icm APIMFATDM "couts
7"aos 2ace Barine Terminators <N. 1Icm 4M 3M 3M 2' -eaer Autocannon 30cm AP4MFATDM 0einforced Armour, Teleport, Thick 0ear Armour
Power $eaons ?*c@ Assault $eaons! EA?M1@! B$
9aemon Prince <N. 1Icm
?30cm@
3M
?4M@
3M 3M $ar 6last ?1Icm@ 2mall Arms! EA?M1@! B$ %ommander, Fearless, Leader, 0einforced Armour, Teleport. A #aemon
rince may ha$e wings, the unit gains the Qump ack ability and a mo$e of
B6cm, while it,s armour $alue is reduced to 5C.
Possessed $eaon ?*c@ Assault $eaons! EA?M2@! B$
9aemonettes <N. 1Icm 4M 3M - - '&pendable, First "trike, +n$ulnerable "a$e. %osts one point to summon.
9aemonic 6easts <N. 20cm 4M 3M - - '&pendable, +nfiltrators, +n$ulnerable "a$e. %osts one point to summon
.lamers <N. 1Icm IM IM 4M .lames o# T5eentc" ?1Icm@ 2mall Arms! EA?M1@ '&pendable, +n$ulnerable "a$e. %osts one point to summon.
La&ocs <N. 1Icm 4M IM 3M 2' Autocannon 4Icm APIMFATDM
Noise Barines <N. 1Icm 4M 4M 3M 6lastmaster 30cm APIMFATDM! 9 Fearless
C*literators <N. 1Icm 4M 3M 2M 3' 6od( $eaons 4Icm APIMFATIMFAADM Fearless, 0einforced Armour, Teleport, Thick 0ear Armour
Plague Barines <N. 1Icm 3M 3M 4M 6olters ?1Icm@ 2mall Arms Fearless
Plague*earers <N. 1Icm 3M 3M IM Plague o# .lies ?1Icm@ 2mall Arms '&pendable, +n$ulnerable "a$e. %osts one point to summon.
-ators <N. 30cm 4M 3M 4M 6olt Pistols ?1Icm@ 2mall Arms Qump acks
T"ousand 2ons <N. 1Icm 4M IM 4M 6olters ?1Icm@ 2mall Arms Fearless, 0einforced Armour
7"aos 9readnoug"t AH 1Icm 3M 4M 4M Twin Autocannon 4Icm AP4MFATIM Fearless, Walker
Power .ist ?*c@ Assault $eaons! EA?M1@! B$
7"aos ;and -aider AH 2Icm 4M DM 4M 2' Twin ;ascannon 4Icm AT4M 0einforced Armour, Thick 0ear Armour, Transport >one %haos "pace
-arine TerminatorsR or two of the following units1 Ber4erkers, %haos "pace
-arines, %haos "pace -arine %hosen, )a$ocs, 3oise -arines, lague
-arines, Thousand "ons?
Twin Lea&( 6olter 30cm AP4M
7"aos Predator AH 30cm 4M DM 4M Twin ;ascannon 4Icm AT4M
2' Lea&( 6olters 30cm APIM
7"aos -"ino AH 30cm IM DM DM 7om*i-6olter ?1Icm@ 2mall Arms Transport >two of the following units1 Ber4erkers, %haos "pace -arines,
%haos "pace -arine %hosen, )a$ocs, 3oise -arines, lague -arines,
Thousand "ons?
7"aos Hindicator AH 2Icm 4M DM 4M 9emolis"er 30cm AP3MFAT4M! <7 Walker
9e#iler AH 20cm 4M 4M 3M 6attle 7annon 7Icm AP4MFAT4M Fearless, +nfiltrator, +n$ulnerable "a$e, Walker
-eaer Autocannon 30cm AP4MFATDM
Twin Lea&( .lamer 1Icm AP3M! <7
6attle 7laws ?*c@ Assault $eaons! EA?M1@! B$
6anelord Titan $E 1Icm 4M 2M 4M Lellstrike 7annon D0cm 36P! .'.! <7! B$ @ Poid "hields, #%A, Fearless, 0einforced Armour, Thick 0ear Armour,
Walker. -ay step o$er units and pieces of terrain that are lower than the
unit,s knees and less than 9cm wide. %ritical )it 'ffect1 -o$e the unit
B#@cm in a random direction. +f it mo$es into impassable terrain or another
unit it can,t mo$e o$er it will stop and suffer one point of damage. All units
it mo$es into or o$er suffer a hit on a roll of 5C.
9oom#ist 30cm 4' AP4MFAT4M! .wA
and ?*c@ Assault $eaons! EA?M2@! T>?93@
D' La&oc Bissiles D0cm 26P! .wA! <nd! 22
6attle"ead ?1Icm@ 2mall Arms! EA?M2@
Tail 7Icm AP4MFAT4M
and ?*c@ Assault $eaons! EA?M1@
6loodt"irster $E 30cm 4M 3M - A'e o# >"orne ?*c@ Assault $eaons! EA?M3@! T> #%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, Qump ack,
0einforced Armour, Walker. %osts eight point to summon. %ritical )it
'ffect1 The unit is destroyed, all summoned units within Ecm are destroyed on
a roll of @C.
9eat"w"eel $E 30cm 4M IM 3M 2' -eaer Autocannon 30cm AP4MFATDM! ;e#t 9 Poid "hields, #%5, 0einforced Armour, Fearless. %ritical )it 'ffect1
-o$e the unit B#@cm in a random direction. +f it mo$es into impassable
terrain or a war engine unit it will stop. All units it mo$es into or o$er suffer
a hit. The unit is destroyed.
2' -eaer Autocannon 30cm AP4MFATDM! -ig"t
6attle 7annon 7Icm AP4MFAT4M! ;e#t
6attle 7annon 7Icm AP4MFAT4M! -ig"t
9ecimator $E 1Icm 4M 4M 4M 9ecimator 7annon 4Icm 36P! .'.! <7! B$ #%B, 0einforced Armour, Fearless. %ritical )it 'ffect1 %ritical )it 'ffect1
The unit is destroyed. All units within Ecm suffer a hit on a roll of @C.
2' Twin -eaer Autocannon 30cm AP3MFATIM! ;e#t
2' Twin -eaer Autocannon 30cm AP3MFATIM! -ig"t
.eral Titan $E 30cm IM 4M IM 9eat" 2torm 4Icm 4' AP4MFAT4M! .wA 9 Poid "hields, #%B, Fearless, 0einforced Armour, Walker. -ay step o$er
units and pieces of terrain that are lower than the unit,s knees and less than
9cm wide. %ritical )it 'ffect1 -o$e the unit #@cm in a random direction.
+f it mo$es into impassable terrain or another unit it can,t mo$e o$er it will
stop and suffer one point of damage. All units it mo$es into or o$er suffer a
hit on a roll of @C.
Lellmout" 30cm 36P! .wA! <7
6attle"ead ?1Icm@ 2mall Arms! EA?M2@
)reat =nclean Cne $E 1Icm 4M 4M 4M 2tream o# 7orrution 1Icm 36P! <7 #%5, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, 0einforced
Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit
is destroyed, all summoned units within Ecm are destroyed on a roll of @C.
and ?1Icm@ 2mall Arms! EA?M1@! <7
Nurgling 2warm ?*c@ Assault $eaons! EA?M1@
>eeer o# 2ecrets $E 1Icm 4M 3M 4M )a5e o# 2laanes" 30cm 3' B$4M #%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, 0einforced
Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit
is destroyed, all summoned units within Ecm are destroyed on a roll of @C.
and ?1Icm@ 2mall Arms! EA?M1@! .2! B$
;as" o# Torment ?*c@ Assault $eaons! EA?M1@! .2! B$
;ord o# 7"ange $E 30cm 4M IM 3M $it"ering )a5e 4Icm 2' B$3M #%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, Qump ack,
0einforced Armour, Walker. %osts eight point to summon. %ritical )it
'ffect1 The unit is destroyed, all summoned units within Ecm are destroyed on
a roll of @C.
and ?1Icm@ 2mall Arms! EA?M1@! B$
6edlam 2ta## ?*c@ Assault $eaons! EA?M1@! B$
-a&ager Titan $E 20cm 4M 3M 4M 9oom*urner 4Icm B$2M! .'.! <7! T>?93@ 5 Poid "hields, #%@, Fearless, 0einforced Armour, Walker. -ay step o$er
units and pieces of terrain that are lower than the unit,s knees and less than
9cm wide. %ritical )it 'ffect1 The unit,s plasma reactor has been breached.
0oll a #@ for each breach on the unit in the end phase of each turn. /n a
roll of : the unit is destroyed and all units within Ecm suffer a hit on a roll
of EC, and on a roll of 5(@ the breach has been repaired. Any breach not
repaired causes one point of damage.
2' 9eat" 2torm 4Icm 4' AP4MFAT4M! .wA
6attle"ead ?1Icm@ 2mall Arms! EA?M2@! .'.
Tail 7Icm AP4MFAT4M
and ?*c@ Assault $eaons! EA?M1@
Lar*inger A7F
$E
6om*er 4M nFa nFa -eaer Autocannon 30cm AP4MFATDMFAAIM! .'. #%5. %ritical )i 'ffect1 The unit is destroyed.
-eaer Autocannon 1Icm AP4MFATDMFAAIM! ;e#t
-eaer Autocannon 1Icm AP4MFATDMFAAIM! -ig"t
<ncendiar( 6om*s 1Icm D6P! .'.! <7
Lell 6lade A7 .ig"ter DM nFa nFa 2' -eaer Autocannon 1Icm AP4MFATDMFAAIM! .'.
Lell Talon A7 .ig"ter-
6om*er
IM nFa nFa 6om*s 1Icm 26P! .'.
Twin ;ascannon 4Icm AT4MFAA4M! .'.
La&oc ;aunc"er 4Icm APIMFATDM! .'.
9esoiler 7lass 6attles"i 27 nFa nFa nFa nFa Cr*ital 6om*ardment - 36P! B$ "low and "teady, Transport >56 of the following units1 Ber4erkers, %haos
#readnought, %haos "pace -arines, %haos "pace -arine %hosen, %haos
"pace -arine Terminators, #aemon rince, )a$ocs, 3oise -arines,
/bliterators, lague -arines, Thousand "onsR plus enough #readclaws to
transport any other units on board?
3' Pin-oint Attack - B$2M! T>?93@
9e&astation 7lass 7ruiser 27 nFa nFa nFa nFa Cr*ital 6om*ardment - 36P! B$ Transport >96 of the following units1 Ber4erkers, %haos #readnought,
%haos "pace -arines, %haos "pace -arine %hosen, %haos "pace -arine
Terminators, #aemon rince, )a$ocs, 3oise -arines, /bliterators, lague
-arines, Thousand "onsR plus enough #readckaws to transport any other
units on board?
Pin-oint Attack - B$2M! T>?93@
9readclaw 2ecial nFa nFa nFa nFa nFa nFa nFa lanetfall, Transport >one formation of only the following units1 Ber4erkers,
%haos #readnought, %haos "pace -arines, %haos "pace -arine %hosen,
%haos "pace -arine Terminators, #aemon rince, )a$ocs, 3oise -arines,
/bliterators, lague -arines, Thousand "ons?. The #readclaw does not
scatter 9d@cm after being placed within :Ecm of the drop 4one co(ordinates
recorded at the start of the game >see 5.5?. Any troops carried in the
#readclaw must disembark within Ecm of the #readclaw or within Ecm of
another unit from the same formation that has already landed, so long as all
units are placed within :Ecm of the #readclaw. #readclaw models should be
remo$ed from the board once the formation they transport has disembarked.
'PE(IA) +0)E
?.--.- Augmented 'ummoning
"ome chaos units are noted as ha$ing Augmented "ummoning >C&?. .nits with this ability add a number of summoning points e!ual to ;&< when the formation they are in summons daemons >see @.::.B?. For e&ample,
a unit noted as ha$ing Augmented "ummoning >C9#B? would allow a formation with a #aemonic act to roll 5#B for summoning points as opposed to the usual 9#B.
'PE(IA) +0)E
?.--.9 &aemonic 6ocus
%ertain %haos units are noted as ha$ing #aemonic Focus. .nits with this ability may keep any or all summoned units that belong to the formation in play. "ummoned units do not $anish back into the warp after the
formation has attempted to rally. %haos units with daemonic Focus may not be used to keep summoned units in play if the formation is broken.
83
83 ?.--.9 &aemonic 6ocus
/, <# a #ormation "as a 9aemonic .ocus! can < &oluntaril( allow summoned daemons to return to t"e war in t"e end "aseQ <t mig"t *e desira*le to summon t"em to a di##erent #ormation.
A, 1es. T"e 9aemonic .ocus a*ilit( sa(s (ou Ema(G kee t"em wit" t"e #ormation. <t is not a re8uirement.
?.-9 (@A4' (0)TI'T 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
Arc"-Leretic 7L nFa nFa nFa nFa nFa nFa nFa "upreme %ommander
<con 6earer 7L nFa nFa nFa nFa nFa nFa nFa #aemonic Focus, +n$ulnerable "a$e, Leader
6ig Butants <N. 1Icm 3M 4M 4M 2' Lea&( 2tu**er 30cm APDM -ay count as /gryns for the purposes of being transported.
6ig $eaons ?*c@ Assault $eaons! EA?M1@! B$
6loodletters <N. 1Icm 4M 4M - Lell*lades ?*c@ Assault $eaons! EA?M1@ '&pendable, +n$ulnerable "a$e. %osts one point to summon.
7"aos Lounds <N. 30cm DM 4M - - -ay count as an +nfantry unit for the purposes of being transported.
7"aos Barine Asiring 7"amion <N. 1Icm 4M 4M 4M Lea&( $eaons 30cm APDMFATDM %ommander, +n$ulnerable "a$e, Leader. -ay count as an +nfantry unit for the
purposes of being transported.
9aemon $eaon ?*c@ Assault $eaons! EA?M1@! B$
7"aos 2awn <N. 1Icm 3M 3M - Lorri#ic Butations ?*c@ Assault $eaons! EA?M93@ +n$ulnerable "a$e, Fearless. -ay count as /gryns for the purposes of being
transported.
7ultists <N. 1Icm - IM DM Lea&( $eaons 30cm APDMFATDM -ay count as an +nfantry unit for the purposes of being transported.
9aemon Prince <N. 1Icm
?30cm@
3M
?4M@
3M 3M $ar 6last ?1Icm@ 2mall Arms! EA! B$ %ommander, Fearless, Leader, 0einforced Armour, Teleport. A #aemon rince
may ha$e wings, the unit gains the Qump ack ability and a mo$e of B6cm, while
it,s armour $alue is reduced to 5C. -ay count as /gryns for the purposes of
being transported.
Possessed $eaon ?*c@ Assault $eaons! EA! B$
9aemonettes <N. 1Icm 4M 3M - - '&pendable, First "trike, +n$ulnerable "a$e. %osts one point to summon.
9aemonic 6easts <N. 20cm 4M 3M - - '&pendable, +nfiltrators, +n$ulnerable "a$e. %osts one point to summon
9emagogue <N. 1Icm DM IM IM Lea&( $eaons 30cm APDMFATDM Augmented "ummoning >C9#B?, +n$ulnerable "a$e. -ay count as an +nfantry
unit for the purposes of being transported.
Arcane Powers 30cm B$DM
9aemon $eaon ?*c@ Assault $eaons! EA?M1@! B$
.lamers <N. 1Icm IM IM 4M .lames o# T5eentc" ?1Icm@ 2mall Arms! EA?M1@ '&pendable, +n$ulnerable "a$e. %osts one point to summon.
Butants <N. 1Icm DM 4M DM .irearms ?1Icm@ 2mall Arms -ay count as an +nfantry unit for the purposes of being transported.
Plague Jom*ies <N. 10cm IM DM - - Fearless, +nfiltrators, Teleport
Plague*earers <N. 1Icm 3M 3M IM Plague o# .lies ?1Icm@ 2mall Arms '&pendable, +n$ulnerable "a$e. %osts one point to summon.
;and Transorter ;H 30cm IM DM DM Lea&( $eaons 30cm APDMFATDM Transport >two of the following units1 Big -utants, %haos )ounds, %haos
-arine Aspiring %hampion, %haos "pawn, %ultists, #aemon rince,
#emagogue, -utants, "upport "!uadR Big -utants, %haos "pawn and #aemon
rinces count as two units each?
7ontagion Tower AH 1Icm IM IM IM Plague 7atault 4Icm 16P! 9! <nd Fearless, +n$ulnerable "a$e
Homit 7annon 30cm AP4MFATDM! <7
9e#iler AH 20cm 4M 4M 3M 6attle 7annon 7Icm AP4MFAT4M Fearless, +nfiltrator, +n$ulnerable "a$e, Walker
-eaer Autocannon 30cm AP4MFATDM
Twin Lea&( .lamer 1Icm AP3M! <7
6attle 7laws ?*c@ Assault $eaons! EA! B$
9aemonic Assault Engines AH 2Icm 4M 3M IM 6lood 7annons 30cm 2' AP4MFATIM Fearless, 0einforced Armour
9aemons 6ladesF2ikes ?*c@ Assault $eaons! EA ?M93@
9aemon >nig"t AH 30cm 4M IM 4M 7astigator 7annon 4Icm 3' AP3MFATIM Fearless, +n$ulnerable "a$e, "cout, Walker
Lell#ire 7annon AH 1Icm 4M DM 4M Lell#ire 7annon 7Icm B$4M Fearless, +n$ulnerable "a$e
2il&er Tower AH 20cm 4M DM 4M Arcane 7annons 4Icm 3' AP4MFAT4M Fearless, +n$ulnerable "a$e, "kimmer
6eam o# Power D0cm B$IM
6loodt"irster $E 30cm 4M 3M - A'e o# >"orne ?*c@ Assault $eaons! EA?M3@! T> #%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, Qump ack,
0einforced Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1
The unit is destroyed, all summoned units within Ecm are destroyed on a roll of
@C.
7"aos Altar $E 1Icm 4M 4M 4M Arcane Tec"nolog( 4Icm 93' AP4MFAT4MFAA4M #%B, Augmented "ummoning >C9?, #aemonic Focus, Fearless, +nspiring,
+n$ulnerable "a$e, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed.
All units within Ecm suffer a macro(weapon hit on a roll of @C.
)reat =nclean Cne $E 1Icm 4M 4M 4M 2tream o# 7orrution 1Icm 36P! <7 #%5, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, 0einforced Armour,
Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit is destroyed,
all summoned units within Ecm are destroyed on a roll of @C.
and ?1Icm@ 2mall Arms! EA?M1@! <7
Nurgling 2warm ?*c@ Assault $eaons! EA?M1@
>eeer o# 2ecrets $E 1Icm 4M 3M 4M )a5e o# 2laanes" 30cm 3' B$4M #%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, 0einforced Armour,
Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit is destroyed,
all summoned units within Ecm are destroyed on a roll of @C.
and ?1Icm@ 2mall Arms! EA?M1@! .2! B$
;as" o# Torment ?*c@ Assault $eaons! EA?M1@! .2! B$
;ord o# 6attle $E 2Icm 4M 2M 4M 7"ain .ist ?*c@ Assault $eaons! EA?M3@! B$ #%@, Fearless, +n$ulnerable "a$e, 0einforced Armour, Thick 0ear Armour.
%ritical )it 'ffect1 -o$e the unit B#@cm in a random direction. +f it mo$es
into impassable terrain or another unit it can,t mo$e o$er it will stop and suffer
one point of damage. All units it mo$es into or o$er suffer a hit on a roll of 5C.
9eat" 2torm 4Icm 4' AP4MFAT4M
2' 6attle 7annon 7Icm AP4MFAT4M
;ord o# 7"ange $E 30cm 4M IM 3M $it"ering )a5e 4Icm 2' B$3M #%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, Qump ack,
0einforced Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1
The unit is destroyed, all summoned units within Ecm are destroyed on a roll of
@C.
and ?1Icm@ 2mall Arms! EA?M1@! B$
6edlam 2ta## ?*c@ Assault $eaons! EA?M1@! B$
Plague Tower $E 1Icm 4M 4M 4M Plague Bortar D0cm 3M936P! 9! .'. #%@, Fearless, +n$ulnerable "a$e, 0einforced Armour, Transport >two of the
following units1 Big -utants, %haos )ounds, %haos -arine Aspiring
%hampion, %haos "pawn, %ultists, #aemon rince, #aemonic Beasts,
#emagogue, Great .nclean /ne, -utants, laguebearers, "upport "!uadR Big
-utants, %haos "pawn, #aemon rinces and Great .nclean /nes count as two
units each? %ritical )it 'ffect1 The unit takes a point of damage and #B units
of the player,s choice that are being transported are destroyed.
2' 6attle 7annon 7Icm AP4MFAT4M
-ot 7annon K0cm AP3MFATIM! .'.! <7
/uestor $E 3Icm IM IM 3M 2' 7astigator 7annon 4Icm 3' AP3MFATIM 9 Poid "hields, #%B, Fearless, 0einforced Armour, Walker. -ay step o$er
units and pieces of terrain that are lower than the unit,s knees and less than 9cm
wide. %ritical )it 'ffect1 -o$e the unit #@cm in a random direction. +f it
mo$es into impassable terrain or another unit it can,t mo$e o$er it will stop and
suffer one point of damage. All units it mo$es into or o$er suffer a hit on a roll
of @C.
2' 6attle 7annon 7Icm AP4MFAT4M
2u*+ugator $E 3Icm IM 3M IM 2' 6attle 7annon 7Icm AP4MFAT4M 9 Poid "hields, #%B, Fearless, 0einforced Armour, Walker. -ay step o$er
units and pieces of terrain that are lower than the unit,s knees and less than 9cm
wide. %ritical )it 'ffect1 -o$e the unit #@cm in a random direction. +f it
mo$es into impassable terrain or another unit it can,t mo$e o$er it will stop and
suffer one point of damage. All units it mo$es into or o$er suffer a hit on a roll
of @C.
Lell*lades ?*c@ Assault $eaons! EA! T>?93@
9oomwing A7 .ig"ter DM nFa nFa .lame 7annon 1Icm AP4MFATIMFAAIM! .'.! <7 +n$ulnerable "a$e
.irelord A7 6om*er 4M nFa nFa .lame 7annon 1Icm AP4MFATIMFAAIM! .'.! <7 +n$ulnerable "a$e
Twin ;ascannon 4Icm AT4MFAA4M! .'.
.irestorm 6om*s 1Icm 936P! .'.! <7
?.-: &A+, E)&A+ 64+(E'
E;
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
Arc"on 7L nFa nFa nFa nFa Agoni5er ?*c@ Assault $eaons! EA?M1@! B$ +nspiring, +n$ulnerable "a$e, "upreme %ommander
9racon 7L nFa nFa nFa nFa Agoni5er ?*c@ Assault $eaons! EA?M1@! B$ %ommander, +n$ulnerable "a$e, Leader
2(*arite 7L nFa nFa nFa nFa Punis"er ?*c@ Assault $eaons! EA?M1@ Leader
)rotes8ues <N. 1Icm IM 3M - - Fearless
Laemonculi <N. 1Icm 4M 3M IM Arcane Terrors 1Icm AP3M! 9 Fearless, Leader
Lellions <N. 30cm IM 4M IM Lellglai&es ?1Icm@ 2mall Arms Qump acks, "couts
<ncu*i <N. 1Icm 4M 3M DM Tormentor Lelms ?1Icm@ 2mall Arms
Punis"ers ?*c@ Assault $eaons! EA?M1@
Bandrakes <N. 1Icm IM 4M DM 2linter Pistols ?1Icm@ 2mall Arms First "trike, +nfiltrators, Teleport
-ea&ers <N. 40cm 4M 4M IM 2linter -i#les ?1Icm@ 2mall Arms -ounted, "kimmers
2courges <N. 30cm DM DM 4M 9ark ;ance 30cm ATIM! ; Qump acks, Teleport
2linter -i#les ?1Icm@ 2mall Arms! EA?M1@
$ar 6easts <N. 1Icm ?IM@ 3M - Teet" and 7laws ?*c@ Assault $eaons! EA?M1@ First "trike, +nfiltrators. +n an assault the unit counts as ha$ing an armour $alue of
EC.
$arriors <N. 1Icm - IM 4M 2linter 7annon 1Icm APIM
$(c"es <N. 1Icm ?IM@ 3M DM 2linter Pistols ?1Icm@ 2mall Arms First "trike, +nfiltrators. +n an assault the unit counts as ha$ing an armour $alue of
EC.
-aider ;H 3Icm 4M DM IM 9ark ;ance 30cm ATIM! ; "kimmer, Transport >two of the following units1 Grotes!ues, )aemonculi, +ncubi,
-andrakes, Warriors, WychesR plus one units of -andrakes?. .nits being
transported may shoot, and use their firefight $alue in an assault or to lend supporting
fire.
Lorror#e' 1Icm APDM! 9
-a&ager ;H 3Icm 4M DM 3M 2' 9ark ;ance 30cm ATIM! ; "kimmer
9isintegrator 30cm AP4MFATDM
Lorror#e' 1Icm APDM! 9
Talos AH 1Icm 4M 4M IM Paral(5er 1Icm APIM! 9 Fearless, 0einforced Armour, Walker
Talos 7laws ?*c@ Assault $eaons! B$
6arge o# Pleasure $E 30cm IM IM 4M 2' 9ark ;ance 30cm ATIM! ; 9 "hadowfields, #%B, "kimmer, Transport >four of the following units1 Grotes!ues,
)aemonculi, +ncubi, -andrakes, Warp Beasts, Warriors, WychesR plus two units of
-andrakes?. .nits being transported may shoot, and use their firefight $alue in an
assault or to lend supporting fire. %ritical )it 'ffect1 The unit looses all of its
weapons and has no close combat and firefight $alues. "ubse!uent critical hits destroy
the unit.
;ong-6arrel 2linter 7annon 4Icm APIM
9esolator 30cm 26P! 9
84 ?.-: &ark Eldar 6orces
/, 7an t"e secial armor &alue #or t"e $(c"es and $ar 6easts *e alied to t"em i# t"eir assault c"arge triggers an o&erwatc" #ireQ
A, No. T"e secial armor &alue o# IM onl( works during t"e assault itsel# and not during t"e c"arge mo&e.
/, 7an m( transorted units take co&er ne't to t"eir -aidersQ
A, No. -aiders are lig"t &e"icles and units cannot claim t"e -1 co&er modi#ier *( *eing in *ase-to-*ase contact as t"e( do wit" armored &e"icles! nor can t"e( *lock line o# sig"t.
/, 7ertain units lose t"eir a*ilit( to #ire w"en t"e( take a success#ul critical "it. 7an! #or e'amle! 6arges o# Pleasure and E'ecutors still claim and contest o*+ecti&es w"en t"eir weaon s(stems are downQ
A, 1es.
E'ecutor ;anding Bodule $E 2Icm IM DM 4M 9isintegrator Arra( D0cm 2' AA4M 5 "hadowfields, #%@, Fearless, 0einforced Armour, "elf lanetfall, "upport %raft,
Transport >eight armoured $ehicle, light $ehicle or war engine unitsR war engines count
as a number of units e!ual to their starting damage capacityR plus :@ infantry units?,
Webway ortal. %ritical )it 'ffect1 The unit looses all of its weapons, has no close
combat $alue and a firefight $alue of @C. "ubse!uent critical hits cause one point of
damage.
Lea&( P"antom ;ance D0cm B$3M! .'.! T>?93@
Twin 9esolators 30cm 46P! 9! .wA
Lail o# 2linters 4Icm 3' AP4MFATDM
and ?1Icm@ EA?M2@
>as"narak $E 20cm 4M 3M - Bassi&e 7laws 0 Teet" ?*c@ Assault $eaons! EA?M2@! B$ #%5, Fearless, +nfiltrator, +nspiring, "cout, Walker
Perditor $E 1Icm 4M 3M 4M $idowmaker 30cm 26P! 9! <nd #%9, Fearless, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed.
Perditor 7laws ?*c@ Assault $eaons! EA?M1@! B$
Tormentor Titan $E 3Icm IM 3M 4M 2' P"antom ;ances 4Icm B$3M! T> B "hadowfields, #%5, Fearless, Qump ack, 0einforced Armour, Walker. %ritical
)it 'ffect1 The unit,s speed $alue is reduced to 9Ecm and it loses the Qump ack
ability. "ubse!uent critical hits cause one point of damage.
Lail o# 2linters 4Icm 3' AP4MFATDM
and ?1Icm@ EA?M2@
Tormentor 6lades ?*c@ Assault $eaons! EA?M3@! T>
Hessel o# Pain $E 30cm 4M IM 4M 2' P"antom ;ances 4Icm B$3M! T> 9 "hadowfields, #%B, "kimmer. %ritical )it 'ffect1 The unit is destroyed. All units
within Ecm suffer a hit on a roll of EC.
2' ;ong-6arrel 2linter 7annon 4Icm APIM
9esolator 30cm 26P! 9
-a&en .ig"ter A7 .ig"ter 4M nFa nFa 9ark ;ances 30cm AT4MFAAIM! .'.! ;
;ong-6arrel 2linter 7annon 30cm APIM FAAIM! .'.
-a5orwing 6om*er A7 .ig"ter-
6om*er
4M nFa nFa -a5or ;ances 30cm B$3M! .'.! 2lw! T>
2' ;ong-6arrel 2linter 7annon 30cm APIMFAAIM! .'.
Lorror#e' 1Icm APDM! 9
2la&e*ringer Assault 6oat A7F
$E
6om*er 4M DM IM 2' Twin 9ark ;ances 30cm AT4MFAAIM! .'.! ; : "hadowfield, #%9, lanetfall, Transport >eight of the following units1 Grotes!ues,
)aemonculi, )ellions, +ncubi, -andrakes, "courges, Talos, Warp Beasts, Warriors,
WychesR Talos count as two units eachR plus four units of -andrakes?.
Turreted 2linter 7annons 30cm APIMFAAIM
7orsair 7lass Escort 27 nFa nFa nFa nFa Cr*ital 6om*ardment nFa 26P! B$ The in(oint Attack may be forfeited to gain Transport >three "la$ebringer Assault
Bolts and one '&ecutor Landing -odule plus the units being transported on them?.
Pin-oint Attack nFa B$2M! T>?93@
Torture 7lass 7ruiser 27 nFa nFa nFa nFa Cr*ital 6om*ardment nFa D6P! B$ Transport >three "la$ebringer Assault Boats and an '&ecutor Landing -odule plus
the units being transported on them?. Both in(oint Attacks may be forfeited to
transport an additional four "la$ebringer Assault Boats and two '&ecutor Landing
modules plus the units being transported on them.
2' Pin-oint Attack nFa B$2M! T>?93@
'PE(IA) +0)E
?.-:.- @it I +un Tactics
The #ark 'ldar are piratical raiders from the depths of the #ark %ity and the treacherous e&panses of space. #ue to their limited population, losses simply cannot be sustained at length. Because of this they ha$e
de$eloped tactics that when combined with their highly ad$anced technology allows them to attack the enemy and then !uickly retire in order to a$oid any return fire. This ability is reflected by the following special rules,
which apply to all formations in a #ark 'ldar army1
#ark 'ldar formations that take ad$ance or double actions may choose to shoot either before or after each mo$e. )owe$er, they may still only shoot once during the action. For e&ample, a #ark 'ldar formation taking an
ad$ance action could shoot and then mo$e or mo$e and then shoot, while a formation taking a double action could shoot and mo$e twice, mo$e twice and then shoot, or mo$e then shoot and then mo$e again.
+n addition, a #ark 'ldar formation that wins an assault is allowed to mo$e up to their full mo$ement when they consolidate, rather than being limited to a mo$e of Ecms as would normally be the case.
'PE(IA) +0)E
?.-:.9 6leet of 6oot
With eons in which to practice pirating techni!ues upon the mon(keigh of the gala&y, the #ark 2in ha$e honed the skill of s!uee4ing e$ery bit of ad$antage from a lightning style attack. To represent this, #ark 'ldar
formations do not incur the typical penalties that other races would after taking a -arch action. #ark 'ldar formations that ha$e marched may lend support in assaults, help claim a crossfire bonus, and e$en fire flak
shots.
'PE(IA) +0)E
?.-:.: &ark Eldar Technolog
Webwa Portals2 These smallish portals are used by the #ark 'ldar as much as the 'ldar. Allowing safe tra$el through the Warp, each Webway portal included in the army allows the #ark 'ldar player to keep up
to three formations back in %ommorragh. Any of these reser$e formations may enter play $ia a Webway portal by taking an action that allows them to mo$e, then measuring its first mo$e from the portal on the tabletop.
3o more than one formation may tra$el through a single portal each turn. Wraithgate use is limited to formations made up e&clusi$ely of infantry, light $ehicles, and armored $ehicles with the walker ability >The feared
2ashnarak is the e&ception to the rule?.
'hadowfields2 #ark 'ldar war engines are shrouded in light absorbing energy fields which ser$e as a powerful defence against the massed guns of their cornered prey. 'ach shadowfield will absorb one successful hit
before going downR no blast markers are caused for this hit >this includes firefight but not close combat?. A war engine with at least one shadowfield remaining automatically regains an additional field at the end of the rally
phase of each turn. +f the shadowfields are completely knocked out, they will not return for the remainder of the game. The war engine can ne$er ha$e more shadowfields than originally allotted. +n addition an acti$e
"hadowfield always counts as being in co$er >apply (: co$er modifier?. This has no effect on their engagements, howe$er, either in close combat or firefight.
8I
8I ?.-:.: &ark Eldar Technolog
/, $"at "aens w"en a unit wit" s"adow#ields is struck *( an ignore co&er weaonQ
A, T"e -1 modi#ier normall( alied to t"e unit wit" s"adow#ields is ignored as descri*ed in 2.2.I in t"e 7ore -ules.
?.-; *INE+8AN TAN, )E#I4N 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
7ommissar 7L nFa nFa nFa nFa =graded )uns ?1Icm@ 2mall Arms! EA?M1@ Fearless, +nspiring, Leader
2ureme 7ommander 7L nFa nFa nFa nFa =graded )uns ?1Icm@ 2mall Arms! EA?M1@ "upreme %ommander
<n#antr( <N. 1Icm - DM IM Autocannon 4Icm APIMFATDM /ne unit in e$ery two has an Autocannon.
2torm Trooers <N. 1Icm IM IM 4M Plasma )uns 1Icm APIMFATIM "couts
6asilisk AH 20cm IM DM IM Eart"s"aker 120cm AP4MFAT4M
or 120cm 16P! <nd
Lea&( 6olter 30cm APIM
6om*ard AH 20cm DM DM IM 2iege Bortar 4Icm 26P! <7! <nd! 2lw
Lea&( 6olter 30cm APIM
7"imera AH 30cm IM DM IM 0-1' Bultilaser 30cm APIMFATDM Transport >one /gryns unitR or two of the following units1 %ommander, +nfantry, "nipers, "torm
Troopers, "upport "!uad, "upreme %ommander?. Armed with either a -ultilaser, )ea$y Bolter
or )ea$y Flamer.
0-1' Lea&( 6olter 30cm AP4M
0-1' Lea&( .lamer 1Icm AP4M! <7
and ?1Icm@ 2mall Arms! <7
Lea&( 6olter 30cm APIM
9eat"strike AH 20cm DM DM IM 9eat"strike Bissile =nlimited B$2M! <nd! 22! T>?9D@
Lea&( 6olter 30cm APIM
9estro(er Tank Lunter AH 20cm 4M DM DM ;aser 9estro(er 7Icm AT4M! T> 0einforced Armour
)ri##on AH 30cm DM DM IM Lea&( Bortar 30cm 16P! <nd
Lea&( 6olter 30cm APIM
Lell"ound AH 30cm 4M DM 3M <n#erno 7annon 30cm AP3M! <7
Lea&( 6olter 30cm APIM
L(dra AH 30cm DM DM IM 2' Twin L(dra Autocannon 4Icm AP4MFATIMFAAIM
Lea&( 6olter 30cm APIM
;eman -uss AH 20cm 4M DM 4M 6attle 7annon 7Icm AP4MFAT4M 0einforced Armour
;ascannon 4Icm ATIM
2' Lea&( 6olter 30cm APIM
;eman -uss 7on8ueror AH 30cm 4M DM IM 7on8ueror 7annon 4Icm APIMFATIM 0einforced Armour
;ascannon 4Icm ATIM
;eman -uss 9emolis"er AH 20cm 4M DM 3M 9emolis"er 30cm AP3MFAT4M! <7 0einforced Armour
;ascannon 4Icm ATIM
2' Plasma 7annon 30cm APIMFATIM
;eman -uss E'ecutioner AH 20cm 4M DM IM Plasma 9estro(er D0cm B$4M 0einforced Armour
;ascannon 4Icm ATIM
;eman -uss E'terminator AH 20cm 4M DM 3M Twin Autocannon 4Icm AP4MFATIM 0einforced Armour
;ascannon 4Icm ATIM
2' Lea&( 6olter 30cm APIM
;eman -uss Han8uis"er AH 20cm 4M DM 4M Han8uis"er 7Icm AP4MFAT2M 0einforced Armour
;ascannon 4Icm ATIM
2' Lea&( 6olter 30cm APIM
Banticore AH 20cm DM DM IM -ocket ;aunc"er 1I0cm 26P! 9! <nd! 2lw
Lea&( 6olter 30cm APIM
Bedusa AH 20cm DM DM IM Bedusa 2iege )un 30cm B$4M! <7
Lea&( 6olter 30cm APIM
2alamander 7ommand AH 3Icm DM DM IM Lea&( .lamer 1Icm AP4M! <7 %ommander, Leader, "cout
and ?1Icm@ 2mall Arms! <7
Lea&( 6olter 30cm APIM
2alamander 2cout AH 3Icm DM DM IM Autocannon 4Icm APIMFATDM "cout
Lea&( 6olter 30cm APIM
T"underer AH 20cm 4M DM IM 9emolis"er 30cm AP3MFAT4M! <7 0einforced Armour
Halk(rie AH 3Icm IM DM IM Bultilaser 30cm APIMFATDM "cout, "kimmer, Transport >one /gryns unitR or two of the following units1 %ommander,
+nfantry, "nipers, "torm Troopers, "upport "!uad, "upreme %ommander?
2' Lea&( 6olter 30cm APIM
2' -ocket Pod 30cm 16P! 9! 22
Hulture AH 3Icm IM DM IM Lea&( 6olter 30cm APIM "cout, "kimmer
Twin Autocannon 4Icm AP4MFATIM
2' Lellstrike 120cm AT2M! 22
6ane*lade $E 1Icm 4M DM 4M 6ane*lade 6attle 7annon 7Icm AP3MFAT3M #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer
a hit on a roll of @C.
Autocannon 4Icm APIMFATDM
9emolis"er 30cm AP3MFAT4M! .'.! <7
2' ;ascannon 4Icm ATIM
3' Twin Lea&( 6olter 30cm AP4M
2"adowsword $E 1Icm 4M DM IM Holcano 7annon K0cm B$2M! .'.! T>?93@ #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer
a hit on a roll of @C.
2' Lea&( 6olter 30cm APIM
2torm*lade $E 1Icm 4M DM IM Plasma 6lastgun 4Icm 2' B$2M! .'.! 2lw #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer
a hit on a roll of @C.
Lea&( 6olter 30cm APIM
2' ;ascannon 4Icm ATIM
2' Twin Lea&( 6olter 30cm AP4M
2torm"ammer $E 1Icm 4M DM 3M 2' Twin 2tu* 6attle 7annon 4Icm AP3MFAT3M #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer
a hit on a roll of @C.
4' Twin Lea&( 6olter 30cm AP4M
2tormsword $E 1Icm 4M DM 4M 2iege 7annon 4Icm 36P! 9! .'.! <7 #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer
a hit on a roll of @C.
Lea&( 6olter 30cm APIM
2' Lea&( .lamer 1Icm AP4M! <7
2' Twin Lea&( 6olter 30cm AP4M
?.-? NE(+4N 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
Necron ;ord 7L nFa nFa nFa nFa 2ta## o# ;ig"t ?1Icm@ 2mall Arms! EA?M1@ Leader, +n$ulnerable "a$e
or ?*c@ Assault $eaons! EA?M1@! B$
9estro(ers <N. 2Icm 4M DM 3M 2' )auss 7annon 30cm AP4MFATDM -ounted, 3ecron, "kimmers
.la(ed Cnes <N. 1Icm 4M 3M - - +nfiltrators, 3ecron, "couts, Teleport
Lea&( 9estro(ers <N. 2Icm 4M DM 4M Lea&( )auss 7annon 30cm AT3M -ounted, 3ecron, "kimmers
<mmortals <N. 1Icm 4M 4M 3M )auss 6lasters 1Icm AP4MFATDM 3ecron
Necron $arriors <N. 1Icm 4M IM 4M )auss .la(ers 1Icm APIMFATDM 3ecron
Paria"s <N. 1Icm 4M 3M 3M $ar 2c(t"es 1Icm AP4MFATDM +nspiring
and ?*c@ Assault $eaons! EA?M1@! B$
$rait"s <N. 30cm 4M 4M - 7laws ?*c@ Assault $eaons! EA?M1@ First "trike, +n$ulnerable "a$e, Qump acks, 3ecron
Bonolit" AH 1Icm 4M DM IM Particle $"i 30cm AP4MFAT4M Fearless, Li$ing -etal, ortal, "kimmer, Teleport, Thick 0ear Armour
)auss .lu' Arc ?1Icm@ 2mall Arms! EA?M2@
C*elisk AH 30cm IM DM IM Particle .lail 4Icm AP4MFAT4M Fearless, 0einforced Armour, "kimmer, Teleport, Thick 0ear Armour
Tom* 2(der AH 1Icm 4M IM IM 2cara* 2warm 30cm APIMFATIM! <7 Fearless, Leader, "kimmer, Walker
and ?1Icm@ 2mall Arms! EA?M1@! <7
or ?*c@ Assault $eaons! EA?M1@! <7
7laws ?*c@ Assault $eaons! B$
A*attoir $E 20cm 4M 2M 4M 3' 2cara* 2warm 30cm APIMFATIM! <7 #%A, Fearless, +nfiltrator, Li$ing -etal, ortal, "kimmer, Thick 0ear Armour.
%ritical )it 'ffect1 The unit and all units within Ecm of the unit suffer a titan killer
hit on a roll of 5C.
and ?1Icm@ 2mall Arms! EA?M1@! <7
or ?*c@ Assault $eaons! EA?M1@! <7
Lar&esters ?*c@ Assault $eaons! EA?M2@! T>?93@
Aeonic Cr* $E 20cm 4M - 3M 2olar .lare K0cm B$3M! T>?9D@ #%@, Fearless, Li$ing -etal, "kimmer, Thick 0ear Armour. %ritical )it 'ffect1
%enter the barrage template that is :9cm across on the unit and resol$e the effect as if it
were a BB macro(weapon barrage.
or K0cm 126P
T"e 9ecei&er $E 1Icm 4M 4M 4M 9esair 4Icm 46P! 9 #%B, Fearless, +nspiring, Li$ing -etal, "kimmer, "upreme %ommander, Teleport,
Walker. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a
macro(weapon hit on a roll of 5C.
7laws ?*c@ Assault $eaons! EA?M2@! T>
T"e Nig"t*ringer $E 1Icm 4M 3M IM ;ig"tning Arc 30cm B$4M #%B, Fearless, +nspiring, Li$ing -etal, "kimmer, "upreme %ommander, Teleport,
Walker. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a
macro(weapon hit on a roll of 5C.
)a5e o# 9eat" ?*c@ EA?M2@! B$
2c(t"e ?*c@ EA?M2@! T>?93@
P(lon $E <mmo*ile 4M - 4M Particle Accelerator 120cm B$4M! T>?93@ #%9, Fearless, Li$ing -etal, Teleport, Thick 0ear Armour. %ritical )it 'ffect1 The
unit is destroyed. All units within Ecm suffer a hit on a roll of 5C.
and K0cm AA4M! T>
)auss .lu' Arc ?1Icm@ 2mall Arms! EA?M2@
$ar*ar8ue $E 20cm 4M DM 4M 2' Particle 7annon D0cm APIMFAT3M #%B, %ommander, Fearless, Li$ing -etal, ortal, "kimmer, Teleport, Thick 0ear
Armour. %ritical )it 'ffect1 The unit looses the ortal ability. "ubse!uent critical hits
destroy the unit.
2' $ar 7annon 30cm AT4M
2' )auss 7annon 30cm AP4MFATDM
)auss .lu' Arc ?1Icm@ 2mall Arms! EA?M2@
2c(t"e 7lass Lar&ester 27 nFa nFa nFa nFa Cr*ital 6om*ardment nFa 46P! B$
2' Pin-Point Attack nFa B$2M! T>?93@
'PE(IA) +0)E
?.-?.- Necron Technolog
Necron2 3ecron technology allows many of its units to repair themsel$es at an accelerated rate. This is reflected as the 3ecron ability in a unit,s datasheet.
.nits with the 3ecron ability that ha$e been destroyed can regenerate. Formations can return one pre$iously destroyed 3ecron unit in the end phase of each turn either on or off the board. +n addition, if a formation
regroups on board it can use the dice rolls to either return units with the 3ecron ability to play or to remo$e blast markers or both >e.g., if you rolled a G9, you could return 9 units to play, remo$e 9 blast markers, or
return : unit and remo$e : blast marker?. Formations off board are restricted to using their regroup function to remo$e blast markers only.
Portals2 3ecron ortals are the primary means by which the 3ecron forces are transported across the gala&y. Any formation that is in the reser$es, either because it has not entered play or has left the board for any
reason, may enter play $ia a portal as part of any acti$ation that allows mo$ement. -easure their mo$ement using the portal as the starting point. Additionally, formations may lea$e the board by entering a portal, taking
them into the reser$es. 3ote that once in the reser$es they can either re(enter play immediately $ia another portal, pro$ided they ha$e mo$ement, or remain in the reser$es.
3ecron ortals can only be used by Armoured Pehicles with the walker ability, +nfantry, or Light Pehicles. 'ach portal can be used only once per turn for either entering or e&iting the battlefield, not for both. Thus a
Formation may enter one portal with part of their mo$ement, and e&it from a second, unused portal, continuing their mo$ement from that portal.
+f, at the end of the mo$ement, a unit is out of formation it is destroyed >see core rule :.J.5?. '&ample1 if you mo$ed a formation of four units through one portal and out another and two units were unable to make the
full mo$ement >i.e. get through the second portal?, the 3ecron player would ha$e to choose which units were to be destroyed, the two that mo$ed through the portal or the two that didn,t.
)iving *etal2 .nits made of li$ing metal recei$e a 0einforced Armor sa$ing throw against normal weapons, lance weapons, and e$en macro(weapons. +n addition, their sa$e is not reduced by sniper abilities. Any
Titan 2iller attacks are automatically reduced to Titan 2iller >:? when resol$ing hits against Li$ing -etal units, and Li$ing -etal units are permitted a single armor sa$e. "ee the chart below.
8D
8D ?.-?.- Necron Technolog
/, $"at "aens i# < "a&e a P"alan' o## *oard t"at #ails its acti&ation rollQ
A, T"e #ormation is le#t wit" limited otions t"roug" t"e "old action. 2ince s"ooting is not ossi*le o## *oard and regrouing is not allowed o##-*oard! t"e P"alan' would onl( *e a*le to mo&e t"roug" an a&aila*le ortal or c"oose not to
acti&ate.
/, 9oes t"is mean t"at m( units wit" t"e Necron a*ilit( can%t regenerate o## *oardQ
A, 1es and No. As er t"e Necron a*ilit( rules! #ormations wit" Necron units ma( regenerate one unit at t"e end o# t"e turn regardless o# t"eir location. Lowe&er! #ormations o## *oard are restricted #rom using t"eir regrouing to
regenerate additional Necron units.
/, <# m( P"alan' #ormation #ails to acti&ate! can < c"oose to regrou o##-*oard as oosed to +ust mo&ing onto t"e *oardQ
A, No. A #ormation in reser&es ma( onl( take actions w"ic" in&ol&e mo&ing onto t"e *oard. <# it is re&ented #rom mo&ing onto t"e *oard t"e #ormation loses its action. A #ormation t"at is una*le to mo&e onto t"e *oard ma( take no
actions at all. .ormations in reser&e resol&e e##ects t"at do not in&ol&e acti&ation! suc" as end-o#-turn rallies or critical "it resolutions! as normal. E'amle, A Necron #ormation tries to Engage t"roug" a ortal *ut #ails to acti&ate. T"e
enem( #ormation%s Jone o# 7ontrol co&ers t"e gate! re&enting t"e #ormation #rom entering t"e *oard. T"e Necron #ormation would take a *last marker #or t"e #ailed acti&ation. 2ince it ma( not enter t"e *oard using t"e LoldFBo&e
otion! it loses t"e action. T"e #ormation ma( attemt to rall( in t"e end "ase.
/, 7an a Necron #ormation mars"al on t"e *oard! mo&e o## t"e *oard! and t"en regenerate unitsQ
A, No! since t"e #ormation was regenerating units o## t"e *oard t"is would *e restricted under t"e Necron rule! e&en t"oug" it *egan its mo&e on t"e *oard.
/, 7an a Necron #ormation er#orm a mars"al action o## t"e *oard! mo&e onto t"e *oard! and t"en regenerate unitsQ
A, 1es! since t"e regeneration o# t"e units would take lace on t"e *oard t"is would *e allowed! e&en t"oug" t"e mo&e *egan o## *oard.
/, 9oes a leader #unction allow additional units to regenerate under t"e Necron ruleQ
A, 1es! a unit wit" a leader a*ilit( could add an additional unit wit" t"e Necron a*ilit( to regenerate *ack into its original #ormation! or remo&e an additional 6last marker as er t"e core rules. Nust as wit" regular leader units! t"is #unction
is cumulati&e.
/, 7an a Bonolit" t"at is art o# a *roken #ormation still use its ortalQ
A, 1es! as long as it "as not *een used alread( during t"e current turn. T"e same rule alies to A*attoirs and $ar*ar8ues and t"eir resecti&e ortals.
/, 7an a Necron ortal *e *lockedQ
A, As wit" Eldar ortals! t"ere are di##ering &iewoints on "ow to "andle *locked ortals. T"e current NetE-7 ruling is t"at i# a ortal is co&ered *( an enem(%s Jone-o#-7ontol! t"e #ormation e'iting t"e ortal would *e #orced to
assault t"at enem(! mo&ing into *ase-to-*ase contact! and t"en resol&ing t"e attack. Tacticalwargames.net "as an acti&e Eic communit( w"ere rules 8uestions are osed and discussed. <t is our recommendation t"at (ou co&er t"is
su*+ect wit" (our oonent during t"e warm- u "ase o# (our game.
'PE(IA) +0)E
?.-?.9 Implacable Advance
The 3ecron are an offensi$e army, always on the ad$ance, stopping only to eliminate enemy positions before mo$ing on to har$est others. While subKect to disruption from losses and enemy fire, the mechanical nature of the
3ecron permits them to easily reorgani4e to maintain the offensi$e momentum.
3ecron formations recei$e a C: bonus to -arshal Actions. #ue to their steady, deliberate, nature 3ecron formations cannot take a -arch action.
'PE(IA) +0)E
?.-?.: Phase 4ut
When a 3ecron formation becomes broken, it does not Kust fall back, but also $anishes from the battlefield without lea$ing any proof of its e&istence.
+n the end phase of the turn, remo$e the formation from the board into the reser$es, but keep it away from any destroyed units. The formation will roll to rally in the end phase, handling blast markers as per the core rules
>see :.:5?. +t may re(enter by teleporting, or through a portal. +f there are not enough portals to deal with all the off(table formations, then the formation must remain off the table until a portal is a$ailable for it to use. +f
the rally roll fails, the formation must remain in the reser$es until it rallies. 3ote that with the e&ception of the %,tan, no 3ecron War 'ngines may phase out.
87
87 ?.-?.: Phase 4ut
/, B( P(lon teleorts onto t"e *oard like a Bonolit"R can it "ase out like a Bonolit" as wellQ
A, No! it ma( not. As er I.1I.3! t"e P(lon is a war engine and! as suc"! is not allowed to "ase out.
?.-A &EAT@ ,4+P' 46 ,+IE# 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
7ommissar 7L nFa nFa nFa nFa Power $eaon ?*c@ Assault $eaons! EA?M1@! B$ Fearless, +nspiring, Leader
7ommander <N. 1Icm DM 4M IM Twin Lea&( 2tu**er 30cm APIM %ommander
Engineers <N. 1Icm IM 4M IM Bole ;aunc"er 30cm APIM! <7
.ire 2uort <N. 1Icm - IM 4M Twin Lea&( 2tu**er 4Icm APIM
Autocannon 4Icm APIMFATDM
)renadiers <N. 1Icm IM IM 4M Lea&( .lamer 1Icm AP4M! <7 "couts
and ?1Icm@ 2mall Arms! <7
Lea&( Bortar <N. Icm - DM DM Lea&( Bortar 30cm 16P! <nd
<n#antr( <N. 1Icm - IM IM ;asguns ?1Icm@ 2mall Arms
/uad ;aunc"er <N. Icm - DM IM /uad ;aunc"er 4Icm 2' AP4M! <nd
-oug" -iders <N. 20cm IM 4M DM Power ;ance ?*c@ Assault $eaons! .2 +nfiltrators, -ounted
2ureme 7ommander <N. 1Icm IM 4M IM Twin Lea&( 2tu**er 30cm APIM "upreme %ommander
Power $eaon ?*c@ Assault $eaons! EA?M1@! B$
7entaur ;H 3Icm
?20cm@
DM DM DM Lea&( 2tu**er 30cm APDM Transport >one of the following units1 Grenadiers, )ea$y -ortar, Nuad Launcher?. +f
transporting a )ea$y -ortar or Nuad Launcher the unit,s speed is reduced to 96cm.
Eart"s"aker Plat#orm ;H 0cm DM DM DM Eart"s"aker 120cm AP4MFAT4M
or 120cm 16P! <nd
Lea&( AA Plat#orm ;H 0cm DM DM DM Lea&( AA )un D0cm APIMFATIMFAAIM
L(dra Plat#orm ;H 0cm DM DM DM 2' L(dra Autocannon 4Icm AP4MFATIMFAAIM
Bedusa Plat#orm ;H 0cm DM DM DM Bedusa 2iege )un 30cm B$4M! <7
or D0cm 16P! 9! <7! <nd
6om*ard AH 20cm DM DM IM 2iege Bortar 4Icm 26P! <7! <nd! 2lw
Lea&( 6olter 30cm APIM
Lell"ound AH 30cm 4M DM 3M <n#erno 7annon 30cm AP3M! <7
Lea&( 6olter 30cm APIM
;eman -uss AH 20cm 4M DM 4M 6attle 7annon 7Icm AP4MFAT4M 0einforced Armour
;ascannon 4Icm ATIM
2' Lea&( 6olter 30cm APIM
;eman -uss 9emolis"er AH 20cm 4M DM 3M 9emolis"er 30cm AP3MFAT4M! <7 0einforced Armour
;ascannon 4Icm ATIM
2' Plasma 7annon 30cm AP4MFAT4M! 2lw
;eman -uss T"underer AH 20cm 4M DM IM 9emolis"er 7annon 30cm AP3MFAT4M! <7 0einforced Armour, Thick 0ear Armour
;eman -uss Han8uis"er AH 20cm 4M DM 4M Han8uis"er 7Icm AP4MFAT2M 0einforced Armour
;ascannon 4Icm ATIM
2' Lea&( 6olter 30cm APIM
Tro+an AH 20cm DM DM DM Lea&( 6olter 30cm APIM Transport >one of the following units1 'arthshaker latform, )ea$y AA latform, )ydra
latform, -edusa latform?
6ane*lade $E 1Icm 4M DM 4M 6ane*lade 6attle 7annon 7Icm AP3MFAT3M #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm
suffer a hit on a roll of @C.
Autocannon 4Icm APIMFATDM
9emolis"er 30cm AP3MFAT4M! .'.! <7
2' ;ascannon 4Icm ATIM
3' Twin Lea&( 6olter 30cm AP4M
9eat"strike 2ilo $E <mmo*ile 4M DM 4M 9eat"strike Bissile =nlimited B$2M! <nd! 2lw! T>?9D@ #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm
suffer a macro(weapon hit on a roll of 5C.
)orgon $E 20cm 4 DM DM
?IM@
2' Twin Lea&( 2tu**ers 30cm APIM #%B, 0einforced Armour, Transport >ten infantry units?, Walker. The unit is armed with
either Gorgan -ortars or two Twin )ea$y Bolter. +f armed with two Twin )ea$y Bolter
the unit,s firefight $alue is EC. %ritical )it 'ffect1 The unit is immobili4ed. "ubse!uent
critical hits destroy the unit.
0-1' )orgon Bortars 30cm 26P! .wA! <nd! 22
0-1' Twin Lea&( 6olters 30cm 2' AP4M
Bac"arius $E 1Icm 4M DM 4M 2' 6attlecannon 7Icm AP4MFAT4M #%9, 0einforced Armour. %ritical )it 'ffect1 The unit destroyed.
2' Lea&( 6olters 30cm APIM
Twin Lea&( 2tu**er 30cm APIM
Bac"arius 7ommand $E 1Icm 4M DM 4M 0-1' 2' Han8uis"er 7Icm AP4MFAT2M #%9, 0einforced Armour. Armed with either a Pulcan -egabolter or two Pan!uisher.
%ritical )it 'ffect1 The unit destroyed.
0-1' Hulcan Bega*olter 4Icm 4' AP3MFATIM
2' Lea&( 6olters 30cm APIM
Twin Lea&( 2tu**er 30cm APIM
2"adowsword $E 1Icm 4M DM IM Holcano 7annon K0cm B$2M! .'.! T>?93@ #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm
suffer a hit on a roll of @C.
2' Lea&( 6olter 30cm APIM
2torm*lade $E 1Icm 4M DM IM Plasma 6lastgun 4Icm 2' B$2M! .'.! 2lw #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm
suffer a hit on a roll of @C.
Lea&( 6olter 30cm APIM
2' ;ascannon 4Icm ATIM
2' Twin Lea&( 6olter 30cm AP4M
2tormsword $E 1Icm 4M DM 4M 2iege 7annon 4Icm 36P! 9! .'.! <7 #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm
suffer a hit on a roll of @C.
Lea&( 6olter 30cm APIM
2' Lea&( .lamer 1Icm AP4M! <7
2' Twin Lea&( 6olter 30cm AP4M
Barauder Lea&( 6om*er A7F
$E
6om*er IM nFa nFa 6om* -acks 1Icm 36P! .'. #%9. %ritical )it 'ffect1 The unit destroyed.
Twin ;ascannon 4Icm AT4M! .'.
2' Twin Lea&( 6olter 1Icm AAIM
Lades 6reac"ing 9rill 2ecial nFa nFa nFa nFa - Tunneler, Transport >eight 'ngineers?. 3ote that the )ades Breaching #rill is not a unit
and so may not be shot at nor ha$e hits applied to it. +t is in all respects simply a marker, to
be used in a similar manner to "pace -arine #rop ods. 3o Blast marker is generated for
its parent formation lea$ing the )ades Breach #rill behind during the game.
?.-A.- Trenchworks
Terrain Infantr 8ehicle War Engine Notes
6unker 3M 7o&er 2a&e 9angerous <massa*le 7ounts as Fortifications ?see 1.8.4@. 7an "old t"ree units.
)un Emlacement 4M 7o&er 2a&e IM 7o&er 2a&e No E##ect Pro&ides &e"icles wit" a 7o&er 2a&e t"at works in t"e same manner as an in#antr( 7o&er
2a&e ?see 1.8.3@. 7an "old one unit.
Trenc" 4M 7o&er 2a&e 9angerous No E##ect 7an "old one in#antr( unit er 4cm o# lengt".
?.-C 'A)A*AN&E+ 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
2alamander 9e&astator <N. 1Icm 4M IM 4M 2' Bulti-melta 1Icm B$IM %ounts as a #e$astator unit for the purposes of being transported.
and ?1Icm@ 2mall Arms! B$
2alamander Tactical <N. 1Icm 4M 4M IM Bulti-melta 1Icm B$IM %ounts as a Tactical unit for the purposes of being transported.
and ?1Icm@ 2mall Arms! B$
2alamander Terminator <N. 1Icm 4M 3M 3M 2' Lea&( .lamers 1Icm AP4M! <7 0einforced Armour, Teleport, Thick 0ear Armour. %ounts as a Terminator unit for the
purposes of being transported.
and ?1Icm@ 2mall Arms! <7
T"under Lammers ?*c@ Assault $eaons! EA?M1@! B$
2alamander Attack 6ike ;H 3Icm 4M IM IM Bulti-melta 1Icm B$IM %ounts as an Attack Bike for the purposes of being transported.
and ?1Icm@ 2mall Arms! B$
;and -aider Lelios AH 2Icm 4M DM IM 2' Twin ;ascannon 4Icm AT4M 0einforced Armour, Thick 0ear Armour, Transport >one of the following units1 #e$astator,
Tactical?. %ounts as a Land 0aider for the purposes of being transported.
$"irlwind 4Icm 16P! <nd
;and -aider Promet"eus AH 2Icm 4M DM 4M 4' Twin Lea&( 6olter 30cm AP4M 0einforced Armour, Thick 0ear Armour, Transport >one Terminator unitR or two of the
following units1 #e$astator, Tactical?. Any unit in the same formation as this unit may ignore the
Ecm restriction when using the %ommander ability. %ounts as a Land 0aider for the purposes of
being transported.
;and -aider -edeemer AH 2Icm 4M IM 3M 2' .lamestorm 7annon 1Icm AP3M! <7 0einforced Armour, Thick 0ear Armour, Transport >one Terminator unitR or two of the
following units1 #e$astator, Tactical?. %ounts as a Land 0aider for the purposes of being
transported.
and ?1Icm@ 2mall Arms! <7
Twin Assault 7annon 30cm AP4MFAT4M
Predator <ncinerator AH 30cm 4M DM 4M Autocannon 4Icm APIMFATDM %ounts as a redator #estructor for the purposes of being transported.
2' Lea&( .lamers 1Icm AP4M! <7
and ?1Icm@ 2mall Arms! <7
2alamander 9readnoug"t AH 1Icm 3M 4M 4M 0-1' Bissile ;aunc"er 4Icm APIMFATDM Walker. Armed with either a -issile Launcher and Twin Lascannon, or a ower Fist and
-ulti(melta. %ounts as a #readnought for the purposes of being transported.
0-1' Twin ;ascannon 4Icm AT4M
0-1' Power .ist ?*c@ Assault $eaons! EA?M1@! B$
0-1' Bulti-melta 1Icm B$IM
and ?1Icm@ 2mall Arms! B$
?.-E '(I4N' 46 I+4N 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
;and -aider 7rusader AH 2Icm 4M IM IM 2' Lurricane 6olters ?1Icm@ 2mall Arms! EA?M1@ 0einforced Armour, Thick 0ear Armour, Transport >three of the following units1 #e$astator,
Tactical, TerminatorR Terminators count as one and a half units each, rounding up?. %ounts as a
Land 0aider for the purposes of being transported.
Twin Assault 7annon 30cm AP4MFAT4M
;and -aider Lelios AH 2Icm 4M DM IM 2' Twin ;ascannon 4Icm AT4M 0einforced Armour, Thick 0ear Armour, Transport >one of the following units1 #e$astator,
Tactical?. %ounts as a Land 0aider for the purposes of being transported.
$"irlwind 4Icm 16P! <nd
;and -aider Promet"eus AH 2Icm 4M DM 4M 4' Twin Lea&( 6olter 30cm AP4M 0einforced Armour, Thick 0ear Armour, Transport >one Terminator unitR or two of the following
units1 #e$astator, Tactical?. Any unit in the same formation as this unit may ignore the Ecm
restriction when using the %ommander ability. %ounts as a Land 0aider for the purposes of being
transported.
T"under"awk 7lose Air 2uort A7F
$E
6om*er 4M nFa nFa Tur*olaser 4Icm 2' APIMFAT3M! .'. #%9, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed.
2' Twin Lea&( 6olter 30cm AP4MFAAIM! .'.
Twin Lea&( 6olter 1Icm AP4MFAAIM! ;e#t
Twin Lea&( 6olter 1Icm AP4MFAAIM! -ig"t
2' -ockets 30cm AT4M! .'.
T"under"awk 2aturation 6om*er A7F
$E
6om*er 4M nFa nFa 6attle 7annon 7Icm AP4MFAT4M! .'. #%9, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed.
2' Twin Lea&( 6olter 30cm AP4MFAAIM! .'.
Twin Lea&( 6olter 1Icm AP4MFAAIM! ;e#t
Twin Lea&( 6olter 1Icm AP4MFAAIM! -ig"t
6om*s 1Icm 26P! .'.! <7
T"under"awk Transorter A7F
$E
6om*er IM DM IM 2' Twin Lea&( 6olter 1Icm AP4MFAAIM #%9, lanetfall, 0einforced Armour, Transport >one Land 0aider or two of the following units1
)unter, redator Annihilator, redator #estructor, 0a4orback, 0hino, Pindicator, WhirlwindR
plus the units being transported on them?. %ritical )it 'ffect1 The unit and all units on board are
destroyed. %ounts as a Landing %raft for the purposes of being transported.
?.-F TA0 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
Et"ereal 7L nFa nFa nFa nFa Lonour 6lade ?*c@ Assault $eaons! EA?M1@ +n$ulnerable "a$e, Leader. All units in a formation Koined by an 'thereal become Fearless.
+f the 'thereal is killed then all these units lose Fearless and the formation breaks
automatically.
2"as%el 7L nFa nFa nFa nFa Plasma -i#le 30cm APIM %oordinated Fire, Leader
2"as%o 7L nFa nFa nFa nFa E'erimentaal $eaons 30cm AP4M %oordinated Fire, Leader. 'ach "has,o character in the army allows a player to re(roll one
failed initiati$e test >of any type? once per turn.
7risis 6attlesuits <N. 20cm 3M IM IM Bissile Pods 4Icm APIMFATDM +n$ulnerable "a$e, Tau Qet acks
Twin Plasma -i#les 30cm AP4M
Twin .usion 6lasters 1Icm B$4M
.ire $arriors <N. 1Icm IM DM IM Pulse -i#les 30cm AP4M
Pulse 7ar*ines 1Icm APIM! 9
)un 9rones <N. 20cm IM DM IM Twin Pulse 7ar*ines 1Icm AP4M! 9 Tau Qet acks
>root Lounds <N. 20cm - 3M - .angs ?*c@ Assault $eaons +nfiltrators, "couts
>root Baster 2"aers <N. 1Icm DM 4M IM >root ri#les ?1Icm@ 2mall Arms +nfiltrators, Leaders, "couts
Bercenar( $eaons ?*c@ Assault $eaons! EA?M1@
>root $arriors <N. 1Icm - 4M IM >root ri#les ?1Icm@ 2mall Arms +nfiltrators, "couts
>rooto' <N. 1Icm 4M 4M 4M >root )uns 4Icm APIMFATDM
7laws ?*c@ Assault $eaons! EA?M1@
Pat"#inders <N. 1Icm IM DM IM -ail -i#les 30cm APIM! 2 %oordinated Fire, -arkerlights, "couts
Pulse 7ar*ines 1Icm APIM! 9
2tealt" 6attlesuits <N. 20cm IM DM IM 2ilenced 6urst 7annons 1Icm AP4M! 9 First "trike, -arkerlights, 0einforced Armour, "couts, Tau Qet acks, Teleport
6roadside 6attlesuit ;H 1Icm 4M DM IM Twin -ailguns 7Icm AT3M 0einforced Armour, Walker
2mart Bissile 2(stem 30cm APIM! <7
Piran"a ;H 3Icm IM DM DM 6urst 7annon and 9rones 1Icm APIM "kimmer
2eeker Bissiles K0cm ATDM! )B
Tetra ;H 3Icm IM DM DM Tetra Pulse -i#les 30cm APDM %oordinated Fire, -arkerlights, "cout, "kimmer
9e&il#is" AH 30cm IM DM DM 6urst 7annon and )un 9rones 1Icm APIM "kimmer, Transport1 >two units of Fire Warriors or athfinders?
2eeker Bissiles K0cm ATDM! )B
Lammer"ead AH 30cm 4M DM IM 2mart Bissile 2(stem 30cm APIM! <7 "kimmer. Armed with either a 0ailgun, +on %annon or Twin Fusion %annon.
2eeker Bissiles K0cm ATDM! )B
0-1' -ailgun 7Icm APIMFAT4M
0-1' <on 7annon D0cm AP4MFATIM
0-1' Twin .usion 7annon 30cm B$4M
2k(ra( AH 30cm IM DM IM 2mart Bissile 2(stem 30cm APIM! <7 -arkerlights, "kimmer
2' Lunter Bissiles D0cm AAIM
2' 2eeker Bissiles K0cm ATDM! )B
6arracuda A7 .ig"ter DM nFa nFa <on 7annon 30cm AP4MFATIMFAAIM! .'.
Twin 6urst 7annons 1Icm AADM
Twin Bissile Pods 4Icm APIMFATDM! .'.
Tiger 2"ark A7 6om*er 4M nFa nFa Twin <on 7annons 30cm AP3MFAT4MFAA4M! .'. Transport >three units of Gun #rones?
Twin 6urst 7annons 1Icm AADM
Twin Bissile Pods 4Icm APIMFATDM! .'.
Tiger 2"ark AW-1-0 A7 6om*er 4M nFa nFa Twin -ail 7annons 4Icm B$3M! T>?93@! .'.
Twin 6urst 7annons 1Icm AADM
Twin Bissile Pods 4Icm APIMFATDM! .'.
Aircra#t 2eeker Bissiles 4Icm ATDM! )B
Banta $E 20cm IM - 4M Twin Lea&( -ail 7annons K0cm B$2M! T>?93@! .'. #%A, Fearless, -arkerlights, lanetfall, 0einforced Armour, "upport %raft, Tau
#eflector "hield, Transport >96 of the following units1 %risis Battlesuits, Fire Warriors,
Gun #rones, 2root )ounds, 2root -aster "hapers, 2root Warriors, 2rooto&,
athfinders, "tealth Battlesuits, Broadside BattlesuitsR plus four of the following units1
#e$ilfish, )ammerhead, iranha, "kyray, TetraR Tetra count as one(third of a unit each,
rounding up?. %ritical )it 'ffect1 The unit looses the Tau #eflector "hield ability.
"ubse!uent critical hits cause an e&tra point of damage.
3' Lea&( <on P"alan' 7Icm AP3MFAT4M! .'.
4' Twin Banta 6urst 7annons 30cm APIMFAADM
Twin Bissiles Pods 4Icm APIMFATDM! .'.
2' 2eeker Bissiles K0cm ATDM! )B
Crca $EF
A7
6om*er 4M DM DM Twin 6urst 7annons 1Icm AADM #%9, lanetfall, Transport >twel$e of the following units1 %risis Battlesuits, Fire
Warriors, Gun #rones, 2root )ounds, 2root -aster "hapers, 2root Warriors,
athfinders, "tealth Battlesuits, Broadside BattlesuitsR %risis Battlesuits count as two units
each?. %ritical )it 'ffect1 The unit and all units on board are destroyed.
Twin Bissile Pods 4Icm ATIMFATDM
Aircra#t 2eeker Bissiles 4Icm ATDM! )B
7ustodian 7lass 6attles"i 27 nFa nFa nFa nFa )ra&itic Tracer 2al&o nFa 3' B$4M! )B Transport >:A of the following units and the units being transported on them1 /rca,
-antaR -antas count as thee units each?. The two Gra$itic Tracer "al$os may be fired at
a marked formation of any type.
Pin-Point Attack nFa B$2M! T>?93@
Protector 7lass 7ruiser 27 nFa nFa nFa nFa 2' Pin-Point Attack nFa B$2M! T>?93@ Transport >si& of the following units and the units being transported on them1 /rca,
-antaR -antas count as thee units each?
'PE(IA) +0)E
?.-F.- (oordinated 6ire
"ome units are noted as being able to call in coordinated fire. These units can order up to two other
formations within :Ecm that ha$e not taken an action this turn, and which are not broken, to follow
their own formation when they take an ad$ance, double or sustained fire action.
-ake a single initiati$e roll for all formations, counting a single (: modifier if any ha$e blast markers.
+f the test is failed then the original formation >containing the unit calling for coordinated fire? recei$es a
Blast marker and must take a hold action, but the other formations are unaffected >and may take an
action later in the turn?. +f the test is passed then all formations concerned are allowed to take either an
ad$ance, double or sustained fire action.
There is no obligation for all formations to take the same action, and these actions may be resol$ed in any
order, but they must all fire at the same target formation. The formations don,t ha$e to stay within a
gi$en distance of each other and will complete their actions one after the other. 'ach formations action is
declared and resol$ed >including testing to see if the target formation is broken? before mo$ing on to the
ne&t Tau formation.
3ote that units with this ability confer the %oordinated Fire ability to any formation that they Koin. For
e&ample, a athfinder upgrade purchased to be added to a Fire Warrior %adre, adds the %oordinated
Fire ability to all units in the %adre.
'PE(IA) +0)E
?.-F.9 Tau Technolog
&eflector 'hield2 Tau deflector shields work like an in$ulnerable sa$e in all respects, e&cept that this
in$ulnerable sa$e is always at EC.
#uided *issiles2 Guided -issiles may only be fired at a target formation that is marked, but
Guided -issiles may be fired without Line of Fire if the target is marked. A Tau formation may not
mark an enemy formation if it has used the -arch order during the turn, or if it is broken.
*arkerlights2 All enemy formations with at least one unit within B6cm range and Line of Fire
>L/F? of at least one Tau unit with the markerlights ability is considered to be marked. When shooting
at a marked formation, all ranged firepower attacks add C: to their to(hit roll. This bonus for shooting
at a marked enemy may not be used when making Anti(Aircraft attacks.
Tau Ket Packs2 Tau Qet acks follow all the rules for Qump acks. Additionally, units with Tau Qet
acks are allowed to make an additional mo$e of :6cm at the end of an ad$ance, double or march
order. The e&tra mo$e is allowed whether or not the unit fires and takes place after any firing. This e&tra
mo$e may be in any direction and follows all the normal mo$ement rules, so unit coherency and 4ones of
control must be adhered to as usual. 3o e&tra mo$ement is allowed on any orders other than ad$ance,
double or march.
+n formations where only some of the units ha$e Tau Qet acks, the units without Tau Qet acks are not
allowed the e&tra mo$e.
?.9/ A)AIT4( E)&A+ 64+(E'
NA*E T1PE 'PEE& A+*40+ (( 66 WEAP4N' +AN#E 6I+EP4WE+ N4TE'
Pat"#inders <N. 20cm IM DM IM ;ong -i#les 30cm APIM +n$ulnerable "a$e, "couts, "nipers, Teleport. %ounts as a 0angers unit for the purposes of being transported.
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A./ EPI( #A*IN#
;-yriad are the ways of war. The lightning strike, the tenacious defence, the
cunning ruseR all ha$e their time and place, oft as not dictated by the lie of
the land or balance of forces that you find at your disposal. The art of war
is learning how to bind the tactics, terrain and forces at your command to
your ad$antage.<
+mperium Tactica
Tournament games are t"e single most oular #orm o# Eic
game. T"is is mainl( *ecause it is t"e easiest wa( to la( Eic. All
(ou "a&e to do is use t"e arm( lists to collect an arm(! sa#e in t"e
knowledge t"at (ou can use it to la( an e&en and *alanced game
e&en against a comlete stranger! somet"ing t"at is siml( not
ossi*le wit" scenarios or camaigns. <n order to ac"ie&e t"is
"a( state o# a##airs! tournament games re8uire t"ree t"ings,
army lists! points $alues! and a set o# tournament game rules.
An arm( list! as its name imlies! is a list o# units and #ormations
t"at can *e used *( an arm(. $"at sets it aart #rom a simle
order o# *attle! suc" as t"e #orces included in t"e training
scenarios resented earlier in t"is rule*ook! is t"at it is a list o#
t"ings (ou can use in (our arm( rat"er t"an a list o# t"ings (ou
must use. 2o! #or e'amle! a 2ace Barine arm( list would sa(
somet"ing along t"e lines o#, E1ou ma( "a&e t"e #ollowing t"ings
in (our arm(, 2ace Barine Tactical detac"ments! 2ace Barine
Assault detac"ments! 2ace Barine Terminator detac"mentsSG
and so on. Arm( lists usuall( #ocus on one arm(! #or e'amle
2ace Barines! or <merial )uard! or Crks! t"oug" some co&er
com*ined or allied #orces. <n addition! arm( lists can eit"er *e
Ogeneric% and co&er all armies o# t"at t(e! or Oseci#ic% and co&er
a articular arm( or #amous regiment. .or e'amle! a generic
2ace Barine arm( list would allow (ou to collect an( 7"ater!
w"ile a 6lood Angels arm( list would onl( allow 6lood Angel
units to *e used. T"e ad&antage o# seci#ic lists is t"at t"e( can
include more interesting and c"aracter#ul units! w"ile a generic
list lacks t"is le&el o# detail *ut gi&es t"e la(er more #reedom in
terms o# ainting and modelling.
C# course! i# la(ers were siml( allowed to ick an( units or
#ormations t"e( liked #rom an arm( list t"en t"ere is no wa( t"at
tournament games could *e #air P t"e la(er wit" t"e largest
collection o# models would alwa(s "a&e a *ig ad&antage: 6ecause
o# t"is! eac" #ormation and unit in an arm( list is gi&en a oints
&alue T"e oints &alue s"ows "ow e##ecti&e t"e unit or
#ormation is w"en it is used in a tournament game. 2o! #or
e'amle! a mig"t( 6ane*lade tank would cost man( more oints
t"an a "um*le ;eman -uss! as t"e 6ane*lade will "a&e a muc"
greater imact on t"e course o# t"e game. Pla(ers are t"en gi&en
t"e #reedom to c"oose troos #rom t"eir arm( list to a set oints
&alue. .or e'amle! la(ers mig"t agree to la( a 2!000 oint
game! in w"ic" case eac" could ick troos wort" 2!000 oints
#rom t"eir own arm( list. As long as t"e arm( lists "a&e *een
worked out roerl(! t"en an( two armies wit" t"e same oints
&alue will "a&e an e8ual c"ance o# winning! alt"oug" t"e actual
comosition o# eac" arm( ma( *e radicall( di##erent! e&en i#
*ot" are c"osen #rom t"e same list. -eturning to our rior
e'amle! one la(er mig"t c"oose to take a #ew 6ane*lades!
w"ile "is oonent c"ooses to take a "orde o# ;eman -uss! *ut
as long as t"e oints &alues #or t"e two units "a&e *een worked
out roerl( t"en eac" la(er will "a&e t"e same c"ance o#
winning t"e game.
T"e #inal iece o# t"e +igsaw is t"e tournament game rules. <n
order to create a #air and *alanced contest! tournament games
need to "a&e a met"od o# setting u t"e terrain! delo(ing t"e
armies! and determining t"e winner t"at is as e&en as ossi*le #or
*ot" sides. T"ese are known as t"e tournament game rules! and
t"e( need to *e set out in ad&ance along wit" t"e arm( lists! so
t"at a la(er can c"oose "is arm( knowing w"at sort o# *attle "e
will *e #ig"ting. 6ecause o# t"e desire to create an e&en contest!
tournament game rules tend to *e 8uite simle. Terrain will
usuall( *e ket to a minimum and not include too man( e'otic
#eatures! and *ot" armies will usuall( delo( in a Oset-u 5one%
near t"eir own ta*le edge. Hictor( conditions can *e 8uite
comle'! *ut will almost alwa(s *e t"e same #or *ot" sides ?a
rocess called Omirroring%@. A &er( common set o# tournament
game &ictor( conditions is to la( #or a certain num*er o# turns!
and t"en #or eac" la(er to count u t"e oints &alue o#
destro(ed enem( units to see w"o "as won. A &ariation on t"is
t"eme is #or eac" la(er to lace a certain num*er o# Oo*+ecti&e
markers% in t"e oosing "al# o# t"e ta*le! wit" t"e winner *eing
t"e la(er t"at "as catured t"e most o*+ecti&es at t"e end o# t"e
game. Pre&ious &ersions o# Eic "a&e used a com*ination o#
t"ese two met"ods! wit" la(ers winning oints #or destro(ing
t"e enem( and caturing o*+ecti&es! to determine t"e winner.
Lowe&er! w"ate&er rules are actuall( used! t"e aim is alwa(s to
create as e&en a contest as ossi*le *etween t"e two armies
icked #rom t"e arm( lists! and t"is usuall( leads to #airl(
straig"t- #orward Oline u and #ig"t% *attles wit" a minimum o#
terrain and mirrored &ictor( conditions #or *ot" sides.
T"e o&erall e##ect o# t"is is to create a game t"at is ideal #or
Oick-u% games *etween two la(ers t"at "a&e not met eac"
ot"er *e#ore. Tournament games allow t"e la(er to siml( go
a"ead and collect an arm(! c"oosing w"ic"e&er models t"e( like
wit"in t"e constraints o# t"e arm( list! and t"en turn u at a clu*
or gaming e&ent! #ind an oonent! and la( knowing t"at t"e
game will *e as #air and e&en as ossi*le.
K7
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
A.- EPI( T40+NA*ENT #A*E +0)E'
EE
T"e Eic tournament game rules are designed to *e used in
con+unction wit" t"e Eic tournament arm( lists. T"e( will allow
two la(ers to #ig"t an e&enl( *alanced *attle wit" little or no
rearation. T"e( are ideal #or ick-u games at clu*s or s"ows!
and ro&ide an e&enl( *alanced contest in tournaments.
<n man( wa(s! tournament games reresent t"e most O*asic%
#orm o# game la(! and are designed to *e as eas( and accessi*le
as ossi*le in order to allow Eic la(ers to la( games wit" t"e
minimum o# #uss. 6ecause o# t"is! t"e tournament rules re8uire
little or no rearation ot"er t"an icking #orces #rom t"e arm(
lists! w"ile t"e arm( lists are designed to work wit" t"e ackaged
range o# Eic miniatures roduced *( )ames $orks"o! making
it eas( #or la(ers to ut toget"er an arm(. ;ater sections include
rat"er more ad&anced rules and guidelines t"at will allow
e'erienced la(ers to design t"eir own uni8ue #ormations and
units #or use in scenarios or camaigns o# t"eir own de&ising.
A.-.- 6orces
6ot" la(ers ick armies to an agreed oints total *etween 2!000
to I!000 oints using t"e tournament arm( lists. <t is ossi*le to
la( games using t"e tournament rules #or larger or smaller
games t"an t"is! *ut lease note t"at t"e arm( lists "a&e *een
*alanced assuming t"at armies will #all wit"in t"is range! and t"is
means t"at larger or smaller games ma( *e slig"tl( un*alanced.
A.-.9 'etGup
2et u t"e terrain #or t"e game in an( mutuall( agreea*le manner.
<# one la(er sets u t"e terrain t"en "is oonent ma( c"oose
w"ere to delo(. <# (ou set u t"e terrain as a +oint e##ort or it
was set u *( a tournament organiser t"en t"e la(er wit" t"e
"ig"er strateg( rating ma( c"oose t"e ta*le edge "e sets u on. <#
*ot" la(ers "a&e t"e same strateg( rating! t"en dice to see w"o
gets t"e c"oice o# ta*le edge. 1ou can ick a long edge! or a
corner ?"al# wa( u eac" long and s"ort edge@. T"e oonent
sets u on t"e oosite edge or corner.
T"e tournament game rules "a&e *een designed to *e la(ed on
ta*les t"at are K0-1I0cm wide *( 1I0-240cm long ?t"at%s 3-I #eet
*( I-8 #eet #or (ou non-metric t(es:@ T"e ideal si5e is round-
a*out 120cm *( 180cm ?4 #eet *( D #eet@. <t is ossi*le to la(
games on ta*les t"at are wider or longer t"an t"is! *ut t"is ma(
#a&our certain armies and could lead to an un*alanced game.
A.-.: The 6ive *inute Warm 0p
Ta*leto miniatures wargaming is not an e'act science. Cne
erson%s line o# sig"t is anot"er%s *locked line o# #ire! some
eole lo&e re-measuring! ot"ers "ate it! and so on. 6ecause o#
t"is a#ter (ou "a&e set u t"e terrain #or a game (ou s"ould
send #i&e minutes going t"roug" t"ings like "ow t"e line o# #ire
rules will work! "ow t"e terrain #eatures used will work! and so
on. Lere are some o# t"e t"ings (ou ma( want to discuss,
T"e O7ounts As% -ule ?see D.2.1@.
;ines o# 2ig"t and ;ines C# .ire.
88 A.- Epic Tournament #ame +ules
/, 2ince a landed transort aircra#t is a 0cm mo&e $ar Engine! is it ossi*le to
garrison a loaded one! suc" as a Barine ;anding 7ra#t or Crk ;andaQ
A, No. 4.2 seci#icall( states t"at aircra#t must start o##-*oard.
/, 7an a $E garrisonQ
A, Cnl( i# it "as a mo&e o# 0cm or is art o# a #ormation w"ere o&er "al# t"e
units are scouts.
.ire Arcs on units.
Pre-measuring.
Temlates and i# units are Oin or out%.
Terrain #eatures P w"at do t"e( count as on t"e terrain
c"art! w"en are units Oin% terrain.
Low (ou will s"ow i# a #ormation is *roken! in
o&erwatc" or "as marc"ed t"is turn.
An(t"ing else (ou can t"ink o#:
A.-.; Place 4bMective *arkers
Take it in turns! starting wit" t"e la(er wit" t"e "ig"er strateg(
rating! to lace one o*+ecti&e marker on t"e ta*le. <# *ot" la(ers
"a&e t"e same strateg( rating t"en dice to see w"o laces t"e #irst
o*+ecti&e marker.
T"e #irst o*+ecti&e a la(er sets u must *e laced on t"eir own
ta*le edge. T"e remaining two o*+ecti&es must *e set u in t"eir
oonent%s "al# o# t"e ta*le! at least 30cm awa( #rom t"e
oonent%s ta*le edge and 30cm awa( #rom an( ot"er o*+ecti&es
t"at "a&e alread( *een laced.
>ee lacing o*+ecti&es until si' o*+ecti&e markers "a&e *een
laced on t"e ta*le in total. 1ou can use an(t"ing as an o*+ecti&e
marker *ut we would suggest using terrain ieces to reresent
t"em i# (ou can. <n our games! we%&e #ound t"at *attling o&er an
actual *unker or #uel dum is #ar more aealing t"an "a&ing
(our #orces sell t"eir li&es #or a card*oard counter:
1ou cature an o*+ecti&e i# (ou "a&e a unit wit"in 1Icms o# it in
t"e end "ase and (our oonent does not. An o*+ecti&e is
contested i# *ot" sides "a&e a unit wit"in 1Icms o# it in t"e end
"ase. =nits #rom *roken #ormations or #rom #ormations t"at
"a&e rallied t"at end "ase can not cature or contest o*+ecti&es.
Aircra#t w"ic" "a&e landed ma( not cature an o*+ecti&e on t"e
same turn t"at it lands. Lowe&er! a landed aircra#t ma(
immediatel( contest an o*+ecti&e.
7"eck at t"e end o# eac" turn to see "ow man( o*+ecti&es (ou
control. C*+ecti&es do not "a&e a Omemor(% and (ou will lose
control o# an( (ou "a&e catured i# t"ere are no #riendl( units
wit"in 1Icms o# t"em at t"e end o# an( su*se8uent turn.
A.-.? 'etup 'pacecraft I #arrisons
<# eit"er la(er is using sacecra#t t"en t"e( are set u now
*e#ore an( ot"er units ?see 4.3@. =nits entering la( &ia lanet#all
s"ould *e laced to one side at t"is time too ?see 4.4@.
Cn-ta*le garrison units are set u a#ter sacecra#t "a&e *een set
u. T"e #ollowing t(es o# #ormations ma( *e set u on t"e ta*le
as Ogarrisons% at t"e start o# t"e game,
.ormations w"ere "al# or more o# t"e units ?rounding
u@ are scouts C-
.ormations w"ere no more t"an one o# t"e units "as a
mo&e greater t"an 1Icms! and w"ere none o# t"e units
are war engines C-
An( #ormations t"at include units wit" a seed o# 0
?5ero@.
Pla(ers take it in turns to set u one garrison at a time! starting
wit" t"e la(er wit" t"e "ig"er strateg( rating. )arrisons must *e
set u so t"at t"e( "a&e at least one unit wit"in 1Icm o# an
o*+ecti&e in t"e la(er%s own "al# o# t"e ta*le. No units ma( *e
set u in t"e oonent%s "al# o# t"e ta*le or in imassa*le
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terrain. =nits ma( *e set u in dangerous terrain ?it%s assumed
t"at t"e( took t"eir time getting into osition in order to do so
sa#el(:@
Eac" la(er ma( start u to two o# t"eir garrisoned #ormations
on C&erwatc". T"ese #ormations reresent sentries delo(ed as
a tri wire and to ro&ide securit( at t"e o*+ecti&es. T"e( are
assumed to "a&e gone on C&erwatc" in t"eir re&ious Action
"ase. T"at C&erwatc" is Ocarried o&er% into t"e #irst turn.
A.-.A 'etGup +emaining 6ormations
EF
All o# t"e remaining #ormations in t"e la(ers% armies must *e
set u wit"in 1Icms o# t"eir own side%s ta*le edge or *e ket
*ack Oin reser&e%. T"e la(ers take it in turn to set u t"ese
#ormations one at a time! starting wit" t"e la(er wit" t"e "ig"er
strateg( rating.
=nits ket in reser&e must eit"er aircra#t! or *e going to enter
la( in a transort aircra#t or *( teleortation. -eser&e
#ormations entering la( in aircra#t or *( teleortation s"ould *e
laced aside wit" units t"at will enter la( &ia lanet#all. T"ese
#ormations are not Osecret% and (our oonent ma( insect t"em
at an( time.
=nits *eing transorted must start t"e game alread( loaded into
t"e transort &e"icle t"at will *ring t"em into la( ?i.e.! an
aircra#t or unit wit" t"e lanet#all a*ilit(@.
.ormations entering la( in aircra#t or #rom sacecra#t can do so
on an( turn! #ollowing t"e rules #or transort aircra#t and
lanet#all ?see 4.2.I 0 4.4@ .ormations t"at are in reser&e ma(
not carr( out any game #unctions or use secial a*ilities t"e( ma(
"a&e.
8K A.-.A 'et 0p +emaining 6ormations
/, $"en are reser&e #ormations c"osenQ
A, 9esignate reser&es *e#ore delo(ing an( remaining #ormations and set t"em
aside. T"e la(ers take it in turn to set u non-reser&e #ormations on t"e
ta*le one at a time
A.-.C 8ictor (onditions
F/
1ou must c"eck to see i# eit"er la(er "as won at t"e end o# t"e
t"ird and #ourt" game turns. <# neit"er la(er "as won at t"e end
o# t"e #ourt" turn t"en t"e Otie*reaker% rule is used to determine
t"e winner.
Eac" la(er is tr(ing to ac"ie&e #i&e t"ings known as goals. 1ou
win i# (ou "a&e ac"ie&ed two o# t"ese goals in t"e end "ase o#
turns t"ree or #our! and (ou "a&e ac"ie&ed more goals t"an (our
oonent. T"e #i&e goals are, Blit4krieg! Break Their "pirit! #efend
The Flag! Take And )old! and They "hall 3ot ass.
3litNkrieg2 1ou ac"ie&e t"is goal *( caturing t"e o*+ecti&e t"at
was set u on t"e oonent%s ta*le edge at t"e start o# t"e game
?i.e.! t"e #irst o*+ecti&e eac" la(er set u@.
3reak Their 'pirit2 1ou ac"ie&e t"is goal *( destro(ing ?not
*reaking@ t"e #ormation wort" t"e most oints in t"e oosing
arm(. <# se&eral #ormations are tied #or t"e most oints! (ou
ac"ie&e t"is goal *( destro(ing an( one o# t"em.
&efend To 6lag2 1ou ac"ie&e t"is goal i# (ou control all t"ree
o*+ecti&es in (our "al# o# t"e ta*le.
Take And @old2 1ou ac"ie&e t"is goal *( caturing a total o#
two o*+ecti&es in (our oonent%s "al# o# t"e ta*le.
The 'hall Not Pass2 1ou ac"ie&e t"is goal i# t"ere are no
un*roken enem( #ormations in (our "al# o# t"e ta*le.
<# neit"er la(er "as won at t"e end o# t"e #ourt" or an(
su*se8uent turn t"en *ot" la(ers roll a 9D to see i# t"e game
carries on anot"er turn or ends in a tie*reak. <# *ot" la(ers roll
t"e same num*er t"en t"e game carries on #or anot"er turn and
t"e la(ers must roll again at t"e end o# t"e ne't turn to see i#
t"e game ends or carries on anot"er turn! and so on.
K0 A.-.C 8ictor (onditions
/, To sto an oonent #rom claiming t"e OT"e( 2"all Not Pass% goal do (ou
need a w"ole #ormation in t"e oonents ta*le "al# or will an( art o# t"e
#ormation! e&en a single unit! sto (our oonent #rom claiming t"e goalQ
A, An( art o# t"e #ormation in (our oonent%s "al# o# t"e ta*le will sto
t"em #rom claiming t"e goal. T"e condition is meant to *e 8uite di##icult to
ac"ie&e.
/, 9oes a unit t"at was *roken and rallies in t"e end "ase re&ent t"e gaining
o# t"e OT"e( 2"all Not Pass% Hictor( 7onditionQ
A, 1es.
/, T"ere "a&e *een se&eral clari#ications regarding t"e )eneral Tournament
2cenario setu rocedure. 7an we get a list o# t"e setu se8uence #or t"e
)T similar to t"e 2e8uence o# Pla( c"artQ
A, 2ure.
#T PreG#ame 'etup )ist
Lig"est strateg( rating acts #irst during setu.
1@ 7"oose *oard sides.
2@ Place o*+ecti&es.
3@ 9elo( #orti#ications.
4@ 9ecide w"en sacecra#t arri&e. Plot targets ?secretl(@. .ormations wit"
an otion to delo( &ia lanet#all must declare at t"is oint w"et"er
t"e( will use lanet#all.
I@ Place garrisons! alternating la(ers. .ormations wit" an otion to
delo( as a garrison declare at t"is oint. Cnce a la(er states t"e(
"a&e no #urt"er garrisons to delo(! t"e( ma( not delo( an( more
garrisons! i.e. no EassingG on lacement. )arrisons are declared to
*e on C&erwatc" as t"e( are delo(ed.
D@ 9eclare w"ic" undelo(ed #ormations will remain in -eser&es!
alternating la(ers. An( reser&es wit" delo(ment otions must
c"oose t"e met"od o# delo(ment at t"is oint. .or e'amle! Eldar
reser&es must decide w"et"er t"e( will Teleort or use a $rait"gate.
7@ 2et u remaining #ormations on t"e ta*le in t"e delo(ment 5one!
alternating la(ers.
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D.0 Eic )aming NetEA Tournament Pack 2013-08-07
<# t"e la(ers roll di##erent num*ers t"en t"e game ends in a
tie*reak. Eac" la(er scores a num*er o# $ictory points e8ual to t"e
#ull oints &alue o# an( enem( #ormations t"at "a&e *een
comletel( destro(ed! lus t"e #ull oints &alue o# an( enem(
#ormations t"at are *roken and "a&e *een reduced to "al#
strengt" or less! lus "al# t"e &alue o# an( #ormation reduced to
"al# strengt" or less *ut is not *roken! lus "al# t"e &alue o# an(
#ormation t"at is *roken *ut is a*o&e "al# strengt". $"oe&er "as
t"e "ig"er oints score is t"e winner. .or t"e urose o# t"is
rule! a #ormation%s Ostrengt"% is e8ual to t"e num*er o# units in
t"e #ormation lus t"e ?remaining@ damage caacit( o# an( war
engines.
A.9 T40+NA*ENT A+*1 )I'T'
;#o not throw your forces blindly into battle. Before committing your forces,
e&amine the situation. 0e$iew your own strength, and that of your enemy.
0emember your own obKecti$es, and try to anticipate those of your opponent.
Then select those of your troops best suited to the task in hand.<
+mperium Tactica
T"e #ollowing arm( lists are designed to work wit" t"e range o#
models roduced *( )ames $orks"o #or Eic! and will
roduce a closel( *alanced game w"en used along wit" t"e
tournament game rules ?see D.1@.
Alt"oug" eac" arm( list is *ased on one articular #ig"ting #orce!
t"e( are t(ical o# man( ot"er similar armies! and so all o# t"ese
lists can *e used as Ostand in% lists #or la(ers t"at ma( alread(
"a&e collected an Eic arm( #rom a re&ious edition o# t"e rules.
<n order to use t"e arm( lists! (ou and (our oonent must agree
uon a oints total #or t"e game t"at (ou will la(! and t"en
select #ormations #rom t"e arm( lists t"at are e8ual to or less
t"an t"is &alue. .or e'amle! (ou mig"t agree to la( a 3!000
oint game! in w"ic" case (ou would *ot" ick #ormations
w"ose oints &alue comes to 3!000 oints or less.
T"e attac"ed arm( lists ro&ide oints &alue #or all o# t"e
models a&aila*le in t"e Eic range. T"e Ocounts as% rule oosite
will make it eas( #or (ou to use non-standard models in (our
games! and t"e aendices at t"e end o# t"is *ook include
sections on "ow to use models t"at are no longer in roduction
#rom older &ersions o# Eic in (our games too. Cur aim is to
make it as eas( as ossi*le #or la(ers to use all o# t"e models in
t"eir collection wit"out recei&ing an un#air ad&antage *( so
doing! and as long as (ou use t"e rules in t"is sirit (ou will #ind
(our games all t"e *etter #or it.
Eac" arm( list is *roken down into #our arts,
6orces2 T"is section tells (ou w"ic" datas"eets to use #rom
section I.0.
0sing The Arm )ist2 T"is section tells (ou "ow to use t"e
arm( list! and co&ers t"e di##erent t(es o# #ormation used *( t"e
arm( and "ow t"e( can *e selected #rom t"e list.
'pecial +ules2 T"e secial rules t"at al( to t"e arm( list.
The Arm )ist2 T"e arm( list descri*es t"e #ormations t"at can
*e used in t"e arm(! t"e units t"at make u eac" #ormation! and
gi&es a oints &alue #or eac" #ormation. <t also includes t"e
arm(%s strateg( rating and t"e initiati&e rating #or an( #ormations
in t"e arm(. T"e datas"eets #or all o# t"e units in t"e armies can
*e #ound in t"e .orces section ?see I.0@.
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&E'I#N (4N(EPT
Tournament Terrain
The tournament game rules will work on any type of terrain. )owe$er, especially dense or e&tremely sparse terrain will fa$our some armies or troop choices
o$er others. An /rk army with a lot of Boy4 will do well on a table co$ered with lots of terrain, for e&ample, while an /rk army with lots of buggies and
gunwagons will do better on a table with sparse terrain. +n addition, certain terrain features can fa$our one army o$er another. )a$ing a ri$er running the
length of the table will fa$our an army with a lot of skimmers and aircraft. =ou get the idea, +,m sure.
Because of this, we recommend you use the following guidelines when setting up terrain for tournament games. These are not a set of hard and fast rules, but
if they are used will ensure a well(balanced game no matter what army or units are taken.
We recommend the use of terrain features when playing tournament games in preference to modular terrain >see the Appendices for a more detailed
description of the two types of terrain?.
Terrain features can be of pretty much any type, but should be roughly :E(B6cm across. )ills can be up to twice this si4e. "ee below for a note of
how to deal with ri$ers and roads.
#i$ide the table into @6cm >9 foot? s!uare areas. The total number of terrain features placed should be e!ual to twice the number of @6cm s!uare
areas. For e&ample, if you were playing on a :96cm by :A6 cm, you would ha$e si& areas and should place :9 terrain features.
Within the limits abo$e, place between 6(5 features in each @6cm s!uare.
The terrain may include one ri$er. 0i$ers count as a terrain feature for each area that they run through. They need to enter on one table edge and
lea$e from another, and should not be greater in length than the shortest table edge. For e&ample, on a :96cm by :A6cm table, the ri$er should not
be more than :96cm long. There should be a bridge or ford e$ery B6cm along the ri$er.
0oads may be added after all terrain features ha$e been placed. Any number of roads may be used. They need to enter on one table edge and either
e&it from another or end at a terrain feature.
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&E'I#N (4N(EPT
A.9.- The O(ounts As +ule
=ou may if you wish decide that certain units in your army Gcount as, something else from the army lists that is of roughly the same si4e and function. This
is especially useful if you are using old models that are no longer in the range and therefore not co$ered in the army lists, or you are using models that are
painted differently. For e&ample, you might ha$e managed to lay your hands on some of the old metal /rk "!uigoth models that we made many years ago
but that are now no longer in the range. 0ather than lea$ing these models languishing on the shelf you could simply decide that they Gcount as, /rk
Battlewagons, which are roughly the same si4e as a "!uigoth and ha$e a similar function. Alternati$ely, you may ha$e decided to use the "teel Legion army
list to represent a different +mperial Guard regiment with a $ery different colour scheme. Again, it would be a great shame not to be able to use your
gorgeously painted army, and the Gcounts as, rule will allow you to do so. )owe$er, if you decide to use the Gcounts as, rule, then there are three $ery
important things to bear in mind1
First of all, before the game starts you must tell your opponent that you ha$e decided to use the Gcounts as, rule, and you must let him know what
counts as what.
"econdly, this rule is here to allow you to use all the models in your collection, not as a method of fine(tuning your army for e$ery game that you
play. Therefore you may not use the Gcounts as, rule for units that are actually co$ered in the army lists. For e&ample, if you ha$e a model of a
Land "peeder, then you must use it as a Land "peeder and pay the points for a Land "peederR you could not use it as a Land "peeder Tornado, or
a redator, or any other unit for that matter. By the same token, a Land "peeder Tornado must be used as a Land "peeder Tornado and can,t
stand in for any other units. This rule is included to pre$ent confusion and keep game play as e$en and balanced as possible. 3ote that you can
paint the unit in any way you like, you Kust can,t count it as a different unit from the list.
Finally, if you decide that any unit in your army Gcounts as, something else, then all of that type of unit in your army must count as the same
thing. For e&ample, if you decided that your old "!uigoth model was a Battlewagon, then all the "!uigoths in your army would ha$e to be
Battlewagons D you couldn,t ha$e one "!uigoth as a Battlewagon, one as a Gunwagon, and so on.
K1
K1 A.9.- The O(ounts As +ule
/, T"e $12<$1) rule con#uses me a *it! eseciall( regarding in#antr( ?&e"icles are ok! < guess@. 6ecause o# t"is rule! <%m suosed to "a&e one Bissile ;aunc"er er
2ace Barine Tactical unit! at least #or Tournament la(! correctQ ?/ continues *elow@
A, No! w"at t"e $12<$1) rule means is t"at i# (ou use t"e 2ace Barine Tactical units t"at we make in a Tournament game! t"en t"e( must *e used as 2ace Barine
Tactical units rat"er t"an Assault units! 9e&estators etc. 6asicall(! i# (ou "a&e a model o# somet"ing t"at is included in t"e arm( lists! t"en (ou can%t sa( t"e model
Ocounts as% an(t"ing else.
/, None o# m( Oold% Barine rectangular stands onl( "a&e a missile launc"er model on e&er( ot"er stand! w"ile "al# +ust "a&e #i&e Barines wit" *olters. 9oes t"is mean a
rules-law(ering oonent could re&ent "al# o# m( Barines units #rom #iring in s"ooting "aseQ
A, T"e Ocounts as% rule would al( in t"is case. 1ou%d siml( tell (our oonent OT"ese stands wit" #i&e Barines armed wit" *olters count as tactical units%. 2imle! and
directl( co&ered *( t"e tournament rules. <%&e ut t"is rule in to ena*le and encourage t"e use o# older models! rat"er t"an restrict t"eir use.
/, 2ome &e"icles% Transort Notes mention t"at t"e( can carr( articular troos *ut t"e arm( list doesn%t allow me to add t"at &e"icle as an ugrade to all t"e troo
t(es it can carr(. $"( is t"atQ
A, T"e &e"icle%s Note list all t"e troos a &e"icle could carr( not necessaril( t"e troos t"at it can ossi*l( carr( as descri*ed in t"e arm( list. T"e arm( lists are intended
#or tournaments or oint-*ased gaming *ut i# (ou are "a&ing a #riendl( game or (ou are designing a secial scenario t"e ossi*le units a &e"icle can carr( allows (ou
to la( games t"at aren%t *ound *( t"e )T arm( lists.
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A.: (4&EB A'TA+TE' 'PA(E *A+INE
A+*1 )I'T
;The %ode& Astartes is the holy tome of these loyal Battle Brothers. The
wisdom of the ancients is both scripture and the unbending rod by which
they are measured. +n war, they are fierce and as steadfast as those of old
who stood beside the 'mperor and broke the Legions of )orus. +n faith
and $alour they are unmatched. The torches of their chapels burn bright
with flames whose holy fire has shone upon an unchanging brotherhood for a
hundred centuries. +n their li$es and in war, the %ode& Astartes is their
guide.<
6orces
T"e 7ode' Astartes 2ace Barine Arm( ;ist uses t"e 2ace
Barine datas"eets #rom section I.1! t"e <merial Na&( datas"eets
#rom I.3 and t"e Titan ;egion datas"eets #rom I.4.
0sing the Arm )ist
T"e #ollowing arm( list allows (ou to #ield an arm( *ased on one
o# t"e 2ace Barine 7"aters t"at closel( #ollows t"e teac"ings
o# t"e 7ode' Astartes. <t can also *e used as a Ostand in% arm( list
#or ot"er 2ace Barine 7"aters t"at do not #ollow t"e 7ode'
Astartes! suc" as t"e 6lood Angels! 9ark Angels and 2ace
$ol&es.
2ace Barines are organised into small #ormations called
detachments. Eac" detac"ment is made u o# one or more units!
and ma( also include a num*er o# e'tra units called upgrades.
T"e detac"ments t"at ma( *e taken in a 7ode' Astartes arm( are
s"own on t"e c"art t"at #ollows. T"e c"art also s"ows w"at units
comrise t"e detac"ment! w"at ugrades are allowed! and its
oints cost. .or e'amle! an Assault detac"ment consists o# #our
2ace Barine Assault units #or 17I oints! and ma( include t"e
7ommander and Hindicator ugrades at an additional cost in
oints.
Eac" ugrade t"at is taken adds to t"e cost o# t"e detac"ment!
as s"own on t"e upgrade chart. T"e ugrade c"art also lists t"e
units t"at make u t"e ugrade. Note t"at t"ese will sometimes
relace units in t"e detac"ment t"e( are taken #or! and
sometimes takes t"e #orm o# additional units #or t"e detac"ment.
Eac" ugrade ma( *e taken once er #ormation. .or e'amle! an
Assault detac"ment could include one 7ommander and one
Hindicator. <# *ot" were taken it would cost 17I M I0 M7I U 300
oints.
7ode' Astartes 2ace Barine armies ma( *e suorted *(
<merial Na&( aircra#t and Titan ;egion *attlegrous. A
ma'imum o# u to a t"ird o# t"e oints a&aila*le to t"e arm(
ma( *e sent on t"ese #ormations.
'pecial +ules
T"e They "hall 2now 3o Fear rule alies to all 2ace Barine
detac"ment #ormations ?I.1.1@.
'PE(IA) +0)E
A.:.- 'pace *arine Transports
The "pace -arines are a highly mobile army. Because of this, the points
cost of a detachment usually includes enough 0hino transport $ehicles to
transport it and any upgrades that ha$e been taken. #etermine the
number of 0hinos needed after all upgrades ha$e been purchased. The
number of 0hinos will always be the minimum needed to carry the
formation, you can,t take e&tras along to co$er any lossesF
3ote that many formations don,t recei$e 0hinos, usually because they
can,t fit into them. #etachments that come with 0hinos will be noted as
ha$ing Gplus transport, in the units section of the army list opposite.
Also note that you don,t ha$e to take 0hinos if you don,t want to. +f
you,d rather field the formation on foot instead, so it can act as a garrison
for e&ample, or be transported in a Thunderhawk Gunship, then you
may do so.
+n addition, you may choose to replace a detachment,s 0hinos with #rop
ods. +f you do this then the detachment will enter play in a #rop od
using the rules for planetfall >see section 5.5?. 3ote that if you choose to
do this you will also re!uire at least one "pace -arine "trike %ruiser or
Battle Barge to deploy the drop pods from.
%hoosing transport options is part of the army selection process. ortions
of a formation may be left behind during deployment >to garrison, for
e&ample? and the decision to e&change options, e$en free ones, must be
determined when the army list is determined.
K2
K2 A.:.- 'pace *arine Transports
/, Low and w"en are 2ace Barine transort otions selectedQ
A, 7"oosing transort otions is art o# t"e arm( selection rocess. Portions
o# a #ormation ma( *e le#t *e"ind during delo(ment ?to garrison! #or
e'amle@ t"e decision to e'c"ange otions! e&en E#reeG ones! must *e made
w"en t"e arm( list is determined.
/, T"e -a5or*ack ugrade in t"e 2ace Barine arm( list states E-elace an(
num*er o# -"inos wit" 1 or 2 -a5or*acks eac".G <# < take 3 -a5or*acks
"ow do < determine "ow man( -"inos < "a&e le#t in t"e #ormationQ
A, 1ou%d take t"e minimum num*er o# -"inos to carr( t"e units not *eing
transorted in -a5or*acks. T"is mig"t lea&e one -"ino wit" one sare sace
in it *ut t"at is oka( as long as (ou don%t take -"inos in e'cess o# t"e
transortation needs o# t"e #ormation.
/, 9oes t"e ;and -aider ugrade a&aila*le to t"e 9e&astator #ormation relace
t"at #ormation%s -"inosQ And i# so "ow do (ou add -a5or*acks to t"e
#ormation i# t"e( doQ
A, A 9e&astator #ormation can *e gi&en u to #our ;and -aiders. Lowe&er!
including ;and -aiders in t"is wa( will mean t"at t"e num*er o# #ree -"inos
t"e #ormation will recei&e will *e reduced to t"e minimum num*er needed
to carr( an( 9e&astator stands t"at can%t #it inside t"e ;-s. T"en! once t"e
num*er o# -"ino%s needed #or t"e #ormation is known! (ou ma( relace
eac" remaining -"ino wit" 1-2 -a5or*acks.
To summarise,
1. Add an( ;-s to t"e #ormation.
2. Add enoug" -"inos to carr( an( 9e&astators t"at won%t #it into t"e
;-s.
3. 7on&ert an( -"inos to -a5or*acks.
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(4&EB A'TA+TE' 'PA(E *A+INE A+*1 )I'T
7ode' Astartes 2ace Barine armies "a&e a strateg( rating o# I. All 2ace Barine detac"ment and Titan ;egion *attlegrou #ormations
"a&e an initiati&e rating o# 1M. <merial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. T"e They "hall 2now 3o Fear rule
alies to all 2ace Barine detac"ment #ormations ?I.1.1@.
'PA(E *A+INE &ETA(@*ENT'
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
Assault .our Assault units 7ommander! Hindicators 17I oints
6ike An( #i&e o# t"e #ollowing units,
Attack 6ike! 6ike
7ommander 200 oints
9e&astator .our 9e&astator units lus transort 7ommander! 9readnoug"ts! Lunter! ;and -aiders! -a5or*acks 2I0 oints
;and -aider .our ;and -aiders 7ommander! Lunter! Hindicators 32I oints
;and 2eeder An( #i&e o# t"e #ollowing units,
;and 2eeder! ;and 2eeder Tornado
7ommander! T("oons 200 oints
;anding 7ra#t Cne ;anding 7ra#t None 3I0 oints
Predator An( #our o# t"e #ollowing units,
Predator Anni"ilator! Predator 9estructor
7ommander! Lunter! Hindicators 2I0 oints
2cout .our 2cout units lus transort 7ommander! -a5or*acks! 2nier 1I0 oints
0-1 2trike 7ruiser Cne 2trike 7ruiser 6attle 6arge 200 oints
Tactical 2i' Tactical units lus transort 7ommander! 9readnoug"ts! Lunter! ;and -aiders! -a5or*acks! Hindicators 27I oints
Terminator .our Terminator units 7ommander! 9readnoug"ts! ;and -aiders! Hindicators 3I0 oints
T"under"awk Cne T"under"awk )uns"i None 200 oints
Hindicator .our Hindicators 7ommander! Lunter 22I oints
$"irlwind .our $"irlwinds 7ommander! Lunter 300 oints
'PA(E *A+INE 0P#+A&E'
>'ach upgrade may be taken once per detachment.?
0P#+A&E 0NIT' (4'T
6attle 6arge -elace t"e 2trike 7ruiser wit" a 6attle 6arge M1I0 oints
7ommander Add an( one o# t"e #ollowing c"aracters to an( unit in t"e
#ormation,
7atain! 7"alain! ;i*rarian
0-1 2ureme 7ommander er arm(
MI0 oints
M100 oints
9readnoug"ts Add u to two 9readnoug"ts MI0 oints eac"
Lunter Add one Lunter M7I oints
;and -aiders Add u to #our ;and -aiders M7I oints eac"
-a5or*acks Add an( num*er o# -a5or*acks! u to t"e num*er re8uired to transort t"e #ormation M2I oints eac"
2nier )i&e one 2cout unit t"e "nipers a*ilit( M2I oints
T("oons -elace an( num*er o# ;and 2eeders wit" an e8ual num*er o# ;and 2eeder T("oons M2I oints eac"
Hindicators Add u to two Hindicators MI0 oints eac"
I*PE+IA) A))1 64+*ATI4N'
>.p to a third of the points a$ailable may be spent on these formations.?
I*PE+IA) NA81 AI+(+A6T
64+*ATI4N 0NIT' (4'T
Barauder 28uadron Two Barauder 6om*ers 2I0 oints
T"under*olt 28uadron Two T"under*olt .ig"ters 17I oints
TITAN )E#I4N 3ATT)E#+40P'
64+*ATI4N 0NIT' (4'T
-ea&er Cne -ea&er 7lass Titan DI0 oints
$ar"ound Cne $ar"ound 7lass Titan 27I oints
$ar"ound Pack Two $ar"ound 7lass Titans I00 oints
$arlord Cne $arlord 7lass Titan 82I oints
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NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.; A+*A#E&&4N 'TEE) )E#I4N
I*PE+IA) #0A+& A+*1 )I'T
;"trike fast and suddenly. Attack without warning. "ecure $ictory before
the foe is aware of his danger. 0emember always, a war is easily won if
your enemy does not know he is fighting.<
Lord General "olar -acharius
6orces
T"e Armageddon 2teel ;egion <merial )uard Arm( ;ist uses
t"e <merial )uard datas"eets #rom section I.2! t"e <merial
Na&( datas"eets #rom I.3 and t"e Titan ;egion datas"eets #rom
I.4.
0sing The Arm )ist
T"e #ollowing arm( list allows (ou to #ield an <merial )uard
arm( t"at is *ased on an Armageddon 2teel ;egion regiment. <t
can also *e used as a Ostand in% arm( list #or ot"er <merial )uard
regiments! suc" as 7adian 2"ock Troos! Bordian <ron )uard or
Hal"allen <ce $arriors! among man( ot"ers. Note t"at we "a&e
*ased t"e num*er o# units in t"e in#antr( #ormations on w"at
will *e #ound in a t(ical #ield #ormation! rat"er t"an w"at is
#ound in a #ull-strengt" coman( w"en #irst enlisted.
2teel ;egion #ormations come in two t(es, comanies and
suort #ormations. Eac" coman( (ou include in t"e arm(
allows (ou to #ield an( two suort #ormations. Alt"oug" (ou
can onl( take a suort #ormation i# (ou #irst take a coman(!
t"e( are treated as searate indeendent #ormations during a
*attle and do not "a&e to mo&e around toget"er. .or e'amle!
taking a 2teel ;egion Tank 7oman( would entitle (ou to take
two #ormations #rom t"e suort #ormation c"art. <# (ou
decided to take an artiller( *atter( t"en it and t"e tank coman(
would oerate as two searate #ormations.
<n addition! comanies ma( *e gi&en u to t"ree coman(
ugrades. Eac" t(e o# ugrade can onl( *e taken once *( a
coman( ?i.e.! an in#antr( coman( could "a&e an Cgr(n and a
2nier ugrade! *ut not two 2nier ugrades@. =grades are
added to t"e coman( and are not a searate #ormation. 2uort
#ormations ma( not *e gi&en coman( ugrades. Eac" ugrade
t"at is taken adds to t"e cost o# t"e coman(! as s"own on t"e
ugrade c"art. .or e'amle! i# (ou took a Tank 7oman( and
added a mec"anised in#antr( latoon to it as an ugrade! t"en
t"e cost o# t"e tank coman( would *e DI0 M 100 M7I ?#or t"e
7"imera@ U 82I oints. Note t"at (ou ma( take an( t(e o#
ugrade #or an( t(e o# coman(R so! #or e'amle! i# (ou want
to include a latoon o# ;eman -uss tanks in an in#antr(
coman( or sniers in a Tank 7oman( t"en (ou ma( do so.
Armageddon 2teel ;egion <merial )uard armies ma( *e
suorted *( <merial Na&( aircra#t and Titan ;egion
*attlegrous. A ma'imum o# u to a t"ird o# t"e oints a&aila*le
to t"e arm( ma( *e sent on t"ese #ormations.
'PE(IA) +0)E
A.;.- (ommissars
An +mperial Guard army may include one %ommissar character per
E66 points, or part thereof, in the army. The %ommissars do not cost
any points.
%ommissar units may be added to the army at the start of the battle
before either side sets up. +f the army includes a "upreme %ommander
than the first %ommissar must be attached to the "upreme %ommander,s
formation. Any further %ommissars may be attached to any other
formations.
=ou may not include more than one %ommissar per formation. =ou may
not add a %ommissar to an +mperial Ally formation. +f you ha$e more
%ommissars than formations any e&cess is lost.
K3
K3 A.;.- (ommissars
/, 7an 7ommissars *e laced in Titans or e&en 2acecra#t i# t"e( are included
in a 2teel ;egion arm(Q
A, No! (ou cannot add 7ommissars to <merial Na&( aircra#t or Titan ;egion
*attlegrou #ormations.
10I
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
'TEE) )E#I4N I*PE+IA) #0A+& A+*1 )I'T
2teel ;egion <merial )uard armies "a&e a strateg( rating o# 2. All 2teel ;egion comanies and suort #ormations as well as <merial
Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. Titan ;egion *attlegrou #ormations "a&e an initiati&e rating o# 1M.
'TEE) )E#I4N (4*PANIE'
64+*ATI4N 0NIT' (4'T
Artiller( 7oman( An( nine o# t"e #ollowing units,
6asilisk! Banticore
DI0 oints
<n#antr( 7oman( Cne 7ommander unit and twel&e <n#antr( units 2I0 oints
Bec"ani5ed <n#antr( 7oman( Cne 7ommander unit! twel&e <n#antr( units and se&en 7"imera 400 oints
0-1 -egimental L/ Cne 2ureme 7ommander unit! twel&e <n#antr( units and se&en 7"imera I00 oints
2uer-"ea&( Tank 7oman( An( t"ree o# t"e #ollowing units,
6ane*lade! 2"adowsword
I00 oints
Tank 7oman( Ten ;eman -uss
?relace one ;eman -uss wit" a ;eman -uss Han8uis"er@
DI0 oints
?.ree@
'TEE) )E#I4N (4*PAN1 0P#+A&E'
>.p to three company upgrades may be taken once per company.?
0P#+A&E 0NIT' (4'T
.ire 2uort PlatoonT Add #our 2uort 28uad units M100 oints
.lak Add one L(dra MI0 oints
)ri##on 6atter( Add t"ree )ri##ons M7I oints
Lell"ound 28uadron Add t"ree Lell"ounds M12I oints
<n#antr( PlatoonT Add si' <n#antr( units M100 oints
Cgr(nsT Add two Cgr(ns MI0 oints
2niersT Add u to two 2niers M2I oints eac"
Tank 28uadron Add t"ree ;eman -uss or ;eman -uss 9emolis"ers M17I oints
T T"ese ugrades ma( add u to one 7"imera er eac" o# t"eir units #or M2I oints eac". All in#antr( units in t"e #ormation must *e
transorted in 7"imera i# an( are taken.
'TEE) )E#I4N '0PP4+T 64+*ATI4N'
>Any two support formations may be fielded per each company.?
64+*ATI4N 0NIT' (4'T
Artiller( 6atter( T"ree 6asilisks! 6om*ards or Banticores 2I0 oints
0-1 9eat"strike 6atter( Two 9eat"strikes 200 oints
.lak 6atter( T"ree L(dras 1I0 oints
0-1 Cr*ital 2uort An( one o# t"e #ollowing units, ;unar 7lass 7ruiser
Emeror 7lass 6attles"i
1I0 oints
300 oints
-oug" -ider Platoon 2i' -oug" -iders 1I0 oints
2entinel 28uadron .our 2entinels 100 oints
2torm Trooer Platoon Eig"t 2torm Trooers
?add #our Halk(ries@
200 oints
?M1I0 oints@
2uer-"ea&( Tank Platoon Cne 6ane*lade or 2"adowsword 200 oints
Hulture 28uadron .our Hultures 300 oints
I*PE+IA) A))1 64+*ATI4N'
>.p to a third of the points a$ailable may be spent on these formations.?
I*PE+IA) NA81 AI+(+A6T
64+*ATI4N 0NIT' (4'T
Barauder 28uadron Two Barauder 6om*ers 2I0 oints
T"under*olt 28uadron Two T"under*olt .ig"ters 1I0 oints
TITAN )E#I4N 3ATT)E#+40P'
64+*ATI4N 0NIT' (4'T
-ea&er Cne -ea&er 7lass Titan DI0 oints
$ar"ound Cne $ar"ound 7lass Titan 27I oints
$ar"ound Pack Two $ar"ound 7lass Titans I00 oints
$arlord Cne $arlord 7lass Titan 82I oints
10D
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.? #@AD#@,0)) *A# 0+0, T@+A,A'
4+, WA+ @4+&E A+*1 )I'T
;+,m da hand of Gork and -ork, dey sent me to rouse up da boy4 to crush
and kill Gcos da boy4 forgot what dere ,ere for. + wo4 one of da boy4 till da
god4 smashed me in da ,ead an, + Gmembered dat /rks is meant to con!uer
and make sla$es of e$eryfing they don,t kill. +,m da profit of da Waaagh
an, whole worlds burn in my boot prints. /n Armour(Geddem, + led da
boy4 through da fire deserts and smashed da humies, metal cities to scrap. +
fought =arik, old one(eye at Tarturus, an, he fought good but we smashed i4
city too.
+,m death to anyfing dat walks or crawls, where + go nothin, stands in my
way. We crushed da stunties on Golgotha, an, we caught old one(eye when
da speed freeks blew da humies, big tanks ta bits. + let Gim go ,cause good
enemies i4 ,ard to find, an /rks need enemies ta fight like they need meat ta
eat an, grog ta drink.
+ i4 more cunnin, than a grot an, more killy than a dread, da boy4 dat
follow me can,t be beat. /n issenah we Kumped da marine( boy4 an, our
bosspoles was co$ered in da helmets we took from da dead Guns. We burned
dere port an, killed dere bosses an, left nothin, but ruins behind.
+,m Warlord Gha4ghkull -ag .ruk Thraka an, + speak wi$ da word of
da gods. We i4 gonna stomp da Gooni$erse flat an, kill anyfing that fights
back. We i4 gonna do this co4, we,re /rks an, we was made ta fight an,
winF<
Graffiti on Warlord Titan wreckage found by #ark Angels at Westerisle,
iscina +P
6orces
T"e )"a5g"kull Bag =ruk T"raka%s Crk $ar Lorde Arm( ;ist
uses t"e Crk datas"eets #rom section I.I.
0sing The Arm )ist
=nlike t"e &er( rigid #ormations used *( t"e <merium! Crk
#ormations &ar( widel( in *ot" si5e and comosition. T"e rules
#or creating Crk #ormations re#lect t"is. T"e most common t(e
o# Crk #ormation is t"e war*and. Ct"er more secialised
#ormations do e'ist! suc" as >ults o# 2eed and 6lit5 6rigades.
T"e di##erent t(es o# Crk #ormation (ou ma( c"oose are s"own
on t"e arm( list t"at #ollows.
T"e arm( list includes t"e #ollowing in#ormation,
Tpe2 T"e name o# t"e #ormation.
(ore 0nits2 T"e units t"at make u t"e #ormation. An Crk
la(er can c"oose to dou*le or trile t"e num*er o# units in t"e
#ormation i# "e wis"es. A #ormation wit" dou*le t"e normal
num*er o# units is called a *ig #ormation! and a #ormation wit"
t"ree times t"e normal num*er o# units is called a %uge
#ormation.
(ost2 Bost Crk #ormations "a&e t"ree &alues. T"e #irst &alue is
t"e cost #or t"e *asic #ormation! t"e second is its cost i# it is a
*ig #ormation! and t"e t"ird &alue is its cost i# it is a %uge
#ormation. <# t"e #ormation onl( "as one cost t"en it ma( not *e
increased in si5e. = to one t"ird o# t"e oints a&aila*le to an
Crk arm( can *e sent on aircra#t and )argants.
EJtra 0nits2 An Crk #ormation ma( include an( o# t"e e'tra
units listed in t"e OE'tras% column. 1ou ma( include an( num*er
o# e'tra units in a #ormation unless it is seci#icall( noted
ot"erwise. <# t"ere is a limitation t"en t"e limit is dou*led #or a
*ig #ormation and triled #or a %uge #ormation. .or e'amle! a
normal si5ed >ult o# 2eed can include 0-1 Cdd*o(! a *ig >ult
o# 2eed can include 0-2! and a %uge >ult o# 2eed can include
0-3. All o# t"e core! e'tra! and #ree units in an Crk #ormation
count as *eing art o# one large #ormation. T"e di##erent units
ma( not mo&e o## on t"eir own.
3attlefortresses I #unfortresses2 <n tournament games! t"ese
units ma( onl( transort units #rom t"eir own #ormation ?i.e.! t"e
rules #or $ar Engine transorts do not al( to t"em w"en
using t"e tournament arm( lists@.
'pecial +ules
T"e -ob 0ule and ower of the WaaaghF rules al( to all Crk
#ormations ?I.I.1 and I.I.2 resecti&el(@.
'PE(IA) +0)E
A.?.- 4rk Warlords
'$ery /rk army must include a "upreme %ommand character called a
Warlord. The Warlord character is free, you don,t ha$e to pay any points
for it. +f the army includes any Great Gargants, then the Warlord must
be placed in one of them. +f there are no Great Gargants in the army
then the Warlord will Koin a 3ob4 or a Gargant unit.
K4
K4 A.?.- 4rk Warlords
/, 7an t"e Crk $arlord +oin an( Crk unit i# (ou do not "a&e a )argant in (our
arm(Q
A, T"e Crk $arlord "as to +oin a )reater )argant i# (ou are #ielding one. <#
t"ere is not a )reater )argant in t"e arm( t"en t"e $arlord 7"aracter can
*e added to an( No*5 or )argant unit. 7oncei&a*l( i# (our arm( "as no
No*5 or )argant units t"en it could +oin an( Crk unit.
/, T"e #ree Crk $arlord c"aracter ugrades t"e a*ilities o# a single unit in t"e
mo*! correctQ
A, 1es. T"is also includes t"e )argant or )reater )argant i# t"e $arlord is
added to eit"er o# t"ose units.
107
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#@AD#@,0)) *A# 0+0, T@+A,A' 4+, WA+ @4+&E A+*1 )I'T
)"a5g"kull Bag =ruk T"raka%s Crk $ar Lorde armies "a&e a strateg( rating o# 3. All Crk #ormations "a&e an initiati&e rating o# 3M!
*ut recei&e modi#iers deending on t"e action c"osen w"en taking an action test! or t"e si5e o# t"e #ormation w"en rall(ing ?see I.I.1
and I.I.2@.
4+, 64+*ATI4N'
(4'T
T1PE (4+E 0NIT' N4+*A) 3I# 0#E EBT+A 0NIT'
6lit5 6rigade An( #our o# t"e #ollowing units,
9et" >ota! .lakwagon! )unwagon
1I0 2I0 3I0 Add an( num*er o# t"e #ollowing units #or M2I oints eac",
2korc"a. $ar*ikes! $ar*ugg(
Add an( num*er o# t"e #ollowing units #or M3I oints eac",
9et" >ota! .lakwagon! )unwagon
Add u to one )un#ortress #or M12I oints
Add u to one Cdd*o( c"aracter to a )un#ortress or )unwagon
unit #or MI0 oints
0-1 >ill >roo5er Cne >ill >roo5er 1I0 nFa nFa -elace t"e >ill >roo5er wit" a 6attlekroo5er #or MI0 oints
>ult C# 2eed An( eig"t o# t"e #ollowing units,
2corc"a! $ar*ikes! $ar*ugg(
200 3I0 I00 Add an( num*er o# t"e #ollowing units #or M2I oints eac",
2korc"a. $ar*ikes! $ar*ugg(
Add an( num*er o# t"e #ollowing units #or M3I oints eac",
9et" >ota! .lakwagon! )unwagon
Add u to one Cdd*o( c"aracter to a )unwagon unit #or MI0
oints
Bek*o( )un5mo* .i&e 6ig )un5 12I 22I 32I Add an( num*er o# 6ig )un5 #or M2I oints eac"
Add an( num*er o# t"e #ollowing units #or M3I oints eac",
6attlewagon! .lakwagon
Add u to one No*5 #or M3I oints
Add u to one Cdd*o( c"aracter to a 6ig )un5 unit #or MI0
oints
Bek*o( 2tomamo* T"ree 2tomas 22I 400 I7I Add an( num*er o# >ill >ans #or M2I oints eac"
Add an( num*er o# t"e #ollowing units #or M3I oints eac",
9readnoug"t! .lakwagon
Add an( num*er o# 2tomas #or M7I oints eac"
Add u to one 2ua-2toma #or M27I oints
2torm*o(5 $ar"orde 2i' 2torm*o(5 1I0 nFa nFa Add an( num*er o# t"e #ollowing units #or M2I oints eac",
>ommandos! 2korc"a. 2torm*o(5! $ar*ikes! $ar*ugg(
Add an( num*er o# 9et" >otas #or M3I oints eac"
$ar*and Two No*5! si' 6o(5 and two )rot5 200 3I0 I00 Add an( num*er o# t"e #ollowing units #or M2I oints eac",
6ig )un5! 6o(5 and an otional )rot5! >illa >an! >ommandos!
2korc"a. 2torm*o(5! $ar*ikes! $ar*ugg(
Add an( num*er o# t"e #ollowing units #or M3I oints eac",
6attlewagon! 9et" >ota! 9readnoug"t! .lakwagon! )unwagon
Add u to two No*5 #or M3I oints eac"
Add an( num*er o# 2tomas #or M7I oints eac"
Add an( num*er o# 6attle#ortresses #or M11I oints eac"
Add an( num*er o# )un#ortresses #or M12I oints eac"
Add u to one Cdd*o( c"aracter to a 6ig )un5! )un#ortress or
)unwagon unit #or MI0 oints
4+, AI+(+A6T AN& #A+#ANT 64+*ATI4N'
>.p to a third of the points a$ailable may be spent on these formations.?
(4'T
T1PE (4+E 0NIT' N4+*A) 3I# 0#E EBT+A 0NIT'
.ig"ta 28wadron T"ree .ig"ter-6om*ers 1I0 nFa nFa Add u to si' .ig"ter-6om*ers #or MI0 oints eac"
)argant Cne )argant DI0 nFa nFa None
)reat )argant Cne )reat )argant 8I0 nFa nFa None
;anda Cne ;anda 200 nFa nFa None
108
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.A E)&A+ 3IE)GTAN (+A6TW4+)&
F?

A+*1 )I'T
;There is no art more beautiful and di$erse than the art of #eath.<
Laconfir of Biel(Tan
6orces
T"e Eldar 6iel-Tan 7ra#tworld Arm( ;ist uses t"e Eldar
datas"eets #rom section I.D.
0sing The Arm )ist
Eldar 6iel-Tan 7ra#tworld #ormations come in t"ree t(es! t"e
#irst two are war"ost and troue #ormations. Eac" war"ost (ou
include in t"e arm( allows (ou to #ield an( t"ree troue
#ormations. Alt"oug" (ou can onl( take a troue #ormation i#
(ou #irst take a war"ost! t"e( are treated as searate indeendent
#ormations during a *attle and do not "a&e to mo&e around
toget"er.
T"e t"ird t(e o# #ormation are 6iel-Tan 7ra#tworld 2acecra#t!
Aircra#t 0 Titan #ormations. A ma'imum o# u to a t"ird o# t"e
oints a&aila*le to t"e arm( ma( *e sent on t"ese #ormations.
.inall(! 6iel-Tan 7ra#tworld <ndi&iduals includes secial
c"aracters! #ormations and o*+ecti&e otions. Eac" indi&idual
ma( onl( *e taken once *( t"e arm(. T"e rules #or using eac"
indi&idual are listed in t"e ONotes% column.
T"e arm( list includes t"e #ollowing in#ormation,
6ormation2 T"e name o# t"e #ormation.
0nits2 T"e core units t"at make u t"e #ormation.
EJtras2 An Eldar #ormation ma( include an( o# t"e e'tra units
listed in t"e OE'tras% column. 1ou ma( include an( num*er o#
e'tra units in a #ormation unless it is seci#icall( noted ot"erwise.
All o# t"e core and e'tra units in a #ormation count as *eing art
o# one #ormation. T"e di##erent units ma( not mo&e o## on t"eir
own.
(ost2 T"e oints &alue o# t"e #ormation.
KI A.A Eldar 3ielGTan (raftworld- Arm )ist
/, Nust wonderingS Asect $ar"ostS can (ou actuall( "a&e di##erent Asect
warriors in t"is war"ostQ
A, 1es! mi' and matc".
/, Are Engines o# Haul included in t"e 1F3 oint limit #or Titans and $ar
EnginesQ
A, No. T"ere are no restrictions on t"e urc"ase o# Engines o# Haul ot"er t"an
t"e #act t"at t"e( are troues and (ou must "a&e urc"ased a $ar"ost #or
e&er( t"ree troues in (our arm(.
/, T"is came u in an Crk &. Eldar game tonig"t. T"ere were no .arseers on
t"e *oard at t"e start o# t"e t"ird turn. T"e Eldar la(er used t"e $rait"gate
to *ring on some )uardians and a .arseer. T"en! *ased on t"e .arseer now
*eing on t"e *oard "e *roug"t in "is A&atar rig"t a#ter! during t"e same
"ase. <s t"at legalQ
A, No. T"e A&atar is summoned at t"e start o# t"e turn ?see t"e notes in t"e
6iel-Tan 7ra#tworld <ndi&iduals@! i.e. *e#ore t"e 2trateg( P"ase. =nits
entering t"oug" a $rait"gate do so in t"e Action P"ase. 2o t"e .arseer
would "a&e to *e resent on t"e *oard at t"e &er( start o# t"e turn to
summon t"e A&atar.
'pecial +ules
T"e )it V 0un Tactics rule alies to all Eldar #ormations ?I.D.2@.
'PE(IA) +0)E
A.A.- *a Not #arrison
The 'ldar are a highly mobile army, and rarely ha$e enough forces to try
to take and hold ground. Because of this, instead of maintaining a
hea$ily garrisoned front line, they will usually rely on a screen of 0angers
and War Walkers to warn of the approach of any enemy forces.
-eanwhile the bulk of the highly mobile 'ldar army will be held back
in reser$e, where it will be ready to mo$e !uickly to any threatened sector.
This tactic allows the 'ldar to hold large areas of ground with relati$ely
few troops.
To represent these tactics, only 'ldar 0angers and War Walkers are
allowed to garrison obKecti$es in the 'pic tournament game scenario.
10K
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
E)&A+ 3IE)GTAN (+A6TW4+)& A+*1 )I'T
Eldar 6iel-Tan 7ra#tworld armies "a&e a strateg( rating o# 4. A&atar! Asect $arrior $ar"ost! P"antom! -e&enant and $arlock
#ormations "a&e an initiati&e rating o# 1M. All ot"er #ormations "a&e an initiati&e rating o# 2M. T"e )it V 0un Tactics rule alies to all
Eldar #ormations ?I.D.2@.
3IE)GTAN (+A6TW4+)& IN&I8I&0A)'
>.p to one of each type of indi$idual may be taken per army.?
T1PE N4TE' (4'T
0-1 Autarc" Add one Autarc" c"aracter to an( in#antr( unit in an Asect $arrior $ar"ost #ormation. T"e Autarc" counts
towards t"e limit o# E'arc" c"aracters t"e #ormation ma( take.
M7I oints
0-1 A&atar <n t"e 2trateg( P"ase o# an( turn lace t"e A&atar wit"in 1Icm o# a #ormation t"at contains a unit wit" t"e Farsight
a*ilit( *e#ore making a strateg( roll. T"e A&atar counts as its own #ormation and ma( onl( enter la( in t"is manner.
<n t"e End P"ase o# t"at turn remo&e t"e A&atar *e#ore rall(ing #ormations. Cnce t"e A&atar "as *een remo&ed it
ma( not return.
.ree
0-1 7ourt o# t"e 1oung >ing Add one 7ourt o# t"e 1oung >ing c"aracter to t"e A&atar. .ree
0-1 $rait"gate At t"e start o# t"e game nominate one o*+ecti&e on (our "al# o# t"e ta*le as a $rait"gate *e#ore setting u
sacecra#t and garrisons. T"e $rait"gate #unctions *ot" as a Webway ortal and as an o*+ecti&e #or t"e rules
uroses. <t ma( not *e destro(ed. Cnl( #ormations consisting comletel( o# in#antr( units! lig"t &e"icle units or
armoured &e"icles units wit" t"e Walker a*ilit( ma( use t"e $rait"gate to enter la(.
MI0 oints
3IE)GTAN (+A6TW4+)& WA+@4'T'
64+*ATI4N 0NIT' EBT+A' (4'T
Asect $arrior An( eig"t o# t"e #ollowing units,
9ark -eaers! 9ire A&engers! .ire 9ragons!
Lowling 6ans"ees! 2"ining 2ears! 2triking
2corions! 2wooing Lawks! $ar 2iders
Add +ust enoug" $a&e 2erents or .alcons to transort all units e'cet
2"ining 2ears! 2wooing Lawks and $ar 2iders #or MI0 oints eac"
Add u to two E'arc" c"aracters to in#antr( units #or M2I oints eac"
300 oints
)uardian Cne .arseer unit and se&en )uardian units -elace u to t"ree )uardian units wit" an e8ual num*er o# Lea&(
$eaon Plat#orm units #or #ree
Add t"ree 2uort $eaon Plat#orm units #or MI0 oints
Add *etween two and t"ree $rait"guard units #or MI0 oints eac"
Add t"ree $rait"lords #or M17I oints
Add #our $a&e 2erents to a #ormation consisting o# onl( .arseer!
)uardian or Lea&( $eaon Plat#orm units #or M200 oints
1I0 oints
3IE)GTAN (+A6TW4+)& T+40PE'
>'ach warhost you include in the army allows you to field any three troupes.?
64+*ATI4N 0NIT' EBT+A' (4'T
Engine o# Haul An( one o# t"e #ollowing units,
7o*ra! 2corion! 2torm 2erent! Hoid 2inner
Add u to an( two o# t"e #ollowing units #or M2I0 oints eac",
7o*ra! 2corion! 2torm 2erent! Hoid 2inner
2I0 oints
Nig"t 2inner T"ree Nig"t 2inners None 17I oints
-anger .our -anger units Add u to #our -anger units #or M2I oints eac" 100 oints
2words o# Haul .i&e .alcons Add u to one .alcon #or MI0 oints
-elace u to two .alcons wit" an e8ual num*er o# .irestorms #or #ree
-elace an( num*er o# .alcons wit" an e8ual num*er o# .ire Prisms #or
M1I oints eac"
2I0 oints
$ar $alker 2i' $ar $alkers None 200 oints
$indrider An( si' o# t"e #ollowing units,
Net*ikes! H(er
None 200 oints
3IE)GTAN (+A6TW4+)& 'PA(E(+A6T" AI+(+A6T I TITAN'
>.p to a third of the points a$ailable may be spent on these formations.?
64+*ATI4N 0NIT' (4'T
Nig"twings T"ree Nig"twing <ntercetors 300 oints
P"antom Cne P"antom Titan 7I0 oints
P"oeni' T"ree P"oeni' 6om*ers 400 oints
-e&enants Two -e&enant Titans DI0 oints
0-1 2acecra#t An( one o# t"e #ollowing units, $rait"s"i
9ragons"i
1I0 oints
300 oints
Hamire Cne Hamire -aider 200 oints
0-1 $arlock Cne $arlock Titan 8I0 oints
110
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.C 3A+AN 'IE#E*A'TE+' I*PE+IA)
#0A+& A+*1 )I'T
FA
;We,$e been Gclaiming, this damned planet for the +mperium all of my life,
and all of my father and grandfathers li$es before that. + Kust wish someone
would get round to telling those damned /rks to get off our damned landF<
Anon
6orces
T"e 6aran 2iegemasters <merial )uard Arm( ;ist uses t"e
<merial )uard datas"eets #rom section I.2! t"e <merial Na&(
datas"eets #rom I.3 and t"e 6aran 2iegemaster datas"eets #rom
section I.7.
0sing The Arm )ist
T"e #ollowing arm( list allows (ou to #ield an <merial )uard
arm( t"at is *ased on a 2iege regiment o# t"e t(e t(i#ied *( t"e
6aran 2iegemasters. <t can also *e used as a Ostand in% arm( list
#or ot"er <merial )uard 2iege regiments! ot"er kinds o# static
de#ence regiment! as well as *eing an e'cellent arm( list to use to
reresent t"e lanetar( de#ence #orces #ielded *( <merial
)o&ernors all across t"e <merium.
2iege regiment #ormations come in two t(es, comanies and
suort #ormations. Eac" coman( (ou include in t"e arm(
allows (ou to #ield an( two suort #ormations! lus one set o#
.orti#ied Positions. Alt"oug" (ou can onl( take suort
#ormations i# (ou #irst take a coman(! t"e( are treated as
searate indeendent #ormations during a *attle and do not "a&e
to mo&e around toget"er. <n addition comanies ma( *e gi&en
u to t"ree coman( ugrades. A coman( can onl( take eac"
t(e o# ugrade once. Eac" ugrade t"at is taken adds to t"e
cost o# t"e coman(! as s"own on t"e ugrade c"art. 2uort
#ormations ma( not *e gi&en coman( ugrades.
= to a 8uarter o# t"e oints a&aila*le to t"e arm( ma( *e sent
on <merial Na&( aircra#t #ormations. Titan ;egion #ormations
ma( not *e used as art o# a 2iege -egiment arm( ?Titans are
not used in a static de#ence role e'cet under e'traordinar(
circumstances@.
KD A.C 3aran 'iegemasters Imperial #uard Arm )ist
/, Low are saers added as ugrade #or uroses o# &ictor( oints and
esta*lis"ing t"e 6T2 goalQ
A, Eac" saer unit adds 30 oints to a #ormations &alue. T"e saers are
counted in all wa(s as art o# t"e #ormation t"e( are added to.
'pecial +ules
T"e %ommissars rule alies to 6aran 2iegemasters <merial
)uard armies ?D.4.1@.
'PE(IA) +0)E
A.C.- +egimental @<s
When playing 'pic tournament games, a "iegemaster army must include
a 0egimental )N. The enemy count as ha$ing achie$ed the GBreak
Their "pirit, $ictory condition by destroying this formation or by
destroying the most e&pensi$e formation in the army >see @.:.J in the
'pic1 Armageddon rulebook?.
'PE(IA) +0)E
A.C.9 6ortified Positions
A "iege 0egiment army regiment is allowed to purchase one set of
fortified positions for its troops to occupy for each 0egimental )N or
+nfantry company included in the army.
Fortified positions must be set up after /bKecti$es, but before "pacecraft
and Garrisons are deployed. They may be set up anywhere a $ehicle may
deploy in the "iegemasters half of the table. =ou may split up a set of
fortified positions as desired, as long as the rules for formation coherence
are adhered to. For e&ample, you could split up trenches into se$eral lines,
as long as there are Ecm Glinks, between the different parts of the
position. Fortified positions count as ha$ing a mo$e of 4ero, and may
Ggarrison, >eg, they can be set up in positions that garrison units can be
set up in?. +t 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 themsel$esF
/nce set up fortified positions may be used by any unit, not Kust the units
they were purchased for. They may be captured and used by enemy units
too.
K7
K7 A.C.9 6ortified Positions
/, 9o (ou "a&e to delo( all o# a #orti#ied osition ?i.e. must < delo( all
*unkers! *ar*ed wire etc t"at < *u(@Q
A, No! not all o# a osition "as to *e delo(ed.
/, 9o (ou "a&e to delo( t"e gun emlacements t"at can come wit" artiller(
and #lak #ormations immediatel( a#ter o*+ecti&es as wit" all ot"er #orti#ied
ositionsQ
A, No! #orti#ications t"at come as art o# a #ormation ?e.g. #or Lowit5ers@ are
delo(ed wit" t"e rest o# t"e #ormation.
/, Are a set o# emlacement ugrades art o# t"e #ormation t"e( are
ugradingQ ?2o imlications #or co"erenc( and similar.@
A, No. T"e( are terrain #eatures not com*at units! *ut t"e( must *e delo(ed
wit"in co"erenc( distance o# a unit #rom t"e #ormation w"en t"e( are set
u.
/, 9o units wit" emlacement ugrades "a&e to delo( in t"emQ
A, No t"e( do not! *ut t"e( must *e delo(ed wit"in co"erenc( distance o# t"e
#ormation t"e( "a&e *een urc"ased #or.
/, Low do 2iegemaster #orti#ications contri*ute to an oonents HP total! i# at
allQ
A, No HPs are awarded in an( wa( #or t"em
111
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
3A+AN 'IE#E*A'TE+' I*PE+IA) #0A+& A+*1 )I'T
6aran 2iegemaster <merial )uard armies "a&e a strateg( rating o# 1. 6aran 2iegemaster #ormations and <merial Na&( aircra#t
#ormations "a&e an initiati&e rating o# 2M.
3A+AN 'IE#E*A'TE+ (4*PANIE'
64+*ATI4N 0NIT' (4'T
<n#antr( 7oman( Cne 7ommander unit and nine 2iege <n#antr( units 17I oints
1 -egimental L/ Cne 2ureme 7ommander unit and nine 2iege <n#antr( units 22I oints
3A+AN 'IE#E*A'TE+ (4*PAN1 0P#+A&E'
>.p to three company upgrades may be taken once per company.?
0P#+A&E 0NIT' (4'T
)ri##on 6atter( Add t"ree )ri##ons M7I oints
Lell"ound 28uadron Add t"ree Lell"ounds M12I oints
-aier Platoon Add t"ree -aier ;aser 9estro(er units M7I oints
2iege <n#antr( Platoon Add si' 2iege <n#antr( units M7I oints
2niers Add u to two 2niers M2I oints eac"
T"udd )un Platoon Add t"ree T"udd )un units M7I oints
3A+AN 'IE#E*A'TE+ '0PP4+T 64+*ATI4N'
>Any two support formations may be fielded per each company.?
64+*ATI4N 0NIT' (4'T
Artiller( 6atter( T"ree )[tterd\mmerung Lowit5ers and t"ree 6ruen"ilde 1I0 oints
Artiller( 7oman( Nine )[tterd\mmerung Lowit5ers and nine )un Emlacements 42I oints
6om*ard 6atter( T"ree 6om*ards 2I0 oints
0-1 9eat"strike 6atter( Two 9eat"strikes 200 oints
.lak 6atter( T"ree 6lit5en AA )uns and eit"er t"ree 6ruen"ilde or t"ree )un Emlacements 100 oints
Lea&( Tank Platoon 2i' -agnarok Lea&( Tanks 300 oints
;ig"t Tank Platoon 2i' 2ieg#ried ;ig"t Tanks 1I0 oints
-oug" -ider Platoon 2i' -oug" -ider units 1I0 oints
0-1 2aer Platoon Eig"t 2aers
?T"e units ma( *e slit u and added to one or more comanies in t"e arm(! or #ielded as a single #ormation in
t"eir own rig"t.@
2I0 oints
2uer-"ea&( Tank Platoon Cne 6ane*lade or 2"adowsword 200 oints
3A+AN 'IE#E*A'TE+ 64+TI6I(ATI4N'
>/ne may be fielded per each company.?
T1PE N4TE' (4'T
.orti#ied Positions = to I0cm o# trenc"es and I0cm o# ra5or wire! lus u to si' o# t"e #ollowing,
)un Emlacements! 6unkers
M7I oints
I*PE+IA) NA81 AI+(+A6T
>.p to a !uarter of the points a$ailable may be spent on these formations.?
64+*ATI4N 0NIT' (4'T
Barauder 28uadron Two Barauder 6om*ers 2I0 oints
T"under*olt 28uadron Two T"under*olt .ig"ters 1I0 oints
112
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.E WA+)4+& 'NA##A 'NA##A' 6E+A)
4+, @4+&E A+*1 )I'T
;"ome says we,4 Feral, nomad4 they calls u4. + Kust say we,4 always
marching, konkering we i4L<
Warlord "nagga "nagga
6orces
T"e $arlord 2nagga 2nagga%s .eral Crk Lorde Arm( ;ist uses
t"e Crk datas"eets #rom section I.I and t"e .eral Crk datas"eets
#orm section I.8.
0sing The Arm )ist
=nlike t"e &er( rigid #ormations used *( t"e <merium! Crk
#ormations &ar( widel( in *ot" si5e and comosition. T"e rules
#or creating Crk #ormations re#lect t"is. T"e most common t(e
o# Crk #ormation is t"e war*and. T"e di##erent t(es o#
war*and (ou ma( c"oose are s"own on t"e arm( list *elow.
T"e arm( list includes t"e #ollowing in#ormation,
Tpe2 T"e name o# t"e #ormation.
(ore 0nits2 T"e units t"at make u t"e #ormation. An Crk
la(er can c"oose to dou*le or trile t"e num*er o# units in t"e
#ormation i# "e wis"es. A #ormation wit" dou*le t"e normal
num*er o# units is called a *ig #ormation! and a #ormation wit"
t"ree times t"e normal num*er o# units is called a %uge
#ormation.
(ost2 Bost Crk #ormations "a&e t"ree &alues. T"e #irst &alue is
t"e cost #or t"e *asic #ormation! t"e second is its cost i# it is a
*ig #ormation! and t"e t"ird &alue is its cost i# it is a %uge
#ormation. <# t"e #ormation onl( "as one cost t"en it ma( not *e
increased in si5e.
EJtra 0nits2 An Crk #ormation ma( include an( o# t"e e'tra
units listed in t"e OE'tras% column. 1ou ma( include an( num*er
o# e'tra units in a #ormation unless it is seci#icall( noted
ot"erwise. <# t"ere is a limitation t"en t"e limit is dou*led #or a
*ig #ormation and triled #or a %uge #ormation.
'pecial +ules
T"e -ob 0ule and ower of the WaaaghF rules al( to all Crk
#ormations ?I.8.1 and I.8.2 resecti&el(@.
'PE(IA) +0)E
A.E.- 6eral 4rk Epic Tournament 'pecial +ules
'$ery /rk army must include a "upreme %ommand character called a
Warlord. The Warlord character is free, you don,t ha$e to pay any points
for it. The Warlord will Koin the formation with the most units in the
army. War 'ngines count their starting #amage %apacity towards the
formation si4e. +f there is a tie you may choose which warband the
Warlord will Koin.
/rkeosaurus that are part of a warband may only transport units from
their own formation.
Feral /rk armies are allowed to field a Trappa formation. This
formation represents /rk Wildboy4 using their skills to scout ahead of
the main army. Because of this all units in the formation count as being
"couts.
113
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
WA+)4+& 'NA##A 'NA##A' 6E+A) 4+, @4+&E A+*1 )I'T
$arlord 2nagga 2nagga%s .eral Crk Lorde armies "a&e a strateg( rating o# 3. All Crk #ormations "a&e an initiati&e rating o# 3M! *ut
recei&e modi#iers deending on t"e action c"osen w"en taking an action test! or t"e si5e o# t"e #ormation w"en rall(ing ?see I.8.1 and
I.8.2@.
4+, 64+*ATI4N'
(4'T
T1PE (4+E 0NIT' N4+*A) 3I# 0#E EBT+A 0NIT'
6oar*o(5 Lorde .i&e 6oar*o(5 100 17I 2I0 Add an( num*er o# 6oar*o(5 #or M2I oints eac"
Add u to one $(rd*o( c"aracter to an( unit #or MI0 oints
Nunka 6rigade 2i' 6o(5 and si' Nunkatrukks 17I 300 nFa Add an( num*er o# 6o(5 wit" a Nunkatrukk #or M2I oints eac"
Add u to one No*5 wit" a Nunkatrukk #or MI0 oints
Add u to one $(rd*o( c"aracter to an( unit #or MI0 oints
0-1 Bad*o(5 Lorde 2i' Bad*o(5 100 nFa nFa Add u to si' Bad*o(5 #or M1I oints eac"
Add u to t"ree $(rd*o( c"aracters to an( unit?s@ #or MI0 oints eac"
0-1 2team )argant Cne 2team )argant 200 3I0 I00 None
Traas 2i' $ild*o(5 1I0 nFa nFa Add u to one No*5 #or M3I oints
Note2 All units in t"e #ormation count as "a&ing t"e "couts a*ilit(.
$ar*and Two No*5! si' 6o(5 and two
)rot5
200 3I0 I00 Add an( num*er o# t"e #ollowing units #or M2I oints eac",
6oar*o(5! 6o(5 wit" an otional )rot5! two $ild*o(5
Add an( num*er o# 28uiggot"s #or MI0 oints eac"
Add u to t"ree 28uig >ataults #or M2I oints eac"
Add u to one No*5 #or M3I oints
Add u to one $(rd*o( c"aracter to an( unit #or MI0 oints
Add u to one Crkeosaurus #or M17I oints
$ild*o(5 Two No*5 and si' $ild*o(5 12I 22I 32I Add an( num*er o# t"e #ollowing units #or M2I oints eac",
6oar*o(5! two $ild*o(5
Add an( num*er o# 28uiggot"s #or MI0 oints eac"
Add u to t"ree 28uig >ataults #or M2I oints eac"
Add u to one No*5 #or M3I oints
Add u to one $(rd*o( c"aracter to an( unit #or MI0 oints
Add u to one Crkeosaurus #or M17I oints
114
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.F W@ITE '(A+' 'PA(E *A+INE A+*1
)I'T
>nown and #eared t"roug"out t"e <merium #or t"eir "ig"
mo*ilit(! t"e 2ace Barines o# t"e $"ite 2cars are t"e masters
o# t"e lig"tning strike met"od o# attack! a*le to tear into t"eir
#oes and &anis" *e#ore t"e( can resond. .ierce warriors! *earing
t"e ritual scars o# *ra&er(! t"e( #ig"t wit" all t"e tri*al sa&ager(
o# t"eir "omeworld and *rings swi#t deat" all enemies o# t"e
<merium.
6orces
T"e $"ite 2cars 2ace Barine Arm( ;ist uses t"e 2ace Barine
datas"eets #rom section I.1! t"e <merial Na&( datas"eets #rom
I.3! t"e Titan ;egion datas"eets #rom I.4 and t"e $"ite 2car
datas"eets #rom I.K.
0sing the Arm )ist
T"e #ollowing arm( list allows (ou to #ield an arm( *ased on a
$"ite 2cars 2ace Barine arm(. <t can also *e used as a Ostand in%
arm( list #or an( o# t"e $"ite 2cars% successor c"aters.
T"e $"ite 2cars are organised into small #ormations called
detac"ments. Eac" detac"ment is made u o# se&eral units! and
ma( also include a num*er o# e'tra units called upgrades.
T"e detac"ments t"at ma( *e taken are s"own on t"e c"art
*elow. T"e c"art also s"ows w"at units comrise t"e
detac"ment! w"at ugrades are allowed! and its oints cost. .or
e'amle! an Assault detac"ment consists o# #our 2ace Barine
Assault units #or 17I oints! and ma( include t"e 7ommander
ugrade at an additional cost in oints.
Eac" ugrade t"at is taken adds to t"e cost o# t"e detac"ment!
as s"own on t"e upgrade chart. T"e =grade c"art also lists t"e
units t"at make u t"e ugrade. Note t"at t"ese will sometimes
relace units in t"e detac"ment t"e( are taking! and sometimes
take t"e #orm o# additional units #or t"e detac"ment. Eac"
ugrade ma( *e taken once er #ormation.
$"ite 2cars 2ace Barine armies ma( *e suorted *( <merial
Na&( aircra#t and Titan ;egion *attlegrous. A ma'imum o# u
to a t"ird o# t"e oints a&aila*le to t"e arm( ma( *e sent on
t"ese #ormations.
'pecial +ules
T"e They "hall 2now 3o Fear rule alies to all $"ite 2car
detac"ment #ormations ?I.1.1@.
'PE(IA) +0)E
A.F.- White 'cars Transport
The "pace -arines are a highly mobile army. Because of this the points
cost of a detachment usually includes enough transport $ehicles to
transport it and any upgrades that ha$e been taken. The number of
$ehicles will always be the minimum needed to carry the formation, you
can,t take e&tras along to co$er any lossesF The transport $ehicles will be
Land 0aiders if the detachment is Terminators, 0hinos for any other
form of detachment.
3ote that many formations don,t recei$e transports, usually because they
can,t fit into them. #etachments that come with $ehicles will be noted as
ha$ing ;plus transport< in the .nits section of the detachment list below.
White "cars detachments must take the transport $ehicles for a
detachment D you cannot lea$e them behind in order to use the unit as a
garrison. =ou can only choose to ignore this if the detachment is instead
to be deployed from a Thunderhawk gunship.
+n addition you may choose to replace a detachment,s $ehicles with drop
pods. +f you choose to do this, all transported detachments in the army
must deploy from drop pods D you can,t ha$e some in transport $ehicles
and some deploying from drop pods. +f you do choose to use drop pods,
then the affected detachments will enter play in drop pods using the rules
for lanetfall >see section 5.5?. 3ote that you will re!uire at least one
"pace -arine strike cruiser or battle barge to deploy the drop pods from.
11I
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
W@ITE '(A+' 'PA(E *A+INE A+*1 )I'T
$"ite 2cars 2ace Barine armies "a&e a strateg( rating o# I. All $"ite 2car detac"ment and Titan ;egion *attlegrou #ormations "a&e
an initiati&e rating o# 1M. <merial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. T"e They "hall 2now 3o Fear rule alies to
all $"ite 2car detac"ment #ormations ?I.1.1@.
W@ITE '(A+ &ETA(@*ENT'
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
Assault .our Assault units 7ommander 17I oints
6ike An( eig"t o# t"e #ollowing units,
Attack 6ike! $"ite 2cars 6ike
7ommander 37I oints
;and 2eeder An( #i&e o# t"e #ollowing units,
;and 2eeder! ;and 2eeder Tornado
7ommander! T("oons 200 oints
;anding 7ra#t Cne ;anding 7ra#t None 3I0 oints
Predator An( #our o# t"e #ollowing units,
Predator Anni"ilator! Predator 9estructor
7ommander! Lunter! Hindicators 2I0 oints
2cout .our 2cout units lus transort 7ommander! -a5or*acks! 2nier 1I0 oints
0-1 2trike 7ruiser Cne 2trike 7ruiser 6attle 6arge 200 oints
Tactical 2i' Tactical units lus transort 7ommander! -a5or*acks 27I oints
Terminator .our Terminator units lus transort 7ommander DI0 oints
T"under"awk Cne T"under"awk )uns"i None 200 oints
$"irlwind .our $"irlwinds 7ommander! Lunter! Hindicators 300 oints
W@ITE '(A+ 0P#+A&E'
>'ach upgrade may be taken once per detachment.?
0P#+A&E 0NIT' (4'T
6attle 6arge -elace t"e 2trike 7ruiser wit" a 6attle 6arge M1I0 oints
7ommander Add an( one o# t"e #ollowing c"aracters to an( unit in t"e
#ormation,
7atain! 7"alain! ;i*rarian
0-1 2ureme 7ommander er arm(
MI0 oints
M100 oints
Lunter Add one Lunter M7I oints
-a5or*acks Add an( num*er o# -a5or*acks! u to t"e num*er re8uired to transort t"e #ormation M2I oints eac"
2nier )i&e one 2cout unit t"e "nipers a*ilit( M2I oints
T("oons -elace an( num*er o# ;and 2eeders wit" an e8ual num*er o# ;and 2eeder T("oons M2I oints eac"
Hindicators Add u to two Hindicators MI0 oints eac"
I*PE+IA) A))1 64+*ATI4N'
>.p to a third of the points a$ailable may be spent on these formations.?
I*PE+IA) NA81 AI+(+A6T
64+*ATI4N 0NIT' (4'T
Barauder 28uadron Two Barauder 6om*ers 2I0 oints
T"under*olt 28uadron Two T"under*olt .ig"ters 17I oints
TITAN )E#I4N 3ATT)E#+40P'
64+*ATI4N 0NIT' (4'T
$ar"ound Cne $ar"ound 7lass Titan 27I oints
$ar"ound Pack Two $ar"ound 7lass Titans I00 oints
11D
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.-/ 30+NIN# &EAT@ 'PEE& 6+EE,'
A+*1 )I'T
Below was some sort of )umie supply dump, with stacks of crates and
barrels, and +mperial Guardsmen scuttling around dousing fires.
"kargrim grinned and sounded the Waaagh(horn before kicking his
dri$er to go faster. Around him, the massed $ehicles of the "peed 2ult
raced down towards the shocked )umies at full throttle. Warbuggies $ied
with bikes and Traks to co$er the ground the fastest, Trukks packed
with Boy4 careened against each other as they fought to get ahead, the
greenskins, shouts inaudible o$er the thunder of engines. The column of
ramshackle, bellowing $ehicles snaked and twisted like a li$ing thing as it
con$erged on its prey.
6orces
T"e 6urning 9eat" 2eed .reeks Arm( ;ist uses t"e Crk
datas"eets #rom section I.I and t"e 2eed .reek datas"eets #rom
section I.10.
0sing The Arm )ist
=nlike t"e &er( rigid #ormations used *( t"e <merium! Crk
#ormations &ar( widel( in *ot" si5e and comosition. T"e rules
#or creating Crk #ormations re#lect t"is. T"e most common t(e
o# Crk #ormation is t"e war*and. Ct"er more secialised
#ormations do e'ist! suc" as >ults o# 2eed and 6lit5 6rigades.
T"e di##erent t(es o# Crk #ormation (ou ma( c"oose are s"own
on t"e arm( list t"at #ollows. T"e arm( list includes t"e #ollowing
in#ormation,
Tpe2 T"e name o# t"e #ormation.
(ore 0nits2 T"e units t"at make u t"e #ormation. An Crk
la(er can c"oose to dou*le or trile t"e num*er o# units in t"e
#ormation i# "e wis"es. A #ormation wit" dou*le t"e normal
num*er o# units is called a *ig #ormation! and a #ormation wit"
t"ree times t"e normal num*er o# units is called a "uge
#ormation.
(ost2 Bost Crk #ormations "a&e t"ree &alues. T"e #irst &alue is
t"e cost #or t"e *asic #ormation! t"e second is its cost i# it is a
*ig #ormation! and t"e t"ird &alue is its cost i# it is a "uge
#ormation. <# t"e #ormation onl( "as one cost t"en it ma( not *e
increased in si5e. = to one t"ird o# t"e oints a&aila*le to an
Crk arm( can *e sent on aircra#t.
EJtras2 An Crk #ormation ma( include an( o# t"e e'tra units
listed in t"e E'tras column. 1ou ma( include an( num*er o#
e'tra units in a #ormation unless it is seci#icall( noted ot"erwise.
<# t"ere is a limitation t"en t"e limit is dou*led #or a *ig
#ormation and triled #or a "uge #ormation. .or e'amle! a
normal-si5ed >ult o# 2eed can include 0-1 Bek*o( 2eedsta! a
*ig >ult o# 2eed can include 0-2! and a "uge >ult o# 2eed can
include 0-3. All o# t"e core! e'tra! and #ree units in an Crk
#ormation count as *eing art o# one large #ormation. T"e
di##erent units ma( not mo&e o## on t"eir own.
3attle 6ortresses I #un 6ortresses2 <n tournament games!
t"ese units ma( onl( transort units #rom t"eir own #ormation
?ie! t"e rules #or $ar Engine transorts do not al( to t"em
w"en using t"e tournament arm( lists@.
'pecial +ules
T"e -ob 0ule and ower of the WaaaghF rules al( to all Crk
#ormations ?I.I.1 and I.I.2 resecti&el(@.
'PE(IA) +0)E
A.-/.- 'peed 6reek Epic Tournament 'pecial
+ules
'$ery "peed Freek /rk army must include a -ekboy Bad /rk
Bikerboy unit. The unit is free, you don,t ha$e to pay any points for him,
and it can be added to any formation in the army.
'$ery unit in a "peed Freek army must either ha$e a speed of B6cms
plus, or be transported in a unit with a speed of B6cm plus. +n other
words, formations may not include units with a speed of less than B6cm
unless they also ha$e a transport $ehicle capable of carrying the unit
around.
Burning #eath "peed Freek armies are allowed to field a Warbike
/utriders formation. All units in the formation count as being "couts.
117
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
30+NIN# &EAT@ 'PEE& 6+EE,' A+*1 )I'T
6urning 9eat" 2eed .reeks armies "a&e a strateg( rating o# 3. All 2eed .reek #ormations "a&e an initiati&e rating o# 3M! *ut recei&e
modi#iers deending on t"e action c"osen w"en taking an action test! or t"e si5e o# t"e #ormation w"en rall(ing ?see I.I.1 and I.I.2@.
4+, 64+*ATI4N'
(4'T
T1PE (4+E 0NIT' N4+*A) 3I# @0#E EBT+A 0NIT'
6lit5 6rigade An( #our o# t"e #ollowing units,
9et" >ota! .lakwagon! )unwagon
1I0 2I0 3I0 Add an( num*er o# t"e #ollowing units #or M2I oints eac",
6o(5! 2korc"a. $ar*ikes! $ar*ugg(
Add an( num*er o# t"e #ollowing units #or M3I oints eac",
9et" >ota! .lakwagon! )unwagon
Add u to one o# t"e #ollowing units #or M3I oints eac",
No*5! No* $ar*ikes
Add u to one Bek*o( 2eedsta #or MI0 oints
Add an( num*er o# )un#ortresses #or M12I oints eac"
.ortress Bo* An( two o# t"e #ollowing units,
6attle#ortress! )un#ortress
27I 47I D7I Add an( num*er o# 6o(5 #or M2I oints eac"
Add an( num*er o# .lakwagons #or M3I oints eac"
Add u to one o# t"e #ollowing units #or M3I oints eac",
No*5! No* $ar*ikes
Add an( num*er o# 6attle#ortresses #or M11I oints eac"
Add an( num*er o# )un#ortresses #or M12I oints eac"
0-1 >ill >roo5er Cne >ill >roo5er 1I0 nFa nFa -elace t"e >ill >roo5er wit" a 6attlekroo5er #or MI0 oints
>ult C# 2eed An( eig"t o# t"e #ollowing units,
2corc"a! $ar*ikes! $ar*ugg(
200 3I0 I00 Add an( num*er o# t"e #ollowing units #or M2I oints eac",
2korc"a. $ar*ikes! $ar*ugg(
Add an( num*er o# t"e #ollowing units #or M3I oints eac",
9et" >ota! .lakwagon! )unwagon
Add u to one Bek*o( 2eedsta #or MI0 oints
2eed .reeks
$ar*and
Cne No*5! t"ree 6o(5 and #our Trukks!
lus an( #our o# t"e #ollowing units,
2corc"a! $ar*ikes! $ar*ugg(
200 37I II0 Add an( num*er o# t"e #ollowing units #or M2I oints eac",
6ig )un5! 6o(5 and a Trukk! 2korc"a. 2torm*o(5! $ar*ikes!
$ar*ugg(
Add an( num*er o# t"e #ollowing units #or M3I oints eac",
6attlewagon! 9et" >ota! .lakwagon! )unwagon
Add u to one No*5 #or M3I oints
Add u to one Bek*o( 2eedsta #or MI0 oints
-elace an( num*er o# No*5 wit" an e8ual num*er o# No*
$ar*ikes #or #ree
$ar*ike Cutriders .i&e $ar*ikes 1I0 2I0 3I0 None
Note2 All units in t"e #ormation count as "a&ing t"e "couts
a*ilit(.
'PEE& 6+EE, AI+(+A6T 64+*ATI4N'
>.p to a third of the points a$ailable may be spent on these formations.?
(4'T
T1PE (4+E 0NIT' N4+*A) 3I# @0#E EBT+A 0NIT'
.ig"ta 28wadron T"ree .ig"ter-6om*ers 1I0 nFa nFa Add u to si' .ig"ter-6om*ers #or MI0 oints eac"
;anda Cne ;anda 200 nFa nFa None
118
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.-- -:
T@
3)A(, (+0'A&E 3)A(, )E#I4N
A+*1 )I'T
Ten thousand years ago, the +mperium of -an was beset by a
de$astating ci$il war known as the )orus )eresy. "e$eral "pace -arine
Legions rebelled against the ;False 'mperor< under the persuasi$e(yet(
corrupt leadership of Warmaster )orus, a former lieutenant of the
'mperor who fell under %haos, sway. "pace -arine fought brother
"pace -arine, culminating in a final battle at the +mperial alace on
)oly Terra.
Though the forces of the +mperium were $ictorious, the 'mperor of
-ankind was mortally wounded and encased in the Golden Throne to
sustain his life. -eanwhile, the sur$i$ing rebel "pace -arines fled for the
'ye of Terror, a massi$e Warp storm on the northeastern edge of the
gala&y. )ere, warpspace mi&ed with realspace and the #aemons of
%haos could manifest themsel$es.
The traitor "pace -arines took refuge in the 'ye of Terror, launching
raids and Black %rusades from their maelstrom base. These %haos
"pace -arines became an endless plague upon the +mperium, wreaking
ha$oc in the name of their %haos Gods.
%haos "pace -arines ha$e most of the capabilities of regular "pace
-arines, though they also ha$e %haos abilities and gear that make them
uni!ue. 'ach of the four %haos Gods ha$e %haos "pace -arines
de$oted to their cult, be they 3oise -arines in ser$ice of "laanesh to
lague -arines in ser$ice of 3urgle. They can unleash untold horrors
on their opponents, from #aemon acks to %haos #efilers. They can be
organi4ed in an infinite number of ways, which is appropriate because
%haos embodies disorder itself. +n the end, %haos "pace -arine armies
are feared opponents that are seen as highly unpredictable by those who
fight them.
6orces
T"e 13
t"
6lack 7rusade 6lack ;egion Arm( ;ist uses t"e 6lack
;egion datas"eets #rom section I.11.
0sing the Arm )ist
T"e #ollowing arm( list allows (ou to #ield a 7"aos 2ace Barine
arm( *ased on A**adon%s 6lack ;egion. <t can also *e used as a
Ostand in% arm( list #or ot"er Traitor ;egions! suc" as t"e 9eat"
)uard! $orld Eaters! Nig"t ;ords and <ron $arriors.
6lack ;egion #ormations come in t"ree t(es, retinues! elite
#ormations and suort #ormation. Eac" retinue (ou include in
t"e arm( allows (ou to #ield an( one elite #ormation and an( two
suort #ormations. Alt"oug" (ou can onl( take an elite or
suort #ormation is (ou #irst take a retinue! t"e( are treated as
searate indeendent #ormations during t"e *attle and do not
"a&e to mo&e around toget"er.
Eac" #ormation is made u o# one or more units! and ma( also
include a num*er o# e'tra units called ugrades. T"e #ormation
t"at ma( *e taken are s"own on t"e c"art *elow. T"e c"art also
s"ows w"at units comrise a #ormation! w"at ugrades it is
allowed! and its oints cost. .or e'amle! a 6lack ;egion -etinue
consists o# eig"t 7"aos 2ace Barines! one wit" a 7"aos ;ord
or 2orcerer ;ord c"aracter! #or 27I oints! and ma( include a
num*er o# ugrades at an additional cost in oints.
Eac" ugrade t"at is taken adds to t"e cost o# t"e #ormation! as
s"own on t"e ugrade c"art. T"e ugrade c"art also lists t"e
units t"at make u t"e ugrade. Note t"at t"ese will sometimes
relace units in t"e #ormation t"e( are taken #or! and sometimes
take t"e #orm o# additional units #or t"e #ormation. Eac"
#ormation can onl( take a ma'imum o# #our ugrades. Eac"
ugrade ma( onl( *e taken once er #ormation.
6lack ;egions armies ma( *e suorted *( 7"aos Na&( and $ar
Engine #ormations. = to a t"ird o# t"e oints a&aila*le to t"e
arm( ma( *e sent on t"ese #ormations.
'PE(IA) +0)E
A.--.- 6ickle *asters
The %haos owers are !uick to punish or reward their champions.
+n the strategy phase if the %haos player rolls a @ they are rewarded for
their tactical acumen with an additional :#B daemon to add to the
#aemon ool >see @.::.B?. +f the %haos player rolls : their patron
owers withdraw their support and the %haos player must remo$e #B
daemons from the #aemon ool. +f the %haos player has no remaining
daemons in their #aemon ool then there is no further effect.
'PE(IA) +0)E
A.--.9 6actions
'ach formation in an army of chaos belongs to a faction that owes
allegiance to one of the gods of chaos >2horne, 3urgle, "laanesh or
T4eentch?, or to %haos .ndi$ided. =ou must decide which faction each
formation in your army belongs to before the battle and note it down on
your army list. With the e&ception of those formations that Worship
%haos .ndi$ided, the different factions do not get along well and some
factions hold millennia(old hatred of each other. Although the factions
will often unite under a powerful Warlord to fight a common enemy, their
enmity can cause problems during a battle. This is represented by the
following rules1
Formations dedicated to a specific %haos god hate formations dedicated to
any other %haos god. Formations dedicated to %haos .ndi$ided do not
suffer from hatred and are not hated by other Factions.
A formation that has no units from a hated formation within :Ecm of
any of its units recei$es a C: modifier to its +nitiati$e test. +f e$en one
hated unit is within :Ecm then this bonus is lost. This modifier only e$er
applies to units that are on the battlefieldR aircraft, spacecraft and any
other formations that are not in play ne$er recei$e the modifier.
11K
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
'PE(IA) +0)E
A.--.: 'ummoned 0nits
Formations that purchase the #aemonic act upgrade >see army lists in @.:: and @.:9? are able to summon daemons to the battlefield. +n order to summon
daemons, a player must first purchase a single #aemon ool from which all formations with the #aemonic act upgrade will summon.
#aemons in the #aemon ool are purchased and noted only as being lesser or greater daemons, not by their faction. The summoning formation,s faction
dictates what types of daemons may be summoned >see below?. layers should either write down the contents of their #aemon ool or use tokens to indicate
the number of each lesser and greater daemon they ha$e a$ailable to summon during a game. The %haos player,s opponent is always able to $iew the number
of lesser and greater daemons remaining in the #aemon ool. The #aemon ool is kept off the board and daemons are remo$ed 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 #aemon ool.
"ummoning allows you to call 9#B 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 A summoning points and all other units cost : summoning point each?.
"ummoning points must be used to summon daemonic units from the #aemon ool and summoned units are brought into play immediately. +f for any
reason any summoning points generated are not used, they are lost and may not be carried o$er into subse!uent turns. =ou may only summon as many
daemons as you ha$e left in your #aemon ool. Left o$er daemonic units may be summoned during a later turn. #aemonic units that are destroyed are
remo$ed from play and are not put back into the #aemon ool. Broken formations or formations that ha$e not bought a #aemonic act may not summon
daemons.
layers may only ha$e one greater daemon of a gi$en faction in the army on the board at one time. For e&ample, if you already ha$e a summoned
Bloodthirster on the board you are not allowed to summon another Bloodthirster until that first greater daemon has been remo$ed from play. "ummoned
units must be set up with their base within Ecm of any non(daemonic unit from their formation, >i.e. you cannot place a Gchain, of summoned units?. They
may not be set up in the Sone of %ontrol of an enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning
formation,s faction, as follows1
6action &aemons
>"orne 6loodt"irster! 6loodletters
Nurgle )reat =nclean Cne! Plague*earers
2laanes" >eeer o# 2ecrets! 9aemonettes
T5eentc" ;ord o# 7"ange! .lamers
An( .action 9aemonic 6easts
"ummoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. "ummoned units are '&pendable, but they
are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by Blast
markers, etc. 3ote that #aemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers for
assault resolution. +f a formation loses an assault >see :.:9.A? remo$e e&tra hits from the formation before it is broken and all the remaining summoned
units are then remo$ed.
"ummoned units remain on the battlefield until the end phase of the turn in which they are summoned. +n the end of the rally phase, after formations ha$e
attempted to rally, all summoned units in the formation are remo$ed from the board and placed back into the #aemon ool unless the formation has a unit
with #aemonic Focus >see E.::.9?. Greater #aemons that are returned to the #aemon ool keep the same #% they had when they left the battlefield. They
do not heal back to full #%, so when summoned again they will ha$e that same #%. "ummoned units that are destroyed are not put back into the #aemon
ool. 3ote 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 ha$e been remo$ed. 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 #aemon ool.
K8 A.--.: 'ummoned 0nits
/, At w"ic" oint in acti&ating a #ormation is t"e decision to summon daemons madeQ 7an < summon daemons and t"en declare w"ic" action a #ormation will makeQ
A, T"e decision to summon daemons is made *etween 2te << o# acti&ating a #ormation ?declare w"ic" action it will carr( out@ and 2te <<< ?t"e #ormation must t"en
ass an action test to see i# it carries out t"e action success#ull(@. 2o (ou must declare t"e action *e#ore (ou summon daemons.
/, <# < take no Pact! w"at "aens wit" strateg( roll o# DQ
A, 1ou recei&e t"e *onus daemons in t"e 9aemon Pool as normal! *ut will "a&e no wa( to summon t"em to t"e *attle#ield.
/, 7an (ou urc"ase daemons e&en i# t"ere is no Pact in t"e arm(Q
A, 1es. Lowe&er! t"e daemons ma( not *e summoned to t"e *attle#ield wit"out a Pact so t"e utilit( will likel( *e 8uite limited.
/, 7an < urc"ase a 9aemonic Pact *ut not 9aemons #or t"e 9aemon Pool in t"e "oes o# a OD% strateg( rollQ
A, 1es.
/, <# a #ormation wit" daemons loses an assault! do (ou kill o## t"e daemons t"at return to t"e war before assessing t"e e'tra casualties caused *( losing t"e assaultQ
A, No. T"e e'tra casualties go on *e#ore t"e loser *reaks. T"e daemons onl( disaear once t"e #ormation is *roken.
/, 7an < summon 9aemons into an enem(%s Jo7Q
A, No.
120
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
-:
T@
3)A(, (+0'A&E 3)A(, )E#I4N A+*1 )I'T
13
t"
6lack 7rusade 6lack ;egion armies "a&e a strateg( rating o# 4. All #ormations "a&e an initiati&e rating o# 2M! *ut! wit" t"e
e'cetion o# 7"aos Na&( #ormations! recei&e a modi#ier deending on t"e ro'imit( o# ot"er #ormations ?see D.11.2@.
3)A(, )E#I4N +ETIN0E'
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
-etinue Eig"t 7"aos 2ace Barines! one wit" a 7"aos ;ord or 2orcerer ;ord c"aracter All 27I oints
3)A(, )E#I4N E)ITE 64+*ATI4N'
>Any one elite formation may be fielded per each retinue.?
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
7"aos Terminators 6etween #our and si' 7"aos 2ace Barine Terminators!
one wit" a 7"aos ;ord or 2orcerer ;ord c"aracter
7"aos 7"amion! 7"aos $arlord! 9aemon Prince!
9aemonic Pact! 9e#ilers! 9readclaws! 9readnoug"ts!
<con 6earer! ;and -aiders! C*literators
27I oints #or #our
MDI oints er e'tra
7"osen .our 7"aos 2ace Barine 7"osen 9aemonic Pact! 9readclaws! 9readnoug"ts! -"inos 12I oints
9ecimators = to t"ree 9ecimators 9e#ilers 22I oints eac"
3)A(, )E#I4N '0PP4+T 64+*ATI4N'
>Any two support formations may be fielded per each retinue.?
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
Armoured 7oman( 6etween #our and eig"t o# an( o# t"e #ollowing units,
7"aos Predator! 7"aos ;and -aider
9e#ilers! Hindicators I0 oints eac" er 7"aos Predator
7I oints eac" er 7"aos ;and -aider
6ike 7oman( Eig"t 7"aos 2ace Barine 6ikes! one wit" a 7"aos ;ord
or 2orcerer ;ord c"aracter
9aemonic Pact! <con 6earer 300 oints
9e#iler Assault Pack .our 9e#ilers None 27I oints
-ator 7ult 6etween #our and eig"t -ators! one wit" a 7"aos ;ord
or 2orcerer ;ord c"aracter
9aemonic Pact 17I oints #or #our
M3I oints er e'tra
3)A(, )E#I4N 0P#+A&E'
>.p to four upgrades may be taken once per formation.?
0P#+A&E 0NIT' (4'T
7"aos
7"amion
Add one 7"amion o# 7"aos c"aracter MI0 oints
0-1 7"aos
$arlord
Add one 7"aos $arlord c"aracter er
arm( to a 9aemon Prince or a unit wit"
a 7"aos ;ord c"aracter
M2I oints
7ult Barines Add #our 6er5erkers! Noise Barines!
Plague Barines or T"ousand 2ons to a
#ormation t"at *elongs to >"orne!
2laanes"! Nurgle or T5eentc"
resecti&el(
M1I0 oints
9aemon
Prince
-elace a unit wit" a 7"aos ;ord
c"aracter wit" a 9aemon Prince
?A ma'imum o# one 9aemon Prince
ma( *e included er eac" #action
resent in t"e arm(@
MI0 oints
9aemonic
Pact
T"e #ormation ma( summon daemons
#rom t"e 9aemon Pool
M2I oints
9e#ilers Add u to t"ree 9e#ilers M7I oints eac"
9readclaws Transort a #ormation containing onl(
in#antr( units and 7"aos 9readnoug"ts
in 9readclaws
MI oints er unit
9readnoug"ts Add u to t"ree 7"aos 9readnoug"ts MI0 oints eac"
La&ocs Add #our La&ocs M1I0 oints
<con 6earer Add one <con 6earer c"aracter MI0 oints
;and -aiders Add u to #our 7"aos ;and -aiders M7I oints eac"
C*literators Add u to t"ree C*literators M8I oints eac"
-"inos Add one 7"aos -"ino #or e&er( two
in#antr( units
M10 oints eac"
Hindicators Add u to t"ree 7"aos Hindicators M3I oints eac"
(@A4' NA81 AN& WA+ EN#INE 64+*ATI4N'
>.p to a third of the points a$ailable
may be spent on these formations.?
(@A4' NA81
64+*ATI4N 0NIT' (4'T
Lar*inger Cne Lar*inger 42I oints
Lell 6lades T"ree Lell 6lades 200 oints
Lell Talons Two Lell Talons 2I0 oints
0-1 2acecra#t Cne 9e&astation 7lass 7ruiser or
one 9esoiler 7lass 6attles"i
1I0 oints or
2I0 oints
(@A4' WA+ EN#INE'
64+*ATI4N 0NIT' (4'T
6anelord Cne 6anelord Titan 800 oints
9eat"w"eel
28uadron
= to t"ree 9eat"w"eels 27I oints eac"
.eral Cne .eral Titan 27I oints
-a&ager Cne -a&ager Titan DI0 oints
&AE*4N P44)
0NIT (4'T
)reater 9aemon M7I oints eac"
;esser 9aemon M20 oints eac"
121
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.-9 T@E 'TI#*AT0' (48ENANT (@A4'
(0)TI'T A+*1 )I'T
'$en on worlds where the +mperial %ult is rigidly adhered to, there are
some who are lured by the power of %haos. "ecret cabals spring up on
hundreds of planets e$en as the +n!uisition ruthlessly purges sects and
hidden organi4ations across the +mperium. Led by an Arch )eretic and
his secret co$en of manipulators, assassins and iconoclasts, the %ult
co$ertly spreads the doctrines of %haos. +mperial citi4ens from e$ery
strata of societyWsoldiers, factory workers, clerks, e$en high(ranking
officialsWall are enticed with the promises of power, $engeance, and a
better world.
The Arch )eretic will lead his followers in secret rites, summoning
hideous daemons to aid them in their insane !uest for domination.
-utants and beasts, the children of %haos, are accepted as brethren and
swell the ranks of the cult. Whole companies of planetary defense force
troops swear allegiance to the %haos Gods or are manipulated to fight
unknowingly for %haos. When the time is right, these insidious groups
rise up in bloody re$olt, attempting to oust the rightful rulers of the
planet and throw their world at the feet of the %haos Gods. -any are
disco$ered and swiftly e&ecuted by the Adeptus Arbites and +n!uisition,
but there are always others willing to trade their soul for alluring
promises of power and immortality.
#uring Abaddon,s Thirteenth Black %rusade, a large uprising of chaos
cultists occurred on the gate world of %adia. A horde of mutants from
the notorious "tigmatus %o$enant numbering almost ten thousand
assaulted positions held by the +mperial Fists "pace -arine chapter.
While the hated ser$ants of the false emperor e$entually dro$e back the
besieging cultists, at the height of the assault on the walls of 2asr
Pasan, a group of se$eral hundred cultists o$erwhelmed the +mperial
Fist,s company commander, %aptain Tialo. The cultists breached the wall
and inflicted great damage on the defenders of the +mperium.
6orces
T"e 2tigmatus 7o&enant 7"aos 7ultist Arm( ;ist uses t"e
<merial )uard datas"eets #rom section I.2! t"e <merial Na&(
datas"eets #rom section I.3 and t"e 7"aos 7ultist datas"eets
#rom section I.12.
0sing the Arm )ist
T"e #ollowing arm( list allows (ou to #ield a 7"aos 7ult arm(
*ased on t"e 2tigmatus 7o&enant 7ult t"at arose in t"e Backan
s(stem during A*addon%s 13
t"
7rusade. <t can also *e used as a
Ostand in% arm( list #or ot"er 7ult armies.
T"e #ollowers o# t"e 2tigmatus 7o&enant 7ult are organi5ed into
#ormations called co&ens. Eac" 7ultist co&en ma( also include a
num*er o# e'tra units called ugrades. T"e c"arts *elow s"ows
w"at units comrise a 7ultist co&en! w"at ugrades are allowed!
and t"eir oints cost. Eac" ugrade t"at is taken adds to t"e cost
o# t"e co&en! as s"own on t"e ugrade c"art. T"e ugrade c"art
also lists t"e units t"at make u t"e ugrade. Eac" ugrade ma(
onl( *e taken once er #ormation.
Eac" 2tigmatus 7ultist co&en included in t"e arm( allows t"e
la(er to take one 2tigmatus 7o&enant 2uort 7o&en. 7"aos
9aemon Engine co&ens must *elong to 7"aos =ndi&ided or t"e
same #action as t"e 7ultist co&en associated wit" it. .or e'amle!
i# t"e arm( included two >"orne 2tigmatus 7ultist co&ens t"e
arm( could include two >"orne daemon engines co&ens or one
>"orne and one undi&ided daemon engine co&en.
.inall(! eac" 2tigmatus 7o&enant arm( ma( #ield u to two
Plague Jom*ie <n#estations.
'pecial +ules
T"e Fickle -asters! Factions and "ummoned .nits rules al( to
2tigmatus 7o&enant 7"aos 7ultist armies ?see D.11.1! D.11.2 and
D.11.3 resecti&el(@. <n addition some units use t"e Augmented
"ummoning and #aemonic Focus a*ilities ?see I.11.1 and I.11.2
resecti&el(@.
'PE(IA) +0)E
A.-9.- 'tigmatus (ovenant Epic Tournament
'pecial +ules
'$ery "tigmatus %o$enant %haos %ultist army must include an Arch(
)eretic character. The Arch()eretic character is free, you don,t ha$e to
pay any points for it, and may be added to any #emagogue of %haos
-arine Aspiring %hampion unit.
lague Sombie +nfestation formations may contest, but not control,
obKecti$es.
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D.0 Eic )aming NetEA Tournament Pack 2013-08-07
T@E 'TI#*AT0' (48ENANT (@A4' (0)TI'T A+*1 )I'T
2tigmatus 7o&enant 7"aos 7ultist armies "a&e a strateg( rating o# 2. T5eentc" 9oomwing! T5eentc" .irelord and Traitor Na&( aircra#t
#ormations "a&e an initiati&e rating o# 2M! all ot"er #ormations "a&e an initiati&e rating o# 3M *ut recei&e a modi#ier deending on t"e
ro'imit( o# ot"er #ormations ?see D.11.2@.
'TI#*AT0' (48ENANT (48EN'
64+*ATI4N 0NIT' (4'T
2tigmatus 7o&enant 7o&en Cne 9emagogue or 7"aos Barine Asiring 7"amion and an( ele&en o# t"e #ollowing units, 7ultists! Butants 200 oints
'TI#*AT0' (48ENANT 0P#+A&E'
>'ach upgrade may be taken once per co$en.?
0P#+A&E 0NIT' (4'T
6ig Butants -elace u to si' Butants wit" an e8ual num*er o# 6ig Butants M20 oints eac"
7"aos Altar Add one 7"aos Altar M1I0 oints
7"aos Lounds Add u to t"ree 7"aos Lounds M10 oints eac"
7"aos 2awn Add one 7"aos 2awn unit M2I oints
7ultists or Butants Add an( eig"t o# t"e #ollowing units,
7ultists! Butants
M1I oints eac"
9aemon Prince -elace a 9emagogue or 7"aos Barine Asiring 7"amion wit" a 9aemon Prince
?A ma'imum o# one 9aemon Prince ma( *e included er eac" #action resent in t"e arm(.@
MI0 oints
9aemonic Pact T"e #ormation ma( summon daemons #rom t"e 9aemon Pool M2I oints
<con 6earer Add one <con 6earer c"aracter MI0 oints
Traitor .ire 2uort Add u to #our 2uort 28uad units M2I oints eac"
Traitor .lak Add u to two L(dras MI0 oints eac"
Traitor )ri##on 6atter( Add u to t"ree )ri##ons M3I oints eac"
Traitor Lell"ound 28uadron Add u to t"ree Lell"ounds MI0 oints eac"
Traitor Tank 28uadron Add u to an( t"ree o# t"e #ollowing units,
;eman -uss! ;eman -uss 9emolis"ers
M70 oints eac"
Transorts Add +ust enoug" o# an( o# t"e #ollowing units to
transort t"e entire #ormation,
;and Transorter
7"imera
M10 oints eac"
M2I oints eac"
'TI#*AT0' (48ENANT '0PP4+T (48EN'
>Any one support co$en may be fielded per each co$en. #aemon 'ngine formations must belong to %haos .ndi$ided or the same faction as this co$en.?
&AE*4N EN#INE'
64+*ATI4N 0NIT' (4'T
7"aos =ndi&ided 9e#ilers .our 9e#ilers 2I0 oints
7"aos =ndi&ided Lell#ire 7annons .our Lell#ire 7annons 200 oints
>"orne 9aemonic Assault Engines .our 9aemonic Assault Engines 300 oints
>"orne ;ord o# 6attles = to two ;ord o# 6attles 400 oints eac"
Nurgle 7ontagion Towers .our 7ontagion Towers 32I oints
Nurgle Plague Towers = to t"ree Plague Towers 32I oints eac"
2laanes" 9aemon >nig"ts .our 9aemon >nig"ts 27I oints
2laanes" 9aemon 2cout Titans = to an( two o# t"e #ollowing units, /uestor
2u*+ugator
27I oints eac"
22I oints eac"
T5eentc" 9oomwings T"ree 9oomwings 1I0 oints
T5eentc" .irelords = to t"ree .irelords 1I0 oints eac"
T5eentc" 2il&er Towers .our 2il&er Towers 32I oints
T+AIT4+ NA81 AI+(+A6T
64+*ATI4N 0NIT' (4'T
Barauder 28uadron Two Barauder 6om*ers 2I0 oints
T"under*olt 28uadron Two T"under*olt .ig"ters 1I0 oints
T+AIT4+ '0PP4+T
64+*ATI4N 0NIT' (4'T
Armoured 7oman( 2i' ;eman -uss 400 oints
Artiller( 6atter( .our 6asilisks 32I oints
-oug" -ider Platoon 2i' -oug" -ider units 1I0 oints
2entinel 28uadron .our 2entinels 100 oints
P)A#0E D4*3IE IN6E'TATI4N'
64+*ATI4N =nits (4'T
0-2 Plague Jom*ie <n#estations 3M29D Plague Jom*ies 17I oints
&AE*4N P44)
0NIT (4'T
)reater 9aemon M7I oints eac"
;esser 9aemon M20 oints eac"
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NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.-: ,A3A) 46 PAIN' WA1 &A+, E)&A+
A+*1 )I'T
+n the depths of the #ark %ity, in the dark $acuums of the gulf
between the stars and the recesses of the Webway, the Lords of the
#ark 2in attend to their courts. Flanked by the insidious +ncubi, the
Lords attend their duties. The delicacy of choirs of tortured souls, the
feasting upon innumerable sla$es, the slaughter of populationsWtheir
undertaking is tireless.
6orces
T"e >a*al o# Pain%s $a( 9ark Eldar Arm( ;ist uses t"e 9ark
Eldar datas"eets #rom section I.13.
0sing the Arm )ist
>a*al o# Pain%s $a( 9ark Eldar #ormations come in t"ree t(es!
t"e #irst two are ka*als and artisans. Eac" ka*al (ou include in
t"e arm( allows (ou to #ield an( two artisan #ormations.
Alt"oug" (ou can onl( take a artisan #ormation i# (ou #irst take
a ka*al! t"e( are treated as searate indeendent #ormations
during a *attle and do not "a&e to mo&e around toget"er.
<n addition! ka*als and artisans ma( *e gi&en ugrades. $"ic"
ugrades a #ormation ma( *e gi&en are listed in t"e O=grades%
column. =grades are added to t"e #ormation and are not a
searate #ormation. Eac" ugrade t"at is taken adds to t"e cost
o# t"e #ormation! as s"own on t"e ugrade c"art. Note t"at (ou
ma( ne&er e'ceed more t"an eig"t in#antr( units in a #ormation.
T"e t"ird t(e o# #ormation are 9ark Eldar Aircra#t! 2acecra#t
and Ct"er Lorror #ormations. A ma'imum o# u to a t"ird o#
t"e oints a&aila*le to t"e arm( ma( *e sent on t"ese
#ormations.
.inall(! 9ark Eldar <ndi&iduals includes secial c"aracters!
#ormations and o*+ecti&e otions. Eac" indi&idual ma( onl( *e
taken once *( t"e arm(. T"e rules #or using eac" indi&idual are
listed in t"e ONotes% column.
'pecial +ules
T"e )it V 0un Tactics and Fleet of Foot rules al( to all 9ark
Eldar #ormations ?I.13.1 and I.13.2 resecti&el(@.
'PE(IA) +0)E
A.-:.- ,abal of Pains Wa Epic Tournament
'pecial +ules
#ark 'ldar forces are raiders by nature and rarely ha$e an interest in
holding ground. The swiftness of their $ehicles and the deadly nature of
their attacks are re$ealed !uickly to their $ictims who watch the #ark
'ldar disappear as !uickly as they came. To represent these tactics, the
#ark 'ldar are forbidden from garrisoning any formations in the 'pic
tournament game scenario.
%orsair %lass 'scorts form a single s!uadron and act in the same
manner as a single spacecraft. They may combine their /rbital
Bombardments into a single strike, or fire separately >templates may not
o$erlap?.
'PE(IA) +0)E
A.-:.9 &ark Eldar Transport
Any #ark 'ldar formation that includes ;plus transport< may choose
from the #ark 'ldar Transport section. =ou may only take as many
transport units as are re!uired to carry the entire formation, including
upgrades, with no e&tra spaces if possible. =ou may select no transport at
all if desired.
The "la$ebringer is an independent war engine that must be assigned to a
specific #ark 'ldar formation during army creation. A Talos "warm
may only be transported in a "la$ebringer.
12I
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
'PE(IA) +0)E
A.-:.: ,ashnarak
The 2ashnarak is a massi$e, enraged animal that s!uee4es through a Webway portal and is set loose on the battlefield at the beginning of any turn the
#ark 'ldar desire >before strategy roll? and acts as a Gthird, player. +t will always attempt a barging, close combat assault on the closest formation>s?, e$en
#ark 'ldar formationsF +f unable to reach base( to(base contact, the beast will march toward the closest formation, to its ma&imum mo$ement. +f it reaches
an enemy 4one of control, the beast stops its mo$e. %onsolidation mo$es are also toward the closest formation. From then on, it is the first acti$ation of
subse!uent turns, before the strategy roll or teleport, following the model abo$e. A broken 2ashnarak will remain in place on the board and will not attempt
a mo$e until it rallies.
The e&ceptions are when in the presence of a Wych unit. +f within :Ecm of a Wych unit at the beginning of the 2ashnarak acti$ation >see abo$e?, its
assault or mo$e may be directed by the #ark 'ldar player. This includes a Wych unit within :Ecm of the 2ashnarak,s Webway portal. +n addition, the
2ashnarak will ne$er mo$e toward or assault a Wych formationR instead it will choose the ne&t closest formation. These directed actions still take place prior
to the strategy roll for the turn.
0egardless of its actions, the 2ashnarak is not considered part of the #ark 'ldar force for the purposes of placing formations, holding obKecti$es,
calculating crossfire, or determining $ictory conditions and tie(breaker calculations. +t neither counts toward #ark 'ldar acti$ations nor does it count toward
Webway ortal use. +t does not benefit from )it V 0un tactics. The 2ashnarak can contest obKecti$es for both the #ark 'ldar >e&cept when within :Ecm
of a Wych unit? and their opponents.
FF
KK A.-:.: ,ashnarak
/, 9oes t"e >as"narak need to roll to acti&ateQ
A, 1es. T"e >as"narak still needs to roll a 2M to acti&ate and is su*+ect to t"e -1 modi#ier w"en it "as a *last marker like a normal #ormation.
/, $"at "aens i# t"e >as"narak #ails to acti&ateQ
A, <t still continues on its mission o# deat"! c"oosing to mo&e #or its "old action and mo&ing toward t"e closest #ormation.
/, 9oes t"e >as"narak a&oid dangerous terrainQ
A, Not unless directed to do so *( a $(c" unit. <t will mo&e in a straig"t line! taking dangerous terrain tests as descri*ed in t"e core rules.
/, 9oes t"e >as"narak a&oid imassa*le terrainQ
A, T"e unit will take t"e s"ortest at" around an( imassa*le terrain t"at *rings it closer to t"e determined target #ormation. <# two di##erent at"s around imassa*le
terrain are o# e8ual lengt"! t"e la(er w"ose #ormation is *eing ursued ma( c"oose w"ic" at" it takes.
/, 9oes t"e >as"narak a&oid o&erwatc" #ireQ
A, Not unless directed to do so *( a $(c" unit. <t will mo&e in a straig"t line! taking #ire as descri*ed in t"e core rules.
/, 7an t"e >as"narak er#orm intermingled assaultsQ
A, 1es! as long as t"e units *eing *arged are t"e closest units to t"e >as"narak. As an e'amle! i# t"e >as"narak is c"arging a Tactical 2ace Barine #ormation t"at
"aens to *e intermingled wit" 6ikes! it will c"arge toward t"e closest unit! and t"en t"e ne't closest! and t"en t"e ne't! until it reac"es a ma'imum o# eig"t units
?see core rules 3.3.1@. <# an( o# t"ese units are *ikes! it will *e considered an intermingled assault.
/, 7an t"e >as"narak *e directed *( a $(c" unit t"at is art o# an ugrade o# a non-$(c" #ormationQ
A, 1es! as long as a $(c" unit is wit"in 1Icm o# t"e >as"narak or its starting oint at t"e *eginning o# t"e turn! t"e 9ark Eldar la(er ma( direct t"e *east as t"e( see
#it.
/, 7an a $(c" unit direct t"e >asn"arak e&en i# it is art o# a *roken #ormationQ
A, 1es. ;ike ot"er unit #unctions like t"e sureme commander re-roll! t"e a*ilit( to direct t"e >as"narak is not a##ected *( its *roken status! unit co"erenc(! or 5ones o#
control.
12D
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
,A3A) 46 PAIN' WA1 &A+, E)&A+ A+*1 )I'T
>a*al o# Pain%s $a( 9ark Eldar armies "a&e a strateg( rating o# 3. 9ark Eldar >a*als! Tormentor and E'ecutor #ormations "a&e an
initiati&e rating o# 1M. All ot"er #ormations "a&e an initiati&e rating o# 2M. T"e )it V 0un Tactics and Fleet of Foot rules alies to all
9ark Eldar #ormations ?I.13.1 and I.13.2 resecti&el(@.
&A+, E)&A+ IN&I8I&0A)'
>.p to one of each type of indi$idual may be taken per army.?
T1PE N4TE' (4'T
0-1 Arc"on -elace one 9racon c"aracter wit" an Arc"on c"aracter. MI0 oints
0-1 >as"narak <n t"e 2trateg( P"ase o# an( turn lace t"e >as"narak wit"in Icm o# a $e*wa( Portal! it *e"a&es according to t"e >as"narak
rule ?D.13.3@.
MI0 oints
0-1 $e*wa( Portal At t"e start o# t"e game nominate one o*+ecti&e on (our "al# o# t"e ta*le as a $e*wa( Portal *e#ore setting u sacecra#t and
garrisons. T"e o*+ecti&e #unctions *ot" as a Webway ortal and as an o*+ecti&e #or t"e rules uroses. <t ma( not *e destro(ed.
Cnl( #ormations consisting comletel( o# in#antr( units! lig"t &e"icle units or armoured &e"icles units wit" t"e Walker a*ilit(
ma( use t"e $e*wa( Portal to enter la(.
MI0 oints
&A+, E)&A+ ,A3A)'
>'ach formation may ne$er e&ceed more than eight infantry units.?
64+*ATI4N 0NIT' 0P#+A&E' (4'T
0-1 >a*al 7oterie .our <ncu*i! one wit" a 9racon
c"aracter! lus transort
Laemonculi! <ncu*i! Bandrakes! -a&ager! 2courges! 2(*arite! $arriors! $(c"es 2I0 oints
>a*al .lotilla .our or si' -a&agers 9racon! 2(*arite! Hessel o# Pain 2I0 or 3I0 oints
>a*al 2(ndicate 2i' $arriors lus transort 9racon! Laemonculi! Bandrakes! -a&ager! 2courges! 2(*arite! $arriors! $(c"es 200 oints
&A+, E)&A+ PA+TI'AN'
>'ach kabal you include in the army allows you to field any two partisans. 'ach formation may ne$er e&ceed more than eight infantry units.?
64+*ATI4N 0NIT' 0P#+A&E' (4'T
Laemonculi 7o&en Two Laemonculi and #our )rotes8ues! lus transort Laemonculi! Perditors! 2(*arite! Talos 2I0 oints
Lea&( 6arges = to two Hessels o# Pain None 2I0 oints eac"
Lellion Burder 2i' Lellions Lellions! 2(*arite 200 oints
Bandrake T"rong 2i' Bandrakes Bandrakes 22I oints
-ea&er )ang 2i' -ea&ers -ea&ers! 2(*arite 200 oints
2courge .lig"t 2i' 2courges 2courges! 2(*arite 22I oints
Talos 2warm .our Talos lus transort Perditors! Talos 200 oints
$(c" 7ult 2i' $(c"es lus transort Lellions! -ea&ers! 2(*arite! $ar 6easts! $(c"es 200 oints
&A+, E)&A+ 0P#+A&E'
0P#+A&E 0NIT' (4'T
9racon Add a ma'imum o# one 9racon
c"aracter to an( unit in t"e #ormation
MI0 oints
Laemonculi Add one Laemonculi unit and one
)rotes8ues unit! lus transort
M1I0 oints
Lellions Add two Lellions M100 oints
<ncu*i Add two <ncu*i lus transort M12I oints
Bandrakes Add two Bandrakes M12I oints
Perditors Add u to two Perditors M1I0 oints eac"
-a&ager Add one -a&ager MI0 oints
-ea&ers Add two -ea&ers M100 oints
2courges Add two 2courges M12I oints
2(*arite Add a ma'imum o# one 2(*arite
c"aracter to an( unit in t"e #ormation
M2I oints
Talos Add u to two Talos MI0 oints eac"
Hessel o# Pain Add a ma'imum o# one Hessel o# Pain M2I0 oints
$ar 6easts Add two $ar 6easts M100 oints
$arriors Add two $arriors lus transort M100 oints
$(c"es Add two $(c"es lus transort M100 oints
&A+, E)&A+ T+AN'P4+T
T1PE 0NIT' (4'T
6arge o# Pleasure Add u to two 6arge o# Pleasures M12I oints eac"
-aider Add u to #our -aiders .ree
2la&e*ringer Cne 2la&e*ringer Assault 6oat 200 oints
&A+, E)&A+ AI+(+A6T" 'PA(E(+A6T AN&
4T@E+ @4++4+'
>.p to a third of the points a$ailable may be spent on these formations.?
64+*ATI4N 0NIT' (4'T
E'ecutor Cne E'ecutor ;anding Bodule 7I0 oints
-a&ens Two to t"ree -a&en .ig"ters 100 oints eac"
-a5orwings Two to t"ree -a5orwing 6om*ers 12I oints eac"
0-1 2acecra#t Cne Torture 7lass 7ruiser or
u to t"ree 7orsair 7lass Escorts
300 oints or
1I0 oints eac"
Tormentor Cne Tormentor Titan I00 oints
127
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.-; *INE+8AN TAN, )E#I4N I*PE+IA)
#0A+& A+*1 )I'T
-//
;The enemy before you is no differnet than any other we ha$e faced. Trust in
the 'mperor, hold the line, and guard yourself against weakness. They will
break upon our wall of steel like wa$es against a cliff, and then we will
punish them without mercy.<
%olonel #errick "kautt, -iner$an Legion
6orces
T"e Biner&an Tank ;egion <merial )uard Arm( ;ist uses t"e
<merial Na&( datas"eets #rom I.3! t"e Titan ;egion datas"eets
#rom I.4 and t"e Bin&er&an Tank ;egion datas"eets #rom I.14.
0sing The Arm )ist
T"e #ollowing arm( list allows (ou to #ield an <merial )uard
arm( t"at is *ased on an Biner&an Tank ;egion regiment. <t can
also *e used as a Ostand in% arm( list #or ot"er armoured <merial
)uard regiments! suc" as t"e 9nier Tank 7ors! >onig
Armoured or Teutonian Lea&( Tank! among man( ot"ers.
Biner&an Tank ;egion #ormations come in two t(es,
comanies and suort #ormations. Eac" coman( (ou include
in t"e arm( allows (ou to #ield an( two suort #ormations.
Alt"oug" (ou can onl( take a suort #ormation i# (ou #irst take
a coman(! t"e( are treated as searate indeendent #ormations
during a *attle and do not "a&e to mo&e around toget"er.
<n addition! comanies ma( *e gi&en u to t"ree coman(
ugrades. Eac" t(e o# ugrade can onl( *e taken once *( a
coman(. =grades are added to t"e coman( and are not a
searate #ormation. 2uort #ormations ma( not *e gi&en
coman( ugrades. Eac" ugrade t"at is taken adds to t"e cost
o# t"e coman(! as s"own on t"e ugrade c"art. Note t"at (ou
ma( take an( t(e o# ugrade #or an( t(e o# coman(.
Tank comanies! latoons and s8uadrons ma( *e comrised o#
di##erent ;eman -uss &ariants. T"e num*er o# &ariants! along
wit" t"e ma'imum num*er o# rare &ariants! is listed in t"e Ounits%
column. T"e &ariants t"emsel&es are listed in t"e ;eman -uss
&ariant and ;eman -uss rare &ariant c"arts. Eac" &ariant taken
adds to t"e cost o# t"e #ormation or ugrade.
Biner&an Tank ;egion <merial )uard armies ma( *e suorted
*( <merial Na&( aircra#t and Titan ;egion *attlegrous. A
ma'imum o# u to a t"ird o# t"e oints a&aila*le to t"e arm(
ma( *e sent on t"ese #ormations.
100 A.-; *inervan Tank )egion Imperial #uard Arm )ist
/, $"( do < "a&e to a( e'tra oints #or standard ;eman -uss tanksQ 2"ouldn%t
t"e( *e #ree like t"e( are in t"e 2teel ;egion listQ
A, T"e ;eman -uss 7oman( is actuall( t"e same oint cost as a t(ical 2teel
;egion coman(. $it" a *ase cost o# 42I oints! nine ;eman -uss tanks at
20 oints would cost an additional 180 oints! and one Han8uis"er would
cost anot"er 4I oints. T"is totals DI0 oints w"ic" is identical to t"e 2teel
;egion list. Point costs were siml( reorgani5ed #or t"is list to accommodate
t"e &ariant tanks a&aila*le to t"e Biner&ans.
/, <n t"e original -aiders *ook! t"e c"art was done di##erentl( w"ere t"e ;eman
-uss was #ree. La&e t"e oints c"angedQ
A, No. T"e original c"art was eliminated to a&oid su*traction during arm(
*uilding. T"at c"art is still a&aila*le *elow ?see -aiders 2.0 Aendi' 6@.
/, $"( are t"ere no data#a' *o'es #or t"e Titan ;egions or <merial Na&(Q
Aren%t t"e( allowed in t"e listQ
A, T"e data#a' *o'es and unit descritions can *e #ound in t"e Eic,
Armageddon *ook and in t"e #ree download a&aila*le #rom t"e )ames-
$orks"o we*site. T"e( were not included in t"is *ook #or simlicit(%s sakeR
"owe&er a 8uick re#erence c"art "as *een added in t"e Eic, -aiders 2.0
&ersion #or (our con&enience.
'pecial +ules
T"e %ommissars rule alies to Biner&an Tank ;egion <merial
)uard armies ?D.4.1@.
'PE(IA) +0)E
A.-;.- Amphibious
The Armoured Legions of -iner$a are able to con$ert many of their
$ehicles on the fly to amphibious use. For e$ery :666 points, the
-iner$an player may designate one Armored %ompany as Amphibious.
Amphibious companies ignore the Terrain 'ffects of -arshes, and
0i$ers count as #angerous Terrain >instead of +mpassable?. The
designation of specific formations as Amphibious must be made prior to
placing any units on the game table.
12K
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
*INE+8AN TAN, )E#I4N I*PE+IA) #0A+& A+*1 )I'T
Biner&an Tank ;egion <merial )uard armies "a&e a strateg( rating o# 2. All Biner&an Tank ;egion comanies and suort
#ormations as well as <merial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. Titan ;egion *attlegrou #ormations "a&e an
initiati&e rating o# 1M.
*INE+8AN TAN, )E#I4N (4*PANIE'
64+*ATI4N 0NIT' (4'T
Artiller( 7oman( An( nine o# t"e #ollowing units,
6asilisk! Banticore
DI0 oints
2uer-"ea&( Tank 7oman( An( t"ree o# t"e #ollowing units,
6ane*lade! 2"adowsword! 2torm*lade! 2torm"ammer! 2tormsword
I00 oints
Tank 7oman( An( ten ;eman -uss &ariants! u to two o# w"ic" ma( *e rare &ariants 42I oints
*INE+8AN TAN, )E#I4N (4*PAN1 0P#+A&E'
>.p to three company upgrades may be taken once per company.?
0P#+A&E 0NIT' (4'T
.lak Add u to two L(dra MI0 oints eac"
)ri##on 6atter( Add t"ree )ri##ons M7I oints
Lell"ound 28uadron Add t"ree Lell"ounds M12I oints
2alamander 7ommand Add one 2alamander 7ommand M2I oints
0-1 2ureme 7ommander Add one 2ureme 7ommander c"aracter to an( unit in t"e #ormation M100 oints
Tank 28uadron Add an( t"ree ;eman -uss &ariants! none o# w"ic" ma( *e a rare &ariant M140 oints
*INE+8AN TAN, )E#I4N '0PP4+T 64+*ATI4N'
>Any two support formations may be fielded per each company.?
64+*ATI4N 0NIT' (4'T
Artiller( 6atter( T"ree 6asilisks! 6om*ards or Banticores 2I0 oints
Assault )un 6atter( T"ree Bedusas 1I0 oints
0-1 9eat"strike 6atter( Two 9eat"strikes 200 oints
.lak 6atter( T"ree L(dras 1I0 oints
Bec"anised Platoon Ten <n#antr( units and #i&e 7"imera
?add one 2alamander 7ommand@
300 oints
?M2I oints@
0-1 Cr*ital 2uort An( one o# t"e #ollowing units, ;unar 7lass 7ruiser
Emeror 7lass 6attles"i
1I0 oints
300 oints
2alamander 2cout Platoon T"ree 2alamander 2couts
?add one 2alamander 7ommand@
100 oints
?M2I oints@
2torm Trooer Platoon Eig"t 2torm Trooers
?add #our Halk(ries@
200 oints
?M1I0 oints@
2uer-"ea&( Tank Platoon Cne 6ane*lade! 2"adowsword! 2torm*lade! 2torm"ammer or 2tormsword 200 oints
Tank Platoon An( si' ;eman -uss &ariants! u to one o# w"ic" ma( *e a rare &ariant 280 oints
Hulture 28uadron .our Hultures 300 oints
)E*AN +0'' 8A+IANT'
0NIT (4'T
;eman -uss M20 oints
;eman -uss 7on8ueror M10 oints
;eman -uss 9emolis"er M20 oints
;eman -uss E'terminator M10 oints
T"underer .ree
)E*AN +0'' +A+E 8A+IANT'
0NIT (4'T
9estro(er Tank Lunter M70 oints
;eman -uss E'ecutioner M20 oints
;eman -uss Han8uis"er M4I oints
I*PE+IA) A))1 64+*ATI4N'
>.p to a third of the points a$ailable may be spent on these formations.?
I*PE+IA) NA81 AI+(+A6T
64+*ATI4N 0NIT' (4'T
Barauder 28uadron Two Barauder 6om*ers 2I0 oints
T"under*olt 28uadron Two T"under*olt .ig"ters 1I0 oints
TITAN )E#I4N 3ATT)E#+40P'
64+*ATI4N 0NIT' (4'T
-ea&er Cne -ea&er 7lass Titan DI0 oints
$ar"ound Cne $ar"ound 7lass Titan 27I oints
$ar"ound Pack Two $ar"ound 7lass Titans I00 oints
$arlord Cne $arlord 7lass Titan 82I oints
130
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.-? '(A+A3 (4N6)I(T NE(+4N A+*1
)I'T
-/-
The 3ecron are an ancient race whose origins are a mystery to the
scholars of the +mperium. What precious little information has been
learned from interrogations of 'ldar who themsel$es only ha$e stories
that ha$e become little more than legends. 2nown to the 'ldar as the
=ngir, the 3ecron are the remnants of an ancient race called the
3ecrontyr.
6orces
T"e 2cara* 7on#lict Necron Arm( ;ist uses t"e Necron
datas"eets #rom section I.1I.
0sing the Arm )ist
2cara* 7on#lict Necron #ormations come in t"ree t(es! t"e #irst
two are "alan'es and suort #ormations. Eac" "alan' (ou
include in t"e arm( allows (ou to #ield an( t"ree suort
#ormations. Alt"oug" (ou can onl( take a suort #ormation i#
(ou #irst take a "alan'! t"e( are treated as searate indeendent
#ormations during a *attle and do not "a&e to mo&e around
toget"er.
T"e t"ird t(e o# #ormation are Lar&estors. A ma'imum o# u
to a t"ird o# t"e oints a&aila*le to t"e arm( ma( *e sent on
t"ese #ormations! t"e 7%tan and P(lons.
.inall(! Necron <ndi&iduals includes secial #ormations and
o*+ecti&e otions. Eac" indi&idual ma( onl( *e taken once *( t"e
arm(. T"e rules #or using eac" indi&idual are listed in t"e ONotes%
column.
T"e arm( list includes t"e #ollowing in#ormation,
6ormation2 T"e name o# t"e #ormation.
0nits2 T"e core units t"at make u t"e #ormation.
EJtras2 A Necron #ormation ma( include an( o# t"e e'tra units
listed in t"e OE'tras% column. 1ou ma( include an( num*er o#
e'tra units in a #ormation unless it is seci#icall( noted ot"erwise.
All o# t"e core and e'tra units in a #ormation count as *eing art
o# one #ormation. T"e di##erent units ma( not mo&e o## on t"eir
own.
(ost2 T"e oints &alue o# t"e #ormation.
101 A.-? 'carab (onflict Necron Arm )ist
/, Low *ig can m( Tom* 7omle' *eQ
A, T"e ma'imum si5e o# an o*+ecti&e is not clearl( de#ined in t"e game o#
Eic. Pla(ers ma( *e temted to model larger terrain-like ieces #or t"e
Tom* 7omle'. Cne suggestion is t"at! i# (our o*+ecti&e is larger t"an a
t(ical o*+ecti&e sold *( )$! (ou and (our oonent s"ould agree to take
measurements #rom t"e center oint o# t"e o*+ecti&es rat"er t"an t"e edge.
As long as t"is is discussed during t"e warm-u it s"ould ro&ide neit"er
la(er wit" an un#air ad&antage. 1ou s"ould also remind (our oonent t"at!
desite t"e o*+ecti&e *eing large or detailed! it does not *lock mo&ement or
line o# sig"t in a tournament scenario as er t"e core rules.
'pecial +ules
T"e +mplacable Ad$ance and hase /ut rules al( to all Necron
#ormations ?I.1I.2 and I.1I.3 resecti&el(@.
'PE(IA) +0)E
A.-?.- 'carab (onflict Necron Arm Epic
Tournament 'pecial +ules
Necron +eserves
Any 3ecron formation may be held back ;in reser$e< >with the
e&ception of the Xonic /rb and Abattoir? if you are playing the 'pic
Tournament scenario. 3ote that formations that do not ha$e the Teleport
ability will only be able to enter play through ortals. Any 3ecron
formation in the reser$es for any reason >either because it has not yet
entered play or it is broken? is considered destroyed for the purpose of
tiebreak, or the Break Their "pirit $ictory condition.
#arrisons
The 3ecron typically act in an offensi$e manner and as such, their
formations may not garrison in the 'pic Tournament scenario unless
fielding a Tomb %omple& 3ecron +ndi$idual. To represent that a Tomb
may contain acti$e 3ecron, the player may choose to garrison up to two
halan& formations at the Tomb %omple&.
131
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
'(A+A3 (4N6)I(T NE(+4N A+*1 )I'T
2cara* 7on#lict Necron armies "a&e a strateg( rating o# 2. All #ormations "a&e an initiati&e rating o# 1M. T"e +mplacable Ad$ance and
hase /ut rules al( to all Necron #ormations ?I.1I.2 and I.1I.3 resecti&el(@.
NE(+4N IN&I8I&0A)'
>.p to one of each type of indi$idual may be taken per army.?
T1PE N4TE' (4'T
0-1 7%tan T"e 7%tan counts as its own #ormation o# eit"er t"e 9ecei&er or t"e Nig"t*ringer. <t is t"e onl( war engine t"at is a##ected *(
t"e hase /ut rule ?I.1I.3@. = to a t"ird o# t"e oints a&aila*le ma( *e sent on t"e 7%tan! Lar&ester #ormations and P(lons.
300 oints
0-1 Tom* 7omle' T"e #irst o*+ecti&e t"e Necron la(er laces on t"eir own ta*le edge #unctions *ot" as a ortal and as an o*+ecti&e #or t"e rules
uroses. <t ma( not *e destro(ed. .ormations using t"e ortal s"ould measure #rom t"e edge o# t"e *oard as t"e #ormation%s
starting oint.
M7I oints
NE(+4N P@A)ANBE'
64+*ATI4N 0NIT' EBT+A' (4'T
<n#antr( P"alan' 2i' Necron $arriors and one Necron ;ord c"aracter Add u to t"ree <mmortals #or M40 oints eac"
Add u to t"ree Tom* 2(ders #or MI0 oints eac"
Add u to t"ree $rait"s #or MI0 oints eac"
Add u to one unit o# Paria"s #or MD0 oints
22I oints
NE(+4N '0PP4+T 64+*ATI4N'
>'ach phalan& you include in the army allows you to field any three support formations.?
64+*ATI4N 0NIT' EBT+A' (4'T
Armoued P"alan' 2i' C*elisks None 300 oints
E8ues Banile An( si' o# t"e #ollowing units,
9estro(ers! Lea&( 9estro(ers
Add u to one Necron ;ord c"aracter to an( unit in t"e #ormation #or M2I oints
Add u to t"ree $rait"s #or MI0 oints eac"
3I0 oints
Bonolit" Banile Cne Bonolit" and two C*elisks Add u to one C*elisk #or MI0 oints
Add u to one Bonolit" #or M7I oints
200 oints
Bonolit" P"alan' T"ree Bonolit"s Add u to t"ree C*elisks #or MI0 oints eac" 27I oints
P(lon Cne P(lon None
Note2 = to a t"ird o# t"e oints a&aila*le ma( *e sent on t"e 7%tan! Lar&ester
#ormations and P(lons.
200 oints
Henator Banile 2i' .la(ed Cnes Add u to one Necron ;ord c"aracter to an( unit in t"e #ormation #or M2I oints
Add u to t"ree Tom* 2(ders #or MI0 oints eac"
Add u to t"ree $rait"s #or MI0 oints eac"
Add u to one unit o# Paria"s #or MD0 oints
200 oints
NE(+4N @A+8E'TE+'
>.p to a third of the points a$ailable may be spent on these formations, the %,tan and ylons.?
64+*ATI4N 0NIT' EBT+A' (4'T
0-1 Lar&ester Engine Cne o# t"e #ollowing units,
A*attoir! ]onic Cr*
None 7I0 oints
0-1 2acecra#t Cne 2c(t"e 7lass Lar&ester None 3I0 oints
0-2 $ar*ar8ue Cne $ar*ar8ue <# a 7%tan is not #ielded t"en one $ar*ar8ue in t"e arm( ma( *e gi&en t"e "upreme
%ommander a*ilit( #or MI0 oints
300 oints
132
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.-A &EAT@ ,4+P' 46 ,+IE# I*PE+IA)
#0A+& A+*1 )I'T
;We shall fall upon them as an endless wa$eR they shall drown beneath our
dead.<
-aKor General Qeridan, EAJH
th
#eath 2orps 0egiment
6orces
T"e 9eat" >ors o# >rieg <merial Arm( ;ist uses t"e <merial
Na&( datas"eets #rom I.3! t"e Titan ;egion datas"eets #rom I.4
and t"e 9eat" >ors o# >rieg datas"eets #rom I.1D.
0sing The Arm )ist
T"e #ollowing arm( list allows (ou to #ield an <merial )uard
arm( t"at is *ased on a 9eat" >ors o# >rieg siege regiment.
9eat" >ors o# >rieg #ormations come in two t(es, comanies
and suort #ormations. Eac" coman( (ou include in t"e arm(
allows (ou to #ield an( two suort #ormations. Alt"oug" (ou
can onl( take a suort #ormation i# (ou #irst take a coman(!
t"e( are treated as searate indeendent #ormations during a
*attle and do not "a&e to mo&e around toget"er. A ma'imum o#
one 9eat" -ider 7oman( ma( *e #ielder #or e&er( #ull 1!I00
oints o# t"e arm(.
<n addition! comanies ma( *e gi&en u to t"ree coman(
ugrades. Eac" t(e o# ugrade can onl( *e taken once *( a
coman(. =grades are added to t"e coman( and are not a
searate #ormation. 2uort #ormations ma( not *e gi&en
coman( ugrades. Eac" ugrade t"at is taken adds to t"e cost
o# t"e coman(! as s"own on t"e ugrade c"art. Note t"at (ou
ma( take an( t(e o# ugrade #or an( t(e o# coman(.
Tank latoons and s8uadrons ma( *e comrised o# di##erent
;eman -uss &ariants. T"e num*er o# &ariants is listed in t"e
Ounits% column. T"e &ariants t"emsel&es are listed in t"e ;eman
-uss &ariant c"art. Eac" &ariant taken adds to t"e cost o# t"e
#ormation or ugrade.
9eat" >ors o# >rieg <merial )uard armies ma( *e suorted
*( <merial Na&( aircra#t and Titan ;egion *attlegrous. A
ma'imum o# u to a t"ird o# t"e oints a&aila*le to t"e arm(
ma( *e sent on t"ese #ormations.
'pecial +ules
T"e %ommissars rule alies to 9eat" >ors o# >rieg armies
?D.4.1@.
'PE(IA) +0)E
A.-A.- Trenchworks
#eath 2orps of 2rieg +mperial Guard armies are allowed to purchase
one set of Trenchworks for its use for each 0egimental )N or +nfantry
%ompany included in the army.
Trenchworks must be set up after /bKecti$es, but before "pacecraft and
Garrisons are plotted and deployed. They may be set up anywhere in the
#eath 2orps deployment 4one, or alternati$ely they may ;garrison< as if
they were a formation of units >see @.:.E?.
3ote that each set of Trenchworks must maintain coherency with itself
when it is placed on the table.
Trenchworks may be used by any eligible unit, not Kust the units that
purchased them, e$en enemy units may make use of your Trenchworks if
they manage to capture them during the gameF
133
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
&EAT@ ,4+P' 46 ,+IE# I*PE+IA) #0A+& A+*1 )I'T
9eat" >ors o# >rieg <merial )uard armies "a&e a strateg( rating o# 2. All 9eat" >ors o# >rieg comanies and suort #ormations
as well as <merial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. Titan ;egion *attlegrou #ormations "a&e an initiati&e rating
o# 1M.
&EAT@ ,4+P' 46 ,+IE# (4*PANIE'
64+*ATI4N 0NIT' (4'T
0-1 9eat" -ider 7oman( er 1I00 oints Twel&e -oug" -iders 2I0 oints
<n#antr( 7oman( Cne 7ommander unit and nineteen <n#antr( units 300 oints
0-1 -egimental L/ Cne 2ureme 7ommander unit and nineteen <n#antr( units 400 oints
&EAT@ ,4+P' 46 ,+IE# (4*PAN1 0P#+A&E'
>.p to three company upgrades may be taken once per company.?
0P#+A&E 0NIT' (4'T
.ire 2uort 6atter( Add #our .ire 2uort units M7I oints
)orgon 2iege Transorters Add two )orgons ?ma( not *e added to a 9eat" -ider 7oman(@ M12I oints
Lea&( Tank Add one Bac"arius M12I oints
Lell"ound 28uadron Add t"ree Lell"ounds M12I oints
<n#antr( Platoon Add ten <n#antr( units
?add one )orgon@
M17I oints
?MI0 oints@
Tank 28uadron Add an( t"ree ;eman -uss &ariants! none o# w"ic" ma( *e a ;eman -uss Han8uis"er M140 oints
&EAT@ ,4+P' 46 ,+IE# '0PP4+T 64+*ATI4N'
>Any two support formations may be fielded per each company.?
64+*ATI4N 0NIT' (4'T
Artiller( 2uort 7oman( Nine Eart"s"aker Plat#orms and nine o# t"e #ollowing,
)un Emlacements! Tro+ans
D00 oints
0-1 9eat"strike 2ilo Cne 9eat"strike 2ilo 2I0 oints
9eat" -ider 2cout Platoon 2i' -oug" -iders
Note2 All units in t"e #ormation count as "a&ing t"e "couts a*ilit(.
1I0 oints
Engineers Platoon Eig"t Engineers and a Lades 6reac"ing 9rill 300 oints
)renadiers Platoon Eig"t )renadiers
?add one )orgon or eig"t 7entaurs@
22I oints
?M7I oints@
Lea&( 2uort 6atter( Cne o# t"e #ollowing otions and
t"ree o# t"e #ollowing,
)un Emlacements! Tro+ans
An( t"ree o# t"e #ollowing, Lea&( AA Plat#orm! L(dra Plat#orm
T"ree Eart"s"aker Plat#orms
T"ree Bedusa Plat#orms
M12I oints
M200 oints
M27I oints
Lea&( Tank Platoon Cne Bac"arius 7ommand and two Bac"arius 3I0 oints
;ig"t 2uort 6atter( .our Lea&( Bortars or /uad ;aunc"ers! and eit"er #our 7entaurs or 20cm o# Trenc"es 200 oints
2el#-Proelled Lea&( 2uort T"ree 6om*ards 2I0 oints
2uer-Lea&( Tank Platoon Cne 6ane*lade! 2"adowsword! 2torm*lade or 2tormsword 200 oints
2uer-Lea&( Tank 2uort 7oman( An( t"ree o# t"e #ollowing units,
6ane*lade! 2"adowsword! 2torm*lade! 2tormsword
I00 oints
Tank Platoon Add an( si' ;eman -uss &ariants! u to one o# w"ic" ma( *e a ;eman -uss Han8uis"er 280 oints
)E*AN +0'' 8A+IANT'
0NIT (4'T
;eman -uss M20 oints
;eman -uss 9emolis"er M20 oints
;eman -uss Han8uis"er M4I oints
T"underer .ree
&EAT@ ,4+P' 46 ,+IE# T+EN(@W4+,'
>/ne may be fielded per each each 0egimental )N or +nfantry
%ompany.?
T1PE N4TE' (4'T
Trenc"works .our 6unkers and 80cm o# Trenc"es M7I oints
I*PE+IA) A))1 64+*ATI4N'
>.p to a third of the points a$ailable may be spent on these formations.?
I*PE+IA) NA81 AI+(+A6T
64+*ATI4N 0NIT' (4'T
Lea&( Barauder Cne Lea&( Barauder 6om*er 2I0 oints
T"under*olt 28uadron Two T"under*olt .ig"ters 1I0 oints
TITAN )E#I4N 3ATT)E#+40P'
64+*ATI4N 0NIT' (4'T
-ea&er Cne -ea&er 7lass Titan DI0 oints
$ar"ound Cne $ar"ound 7lass Titan 27I oints
$ar"ound Pack Two $ar"ound 7lass Titans I00 oints
$arlord Cne $arlord 7lass Titan 82I oints
134
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.-C 'A)A*AN&E+' 'PA(E *A+INE A+*1
)I'T
;+nto the fires of battle, unto the an$il of warF<
Battle %ry of the "alamanders %hapter
6orces
T"e 2alamanders 2ace Barine Arm( ;ist uses t"e 2ace Barine
datas"eets #rom section I.1! t"e <merial Na&( datas"eets #rom
I.3! t"e Titan ;egion datas"eets #rom I.4 and t"e 2alamander
datas"eets #rom I.17.
0sing the Arm )ist
T"e #ollowing arm( list allows (ou to #ield an arm( *ased on one
o# t"e 2alamanders 2ace Barine 7"ater t"at #oug"t in t"e
T"ird $ar #or Armageddon.
2ace Barines are organised into small #ormations called
detachments. Eac" detac"ment is made u o# one or more units!
and ma( also include a num*er o# e'tra units called upgrades.
T"e detac"ments t"at ma( *e taken in a 2alamanders arm( are
s"own on t"e c"art t"at #ollows. T"e c"art also s"ows w"at units
comrise t"e detac"ment! w"at ugrades are allowed! and its
oints cost.
Eac" ugrade t"at is taken adds to t"e cost o# t"e detac"ment!
as s"own on t"e upgrade chart. T"e ugrade c"art also lists t"e
units t"at make u t"e ugrade. Note t"at t"ese will sometimes
relace units in t"e detac"ment t"e( are taken #or! and
sometimes takes t"e #orm o# additional units #or t"e detac"ment.
Eac" ugrade ma( *e taken once er #ormation.
2alamander armies ma( *e suorted *( <merial Na&( aircra#t
and Titan ;egion *attlegrous. A ma'imum o# u to a t"ird o#
t"e oints a&aila*le to t"e arm( ma( *e sent on t"ese
#ormations and 2alamander restricted #ormations.
'pecial +ules
T"e They "hall 2now 3o Fear rule alies to all 2alamander
detac"ment and 2alamander restricted #ormations ?I.1.1@. T"e
"pace -arine Transports rule alies to t"e 2alamander armies
?D.3.1@.
13I
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
'A)A*AN&E+' 'PA(E *A+INE A+*1 )I'T
2alamanders 2ace Barine armies "a&e a strateg( rating o# I. All 2alamander detac"ment! Titan ;egion *attlegrou and 2alamander
restricted #ormations "a&e an initiati&e rating o# 1M. <merial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. T"e They "hall
2now 3o Fear rule alies to all 2alamander detac"ment and 2alamander restricted #ormations ?I.1.1@.
'A)A*AN&E+ &ETA(@*ENT'
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
9e&astator .our 9e&astator units lus transort 7lose 2uort! 7ommander! 9e&astators! 9readnoug"ts! -a5or*acks 2I0 oints
;and -aider .our ;and -aiders 7lose 2uort! 7ommander! Lelios 32I oints
;anding 7ra#t Cne ;anding 7ra#t None 42I oints
Predator An( #our o# t"e #ollowing units,
Predator Anni"ilator! Predator 9estructor
7lose 2uort! 7ommander 2I0 oints
0-1 2trike 7ruiser Cne 2trike 7ruiser 6attle 6arge 200 oints
Tactical 2i' Tactical units lus transort 7lose 2uort! 7ommander! 9readnoug"ts! -a5or*acks! Tacticals 27I oints
Terminator .our 2alamander Terminator units 7lose 2uort! 7ommander! 9readnoug"ts! ;and -aiders! Lelios 32I oints
T"under"awk Cne T"under"awk )uns"i None 2I0 oints
Hindicator .our Hindicators 7lose 2uort! 7ommander 22I oints
$"irlwind .our $"irlwinds 7lose 2uort! 7ommander! Lelios 300 oints
'A)A*AN&E+ 0P#+A&E'
>'ach upgrade may be taken once per detachment.?
0P#+A&E 0NIT' (4'T
Attack 6ike -elace an( num*er o# 6ikes wit" an e8ual num*er o# 2alamander Attack 6ikes .ree
6attle 6arge -elace t"e 2trike 7ruiser wit" a 6attle 6arge M12I oints
7lose 2uort Add an( two o# t"e #ollowing units, Predator <ncinerator
Lunter! ;and -aider or ;and -aider -edeemer
;and -aider Promet"eus
MI0 oints eac"
M7I oints eac"
M8I oints eac"
7ommander Add an( one o# t"e #ollowing c"aracters to an( unit in t"e
#ormation,
7atain! 7"alain! ;i*rarian
0-1 2ureme 7ommander er arm(
MI0 oints
M100 oints
9e&astators Add two 2alamander 9e&astator units M100 oints
9readnoug"ts Add u to two 2alamander 9readnoug"ts MI0 oints eac"
;and -aiders Add an( #our o# t"e #ollowing units, ;and -aider! ;and -aider -edeemer M32I oints
Lelios -elace an( num*er o# ;and -aiders wit" an e8ual num*er o# ;and -aider Lelios M2I oints eac"
-a5or*acks Add an( num*er o# -a5or*acks! u to t"e num*er re8uired to transort t"e #ormation M2I oints eac"
2niers )i&e all 2cout units t"e "nipers a*ilit( MI0 oints
Tacticals Add two 2alamander Tactical units M7I oints
I*PE+IA) NA81" TITAN )E#I4N AN& 'A)A*AN&E+ +E'T+I(TE& 64+*ATI4N'
>.p to a third of the points a$ailable may be spent on these formations.?
'A)A*AN&E+ +E'T+I(TE& 64+*ATI4N'
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
0-1 Assault .our Assault units 7lose 2uort! 7ommander 17I oints
0-1 .ast Attack .i&e 6ike units or ;and 2eeders Attack 6ike! 7ommander 200 oints
2cout .our 2cout units lus transort 7ommander! -a5or*acks! 2niers 1I0 oints
I*PE+IA) NA81 AI+(+A6T
64+*ATI4N 0NIT' (4'T
Barauder 28uadron Two Barauder 6om*ers 2I0 oints
T"under*olt 28uadron Two T"under*olt .ig"ters 17I oints
TITAN )E#I4N 3ATT)E#+40P'
64+*ATI4N 0NIT' (4'T
-ea&er Cne -ea&er 7lass Titan DI0 oints
$ar"ound Cne $ar"ound 7lass Titan 27I oints
$ar"ound Pack Two $ar"ound 7lass Titans I00 oints
$arlord Cne $arlord 7lass Titan 82I oints
13D
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.-E '(I4N' 46 I+4N 'PA(E *A+INE
A+*1 )I'T
;They called us weak, betrayers and traitors. But they were wrong. +t was
not us that were lost and had left the path, but themsel$es. For they had
forgotten the pride of -arines. We are enhanced already. We are the beacon
of mankind and should not be hide away but lead in front. "o we turned
and walked away from them. 3ot because we were betraying the chapter, but
because by staying we would betray the 'mperor.
They call us traitor. but remember that we call them brothers. For us, all the
-arines are the 'mperor,s chosen. For us, all the -arines are united as
'mperor,s di$ine instruments. For us, all -arines are brothers.<
Book of Accounts, Polume + by %haplain )ael
6orces
T"e 2cions o# <ron 2ace Barine Arm( ;ist uses t"e 2ace
Barine datas"eets #rom section I.1! t"e <merial Na&( datas"eets
#rom I.3! t"e Titan ;egion datas"eets #rom I.4 and t"e 2cions o#
<ron datas"eets #rom I.18.
0sing the Arm )ist
T"e #ollowing arm( list allows (ou to #ield an arm( *ased on one
o# t"e 2cions o# <ron 2ace Barine 7"ater t"at #oug"t during
t"e <n&asion o# Telgar H<.
2ace Barines are organised into small #ormations called
detachments. Eac" detac"ment is made u o# one or more units!
and ma( also include a num*er o# e'tra units called upgrades.
T"e detac"ments t"at ma( *e taken in a 2cions o# <ron arm( are
s"own on t"e c"art t"at #ollows. T"e c"art also s"ows w"at units
comrise t"e detac"ment! w"at ugrades are allowed! and its
oints cost.
Eac" ugrade t"at is taken adds to t"e cost o# t"e detac"ment!
as s"own on t"e upgrade chart. T"e ugrade c"art also lists t"e
units t"at make u t"e ugrade. Note t"at t"ese will sometimes
relace units in t"e detac"ment t"e( are taken #or! and
sometimes takes t"e #orm o# additional units #or t"e detac"ment.
Eac" ugrade ma( *e taken once er #ormation.
2cions o# <ron armies ma( *e suorted *( <merial Na&(
aircra#t and Titan ;egion *attlegrous. No more t"an two o#
eac" o# t"ese #ormations ma( *e included in t"e arm(. <n
addition a ma'imum o# u to a t"ird o# t"e oints a&aila*le to
t"e arm( ma( *e sent on t"ese #ormations and 2cions o# <ron
aircra#t #ormations.
'pecial +ules
T"e They "hall 2now 3o Fear rule alies to all 2cions o# <ron
detac"ment and aircra#t #ormations ?I.1.1@.
'PE(IA) +0)E
A.-E.- 'cions of Iron Transports
The "pace -arines are a highly mobile army. Because of this, the points
cost of a detachment usually includes enough 0hino transport $ehicles to
transport it and any upgrades that ha$e been taken. #etermine the
number of 0hinos needed after all upgrades ha$e been purchased. The
number of 0hinos will always be the minimum needed to carry the
formation, you can,t take e&tras along to co$er any lossesF
3ote that many formations don,t recei$e 0hinos, usually because they
can,t fit into them. #etachments that come with 0hinos will be noted as
ha$ing Gplus transport, in the units section of the army list opposite.
Also note that Terminators must take either Teleport or ha$e Land
0aiders. They may not start the game as foot infantry.
'PE(IA) +0)E
A.-E.9 Thunderhawk Transporter
The entire Thunderhawk Transporter detachment is counted as a single
war engine for the purposes of war engine transport >see B.:.B?, e.g. a
Thunderhawk Transporter detachment can carry units from another
formation, as long as the entire formation can fit inside the
Thunderhawk Transporters .
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D.0 Eic )aming NetEA Tournament Pack 2013-08-07
'(I4N' 46 I+4N 'PA(E *A+INE A+*1 )I'T
2cions o# <ron 2ace Barine armies "a&e a strateg( rating o# I. All 2cions o# <ron detac"ment! Titan ;egion *attlegrou and 2cions o#
<ron aircra#t #ormations "a&e an initiati&e rating o# 1M. <merial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. T"e They "hall
2now 3o Fear rule alies to all 2cions o# <ron detac"ment and 2cions o# <ron aircra#t #ormations ?I.1.1@.
'(I4N' 46 I+4N &ETA(@*ENT'
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
6ike An( #our o# t"e #ollowing units,
Attack 6ike! 6ike
7ommander! ;and 2eeders 17I oints
Lea&( Tactical .our Tactical units and an( two o# t"e #ollowing units,
;and -aider! ;and -aider 7rusader
7ommander! Lunter! ;and -aiders 32I oints
Lelios .our ;and -aider Lelios 7ommander! Lunter 42I oints
;and -aider .our ;and -aiders 7ommander! Lunter! ;and -aiders 32I oints
;anding 7ra#t Cne ;anding 7ra#t None 3I0 oints
Predator An( #our o# t"e #ollowing units,
Predator Anni"ilator! Predator 9estructor
Armour! 7ommander! Lunter 2I0 oints
2cout .our 2cout units lus transort 7ommander! ;and 2eeders! -a5or*acks! 2niers 1I0 oints
0-1 2trike 7ruiser Cne 2trike 7ruiser 6attle 6arge 1I0 oints
Tactical .our Tactical units lus transort! and an( two o# t"e
#ollowing units,
Predator Anni"ilator! Predator 9estructor! Hindicator
Armour! 7ommander! Lunter! -a5or*acks! Tacticals 300 oints
Terminator .our Terminator units 7ommander! ;and -aiders 3I0 oints
T"under"awk Transorter Two T"under"awk Transorters T"under"awk Transort 2I0 oints
Hindicator .our Hindicators Armour! 7ommander! Lunter 22I oints
$"irlwind .our $"irlwinds 7ommander! Lunter 300 oints
'(I4N' 46 I+4N 0P#+A&E'
>'ach upgrade may be taken once per detachment.?
0P#+A&E 0NIT' (4'T
Armour Add u to an( two o# t"e #ollowing units, Predator Anni"ilator! Predator 9estructor! Hindicator MI0 oints eac"
6attle 6arge -elace t"e 2trike 7ruiser wit" a 6attle 6arge M1I0 oints
7ommander 7"oose one o#
t"e #ollowing
otions,
Add an( one o# t"e #ollowing c"aracters to an( unit in t"e #ormation, 7atain! 7"alain! ;i*rarian
0-1 o# one o# t"e #ollowing otions er arm(,
)i&e a ;and -aider t"e "upreme %ommander a*ilit(
-elace a Predator 9estructor wit" a ;and -aider Promet"eus wit" t"e "upreme %ommander a*ilit(
-elace a Hindicator wit" a ;and -aider Promet"eus wit" t"e "upreme %ommander a*ilit(
-elace a ;and -aider wit" a ;and -aider Promet"eus wit" t"e "upreme %ommander a*ilit(
MI0 oints
M100 oints
M12I oints
M12I oints
M100 oints
Lunter Add one Lunter M7I oints
;and -aiders Add u to an( #our o# t"e #ollowing units, ;and -aider or ;and -aider 7rusader
;and -aider Lelios
M7I oints eac"
M100 oints eac"
;and 2eeders Add u to an( t"ree o# t"e #ollowing units, ;and 2eeder or ;and 2eeder Tornado
;and 2eeder T("oon
M3I oints eac"
MD0 oints eac"
-a5or*acks Add an( num*er o# -a5or*acks! u to t"e num*er re8uired to transort t"e #ormation M2I oints eac"
2niers )i&e all 2cout units t"e "nipers a*ilit( MI0 oints
T"under"awk
Transort
Add u to two T"under"awk Transorters M100 oints eac"
I*PE+IA) NA81" TITAN )E#I4N AN& '(I4N' 46 I+4N AI+(+A6T 64+*ATI4N'
>.p to a third of the points a$ailable may be spent on these formations.?
'(I4N' 46 I+4N AI+(+A6T 64+*ATI4N'
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
T"under"awk 7A2 Cne T"under"awk 7lose Air 2uort None 2I0 oints
T"under"awk 26 Cne T"under"awk 2aturation 6om*er None 2I0 oints
/G9 I*PE+IA) NA81 AI+(+A6T
64+*ATI4N 0NIT' (4'T
0-2 Barauder 28uadron Two Barauder 6om*ers 2I0 oints
0-2 T"under*olt 28uadron Two T"under*olt .ig"ters 17I oints
/G9 TITAN )E#I4N 3ATT)E#+40P'
64+*ATI4N 0NIT' (4'T
0-2 -ea&er Cne -ea&er 7lass Titan DI0 oints
0-2 $ar"ound Cne $ar"ound 7lass Titan 27I oints
0-2 $ar"ound Pack Two $ar"ound 7lass Titans I00 oints
0-2 $arlord Cne $arlord 7lass Titan 82I oints
138
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.-F TA0 T@I+& P@A'E EBPAN'I4N
A+*1 )I'T
;We are not here to bring death and destruction to you, Gue,la. '$en
though your armed forces ha$e laid waste to our systems, bombarded our
cities and slaughtered my fellow Tau, we are not here for re$enge. We are
here to offer you to share our culture and profit from our technology and
protection.
We are not here to take your homes, your families and your beliefs away
from you. =ou can e$en continue to worship your 'mperor(god if you want,
you must only swear fealty to the ad$ancement of the Greater Good, which
will benefit all members of the empire alike.
We are not here to turn you all into soldiers and demand of you to fight
against your former kin. "ome of you will be asked to Koin our armed forces,
in return for the protection that we grant to your planet. But if you are
unwilling to fight against )umans from the +mperium, you will not be
deployed against them. We are not here to ensla$e you, but to welcome you
into our empire, the empire of the Tau.<
or,$re #al,yth Qishu,iro,
Addressing the human population of Goron -inor
6orces
T"e Tau T"ird P"ase E'ansion Arm( ;ist uses t"e Tau
datas"eets #rom section I.1K.
0sing the Arm )ist
Tau #ormations come in two t(es, cadres and suort
#ormations. Eac" cadre (ou include in t"e arm( allows (ou to
#ield an( t"ree suort #ormations. Alt"oug" (ou can onl( take a
suort #ormation i# (ou #irst take a cadre! t"e( are treated as
searate indeendent #ormations during a *attle and do not "a&e
to mo&e around toget"er. T"e #ormations t"at ma( *e taken in a
Tau T"ird P"ase E'ansion arm( are s"own on t"e c"art t"at
#ollows. T"e c"art also s"ows w"at units comrise t"e
#ormations! w"at ugrades t"e( are allowed! and t"eir oints
cost.
<n addition! #ormations ma( *e gi&en u to t"ree ugrades. Eac"
ugrade t"at is taken adds to t"e cost o# t"e #ormation! as
s"own on t"e upgrade chart. T"e ugrade c"art also lists t"e units
t"at make u t"e ugrade. Eac" ugrade ma( *e taken once er
#ormation.
Tau T"ird P"ase E'ansion armies ma( *e suorted *( Air
7aste #ormations. A ma'imum o# u to a t"ird o# t"e oints
a&aila*le to t"e arm( ma( *e sent on t"ese #ormations.
'PE(IA) +0)E
A.-F.- Tiger 'hark #un &rones
Tiger "hark "!uadrons may be gi$en a Gun #rone formation to
transport. Transported Gun #rone formations may be split across
multiple Tiger "harks as an e&ception to the normal aircraft transport
rules. The Tiger "harks cannot land, make an 'ngagement, or embark
units, but can disembark transported Gun #rones after an approach
mo$e. The Gun #rone formation may shoot when it disembarks as
normal >see 5.9.E?, and counts as ha$ing acti$ated for that turn. After
this initial deployment the Gun #rones are a completely independent
formation. Gun #rones being transported by Tiger "harks do not
generate blast markers for being destroyed until after they are
disembarked.
13K
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
TA0 T@I+& P@A'E EBPAN'I4N A+*1 )I'T
Tau T"ird P"ase E'ansion armies "a&e a strateg( rating o# 3. 7risis 6attlesuit 7adre and Banta 9ros"i #ormations "a&e an initiati&e
rating o# 1M. All ot"er #ormations "a&e an initiati&e rating o# 2M.
TA0 (A&+E'
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
7risis 6attlesuit 7adre .our 7risis 6attlesuits 7ommander! 7risis 2uits! )un 9rones 2I0 oints
.ire $arrior 7adre 7"oose one o# t"e #ollowing otions,
Eig"t .ire $arriors
2i' .ire $arriors and t"ree 9e&il#is"
6onded Team! 6roadsides! Et"ereal! .ire $arriors! )un 9rones!
Lammer"eads! Pat"#inders! Piran"as! 2k(ra(
22I oints
TA0 '0PP4+T 64+*ATI4N'
>Any three support formations may be fielded per each core formation.?
64+*ATI4N 0NIT' 0P#+A&E' A))4WE& (4'T
Armour 2uort )rou .our Lammer"eads Lammer"eads! 2k(ra( 200 oints
6roadside )rou 2i' 6roadside 6attlesuits )un 9rones 32I oints
>root >indred Cne unit o# >root Baster 2"aers and nine >root $arriors >root! >root Lounds! >rooto' 17I oints
Pat"#inder )rou .our Pat"#inders and two 9e&il#is" )un 9rones! Piran"as 200 oints
-econ 2kimmer )rou An( si' o# t"e #ollowing units, Piran"a! Tetra )un 9rones! Piran"as 17I oints
2k(swee 2uort )rou T"ree 2k(ra(s None 2I0 oints
2tealt" )rou 2i' 2tealt" 6attlesuits )un 9rones 22I oints
TA0 0P#+A&E'
>.p to three upgrades may be taken once per formation.?
0P#+A&E 0NIT' (4'T
6onded Team )i&e one unit o# .ire $arriors t"e Leader a*ilit( M2I oints
6roadsides Add t"ree 6roadside 6attlesuits M1I0 oints
7ommander Add an( one o# t"e #ollowing c"aracters to a unit o# 7risis
6attlesuits,
2"as%el
0-1 2"as%o er arm(
M2I oints
M100 oints
7risis 2uits Add u to #our 7risis 6attlesuits MI0 oints eac"
0-1 Et"ereal Add one Et"eral c"aracter er arm( to a unit o# .ire $arriors MI0 oints eac"
.ire $arriors Add an( one o# t"e #ollowing otions, .our .ire $arriors
.our .ire $arriors and two 9e&il#is"
M100 oints
M12I oints
)un 9rones Add two )un 9rones M2I oints
Lammer"eads Add two Lammers"eads M100 oints
>root Add #i&e >root $arriors M7I oints
>root Lounds Add t"ree >root Lounds MI0 oints
>rooto' Add t"ree >rooto' M7I oints
Pat"#inders Add two Pat"#inders and one 9e&il#is" M100 oints
Piran"as Add t"ree Piran"as M7I oints
2k(ra( Add one 2k(ra( M100 oints
AI+ (A'TE 64+*ATI4N'
>.p to a third of the points a$ailable may be spent on these formations.?
64+*ATI4N 0NIT' (4'T
6arracuda 28uadron Two 6arracudas 1I0 oints
Banta 9ros"i Cne Banta D7I oints
Crca 9ros"i Cne Crca 1I0 oints
0-1 2acecra#t An( one o# t"e #ollowing units, Protector 7lass 7ruiser
7ustodian 7lass 6attles"i
200 oints
2I0 oints
Tiger 2"ark 28uadron Two Tiger 2"arks
?add a )un 9rone #ormation o# si' )un 9rones@
17I oints
?M100 oints@
Tiger 2"ark AW-1-0 28uadron Two 2"ark AW-1-0s 37I oints
140
NetEA Tournament Pack 2013-08-07 D.0 Eic )aming
A.9/ E)&A+ A)AIT4( (+A6TW4+)&
A+*1 )I'T
;There is no corner of the gala&y that has not felt the eagle(keen ga4e of
Alaitoc.<
'lari!ue "wiftblade, Autarch of Alaitoc
6orces
T"e Eldar Alaitoc 7ra#tworld Arm( ;ist uses t"e Eldar
datas"eets #rom section I.D and t"e Alaitoc Eldar datas"eets
#rom section I.20.
0sing The Arm )ist
Eldar Alaitoc 7ra#tworld #ormations come in t"ree t(es! t"e
#irst two are war"ost and troue #ormations. Eac" war"ost (ou
include in t"e arm( allows (ou to #ield an( t"ree troue
#ormations. Alt"oug" (ou can onl( take a troue #ormation i#
(ou #irst take a war"ost! t"e( are treated as searate indeendent
#ormations during a *attle and do not "a&e to mo&e around
toget"er.
T"e t"ird t(e o# #ormation are Alaitoc 7ra#tworld 2acecra#t!
Aircra#t 0 Titan #ormations. A ma'imum o# u to a t"ird o# t"e
oints a&aila*le to t"e arm( ma( *e sent on t"ese #ormations.
.inall(! Alaitoc 7ra#tworld <ndi&iduals includes secial c"aracters!
#ormations and o*+ecti&e otions. Eac" indi&idual ma( onl( *e
taken once *( t"e arm(. T"e rules #or using eac" indi&idual are
listed in t"e ONotes% column.
T"e arm( list includes t"e #ollowing in#ormation,
6ormation2 T"e name o# t"e #ormation.
0nits2 T"e core units t"at make u t"e #ormation.
EJtras2 An Eldar #ormation ma( include an( o# t"e e'tra units
listed in t"e OE'tras% column. 1ou ma( include an( num*er o#
e'tra units in a #ormation unless it is seci#icall( noted ot"erwise.
All o# t"e core and e'tra units in a #ormation count as *eing art
o# one #ormation. T"e di##erent units ma( not mo&e o## on t"eir
own.
(ost2 T"e oints &alue o# t"e #ormation.
'pecial +ules
T"e )it V 0un Tactics rule alies to all Eldar #ormations ?I.D.2@.
'PE(IA) +0)E
A.9/.- Trail 3laNing
/nly Alaitoc 'ldar athfinders, 0angers and War Walkers are allowed
to garrison obKecti$es in the 'pic tournament game scenario.
Alaitoc 0anger units count as Guardians for the purposes of transport.
141
D.0 Eic )aming NetEA Tournament Pack 2013-08-07
E)&A+ A)AIT4( (+A6TW4+)& A+*1 )I'T
Eldar Alaitoc 7ra#tworld armies "a&e a strateg( rating o# 4. A&atar! Asect $arrior Troue! P"antom! -e&enant and $arlock
#ormations "a&e an initiati&e rating o# 1M. All ot"er #ormations "a&e an initiati&e rating o# 2M. T"e )it V 0un Tactics rule alies to all
Eldar #ormations ?I.D.2@.
A)AIT4( (+A6TW4+)& IN&I8I&0A)'
>.p to one of each type of indi$idual may be taken per army.?
T1PE N4TE' (4'T
0-1 Autarc" Add one Autarc" c"aracter to an( in#antr( unit in an Asect $arrior Troue #ormation. T"e Autarc" counts
towards t"e limit o# E'arc" c"aracters t"e #ormation ma( take.
M7I oints
0-1 A&atar <n t"e 2trateg( P"ase o# an( turn lace t"e A&atar wit"in 1Icm o# a #ormation t"at contains a unit wit" t"e Farsight
a*ilit( *e#ore making a strateg( roll. T"e A&atar counts as its own #ormation and ma( onl( enter la( in t"is manner.
<n t"e End P"ase o# t"at turn remo&e t"e A&atar *e#ore rall(ing #ormations. Cnce t"e A&atar "as *een remo&ed it
ma( not return.
.ree
0-1 $rait"gate At t"e start o# t"e game nominate one o*+ecti&e on (our "al# o# t"e ta*le as a $rait"gate *e#ore setting u
sacecra#t and garrisons. T"e $rait"gate #unctions *ot" as a Webway ortal and as an o*+ecti&e #or t"e rules
uroses. <t ma( not *e destro(ed. Cnl( #ormations consisting comletel( o# in#antr( units! lig"t &e"icle units or
armoured &e"icles units wit" t"e Walker a*ilit( ma( use t"e $rait"gate to enter la(.
MI0 oints
A)AIT4( (+A6TW4+)& WA+@4'T'
64+*ATI4N 0NIT' EBT+A' (4'T
)uardian Cne .arseer unit and se&en )uardian units -elace u to t"ree )uardian units wit" an e8ual num*er o# Lea&(
$eaon Plat#orm units #or #ree
Add t"ree 2uort $eaon Plat#orm units #or MI0 oints
Add *etween two and t"ree $rait"guard units #or MI0 oints eac"
Add t"ree $rait"lords #or M17I oints
Add #our $a&e 2erents to a #ormation consisting o# onl( .arseer!
)uardian or Lea&( $eaon Plat#orm units #or M200 oints
1I0 oints
-anger Eig"t -anger units -elace #our -anger units wit" t"ree $ar $alkers #or #ree or #our .alcons
#or M200 oints
200 oints
A)AIT4( (+A6TW4+)& T+40PE'
>'ach warhost you include in the army allows you to field any three troupes.?
64+*ATI4N 0NIT' EBT+A' (4'T
Asect $arrior An( si' o# t"e #ollowing units,
9ark -eaers! 9ire A&engers! .ire 9ragons!
Lowling 6ans"ees! 2"ining 2ears! 2triking
2corions! 2wooing Lawks! $ar 2iders
Add +ust enoug" $a&e 2erents or .alcons to transort all units e'cet
2"ining 2ears! 2wooing Lawks and $ar 2iders #or MI0 oints eac"
Add u to one E'arc" c"aracter to an in#antr( unit #or M2I oints eac"
22I oints
Engine o# Haul An( one o# t"e #ollowing units,
7o*ra! 2corion! 2torm 2erent! Hoid 2inner
Add u to an( two o# t"e #ollowing units #or M2I0 oints eac",
7o*ra! 2corion! 2torm 2erent! Hoid 2inner
2I0 oints
Nig"t 2inner T"ree Nig"t 2inners None 17I oints
Pat"#inder .our Pat"#inders Add u to two Pat"#inder units #or MI0 oints eac" 200 oints
2words o# Haul .i&e .alcons Add u to one .alcon #or MI0 oints
-elace u to two .alcons wit" an e8ual num*er o# .irestorms #or #ree
-elace an( num*er o# .alcons wit" an e8ual num*er o# .ire Prisms #or
M1I oints eac"
2I0 oints
$ar $alker .our $ar $alkers Add u to two $ar $alkers #or M2I oints eac" 1I0 oints
$indrider An( si' o# t"e #ollowing units,
Net*ikes! H(er
None 200 oints
A)AIT4( (+A6TW4+)& 'PA(E(+A6T" AI+(+A6T I TITAN'
>.p to a third of the points a$ailable may be spent on these formations.?
64+*ATI4N 0NIT' (4'T
Nig"twings T"ree Nig"twing <ntercetors 300 oints
P"antom Cne P"antom Titan 7I0 oints
P"oeni' T"ree P"oeni' 6om*ers 400 oints
-e&enants Two -e&enant Titans DI0 oints
0-1 2acecra#t An( one o# t"e #ollowing units, $rait"s"i
9ragons"i
1I0 oints
300 oints
Hamire Cne Hamire -aider 200 oints
0-1 $arlock Cne $arlock Titan 8I0 oints
142

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